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authorraysan5 <[email protected]>2021-07-31 19:08:13 +0200
committerraysan5 <[email protected]>2021-07-31 19:08:13 +0200
commit3e75a2109dcc48154fc2e47243a2e365c727ffc6 (patch)
tree48f6dddd019d6358dc860934d102e38ad4910f5d /src
parent7013e609260d4abe820e884a2465ce91078f0fd4 (diff)
downloadraylib-3e75a2109dcc48154fc2e47243a2e365c727ffc6.tar.gz
raylib-3e75a2109dcc48154fc2e47243a2e365c727ffc6.zip
REVIEWED: rlgl module header info
Diffstat (limited to 'src')
-rw-r--r--src/rlgl.h72
1 files changed, 53 insertions, 19 deletions
diff --git a/src/rlgl.h b/src/rlgl.h
index 980be611..b6da19fa 100644
--- a/src/rlgl.h
+++ b/src/rlgl.h
@@ -2,13 +2,18 @@
*
* rlgl v4.0 - OpenGL abstraction layer
*
-* rlgl is a wrapper for multiple OpenGL versions (1.1, 2.1, 3.3 Core, ES 2.0) to
-* pseudo-OpenGL 1.1 style functions (rlVertex, rlTranslate, rlRotate...).
+* rlgl is an abstraction layer for multiple OpenGL versions (1.1, 2.1, 3.3 Core, ES 2.0)
+* to pseudo-OpenGL 1.1 immediate-mode style functions (rlVertex, rlTranslate, rlRotate...)
*
* 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
-* rlglClose() - De-initialize internal buffers data and other auxiliar resources
+* buffers loaded at initialization. It requires calling 2 functions:
+* - rlglInit(): Initialize internal buffers and auxiliary resources
+* - rlglClose(): De-initialize internal buffers data and other auxiliar resources
+*
+* The following resources are loaded when calling rlglInit():
+* - Default batch (RLGL.defaultBatch): RenderBatch system to accumulate vertex data
+* - Default texture (RLGL.defaultTextureId): 1x1 white pixel R8G8B8A8
+* - Default shader (RLGL.State.defaultShaderId, RLGL.State.defaultShaderLocs)
*
* CONFIGURATION:
*
@@ -32,8 +37,42 @@
* #define SUPPORT_GL_DETAILS_INFO
* Show OpenGL extensions and capabilities detailed logs on init
*
+* rlgl capabilities could be customized just defining some internal
+* values before library inclusion (default values listed):
+*
+* #define DEFAULT_BATCH_BUFFER_ELEMENTS 8192 // Default internal render batch limits
+* #define DEFAULT_BATCH_BUFFERS 1 // Default number of batch buffers (multi-buffering)
+* #define DEFAULT_BATCH_DRAWCALLS 256 // Default number of batch draw calls (by state changes: mode, texture)
+* #define MAX_MATRIX_STACK_SIZE 32 // Maximum size of internal Matrix stack
+* #define MAX_MESH_VERTEX_BUFFERS 7 // Maximum vertex buffers (VBO) per mesh
+* #define MAX_SHADER_LOCATIONS 32 // Maximum number of shader locations supported
+* #define MAX_MATERIAL_MAPS 12 // Maximum number of shader maps supported
+* #define RL_CULL_DISTANCE_NEAR 0.01 // Default projection matrix near cull distance
+* #define RL_CULL_DISTANCE_FAR 1000.0 // Default projection matrix far cull distance
+*
+* When loading a shader, the following vertex attribute and uniform
+* location names are tried to be set automatically:
+*
+* #define RL_DEFAULT_SHADER_ATTRIB_NAME_POSITION "vertexPosition" // Binded by default to shader location: 0
+* #define RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD "vertexTexCoord" // Binded by default to shader location: 1
+* #define RL_DEFAULT_SHADER_ATTRIB_NAME_NORMAL "vertexNormal" // Binded by default to shader location: 2
+* #define RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR "vertexColor" // Binded by default to shader location: 3
+* #define RL_DEFAULT_SHADER_ATTRIB_NAME_TANGENT "vertexTangent" // Binded by default to shader location: 4
+* #define RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2 "vertexTexCoord2" // Binded by default to shader location: 5
+* #define RL_DEFAULT_SHADER_UNIFORM_NAME_MVP "mvp" // model-view-projection matrix
+* #define RL_DEFAULT_SHADER_UNIFORM_NAME_VIEW "matView" // view matrix
+* #define RL_DEFAULT_SHADER_UNIFORM_NAME_PROJECTION "matProjection" // projection matrix
+* #define RL_DEFAULT_SHADER_UNIFORM_NAME_MODEL "matModel" // model matrix
+* #define RL_DEFAULT_SHADER_UNIFORM_NAME_NORMAL "matNormal" // normal matrix (transpose(inverse(matModelView))
+* #define RL_DEFAULT_SHADER_UNIFORM_NAME_COLOR "colDiffuse" // color diffuse (base tint color, multiplied by texture color)
+* #define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE0 "texture0" // texture0 (texture slot active 0)
+* #define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE1 "texture1" // texture1 (texture slot active 1)
+* #define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE2 "texture2" // texture2 (texture slot active 2)
+*
* DEPENDENCIES:
-* GLAD - OpenGL extensions loading (OpenGL 3.3 Core only)
+*
+* - OpenGL libraries (depending on platform and OpenGL version selected)
+* - GLAD OpenGL extensions loading library (only for OpenGL 3.3 Core)
*
*
* LICENSE: zlib/libpng
@@ -617,15 +656,6 @@ RLAPI void rlLoadDrawQuad(void); // Load and draw a quad
#if defined(RLGL_IMPLEMENTATION)
-// Check if config flags have been externally provided on compilation line
-#if !defined(EXTERNAL_CONFIG_FLAGS)
- #include "config.h" // Defines module configuration flags
-#endif
-
-#include <stdlib.h> // Required for: malloc(), free()
-#include <string.h> // Required for: strcmp(), strlen() [Used in rlglInit(), on extensions loading]
-#include <math.h> // Required for: sqrtf(), sinf(), cosf(), floor(), log()
-
#if defined(GRAPHICS_API_OPENGL_11)
#if defined(__APPLE__)
#include <OpenGL/gl.h> // OpenGL 1.1 library for OSX
@@ -676,6 +706,10 @@ RLAPI void rlLoadDrawQuad(void); // Load and draw a quad
#endif
#endif
+#include <stdlib.h> // Required for: malloc(), free()
+#include <string.h> // Required for: strcmp(), strlen() [Used in rlglInit(), on extensions loading]
+#include <math.h> // Required for: sqrtf(), sinf(), cosf(), floor(), log()
+
//----------------------------------------------------------------------------------
// Defines and Macros
//----------------------------------------------------------------------------------
@@ -886,8 +920,8 @@ static PFNGLVERTEXATTRIBDIVISOREXTPROC glVertexAttribDivisor = NULL;
// Module specific Functions Declaration
//----------------------------------------------------------------------------------
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
-static void rlLoadShaderDefault(void); // Load default shader (RLGL.State.defaultShader)
-static void rlUnloadShaderDefault(void); // Unload default shader (RLGL.State.defaultShader)
+static void rlLoadShaderDefault(void); // Load default shader
+static void rlUnloadShaderDefault(void); // Unload default shader
#if defined(SUPPORT_GL_DETAILS_INFO)
static char *rlGetCompressedFormatName(int format); // Get compressed format official GL identifier name
#endif // SUPPORT_GL_DETAILS_INFO
@@ -3883,7 +3917,7 @@ const char *rlGetPixelFormatName(unsigned int format)
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
// Load default shader (just vertex positioning and texture coloring)
// NOTE: This shader program is used for internal buffers
-// NOTE: It uses global variable: RLGL.State.defaultShader
+// NOTE: Loaded: RLGL.State.defaultShaderId, RLGL.State.defaultShaderLocs
static void rlLoadShaderDefault(void)
{
RLGL.State.defaultShaderLocs = (int *)RL_CALLOC(MAX_SHADER_LOCATIONS, sizeof(int));
@@ -3988,7 +4022,7 @@ static void rlLoadShaderDefault(void)
}
// Unload default shader
-// NOTE: It uses global variable: RLGL.State.defaultShader
+// NOTE: Unloads: RLGL.State.defaultShaderId, RLGL.State.defaultShaderLocs
static void rlUnloadShaderDefault(void)
{
glUseProgram(0);