WARNING: BREAKING: rlgl module redesign -WIP-

- Some rlgl functions have been moved to core
 - Some functions have been made internal to rlgl
 - rlgl functions prefixed with rl*()
This commit is contained in:
Ray
2021-03-21 01:29:31 +01:00
parent f4f6f665f7
commit ed4ca6a7f3
6 changed files with 462 additions and 537 deletions

View File

@@ -8,7 +8,6 @@
* When chosing an OpenGL version greater than OpenGL 1.1, rlgl stores vertex data on internal
* VBO buffers (and VAOs if available). It requires calling 3 functions:
* rlglInit() - Initialize internal buffers and auxiliary resources
* rlglDraw() - Process internal buffers and send required draw calls
* rlglClose() - De-initialize internal buffers data and other auxiliar resources
*
* CONFIGURATION:
@@ -520,14 +519,13 @@ RLAPI unsigned int rlLoadAttribBuffer(unsigned int vaoId, int shaderLoc, void *b
//------------------------------------------------------------------------------------
RLAPI void rlglInit(int width, int height); // Initialize rlgl (buffers, shaders, textures, states)
RLAPI void rlglClose(void); // De-inititialize rlgl (buffers, shaders, textures)
RLAPI void rlglDraw(void); // Update and draw default internal buffers
RLAPI void rlCheckErrors(void); // Check and log OpenGL error codes
RLAPI int rlGetVersion(void); // Returns current OpenGL version
RLAPI bool rlCheckBufferLimit(int vCount); // Check internal buffer overflow for a given number of vertex
RLAPI void rlSetDebugMarker(const char *text); // Set debug marker for analysis
RLAPI void rlSetBlendMode(int glSrcFactor, int glDstFactor, int glEquation); // // Set blending mode factor and equation (using OpenGL factors)
RLAPI void rlLoadExtensions(void *loader); // Load OpenGL extensions
RLAPI void rlCheckErrors(void); // Check and log OpenGL error codes
RLAPI void rlLoadExtensions(void *loader); // Load OpenGL extensions (loader function pointer required)
RLAPI void rlSetBlendMode(int mode);
RLAPI void rlSetBlendFactors(int glSrcFactor, int glDstFactor, int glEquation); // Set blending mode factor and equation (using OpenGL factors)
// Textures data management
RLAPI unsigned int rlLoadTexture(void *data, int width, int height, int format, int mipmapCount); // Load texture in GPU
@@ -561,48 +559,27 @@ RLAPI void rlUnloadMesh(Mesh *mesh); // Unl
// NOTE: There is a set of shader related functions that are available to end user,
// to avoid creating function wrappers through core module, they have been directly declared in raylib.h
#if defined(RLGL_STANDALONE)
//------------------------------------------------------------------------------------
// Shaders System Functions (Module: rlgl)
// NOTE: This functions are useless when using OpenGL 1.1
//------------------------------------------------------------------------------------
// Shader loading/unloading functions
RLAPI Shader LoadShader(const char *vsFileName, const char *fsFileName); // Load shader from files and bind default locations
RLAPI Shader LoadShaderCode(const char *vsCode, const char *fsCode); // Load shader from code strings and bind default locations
RLAPI void UnloadShader(Shader shader); // Unload shader from GPU memory (VRAM)
RLAPI unsigned int rlLoadShaderCode(const char *vsCode, const char *fsCode); // Load shader from code strings and bind default locations
RLAPI Shader GetShaderDefault(void); // Get default shader
RLAPI Texture2D GetTextureDefault(void); // Get default texture
RLAPI Texture2D GetShapesTexture(void); // Get texture to draw shapes
RLAPI Rectangle GetShapesTextureRec(void); // Get texture rectangle to draw shapes
RLAPI Shader rlGetShaderDefault(void); // Get default shader
RLAPI Texture2D rlGetTextureDefault(void); // Get default texture
RLAPI Texture2D rlGetShapesTexture(void); // Get texture to draw shapes
RLAPI Rectangle rlGetShapesTextureRec(void); // Get texture rectangle to draw shapes
RLAPI void rlSetShapesTexture(Texture2D texture, Rectangle source); // Define default texture used to draw shapes
// Shader configuration functions
RLAPI int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location
RLAPI int GetShaderLocationAttrib(Shader shader, const char *attribName); // Get shader attribute location
RLAPI void SetShaderValue(Shader shader, int locIndex, const void *value, int uniformType); // Set shader uniform value
RLAPI void SetShaderValueV(Shader shader, int locIndex, const void *value, int uniformType, int count); // Set shader uniform value vector
RLAPI void SetShaderValueMatrix(Shader shader, int locIndex, Matrix mat); // Set shader uniform value (matrix 4x4)
RLAPI void SetMatrixProjection(Matrix proj); // Set a custom projection matrix (replaces internal projection matrix)
RLAPI void SetMatrixModelview(Matrix view); // Set a custom modelview matrix (replaces internal modelview matrix)
RLAPI Matrix GetMatrixModelview(void); // Get internal modelview matrix
RLAPI Matrix GetMatrixProjection(void); // Get internal projection matrix
RLAPI void rlSetMatrixProjection(Matrix proj); // Set a custom projection matrix (replaces internal projection matrix)
RLAPI void rlSetMatrixModelview(Matrix view); // Set a custom modelview matrix (replaces internal modelview matrix)
RLAPI Matrix rlGetMatrixModelview(void); // Get internal modelview matrix
RLAPI Matrix rlGetMatrixProjection(void); // Get internal projection matrix
RLAPI bool rlCheckRenderBatchLimit(int vCount); // Check internal buffer overflow for a given number of vertex
// Texture maps generation (PBR)
// NOTE: Required shaders should be provided
RLAPI TextureCubemap GenTextureCubemap(Shader shader, Texture2D panorama, int size, int format); // Generate cubemap (6 faces) from equirectangular (panorama) texture
RLAPI TextureCubemap GenTextureIrradiance(Shader shader, TextureCubemap cubemap, int size); // Generate irradiance cubemap using cubemap texture
RLAPI TextureCubemap GenTexturePrefilter(Shader shader, TextureCubemap cubemap, int size); // Generate prefilter cubemap using cubemap texture
RLAPI Texture2D GenTextureBRDF(Shader shader, int size); // Generate a generic BRDF texture
// Shading begin/end functions
RLAPI void BeginShaderMode(Shader shader); // Begin custom shader drawing
RLAPI void EndShaderMode(void); // End custom shader drawing (use default shader)
RLAPI void BeginBlendMode(int mode); // Begin blending mode (alpha, additive, multiplied)
RLAPI void EndBlendMode(void); // End blending mode (reset to default: alpha blending)
RLAPI char *LoadFileText(const char *fileName); // Load chars array from text file
RLAPI int GetPixelDataSize(int width, int height, int format);// Get pixel data size in bytes (image or texture)
#endif
RLAPI TextureCubemap rlGenTextureCubemap(Shader shader, Texture2D panorama, int size, int format); // Generate cubemap (6 faces) from equirectangular (panorama) texture
RLAPI TextureCubemap rlGenTextureIrradiance(Shader shader, TextureCubemap cubemap, int size); // Generate irradiance cubemap using cubemap texture
RLAPI TextureCubemap rlGenTexturePrefilter(Shader shader, TextureCubemap cubemap, int size); // Generate prefilter cubemap using cubemap texture
RLAPI Texture2D rlGenTextureBRDF(Shader shader, int size); // Generate a generic BRDF texture
#if defined(__cplusplus)
}
@@ -618,9 +595,7 @@ RLAPI int GetPixelDataSize(int width, int height, int format);// Get pixel data
#if defined(RLGL_IMPLEMENTATION)
#if defined(RLGL_STANDALONE)
#include <stdio.h> // Required for: fopen(), fseek(), fread(), fclose() [LoadFileText]
#else
#if !defined(RLGL_STANDALONE)
// Check if config flags have been externally provided on compilation line
#if !defined(EXTERNAL_CONFIG_FLAGS)
#include "config.h" // Defines module configuration flags
@@ -868,7 +843,6 @@ typedef struct rlglData {
bool texCompASTC; // ASTC texture compression support
bool texMirrorClamp; // Clamp mirror wrap mode supported
bool texAnisoFilter; // Anisotropic texture filtering support
bool debugMarker; // Debug marker support
float maxAnisotropicLevel; // Maximum anisotropy level supported (minimum is 2.0f)
int maxDepthBits; // Maximum bits for depth component
@@ -907,17 +881,18 @@ static Shader LoadShaderDefault(void); // Load default shader (
static void SetShaderDefaultLocations(Shader *shader); // Bind default shader locations (attributes and uniforms)
static void UnloadShaderDefault(void); // Unload default shader
static RenderBatch LoadRenderBatch(int numBuffers, int bufferElements); // Load a render batch system
static void UnloadRenderBatch(RenderBatch batch); // Unload render batch system
static void DrawRenderBatch(RenderBatch *batch); // Draw render batch data (Update->Draw->Reset)
static void SetRenderBatchActive(RenderBatch *batch); // Set the active render batch for rlgl
static void SetRenderBatchDefault(void); // Set default render batch for rlgl
//static bool CheckRenderBatchLimit(RenderBatch batch, int vCount); // Check render batch vertex buffer limits
static void GenDrawCube(void); // Generate and draw cube
static void GenDrawQuad(void); // Generate and draw quad
#endif // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2
//static int GetPixelDataSize(int width, int height, int format); // Get pixel data size in bytes (image or texture)
static RenderBatch rlLoadRenderBatch(int numBuffers, int bufferElements); // Load a render batch system
static void rlUnloadRenderBatch(RenderBatch batch); // Unload render batch system
static void rlDrawRenderBatch(RenderBatch *batch); // Draw render batch data (Update->Draw->Reset)
static void rlSetRenderBatchActive(RenderBatch *batch); // Set the active render batch for rlgl
static void rlSetRenderBatchDefault(void); // Set default render batch for rlgl
#if defined(GRAPHICS_API_OPENGL_11)
static int GenerateMipmaps(unsigned char *data, int baseWidth, int baseHeight);
static Color *GenNextMipmap(Color *srcData, int srcWidth, int srcHeight);
@@ -1120,11 +1095,9 @@ void rlBegin(int mode)
// for the next set of vertex to be drawn
if (RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].mode == RL_LINES) RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexAlignment = ((RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexCount < 4)? RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexCount : RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexCount%4);
else if (RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].mode == RL_TRIANGLES) RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexAlignment = ((RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexCount < 4)? 1 : (4 - (RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexCount%4)));
else RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexAlignment = 0;
if (rlCheckBufferLimit(RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexAlignment)) DrawRenderBatch(RLGL.currentBatch);
else
if (!rlCheckRenderBatchLimit(RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexAlignment))
{
RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vCounter += RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexAlignment;
RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].cCounter += RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexAlignment;
@@ -1134,7 +1107,7 @@ void rlBegin(int mode)
}
}
if (RLGL.currentBatch->drawsCounter >= DEFAULT_BATCH_DRAWCALLS) DrawRenderBatch(RLGL.currentBatch);
if (RLGL.currentBatch->drawsCounter >= DEFAULT_BATCH_DRAWCALLS) rlDrawRenderBatch(RLGL.currentBatch);
RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].mode = mode;
RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexCount = 0;
@@ -1184,14 +1157,15 @@ void rlEnd(void)
RLGL.currentBatch->currentDepth += (1.0f/20000.0f);
// Verify internal buffers limits
// NOTE: This check is combined with usage of rlCheckBufferLimit()
if ((RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vCounter) >= (RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].elementsCount*4 - 4))
// NOTE: This check is combined with usage of rlCheckRenderBatchLimit()
if ((RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vCounter) >=
(RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].elementsCount*4 - 4))
{
// WARNING: If we are between rlPushMatrix() and rlPopMatrix() and we need to force a DrawRenderBatch(),
// WARNING: If we are between rlPushMatrix() and rlPopMatrix() and we need to force a rlDrawRenderBatch(),
// we need to call rlPopMatrix() before to recover *RLGL.State.currentMatrix (RLGL.State.modelview) for the next forced draw call!
// If we have multiple matrix pushed, it will require "RLGL.State.stackCounter" pops before launching the draw
for (int i = RLGL.State.stackCounter; i >= 0; i--) rlPopMatrix();
DrawRenderBatch(RLGL.currentBatch);
rlDrawRenderBatch(RLGL.currentBatch);
}
}
@@ -1293,11 +1267,9 @@ void rlEnableTexture(unsigned int id)
// for the next set of vertex to be drawn
if (RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].mode == RL_LINES) RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexAlignment = ((RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexCount < 4)? RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexCount : RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexCount%4);
else if (RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].mode == RL_TRIANGLES) RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexAlignment = ((RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexCount < 4)? 1 : (4 - (RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexCount%4)));
else RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexAlignment = 0;
if (rlCheckBufferLimit(RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexAlignment)) DrawRenderBatch(RLGL.currentBatch);
else
if (!rlCheckRenderBatchLimit(RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexAlignment))
{
RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vCounter += RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexAlignment;
RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].cCounter += RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexAlignment;
@@ -1307,7 +1279,7 @@ void rlEnableTexture(unsigned int id)
}
}
if (RLGL.currentBatch->drawsCounter >= DEFAULT_BATCH_DRAWCALLS) DrawRenderBatch(RLGL.currentBatch);
if (RLGL.currentBatch->drawsCounter >= DEFAULT_BATCH_DRAWCALLS) rlDrawRenderBatch(RLGL.currentBatch);
RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].textureId = id;
RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexCount = 0;
@@ -1324,7 +1296,7 @@ void rlDisableTexture(void)
#else
// NOTE: If quads batch limit is reached,
// we force a draw call and next batch starts
if (RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vCounter >= (RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].elementsCount*4)) DrawRenderBatch(RLGL.currentBatch);
if (RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vCounter >= (RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].elementsCount*4)) rlDrawRenderBatch(RLGL.currentBatch);
#endif
}
@@ -1704,9 +1676,6 @@ void rlglInit(int width, int height)
// Clamp mirror wrap mode supported
if (strcmp(extList[i], (const char *)"GL_EXT_texture_mirror_clamp") == 0) RLGL.ExtSupported.texMirrorClamp = true;
// Debug marker support
if (strcmp(extList[i], (const char *)"GL_EXT_debug_marker") == 0) RLGL.ExtSupported.debugMarker = true;
}
// Free extensions pointers
@@ -1733,8 +1702,6 @@ void rlglInit(int width, int height)
if (RLGL.ExtSupported.texAnisoFilter) TRACELOG(LOG_INFO, "GL: Anisotropic textures filtering supported (max: %.0fX)", RLGL.ExtSupported.maxAnisotropicLevel);
if (RLGL.ExtSupported.texMirrorClamp) TRACELOG(LOG_INFO, "GL: Mirror clamp wrap texture mode supported");
if (RLGL.ExtSupported.debugMarker) TRACELOG(LOG_INFO, "GL: Debug Marker supported");
// Initialize buffers, default shaders and default textures
//----------------------------------------------------------
// Init default white texture
@@ -1749,7 +1716,7 @@ void rlglInit(int width, int height)
RLGL.State.currentShader = RLGL.State.defaultShader;
// Init default vertex arrays buffers
RLGL.defaultBatch = LoadRenderBatch(DEFAULT_BATCH_BUFFERS, DEFAULT_BATCH_BUFFER_ELEMENTS);
RLGL.defaultBatch = rlLoadRenderBatch(DEFAULT_BATCH_BUFFERS, DEFAULT_BATCH_BUFFER_ELEMENTS);
RLGL.currentBatch = &RLGL.defaultBatch;
// Init stack matrices (emulating OpenGL 1.1)
@@ -1796,7 +1763,7 @@ void rlglInit(int width, int height)
RLGL.State.framebufferHeight = height;
// Init texture and rectangle used on basic shapes drawing
RLGL.State.shapesTexture = GetTextureDefault();
RLGL.State.shapesTexture = rlGetTextureDefault();
RLGL.State.shapesTextureRec = (Rectangle){ 0.0f, 0.0f, 1.0f, 1.0f };
TRACELOG(LOG_INFO, "RLGL: Default state initialized successfully");
@@ -1812,7 +1779,7 @@ void rlglInit(int width, int height)
void rlglClose(void)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
UnloadRenderBatch(RLGL.defaultBatch);
rlUnloadRenderBatch(RLGL.defaultBatch);
UnloadShaderDefault(); // Unload default shader
glDeleteTextures(1, &RLGL.State.defaultTextureId); // Unload default texture
@@ -1821,48 +1788,33 @@ void rlglClose(void)
#endif
}
// Update and draw internal buffers
void rlglDraw(void)
// Update and draw internal render batch
void rlDrawRenderBatchActive(void)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
DrawRenderBatch(RLGL.currentBatch); // NOTE: Stereo rendering is checked inside
rlDrawRenderBatch(RLGL.currentBatch); // NOTE: Stereo rendering is checked inside
#endif
}
// Check and log OpenGL error codes
void rlCheckErrors() {
void rlCheckErrors()
{
#if defined(GRAPHICS_API_OPENGL_21) || defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
int check = 1;
while (check) {
while (check)
{
const GLenum err = glGetError();
switch (err) {
case GL_NO_ERROR:
check = 0;
break;
case 0x0500: // GL_INVALID_ENUM:
TRACELOG(LOG_WARNING, "GL: Error detected: GL_INVALID_ENUM");
break;
case 0x0501: //GL_INVALID_VALUE:
TRACELOG(LOG_WARNING, "GL: Error detected: GL_INVALID_VALUE");
break;
case 0x0502: //GL_INVALID_OPERATION:
TRACELOG(LOG_WARNING, "GL: Error detected: GL_INVALID_OPERATION");
break;
case 0x0503: // GL_STACK_OVERFLOW:
TRACELOG(LOG_WARNING, "GL: Error detected: GL_STACK_OVERFLOW");
break;
case 0x0504: // GL_STACK_UNDERFLOW:
TRACELOG(LOG_WARNING, "GL: Error detected: GL_STACK_UNDERFLOW");
break;
case 0x0505: // GL_OUT_OF_MEMORY:
TRACELOG(LOG_WARNING, "GL: Error detected: GL_OUT_OF_MEMORY");
break;
case 0x0506: // GL_INVALID_FRAMEBUFFER_OPERATION:
TRACELOG(LOG_WARNING, "GL: Error detected: GL_INVALID_FRAMEBUFFER_OPERATION");
break;
default:
TRACELOG(LOG_WARNING, "GL: Error detected: unknown error code %x", err);
break;
switch (err)
{
case GL_NO_ERROR: check = 0; break;
case 0x0500: TRACELOG(LOG_WARNING, "GL: Error detected: GL_INVALID_ENUM"); break;
case 0x0501: TRACELOG(LOG_WARNING, "GL: Error detected: GL_INVALID_VALUE"); break;
case 0x0502: TRACELOG(LOG_WARNING, "GL: Error detected: GL_INVALID_OPERATION"); break;
case 0x0503: TRACELOG(LOG_WARNING, "GL: Error detected: GL_STACK_OVERFLOW"); break;
case 0x0504: TRACELOG(LOG_WARNING, "GL: Error detected: GL_STACK_UNDERFLOW"); break;
case 0x0505: TRACELOG(LOG_WARNING, "GL: Error detected: GL_OUT_OF_MEMORY"); break;
case 0x0506: TRACELOG(LOG_WARNING, "GL: Error detected: GL_INVALID_FRAMEBUFFER_OPERATION"); break;
default: TRACELOG(LOG_WARNING, "GL: Error detected: Unknown error code: %x", err); break;
}
}
#endif
@@ -1890,25 +1842,23 @@ int rlGetVersion(void)
}
// Check internal buffer overflow for a given number of vertex
bool rlCheckBufferLimit(int vCount)
// and force a RenderBatch draw call if required
bool rlCheckRenderBatchLimit(int vCount)
{
bool overflow = false;
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
if ((RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vCounter + vCount) >= (RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].elementsCount*4)) overflow = true;
if ((RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vCounter + vCount) >=
(RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].elementsCount*4))
{
overflow = true;
rlDrawRenderBatch(RLGL.currentBatch); // NOTE: Stereo rendering is checked inside
}
#endif
return overflow;
}
// Set debug marker
void rlSetDebugMarker(const char *text)
{
#if defined(GRAPHICS_API_OPENGL_33)
if (RLGL.ExtSupported.debugMarker) glInsertEventMarkerEXT(0, text);
#endif
}
// Set blending mode factor and equation
void rlSetBlendMode(int glSrcFactor, int glDstFactor, int glEquation)
void rlSetBlendFactors(int glSrcFactor, int glDstFactor, int glEquation)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
RLGL.State.glBlendSrcFactor = glSrcFactor;
@@ -2862,9 +2812,9 @@ void rlDrawMesh(Mesh mesh, Material material, Matrix transform)
rlViewport(eye*RLGL.State.framebufferWidth/2, 0, RLGL.State.framebufferWidth/2, RLGL.State.framebufferHeight);
// Set current eye view offset to modelview matrix
SetMatrixModelview(MatrixMultiply(matModelView, RLGL.State.eyesViewOffset[eye]));
rlSetMatrixModelview(MatrixMultiply(matModelView, RLGL.State.eyesViewOffset[eye]));
// Set current eye projection matrix
SetMatrixProjection(RLGL.State.eyesProjection[eye]);
rlSetMatrixProjection(RLGL.State.eyesProjection[eye]);
}
// Calculate model-view-projection matrix (MVP)
@@ -3132,7 +3082,7 @@ void rlSetMatrixViewOffsetStereo(Matrix right, Matrix left)
//----------------------------------------------------------------------------------
// Get default internal texture (white texture)
Texture2D GetTextureDefault(void)
Texture2D rlGetTextureDefault(void)
{
Texture2D texture = { 0 };
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
@@ -3146,7 +3096,7 @@ Texture2D GetTextureDefault(void)
}
// Get texture to draw shapes (RAII)
Texture2D GetShapesTexture(void)
Texture2D rlGetShapesTexture(void)
{
#if defined(GRAPHICS_API_OPENGL_11)
Texture2D texture = { 0 };
@@ -3157,7 +3107,7 @@ Texture2D GetShapesTexture(void)
}
// Get texture rectangle to draw shapes
Rectangle GetShapesTextureRec(void)
Rectangle rlGetShapesTextureRec(void)
{
#if defined(GRAPHICS_API_OPENGL_11)
Rectangle rec = { 0 };
@@ -3168,7 +3118,7 @@ Rectangle GetShapesTextureRec(void)
}
// Define default texture used to draw shapes
void SetShapesTexture(Texture2D texture, Rectangle source)
void rlSetShapesTexture(Texture2D texture, Rectangle source)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
RLGL.State.shapesTexture = texture;
@@ -3177,7 +3127,7 @@ void SetShapesTexture(Texture2D texture, Rectangle source)
}
// Get default shader
Shader GetShaderDefault(void)
Shader rlGetShaderDefault(void)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
return RLGL.State.defaultShader;
@@ -3187,38 +3137,12 @@ Shader GetShaderDefault(void)
#endif
}
// Load shader from files and bind default locations
// NOTE: If shader string is NULL, using default vertex/fragment shaders
Shader LoadShader(const char *vsFileName, const char *fsFileName)
{
Shader shader = { 0 };
// NOTE: Shader.locs is allocated by LoadShaderCode()
char *vShaderStr = NULL;
char *fShaderStr = NULL;
if (vsFileName != NULL) vShaderStr = LoadFileText(vsFileName);
if (fsFileName != NULL) fShaderStr = LoadFileText(fsFileName);
shader = LoadShaderCode(vShaderStr, fShaderStr);
if (vShaderStr != NULL) RL_FREE(vShaderStr);
if (fShaderStr != NULL) RL_FREE(fShaderStr);
return shader;
}
// Load shader from code strings
// NOTE: If shader string is NULL, using default vertex/fragment shaders
Shader LoadShaderCode(const char *vsCode, const char *fsCode)
unsigned int rlLoadShaderCode(const char *vsCode, const char *fsCode)
{
Shader shader = { 0 };
shader.locs = (int *)RL_CALLOC(MAX_SHADER_LOCATIONS, sizeof(int));
// NOTE: All locations must be reseted to -1 (no location)
for (int i = 0; i < MAX_SHADER_LOCATIONS; i++) shader.locs[i] = -1;
unsigned int id = 0;
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
unsigned int vertexShaderId = RLGL.State.defaultVShaderId;
unsigned int fragmentShaderId = RLGL.State.defaultFShaderId;
@@ -3226,39 +3150,36 @@ Shader LoadShaderCode(const char *vsCode, const char *fsCode)
if (vsCode != NULL) vertexShaderId = CompileShader(vsCode, GL_VERTEX_SHADER);
if (fsCode != NULL) fragmentShaderId = CompileShader(fsCode, GL_FRAGMENT_SHADER);
if ((vertexShaderId == RLGL.State.defaultVShaderId) && (fragmentShaderId == RLGL.State.defaultFShaderId)) shader = RLGL.State.defaultShader;
if ((vertexShaderId == RLGL.State.defaultVShaderId) && (fragmentShaderId == RLGL.State.defaultFShaderId)) id = RLGL.State.defaultShader.id;
else
{
shader.id = LoadShaderProgram(vertexShaderId, fragmentShaderId);
id = LoadShaderProgram(vertexShaderId, fragmentShaderId);
if (vertexShaderId != RLGL.State.defaultVShaderId)
{
// Detach shader before deletion to make sure memory is freed
glDetachShader(shader.id, vertexShaderId);
glDetachShader(id, vertexShaderId);
glDeleteShader(vertexShaderId);
}
if (fragmentShaderId != RLGL.State.defaultFShaderId)
{
// Detach shader before deletion to make sure memory is freed
glDetachShader(shader.id, fragmentShaderId);
glDetachShader(id, fragmentShaderId);
glDeleteShader(fragmentShaderId);
}
if (shader.id == 0)
if (id == 0)
{
TRACELOG(LOG_WARNING, "SHADER: Failed to load custom shader code");
shader = RLGL.State.defaultShader;
id = RLGL.State.defaultShader.id;
}
// After shader loading, we TRY to set default location names
if (shader.id > 0) SetShaderDefaultLocations(&shader);
}
// Get available shader uniforms
// NOTE: This information is useful for debug...
int uniformCount = -1;
glGetProgramiv(shader.id, GL_ACTIVE_UNIFORMS, &uniformCount);
glGetProgramiv(id, GL_ACTIVE_UNIFORMS, &uniformCount);
for (int i = 0; i < uniformCount; i++)
{
@@ -3268,89 +3189,79 @@ Shader LoadShaderCode(const char *vsCode, const char *fsCode)
GLenum type = GL_ZERO;
// Get the name of the uniforms
glGetActiveUniform(shader.id, i, sizeof(name) - 1, &namelen, &num, &type, name);
glGetActiveUniform(id, i, sizeof(name) - 1, &namelen, &num, &type, name);
name[namelen] = 0;
TRACELOGD("SHADER: [ID %i] Active uniform (%s) set at location: %i", shader.id, name, glGetUniformLocation(shader.id, name));
TRACELOGD("SHADER: [ID %i] Active uniform (%s) set at location: %i", id, name, glGetUniformLocation(id, name));
}
#endif
return shader;
return id;
}
// Unload shader from GPU memory (VRAM)
void UnloadShader(Shader shader)
void rlUnloadShaderProgram(unsigned int id)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
if (shader.id != RLGL.State.defaultShader.id)
{
glDeleteProgram(shader.id);
RL_FREE(shader.locs);
TRACELOG(LOG_INFO, "SHADER: [ID %i] Unloaded shader program data from VRAM (GPU)", shader.id);
}
glDeleteProgram(id);
#endif
}
// Begin custom shader mode
void BeginShaderMode(Shader shader)
void rlSetShaderCurrent(Shader shader)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
if (RLGL.State.currentShader.id != shader.id)
{
DrawRenderBatch(RLGL.currentBatch);
rlDrawRenderBatch(RLGL.currentBatch);
RLGL.State.currentShader = shader;
}
#endif
}
// End custom shader mode (returns to default shader)
void EndShaderMode(void)
void rlSetBlendMode(int mode)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
BeginShaderMode(RLGL.State.defaultShader);
if (RLGL.State.currentBlendMode != mode)
{
rlDrawRenderBatch(RLGL.currentBatch);
switch (mode)
{
case BLEND_ALPHA: glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glBlendEquation(GL_FUNC_ADD); break;
case BLEND_ADDITIVE: glBlendFunc(GL_SRC_ALPHA, GL_ONE); glBlendEquation(GL_FUNC_ADD); break;
case BLEND_MULTIPLIED: glBlendFunc(GL_DST_COLOR, GL_ONE_MINUS_SRC_ALPHA); glBlendEquation(GL_FUNC_ADD); break;
case BLEND_ADD_COLORS: glBlendFunc(GL_ONE, GL_ONE); glBlendEquation(GL_FUNC_ADD); break;
case BLEND_SUBTRACT_COLORS: glBlendFunc(GL_ONE, GL_ONE); glBlendEquation(GL_FUNC_SUBTRACT); break;
case BLEND_CUSTOM: glBlendFunc(RLGL.State.glBlendSrcFactor, RLGL.State.glBlendDstFactor); glBlendEquation(RLGL.State.glBlendEquation); break;
default: break;
}
RLGL.State.currentBlendMode = mode;
}
#endif
}
// Get shader uniform location
int GetShaderLocation(Shader shader, const char *uniformName)
int rlGetLocationUniform(unsigned int shaderId, const char *uniformName)
{
int location = -1;
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
location = glGetUniformLocation(shader.id, uniformName);
if (location == -1) TRACELOG(LOG_WARNING, "SHADER: [ID %i] Failed to find shader uniform: %s", shader.id, uniformName);
else TRACELOG(LOG_INFO, "SHADER: [ID %i] Shader uniform (%s) set at location: %i", shader.id, uniformName, location);
location = glGetUniformLocation(shaderId, uniformName);
#endif
return location;
}
// Get shader attribute location
int GetShaderLocationAttrib(Shader shader, const char *attribName)
int rlGetLocationAttrib(unsigned int shaderId, const char *attribName)
{
int location = -1;
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
location = glGetAttribLocation(shader.id, attribName);
if (location == -1) TRACELOG(LOG_WARNING, "SHADER: [ID %i] Failed to find shader attribute: %s", shader.id, attribName);
else TRACELOG(LOG_INFO, "SHADER: [ID %i] Shader attribute (%s) set at location: %i", shader.id, attribName, location);
location = glGetAttribLocation(shaderId, attribName);
#endif
return location;
}
// Set shader uniform value
void SetShaderValue(Shader shader, int locIndex, const void *value, int uniformType)
{
SetShaderValueV(shader, locIndex, value, uniformType, 1);
}
// Set shader uniform value vector
void SetShaderValueV(Shader shader, int locIndex, const void *value, int uniformType, int count)
void rlSetUniform(int locIndex, const void *value, int uniformType, int count)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
glUseProgram(shader.id);
switch (uniformType)
{
case SHADER_UNIFORM_FLOAT: glUniform1fv(locIndex, count, (float *)value); break;
@@ -3362,32 +3273,21 @@ void SetShaderValueV(Shader shader, int locIndex, const void *value, int uniform
case SHADER_UNIFORM_IVEC3: glUniform3iv(locIndex, count, (int *)value); break;
case SHADER_UNIFORM_IVEC4: glUniform4iv(locIndex, count, (int *)value); break;
case SHADER_UNIFORM_SAMPLER2D: glUniform1iv(locIndex, count, (int *)value); break;
default: TRACELOG(LOG_WARNING, "SHADER: [ID %i] Failed to set uniform, data type not recognized", shader.id);
default: TRACELOG(LOG_WARNING, "SHADER: Failed to set uniform, data type not recognized");
}
//glUseProgram(0); // Avoid reseting current shader program, in case other uniforms are set
#endif
}
// Set shader uniform value (matrix 4x4)
void SetShaderValueMatrix(Shader shader, int locIndex, Matrix mat)
void rlSetUniformMatrix(int locIndex, Matrix mat)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
glUseProgram(shader.id);
glUniformMatrix4fv(locIndex, 1, false, MatrixToFloat(mat));
//glUseProgram(0);
#endif
}
// Set shader uniform value for texture
void SetShaderValueTexture(Shader shader, int locIndex, Texture2D texture)
void rlSetUniformSampler(int locIndex, Texture2D texture)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
glUseProgram(shader.id);
// Check if texture is already active
for (int i = 0; i < MAX_BATCH_ACTIVE_TEXTURES; i++) if (RLGL.State.activeTextureId[i] == texture.id) return;
@@ -3402,13 +3302,12 @@ void SetShaderValueTexture(Shader shader, int locIndex, Texture2D texture)
break;
}
}
//glUseProgram(0);
#endif
}
// Set a custom projection matrix (replaces internal projection matrix)
void SetMatrixProjection(Matrix projection)
void rlSetMatrixProjection(Matrix projection)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
RLGL.State.projection = projection;
@@ -3416,7 +3315,8 @@ void SetMatrixProjection(Matrix projection)
}
// Return internal projection matrix
Matrix GetMatrixProjection(void) {
Matrix rlGetMatrixProjection(void)
{
#if defined(GRAPHICS_API_OPENGL_11)
float mat[16];
glGetFloatv(GL_PROJECTION_MATRIX,mat);
@@ -3433,7 +3333,7 @@ Matrix GetMatrixProjection(void) {
}
// Set a custom modelview matrix (replaces internal modelview matrix)
void SetMatrixModelview(Matrix view)
void rlSetMatrixModelview(Matrix view)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
RLGL.State.modelview = view;
@@ -3441,7 +3341,7 @@ void SetMatrixModelview(Matrix view)
}
// Return internal modelview matrix
Matrix GetMatrixModelview(void)
Matrix rlGetMatrixModelview(void)
{
Matrix matrix = MatrixIdentity();
#if defined(GRAPHICS_API_OPENGL_11)
@@ -3457,8 +3357,9 @@ Matrix GetMatrixModelview(void)
return matrix;
}
// Generate cubemap texture from HDR texture
TextureCubemap GenTextureCubemap(Shader shader, Texture2D panorama, int size, int format)
TextureCubemap rlGenTextureCubemap(Shader shader, Texture2D panorama, int size, int format)
{
TextureCubemap cubemap = { 0 };
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
@@ -3480,10 +3381,11 @@ TextureCubemap GenTextureCubemap(Shader shader, Texture2D panorama, int size, in
// STEP 2: Draw to framebuffer
//------------------------------------------------------------------------------------------
// NOTE: Shader is used to convert HDR equirectangular environment map to cubemap equivalent (6 faces)
rlEnableShader(shader.id);
// Define projection matrix and send it to shader
Matrix fboProjection = MatrixPerspective(90.0*DEG2RAD, 1.0, RL_CULL_DISTANCE_NEAR, RL_CULL_DISTANCE_FAR);
SetShaderValueMatrix(shader, shader.locs[SHADER_LOC_MATRIX_PROJECTION], fboProjection);
Matrix matFboProjection = MatrixPerspective(90.0*DEG2RAD, 1.0, RL_CULL_DISTANCE_NEAR, RL_CULL_DISTANCE_FAR);
rlSetUniformMatrix(shader.locs[SHADER_LOC_MATRIX_PROJECTION], matFboProjection);
// Define view matrix for every side of the cubemap
Matrix fboViews[6] = {
@@ -3495,7 +3397,6 @@ TextureCubemap GenTextureCubemap(Shader shader, Texture2D panorama, int size, in
MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, -1.0f }, (Vector3){ 0.0f, -1.0f, 0.0f })
};
rlEnableShader(shader.id);
#if !defined(GENTEXTURECUBEMAP_USE_BATCH_SYSTEM)
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, panorama.id);
@@ -3505,7 +3406,7 @@ TextureCubemap GenTextureCubemap(Shader shader, Texture2D panorama, int size, in
for (int i = 0; i < 6; i++)
{
SetShaderValueMatrix(shader, shader.locs[SHADER_LOC_MATRIX_VIEW], fboViews[i]);
rlSetUniformMatrix(shader.locs[SHADER_LOC_MATRIX_VIEW], fboViews[i]);
rlFramebufferAttach(fbo, cubemap.id, RL_ATTACHMENT_COLOR_CHANNEL0, RL_ATTACHMENT_CUBEMAP_POSITIVE_X + i);
rlEnableFramebuffer(fbo);
@@ -3517,9 +3418,9 @@ TextureCubemap GenTextureCubemap(Shader shader, Texture2D panorama, int size, in
#if defined(GENTEXTURECUBEMAP_USE_BATCH_SYSTEM)
// Using internal batch system instead of raw OpenGL cube creating+drawing
// NOTE: DrawCubeV() is actually provided by models.c! -> GenTextureCubemap() should be moved to user code!
// NOTE: DrawCubeV() is actually provided by models.c! -> rlGenTextureCubemap() should be moved to user code!
DrawCubeV(Vector3Zero(), Vector3One(), WHITE);
DrawRenderBatch(RLGL.currentBatch);
rlDrawRenderBatch(RLGL.currentBatch);
#endif
}
//------------------------------------------------------------------------------------------
@@ -3545,7 +3446,7 @@ TextureCubemap GenTextureCubemap(Shader shader, Texture2D panorama, int size, in
}
// Generate irradiance texture using cubemap data
TextureCubemap GenTextureIrradiance(Shader shader, TextureCubemap cubemap, int size)
TextureCubemap rlGenTextureIrradiance(Shader shader, TextureCubemap cubemap, int size)
{
TextureCubemap irradiance = { 0 };
@@ -3565,10 +3466,11 @@ TextureCubemap GenTextureIrradiance(Shader shader, TextureCubemap cubemap, int s
// STEP 2: Draw to framebuffer
//------------------------------------------------------------------------------------------
// NOTE: Shader is used to solve diffuse integral by convolution to create an irradiance cubemap
rlEnableShader(shader.id);
// Define projection matrix and send it to shader
Matrix fboProjection = MatrixPerspective(90.0*DEG2RAD, 1.0, RL_CULL_DISTANCE_NEAR, RL_CULL_DISTANCE_FAR);
SetShaderValueMatrix(shader, shader.locs[SHADER_LOC_MATRIX_PROJECTION], fboProjection);
Matrix matFboProjection = MatrixPerspective(90.0*DEG2RAD, 1.0, RL_CULL_DISTANCE_NEAR, RL_CULL_DISTANCE_FAR);
rlSetUniformMatrix(shader.locs[SHADER_LOC_MATRIX_PROJECTION], matFboProjection);
// Define view matrix for every side of the cubemap
Matrix fboViews[6] = {
@@ -3580,7 +3482,6 @@ TextureCubemap GenTextureIrradiance(Shader shader, TextureCubemap cubemap, int s
MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, -1.0f }, (Vector3){ 0.0f, -1.0f, 0.0f })
};
rlEnableShader(shader.id);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_CUBE_MAP, cubemap.id);
@@ -3588,7 +3489,7 @@ TextureCubemap GenTextureIrradiance(Shader shader, TextureCubemap cubemap, int s
for (int i = 0; i < 6; i++)
{
SetShaderValueMatrix(shader, shader.locs[SHADER_LOC_MATRIX_VIEW], fboViews[i]);
rlSetUniformMatrix(shader.locs[SHADER_LOC_MATRIX_VIEW], fboViews[i]);
rlFramebufferAttach(fbo, irradiance.id, RL_ATTACHMENT_COLOR_CHANNEL0, RL_ATTACHMENT_CUBEMAP_POSITIVE_X + i);
rlEnableFramebuffer(fbo);
@@ -3618,7 +3519,7 @@ TextureCubemap GenTextureIrradiance(Shader shader, TextureCubemap cubemap, int s
}
// Generate prefilter texture using cubemap data
TextureCubemap GenTexturePrefilter(Shader shader, TextureCubemap cubemap, int size)
TextureCubemap rlGenTexturePrefilter(Shader shader, TextureCubemap cubemap, int size)
{
TextureCubemap prefilter = { 0 };
@@ -3717,7 +3618,7 @@ TextureCubemap GenTexturePrefilter(Shader shader, TextureCubemap cubemap, int si
// Generate BRDF texture using cubemap data
// TODO: Review implementation: https://github.com/HectorMF/BRDFGenerator
Texture2D GenTextureBRDF(Shader shader, int size)
Texture2D rlGenTextureBRDF(Shader shader, int size)
{
Texture2D brdf = { 0 };
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
@@ -3763,37 +3664,6 @@ Texture2D GenTextureBRDF(Shader shader, int size)
return brdf;
}
// Begin blending mode (alpha, additive, multiplied)
// NOTE: Only 3 blending modes supported, default blend mode is alpha
void BeginBlendMode(int mode)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
if (RLGL.State.currentBlendMode != mode)
{
DrawRenderBatch(RLGL.currentBatch);
switch (mode)
{
case BLEND_ALPHA: glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glBlendEquation(GL_FUNC_ADD); break;
case BLEND_ADDITIVE: glBlendFunc(GL_SRC_ALPHA, GL_ONE); glBlendEquation(GL_FUNC_ADD); break;
case BLEND_MULTIPLIED: glBlendFunc(GL_DST_COLOR, GL_ONE_MINUS_SRC_ALPHA); glBlendEquation(GL_FUNC_ADD); break;
case BLEND_ADD_COLORS: glBlendFunc(GL_ONE, GL_ONE); glBlendEquation(GL_FUNC_ADD); break;
case BLEND_SUBTRACT_COLORS: glBlendFunc(GL_ONE, GL_ONE); glBlendEquation(GL_FUNC_SUBTRACT); break;
case BLEND_CUSTOM: glBlendFunc(RLGL.State.glBlendSrcFactor, RLGL.State.glBlendDstFactor); glBlendEquation(RLGL.State.glBlendEquation); break;
default: break;
}
RLGL.State.currentBlendMode = mode;
}
#endif
}
// End blending mode (reset to default: alpha blending)
void EndBlendMode(void)
{
BeginBlendMode(BLEND_ALPHA);
}
//----------------------------------------------------------------------------------
// Module specific Functions Definition
//----------------------------------------------------------------------------------
@@ -4035,7 +3905,7 @@ static void UnloadShaderDefault(void)
}
// Load render batch
static RenderBatch LoadRenderBatch(int numBuffers, int bufferElements)
static RenderBatch rlLoadRenderBatch(int numBuffers, int bufferElements)
{
RenderBatch batch = { 0 };
@@ -4160,7 +4030,7 @@ static RenderBatch LoadRenderBatch(int numBuffers, int bufferElements)
// Draw render batch
// NOTE: We require a pointer to reset batch and increase current buffer (multi-buffer)
static void DrawRenderBatch(RenderBatch *batch)
static void rlDrawRenderBatch(RenderBatch *batch)
{
// Update batch vertex buffers
//------------------------------------------------------------------------------------------------------------
@@ -4222,9 +4092,9 @@ static void DrawRenderBatch(RenderBatch *batch)
rlViewport(eye*RLGL.State.framebufferWidth/2, 0, RLGL.State.framebufferWidth/2, RLGL.State.framebufferHeight);
// Set current eye view offset to modelview matrix
SetMatrixModelview(MatrixMultiply(matModelView, RLGL.State.eyesViewOffset[eye]));
rlSetMatrixModelview(MatrixMultiply(matModelView, RLGL.State.eyesViewOffset[eye]));
// Set current eye projection matrix
SetMatrixProjection(RLGL.State.eyesProjection[eye]);
rlSetMatrixProjection(RLGL.State.eyesProjection[eye]);
}
// Draw buffers
@@ -4349,7 +4219,7 @@ static void DrawRenderBatch(RenderBatch *batch)
}
// Unload default internal buffers vertex data from CPU and GPU
static void UnloadRenderBatch(RenderBatch batch)
static void rlUnloadRenderBatch(RenderBatch batch)
{
// Unbind everything
if (RLGL.ExtSupported.vao) glBindVertexArray(0);
@@ -4385,19 +4255,20 @@ static void UnloadRenderBatch(RenderBatch batch)
}
// Set the active render batch for rlgl
static void SetRenderBatchActive(RenderBatch *batch)
static void rlSetRenderBatchActive(RenderBatch *batch)
{
DrawRenderBatch(RLGL.currentBatch);
rlDrawRenderBatch(RLGL.currentBatch);
RLGL.currentBatch = batch;
}
// Set default render batch for rlgl
static void SetRenderBatchDefault(void)
static void rlSetRenderBatchDefault(void)
{
DrawRenderBatch(RLGL.currentBatch);
rlDrawRenderBatch(RLGL.currentBatch);
RLGL.currentBatch = &RLGL.defaultBatch;
}
// Renders a 1x1 XY quad in NDC
static void GenDrawQuad(void)
{
@@ -4643,50 +4514,6 @@ static Color *GenNextMipmap(Color *srcData, int srcWidth, int srcHeight)
#endif
#if defined(RLGL_STANDALONE)
// Load text data from file, returns a '\0' terminated string
// NOTE: text chars array should be freed manually
char *LoadFileText(const char *fileName)
{
char *text = NULL;
if (fileName != NULL)
{
FILE *file = fopen(fileName, "rt");
if (file != NULL)
{
// WARNING: When reading a file as 'text' file,
// text mode causes carriage return-linefeed translation...
// ...but using fseek() should return correct byte-offset
fseek(file, 0, SEEK_END);
int size = ftell(file);
fseek(file, 0, SEEK_SET);
if (size > 0)
{
text = (char *)RL_MALLOC((size + 1)*sizeof(char));
int count = (int)fread(text, sizeof(char), size, file);
// WARNING: \r\n is converted to \n on reading, so,
// read bytes count gets reduced by the number of lines
if (count < size) text = RL_REALLOC(text, count + 1);
// Zero-terminate the string
text[count] = '\0';
TRACELOG(LOG_INFO, "FILEIO: [%s] Text file loaded successfully", fileName);
}
else TRACELOG(LOG_WARNING, "FILEIO: [%s] Failed to read text file", fileName);
fclose(file);
}
else TRACELOG(LOG_WARNING, "FILEIO: [%s] Failed to open text file", fileName);
}
else TRACELOG(LOG_WARNING, "FILEIO: File name provided is not valid");
return text;
}
// Get pixel data size in bytes (image or texture)
// NOTE: Size depends on pixel format
int GetPixelDataSize(int width, int height, int format)