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| author | Ray San <[email protected]> | 2017-09-29 13:58:49 +0200 |
|---|---|---|
| committer | Ray San <[email protected]> | 2017-09-29 13:58:49 +0200 |
| commit | c418aa2fb08700f9e9f8a6c96b4012a9912d9a37 (patch) | |
| tree | 338ebae123fcd5442da845b5d0a0fd217b78661f /templates/android_project/src/raylib_stripped/rlgl.h | |
| parent | ccd6271a7f036e72e3192efcee4350e225f353ab (diff) | |
| download | raylib-c418aa2fb08700f9e9f8a6c96b4012a9912d9a37.tar.gz raylib-c418aa2fb08700f9e9f8a6c96b4012a9912d9a37.zip | |
Keep working on Android custom building...
...almost there! raylib already works, issues with OpenAL Soft
linkage...
Diffstat (limited to 'templates/android_project/src/raylib_stripped/rlgl.h')
| -rw-r--r-- | templates/android_project/src/raylib_stripped/rlgl.h | 474 |
1 files changed, 474 insertions, 0 deletions
diff --git a/templates/android_project/src/raylib_stripped/rlgl.h b/templates/android_project/src/raylib_stripped/rlgl.h new file mode 100644 index 00000000..b9ea0f43 --- /dev/null +++ b/templates/android_project/src/raylib_stripped/rlgl.h @@ -0,0 +1,474 @@ +/********************************************************************************************** +* +* rlgl - raylib 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...). +* +* 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 auxiliar resources +* rlglDraw() - Process internal buffers and send required draw calls +* rlglClose() - De-initialize internal buffers data and other auxiliar resources +* +* CONFIGURATION: +* +* #define GRAPHICS_API_OPENGL_11 +* #define GRAPHICS_API_OPENGL_21 +* #define GRAPHICS_API_OPENGL_33 +* #define GRAPHICS_API_OPENGL_ES2 +* Use selected OpenGL graphics backend, should be supported by platform +* Those preprocessor defines are only used on rlgl module, if OpenGL version is +* required by any other module, use rlGetVersion() tocheck it +* +* #define RLGL_STANDALONE +* Use rlgl as standalone library (no raylib dependency) +* +* #define SUPPORT_VR_SIMULATION / SUPPORT_STEREO_RENDERING +* Support VR simulation functionality (stereo rendering) +* +* #define SUPPORT_SHADER_DISTORTION +* Include stereo rendering distortion shader (shader_distortion.h) +* +* DEPENDENCIES: +* raymath - 3D math functionality (Vector3, Matrix, Quaternion) +* GLAD - OpenGL extensions loading (OpenGL 3.3 Core only) +* +* +* LICENSE: zlib/libpng +* +* Copyright (c) 2014-2017 Ramon Santamaria (@raysan5) +* +* This software is provided "as-is", without any express or implied warranty. In no event +* will the authors be held liable for any damages arising from the use of this software. +* +* Permission is granted to anyone to use this software for any purpose, including commercial +* applications, and to alter it and redistribute it freely, subject to the following restrictions: +* +* 1. The origin of this software must not be misrepresented; you must not claim that you +* wrote the original software. If you use this software in a product, an acknowledgment +* in the product documentation would be appreciated but is not required. +* +* 2. Altered source versions must be plainly marked as such, and must not be misrepresented +* as being the original software. +* +* 3. This notice may not be removed or altered from any source distribution. +* +**********************************************************************************************/ + +#ifndef RLGL_H +#define RLGL_H + +#if defined(RLGL_STANDALONE) + #define RAYMATH_STANDALONE +#else + #include "raylib.h" // Required for: Model, Shader, Texture2D, TraceLog() +#endif + +#include "raymath.h" // Required for: Vector3, Matrix + +// Security check in case no GRAPHICS_API_OPENGL_* defined +#if !defined(GRAPHICS_API_OPENGL_11) && !defined(GRAPHICS_API_OPENGL_21) && !defined(GRAPHICS_API_OPENGL_33) && !defined(GRAPHICS_API_OPENGL_ES2) + #define GRAPHICS_API_OPENGL_11 +#endif + +// Security check in case multiple GRAPHICS_API_OPENGL_* defined +#if defined(GRAPHICS_API_OPENGL_11) + #if defined(GRAPHICS_API_OPENGL_21) + #undef GRAPHICS_API_OPENGL_21 + #endif + #if defined(GRAPHICS_API_OPENGL_33) + #undef GRAPHICS_API_OPENGL_33 + #endif + #if defined(GRAPHICS_API_OPENGL_ES2) + #undef GRAPHICS_API_OPENGL_ES2 + #endif +#endif + +#if defined(GRAPHICS_API_OPENGL_21) + #define GRAPHICS_API_OPENGL_33 +#endif + +//---------------------------------------------------------------------------------- +// Defines and Macros +//---------------------------------------------------------------------------------- +#if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33) + // NOTE: This is the maximum amount of lines, triangles and quads per frame, be careful! + #define MAX_LINES_BATCH 8192 + #define MAX_TRIANGLES_BATCH 4096 + #define MAX_QUADS_BATCH 8192 +#elif defined(GRAPHICS_API_OPENGL_ES2) + // NOTE: Reduce memory sizes for embedded systems (RPI and HTML5) + // NOTE: On HTML5 (emscripten) this is allocated on heap, by default it's only 16MB!...just take care... + #define MAX_LINES_BATCH 1024 // Critical for wire shapes (sphere) + #define MAX_TRIANGLES_BATCH 2048 // Critical for some shapes (sphere) + #define MAX_QUADS_BATCH 1024 // Be careful with text, every letter maps a quad +#endif + +// Texture parameters (equivalent to OpenGL defines) +#define RL_TEXTURE_WRAP_S 0x2802 // GL_TEXTURE_WRAP_S +#define RL_TEXTURE_WRAP_T 0x2803 // GL_TEXTURE_WRAP_T +#define RL_TEXTURE_MAG_FILTER 0x2800 // GL_TEXTURE_MAG_FILTER +#define RL_TEXTURE_MIN_FILTER 0x2801 // GL_TEXTURE_MIN_FILTER +#define RL_TEXTURE_ANISOTROPIC_FILTER 0x3000 // Anisotropic filter (custom identifier) + +#define RL_FILTER_NEAREST 0x2600 // GL_NEAREST +#define RL_FILTER_LINEAR 0x2601 // GL_LINEAR +#define RL_FILTER_MIP_NEAREST 0x2700 // GL_NEAREST_MIPMAP_NEAREST +#define RL_FILTER_NEAREST_MIP_LINEAR 0x2702 // GL_NEAREST_MIPMAP_LINEAR +#define RL_FILTER_LINEAR_MIP_NEAREST 0x2701 // GL_LINEAR_MIPMAP_NEAREST +#define RL_FILTER_MIP_LINEAR 0x2703 // GL_LINEAR_MIPMAP_LINEAR + +#define RL_WRAP_REPEAT 0x2901 // GL_REPEAT +#define RL_WRAP_CLAMP 0x812F // GL_CLAMP_TO_EDGE +#define RL_WRAP_CLAMP_MIRROR 0x8742 // GL_MIRROR_CLAMP_EXT + +// Matrix modes (equivalent to OpenGL) +#define RL_MODELVIEW 0x1700 // GL_MODELVIEW +#define RL_PROJECTION 0x1701 // GL_PROJECTION +#define RL_TEXTURE 0x1702 // GL_TEXTURE + +// Primitive assembly draw modes +#define RL_LINES 0x0001 // GL_LINES +#define RL_TRIANGLES 0x0004 // GL_TRIANGLES +#define RL_QUADS 0x0007 // GL_QUADS + +//---------------------------------------------------------------------------------- +// Types and Structures Definition +//---------------------------------------------------------------------------------- +typedef enum { OPENGL_11 = 1, OPENGL_21, OPENGL_33, OPENGL_ES_20 } GlVersion; + +typedef unsigned char byte; + +#if defined(RLGL_STANDALONE) + #ifndef __cplusplus + // Boolean type + typedef enum { false, true } bool; + #endif + + // Shader location point type + typedef enum { + LOC_VERTEX_POSITION = 0, + LOC_VERTEX_TEXCOORD01, + LOC_VERTEX_TEXCOORD02, + LOC_VERTEX_NORMAL, + LOC_VERTEX_TANGENT, + LOC_VERTEX_COLOR, + LOC_MATRIX_MVP, + LOC_MATRIX_MODEL, + LOC_MATRIX_VIEW, + LOC_MATRIX_PROJECTION, + LOC_VECTOR_VIEW, + LOC_COLOR_DIFFUSE, + LOC_COLOR_SPECULAR, + LOC_COLOR_AMBIENT, + LOC_MAP_ALBEDO, // LOC_MAP_DIFFUSE + LOC_MAP_METALNESS, // LOC_MAP_SPECULAR + LOC_MAP_NORMAL, + LOC_MAP_ROUGHNESS, + LOC_MAP_OCCUSION, + LOC_MAP_EMISSION, + LOC_MAP_HEIGHT, + LOC_MAP_CUBEMAP, + LOC_MAP_IRRADIANCE, + LOC_MAP_PREFILTER, + LOC_MAP_BRDF + } ShaderLocationIndex; + + #define LOC_MAP_DIFFUSE LOC_MAP_ALBEDO + #define LOC_MAP_SPECULAR LOC_MAP_METALNESS + + // Material map type + typedef enum { + MAP_ALBEDO = 0, // MAP_DIFFUSE + MAP_METALNESS = 1, // MAP_SPECULAR + MAP_NORMAL = 2, + MAP_ROUGHNESS = 3, + MAP_OCCLUSION, + MAP_EMISSION, + MAP_HEIGHT, + MAP_CUBEMAP, // NOTE: Uses GL_TEXTURE_CUBE_MAP + MAP_IRRADIANCE, // NOTE: Uses GL_TEXTURE_CUBE_MAP + MAP_PREFILTER, // NOTE: Uses GL_TEXTURE_CUBE_MAP + MAP_BRDF + } TexmapIndex; + + #define MAP_DIFFUSE MAP_ALBEDO + #define MAP_SPECULAR MAP_METALNESS + + // Color type, RGBA (32bit) + typedef struct Color { + unsigned char r; + unsigned char g; + unsigned char b; + unsigned char a; + } Color; + + // Texture2D type + // NOTE: Data stored in GPU memory + typedef struct Texture2D { + unsigned int id; // OpenGL texture id + int width; // Texture base width + int height; // Texture base height + int mipmaps; // Mipmap levels, 1 by default + int format; // Data format (TextureFormat) + } Texture2D; + + // RenderTexture2D type, for texture rendering + typedef struct RenderTexture2D { + unsigned int id; // Render texture (fbo) id + Texture2D texture; // Color buffer attachment texture + Texture2D depth; // Depth buffer attachment texture + } RenderTexture2D; + + // Vertex data definning a mesh + typedef struct Mesh { + int vertexCount; // number of vertices stored in arrays + int triangleCount; // number of triangles stored (indexed or not) + float *vertices; // vertex position (XYZ - 3 components per vertex) (shader-location = 0) + float *texcoords; // vertex texture coordinates (UV - 2 components per vertex) (shader-location = 1) + float *texcoords2; // vertex second texture coordinates (useful for lightmaps) (shader-location = 5) + float *normals; // vertex normals (XYZ - 3 components per vertex) (shader-location = 2) + float *tangents; // vertex tangents (XYZ - 3 components per vertex) (shader-location = 4) + unsigned char *colors; // vertex colors (RGBA - 4 components per vertex) (shader-location = 3) + unsigned short *indices;// vertex indices (in case vertex data comes indexed) + + unsigned int vaoId; // OpenGL Vertex Array Object id + unsigned int vboId[7]; // OpenGL Vertex Buffer Objects id (7 types of vertex data) + } Mesh; + + // Shader and material limits + #define MAX_SHADER_LOCATIONS 32 + #define MAX_MATERIAL_MAPS 12 + + // Shader type (generic) + typedef struct Shader { + unsigned int id; // Shader program id + int locs[MAX_SHADER_LOCATIONS]; // Shader locations array + } Shader; + + // Material texture map + typedef struct MaterialMap { + Texture2D texture; // Material map texture + Color color; // Material map color + float value; // Material map value + } MaterialMap; + + // Material type (generic) + typedef struct Material { + Shader shader; // Material shader + MaterialMap maps[MAX_MATERIAL_MAPS]; // Material maps + float *params; // Material generic parameters (if required) + } Material; + + // Camera type, defines a camera position/orientation in 3d space + typedef struct Camera { + Vector3 position; // Camera position + Vector3 target; // Camera target it looks-at + Vector3 up; // Camera up vector (rotation over its axis) + float fovy; // Camera field-of-view apperture in Y (degrees) + } Camera; + + // TraceLog message types + typedef enum { + LOG_INFO = 0, + LOG_ERROR, + LOG_WARNING, + LOG_DEBUG, + LOG_OTHER + } TraceLogType; + + // Texture formats (support depends on OpenGL version) + typedef enum { + UNCOMPRESSED_GRAYSCALE = 1, // 8 bit per pixel (no alpha) + UNCOMPRESSED_GRAY_ALPHA, + UNCOMPRESSED_R5G6B5, // 16 bpp + UNCOMPRESSED_R8G8B8, // 24 bpp + UNCOMPRESSED_R5G5B5A1, // 16 bpp (1 bit alpha) + UNCOMPRESSED_R4G4B4A4, // 16 bpp (4 bit alpha) + UNCOMPRESSED_R8G8B8A8, // 32 bpp + UNCOMPRESSED_R32G32B32, // 32 bit per channel (float) - HDR + COMPRESSED_DXT1_RGB, // 4 bpp (no alpha) + COMPRESSED_DXT1_RGBA, // 4 bpp (1 bit alpha) + COMPRESSED_DXT3_RGBA, // 8 bpp + COMPRESSED_DXT5_RGBA, // 8 bpp + COMPRESSED_ETC1_RGB, // 4 bpp + COMPRESSED_ETC2_RGB, // 4 bpp + COMPRESSED_ETC2_EAC_RGBA, // 8 bpp + COMPRESSED_PVRT_RGB, // 4 bpp + COMPRESSED_PVRT_RGBA, // 4 bpp + COMPRESSED_ASTC_4x4_RGBA, // 8 bpp + COMPRESSED_ASTC_8x8_RGBA // 2 bpp + } TextureFormat; + + // Texture parameters: filter mode + // NOTE 1: Filtering considers mipmaps if available in the texture + // NOTE 2: Filter is accordingly set for minification and magnification + typedef enum { + FILTER_POINT = 0, // No filter, just pixel aproximation + FILTER_BILINEAR, // Linear filtering + FILTER_TRILINEAR, // Trilinear filtering (linear with mipmaps) + FILTER_ANISOTROPIC_4X, // Anisotropic filtering 4x + FILTER_ANISOTROPIC_8X, // Anisotropic filtering 8x + FILTER_ANISOTROPIC_16X, // Anisotropic filtering 16x + } TextureFilterMode; + + // Texture parameters: wrap mode + typedef enum { + WRAP_REPEAT = 0, + WRAP_CLAMP, + WRAP_MIRROR + } TextureWrapMode; + + // Color blending modes (pre-defined) + typedef enum { + BLEND_ALPHA = 0, + BLEND_ADDITIVE, + BLEND_MULTIPLIED + } BlendMode; + + // VR Head Mounted Display devices + typedef enum { + HMD_DEFAULT_DEVICE = 0, + HMD_OCULUS_RIFT_DK2, + HMD_OCULUS_RIFT_CV1, + HMD_VALVE_HTC_VIVE, + HMD_SAMSUNG_GEAR_VR, + HMD_GOOGLE_CARDBOARD, + HMD_SONY_PLAYSTATION_VR, + HMD_RAZER_OSVR, + HMD_FOVE_VR, + } VrDevice; +#endif + +#ifdef __cplusplus +extern "C" { // Prevents name mangling of functions +#endif + +//------------------------------------------------------------------------------------ +// Functions Declaration - Matrix operations +//------------------------------------------------------------------------------------ +void rlMatrixMode(int mode); // Choose the current matrix to be transformed +void rlPushMatrix(void); // Push the current matrix to stack +void rlPopMatrix(void); // Pop lattest inserted matrix from stack +void rlLoadIdentity(void); // Reset current matrix to identity matrix +void rlTranslatef(float x, float y, float z); // Multiply the current matrix by a translation matrix +void rlRotatef(float angleDeg, float x, float y, float z); // Multiply the current matrix by a rotation matrix +void rlScalef(float x, float y, float z); // Multiply the current matrix by a scaling matrix +void rlMultMatrixf(float *matf); // Multiply the current matrix by another matrix +void rlFrustum(double left, double right, double bottom, double top, double near, double far); +void rlOrtho(double left, double right, double bottom, double top, double near, double far); +void rlViewport(int x, int y, int width, int height); // Set the viewport area + +//------------------------------------------------------------------------------------ +// Functions Declaration - Vertex level operations +//------------------------------------------------------------------------------------ +void rlBegin(int mode); // Initialize drawing mode (how to organize vertex) +void rlEnd(void); // Finish vertex providing +void rlVertex2i(int x, int y); // Define one vertex (position) - 2 int +void rlVertex2f(float x, float y); // Define one vertex (position) - 2 float +void rlVertex3f(float x, float y, float z); // Define one vertex (position) - 3 float +void rlTexCoord2f(float x, float y); // Define one vertex (texture coordinate) - 2 float +void rlNormal3f(float x, float y, float z); // Define one vertex (normal) - 3 float +void rlColor4ub(byte r, byte g, byte b, byte a); // Define one vertex (color) - 4 byte +void rlColor3f(float x, float y, float z); // Define one vertex (color) - 3 float +void rlColor4f(float x, float y, float z, float w); // Define one vertex (color) - 4 float + +//------------------------------------------------------------------------------------ +// Functions Declaration - OpenGL equivalent functions (common to 1.1, 3.3+, ES2) +// NOTE: This functions are used to completely abstract raylib code from OpenGL layer +//------------------------------------------------------------------------------------ +void rlEnableTexture(unsigned int id); // Enable texture usage +void rlDisableTexture(void); // Disable texture usage +void rlTextureParameters(unsigned int id, int param, int value); // Set texture parameters (filter, wrap) +void rlEnableRenderTexture(unsigned int id); // Enable render texture (fbo) +void rlDisableRenderTexture(void); // Disable render texture (fbo), return to default framebuffer +void rlEnableDepthTest(void); // Enable depth test +void rlDisableDepthTest(void); // Disable depth test +void rlEnableWireMode(void); // Enable wire mode +void rlDisableWireMode(void); // Disable wire mode +void rlDeleteTextures(unsigned int id); // Delete OpenGL texture from GPU +void rlDeleteRenderTextures(RenderTexture2D target); // Delete render textures (fbo) from GPU +void rlDeleteShader(unsigned int id); // Delete OpenGL shader program from GPU +void rlDeleteVertexArrays(unsigned int id); // Unload vertex data (VAO) from GPU memory +void rlDeleteBuffers(unsigned int id); // Unload vertex data (VBO) from GPU memory +void rlClearColor(byte r, byte g, byte b, byte a); // Clear color buffer with color +void rlClearScreenBuffers(void); // Clear used screen buffers (color and depth) + +//------------------------------------------------------------------------------------ +// Functions Declaration - rlgl functionality +//------------------------------------------------------------------------------------ +void rlglInit(int width, int height); // Initialize rlgl (buffers, shaders, textures, states) +void rlglClose(void); // De-inititialize rlgl (buffers, shaders, textures) +void rlglDraw(void); // Update and Draw default buffers (lines, triangles, quads) + +int rlGetVersion(void); // Returns current OpenGL version +void rlLoadExtensions(void *loader); // Load OpenGL extensions +Vector3 rlUnproject(Vector3 source, Matrix proj, Matrix view); // Get world coordinates from screen coordinates + +// Textures data management +unsigned int rlLoadTexture(void *data, int width, int height, int format, int mipmapCount); // Load texture in GPU +void rlUpdateTexture(unsigned int id, int width, int height, int format, const void *data); // Update GPU texture with new data +void rlUnloadTexture(unsigned int id); +void rlGenerateMipmaps(Texture2D *texture); // Generate mipmap data for selected texture +void *rlReadTexturePixels(Texture2D texture); // Read texture pixel data +unsigned char *rlReadScreenPixels(int width, int height); // Read screen pixel data (color buffer) +RenderTexture2D rlLoadRenderTexture(int width, int height); // Load a texture to be used for rendering (fbo with color and depth attachments) + +// Vertex data management +void rlLoadMesh(Mesh *mesh, bool dynamic); // Upload vertex data into GPU and provided VAO/VBO ids +void rlUpdateMesh(Mesh mesh, int buffer, int numVertex); // Update vertex data on GPU (upload new data to one buffer) +void rlDrawMesh(Mesh mesh, Material material, Matrix transform); // Draw a 3d mesh with material and transform +void rlUnloadMesh(Mesh *mesh); // Unload mesh data from CPU and GPU + +// 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 LoadShader(char *vsFileName, char *fsFileName); // Load a custom shader and bind default locations +void UnloadShader(Shader shader); // Unload a custom shader from memory + +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, float *value, int size); // Set shader uniform value (float) +void SetShaderValuei(Shader shader, int uniformLoc, 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) + +// 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 +void InitVrSimulator(int vrDevice); // Init VR simulator for selected device +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 + +void TraceLog(int msgType, const char *text, ...); // Show trace log messages (LOG_INFO, LOG_WARNING, LOG_ERROR, LOG_DEBUG) +#endif + +#ifdef __cplusplus +} +#endif + +#endif // RLGL_H
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