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raysan5 11 年之前
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4127638f92
共有 2 个文件被更改,包括 0 次插入1102 次删除
  1. 0 1015
      src/rllegacy.c
  2. 0 87
      src/rllegacy.h

+ 0 - 1015
src/rllegacy.c

@@ -1,1015 +0,0 @@
-/*********************************************************************************************
-* 
-*   rllegacy - raylib OpenGL 1.1 functions replacement
-*    
-*   OpenGL 1.1 functions mapping to OpenGL 3.2+ (and OpenGL ES 2.0)
-* 
-*   Copyright (c) 2014 Ramon Santamaria (Ray San - [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 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.
-*
-**********************************************************************************************/
-
-#include "rllegacy.h"
-
-#include <stdio.h>          // Standard input / output lib
-#include <stdlib.h>         // Declares malloc() and free() for memory management, rand()
-
-#include "raymath.h"        // Required for data type Matrix and Matrix functions
-
-#define GLEW_STATIC         
-#include <GL/glew.h>        // Extensions loading lib
-
-//----------------------------------------------------------------------------------
-// Defines and Macros
-//----------------------------------------------------------------------------------
-#define MATRIX_STACK_SIZE         16   
-#define MAX_DRAWS_BY_TEXTURE     256    // Draws are organized by texture changes
-
-//----------------------------------------------------------------------------------
-// Types and Structures Definition
-//----------------------------------------------------------------------------------
-typedef enum { LINES, TRIANGLES, QUADS } DrawMode;
-
-typedef struct {
-    int numQuads;
-    int texId;
-} QuadsByTexture;
-
-typedef struct {
-    int vCounter;
-    int cCounter;
-    float *vertices;            // 3 components per vertex
-    float *colors;              // 4 components per vertex
-} VertexPositionColorBuffer;
-
-typedef struct {
-    int vCounter;
-    int tcCounter;
-    int cCounter;
-    float *vertices;            // 3 components per vertex
-    float *texcoords;           // 2 components per vertex
-    float *colors;              // 4 components per vertex
-} VertexPositionColorTextureBuffer;
-
-typedef struct {
-    int vCounter;
-    int tcCounter;
-    int cCounter;
-    float *vertices;            // 3 components per vertex
-    float *texcoords;           // 2 components per vertex
-    float *colors;              // 4 components per vertex
-    unsigned int *indices;      // 6 indices per quad
-} VertexPositionColorTextureIndexBuffer;
-
-typedef struct {
-    GLuint texId;
-    int firstVertex;    // Actually, when using glDrawElements, this parameter is useless..
-    int vCount;
-} DrawCall;
-
-//----------------------------------------------------------------------------------
-// Global Variables Definition
-//----------------------------------------------------------------------------------
-static Matrix stack[MATRIX_STACK_SIZE];
-static int stackCounter = 0;
-
-static Matrix modelview;
-static Matrix projection;
-static Matrix *currentMatrix;
-
-static DrawMode currentDrawMode;
-
-// Vertex arrays for lines, triangles and quads
-static VertexPositionColorBuffer lines;
-static VertexPositionColorTextureBuffer triangles;
-static VertexPositionColorTextureIndexBuffer quads;
-
-// Vetex-Fragment Shader Program ID
-static GLuint shaderProgram;       
-
-// Shader program attibutes binding locations
-static GLuint vertexLoc, texcoordLoc, colorLoc;
-static GLuint projectionMatrixLoc, modelviewMatrixLoc;
-static GLuint textureLoc;
-
-// Vertex Array Objects (VAO)
-static GLuint vaoLines, vaoTriangles, vaoQuads;
-
-// Vertex Buffer Objects (VBO)
-static GLuint linesBuffer[2];
-static GLuint trianglesBuffer[2];
-static GLuint quadsBuffer[4];
-
-// TODO: Review -> Do not get any performance improvement... why?
-static GLuint vaoQuadsB;
-static GLuint quadsBufferB[4];
-static int useBufferB = 0;
-    
-static DrawCall *draws;
-static int drawsCounter;
-
-// White texture useful for plain color polys (required by shader)
-static GLuint whiteTexture;
-
-//----------------------------------------------------------------------------------
-// Module specific Functions Declaration
-//----------------------------------------------------------------------------------
-static GLuint LoadShaders(char *vertexFileName, char *fragmentFileName);
-static char *TextFileRead(char *fn);
-static void CreateDefaultTexture();
-static void InitializeBuffers();
-static void InitializeVAOs();
-static void UpdateBuffers();
-static void rlDrawRangeElements(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, void *indices);
-
-//----------------------------------------------------------------------------------
-// Module Functions Definition - Matrix operations
-//----------------------------------------------------------------------------------
-
-// Choose the current matrix to be transformed
-void rlMatrixMode(int mode)
-{
-    if (mode == RL_PROJECTION) currentMatrix = &projection;
-    else if (mode == RL_MODELVIEW) currentMatrix = &modelview;
-    //else if (mode == GL_TEXTURE) TODO: NEVER USED!
-}
-
-// Push the current matrix to stack
-void rlPushMatrix()
-{
-    if (stackCounter == MATRIX_STACK_SIZE - 1)
-    {
-        printf("ERROR: Stack Buffer Overflow! (MAX 16 MATRIX)");
-        
-        exit(1);
-    }
-
-    stack[stackCounter] = *currentMatrix;
-    
-    rlLoadIdentity();
-    
-    stackCounter++;
-}
-
-// Pop lattest inserted matrix from stack
-void rlPopMatrix()
-{
-    if (stackCounter > 0)
-    {
-        Matrix mat = stack[stackCounter - 1];
-
-        stackCounter--;
-        
-        *currentMatrix = mat;
-    }
-}
-
-// Reset current matrix to identity matrix
-void rlLoadIdentity()
-{
-    *currentMatrix = MatrixIdentity();
-}
-
-// Multiply the current matrix by a translation matrix
-void rlTranslatef(float x, float y, float z)
-{
-    Matrix mat = MatrixTranslate(x, y, z);
-    
-    *currentMatrix = MatrixMultiply(*currentMatrix, mat);
-}
-
-// Multiply the current matrix by a rotation matrix
-void rlRotatef(float angleDeg, float x, float y, float z)
-{
-    // TODO: Rotation matrix --> REVIEW!
-    Matrix rot = MatrixIdentity();
-    
-    if (x == 1) rot = MatrixRotateX(angleDeg*DEG2RAD);
-    else if (y == 1) rot = MatrixRotateY(angleDeg*DEG2RAD);
-    else if (z == 1) rot = MatrixRotateZ(angleDeg*DEG2RAD);
-    
-    *currentMatrix = MatrixMultiply(*currentMatrix, rot);
-}
-
-// Multiply the current matrix by a scaling matrix
-void rlScalef(float x, float y, float z)
-{
-    Matrix mat = MatrixScale(x, y, z);
-    
-    *currentMatrix = MatrixMultiply(*currentMatrix, mat);
-}
-
-// Multiply the current matrix by another matrix
-void rlMultMatrixf(float *m)
-{
-    // TODO: review Matrix creation from array
-    Matrix mat = { m[0], m[1], m[2], m[3],
-                   m[4], m[5], m[6], m[7],
-                   m[8], m[9], m[10], m[11],
-                   m[12], m[13], m[14], m[15] };
-
-    *currentMatrix = MatrixMultiply(*currentMatrix, mat);
-}
-
-// Multiply the current matrix by a perspective matrix generated by parameters
-void rlFrustum(double left, double right, double bottom, double top, double near, double far)
-{
-    Matrix mat = MatrixFrustum(left, right, bottom, top, near, far);
-
-    *currentMatrix = MatrixMultiply(*currentMatrix, mat);
-}
-
-// Multiply the current matrix by an orthographic matrix generated by parameters
-void rlOrtho(double left, double right, double bottom, double top, double near, double far) 
-{
-    Matrix matOrtho = MatrixOrtho(left, right, bottom, top, near, far);
-    MatrixTranspose(&matOrtho);
-    
-    *currentMatrix = MatrixMultiply(*currentMatrix, matOrtho);
-}
-
-//----------------------------------------------------------------------------------
-// Module Functions Definition - Vertex level operations
-//----------------------------------------------------------------------------------
-
-// Initialize drawing mode (how to organize vertex)
-void rlBegin(int mode)
-{
-    // TODO: Code shouldn't include other modes than RL_POINTS, RL_LINES and RL_TRIANGLES
-    switch (mode)
-    {
-        case RL_POINTS: currentDrawMode = LINES; break;
-        case RL_LINES: currentDrawMode = LINES; break;
-        case RL_LINE_LOOP: currentDrawMode = LINES; break;
-        case RL_TRIANGLE_FAN: currentDrawMode = TRIANGLES; break;
-        case RL_QUADS: currentDrawMode = QUADS; break;
-        case RL_QUAD_STRIP: currentDrawMode = QUADS; break;
-        default: break;
-    }
-    
-    int id;
-    glGetIntegerv(GL_TEXTURE_BINDING_2D, &id);
-    
-    if (id == 0)
-    {    
-        glBindTexture(GL_TEXTURE_2D, whiteTexture);
-        id = 1;
-    }
-    
-    if (draws[drawsCounter - 1].texId != id)
-    {   
-        drawsCounter++;
-    
-        draws[drawsCounter - 1].texId = id;
-        draws[drawsCounter - 1].firstVertex = draws[drawsCounter - 2].vCount;
-        draws[drawsCounter - 1].vCount = 0;
-    }
-}
-
-// Finish vertex providing
-void rlEnd()
-{
-    // Make sure vertexCounter is the same for vertices-texcoords-normals-colors
-    // NOTE: In OpenGL 1.1, one glColor call can be made for all the subsequent glVertex calls.
-    switch (currentDrawMode)
-    {
-        case LINES:
-        {
-            if (lines.vCounter != lines.cCounter)
-            {
-                int addColors = lines.vCounter - lines.cCounter;
-                
-                for (int i = 0; i < addColors; i++)
-                {
-                    lines.colors[4*lines.cCounter] = lines.colors[4*lines.cCounter - 4];
-                    lines.colors[4*lines.cCounter + 1] = lines.colors[4*lines.cCounter - 3];
-                    lines.colors[4*lines.cCounter + 2] = lines.colors[4*lines.cCounter - 2];
-                    lines.colors[4*lines.cCounter + 3] = lines.colors[4*lines.cCounter - 1];
-                    
-                    lines.cCounter++;
-                }
-            }            
-        } break;
-        case TRIANGLES:
-        {
-            if (triangles.vCounter != triangles.cCounter)
-            {
-                int addColors = triangles.vCounter - triangles.cCounter;
-                
-                for (int i = 0; i < addColors; i++)
-                {
-                    triangles.colors[4*triangles.cCounter] = triangles.colors[4*triangles.cCounter - 4];
-                    triangles.colors[4*triangles.cCounter + 1] = triangles.colors[4*triangles.cCounter - 3];
-                    triangles.colors[4*triangles.cCounter + 2] = triangles.colors[4*triangles.cCounter - 2];
-                    triangles.colors[4*triangles.cCounter + 3] = triangles.colors[4*triangles.cCounter - 1];
-                    
-                    triangles.cCounter++;
-                }
-            }    
-        } break;
-        case QUADS:
-        {
-            // Make sure colors count match vertex count
-            if (quads.vCounter != quads.cCounter)
-            {
-                int addColors = quads.vCounter - quads.cCounter;
-                
-                for (int i = 0; i < addColors; i++)
-                {
-                    quads.colors[4*quads.cCounter] = quads.colors[4*quads.cCounter - 4];
-                    quads.colors[4*quads.cCounter + 1] = quads.colors[4*quads.cCounter - 3];
-                    quads.colors[4*quads.cCounter + 2] = quads.colors[4*quads.cCounter - 2];
-                    quads.colors[4*quads.cCounter + 3] = quads.colors[4*quads.cCounter - 1];
-                    
-                    quads.cCounter++;
-                }
-            }
-
-            // Make sure texcoords count match vertex count
-            if (quads.vCounter != quads.tcCounter)
-            {
-                int addTexCoords = quads.vCounter - quads.tcCounter;
-                
-                for (int i = 0; i < addTexCoords; i++)
-                {
-                    quads.texcoords[2*quads.tcCounter] = 0.0f;
-                    quads.texcoords[2*quads.tcCounter + 1] = 0.0f;
-                    
-                    quads.tcCounter++;
-                }
-            }
-            
-            // TODO: Make sure normals count match vertex count
-            
-        } break;
-        default: break;
-    }
-}
-
-// Define one vertex (position)
-void rlVertex3f(float x, float y, float z)
-{
-    switch (currentDrawMode)
-    {
-        case LINES:
-        {
-            lines.vertices[3*lines.vCounter] = x;
-            lines.vertices[3*lines.vCounter + 1] = y;
-            lines.vertices[3*lines.vCounter + 2] = z;
-            
-            lines.vCounter++;
-            
-        } break;
-        case TRIANGLES:
-        {
-            triangles.vertices[3*triangles.vCounter] = x;
-            triangles.vertices[3*triangles.vCounter + 1] = y;
-            triangles.vertices[3*triangles.vCounter + 2] = z;
-            
-            triangles.vCounter++;
-            
-        } break;
-        case QUADS:
-        {
-            quads.vertices[3*quads.vCounter] = x;
-            quads.vertices[3*quads.vCounter + 1] = y;
-            quads.vertices[3*quads.vCounter + 2] = z;
-            
-            quads.vCounter++;
-            
-            draws[drawsCounter - 1].vCount++;
-            
-        } break;
-        default: break;
-    }
-}
-
-// Define one vertex (position)
-void rlVertex2f(float x, float y)
-{
-    rlVertex3f(x, y, 0.0);
-}
-
-// Define one vertex (position)
-void rlVertex2i(int x, int y)
-{
-    rlVertex3f((float)x, (float)y, 0.0);
-}
-
-// Define one vertex (texture coordinate)
-// NOTE: Texture coordinates are limited to TRIANGLES only
-void rlTexCoord2f(float x, float y)
-{
-    if (currentDrawMode == QUADS)
-    {
-        quads.texcoords[2*quads.tcCounter] = x;
-        quads.texcoords[2*quads.tcCounter + 1] = y;
-
-        quads.tcCounter++;
-    }
-}
-
-// Define one vertex (normal)
-// NOTE: Normals are limited to TRIANGLES only
-void rlNormal3f(float x, float y, float z)
-{
-    // TODO: Normals usage...
-}
-
-// Define one vertex (color)
-void rlColor4f(float x, float y, float z, float w)
-{
-    switch (currentDrawMode)
-    {
-        case LINES:
-        {
-            lines.colors[4*lines.cCounter] = x;
-            lines.colors[4*lines.cCounter + 1] = y;
-            lines.colors[4*lines.cCounter + 2] = z;
-            lines.colors[4*lines.cCounter + 3] = w;
-            
-            lines.cCounter++;
-            
-        } break;
-        case TRIANGLES:
-        {
-            triangles.colors[4*triangles.cCounter] = x;
-            triangles.colors[4*triangles.cCounter + 1] = y;
-            triangles.colors[4*triangles.cCounter + 2] = z;
-            triangles.colors[4*triangles.cCounter + 3] = w;
-            
-            triangles.cCounter++;
-            
-        } break;
-        case QUADS:
-        {
-            quads.colors[4*quads.cCounter] = x;
-            quads.colors[4*quads.cCounter + 1] = y;
-            quads.colors[4*quads.cCounter + 2] = z;
-            quads.colors[4*quads.cCounter + 3] = w;
-            
-            quads.cCounter++;
-            
-        } break;
-        default: break;
-    }
-}
-
-// Define one vertex (color)
-void rlColor4ub(byte r, byte g, byte b, byte a)
-{
-    rlColor4f((float)r/255, (float)g/255, (float)b/255, (float)a/255); 
-}
-
-// Define one vertex (color)
-void rlColor3f(float x, float y, float z)
-{
-    rlColor4f(x, y, z, 1.0);
-}
-
-//----------------------------------------------------------------------------------
-// Module Functions Definition - RlLegacy Init-Close
-//----------------------------------------------------------------------------------
-
-// Init OpenGL 3.3+ required data
-void InitRlLegacy()
-{                           
-    // Initialize GLEW
-	glewExperimental = 1;       // Needed for core profile
-
-    GLenum error = glewInit();
-    
-    if (error != GLEW_OK) 
-    {
-		fprintf(stderr, "Failed to initialize GLEW - Error: %s\n", glewGetErrorString(error));
-		exit(1);
-	}
-
-    if (glewIsSupported("GL_VERSION_3_3")) printf("Ready for OpenGL 3.3\n"); 
-
-    // Set default draw mode
-    currentDrawMode = TRIANGLES;
-    
-    // Reset projection and modelview matrices
-    projection = MatrixIdentity();
-    modelview = MatrixIdentity();
-    currentMatrix = &modelview;
-    
-    // Initialize matrix stack
-    for (int i = 0; i < MATRIX_STACK_SIZE; i++) stack[i] = MatrixIdentity();
-
-    // Init default Shader (GLSL 150)
-    shaderProgram = LoadShaders("simple150.vert", "simple150.frag");
-    
-    // Get handles to GLSL input vars locations
-    vertexLoc = glGetAttribLocation(shaderProgram, "vertexPosition");
-    texcoordLoc = glGetAttribLocation(shaderProgram, "vertexTexCoord");
-    colorLoc = glGetAttribLocation(shaderProgram, "vertexColor");
-    
-    // Get handles to GLSL uniform vars locations (vertex-shader)
-	modelviewMatrixLoc = glGetUniformLocation(shaderProgram, "modelviewMatrix");
-    projectionMatrixLoc = glGetUniformLocation(shaderProgram, "projectionMatrix");
-    
-    // Get handles to GLSL uniform vars locations (fragment-shader)
-	textureLoc  = glGetUniformLocation(shaderProgram, "texture0");
-    
-    printf("Shaders loaded!\n");
-    
-    InitializeBuffers();    // Init vertex arrays
-    InitializeVAOs();       // Init VBO and VAO
-    
-    draws = (DrawCall *)malloc(sizeof(DrawCall)*MAX_DRAWS_BY_TEXTURE);
-    
-    for (int i = 0; i < MAX_DRAWS_BY_TEXTURE; i++)
-    {
-        draws[i].texId = 0;
-        draws[i].firstVertex = 0;
-        draws[i].vCount = 0;
-    }
-    
-    drawsCounter = 1;
-    
-    // Default white texture for plain colors (required by shader)   
-    CreateDefaultTexture();
-    
-    draws[drawsCounter - 1].texId = whiteTexture;
-}
-
-// Vertex Buffer Object deinitialization (memory free)
-void CloseRlLegacy()
-{
-    // Unbind everything
-    glBindVertexArray(0);
-    glDisableVertexAttribArray(0);
-    glDisableVertexAttribArray(1);
-    glDisableVertexAttribArray(2);
-    glDisableVertexAttribArray(3);
-    glBindBuffer(GL_ARRAY_BUFFER, 0);
-    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
-
-    glUseProgram(0);
-
-    // Delete VAOs and VBOs
-    glDeleteBuffers(1, &linesBuffer[0]);
-    glDeleteBuffers(1, &linesBuffer[1]);
-    glDeleteBuffers(1, &trianglesBuffer[0]);
-    glDeleteBuffers(1, &trianglesBuffer[1]);
-    glDeleteBuffers(1, &quadsBuffer[0]);
-    glDeleteBuffers(1, &quadsBuffer[1]);
-    glDeleteBuffers(1, &quadsBuffer[2]);
-    glDeleteBuffers(1, &quadsBuffer[3]);
-
-    glDeleteVertexArrays(1, &vaoLines);
-    glDeleteVertexArrays(1, &vaoTriangles);
-    glDeleteVertexArrays(1, &vaoQuads);
-
-    //glDetachShader(shaderProgram, v);
-    //glDetachShader(shaderProgram, f);
-    //glDeleteShader(v);
-    //glDeleteShader(f);
-    glDeleteProgram(shaderProgram);
-
-    // Free vertex arrays memory
-    free(lines.vertices);
-    free(lines.colors);
-
-    free(triangles.vertices);
-    free(triangles.colors);
-    
-    free(quads.vertices);
-    free(quads.texcoords);
-    free(quads.colors);
-    
-    // Free GPU texture
-    glDeleteTextures(1, &whiteTexture);
-}
-
-void DrawRlLegacy()
-{
-    glUseProgram(shaderProgram);        // Use our shader
-
-    glBindTexture(GL_TEXTURE_2D, whiteTexture);
-    
-    glUniformMatrix4fv(projectionMatrixLoc, 1, false, GetMatrixVector(projection));
-    glUniformMatrix4fv(modelviewMatrixLoc, 1, false, GetMatrixVector(modelview));
-    glUniform1i(textureLoc, 0);
-
-    UpdateBuffers();
-
-    if (lines.vCounter > 0)
-    {
-        glBindVertexArray(vaoLines);
-        glDrawArrays(GL_LINES, 0, lines.vCounter);
-    }
-    
-    if (triangles.vCounter > 0)
-    {
-        glBindVertexArray(vaoTriangles);
-        glDrawArrays(GL_TRIANGLES, 0, triangles.vCounter);
-    }
-    
-    if (quads.vCounter > 0)
-    {
-        int numQuads = 0;
- 
-        // Depending on useBufferB, use Buffer A or Buffer B
-        if (useBufferB) glBindVertexArray(vaoQuadsB);
-        else glBindVertexArray(vaoQuads);
-        
-        for (int i = 0; i < drawsCounter; i++)
-        {
-            numQuads += draws[i].vCount/4;
-
-            glBindTexture(GL_TEXTURE_2D, draws[i].texId);
-            rlDrawRangeElements(GL_TRIANGLES, draws[i].firstVertex, draws[i].firstVertex + draws[i].vCount - 1, 6*numQuads, GL_UNSIGNED_INT, 0);
-        }
-    }
-  
-    glBindTexture(GL_TEXTURE_2D, whiteTexture);
-
-    glBindVertexArray(0);   // Unbind VAO
-    
-    // Reset draws counter
-    drawsCounter = 1;
-    draws[0].texId = whiteTexture;
-    draws[0].firstVertex = 0;
-    draws[0].vCount = 0;
-    
-    // Reset vertex counters for next frame
-    lines.vCounter = 0;
-    lines.cCounter = 0;
-    
-    triangles.vCounter = 0;
-    triangles.vCounter = 0;
-    
-    quads.vCounter = 0;
-    quads.tcCounter = 0;
-    quads.cCounter = 0;
-    
-    // TODO: Review double buffer performance -> no improvement!
-    //useBufferB = !useBufferB;   // Change buffers usage!
-}
-
-//----------------------------------------------------------------------------------
-// Module specific Functions Definition
-//----------------------------------------------------------------------------------
-
-// Load shader (GLSL 150)
-static GLuint LoadShaders(char *vertexFileName, char *fragmentFileName)
-{
-    char *vs = NULL;
-    char *fs = NULL;
- 
-    GLuint p,v,f;
- 
-    v = glCreateShader(GL_VERTEX_SHADER);
-    f = glCreateShader(GL_FRAGMENT_SHADER);
- 
-    vs = TextFileRead(vertexFileName);
-    fs = TextFileRead(fragmentFileName);
- 
-    const char *vv = vs;
-    const char *ff = fs;
- 
-    glShaderSource(v, 1, &vv, NULL);
-    glShaderSource(f, 1, &ff, NULL);
- 
-    free(vs);
-    free(fs);
- 
-    glCompileShader(v);
-    glCompileShader(f);
- 
-    p = glCreateProgram();
-    
-    glAttachShader(p,v);
-    glAttachShader(p,f);
- 
-    glLinkProgram(p);
- 
-    glDeleteShader(v);
-	glDeleteShader(f);
- 
-    return(p);
-}
-
-// Read shader text file
-static char *TextFileRead(char *fn) 
-{
-	FILE *fp;
-	char *content = NULL;
-
-	int count=0;
-
-	if (fn != NULL) 
-    {
-		fp = fopen(fn,"rt");
-
-		if (fp != NULL) 
-        {
-            fseek(fp, 0, SEEK_END);
-            count = ftell(fp);
-            rewind(fp);
-
-			if (count > 0) 
-            {
-				content = (char *)malloc(sizeof(char) * (count+1));
-				count = fread(content, sizeof(char), count, fp);
-				content[count] = '\0';
-			}
-            
-			fclose(fp);
-		}
-	}
-	return content;
-}
-
-// Allocate and initialize float array buffers to store vertex data (lines, triangles, quads)
-static void InitializeBuffers()
-{
-    // Initialize lines arrays (vertex position and color data)
-    lines.vertices = (float *)malloc(sizeof(float)*3*2*MAX_LINES_BATCH);    // 3 float by vertex, 2 vertex by line
-    lines.colors = (float *)malloc(sizeof(float)*4*2*MAX_LINES_BATCH);      // 4 float by color, 2 colors by line
-
-    for (int i = 0; i < (3*2*MAX_LINES_BATCH); i++) lines.vertices[i] = 0.0;
-    for (int i = 0; i < (4*2*MAX_LINES_BATCH); i++) lines.colors[i] = 0.0;
-    
-    lines.vCounter = 0;
-    lines.cCounter = 0;
-    
-    // Initialize triangles arrays (vertex position and color data)
-    triangles.vertices = (float *)malloc(sizeof(float)*3*3*MAX_TRIANGLES_BATCH);    // 3 float by vertex, 3 vertex by triangle
-    triangles.colors = (float *)malloc(sizeof(float)*4*3*MAX_TRIANGLES_BATCH);      // 4 float by color, 3 colors by triangle
-
-    for (int i = 0; i < (3*3*MAX_TRIANGLES_BATCH); i++) triangles.vertices[i] = 0.0;
-    for (int i = 0; i < (4*3*MAX_TRIANGLES_BATCH); i++) triangles.colors[i] = 0.0;
-    
-    triangles.vCounter = 0;
-    triangles.cCounter = 0;
-    
-    // Initialize quads arrays (vertex position, texcoord and color data... and indexes)
-    quads.vertices = (float *)malloc(sizeof(float)*3*4*MAX_QUADS_BATCH);    // 3 float by vertex, 4 vertex by quad
-    quads.texcoords = (float *)malloc(sizeof(float)*2*4*MAX_QUADS_BATCH);   // 2 float by texcoord, 4 texcoord by quad
-    quads.colors = (float *)malloc(sizeof(float)*4*4*MAX_QUADS_BATCH);      // 4 float by color, 4 colors by quad
-    quads.indices = (unsigned int *)malloc(sizeof(int)*6*MAX_QUADS_BATCH);  // 6 int by quad (indices)
-    
-    for (int i = 0; i < (3*4*MAX_QUADS_BATCH); i++) quads.vertices[i] = 0.0;
-    for (int i = 0; i < (2*4*MAX_QUADS_BATCH); i++) quads.texcoords[i] = 0.0;
-    for (int i = 0; i < (4*4*MAX_QUADS_BATCH); i++) quads.colors[i] = 0.0;
-    
-    int k = 0;
-    
-    // Indices can be initialized right now
-    for (int i = 0; i < (6*MAX_QUADS_BATCH); i+=6)
-    {
-        quads.indices[i] = 4*k;
-        quads.indices[i+1] = 4*k+1;
-        quads.indices[i+2] = 4*k+2;
-        quads.indices[i+3] = 4*k;
-        quads.indices[i+4] = 4*k+2;
-        quads.indices[i+5] = 4*k+3;
-        
-        k++;
-    }
-    
-    quads.vCounter = 0;
-    quads.tcCounter = 0;
-    quads.cCounter = 0;
-    
-    printf("All buffers initialized - lines, triangles, quads(indexed).\n");
-}
-
-// Initialize Vertex Array Objects (Contain VBO)
-static void InitializeVAOs()
-{
-    // Initialize Lines VAO
-    glGenVertexArrays(1, &vaoLines);
-    glBindVertexArray(vaoLines);
- 
-    // Create buffers for our vertex data
-    glGenBuffers(2, linesBuffer);
- 
-    // Lines - Vertex positions buffer binding and attributes enable
-    glBindBuffer(GL_ARRAY_BUFFER, linesBuffer[0]);
-    glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*2*MAX_LINES_BATCH, lines.vertices, GL_DYNAMIC_DRAW);
-    glEnableVertexAttribArray(vertexLoc);
-    glVertexAttribPointer(vertexLoc, 3, GL_FLOAT, 0, 0, 0);
-    
-    // Lines - colors buffer
-    glBindBuffer(GL_ARRAY_BUFFER, linesBuffer[1]);
-    glBufferData(GL_ARRAY_BUFFER, sizeof(float)*4*2*MAX_LINES_BATCH, lines.colors, GL_DYNAMIC_DRAW);
-    glEnableVertexAttribArray(colorLoc);
-    glVertexAttribPointer(colorLoc, 4, GL_FLOAT, 0, 0, 0);
-
-    //-------------------------------------------------------------- 
-    
-    // Initialize Triangles VAO
-    glGenVertexArrays(1, &vaoTriangles);
-    glBindVertexArray(vaoTriangles);
- 
-    // Create buffers for our vertex data
-    glGenBuffers(2, trianglesBuffer);
- 
-    // Enable vertex attributes
-    glBindBuffer(GL_ARRAY_BUFFER, trianglesBuffer[0]);
-    glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*3*MAX_TRIANGLES_BATCH, triangles.vertices, GL_DYNAMIC_DRAW);
-    glEnableVertexAttribArray(vertexLoc);
-    glVertexAttribPointer(vertexLoc, 3, GL_FLOAT, 0, 0, 0);
-    
-    glBindBuffer(GL_ARRAY_BUFFER, trianglesBuffer[1]);
-    glBufferData(GL_ARRAY_BUFFER, sizeof(float)*4*3*MAX_TRIANGLES_BATCH, triangles.colors, GL_DYNAMIC_DRAW);
-    glEnableVertexAttribArray(colorLoc);
-    glVertexAttribPointer(colorLoc, 4, GL_FLOAT, 0, 0, 0);
-
-    //-------------------------------------------------------------- 
-    
-    // Initialize Quads VAO (Buffer A)
-    glGenVertexArrays(1, &vaoQuads);
-    glBindVertexArray(vaoQuads);
- 
-    // Create buffers for our vertex data
-    glGenBuffers(4, quadsBuffer);
- 
-    // Enable vertex attributes
-    glBindBuffer(GL_ARRAY_BUFFER, quadsBuffer[0]);
-    glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*4*MAX_QUADS_BATCH, quads.vertices, GL_DYNAMIC_DRAW);
-    glEnableVertexAttribArray(vertexLoc);
-    glVertexAttribPointer(vertexLoc, 3, GL_FLOAT, 0, 0, 0);
-    
-    glBindBuffer(GL_ARRAY_BUFFER, quadsBuffer[1]);
-    glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*4*MAX_QUADS_BATCH, quads.texcoords, GL_DYNAMIC_DRAW);      
-    glEnableVertexAttribArray(texcoordLoc);
-    glVertexAttribPointer(texcoordLoc, 2, GL_FLOAT, 0, 0, 0);
-    
-    glBindBuffer(GL_ARRAY_BUFFER, quadsBuffer[2]);
-    glBufferData(GL_ARRAY_BUFFER, sizeof(float)*4*4*MAX_QUADS_BATCH, quads.colors, GL_DYNAMIC_DRAW);   
-    glEnableVertexAttribArray(colorLoc);
-    glVertexAttribPointer(colorLoc, 4, GL_FLOAT, 0, 0, 0);
-    
-    // Fill index buffer
-    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, quadsBuffer[3]);
-    glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(int)*6*MAX_QUADS_BATCH, quads.indices, GL_STATIC_DRAW);
-    
-
-    // Initialize Quads VAO (Buffer B)
-    glGenVertexArrays(1, &vaoQuadsB);
-    glBindVertexArray(vaoQuadsB);
- 
-    // Create buffers for our vertex data
-    glGenBuffers(4, quadsBufferB);
- 
-    // Enable vertex attributes
-    glBindBuffer(GL_ARRAY_BUFFER, quadsBufferB[0]);
-    glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*4*MAX_QUADS_BATCH, quads.vertices, GL_DYNAMIC_DRAW);
-    glEnableVertexAttribArray(vertexLoc);
-    glVertexAttribPointer(vertexLoc, 3, GL_FLOAT, 0, 0, 0);
-    
-    glBindBuffer(GL_ARRAY_BUFFER, quadsBufferB[1]);
-    glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*4*MAX_QUADS_BATCH, quads.texcoords, GL_DYNAMIC_DRAW);      
-    glEnableVertexAttribArray(texcoordLoc);
-    glVertexAttribPointer(texcoordLoc, 2, GL_FLOAT, 0, 0, 0);
-    
-    glBindBuffer(GL_ARRAY_BUFFER, quadsBufferB[2]);
-    glBufferData(GL_ARRAY_BUFFER, sizeof(float)*4*4*MAX_QUADS_BATCH, quads.colors, GL_DYNAMIC_DRAW);   
-    glEnableVertexAttribArray(colorLoc);
-    glVertexAttribPointer(colorLoc, 4, GL_FLOAT, 0, 0, 0);
-    
-    // Fill index buffer
-    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, quadsBufferB[3]);
-    glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(int)*6*MAX_QUADS_BATCH, quads.indices, GL_STATIC_DRAW);
- 
-    // Unbind the current VAO
-    glBindVertexArray(0);
-}
-
-// Update VBOs with vertex array data
-static void UpdateBuffers()
-{
-    // Activate Lines VAO
-    glBindVertexArray(vaoLines);
- 
-    // Lines - vertex positions buffer
-    glBindBuffer(GL_ARRAY_BUFFER, linesBuffer[0]);
-    //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*2*MAX_LINES_BATCH, lines.vertices, GL_DYNAMIC_DRAW);
-    glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*3*lines.vCounter, lines.vertices);    // target - offset (in bytes) - size (in bytes) - data pointer
-    
-    // Lines - colors buffer
-    glBindBuffer(GL_ARRAY_BUFFER, linesBuffer[1]);
-    //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*4*2*MAX_LINES_BATCH, lines.colors, GL_DYNAMIC_DRAW);
-    glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*4*lines.vCounter, lines.colors);
-    
-    //--------------------------------------------------------------    
-    
-    // Activate Triangles VAO
-    glBindVertexArray(vaoTriangles);
- 
-    // Triangles - vertex positions buffer
-    glBindBuffer(GL_ARRAY_BUFFER, trianglesBuffer[0]);
-    glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*3*MAX_TRIANGLES_BATCH, triangles.vertices, GL_DYNAMIC_DRAW);
-
-    // Triangles - colors buffer
-    glBindBuffer(GL_ARRAY_BUFFER, trianglesBuffer[1]);
-    glBufferData(GL_ARRAY_BUFFER, sizeof(float)*4*3*MAX_TRIANGLES_BATCH, triangles.colors, GL_DYNAMIC_DRAW);
-    
-    //--------------------------------------------------------------
-
-    // Depending on useBufferB, update Buffer A or Buffer B
-    if (useBufferB)
-    {
-        // Activate Quads VAO (Buffer B)
-        glBindVertexArray(vaoQuadsB);
-     
-        // Quads - vertex positions buffer
-        glBindBuffer(GL_ARRAY_BUFFER, quadsBufferB[0]);
-        //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*4*MAX_QUADS_BATCH, quads.vertices, GL_DYNAMIC_DRAW);
-        glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*3*quads.vCounter, quads.vertices);
-
-        // Quads - texture coordinates buffer
-        glBindBuffer(GL_ARRAY_BUFFER, quadsBufferB[1]);
-        //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*4*MAX_QUADS_BATCH, quads.texcoords, GL_DYNAMIC_DRAW);
-        glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*2*quads.vCounter, quads.texcoords);
-        
-        // Quads - colors buffer
-        glBindBuffer(GL_ARRAY_BUFFER, quadsBufferB[2]);
-        //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*4*4*MAX_QUADS_BATCH, quads.colors, GL_DYNAMIC_DRAW);
-        glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*4*quads.vCounter, quads.colors);
-    }
-    else
-    {
-        // Activate Quads VAO (Buffer A)
-        glBindVertexArray(vaoQuads);
-     
-        // Quads - vertex positions buffer
-        glBindBuffer(GL_ARRAY_BUFFER, quadsBuffer[0]);
-        //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*4*MAX_QUADS_BATCH, quads.vertices, GL_DYNAMIC_DRAW);
-        glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*3*quads.vCounter, quads.vertices);
-
-        // Quads - texture coordinates buffer
-        glBindBuffer(GL_ARRAY_BUFFER, quadsBuffer[1]);
-        //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*4*MAX_QUADS_BATCH, quads.texcoords, GL_DYNAMIC_DRAW);
-        glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*2*quads.vCounter, quads.texcoords);
-        
-        // Quads - colors buffer
-        glBindBuffer(GL_ARRAY_BUFFER, quadsBuffer[2]);
-        //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*4*4*MAX_QUADS_BATCH, quads.colors, GL_DYNAMIC_DRAW);
-        glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*4*quads.vCounter, quads.colors);
-    }
-    
-    //--------------------------------------------------------------
-    
-    // Unbind the current VAO
-    glBindVertexArray(0);
-}
-
-// Create default white texture to be used on plain colors (required by default shader)
-static void CreateDefaultTexture()
-{       
-    unsigned char *imgData = (unsigned char *)malloc(4);   // 1 pixel RGBA (4 bytes)
-    
-    for (int i = 0; i < 4; i++) imgData[i] = 255;        // Initialize array
-
-    // Convert data to OpenGL texture
-    //--------------------------------
-    GLuint id;
-    glGenTextures(1, &id);                    // Generate pointer to the texture
-    
-    glActiveTexture(GL_TEXTURE0);
-    glBindTexture(GL_TEXTURE_2D, id);
-    
-    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);            // Set texture to clamp on x-axis
-    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);            // Set texture to clamp on y-axis
-    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);      // Filter for pixel-perfect drawing, alternative: GL_LINEAR 
-    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);      // Filter for pixel-perfect drawing, alternative: GL_LINEAR 
-    
-    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, imgData);
-    
-    // At this point we have the image converted to texture and uploaded to GPU
-    
-    free(imgData);                    // Now we can free loaded data from RAM memory
-    
-    whiteTexture = id;
-    
-    // Unbind current texture
-    glBindTexture(GL_TEXTURE_2D, 0);
-}
-
-// Replacement for glDrawRangeElements (OpenGL 3.3+)
-// NOTE: glDrawRangeElement is not supported by OpenGL ES 2.0 so, we use glDrawElements instead
-static void rlDrawRangeElements(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, void *indices)
-{
-    glDrawElements(mode, count, type, indices);
-}

+ 0 - 87
src/rllegacy.h

@@ -1,87 +0,0 @@
-/*********************************************************************************************
-* 
-*   rllegacy - raylib OpenGL 1.1 functions replacement
-*    
-*   OpenGL 1.1 functions mapping to OpenGL 3.2+ (and OpenGL ES 2.0)
-* 
-*   Copyright (c) 2014 Ramon Santamaria (Ray San - [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 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 RLLEGACY_H
-#define RLLEGACY_H
-
-//----------------------------------------------------------------------------------
-// Defines and Macros
-//----------------------------------------------------------------------------------
-#define MAX_LINES_BATCH         1024
-#define MAX_TRIANGLES_BATCH     2048
-#define MAX_QUADS_BATCH         2048
-
-//----------------------------------------------------------------------------------
-// Types and Structures Definition
-//----------------------------------------------------------------------------------
-typedef unsigned char byte;
-
-typedef enum { RL_PROJECTION, RL_MODELVIEW, RL_TEXTURE } MatrixMode;
-
-typedef enum { RL_POINTS, RL_LINES, RL_LINE_STRIP, RL_LINE_LOOP, RL_TRIANGLES, 
-               RL_TRIANGLE_STRIP, RL_TRIANGLE_FAN, RL_QUADS, RL_QUAD_STRIP, RL_POLYGON } PrimitiveType;
-
-
-#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();                            // Push the current matrix to stack
-void rlPopMatrix();                             // Pop lattest inserted matrix from stack
-void rlLoadIdentity();                          // 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 *mat);                 // 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);
-
-//------------------------------------------------------------------------------------
-// Functions Declaration - Vertex level operations
-//------------------------------------------------------------------------------------
-void rlBegin(int mode);                         // Initialize drawing mode (how to organize vertex)
-void rlEnd();                                   // Finish vertex providing
-void rlVertex3f(float x, float y, float z);     // Define one vertex (position) - 3 float
-void rlVertex2f(float x, float y);              // Define one vertex (position) - 2 float
-void rlVertex2i(int x, int y);                  // Define one vertex (position) - 2 int
-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
-
-void InitRlLegacy();
-void CloseRlLegacy();
-void DrawRlLegacy();
-
-#ifdef __cplusplus
-}
-#endif
-
-#endif // RLLEGACY_H