Road to raylib 1.1 - Testing rlgl

This commit is contained in:
raysan5 2014-03-25 12:40:35 +01:00
parent 1c8dce429e
commit 96f520ff6d
13 changed files with 2537 additions and 1314 deletions

View file

@ -28,12 +28,13 @@
#include "raylib.h"
#include <GL/gl.h> // OpenGL functions
#include <stdlib.h> // Declares malloc() and free() for memory management
#include <string.h> // String management functions (just strlen() is used)
#include <stdarg.h> // Used for functions with variable number of parameters (FormatText())
#include "stb_image.h" // Used to read image data (multiple formats support)
#include "rlgl.h" // raylib OpenGL abstraction layer to OpenGL 1.1, 3.3+ or ES2
//----------------------------------------------------------------------------------
// Defines and Macros
//----------------------------------------------------------------------------------
@ -63,6 +64,11 @@ struct Character {
static SpriteFont defaultFont; // Default font provided by raylib
// NOTE: defaultFont is loaded on InitWindow and disposed on CloseWindow [module: core]
//----------------------------------------------------------------------------------
// Other Modules Functions Declaration (required by text)
//----------------------------------------------------------------------------------
//...
//----------------------------------------------------------------------------------
// Module specific Functions Declaration
//----------------------------------------------------------------------------------
@ -78,9 +84,11 @@ static const char *GetExtension(const char *fileName);
extern void LoadDefaultFont()
{
defaultFont.numChars = 96; // We know our default font has 94 chars
defaultFont.texture.width = 128; // We know our default font texture is 128 pixels width
defaultFont.texture.height = 64; // We know our default font texture is 64 pixels height
Image image;
image.width = 128; // We know our default font image is 128 pixels width
image.height = 64; // We know our default font image is 64 pixels height
// Default font is directly defined here (data generated from a sprite font image)
// This way, we reconstruct SpriteFont without creating large global variables
// This data is automatically allocated to Stack and automatically deallocated at the end of this function
@ -115,7 +123,31 @@ extern void LoadDefaultFont()
7, 6, 6, 6, 6, 6, 6, 6, 6, 3, 5, 6, 5, 7, 6, 6, 6, 6, 6, 6, 7, 6, 7, 7, 6, 6, 6, 2, 7, 2, 3, 5,
2, 5, 5, 5, 5, 5, 4, 5, 5, 1, 2, 5, 2, 5, 5, 5, 5, 5, 5, 5, 4, 5, 5, 5, 5, 5, 5, 3, 1, 3, 4, 4 };
// Re-construct image from defaultFontData and generate OpenGL texture
//----------------------------------------------------------------------
image.pixels = (Color *)malloc(image.width * image.height * sizeof(Color));
for (int i = 0; i < image.width * image.height; i++) image.pixels[i] = BLANK; // Initialize array
int counter = 0; // Font data elements counter
// Fill imgData with defaultFontData (convert from bit to pixel!)
for (int i = 0; i < image.width * image.height; i += 32)
{
for (int j = 31; j >= 0; j--)
{
if (BIT_CHECK(defaultFontData[counter], j)) image.pixels[i+j] = WHITE;
}
counter++;
if (counter > 256) counter = 0; // Security check...
}
defaultFont.texture = CreateTexture(image); // Convert loaded image to OpenGL texture
UnloadImage(image);
// Reconstruct charSet using charsWidth[], charsHeight, charsDivisor, numChars
//------------------------------------------------------------------------------
defaultFont.charSet = (Character *)malloc(defaultFont.numChars * sizeof(Character)); // Allocate space for our character data
@ -145,53 +177,11 @@ extern void LoadDefaultFont()
}
else currentPosX = testPosX;
}
// Re-construct image from defaultFontData and generate OpenGL texture
//----------------------------------------------------------------------
Color *imgDataPixel = (Color *)malloc(defaultFont.texture.width * defaultFont.texture.height * sizeof(Color));
for (int i = 0; i < defaultFont.texture.width * defaultFont.texture.height; i++) imgDataPixel[i] = BLANK; // Initialize array
int counter = 0; // Font data elements counter
// Fill imgData with defaultFontData (convert from bit to pixel!)
for (int i = 0; i < defaultFont.texture.width * defaultFont.texture.height; i += 32)
{
for (int j = 31; j >= 0; j--)
{
if (BIT_CHECK(defaultFontData[counter], j)) imgDataPixel[i+j] = WHITE;
}
counter++;
if (counter > 256) counter = 0; // Security check...
}
// Convert loaded data to OpenGL texture
//----------------------------------------
GLuint id;
glGenTextures(1, &id); // Generate pointer to the texture
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, defaultFont.texture.width, defaultFont.texture.height, 0, GL_RGBA, GL_UNSIGNED_BYTE, imgDataPixel);
// NOTE: Not using mipmappings (texture for 2D drawing)
// At this point we have the image converted to texture and uploaded to GPU
free(imgDataPixel); // Now we can free loaded data from RAM memory
defaultFont.texture.glId = id;
}
extern void UnloadDefaultFont()
{
glDeleteTextures(1, &defaultFont.texture.glId);
rlDeleteTextures(defaultFont.texture.glId);
free(defaultFont.charSet);
}
@ -206,6 +196,8 @@ SpriteFont LoadSpriteFont(const char* fileName)
{
SpriteFont spriteFont;
Image image;
// Check file extension
if (strcmp(GetExtension(fileName),"rbmf") == 0) spriteFont = LoadRBMF(fileName);
else
@ -270,24 +262,13 @@ SpriteFont LoadSpriteFont(const char* fileName)
free(imgDataPixel);
// Convert loaded data to OpenGL texture
//----------------------------------------
GLuint id;
glGenTextures(1, &id); // Generate pointer to the texture
image.pixels = imgDataPixelPOT;
image.width = potWidth;
image.height = potHeight;
glBindTexture(GL_TEXTURE_2D, id);
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, potWidth, potHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, imgDataPixelPOT);
// NOTE: Not using mipmappings (texture for 2D drawing)
// At this point we have the image converted to texture and uploaded to GPU
free(imgDataPixelPOT); // Now we can free loaded data from RAM memory
spriteFont.texture.glId = id;
spriteFont.texture.width = potWidth;
spriteFont.texture.height = potHeight;
spriteFont.texture = CreateTexture(image); // Convert loaded image to OpenGL texture
UnloadImage(image);
}
return spriteFont;
@ -296,7 +277,7 @@ SpriteFont LoadSpriteFont(const char* fileName)
// Unload SpriteFont from GPU memory
void UnloadSpriteFont(SpriteFont spriteFont)
{
glDeleteTextures(1, &spriteFont.texture.glId);
rlDeleteTextures(spriteFont.texture.glId);
free(spriteFont.charSet);
}
@ -330,28 +311,34 @@ void DrawTextEx(SpriteFont spriteFont, const char* text, Vector2 position, int f
if (fontSize <= spriteFont.charSet[0].h) scaleFactor = 1.0f;
else scaleFactor = (float)fontSize / spriteFont.charSet[0].h;
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, spriteFont.texture.glId);
rlEnableTexture(spriteFont.texture.glId);
// Optimized to use one draw call per string
glBegin(GL_QUADS);
rlBegin(RL_QUADS);
for(int i = 0; i < length; i++)
{
c = spriteFont.charSet[(int)text[i] - FONT_FIRST_CHAR];
glColor4ub(tint.r, tint.g, tint.b, tint.a);
glNormal3f(0.0f, 0.0f, 1.0f); // Normal Pointing Towards Viewer
glTexCoord2f((float)c.x / spriteFont.texture.width, (float)c.y / spriteFont.texture.height); glVertex2f(positionX, position.y);
glTexCoord2f((float)c.x / spriteFont.texture.width, (float)(c.y + c.h) / spriteFont.texture.height); glVertex2f(positionX, position.y + (c.h) * scaleFactor);
glTexCoord2f((float)(c.x + c.w) / spriteFont.texture.width, (float)(c.y + c.h) / spriteFont.texture.height); glVertex2f(positionX + (c.w) * scaleFactor, position.y + (c.h) * scaleFactor);
glTexCoord2f((float)(c.x + c.w) / spriteFont.texture.width, (float)c.y / spriteFont.texture.height); glVertex2f(positionX + (c.w) * scaleFactor, position.y);
rlColor4ub(tint.r, tint.g, tint.b, tint.a);
rlNormal3f(0.0f, 0.0f, 1.0f); // Normal Pointing Towards Viewer
rlTexCoord2f((float)c.x / spriteFont.texture.width, (float)c.y / spriteFont.texture.height);
rlVertex2f(positionX, position.y);
rlTexCoord2f((float)c.x / spriteFont.texture.width, (float)(c.y + c.h) / spriteFont.texture.height);
rlVertex2f(positionX, position.y + (c.h) * scaleFactor);
rlTexCoord2f((float)(c.x + c.w) / spriteFont.texture.width, (float)(c.y + c.h) / spriteFont.texture.height);
rlVertex2f(positionX + (c.w) * scaleFactor, position.y + (c.h) * scaleFactor);
rlTexCoord2f((float)(c.x + c.w) / spriteFont.texture.width, (float)c.y / spriteFont.texture.height);
rlVertex2f(positionX + (c.w) * scaleFactor, position.y);
positionX += ((spriteFont.charSet[(int)text[i] - FONT_FIRST_CHAR].w) * scaleFactor + spacing);
}
glEnd();
glDisable(GL_TEXTURE_2D);
rlEnd();
rlDisableTexture();
}
// Formatting of text with variables to 'embed'
@ -417,21 +404,18 @@ void DrawFPS(int posX, int posY)
char buffer[20];
if (counter < refreshRate)
{
sprintf(buffer, "%2.0f FPS", fps);
DrawText(buffer, posX, posY, 20, LIME);
{
counter++;
}
else
{
fps = GetFPS();
refreshRate = fps;
sprintf(buffer, "%2.0f FPS", fps);
DrawText(buffer, posX, posY, 20, LIME);
counter = 0;
}
sprintf(buffer, "%2.0f FPS", fps);
DrawText(buffer, posX, posY, 20, LIME);
}
//----------------------------------------------------------------------------------