Ray
6e8f3b0f45
Update rlgl.h
2022-09-19 10:35:34 +02:00
Ray
12e8cef9cf
REMOVED: Mipmaps software generation for OpenGL 1.1
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As generation is done in software, it's up to the user to do it. `ImageMipmaps()` is already provided for reference.
2022-09-19 10:31:55 +02:00
Nikolas
42ecd72547
[rlgl] Check for extensions before enabling them ( #2706 )
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* [rlgl] Check for extensions before enabling them
* Shift to glad on macOS
* #undef CORE_OPENGL_33
* Remove version hack and fix ASTC compression assumption
* Remove loader from glad
* Use GLAD_MALLOC/FREE instead of malloc/free
* More explicit extension checking
2022-09-18 21:08:51 +02:00
Nikolas
a12ddacb7b
Enable DXT compression on __APPLE__ targets ( #2694 )
2022-09-12 12:21:41 +02:00
Ray
cf24c021a3
WARNING: BREAKING: Reviewed SSBO usage to avoid long long
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raylib library tries to avoid `long long` usage. Several SSBO functions have been reviewed (including some renames for consistency) to minimize `long long` type usage.
2022-09-09 00:26:47 +02:00
Ray
9996e328cb
WARNING: BREAKING: Removed rlCheckRenderBatchLimit() requirement
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Updated version to `rlgl 4.2`
2022-09-05 13:20:09 +02:00
Ray
ad5ffd78d6
REVIEWED: rlgl enums and comments
2022-09-05 11:15:28 +02:00
Ray
64cca24526
ADDED: RL_TEXTURE_MIPMAP_BIAS_RATIO support to rlTextureParameters() for OpenGL 3.3 #2674
2022-09-01 11:18:22 +02:00
Ray
904c505125
minor tweak
2022-08-18 15:10:40 +02:00
Ray
dd455c626e
Update rlgl.h
2022-08-02 18:33:00 +02:00
Ray
fd191a32ea
Remove trailing spaces
2022-08-02 00:36:31 +02:00
Hanaxar
6f231ea9ac
Fix signedness in rlBindImageTexture ( #2539 )
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rlGetGlTextureFormats was expecting unsigned int, corrected variables according to that.
2022-06-23 12:23:14 +02:00
Ray
371aa0fe7f
Update rlgl.h
2022-06-21 20:59:54 +02:00
Ray
68c7cc0cc4
minor tweak
2022-06-21 19:53:28 +02:00
Ray
0afa79067b
Revert "Update rlgl.h"
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This reverts commit 8fe6bfabbf .
2022-06-18 20:47:49 +02:00
Ray
8fe6bfabbf
Update rlgl.h
2022-06-18 19:24:11 +02:00
Ray
6f3b2a7661
Update rlgl.h
2022-06-18 16:22:47 +02:00
Ray
309ad3e08b
REVIEWED: rlTextureParameters(), reset anisotropy level
2022-06-16 13:07:38 +02:00
Ray
7ed3d870fe
REVIEWED: rlGenTextureMipmaps(), removed filtering setup
2022-06-16 13:07:09 +02:00
Ray
dca23cb3ff
RENAMED: BLEND_ALPHA_PREMUL to BLEND_ALPHA_PREMULTIPLY
2022-06-07 18:46:14 +02:00
Jonathan Poncelet
5bdd8f134f
Improved boolean definitions ( #2485 )
2022-05-19 21:21:09 +02:00
Ray
df3f64bfd2
Corrected typo
2022-05-07 18:04:34 +02:00
lazaray
bbc8d39185
Add support for truncating parser input ( #2464 )
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* Add support for truncating parser input
* Remove RLAPI from implementations in rlgl.h
2022-05-06 20:18:39 +02:00
Ray
bdfa256cea
Update rlgl.h
2022-04-25 19:35:23 +02:00
Ray
74ca81338e
REDESIGNED: Set rlgl internal framebuffer #2420
2022-04-24 12:37:50 +02:00
Ray
dc553d1996
Update rlgl.h
2022-04-24 12:25:26 +02:00
Ray
f798ee2bc1
Update rlgl.h
2022-04-24 12:19:41 +02:00
Maiko Steeman
ccfac59c60
Fix for vr rendering not taking render target size into account ( #2424 )
2022-04-24 11:48:50 +02:00
Ray
ff95f05386
Update rlgl.h
2022-04-24 00:29:15 +02:00
raysan5
937e7b3dd9
REVIEWED: Some functions input parametes that should be const
2022-02-20 20:35:28 +01:00
megagrump
f40eed5adf
add premultiplied alpha blend mode ( #2342 )
2022-02-13 18:42:24 +01:00
raysan5
44d3cee5d1
Minor tweak
2022-01-28 21:25:40 +01:00
raysan5
f57727995a
REVIEWED: rlLoadShaderCode()
2022-01-13 19:05:45 +01:00
Matthew Owens
e621efe79f
rlLoadShaderCode - set ShaderId variables to RLGL.State.default[VF]ShaderId if repesctive Code is NULL ( #2281 )
2022-01-13 18:42:44 +01:00
Ray
7a159664bc
Improved shader loading code
2022-01-08 20:12:03 +01:00
Ray
612c4ad1dc
Reviewed possible issue with shaders detaching
2022-01-08 19:55:14 +01:00
Gerber Lóránt Viktor
ba1e91b4d7
Change comment about custom blend modes in rlgl.h ( #2260 )
2022-01-02 22:50:39 +01:00
raysan5
a940f41b4b
Update year to 2022
2021-12-31 20:06:22 +01:00
raysan5
0454acaacf
REVIEWED: Clear SSBO buffers on loading #2185
2021-12-15 13:09:24 +01:00
めぐみ発動機 (isVowel / GreenWing)
478b70e53e
fixed typo: aproximation to approximation ( #2163 )
2021-11-21 18:06:20 +01:00
Ray
b7bf220598
REVIEWED: rlUpdateTexture()
2021-11-15 10:25:24 +01:00
Uneven Prankster
35cbacc68b
Allow GL4.3 capabilities to be shown ( #2124 )
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Now that 4.3 was added this can be enabled with the compile flag.
2021-11-09 15:24:39 +01:00
Ray
14e4992d73
REVIEWED: rlGetCompressedFormatName()
2021-11-09 11:53:18 +01:00
Ray
21ec8c38ae
Review variables initialization
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- All variables are initialized on declaration, some arrays were not properly initialized
- Static array buffers require memset() for re-initialization on every function call
2021-11-09 11:49:03 +01:00
Ray
1fac09d0f4
REVIEWED: example: Compute shader Game-of-life
2021-10-31 12:28:04 +01:00
Ray
25642cff36
Update comments for OpenGL 4.3
2021-10-26 22:23:16 +02:00
raysan5
fec0ce34c5
Remove trailing spaces
2021-10-19 14:57:12 +02:00
raysan5
719c1551cc
Reviewed latest PR formatting and details
2021-10-19 13:30:23 +02:00
warzes
9f2ff3e4d6
Support create OpenGL debug context in OpenGL 4.3 ( #2068 )
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* - support create OpenGL debug context in OpenGL 4.3
* - additional events in debug message
- fixed glEnable(GL_DEBUG_OUTPUT)
* Reviewed OpenGL Debug Context
2021-10-19 12:43:27 +02:00
raysan5
b28e353626
Reviewed glDisableVertexAttribArray() issue #2068
2021-10-18 13:22:52 +02:00
raysan5
a3f9ba8704
Removed useless GL calls #2068
2021-10-18 13:16:07 +02:00
Ray
ccf4329792
Review comments
2021-10-18 00:23:26 +02:00
Uneven Prankster
a6fb2dafc6
Fix rlLoadComputeShaderProgram define ( #2067 )
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Now uses correct version.
2021-10-17 23:11:42 +02:00
raysan5
7a16834124
UPDATE: Officially support OpenGL 4.3
2021-10-17 21:41:19 +02:00
raysan5
cf12992b6a
Remove trailing spaces
2021-10-17 21:00:20 +02:00
Ray
99f6707e2c
Support OpenGL 4.3
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- Support Compute Shaders by rlgl API
- Support SSBO by rlgl API
2021-10-16 23:49:31 +02:00
Ray
e36dc01b91
Support GRAPHICS_API_OPENGL_43
2021-10-16 23:39:21 +02:00
Ray
8523d13683
Update rlgl.h
2021-10-16 23:30:30 +02:00
Astie Teddy
dba29e4405
Compute shaders support ( #2061 )
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* Add basic compute shader and ssbo support in rlgl.
* Add rlBindImageTexture (untested), now requires SUPPORT_COMPILE_SHADERS
* Delete glad.c
* Delete glad.h
* Delete khrplatform.h
* Revert to previous glad.h
* Remove "glad.c"
Co-authored-by: Ray <raysan5@gmail.com>
2021-10-16 23:26:25 +02:00
Ray
0aefe256d0
REVIEWED: rlLoadDrawQuad() description #2058
2021-10-16 22:39:22 +02:00
Ray
1b793e76dc
Reviewed memory usage
2021-10-16 22:36:47 +02:00
Ray
84edd22612
Reviewed unsigned int issue (discussion #2054 )
2021-10-15 11:25:17 +02:00
Ray
83b3478fe4
Reviewed some TODO
2021-10-13 23:45:57 +02:00
Ray
a91f61262e
Review RLAPI to avoid warnings
2021-10-10 23:24:05 +02:00
raysan5
8722ff7043
REVIEWED: RLGL.State.vertexCounter (See detailed comment)
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`RLGL.State.vertexCounter` is a generic counter and it's reused for all `rlRenderBatch`, actually, once render batch is filled, required vertex count is provided through the draw calls, so, the total accumulated count of vertices is not directly registered inside the rlRenderBatch.
`RLGL.State.vertexCounter` keeps that count but one possible improvement(?) could be moving the `vertexCounter` inside `rlRenderBatch` to always keep a register of the total accumulated vertices in that batch (despite that info is provided by the accumulated `draws[i].vertexCount`.
Simplifying, `RLGL.State.vertexCounter = SUM(draws[i].vertexCount)`
The decision to move the counter out of `rlVertexBuffer` is to keep only the data that I think should belong to `rlVertexBuffer` and make it more generic, aligned with raylib `Mesh` structure.
The decision to not add it to `rlRenderBatch` is because it could contain multiple `rlVertexBuffer` and it would be confusing (because it would only register the count of the last filled one).
2021-10-06 11:44:57 +02:00
Ray
8d7f97ee04
Remove trailing spaces
2021-10-06 01:20:46 +02:00
Ray
9a4fb25285
REDESIGNED: Simplify vertex data recording
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Instead of registering vertex texcoords and colors on every call, we keep the last defined value and we record everything on `glVertex*()`. Actually that behavior is aligned with OpenGL 1.1 standard.
2021-10-06 01:17:20 +02:00
raysan5
b972b8d324
REVIEWED: API functions specifiers
2021-10-05 18:33:41 +02:00
Ray
f869229b7f
Minor format tweaks
2021-10-03 12:09:59 +02:00
mausimus
dfbb134bfe
RLGL: restore draw batch state after limit check ( #2018 )
2021-09-29 23:26:29 +02:00
Ray
00a763ea44
Reviewed some TODO comments
2021-09-23 00:18:47 +02:00
Ray
9362eaf9c6
REVIEWED: Naming: length vs size
2021-09-01 23:40:51 +02:00
Ray
a0f8682905
REVIEWED: <name>Count for consistency
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Following english rules, it should be singular name before Count.
2021-09-01 23:09:30 +02:00
Ray
14e443afba
REVIEWED: OpenGL 1.1 compilation issue
2021-08-25 23:41:33 +02:00
Ray
a5beb940f8
Remove trailing spaces
2021-08-16 23:23:16 +02:00
Ray
f3385b6ad2
Update rlgl.h
2021-08-16 19:52:57 +02:00
Ray
ef8526ae36
Update rlgl.h
2021-08-16 19:26:10 +02:00
Ray
92a13878dc
Add some comments
2021-08-16 19:23:06 +02:00
raysan5
aae60e1e44
REVIEWED: extern "C" definition position for consistency
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Note that `extern "C"` calling convention only affects objects that need to be seen by the linker, in our case only functions... but it would also be required by global variables exposed, if any.
2021-08-15 13:02:53 +02:00
raysan5
1dff5814be
ADDED: rlUpdateVertexBufferElements() #1915
2021-08-12 21:01:09 +02:00
raysan5
26db391576
ADDED: rlActiveDrawBuffers() #1911
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- ADDED: rlEnableColorBlend()/rlDisableColorBlend()
2021-08-12 20:38:57 +02:00
630Studios
ce3214b82d
[rlgl] rlUpdateVertexBuffer ( #1914 )
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* GenMeshTangents Fix
* GenMeshTangents Fix - Comment Update
* GenMeshTangents Fix - Comment Update final
* Code Style Changes
* Code Style Changes Final
* Code Style Changes Final 2
* GenMeshTangents better handling for issue #1876
* GenMeshTangents better handling for issue #1876
* GenMeshTangents: Better fix for issue #1876
* vboId location fix
* rlUpdateVertexBuffer - bufferId is an unsigned int
2021-08-12 09:47:00 +02:00
raysan5
aa67903f96
Improve rlgl description
2021-07-31 19:58:30 +02:00
raysan5
5b6d83b533
REVIEWED: rlgl defines for consistency
2021-07-31 19:46:44 +02:00
raysan5
3e75a2109d
REVIEWED: rlgl module header info
2021-07-31 19:08:13 +02:00
raysan5
b805754aa1
REVIEWED: Avoid bool type collisions
2021-07-31 18:10:26 +02:00
raysan5
dffd1435e9
Revert "REVIEWED: Avoid UBSAN warnings #1891 "
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This reverts commit a8e9e1387f .
2021-07-30 13:50:33 +02:00
raysan5
a8e9e1387f
REVIEWED: Avoid UBSAN warnings #1891
2021-07-30 13:47:21 +02:00
raysan5
b4fddf146b
REVIEWED: Added new mechanism to avoid data types collision between modules that share same data types and can be used in standalone mode
2021-07-30 13:44:52 +02:00
raysan5
aeb1a0da84
REVERTED: Removed the need for rlMatrix
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Now rlgl uses the `Matrix` type, just make sure it has been previously defined somewhere... I don't like this approach but it's probably the easier one for the users... still looking for a better solution... maybe using something like
`#define MATRIX_TYPE`, so it can be checked in other modules.
2021-07-30 12:54:54 +02:00
raysan5
bd70a22412
Review some issues
2021-07-30 11:56:14 +02:00
raysan5
8b7f43f89b
WARNING: BREAKING CHANGE: rlgl complete decoupling from raylib -WIP-
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rlgl has been redesigned to avoid any dependency to `raylib` or `raymath`, all functions using some of those libs have been reviewed.
- REMOVED: `Texture2D`, `Shader` structs dependency
- REMOVED: `Vector3`, `Matrix` structs dependency
- REMOVED: raymath functions dependency, all required math is implemented in rlgl
- ADDED: `rlMatrix` custom rlgl type
- ADDED: `utils.c`: `rlMatrixFromMatrix()` and `rlMatrixToMatrix()` for a safe conversion between raylib<->rlgl matrix types
- ADDED: `rl` prefix to all `rlgl` structs
- Other small tweaks here and there
2021-07-29 21:57:50 +02:00
raysan5
96aadec503
REVIEWED: Info on image loading failure
2021-07-28 19:47:53 +02:00
raysan5
e9c7ab925f
REVIEWED: rlDrawVertexArrayElements() #1891
2021-07-27 23:35:54 +02:00
raysan5
5ed814e950
Minor tweaks and comments
2021-07-09 17:36:20 +02:00
Ray
4b6e6ce20e
REVIEWED: Improved log info on image/textures laoding
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ADDED: rlGetPixelFormatName()
2021-06-26 13:07:14 +02:00
Ray
e0720a0a55
WARNING: REVIEWED: Default shader uniform names
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When a shader is loaded, by default, several locations are tried to be set automatically.
2021-06-25 13:35:43 +02:00
Ray
d4c03b47ec
REVIEWED: LoadShader() and default locations
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Reviewed locations descriptions
2021-06-25 00:46:14 +02:00
Ray
942657fc7c
Remove Color struct requirement
2021-06-17 00:28:51 +02:00
Ray
7bc2e922c9
Review some comments
2021-06-10 17:49:55 +02:00