diff options
| author | Ray <[email protected]> | 2021-03-21 01:29:31 +0100 |
|---|---|---|
| committer | Ray <[email protected]> | 2021-03-21 01:29:31 +0100 |
| commit | ed4ca6a7f386ef6bb86a6016d9e15ecb12ed287f (patch) | |
| tree | af5eb0671396e1d2ba9a2ba6242fc0eb65f565af /src/rlgl.h | |
| parent | f4f6f665f74589a8d41d0a98df336b15c09438d1 (diff) | |
| download | raylib-ed4ca6a7f386ef6bb86a6016d9e15ecb12ed287f.tar.gz raylib-ed4ca6a7f386ef6bb86a6016d9e15ecb12ed287f.zip | |
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*()
Diffstat (limited to 'src/rlgl.h')
| -rw-r--r-- | src/rlgl.h | 479 |
1 files changed, 153 insertions, 326 deletions
@@ -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 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 - -// 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 unsigned int rlLoadShaderCode(const char *vsCode, const char *fsCode); // Load shader from code strings and bind default locations -// 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 +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 -// 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 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 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 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 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) |
