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RGL.h
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/*
* Copyright (c) 2021-23 ColleagueRiley [email protected]
*
* 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 r estrictions:
*
* 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.
*
*
*/
/*
MACRO #DEFINE ARGUMENTS
(MAKE SURE RGL_IMPLEMENTATION is in exactly one header or you use -D RGL_IMPLEMENTATION)
***
#define RGL_IMPLEMENTATION - include the RGL defines, this line must be included in exactly one file or argument (-D), in your project
***
#define RGL_MODERN_OPENGL - Use the modern opengl backend (this is enabled by default)
#define RGL_OPENGL_LEGACY - Use the legacy opengl backend
#define RGL_NO_GL_LOADER - Do not use the RGL OpenGL loader (you'll have to use something like GLAD instead)
#define RGL_NO_X64_OPTIMIZATIONS - Use x64 optimizations (x64 only), eg. SIMD
#define RGL_ALLOC_BATCHES - Allocate room for batches instead of using a stack-based c array
#define RGL_ALLOC_MATRIX_STACK - Allocate room for the matrix stack instead of using a stack-based c array
#define RGL_EBO - (modern opengl) use EBO for RGL_QUADS, this is off by default because it is buggy currently
#define RGL_OPENGL_21 - Load and use opengl version 4.3 functionaries
#define RGL_OPENGL_33 - Load and use opengl version 4.3 functionaries
#define RGL_OPENGL_43 - Load and use opengl version 4.3 functionaries
#define RGL_OPENGL_ES2 - Load and use opengl ES version 2 functionaries
#define RGL_OPENGL_ES3 - Load and use opengl ES version 3 functionaries
#define RGL_NO_RENDER - Don't render anything
Values
#define RGL_MAX_BATCHES <x> - Set the max amount of batches (a batch is created when a different mode or texture is used),
By default this value is set to 256
#define RGL_MAX_BUFFER_ELEMENTS <x> - Set the max number of elements the renderer uses (verticies, colors, texture coords)
By Default this value is set to 8192
#define RGL_MAX_MATRIX_STACK_SIZE <x> - Set the max number of matrix stack layers that can be active at a time
By default this value is set to 32
#define RGL_MALLOC <x> - set the malloc function for RGL, by default this is the c standard malloc
#define RGL_FREE <x> - set the free function for RGL, by default this is the c standard free
#define PI <x> - set the default value for PI used, by default this value is 3.14159265358979323846f
#define DEG2RAD - set the default value for deg2rad used, by default this value is (PI / 180.0f)
*/
/*
Credits :
RLGL (raylib / Raysay5) - {UPDATE : Most of this code was actually based on or built off RLGL!}
A simular project, that this project's design is based on.
RLGL was also used as a reference for some of this code.
*/
#if defined(__APPLE__)
#include <OpenGL/gl.h> /* OpenGL 1.1 library for OSX */
#include <OpenGL/glext.h> /* OpenGL extensions library */
#else
#include <GL/gl.h>
#endif
#ifdef RGL_DIRECTX
#include <d3d11.h>
#include <dxgi.h>
#include <dxgi.h>
#include <d3dcompiler.h>
#endif
#if defined(__WIN32) && !defined(__linux__) && !defined(GL_VERTEX_SHADER)
typedef char GLchar;
typedef int GLsizei;
typedef ptrdiff_t GLintptr;
typedef uintptr_t GLsizeiptr;
#define GL_VERTEX_SHADER 0x8B31
#define GL_FRAGMENT_SHADER 0x8B30
#define GL_ARRAY_BUFFER 0x8892
#define GL_ELEMENT_ARRAY_BUFFER 0x8893
#define GL_STATIC_DRAW 0x88E4
#define GL_DYNAMIC_DRAW 0x88E8
#define GL_TEXTURE0 0x84C0
#endif
#ifndef RGLDEF
#ifdef __APPLE__
#define RGLDEF extern inline
#else
#define RGLDEF inline
#endif
#endif
#ifndef RGL_H
#define RGL_H
#if !defined(RGL_OPENGL_LEGACY)
#define RGL_MODERN_OPENGL
#if !defined(RGL_OPENGL_21) && !defined(RGL_OPENGL_33) && !defined(RGL_OPENGL_43) && !defined(RGL_NO_RENDER)
#define RGL_OPENGL_33
#endif
#endif
#if !defined(u8)
#include <stdint.h>
typedef uint8_t u8;
typedef int8_t i8;
typedef uint16_t u16;
typedef int16_t i16;
typedef uint32_t u32;
typedef int32_t i32;
typedef uint64_t u64;
typedef int64_t i64;
typedef u8 b8;
#endif
#ifndef RGL_MALLOC
#include <stdlib.h>
#define RGL_MALLOC(sz) malloc(sz)
#define RGL_FREE(p) free(p)
#endif
#ifndef RGL_MAX_MATRIX_STACK_SIZE
#define RGL_MAX_MATRIX_STACK_SIZE 32
#endif
#ifndef RGL_MAX_BATCHES
#define RGL_MAX_BATCHES 2028
#endif
#ifndef RGL_MAX_BUFFER_ELEMENTS
#define RGL_MAX_BUFFER_ELEMENTS 8192
#endif
#ifndef RGL_PROJECTION
#define RGL_MODELVIEW 0x1700 /* GL_MODELVIEW */
#define RGL_PROJECTION 0x1701 /* GL_PROJECTION */
#endif
#ifndef RGL_QUADS
#define RGL_POINTS 0x0000
#define RGL_LINES 0x0001 /* GL_LINES */
#define RGL_LINE_LOOP 0x0002
#define RGL_LINE_STRIP 0x0003
#define RGL_TRIANGLES 0x0004 /* GL_TRIANGLES */
#define RGL_TRIANGLE_STRIP 0x0005
#define RGL_TRIANGLE_FAN 0x0006 /* GL_TRIANGLE_FAN */
#define GL_QUADS 0x0007
/* these ensure GL_DEPTH_TEST is disabled when they're being rendered */
#define RGL_POINTS_2D 0x0010
#define RGL_LINES_2D 0x0011 /* GL_LINES */
#define RGL_LINE_LOOP_2D 0x0012
#define RGL_LINE_STRIP_2D 0x0013
#define RGL_TRIANGLES_2D 0x0014 /* GL_TRIANGLES */
#define RGL_TRIANGLE_STRIP_2D 0x0015
#define RGL_TRIANGLE_FAN_2D 0x0016 /* GL_TRIANGLE_FAN */
#define RGL_QUADS 0x0007
#endif
#ifndef RGL_PERSPECTIVE_CORRECTION_HINT
#define RGL_PERSPECTIVE_CORRECTION_HINT 0x0C50
#define RGL_POINT_SMOOTH_HINT 0x0C51
#define RGL_LINE_SMOOTH_HINT 0x0C52
#define RGL_POLYGON_SMOOTH_HINT 0x0C53
#define RGL_FOG_HINT 0x0C54
#define RGL_DONT_CARE 0x1100
#define RGL_FASTEST 0x1101
#define RGL_NICEST 0x1102
#define RGL_DEPTH_TEST 0x0B71
#define RGL_LEQUAL 0x0203
#define RGL_ONE_MINUS_SRC_ALPHA 0x0303
#endif
#ifndef RGL_BLEND
#define RGL_BLEND 0x0BE2
#define RGL_BACK 0x0405
#define RGL_CCW 0x0901
#define RGL_CULL_FACE 0x0B44
#define RGL_COLOR_BUFFER_BIT 0x00004000
#define RGL_DEPTH_BUFFER_BIT 0x00000100
#define RGL_SRC_ALPHA 0x0302
#endif
#ifndef GL_RG
#define GL_RG 0x8227
#endif
#ifndef GL_SMOOTH
#define GL_LIGHTING 0x0B50
#define GL_LIGHT0 0x4000
#define GL_LIGHT1 0x4001
#define GL_LIGHT2 0x4002
#define GL_LIGHT3 0x4003
#define GL_LIGHT4 0x4004
#define GL_LIGHT5 0x4005
#define GL_LIGHT6 0x4006
#define GL_LIGHT7 0x4007
#define GL_SPOT_EXPONENT 0x1205
#define GL_SPOT_CUTOFF 0x1206
#define GL_CONSTANT_ATTENUATION 0x1207
#define GL_LINEAR_ATTENUATION 0x1208
#define GL_QUADRATIC_ATTENUATION 0x1209
#define GL_AMBIENT 0x1200
#define GL_DIFFUSE 0x1201
#define GL_SPECULAR 0x1202
#define GL_SHININESS 0x1601
#define GL_EMISSION 0x1600
#define GL_POSITION 0x1203
#define GL_SPOT_DIRECTION 0x1204
#define GL_AMBIENT_AND_DIFFUSE 0x1602
#define GL_COLOR_INDEXES 0x1603
#define GL_LIGHT_MODEL_TWO_SIDE 0x0B52
#define GL_LIGHT_MODEL_LOCAL_VIEWER 0x0B51
#define GL_LIGHT_MODEL_AMBIENT 0x0B53
#define GL_FRONT_AND_BACK 0x0408
#define GL_SHADE_MODEL 0x0B54
#define GL_FLAT 0x1D00
#define GL_SMOOTH 0x1D01
#define GL_COLOR_MATERIAL 0x0B57
#define GL_COLOR_MATERIAL_FACE 0x0B55
#define GL_COLOR_MATERIAL_PARAMETER 0x0B56
#define GL_NORMALIZE 0x0BA1
#endif
#if !defined(RGL_MATRIX_TYPE)
typedef struct RGL_MATRIX {
float m[16];
} RGL_MATRIX;
#define RGL_MATRIX_TYPE
#endif
typedef struct RGL_BATCH {
i32 mode; /* Drawing mode: LINES, TRIANGLES, QUADS */
i32 vertexCount; /* Number of vertex of the draw */
i32 vertexAlignment; /* Number of vertex required for index alignment (LINES, TRIANGLES) */
u32 tex; /* Texture id to be used on the draw -> Use to create new draw call if changes */
u32 program;
float lineWidth;
} RGL_BATCH;
#if defined(__cplusplus)
extern "C" { /* Prevents name mangling of functions */
#endif
RGLDEF void rglInit(void* loader); /* Initialize RGLinfo (buffers, shaders, textures, states) */
RGLDEF void rglClose(void); /* De-initialize RGLinfo (buffers, shaders, textures) */
RGLDEF void rglRenderBatch(void); /* Draw render batch data (Update->Draw->Reset) */
RGLDEF void rglRenderBatchWithShader(u32 program, u32 vertexLocation, u32 texCoordLocation, u32 colorLocation);
RGLDEF void rglSetTexture(u32 id); /* Set current texture for render batch and check buffers limits */
RGLDEF void rglSetProgram(u32 id); /* Set current shader program for render batch and check buffers limits */
RGLDEF u32 rglCreateTexture(u8* bitmap, u32 width, u32 height, u8 channels); /* create texture */
RGLDEF void rglUpdateTexture(u32 texture, u8* bitmap, u32 width, u32 height, u8 channels); /* update texture */
RGLDEF void rglDeleteTextures(GLsizei n, const GLuint * textures);
RGLDEF void rglPushPixelValues(GLint alignment, GLint rowLength, GLint skipPixels, GLint skipRows);
RGLDEF void rglTextureSwizzleMask(u32 atlas, u32 param, i32 swizzleRgbaParams[4]);
RGLDEF void rglAtlasAddBitmap(u32 atlas, u8* bitmap, float x, float y, float width, float height);
/* RGL implementation of gluPerspective */
RGLDEF void rglPerspective(double fovY, double aspect, double zNear, double zFar); /* set up a perspective projection matrix */
/* Scale */
RGLDEF RGL_MATRIX rglMatrixScale(float x, float y, float z);
/* render with legacy (or turn of legacy rendering if you turned it on) */
RGLDEF void rglLegacy(u8 state);
#ifndef RGL_NO_STD
/* get opengl error */
RGLDEF void rglGetError(void);
#endif
RGLDEF void rglBegin(int mode);
RGLDEF void rglLineWidth(float width);
RGLDEF void rglViewport(GLint x, GLint y, GLsizei width, GLsizei height);
RGLDEF void rglClear(GLbitfield mask);
RGLDEF void rglClearColor(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha);
RGLDEF void rglDepthFunc(GLenum func);
RGLDEF void rglCullFace(GLenum mode);
RGLDEF void rglFrontFace(GLenum mode);
#ifdef RGL_OPENGL_43
RGLDEF void rglClearDepth(float depth);
RGLDEF void rglBlendFunc(GLenum sfactor, GLenum dfactor)
#endif
RGLDEF void rglHint(GLenum target, GLenum mode);
RGLDEF void rglEnable(GLenum cap);
#if defined(RGL_OPENGL_LEGACY)
#define rglColor3f glColor3f
#define rglColor3ub glColor4ub
#define rglColor4f glColor4f
#define rglColor4ub glColor4ub
#define rglTexCoord2f glTexCoord2f
#define rglTranslatef glTranslatef
#define rglScalef glScalef
#define rglVertex2f glVertex2f
#define rglVertex3f glVertex3f
#define rglPushMatrix glPushMatrix
#define rglPopMatrix glPopMatrix
#define rglEnd glEnd
#define rglMatrixMode glMatrixMode
#define rglLoadIdentity glLoadIdentity
#define rglRotatef glRotatef
#define rglOrtho glOrtho
#define rglFrustum glFrustum
#define rglMultMatrixf glMultMatrixf
#else
RGLDEF void rglEnd(void);
RGLDEF void rglTexCoord2f(float x, float y);
RGLDEF void rglColor3ub(u8 r, u8 g, u8 b);
RGLDEF void rglColor4ub(u8 r, u8 g, u8 b, u8 a);
RGLDEF void rglColor3f(float r, float g, float b);
RGLDEF void rglColor4f(float r, float g, float b, float a);
RGLDEF void rglVertex2f(float x, float y);
RGLDEF void rglVertex3f(float x, float y, float z);
RGLDEF void rglMatrixMode(int mode);
RGLDEF void rglPushMatrix(void);
RGLDEF void rglPopMatrix(void);
RGLDEF void rglLoadIdentity(void);
RGLDEF void rglTranslatef(float x, float y, float z);
RGLDEF void rglRotatef(float angle, float x, float y, float z);
RGLDEF void rglMultMatrixf(const float *matf);
RGLDEF void rglOrtho(double left, double right, double bottom, double top, double znear, double zfar);
RGLDEF RGL_MATRIX rglMatrixIdentity(void); /* Get identity matrix */
RGLDEF RGL_MATRIX rglMatrixMultiply(float left[16], float right[16]); /* Multiply two matrices */
RGLDEF i32 rglCheckRenderBatchLimit(int vCount); /* Check internal buffer overflow for a given number of vertex */
typedef struct RGL_INFO {
RGL_MATRIX transform; /* transformation matrix*/
#ifdef RGL_ALLOC_MATRIX_STACK
RGL_MATRIX* stack;
#else
RGL_MATRIX stack[RGL_MAX_MATRIX_STACK_SIZE]; /* RGL_MATRIX stack for push/pop */
#endif
RGL_MATRIX* matrix; /* Current matrix pointer */
RGL_MATRIX modelview; /* Default modelview matrix */
RGL_MATRIX projection; /* Default projection matrix */
RGL_BATCH* batches; /* Draw calls array, depends on tex */
u16* indices;
float* vertices;
float* colors;
float* tcoords;
i32 vertexCounter; /* Current active render batch vertex counter (generic, used for all batches) */
i32 matrixMode; /* Current matrix mode */
u8 transformRequired;
i32 stackCounter; /* RGL_MATRIX stack counter */
u32 tex; /* Default texture used on shapes/poly drawing (required by shader)*/
#ifdef RGL_MODERN_OPENGL
u32 vShader; /* Default vertex shader id (used by default shader program)*/
u32 fShader; /* Default fragment shader id (used by default shader program)*/
u32 mvp;
#endif
u32 program; /* Default shader program id, supports vertex color and diffuse texture*/
u32 defaultProgram; /* Default shader program id, supports vertex color and diffuse texture*/
u32 defaultTex;
u32 elementCount;
i32 bufferCount; /* Number of vertex buffers (multi-buffering support) */
i32 currentBuffer; /* Current buffer tracking in case of multi-buffering */
i32 drawCounter; /* Draw calls counter */
float lineWidth; /* Default lineWidth used on shapes/poly drawing (required by shader)*/
float tcoord[3];
float color[4];
u32 vao, vbo, tbo, cbo, ebo; /* array object and array buffers */
u8 legacy;
} RGL_INFO;
#ifndef RGL_NO_GL_LOADER
#define RGL_PROC_DEF(proc, name) name##SRC = (name##PROC)proc(#name)
typedef void (*RGLapiproc)(void);
typedef RGLapiproc (*RGLloadfunc)(const char *name);
typedef void (*glShaderSourcePROC) (GLuint shader, GLsizei count, const GLchar *const*string, const GLint *length);
typedef GLuint (*glCreateShaderPROC) (GLenum type);
typedef void (*glCompileShaderPROC) (GLuint shader);
typedef GLuint (*glCreateProgramPROC) (void);
typedef void (*glAttachShaderPROC) (GLuint program, GLuint shader);
typedef void (*glBindAttribLocationPROC) (GLuint program, GLuint index, const GLchar *name);
typedef void (*glLinkProgramPROC) (GLuint program);
typedef void (*glBindBufferPROC) (GLenum target, GLuint buffer);
typedef void (*glBufferDataPROC) (GLenum target, GLsizeiptr size, const void *data, GLenum usage);
typedef void (*glEnableVertexAttribArrayPROC) (GLuint index);
typedef void (*glVertexAttribPointerPROC) (GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void *pointer);
typedef void (*glDisableVertexAttribArrayPROC) (GLuint index);
typedef void (*glDeleteBuffersPROC) (GLsizei n, const GLuint *buffers);
typedef void (*glDeleteVertexArraysPROC) (GLsizei n, const GLuint *arrays);
typedef void (*glUseProgramPROC) (GLuint program);
typedef void (*glDetachShaderPROC) (GLuint program, GLuint shader);
typedef void (*glDeleteShaderPROC) (GLuint shader);
typedef void (*glDeleteProgramPROC) (GLuint program);
typedef void (*glBufferSubDataPROC) (GLenum target, GLintptr offset, GLsizeiptr size, const void *data);
typedef void (*glGetShaderivPROC)(GLuint shader, GLenum pname, GLint *params);
typedef void (*glGetShaderInfoLogPROC)(GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *infoLog);
typedef void (*glGetProgramivPROC)(GLuint program, GLenum pname, GLint *params);
typedef void (*glGetProgramInfoLogPROC)(GLuint program, GLsizei bufSize, GLsizei *length, GLchar *infoLog);
typedef void (*glGenVertexArraysPROC)(GLsizei n, GLuint *arrays);
typedef void (*glGenBuffersPROC)(GLsizei n, GLuint *buffers);
typedef void (*glBindVertexArrayPROC)(GLuint array);
typedef GLint (*glGetUniformLocationPROC)(GLuint program, const GLchar *name);
typedef void (*glUniformMatrix4fvPROC)(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
typedef void (*glTexImage2DPROC)(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const void *pixels);
typedef void (*glActiveTexturePROC) (GLenum texture);
typedef void (*glUniform1fPROC) (GLint location, GLfloat v0);
typedef void (*glUniform2fPROC) (GLint location, GLfloat v0, GLfloat v1);
typedef void (*glUniform3fPROC) (GLint location, GLfloat v0, GLfloat v1, GLfloat v2);
typedef void (*glUniform4fPROC) (GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3);
glShaderSourcePROC glShaderSourceSRC = NULL;
glCreateShaderPROC glCreateShaderSRC = NULL;
glCompileShaderPROC glCompileShaderSRC = NULL;
glCreateProgramPROC glCreateProgramSRC = NULL;
glAttachShaderPROC glAttachShaderSRC = NULL;
glBindAttribLocationPROC glBindAttribLocationSRC = NULL;
glLinkProgramPROC glLinkProgramSRC = NULL;
glBindBufferPROC glBindBufferSRC = NULL;
glBufferDataPROC glBufferDataSRC = NULL;
glEnableVertexAttribArrayPROC glEnableVertexAttribArraySRC = NULL;
glVertexAttribPointerPROC glVertexAttribPointerSRC = NULL;
glDisableVertexAttribArrayPROC glDisableVertexAttribArraySRC = NULL;
glDeleteBuffersPROC glDeleteBuffersSRC = NULL;
glUseProgramPROC glUseProgramSRC = NULL;
glDetachShaderPROC glDetachShaderSRC = NULL;
glDeleteShaderPROC glDeleteShaderSRC = NULL;
glDeleteProgramPROC glDeleteProgramSRC = NULL;
glBufferSubDataPROC glBufferSubDataSRC = NULL;
glGetShaderivPROC glGetShaderivSRC = NULL;
glGetShaderInfoLogPROC glGetShaderInfoLogSRC = NULL;
glGetProgramivPROC glGetProgramivSRC = NULL;
glGetProgramInfoLogPROC glGetProgramInfoLogSRC = NULL;
glGenBuffersPROC glGenBuffersSRC = NULL;
glGetUniformLocationPROC glGetUniformLocationSRC = NULL;
glUniformMatrix4fvPROC glUniformMatrix4fvSRC = NULL;
glActiveTexturePROC glActiveTextureSRC = NULL;
glUniform1fPROC glUniform1fSRC = NULL;
glUniform2fPROC glUniform2fSRC = NULL;
glUniform3fPROC glUniform3fSRC = NULL;
glUniform4fPROC glUniform4fSRC = NULL;
#if defined(RGL_OPENGL_ES2) && !defined(RGL_OPENGL_ES3)
typedef void (* PFNGLGENVERTEXARRAYSOESPROC) (GLsizei n, GLuint *arrays);
typedef void (* PFNGLBINDVERTEXARRAYOESPROC) (GLuint array);
typedef void (* PFNGLDELETEVERTEXARRAYSOESPROC) (GLsizei n, const GLuint *arrays);
static PFNGLGENVERTEXARRAYSOESPROC glGenVertexArraysSRC = NULL;
static PFNGLBINDVERTEXARRAYOESPROC glBindVertexArraySRC = NULL;
static PFNGLDELETEVERTEXARRAYSOESPROC glDeleteVertexArraysSRC = NULL;
#else
glGenVertexArraysPROC glGenVertexArraysSRC = NULL;
glBindVertexArrayPROC glBindVertexArraySRC = NULL;
glDeleteVertexArraysPROC glDeleteVertexArraysSRC = NULL;
#endif
#define glUniform1f glUniform1fSRC
#define glUniform2f glUniform2fSRC
#define glUniform3f glUniform3fSRC
#define glUniform4f glUniform4fSRC
#define glActiveTexture glActiveTextureSRC
#define glShaderSource glShaderSourceSRC
#define glCreateShader glCreateShaderSRC
#define glCompileShader glCompileShaderSRC
#define glCreateProgram glCreateProgramSRC
#define glAttachShader glAttachShaderSRC
#define glBindAttribLocation glBindAttribLocationSRC
#define glLinkProgram glLinkProgramSRC
#define glBindBuffer glBindBufferSRC
#define glBufferData glBufferDataSRC
#define glEnableVertexAttribArray glEnableVertexAttribArraySRC
#define glVertexAttribPointer glVertexAttribPointerSRC
#define glDisableVertexAttribArray glDisableVertexAttribArraySRC
#define glDeleteBuffers glDeleteBuffersSRC
#define glDeleteVertexArrays glDeleteVertexArraysSRC
#define glUseProgram glUseProgramSRC
#define glDetachShader glDetachShaderSRC
#define glDeleteShader glDeleteShaderSRC
#define glDeleteProgram glDeleteProgramSRC
#define glBufferSubData glBufferSubDataSRC
#define glGetShaderiv glGetShaderivSRC
#define glGetShaderInfoLog glGetShaderInfoLogSRC
#define glGetProgramiv glGetProgramivSRC
#define glGetProgramInfoLog glGetProgramInfoLogSRC
#define glGenVertexArrays glGenVertexArraysSRC
#define glGenBuffers glGenBuffersSRC
#define glBindVertexArray glBindVertexArraySRC
#define glGetUniformLocation glGetUniformLocationSRC
#define glUniformMatrix4fv glUniformMatrix4fvSRC
extern int RGL_loadGLModern(RGLloadfunc proc);
#endif
#endif
#if defined(__cplusplus)
}
#endif
#endif /* RGL_H */
#ifdef RGL_IMPLEMENTATION
#include <math.h> /* Required for: sqrtf(), sinf(), cosf(), floor(), log() */
/* Defines and Macros */
#ifndef PI
#define PI 3.14159265358979323846f
#endif
#ifndef DEG2RAD
#define DEG2RAD (PI/180.0f)
#endif
#ifndef RAD2DEG
#define RAD2DEG (180.0f/PI)
#endif
#ifndef RGL_OPENGL_LEGACY
RGL_INFO RGLinfo;
#endif /* RGL_MODERN_OPENGL */
void rglLineWidth(float width) {
#ifndef RGL_OPENGL_LEGACY
if (RGLinfo.legacy)
#endif
{
glLineWidth(width);
return;
}
#if defined(RGL_MODERN_OPENGL)
if (RGLinfo.lineWidth == width)
return;
RGLinfo.lineWidth = width;
RGLinfo.vertexCounter += RGLinfo.batches[RGLinfo.drawCounter - 1].vertexAlignment;
RGLinfo.drawCounter++;
RGLinfo.batches[RGLinfo.drawCounter - 1].vertexCount = 0;
#endif
}
void rglViewport(GLint x, GLint y, GLsizei width, GLsizei height) {
#if !defined(RGL_MODERN_OPENGL) && !defined(RGL_OPENGL_LEGACY)
if (RGLinfo.legacy)
#endif
glViewport(x, y, width, height);
#ifdef RGL_DIRECTX
D3D11_VIEWPORT viewport;
viewport.TopLeftX = 0;
viewport.TopLeftY = 0;
viewport.Width = win->r.w;
viewport.Height = win->r.h;
viewport.MinDepth = 0.0f;
viewport.MaxDepth = 1.0f;
dxInfo.pDeviceContext->lpVtbl->RSSetViewports(RGL_dxInfo.pDeviceContext, 1, &viewport);
#endif
}
void rglClear(GLbitfield mask) {
#if !defined(RGL_MODERN_OPENGL) && !defined(RGL_OPENGL_LEGACY)
if (RGLinfo.legacy)
#endif
glClear(mask);
}
void rglClearColor(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha) {
#if !defined(RGL_MODERN_OPENGL) && !defined(RGL_OPENGL_LEGACY)
if (RGLinfo.legacy)
#endif
glClearColor(red, green, blue, alpha);
}
void rglDeleteTextures(GLsizei n, const GLuint * textures) {
#if !defined(RGL_MODERN_OPENGL) && !defined(RGL_OPENGL_LEGACY)
if (RGLinfo.legacy)
#endif
glDeleteTextures(n, textures);
}
#ifndef GL_UNPACK_ROW_LENGTH
#define GL_UNPACK_ROW_LENGTH 0x0CF2
#define GL_UNPACK_SKIP_PIXELS 0x0CF4
#define GL_UNPACK_SKIP_ROWS 0x0CF3
#endif
void rglPushPixelValues(i32 alignment, i32 rowLength, i32 skipPixels, i32 skipRows) {
#if !defined(RGL_MODERN_OPENGL) && !defined(RGL_OPENGL_LEGACY)
if (RGLinfo.legacy == 0)
return;
#endif
glPixelStorei(GL_UNPACK_ALIGNMENT, alignment);
glPixelStorei(GL_UNPACK_ROW_LENGTH, rowLength);
glPixelStorei(GL_UNPACK_SKIP_PIXELS, skipPixels);
glPixelStorei(GL_UNPACK_SKIP_ROWS, skipRows);
}
void rglTextureSwizzleMask(u32 atlas, u32 param, i32 swizzleRgbaParams[4]) {
#if !defined(RGL_MODERN_OPENGL) && !defined(RGL_OPENGL_LEGACY)
if (RGLinfo.legacy == 0)
return;
#endif
glBindTexture(GL_TEXTURE_2D, atlas);
glTexParameteriv(GL_TEXTURE_2D, param, swizzleRgbaParams);
glBindTexture(GL_TEXTURE_2D, 0);
}
void rglAtlasAddBitmap(u32 atlas, u8* bitmap, float x, float y, float width, float height) {
#if !defined(RGL_MODERN_OPENGL) && !defined(RGL_OPENGL_LEGACY)
if (RGLinfo.legacy == 0)
return;
#endif
rglEnable(GL_TEXTURE_2D);
i32 alignment, rowLength, skipPixels, skipRows;
glGetIntegerv(GL_UNPACK_ALIGNMENT, &alignment);
glGetIntegerv(GL_UNPACK_ROW_LENGTH, &rowLength);
glGetIntegerv(GL_UNPACK_SKIP_PIXELS, &skipPixels);
glGetIntegerv(GL_UNPACK_SKIP_ROWS, &skipRows);
glBindTexture(GL_TEXTURE_2D, atlas);
rglPushPixelValues(1, width, 0, 0);
glTexSubImage2D(GL_TEXTURE_2D, 0, x, y, width, height, GL_RED, GL_UNSIGNED_BYTE, bitmap);
rglPushPixelValues(alignment, rowLength, skipPixels, skipRows);
glBindTexture(GL_TEXTURE_2D, 0);
}
void rglDepthFunc(GLenum func) {
#if !defined(RGL_MODERN_OPENGL) && !defined(RGL_OPENGL_LEGACY)
if (RGLinfo.legacy)
#endif
return glDepthFunc(func);
}
void rglCullFace(GLenum mode) {
#if !defined(RGL_MODERN_OPENGL) && !defined(RGL_OPENGL_LEGACY)
if (RGLinfo.legacy)
#endif
glCullFace(mode);
}
void rglFrontFace(GLenum mode) {
#if !defined(RGL_MODERN_OPENGL) && !defined(RGL_OPENGL_LEGACY)
if (RGLinfo.legacy)
#endif
glFrontFace(mode);
}
#ifdef RGL_OPENGL_43
void rglClearDepth(float depth) {
#if !defined(RGL_MODERN_OPENGL) && !defined(RGL_OPENGL_LEGACY)
if (RGLinfo.legacy)
#endif
glClearDepth(depth);
}
void rglBlendFunc(GLenum sfactor, GLenum dfactor) {
#if !defined(RGL_MODERN_OPENGL) && !defined(RGL_OPENGL_LEGACY)
if (RGLinfo.legacy)
#endif
glBlendFunc(sfactor, dfactor);
}
#endif
void rglHint(GLenum target, GLenum mode) {
#if !defined(RGL_MODERN_OPENGL) && !defined(RGL_OPENGL_LEGACY)
if (RGLinfo.legacy)
#endif
glHint(target, mode);
}
void rglEnable(GLenum cap) {
#if !defined(RGL_MODERN_OPENGL) && !defined(RGL_OPENGL_LEGACY)
if (RGLinfo.legacy)
#endif
glEnable(cap);
}
void rglSetTexture(u32 id) {
#ifndef RGL_OPENGL_LEGACY
if (RGLinfo.legacy)
#endif
{
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, id);
return;
}
#ifndef RGL_OPENGL_LEGACY
if (RGLinfo.tex == id)
return;
RGLinfo.tex = id;
if (id == 0)
RGLinfo.tex = RGLinfo.defaultTex;
RGLinfo.vertexCounter += RGLinfo.batches[RGLinfo.drawCounter - 1].vertexAlignment;
RGLinfo.drawCounter++;
RGLinfo.batches[RGLinfo.drawCounter - 1].vertexCount = 0;
#endif
}
#define RGL_UNUSED(x) if (x){}
void rglSetProgram(u32 id) {
#ifndef RGL_OPENGL_LEGACY
if (RGLinfo.program == id)
return;
RGLinfo.program = id;
if (id == 0)
RGLinfo.program = RGLinfo.defaultProgram;
RGLinfo.vertexCounter += RGLinfo.batches[RGLinfo.drawCounter - 1].vertexAlignment;
RGLinfo.drawCounter++;
RGLinfo.batches[RGLinfo.drawCounter - 1].vertexCount = 0;
#else
RGL_UNUSED(id);
#endif
}
u32 rglCreateTexture(u8* bitmap, u32 width, u32 height, u8 channels) {
unsigned int id = 0;
#if defined(RGL_MODERN_OPENGL) || defined(RGL_OPENGL_LEGACY)
glBindTexture(GL_TEXTURE_2D, 0);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glGenTextures(1, &id);
glBindTexture(GL_TEXTURE_2D, id);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glPixelStorei(GL_UNPACK_ROW_LENGTH, width);
unsigned int c = 0;
switch (channels) {
case 1: c = GL_RED; break;
case 2: c = GL_RG; break;
case 3: c = GL_RGB; break;
case 4: c = GL_RGBA; break;
default: break;
}
glTexImage2D(GL_TEXTURE_2D, 0, c, width, height, 0, c, GL_UNSIGNED_BYTE, bitmap);
glBindTexture(GL_TEXTURE_2D, 0);
#endif
return id;
}
void rglUpdateTexture(u32 texture, u8* bitmap, u32 width, u32 height, u8 channels) {
#if defined(RGL_MODERN_OPENGL) || defined(RGL_OPENGL_LEGACY)
glBindTexture(GL_TEXTURE_2D, texture);
glPixelStorei(GL_UNPACK_ROW_LENGTH, width);
u16 c = 0;
switch (channels) {
case 1: c = GL_RED; break;
case 2: c = GL_RG; break;
case 3: c = GL_RGB; break;
case 4: c = GL_RGBA; break;
default: break;
}
glTexImage2D(GL_TEXTURE_2D, 0, c, width,height, 0, c, GL_UNSIGNED_BYTE, bitmap);
glBindTexture(GL_TEXTURE_2D, 0);
#endif
}
#ifdef RGL_DEBUG
#include <stdio.h>
void RGL_opengl_getError(void) {
GLenum err;
while ((err = glGetError()) != GL_NO_ERROR) {
switch (err) {
case GL_INVALID_ENUM:
printf("OpenGL error: GL_INVALID_ENUM\n");
break;
case GL_INVALID_VALUE:
printf("OpenGL error: GL_INVALID_VALUE\n");
break;
case GL_INVALID_OPERATION:
printf("OpenGL error: GL_INVALID_OPERATION\n");
break;
case GL_STACK_OVERFLOW:
printf("OpenGL error: GL_STACK_OVERFLOW\n");
break;
case GL_STACK_UNDERFLOW:
printf("OpenGL error: GL_STACK_UNDERFLOW\n");
break;
default:
printf("OpenGL error: Unknown error code 0x%x\n", err);
break;
}
}
}
#ifdef RGL_MODERN_OPENGL
#ifndef GL_LINK_STATUS
#define GL_LINK_STATUS 0x8B82
#define GL_COMPILE_STATUS 0x8B81
#define GL_INFO_LOG_LENGTH 0x8B84
#endif
void RGL_debug_shader(u32 src, const char *shader, const char *action) {
GLint status;
if (action[0] == 'l')
glGetProgramiv(src, GL_LINK_STATUS, &status);
else
glGetShaderiv(src, GL_COMPILE_STATUS, &status);
if (status == GL_TRUE)
printf("%s Shader %s successfully.\n", shader, action);
else {
printf("%s Shader failed to %s.\n", shader, action);
if (action[0] == 'c') {
GLint infoLogLength;
glGetShaderiv(src, GL_INFO_LOG_LENGTH, &infoLogLength);
if (infoLogLength > 0) {
GLchar *infoLog = (GLchar *)RGL_MALLOC(infoLogLength);
glGetShaderInfoLog(src, infoLogLength, NULL, infoLog);
printf("%s Shader info log:\n%s\n", shader, infoLog);
free(infoLog);
}
}
RGL_opengl_getError();
exit(1);
}
}
#endif
#endif /* RGL_DEBUG */
#define RGL_MULTILINE_STR(...) #__VA_ARGS__
#ifdef RGL_OPENGL_LEGACY
void rglBegin(int mode) {
if (mode > 0x0010)
return glBegin(mode - 0x0010);
return glBegin(mode);
}
#endif
#ifdef RGL_DIRECTX
typedef struct {
IDXGIFactory* pFactory;
IDXGIAdapter* pAdapter;
ID3D11Device* pDevice;
ID3D11DeviceContext* pDeviceContext;
} RGFW_directXinfo;
RGFW_directXinfo RGL_dxInfo;
#endif
/* Initialize RGLinfo: OpenGL extensions, default buffers/shaders/textures, OpenGL states*/
void rglInit(void *loader) {
#ifndef RGL_OPENGL_LEGACY
#if !defined(RGL_NO_GL_LOADER) && defined(RGL_MODERN_OPENGL)
if (RGL_loadGLModern((RGLloadfunc)loader)) {
#ifdef RGL_DEBUG
printf("Failed to load an OpenGL 3.3 Context, reverting to OpenGL Legacy\n");
#endif
RGLinfo.legacy = 2;
return;
}
#endif
#ifdef RGL_DIRECTX
RGL_dxInfo = (RGFW_directXinfo)loader;
#endif
RGLinfo.legacy = 0;
#ifdef RGL_MODERN_OPENGL
static const char *defaultVShaderCode = RGL_MULTILINE_STR(
#if defined(RGL_OPENGL_21)
\x23version 120 \n
attribute vec3 vertexPosition; \n
attribute vec2 vertexTexCoord; \n
attribute vec4 vertexColor; \n
varying vec2 fragTexCoord; \n
varying vec4 fragColor; \n
#elif defined(RGL_OPENGL_33)
\x23version 330 \n
in vec3 vertexPosition; \n
in vec2 vertexTexCoord; \n
in vec4 vertexColor; \n
out vec2 fragTexCoord; \n
out vec4 fragColor; \n
#endif
#if defined(RGL_OPENGL_ES2)
\x23version 100 \n
precision mediump float; \n
attribute vec3 vertexPosition; \n
attribute vec2 vertexTexCoord; \n
attribute vec4 vertexColor; \n
varying vec2 fragTexCoord; \n
varying vec4 fragColor; \n
#endif
uniform mat4 mvp;
void main() {
fragTexCoord = vertexTexCoord;
fragColor = vertexColor;
gl_Position = mvp*vec4(vertexPosition, 1.0);
}
);
static const char* defaultFShaderCode = RGL_MULTILINE_STR(
#if defined(RGL_OPENGL_21)
\x23version 120 \n
varying vec2 fragTexCoord;
varying vec4 fragColor;
#elif defined(RGL_OPENGL_33)
\x23version 330 \n
in vec2 fragTexCoord;
in vec4 fragColor;
out vec4 finalColor;
#endif
#if defined(RGL_OPENGL_ES2)
\x23version 100 \n
precision mediump float; \n
varying vec2 fragTexCoord; \n
varying vec4 fragColor; \n
#endif
uniform sampler2D texture0;
void main() {
#ifdef RGL_OPENGL_33
finalColor = texture(texture0, fragTexCoord) * fragColor;
#else
gl_FragColor = texture2D(texture0, fragTexCoord) * fragColor;
#endif
}
);
#if !defined(RGL_OPENGL_21) && !defined(RGL_OPENGL_ES2)
glGenVertexArrays(1, &RGLinfo.vao);
glBindVertexArray(RGLinfo.vao);
#endif
glGenBuffers(1, &RGLinfo.vbo);
glGenBuffers(1, &RGLinfo.tbo);
glGenBuffers(1, &RGLinfo.cbo);
glGenBuffers(1, &RGLinfo.ebo);
/* compile vertex shader */
RGLinfo.vShader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(RGLinfo.vShader, 1, &defaultVShaderCode, NULL);
glCompileShader(RGLinfo.vShader);