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| author | Ray <[email protected]> | 2018-07-16 18:22:03 +0200 |
|---|---|---|
| committer | Ray <[email protected]> | 2018-07-16 18:22:03 +0200 |
| commit | 5b37178af9144d2331d906604efe7b3adf1b6a5a (patch) | |
| tree | 9a70fa6dadc29818348b818580df8e22939432ca /src | |
| parent | 096fd6f2c3d56214fecf17c4f60df79801dfbffe (diff) | |
| download | raylib-5b37178af9144d2331d906604efe7b3adf1b6a5a.tar.gz raylib-5b37178af9144d2331d906604efe7b3adf1b6a5a.zip | |
Reviewed rlgl_standalone example
Diffstat (limited to 'src')
| -rw-r--r-- | src/rlgl.h | 97 |
1 files changed, 70 insertions, 27 deletions
@@ -460,45 +460,50 @@ void rlUnloadMesh(Mesh *mesh); // Unload me // Shaders System Functions (Module: rlgl) // NOTE: This functions are useless when using OpenGL 1.1 //------------------------------------------------------------------------------------ -Shader LoadShader(char *vsFileName, char *fsFileName); // Load a custom shader and bind default locations -void UnloadShader(Shader shader); // Unload a custom shader from memory +// Shader loading/unloading functions +char *LoadText(const char *fileName); // Load chars array from text file +Shader LoadShader(const char *vsFileName, const char *fsFileName); // Load shader from files and bind default locations +Shader LoadShaderCode(char *vsCode, char *fsCode); // Load shader from code strings and bind default locations +void UnloadShader(Shader shader); // Unload shader from GPU memory (VRAM) -Shader GetShaderDefault(void); // Get default shader -Texture2D GetTextureDefault(void); // Get default texture +Shader GetShaderDefault(void); // Get default shader +Texture2D GetTextureDefault(void); // Get default texture // Shader configuration functions int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location void SetShaderValue(Shader shader, int uniformLoc, const float *value, int size); // Set shader uniform value (float) void SetShaderValuei(Shader shader, int uniformLoc, const int *value, int size); // Set shader uniform value (int) void SetShaderValueMatrix(Shader shader, int uniformLoc, Matrix mat); // Set shader uniform value (matrix 4x4) -void SetMatrixProjection(Matrix proj); // Set a custom projection matrix (replaces internal projection matrix) -void SetMatrixModelview(Matrix view); // Set a custom modelview matrix (replaces internal modelview matrix) -Matrix GetMatrixModelview(); // Get internal modelview matrix - +void SetMatrixProjection(Matrix proj); // Set a custom projection matrix (replaces internal projection matrix) +void SetMatrixModelview(Matrix view); // Set a custom modelview matrix (replaces internal modelview matrix) +Matrix GetMatrixModelview(); // Get internal modelview matrix // Texture maps generation (PBR) // NOTE: Required shaders should be provided -Texture2D GenTextureCubemap(Shader shader, Texture2D skyHDR, int size); // Generate cubemap texture from HDR texture -Texture2D GenTextureIrradiance(Shader shader, Texture2D cubemap, int size); // Generate irradiance texture using cubemap data -Texture2D GenTexturePrefilter(Shader shader, Texture2D cubemap, int size); // Generate prefilter texture using cubemap data -Texture2D GenTextureBRDF(Shader shader, Texture2D cubemap, int size); // Generate BRDF texture using cubemap data - -// Shading and blending -void BeginShaderMode(Shader shader); // Begin custom shader drawing -void EndShaderMode(void); // End custom shader drawing (use default shader) -void BeginBlendMode(int mode); // Begin blending mode (alpha, additive, multiplied) -void EndBlendMode(void); // End blending mode (reset to default: alpha blending) - -// VR simulator functionality -VrDeviceInfo GetVrDeviceInfo(int vrDeviceType); // Get VR device information for some standard devices -void InitVrSimulator(VrDeviceInfo info); // Init VR simulator for selected device parameters -void CloseVrSimulator(void); // Close VR simulator for current device -void UpdateVrTracking(Camera *camera); // Update VR tracking (position and orientation) and camera -void ToggleVrMode(void); // Enable/Disable VR experience (device or simulator) -void BeginVrDrawing(void); // Begin VR stereo rendering -void EndVrDrawing(void); // End VR stereo rendering +Texture2D GenTextureCubemap(Shader shader, Texture2D skyHDR, int size); // Generate cubemap texture from HDR texture +Texture2D GenTextureIrradiance(Shader shader, Texture2D cubemap, int size); // Generate irradiance texture using cubemap data +Texture2D GenTexturePrefilter(Shader shader, Texture2D cubemap, int size); // Generate prefilter texture using cubemap data +Texture2D GenTextureBRDF(Shader shader, Texture2D cubemap, int size); // Generate BRDF texture using cubemap data + +// Shading begin/end functions +void BeginShaderMode(Shader shader); // Begin custom shader drawing +void EndShaderMode(void); // End custom shader drawing (use default shader) +void BeginBlendMode(int mode); // Begin blending mode (alpha, additive, multiplied) +void EndBlendMode(void); // End blending mode (reset to default: alpha blending) + +// VR control functions +VrDeviceInfo GetVrDeviceInfo(int vrDeviceType); // Get VR device information for some standard devices +void InitVrSimulator(VrDeviceInfo info); // Init VR simulator for selected device parameters +void CloseVrSimulator(void); // Close VR simulator for current device +bool IsVrSimulatorReady(void); // Detect if VR simulator is ready +void SetVrDistortionShader(Shader shader); // Set VR distortion shader for stereoscopic rendering +void UpdateVrTracking(Camera *camera); // Update VR tracking (position and orientation) and camera +void ToggleVrMode(void); // Enable/Disable VR experience +void BeginVrDrawing(void); // Begin VR simulator stereo rendering +void EndVrDrawing(void); // End VR simulator stereo rendering void TraceLog(int msgType, const char *text, ...); // Show trace log messages (LOG_INFO, LOG_WARNING, LOG_ERROR, LOG_DEBUG) +int GetPixelDataSize(int width, int height, int format);// Get pixel data size in bytes (image or texture) #endif #ifdef __cplusplus @@ -4759,6 +4764,44 @@ void TraceLog(int msgType, const char *text, ...) if (msgType == LOG_ERROR) exit(1); } + +// Get pixel data size in bytes (image or texture) +// NOTE: Size depends on pixel format +int GetPixelDataSize(int width, int height, int format) +{ + int dataSize = 0; // Size in bytes + int bpp = 0; // Bits per pixel + + switch (format) + { + case UNCOMPRESSED_GRAYSCALE: bpp = 8; break; + case UNCOMPRESSED_GRAY_ALPHA: + case UNCOMPRESSED_R5G6B5: + case UNCOMPRESSED_R5G5B5A1: + case UNCOMPRESSED_R4G4B4A4: bpp = 16; break; + case UNCOMPRESSED_R8G8B8A8: bpp = 32; break; + case UNCOMPRESSED_R8G8B8: bpp = 24; break; + case UNCOMPRESSED_R32: bpp = 32; break; + case UNCOMPRESSED_R32G32B32: bpp = 32*3; break; + case UNCOMPRESSED_R32G32B32A32: bpp = 32*4; break; + case COMPRESSED_DXT1_RGB: + case COMPRESSED_DXT1_RGBA: + case COMPRESSED_ETC1_RGB: + case COMPRESSED_ETC2_RGB: + case COMPRESSED_PVRT_RGB: + case COMPRESSED_PVRT_RGBA: bpp = 4; break; + case COMPRESSED_DXT3_RGBA: + case COMPRESSED_DXT5_RGBA: + case COMPRESSED_ETC2_EAC_RGBA: + case COMPRESSED_ASTC_4x4_RGBA: bpp = 8; break; + case COMPRESSED_ASTC_8x8_RGBA: bpp = 2; break; + default: break; + } + + dataSize = width*height*bpp/8; // Total data size in bytes + + return dataSize; +} #endif #endif // RLGL_IMPLEMENTATION
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