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2021-10-16Compute shaders support (#2061)Astie Teddy
* Add basic compute shader and ssbo support in rlgl. * Add rlBindImageTexture (untested), now requires SUPPORT_COMPILE_SHADERS * Delete glad.c * Delete glad.h * Delete khrplatform.h * Revert to previous glad.h * Remove "glad.c" Co-authored-by: Ray <[email protected]>
2021-10-16REVIEWED: rlLoadDrawQuad() description #2058Ray
2021-10-16Reviewed memory usageRay
2021-10-15Reviewed unsigned int issue (discussion #2054)Ray
2021-10-13Reviewed some TODORay
2021-10-10Review RLAPI to avoid warningsRay
2021-10-06REVIEWED: `RLGL.State.vertexCounter` (See detailed comment)raysan5
`RLGL.State.vertexCounter` is a generic counter and it's reused for all `rlRenderBatch`, actually, once render batch is filled, required vertex count is provided through the draw calls, so, the total accumulated count of vertices is not directly registered inside the rlRenderBatch. `RLGL.State.vertexCounter` keeps that count but one possible improvement(?) could be moving the `vertexCounter` inside `rlRenderBatch` to always keep a register of the total accumulated vertices in that batch (despite that info is provided by the accumulated `draws[i].vertexCount`. Simplifying, `RLGL.State.vertexCounter = SUM(draws[i].vertexCount)` The decision to move the counter out of `rlVertexBuffer` is to keep only the data that I think should belong to `rlVertexBuffer` and make it more generic, aligned with raylib `Mesh` structure. The decision to not add it to `rlRenderBatch` is because it could contain multiple `rlVertexBuffer` and it would be confusing (because it would only register the count of the last filled one).
2021-10-06Remove trailing spacesRay
2021-10-06REDESIGNED: Simplify vertex data recordingRay
Instead of registering vertex texcoords and colors on every call, we keep the last defined value and we record everything on `glVertex*()`. Actually that behavior is aligned with OpenGL 1.1 standard.
2021-10-05REVIEWED: API functions specifiersraysan5
2021-10-03Minor format tweaksRay
2021-09-29RLGL: restore draw batch state after limit check (#2018)mausimus
2021-09-23Reviewed some TODO commentsRay
2021-09-01REVIEWED: Naming: length vs sizeRay
2021-09-01REVIEWED: <name>Count for consistencyRay
Following english rules, it should be singular name before Count.
2021-08-25REVIEWED: OpenGL 1.1 compilation issueRay
2021-08-16Remove trailing spacesRay
2021-08-16Update rlgl.hRay
2021-08-16Update rlgl.hRay
2021-08-16Add some commentsRay
2021-08-15REVIEWED: `extern "C"` definition position for consistencyraysan5
Note that `extern "C"` calling convention only affects objects that need to be seen by the linker, in our case only functions... but it would also be required by global variables exposed, if any.
2021-08-12ADDED: rlUpdateVertexBufferElements() #1915raysan5
2021-08-12ADDED: `rlActiveDrawBuffers()` #1911raysan5
- ADDED: rlEnableColorBlend()/rlDisableColorBlend()
2021-08-12[rlgl] rlUpdateVertexBuffer (#1914)630Studios
* GenMeshTangents Fix * GenMeshTangents Fix - Comment Update * GenMeshTangents Fix - Comment Update final * Code Style Changes * Code Style Changes Final * Code Style Changes Final 2 * GenMeshTangents better handling for issue #1876 * GenMeshTangents better handling for issue #1876 * GenMeshTangents: Better fix for issue #1876 * vboId location fix * rlUpdateVertexBuffer - bufferId is an unsigned int
2021-07-31Improve rlgl descriptionraysan5
2021-07-31REVIEWED: rlgl defines for consistencyraysan5
2021-07-31REVIEWED: rlgl module header inforaysan5
2021-07-31REVIEWED: Avoid bool type collisionsraysan5
2021-07-30Revert "REVIEWED: Avoid UBSAN warnings #1891"raysan5
This reverts commit a8e9e1387f0abaa46557dd2076973cd30784148c.
2021-07-30REVIEWED: Avoid UBSAN warnings #1891raysan5
2021-07-30REVIEWED: Added new mechanism to avoid data types collision between modules ↵raysan5
that share same data types and can be used in standalone mode
2021-07-30REVERTED: Removed the need for `rlMatrix`raysan5
Now rlgl uses the `Matrix` type, just make sure it has been previously defined somewhere... I don't like this approach but it's probably the easier one for the users... still looking for a better solution... maybe using something like `#define MATRIX_TYPE`, so it can be checked in other modules.
2021-07-30Review some issuesraysan5
2021-07-29WARNING: BREAKING CHANGE: rlgl complete decoupling from raylib -WIP-raysan5
rlgl has been redesigned to avoid any dependency to `raylib` or `raymath`, all functions using some of those libs have been reviewed. - REMOVED: `Texture2D`, `Shader` structs dependency - REMOVED: `Vector3`, `Matrix` structs dependency - REMOVED: raymath functions dependency, all required math is implemented in rlgl - ADDED: `rlMatrix` custom rlgl type - ADDED: `utils.c`: `rlMatrixFromMatrix()` and `rlMatrixToMatrix()` for a safe conversion between raylib<->rlgl matrix types - ADDED: `rl` prefix to all `rlgl` structs - Other small tweaks here and there
2021-07-28REVIEWED: Info on image loading failureraysan5
2021-07-27REVIEWED: rlDrawVertexArrayElements() #1891raysan5
2021-07-09Minor tweaks and commentsraysan5
2021-06-26REVIEWED: Improved log info on image/textures laodingRay
ADDED: rlGetPixelFormatName()
2021-06-25WARNING: REVIEWED: Default shader uniform namesRay
When a shader is loaded, by default, several locations are tried to be set automatically.
2021-06-25REVIEWED: LoadShader() and default locationsRay
Reviewed locations descriptions
2021-06-17Remove Color struct requirementRay
2021-06-10Review some commentsRay
2021-06-10Reviewed functions descriptionRay
Replaced: Returns -> Get
2021-06-10Added some enum commentsRay
2021-06-05Minor format tweaksraysan5
2021-05-30REVIEWED: exit() on LOG_FATAL instead of LOG_ERROR #1796Ray
2021-05-22Some code tweaks for consistencyRay
2021-05-08check for vao extension (#1757)Antonio Jose Ramos Marquez
2021-04-28Decoupling rlgl from platform layerRay
Now rlgl only depends on OpenGL and it's completely decoupled from platform layer libraries (EGL)
2021-04-27Minor tweaksRay