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authorgingerBill <bill@gingerbill.org>2021-09-08 19:40:18 +0100
committergingerBill <bill@gingerbill.org>2021-09-08 19:40:18 +0100
commit027d69678aa9a2b2e95da8f94ea3d7600a478604 (patch)
tree19dce596b690dc4ce6afafd7acf293213edb414c /vendor
parent0262539f6806516329025aa716d098b5327460c5 (diff)
Add vendor/raylib/rlgl.odin
Diffstat (limited to 'vendor')
-rw-r--r--vendor/raylib/rlgl.odin337
1 files changed, 337 insertions, 0 deletions
diff --git a/vendor/raylib/rlgl.odin b/vendor/raylib/rlgl.odin
new file mode 100644
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+++ b/vendor/raylib/rlgl.odin
@@ -0,0 +1,337 @@
+package raylib
+
+import "core:c"
+
+when ODIN_OS == "windows" do foreign import lib "raylib.lib"
+when ODIN_OS == "linux" do foreign import lib "linux/libraylib.a"
+when ODIN_OS == "darwin" do foreign import lib "macos/libraylib.a"
+
+GRAPHICS_API_OPENGL_11 :: false
+GRAPHICS_API_OPENGL_21 :: true
+GRAPHICS_API_OPENGL_33 :: GRAPHICS_API_OPENGL_21
+GRAPHICS_API_OPENGL_ES2 :: false
+
+when !GRAPHICS_API_OPENGL_ES2 {
+ // This is the maximum amount of elements (quads) per batch
+ // NOTE: Be careful with text, every letter maps to a quad
+ DEFAULT_BATCH_BUFFER_ELEMENTS :: 8192
+} else {
+ // We 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...
+ DEFAULT_BATCH_BUFFER_ELEMENTS :: 2048
+}
+
+DEFAULT_BATCH_BUFFERS :: 1 // Default number of batch buffers (multi-buffering)
+DEFAULT_BATCH_DRAWCALLS :: 256 // Default number of batch draw calls (by state changes: mode, texture)
+MAX_BATCH_ACTIVE_TEXTURES :: 4 // Maximum number of additional textures that can be activated on batch drawing (SetShaderValueTexture())
+
+// Internal Matrix stack
+MAX_MATRIX_STACK_SIZE :: 32 // Maximum size of Matrix stack
+
+// Vertex buffers id limit
+MAX_MESH_VERTEX_BUFFERS :: 7 // Maximum vertex buffers (VBO) per mesh
+
+// Shader and material limits
+MAX_SHADER_LOCATIONS :: 32 // Maximum number of shader locations supported
+MAX_MATERIAL_MAPS :: 12 // Maximum number of shader maps supported
+
+// Projection matrix culling
+RL_CULL_DISTANCE_NEAR :: 0.01 // Default near cull distance
+RL_CULL_DISTANCE_FAR :: 1000.0 // Default far cull distance
+
+// Texture parameters (equivalent to OpenGL defines)
+RL_TEXTURE_WRAP_S :: 0x2802 // GL_TEXTURE_WRAP_S
+RL_TEXTURE_WRAP_T :: 0x2803 // GL_TEXTURE_WRAP_T
+RL_TEXTURE_MAG_FILTER :: 0x2800 // GL_TEXTURE_MAG_FILTER
+RL_TEXTURE_MIN_FILTER :: 0x2801 // GL_TEXTURE_MIN_FILTER
+
+RL_TEXTURE_FILTER_NEAREST :: 0x2600 // GL_NEAREST
+RL_TEXTURE_FILTER_LINEAR :: 0x2601 // GL_LINEAR
+RL_TEXTURE_FILTER_MIP_NEAREST :: 0x2700 // GL_NEAREST_MIPMAP_NEAREST
+RL_TEXTURE_FILTER_NEAREST_MIP_LINEAR :: 0x2702 // GL_NEAREST_MIPMAP_LINEAR
+RL_TEXTURE_FILTER_LINEAR_MIP_NEAREST :: 0x2701 // GL_LINEAR_MIPMAP_NEAREST
+RL_TEXTURE_FILTER_MIP_LINEAR :: 0x2703 // GL_LINEAR_MIPMAP_LINEAR
+RL_TEXTURE_FILTER_ANISOTROPIC :: 0x3000 // Anisotropic filter (custom identifier)
+
+RL_TEXTURE_WRAP_REPEAT :: 0x2901 // GL_REPEAT
+RL_TEXTURE_WRAP_CLAMP :: 0x812F // GL_CLAMP_TO_EDGE
+RL_TEXTURE_WRAP_MIRROR_REPEAT :: 0x8370 // GL_MIRRORED_REPEAT
+RL_TEXTURE_WRAP_MIRROR_CLAMP :: 0x8742 // GL_MIRROR_CLAMP_EXT
+
+// Matrix modes (equivalent to OpenGL)
+RL_MODELVIEW :: 0x1700 // GL_MODELVIEW
+RL_PROJECTION :: 0x1701 // GL_PROJECTION
+RL_TEXTURE :: 0x1702 // GL_TEXTURE
+
+// Primitive assembly draw modes
+RL_LINES :: 0x0001 // GL_LINES
+RL_TRIANGLES :: 0x0004 // GL_TRIANGLES
+RL_QUADS :: 0x0007 // GL_QUADS
+
+// GL equivalent data types
+RL_UNSIGNED_BYTE :: 0x1401 // GL_UNSIGNED_BYTE
+RL_f32 :: 0x1406 // GL_f32
+
+
+//----------------------------------------------------------------------------------
+// Types and Structures Definition
+//----------------------------------------------------------------------------------
+GlVersion :: enum c.int { OPENGL_11 = 1, OPENGL_21, OPENGL_33, OPENGL_ES_20 }
+
+FramebufferAttachType :: enum c. int {
+ COLOR_CHANNEL0 = 0,
+ COLOR_CHANNEL1,
+ COLOR_CHANNEL2,
+ COLOR_CHANNEL3,
+ COLOR_CHANNEL4,
+ COLOR_CHANNEL5,
+ COLOR_CHANNEL6,
+ COLOR_CHANNEL7,
+ DEPTH = 100,
+ STENCIL = 200,
+}
+
+FramebufferAttachTextureType :: enum c.int {
+ CUBEMAP_POSITIVE_X = 0,
+ CUBEMAP_NEGATIVE_X,
+ CUBEMAP_POSITIVE_Y,
+ CUBEMAP_NEGATIVE_Y,
+ CUBEMAP_POSITIVE_Z,
+ CUBEMAP_NEGATIVE_Z,
+ TEXTURE2D = 100,
+ RENDERBUFFER = 200,
+}
+
+VertexBufferIndexType :: c.ushort when GRAPHICS_API_OPENGL_ES2 else c.uint
+
+// Dynamic vertex buffers (position + texcoords + colors + indices arrays)
+VertexBuffer :: struct {
+ elementsCount: c.int, // Number of elements in the buffer (QUADS)
+
+ vCounter: c.int, // Vertex position counter to process (and draw) from full buffer
+ tcCounter: c.int, // Vertex texcoord counter to process (and draw) from full buffer
+ cCounter: c.int, // Vertex color counter to process (and draw) from full buffer
+
+ vertices: [^]f32, // Vertex position (XYZ - 3 components per vertex) (shader-location = 0)
+ texcoords: [^]f32, // Vertex texture coordinates (UV - 2 components per vertex) (shader-location = 1)
+ colors: [^]u8, // Vertex colors (RGBA - 4 components per vertex) (shader-location = 3)
+ indices: [^]VertexBufferIndexType, // Vertex indices (in case vertex data comes indexed) (6 indices per quad)
+ vaoId: u32, // OpenGL Vertex Array Object id
+ vboId: [4]u32, // OpenGL Vertex Buffer Objects id (4 types of vertex data)
+}
+
+// Draw call type
+// NOTE: Only texture changes register a new draw, other state-change-related elements are not
+// used at this moment (vaoId, shaderId, matrices), raylib just forces a batch draw call if any
+// of those state-change happens (this is done in core module)
+DrawCall :: struct {
+ mode: c.int, // Drawing mode: LINES, TRIANGLES, QUADS
+ vertexCount: c.int, // Number of vertex of the draw
+ vertexAlignment: c.int, // Number of vertex required for index alignment (LINES, TRIANGLES)
+ //vaoId: u32, // Vertex array id to be used on the draw -> Using RLGL.currentBatch->vertexBuffer.vaoId
+ //shaderId: u32, // Shader id to be used on the draw -> Using RLGL.currentShader.id
+ textureId: u32, // Texture id to be used on the draw -> Use to create new draw call if changes
+
+ //projection: Matrix, // Projection matrix for this draw -> Using RLGL.projection by default
+ //modelview: Matrix, // Modelview matrix for this draw -> Using RLGL.modelview by default
+}
+
+// RenderBatch type
+RenderBatch :: struct {
+ buffersCount: c.int, // Number of vertex buffers (multi-buffering support)
+ currentBuffer: c.int, // Current buffer tracking in case of multi-buffering
+ vertexBuffer: [^]VertexBuffer, // Dynamic buffer(s) for vertex data
+
+ draws: [^]DrawCall, // Draw calls array, depends on textureId
+ drawsCounter: c.int, // Draw calls counter
+ currentDepth: f32, // Current depth value for next draw
+}
+
+// Shader attribute data types
+ShaderAttributeDataType :: enum c.int {
+ FLOAT = 0,
+ VEC2,
+ VEC3,
+ VEC4,
+}
+
+@(default_calling_convention="c")
+foreign lib {
+ //------------------------------------------------------------------------------------
+ // Functions Declaration - Matrix operations
+ //------------------------------------------------------------------------------------
+ rlMatrixMode :: proc(mode: c.int) --- // Choose the current matrix to be transformed
+ rlPushMatrix :: proc() --- // Push the current matrix to stack
+ rlPopMatrix :: proc() --- // Pop lattest inserted matrix from stack
+ rlLoadIdentity :: proc() --- // Reset current matrix to identity matrix
+ rlTranslatef :: proc(x, y, z: f32) --- // Multiply the current matrix by a translation matrix
+ rlRotatef :: proc(angleDeg: f32, x, y, z: f32) --- // Multiply the current matrix by a rotation matrix
+ rlScalef :: proc(x, y, z: f32) --- // Multiply the current matrix by a scaling matrix
+ rlMultMatrixf :: proc(matf: [^]f32) --- // Multiply the current matrix by another matrix
+ rlFrustum :: proc(left, right, bottom, top, znear, zfar: f64) ---
+ rlOrtho :: proc(left, right, bottom, top, znear, zfar: f64) ---
+ rlViewport :: proc(x, y, width, height: c.int) --- // Set the viewport area
+
+ //------------------------------------------------------------------------------------
+ // Functions Declaration - Vertex level operations
+ //------------------------------------------------------------------------------------
+ rlBegin :: proc(mode: c.int) --- // Initialize drawing mode (how to organize vertex)
+ rlEnd :: proc() --- // Finish vertex providing
+ rlVertex2i :: proc(x, y: c.int) --- // Define one vertex (position) - 2 int
+ rlVertex2f :: proc(x, y: f32) --- // Define one vertex (position) - 2 f32
+ rlVertex3f :: proc(x, y, z: f32) --- // Define one vertex (position) - 3 f32
+ rlTexCoord2f :: proc(x, y: f32) --- // Define one vertex (texture coordinate) - 2 f32
+ rlNormal3f :: proc(x, y, z: f32) --- // Define one vertex (normal) - 3 f32
+ rlColor4ub :: proc(r, g, b, a: u8) --- // Define one vertex (color) - 4 byte
+ rlColor3f :: proc(x, y, z: f32) --- // Define one vertex (color) - 3 f32
+ rlColor4f :: proc(x, y, z, w: f32) --- // Define one vertex (color) - 4 f32
+
+ //------------------------------------------------------------------------------------
+ // Functions Declaration - OpenGL style functions (common to 1.1, 3.3+, ES2)
+ // NOTE: This functions are used to completely abstract raylib code from OpenGL layer,
+ // some of them are direct wrappers over OpenGL calls, some others are custom
+ //------------------------------------------------------------------------------------
+
+ // Vertex buffers state
+ rlEnableVertexArray :: proc(vaoId: u32) -> bool --- // Enable vertex array (VAO, if supported)
+ rlDisableVertexArray :: proc() --- // Disable vertex array (VAO, if supported)
+ rlEnableVertexBuffer :: proc(id: u32) --- // Enable vertex buffer (VBO)
+ rlDisableVertexBuffer :: proc() --- // Disable vertex buffer (VBO)
+ rlEnableVertexBufferElement :: proc(id: u32) --- // Enable vertex buffer element (VBO element)
+ rlDisableVertexBufferElement :: proc() --- // Disable vertex buffer element (VBO element)
+ rlEnableVertexAttribute :: proc(index: u32) --- // Enable vertex attribute index
+ rlDisableVertexAttribute :: proc(index: u32) --- // Disable vertex attribute index
+ when GRAPHICS_API_OPENGL_11 {
+ rlEnableStatePointer :: proc(vertexAttribType: c.int, buffer: rawptr) ---
+ rlDisableStatePointer :: proc(vertexAttribType: c.int) ---
+ }
+
+ // Textures state
+ rlActiveTextureSlot :: proc(slot: c.int) --- // Select and active a texture slot
+ rlEnableTexture :: proc(id: u32) --- // Enable texture
+ rlDisableTexture :: proc() --- // Disable texture
+ rlEnableTextureCubemap :: proc(id: u32) --- // Enable texture cubemap
+ rlDisableTextureCubemap :: proc() --- // Disable texture cubemap
+ rlTextureParameters :: proc(id: u32, param: c.int, value: c.int) --- // Set texture parameters (filter, wrap)
+
+ // Shader state
+ rlEnableShader :: proc(id: u32) --- // Enable shader program
+ rlDisableShader :: proc() --- // Disable shader program
+
+ // Framebuffer state
+ rlEnableFramebuffer :: proc(id: u32) --- // Enable render texture (fbo)
+ rlDisableFramebuffer :: proc() --- // Disable render texture (fbo), return to default framebuffer
+
+ // General render state
+ rlEnableDepthTest :: proc() --- // Enable depth test
+ rlDisableDepthTest :: proc() --- // Disable depth test
+ rlEnableDepthMask :: proc() --- // Enable depth write
+ rlDisableDepthMask :: proc() --- // Disable depth write
+ rlEnableBackfaceCulling :: proc() --- // Enable backface culling
+ rlDisableBackfaceCulling :: proc() --- // Disable backface culling
+ rlEnableScissorTest :: proc() --- // Enable scissor test
+ rlDisableScissorTest :: proc() --- // Disable scissor test
+ rlScissor :: proc(x, y, width, height: c.int) --- // Scissor test
+ rlEnableWireMode :: proc() --- // Enable wire mode
+ rlDisableWireMode :: proc() --- // Disable wire mode
+ rlSetLineWidth :: proc(width: f32) --- // Set the line drawing width
+ rlGetLineWidth :: proc() -> f32 --- // Get the line drawing width
+ rlEnableSmoothLines :: proc() --- // Enable line aliasing
+ rlDisableSmoothLines :: proc() --- // Disable line aliasing
+ rlEnableStereoRender :: proc() --- // Enable stereo rendering
+ rlDisableStereoRender :: proc() --- // Disable stereo rendering
+ rlIsStereoRenderEnabled :: proc() -> bool --- // Check if stereo render is enabled
+
+ rlClearColor :: proc(r, g, b, a: u8) --- // Clear color buffer with color
+ rlClearScreenBuffers :: proc() --- // Clear used screen buffers (color and depth)
+ rlCheckErrors :: proc() --- // Check and log OpenGL error codes
+ rlSetBlendMode :: proc(mode: c.int) --- // Set blending mode
+ rlSetBlendFactors :: proc(glSrcFactor, glDstFactor, glEquation: c.int) --- // Set blending mode factor and equation (using OpenGL factors)
+
+ //------------------------------------------------------------------------------------
+ // Functions Declaration - rlgl functionality
+ //------------------------------------------------------------------------------------
+ // rlgl initialization functions
+ rlglInit :: proc(width, height: c.int) --- // Initialize rlgl (buffers, shaders, textures, states)
+ rlglClose :: proc() --- // De-inititialize rlgl (buffers, shaders, textures)
+ rlLoadExtensions :: proc(loader: rawptr) --- // Load OpenGL extensions (loader function pointer required)
+ rlGetVersion :: proc() -> GlVersion --- // Returns current OpenGL version
+ rlGetFramebufferWidth :: proc() -> c.int --- // Get default framebuffer width
+ rlGetFramebufferHeight :: proc() -> c.int --- // Get default framebuffer height
+
+ rlGetShaderDefault :: proc() -> Shader --- // Get default shader
+ rlGetTextureDefault :: proc() -> Texture2D --- // Get default texture
+
+ // Render batch management
+ // NOTE: rlgl provides a default render batch to behave like OpenGL 1.1 immediate mode
+ // but this render batch API is exposed in case of custom batches are required
+ rlLoadRenderBatch :: proc(numBuffers, bufferElements: c.int) -> RenderBatch --- // Load a render batch system
+ rlUnloadRenderBatch :: proc(batch: RenderBatch) --- // Unload render batch system
+ rlDrawRenderBatch :: proc(batch: ^RenderBatch) --- // Draw render batch data (Update->Draw->Reset)
+ rlSetRenderBatchActive :: proc(batch: ^RenderBatch) --- // Set the active render batch for rlgl (NULL for default internal)
+ rlDrawRenderBatchActive :: proc() --- // Update and draw internal render batch
+ rlCheckRenderBatchLimit :: proc(vCount: c.int) -> bool --- // Check internal buffer overflow for a given number of vertex
+ rlSetTexture :: proc(id: u32) --- // Set current texture for render batch and check buffers limits
+
+ //------------------------------------------------------------------------------------------------------------------------
+
+ // Vertex buffers management
+ rlLoadVertexArray :: proc() -> u32 --- // Load vertex array (vao) if supported
+ rlLoadVertexBuffer :: proc(buffer: rawptr, size: c.int, is_dynamic: bool) -> u32 --- // Load a vertex buffer attribute
+ rlLoadVertexBufferElement :: proc(buffer: rawptr, size: c.int, is_dynamic: bool) -> u32 --- // Load a new attributes element buffer
+ rlUpdateVertexBuffer :: proc(bufferId: c.int, data: rawptr, dataSize: c.int, offset: c.int) -> u32 --- // Update GPU buffer with new data
+ rlUnloadVertexArray :: proc(vaoId: u32) ---
+ rlUnloadVertexBuffer :: proc(vboId: u32) ---
+ rlSetVertexAttribute :: proc(index: u32, compSize: c.int, type: c.int, normalized: bool, stride: c.int, pointer: uintptr) ---
+ rlSetVertexAttributeDivisor :: proc(index: u32, divisor: c.int) ---
+ rlSetVertexAttributeDefault :: proc(locIndex: c.int, value: rawptr, attribType: c.int, count: c.int) --- // Set vertex attribute default value
+ rlDrawVertexArray :: proc(offset: c.int, count: c.int) ---
+ rlDrawVertexArrayElements :: proc(offset: c.int, count: c.int, buffer: rawptr) ---
+ rlDrawVertexArrayInstanced :: proc(offset: c.int, count: c.int, instances: c.int) ---
+ rlDrawVertexArrayElementsInstanced :: proc(offset: c.int, count: c.int, buffer: rawptr, instances: c.int) ---
+
+ // Textures management
+ rlLoadTexture :: proc(data: rawptr, width, height: c.int, format: c.int, mipmapCount: c.int) -> u32 --- // Load texture in GPU
+ rlLoadTextureDepth :: proc(width, height: c.int, useRenderBuffer: bool) -> u32 --- // Load depth texture/renderbuffer (to be attached to fbo)
+ rlLoadTextureCubemap :: proc(data: rawptr, size: c.int, format: c.int) -> u32 --- // Load texture cubemap
+ rlUpdateTexture :: proc(id: u32, offsetX, offsetY, width, height: c.int, format: c.int, data: rawptr) --- // Update GPU texture with new data
+ rlGetGlTextureFormats :: proc(format: c.int, glInternalFormat: ^u32, glFormat: ^u32, glType: ^u32) --- // Get OpenGL internal formats
+ rlUnloadTexture :: proc(id: u32) --- // Unload texture from GPU memory
+ rlGenerateMipmaps :: proc(texture: ^Texture2D) --- // Generate mipmap data for selected texture
+ rlReadTexturePixels :: proc(texture: Texture2D) -> rawptr --- // Read texture pixel data
+ rlReadScreenPixels :: proc(width, height: c.int) -> [^]u8 --- // Read screen pixel data (color buffer)
+
+ // Framebuffer management (fbo)
+ rlLoadFramebuffer :: proc(width, height: c.int) -> u32 --- // Load an empty framebuffer
+ rlFramebufferAttach :: proc(fboId: u32, texId: u32, attachType: c.int, texType: c.int, mipLevel: c.int) --- // Attach texture/renderbuffer to a framebuffer
+ rlFramebufferComplete :: proc(id: u32) -> bool --- // Verify framebuffer is complete
+ rlUnloadFramebuffer :: proc(id: u32) --- // Delete framebuffer from GPU
+
+ // Shaders management
+ rlLoadShaderCode :: proc(vsCode, fsCode: cstring) -> u32 --- // Load shader from code strings
+ rlCompileShader :: proc(shaderCode: cstring, type: c.int) -> u32 --- // Compile custom shader and return shader id (type: GL_VERTEX_SHADER, GL_FRAGMENT_SHADER)
+ rlLoadShaderProgram :: proc(vShaderId, fShaderId: u32) -> u32 --- // Load custom shader program
+ rlUnloadShaderProgram :: proc(id: u32) --- // Unload shader program
+ rlGetLocationUniform :: proc(shaderId: u32, uniformName: cstring) -> c.int --- // Get shader location uniform
+ rlGetLocationAttrib :: proc(shaderId: u32, attribName: cstring) -> c.int --- // Get shader location attribute
+ rlSetUniform :: proc(locIndex: c.int, value: rawptr, uniformType: c.int, count: c.int) --- // Set shader value uniform
+ rlSetUniformMatrix :: proc(locIndex: c.int, mat: Matrix) --- // Set shader value matrix
+ rlSetUniformSampler :: proc(locIndex: c.int, textureId: u32) --- // Set shader value sampler
+ rlSetShader :: proc(shader: Shader) --- // Set shader currently active
+
+ // Matrix state management
+ rlGetMatrixModelview :: proc() -> Matrix --- // Get internal modelview matrix
+ rlGetMatrixProjection :: proc() -> Matrix --- // Get internal projection matrix
+ rlGetMatrixTransform :: proc() -> Matrix --- // Get internal accumulated transform matrix
+ rlGetMatrixProjectionStereo :: proc(eye: c.int) -> Matrix --- // Get internal projection matrix for stereo render (selected eye)
+ rlGetMatrixViewOffsetStereo :: proc(eye: c.int) -> Matrix --- // Get internal view offset matrix for stereo render (selected eye)
+ rlSetMatrixProjection :: proc(proj: Matrix) --- // Set a custom projection matrix (replaces internal projection matrix)
+ rlSetMatrixModelview :: proc(view: Matrix) --- // Set a custom modelview matrix (replaces internal modelview matrix)
+ rlSetMatrixProjectionStereo :: proc(right, left: Matrix) --- // Set eyes projection matrices for stereo rendering
+ rlSetMatrixViewOffsetStereo :: proc(right, left: Matrix) --- // Set eyes view offsets matrices for stereo rendering
+
+ // Quick and dirty cube/quad buffers load->draw->unload
+ rlLoadDrawCube :: proc() --- // Load and draw a cube
+ rlLoadDrawQuad :: proc() --- // Load and draw a quad
+} \ No newline at end of file