raylib-go/raylib/rlgl.go
2025-02-14 22:42:09 +01:00

177 lines
6.4 KiB
Go

package rl
const (
// Texture parameters (equivalent to OpenGL defines)
TextureWrapS = 0x2802 // GL_TEXTURE_WRAP_S
TextureWrapT = 0x2803 // GL_TEXTURE_WRAP_T
TextureMagFilter = 0x2800 // GL_TEXTURE_MAG_FILTER
TextureMinFilter = 0x2801 // GL_TEXTURE_MIN_FILTER
TextureFilterNearest = 0x2600 // GL_NEAREST
TextureFilterLinear = 0x2601 // GL_LINEAR
TextureFilterMipNearest = 0x2700 // GL_NEAREST_MIPMAP_NEAREST
TextureFilterNearestMipLinear = 0x2702 // GL_NEAREST_MIPMAP_LINEAR
TextureFilterLinearMipNearest = 0x2701 // GL_LINEAR_MIPMAP_NEAREST
TextureFilterMipLinear = 0x2703 // GL_LINEAR_MIPMAP_LINEAR
TextureFilterAnisotropic = 0x3000 // Anisotropic filter (custom identifier)
TextureMipmapBiasRatio = 0x4000 // Texture mipmap bias, percentage ratio (custom identifier)
TextureWrapRepeat = 0x2901 // GL_REPEAT
TextureWrapClamp = 0x812F // GL_CLAMP_TO_EDGE
TextureWrapMirrorRepeat = 0x8370 // GL_MIRRORED_REPEAT
TextureWrapMirrorClamp = 0x8742 // GL_MIRROR_CLAMP_EXT
// Matrix modes (equivalent to OpenGL)
Modelview = 0x1700 // GL_MODELVIEW
Projection = 0x1701 // GL_PROJECTION
Texture = 0x1702 // GL_TEXTURE
// Primitive assembly draw modes
Lines = 0x0001 // GL_LINES
Triangles = 0x0004 // GL_TRIANGLES
Quads = 0x0007 // GL_QUADS
// GL equivalent data types
UnsignedByte = 0x1401 // GL_UNSIGNED_BYTE
Float = 0x1406 // GL_FLOAT
// Buffer usage hint
StreamDraw = 0x88E0 // GL_STREAM_DRAW
StreamRead = 0x88E1 // GL_STREAM_READ
StreamCopy = 0x88E2 // GL_STREAM_COPY
StaticDraw = 0x88E4 // GL_STATIC_DRAW
StaticRead = 0x88E5 // GL_STATIC_READ
StaticCopy = 0x88E6 // GL_STATIC_COPY
DynamicDraw = 0x88E8 // GL_DYNAMIC_DRAW
DynamicRead = 0x88E9 // GL_DYNAMIC_READ
DynamicCopy = 0x88EA // GL_DYNAMIC_COPY
// GL Shader type
FragmentShader = 0x8B30 // GL_FRAGMENT_SHADER
VertexShader = 0x8B31 // GL_VERTEX_SHADER
ComputeShader = 0x91B9 // GL_COMPUTE_SHADER
// GL blending factors
Zero = 0 // GL_ZERO
One = 1 // GL_ONE
SrcColor = 0x0300 // GL_SRC_COLOR
OneMinusSrcColor = 0x0301 // GL_ONE_MINUS_SRC_COLOR
SrcAlpha = 0x0302 // GL_SRC_ALPHA
OneMinusSrcAlpha = 0x0303 // GL_ONE_MINUS_SRC_ALPHA
DstAlpha = 0x0304 // GL_DST_ALPHA
OneMinusDstAlpha = 0x0305 // GL_ONE_MINUS_DST_ALPHA
DstColor = 0x0306 // GL_DST_COLOR
OneMinusDstColor = 0x0307 // GL_ONE_MINUS_DST_COLOR
SrcAlphaSaturate = 0x0308 // GL_SRC_ALPHA_SATURATE
ConstantColor = 0x8001 // GL_CONSTANT_COLOR
OneMinusConstantColor = 0x8002 // GL_ONE_MINUS_CONSTANT_COLOR
ConstantAlpha = 0x8003 // GL_CONSTANT_ALPHA
OneMinusConstantAlpha = 0x8004 // GL_ONE_MINUS_CONSTANT_ALPHA
// GL blending functions/equations
FuncAdd = 0x8006 // GL_FUNC_ADD
Min = 0x8007 // GL_MIN
Max = 0x8008 // GL_MAX
FuncSubtract = 0x800A // GL_FUNC_SUBTRACT
FuncReverseSubtract = 0x800B // GL_FUNC_REVERSE_SUBTRACT
BlendEquation = 0x8009 // GL_BLEND_EQUATION
BlendEquationRgb = BlendEquation // GL_BLEND_EQUATION_RGB (Same as BLEND_EQUATION)
BlendEquationAlpha = 0x883D // GL_BLEND_EQUATION_ALPHA
BlendDstRgb = 0x80C8 // GL_BLEND_DST_RGB
BlendSrcRgb = 0x80C9 // GL_BLEND_SRC_RGB
BlendDstAlpha = 0x80CA // GL_BLEND_DST_ALPHA
BlendSrcAlpha = 0x80CB // GL_BLEND_SRC_ALPHA
BlendColor = 0x8005 // GL_BLEND_COLOR
ReadFramebuffer = 0x8CA8 // GL_READ_FRAMEBUFFER
DrawFramebuffer = 0x8CA9 // GL_DRAW_FRAMEBUFFER
)
// VertexBuffer - Dynamic vertex buffers (position + texcoords + colors + indices arrays)
type VertexBuffer struct {
ElementCount int32 // Number of elements in the buffer (QUADS)
Vertices *float32 // Vertex position (XYZ - 3 components per vertex) (shader-location = 0)
Texcoords *float32 // Vertex texture coordinates (UV - 2 components per vertex) (shader-location = 1)
Normals *float32 // Vertex normal (XYZ - 3 components per vertex) (shader-location = 2)
Colors *uint8 // Vertex colors (RGBA - 4 components per vertex) (shader-location = 3)
Indices *uint32 // Vertex indices (in case vertex data comes indexed) (6 indices per quad)
VaoId uint32 // OpenGL Vertex Array Object id
VboId [5]uint32 // OpenGL Vertex Buffer Objects id (5 types of vertex data)
}
// DrawCall - 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)
type DrawCall struct {
Mode int32
VertexCount int32
VertexAlignment int32
TextureId uint32
}
// RenderBatch type
type RenderBatch struct {
BufferCount int32
CurrentBuffer int32
VertexBuffer *VertexBuffer
Draws *DrawCall
DrawCounter int32
DurrentDepth float32
}
// OpenGL version
const (
Opengl11 int32 = 1
Opengl21 int32 = 2
Opengl33 int32 = 3
Opengl43 int32 = 4
OpenglEs20 int32 = 5
)
// GlVersion type
type GlVersion = int32
// Shader attribute data types
const (
ShaderAttribFloat int32 = 0
ShaderAttribVec2 int32 = 1
ShaderAttribVec3 int32 = 2
ShaderAttribVec4 int32 = 3
)
// ShaderAttributeDataType type
type ShaderAttributeDataType = int32
// Framebuffer attachment type
// NOTE: By default up to 8 color channels defined but it can be more
const (
AttachmentColorChannel0 int32 = 0
AttachmentColorChannel1 int32 = 1
AttachmentColorChannel2 int32 = 2
AttachmentColorChannel3 int32 = 3
AttachmentColorChannel4 int32 = 4
AttachmentColorChannel5 int32 = 5
AttachmentColorChannel6 int32 = 6
AttachmentColorChannel7 int32 = 7
AttachmentDepth int32 = 100
AttachmentStencil int32 = 200
)
// FramebufferAttachType type
type FramebufferAttachType = int32
// Framebuffer texture attachment type
const (
AttachmentCubemapPositiveX int32 = 0
AttachmentCubemapNegativeX int32 = 1
AttachmentCubemapPositiveY int32 = 2
AttachmentCubemapNegativeY int32 = 3
AttachmentCubemapPositiveZ int32 = 4
AttachmentCubemapNegativeZ int32 = 5
AttachmentTexture2d int32 = 100
AttachmentRenderbuffer int32 = 200
)
// FramebufferAttachTextureType type
type FramebufferAttachTextureType = int32