diff options
Diffstat (limited to 'src/rlgl.h')
| -rw-r--r-- | src/rlgl.h | 77 |
1 files changed, 60 insertions, 17 deletions
@@ -206,6 +206,10 @@ #define RL_TRIANGLES 0x0004 // GL_TRIANGLES #define RL_QUADS 0x0007 // GL_QUADS +// GL equivalent data types +#define RL_UNSIGNED_BYTE 0x1401 // GL_UNSIGNED_BYTE +#define RL_FLOAT 0x1406 // GL_FLOAT + //---------------------------------------------------------------------------------- // Types and Structures Definition //---------------------------------------------------------------------------------- @@ -514,6 +518,10 @@ RLAPI void rlEnableVertexBufferElement(unsigned int id);// Enable vertex buffer RLAPI void rlDisableVertexBufferElement(void); // Disable vertex buffer element (VBO element) RLAPI void rlEnableVertexAttribute(unsigned int index); // Enable vertex attribute index RLAPI void rlDisableVertexAttribute(unsigned int index);// Disable vertex attribute index +#if defined(GRAPHICS_API_OPENGL_11) +RLAPI void rlEnableStatePointer(int vertexAttribType, void *buffer); +RLAPI void rlDisableStatePointer(int vertexAttribType); +#endif // Textures state RLAPI void rlActiveTextureSlot(int slot); // Select and active a texture slot @@ -594,7 +602,7 @@ RLAPI void rlUnloadVertexBuffer(unsigned int vboId); RLAPI void rlSetVertexAttribute(unsigned int index, int compSize, int type, bool normalized, int stride, void *pointer); RLAPI void rlSetVertexAttributeDefault(int locIndex, const void *value, int attribType, int count); // Set vertex attribute default value RLAPI void rlDrawVertexArray(int offset, int count); -RLAPI void rlDrawVertexArrayElements(int offset, int count); +RLAPI void rlDrawVertexArrayElements(int offset, int count, void *buffer); // Textures management RLAPI unsigned int rlLoadTexture(void *data, int width, int height, int format, int mipmapCount); // Load texture in GPU @@ -770,6 +778,7 @@ RLAPI Texture2D rlGenTextureBRDF(Shader shader, int size); // Gener #define GL_UNSIGNED_SHORT_5_5_5_1 0x8034 #define GL_UNSIGNED_SHORT_4_4_4_4 0x8033 #endif + #if defined(GRAPHICS_API_OPENGL_21) #define GL_LUMINANCE 0x1909 #define GL_LUMINANCE_ALPHA 0x190A @@ -1041,7 +1050,6 @@ void rlOrtho(double left, double right, double bottom, double top, double znear, *RLGL.State.currentMatrix = MatrixMultiply(*RLGL.State.currentMatrix, matOrtho); } - #endif // Set the viewport area (transformation from normalized device coordinates to window coordinates) @@ -1295,14 +1303,16 @@ void rlSetTexture(unsigned int id) RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].textureId = id; RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexCount = 0; } - } #endif + } } // Select and active a texture slot void rlActiveTextureSlot(int slot) { +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) glActiveTexture(GL_TEXTURE0 + slot); +#endif } // Enable texture @@ -1326,19 +1336,19 @@ void rlDisableTexture(void) // Enable texture cubemap void rlEnableTextureCubemap(unsigned int id) { -#if defined(GRAPHICS_API_OPENGL_11) - glEnable(GL_TEXTURE_CUBE_MAP); -#endif +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) + glEnable(GL_TEXTURE_CUBE_MAP); // Core in OpenGL 1.4 glBindTexture(GL_TEXTURE_CUBE_MAP, id); +#endif } // Disable texture cubemap void rlDisableTextureCubemap(void) { -#if defined(GRAPHICS_API_OPENGL_11) +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) glDisable(GL_TEXTURE_CUBE_MAP); -#endif glBindTexture(GL_TEXTURE_CUBE_MAP, 0); +#endif } // Set texture parameters (wrap mode/filter mode) @@ -3028,22 +3038,30 @@ unsigned int rlLoadVertexBufferElement(void *buffer, int size, bool dynamic) void rlEnableVertexBuffer(unsigned int id) { +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) glBindBuffer(GL_ARRAY_BUFFER, id); +#endif } void rlDisableVertexBuffer(void) { +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) glBindBuffer(GL_ARRAY_BUFFER, 0); +#endif } void rlEnableVertexBufferElement(unsigned int id) { +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, id); +#endif } void rlDisableVertexBufferElement(void) { +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); +#endif } // Update GPU buffer with new data @@ -3095,24 +3113,46 @@ void rlDrawVertexArray(int offset, int count) glDrawArrays(GL_TRIANGLES, offset, count); } -void rlDrawVertexArrayElements(int offset, int count) +void rlDrawVertexArrayElements(int offset, int count, void *buffer) { - // TODO: review offset - glDrawElements(GL_TRIANGLES, count, GL_UNSIGNED_SHORT, 0); + glDrawElements(GL_TRIANGLES, count, GL_UNSIGNED_SHORT, buffer + offset); } +#if defined(GRAPHICS_API_OPENGL_11) +void rlEnableStatePointer(int vertexAttribType, void *buffer) +{ + if (buffer != NULL) glEnableClientState(vertexAttribType); + switch (vertexAttribType) + { + case GL_VERTEX_ARRAY: glVertexPointer(3, GL_FLOAT, 0, buffer); break; + case GL_TEXTURE_COORD_ARRAY: glTexCoordPointer(2, GL_FLOAT, 0, buffer); break; + case GL_NORMAL_ARRAY: if (buffer != NULL) glNormalPointer(GL_FLOAT, 0, buffer); break; + case GL_COLOR_ARRAY: if (buffer != NULL) glColorPointer(4, GL_UNSIGNED_BYTE, 0, buffer); break; + //case GL_INDEX_ARRAY: if (buffer != NULL) glIndexPointer(GL_SHORT, 0, buffer); break; // Indexed colors + default: break; + } +} + +void rlDisableStatePointer(int vertexAttribType) +{ + glDisableClientState(vertexAttribType); +} +#endif + unsigned int rlLoadVertexArray(void) { unsigned int vaoId = 0; - +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) glGenVertexArrays(1, &vaoId); - +#endif return vaoId; } void rlSetVertexAttribute(unsigned int index, int compSize, int type, bool normalized, int stride, void *pointer) { +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) glVertexAttribPointer(index, compSize, type, normalized, stride, pointer); +#endif } void rlUnloadVertexArray(unsigned int vaoId) @@ -3129,12 +3169,12 @@ void rlUnloadVertexArray(unsigned int vaoId) void rlUnloadVertexBuffer(unsigned int vboId) { +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) glDeleteBuffers(1, &vboId); TRACELOG(LOG_INFO, "VBO: Unloaded vertex data from VRAM (GPU)"); +#endif } - - // Shaders management //----------------------------------------------------------------------------------------------- // Load shader from code strings @@ -3439,12 +3479,15 @@ Matrix rlGetMatrixProjection(void) // Get internal accumulated transform matrix Matrix rlGetMatrixTransform(void) { + Matrix mat = MatrixIdentity(); +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) // TODO: Consider possible transform matrices in the RLGL.State.stack // Is this the right order? or should we start with the first stored matrix instead of the last one? //Matrix matStackTransform = MatrixIdentity(); //for (int i = RLGL.State.stackCounter; i > 0; i--) matStackTransform = MatrixMultiply(RLGL.State.stack[i], matStackTransform); - - return RLGL.State.transform; + mat = RLGL.State.transform; +#endif + return mat; } // Set a custom modelview matrix (replaces internal modelview matrix) |
