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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, 0 insertions, 474 deletions
diff --git a/templates/android_project/src/raylib_stripped/rlgl.h b/templates/android_project/src/raylib_stripped/rlgl.h deleted file mode 100644 index b9ea0f43..00000000 --- a/templates/android_project/src/raylib_stripped/rlgl.h +++ /dev/null @@ -1,474 +0,0 @@ -/********************************************************************************************** -* -* 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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