5263 lines
		
	
	
		
			244 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			5263 lines
		
	
	
		
			244 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
| /**********************************************************************************************
 | |
| *
 | |
| *   rlgl v5.0 - A multi-OpenGL abstraction layer with an immediate-mode style API
 | |
| *
 | |
| *   DESCRIPTION:
 | |
| *       An abstraction layer for multiple OpenGL versions (1.1, 2.1, 3.3 Core, 4.3 Core, ES 2.0)
 | |
| *       that provides a pseudo-OpenGL 1.1 immediate-mode style API (rlVertex, rlTranslate, rlRotate...)
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| *
 | |
| *   ADDITIONAL NOTES:
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| *       When choosing an OpenGL backend different than OpenGL 1.1, some internal buffer are
 | |
| *       initialized on rlglInit() to accumulate vertex data
 | |
| *
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| *       When an internal state change is required all the stored vertex data is renderer in batch,
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| *       additionally, rlDrawRenderBatchActive() could be called to force flushing of the batch
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| *
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| *       Some resources are also loaded for convenience, here the complete list:
 | |
| *          - Default batch (RLGL.defaultBatch): RenderBatch system to accumulate vertex data
 | |
| *          - Default texture (RLGL.defaultTextureId): 1x1 white pixel R8G8B8A8
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| *          - Default shader (RLGL.State.defaultShaderId, RLGL.State.defaultShaderLocs)
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| *
 | |
| *       Internal buffer (and resources) must be manually unloaded calling rlglClose()
 | |
| *
 | |
| *   CONFIGURATION:
 | |
| *       #define GRAPHICS_API_OPENGL_11
 | |
| *       #define GRAPHICS_API_OPENGL_21
 | |
| *       #define GRAPHICS_API_OPENGL_33
 | |
| *       #define GRAPHICS_API_OPENGL_43
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| *       #define GRAPHICS_API_OPENGL_ES2
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| *       #define GRAPHICS_API_OPENGL_ES3
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| *           Use selected OpenGL graphics backend, should be supported by platform
 | |
| *           Those preprocessor defines are only used on rlgl module, if OpenGL version is
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| *           required by any other module, use rlGetVersion() to check it
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| *
 | |
| *       #define RLGL_IMPLEMENTATION
 | |
| *           Generates the implementation of the library into the included file
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| *           If not defined, the library is in header only mode and can be included in other headers
 | |
| *           or source files without problems. But only ONE file should hold the implementation
 | |
| *
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| *       #define RLGL_RENDER_TEXTURES_HINT
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| *           Enable framebuffer objects (fbo) support (enabled by default)
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| *           Some GPUs could not support them despite the OpenGL version
 | |
| *
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| *       #define RLGL_SHOW_GL_DETAILS_INFO
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| *           Show OpenGL extensions and capabilities detailed logs on init
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| *
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| *       #define RLGL_ENABLE_OPENGL_DEBUG_CONTEXT
 | |
| *           Enable debug context (only available on OpenGL 4.3)
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| *
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| *       rlgl capabilities could be customized just defining some internal
 | |
| *       values before library inclusion (default values listed):
 | |
| *
 | |
| *       #define RL_DEFAULT_BATCH_BUFFER_ELEMENTS   8192    // Default internal render batch elements limits
 | |
| *       #define RL_DEFAULT_BATCH_BUFFERS              1    // Default number of batch buffers (multi-buffering)
 | |
| *       #define RL_DEFAULT_BATCH_DRAWCALLS          256    // Default number of batch draw calls (by state changes: mode, texture)
 | |
| *       #define RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS    4    // Maximum number of textures units that can be activated on batch drawing (SetShaderValueTexture())
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| *
 | |
| *       #define RL_MAX_MATRIX_STACK_SIZE             32    // Maximum size of internal Matrix stack
 | |
| *       #define RL_MAX_SHADER_LOCATIONS              32    // Maximum number of shader locations supported
 | |
| *       #define RL_CULL_DISTANCE_NEAR              0.01    // Default projection matrix near cull distance
 | |
| *       #define RL_CULL_DISTANCE_FAR             1000.0    // Default projection matrix far cull distance
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| *
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| *       When loading a shader, the following vertex attributes and uniform
 | |
| *       location names are tried to be set automatically:
 | |
| *
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| *       #define RL_DEFAULT_SHADER_ATTRIB_NAME_POSITION     "vertexPosition"    // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_LOCATION_POSITION
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| *       #define RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD     "vertexTexCoord"    // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD
 | |
| *       #define RL_DEFAULT_SHADER_ATTRIB_NAME_NORMAL       "vertexNormal"      // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_LOCATION_NORMAL
 | |
| *       #define RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR        "vertexColor"       // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_LOCATION_COLOR
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| *       #define RL_DEFAULT_SHADER_ATTRIB_NAME_TANGENT      "vertexTangent"     // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_LOCATION_TANGENT
 | |
| *       #define RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2    "vertexTexCoord2"   // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD2
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| *       #define RL_DEFAULT_SHADER_ATTRIB_NAME_BONEIDS      "vertexBoneIds"     // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEIDS
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| *       #define RL_DEFAULT_SHADER_ATTRIB_NAME_BONEWEIGHTS  "vertexBoneWeights" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEWEIGHTS
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| *       #define RL_DEFAULT_SHADER_UNIFORM_NAME_MVP         "mvp"               // model-view-projection matrix
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| *       #define RL_DEFAULT_SHADER_UNIFORM_NAME_VIEW        "matView"           // view matrix
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| *       #define RL_DEFAULT_SHADER_UNIFORM_NAME_PROJECTION  "matProjection"     // projection matrix
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| *       #define RL_DEFAULT_SHADER_UNIFORM_NAME_MODEL       "matModel"          // model matrix
 | |
| *       #define RL_DEFAULT_SHADER_UNIFORM_NAME_NORMAL      "matNormal"         // normal matrix (transpose(inverse(matModelView)))
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| *       #define RL_DEFAULT_SHADER_UNIFORM_NAME_COLOR       "colDiffuse"        // color diffuse (base tint color, multiplied by texture color)
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| *       #define RL_DEFAULT_SHADER_UNIFORM_NAME_BONE_MATRICES  "boneMatrices"   // bone matrices
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| *       #define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE0  "texture0"          // texture0 (texture slot active 0)
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| *       #define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE1  "texture1"          // texture1 (texture slot active 1)
 | |
| *       #define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE2  "texture2"          // texture2 (texture slot active 2)
 | |
| *
 | |
| *   DEPENDENCIES:
 | |
| *      - OpenGL libraries (depending on platform and OpenGL version selected)
 | |
| *      - GLAD OpenGL extensions loading library (only for OpenGL 3.3 Core, 4.3 Core)
 | |
| *
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| *
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| *   LICENSE: zlib/libpng
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| *
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| *   Copyright (c) 2014-2024 Ramon Santamaria (@raysan5)
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| *
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| *   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.
 | |
| *
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| *   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:
 | |
| *
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| *     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.
 | |
| *
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| *     2. Altered source versions must be plainly marked as such, and must not be misrepresented
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| *     as being the original software.
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| *
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| *     3. This notice may not be removed or altered from any source distribution.
 | |
| *
 | |
| **********************************************************************************************/
 | |
| 
 | |
| #ifndef RLGL_H
 | |
| #define RLGL_H
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| 
 | |
| #define RLGL_VERSION  "5.0"
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| 
 | |
| // Function specifiers in case library is build/used as a shared library
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| // NOTE: Microsoft specifiers to tell compiler that symbols are imported/exported from a .dll
 | |
| // NOTE: visibility(default) attribute makes symbols "visible" when compiled with -fvisibility=hidden
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| #if defined(_WIN32) && defined(BUILD_LIBTYPE_SHARED)
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|     #define RLAPI __declspec(dllexport)     // We are building the library as a Win32 shared library (.dll)
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| #elif defined(BUILD_LIBTYPE_SHARED)
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|     #define RLAPI __attribute__((visibility("default"))) // We are building the library as a Unix shared library (.so/.dylib)
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| #elif defined(_WIN32) && defined(USE_LIBTYPE_SHARED)
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|     #define RLAPI __declspec(dllimport)     // We are using the library as a Win32 shared library (.dll)
 | |
| #endif
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| 
 | |
| // Function specifiers definition
 | |
| #ifndef RLAPI
 | |
|     #define RLAPI       // Functions defined as 'extern' by default (implicit specifiers)
 | |
| #endif
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| 
 | |
| // Support TRACELOG macros
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| #ifndef TRACELOG
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|     #define TRACELOG(level, ...) (void)0
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|     #define TRACELOGD(...) (void)0
 | |
| #endif
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| 
 | |
| // Allow custom memory allocators
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| #ifndef RL_MALLOC
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|     #define RL_MALLOC(sz)     malloc(sz)
 | |
| #endif
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| #ifndef RL_CALLOC
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|     #define RL_CALLOC(n,sz)   calloc(n,sz)
 | |
| #endif
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| #ifndef RL_REALLOC
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|     #define RL_REALLOC(n,sz)  realloc(n,sz)
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| #endif
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| #ifndef RL_FREE
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|     #define RL_FREE(p)        free(p)
 | |
| #endif
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| 
 | |
| // Security check in case no GRAPHICS_API_OPENGL_* defined
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| #if !defined(GRAPHICS_API_OPENGL_11) && \
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|     !defined(GRAPHICS_API_OPENGL_21) && \
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|     !defined(GRAPHICS_API_OPENGL_33) && \
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|     !defined(GRAPHICS_API_OPENGL_43) && \
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|     !defined(GRAPHICS_API_OPENGL_ES2) && \
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|     !defined(GRAPHICS_API_OPENGL_ES3)
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|         #define GRAPHICS_API_OPENGL_33
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| #endif
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| 
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| // Security check in case multiple GRAPHICS_API_OPENGL_* defined
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| #if defined(GRAPHICS_API_OPENGL_11)
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|     #if defined(GRAPHICS_API_OPENGL_21)
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|         #undef GRAPHICS_API_OPENGL_21
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|     #endif
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|     #if defined(GRAPHICS_API_OPENGL_33)
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|         #undef GRAPHICS_API_OPENGL_33
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|     #endif
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|     #if defined(GRAPHICS_API_OPENGL_43)
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|         #undef GRAPHICS_API_OPENGL_43
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|     #endif
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|     #if defined(GRAPHICS_API_OPENGL_ES2)
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|         #undef GRAPHICS_API_OPENGL_ES2
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|     #endif
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| #endif
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| 
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| // OpenGL 2.1 uses most of OpenGL 3.3 Core functionality
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| // WARNING: Specific parts are checked with #if defines
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| #if defined(GRAPHICS_API_OPENGL_21)
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|     #define GRAPHICS_API_OPENGL_33
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| #endif
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| 
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| // OpenGL 4.3 uses OpenGL 3.3 Core functionality
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| #if defined(GRAPHICS_API_OPENGL_43)
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|     #define GRAPHICS_API_OPENGL_33
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| #endif
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| 
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| // OpenGL ES 3.0 uses OpenGL ES 2.0 functionality (and more)
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| #if defined(GRAPHICS_API_OPENGL_ES3)
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|     #define GRAPHICS_API_OPENGL_ES2
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| #endif
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| 
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| // Support framebuffer objects by default
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| // NOTE: Some driver implementation do not support it, despite they should
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| #define RLGL_RENDER_TEXTURES_HINT
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| 
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| //----------------------------------------------------------------------------------
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| // Defines and Macros
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| //----------------------------------------------------------------------------------
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| 
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| // Default internal render batch elements limits
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| #ifndef RL_DEFAULT_BATCH_BUFFER_ELEMENTS
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|     #if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33)
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|         // This is the maximum amount of elements (quads) per batch
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|         // NOTE: Be careful with text, every letter maps to a quad
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|         #define RL_DEFAULT_BATCH_BUFFER_ELEMENTS  8192
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|     #endif
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|     #if defined(GRAPHICS_API_OPENGL_ES2)
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|         // We reduce memory sizes for embedded systems (RPI and HTML5)
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|         // NOTE: On HTML5 (emscripten) this is allocated on heap,
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|         // by default it's only 16MB!...just take care...
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|         #define RL_DEFAULT_BATCH_BUFFER_ELEMENTS  2048
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|     #endif
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| #endif
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| #ifndef RL_DEFAULT_BATCH_BUFFERS
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|     #define RL_DEFAULT_BATCH_BUFFERS                 1      // Default number of batch buffers (multi-buffering)
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| #endif
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| #ifndef RL_DEFAULT_BATCH_DRAWCALLS
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|     #define RL_DEFAULT_BATCH_DRAWCALLS             256      // Default number of batch draw calls (by state changes: mode, texture)
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| #endif
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| #ifndef RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS
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|     #define RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS       4      // Maximum number of textures units that can be activated on batch drawing (SetShaderValueTexture())
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| #endif
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| 
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| // Internal Matrix stack
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| #ifndef RL_MAX_MATRIX_STACK_SIZE
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|     #define RL_MAX_MATRIX_STACK_SIZE                32      // Maximum size of Matrix stack
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| #endif
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| 
 | |
| // Shader limits
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| #ifndef RL_MAX_SHADER_LOCATIONS
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|     #define RL_MAX_SHADER_LOCATIONS                 32      // Maximum number of shader locations supported
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| #endif
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| 
 | |
| // Projection matrix culling
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| #ifndef RL_CULL_DISTANCE_NEAR
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|     #define RL_CULL_DISTANCE_NEAR                 0.01      // Default near cull distance
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| #endif
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| #ifndef RL_CULL_DISTANCE_FAR
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|     #define RL_CULL_DISTANCE_FAR                1000.0      // Default far cull distance
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| #endif
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| 
 | |
| // Texture parameters (equivalent to OpenGL defines)
 | |
| #define RL_TEXTURE_WRAP_S                       0x2802      // GL_TEXTURE_WRAP_S
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| #define RL_TEXTURE_WRAP_T                       0x2803      // GL_TEXTURE_WRAP_T
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| #define RL_TEXTURE_MAG_FILTER                   0x2800      // GL_TEXTURE_MAG_FILTER
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| #define RL_TEXTURE_MIN_FILTER                   0x2801      // GL_TEXTURE_MIN_FILTER
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| 
 | |
| #define RL_TEXTURE_FILTER_NEAREST               0x2600      // GL_NEAREST
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| #define RL_TEXTURE_FILTER_LINEAR                0x2601      // GL_LINEAR
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| #define RL_TEXTURE_FILTER_MIP_NEAREST           0x2700      // GL_NEAREST_MIPMAP_NEAREST
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| #define RL_TEXTURE_FILTER_NEAREST_MIP_LINEAR    0x2702      // GL_NEAREST_MIPMAP_LINEAR
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| #define RL_TEXTURE_FILTER_LINEAR_MIP_NEAREST    0x2701      // GL_LINEAR_MIPMAP_NEAREST
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| #define RL_TEXTURE_FILTER_MIP_LINEAR            0x2703      // GL_LINEAR_MIPMAP_LINEAR
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| #define RL_TEXTURE_FILTER_ANISOTROPIC           0x3000      // Anisotropic filter (custom identifier)
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| #define RL_TEXTURE_MIPMAP_BIAS_RATIO            0x4000      // Texture mipmap bias, percentage ratio (custom identifier)
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| 
 | |
| #define RL_TEXTURE_WRAP_REPEAT                  0x2901      // GL_REPEAT
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| #define RL_TEXTURE_WRAP_CLAMP                   0x812F      // GL_CLAMP_TO_EDGE
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| #define RL_TEXTURE_WRAP_MIRROR_REPEAT           0x8370      // GL_MIRRORED_REPEAT
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| #define RL_TEXTURE_WRAP_MIRROR_CLAMP            0x8742      // GL_MIRROR_CLAMP_EXT
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| 
 | |
| // Matrix modes (equivalent to OpenGL)
 | |
| #define RL_MODELVIEW                            0x1700      // GL_MODELVIEW
 | |
| #define RL_PROJECTION                           0x1701      // GL_PROJECTION
 | |
| #define RL_TEXTURE                              0x1702      // GL_TEXTURE
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| 
 | |
| // Primitive assembly draw modes
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| #define RL_LINES                                0x0001      // GL_LINES
 | |
| #define RL_TRIANGLES                            0x0004      // GL_TRIANGLES
 | |
| #define RL_QUADS                                0x0007      // GL_QUADS
 | |
| 
 | |
| // GL equivalent data types
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| #define RL_UNSIGNED_BYTE                        0x1401      // GL_UNSIGNED_BYTE
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| #define RL_FLOAT                                0x1406      // GL_FLOAT
 | |
| 
 | |
| // GL buffer usage hint
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| #define RL_STREAM_DRAW                          0x88E0      // GL_STREAM_DRAW
 | |
| #define RL_STREAM_READ                          0x88E1      // GL_STREAM_READ
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| #define RL_STREAM_COPY                          0x88E2      // GL_STREAM_COPY
 | |
| #define RL_STATIC_DRAW                          0x88E4      // GL_STATIC_DRAW
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| #define RL_STATIC_READ                          0x88E5      // GL_STATIC_READ
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| #define RL_STATIC_COPY                          0x88E6      // GL_STATIC_COPY
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| #define RL_DYNAMIC_DRAW                         0x88E8      // GL_DYNAMIC_DRAW
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| #define RL_DYNAMIC_READ                         0x88E9      // GL_DYNAMIC_READ
 | |
| #define RL_DYNAMIC_COPY                         0x88EA      // GL_DYNAMIC_COPY
 | |
| 
 | |
| // GL Shader type
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| #define RL_FRAGMENT_SHADER                      0x8B30      // GL_FRAGMENT_SHADER
 | |
| #define RL_VERTEX_SHADER                        0x8B31      // GL_VERTEX_SHADER
 | |
| #define RL_COMPUTE_SHADER                       0x91B9      // GL_COMPUTE_SHADER
 | |
| 
 | |
| // GL blending factors
 | |
| #define RL_ZERO                                 0           // GL_ZERO
 | |
| #define RL_ONE                                  1           // GL_ONE
 | |
| #define RL_SRC_COLOR                            0x0300      // GL_SRC_COLOR
 | |
| #define RL_ONE_MINUS_SRC_COLOR                  0x0301      // GL_ONE_MINUS_SRC_COLOR
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| #define RL_SRC_ALPHA                            0x0302      // GL_SRC_ALPHA
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| #define RL_ONE_MINUS_SRC_ALPHA                  0x0303      // GL_ONE_MINUS_SRC_ALPHA
 | |
| #define RL_DST_ALPHA                            0x0304      // GL_DST_ALPHA
 | |
| #define RL_ONE_MINUS_DST_ALPHA                  0x0305      // GL_ONE_MINUS_DST_ALPHA
 | |
| #define RL_DST_COLOR                            0x0306      // GL_DST_COLOR
 | |
| #define RL_ONE_MINUS_DST_COLOR                  0x0307      // GL_ONE_MINUS_DST_COLOR
 | |
| #define RL_SRC_ALPHA_SATURATE                   0x0308      // GL_SRC_ALPHA_SATURATE
 | |
| #define RL_CONSTANT_COLOR                       0x8001      // GL_CONSTANT_COLOR
 | |
| #define RL_ONE_MINUS_CONSTANT_COLOR             0x8002      // GL_ONE_MINUS_CONSTANT_COLOR
 | |
| #define RL_CONSTANT_ALPHA                       0x8003      // GL_CONSTANT_ALPHA
 | |
| #define RL_ONE_MINUS_CONSTANT_ALPHA             0x8004      // GL_ONE_MINUS_CONSTANT_ALPHA
 | |
| 
 | |
| // GL blending functions/equations
 | |
| #define RL_FUNC_ADD                             0x8006      // GL_FUNC_ADD
 | |
| #define RL_MIN                                  0x8007      // GL_MIN
 | |
| #define RL_MAX                                  0x8008      // GL_MAX
 | |
| #define RL_FUNC_SUBTRACT                        0x800A      // GL_FUNC_SUBTRACT
 | |
| #define RL_FUNC_REVERSE_SUBTRACT                0x800B      // GL_FUNC_REVERSE_SUBTRACT
 | |
| #define RL_BLEND_EQUATION                       0x8009      // GL_BLEND_EQUATION
 | |
| #define RL_BLEND_EQUATION_RGB                   0x8009      // GL_BLEND_EQUATION_RGB   // (Same as BLEND_EQUATION)
 | |
| #define RL_BLEND_EQUATION_ALPHA                 0x883D      // GL_BLEND_EQUATION_ALPHA
 | |
| #define RL_BLEND_DST_RGB                        0x80C8      // GL_BLEND_DST_RGB
 | |
| #define RL_BLEND_SRC_RGB                        0x80C9      // GL_BLEND_SRC_RGB
 | |
| #define RL_BLEND_DST_ALPHA                      0x80CA      // GL_BLEND_DST_ALPHA
 | |
| #define RL_BLEND_SRC_ALPHA                      0x80CB      // GL_BLEND_SRC_ALPHA
 | |
| #define RL_BLEND_COLOR                          0x8005      // GL_BLEND_COLOR
 | |
| 
 | |
| #define RL_READ_FRAMEBUFFER                     0x8CA8      // GL_READ_FRAMEBUFFER
 | |
| #define RL_DRAW_FRAMEBUFFER                     0x8CA9      // GL_DRAW_FRAMEBUFFER
 | |
| 
 | |
| // Default shader vertex attribute locations
 | |
| #ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_POSITION
 | |
|     #define RL_DEFAULT_SHADER_ATTRIB_LOCATION_POSITION    0
 | |
| #endif
 | |
| #ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD
 | |
|     #define RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD    1
 | |
| #endif
 | |
| #ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_NORMAL
 | |
|     #define RL_DEFAULT_SHADER_ATTRIB_LOCATION_NORMAL      2
 | |
| #endif
 | |
| #ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_COLOR
 | |
|     #define RL_DEFAULT_SHADER_ATTRIB_LOCATION_COLOR       3
 | |
| #endif
 | |
|     #ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_TANGENT
 | |
| #define RL_DEFAULT_SHADER_ATTRIB_LOCATION_TANGENT         4
 | |
| #endif
 | |
| #ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD2
 | |
|     #define RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD2   5
 | |
| #endif
 | |
| #ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_INDICES
 | |
|     #define RL_DEFAULT_SHADER_ATTRIB_LOCATION_INDICES     6
 | |
| #endif
 | |
| #ifdef RL_SUPPORT_MESH_GPU_SKINNING
 | |
| #ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEIDS
 | |
|     #define RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEIDS     7
 | |
| #endif
 | |
| #ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEWEIGHTS
 | |
|     #define RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEWEIGHTS 8
 | |
| #endif
 | |
| #endif
 | |
| 
 | |
| //----------------------------------------------------------------------------------
 | |
| // Types and Structures Definition
 | |
| //----------------------------------------------------------------------------------
 | |
| #if (defined(__STDC__) && __STDC_VERSION__ >= 199901L) || (defined(_MSC_VER) && _MSC_VER >= 1800)
 | |
|     #include <stdbool.h>
 | |
| #elif !defined(__cplusplus) && !defined(bool) && !defined(RL_BOOL_TYPE)
 | |
|     // Boolean type
 | |
| typedef enum bool { false = 0, true = !false } bool;
 | |
| #endif
 | |
| 
 | |
| #if !defined(RL_MATRIX_TYPE)
 | |
| // Matrix, 4x4 components, column major, OpenGL style, right handed
 | |
| typedef struct Matrix {
 | |
|     float m0, m4, m8, m12;      // Matrix first row (4 components)
 | |
|     float m1, m5, m9, m13;      // Matrix second row (4 components)
 | |
|     float m2, m6, m10, m14;     // Matrix third row (4 components)
 | |
|     float m3, m7, m11, m15;     // Matrix fourth row (4 components)
 | |
| } Matrix;
 | |
| #define RL_MATRIX_TYPE
 | |
| #endif
 | |
| 
 | |
| // Dynamic vertex buffers (position + texcoords + colors + indices arrays)
 | |
| typedef struct rlVertexBuffer {
 | |
|     int elementCount;           // Number of elements in the buffer (QUADS)
 | |
| 
 | |
|     float *vertices;            // Vertex position (XYZ - 3 components per vertex) (shader-location = 0)
 | |
|     float *texcoords;           // Vertex texture coordinates (UV - 2 components per vertex) (shader-location = 1)
 | |
|     float *normals;             // Vertex normal (XYZ - 3 components per vertex) (shader-location = 2)
 | |
|     unsigned char *colors;      // Vertex colors (RGBA - 4 components per vertex) (shader-location = 3)
 | |
| #if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33)
 | |
|     unsigned int *indices;      // Vertex indices (in case vertex data comes indexed) (6 indices per quad)
 | |
| #endif
 | |
| #if defined(GRAPHICS_API_OPENGL_ES2)
 | |
|     unsigned short *indices;    // Vertex indices (in case vertex data comes indexed) (6 indices per quad)
 | |
| #endif
 | |
|     unsigned int vaoId;         // OpenGL Vertex Array Object id
 | |
|     unsigned int vboId[5];      // OpenGL Vertex Buffer Objects id (5 types of vertex data)
 | |
| } rlVertexBuffer;
 | |
| 
 | |
| // 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)
 | |
| typedef struct rlDrawCall {
 | |
|     int mode;                   // Drawing mode: LINES, TRIANGLES, QUADS
 | |
|     int vertexCount;            // Number of vertex of the draw
 | |
|     int vertexAlignment;        // Number of vertex required for index alignment (LINES, TRIANGLES)
 | |
|     //unsigned int vaoId;       // Vertex array id to be used on the draw -> Using RLGL.currentBatch->vertexBuffer.vaoId
 | |
|     //unsigned int shaderId;    // Shader id to be used on the draw -> Using RLGL.currentShaderId
 | |
|     unsigned int textureId;     // Texture id to be used on the draw -> Use to create new draw call if changes
 | |
| 
 | |
|     //Matrix projection;        // Projection matrix for this draw -> Using RLGL.projection by default
 | |
|     //Matrix modelview;         // Modelview matrix for this draw -> Using RLGL.modelview by default
 | |
| } rlDrawCall;
 | |
| 
 | |
| // rlRenderBatch type
 | |
| typedef struct rlRenderBatch {
 | |
|     int bufferCount;            // Number of vertex buffers (multi-buffering support)
 | |
|     int currentBuffer;          // Current buffer tracking in case of multi-buffering
 | |
|     rlVertexBuffer *vertexBuffer; // Dynamic buffer(s) for vertex data
 | |
| 
 | |
|     rlDrawCall *draws;          // Draw calls array, depends on textureId
 | |
|     int drawCounter;            // Draw calls counter
 | |
|     float currentDepth;         // Current depth value for next draw
 | |
| } rlRenderBatch;
 | |
| 
 | |
| // OpenGL version
 | |
| typedef enum {
 | |
|     RL_OPENGL_11 = 1,           // OpenGL 1.1
 | |
|     RL_OPENGL_21,               // OpenGL 2.1 (GLSL 120)
 | |
|     RL_OPENGL_33,               // OpenGL 3.3 (GLSL 330)
 | |
|     RL_OPENGL_43,               // OpenGL 4.3 (using GLSL 330)
 | |
|     RL_OPENGL_ES_20,            // OpenGL ES 2.0 (GLSL 100)
 | |
|     RL_OPENGL_ES_30             // OpenGL ES 3.0 (GLSL 300 es)
 | |
| } rlGlVersion;
 | |
| 
 | |
| // Trace log level
 | |
| // NOTE: Organized by priority level
 | |
| typedef enum {
 | |
|     RL_LOG_ALL = 0,             // Display all logs
 | |
|     RL_LOG_TRACE,               // Trace logging, intended for internal use only
 | |
|     RL_LOG_DEBUG,               // Debug logging, used for internal debugging, it should be disabled on release builds
 | |
|     RL_LOG_INFO,                // Info logging, used for program execution info
 | |
|     RL_LOG_WARNING,             // Warning logging, used on recoverable failures
 | |
|     RL_LOG_ERROR,               // Error logging, used on unrecoverable failures
 | |
|     RL_LOG_FATAL,               // Fatal logging, used to abort program: exit(EXIT_FAILURE)
 | |
|     RL_LOG_NONE                 // Disable logging
 | |
| } rlTraceLogLevel;
 | |
| 
 | |
| // Texture pixel formats
 | |
| // NOTE: Support depends on OpenGL version
 | |
| typedef enum {
 | |
|     RL_PIXELFORMAT_UNCOMPRESSED_GRAYSCALE = 1,     // 8 bit per pixel (no alpha)
 | |
|     RL_PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA,        // 8*2 bpp (2 channels)
 | |
|     RL_PIXELFORMAT_UNCOMPRESSED_R5G6B5,            // 16 bpp
 | |
|     RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8,            // 24 bpp
 | |
|     RL_PIXELFORMAT_UNCOMPRESSED_R5G5B5A1,          // 16 bpp (1 bit alpha)
 | |
|     RL_PIXELFORMAT_UNCOMPRESSED_R4G4B4A4,          // 16 bpp (4 bit alpha)
 | |
|     RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8A8,          // 32 bpp
 | |
|     RL_PIXELFORMAT_UNCOMPRESSED_R32,               // 32 bpp (1 channel - float)
 | |
|     RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32,         // 32*3 bpp (3 channels - float)
 | |
|     RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32A32,      // 32*4 bpp (4 channels - float)
 | |
|     RL_PIXELFORMAT_UNCOMPRESSED_R16,               // 16 bpp (1 channel - half float)
 | |
|     RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16,         // 16*3 bpp (3 channels - half float)
 | |
|     RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16A16,      // 16*4 bpp (4 channels - half float)
 | |
|     RL_PIXELFORMAT_COMPRESSED_DXT1_RGB,            // 4 bpp (no alpha)
 | |
|     RL_PIXELFORMAT_COMPRESSED_DXT1_RGBA,           // 4 bpp (1 bit alpha)
 | |
|     RL_PIXELFORMAT_COMPRESSED_DXT3_RGBA,           // 8 bpp
 | |
|     RL_PIXELFORMAT_COMPRESSED_DXT5_RGBA,           // 8 bpp
 | |
|     RL_PIXELFORMAT_COMPRESSED_ETC1_RGB,            // 4 bpp
 | |
|     RL_PIXELFORMAT_COMPRESSED_ETC2_RGB,            // 4 bpp
 | |
|     RL_PIXELFORMAT_COMPRESSED_ETC2_EAC_RGBA,       // 8 bpp
 | |
|     RL_PIXELFORMAT_COMPRESSED_PVRT_RGB,            // 4 bpp
 | |
|     RL_PIXELFORMAT_COMPRESSED_PVRT_RGBA,           // 4 bpp
 | |
|     RL_PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA,       // 8 bpp
 | |
|     RL_PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA        // 2 bpp
 | |
| } rlPixelFormat;
 | |
| 
 | |
| // Texture parameters: filter mode
 | |
| // NOTE 1: Filtering considers mipmaps if available in the texture
 | |
| // NOTE 2: Filter is accordingly set for minification and magnification
 | |
| typedef enum {
 | |
|     RL_TEXTURE_FILTER_POINT = 0,        // No filter, just pixel approximation
 | |
|     RL_TEXTURE_FILTER_BILINEAR,         // Linear filtering
 | |
|     RL_TEXTURE_FILTER_TRILINEAR,        // Trilinear filtering (linear with mipmaps)
 | |
|     RL_TEXTURE_FILTER_ANISOTROPIC_4X,   // Anisotropic filtering 4x
 | |
|     RL_TEXTURE_FILTER_ANISOTROPIC_8X,   // Anisotropic filtering 8x
 | |
|     RL_TEXTURE_FILTER_ANISOTROPIC_16X,  // Anisotropic filtering 16x
 | |
| } rlTextureFilter;
 | |
| 
 | |
| // Color blending modes (pre-defined)
 | |
| typedef enum {
 | |
|     RL_BLEND_ALPHA = 0,                 // Blend textures considering alpha (default)
 | |
|     RL_BLEND_ADDITIVE,                  // Blend textures adding colors
 | |
|     RL_BLEND_MULTIPLIED,                // Blend textures multiplying colors
 | |
|     RL_BLEND_ADD_COLORS,                // Blend textures adding colors (alternative)
 | |
|     RL_BLEND_SUBTRACT_COLORS,           // Blend textures subtracting colors (alternative)
 | |
|     RL_BLEND_ALPHA_PREMULTIPLY,         // Blend premultiplied textures considering alpha
 | |
|     RL_BLEND_CUSTOM,                    // Blend textures using custom src/dst factors (use rlSetBlendFactors())
 | |
|     RL_BLEND_CUSTOM_SEPARATE            // Blend textures using custom src/dst factors (use rlSetBlendFactorsSeparate())
 | |
| } rlBlendMode;
 | |
| 
 | |
| // Shader location point type
 | |
| typedef enum {
 | |
|     RL_SHADER_LOC_VERTEX_POSITION = 0,  // Shader location: vertex attribute: position
 | |
|     RL_SHADER_LOC_VERTEX_TEXCOORD01,    // Shader location: vertex attribute: texcoord01
 | |
|     RL_SHADER_LOC_VERTEX_TEXCOORD02,    // Shader location: vertex attribute: texcoord02
 | |
|     RL_SHADER_LOC_VERTEX_NORMAL,        // Shader location: vertex attribute: normal
 | |
|     RL_SHADER_LOC_VERTEX_TANGENT,       // Shader location: vertex attribute: tangent
 | |
|     RL_SHADER_LOC_VERTEX_COLOR,         // Shader location: vertex attribute: color
 | |
|     RL_SHADER_LOC_MATRIX_MVP,           // Shader location: matrix uniform: model-view-projection
 | |
|     RL_SHADER_LOC_MATRIX_VIEW,          // Shader location: matrix uniform: view (camera transform)
 | |
|     RL_SHADER_LOC_MATRIX_PROJECTION,    // Shader location: matrix uniform: projection
 | |
|     RL_SHADER_LOC_MATRIX_MODEL,         // Shader location: matrix uniform: model (transform)
 | |
|     RL_SHADER_LOC_MATRIX_NORMAL,        // Shader location: matrix uniform: normal
 | |
|     RL_SHADER_LOC_VECTOR_VIEW,          // Shader location: vector uniform: view
 | |
|     RL_SHADER_LOC_COLOR_DIFFUSE,        // Shader location: vector uniform: diffuse color
 | |
|     RL_SHADER_LOC_COLOR_SPECULAR,       // Shader location: vector uniform: specular color
 | |
|     RL_SHADER_LOC_COLOR_AMBIENT,        // Shader location: vector uniform: ambient color
 | |
|     RL_SHADER_LOC_MAP_ALBEDO,           // Shader location: sampler2d texture: albedo (same as: RL_SHADER_LOC_MAP_DIFFUSE)
 | |
|     RL_SHADER_LOC_MAP_METALNESS,        // Shader location: sampler2d texture: metalness (same as: RL_SHADER_LOC_MAP_SPECULAR)
 | |
|     RL_SHADER_LOC_MAP_NORMAL,           // Shader location: sampler2d texture: normal
 | |
|     RL_SHADER_LOC_MAP_ROUGHNESS,        // Shader location: sampler2d texture: roughness
 | |
|     RL_SHADER_LOC_MAP_OCCLUSION,        // Shader location: sampler2d texture: occlusion
 | |
|     RL_SHADER_LOC_MAP_EMISSION,         // Shader location: sampler2d texture: emission
 | |
|     RL_SHADER_LOC_MAP_HEIGHT,           // Shader location: sampler2d texture: height
 | |
|     RL_SHADER_LOC_MAP_CUBEMAP,          // Shader location: samplerCube texture: cubemap
 | |
|     RL_SHADER_LOC_MAP_IRRADIANCE,       // Shader location: samplerCube texture: irradiance
 | |
|     RL_SHADER_LOC_MAP_PREFILTER,        // Shader location: samplerCube texture: prefilter
 | |
|     RL_SHADER_LOC_MAP_BRDF              // Shader location: sampler2d texture: brdf
 | |
| } rlShaderLocationIndex;
 | |
| 
 | |
| #define RL_SHADER_LOC_MAP_DIFFUSE       RL_SHADER_LOC_MAP_ALBEDO
 | |
| #define RL_SHADER_LOC_MAP_SPECULAR      RL_SHADER_LOC_MAP_METALNESS
 | |
| 
 | |
| // Shader uniform data type
 | |
| typedef enum {
 | |
|     RL_SHADER_UNIFORM_FLOAT = 0,        // Shader uniform type: float
 | |
|     RL_SHADER_UNIFORM_VEC2,             // Shader uniform type: vec2 (2 float)
 | |
|     RL_SHADER_UNIFORM_VEC3,             // Shader uniform type: vec3 (3 float)
 | |
|     RL_SHADER_UNIFORM_VEC4,             // Shader uniform type: vec4 (4 float)
 | |
|     RL_SHADER_UNIFORM_INT,              // Shader uniform type: int
 | |
|     RL_SHADER_UNIFORM_IVEC2,            // Shader uniform type: ivec2 (2 int)
 | |
|     RL_SHADER_UNIFORM_IVEC3,            // Shader uniform type: ivec3 (3 int)
 | |
|     RL_SHADER_UNIFORM_IVEC4,            // Shader uniform type: ivec4 (4 int)
 | |
|     RL_SHADER_UNIFORM_UINT,             // Shader uniform type: unsigned int
 | |
|     RL_SHADER_UNIFORM_UIVEC2,           // Shader uniform type: uivec2 (2 unsigned int)
 | |
|     RL_SHADER_UNIFORM_UIVEC3,           // Shader uniform type: uivec3 (3 unsigned int)
 | |
|     RL_SHADER_UNIFORM_UIVEC4,           // Shader uniform type: uivec4 (4 unsigned int)
 | |
|     RL_SHADER_UNIFORM_SAMPLER2D         // Shader uniform type: sampler2d
 | |
| } rlShaderUniformDataType;
 | |
| 
 | |
| // Shader attribute data types
 | |
| typedef enum {
 | |
|     RL_SHADER_ATTRIB_FLOAT = 0,         // Shader attribute type: float
 | |
|     RL_SHADER_ATTRIB_VEC2,              // Shader attribute type: vec2 (2 float)
 | |
|     RL_SHADER_ATTRIB_VEC3,              // Shader attribute type: vec3 (3 float)
 | |
|     RL_SHADER_ATTRIB_VEC4               // Shader attribute type: vec4 (4 float)
 | |
| } rlShaderAttributeDataType;
 | |
| 
 | |
| // Framebuffer attachment type
 | |
| // NOTE: By default up to 8 color channels defined, but it can be more
 | |
| typedef enum {
 | |
|     RL_ATTACHMENT_COLOR_CHANNEL0 = 0,       // Framebuffer attachment type: color 0
 | |
|     RL_ATTACHMENT_COLOR_CHANNEL1 = 1,       // Framebuffer attachment type: color 1
 | |
|     RL_ATTACHMENT_COLOR_CHANNEL2 = 2,       // Framebuffer attachment type: color 2
 | |
|     RL_ATTACHMENT_COLOR_CHANNEL3 = 3,       // Framebuffer attachment type: color 3
 | |
|     RL_ATTACHMENT_COLOR_CHANNEL4 = 4,       // Framebuffer attachment type: color 4
 | |
|     RL_ATTACHMENT_COLOR_CHANNEL5 = 5,       // Framebuffer attachment type: color 5
 | |
|     RL_ATTACHMENT_COLOR_CHANNEL6 = 6,       // Framebuffer attachment type: color 6
 | |
|     RL_ATTACHMENT_COLOR_CHANNEL7 = 7,       // Framebuffer attachment type: color 7
 | |
|     RL_ATTACHMENT_DEPTH = 100,              // Framebuffer attachment type: depth
 | |
|     RL_ATTACHMENT_STENCIL = 200,            // Framebuffer attachment type: stencil
 | |
| } rlFramebufferAttachType;
 | |
| 
 | |
| // Framebuffer texture attachment type
 | |
| typedef enum {
 | |
|     RL_ATTACHMENT_CUBEMAP_POSITIVE_X = 0,   // Framebuffer texture attachment type: cubemap, +X side
 | |
|     RL_ATTACHMENT_CUBEMAP_NEGATIVE_X = 1,   // Framebuffer texture attachment type: cubemap, -X side
 | |
|     RL_ATTACHMENT_CUBEMAP_POSITIVE_Y = 2,   // Framebuffer texture attachment type: cubemap, +Y side
 | |
|     RL_ATTACHMENT_CUBEMAP_NEGATIVE_Y = 3,   // Framebuffer texture attachment type: cubemap, -Y side
 | |
|     RL_ATTACHMENT_CUBEMAP_POSITIVE_Z = 4,   // Framebuffer texture attachment type: cubemap, +Z side
 | |
|     RL_ATTACHMENT_CUBEMAP_NEGATIVE_Z = 5,   // Framebuffer texture attachment type: cubemap, -Z side
 | |
|     RL_ATTACHMENT_TEXTURE2D = 100,          // Framebuffer texture attachment type: texture2d
 | |
|     RL_ATTACHMENT_RENDERBUFFER = 200,       // Framebuffer texture attachment type: renderbuffer
 | |
| } rlFramebufferAttachTextureType;
 | |
| 
 | |
| // Face culling mode
 | |
| typedef enum {
 | |
|     RL_CULL_FACE_FRONT = 0,
 | |
|     RL_CULL_FACE_BACK
 | |
| } rlCullMode;
 | |
| 
 | |
| //------------------------------------------------------------------------------------
 | |
| // Functions Declaration - Matrix operations
 | |
| //------------------------------------------------------------------------------------
 | |
| 
 | |
| #if defined(__cplusplus)
 | |
| extern "C" {            // Prevents name mangling of functions
 | |
| #endif
 | |
| 
 | |
| RLAPI void rlMatrixMode(int mode);                      // Choose the current matrix to be transformed
 | |
| RLAPI void rlPushMatrix(void);                          // Push the current matrix to stack
 | |
| RLAPI void rlPopMatrix(void);                           // Pop latest inserted matrix from stack
 | |
| RLAPI void rlLoadIdentity(void);                        // Reset current matrix to identity matrix
 | |
| RLAPI void rlTranslatef(float x, float y, float z);     // Multiply the current matrix by a translation matrix
 | |
| RLAPI void rlRotatef(float angle, float x, float y, float z); // Multiply the current matrix by a rotation matrix
 | |
| RLAPI void rlScalef(float x, float y, float z);         // Multiply the current matrix by a scaling matrix
 | |
| RLAPI void rlMultMatrixf(const float *matf);            // Multiply the current matrix by another matrix
 | |
| RLAPI void rlFrustum(double left, double right, double bottom, double top, double znear, double zfar);
 | |
| RLAPI void rlOrtho(double left, double right, double bottom, double top, double znear, double zfar);
 | |
| RLAPI void rlViewport(int x, int y, int width, int height); // Set the viewport area
 | |
| RLAPI void rlSetClipPlanes(double nearPlane, double farPlane);    // Set clip planes distances
 | |
| RLAPI double rlGetCullDistanceNear(void);               // Get cull plane distance near
 | |
| RLAPI double rlGetCullDistanceFar(void);                // Get cull plane distance far
 | |
| 
 | |
| //------------------------------------------------------------------------------------
 | |
| // Functions Declaration - Vertex level operations
 | |
| //------------------------------------------------------------------------------------
 | |
| RLAPI void rlBegin(int mode);                           // Initialize drawing mode (how to organize vertex)
 | |
| RLAPI void rlEnd(void);                                 // Finish vertex providing
 | |
| RLAPI void rlVertex2i(int x, int y);                    // Define one vertex (position) - 2 int
 | |
| RLAPI void rlVertex2f(float x, float y);                // Define one vertex (position) - 2 float
 | |
| RLAPI void rlVertex3f(float x, float y, float z);       // Define one vertex (position) - 3 float
 | |
| RLAPI void rlTexCoord2f(float x, float y);              // Define one vertex (texture coordinate) - 2 float
 | |
| RLAPI void rlNormal3f(float x, float y, float z);       // Define one vertex (normal) - 3 float
 | |
| RLAPI void rlColor4ub(unsigned char r, unsigned char g, unsigned char b, unsigned char a); // Define one vertex (color) - 4 byte
 | |
| RLAPI void rlColor3f(float x, float y, float z);        // Define one vertex (color) - 3 float
 | |
| RLAPI void rlColor4f(float x, float y, float z, float w); // Define one vertex (color) - 4 float
 | |
| 
 | |
| //------------------------------------------------------------------------------------
 | |
| // Functions Declaration - OpenGL style functions (common to 1.1, 3.3+, ES2)
 | |
| // NOTE: This functions are used to completely abstract raylib code from OpenGL layer,
 | |
| // some of them are direct wrappers over OpenGL calls, some others are custom
 | |
| //------------------------------------------------------------------------------------
 | |
| 
 | |
| // Vertex buffers state
 | |
| RLAPI bool rlEnableVertexArray(unsigned int vaoId);     // Enable vertex array (VAO, if supported)
 | |
| RLAPI void rlDisableVertexArray(void);                  // Disable vertex array (VAO, if supported)
 | |
| RLAPI void rlEnableVertexBuffer(unsigned int id);       // Enable vertex buffer (VBO)
 | |
| RLAPI void rlDisableVertexBuffer(void);                 // Disable vertex buffer (VBO)
 | |
| RLAPI void rlEnableVertexBufferElement(unsigned int id); // Enable vertex buffer element (VBO element)
 | |
| RLAPI void rlDisableVertexBufferElement(void);          // Disable vertex buffer element (VBO element)
 | |
| RLAPI void rlEnableVertexAttribute(unsigned int index); // Enable vertex attribute index
 | |
| RLAPI void rlDisableVertexAttribute(unsigned int index); // Disable vertex attribute index
 | |
| #if defined(GRAPHICS_API_OPENGL_11)
 | |
| RLAPI void rlEnableStatePointer(int vertexAttribType, void *buffer); // Enable attribute state pointer
 | |
| RLAPI void rlDisableStatePointer(int vertexAttribType); // Disable attribute state pointer
 | |
| #endif
 | |
| 
 | |
| // Textures state
 | |
| RLAPI void rlActiveTextureSlot(int slot);               // Select and active a texture slot
 | |
| RLAPI void rlEnableTexture(unsigned int id);            // Enable texture
 | |
| RLAPI void rlDisableTexture(void);                      // Disable texture
 | |
| RLAPI void rlEnableTextureCubemap(unsigned int id);     // Enable texture cubemap
 | |
| RLAPI void rlDisableTextureCubemap(void);               // Disable texture cubemap
 | |
| RLAPI void rlTextureParameters(unsigned int id, int param, int value); // Set texture parameters (filter, wrap)
 | |
| RLAPI void rlCubemapParameters(unsigned int id, int param, int value); // Set cubemap parameters (filter, wrap)
 | |
| 
 | |
| // Shader state
 | |
| RLAPI void rlEnableShader(unsigned int id);             // Enable shader program
 | |
| RLAPI void rlDisableShader(void);                       // Disable shader program
 | |
| 
 | |
| // Framebuffer state
 | |
| RLAPI void rlEnableFramebuffer(unsigned int id);        // Enable render texture (fbo)
 | |
| RLAPI void rlDisableFramebuffer(void);                  // Disable render texture (fbo), return to default framebuffer
 | |
| RLAPI unsigned int rlGetActiveFramebuffer(void);        // Get the currently active render texture (fbo), 0 for default framebuffer
 | |
| RLAPI void rlActiveDrawBuffers(int count);              // Activate multiple draw color buffers
 | |
| RLAPI void rlBlitFramebuffer(int srcX, int srcY, int srcWidth, int srcHeight, int dstX, int dstY, int dstWidth, int dstHeight, int bufferMask); // Blit active framebuffer to main framebuffer
 | |
| RLAPI void rlBindFramebuffer(unsigned int target, unsigned int framebuffer); // Bind framebuffer (FBO)
 | |
| 
 | |
| // General render state
 | |
| RLAPI void rlEnableColorBlend(void);                    // Enable color blending
 | |
| RLAPI void rlDisableColorBlend(void);                   // Disable color blending
 | |
| RLAPI void rlEnableDepthTest(void);                     // Enable depth test
 | |
| RLAPI void rlDisableDepthTest(void);                    // Disable depth test
 | |
| RLAPI void rlEnableDepthMask(void);                     // Enable depth write
 | |
| RLAPI void rlDisableDepthMask(void);                    // Disable depth write
 | |
| RLAPI void rlEnableBackfaceCulling(void);               // Enable backface culling
 | |
| RLAPI void rlDisableBackfaceCulling(void);              // Disable backface culling
 | |
| RLAPI void rlColorMask(bool r, bool g, bool b, bool a); // Color mask control
 | |
| RLAPI void rlSetCullFace(int mode);                     // Set face culling mode
 | |
| RLAPI void rlEnableScissorTest(void);                   // Enable scissor test
 | |
| RLAPI void rlDisableScissorTest(void);                  // Disable scissor test
 | |
| RLAPI void rlScissor(int x, int y, int width, int height); // Scissor test
 | |
| RLAPI void rlEnableWireMode(void);                      // Enable wire mode
 | |
| RLAPI void rlEnablePointMode(void);                     // Enable point mode
 | |
| RLAPI void rlDisableWireMode(void);                     // Disable wire (and point) mode
 | |
| RLAPI void rlSetLineWidth(float width);                 // Set the line drawing width
 | |
| RLAPI float rlGetLineWidth(void);                       // Get the line drawing width
 | |
| RLAPI void rlEnableSmoothLines(void);                   // Enable line aliasing
 | |
| RLAPI void rlDisableSmoothLines(void);                  // Disable line aliasing
 | |
| RLAPI void rlEnableStereoRender(void);                  // Enable stereo rendering
 | |
| RLAPI void rlDisableStereoRender(void);                 // Disable stereo rendering
 | |
| RLAPI bool rlIsStereoRenderEnabled(void);               // Check if stereo render is enabled
 | |
| 
 | |
| RLAPI void rlClearColor(unsigned char r, unsigned char g, unsigned char b, unsigned char a); // Clear color buffer with color
 | |
| RLAPI void rlClearScreenBuffers(void);                  // Clear used screen buffers (color and depth)
 | |
| RLAPI void rlCheckErrors(void);                         // Check and log OpenGL error codes
 | |
| RLAPI void rlSetBlendMode(int mode);                    // Set blending mode
 | |
| RLAPI void rlSetBlendFactors(int glSrcFactor, int glDstFactor, int glEquation); // Set blending mode factor and equation (using OpenGL factors)
 | |
| RLAPI void rlSetBlendFactorsSeparate(int glSrcRGB, int glDstRGB, int glSrcAlpha, int glDstAlpha, int glEqRGB, int glEqAlpha); // Set blending mode factors and equations separately (using OpenGL factors)
 | |
| 
 | |
| //------------------------------------------------------------------------------------
 | |
| // Functions Declaration - rlgl functionality
 | |
| //------------------------------------------------------------------------------------
 | |
| // rlgl initialization functions
 | |
| RLAPI void rlglInit(int width, int height);             // Initialize rlgl (buffers, shaders, textures, states)
 | |
| RLAPI void rlglClose(void);                             // De-initialize rlgl (buffers, shaders, textures)
 | |
| RLAPI void rlLoadExtensions(void *loader);              // Load OpenGL extensions (loader function required)
 | |
| RLAPI int rlGetVersion(void);                           // Get current OpenGL version
 | |
| RLAPI void rlSetFramebufferWidth(int width);            // Set current framebuffer width
 | |
| RLAPI int rlGetFramebufferWidth(void);                  // Get default framebuffer width
 | |
| RLAPI void rlSetFramebufferHeight(int height);          // Set current framebuffer height
 | |
| RLAPI int rlGetFramebufferHeight(void);                 // Get default framebuffer height
 | |
| 
 | |
| RLAPI unsigned int rlGetTextureIdDefault(void);         // Get default texture id
 | |
| RLAPI unsigned int rlGetShaderIdDefault(void);          // Get default shader id
 | |
| RLAPI int *rlGetShaderLocsDefault(void);                // Get default shader locations
 | |
| 
 | |
| // Render batch management
 | |
| // NOTE: rlgl provides a default render batch to behave like OpenGL 1.1 immediate mode
 | |
| // but this render batch API is exposed in case of custom batches are required
 | |
| RLAPI rlRenderBatch rlLoadRenderBatch(int numBuffers, int bufferElements); // Load a render batch system
 | |
| RLAPI void rlUnloadRenderBatch(rlRenderBatch batch);    // Unload render batch system
 | |
| RLAPI void rlDrawRenderBatch(rlRenderBatch *batch);     // Draw render batch data (Update->Draw->Reset)
 | |
| RLAPI void rlSetRenderBatchActive(rlRenderBatch *batch); // Set the active render batch for rlgl (NULL for default internal)
 | |
| RLAPI void rlDrawRenderBatchActive(void);               // Update and draw internal render batch
 | |
| RLAPI bool rlCheckRenderBatchLimit(int vCount);         // Check internal buffer overflow for a given number of vertex
 | |
| 
 | |
| RLAPI void rlSetTexture(unsigned int id);               // Set current texture for render batch and check buffers limits
 | |
| 
 | |
| //------------------------------------------------------------------------------------------------------------------------
 | |
| 
 | |
| // Vertex buffers management
 | |
| RLAPI unsigned int rlLoadVertexArray(void);             // Load vertex array (vao) if supported
 | |
| RLAPI unsigned int rlLoadVertexBuffer(const void *buffer, int size, bool dynamic); // Load a vertex buffer object
 | |
| RLAPI unsigned int rlLoadVertexBufferElement(const void *buffer, int size, bool dynamic); // Load vertex buffer elements object
 | |
| RLAPI void rlUpdateVertexBuffer(unsigned int bufferId, const void *data, int dataSize, int offset); // Update vertex buffer object data on GPU buffer
 | |
| RLAPI void rlUpdateVertexBufferElements(unsigned int id, const void *data, int dataSize, int offset); // Update vertex buffer elements data on GPU buffer
 | |
| RLAPI void rlUnloadVertexArray(unsigned int vaoId);     // Unload vertex array (vao)
 | |
| RLAPI void rlUnloadVertexBuffer(unsigned int vboId);    // Unload vertex buffer object
 | |
| RLAPI void rlSetVertexAttribute(unsigned int index, int compSize, int type, bool normalized, int stride, int offset); // Set vertex attribute data configuration
 | |
| RLAPI void rlSetVertexAttributeDivisor(unsigned int index, int divisor); // Set vertex attribute data divisor
 | |
| RLAPI void rlSetVertexAttributeDefault(int locIndex, const void *value, int attribType, int count); // Set vertex attribute default value, when attribute to provided
 | |
| RLAPI void rlDrawVertexArray(int offset, int count);    // Draw vertex array (currently active vao)
 | |
| RLAPI void rlDrawVertexArrayElements(int offset, int count, const void *buffer); // Draw vertex array elements
 | |
| RLAPI void rlDrawVertexArrayInstanced(int offset, int count, int instances); // Draw vertex array (currently active vao) with instancing
 | |
| RLAPI void rlDrawVertexArrayElementsInstanced(int offset, int count, const void *buffer, int instances); // Draw vertex array elements with instancing
 | |
| 
 | |
| // Textures management
 | |
| RLAPI unsigned int rlLoadTexture(const void *data, int width, int height, int format, int mipmapCount); // Load texture data
 | |
| RLAPI unsigned int rlLoadTextureDepth(int width, int height, bool useRenderBuffer); // Load depth texture/renderbuffer (to be attached to fbo)
 | |
| RLAPI unsigned int rlLoadTextureCubemap(const void *data, int size, int format, int mipmapCount); // Load texture cubemap data
 | |
| RLAPI void rlUpdateTexture(unsigned int id, int offsetX, int offsetY, int width, int height, int format, const void *data); // Update texture with new data on GPU
 | |
| RLAPI void rlGetGlTextureFormats(int format, unsigned int *glInternalFormat, unsigned int *glFormat, unsigned int *glType); // Get OpenGL internal formats
 | |
| RLAPI const char *rlGetPixelFormatName(unsigned int format);              // Get name string for pixel format
 | |
| RLAPI void rlUnloadTexture(unsigned int id);                              // Unload texture from GPU memory
 | |
| RLAPI void rlGenTextureMipmaps(unsigned int id, int width, int height, int format, int *mipmaps); // Generate mipmap data for selected texture
 | |
| RLAPI void *rlReadTexturePixels(unsigned int id, int width, int height, int format); // Read texture pixel data
 | |
| RLAPI unsigned char *rlReadScreenPixels(int width, int height);           // Read screen pixel data (color buffer)
 | |
| 
 | |
| // Framebuffer management (fbo)
 | |
| RLAPI unsigned int rlLoadFramebuffer(void);                               // Load an empty framebuffer
 | |
| RLAPI void rlFramebufferAttach(unsigned int fboId, unsigned int texId, int attachType, int texType, int mipLevel); // Attach texture/renderbuffer to a framebuffer
 | |
| RLAPI bool rlFramebufferComplete(unsigned int id);                        // Verify framebuffer is complete
 | |
| RLAPI void rlUnloadFramebuffer(unsigned int id);                          // Delete framebuffer from GPU
 | |
| 
 | |
| // Shaders management
 | |
| RLAPI unsigned int rlLoadShaderCode(const char *vsCode, const char *fsCode);    // Load shader from code strings
 | |
| RLAPI unsigned int rlCompileShader(const char *shaderCode, int type);           // Compile custom shader and return shader id (type: RL_VERTEX_SHADER, RL_FRAGMENT_SHADER, RL_COMPUTE_SHADER)
 | |
| RLAPI unsigned int rlLoadShaderProgram(unsigned int vShaderId, unsigned int fShaderId); // Load custom shader program
 | |
| RLAPI void rlUnloadShaderProgram(unsigned int id);                              // Unload shader program
 | |
| RLAPI int rlGetLocationUniform(unsigned int shaderId, const char *uniformName); // Get shader location uniform
 | |
| RLAPI int rlGetLocationAttrib(unsigned int shaderId, const char *attribName);   // Get shader location attribute
 | |
| RLAPI void rlSetUniform(int locIndex, const void *value, int uniformType, int count); // Set shader value uniform
 | |
| RLAPI void rlSetUniformMatrix(int locIndex, Matrix mat);                        // Set shader value matrix
 | |
| RLAPI void rlSetUniformMatrices(int locIndex, const Matrix *mat, int count);    // Set shader value matrices
 | |
| RLAPI void rlSetUniformSampler(int locIndex, unsigned int textureId);           // Set shader value sampler
 | |
| RLAPI void rlSetShader(unsigned int id, int *locs);                             // Set shader currently active (id and locations)
 | |
| 
 | |
| // Compute shader management
 | |
| RLAPI unsigned int rlLoadComputeShaderProgram(unsigned int shaderId);           // Load compute shader program
 | |
| RLAPI void rlComputeShaderDispatch(unsigned int groupX, unsigned int groupY, unsigned int groupZ); // Dispatch compute shader (equivalent to *draw* for graphics pipeline)
 | |
| 
 | |
| // Shader buffer storage object management (ssbo)
 | |
| RLAPI unsigned int rlLoadShaderBuffer(unsigned int size, const void *data, int usageHint); // Load shader storage buffer object (SSBO)
 | |
| RLAPI void rlUnloadShaderBuffer(unsigned int ssboId);                           // Unload shader storage buffer object (SSBO)
 | |
| RLAPI void rlUpdateShaderBuffer(unsigned int id, const void *data, unsigned int dataSize, unsigned int offset); // Update SSBO buffer data
 | |
| RLAPI void rlBindShaderBuffer(unsigned int id, unsigned int index);             // Bind SSBO buffer
 | |
| RLAPI void rlReadShaderBuffer(unsigned int id, void *dest, unsigned int count, unsigned int offset); // Read SSBO buffer data (GPU->CPU)
 | |
| RLAPI void rlCopyShaderBuffer(unsigned int destId, unsigned int srcId, unsigned int destOffset, unsigned int srcOffset, unsigned int count); // Copy SSBO data between buffers
 | |
| RLAPI unsigned int rlGetShaderBufferSize(unsigned int id);                      // Get SSBO buffer size
 | |
| 
 | |
| // Buffer management
 | |
| RLAPI void rlBindImageTexture(unsigned int id, unsigned int index, int format, bool readonly);  // Bind image texture
 | |
| 
 | |
| // Matrix state management
 | |
| RLAPI Matrix rlGetMatrixModelview(void);                                  // Get internal modelview matrix
 | |
| RLAPI Matrix rlGetMatrixProjection(void);                                 // Get internal projection matrix
 | |
| RLAPI Matrix rlGetMatrixTransform(void);                                  // Get internal accumulated transform matrix
 | |
| RLAPI Matrix rlGetMatrixProjectionStereo(int eye);                        // Get internal projection matrix for stereo render (selected eye)
 | |
| RLAPI Matrix rlGetMatrixViewOffsetStereo(int eye);                        // Get internal view offset matrix for stereo render (selected eye)
 | |
| RLAPI void rlSetMatrixProjection(Matrix proj);                            // Set a custom projection matrix (replaces internal projection matrix)
 | |
| RLAPI void rlSetMatrixModelview(Matrix view);                             // Set a custom modelview matrix (replaces internal modelview matrix)
 | |
| RLAPI void rlSetMatrixProjectionStereo(Matrix right, Matrix left);        // Set eyes projection matrices for stereo rendering
 | |
| RLAPI void rlSetMatrixViewOffsetStereo(Matrix right, Matrix left);        // Set eyes view offsets matrices for stereo rendering
 | |
| 
 | |
| // Quick and dirty cube/quad buffers load->draw->unload
 | |
| RLAPI void rlLoadDrawCube(void);     // Load and draw a cube
 | |
| RLAPI void rlLoadDrawQuad(void);     // Load and draw a quad
 | |
| 
 | |
| #if defined(__cplusplus)
 | |
| }
 | |
| #endif
 | |
| 
 | |
| #endif // RLGL_H
 | |
| 
 | |
| /***********************************************************************************
 | |
| *
 | |
| *   RLGL IMPLEMENTATION
 | |
| *
 | |
| ************************************************************************************/
 | |
| 
 | |
| #if defined(RLGL_IMPLEMENTATION)
 | |
| 
 | |
| // Expose OpenGL functions from glad in raylib
 | |
| #if defined(BUILD_LIBTYPE_SHARED)
 | |
|     #define GLAD_API_CALL_EXPORT
 | |
|     #define GLAD_API_CALL_EXPORT_BUILD
 | |
| #endif
 | |
| 
 | |
| #if defined(GRAPHICS_API_OPENGL_11)
 | |
|     #if defined(__APPLE__)
 | |
|         #include <OpenGL/gl.h>          // OpenGL 1.1 library for OSX
 | |
|         #include <OpenGL/glext.h>       // OpenGL extensions library
 | |
|     #else
 | |
|         // APIENTRY for OpenGL function pointer declarations is required
 | |
|         #if !defined(APIENTRY)
 | |
|             #if defined(_WIN32)
 | |
|                 #define APIENTRY __stdcall
 | |
|             #else
 | |
|                 #define APIENTRY
 | |
|             #endif
 | |
|         #endif
 | |
|         // WINGDIAPI definition. Some Windows OpenGL headers need it
 | |
|         #if !defined(WINGDIAPI) && defined(_WIN32)
 | |
|             #define WINGDIAPI __declspec(dllimport)
 | |
|         #endif
 | |
| 
 | |
|         #include <GL/gl.h>              // OpenGL 1.1 library
 | |
|     #endif
 | |
| #endif
 | |
| 
 | |
| #if defined(GRAPHICS_API_OPENGL_33)
 | |
|     #define GLAD_MALLOC RL_MALLOC
 | |
|     #define GLAD_FREE RL_FREE
 | |
| 
 | |
|     #define GLAD_GL_IMPLEMENTATION
 | |
|     #include "external/glad.h"          // GLAD extensions loading library, includes OpenGL headers
 | |
| #endif
 | |
| 
 | |
| #if defined(GRAPHICS_API_OPENGL_ES3)
 | |
|     #include <GLES3/gl3.h>              // OpenGL ES 3.0 library
 | |
|     #define GL_GLEXT_PROTOTYPES
 | |
|     #include <GLES2/gl2ext.h>           // OpenGL ES 2.0 extensions library
 | |
| #elif defined(GRAPHICS_API_OPENGL_ES2)
 | |
|     // NOTE: OpenGL ES 2.0 can be enabled on Desktop platforms,
 | |
|     // in that case, functions are loaded from a custom glad for OpenGL ES 2.0
 | |
|     #if defined(PLATFORM_DESKTOP_GLFW) || defined(PLATFORM_DESKTOP_SDL)
 | |
|         #define GLAD_GLES2_IMPLEMENTATION
 | |
|         #include "external/glad_gles2.h"
 | |
|     #else
 | |
|         #define GL_GLEXT_PROTOTYPES
 | |
|         //#include <EGL/egl.h>          // EGL library -> not required, platform layer
 | |
|         #include <GLES2/gl2.h>          // OpenGL ES 2.0 library
 | |
|         #include <GLES2/gl2ext.h>       // OpenGL ES 2.0 extensions library
 | |
|     #endif
 | |
| 
 | |
|     // It seems OpenGL ES 2.0 instancing entry points are not defined on Raspberry Pi
 | |
|     // provided headers (despite being defined in official Khronos GLES2 headers)
 | |
|     #if defined(PLATFORM_DRM)
 | |
|     typedef void (GL_APIENTRYP PFNGLDRAWARRAYSINSTANCEDEXTPROC) (GLenum mode, GLint start, GLsizei count, GLsizei primcount);
 | |
|     typedef void (GL_APIENTRYP PFNGLDRAWELEMENTSINSTANCEDEXTPROC) (GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei primcount);
 | |
|     typedef void (GL_APIENTRYP PFNGLVERTEXATTRIBDIVISOREXTPROC) (GLuint index, GLuint divisor);
 | |
|     #endif
 | |
| #endif
 | |
| 
 | |
| #include <stdlib.h>                     // Required for: malloc(), free()
 | |
| #include <string.h>                     // Required for: strcmp(), strlen() [Used in rlglInit(), on extensions loading]
 | |
| #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 GL_SHADING_LANGUAGE_VERSION
 | |
|     #define GL_SHADING_LANGUAGE_VERSION         0x8B8C
 | |
| #endif
 | |
| 
 | |
| #ifndef GL_COMPRESSED_RGB_S3TC_DXT1_EXT
 | |
|     #define GL_COMPRESSED_RGB_S3TC_DXT1_EXT     0x83F0
 | |
| #endif
 | |
| #ifndef GL_COMPRESSED_RGBA_S3TC_DXT1_EXT
 | |
|     #define GL_COMPRESSED_RGBA_S3TC_DXT1_EXT    0x83F1
 | |
| #endif
 | |
| #ifndef GL_COMPRESSED_RGBA_S3TC_DXT3_EXT
 | |
|     #define GL_COMPRESSED_RGBA_S3TC_DXT3_EXT    0x83F2
 | |
| #endif
 | |
| #ifndef GL_COMPRESSED_RGBA_S3TC_DXT5_EXT
 | |
|     #define GL_COMPRESSED_RGBA_S3TC_DXT5_EXT    0x83F3
 | |
| #endif
 | |
| #ifndef GL_ETC1_RGB8_OES
 | |
|     #define GL_ETC1_RGB8_OES                    0x8D64
 | |
| #endif
 | |
| #ifndef GL_COMPRESSED_RGB8_ETC2
 | |
|     #define GL_COMPRESSED_RGB8_ETC2             0x9274
 | |
| #endif
 | |
| #ifndef GL_COMPRESSED_RGBA8_ETC2_EAC
 | |
|     #define GL_COMPRESSED_RGBA8_ETC2_EAC        0x9278
 | |
| #endif
 | |
| #ifndef GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG
 | |
|     #define GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG  0x8C00
 | |
| #endif
 | |
| #ifndef GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG
 | |
|     #define GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG 0x8C02
 | |
| #endif
 | |
| #ifndef GL_COMPRESSED_RGBA_ASTC_4x4_KHR
 | |
|     #define GL_COMPRESSED_RGBA_ASTC_4x4_KHR     0x93b0
 | |
| #endif
 | |
| #ifndef GL_COMPRESSED_RGBA_ASTC_8x8_KHR
 | |
|     #define GL_COMPRESSED_RGBA_ASTC_8x8_KHR     0x93b7
 | |
| #endif
 | |
| 
 | |
| #ifndef GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT
 | |
|     #define GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT   0x84FF
 | |
| #endif
 | |
| #ifndef GL_TEXTURE_MAX_ANISOTROPY_EXT
 | |
|     #define GL_TEXTURE_MAX_ANISOTROPY_EXT       0x84FE
 | |
| #endif
 | |
| 
 | |
| #ifndef GL_PROGRAM_POINT_SIZE
 | |
|     #define GL_PROGRAM_POINT_SIZE               0x8642
 | |
| #endif
 | |
| 
 | |
| #ifndef GL_LINE_WIDTH
 | |
|     #define GL_LINE_WIDTH                       0x0B21
 | |
| #endif
 | |
| 
 | |
| #if defined(GRAPHICS_API_OPENGL_11)
 | |
|     #define GL_UNSIGNED_SHORT_5_6_5             0x8363
 | |
|     #define GL_UNSIGNED_SHORT_5_5_5_1           0x8034
 | |
|     #define GL_UNSIGNED_SHORT_4_4_4_4           0x8033
 | |
| #endif
 | |
| 
 | |
| #if defined(GRAPHICS_API_OPENGL_21)
 | |
|     #define GL_LUMINANCE                        0x1909
 | |
|     #define GL_LUMINANCE_ALPHA                  0x190A
 | |
| #endif
 | |
| 
 | |
| #if defined(GRAPHICS_API_OPENGL_ES2)
 | |
|     #define glClearDepth                 glClearDepthf
 | |
|     #if !defined(GRAPHICS_API_OPENGL_ES3)
 | |
|         #define GL_READ_FRAMEBUFFER         GL_FRAMEBUFFER
 | |
|         #define GL_DRAW_FRAMEBUFFER         GL_FRAMEBUFFER
 | |
|     #endif
 | |
| #endif
 | |
| 
 | |
| // Default shader vertex attribute names to set location points
 | |
| #ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_POSITION
 | |
|     #define RL_DEFAULT_SHADER_ATTRIB_NAME_POSITION     "vertexPosition"    // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_NAME_POSITION
 | |
| #endif
 | |
| #ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD
 | |
|     #define RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD     "vertexTexCoord"    // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD
 | |
| #endif
 | |
| #ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_NORMAL
 | |
|     #define RL_DEFAULT_SHADER_ATTRIB_NAME_NORMAL       "vertexNormal"      // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_NAME_NORMAL
 | |
| #endif
 | |
| #ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR
 | |
|     #define RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR        "vertexColor"       // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR
 | |
| #endif
 | |
| #ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_TANGENT
 | |
|     #define RL_DEFAULT_SHADER_ATTRIB_NAME_TANGENT      "vertexTangent"     // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_NAME_TANGENT
 | |
| #endif
 | |
| #ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2
 | |
|     #define RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2    "vertexTexCoord2"   // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2
 | |
| #endif
 | |
| #ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_BONEIDS
 | |
|     #define RL_DEFAULT_SHADER_ATTRIB_NAME_BONEIDS      "vertexBoneIds"     // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_NAME_BONEIDS
 | |
| #endif
 | |
| #ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_BONEWEIGHTS
 | |
|     #define RL_DEFAULT_SHADER_ATTRIB_NAME_BONEWEIGHTS  "vertexBoneWeights" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_NAME_BONEWEIGHTS
 | |
| #endif
 | |
| 
 | |
| #ifndef RL_DEFAULT_SHADER_UNIFORM_NAME_MVP
 | |
|     #define RL_DEFAULT_SHADER_UNIFORM_NAME_MVP         "mvp"               // model-view-projection matrix
 | |
| #endif
 | |
| #ifndef RL_DEFAULT_SHADER_UNIFORM_NAME_VIEW
 | |
|     #define RL_DEFAULT_SHADER_UNIFORM_NAME_VIEW        "matView"           // view matrix
 | |
| #endif
 | |
| #ifndef RL_DEFAULT_SHADER_UNIFORM_NAME_PROJECTION
 | |
|     #define RL_DEFAULT_SHADER_UNIFORM_NAME_PROJECTION  "matProjection"     // projection matrix
 | |
| #endif
 | |
| #ifndef RL_DEFAULT_SHADER_UNIFORM_NAME_MODEL
 | |
|     #define RL_DEFAULT_SHADER_UNIFORM_NAME_MODEL       "matModel"          // model matrix
 | |
| #endif
 | |
| #ifndef RL_DEFAULT_SHADER_UNIFORM_NAME_NORMAL
 | |
|     #define RL_DEFAULT_SHADER_UNIFORM_NAME_NORMAL      "matNormal"         // normal matrix (transpose(inverse(matModelView))
 | |
| #endif
 | |
| #ifndef RL_DEFAULT_SHADER_UNIFORM_NAME_COLOR
 | |
|     #define RL_DEFAULT_SHADER_UNIFORM_NAME_COLOR       "colDiffuse"        // color diffuse (base tint color, multiplied by texture color)
 | |
| #endif
 | |
| #ifndef RL_DEFAULT_SHADER_UNIFORM_NAME_BONE_MATRICES
 | |
|     #define RL_DEFAULT_SHADER_UNIFORM_NAME_BONE_MATRICES  "boneMatrices"   // bone matrices
 | |
| #endif
 | |
| #ifndef RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE0
 | |
|     #define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE0  "texture0"          // texture0 (texture slot active 0)
 | |
| #endif
 | |
| #ifndef RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE1
 | |
|     #define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE1  "texture1"          // texture1 (texture slot active 1)
 | |
| #endif
 | |
| #ifndef RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE2
 | |
|     #define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE2  "texture2"          // texture2 (texture slot active 2)
 | |
| #endif
 | |
| 
 | |
| //----------------------------------------------------------------------------------
 | |
| // Types and Structures Definition
 | |
| //----------------------------------------------------------------------------------
 | |
| #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
 | |
| typedef struct rlglData {
 | |
|     rlRenderBatch *currentBatch;            // Current render batch
 | |
|     rlRenderBatch defaultBatch;             // Default internal render batch
 | |
| 
 | |
|     struct {
 | |
|         int vertexCounter;                  // Current active render batch vertex counter (generic, used for all batches)
 | |
|         float texcoordx, texcoordy;         // Current active texture coordinate (added on glVertex*())
 | |
|         float normalx, normaly, normalz;    // Current active normal (added on glVertex*())
 | |
|         unsigned char colorr, colorg, colorb, colora;   // Current active color (added on glVertex*())
 | |
| 
 | |
|         int currentMatrixMode;              // Current matrix mode
 | |
|         Matrix *currentMatrix;              // Current matrix pointer
 | |
|         Matrix modelview;                   // Default modelview matrix
 | |
|         Matrix projection;                  // Default projection matrix
 | |
|         Matrix transform;                   // Transform matrix to be used with rlTranslate, rlRotate, rlScale
 | |
|         bool transformRequired;             // Require transform matrix application to current draw-call vertex (if required)
 | |
|         Matrix stack[RL_MAX_MATRIX_STACK_SIZE];// Matrix stack for push/pop
 | |
|         int stackCounter;                   // Matrix stack counter
 | |
| 
 | |
|         unsigned int defaultTextureId;      // Default texture used on shapes/poly drawing (required by shader)
 | |
|         unsigned int activeTextureId[RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS];    // Active texture ids to be enabled on batch drawing (0 active by default)
 | |
|         unsigned int defaultVShaderId;      // Default vertex shader id (used by default shader program)
 | |
|         unsigned int defaultFShaderId;      // Default fragment shader id (used by default shader program)
 | |
|         unsigned int defaultShaderId;       // Default shader program id, supports vertex color and diffuse texture
 | |
|         int *defaultShaderLocs;             // Default shader locations pointer to be used on rendering
 | |
|         unsigned int currentShaderId;       // Current shader id to be used on rendering (by default, defaultShaderId)
 | |
|         int *currentShaderLocs;             // Current shader locations pointer to be used on rendering (by default, defaultShaderLocs)
 | |
| 
 | |
|         bool stereoRender;                  // Stereo rendering flag
 | |
|         Matrix projectionStereo[2];         // VR stereo rendering eyes projection matrices
 | |
|         Matrix viewOffsetStereo[2];         // VR stereo rendering eyes view offset matrices
 | |
| 
 | |
|         // Blending variables
 | |
|         int currentBlendMode;               // Blending mode active
 | |
|         int glBlendSrcFactor;               // Blending source factor
 | |
|         int glBlendDstFactor;               // Blending destination factor
 | |
|         int glBlendEquation;                // Blending equation
 | |
|         int glBlendSrcFactorRGB;            // Blending source RGB factor
 | |
|         int glBlendDestFactorRGB;           // Blending destination RGB factor
 | |
|         int glBlendSrcFactorAlpha;          // Blending source alpha factor
 | |
|         int glBlendDestFactorAlpha;         // Blending destination alpha factor
 | |
|         int glBlendEquationRGB;             // Blending equation for RGB
 | |
|         int glBlendEquationAlpha;           // Blending equation for alpha
 | |
|         bool glCustomBlendModeModified;     // Custom blending factor and equation modification status
 | |
| 
 | |
|         int framebufferWidth;               // Current framebuffer width
 | |
|         int framebufferHeight;              // Current framebuffer height
 | |
| 
 | |
|     } State;            // Renderer state
 | |
|     struct {
 | |
|         bool vao;                           // VAO support (OpenGL ES2 could not support VAO extension) (GL_ARB_vertex_array_object)
 | |
|         bool instancing;                    // Instancing supported (GL_ANGLE_instanced_arrays, GL_EXT_draw_instanced + GL_EXT_instanced_arrays)
 | |
|         bool texNPOT;                       // NPOT textures full support (GL_ARB_texture_non_power_of_two, GL_OES_texture_npot)
 | |
|         bool texDepth;                      // Depth textures supported (GL_ARB_depth_texture, GL_OES_depth_texture)
 | |
|         bool texDepthWebGL;                 // Depth textures supported WebGL specific (GL_WEBGL_depth_texture)
 | |
|         bool texFloat32;                    // float textures support (32 bit per channel) (GL_OES_texture_float)
 | |
|         bool texFloat16;                    // half float textures support (16 bit per channel) (GL_OES_texture_half_float)
 | |
|         bool texCompDXT;                    // DDS texture compression support (GL_EXT_texture_compression_s3tc, GL_WEBGL_compressed_texture_s3tc, GL_WEBKIT_WEBGL_compressed_texture_s3tc)
 | |
|         bool texCompETC1;                   // ETC1 texture compression support (GL_OES_compressed_ETC1_RGB8_texture, GL_WEBGL_compressed_texture_etc1)
 | |
|         bool texCompETC2;                   // ETC2/EAC texture compression support (GL_ARB_ES3_compatibility)
 | |
|         bool texCompPVRT;                   // PVR texture compression support (GL_IMG_texture_compression_pvrtc)
 | |
|         bool texCompASTC;                   // ASTC texture compression support (GL_KHR_texture_compression_astc_hdr, GL_KHR_texture_compression_astc_ldr)
 | |
|         bool texMirrorClamp;                // Clamp mirror wrap mode supported (GL_EXT_texture_mirror_clamp)
 | |
|         bool texAnisoFilter;                // Anisotropic texture filtering support (GL_EXT_texture_filter_anisotropic)
 | |
|         bool computeShader;                 // Compute shaders support (GL_ARB_compute_shader)
 | |
|         bool ssbo;                          // Shader storage buffer object support (GL_ARB_shader_storage_buffer_object)
 | |
| 
 | |
|         float maxAnisotropyLevel;           // Maximum anisotropy level supported (minimum is 2.0f)
 | |
|         int maxDepthBits;                   // Maximum bits for depth component
 | |
| 
 | |
|     } ExtSupported;     // Extensions supported flags
 | |
| } rlglData;
 | |
| 
 | |
| typedef void *(*rlglLoadProc)(const char *name);   // OpenGL extension functions loader signature (same as GLADloadproc)
 | |
| 
 | |
| #endif  // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2
 | |
| 
 | |
| //----------------------------------------------------------------------------------
 | |
| // Global Variables Definition
 | |
| //----------------------------------------------------------------------------------
 | |
| static double rlCullDistanceNear = RL_CULL_DISTANCE_NEAR;
 | |
| static double rlCullDistanceFar = RL_CULL_DISTANCE_FAR;
 | |
| 
 | |
| #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
 | |
| static rlglData RLGL = { 0 };
 | |
| #endif  // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2
 | |
| 
 | |
| #if defined(GRAPHICS_API_OPENGL_ES2) && !defined(GRAPHICS_API_OPENGL_ES3)
 | |
| // NOTE: VAO functionality is exposed through extensions (OES)
 | |
| static PFNGLGENVERTEXARRAYSOESPROC glGenVertexArrays = NULL;
 | |
| static PFNGLBINDVERTEXARRAYOESPROC glBindVertexArray = NULL;
 | |
| static PFNGLDELETEVERTEXARRAYSOESPROC glDeleteVertexArrays = NULL;
 | |
| 
 | |
| // NOTE: Instancing functionality could also be available through extension
 | |
| static PFNGLDRAWARRAYSINSTANCEDEXTPROC glDrawArraysInstanced = NULL;
 | |
| static PFNGLDRAWELEMENTSINSTANCEDEXTPROC glDrawElementsInstanced = NULL;
 | |
| static PFNGLVERTEXATTRIBDIVISOREXTPROC glVertexAttribDivisor = NULL;
 | |
| #endif
 | |
| 
 | |
| //----------------------------------------------------------------------------------
 | |
| // Module specific Functions Declaration
 | |
| //----------------------------------------------------------------------------------
 | |
| #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
 | |
| static void rlLoadShaderDefault(void);      // Load default shader
 | |
| static void rlUnloadShaderDefault(void);    // Unload default shader
 | |
| #if defined(RLGL_SHOW_GL_DETAILS_INFO)
 | |
| static const char *rlGetCompressedFormatName(int format); // Get compressed format official GL identifier name
 | |
| #endif  // RLGL_SHOW_GL_DETAILS_INFO
 | |
| #endif  // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2
 | |
| 
 | |
| static int rlGetPixelDataSize(int width, int height, int format);   // Get pixel data size in bytes (image or texture)
 | |
| 
 | |
| // Auxiliar matrix math functions
 | |
| typedef struct rl_float16 {
 | |
|     float v[16];
 | |
| } rl_float16;
 | |
| static rl_float16 rlMatrixToFloatV(Matrix mat);             // Get float array of matrix data
 | |
| #define rlMatrixToFloat(mat) (rlMatrixToFloatV(mat).v)      // Get float vector for Matrix
 | |
| static Matrix rlMatrixIdentity(void);                       // Get identity matrix
 | |
| static Matrix rlMatrixMultiply(Matrix left, Matrix right);  // Multiply two matrices
 | |
| static Matrix rlMatrixTranspose(Matrix mat);                // Transposes provided matrix
 | |
| static Matrix rlMatrixInvert(Matrix mat);                   // Invert provided matrix
 | |
| 
 | |
| //----------------------------------------------------------------------------------
 | |
| // Module Functions Definition - Matrix operations
 | |
| //----------------------------------------------------------------------------------
 | |
| 
 | |
| #if defined(GRAPHICS_API_OPENGL_11)
 | |
| // Fallback to OpenGL 1.1 function calls
 | |
| //---------------------------------------
 | |
| void rlMatrixMode(int mode)
 | |
| {
 | |
|     switch (mode)
 | |
|     {
 | |
|         case RL_PROJECTION: glMatrixMode(GL_PROJECTION); break;
 | |
|         case RL_MODELVIEW: glMatrixMode(GL_MODELVIEW); break;
 | |
|         case RL_TEXTURE: glMatrixMode(GL_TEXTURE); break;
 | |
|         default: break;
 | |
|     }
 | |
| }
 | |
| 
 | |
| void rlFrustum(double left, double right, double bottom, double top, double znear, double zfar)
 | |
| {
 | |
|     glFrustum(left, right, bottom, top, znear, zfar);
 | |
| }
 | |
| 
 | |
| void rlOrtho(double left, double right, double bottom, double top, double znear, double zfar)
 | |
| {
 | |
|     glOrtho(left, right, bottom, top, znear, zfar);
 | |
| }
 | |
| 
 | |
| void rlPushMatrix(void) { glPushMatrix(); }
 | |
| void rlPopMatrix(void) { glPopMatrix(); }
 | |
| void rlLoadIdentity(void) { glLoadIdentity(); }
 | |
| void rlTranslatef(float x, float y, float z) { glTranslatef(x, y, z); }
 | |
| void rlRotatef(float angle, float x, float y, float z) { glRotatef(angle, x, y, z); }
 | |
| void rlScalef(float x, float y, float z) { glScalef(x, y, z); }
 | |
| void rlMultMatrixf(const float *matf) { glMultMatrixf(matf); }
 | |
| #endif
 | |
| #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
 | |
| // Choose the current matrix to be transformed
 | |
| void rlMatrixMode(int mode)
 | |
| {
 | |
|     if (mode == RL_PROJECTION) RLGL.State.currentMatrix = &RLGL.State.projection;
 | |
|     else if (mode == RL_MODELVIEW) RLGL.State.currentMatrix = &RLGL.State.modelview;
 | |
|     //else if (mode == RL_TEXTURE) // Not supported
 | |
| 
 | |
|     RLGL.State.currentMatrixMode = mode;
 | |
| }
 | |
| 
 | |
| // Push the current matrix into RLGL.State.stack
 | |
| void rlPushMatrix(void)
 | |
| {
 | |
|     if (RLGL.State.stackCounter >= RL_MAX_MATRIX_STACK_SIZE) TRACELOG(RL_LOG_ERROR, "RLGL: Matrix stack overflow (RL_MAX_MATRIX_STACK_SIZE)");
 | |
| 
 | |
|     if (RLGL.State.currentMatrixMode == RL_MODELVIEW)
 | |
|     {
 | |
|         RLGL.State.transformRequired = true;
 | |
|         RLGL.State.currentMatrix = &RLGL.State.transform;
 | |
|     }
 | |
| 
 | |
|     RLGL.State.stack[RLGL.State.stackCounter] = *RLGL.State.currentMatrix;
 | |
|     RLGL.State.stackCounter++;
 | |
| }
 | |
| 
 | |
| // Pop lattest inserted matrix from RLGL.State.stack
 | |
| void rlPopMatrix(void)
 | |
| {
 | |
|     if (RLGL.State.stackCounter > 0)
 | |
|     {
 | |
|         Matrix mat = RLGL.State.stack[RLGL.State.stackCounter - 1];
 | |
|         *RLGL.State.currentMatrix = mat;
 | |
|         RLGL.State.stackCounter--;
 | |
|     }
 | |
| 
 | |
|     if ((RLGL.State.stackCounter == 0) && (RLGL.State.currentMatrixMode == RL_MODELVIEW))
 | |
|     {
 | |
|         RLGL.State.currentMatrix = &RLGL.State.modelview;
 | |
|         RLGL.State.transformRequired = false;
 | |
|     }
 | |
| }
 | |
| 
 | |
| // Reset current matrix to identity matrix
 | |
| void rlLoadIdentity(void)
 | |
| {
 | |
|     *RLGL.State.currentMatrix = rlMatrixIdentity();
 | |
| }
 | |
| 
 | |
| // Multiply the current matrix by a translation matrix
 | |
| void rlTranslatef(float x, float y, float z)
 | |
| {
 | |
|     Matrix matTranslation = {
 | |
|         1.0f, 0.0f, 0.0f, x,
 | |
|         0.0f, 1.0f, 0.0f, y,
 | |
|         0.0f, 0.0f, 1.0f, z,
 | |
|         0.0f, 0.0f, 0.0f, 1.0f
 | |
|     };
 | |
| 
 | |
|     // NOTE: We transpose matrix with multiplication order
 | |
|     *RLGL.State.currentMatrix = rlMatrixMultiply(matTranslation, *RLGL.State.currentMatrix);
 | |
| }
 | |
| 
 | |
| // Multiply the current matrix by a rotation matrix
 | |
| // NOTE: The provided angle must be in degrees
 | |
| void rlRotatef(float angle, float x, float y, float z)
 | |
| {
 | |
|     Matrix matRotation = rlMatrixIdentity();
 | |
| 
 | |
|     // Axis vector (x, y, z) normalization
 | |
|     float lengthSquared = x*x + y*y + z*z;
 | |
|     if ((lengthSquared != 1.0f) && (lengthSquared != 0.0f))
 | |
|     {
 | |
|         float inverseLength = 1.0f/sqrtf(lengthSquared);
 | |
|         x *= inverseLength;
 | |
|         y *= inverseLength;
 | |
|         z *= inverseLength;
 | |
|     }
 | |
| 
 | |
|     // Rotation matrix generation
 | |
|     float sinres = sinf(DEG2RAD*angle);
 | |
|     float cosres = cosf(DEG2RAD*angle);
 | |
|     float t = 1.0f - cosres;
 | |
| 
 | |
|     matRotation.m0 = x*x*t + cosres;
 | |
|     matRotation.m1 = y*x*t + z*sinres;
 | |
|     matRotation.m2 = z*x*t - y*sinres;
 | |
|     matRotation.m3 = 0.0f;
 | |
| 
 | |
|     matRotation.m4 = x*y*t - z*sinres;
 | |
|     matRotation.m5 = y*y*t + cosres;
 | |
|     matRotation.m6 = z*y*t + x*sinres;
 | |
|     matRotation.m7 = 0.0f;
 | |
| 
 | |
|     matRotation.m8 = x*z*t + y*sinres;
 | |
|     matRotation.m9 = y*z*t - x*sinres;
 | |
|     matRotation.m10 = z*z*t + cosres;
 | |
|     matRotation.m11 = 0.0f;
 | |
| 
 | |
|     matRotation.m12 = 0.0f;
 | |
|     matRotation.m13 = 0.0f;
 | |
|     matRotation.m14 = 0.0f;
 | |
|     matRotation.m15 = 1.0f;
 | |
| 
 | |
|     // NOTE: We transpose matrix with multiplication order
 | |
|     *RLGL.State.currentMatrix = rlMatrixMultiply(matRotation, *RLGL.State.currentMatrix);
 | |
| }
 | |
| 
 | |
| // Multiply the current matrix by a scaling matrix
 | |
| void rlScalef(float x, float y, float z)
 | |
| {
 | |
|     Matrix matScale = {
 | |
|         x, 0.0f, 0.0f, 0.0f,
 | |
|         0.0f, y, 0.0f, 0.0f,
 | |
|         0.0f, 0.0f, z, 0.0f,
 | |
|         0.0f, 0.0f, 0.0f, 1.0f
 | |
|     };
 | |
| 
 | |
|     // NOTE: We transpose matrix with multiplication order
 | |
|     *RLGL.State.currentMatrix = rlMatrixMultiply(matScale, *RLGL.State.currentMatrix);
 | |
| }
 | |
| 
 | |
| // Multiply the current matrix by another matrix
 | |
| void rlMultMatrixf(const float *matf)
 | |
| {
 | |
|     // Matrix creation from array
 | |
|     Matrix mat = { matf[0], matf[4], matf[8], matf[12],
 | |
|                    matf[1], matf[5], matf[9], matf[13],
 | |
|                    matf[2], matf[6], matf[10], matf[14],
 | |
|                    matf[3], matf[7], matf[11], matf[15] };
 | |
| 
 | |
|     *RLGL.State.currentMatrix = rlMatrixMultiply(mat, *RLGL.State.currentMatrix);
 | |
| }
 | |
| 
 | |
| // Multiply the current matrix by a perspective matrix generated by parameters
 | |
| void rlFrustum(double left, double right, double bottom, double top, double znear, double zfar)
 | |
| {
 | |
|     Matrix matFrustum = { 0 };
 | |
| 
 | |
|     float rl = (float)(right - left);
 | |
|     float tb = (float)(top - bottom);
 | |
|     float fn = (float)(zfar - znear);
 | |
| 
 | |
|     matFrustum.m0 = ((float) znear*2.0f)/rl;
 | |
|     matFrustum.m1 = 0.0f;
 | |
|     matFrustum.m2 = 0.0f;
 | |
|     matFrustum.m3 = 0.0f;
 | |
| 
 | |
|     matFrustum.m4 = 0.0f;
 | |
|     matFrustum.m5 = ((float) znear*2.0f)/tb;
 | |
|     matFrustum.m6 = 0.0f;
 | |
|     matFrustum.m7 = 0.0f;
 | |
| 
 | |
|     matFrustum.m8 = ((float)right + (float)left)/rl;
 | |
|     matFrustum.m9 = ((float)top + (float)bottom)/tb;
 | |
|     matFrustum.m10 = -((float)zfar + (float)znear)/fn;
 | |
|     matFrustum.m11 = -1.0f;
 | |
| 
 | |
|     matFrustum.m12 = 0.0f;
 | |
|     matFrustum.m13 = 0.0f;
 | |
|     matFrustum.m14 = -((float)zfar*(float)znear*2.0f)/fn;
 | |
|     matFrustum.m15 = 0.0f;
 | |
| 
 | |
|     *RLGL.State.currentMatrix = rlMatrixMultiply(*RLGL.State.currentMatrix, matFrustum);
 | |
| }
 | |
| 
 | |
| // Multiply the current matrix by an orthographic matrix generated by parameters
 | |
| void rlOrtho(double left, double right, double bottom, double top, double znear, double zfar)
 | |
| {
 | |
|     // NOTE: If left-right and top-botton values are equal it could create a division by zero,
 | |
|     // response to it is platform/compiler dependant
 | |
|     Matrix matOrtho = { 0 };
 | |
| 
 | |
|     float rl = (float)(right - left);
 | |
|     float tb = (float)(top - bottom);
 | |
|     float fn = (float)(zfar - znear);
 | |
| 
 | |
|     matOrtho.m0 = 2.0f/rl;
 | |
|     matOrtho.m1 = 0.0f;
 | |
|     matOrtho.m2 = 0.0f;
 | |
|     matOrtho.m3 = 0.0f;
 | |
|     matOrtho.m4 = 0.0f;
 | |
|     matOrtho.m5 = 2.0f/tb;
 | |
|     matOrtho.m6 = 0.0f;
 | |
|     matOrtho.m7 = 0.0f;
 | |
|     matOrtho.m8 = 0.0f;
 | |
|     matOrtho.m9 = 0.0f;
 | |
|     matOrtho.m10 = -2.0f/fn;
 | |
|     matOrtho.m11 = 0.0f;
 | |
|     matOrtho.m12 = -((float)left + (float)right)/rl;
 | |
|     matOrtho.m13 = -((float)top + (float)bottom)/tb;
 | |
|     matOrtho.m14 = -((float)zfar + (float)znear)/fn;
 | |
|     matOrtho.m15 = 1.0f;
 | |
| 
 | |
|     *RLGL.State.currentMatrix = rlMatrixMultiply(*RLGL.State.currentMatrix, matOrtho);
 | |
| }
 | |
| #endif
 | |
| 
 | |
| // Set the viewport area (transformation from normalized device coordinates to window coordinates)
 | |
| // NOTE: We store current viewport dimensions
 | |
| void rlViewport(int x, int y, int width, int height)
 | |
| {
 | |
|     glViewport(x, y, width, height);
 | |
| }
 | |
| 
 | |
| // Set clip planes distances
 | |
| void rlSetClipPlanes(double nearPlane, double farPlane)
 | |
| {
 | |
|     rlCullDistanceNear = nearPlane;
 | |
|     rlCullDistanceFar = farPlane;
 | |
| }
 | |
| 
 | |
| // Get cull plane distance near
 | |
| double rlGetCullDistanceNear(void)
 | |
| {
 | |
|     return rlCullDistanceNear;
 | |
| }
 | |
| 
 | |
| // Get cull plane distance far
 | |
| double rlGetCullDistanceFar(void)
 | |
| {
 | |
|     return rlCullDistanceFar;
 | |
| }
 | |
| 
 | |
| //----------------------------------------------------------------------------------
 | |
| // Module Functions Definition - Vertex level operations
 | |
| //----------------------------------------------------------------------------------
 | |
| #if defined(GRAPHICS_API_OPENGL_11)
 | |
| // Fallback to OpenGL 1.1 function calls
 | |
| //---------------------------------------
 | |
| void rlBegin(int mode)
 | |
| {
 | |
|     switch (mode)
 | |
|     {
 | |
|         case RL_LINES: glBegin(GL_LINES); break;
 | |
|         case RL_TRIANGLES: glBegin(GL_TRIANGLES); break;
 | |
|         case RL_QUADS: glBegin(GL_QUADS); break;
 | |
|         default: break;
 | |
|     }
 | |
| }
 | |
| 
 | |
| void rlEnd(void) { glEnd(); }
 | |
| void rlVertex2i(int x, int y) { glVertex2i(x, y); }
 | |
| void rlVertex2f(float x, float y) { glVertex2f(x, y); }
 | |
| void rlVertex3f(float x, float y, float z) { glVertex3f(x, y, z); }
 | |
| void rlTexCoord2f(float x, float y) { glTexCoord2f(x, y); }
 | |
| void rlNormal3f(float x, float y, float z) { glNormal3f(x, y, z); }
 | |
| void rlColor4ub(unsigned char r, unsigned char g, unsigned char b, unsigned char a) { glColor4ub(r, g, b, a); }
 | |
| void rlColor3f(float x, float y, float z) { glColor3f(x, y, z); }
 | |
| void rlColor4f(float x, float y, float z, float w) { glColor4f(x, y, z, w); }
 | |
| #endif
 | |
| #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
 | |
| // Initialize drawing mode (how to organize vertex)
 | |
| void rlBegin(int mode)
 | |
| {
 | |
|     // Draw mode can be RL_LINES, RL_TRIANGLES and RL_QUADS
 | |
|     // NOTE: In all three cases, vertex are accumulated over default internal vertex buffer
 | |
|     if (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].mode != mode)
 | |
|     {
 | |
|         if (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount > 0)
 | |
|         {
 | |
|             // Make sure current RLGL.currentBatch->draws[i].vertexCount is aligned a multiple of 4,
 | |
|             // that way, following QUADS drawing will keep aligned with index processing
 | |
|             // It implies adding some extra alignment vertex at the end of the draw,
 | |
|             // those vertex are not processed but they are considered as an additional offset
 | |
|             // for the next set of vertex to be drawn
 | |
|             if (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].mode == RL_LINES) RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexAlignment = ((RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount < 4)? RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount : RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount%4);
 | |
|             else if (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].mode == RL_TRIANGLES) RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexAlignment = ((RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount < 4)? 1 : (4 - (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount%4)));
 | |
|             else RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexAlignment = 0;
 | |
| 
 | |
|             if (!rlCheckRenderBatchLimit(RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexAlignment))
 | |
|             {
 | |
|                 RLGL.State.vertexCounter += RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexAlignment;
 | |
|                 RLGL.currentBatch->drawCounter++;
 | |
|             }
 | |
|         }
 | |
| 
 | |
|         if (RLGL.currentBatch->drawCounter >= RL_DEFAULT_BATCH_DRAWCALLS) rlDrawRenderBatch(RLGL.currentBatch);
 | |
| 
 | |
|         RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].mode = mode;
 | |
|         RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount = 0;
 | |
|         RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].textureId = RLGL.State.defaultTextureId;
 | |
|     }
 | |
| }
 | |
| 
 | |
| // Finish vertex providing
 | |
| void rlEnd(void)
 | |
| {
 | |
|     // NOTE: Depth increment is dependant on rlOrtho(): z-near and z-far values,
 | |
|     // as well as depth buffer bit-depth (16bit or 24bit or 32bit)
 | |
|     // Correct increment formula would be: depthInc = (zfar - znear)/pow(2, bits)
 | |
|     RLGL.currentBatch->currentDepth += (1.0f/20000.0f);
 | |
| }
 | |
| 
 | |
| // Define one vertex (position)
 | |
| // NOTE: Vertex position data is the basic information required for drawing
 | |
| void rlVertex3f(float x, float y, float z)
 | |
| {
 | |
|     float tx = x;
 | |
|     float ty = y;
 | |
|     float tz = z;
 | |
| 
 | |
|     // Transform provided vector if required
 | |
|     if (RLGL.State.transformRequired)
 | |
|     {
 | |
|         tx = RLGL.State.transform.m0*x + RLGL.State.transform.m4*y + RLGL.State.transform.m8*z + RLGL.State.transform.m12;
 | |
|         ty = RLGL.State.transform.m1*x + RLGL.State.transform.m5*y + RLGL.State.transform.m9*z + RLGL.State.transform.m13;
 | |
|         tz = RLGL.State.transform.m2*x + RLGL.State.transform.m6*y + RLGL.State.transform.m10*z + RLGL.State.transform.m14;
 | |
|     }
 | |
| 
 | |
|     // WARNING: We can't break primitives when launching a new batch
 | |
|     // RL_LINES comes in pairs, RL_TRIANGLES come in groups of 3 vertices and RL_QUADS come in groups of 4 vertices
 | |
|     // We must check current draw.mode when a new vertex is required and finish the batch only if the draw.mode draw.vertexCount is %2, %3 or %4
 | |
|     if (RLGL.State.vertexCounter > (RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].elementCount*4 - 4))
 | |
|     {
 | |
|         if ((RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].mode == RL_LINES) &&
 | |
|             (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount%2 == 0))
 | |
|         {
 | |
|             // Reached the maximum number of vertices for RL_LINES drawing
 | |
|             // Launch a draw call but keep current state for next vertices comming
 | |
|             // NOTE: We add +1 vertex to the check for security
 | |
|             rlCheckRenderBatchLimit(2 + 1);
 | |
|         }
 | |
|         else if ((RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].mode == RL_TRIANGLES) &&
 | |
|             (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount%3 == 0))
 | |
|         {
 | |
|             rlCheckRenderBatchLimit(3 + 1);
 | |
|         }
 | |
|         else if ((RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].mode == RL_QUADS) &&
 | |
|             (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount%4 == 0))
 | |
|         {
 | |
|             rlCheckRenderBatchLimit(4 + 1);
 | |
|         }
 | |
|     }
 | |
| 
 | |
|     // Add vertices
 | |
|     RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vertices[3*RLGL.State.vertexCounter] = tx;
 | |
|     RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vertices[3*RLGL.State.vertexCounter + 1] = ty;
 | |
|     RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vertices[3*RLGL.State.vertexCounter + 2] = tz;
 | |
| 
 | |
|     // Add current texcoord
 | |
|     RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].texcoords[2*RLGL.State.vertexCounter] = RLGL.State.texcoordx;
 | |
|     RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].texcoords[2*RLGL.State.vertexCounter + 1] = RLGL.State.texcoordy;
 | |
| 
 | |
|     // Add current normal
 | |
|     RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].normals[3*RLGL.State.vertexCounter] = RLGL.State.normalx;
 | |
|     RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].normals[3*RLGL.State.vertexCounter + 1] = RLGL.State.normaly;
 | |
|     RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].normals[3*RLGL.State.vertexCounter + 2] = RLGL.State.normalz;
 | |
| 
 | |
|     // Add current color
 | |
|     RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].colors[4*RLGL.State.vertexCounter] = RLGL.State.colorr;
 | |
|     RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].colors[4*RLGL.State.vertexCounter + 1] = RLGL.State.colorg;
 | |
|     RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].colors[4*RLGL.State.vertexCounter + 2] = RLGL.State.colorb;
 | |
|     RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].colors[4*RLGL.State.vertexCounter + 3] = RLGL.State.colora;
 | |
| 
 | |
|     RLGL.State.vertexCounter++;
 | |
|     RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount++;
 | |
| }
 | |
| 
 | |
| // Define one vertex (position)
 | |
| void rlVertex2f(float x, float y)
 | |
| {
 | |
|     rlVertex3f(x, y, RLGL.currentBatch->currentDepth);
 | |
| }
 | |
| 
 | |
| // Define one vertex (position)
 | |
| void rlVertex2i(int x, int y)
 | |
| {
 | |
|     rlVertex3f((float)x, (float)y, RLGL.currentBatch->currentDepth);
 | |
| }
 | |
| 
 | |
| // Define one vertex (texture coordinate)
 | |
| // NOTE: Texture coordinates are limited to QUADS only
 | |
| void rlTexCoord2f(float x, float y)
 | |
| {
 | |
|     RLGL.State.texcoordx = x;
 | |
|     RLGL.State.texcoordy = y;
 | |
| }
 | |
| 
 | |
| // Define one vertex (normal)
 | |
| // NOTE: Normals limited to TRIANGLES only?
 | |
| void rlNormal3f(float x, float y, float z)
 | |
| {
 | |
|     float normalx = x;
 | |
|     float normaly = y;
 | |
|     float normalz = z;
 | |
|     if (RLGL.State.transformRequired)
 | |
|     {
 | |
|         normalx = RLGL.State.transform.m0*x + RLGL.State.transform.m4*y + RLGL.State.transform.m8*z;
 | |
|         normaly = RLGL.State.transform.m1*x + RLGL.State.transform.m5*y + RLGL.State.transform.m9*z;
 | |
|         normalz = RLGL.State.transform.m2*x + RLGL.State.transform.m6*y + RLGL.State.transform.m10*z;
 | |
|     }
 | |
|     float length = sqrtf(normalx*normalx + normaly*normaly + normalz*normalz);
 | |
|     if (length != 0.0f)
 | |
|     {
 | |
|         float ilength = 1.0f/length;
 | |
|         normalx *= ilength;
 | |
|         normaly *= ilength;
 | |
|         normalz *= ilength;
 | |
|     }
 | |
|     RLGL.State.normalx = normalx;
 | |
|     RLGL.State.normaly = normaly;
 | |
|     RLGL.State.normalz = normalz;
 | |
| }
 | |
| 
 | |
| // Define one vertex (color)
 | |
| void rlColor4ub(unsigned char x, unsigned char y, unsigned char z, unsigned char w)
 | |
| {
 | |
|     RLGL.State.colorr = x;
 | |
|     RLGL.State.colorg = y;
 | |
|     RLGL.State.colorb = z;
 | |
|     RLGL.State.colora = w;
 | |
| }
 | |
| 
 | |
| // Define one vertex (color)
 | |
| void rlColor4f(float r, float g, float b, float a)
 | |
| {
 | |
|     rlColor4ub((unsigned char)(r*255), (unsigned char)(g*255), (unsigned char)(b*255), (unsigned char)(a*255));
 | |
| }
 | |
| 
 | |
| // Define one vertex (color)
 | |
| void rlColor3f(float x, float y, float z)
 | |
| {
 | |
|     rlColor4ub((unsigned char)(x*255), (unsigned char)(y*255), (unsigned char)(z*255), 255);
 | |
| }
 | |
| 
 | |
| #endif
 | |
| 
 | |
| //--------------------------------------------------------------------------------------
 | |
| // Module Functions Definition - OpenGL style functions (common to 1.1, 3.3+, ES2)
 | |
| //--------------------------------------------------------------------------------------
 | |
| 
 | |
| // Set current texture to use
 | |
| void rlSetTexture(unsigned int id)
 | |
| {
 | |
|     if (id == 0)
 | |
|     {
 | |
| #if defined(GRAPHICS_API_OPENGL_11)
 | |
|         rlDisableTexture();
 | |
| #else
 | |
|         // NOTE: If quads batch limit is reached, we force a draw call and next batch starts
 | |
|         if (RLGL.State.vertexCounter >=
 | |
|             RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].elementCount*4)
 | |
|         {
 | |
|             rlDrawRenderBatch(RLGL.currentBatch);
 | |
|         }
 | |
| #endif
 | |
|     }
 | |
|     else
 | |
|     {
 | |
| #if defined(GRAPHICS_API_OPENGL_11)
 | |
|         rlEnableTexture(id);
 | |
| #else
 | |
|         if (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].textureId != id)
 | |
|         {
 | |
|             if (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount > 0)
 | |
|             {
 | |
|                 // Make sure current RLGL.currentBatch->draws[i].vertexCount is aligned a multiple of 4,
 | |
|                 // that way, following QUADS drawing will keep aligned with index processing
 | |
|                 // It implies adding some extra alignment vertex at the end of the draw,
 | |
|                 // those vertex are not processed but they are considered as an additional offset
 | |
|                 // for the next set of vertex to be drawn
 | |
|                 if (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].mode == RL_LINES) RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexAlignment = ((RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount < 4)? RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount : RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount%4);
 | |
|                 else if (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].mode == RL_TRIANGLES) RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexAlignment = ((RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount < 4)? 1 : (4 - (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount%4)));
 | |
|                 else RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexAlignment = 0;
 | |
| 
 | |
|                 if (!rlCheckRenderBatchLimit(RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexAlignment))
 | |
|                 {
 | |
|                     RLGL.State.vertexCounter += RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexAlignment;
 | |
| 
 | |
|                     RLGL.currentBatch->drawCounter++;
 | |
|                 }
 | |
|             }
 | |
| 
 | |
|             if (RLGL.currentBatch->drawCounter >= RL_DEFAULT_BATCH_DRAWCALLS) rlDrawRenderBatch(RLGL.currentBatch);
 | |
| 
 | |
|             RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].textureId = id;
 | |
|             RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount = 0;
 | |
|         }
 | |
| #endif
 | |
|     }
 | |
| }
 | |
| 
 | |
| // Select and active a texture slot
 | |
| void rlActiveTextureSlot(int slot)
 | |
| {
 | |
| #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
 | |
|     glActiveTexture(GL_TEXTURE0 + slot);
 | |
| #endif
 | |
| }
 | |
| 
 | |
| // Enable texture
 | |
| void rlEnableTexture(unsigned int id)
 | |
| {
 | |
| #if defined(GRAPHICS_API_OPENGL_11)
 | |
|     glEnable(GL_TEXTURE_2D);
 | |
| #endif
 | |
|     glBindTexture(GL_TEXTURE_2D, id);
 | |
| }
 | |
| 
 | |
| // Disable texture
 | |
| void rlDisableTexture(void)
 | |
| {
 | |
| #if defined(GRAPHICS_API_OPENGL_11)
 | |
|     glDisable(GL_TEXTURE_2D);
 | |
| #endif
 | |
|     glBindTexture(GL_TEXTURE_2D, 0);
 | |
| }
 | |
| 
 | |
| // Enable texture cubemap
 | |
| void rlEnableTextureCubemap(unsigned int id)
 | |
| {
 | |
| #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
 | |
|     glBindTexture(GL_TEXTURE_CUBE_MAP, id);
 | |
| #endif
 | |
| }
 | |
| 
 | |
| // Disable texture cubemap
 | |
| void rlDisableTextureCubemap(void)
 | |
| {
 | |
| #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
 | |
|     glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
 | |
| #endif
 | |
| }
 | |
| 
 | |
| // Set texture parameters (wrap mode/filter mode)
 | |
| void rlTextureParameters(unsigned int id, int param, int value)
 | |
| {
 | |
|     glBindTexture(GL_TEXTURE_2D, id);
 | |
| 
 | |
| #if !defined(GRAPHICS_API_OPENGL_11)
 | |
|     // Reset anisotropy filter, in case it was set
 | |
|     glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, 1.0f);
 | |
| #endif
 | |
| 
 | |
|     switch (param)
 | |
|     {
 | |
|         case RL_TEXTURE_WRAP_S:
 | |
|         case RL_TEXTURE_WRAP_T:
 | |
|         {
 | |
|             if (value == RL_TEXTURE_WRAP_MIRROR_CLAMP)
 | |
|             {
 | |
| #if !defined(GRAPHICS_API_OPENGL_11)
 | |
|                 if (RLGL.ExtSupported.texMirrorClamp) glTexParameteri(GL_TEXTURE_2D, param, value);
 | |
|                 else TRACELOG(RL_LOG_WARNING, "GL: Clamp mirror wrap mode not supported (GL_MIRROR_CLAMP_EXT)");
 | |
| #endif
 | |
|             }
 | |
|             else glTexParameteri(GL_TEXTURE_2D, param, value);
 | |
| 
 | |
|         } break;
 | |
|         case RL_TEXTURE_MAG_FILTER:
 | |
|         case RL_TEXTURE_MIN_FILTER: glTexParameteri(GL_TEXTURE_2D, param, value); break;
 | |
|         case RL_TEXTURE_FILTER_ANISOTROPIC:
 | |
|         {
 | |
| #if !defined(GRAPHICS_API_OPENGL_11)
 | |
|             if (value <= RLGL.ExtSupported.maxAnisotropyLevel) glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, (float)value);
 | |
|             else if (RLGL.ExtSupported.maxAnisotropyLevel > 0.0f)
 | |
|             {
 | |
|                 TRACELOG(RL_LOG_WARNING, "GL: Maximum anisotropic filter level supported is %iX", id, (int)RLGL.ExtSupported.maxAnisotropyLevel);
 | |
|                 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, (float)value);
 | |
|             }
 | |
|             else TRACELOG(RL_LOG_WARNING, "GL: Anisotropic filtering not supported");
 | |
| #endif
 | |
|         } break;
 | |
| #if defined(GRAPHICS_API_OPENGL_33)
 | |
|         case RL_TEXTURE_MIPMAP_BIAS_RATIO: glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_LOD_BIAS, value/100.0f);
 | |
| #endif
 | |
|         default: break;
 | |
|     }
 | |
| 
 | |
|     glBindTexture(GL_TEXTURE_2D, 0);
 | |
| }
 | |
| 
 | |
| // Set cubemap parameters (wrap mode/filter mode)
 | |
| void rlCubemapParameters(unsigned int id, int param, int value)
 | |
| {
 | |
| #if !defined(GRAPHICS_API_OPENGL_11)
 | |
|     glBindTexture(GL_TEXTURE_CUBE_MAP, id);
 | |
| 
 | |
|     // Reset anisotropy filter, in case it was set
 | |
|     glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAX_ANISOTROPY_EXT, 1.0f);
 | |
| 
 | |
|     switch (param)
 | |
|     {
 | |
|         case RL_TEXTURE_WRAP_S:
 | |
|         case RL_TEXTURE_WRAP_T:
 | |
|         {
 | |
|             if (value == RL_TEXTURE_WRAP_MIRROR_CLAMP)
 | |
|             {
 | |
|                 if (RLGL.ExtSupported.texMirrorClamp) glTexParameteri(GL_TEXTURE_CUBE_MAP, param, value);
 | |
|                 else TRACELOG(RL_LOG_WARNING, "GL: Clamp mirror wrap mode not supported (GL_MIRROR_CLAMP_EXT)");
 | |
|             }
 | |
|             else glTexParameteri(GL_TEXTURE_CUBE_MAP, param, value);
 | |
| 
 | |
|         } break;
 | |
|         case RL_TEXTURE_MAG_FILTER:
 | |
|         case RL_TEXTURE_MIN_FILTER: glTexParameteri(GL_TEXTURE_CUBE_MAP, param, value); break;
 | |
|         case RL_TEXTURE_FILTER_ANISOTROPIC:
 | |
|         {
 | |
|             if (value <= RLGL.ExtSupported.maxAnisotropyLevel) glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAX_ANISOTROPY_EXT, (float)value);
 | |
|             else if (RLGL.ExtSupported.maxAnisotropyLevel > 0.0f)
 | |
|             {
 | |
|                 TRACELOG(RL_LOG_WARNING, "GL: Maximum anisotropic filter level supported is %iX", id, (int)RLGL.ExtSupported.maxAnisotropyLevel);
 | |
|                 glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAX_ANISOTROPY_EXT, (float)value);
 | |
|             }
 | |
|             else TRACELOG(RL_LOG_WARNING, "GL: Anisotropic filtering not supported");
 | |
|         } break;
 | |
| #if defined(GRAPHICS_API_OPENGL_33)
 | |
|         case RL_TEXTURE_MIPMAP_BIAS_RATIO: glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_LOD_BIAS, value/100.0f);
 | |
| #endif
 | |
|         default: break;
 | |
|     }
 | |
| 
 | |
|     glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
 | |
| #endif
 | |
| }
 | |
| 
 | |
| // Enable shader program
 | |
| void rlEnableShader(unsigned int id)
 | |
| {
 | |
| #if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2))
 | |
|     glUseProgram(id);
 | |
| #endif
 | |
| }
 | |
| 
 | |
| // Disable shader program
 | |
| void rlDisableShader(void)
 | |
| {
 | |
| #if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2))
 | |
|     glUseProgram(0);
 | |
| #endif
 | |
| }
 | |
| 
 | |
| // Enable rendering to texture (fbo)
 | |
| void rlEnableFramebuffer(unsigned int id)
 | |
| {
 | |
| #if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)) && defined(RLGL_RENDER_TEXTURES_HINT)
 | |
|     glBindFramebuffer(GL_FRAMEBUFFER, id);
 | |
| #endif
 | |
| }
 | |
| 
 | |
| // return the active render texture (fbo)
 | |
| unsigned int rlGetActiveFramebuffer(void)
 | |
| {
 | |
|     GLint fboId = 0;
 | |
| #if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES3)) && defined(RLGL_RENDER_TEXTURES_HINT)
 | |
|     glGetIntegerv(GL_DRAW_FRAMEBUFFER_BINDING, &fboId);
 | |
| #endif
 | |
|     return fboId;
 | |
| }
 | |
| 
 | |
| // Disable rendering to texture
 | |
| void rlDisableFramebuffer(void)
 | |
| {
 | |
| #if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)) && defined(RLGL_RENDER_TEXTURES_HINT)
 | |
|     glBindFramebuffer(GL_FRAMEBUFFER, 0);
 | |
| #endif
 | |
| }
 | |
| 
 | |
| // Blit active framebuffer to main framebuffer
 | |
| void rlBlitFramebuffer(int srcX, int srcY, int srcWidth, int srcHeight, int dstX, int dstY, int dstWidth, int dstHeight, int bufferMask)
 | |
| {
 | |
| #if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES3)) && defined(RLGL_RENDER_TEXTURES_HINT)
 | |
|     glBlitFramebuffer(srcX, srcY, srcWidth, srcHeight, dstX, dstY, dstWidth, dstHeight, bufferMask, GL_NEAREST);
 | |
| #endif
 | |
| }
 | |
| 
 | |
| // Bind framebuffer object (fbo)
 | |
| void rlBindFramebuffer(unsigned int target, unsigned int framebuffer)
 | |
| {
 | |
| #if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)) && defined(RLGL_RENDER_TEXTURES_HINT)
 | |
|     glBindFramebuffer(target, framebuffer);
 | |
| #endif
 | |
| }
 | |
| 
 | |
| // Activate multiple draw color buffers
 | |
| // NOTE: One color buffer is always active by default
 | |
| void rlActiveDrawBuffers(int count)
 | |
| {
 | |
| #if ((defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES3)) && defined(RLGL_RENDER_TEXTURES_HINT))
 | |
|     // NOTE: Maximum number of draw buffers supported is implementation dependant,
 | |
|     // it can be queried with glGet*() but it must be at least 8
 | |
|     //GLint maxDrawBuffers = 0;
 | |
|     //glGetIntegerv(GL_MAX_DRAW_BUFFERS, &maxDrawBuffers);
 | |
| 
 | |
|     if (count > 0)
 | |
|     {
 | |
|         if (count > 8) TRACELOG(LOG_WARNING, "GL: Max color buffers limited to 8");
 | |
|         else
 | |
|         {
 | |
|             unsigned int buffers[8] = {
 | |
| #if defined(GRAPHICS_API_OPENGL_ES3)
 | |
|                 GL_COLOR_ATTACHMENT0_EXT,
 | |
|                 GL_COLOR_ATTACHMENT1_EXT,
 | |
|                 GL_COLOR_ATTACHMENT2_EXT,
 | |
|                 GL_COLOR_ATTACHMENT3_EXT,
 | |
|                 GL_COLOR_ATTACHMENT4_EXT,
 | |
|                 GL_COLOR_ATTACHMENT5_EXT,
 | |
|                 GL_COLOR_ATTACHMENT6_EXT,
 | |
|                 GL_COLOR_ATTACHMENT7_EXT,
 | |
| #else
 | |
|                 GL_COLOR_ATTACHMENT0,
 | |
|                 GL_COLOR_ATTACHMENT1,
 | |
|                 GL_COLOR_ATTACHMENT2,
 | |
|                 GL_COLOR_ATTACHMENT3,
 | |
|                 GL_COLOR_ATTACHMENT4,
 | |
|                 GL_COLOR_ATTACHMENT5,
 | |
|                 GL_COLOR_ATTACHMENT6,
 | |
|                 GL_COLOR_ATTACHMENT7,
 | |
| #endif
 | |
|             };
 | |
| 
 | |
| #if defined(GRAPHICS_API_OPENGL_ES3)
 | |
|             glDrawBuffersEXT(count, buffers);
 | |
| #else
 | |
|             glDrawBuffers(count, buffers);
 | |
| #endif
 | |
|         }
 | |
|     }
 | |
|     else TRACELOG(LOG_WARNING, "GL: One color buffer active by default");
 | |
| #endif
 | |
| }
 | |
| 
 | |
| //----------------------------------------------------------------------------------
 | |
| // General render state configuration
 | |
| //----------------------------------------------------------------------------------
 | |
| 
 | |
| // Enable color blending
 | |
| void rlEnableColorBlend(void) { glEnable(GL_BLEND); }
 | |
| 
 | |
| // Disable color blending
 | |
| void rlDisableColorBlend(void) { glDisable(GL_BLEND); }
 | |
| 
 | |
| // Enable depth test
 | |
| void rlEnableDepthTest(void) { glEnable(GL_DEPTH_TEST); }
 | |
| 
 | |
| // Disable depth test
 | |
| void rlDisableDepthTest(void) { glDisable(GL_DEPTH_TEST); }
 | |
| 
 | |
| // Enable depth write
 | |
| void rlEnableDepthMask(void) { glDepthMask(GL_TRUE); }
 | |
| 
 | |
| // Disable depth write
 | |
| void rlDisableDepthMask(void) { glDepthMask(GL_FALSE); }
 | |
| 
 | |
| // Enable backface culling
 | |
| void rlEnableBackfaceCulling(void) { glEnable(GL_CULL_FACE); }
 | |
| 
 | |
| // Disable backface culling
 | |
| void rlDisableBackfaceCulling(void) { glDisable(GL_CULL_FACE); }
 | |
| 
 | |
| // Set color mask active for screen read/draw
 | |
| void rlColorMask(bool r, bool g, bool b, bool a) { glColorMask(r, g, b, a); }
 | |
| 
 | |
| // Set face culling mode
 | |
| void rlSetCullFace(int mode)
 | |
| {
 | |
|     switch (mode)
 | |
|     {
 | |
|         case RL_CULL_FACE_BACK: glCullFace(GL_BACK); break;
 | |
|         case RL_CULL_FACE_FRONT: glCullFace(GL_FRONT); break;
 | |
|         default: break;
 | |
|     }
 | |
| }
 | |
| 
 | |
| // Enable scissor test
 | |
| void rlEnableScissorTest(void) { glEnable(GL_SCISSOR_TEST); }
 | |
| 
 | |
| // Disable scissor test
 | |
| void rlDisableScissorTest(void) { glDisable(GL_SCISSOR_TEST); }
 | |
| 
 | |
| // Scissor test
 | |
| void rlScissor(int x, int y, int width, int height) { glScissor(x, y, width, height); }
 | |
| 
 | |
| // Enable wire mode
 | |
| void rlEnableWireMode(void)
 | |
| {
 | |
| #if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33)
 | |
|     // NOTE: glPolygonMode() not available on OpenGL ES
 | |
|     glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
 | |
| #endif
 | |
| }
 | |
| 
 | |
| // Enable point mode
 | |
| void rlEnablePointMode(void)
 | |
| {
 | |
| #if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33)
 | |
|     // NOTE: glPolygonMode() not available on OpenGL ES
 | |
|     glPolygonMode(GL_FRONT_AND_BACK, GL_POINT);
 | |
|     glEnable(GL_PROGRAM_POINT_SIZE);
 | |
| #endif
 | |
| }
 | |
| 
 | |
| // Disable wire mode
 | |
| void rlDisableWireMode(void)
 | |
| {
 | |
| #if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33)
 | |
|     // NOTE: glPolygonMode() not available on OpenGL ES
 | |
|     glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
 | |
| #endif
 | |
| }
 | |
| 
 | |
| // Set the line drawing width
 | |
| void rlSetLineWidth(float width) { glLineWidth(width); }
 | |
| 
 | |
| // Get the line drawing width
 | |
| float rlGetLineWidth(void)
 | |
| {
 | |
|     float width = 0;
 | |
|     glGetFloatv(GL_LINE_WIDTH, &width);
 | |
|     return width;
 | |
| }
 | |
| 
 | |
| // Enable line aliasing
 | |
| void rlEnableSmoothLines(void)
 | |
| {
 | |
| #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_11)
 | |
|     glEnable(GL_LINE_SMOOTH);
 | |
| #endif
 | |
| }
 | |
| 
 | |
| // Disable line aliasing
 | |
| void rlDisableSmoothLines(void)
 | |
| {
 | |
| #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_11)
 | |
|     glDisable(GL_LINE_SMOOTH);
 | |
| #endif
 | |
| }
 | |
| 
 | |
| // Enable stereo rendering
 | |
| void rlEnableStereoRender(void)
 | |
| {
 | |
| #if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2))
 | |
|     RLGL.State.stereoRender = true;
 | |
| #endif
 | |
| }
 | |
| 
 | |
| // Disable stereo rendering
 | |
| void rlDisableStereoRender(void)
 | |
| {
 | |
| #if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2))
 | |
|     RLGL.State.stereoRender = false;
 | |
| #endif
 | |
| }
 | |
| 
 | |
| // Check if stereo render is enabled
 | |
| bool rlIsStereoRenderEnabled(void)
 | |
| {
 | |
| #if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2))
 | |
|     return RLGL.State.stereoRender;
 | |
| #else
 | |
|     return false;
 | |
| #endif
 | |
| }
 | |
| 
 | |
| // Clear color buffer with color
 | |
| void rlClearColor(unsigned char r, unsigned char g, unsigned char b, unsigned char a)
 | |
| {
 | |
|     // Color values clamp to 0.0f(0) and 1.0f(255)
 | |
|     float cr = (float)r/255;
 | |
|     float cg = (float)g/255;
 | |
|     float cb = (float)b/255;
 | |
|     float ca = (float)a/255;
 | |
| 
 | |
|     glClearColor(cr, cg, cb, ca);
 | |
| }
 | |
| 
 | |
| // Clear used screen buffers (color and depth)
 | |
| void rlClearScreenBuffers(void)
 | |
| {
 | |
|     glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);     // Clear used buffers: Color and Depth (Depth is used for 3D)
 | |
|     //glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);     // Stencil buffer not used...
 | |
| }
 | |
| 
 | |
| // Check and log OpenGL error codes
 | |
| void rlCheckErrors(void)
 | |
| {
 | |
| #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
 | |
|     int check = 1;
 | |
|     while (check)
 | |
|     {
 | |
|         const GLenum err = glGetError();
 | |
|         switch (err)
 | |
|         {
 | |
|             case GL_NO_ERROR: check = 0; break;
 | |
|             case 0x0500: TRACELOG(RL_LOG_WARNING, "GL: Error detected: GL_INVALID_ENUM"); break;
 | |
|             case 0x0501: TRACELOG(RL_LOG_WARNING, "GL: Error detected: GL_INVALID_VALUE"); break;
 | |
|             case 0x0502: TRACELOG(RL_LOG_WARNING, "GL: Error detected: GL_INVALID_OPERATION"); break;
 | |
|             case 0x0503: TRACELOG(RL_LOG_WARNING, "GL: Error detected: GL_STACK_OVERFLOW"); break;
 | |
|             case 0x0504: TRACELOG(RL_LOG_WARNING, "GL: Error detected: GL_STACK_UNDERFLOW"); break;
 | |
|             case 0x0505: TRACELOG(RL_LOG_WARNING, "GL: Error detected: GL_OUT_OF_MEMORY"); break;
 | |
|             case 0x0506: TRACELOG(RL_LOG_WARNING, "GL: Error detected: GL_INVALID_FRAMEBUFFER_OPERATION"); break;
 | |
|             default: TRACELOG(RL_LOG_WARNING, "GL: Error detected: Unknown error code: %x", err); break;
 | |
|         }
 | |
|     }
 | |
| #endif
 | |
| }
 | |
| 
 | |
| // Set blend mode
 | |
| void rlSetBlendMode(int mode)
 | |
| {
 | |
| #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
 | |
|     if ((RLGL.State.currentBlendMode != mode) || ((mode == RL_BLEND_CUSTOM || mode == RL_BLEND_CUSTOM_SEPARATE) && RLGL.State.glCustomBlendModeModified))
 | |
|     {
 | |
|         rlDrawRenderBatch(RLGL.currentBatch);
 | |
| 
 | |
|         switch (mode)
 | |
|         {
 | |
|             case RL_BLEND_ALPHA: glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glBlendEquation(GL_FUNC_ADD); break;
 | |
|             case RL_BLEND_ADDITIVE: glBlendFunc(GL_SRC_ALPHA, GL_ONE); glBlendEquation(GL_FUNC_ADD); break;
 | |
|             case RL_BLEND_MULTIPLIED: glBlendFunc(GL_DST_COLOR, GL_ONE_MINUS_SRC_ALPHA); glBlendEquation(GL_FUNC_ADD); break;
 | |
|             case RL_BLEND_ADD_COLORS: glBlendFunc(GL_ONE, GL_ONE); glBlendEquation(GL_FUNC_ADD); break;
 | |
|             case RL_BLEND_SUBTRACT_COLORS: glBlendFunc(GL_ONE, GL_ONE); glBlendEquation(GL_FUNC_SUBTRACT); break;
 | |
|             case RL_BLEND_ALPHA_PREMULTIPLY: glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA); glBlendEquation(GL_FUNC_ADD); break;
 | |
|             case RL_BLEND_CUSTOM:
 | |
|             {
 | |
|                 // NOTE: Using GL blend src/dst factors and GL equation configured with rlSetBlendFactors()
 | |
|                 glBlendFunc(RLGL.State.glBlendSrcFactor, RLGL.State.glBlendDstFactor); glBlendEquation(RLGL.State.glBlendEquation);
 | |
| 
 | |
|             } break;
 | |
|             case RL_BLEND_CUSTOM_SEPARATE:
 | |
|             {
 | |
|                 // NOTE: Using GL blend src/dst factors and GL equation configured with rlSetBlendFactorsSeparate()
 | |
|                 glBlendFuncSeparate(RLGL.State.glBlendSrcFactorRGB, RLGL.State.glBlendDestFactorRGB, RLGL.State.glBlendSrcFactorAlpha, RLGL.State.glBlendDestFactorAlpha);
 | |
|                 glBlendEquationSeparate(RLGL.State.glBlendEquationRGB, RLGL.State.glBlendEquationAlpha);
 | |
| 
 | |
|             } break;
 | |
|             default: break;
 | |
|         }
 | |
| 
 | |
|         RLGL.State.currentBlendMode = mode;
 | |
|         RLGL.State.glCustomBlendModeModified = false;
 | |
|     }
 | |
| #endif
 | |
| }
 | |
| 
 | |
| // Set blending mode factor and equation
 | |
| void rlSetBlendFactors(int glSrcFactor, int glDstFactor, int glEquation)
 | |
| {
 | |
| #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
 | |
|     if ((RLGL.State.glBlendSrcFactor != glSrcFactor) ||
 | |
|         (RLGL.State.glBlendDstFactor != glDstFactor) ||
 | |
|         (RLGL.State.glBlendEquation != glEquation))
 | |
|     {
 | |
|         RLGL.State.glBlendSrcFactor = glSrcFactor;
 | |
|         RLGL.State.glBlendDstFactor = glDstFactor;
 | |
|         RLGL.State.glBlendEquation = glEquation;
 | |
| 
 | |
|         RLGL.State.glCustomBlendModeModified = true;
 | |
|     }
 | |
| #endif
 | |
| }
 | |
| 
 | |
| // Set blending mode factor and equation separately for RGB and alpha
 | |
| void rlSetBlendFactorsSeparate(int glSrcRGB, int glDstRGB, int glSrcAlpha, int glDstAlpha, int glEqRGB, int glEqAlpha)
 | |
| {
 | |
| #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
 | |
|     if ((RLGL.State.glBlendSrcFactorRGB != glSrcRGB) ||
 | |
|         (RLGL.State.glBlendDestFactorRGB != glDstRGB) ||
 | |
|         (RLGL.State.glBlendSrcFactorAlpha != glSrcAlpha) ||
 | |
|         (RLGL.State.glBlendDestFactorAlpha != glDstAlpha) ||
 | |
|         (RLGL.State.glBlendEquationRGB != glEqRGB) ||
 | |
|         (RLGL.State.glBlendEquationAlpha != glEqAlpha))
 | |
|     {
 | |
|         RLGL.State.glBlendSrcFactorRGB = glSrcRGB;
 | |
|         RLGL.State.glBlendDestFactorRGB = glDstRGB;
 | |
|         RLGL.State.glBlendSrcFactorAlpha = glSrcAlpha;
 | |
|         RLGL.State.glBlendDestFactorAlpha = glDstAlpha;
 | |
|         RLGL.State.glBlendEquationRGB = glEqRGB;
 | |
|         RLGL.State.glBlendEquationAlpha = glEqAlpha;
 | |
| 
 | |
|         RLGL.State.glCustomBlendModeModified = true;
 | |
|     }
 | |
| #endif
 | |
| }
 | |
| 
 | |
| //----------------------------------------------------------------------------------
 | |
| // Module Functions Definition - OpenGL Debug
 | |
| //----------------------------------------------------------------------------------
 | |
| #if defined(RLGL_ENABLE_OPENGL_DEBUG_CONTEXT) && defined(GRAPHICS_API_OPENGL_43)
 | |
| static void GLAPIENTRY rlDebugMessageCallback(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar *message, const void *userParam)
 | |
| {
 | |
|     // Ignore non-significant error/warning codes (NVidia drivers)
 | |
|     // NOTE: Here there are the details with a sample output:
 | |
|     // - #131169 - Framebuffer detailed info: The driver allocated storage for renderbuffer 2. (severity: low)
 | |
|     // - #131185 - Buffer detailed info: Buffer object 1 (bound to GL_ELEMENT_ARRAY_BUFFER_ARB, usage hint is GL_ENUM_88e4)
 | |
|     //             will use VIDEO memory as the source for buffer object operations. (severity: low)
 | |
|     // - #131218 - Program/shader state performance warning: Vertex shader in program 7 is being recompiled based on GL state. (severity: medium)
 | |
|     // - #131204 - Texture state usage warning: The texture object (0) bound to texture image unit 0 does not have
 | |
|     //             a defined base level and cannot be used for texture mapping. (severity: low)
 | |
|     if ((id == 131169) || (id == 131185) || (id == 131218) || (id == 131204)) return;
 | |
| 
 | |
|     const char *msgSource = NULL;
 | |
|     switch (source)
 | |
|     {
 | |
|         case GL_DEBUG_SOURCE_API: msgSource = "API"; break;
 | |
|         case GL_DEBUG_SOURCE_WINDOW_SYSTEM: msgSource = "WINDOW_SYSTEM"; break;
 | |
|         case GL_DEBUG_SOURCE_SHADER_COMPILER: msgSource = "SHADER_COMPILER"; break;
 | |
|         case GL_DEBUG_SOURCE_THIRD_PARTY: msgSource = "THIRD_PARTY"; break;
 | |
|         case GL_DEBUG_SOURCE_APPLICATION: msgSource = "APPLICATION"; break;
 | |
|         case GL_DEBUG_SOURCE_OTHER: msgSource = "OTHER"; break;
 | |
|         default: break;
 | |
|     }
 | |
| 
 | |
|     const char *msgType = NULL;
 | |
|     switch (type)
 | |
|     {
 | |
|         case GL_DEBUG_TYPE_ERROR: msgType = "ERROR"; break;
 | |
|         case GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR: msgType = "DEPRECATED_BEHAVIOR"; break;
 | |
|         case GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR: msgType = "UNDEFINED_BEHAVIOR"; break;
 | |
|         case GL_DEBUG_TYPE_PORTABILITY: msgType = "PORTABILITY"; break;
 | |
|         case GL_DEBUG_TYPE_PERFORMANCE: msgType = "PERFORMANCE"; break;
 | |
|         case GL_DEBUG_TYPE_MARKER: msgType = "MARKER"; break;
 | |
|         case GL_DEBUG_TYPE_PUSH_GROUP: msgType = "PUSH_GROUP"; break;
 | |
|         case GL_DEBUG_TYPE_POP_GROUP: msgType = "POP_GROUP"; break;
 | |
|         case GL_DEBUG_TYPE_OTHER: msgType = "OTHER"; break;
 | |
|         default: break;
 | |
|     }
 | |
| 
 | |
|     const char *msgSeverity = "DEFAULT";
 | |
|     switch (severity)
 | |
|     {
 | |
|         case GL_DEBUG_SEVERITY_LOW: msgSeverity = "LOW"; break;
 | |
|         case GL_DEBUG_SEVERITY_MEDIUM: msgSeverity = "MEDIUM"; break;
 | |
|         case GL_DEBUG_SEVERITY_HIGH: msgSeverity = "HIGH"; break;
 | |
|         case GL_DEBUG_SEVERITY_NOTIFICATION: msgSeverity = "NOTIFICATION"; break;
 | |
|         default: break;
 | |
|     }
 | |
| 
 | |
|     TRACELOG(LOG_WARNING, "GL: OpenGL debug message: %s", message);
 | |
|     TRACELOG(LOG_WARNING, "    > Type: %s", msgType);
 | |
|     TRACELOG(LOG_WARNING, "    > Source = %s", msgSource);
 | |
|     TRACELOG(LOG_WARNING, "    > Severity = %s", msgSeverity);
 | |
| }
 | |
| #endif
 | |
| 
 | |
| //----------------------------------------------------------------------------------
 | |
| // Module Functions Definition - rlgl functionality
 | |
| //----------------------------------------------------------------------------------
 | |
| 
 | |
| // Initialize rlgl: OpenGL extensions, default buffers/shaders/textures, OpenGL states
 | |
| void rlglInit(int width, int height)
 | |
| {
 | |
|     // Enable OpenGL debug context if required
 | |
| #if defined(RLGL_ENABLE_OPENGL_DEBUG_CONTEXT) && defined(GRAPHICS_API_OPENGL_43)
 | |
|     if ((glDebugMessageCallback != NULL) && (glDebugMessageControl != NULL))
 | |
|     {
 | |
|         glDebugMessageCallback(rlDebugMessageCallback, 0);
 | |
|         // glDebugMessageControl(GL_DEBUG_SOURCE_API, GL_DEBUG_TYPE_ERROR, GL_DEBUG_SEVERITY_HIGH, 0, 0, GL_TRUE);
 | |
| 
 | |
|         // Debug context options:
 | |
|         //  - GL_DEBUG_OUTPUT - Faster version but not useful for breakpoints
 | |
|         //  - GL_DEBUG_OUTPUT_SYNCHRONUS - Callback is in sync with errors, so a breakpoint can be placed on the callback in order to get a stacktrace for the GL error
 | |
|         glEnable(GL_DEBUG_OUTPUT);
 | |
|         glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS);
 | |
|     }
 | |
| #endif
 | |
| 
 | |
| #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
 | |
|     // Init default white texture
 | |
|     unsigned char pixels[4] = { 255, 255, 255, 255 };   // 1 pixel RGBA (4 bytes)
 | |
|     RLGL.State.defaultTextureId = rlLoadTexture(pixels, 1, 1, RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8A8, 1);
 | |
| 
 | |
|     if (RLGL.State.defaultTextureId != 0) TRACELOG(RL_LOG_INFO, "TEXTURE: [ID %i] Default texture loaded successfully", RLGL.State.defaultTextureId);
 | |
|     else TRACELOG(RL_LOG_WARNING, "TEXTURE: Failed to load default texture");
 | |
| 
 | |
|     // Init default Shader (customized for GL 3.3 and ES2)
 | |
|     // Loaded: RLGL.State.defaultShaderId + RLGL.State.defaultShaderLocs
 | |
|     rlLoadShaderDefault();
 | |
|     RLGL.State.currentShaderId = RLGL.State.defaultShaderId;
 | |
|     RLGL.State.currentShaderLocs = RLGL.State.defaultShaderLocs;
 | |
| 
 | |
|     // Init default vertex arrays buffers
 | |
|     // Simulate that the default shader has the location RL_SHADER_LOC_VERTEX_NORMAL to bind the normal buffer for the default render batch
 | |
|     RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_NORMAL] = RL_DEFAULT_SHADER_ATTRIB_LOCATION_NORMAL;
 | |
|     RLGL.defaultBatch = rlLoadRenderBatch(RL_DEFAULT_BATCH_BUFFERS, RL_DEFAULT_BATCH_BUFFER_ELEMENTS);
 | |
|     RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_NORMAL] = -1;
 | |
|     RLGL.currentBatch = &RLGL.defaultBatch;
 | |
| 
 | |
|     // Init stack matrices (emulating OpenGL 1.1)
 | |
|     for (int i = 0; i < RL_MAX_MATRIX_STACK_SIZE; i++) RLGL.State.stack[i] = rlMatrixIdentity();
 | |
| 
 | |
|     // Init internal matrices
 | |
|     RLGL.State.transform = rlMatrixIdentity();
 | |
|     RLGL.State.projection = rlMatrixIdentity();
 | |
|     RLGL.State.modelview = rlMatrixIdentity();
 | |
|     RLGL.State.currentMatrix = &RLGL.State.modelview;
 | |
| #endif  // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2
 | |
| 
 | |
|     // Initialize OpenGL default states
 | |
|     //----------------------------------------------------------
 | |
|     // Init state: Depth test
 | |
|     glDepthFunc(GL_LEQUAL);                                 // Type of depth testing to apply
 | |
|     glDisable(GL_DEPTH_TEST);                               // Disable depth testing for 2D (only used for 3D)
 | |
| 
 | |
|     // Init state: Blending mode
 | |
|     glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);      // Color blending function (how colors are mixed)
 | |
|     glEnable(GL_BLEND);                                     // Enable color blending (required to work with transparencies)
 | |
| 
 | |
|     // Init state: Culling
 | |
|     // NOTE: All shapes/models triangles are drawn CCW
 | |
|     glCullFace(GL_BACK);                                    // Cull the back face (default)
 | |
|     glFrontFace(GL_CCW);                                    // Front face are defined counter clockwise (default)
 | |
|     glEnable(GL_CULL_FACE);                                 // Enable backface culling
 | |
| 
 | |
|     // Init state: Cubemap seamless
 | |
| #if defined(GRAPHICS_API_OPENGL_33)
 | |
|     glEnable(GL_TEXTURE_CUBE_MAP_SEAMLESS);                 // Seamless cubemaps (not supported on OpenGL ES 2.0)
 | |
| #endif
 | |
| 
 | |
| #if defined(GRAPHICS_API_OPENGL_11)
 | |
|     // Init state: Color hints (deprecated in OpenGL 3.0+)
 | |
|     glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);      // Improve quality of color and texture coordinate interpolation
 | |
|     glShadeModel(GL_SMOOTH);                                // Smooth shading between vertex (vertex colors interpolation)
 | |
| #endif
 | |
| 
 | |
| #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
 | |
|     // Store screen size into global variables
 | |
|     RLGL.State.framebufferWidth = width;
 | |
|     RLGL.State.framebufferHeight = height;
 | |
| 
 | |
|     TRACELOG(RL_LOG_INFO, "RLGL: Default OpenGL state initialized successfully");
 | |
|     //----------------------------------------------------------
 | |
| #endif
 | |
| 
 | |
|     // Init state: Color/Depth buffers clear
 | |
|     glClearColor(0.0f, 0.0f, 0.0f, 1.0f);                   // Set clear color (black)
 | |
|     glClearDepth(1.0f);                                     // Set clear depth value (default)
 | |
|     glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);     // Clear color and depth buffers (depth buffer required for 3D)
 | |
| }
 | |
| 
 | |
| // Vertex Buffer Object deinitialization (memory free)
 | |
| void rlglClose(void)
 | |
| {
 | |
| #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
 | |
|     rlUnloadRenderBatch(RLGL.defaultBatch);
 | |
| 
 | |
|     rlUnloadShaderDefault();          // Unload default shader
 | |
| 
 | |
|     glDeleteTextures(1, &RLGL.State.defaultTextureId); // Unload default texture
 | |
|     TRACELOG(RL_LOG_INFO, "TEXTURE: [ID %i] Default texture unloaded successfully", RLGL.State.defaultTextureId);
 | |
| #endif
 | |
| }
 | |
| 
 | |
| // Load OpenGL extensions
 | |
| // NOTE: External loader function must be provided
 | |
| void rlLoadExtensions(void *loader)
 | |
| {
 | |
| #if defined(GRAPHICS_API_OPENGL_33)     // Also defined for GRAPHICS_API_OPENGL_21
 | |
|     // NOTE: glad is generated and contains only required OpenGL 3.3 Core extensions (and lower versions)
 | |
|     if (gladLoadGL((GLADloadfunc)loader) == 0) TRACELOG(RL_LOG_WARNING, "GLAD: Cannot load OpenGL extensions");
 | |
|     else TRACELOG(RL_LOG_INFO, "GLAD: OpenGL extensions loaded successfully");
 | |
| 
 | |
|     // Get number of supported extensions
 | |
|     GLint numExt = 0;
 | |
|     glGetIntegerv(GL_NUM_EXTENSIONS, &numExt);
 | |
|     TRACELOG(RL_LOG_INFO, "GL: Supported extensions count: %i", numExt);
 | |
| 
 | |
| #if defined(RLGL_SHOW_GL_DETAILS_INFO)
 | |
|     // Get supported extensions list
 | |
|     // WARNING: glGetStringi() not available on OpenGL 2.1
 | |
|     TRACELOG(RL_LOG_INFO, "GL: OpenGL extensions:");
 | |
|     for (int i = 0; i < numExt; i++) TRACELOG(RL_LOG_INFO, "    %s", glGetStringi(GL_EXTENSIONS, i));
 | |
| #endif
 | |
| 
 | |
| #if defined(GRAPHICS_API_OPENGL_21)
 | |
|     // Register supported extensions flags
 | |
|     // Optional OpenGL 2.1 extensions
 | |
|     RLGL.ExtSupported.vao = GLAD_GL_ARB_vertex_array_object;
 | |
|     RLGL.ExtSupported.instancing = (GLAD_GL_EXT_draw_instanced && GLAD_GL_ARB_instanced_arrays);
 | |
|     RLGL.ExtSupported.texNPOT = GLAD_GL_ARB_texture_non_power_of_two;
 | |
|     RLGL.ExtSupported.texFloat32 = GLAD_GL_ARB_texture_float;
 | |
|     RLGL.ExtSupported.texFloat16 = GLAD_GL_ARB_texture_float;
 | |
|     RLGL.ExtSupported.texDepth = GLAD_GL_ARB_depth_texture;
 | |
|     RLGL.ExtSupported.maxDepthBits = 32;
 | |
|     RLGL.ExtSupported.texAnisoFilter = GLAD_GL_EXT_texture_filter_anisotropic;
 | |
|     RLGL.ExtSupported.texMirrorClamp = GLAD_GL_EXT_texture_mirror_clamp;
 | |
| #else
 | |
|     // Register supported extensions flags
 | |
|     // OpenGL 3.3 extensions supported by default (core)
 | |
|     RLGL.ExtSupported.vao = true;
 | |
|     RLGL.ExtSupported.instancing = true;
 | |
|     RLGL.ExtSupported.texNPOT = true;
 | |
|     RLGL.ExtSupported.texFloat32 = true;
 | |
|     RLGL.ExtSupported.texFloat16 = true;
 | |
|     RLGL.ExtSupported.texDepth = true;
 | |
|     RLGL.ExtSupported.maxDepthBits = 32;
 | |
|     RLGL.ExtSupported.texAnisoFilter = true;
 | |
|     RLGL.ExtSupported.texMirrorClamp = true;
 | |
| #endif
 | |
| 
 | |
|     // Optional OpenGL 3.3 extensions
 | |
|     RLGL.ExtSupported.texCompASTC = GLAD_GL_KHR_texture_compression_astc_hdr && GLAD_GL_KHR_texture_compression_astc_ldr;
 | |
|     RLGL.ExtSupported.texCompDXT = GLAD_GL_EXT_texture_compression_s3tc;  // Texture compression: DXT
 | |
|     RLGL.ExtSupported.texCompETC2 = GLAD_GL_ARB_ES3_compatibility;        // Texture compression: ETC2/EAC
 | |
|     #if defined(GRAPHICS_API_OPENGL_43)
 | |
|     RLGL.ExtSupported.computeShader = GLAD_GL_ARB_compute_shader;
 | |
|     RLGL.ExtSupported.ssbo = GLAD_GL_ARB_shader_storage_buffer_object;
 | |
|     #endif
 | |
| 
 | |
| #endif  // GRAPHICS_API_OPENGL_33
 | |
| 
 | |
| #if defined(GRAPHICS_API_OPENGL_ES3)
 | |
|     // Register supported extensions flags
 | |
|     // OpenGL ES 3.0 extensions supported by default (or it should be)
 | |
|     RLGL.ExtSupported.vao = true;
 | |
|     RLGL.ExtSupported.instancing = true;
 | |
|     RLGL.ExtSupported.texNPOT = true;
 | |
|     RLGL.ExtSupported.texFloat32 = true;
 | |
|     RLGL.ExtSupported.texFloat16 = true;
 | |
|     RLGL.ExtSupported.texDepth = true;
 | |
|     RLGL.ExtSupported.texDepthWebGL = true;
 | |
|     RLGL.ExtSupported.maxDepthBits = 24;
 | |
|     RLGL.ExtSupported.texAnisoFilter = true;
 | |
|     RLGL.ExtSupported.texMirrorClamp = true;
 | |
|     // TODO: Check for additional OpenGL ES 3.0 supported extensions:
 | |
|     //RLGL.ExtSupported.texCompDXT = true;
 | |
|     //RLGL.ExtSupported.texCompETC1 = true;
 | |
|     //RLGL.ExtSupported.texCompETC2 = true;
 | |
|     //RLGL.ExtSupported.texCompPVRT = true;
 | |
|     //RLGL.ExtSupported.texCompASTC = true;
 | |
|     //RLGL.ExtSupported.maxAnisotropyLevel = true;
 | |
|     //RLGL.ExtSupported.computeShader = true;
 | |
|     //RLGL.ExtSupported.ssbo = true;
 | |
| 
 | |
| #elif defined(GRAPHICS_API_OPENGL_ES2)
 | |
| 
 | |
|     #if defined(PLATFORM_DESKTOP_GLFW) || defined(PLATFORM_DESKTOP_SDL)
 | |
|     // TODO: Support GLAD loader for OpenGL ES 3.0
 | |
|     if (gladLoadGLES2((GLADloadfunc)loader) == 0) TRACELOG(RL_LOG_WARNING, "GLAD: Cannot load OpenGL ES2.0 functions");
 | |
|     else TRACELOG(RL_LOG_INFO, "GLAD: OpenGL ES 2.0 loaded successfully");
 | |
|     #endif
 | |
| 
 | |
|     // Get supported extensions list
 | |
|     GLint numExt = 0;
 | |
|     const char **extList = RL_MALLOC(512*sizeof(const char *)); // Allocate 512 strings pointers (2 KB)
 | |
|     const char *extensions = (const char *)glGetString(GL_EXTENSIONS);  // One big const string
 | |
| 
 | |
|     // NOTE: We have to duplicate string because glGetString() returns a const string
 | |
|     int size = strlen(extensions) + 1;      // Get extensions string size in bytes
 | |
|     char *extensionsDup = (char *)RL_CALLOC(size, sizeof(char));
 | |
|     strcpy(extensionsDup, extensions);
 | |
|     extList[numExt] = extensionsDup;
 | |
| 
 | |
|     for (int i = 0; i < size; i++)
 | |
|     {
 | |
|         if (extensionsDup[i] == ' ')
 | |
|         {
 | |
|             extensionsDup[i] = '\0';
 | |
|             numExt++;
 | |
|             extList[numExt] = &extensionsDup[i + 1];
 | |
|         }
 | |
|     }
 | |
| 
 | |
|     TRACELOG(RL_LOG_INFO, "GL: Supported extensions count: %i", numExt);
 | |
| 
 | |
| #if defined(RLGL_SHOW_GL_DETAILS_INFO)
 | |
|     TRACELOG(RL_LOG_INFO, "GL: OpenGL extensions:");
 | |
|     for (int i = 0; i < numExt; i++) TRACELOG(RL_LOG_INFO, "    %s", extList[i]);
 | |
| #endif
 | |
| 
 | |
|     // Check required extensions
 | |
|     for (int i = 0; i < numExt; i++)
 | |
|     {
 | |
|         // Check VAO support
 | |
|         // NOTE: Only check on OpenGL ES, OpenGL 3.3 has VAO support as core feature
 | |
|         if (strcmp(extList[i], (const char *)"GL_OES_vertex_array_object") == 0)
 | |
|         {
 | |
|             // The extension is supported by our hardware and driver, try to get related functions pointers
 | |
|             // NOTE: emscripten does not support VAOs natively, it uses emulation and it reduces overall performance...
 | |
|             glGenVertexArrays = (PFNGLGENVERTEXARRAYSOESPROC)((rlglLoadProc)loader)("glGenVertexArraysOES");
 | |
|             glBindVertexArray = (PFNGLBINDVERTEXARRAYOESPROC)((rlglLoadProc)loader)("glBindVertexArrayOES");
 | |
|             glDeleteVertexArrays = (PFNGLDELETEVERTEXARRAYSOESPROC)((rlglLoadProc)loader)("glDeleteVertexArraysOES");
 | |
|             //glIsVertexArray = (PFNGLISVERTEXARRAYOESPROC)loader("glIsVertexArrayOES");     // NOTE: Fails in WebGL, omitted
 | |
| 
 | |
|             if ((glGenVertexArrays != NULL) && (glBindVertexArray != NULL) && (glDeleteVertexArrays != NULL)) RLGL.ExtSupported.vao = true;
 | |
|         }
 | |
| 
 | |
|         // Check instanced rendering support
 | |
|         if (strstr(extList[i], (const char*)"instanced_arrays") != NULL)   // Broad check for instanced_arrays
 | |
|         {
 | |
|             // Specific check
 | |
|             if (strcmp(extList[i], (const char *)"GL_ANGLE_instanced_arrays") == 0)      // ANGLE
 | |
|             {
 | |
|                 glDrawArraysInstanced = (PFNGLDRAWARRAYSINSTANCEDEXTPROC)((rlglLoadProc)loader)("glDrawArraysInstancedANGLE");
 | |
|                 glDrawElementsInstanced = (PFNGLDRAWELEMENTSINSTANCEDEXTPROC)((rlglLoadProc)loader)("glDrawElementsInstancedANGLE");
 | |
|                 glVertexAttribDivisor = (PFNGLVERTEXATTRIBDIVISOREXTPROC)((rlglLoadProc)loader)("glVertexAttribDivisorANGLE");
 | |
|             }
 | |
|             else if (strcmp(extList[i], (const char *)"GL_EXT_instanced_arrays") == 0)   // EXT
 | |
|             {
 | |
|                 glDrawArraysInstanced = (PFNGLDRAWARRAYSINSTANCEDEXTPROC)((rlglLoadProc)loader)("glDrawArraysInstancedEXT");
 | |
|                 glDrawElementsInstanced = (PFNGLDRAWELEMENTSINSTANCEDEXTPROC)((rlglLoadProc)loader)("glDrawElementsInstancedEXT");
 | |
|                 glVertexAttribDivisor = (PFNGLVERTEXATTRIBDIVISOREXTPROC)((rlglLoadProc)loader)("glVertexAttribDivisorEXT");
 | |
|             }
 | |
|             else if (strcmp(extList[i], (const char *)"GL_NV_instanced_arrays") == 0)    // NVIDIA GLES
 | |
|             {
 | |
|                 glDrawArraysInstanced = (PFNGLDRAWARRAYSINSTANCEDEXTPROC)((rlglLoadProc)loader)("glDrawArraysInstancedNV");
 | |
|                 glDrawElementsInstanced = (PFNGLDRAWELEMENTSINSTANCEDEXTPROC)((rlglLoadProc)loader)("glDrawElementsInstancedNV");
 | |
|                 glVertexAttribDivisor = (PFNGLVERTEXATTRIBDIVISOREXTPROC)((rlglLoadProc)loader)("glVertexAttribDivisorNV");
 | |
|             }
 | |
| 
 | |
|             // The feature will only be marked as supported if the elements from GL_XXX_instanced_arrays are present
 | |
|             if ((glDrawArraysInstanced != NULL) && (glDrawElementsInstanced != NULL) && (glVertexAttribDivisor != NULL)) RLGL.ExtSupported.instancing = true;
 | |
|         }
 | |
|         else if (strstr(extList[i], (const char *)"draw_instanced") != NULL)
 | |
|         {
 | |
|             // GL_ANGLE_draw_instanced doesn't exist
 | |
|             if (strcmp(extList[i], (const char *)"GL_EXT_draw_instanced") == 0)
 | |
|             {
 | |
|                 glDrawArraysInstanced = (PFNGLDRAWARRAYSINSTANCEDEXTPROC)((rlglLoadProc)loader)("glDrawArraysInstancedEXT");
 | |
|                 glDrawElementsInstanced = (PFNGLDRAWELEMENTSINSTANCEDEXTPROC)((rlglLoadProc)loader)("glDrawElementsInstancedEXT");
 | |
|             }
 | |
|             else if (strcmp(extList[i], (const char*)"GL_NV_draw_instanced") == 0)
 | |
|             {
 | |
|                 glDrawArraysInstanced = (PFNGLDRAWARRAYSINSTANCEDEXTPROC)((rlglLoadProc)loader)("glDrawArraysInstancedNV");
 | |
|                 glDrawElementsInstanced = (PFNGLDRAWELEMENTSINSTANCEDEXTPROC)((rlglLoadProc)loader)("glDrawElementsInstancedNV");
 | |
|             }
 | |
| 
 | |
|             // But the functions will at least be loaded if only GL_XX_EXT_draw_instanced exist
 | |
|             if ((glDrawArraysInstanced != NULL) && (glDrawElementsInstanced != NULL) && (glVertexAttribDivisor != NULL)) RLGL.ExtSupported.instancing = true;
 | |
|         }
 | |
| 
 | |
|         // Check NPOT textures support
 | |
|         // NOTE: Only check on OpenGL ES, OpenGL 3.3 has NPOT textures full support as core feature
 | |
|         if (strcmp(extList[i], (const char *)"GL_OES_texture_npot") == 0) RLGL.ExtSupported.texNPOT = true;
 | |
| 
 | |
|         // Check texture float support
 | |
|         if (strcmp(extList[i], (const char *)"GL_OES_texture_float") == 0) RLGL.ExtSupported.texFloat32 = true;
 | |
|         if (strcmp(extList[i], (const char *)"GL_OES_texture_half_float") == 0) RLGL.ExtSupported.texFloat16 = true;
 | |
| 
 | |
|         // Check depth texture support
 | |
|         if (strcmp(extList[i], (const char *)"GL_OES_depth_texture") == 0) RLGL.ExtSupported.texDepth = true;
 | |
|         if (strcmp(extList[i], (const char *)"GL_WEBGL_depth_texture") == 0) RLGL.ExtSupported.texDepthWebGL = true;    // WebGL requires unsized internal format
 | |
|         if (RLGL.ExtSupported.texDepthWebGL) RLGL.ExtSupported.texDepth = true;
 | |
| 
 | |
|         if (strcmp(extList[i], (const char *)"GL_OES_depth24") == 0) RLGL.ExtSupported.maxDepthBits = 24;   // Not available on WebGL
 | |
|         if (strcmp(extList[i], (const char *)"GL_OES_depth32") == 0) RLGL.ExtSupported.maxDepthBits = 32;   // Not available on WebGL
 | |
| 
 | |
|         // Check texture compression support: DXT
 | |
|         if ((strcmp(extList[i], (const char *)"GL_EXT_texture_compression_s3tc") == 0) ||
 | |
|             (strcmp(extList[i], (const char *)"GL_WEBGL_compressed_texture_s3tc") == 0) ||
 | |
|             (strcmp(extList[i], (const char *)"GL_WEBKIT_WEBGL_compressed_texture_s3tc") == 0)) RLGL.ExtSupported.texCompDXT = true;
 | |
| 
 | |
|         // Check texture compression support: ETC1
 | |
|         if ((strcmp(extList[i], (const char *)"GL_OES_compressed_ETC1_RGB8_texture") == 0) ||
 | |
|             (strcmp(extList[i], (const char *)"GL_WEBGL_compressed_texture_etc1") == 0)) RLGL.ExtSupported.texCompETC1 = true;
 | |
| 
 | |
|         // Check texture compression support: ETC2/EAC
 | |
|         if (strcmp(extList[i], (const char *)"GL_ARB_ES3_compatibility") == 0) RLGL.ExtSupported.texCompETC2 = true;
 | |
| 
 | |
|         // Check texture compression support: PVR
 | |
|         if (strcmp(extList[i], (const char *)"GL_IMG_texture_compression_pvrtc") == 0) RLGL.ExtSupported.texCompPVRT = true;
 | |
| 
 | |
|         // Check texture compression support: ASTC
 | |
|         if (strcmp(extList[i], (const char *)"GL_KHR_texture_compression_astc_hdr") == 0) RLGL.ExtSupported.texCompASTC = true;
 | |
| 
 | |
|         // Check anisotropic texture filter support
 | |
|         if (strcmp(extList[i], (const char *)"GL_EXT_texture_filter_anisotropic") == 0) RLGL.ExtSupported.texAnisoFilter = true;
 | |
| 
 | |
|         // Check clamp mirror wrap mode support
 | |
|         if (strcmp(extList[i], (const char *)"GL_EXT_texture_mirror_clamp") == 0) RLGL.ExtSupported.texMirrorClamp = true;
 | |
|     }
 | |
| 
 | |
|     // Free extensions pointers
 | |
|     RL_FREE(extList);
 | |
|     RL_FREE(extensionsDup);    // Duplicated string must be deallocated
 | |
| #endif  // GRAPHICS_API_OPENGL_ES2
 | |
| 
 | |
|     // Check OpenGL information and capabilities
 | |
|     //------------------------------------------------------------------------------
 | |
|     // Show current OpenGL and GLSL version
 | |
|     TRACELOG(RL_LOG_INFO, "GL: OpenGL device information:");
 | |
|     TRACELOG(RL_LOG_INFO, "    > Vendor:   %s", glGetString(GL_VENDOR));
 | |
|     TRACELOG(RL_LOG_INFO, "    > Renderer: %s", glGetString(GL_RENDERER));
 | |
|     TRACELOG(RL_LOG_INFO, "    > Version:  %s", glGetString(GL_VERSION));
 | |
|     TRACELOG(RL_LOG_INFO, "    > GLSL:     %s", glGetString(GL_SHADING_LANGUAGE_VERSION));
 | |
| 
 | |
| #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
 | |
|     // NOTE: Anisotropy levels capability is an extension
 | |
|     #ifndef GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT
 | |
|         #define GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT 0x84FF
 | |
|     #endif
 | |
|     glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &RLGL.ExtSupported.maxAnisotropyLevel);
 | |
| 
 | |
| #if defined(RLGL_SHOW_GL_DETAILS_INFO)
 | |
|     // Show some OpenGL GPU capabilities
 | |
|     TRACELOG(RL_LOG_INFO, "GL: OpenGL capabilities:");
 | |
|     GLint capability = 0;
 | |
|     glGetIntegerv(GL_MAX_TEXTURE_SIZE, &capability);
 | |
|     TRACELOG(RL_LOG_INFO, "    GL_MAX_TEXTURE_SIZE: %i", capability);
 | |
|     glGetIntegerv(GL_MAX_CUBE_MAP_TEXTURE_SIZE, &capability);
 | |
|     TRACELOG(RL_LOG_INFO, "    GL_MAX_CUBE_MAP_TEXTURE_SIZE: %i", capability);
 | |
|     glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &capability);
 | |
|     TRACELOG(RL_LOG_INFO, "    GL_MAX_TEXTURE_IMAGE_UNITS: %i", capability);
 | |
|     glGetIntegerv(GL_MAX_VERTEX_ATTRIBS, &capability);
 | |
|     TRACELOG(RL_LOG_INFO, "    GL_MAX_VERTEX_ATTRIBS: %i", capability);
 | |
|     #if !defined(GRAPHICS_API_OPENGL_ES2)
 | |
|     glGetIntegerv(GL_MAX_UNIFORM_BLOCK_SIZE, &capability);
 | |
|     TRACELOG(RL_LOG_INFO, "    GL_MAX_UNIFORM_BLOCK_SIZE: %i", capability);
 | |
|     glGetIntegerv(GL_MAX_DRAW_BUFFERS, &capability);
 | |
|     TRACELOG(RL_LOG_INFO, "    GL_MAX_DRAW_BUFFERS: %i", capability);
 | |
|     if (RLGL.ExtSupported.texAnisoFilter) TRACELOG(RL_LOG_INFO, "    GL_MAX_TEXTURE_MAX_ANISOTROPY: %.0f", RLGL.ExtSupported.maxAnisotropyLevel);
 | |
|     #endif
 | |
|     glGetIntegerv(GL_NUM_COMPRESSED_TEXTURE_FORMATS, &capability);
 | |
|     TRACELOG(RL_LOG_INFO, "    GL_NUM_COMPRESSED_TEXTURE_FORMATS: %i", capability);
 | |
|     GLint *compFormats = (GLint *)RL_CALLOC(capability, sizeof(GLint));
 | |
|     glGetIntegerv(GL_COMPRESSED_TEXTURE_FORMATS, compFormats);
 | |
|     for (int i = 0; i < capability; i++) TRACELOG(RL_LOG_INFO, "        %s", rlGetCompressedFormatName(compFormats[i]));
 | |
|     RL_FREE(compFormats);
 | |
| 
 | |
| #if defined(GRAPHICS_API_OPENGL_43)
 | |
|     glGetIntegerv(GL_MAX_VERTEX_ATTRIB_BINDINGS, &capability);
 | |
|     TRACELOG(RL_LOG_INFO, "    GL_MAX_VERTEX_ATTRIB_BINDINGS: %i", capability);
 | |
|     glGetIntegerv(GL_MAX_UNIFORM_LOCATIONS, &capability);
 | |
|     TRACELOG(RL_LOG_INFO, "    GL_MAX_UNIFORM_LOCATIONS: %i", capability);
 | |
| #endif  // GRAPHICS_API_OPENGL_43
 | |
| #else   // RLGL_SHOW_GL_DETAILS_INFO
 | |
| 
 | |
|     // Show some basic info about GL supported features
 | |
|     if (RLGL.ExtSupported.vao) TRACELOG(RL_LOG_INFO, "GL: VAO extension detected, VAO functions loaded successfully");
 | |
|     else TRACELOG(RL_LOG_WARNING, "GL: VAO extension not found, VAO not supported");
 | |
|     if (RLGL.ExtSupported.texNPOT) TRACELOG(RL_LOG_INFO, "GL: NPOT textures extension detected, full NPOT textures supported");
 | |
|     else TRACELOG(RL_LOG_WARNING, "GL: NPOT textures extension not found, limited NPOT support (no-mipmaps, no-repeat)");
 | |
|     if (RLGL.ExtSupported.texCompDXT) TRACELOG(RL_LOG_INFO, "GL: DXT compressed textures supported");
 | |
|     if (RLGL.ExtSupported.texCompETC1) TRACELOG(RL_LOG_INFO, "GL: ETC1 compressed textures supported");
 | |
|     if (RLGL.ExtSupported.texCompETC2) TRACELOG(RL_LOG_INFO, "GL: ETC2/EAC compressed textures supported");
 | |
|     if (RLGL.ExtSupported.texCompPVRT) TRACELOG(RL_LOG_INFO, "GL: PVRT compressed textures supported");
 | |
|     if (RLGL.ExtSupported.texCompASTC) TRACELOG(RL_LOG_INFO, "GL: ASTC compressed textures supported");
 | |
|     if (RLGL.ExtSupported.computeShader) TRACELOG(RL_LOG_INFO, "GL: Compute shaders supported");
 | |
|     if (RLGL.ExtSupported.ssbo) TRACELOG(RL_LOG_INFO, "GL: Shader storage buffer objects supported");
 | |
| #endif  // RLGL_SHOW_GL_DETAILS_INFO
 | |
| 
 | |
| #endif  // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2
 | |
| }
 | |
| 
 | |
| // Get current OpenGL version
 | |
| int rlGetVersion(void)
 | |
| {
 | |
|     int glVersion = 0;
 | |
| #if defined(GRAPHICS_API_OPENGL_11)
 | |
|     glVersion = RL_OPENGL_11;
 | |
| #endif
 | |
| #if defined(GRAPHICS_API_OPENGL_21)
 | |
|     glVersion = RL_OPENGL_21;
 | |
| #elif defined(GRAPHICS_API_OPENGL_43)
 | |
|     glVersion = RL_OPENGL_43;
 | |
| #elif defined(GRAPHICS_API_OPENGL_33)
 | |
|     glVersion = RL_OPENGL_33;
 | |
| #endif
 | |
| #if defined(GRAPHICS_API_OPENGL_ES3)
 | |
|     glVersion = RL_OPENGL_ES_30;
 | |
| #elif defined(GRAPHICS_API_OPENGL_ES2)
 | |
|     glVersion = RL_OPENGL_ES_20;
 | |
| #endif
 | |
| 
 | |
|     return glVersion;
 | |
| }
 | |
| 
 | |
| // Set current framebuffer width
 | |
| void rlSetFramebufferWidth(int width)
 | |
| {
 | |
| #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
 | |
|     RLGL.State.framebufferWidth = width;
 | |
| #endif
 | |
| }
 | |
| 
 | |
| // Set current framebuffer height
 | |
| void rlSetFramebufferHeight(int height)
 | |
| {
 | |
| #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
 | |
|     RLGL.State.framebufferHeight = height;
 | |
| #endif
 | |
| }
 | |
| 
 | |
| // Get default framebuffer width
 | |
| int rlGetFramebufferWidth(void)
 | |
| {
 | |
|     int width = 0;
 | |
| #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
 | |
|     width = RLGL.State.framebufferWidth;
 | |
| #endif
 | |
|     return width;
 | |
| }
 | |
| 
 | |
| // Get default framebuffer height
 | |
| int rlGetFramebufferHeight(void)
 | |
| {
 | |
|     int height = 0;
 | |
| #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
 | |
|     height = RLGL.State.framebufferHeight;
 | |
| #endif
 | |
|     return height;
 | |
| }
 | |
| 
 | |
| // Get default internal texture (white texture)
 | |
| // NOTE: Default texture is a 1x1 pixel UNCOMPRESSED_R8G8B8A8
 | |
| unsigned int rlGetTextureIdDefault(void)
 | |
| {
 | |
|     unsigned int id = 0;
 | |
| #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
 | |
|     id = RLGL.State.defaultTextureId;
 | |
| #endif
 | |
|     return id;
 | |
| }
 | |
| 
 | |
| // Get default shader id
 | |
| unsigned int rlGetShaderIdDefault(void)
 | |
| {
 | |
|     unsigned int id = 0;
 | |
| #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
 | |
|     id = RLGL.State.defaultShaderId;
 | |
| #endif
 | |
|     return id;
 | |
| }
 | |
| 
 | |
| // Get default shader locs
 | |
| int *rlGetShaderLocsDefault(void)
 | |
| {
 | |
|     int *locs = NULL;
 | |
| #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
 | |
|     locs = RLGL.State.defaultShaderLocs;
 | |
| #endif
 | |
|     return locs;
 | |
| }
 | |
| 
 | |
| // Render batch management
 | |
| //------------------------------------------------------------------------------------------------
 | |
| // Load render batch
 | |
| rlRenderBatch rlLoadRenderBatch(int numBuffers, int bufferElements)
 | |
| {
 | |
|     rlRenderBatch batch = { 0 };
 | |
| 
 | |
| #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
 | |
|     // Initialize CPU (RAM) vertex buffers (position, texcoord, color data and indexes)
 | |
|     //--------------------------------------------------------------------------------------------
 | |
|     batch.vertexBuffer = (rlVertexBuffer *)RL_MALLOC(numBuffers*sizeof(rlVertexBuffer));
 | |
| 
 | |
|     for (int i = 0; i < numBuffers; i++)
 | |
|     {
 | |
|         batch.vertexBuffer[i].elementCount = bufferElements;
 | |
| 
 | |
|         batch.vertexBuffer[i].vertices = (float *)RL_MALLOC(bufferElements*3*4*sizeof(float));        // 3 float by vertex, 4 vertex by quad
 | |
|         batch.vertexBuffer[i].texcoords = (float *)RL_MALLOC(bufferElements*2*4*sizeof(float));       // 2 float by texcoord, 4 texcoord by quad
 | |
|         batch.vertexBuffer[i].normals = (float *)RL_MALLOC(bufferElements*3*4*sizeof(float));        // 3 float by vertex, 4 vertex by quad
 | |
|         batch.vertexBuffer[i].colors = (unsigned char *)RL_MALLOC(bufferElements*4*4*sizeof(unsigned char));   // 4 float by color, 4 colors by quad
 | |
| #if defined(GRAPHICS_API_OPENGL_33)
 | |
|         batch.vertexBuffer[i].indices = (unsigned int *)RL_MALLOC(bufferElements*6*sizeof(unsigned int));      // 6 int by quad (indices)
 | |
| #endif
 | |
| #if defined(GRAPHICS_API_OPENGL_ES2)
 | |
|         batch.vertexBuffer[i].indices = (unsigned short *)RL_MALLOC(bufferElements*6*sizeof(unsigned short));  // 6 int by quad (indices)
 | |
| #endif
 | |
| 
 | |
|         for (int j = 0; j < (3*4*bufferElements); j++) batch.vertexBuffer[i].vertices[j] = 0.0f;
 | |
|         for (int j = 0; j < (2*4*bufferElements); j++) batch.vertexBuffer[i].texcoords[j] = 0.0f;
 | |
|         for (int j = 0; j < (3*4*bufferElements); j++) batch.vertexBuffer[i].normals[j] = 0.0f;
 | |
|         for (int j = 0; j < (4*4*bufferElements); j++) batch.vertexBuffer[i].colors[j] = 0;
 | |
| 
 | |
|         int k = 0;
 | |
| 
 | |
|         // Indices can be initialized right now
 | |
|         for (int j = 0; j < (6*bufferElements); j += 6)
 | |
|         {
 | |
|             batch.vertexBuffer[i].indices[j] = 4*k;
 | |
|             batch.vertexBuffer[i].indices[j + 1] = 4*k + 1;
 | |
|             batch.vertexBuffer[i].indices[j + 2] = 4*k + 2;
 | |
|             batch.vertexBuffer[i].indices[j + 3] = 4*k;
 | |
|             batch.vertexBuffer[i].indices[j + 4] = 4*k + 2;
 | |
|             batch.vertexBuffer[i].indices[j + 5] = 4*k + 3;
 | |
| 
 | |
|             k++;
 | |
|         }
 | |
| 
 | |
|         RLGL.State.vertexCounter = 0;
 | |
|     }
 | |
| 
 | |
|     TRACELOG(RL_LOG_INFO, "RLGL: Render batch vertex buffers loaded successfully in RAM (CPU)");
 | |
|     //--------------------------------------------------------------------------------------------
 | |
| 
 | |
|     // Upload to GPU (VRAM) vertex data and initialize VAOs/VBOs
 | |
|     //--------------------------------------------------------------------------------------------
 | |
|     for (int i = 0; i < numBuffers; i++)
 | |
|     {
 | |
|         if (RLGL.ExtSupported.vao)
 | |
|         {
 | |
|             // Initialize Quads VAO
 | |
|             glGenVertexArrays(1, &batch.vertexBuffer[i].vaoId);
 | |
|             glBindVertexArray(batch.vertexBuffer[i].vaoId);
 | |
|         }
 | |
| 
 | |
|         // Quads - Vertex buffers binding and attributes enable
 | |
|         // Vertex position buffer (shader-location = 0)
 | |
|         glGenBuffers(1, &batch.vertexBuffer[i].vboId[0]);
 | |
|         glBindBuffer(GL_ARRAY_BUFFER, batch.vertexBuffer[i].vboId[0]);
 | |
|         glBufferData(GL_ARRAY_BUFFER, bufferElements*3*4*sizeof(float), batch.vertexBuffer[i].vertices, GL_DYNAMIC_DRAW);
 | |
|         glEnableVertexAttribArray(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_POSITION]);
 | |
|         glVertexAttribPointer(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_POSITION], 3, GL_FLOAT, 0, 0, 0);
 | |
| 
 | |
|         // Vertex texcoord buffer (shader-location = 1)
 | |
|         glGenBuffers(1, &batch.vertexBuffer[i].vboId[1]);
 | |
|         glBindBuffer(GL_ARRAY_BUFFER, batch.vertexBuffer[i].vboId[1]);
 | |
|         glBufferData(GL_ARRAY_BUFFER, bufferElements*2*4*sizeof(float), batch.vertexBuffer[i].texcoords, GL_DYNAMIC_DRAW);
 | |
|         glEnableVertexAttribArray(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_TEXCOORD01]);
 | |
|         glVertexAttribPointer(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_TEXCOORD01], 2, GL_FLOAT, 0, 0, 0);
 | |
| 
 | |
|         // Vertex normal buffer (shader-location = 2)
 | |
|         glGenBuffers(1, &batch.vertexBuffer[i].vboId[2]);
 | |
|         glBindBuffer(GL_ARRAY_BUFFER, batch.vertexBuffer[i].vboId[2]);
 | |
|         glBufferData(GL_ARRAY_BUFFER, bufferElements*3*4*sizeof(float), batch.vertexBuffer[i].normals, GL_DYNAMIC_DRAW);
 | |
|         glEnableVertexAttribArray(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_NORMAL]);
 | |
|         glVertexAttribPointer(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_NORMAL], 3, GL_FLOAT, 0, 0, 0);
 | |
| 
 | |
|         // Vertex color buffer (shader-location = 3)
 | |
|         glGenBuffers(1, &batch.vertexBuffer[i].vboId[3]);
 | |
|         glBindBuffer(GL_ARRAY_BUFFER, batch.vertexBuffer[i].vboId[3]);
 | |
|         glBufferData(GL_ARRAY_BUFFER, bufferElements*4*4*sizeof(unsigned char), batch.vertexBuffer[i].colors, GL_DYNAMIC_DRAW);
 | |
|         glEnableVertexAttribArray(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_COLOR]);
 | |
|         glVertexAttribPointer(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_COLOR], 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
 | |
| 
 | |
|         // Fill index buffer
 | |
|         glGenBuffers(1, &batch.vertexBuffer[i].vboId[4]);
 | |
|         glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, batch.vertexBuffer[i].vboId[4]);
 | |
| #if defined(GRAPHICS_API_OPENGL_33)
 | |
|         glBufferData(GL_ELEMENT_ARRAY_BUFFER, bufferElements*6*sizeof(int), batch.vertexBuffer[i].indices, GL_STATIC_DRAW);
 | |
| #endif
 | |
| #if defined(GRAPHICS_API_OPENGL_ES2)
 | |
|         glBufferData(GL_ELEMENT_ARRAY_BUFFER, bufferElements*6*sizeof(short), batch.vertexBuffer[i].indices, GL_STATIC_DRAW);
 | |
| #endif
 | |
|     }
 | |
| 
 | |
|     TRACELOG(RL_LOG_INFO, "RLGL: Render batch vertex buffers loaded successfully in VRAM (GPU)");
 | |
| 
 | |
|     // Unbind the current VAO
 | |
|     if (RLGL.ExtSupported.vao) glBindVertexArray(0);
 | |
|     //--------------------------------------------------------------------------------------------
 | |
| 
 | |
|     // Init draw calls tracking system
 | |
|     //--------------------------------------------------------------------------------------------
 | |
|     batch.draws = (rlDrawCall *)RL_MALLOC(RL_DEFAULT_BATCH_DRAWCALLS*sizeof(rlDrawCall));
 | |
| 
 | |
|     for (int i = 0; i < RL_DEFAULT_BATCH_DRAWCALLS; i++)
 | |
|     {
 | |
|         batch.draws[i].mode = RL_QUADS;
 | |
|         batch.draws[i].vertexCount = 0;
 | |
|         batch.draws[i].vertexAlignment = 0;
 | |
|         //batch.draws[i].vaoId = 0;
 | |
|         //batch.draws[i].shaderId = 0;
 | |
|         batch.draws[i].textureId = RLGL.State.defaultTextureId;
 | |
|         //batch.draws[i].RLGL.State.projection = rlMatrixIdentity();
 | |
|         //batch.draws[i].RLGL.State.modelview = rlMatrixIdentity();
 | |
|     }
 | |
| 
 | |
|     batch.bufferCount = numBuffers;    // Record buffer count
 | |
|     batch.drawCounter = 1;             // Reset draws counter
 | |
|     batch.currentDepth = -1.0f;         // Reset depth value
 | |
|     //--------------------------------------------------------------------------------------------
 | |
| #endif
 | |
| 
 | |
|     return batch;
 | |
| }
 | |
| 
 | |
| // Unload default internal buffers vertex data from CPU and GPU
 | |
| void rlUnloadRenderBatch(rlRenderBatch batch)
 | |
| {
 | |
| #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
 | |
|     // Unbind everything
 | |
|     glBindBuffer(GL_ARRAY_BUFFER, 0);
 | |
|     glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
 | |
| 
 | |
|     // Unload all vertex buffers data
 | |
|     for (int i = 0; i < batch.bufferCount; i++)
 | |
|     {
 | |
|         // Unbind VAO attribs data
 | |
|         if (RLGL.ExtSupported.vao)
 | |
|         {
 | |
|             glBindVertexArray(batch.vertexBuffer[i].vaoId);
 | |
|             glDisableVertexAttribArray(RL_DEFAULT_SHADER_ATTRIB_LOCATION_POSITION);
 | |
|             glDisableVertexAttribArray(RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD);
 | |
|             glDisableVertexAttribArray(RL_DEFAULT_SHADER_ATTRIB_LOCATION_NORMAL);
 | |
|             glDisableVertexAttribArray(RL_DEFAULT_SHADER_ATTRIB_LOCATION_COLOR);
 | |
|             glBindVertexArray(0);
 | |
|         }
 | |
| 
 | |
|         // Delete VBOs from GPU (VRAM)
 | |
|         glDeleteBuffers(1, &batch.vertexBuffer[i].vboId[0]);
 | |
|         glDeleteBuffers(1, &batch.vertexBuffer[i].vboId[1]);
 | |
|         glDeleteBuffers(1, &batch.vertexBuffer[i].vboId[2]);
 | |
|         glDeleteBuffers(1, &batch.vertexBuffer[i].vboId[3]);
 | |
|         glDeleteBuffers(1, &batch.vertexBuffer[i].vboId[4]);
 | |
| 
 | |
|         // Delete VAOs from GPU (VRAM)
 | |
|         if (RLGL.ExtSupported.vao) glDeleteVertexArrays(1, &batch.vertexBuffer[i].vaoId);
 | |
| 
 | |
|         // Free vertex arrays memory from CPU (RAM)
 | |
|         RL_FREE(batch.vertexBuffer[i].vertices);
 | |
|         RL_FREE(batch.vertexBuffer[i].texcoords);
 | |
|         RL_FREE(batch.vertexBuffer[i].normals);
 | |
|         RL_FREE(batch.vertexBuffer[i].colors);
 | |
|         RL_FREE(batch.vertexBuffer[i].indices);
 | |
|     }
 | |
| 
 | |
|     // Unload arrays
 | |
|     RL_FREE(batch.vertexBuffer);
 | |
|     RL_FREE(batch.draws);
 | |
| #endif
 | |
| }
 | |
| 
 | |
| // Draw render batch
 | |
| // NOTE: We require a pointer to reset batch and increase current buffer (multi-buffer)
 | |
| void rlDrawRenderBatch(rlRenderBatch *batch)
 | |
| {
 | |
| #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
 | |
|     // Update batch vertex buffers
 | |
|     //------------------------------------------------------------------------------------------------------------
 | |
|     // NOTE: If there is not vertex data, buffers doesn't need to be updated (vertexCount > 0)
 | |
|     // TODO: If no data changed on the CPU arrays --> No need to re-update GPU arrays (use a change detector flag?)
 | |
|     if (RLGL.State.vertexCounter > 0)
 | |
|     {
 | |
|         // Activate elements VAO
 | |
|         if (RLGL.ExtSupported.vao) glBindVertexArray(batch->vertexBuffer[batch->currentBuffer].vaoId);
 | |
| 
 | |
|         // Vertex positions buffer
 | |
|         glBindBuffer(GL_ARRAY_BUFFER, batch->vertexBuffer[batch->currentBuffer].vboId[0]);
 | |
|         glBufferSubData(GL_ARRAY_BUFFER, 0, RLGL.State.vertexCounter*3*sizeof(float), batch->vertexBuffer[batch->currentBuffer].vertices);
 | |
|         //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*4*batch->vertexBuffer[batch->currentBuffer].elementCount, batch->vertexBuffer[batch->currentBuffer].vertices, GL_DYNAMIC_DRAW);  // Update all buffer
 | |
| 
 | |
|         // Texture coordinates buffer
 | |
|         glBindBuffer(GL_ARRAY_BUFFER, batch->vertexBuffer[batch->currentBuffer].vboId[1]);
 | |
|         glBufferSubData(GL_ARRAY_BUFFER, 0, RLGL.State.vertexCounter*2*sizeof(float), batch->vertexBuffer[batch->currentBuffer].texcoords);
 | |
|         //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*4*batch->vertexBuffer[batch->currentBuffer].elementCount, batch->vertexBuffer[batch->currentBuffer].texcoords, GL_DYNAMIC_DRAW); // Update all buffer
 | |
| 
 | |
|         // Normals buffer
 | |
|         glBindBuffer(GL_ARRAY_BUFFER, batch->vertexBuffer[batch->currentBuffer].vboId[2]);
 | |
|         glBufferSubData(GL_ARRAY_BUFFER, 0, RLGL.State.vertexCounter*3*sizeof(float), batch->vertexBuffer[batch->currentBuffer].normals);
 | |
|         //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*4*batch->vertexBuffer[batch->currentBuffer].elementCount, batch->vertexBuffer[batch->currentBuffer].normals, GL_DYNAMIC_DRAW); // Update all buffer
 | |
| 
 | |
|         // Colors buffer
 | |
|         glBindBuffer(GL_ARRAY_BUFFER, batch->vertexBuffer[batch->currentBuffer].vboId[3]);
 | |
|         glBufferSubData(GL_ARRAY_BUFFER, 0, RLGL.State.vertexCounter*4*sizeof(unsigned char), batch->vertexBuffer[batch->currentBuffer].colors);
 | |
|         //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*4*4*batch->vertexBuffer[batch->currentBuffer].elementCount, batch->vertexBuffer[batch->currentBuffer].colors, GL_DYNAMIC_DRAW);    // Update all buffer
 | |
| 
 | |
|         // NOTE: glMapBuffer() causes sync issue
 | |
|         // If GPU is working with this buffer, glMapBuffer() will wait(stall) until GPU to finish its job
 | |
|         // To avoid waiting (idle), you can call first glBufferData() with NULL pointer before glMapBuffer()
 | |
|         // If you do that, the previous data in PBO will be discarded and glMapBuffer() returns a new
 | |
|         // allocated pointer immediately even if GPU is still working with the previous data
 | |
| 
 | |
|         // Another option: map the buffer object into client's memory
 | |
|         // Probably this code could be moved somewhere else...
 | |
|         // batch->vertexBuffer[batch->currentBuffer].vertices = (float *)glMapBuffer(GL_ARRAY_BUFFER, GL_READ_WRITE);
 | |
|         // if (batch->vertexBuffer[batch->currentBuffer].vertices)
 | |
|         // {
 | |
|             // Update vertex data
 | |
|         // }
 | |
|         // glUnmapBuffer(GL_ARRAY_BUFFER);
 | |
| 
 | |
|         // Unbind the current VAO
 | |
|         if (RLGL.ExtSupported.vao) glBindVertexArray(0);
 | |
|     }
 | |
|     //------------------------------------------------------------------------------------------------------------
 | |
| 
 | |
|     // Draw batch vertex buffers (considering VR stereo if required)
 | |
|     //------------------------------------------------------------------------------------------------------------
 | |
|     Matrix matProjection = RLGL.State.projection;
 | |
|     Matrix matModelView = RLGL.State.modelview;
 | |
| 
 | |
|     int eyeCount = 1;
 | |
|     if (RLGL.State.stereoRender) eyeCount = 2;
 | |
| 
 | |
|     for (int eye = 0; eye < eyeCount; eye++)
 | |
|     {
 | |
|         if (eyeCount == 2)
 | |
|         {
 | |
|             // Setup current eye viewport (half screen width)
 | |
|             rlViewport(eye*RLGL.State.framebufferWidth/2, 0, RLGL.State.framebufferWidth/2, RLGL.State.framebufferHeight);
 | |
| 
 | |
|             // Set current eye view offset to modelview matrix
 | |
|             rlSetMatrixModelview(rlMatrixMultiply(matModelView, RLGL.State.viewOffsetStereo[eye]));
 | |
|             // Set current eye projection matrix
 | |
|             rlSetMatrixProjection(RLGL.State.projectionStereo[eye]);
 | |
|         }
 | |
| 
 | |
|         // Draw buffers
 | |
|         if (RLGL.State.vertexCounter > 0)
 | |
|         {
 | |
|             // Set current shader and upload current MVP matrix
 | |
|             glUseProgram(RLGL.State.currentShaderId);
 | |
| 
 | |
|             // Create modelview-projection matrix and upload to shader
 | |
|             Matrix matMVP = rlMatrixMultiply(RLGL.State.modelview, RLGL.State.projection);
 | |
|             glUniformMatrix4fv(RLGL.State.currentShaderLocs[RL_SHADER_LOC_MATRIX_MVP], 1, false, rlMatrixToFloat(matMVP));
 | |
| 
 | |
|             if (RLGL.State.currentShaderLocs[RL_SHADER_LOC_MATRIX_PROJECTION] != -1)
 | |
|             {
 | |
|                 glUniformMatrix4fv(RLGL.State.currentShaderLocs[RL_SHADER_LOC_MATRIX_PROJECTION], 1, false, rlMatrixToFloat(RLGL.State.projection));
 | |
|             }
 | |
| 
 | |
|             // WARNING: For the following setup of the view, model, and normal matrices, it is expected that
 | |
|             // transformations and rendering occur between rlPushMatrix() and rlPopMatrix()
 | |
| 
 | |
|             if (RLGL.State.currentShaderLocs[RL_SHADER_LOC_MATRIX_VIEW] != -1)
 | |
|             {
 | |
|                 glUniformMatrix4fv(RLGL.State.currentShaderLocs[RL_SHADER_LOC_MATRIX_VIEW], 1, false, rlMatrixToFloat(RLGL.State.modelview));
 | |
|             }
 | |
| 
 | |
|             if (RLGL.State.currentShaderLocs[RL_SHADER_LOC_MATRIX_MODEL] != -1)
 | |
|             {
 | |
|                 glUniformMatrix4fv(RLGL.State.currentShaderLocs[RL_SHADER_LOC_MATRIX_MODEL], 1, false, rlMatrixToFloat(RLGL.State.transform));
 | |
|             }
 | |
| 
 | |
|             if (RLGL.State.currentShaderLocs[RL_SHADER_LOC_MATRIX_NORMAL] != -1)
 | |
|             {
 | |
|                 glUniformMatrix4fv(RLGL.State.currentShaderLocs[RL_SHADER_LOC_MATRIX_NORMAL], 1, false, rlMatrixToFloat(rlMatrixTranspose(rlMatrixInvert(RLGL.State.transform))));
 | |
|             }
 | |
| 
 | |
|             if (RLGL.ExtSupported.vao) glBindVertexArray(batch->vertexBuffer[batch->currentBuffer].vaoId);
 | |
|             else
 | |
|             {
 | |
|                 // Bind vertex attrib: position (shader-location = 0)
 | |
|                 glBindBuffer(GL_ARRAY_BUFFER, batch->vertexBuffer[batch->currentBuffer].vboId[0]);
 | |
|                 glVertexAttribPointer(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_POSITION], 3, GL_FLOAT, 0, 0, 0);
 | |
|                 glEnableVertexAttribArray(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_POSITION]);
 | |
| 
 | |
|                 // Bind vertex attrib: texcoord (shader-location = 1)
 | |
|                 glBindBuffer(GL_ARRAY_BUFFER, batch->vertexBuffer[batch->currentBuffer].vboId[1]);
 | |
|                 glVertexAttribPointer(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_TEXCOORD01], 2, GL_FLOAT, 0, 0, 0);
 | |
|                 glEnableVertexAttribArray(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_TEXCOORD01]);
 | |
| 
 | |
|                 // Bind vertex attrib: normal (shader-location = 2)
 | |
|                 glBindBuffer(GL_ARRAY_BUFFER, batch->vertexBuffer[batch->currentBuffer].vboId[2]);
 | |
|                 glVertexAttribPointer(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_NORMAL], 3, GL_FLOAT, 0, 0, 0);
 | |
|                 glEnableVertexAttribArray(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_NORMAL]);
 | |
| 
 | |
|                 // Bind vertex attrib: color (shader-location = 3)
 | |
|                 glBindBuffer(GL_ARRAY_BUFFER, batch->vertexBuffer[batch->currentBuffer].vboId[3]);
 | |
|                 glVertexAttribPointer(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_COLOR], 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
 | |
|                 glEnableVertexAttribArray(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_COLOR]);
 | |
| 
 | |
|                 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, batch->vertexBuffer[batch->currentBuffer].vboId[4]);
 | |
|             }
 | |
| 
 | |
|             // Setup some default shader values
 | |
|             glUniform4f(RLGL.State.currentShaderLocs[RL_SHADER_LOC_COLOR_DIFFUSE], 1.0f, 1.0f, 1.0f, 1.0f);
 | |
|             glUniform1i(RLGL.State.currentShaderLocs[RL_SHADER_LOC_MAP_DIFFUSE], 0);  // Active default sampler2D: texture0
 | |
| 
 | |
|             // Activate additional sampler textures
 | |
|             // Those additional textures will be common for all draw calls of the batch
 | |
|             for (int i = 0; i < RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS; i++)
 | |
|             {
 | |
|                 if (RLGL.State.activeTextureId[i] > 0)
 | |
|                 {
 | |
|                     glActiveTexture(GL_TEXTURE0 + 1 + i);
 | |
|                     glBindTexture(GL_TEXTURE_2D, RLGL.State.activeTextureId[i]);
 | |
|                 }
 | |
|             }
 | |
| 
 | |
|             // Activate default sampler2D texture0 (one texture is always active for default batch shader)
 | |
|             // NOTE: Batch system accumulates calls by texture0 changes, additional textures are enabled for all the draw calls
 | |
|             glActiveTexture(GL_TEXTURE0);
 | |
| 
 | |
|             for (int i = 0, vertexOffset = 0; i < batch->drawCounter; i++)
 | |
|             {
 | |
|                 // Bind current draw call texture, activated as GL_TEXTURE0 and Bound to sampler2D texture0 by default
 | |
|                 glBindTexture(GL_TEXTURE_2D, batch->draws[i].textureId);
 | |
| 
 | |
|                 if ((batch->draws[i].mode == RL_LINES) || (batch->draws[i].mode == RL_TRIANGLES)) glDrawArrays(batch->draws[i].mode, vertexOffset, batch->draws[i].vertexCount);
 | |
|                 else
 | |
|                 {
 | |
|     #if defined(GRAPHICS_API_OPENGL_33)
 | |
|                     // We need to define the number of indices to be processed: elementCount*6
 | |
|                     // NOTE: The final parameter tells the GPU the offset in bytes from the
 | |
|                     // start of the index buffer to the location of the first index to process
 | |
|                     glDrawElements(GL_TRIANGLES, batch->draws[i].vertexCount/4*6, GL_UNSIGNED_INT, (GLvoid *)(vertexOffset/4*6*sizeof(GLuint)));
 | |
|     #endif
 | |
|     #if defined(GRAPHICS_API_OPENGL_ES2)
 | |
|                     glDrawElements(GL_TRIANGLES, batch->draws[i].vertexCount/4*6, GL_UNSIGNED_SHORT, (GLvoid *)(vertexOffset/4*6*sizeof(GLushort)));
 | |
|     #endif
 | |
|                 }
 | |
| 
 | |
|                 vertexOffset += (batch->draws[i].vertexCount + batch->draws[i].vertexAlignment);
 | |
|             }
 | |
| 
 | |
|             if (!RLGL.ExtSupported.vao)
 | |
|             {
 | |
|                 glBindBuffer(GL_ARRAY_BUFFER, 0);
 | |
|                 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
 | |
|             }
 | |
| 
 | |
|             glBindTexture(GL_TEXTURE_2D, 0);    // Unbind textures
 | |
|         }
 | |
| 
 | |
|         if (RLGL.ExtSupported.vao) glBindVertexArray(0); // Unbind VAO
 | |
| 
 | |
|         glUseProgram(0);    // Unbind shader program
 | |
|     }
 | |
| 
 | |
|     // Restore viewport to default measures
 | |
|     if (eyeCount == 2) rlViewport(0, 0, RLGL.State.framebufferWidth, RLGL.State.framebufferHeight);
 | |
|     //------------------------------------------------------------------------------------------------------------
 | |
| 
 | |
|     // Reset batch buffers
 | |
|     //------------------------------------------------------------------------------------------------------------
 | |
|     // Reset vertex counter for next frame
 | |
|     RLGL.State.vertexCounter = 0;
 | |
| 
 | |
|     // Reset depth for next draw
 | |
|     batch->currentDepth = -1.0f;
 | |
| 
 | |
|     // Restore projection/modelview matrices
 | |
|     RLGL.State.projection = matProjection;
 | |
|     RLGL.State.modelview = matModelView;
 | |
| 
 | |
|     // Reset RLGL.currentBatch->draws array
 | |
|     for (int i = 0; i < RL_DEFAULT_BATCH_DRAWCALLS; i++)
 | |
|     {
 | |
|         batch->draws[i].mode = RL_QUADS;
 | |
|         batch->draws[i].vertexCount = 0;
 | |
|         batch->draws[i].textureId = RLGL.State.defaultTextureId;
 | |
|     }
 | |
| 
 | |
|     // Reset active texture units for next batch
 | |
|     for (int i = 0; i < RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS; i++) RLGL.State.activeTextureId[i] = 0;
 | |
| 
 | |
|     // Reset draws counter to one draw for the batch
 | |
|     batch->drawCounter = 1;
 | |
|     //------------------------------------------------------------------------------------------------------------
 | |
| 
 | |
|     // Change to next buffer in the list (in case of multi-buffering)
 | |
|     batch->currentBuffer++;
 | |
|     if (batch->currentBuffer >= batch->bufferCount) batch->currentBuffer = 0;
 | |
| #endif
 | |
| }
 | |
| 
 | |
| // Set the active render batch for rlgl
 | |
| void rlSetRenderBatchActive(rlRenderBatch *batch)
 | |
| {
 | |
| #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
 | |
|     rlDrawRenderBatch(RLGL.currentBatch);
 | |
| 
 | |
|     if (batch != NULL) RLGL.currentBatch = batch;
 | |
|     else RLGL.currentBatch = &RLGL.defaultBatch;
 | |
| #endif
 | |
| }
 | |
| 
 | |
| // Update and draw internal render batch
 | |
| void rlDrawRenderBatchActive(void)
 | |
| {
 | |
| #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
 | |
|     rlDrawRenderBatch(RLGL.currentBatch);    // NOTE: Stereo rendering is checked inside
 | |
| #endif
 | |
| }
 | |
| 
 | |
| // Check internal buffer overflow for a given number of vertex
 | |
| // and force a rlRenderBatch draw call if required
 | |
| bool rlCheckRenderBatchLimit(int vCount)
 | |
| {
 | |
|     bool overflow = false;
 | |
| 
 | |
| #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
 | |
|     if ((RLGL.State.vertexCounter + vCount) >=
 | |
|         (RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].elementCount*4))
 | |
|     {
 | |
|         overflow = true;
 | |
| 
 | |
|         // Store current primitive drawing mode and texture id
 | |
|         int currentMode = RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].mode;
 | |
|         int currentTexture = RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].textureId;
 | |
| 
 | |
|         rlDrawRenderBatch(RLGL.currentBatch);    // NOTE: Stereo rendering is checked inside
 | |
| 
 | |
|         // Restore state of last batch so we can continue adding vertices
 | |
|         RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].mode = currentMode;
 | |
|         RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].textureId = currentTexture;
 | |
|     }
 | |
| #endif
 | |
| 
 | |
|     return overflow;
 | |
| }
 | |
| 
 | |
| // Textures data management
 | |
| //-----------------------------------------------------------------------------------------
 | |
| // Convert image data to OpenGL texture (returns OpenGL valid Id)
 | |
| unsigned int rlLoadTexture(const void *data, int width, int height, int format, int mipmapCount)
 | |
| {
 | |
|     unsigned int id = 0;
 | |
| 
 | |
|     glBindTexture(GL_TEXTURE_2D, 0);    // Free any old binding
 | |
| 
 | |
|     // Check texture format support by OpenGL 1.1 (compressed textures not supported)
 | |
| #if defined(GRAPHICS_API_OPENGL_11)
 | |
|     if (format >= RL_PIXELFORMAT_COMPRESSED_DXT1_RGB)
 | |
|     {
 | |
|         TRACELOG(RL_LOG_WARNING, "GL: OpenGL 1.1 does not support GPU compressed texture formats");
 | |
|         return id;
 | |
|     }
 | |
| #else
 | |
|     if ((!RLGL.ExtSupported.texCompDXT) && ((format == RL_PIXELFORMAT_COMPRESSED_DXT1_RGB) || (format == RL_PIXELFORMAT_COMPRESSED_DXT1_RGBA) ||
 | |
|         (format == RL_PIXELFORMAT_COMPRESSED_DXT3_RGBA) || (format == RL_PIXELFORMAT_COMPRESSED_DXT5_RGBA)))
 | |
|     {
 | |
|         TRACELOG(RL_LOG_WARNING, "GL: DXT compressed texture format not supported");
 | |
|         return id;
 | |
|     }
 | |
| #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
 | |
|     if ((!RLGL.ExtSupported.texCompETC1) && (format == RL_PIXELFORMAT_COMPRESSED_ETC1_RGB))
 | |
|     {
 | |
|         TRACELOG(RL_LOG_WARNING, "GL: ETC1 compressed texture format not supported");
 | |
|         return id;
 | |
|     }
 | |
| 
 | |
|     if ((!RLGL.ExtSupported.texCompETC2) && ((format == RL_PIXELFORMAT_COMPRESSED_ETC2_RGB) || (format == RL_PIXELFORMAT_COMPRESSED_ETC2_EAC_RGBA)))
 | |
|     {
 | |
|         TRACELOG(RL_LOG_WARNING, "GL: ETC2 compressed texture format not supported");
 | |
|         return id;
 | |
|     }
 | |
| 
 | |
|     if ((!RLGL.ExtSupported.texCompPVRT) && ((format == RL_PIXELFORMAT_COMPRESSED_PVRT_RGB) || (format == RL_PIXELFORMAT_COMPRESSED_PVRT_RGBA)))
 | |
|     {
 | |
|         TRACELOG(RL_LOG_WARNING, "GL: PVRT compressed texture format not supported");
 | |
|         return id;
 | |
|     }
 | |
| 
 | |
|     if ((!RLGL.ExtSupported.texCompASTC) && ((format == RL_PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA) || (format == RL_PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA)))
 | |
|     {
 | |
|         TRACELOG(RL_LOG_WARNING, "GL: ASTC compressed texture format not supported");
 | |
|         return id;
 | |
|     }
 | |
| #endif
 | |
| #endif  // GRAPHICS_API_OPENGL_11
 | |
| 
 | |
|     glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
 | |
| 
 | |
|     glGenTextures(1, &id);              // Generate texture id
 | |
| 
 | |
|     glBindTexture(GL_TEXTURE_2D, id);
 | |
| 
 | |
|     int mipWidth = width;
 | |
|     int mipHeight = height;
 | |
|     int mipOffset = 0;          // Mipmap data offset, only used for tracelog
 | |
| 
 | |
|     // NOTE: Added pointer math separately from function to avoid UBSAN complaining
 | |
|     unsigned char *dataPtr = NULL;
 | |
|     if (data != NULL) dataPtr = (unsigned char *)data;
 | |
| 
 | |
|     // Load the different mipmap levels
 | |
|     for (int i = 0; i < mipmapCount; i++)
 | |
|     {
 | |
|         unsigned int mipSize = rlGetPixelDataSize(mipWidth, mipHeight, format);
 | |
| 
 | |
|         unsigned int glInternalFormat, glFormat, glType;
 | |
|         rlGetGlTextureFormats(format, &glInternalFormat, &glFormat, &glType);
 | |
| 
 | |
|         TRACELOGD("TEXTURE: Load mipmap level %i (%i x %i), size: %i, offset: %i", i, mipWidth, mipHeight, mipSize, mipOffset);
 | |
| 
 | |
|         if (glInternalFormat != 0)
 | |
|         {
 | |
|             if (format < RL_PIXELFORMAT_COMPRESSED_DXT1_RGB) glTexImage2D(GL_TEXTURE_2D, i, glInternalFormat, mipWidth, mipHeight, 0, glFormat, glType, dataPtr);
 | |
| #if !defined(GRAPHICS_API_OPENGL_11)
 | |
|             else glCompressedTexImage2D(GL_TEXTURE_2D, i, glInternalFormat, mipWidth, mipHeight, 0, mipSize, dataPtr);
 | |
| #endif
 | |
| 
 | |
| #if defined(GRAPHICS_API_OPENGL_33)
 | |
|             if (format == RL_PIXELFORMAT_UNCOMPRESSED_GRAYSCALE)
 | |
|             {
 | |
|                 GLint swizzleMask[] = { GL_RED, GL_RED, GL_RED, GL_ONE };
 | |
|                 glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
 | |
|             }
 | |
|             else if (format == RL_PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA)
 | |
|             {
 | |
| #if defined(GRAPHICS_API_OPENGL_21)
 | |
|                 GLint swizzleMask[] = { GL_RED, GL_RED, GL_RED, GL_ALPHA };
 | |
| #elif defined(GRAPHICS_API_OPENGL_33)
 | |
|                 GLint swizzleMask[] = { GL_RED, GL_RED, GL_RED, GL_GREEN };
 | |
| #endif
 | |
|                 glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
 | |
|             }
 | |
| #endif
 | |
|         }
 | |
| 
 | |
|         mipWidth /= 2;
 | |
|         mipHeight /= 2;
 | |
|         mipOffset += mipSize;       // Increment offset position to next mipmap
 | |
|         if (data != NULL) dataPtr += mipSize;         // Increment data pointer to next mipmap
 | |
| 
 | |
|         // Security check for NPOT textures
 | |
|         if (mipWidth < 1) mipWidth = 1;
 | |
|         if (mipHeight < 1) mipHeight = 1;
 | |
|     }
 | |
| 
 | |
|     // Texture parameters configuration
 | |
|     // NOTE: glTexParameteri does NOT affect texture uploading, just the way it's used
 | |
| #if defined(GRAPHICS_API_OPENGL_ES2)
 | |
|     // NOTE: OpenGL ES 2.0 with no GL_OES_texture_npot support (i.e. WebGL) has limited NPOT support, so CLAMP_TO_EDGE must be used
 | |
|     if (RLGL.ExtSupported.texNPOT)
 | |
|     {
 | |
|         glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);       // Set texture to repeat on x-axis
 | |
|         glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);       // Set texture to repeat on y-axis
 | |
|     }
 | |
|     else
 | |
|     {
 | |
|         // NOTE: If using negative texture coordinates (LoadOBJ()), it does not work!
 | |
|         glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);       // Set texture to clamp on x-axis
 | |
|         glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);       // Set texture to clamp on y-axis
 | |
|     }
 | |
| #else
 | |
|     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);       // Set texture to repeat on x-axis
 | |
|     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);       // Set texture to repeat on y-axis
 | |
| #endif
 | |
| 
 | |
|     // Magnification and minification filters
 | |
|     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);  // Alternative: GL_LINEAR
 | |
|     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);  // Alternative: GL_LINEAR
 | |
| 
 | |
| #if defined(GRAPHICS_API_OPENGL_33)
 | |
|     if (mipmapCount > 1)
 | |
|     {
 | |
|         // Activate Trilinear filtering if mipmaps are available
 | |
|         glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
 | |
|         glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
 | |
|     }
 | |
| #endif
 | |
| 
 | |
|     // At this point we have the texture loaded in GPU and texture parameters configured
 | |
| 
 | |
|     // NOTE: If mipmaps were not in data, they are not generated automatically
 | |
| 
 | |
|     // Unbind current texture
 | |
|     glBindTexture(GL_TEXTURE_2D, 0);
 | |
| 
 | |
|     if (id > 0) TRACELOG(RL_LOG_INFO, "TEXTURE: [ID %i] Texture loaded successfully (%ix%i | %s | %i mipmaps)", id, width, height, rlGetPixelFormatName(format), mipmapCount);
 | |
|     else TRACELOG(RL_LOG_WARNING, "TEXTURE: Failed to load texture");
 | |
| 
 | |
|     return id;
 | |
| }
 | |
| 
 | |
| // Load depth texture/renderbuffer (to be attached to fbo)
 | |
| // WARNING: OpenGL ES 2.0 requires GL_OES_depth_texture and WebGL requires WEBGL_depth_texture extensions
 | |
| unsigned int rlLoadTextureDepth(int width, int height, bool useRenderBuffer)
 | |
| {
 | |
|     unsigned int id = 0;
 | |
| 
 | |
| #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
 | |
|     // In case depth textures not supported, we force renderbuffer usage
 | |
|     if (!RLGL.ExtSupported.texDepth) useRenderBuffer = true;
 | |
| 
 | |
|     // NOTE: We let the implementation to choose the best bit-depth
 | |
|     // Possible formats: GL_DEPTH_COMPONENT16, GL_DEPTH_COMPONENT24, GL_DEPTH_COMPONENT32 and GL_DEPTH_COMPONENT32F
 | |
|     unsigned int glInternalFormat = GL_DEPTH_COMPONENT;
 | |
| 
 | |
| #if (defined(GRAPHICS_API_OPENGL_ES2) || defined(GRAPHICS_API_OPENGL_ES3))
 | |
|     // WARNING: WebGL platform requires unsized internal format definition (GL_DEPTH_COMPONENT)
 | |
|     // while other platforms using OpenGL ES 2.0 require/support sized internal formats depending on the GPU capabilities
 | |
|     if (!RLGL.ExtSupported.texDepthWebGL || useRenderBuffer)
 | |
|     {
 | |
|         if (RLGL.ExtSupported.maxDepthBits == 32) glInternalFormat = GL_DEPTH_COMPONENT32_OES;
 | |
|         else if (RLGL.ExtSupported.maxDepthBits == 24) glInternalFormat = GL_DEPTH_COMPONENT24_OES;
 | |
|         else glInternalFormat = GL_DEPTH_COMPONENT16;
 | |
|     }
 | |
| #endif
 | |
| 
 | |
|     if (!useRenderBuffer && RLGL.ExtSupported.texDepth)
 | |
|     {
 | |
|         glGenTextures(1, &id);
 | |
|         glBindTexture(GL_TEXTURE_2D, id);
 | |
|         glTexImage2D(GL_TEXTURE_2D, 0, glInternalFormat, width, height, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL);
 | |
| 
 | |
|         glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
 | |
|         glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
 | |
|         glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
 | |
|         glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
 | |
| 
 | |
|         glBindTexture(GL_TEXTURE_2D, 0);
 | |
| 
 | |
|         TRACELOG(RL_LOG_INFO, "TEXTURE: Depth texture loaded successfully");
 | |
|     }
 | |
|     else
 | |
|     {
 | |
|         // Create the renderbuffer that will serve as the depth attachment for the framebuffer
 | |
|         // NOTE: A renderbuffer is simpler than a texture and could offer better performance on embedded devices
 | |
|         glGenRenderbuffers(1, &id);
 | |
|         glBindRenderbuffer(GL_RENDERBUFFER, id);
 | |
|         glRenderbufferStorage(GL_RENDERBUFFER, glInternalFormat, width, height);
 | |
| 
 | |
|         glBindRenderbuffer(GL_RENDERBUFFER, 0);
 | |
| 
 | |
|         TRACELOG(RL_LOG_INFO, "TEXTURE: [ID %i] Depth renderbuffer loaded successfully (%i bits)", id, (RLGL.ExtSupported.maxDepthBits >= 24)? RLGL.ExtSupported.maxDepthBits : 16);
 | |
|     }
 | |
| #endif
 | |
| 
 | |
|     return id;
 | |
| }
 | |
| 
 | |
| // Load texture cubemap
 | |
| // NOTE: Cubemap data is expected to be 6 images in a single data array (one after the other),
 | |
| // expected the following convention: +X, -X, +Y, -Y, +Z, -Z
 | |
| unsigned int rlLoadTextureCubemap(const void *data, int size, int format, int mipmapCount)
 | |
| {
 | |
|     unsigned int id = 0;
 | |
| 
 | |
| #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
 | |
|     int mipSize = size;
 | |
| 
 | |
|     // NOTE: Added pointer math separately from function to avoid UBSAN complaining
 | |
|     unsigned char *dataPtr = NULL;
 | |
|     if (data != NULL) dataPtr = (unsigned char *)data;
 | |
| 
 | |
|     unsigned int dataSize = rlGetPixelDataSize(size, size, format);
 | |
| 
 | |
|     glGenTextures(1, &id);
 | |
|     glBindTexture(GL_TEXTURE_CUBE_MAP, id);
 | |
| 
 | |
|     unsigned int glInternalFormat, glFormat, glType;
 | |
|     rlGetGlTextureFormats(format, &glInternalFormat, &glFormat, &glType);
 | |
| 
 | |
|     if (glInternalFormat != 0)
 | |
|     {
 | |
|         // Load cubemap faces/mipmaps
 | |
|         for (int i = 0; i < 6*mipmapCount; i++)
 | |
|         {
 | |
|             int mipmapLevel = i/6;
 | |
|             int face = i%6;
 | |
| 
 | |
|             if (data == NULL)
 | |
|             {
 | |
|                 if (format < RL_PIXELFORMAT_COMPRESSED_DXT1_RGB)
 | |
|                 {
 | |
|                     if ((format == RL_PIXELFORMAT_UNCOMPRESSED_R32) || 
 | |
|                         (format == RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32A32) ||
 | |
|                         (format == RL_PIXELFORMAT_UNCOMPRESSED_R16) || 
 | |
|                         (format == RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16A16)) TRACELOG(RL_LOG_WARNING, "TEXTURES: Cubemap requested format not supported");
 | |
|                     else glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, mipmapLevel, glInternalFormat, mipSize, mipSize, 0, glFormat, glType, NULL);
 | |
|                 }
 | |
|                 else TRACELOG(RL_LOG_WARNING, "TEXTURES: Empty cubemap creation does not support compressed format");
 | |
|             }
 | |
|             else
 | |
|             {
 | |
|                 if (format < RL_PIXELFORMAT_COMPRESSED_DXT1_RGB) glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, mipmapLevel, glInternalFormat, mipSize, mipSize, 0, glFormat, glType, (unsigned char *)dataPtr + face*dataSize);
 | |
|                 else glCompressedTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, mipmapLevel, glInternalFormat, mipSize, mipSize, 0, dataSize, (unsigned char *)dataPtr + face*dataSize);
 | |
|             }
 | |
| 
 | |
| #if defined(GRAPHICS_API_OPENGL_33)
 | |
|             if (format == RL_PIXELFORMAT_UNCOMPRESSED_GRAYSCALE)
 | |
|             {
 | |
|                 GLint swizzleMask[] = { GL_RED, GL_RED, GL_RED, GL_ONE };
 | |
|                 glTexParameteriv(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
 | |
|             }
 | |
|             else if (format == RL_PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA)
 | |
|             {
 | |
| #if defined(GRAPHICS_API_OPENGL_21)
 | |
|                 GLint swizzleMask[] = { GL_RED, GL_RED, GL_RED, GL_ALPHA };
 | |
| #elif defined(GRAPHICS_API_OPENGL_33)
 | |
|                 GLint swizzleMask[] = { GL_RED, GL_RED, GL_RED, GL_GREEN };
 | |
| #endif
 | |
|                 glTexParameteriv(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
 | |
|             }
 | |
| #endif
 | |
|             if (face == 5)
 | |
|             {
 | |
|                 mipSize /= 2;
 | |
|                 if (data != NULL) dataPtr += dataSize*6; // Increment data pointer to next mipmap
 | |
| 
 | |
|                 // Security check for NPOT textures
 | |
|                 if (mipSize < 1) mipSize = 1;
 | |
| 
 | |
|                 dataSize = rlGetPixelDataSize(mipSize, mipSize, format);
 | |
|             }
 | |
|         }
 | |
|     }
 | |
| 
 | |
|     // Set cubemap texture sampling parameters
 | |
|     if (mipmapCount > 1) glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
 | |
|     else glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
 | |
| 
 | |
|     glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
 | |
|     glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
 | |
|     glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
 | |
| #if defined(GRAPHICS_API_OPENGL_33)
 | |
|     glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);  // Flag not supported on OpenGL ES 2.0
 | |
| #endif
 | |
| 
 | |
|     glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
 | |
| #endif
 | |
| 
 | |
|     if (id > 0) TRACELOG(RL_LOG_INFO, "TEXTURE: [ID %i] Cubemap texture loaded successfully (%ix%i)", id, size, size);
 | |
|     else TRACELOG(RL_LOG_WARNING, "TEXTURE: Failed to load cubemap texture");
 | |
| 
 | |
|     return id;
 | |
| }
 | |
| 
 | |
| // Update already loaded texture in GPU with new data
 | |
| // NOTE: We don't know safely if internal texture format is the expected one...
 | |
| void rlUpdateTexture(unsigned int id, int offsetX, int offsetY, int width, int height, int format, const void *data)
 | |
| {
 | |
|     glBindTexture(GL_TEXTURE_2D, id);
 | |
| 
 | |
|     unsigned int glInternalFormat, glFormat, glType;
 | |
|     rlGetGlTextureFormats(format, &glInternalFormat, &glFormat, &glType);
 | |
| 
 | |
|     if ((glInternalFormat != 0) && (format < RL_PIXELFORMAT_COMPRESSED_DXT1_RGB))
 | |
|     {
 | |
|         glTexSubImage2D(GL_TEXTURE_2D, 0, offsetX, offsetY, width, height, glFormat, glType, data);
 | |
|     }
 | |
|     else TRACELOG(RL_LOG_WARNING, "TEXTURE: [ID %i] Failed to update for current texture format (%i)", id, format);
 | |
| }
 | |
| 
 | |
| // Get OpenGL internal formats and data type from raylib PixelFormat
 | |
| void rlGetGlTextureFormats(int format, unsigned int *glInternalFormat, unsigned int *glFormat, unsigned int *glType)
 | |
| {
 | |
|     *glInternalFormat = 0;
 | |
|     *glFormat = 0;
 | |
|     *glType = 0;
 | |
| 
 | |
|     switch (format)
 | |
|     {
 | |
|     #if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_21) || defined(GRAPHICS_API_OPENGL_ES2)
 | |
|         // NOTE: on OpenGL ES 2.0 (WebGL), internalFormat must match format and options allowed are: GL_LUMINANCE, GL_RGB, GL_RGBA
 | |
|         case RL_PIXELFORMAT_UNCOMPRESSED_GRAYSCALE: *glInternalFormat = GL_LUMINANCE; *glFormat = GL_LUMINANCE; *glType = GL_UNSIGNED_BYTE; break;
 | |
|         case RL_PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA: *glInternalFormat = GL_LUMINANCE_ALPHA; *glFormat = GL_LUMINANCE_ALPHA; *glType = GL_UNSIGNED_BYTE; break;
 | |
|         case RL_PIXELFORMAT_UNCOMPRESSED_R5G6B5: *glInternalFormat = GL_RGB; *glFormat = GL_RGB; *glType = GL_UNSIGNED_SHORT_5_6_5; break;
 | |
|         case RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8: *glInternalFormat = GL_RGB; *glFormat = GL_RGB; *glType = GL_UNSIGNED_BYTE; break;
 | |
|         case RL_PIXELFORMAT_UNCOMPRESSED_R5G5B5A1: *glInternalFormat = GL_RGBA; *glFormat = GL_RGBA; *glType = GL_UNSIGNED_SHORT_5_5_5_1; break;
 | |
|         case RL_PIXELFORMAT_UNCOMPRESSED_R4G4B4A4: *glInternalFormat = GL_RGBA; *glFormat = GL_RGBA; *glType = GL_UNSIGNED_SHORT_4_4_4_4; break;
 | |
|         case RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8A8: *glInternalFormat = GL_RGBA; *glFormat = GL_RGBA; *glType = GL_UNSIGNED_BYTE; break;
 | |
|         #if !defined(GRAPHICS_API_OPENGL_11)
 | |
|         #if defined(GRAPHICS_API_OPENGL_ES3)
 | |
|         case RL_PIXELFORMAT_UNCOMPRESSED_R32: if (RLGL.ExtSupported.texFloat32) *glInternalFormat = GL_R32F_EXT; *glFormat = GL_RED_EXT; *glType = GL_FLOAT; break;
 | |
|         case RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32: if (RLGL.ExtSupported.texFloat32) *glInternalFormat = GL_RGB32F_EXT; *glFormat = GL_RGB; *glType = GL_FLOAT; break;
 | |
|         case RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32A32: if (RLGL.ExtSupported.texFloat32) *glInternalFormat = GL_RGBA32F_EXT; *glFormat = GL_RGBA; *glType = GL_FLOAT; break;
 | |
|         case RL_PIXELFORMAT_UNCOMPRESSED_R16: if (RLGL.ExtSupported.texFloat16) *glInternalFormat = GL_R16F_EXT; *glFormat = GL_RED_EXT; *glType = GL_HALF_FLOAT; break;
 | |
|         case RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16: if (RLGL.ExtSupported.texFloat16) *glInternalFormat = GL_RGB16F_EXT; *glFormat = GL_RGB; *glType = GL_HALF_FLOAT; break;
 | |
|         case RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16A16: if (RLGL.ExtSupported.texFloat16) *glInternalFormat = GL_RGBA16F_EXT; *glFormat = GL_RGBA; *glType = GL_HALF_FLOAT; break;
 | |
|         #else
 | |
|         case RL_PIXELFORMAT_UNCOMPRESSED_R32: if (RLGL.ExtSupported.texFloat32) *glInternalFormat = GL_LUMINANCE; *glFormat = GL_LUMINANCE; *glType = GL_FLOAT; break;            // NOTE: Requires extension OES_texture_float
 | |
|         case RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32: if (RLGL.ExtSupported.texFloat32) *glInternalFormat = GL_RGB; *glFormat = GL_RGB; *glType = GL_FLOAT; break;                  // NOTE: Requires extension OES_texture_float
 | |
|         case RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32A32: if (RLGL.ExtSupported.texFloat32) *glInternalFormat = GL_RGBA; *glFormat = GL_RGBA; *glType = GL_FLOAT; break;             // NOTE: Requires extension OES_texture_float
 | |
|         #if defined(GRAPHICS_API_OPENGL_21)
 | |
|         case RL_PIXELFORMAT_UNCOMPRESSED_R16: if (RLGL.ExtSupported.texFloat16) *glInternalFormat = GL_LUMINANCE; *glFormat = GL_LUMINANCE; *glType = GL_HALF_FLOAT_ARB; break;
 | |
|         case RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16: if (RLGL.ExtSupported.texFloat16) *glInternalFormat = GL_RGB; *glFormat = GL_RGB; *glType = GL_HALF_FLOAT_ARB; break;
 | |
|         case RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16A16: if (RLGL.ExtSupported.texFloat16) *glInternalFormat = GL_RGBA; *glFormat = GL_RGBA; *glType = GL_HALF_FLOAT_ARB; break;
 | |
|         #else // defined(GRAPHICS_API_OPENGL_ES2)
 | |
|         case RL_PIXELFORMAT_UNCOMPRESSED_R16: if (RLGL.ExtSupported.texFloat16) *glInternalFormat = GL_LUMINANCE; *glFormat = GL_LUMINANCE; *glType = GL_HALF_FLOAT_OES; break;   // NOTE: Requires extension OES_texture_half_float
 | |
|         case RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16: if (RLGL.ExtSupported.texFloat16) *glInternalFormat = GL_RGB; *glFormat = GL_RGB; *glType = GL_HALF_FLOAT_OES; break;         // NOTE: Requires extension OES_texture_half_float
 | |
|         case RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16A16: if (RLGL.ExtSupported.texFloat16) *glInternalFormat = GL_RGBA; *glFormat = GL_RGBA; *glType = GL_HALF_FLOAT_OES; break;    // NOTE: Requires extension OES_texture_half_float
 | |
|         #endif
 | |
|         #endif
 | |
|         #endif
 | |
|     #elif defined(GRAPHICS_API_OPENGL_33)
 | |
|         case RL_PIXELFORMAT_UNCOMPRESSED_GRAYSCALE: *glInternalFormat = GL_R8; *glFormat = GL_RED; *glType = GL_UNSIGNED_BYTE; break;
 | |
|         case RL_PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA: *glInternalFormat = GL_RG8; *glFormat = GL_RG; *glType = GL_UNSIGNED_BYTE; break;
 | |
|         case RL_PIXELFORMAT_UNCOMPRESSED_R5G6B5: *glInternalFormat = GL_RGB565; *glFormat = GL_RGB; *glType = GL_UNSIGNED_SHORT_5_6_5; break;
 | |
|         case RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8: *glInternalFormat = GL_RGB8; *glFormat = GL_RGB; *glType = GL_UNSIGNED_BYTE; break;
 | |
|         case RL_PIXELFORMAT_UNCOMPRESSED_R5G5B5A1: *glInternalFormat = GL_RGB5_A1; *glFormat = GL_RGBA; *glType = GL_UNSIGNED_SHORT_5_5_5_1; break;
 | |
|         case RL_PIXELFORMAT_UNCOMPRESSED_R4G4B4A4: *glInternalFormat = GL_RGBA4; *glFormat = GL_RGBA; *glType = GL_UNSIGNED_SHORT_4_4_4_4; break;
 | |
|         case RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8A8: *glInternalFormat = GL_RGBA8; *glFormat = GL_RGBA; *glType = GL_UNSIGNED_BYTE; break;
 | |
|         case RL_PIXELFORMAT_UNCOMPRESSED_R32: if (RLGL.ExtSupported.texFloat32) *glInternalFormat = GL_R32F; *glFormat = GL_RED; *glType = GL_FLOAT; break;
 | |
|         case RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32: if (RLGL.ExtSupported.texFloat32) *glInternalFormat = GL_RGB32F; *glFormat = GL_RGB; *glType = GL_FLOAT; break;
 | |
|         case RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32A32: if (RLGL.ExtSupported.texFloat32) *glInternalFormat = GL_RGBA32F; *glFormat = GL_RGBA; *glType = GL_FLOAT; break;
 | |
|         case RL_PIXELFORMAT_UNCOMPRESSED_R16: if (RLGL.ExtSupported.texFloat16) *glInternalFormat = GL_R16F; *glFormat = GL_RED; *glType = GL_HALF_FLOAT; break;
 | |
|         case RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16: if (RLGL.ExtSupported.texFloat16) *glInternalFormat = GL_RGB16F; *glFormat = GL_RGB; *glType = GL_HALF_FLOAT; break;
 | |
|         case RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16A16: if (RLGL.ExtSupported.texFloat16) *glInternalFormat = GL_RGBA16F; *glFormat = GL_RGBA; *glType = GL_HALF_FLOAT; break;
 | |
|     #endif
 | |
|     #if !defined(GRAPHICS_API_OPENGL_11)
 | |
|         case RL_PIXELFORMAT_COMPRESSED_DXT1_RGB: if (RLGL.ExtSupported.texCompDXT) *glInternalFormat = GL_COMPRESSED_RGB_S3TC_DXT1_EXT; break;
 | |
|         case RL_PIXELFORMAT_COMPRESSED_DXT1_RGBA: if (RLGL.ExtSupported.texCompDXT) *glInternalFormat = GL_COMPRESSED_RGBA_S3TC_DXT1_EXT; break;
 | |
|         case RL_PIXELFORMAT_COMPRESSED_DXT3_RGBA: if (RLGL.ExtSupported.texCompDXT) *glInternalFormat = GL_COMPRESSED_RGBA_S3TC_DXT3_EXT; break;
 | |
|         case RL_PIXELFORMAT_COMPRESSED_DXT5_RGBA: if (RLGL.ExtSupported.texCompDXT) *glInternalFormat = GL_COMPRESSED_RGBA_S3TC_DXT5_EXT; break;
 | |
|         case RL_PIXELFORMAT_COMPRESSED_ETC1_RGB: if (RLGL.ExtSupported.texCompETC1) *glInternalFormat = GL_ETC1_RGB8_OES; break;                      // NOTE: Requires OpenGL ES 2.0 or OpenGL 4.3
 | |
|         case RL_PIXELFORMAT_COMPRESSED_ETC2_RGB: if (RLGL.ExtSupported.texCompETC2) *glInternalFormat = GL_COMPRESSED_RGB8_ETC2; break;               // NOTE: Requires OpenGL ES 3.0 or OpenGL 4.3
 | |
|         case RL_PIXELFORMAT_COMPRESSED_ETC2_EAC_RGBA: if (RLGL.ExtSupported.texCompETC2) *glInternalFormat = GL_COMPRESSED_RGBA8_ETC2_EAC; break;     // NOTE: Requires OpenGL ES 3.0 or OpenGL 4.3
 | |
|         case RL_PIXELFORMAT_COMPRESSED_PVRT_RGB: if (RLGL.ExtSupported.texCompPVRT) *glInternalFormat = GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG; break;    // NOTE: Requires PowerVR GPU
 | |
|         case RL_PIXELFORMAT_COMPRESSED_PVRT_RGBA: if (RLGL.ExtSupported.texCompPVRT) *glInternalFormat = GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG; break;  // NOTE: Requires PowerVR GPU
 | |
|         case RL_PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA: if (RLGL.ExtSupported.texCompASTC) *glInternalFormat = GL_COMPRESSED_RGBA_ASTC_4x4_KHR; break;  // NOTE: Requires OpenGL ES 3.1 or OpenGL 4.3
 | |
|         case RL_PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA: if (RLGL.ExtSupported.texCompASTC) *glInternalFormat = GL_COMPRESSED_RGBA_ASTC_8x8_KHR; break;  // NOTE: Requires OpenGL ES 3.1 or OpenGL 4.3
 | |
|     #endif
 | |
|         default: TRACELOG(RL_LOG_WARNING, "TEXTURE: Current format not supported (%i)", format); break;
 | |
|     }
 | |
| }
 | |
| 
 | |
| // Unload texture from GPU memory
 | |
| void rlUnloadTexture(unsigned int id)
 | |
| {
 | |
|     glDeleteTextures(1, &id);
 | |
| }
 | |
| 
 | |
| // Generate mipmap data for selected texture
 | |
| // NOTE: Only supports GPU mipmap generation
 | |
| void rlGenTextureMipmaps(unsigned int id, int width, int height, int format, int *mipmaps)
 | |
| {
 | |
| #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
 | |
|     glBindTexture(GL_TEXTURE_2D, id);
 | |
| 
 | |
|     // Check if texture is power-of-two (POT)
 | |
|     bool texIsPOT = false;
 | |
| 
 | |
|     if (((width > 0) && ((width & (width - 1)) == 0)) &&
 | |
|         ((height > 0) && ((height & (height - 1)) == 0))) texIsPOT = true;
 | |
| 
 | |
|     if ((texIsPOT) || (RLGL.ExtSupported.texNPOT))
 | |
|     {
 | |
|         //glHint(GL_GENERATE_MIPMAP_HINT, GL_DONT_CARE);   // Hint for mipmaps generation algorithm: GL_FASTEST, GL_NICEST, GL_DONT_CARE
 | |
|         glGenerateMipmap(GL_TEXTURE_2D);    // Generate mipmaps automatically
 | |
| 
 | |
|         #define MIN(a,b) (((a)<(b))? (a):(b))
 | |
|         #define MAX(a,b) (((a)>(b))? (a):(b))
 | |
| 
 | |
|         *mipmaps = 1 + (int)floor(log(MAX(width, height))/log(2));
 | |
|         TRACELOG(RL_LOG_INFO, "TEXTURE: [ID %i] Mipmaps generated automatically, total: %i", id, *mipmaps);
 | |
|     }
 | |
|     else TRACELOG(RL_LOG_WARNING, "TEXTURE: [ID %i] Failed to generate mipmaps", id);
 | |
| 
 | |
|     glBindTexture(GL_TEXTURE_2D, 0);
 | |
| #else
 | |
|     TRACELOG(RL_LOG_WARNING, "TEXTURE: [ID %i] GPU mipmap generation not supported", id);
 | |
| #endif
 | |
| }
 | |
| 
 | |
| // Read texture pixel data
 | |
| void *rlReadTexturePixels(unsigned int id, int width, int height, int format)
 | |
| {
 | |
|     void *pixels = NULL;
 | |
| 
 | |
| #if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33)
 | |
|     glBindTexture(GL_TEXTURE_2D, id);
 | |
| 
 | |
|     // NOTE: Using texture id, we can retrieve some texture info (but not on OpenGL ES 2.0)
 | |
|     // Possible texture info: GL_TEXTURE_RED_SIZE, GL_TEXTURE_GREEN_SIZE, GL_TEXTURE_BLUE_SIZE, GL_TEXTURE_ALPHA_SIZE
 | |
|     //int width, height, format;
 | |
|     //glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_WIDTH, &width);
 | |
|     //glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_HEIGHT, &height);
 | |
|     //glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_INTERNAL_FORMAT, &format);
 | |
| 
 | |
|     // NOTE: Each row written to or read from by OpenGL pixel operations like glGetTexImage are aligned to a 4 byte boundary by default, which may add some padding
 | |
|     // Use glPixelStorei to modify padding with the GL_[UN]PACK_ALIGNMENT setting
 | |
|     // GL_PACK_ALIGNMENT affects operations that read from OpenGL memory (glReadPixels, glGetTexImage, etc.)
 | |
|     // GL_UNPACK_ALIGNMENT affects operations that write to OpenGL memory (glTexImage, etc.)
 | |
|     glPixelStorei(GL_PACK_ALIGNMENT, 1);
 | |
| 
 | |
|     unsigned int glInternalFormat, glFormat, glType;
 | |
|     rlGetGlTextureFormats(format, &glInternalFormat, &glFormat, &glType);
 | |
|     unsigned int size = rlGetPixelDataSize(width, height, format);
 | |
| 
 | |
|     if ((glInternalFormat != 0) && (format < RL_PIXELFORMAT_COMPRESSED_DXT1_RGB))
 | |
|     {
 | |
|         pixels = RL_MALLOC(size);
 | |
|         glGetTexImage(GL_TEXTURE_2D, 0, glFormat, glType, pixels);
 | |
|     }
 | |
|     else TRACELOG(RL_LOG_WARNING, "TEXTURE: [ID %i] Data retrieval not suported for pixel format (%i)", id, format);
 | |
| 
 | |
|     glBindTexture(GL_TEXTURE_2D, 0);
 | |
| #endif
 | |
| 
 | |
| #if defined(GRAPHICS_API_OPENGL_ES2)
 | |
|     // glGetTexImage() is not available on OpenGL ES 2.0
 | |
|     // Texture width and height are required on OpenGL ES 2.0, there is no way to get it from texture id
 | |
|     // Two possible Options:
 | |
|     // 1 - Bind texture to color fbo attachment and glReadPixels()
 | |
|     // 2 - Create an fbo, activate it, render quad with texture, glReadPixels()
 | |
|     // We are using Option 1, just need to care for texture format on retrieval
 | |
|     // NOTE: This behaviour could be conditioned by graphic driver...
 | |
|     unsigned int fboId = rlLoadFramebuffer();
 | |
| 
 | |
|     glBindFramebuffer(GL_FRAMEBUFFER, fboId);
 | |
|     glBindTexture(GL_TEXTURE_2D, 0);
 | |
| 
 | |
|     // Attach our texture to FBO
 | |
|     glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, id, 0);
 | |
| 
 | |
|     // We read data as RGBA because FBO texture is configured as RGBA, despite binding another texture format
 | |
|     pixels = (unsigned char *)RL_MALLOC(rlGetPixelDataSize(width, height, RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8A8));
 | |
|     glReadPixels(0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
 | |
| 
 | |
|     glBindFramebuffer(GL_FRAMEBUFFER, 0);
 | |
| 
 | |
|     // Clean up temporal fbo
 | |
|     rlUnloadFramebuffer(fboId);
 | |
| #endif
 | |
| 
 | |
|     return pixels;
 | |
| }
 | |
| 
 | |
| // Read screen pixel data (color buffer)
 | |
| unsigned char *rlReadScreenPixels(int width, int height)
 | |
| {
 | |
|     unsigned char *screenData = (unsigned char *)RL_CALLOC(width*height*4, sizeof(unsigned char));
 | |
| 
 | |
|     // NOTE 1: glReadPixels returns image flipped vertically -> (0,0) is the bottom left corner of the framebuffer
 | |
|     // NOTE 2: We are getting alpha channel! Be careful, it can be transparent if not cleared properly!
 | |
|     glReadPixels(0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, screenData);
 | |
| 
 | |
|     // Flip image vertically!
 | |
|     unsigned char *imgData = (unsigned char *)RL_MALLOC(width*height*4*sizeof(unsigned char));
 | |
| 
 | |
|     for (int y = height - 1; y >= 0; y--)
 | |
|     {
 | |
|         for (int x = 0; x < (width*4); x++)
 | |
|         {
 | |
|             imgData[((height - 1) - y)*width*4 + x] = screenData[(y*width*4) + x];  // Flip line
 | |
| 
 | |
|             // Set alpha component value to 255 (no trasparent image retrieval)
 | |
|             // NOTE: Alpha value has already been applied to RGB in framebuffer, we don't need it!
 | |
|             if (((x + 1)%4) == 0) imgData[((height - 1) - y)*width*4 + x] = 255;
 | |
|         }
 | |
|     }
 | |
| 
 | |
|     RL_FREE(screenData);
 | |
| 
 | |
|     return imgData;     // NOTE: image data should be freed
 | |
| }
 | |
| 
 | |
| // Framebuffer management (fbo)
 | |
| //-----------------------------------------------------------------------------------------
 | |
| // Load a framebuffer to be used for rendering
 | |
| // NOTE: No textures attached
 | |
| unsigned int rlLoadFramebuffer(void)
 | |
| {
 | |
|     unsigned int fboId = 0;
 | |
| 
 | |
| #if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)) && defined(RLGL_RENDER_TEXTURES_HINT)
 | |
|     glGenFramebuffers(1, &fboId);       // Create the framebuffer object
 | |
|     glBindFramebuffer(GL_FRAMEBUFFER, 0);   // Unbind any framebuffer
 | |
| #endif
 | |
| 
 | |
|     return fboId;
 | |
| }
 | |
| 
 | |
| // Attach color buffer texture to an fbo (unloads previous attachment)
 | |
| // NOTE: Attach type: 0-Color, 1-Depth renderbuffer, 2-Depth texture
 | |
| void rlFramebufferAttach(unsigned int fboId, unsigned int texId, int attachType, int texType, int mipLevel)
 | |
| {
 | |
| #if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)) && defined(RLGL_RENDER_TEXTURES_HINT)
 | |
|     glBindFramebuffer(GL_FRAMEBUFFER, fboId);
 | |
| 
 | |
|     switch (attachType)
 | |
|     {
 | |
|         case RL_ATTACHMENT_COLOR_CHANNEL0:
 | |
|         case RL_ATTACHMENT_COLOR_CHANNEL1:
 | |
|         case RL_ATTACHMENT_COLOR_CHANNEL2:
 | |
|         case RL_ATTACHMENT_COLOR_CHANNEL3:
 | |
|         case RL_ATTACHMENT_COLOR_CHANNEL4:
 | |
|         case RL_ATTACHMENT_COLOR_CHANNEL5:
 | |
|         case RL_ATTACHMENT_COLOR_CHANNEL6:
 | |
|         case RL_ATTACHMENT_COLOR_CHANNEL7:
 | |
|         {
 | |
|             if (texType == RL_ATTACHMENT_TEXTURE2D) glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + attachType, GL_TEXTURE_2D, texId, mipLevel);
 | |
|             else if (texType == RL_ATTACHMENT_RENDERBUFFER) glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + attachType, GL_RENDERBUFFER, texId);
 | |
|             else if (texType >= RL_ATTACHMENT_CUBEMAP_POSITIVE_X) glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + attachType, GL_TEXTURE_CUBE_MAP_POSITIVE_X + texType, texId, mipLevel);
 | |
| 
 | |
|         } break;
 | |
|         case RL_ATTACHMENT_DEPTH:
 | |
|         {
 | |
|             if (texType == RL_ATTACHMENT_TEXTURE2D) glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, texId, mipLevel);
 | |
|             else if (texType == RL_ATTACHMENT_RENDERBUFFER)  glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, texId);
 | |
| 
 | |
|         } break;
 | |
|         case RL_ATTACHMENT_STENCIL:
 | |
|         {
 | |
|             if (texType == RL_ATTACHMENT_TEXTURE2D) glFramebufferTexture2D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, texId, mipLevel);
 | |
|             else if (texType == RL_ATTACHMENT_RENDERBUFFER)  glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, texId);
 | |
| 
 | |
|         } break;
 | |
|         default: break;
 | |
|     }
 | |
| 
 | |
|     glBindFramebuffer(GL_FRAMEBUFFER, 0);
 | |
| #endif
 | |
| }
 | |
| 
 | |
| // Verify render texture is complete
 | |
| bool rlFramebufferComplete(unsigned int id)
 | |
| {
 | |
|     bool result = false;
 | |
| 
 | |
| #if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)) && defined(RLGL_RENDER_TEXTURES_HINT)
 | |
|     glBindFramebuffer(GL_FRAMEBUFFER, id);
 | |
| 
 | |
|     GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
 | |
| 
 | |
|     if (status != GL_FRAMEBUFFER_COMPLETE)
 | |
|     {
 | |
|         switch (status)
 | |
|         {
 | |
|             case GL_FRAMEBUFFER_UNSUPPORTED: TRACELOG(RL_LOG_WARNING, "FBO: [ID %i] Framebuffer is unsupported", id); break;
 | |
|             case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT: TRACELOG(RL_LOG_WARNING, "FBO: [ID %i] Framebuffer has incomplete attachment", id); break;
 | |
| #if defined(GRAPHICS_API_OPENGL_ES2)
 | |
|             case GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS: TRACELOG(RL_LOG_WARNING, "FBO: [ID %i] Framebuffer has incomplete dimensions", id); break;
 | |
| #endif
 | |
|             case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT: TRACELOG(RL_LOG_WARNING, "FBO: [ID %i] Framebuffer has a missing attachment", id); break;
 | |
|             default: break;
 | |
|         }
 | |
|     }
 | |
| 
 | |
|     glBindFramebuffer(GL_FRAMEBUFFER, 0);
 | |
| 
 | |
|     result = (status == GL_FRAMEBUFFER_COMPLETE);
 | |
| #endif
 | |
| 
 | |
|     return result;
 | |
| }
 | |
| 
 | |
| // Unload framebuffer from GPU memory
 | |
| // NOTE: All attached textures/cubemaps/renderbuffers are also deleted
 | |
| void rlUnloadFramebuffer(unsigned int id)
 | |
| {
 | |
| #if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)) && defined(RLGL_RENDER_TEXTURES_HINT)
 | |
|     // Query depth attachment to automatically delete texture/renderbuffer
 | |
|     int depthType = 0, depthId = 0;
 | |
|     glBindFramebuffer(GL_FRAMEBUFFER, id);   // Bind framebuffer to query depth texture type
 | |
|     glGetFramebufferAttachmentParameteriv(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE, &depthType);
 | |
| 
 | |
|     // TODO: Review warning retrieving object name in WebGL
 | |
|     // WARNING: WebGL: INVALID_ENUM: getFramebufferAttachmentParameter: invalid parameter name
 | |
|     // https://registry.khronos.org/webgl/specs/latest/1.0/
 | |
|     glGetFramebufferAttachmentParameteriv(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME, &depthId);
 | |
| 
 | |
|     unsigned int depthIdU = (unsigned int)depthId;
 | |
|     if (depthType == GL_RENDERBUFFER) glDeleteRenderbuffers(1, &depthIdU);
 | |
|     else if (depthType == GL_TEXTURE) glDeleteTextures(1, &depthIdU);
 | |
| 
 | |
|     // NOTE: If a texture object is deleted while its image is attached to the *currently bound* framebuffer,
 | |
|     // the texture image is automatically detached from the currently bound framebuffer
 | |
| 
 | |
|     glBindFramebuffer(GL_FRAMEBUFFER, 0);
 | |
|     glDeleteFramebuffers(1, &id);
 | |
| 
 | |
|     TRACELOG(RL_LOG_INFO, "FBO: [ID %i] Unloaded framebuffer from VRAM (GPU)", id);
 | |
| #endif
 | |
| }
 | |
| 
 | |
| // Vertex data management
 | |
| //-----------------------------------------------------------------------------------------
 | |
| // Load a new attributes buffer
 | |
| unsigned int rlLoadVertexBuffer(const void *buffer, int size, bool dynamic)
 | |
| {
 | |
|     unsigned int id = 0;
 | |
| 
 | |
| #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
 | |
|     glGenBuffers(1, &id);
 | |
|     glBindBuffer(GL_ARRAY_BUFFER, id);
 | |
|     glBufferData(GL_ARRAY_BUFFER, size, buffer, dynamic? GL_DYNAMIC_DRAW : GL_STATIC_DRAW);
 | |
| #endif
 | |
| 
 | |
|     return id;
 | |
| }
 | |
| 
 | |
| // Load a new attributes element buffer
 | |
| unsigned int rlLoadVertexBufferElement(const void *buffer, int size, bool dynamic)
 | |
| {
 | |
|     unsigned int id = 0;
 | |
| 
 | |
| #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
 | |
|     glGenBuffers(1, &id);
 | |
|     glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, id);
 | |
|     glBufferData(GL_ELEMENT_ARRAY_BUFFER, size, buffer, dynamic? GL_DYNAMIC_DRAW : GL_STATIC_DRAW);
 | |
| #endif
 | |
| 
 | |
|     return id;
 | |
| }
 | |
| 
 | |
| // Enable vertex buffer (VBO)
 | |
| void rlEnableVertexBuffer(unsigned int id)
 | |
| {
 | |
| #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
 | |
|     glBindBuffer(GL_ARRAY_BUFFER, id);
 | |
| #endif
 | |
| }
 | |
| 
 | |
| // Disable vertex buffer (VBO)
 | |
| void rlDisableVertexBuffer(void)
 | |
| {
 | |
| #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
 | |
|     glBindBuffer(GL_ARRAY_BUFFER, 0);
 | |
| #endif
 | |
| }
 | |
| 
 | |
| // Enable vertex buffer element (VBO element)
 | |
| void rlEnableVertexBufferElement(unsigned int id)
 | |
| {
 | |
| #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
 | |
|     glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, id);
 | |
| #endif
 | |
| }
 | |
| 
 | |
| // Disable vertex buffer element (VBO element)
 | |
| void rlDisableVertexBufferElement(void)
 | |
| {
 | |
| #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
 | |
|     glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
 | |
| #endif
 | |
| }
 | |
| 
 | |
| // Update vertex buffer with new data
 | |
| // NOTE: dataSize and offset must be provided in bytes
 | |
| void rlUpdateVertexBuffer(unsigned int id, const void *data, int dataSize, int offset)
 | |
| {
 | |
| #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
 | |
|     glBindBuffer(GL_ARRAY_BUFFER, id);
 | |
|     glBufferSubData(GL_ARRAY_BUFFER, offset, dataSize, data);
 | |
| #endif
 | |
| }
 | |
| 
 | |
| // Update vertex buffer elements with new data
 | |
| // NOTE: dataSize and offset must be provided in bytes
 | |
| void rlUpdateVertexBufferElements(unsigned int id, const void *data, int dataSize, int offset)
 | |
| {
 | |
| #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
 | |
|     glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, id);
 | |
|     glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, offset, dataSize, data);
 | |
| #endif
 | |
| }
 | |
| 
 | |
| // Enable vertex array object (VAO)
 | |
| bool rlEnableVertexArray(unsigned int vaoId)
 | |
| {
 | |
|     bool result = false;
 | |
| #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
 | |
|     if (RLGL.ExtSupported.vao)
 | |
|     {
 | |
|         glBindVertexArray(vaoId);
 | |
|         result = true;
 | |
|     }
 | |
| #endif
 | |
|     return result;
 | |
| }
 | |
| 
 | |
| // Disable vertex array object (VAO)
 | |
| void rlDisableVertexArray(void)
 | |
| {
 | |
| #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
 | |
|     if (RLGL.ExtSupported.vao) glBindVertexArray(0);
 | |
| #endif
 | |
| }
 | |
| 
 | |
| // Enable vertex attribute index
 | |
| void rlEnableVertexAttribute(unsigned int index)
 | |
| {
 | |
| #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
 | |
|     glEnableVertexAttribArray(index);
 | |
| #endif
 | |
| }
 | |
| 
 | |
| // Disable vertex attribute index
 | |
| void rlDisableVertexAttribute(unsigned int index)
 | |
| {
 | |
| #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
 | |
|     glDisableVertexAttribArray(index);
 | |
| #endif
 | |
| }
 | |
| 
 | |
| // Draw vertex array
 | |
| void rlDrawVertexArray(int offset, int count)
 | |
| {
 | |
|     glDrawArrays(GL_TRIANGLES, offset, count);
 | |
| }
 | |
| 
 | |
| // Draw vertex array elements
 | |
| void rlDrawVertexArrayElements(int offset, int count, const void *buffer)
 | |
| {
 | |
|     // NOTE: Added pointer math separately from function to avoid UBSAN complaining
 | |
|     unsigned short *bufferPtr = (unsigned short *)buffer;
 | |
|     if (offset > 0) bufferPtr += offset;
 | |
| 
 | |
|     glDrawElements(GL_TRIANGLES, count, GL_UNSIGNED_SHORT, (const unsigned short *)bufferPtr);
 | |
| }
 | |
| 
 | |
| // Draw vertex array instanced
 | |
| void rlDrawVertexArrayInstanced(int offset, int count, int instances)
 | |
| {
 | |
| #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
 | |
|     glDrawArraysInstanced(GL_TRIANGLES, 0, count, instances);
 | |
| #endif
 | |
| }
 | |
| 
 | |
| // Draw vertex array elements instanced
 | |
| void rlDrawVertexArrayElementsInstanced(int offset, int count, const void *buffer, int instances)
 | |
| {
 | |
| #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
 | |
|     // NOTE: Added pointer math separately from function to avoid UBSAN complaining
 | |
|     unsigned short *bufferPtr = (unsigned short *)buffer;
 | |
|     if (offset > 0) bufferPtr += offset;
 | |
| 
 | |
|     glDrawElementsInstanced(GL_TRIANGLES, count, GL_UNSIGNED_SHORT, (const unsigned short *)bufferPtr, instances);
 | |
| #endif
 | |
| }
 | |
| 
 | |
| #if defined(GRAPHICS_API_OPENGL_11)
 | |
| // Enable vertex state pointer
 | |
| void rlEnableStatePointer(int vertexAttribType, void *buffer)
 | |
| {
 | |
|     if (buffer != NULL) glEnableClientState(vertexAttribType);
 | |
|     switch (vertexAttribType)
 | |
|     {
 | |
|         case GL_VERTEX_ARRAY: glVertexPointer(3, GL_FLOAT, 0, buffer); break;
 | |
|         case GL_TEXTURE_COORD_ARRAY: glTexCoordPointer(2, GL_FLOAT, 0, buffer); break;
 | |
|         case GL_NORMAL_ARRAY: if (buffer != NULL) glNormalPointer(GL_FLOAT, 0, buffer); break;
 | |
|         case GL_COLOR_ARRAY: if (buffer != NULL) glColorPointer(4, GL_UNSIGNED_BYTE, 0, buffer); break;
 | |
|         //case GL_INDEX_ARRAY: if (buffer != NULL) glIndexPointer(GL_SHORT, 0, buffer); break; // Indexed colors
 | |
|         default: break;
 | |
|     }
 | |
| }
 | |
| 
 | |
| // Disable vertex state pointer
 | |
| void rlDisableStatePointer(int vertexAttribType)
 | |
| {
 | |
|     glDisableClientState(vertexAttribType);
 | |
| }
 | |
| #endif
 | |
| 
 | |
| // Load vertex array object (VAO)
 | |
| unsigned int rlLoadVertexArray(void)
 | |
| {
 | |
|     unsigned int vaoId = 0;
 | |
| #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
 | |
|     if (RLGL.ExtSupported.vao)
 | |
|     {
 | |
|         glGenVertexArrays(1, &vaoId);
 | |
|     }
 | |
| #endif
 | |
|     return vaoId;
 | |
| }
 | |
| 
 | |
| // Set vertex attribute
 | |
| void rlSetVertexAttribute(unsigned int index, int compSize, int type, bool normalized, int stride, int offset)
 | |
| {
 | |
| #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
 | |
|     // NOTE: Data type could be: GL_BYTE, GL_UNSIGNED_BYTE, GL_SHORT, GL_UNSIGNED_SHORT, GL_INT, GL_UNSIGNED_INT
 | |
|     // Additional types (depends on OpenGL version or extensions):
 | |
|     //  - GL_HALF_FLOAT, GL_FLOAT, GL_DOUBLE, GL_FIXED,
 | |
|     //  - GL_INT_2_10_10_10_REV, GL_UNSIGNED_INT_2_10_10_10_REV, GL_UNSIGNED_INT_10F_11F_11F_REV
 | |
| 
 | |
|     size_t offsetNative = offset;
 | |
|     glVertexAttribPointer(index, compSize, type, normalized, stride, (void *)offsetNative);
 | |
| #endif
 | |
| }
 | |
| 
 | |
| // Set vertex attribute divisor
 | |
| void rlSetVertexAttributeDivisor(unsigned int index, int divisor)
 | |
| {
 | |
| #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
 | |
|     glVertexAttribDivisor(index, divisor);
 | |
| #endif
 | |
| }
 | |
| 
 | |
| // Unload vertex array object (VAO)
 | |
| void rlUnloadVertexArray(unsigned int vaoId)
 | |
| {
 | |
| #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
 | |
|     if (RLGL.ExtSupported.vao)
 | |
|     {
 | |
|         glBindVertexArray(0);
 | |
|         glDeleteVertexArrays(1, &vaoId);
 | |
|         TRACELOG(RL_LOG_INFO, "VAO: [ID %i] Unloaded vertex array data from VRAM (GPU)", vaoId);
 | |
|     }
 | |
| #endif
 | |
| }
 | |
| 
 | |
| // Unload vertex buffer (VBO)
 | |
| void rlUnloadVertexBuffer(unsigned int vboId)
 | |
| {
 | |
| #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
 | |
|     glDeleteBuffers(1, &vboId);
 | |
|     //TRACELOG(RL_LOG_INFO, "VBO: Unloaded vertex data from VRAM (GPU)");
 | |
| #endif
 | |
| }
 | |
| 
 | |
| // Shaders management
 | |
| //-----------------------------------------------------------------------------------------------
 | |
| // Load shader from code strings
 | |
| // NOTE: If shader string is NULL, using default vertex/fragment shaders
 | |
| unsigned int rlLoadShaderCode(const char *vsCode, const char *fsCode)
 | |
| {
 | |
|     unsigned int id = 0;
 | |
| 
 | |
| #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
 | |
|     unsigned int vertexShaderId = 0;
 | |
|     unsigned int fragmentShaderId = 0;
 | |
| 
 | |
|     // Compile vertex shader (if provided)
 | |
|     // NOTE: If not vertex shader is provided, use default one
 | |
|     if (vsCode != NULL) vertexShaderId = rlCompileShader(vsCode, GL_VERTEX_SHADER);
 | |
|     else vertexShaderId = RLGL.State.defaultVShaderId;
 | |
| 
 | |
|     // Compile fragment shader (if provided)
 | |
|     // NOTE: If not vertex shader is provided, use default one
 | |
|     if (fsCode != NULL) fragmentShaderId = rlCompileShader(fsCode, GL_FRAGMENT_SHADER);
 | |
|     else fragmentShaderId = RLGL.State.defaultFShaderId;
 | |
| 
 | |
|     // In case vertex and fragment shader are the default ones, no need to recompile, we can just assign the default shader program id
 | |
|     if ((vertexShaderId == RLGL.State.defaultVShaderId) && (fragmentShaderId == RLGL.State.defaultFShaderId)) id = RLGL.State.defaultShaderId;
 | |
|     else if ((vertexShaderId > 0) && (fragmentShaderId > 0))
 | |
|     {
 | |
|         // One of or both shader are new, we need to compile a new shader program
 | |
|         id = rlLoadShaderProgram(vertexShaderId, fragmentShaderId);
 | |
| 
 | |
|         // We can detach and delete vertex/fragment shaders (if not default ones)
 | |
|         // NOTE: We detach shader before deletion to make sure memory is freed
 | |
|         if (vertexShaderId != RLGL.State.defaultVShaderId)
 | |
|         {
 | |
|             // WARNING: Shader program linkage could fail and returned id is 0
 | |
|             if (id > 0) glDetachShader(id, vertexShaderId);
 | |
|             glDeleteShader(vertexShaderId);
 | |
|         }
 | |
|         if (fragmentShaderId != RLGL.State.defaultFShaderId)
 | |
|         {
 | |
|             // WARNING: Shader program linkage could fail and returned id is 0
 | |
|             if (id > 0) glDetachShader(id, fragmentShaderId);
 | |
|             glDeleteShader(fragmentShaderId);
 | |
|         }
 | |
| 
 | |
|         // In case shader program loading failed, we assign default shader
 | |
|         if (id == 0)
 | |
|         {
 | |
|             // In case shader loading fails, we return the default shader
 | |
|             TRACELOG(RL_LOG_WARNING, "SHADER: Failed to load custom shader code, using default shader");
 | |
|             id = RLGL.State.defaultShaderId;
 | |
|         }
 | |
|         /*
 | |
|         else
 | |
|         {
 | |
|             // Get available shader uniforms
 | |
|             // NOTE: This information is useful for debug...
 | |
|             int uniformCount = -1;
 | |
|             glGetProgramiv(id, GL_ACTIVE_UNIFORMS, &uniformCount);
 | |
| 
 | |
|             for (int i = 0; i < uniformCount; i++)
 | |
|             {
 | |
|                 int namelen = -1;
 | |
|                 int num = -1;
 | |
|                 char name[256] = { 0 };     // Assume no variable names longer than 256
 | |
|                 GLenum type = GL_ZERO;
 | |
| 
 | |
|                 // Get the name of the uniforms
 | |
|                 glGetActiveUniform(id, i, sizeof(name) - 1, &namelen, &num, &type, name);
 | |
| 
 | |
|                 name[namelen] = 0;
 | |
|                 TRACELOGD("SHADER: [ID %i] Active uniform (%s) set at location: %i", id, name, glGetUniformLocation(id, name));
 | |
|             }
 | |
|         }
 | |
|         */
 | |
|     }
 | |
| #endif
 | |
| 
 | |
|     return id;
 | |
| }
 | |
| 
 | |
| // Compile custom shader and return shader id
 | |
| unsigned int rlCompileShader(const char *shaderCode, int type)
 | |
| {
 | |
|     unsigned int shader = 0;
 | |
| 
 | |
| #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
 | |
|     shader = glCreateShader(type);
 | |
|     glShaderSource(shader, 1, &shaderCode, NULL);
 | |
| 
 | |
|     GLint success = 0;
 | |
|     glCompileShader(shader);
 | |
|     glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
 | |
| 
 | |
|     if (success == GL_FALSE)
 | |
|     {
 | |
|         switch (type)
 | |
|         {
 | |
|             case GL_VERTEX_SHADER: TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Failed to compile vertex shader code", shader); break;
 | |
|             case GL_FRAGMENT_SHADER: TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Failed to compile fragment shader code", shader); break;
 | |
|             //case GL_GEOMETRY_SHADER:
 | |
|         #if defined(GRAPHICS_API_OPENGL_43)
 | |
|             case GL_COMPUTE_SHADER: TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Failed to compile compute shader code", shader); break;
 | |
|         #elif defined(GRAPHICS_API_OPENGL_33)
 | |
|             case GL_COMPUTE_SHADER: TRACELOG(RL_LOG_WARNING, "SHADER: Compute shaders not enabled. Define GRAPHICS_API_OPENGL_43", shader); break;
 | |
|         #endif
 | |
|             default: break;
 | |
|         }
 | |
| 
 | |
|         int maxLength = 0;
 | |
|         glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &maxLength);
 | |
| 
 | |
|         if (maxLength > 0)
 | |
|         {
 | |
|             int length = 0;
 | |
|             char *log = (char *)RL_CALLOC(maxLength, sizeof(char));
 | |
|             glGetShaderInfoLog(shader, maxLength, &length, log);
 | |
|             TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Compile error: %s", shader, log);
 | |
|             RL_FREE(log);
 | |
|         }
 | |
| 
 | |
|         shader = 0;
 | |
|     }
 | |
|     else
 | |
|     {
 | |
|         switch (type)
 | |
|         {
 | |
|             case GL_VERTEX_SHADER: TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Vertex shader compiled successfully", shader); break;
 | |
|             case GL_FRAGMENT_SHADER: TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Fragment shader compiled successfully", shader); break;
 | |
|             //case GL_GEOMETRY_SHADER:
 | |
|         #if defined(GRAPHICS_API_OPENGL_43)
 | |
|             case GL_COMPUTE_SHADER: TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Compute shader compiled successfully", shader); break;
 | |
|         #elif defined(GRAPHICS_API_OPENGL_33)
 | |
|             case GL_COMPUTE_SHADER: TRACELOG(RL_LOG_WARNING, "SHADER: Compute shaders not enabled. Define GRAPHICS_API_OPENGL_43", shader); break;
 | |
|         #endif
 | |
|             default: break;
 | |
|         }
 | |
|     }
 | |
| #endif
 | |
| 
 | |
|     return shader;
 | |
| }
 | |
| 
 | |
| // Load custom shader strings and return program id
 | |
| unsigned int rlLoadShaderProgram(unsigned int vShaderId, unsigned int fShaderId)
 | |
| {
 | |
|     unsigned int program = 0;
 | |
| 
 | |
| #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
 | |
|     GLint success = 0;
 | |
|     program = glCreateProgram();
 | |
| 
 | |
|     glAttachShader(program, vShaderId);
 | |
|     glAttachShader(program, fShaderId);
 | |
| 
 | |
|     // NOTE: Default attribute shader locations must be Bound before linking
 | |
|     glBindAttribLocation(program, RL_DEFAULT_SHADER_ATTRIB_LOCATION_POSITION, RL_DEFAULT_SHADER_ATTRIB_NAME_POSITION);
 | |
|     glBindAttribLocation(program, RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD, RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD);
 | |
|     glBindAttribLocation(program, RL_DEFAULT_SHADER_ATTRIB_LOCATION_NORMAL, RL_DEFAULT_SHADER_ATTRIB_NAME_NORMAL);
 | |
|     glBindAttribLocation(program, RL_DEFAULT_SHADER_ATTRIB_LOCATION_COLOR, RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR);
 | |
|     glBindAttribLocation(program, RL_DEFAULT_SHADER_ATTRIB_LOCATION_TANGENT, RL_DEFAULT_SHADER_ATTRIB_NAME_TANGENT);
 | |
|     glBindAttribLocation(program, RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD2, RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2);
 | |
| 
 | |
| #ifdef RL_SUPPORT_MESH_GPU_SKINNING
 | |
|     glBindAttribLocation(program, RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEIDS, RL_DEFAULT_SHADER_ATTRIB_NAME_BONEIDS);
 | |
|     glBindAttribLocation(program, RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEWEIGHTS, RL_DEFAULT_SHADER_ATTRIB_NAME_BONEWEIGHTS);
 | |
| #endif
 | |
| 
 | |
|     // NOTE: If some attrib name is no found on the shader, it locations becomes -1
 | |
| 
 | |
|     glLinkProgram(program);
 | |
| 
 | |
|     // NOTE: All uniform variables are intitialised to 0 when a program links
 | |
| 
 | |
|     glGetProgramiv(program, GL_LINK_STATUS, &success);
 | |
| 
 | |
|     if (success == GL_FALSE)
 | |
|     {
 | |
|         TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Failed to link shader program", program);
 | |
| 
 | |
|         int maxLength = 0;
 | |
|         glGetProgramiv(program, GL_INFO_LOG_LENGTH, &maxLength);
 | |
| 
 | |
|         if (maxLength > 0)
 | |
|         {
 | |
|             int length = 0;
 | |
|             char *log = (char *)RL_CALLOC(maxLength, sizeof(char));
 | |
|             glGetProgramInfoLog(program, maxLength, &length, log);
 | |
|             TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Link error: %s", program, log);
 | |
|             RL_FREE(log);
 | |
|         }
 | |
| 
 | |
|         glDeleteProgram(program);
 | |
| 
 | |
|         program = 0;
 | |
|     }
 | |
|     else
 | |
|     {
 | |
|         // Get the size of compiled shader program (not available on OpenGL ES 2.0)
 | |
|         // NOTE: If GL_LINK_STATUS is GL_FALSE, program binary length is zero
 | |
|         //GLint binarySize = 0;
 | |
|         //glGetProgramiv(id, GL_PROGRAM_BINARY_LENGTH, &binarySize);
 | |
| 
 | |
|         TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Program shader loaded successfully", program);
 | |
|     }
 | |
| #endif
 | |
|     return program;
 | |
| }
 | |
| 
 | |
| // Unload shader program
 | |
| void rlUnloadShaderProgram(unsigned int id)
 | |
| {
 | |
| #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
 | |
|     glDeleteProgram(id);
 | |
| 
 | |
|     TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Unloaded shader program data from VRAM (GPU)", id);
 | |
| #endif
 | |
| }
 | |
| 
 | |
| // Get shader location uniform
 | |
| int rlGetLocationUniform(unsigned int shaderId, const char *uniformName)
 | |
| {
 | |
|     int location = -1;
 | |
| #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
 | |
|     location = glGetUniformLocation(shaderId, uniformName);
 | |
| 
 | |
|     //if (location == -1) TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Failed to find shader uniform: %s", shaderId, uniformName);
 | |
|     //else TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Shader uniform (%s) set at location: %i", shaderId, uniformName, location);
 | |
| #endif
 | |
|     return location;
 | |
| }
 | |
| 
 | |
| // Get shader location attribute
 | |
| int rlGetLocationAttrib(unsigned int shaderId, const char *attribName)
 | |
| {
 | |
|     int location = -1;
 | |
| #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
 | |
|     location = glGetAttribLocation(shaderId, attribName);
 | |
| 
 | |
|     //if (location == -1) TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Failed to find shader attribute: %s", shaderId, attribName);
 | |
|     //else TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Shader attribute (%s) set at location: %i", shaderId, attribName, location);
 | |
| #endif
 | |
|     return location;
 | |
| }
 | |
| 
 | |
| // Set shader value uniform
 | |
| void rlSetUniform(int locIndex, const void *value, int uniformType, int count)
 | |
| {
 | |
| #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
 | |
|     switch (uniformType)
 | |
|     {
 | |
|         case RL_SHADER_UNIFORM_FLOAT: glUniform1fv(locIndex, count, (float *)value); break;
 | |
|         case RL_SHADER_UNIFORM_VEC2: glUniform2fv(locIndex, count, (float *)value); break;
 | |
|         case RL_SHADER_UNIFORM_VEC3: glUniform3fv(locIndex, count, (float *)value); break;
 | |
|         case RL_SHADER_UNIFORM_VEC4: glUniform4fv(locIndex, count, (float *)value); break;
 | |
|         case RL_SHADER_UNIFORM_INT: glUniform1iv(locIndex, count, (int *)value); break;
 | |
|         case RL_SHADER_UNIFORM_IVEC2: glUniform2iv(locIndex, count, (int *)value); break;
 | |
|         case RL_SHADER_UNIFORM_IVEC3: glUniform3iv(locIndex, count, (int *)value); break;
 | |
|         case RL_SHADER_UNIFORM_IVEC4: glUniform4iv(locIndex, count, (int *)value); break;
 | |
|     #if !defined(GRAPHICS_API_OPENGL_ES2)
 | |
|         case RL_SHADER_UNIFORM_UINT: glUniform1uiv(locIndex, count, (unsigned int *)value); break;
 | |
|         case RL_SHADER_UNIFORM_UIVEC2: glUniform2uiv(locIndex, count, (unsigned int *)value); break;
 | |
|         case RL_SHADER_UNIFORM_UIVEC3: glUniform3uiv(locIndex, count, (unsigned int *)value); break;
 | |
|         case RL_SHADER_UNIFORM_UIVEC4: glUniform4uiv(locIndex, count, (unsigned int *)value); break;
 | |
|     #endif
 | |
|         case RL_SHADER_UNIFORM_SAMPLER2D: glUniform1iv(locIndex, count, (int *)value); break;
 | |
|         default: TRACELOG(RL_LOG_WARNING, "SHADER: Failed to set uniform value, data type not recognized");
 | |
| 
 | |
|         // TODO: Support glUniform1uiv(), glUniform2uiv(), glUniform3uiv(), glUniform4uiv()
 | |
|     }
 | |
| #endif
 | |
| }
 | |
| 
 | |
| // Set shader value attribute
 | |
| void rlSetVertexAttributeDefault(int locIndex, const void *value, int attribType, int count)
 | |
| {
 | |
| #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
 | |
|     switch (attribType)
 | |
|     {
 | |
|         case RL_SHADER_ATTRIB_FLOAT: if (count == 1) glVertexAttrib1fv(locIndex, (float *)value); break;
 | |
|         case RL_SHADER_ATTRIB_VEC2: if (count == 2) glVertexAttrib2fv(locIndex, (float *)value); break;
 | |
|         case RL_SHADER_ATTRIB_VEC3: if (count == 3) glVertexAttrib3fv(locIndex, (float *)value); break;
 | |
|         case RL_SHADER_ATTRIB_VEC4: if (count == 4) glVertexAttrib4fv(locIndex, (float *)value); break;
 | |
|         default: TRACELOG(RL_LOG_WARNING, "SHADER: Failed to set attrib default value, data type not recognized");
 | |
|     }
 | |
| #endif
 | |
| }
 | |
| 
 | |
| // Set shader value uniform matrix
 | |
| void rlSetUniformMatrix(int locIndex, Matrix mat)
 | |
| {
 | |
| #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
 | |
|     float matfloat[16] = {
 | |
|         mat.m0, mat.m1, mat.m2, mat.m3,
 | |
|         mat.m4, mat.m5, mat.m6, mat.m7,
 | |
|         mat.m8, mat.m9, mat.m10, mat.m11,
 | |
|         mat.m12, mat.m13, mat.m14, mat.m15
 | |
|     };
 | |
|     glUniformMatrix4fv(locIndex, 1, false, matfloat);
 | |
| #endif
 | |
| }
 | |
| 
 | |
| // Set shader value uniform matrix
 | |
| void rlSetUniformMatrices(int locIndex, const Matrix *matrices, int count)
 | |
| {
 | |
| #if defined(GRAPHICS_API_OPENGL_33)
 | |
|     glUniformMatrix4fv(locIndex, count, true, (const float *)matrices);
 | |
| #elif defined(GRAPHICS_API_OPENGL_ES2)
 | |
|     // WARNING: WebGL does not support Matrix transpose ("true" parameter)
 | |
|     // REF: https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/uniformMatrix
 | |
|     glUniformMatrix4fv(locIndex, count, false, (const float *)matrices);
 | |
| #endif
 | |
| }
 | |
| 
 | |
| // Set shader value uniform sampler
 | |
| void rlSetUniformSampler(int locIndex, unsigned int textureId)
 | |
| {
 | |
| #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
 | |
|     // Check if texture is already active
 | |
|     for (int i = 0; i < RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS; i++)
 | |
|     {
 | |
|         if (RLGL.State.activeTextureId[i] == textureId)
 | |
|         {
 | |
|             glUniform1i(locIndex, 1 + i);
 | |
|             return;
 | |
|         }
 | |
|     }
 | |
| 
 | |
|     // Register a new active texture for the internal batch system
 | |
|     // NOTE: Default texture is always activated as GL_TEXTURE0
 | |
|     for (int i = 0; i < RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS; i++)
 | |
|     {
 | |
|         if (RLGL.State.activeTextureId[i] == 0)
 | |
|         {
 | |
|             glUniform1i(locIndex, 1 + i);              // Activate new texture unit
 | |
|             RLGL.State.activeTextureId[i] = textureId; // Save texture id for binding on drawing
 | |
|             break;
 | |
|         }
 | |
|     }
 | |
| #endif
 | |
| }
 | |
| 
 | |
| // Set shader currently active (id and locations)
 | |
| void rlSetShader(unsigned int id, int *locs)
 | |
| {
 | |
| #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
 | |
|     if (RLGL.State.currentShaderId != id)
 | |
|     {
 | |
|         rlDrawRenderBatch(RLGL.currentBatch);
 | |
|         RLGL.State.currentShaderId = id;
 | |
|         RLGL.State.currentShaderLocs = locs;
 | |
|     }
 | |
| #endif
 | |
| }
 | |
| 
 | |
| // Load compute shader program
 | |
| unsigned int rlLoadComputeShaderProgram(unsigned int shaderId)
 | |
| {
 | |
|     unsigned int program = 0;
 | |
| 
 | |
| #if defined(GRAPHICS_API_OPENGL_43)
 | |
|     GLint success = 0;
 | |
|     program = glCreateProgram();
 | |
|     glAttachShader(program, shaderId);
 | |
|     glLinkProgram(program);
 | |
| 
 | |
|     // NOTE: All uniform variables are intitialised to 0 when a program links
 | |
| 
 | |
|     glGetProgramiv(program, GL_LINK_STATUS, &success);
 | |
| 
 | |
|     if (success == GL_FALSE)
 | |
|     {
 | |
|         TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Failed to link compute shader program", program);
 | |
| 
 | |
|         int maxLength = 0;
 | |
|         glGetProgramiv(program, GL_INFO_LOG_LENGTH, &maxLength);
 | |
| 
 | |
|         if (maxLength > 0)
 | |
|         {
 | |
|             int length = 0;
 | |
|             char *log = (char *)RL_CALLOC(maxLength, sizeof(char));
 | |
|             glGetProgramInfoLog(program, maxLength, &length, log);
 | |
|             TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Link error: %s", program, log);
 | |
|             RL_FREE(log);
 | |
|         }
 | |
| 
 | |
|         glDeleteProgram(program);
 | |
| 
 | |
|         program = 0;
 | |
|     }
 | |
|     else
 | |
|     {
 | |
|         // Get the size of compiled shader program (not available on OpenGL ES 2.0)
 | |
|         // NOTE: If GL_LINK_STATUS is GL_FALSE, program binary length is zero
 | |
|         //GLint binarySize = 0;
 | |
|         //glGetProgramiv(id, GL_PROGRAM_BINARY_LENGTH, &binarySize);
 | |
| 
 | |
|         TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Compute shader program loaded successfully", program);
 | |
|     }
 | |
| #else
 | |
|     TRACELOG(RL_LOG_WARNING, "SHADER: Compute shaders not enabled. Define GRAPHICS_API_OPENGL_43");
 | |
| #endif
 | |
| 
 | |
|     return program;
 | |
| }
 | |
| 
 | |
| // Dispatch compute shader (equivalent to *draw* for graphics pilepine)
 | |
| void rlComputeShaderDispatch(unsigned int groupX, unsigned int groupY, unsigned int groupZ)
 | |
| {
 | |
| #if defined(GRAPHICS_API_OPENGL_43)
 | |
|     glDispatchCompute(groupX, groupY, groupZ);
 | |
| #endif
 | |
| }
 | |
| 
 | |
| // Load shader storage buffer object (SSBO)
 | |
| unsigned int rlLoadShaderBuffer(unsigned int size, const void *data, int usageHint)
 | |
| {
 | |
|     unsigned int ssbo = 0;
 | |
| 
 | |
| #if defined(GRAPHICS_API_OPENGL_43)
 | |
|     glGenBuffers(1, &ssbo);
 | |
|     glBindBuffer(GL_SHADER_STORAGE_BUFFER, ssbo);
 | |
|     glBufferData(GL_SHADER_STORAGE_BUFFER, size, data, usageHint? usageHint : RL_STREAM_COPY);
 | |
|     if (data == NULL) glClearBufferData(GL_SHADER_STORAGE_BUFFER, GL_R8UI, GL_RED_INTEGER, GL_UNSIGNED_BYTE, NULL);    // Clear buffer data to 0
 | |
|     glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
 | |
| #else
 | |
|     TRACELOG(RL_LOG_WARNING, "SSBO: SSBO not enabled. Define GRAPHICS_API_OPENGL_43");
 | |
| #endif
 | |
| 
 | |
|     return ssbo;
 | |
| }
 | |
| 
 | |
| // Unload shader storage buffer object (SSBO)
 | |
| void rlUnloadShaderBuffer(unsigned int ssboId)
 | |
| {
 | |
| #if defined(GRAPHICS_API_OPENGL_43)
 | |
|     glDeleteBuffers(1, &ssboId);
 | |
| #else
 | |
|     TRACELOG(RL_LOG_WARNING, "SSBO: SSBO not enabled. Define GRAPHICS_API_OPENGL_43");
 | |
| #endif
 | |
| 
 | |
| }
 | |
| 
 | |
| // Update SSBO buffer data
 | |
| void rlUpdateShaderBuffer(unsigned int id, const void *data, unsigned int dataSize, unsigned int offset)
 | |
| {
 | |
| #if defined(GRAPHICS_API_OPENGL_43)
 | |
|     glBindBuffer(GL_SHADER_STORAGE_BUFFER, id);
 | |
|     glBufferSubData(GL_SHADER_STORAGE_BUFFER, offset, dataSize, data);
 | |
| #endif
 | |
| }
 | |
| 
 | |
| // Get SSBO buffer size
 | |
| unsigned int rlGetShaderBufferSize(unsigned int id)
 | |
| {
 | |
| #if defined(GRAPHICS_API_OPENGL_43)
 | |
|     GLint64 size = 0;
 | |
|     glBindBuffer(GL_SHADER_STORAGE_BUFFER, id);
 | |
|     glGetBufferParameteri64v(GL_SHADER_STORAGE_BUFFER, GL_BUFFER_SIZE, &size);
 | |
|     return (size > 0)? (unsigned int)size : 0;
 | |
| #else
 | |
|     return 0;
 | |
| #endif
 | |
| }
 | |
| 
 | |
| // Read SSBO buffer data (GPU->CPU)
 | |
| void rlReadShaderBuffer(unsigned int id, void *dest, unsigned int count, unsigned int offset)
 | |
| {
 | |
| #if defined(GRAPHICS_API_OPENGL_43)
 | |
|     glBindBuffer(GL_SHADER_STORAGE_BUFFER, id);
 | |
|     glGetBufferSubData(GL_SHADER_STORAGE_BUFFER, offset, count, dest);
 | |
| #endif
 | |
| }
 | |
| 
 | |
| // Bind SSBO buffer
 | |
| void rlBindShaderBuffer(unsigned int id, unsigned int index)
 | |
| {
 | |
| #if defined(GRAPHICS_API_OPENGL_43)
 | |
|     glBindBufferBase(GL_SHADER_STORAGE_BUFFER, index, id);
 | |
| #endif
 | |
| }
 | |
| 
 | |
| // Copy SSBO buffer data
 | |
| void rlCopyShaderBuffer(unsigned int destId, unsigned int srcId, unsigned int destOffset, unsigned int srcOffset, unsigned int count)
 | |
| {
 | |
| #if defined(GRAPHICS_API_OPENGL_43)
 | |
|     glBindBuffer(GL_COPY_READ_BUFFER, srcId);
 | |
|     glBindBuffer(GL_COPY_WRITE_BUFFER, destId);
 | |
|     glCopyBufferSubData(GL_COPY_READ_BUFFER, GL_COPY_WRITE_BUFFER, srcOffset, destOffset, count);
 | |
| #endif
 | |
| }
 | |
| 
 | |
| // Bind image texture
 | |
| void rlBindImageTexture(unsigned int id, unsigned int index, int format, bool readonly)
 | |
| {
 | |
| #if defined(GRAPHICS_API_OPENGL_43)
 | |
|     unsigned int glInternalFormat = 0, glFormat = 0, glType = 0;
 | |
| 
 | |
|     rlGetGlTextureFormats(format, &glInternalFormat, &glFormat, &glType);
 | |
|     glBindImageTexture(index, id, 0, 0, 0, readonly? GL_READ_ONLY : GL_READ_WRITE, glInternalFormat);
 | |
| #else
 | |
|     TRACELOG(RL_LOG_WARNING, "TEXTURE: Image texture binding not enabled. Define GRAPHICS_API_OPENGL_43");
 | |
| #endif
 | |
| }
 | |
| 
 | |
| // Matrix state management
 | |
| //-----------------------------------------------------------------------------------------
 | |
| // Get internal modelview matrix
 | |
| Matrix rlGetMatrixModelview(void)
 | |
| {
 | |
|     Matrix matrix = rlMatrixIdentity();
 | |
| #if defined(GRAPHICS_API_OPENGL_11)
 | |
|     float mat[16];
 | |
|     glGetFloatv(GL_MODELVIEW_MATRIX, mat);
 | |
|     matrix.m0 = mat[0];
 | |
|     matrix.m1 = mat[1];
 | |
|     matrix.m2 = mat[2];
 | |
|     matrix.m3 = mat[3];
 | |
|     matrix.m4 = mat[4];
 | |
|     matrix.m5 = mat[5];
 | |
|     matrix.m6 = mat[6];
 | |
|     matrix.m7 = mat[7];
 | |
|     matrix.m8 = mat[8];
 | |
|     matrix.m9 = mat[9];
 | |
|     matrix.m10 = mat[10];
 | |
|     matrix.m11 = mat[11];
 | |
|     matrix.m12 = mat[12];
 | |
|     matrix.m13 = mat[13];
 | |
|     matrix.m14 = mat[14];
 | |
|     matrix.m15 = mat[15];
 | |
| #else
 | |
|     matrix = RLGL.State.modelview;
 | |
| #endif
 | |
|     return matrix;
 | |
| }
 | |
| 
 | |
| // Get internal projection matrix
 | |
| Matrix rlGetMatrixProjection(void)
 | |
| {
 | |
| #if defined(GRAPHICS_API_OPENGL_11)
 | |
|     float mat[16];
 | |
|     glGetFloatv(GL_PROJECTION_MATRIX,mat);
 | |
|     Matrix m;
 | |
|     m.m0 = mat[0];
 | |
|     m.m1 = mat[1];
 | |
|     m.m2 = mat[2];
 | |
|     m.m3 = mat[3];
 | |
|     m.m4 = mat[4];
 | |
|     m.m5 = mat[5];
 | |
|     m.m6 = mat[6];
 | |
|     m.m7 = mat[7];
 | |
|     m.m8 = mat[8];
 | |
|     m.m9 = mat[9];
 | |
|     m.m10 = mat[10];
 | |
|     m.m11 = mat[11];
 | |
|     m.m12 = mat[12];
 | |
|     m.m13 = mat[13];
 | |
|     m.m14 = mat[14];
 | |
|     m.m15 = mat[15];
 | |
|     return m;
 | |
| #else
 | |
|     return RLGL.State.projection;
 | |
| #endif
 | |
| }
 | |
| 
 | |
| // Get internal accumulated transform matrix
 | |
| Matrix rlGetMatrixTransform(void)
 | |
| {
 | |
|     Matrix mat = rlMatrixIdentity();
 | |
| #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
 | |
|     // TODO: Consider possible transform matrices in the RLGL.State.stack
 | |
|     // Is this the right order? or should we start with the first stored matrix instead of the last one?
 | |
|     //Matrix matStackTransform = rlMatrixIdentity();
 | |
|     //for (int i = RLGL.State.stackCounter; i > 0; i--) matStackTransform = rlMatrixMultiply(RLGL.State.stack[i], matStackTransform);
 | |
|     mat = RLGL.State.transform;
 | |
| #endif
 | |
|     return mat;
 | |
| }
 | |
| 
 | |
| // Get internal projection matrix for stereo render (selected eye)
 | |
| Matrix rlGetMatrixProjectionStereo(int eye)
 | |
| {
 | |
|     Matrix mat = rlMatrixIdentity();
 | |
| #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
 | |
|     mat = RLGL.State.projectionStereo[eye];
 | |
| #endif
 | |
|     return mat;
 | |
| }
 | |
| 
 | |
| // Get internal view offset matrix for stereo render (selected eye)
 | |
| Matrix rlGetMatrixViewOffsetStereo(int eye)
 | |
| {
 | |
|     Matrix mat = rlMatrixIdentity();
 | |
| #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
 | |
|     mat = RLGL.State.viewOffsetStereo[eye];
 | |
| #endif
 | |
|     return mat;
 | |
| }
 | |
| 
 | |
| // Set a custom modelview matrix (replaces internal modelview matrix)
 | |
| void rlSetMatrixModelview(Matrix view)
 | |
| {
 | |
| #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
 | |
|     RLGL.State.modelview = view;
 | |
| #endif
 | |
| }
 | |
| 
 | |
| // Set a custom projection matrix (replaces internal projection matrix)
 | |
| void rlSetMatrixProjection(Matrix projection)
 | |
| {
 | |
| #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
 | |
|     RLGL.State.projection = projection;
 | |
| #endif
 | |
| }
 | |
| 
 | |
| // Set eyes projection matrices for stereo rendering
 | |
| void rlSetMatrixProjectionStereo(Matrix right, Matrix left)
 | |
| {
 | |
| #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
 | |
|     RLGL.State.projectionStereo[0] = right;
 | |
|     RLGL.State.projectionStereo[1] = left;
 | |
| #endif
 | |
| }
 | |
| 
 | |
| // Set eyes view offsets matrices for stereo rendering
 | |
| void rlSetMatrixViewOffsetStereo(Matrix right, Matrix left)
 | |
| {
 | |
| #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
 | |
|     RLGL.State.viewOffsetStereo[0] = right;
 | |
|     RLGL.State.viewOffsetStereo[1] = left;
 | |
| #endif
 | |
| }
 | |
| 
 | |
| // Load and draw a quad in NDC
 | |
| void rlLoadDrawQuad(void)
 | |
| {
 | |
| #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
 | |
|     unsigned int quadVAO = 0;
 | |
|     unsigned int quadVBO = 0;
 | |
| 
 | |
|     float vertices[] = {
 | |
|          // Positions         Texcoords
 | |
|         -1.0f,  1.0f, 0.0f,   0.0f, 1.0f,
 | |
|         -1.0f, -1.0f, 0.0f,   0.0f, 0.0f,
 | |
|          1.0f,  1.0f, 0.0f,   1.0f, 1.0f,
 | |
|          1.0f, -1.0f, 0.0f,   1.0f, 0.0f,
 | |
|     };
 | |
| 
 | |
|     // Gen VAO to contain VBO
 | |
|     glGenVertexArrays(1, &quadVAO);
 | |
|     glBindVertexArray(quadVAO);
 | |
| 
 | |
|     // Gen and fill vertex buffer (VBO)
 | |
|     glGenBuffers(1, &quadVBO);
 | |
|     glBindBuffer(GL_ARRAY_BUFFER, quadVBO);
 | |
|     glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), &vertices, GL_STATIC_DRAW);
 | |
| 
 | |
|     // Bind vertex attributes (position, texcoords)
 | |
|     glEnableVertexAttribArray(RL_DEFAULT_SHADER_ATTRIB_LOCATION_POSITION);
 | |
|     glVertexAttribPointer(RL_DEFAULT_SHADER_ATTRIB_LOCATION_POSITION, 3, GL_FLOAT, GL_FALSE, 5*sizeof(float), (void *)0); // Positions
 | |
|     glEnableVertexAttribArray(RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD);
 | |
|     glVertexAttribPointer(RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD, 2, GL_FLOAT, GL_FALSE, 5*sizeof(float), (void *)(3*sizeof(float))); // Texcoords
 | |
| 
 | |
|     // Draw quad
 | |
|     glBindVertexArray(quadVAO);
 | |
|     glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
 | |
|     glBindVertexArray(0);
 | |
| 
 | |
|     // Delete buffers (VBO and VAO)
 | |
|     glDeleteBuffers(1, &quadVBO);
 | |
|     glDeleteVertexArrays(1, &quadVAO);
 | |
| #endif
 | |
| }
 | |
| 
 | |
| // Load and draw a cube in NDC
 | |
| void rlLoadDrawCube(void)
 | |
| {
 | |
| #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
 | |
|     unsigned int cubeVAO = 0;
 | |
|     unsigned int cubeVBO = 0;
 | |
| 
 | |
|     float vertices[] = {
 | |
|          // Positions          Normals               Texcoords
 | |
|         -1.0f, -1.0f, -1.0f,   0.0f,  0.0f, -1.0f,   0.0f, 0.0f,
 | |
|          1.0f,  1.0f, -1.0f,   0.0f,  0.0f, -1.0f,   1.0f, 1.0f,
 | |
|          1.0f, -1.0f, -1.0f,   0.0f,  0.0f, -1.0f,   1.0f, 0.0f,
 | |
|          1.0f,  1.0f, -1.0f,   0.0f,  0.0f, -1.0f,   1.0f, 1.0f,
 | |
|         -1.0f, -1.0f, -1.0f,   0.0f,  0.0f, -1.0f,   0.0f, 0.0f,
 | |
|         -1.0f,  1.0f, -1.0f,   0.0f,  0.0f, -1.0f,   0.0f, 1.0f,
 | |
|         -1.0f, -1.0f,  1.0f,   0.0f,  0.0f,  1.0f,   0.0f, 0.0f,
 | |
|          1.0f, -1.0f,  1.0f,   0.0f,  0.0f,  1.0f,   1.0f, 0.0f,
 | |
|          1.0f,  1.0f,  1.0f,   0.0f,  0.0f,  1.0f,   1.0f, 1.0f,
 | |
|          1.0f,  1.0f,  1.0f,   0.0f,  0.0f,  1.0f,   1.0f, 1.0f,
 | |
|         -1.0f,  1.0f,  1.0f,   0.0f,  0.0f,  1.0f,   0.0f, 1.0f,
 | |
|         -1.0f, -1.0f,  1.0f,   0.0f,  0.0f,  1.0f,   0.0f, 0.0f,
 | |
|         -1.0f,  1.0f,  1.0f,  -1.0f,  0.0f,  0.0f,   1.0f, 0.0f,
 | |
|         -1.0f,  1.0f, -1.0f,  -1.0f,  0.0f,  0.0f,   1.0f, 1.0f,
 | |
|         -1.0f, -1.0f, -1.0f,  -1.0f,  0.0f,  0.0f,   0.0f, 1.0f,
 | |
|         -1.0f, -1.0f, -1.0f,  -1.0f,  0.0f,  0.0f,   0.0f, 1.0f,
 | |
|         -1.0f, -1.0f,  1.0f,  -1.0f,  0.0f,  0.0f,   0.0f, 0.0f,
 | |
|         -1.0f,  1.0f,  1.0f,  -1.0f,  0.0f,  0.0f,   1.0f, 0.0f,
 | |
|          1.0f,  1.0f,  1.0f,   1.0f,  0.0f,  0.0f,   1.0f, 0.0f,
 | |
|          1.0f, -1.0f, -1.0f,   1.0f,  0.0f,  0.0f,   0.0f, 1.0f,
 | |
|          1.0f,  1.0f, -1.0f,   1.0f,  0.0f,  0.0f,   1.0f, 1.0f,
 | |
|          1.0f, -1.0f, -1.0f,   1.0f,  0.0f,  0.0f,   0.0f, 1.0f,
 | |
|          1.0f,  1.0f,  1.0f,   1.0f,  0.0f,  0.0f,   1.0f, 0.0f,
 | |
|          1.0f, -1.0f,  1.0f,   1.0f,  0.0f,  0.0f,   0.0f, 0.0f,
 | |
|         -1.0f, -1.0f, -1.0f,   0.0f, -1.0f,  0.0f,   0.0f, 1.0f,
 | |
|          1.0f, -1.0f, -1.0f,   0.0f, -1.0f,  0.0f,   1.0f, 1.0f,
 | |
|          1.0f, -1.0f,  1.0f,   0.0f, -1.0f,  0.0f,   1.0f, 0.0f,
 | |
|          1.0f, -1.0f,  1.0f,   0.0f, -1.0f,  0.0f,   1.0f, 0.0f,
 | |
|         -1.0f, -1.0f,  1.0f,   0.0f, -1.0f,  0.0f,   0.0f, 0.0f,
 | |
|         -1.0f, -1.0f, -1.0f,   0.0f, -1.0f,  0.0f,   0.0f, 1.0f,
 | |
|         -1.0f,  1.0f, -1.0f,   0.0f,  1.0f,  0.0f,   0.0f, 1.0f,
 | |
|          1.0f,  1.0f,  1.0f,   0.0f,  1.0f,  0.0f,   1.0f, 0.0f,
 | |
|          1.0f,  1.0f, -1.0f,   0.0f,  1.0f,  0.0f,   1.0f, 1.0f,
 | |
|          1.0f,  1.0f,  1.0f,   0.0f,  1.0f,  0.0f,   1.0f, 0.0f,
 | |
|         -1.0f,  1.0f, -1.0f,   0.0f,  1.0f,  0.0f,   0.0f, 1.0f,
 | |
|         -1.0f,  1.0f,  1.0f,   0.0f,  1.0f,  0.0f,   0.0f, 0.0f
 | |
|     };
 | |
| 
 | |
|     // Gen VAO to contain VBO
 | |
|     glGenVertexArrays(1, &cubeVAO);
 | |
|     glBindVertexArray(cubeVAO);
 | |
| 
 | |
|     // Gen and fill vertex buffer (VBO)
 | |
|     glGenBuffers(1, &cubeVBO);
 | |
|     glBindBuffer(GL_ARRAY_BUFFER, cubeVBO);
 | |
|     glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
 | |
| 
 | |
|     // Bind vertex attributes (position, normals, texcoords)
 | |
|     glBindVertexArray(cubeVAO);
 | |
|     glEnableVertexAttribArray(RL_DEFAULT_SHADER_ATTRIB_LOCATION_POSITION);
 | |
|     glVertexAttribPointer(RL_DEFAULT_SHADER_ATTRIB_LOCATION_POSITION, 3, GL_FLOAT, GL_FALSE, 8*sizeof(float), (void *)0); // Positions
 | |
|     glEnableVertexAttribArray(RL_DEFAULT_SHADER_ATTRIB_LOCATION_NORMAL);
 | |
|     glVertexAttribPointer(RL_DEFAULT_SHADER_ATTRIB_LOCATION_NORMAL, 3, GL_FLOAT, GL_FALSE, 8*sizeof(float), (void *)(3*sizeof(float))); // Normals
 | |
|     glEnableVertexAttribArray(RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD);
 | |
|     glVertexAttribPointer(RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD, 2, GL_FLOAT, GL_FALSE, 8*sizeof(float), (void *)(6*sizeof(float))); // Texcoords
 | |
|     glBindBuffer(GL_ARRAY_BUFFER, 0);
 | |
|     glBindVertexArray(0);
 | |
| 
 | |
|     // Draw cube
 | |
|     glBindVertexArray(cubeVAO);
 | |
|     glDrawArrays(GL_TRIANGLES, 0, 36);
 | |
|     glBindVertexArray(0);
 | |
| 
 | |
|     // Delete VBO and VAO
 | |
|     glDeleteBuffers(1, &cubeVBO);
 | |
|     glDeleteVertexArrays(1, &cubeVAO);
 | |
| #endif
 | |
| }
 | |
| 
 | |
| // Get name string for pixel format
 | |
| const char *rlGetPixelFormatName(unsigned int format)
 | |
| {
 | |
|     switch (format)
 | |
|     {
 | |
|         case RL_PIXELFORMAT_UNCOMPRESSED_GRAYSCALE: return "GRAYSCALE"; break;         // 8 bit per pixel (no alpha)
 | |
|         case RL_PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA: return "GRAY_ALPHA"; break;       // 8*2 bpp (2 channels)
 | |
|         case RL_PIXELFORMAT_UNCOMPRESSED_R5G6B5: return "R5G6B5"; break;               // 16 bpp
 | |
|         case RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8: return "R8G8B8"; break;               // 24 bpp
 | |
|         case RL_PIXELFORMAT_UNCOMPRESSED_R5G5B5A1: return "R5G5B5A1"; break;           // 16 bpp (1 bit alpha)
 | |
|         case RL_PIXELFORMAT_UNCOMPRESSED_R4G4B4A4: return "R4G4B4A4"; break;           // 16 bpp (4 bit alpha)
 | |
|         case RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8A8: return "R8G8B8A8"; break;           // 32 bpp
 | |
|         case RL_PIXELFORMAT_UNCOMPRESSED_R32: return "R32"; break;                     // 32 bpp (1 channel - float)
 | |
|         case RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32: return "R32G32B32"; break;         // 32*3 bpp (3 channels - float)
 | |
|         case RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32A32: return "R32G32B32A32"; break;   // 32*4 bpp (4 channels - float)
 | |
|         case RL_PIXELFORMAT_UNCOMPRESSED_R16: return "R16"; break;                     // 16 bpp (1 channel - half float)
 | |
|         case RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16: return "R16G16B16"; break;         // 16*3 bpp (3 channels - half float)
 | |
|         case RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16A16: return "R16G16B16A16"; break;   // 16*4 bpp (4 channels - half float)
 | |
|         case RL_PIXELFORMAT_COMPRESSED_DXT1_RGB: return "DXT1_RGB"; break;             // 4 bpp (no alpha)
 | |
|         case RL_PIXELFORMAT_COMPRESSED_DXT1_RGBA: return "DXT1_RGBA"; break;           // 4 bpp (1 bit alpha)
 | |
|         case RL_PIXELFORMAT_COMPRESSED_DXT3_RGBA: return "DXT3_RGBA"; break;           // 8 bpp
 | |
|         case RL_PIXELFORMAT_COMPRESSED_DXT5_RGBA: return "DXT5_RGBA"; break;           // 8 bpp
 | |
|         case RL_PIXELFORMAT_COMPRESSED_ETC1_RGB: return "ETC1_RGB"; break;             // 4 bpp
 | |
|         case RL_PIXELFORMAT_COMPRESSED_ETC2_RGB: return "ETC2_RGB"; break;             // 4 bpp
 | |
|         case RL_PIXELFORMAT_COMPRESSED_ETC2_EAC_RGBA: return "ETC2_RGBA"; break;       // 8 bpp
 | |
|         case RL_PIXELFORMAT_COMPRESSED_PVRT_RGB: return "PVRT_RGB"; break;             // 4 bpp
 | |
|         case RL_PIXELFORMAT_COMPRESSED_PVRT_RGBA: return "PVRT_RGBA"; break;           // 4 bpp
 | |
|         case RL_PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA: return "ASTC_4x4_RGBA"; break;   // 8 bpp
 | |
|         case RL_PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA: return "ASTC_8x8_RGBA"; break;   // 2 bpp
 | |
|         default: return "UNKNOWN"; break;
 | |
|     }
 | |
| }
 | |
| 
 | |
| //----------------------------------------------------------------------------------
 | |
| // Module specific Functions Definition
 | |
| //----------------------------------------------------------------------------------
 | |
| #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
 | |
| // Load default shader (just vertex positioning and texture coloring)
 | |
| // NOTE: This shader program is used for internal buffers
 | |
| // NOTE: Loaded: RLGL.State.defaultShaderId, RLGL.State.defaultShaderLocs
 | |
| static void rlLoadShaderDefault(void)
 | |
| {
 | |
|     RLGL.State.defaultShaderLocs = (int *)RL_CALLOC(RL_MAX_SHADER_LOCATIONS, sizeof(int));
 | |
| 
 | |
|     // NOTE: All locations must be reseted to -1 (no location)
 | |
|     for (int i = 0; i < RL_MAX_SHADER_LOCATIONS; i++) RLGL.State.defaultShaderLocs[i] = -1;
 | |
| 
 | |
|     // Vertex shader directly defined, no external file required
 | |
|     const char *defaultVShaderCode =
 | |
| #if defined(GRAPHICS_API_OPENGL_21)
 | |
|     "#version 120                       \n"
 | |
|     "attribute vec3 vertexPosition;     \n"
 | |
|     "attribute vec2 vertexTexCoord;     \n"
 | |
|     "attribute vec4 vertexColor;        \n"
 | |
|     "varying vec2 fragTexCoord;         \n"
 | |
|     "varying vec4 fragColor;            \n"
 | |
| #elif defined(GRAPHICS_API_OPENGL_33)
 | |
|     "#version 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(GRAPHICS_API_OPENGL_ES3)
 | |
|     "#version 300 es                    \n"
 | |
|     "precision mediump float;           \n"     // Precision required for OpenGL ES3 (WebGL 2) (on some browsers)
 | |
|     "in vec3 vertexPosition;            \n"
 | |
|     "in vec2 vertexTexCoord;            \n"
 | |
|     "in vec4 vertexColor;               \n"
 | |
|     "out vec2 fragTexCoord;             \n"
 | |
|     "out vec4 fragColor;                \n"
 | |
| #elif defined(GRAPHICS_API_OPENGL_ES2)
 | |
|     "#version 100                       \n"
 | |
|     "precision mediump float;           \n"     // Precision required for OpenGL ES2 (WebGL) (on some browsers)
 | |
|     "attribute vec3 vertexPosition;     \n"
 | |
|     "attribute vec2 vertexTexCoord;     \n"
 | |
|     "attribute vec4 vertexColor;        \n"
 | |
|     "varying vec2 fragTexCoord;         \n"
 | |
|     "varying vec4 fragColor;            \n"
 | |
| #endif
 | |
| 
 | |
|     "uniform mat4 mvp;                  \n"
 | |
|     "void main()                        \n"
 | |
|     "{                                  \n"
 | |
|     "    fragTexCoord = vertexTexCoord; \n"
 | |
|     "    fragColor = vertexColor;       \n"
 | |
|     "    gl_Position = mvp*vec4(vertexPosition, 1.0); \n"
 | |
|     "}                                  \n";
 | |
| 
 | |
|     // Fragment shader directly defined, no external file required
 | |
|     const char *defaultFShaderCode =
 | |
| #if defined(GRAPHICS_API_OPENGL_21)
 | |
|     "#version 120                       \n"
 | |
|     "varying vec2 fragTexCoord;         \n"
 | |
|     "varying vec4 fragColor;            \n"
 | |
|     "uniform sampler2D texture0;        \n"
 | |
|     "uniform vec4 colDiffuse;           \n"
 | |
|     "void main()                        \n"
 | |
|     "{                                  \n"
 | |
|     "    vec4 texelColor = texture2D(texture0, fragTexCoord); \n"
 | |
|     "    gl_FragColor = texelColor*colDiffuse*fragColor;      \n"
 | |
|     "}                                  \n";
 | |
| #elif defined(GRAPHICS_API_OPENGL_33)
 | |
|     "#version 330       \n"
 | |
|     "in vec2 fragTexCoord;              \n"
 | |
|     "in vec4 fragColor;                 \n"
 | |
|     "out vec4 finalColor;               \n"
 | |
|     "uniform sampler2D texture0;        \n"
 | |
|     "uniform vec4 colDiffuse;           \n"
 | |
|     "void main()                        \n"
 | |
|     "{                                  \n"
 | |
|     "    vec4 texelColor = texture(texture0, fragTexCoord);   \n"
 | |
|     "    finalColor = texelColor*colDiffuse*fragColor;        \n"
 | |
|     "}                                  \n";
 | |
| #endif
 | |
| 
 | |
| #if defined(GRAPHICS_API_OPENGL_ES3)
 | |
|     "#version 300 es                    \n"
 | |
|     "precision mediump float;           \n"     // Precision required for OpenGL ES3 (WebGL 2)
 | |
|     "in vec2 fragTexCoord;              \n"
 | |
|     "in vec4 fragColor;                 \n"
 | |
|     "out vec4 finalColor;               \n"
 | |
|     "uniform sampler2D texture0;        \n"
 | |
|     "uniform vec4 colDiffuse;           \n"
 | |
|     "void main()                        \n"
 | |
|     "{                                  \n"
 | |
|     "    vec4 texelColor = texture(texture0, fragTexCoord);   \n"
 | |
|     "    finalColor = texelColor*colDiffuse*fragColor;        \n"
 | |
|     "}                                  \n";
 | |
| #elif defined(GRAPHICS_API_OPENGL_ES2)
 | |
|     "#version 100                       \n"
 | |
|     "precision mediump float;           \n"     // Precision required for OpenGL ES2 (WebGL)
 | |
|     "varying vec2 fragTexCoord;         \n"
 | |
|     "varying vec4 fragColor;            \n"
 | |
|     "uniform sampler2D texture0;        \n"
 | |
|     "uniform vec4 colDiffuse;           \n"
 | |
|     "void main()                        \n"
 | |
|     "{                                  \n"
 | |
|     "    vec4 texelColor = texture2D(texture0, fragTexCoord); \n"
 | |
|     "    gl_FragColor = texelColor*colDiffuse*fragColor;      \n"
 | |
|     "}                                  \n";
 | |
| #endif
 | |
| 
 | |
|     // NOTE: Compiled vertex/fragment shaders are not deleted,
 | |
|     // they are kept for re-use as default shaders in case some shader loading fails
 | |
|     RLGL.State.defaultVShaderId = rlCompileShader(defaultVShaderCode, GL_VERTEX_SHADER);     // Compile default vertex shader
 | |
|     RLGL.State.defaultFShaderId = rlCompileShader(defaultFShaderCode, GL_FRAGMENT_SHADER);   // Compile default fragment shader
 | |
| 
 | |
|     RLGL.State.defaultShaderId = rlLoadShaderProgram(RLGL.State.defaultVShaderId, RLGL.State.defaultFShaderId);
 | |
| 
 | |
|     if (RLGL.State.defaultShaderId > 0)
 | |
|     {
 | |
|         TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Default shader loaded successfully", RLGL.State.defaultShaderId);
 | |
| 
 | |
|         // Set default shader locations: attributes locations
 | |
|         RLGL.State.defaultShaderLocs[RL_SHADER_LOC_VERTEX_POSITION] = glGetAttribLocation(RLGL.State.defaultShaderId, RL_DEFAULT_SHADER_ATTRIB_NAME_POSITION);
 | |
|         RLGL.State.defaultShaderLocs[RL_SHADER_LOC_VERTEX_TEXCOORD01] = glGetAttribLocation(RLGL.State.defaultShaderId, RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD);
 | |
|         RLGL.State.defaultShaderLocs[RL_SHADER_LOC_VERTEX_COLOR] = glGetAttribLocation(RLGL.State.defaultShaderId, RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR);
 | |
| 
 | |
|         // Set default shader locations: uniform locations
 | |
|         RLGL.State.defaultShaderLocs[RL_SHADER_LOC_MATRIX_MVP] = glGetUniformLocation(RLGL.State.defaultShaderId, RL_DEFAULT_SHADER_UNIFORM_NAME_MVP);
 | |
|         RLGL.State.defaultShaderLocs[RL_SHADER_LOC_COLOR_DIFFUSE] = glGetUniformLocation(RLGL.State.defaultShaderId, RL_DEFAULT_SHADER_UNIFORM_NAME_COLOR);
 | |
|         RLGL.State.defaultShaderLocs[RL_SHADER_LOC_MAP_DIFFUSE] = glGetUniformLocation(RLGL.State.defaultShaderId, RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE0);
 | |
|     }
 | |
|     else TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Failed to load default shader", RLGL.State.defaultShaderId);
 | |
| }
 | |
| 
 | |
| // Unload default shader
 | |
| // NOTE: Unloads: RLGL.State.defaultShaderId, RLGL.State.defaultShaderLocs
 | |
| static void rlUnloadShaderDefault(void)
 | |
| {
 | |
|     glUseProgram(0);
 | |
| 
 | |
|     glDetachShader(RLGL.State.defaultShaderId, RLGL.State.defaultVShaderId);
 | |
|     glDetachShader(RLGL.State.defaultShaderId, RLGL.State.defaultFShaderId);
 | |
|     glDeleteShader(RLGL.State.defaultVShaderId);
 | |
|     glDeleteShader(RLGL.State.defaultFShaderId);
 | |
| 
 | |
|     glDeleteProgram(RLGL.State.defaultShaderId);
 | |
| 
 | |
|     RL_FREE(RLGL.State.defaultShaderLocs);
 | |
| 
 | |
|     TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Default shader unloaded successfully", RLGL.State.defaultShaderId);
 | |
| }
 | |
| 
 | |
| #if defined(RLGL_SHOW_GL_DETAILS_INFO)
 | |
| // Get compressed format official GL identifier name
 | |
| static const char *rlGetCompressedFormatName(int format)
 | |
| {
 | |
|     switch (format)
 | |
|     {
 | |
|         // GL_EXT_texture_compression_s3tc
 | |
|         case 0x83F0: return "GL_COMPRESSED_RGB_S3TC_DXT1_EXT"; break;
 | |
|         case 0x83F1: return "GL_COMPRESSED_RGBA_S3TC_DXT1_EXT"; break;
 | |
|         case 0x83F2: return "GL_COMPRESSED_RGBA_S3TC_DXT3_EXT"; break;
 | |
|         case 0x83F3: return "GL_COMPRESSED_RGBA_S3TC_DXT5_EXT"; break;
 | |
|         // GL_3DFX_texture_compression_FXT1
 | |
|         case 0x86B0: return "GL_COMPRESSED_RGB_FXT1_3DFX"; break;
 | |
|         case 0x86B1: return "GL_COMPRESSED_RGBA_FXT1_3DFX"; break;
 | |
|         // GL_IMG_texture_compression_pvrtc
 | |
|         case 0x8C00: return "GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG"; break;
 | |
|         case 0x8C01: return "GL_COMPRESSED_RGB_PVRTC_2BPPV1_IMG"; break;
 | |
|         case 0x8C02: return "GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG"; break;
 | |
|         case 0x8C03: return "GL_COMPRESSED_RGBA_PVRTC_2BPPV1_IMG"; break;
 | |
|         // GL_OES_compressed_ETC1_RGB8_texture
 | |
|         case 0x8D64: return "GL_ETC1_RGB8_OES"; break;
 | |
|         // GL_ARB_texture_compression_rgtc
 | |
|         case 0x8DBB: return "GL_COMPRESSED_RED_RGTC1"; break;
 | |
|         case 0x8DBC: return "GL_COMPRESSED_SIGNED_RED_RGTC1"; break;
 | |
|         case 0x8DBD: return "GL_COMPRESSED_RG_RGTC2"; break;
 | |
|         case 0x8DBE: return "GL_COMPRESSED_SIGNED_RG_RGTC2"; break;
 | |
|         // GL_ARB_texture_compression_bptc
 | |
|         case 0x8E8C: return "GL_COMPRESSED_RGBA_BPTC_UNORM_ARB"; break;
 | |
|         case 0x8E8D: return "GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM_ARB"; break;
 | |
|         case 0x8E8E: return "GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT_ARB"; break;
 | |
|         case 0x8E8F: return "GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT_ARB"; break;
 | |
|         // GL_ARB_ES3_compatibility
 | |
|         case 0x9274: return "GL_COMPRESSED_RGB8_ETC2"; break;
 | |
|         case 0x9275: return "GL_COMPRESSED_SRGB8_ETC2"; break;
 | |
|         case 0x9276: return "GL_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2"; break;
 | |
|         case 0x9277: return "GL_COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2"; break;
 | |
|         case 0x9278: return "GL_COMPRESSED_RGBA8_ETC2_EAC"; break;
 | |
|         case 0x9279: return "GL_COMPRESSED_SRGB8_ALPHA8_ETC2_EAC"; break;
 | |
|         case 0x9270: return "GL_COMPRESSED_R11_EAC"; break;
 | |
|         case 0x9271: return "GL_COMPRESSED_SIGNED_R11_EAC"; break;
 | |
|         case 0x9272: return "GL_COMPRESSED_RG11_EAC"; break;
 | |
|         case 0x9273: return "GL_COMPRESSED_SIGNED_RG11_EAC"; break;
 | |
|         // GL_KHR_texture_compression_astc_hdr
 | |
|         case 0x93B0: return "GL_COMPRESSED_RGBA_ASTC_4x4_KHR"; break;
 | |
|         case 0x93B1: return "GL_COMPRESSED_RGBA_ASTC_5x4_KHR"; break;
 | |
|         case 0x93B2: return "GL_COMPRESSED_RGBA_ASTC_5x5_KHR"; break;
 | |
|         case 0x93B3: return "GL_COMPRESSED_RGBA_ASTC_6x5_KHR"; break;
 | |
|         case 0x93B4: return "GL_COMPRESSED_RGBA_ASTC_6x6_KHR"; break;
 | |
|         case 0x93B5: return "GL_COMPRESSED_RGBA_ASTC_8x5_KHR"; break;
 | |
|         case 0x93B6: return "GL_COMPRESSED_RGBA_ASTC_8x6_KHR"; break;
 | |
|         case 0x93B7: return "GL_COMPRESSED_RGBA_ASTC_8x8_KHR"; break;
 | |
|         case 0x93B8: return "GL_COMPRESSED_RGBA_ASTC_10x5_KHR"; break;
 | |
|         case 0x93B9: return "GL_COMPRESSED_RGBA_ASTC_10x6_KHR"; break;
 | |
|         case 0x93BA: return "GL_COMPRESSED_RGBA_ASTC_10x8_KHR"; break;
 | |
|         case 0x93BB: return "GL_COMPRESSED_RGBA_ASTC_10x10_KHR"; break;
 | |
|         case 0x93BC: return "GL_COMPRESSED_RGBA_ASTC_12x10_KHR"; break;
 | |
|         case 0x93BD: return "GL_COMPRESSED_RGBA_ASTC_12x12_KHR"; break;
 | |
|         case 0x93D0: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_4x4_KHR"; break;
 | |
|         case 0x93D1: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x4_KHR"; break;
 | |
|         case 0x93D2: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x5_KHR"; break;
 | |
|         case 0x93D3: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x5_KHR"; break;
 | |
|         case 0x93D4: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x6_KHR"; break;
 | |
|         case 0x93D5: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x5_KHR"; break;
 | |
|         case 0x93D6: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x6_KHR"; break;
 | |
|         case 0x93D7: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x8_KHR"; break;
 | |
|         case 0x93D8: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x5_KHR"; break;
 | |
|         case 0x93D9: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x6_KHR"; break;
 | |
|         case 0x93DA: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x8_KHR"; break;
 | |
|         case 0x93DB: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x10_KHR"; break;
 | |
|         case 0x93DC: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_12x10_KHR"; break;
 | |
|         case 0x93DD: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_12x12_KHR"; break;
 | |
|         default: return "GL_COMPRESSED_UNKNOWN"; break;
 | |
|     }
 | |
| }
 | |
| #endif  // RLGL_SHOW_GL_DETAILS_INFO
 | |
| 
 | |
| #endif  // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2
 | |
| 
 | |
| // Get pixel data size in bytes (image or texture)
 | |
| // NOTE: Size depends on pixel format
 | |
| static int rlGetPixelDataSize(int width, int height, int format)
 | |
| {
 | |
|     int dataSize = 0;       // Size in bytes
 | |
|     int bpp = 0;            // Bits per pixel
 | |
| 
 | |
|     switch (format)
 | |
|     {
 | |
|         case RL_PIXELFORMAT_UNCOMPRESSED_GRAYSCALE: bpp = 8; break;
 | |
|         case RL_PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA:
 | |
|         case RL_PIXELFORMAT_UNCOMPRESSED_R5G6B5:
 | |
|         case RL_PIXELFORMAT_UNCOMPRESSED_R5G5B5A1:
 | |
|         case RL_PIXELFORMAT_UNCOMPRESSED_R4G4B4A4: bpp = 16; break;
 | |
|         case RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8A8: bpp = 32; break;
 | |
|         case RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8: bpp = 24; break;
 | |
|         case RL_PIXELFORMAT_UNCOMPRESSED_R32: bpp = 32; break;
 | |
|         case RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32: bpp = 32*3; break;
 | |
|         case RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32A32: bpp = 32*4; break;
 | |
|         case RL_PIXELFORMAT_UNCOMPRESSED_R16: bpp = 16; break;
 | |
|         case RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16: bpp = 16*3; break;
 | |
|         case RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16A16: bpp = 16*4; break;
 | |
|         case RL_PIXELFORMAT_COMPRESSED_DXT1_RGB:
 | |
|         case RL_PIXELFORMAT_COMPRESSED_DXT1_RGBA:
 | |
|         case RL_PIXELFORMAT_COMPRESSED_ETC1_RGB:
 | |
|         case RL_PIXELFORMAT_COMPRESSED_ETC2_RGB:
 | |
|         case RL_PIXELFORMAT_COMPRESSED_PVRT_RGB:
 | |
|         case RL_PIXELFORMAT_COMPRESSED_PVRT_RGBA: bpp = 4; break;
 | |
|         case RL_PIXELFORMAT_COMPRESSED_DXT3_RGBA:
 | |
|         case RL_PIXELFORMAT_COMPRESSED_DXT5_RGBA:
 | |
|         case RL_PIXELFORMAT_COMPRESSED_ETC2_EAC_RGBA:
 | |
|         case RL_PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA: bpp = 8; break;
 | |
|         case RL_PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA: bpp = 2; break;
 | |
|         default: break;
 | |
|     }
 | |
| 
 | |
|     double bytesPerPixel = (double)bpp/8.0;
 | |
|     dataSize = (int)(bytesPerPixel*width*height); // Total data size in bytes
 | |
| 
 | |
|     // Most compressed formats works on 4x4 blocks,
 | |
|     // if texture is smaller, minimum dataSize is 8 or 16
 | |
|     if ((width < 4) && (height < 4))
 | |
|     {
 | |
|         if ((format >= RL_PIXELFORMAT_COMPRESSED_DXT1_RGB) && (format < RL_PIXELFORMAT_COMPRESSED_DXT3_RGBA)) dataSize = 8;
 | |
|         else if ((format >= RL_PIXELFORMAT_COMPRESSED_DXT3_RGBA) && (format < RL_PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA)) dataSize = 16;
 | |
|     }
 | |
| 
 | |
|     return dataSize;
 | |
| }
 | |
| 
 | |
| // Auxiliar math functions
 | |
| 
 | |
| // Get float array of matrix data
 | |
| static rl_float16 rlMatrixToFloatV(Matrix mat)
 | |
| {
 | |
|     rl_float16 result = { 0 };
 | |
| 
 | |
|     result.v[0] = mat.m0;
 | |
|     result.v[1] = mat.m1;
 | |
|     result.v[2] = mat.m2;
 | |
|     result.v[3] = mat.m3;
 | |
|     result.v[4] = mat.m4;
 | |
|     result.v[5] = mat.m5;
 | |
|     result.v[6] = mat.m6;
 | |
|     result.v[7] = mat.m7;
 | |
|     result.v[8] = mat.m8;
 | |
|     result.v[9] = mat.m9;
 | |
|     result.v[10] = mat.m10;
 | |
|     result.v[11] = mat.m11;
 | |
|     result.v[12] = mat.m12;
 | |
|     result.v[13] = mat.m13;
 | |
|     result.v[14] = mat.m14;
 | |
|     result.v[15] = mat.m15;
 | |
| 
 | |
|     return result;
 | |
| }
 | |
| 
 | |
| // Get identity matrix
 | |
| static Matrix rlMatrixIdentity(void)
 | |
| {
 | |
|     Matrix result = {
 | |
|         1.0f, 0.0f, 0.0f, 0.0f,
 | |
|         0.0f, 1.0f, 0.0f, 0.0f,
 | |
|         0.0f, 0.0f, 1.0f, 0.0f,
 | |
|         0.0f, 0.0f, 0.0f, 1.0f
 | |
|     };
 | |
| 
 | |
|     return result;
 | |
| }
 | |
| 
 | |
| // Get two matrix multiplication
 | |
| // NOTE: When multiplying matrices... the order matters!
 | |
| static Matrix rlMatrixMultiply(Matrix left, Matrix right)
 | |
| {
 | |
|     Matrix result = { 0 };
 | |
| 
 | |
|     result.m0 = left.m0*right.m0 + left.m1*right.m4 + left.m2*right.m8 + left.m3*right.m12;
 | |
|     result.m1 = left.m0*right.m1 + left.m1*right.m5 + left.m2*right.m9 + left.m3*right.m13;
 | |
|     result.m2 = left.m0*right.m2 + left.m1*right.m6 + left.m2*right.m10 + left.m3*right.m14;
 | |
|     result.m3 = left.m0*right.m3 + left.m1*right.m7 + left.m2*right.m11 + left.m3*right.m15;
 | |
|     result.m4 = left.m4*right.m0 + left.m5*right.m4 + left.m6*right.m8 + left.m7*right.m12;
 | |
|     result.m5 = left.m4*right.m1 + left.m5*right.m5 + left.m6*right.m9 + left.m7*right.m13;
 | |
|     result.m6 = left.m4*right.m2 + left.m5*right.m6 + left.m6*right.m10 + left.m7*right.m14;
 | |
|     result.m7 = left.m4*right.m3 + left.m5*right.m7 + left.m6*right.m11 + left.m7*right.m15;
 | |
|     result.m8 = left.m8*right.m0 + left.m9*right.m4 + left.m10*right.m8 + left.m11*right.m12;
 | |
|     result.m9 = left.m8*right.m1 + left.m9*right.m5 + left.m10*right.m9 + left.m11*right.m13;
 | |
|     result.m10 = left.m8*right.m2 + left.m9*right.m6 + left.m10*right.m10 + left.m11*right.m14;
 | |
|     result.m11 = left.m8*right.m3 + left.m9*right.m7 + left.m10*right.m11 + left.m11*right.m15;
 | |
|     result.m12 = left.m12*right.m0 + left.m13*right.m4 + left.m14*right.m8 + left.m15*right.m12;
 | |
|     result.m13 = left.m12*right.m1 + left.m13*right.m5 + left.m14*right.m9 + left.m15*right.m13;
 | |
|     result.m14 = left.m12*right.m2 + left.m13*right.m6 + left.m14*right.m10 + left.m15*right.m14;
 | |
|     result.m15 = left.m12*right.m3 + left.m13*right.m7 + left.m14*right.m11 + left.m15*right.m15;
 | |
| 
 | |
|     return result;
 | |
| }
 | |
| 
 | |
| // Transposes provided matrix
 | |
| static Matrix rlMatrixTranspose(Matrix mat)
 | |
| {
 | |
|     Matrix result = { 0 };
 | |
| 
 | |
|     result.m0 = mat.m0;
 | |
|     result.m1 = mat.m4;
 | |
|     result.m2 = mat.m8;
 | |
|     result.m3 = mat.m12;
 | |
|     result.m4 = mat.m1;
 | |
|     result.m5 = mat.m5;
 | |
|     result.m6 = mat.m9;
 | |
|     result.m7 = mat.m13;
 | |
|     result.m8 = mat.m2;
 | |
|     result.m9 = mat.m6;
 | |
|     result.m10 = mat.m10;
 | |
|     result.m11 = mat.m14;
 | |
|     result.m12 = mat.m3;
 | |
|     result.m13 = mat.m7;
 | |
|     result.m14 = mat.m11;
 | |
|     result.m15 = mat.m15;
 | |
| 
 | |
|     return result;
 | |
| }
 | |
| 
 | |
| // Invert provided matrix
 | |
| static Matrix rlMatrixInvert(Matrix mat)
 | |
| {
 | |
|     Matrix result = { 0 };
 | |
| 
 | |
|     // Cache the matrix values (speed optimization)
 | |
|     float a00 = mat.m0, a01 = mat.m1, a02 = mat.m2, a03 = mat.m3;
 | |
|     float a10 = mat.m4, a11 = mat.m5, a12 = mat.m6, a13 = mat.m7;
 | |
|     float a20 = mat.m8, a21 = mat.m9, a22 = mat.m10, a23 = mat.m11;
 | |
|     float a30 = mat.m12, a31 = mat.m13, a32 = mat.m14, a33 = mat.m15;
 | |
| 
 | |
|     float b00 = a00*a11 - a01*a10;
 | |
|     float b01 = a00*a12 - a02*a10;
 | |
|     float b02 = a00*a13 - a03*a10;
 | |
|     float b03 = a01*a12 - a02*a11;
 | |
|     float b04 = a01*a13 - a03*a11;
 | |
|     float b05 = a02*a13 - a03*a12;
 | |
|     float b06 = a20*a31 - a21*a30;
 | |
|     float b07 = a20*a32 - a22*a30;
 | |
|     float b08 = a20*a33 - a23*a30;
 | |
|     float b09 = a21*a32 - a22*a31;
 | |
|     float b10 = a21*a33 - a23*a31;
 | |
|     float b11 = a22*a33 - a23*a32;
 | |
| 
 | |
|     // Calculate the invert determinant (inlined to avoid double-caching)
 | |
|     float invDet = 1.0f/(b00*b11 - b01*b10 + b02*b09 + b03*b08 - b04*b07 + b05*b06);
 | |
| 
 | |
|     result.m0 = (a11*b11 - a12*b10 + a13*b09)*invDet;
 | |
|     result.m1 = (-a01*b11 + a02*b10 - a03*b09)*invDet;
 | |
|     result.m2 = (a31*b05 - a32*b04 + a33*b03)*invDet;
 | |
|     result.m3 = (-a21*b05 + a22*b04 - a23*b03)*invDet;
 | |
|     result.m4 = (-a10*b11 + a12*b08 - a13*b07)*invDet;
 | |
|     result.m5 = (a00*b11 - a02*b08 + a03*b07)*invDet;
 | |
|     result.m6 = (-a30*b05 + a32*b02 - a33*b01)*invDet;
 | |
|     result.m7 = (a20*b05 - a22*b02 + a23*b01)*invDet;
 | |
|     result.m8 = (a10*b10 - a11*b08 + a13*b06)*invDet;
 | |
|     result.m9 = (-a00*b10 + a01*b08 - a03*b06)*invDet;
 | |
|     result.m10 = (a30*b04 - a31*b02 + a33*b00)*invDet;
 | |
|     result.m11 = (-a20*b04 + a21*b02 - a23*b00)*invDet;
 | |
|     result.m12 = (-a10*b09 + a11*b07 - a12*b06)*invDet;
 | |
|     result.m13 = (a00*b09 - a01*b07 + a02*b06)*invDet;
 | |
|     result.m14 = (-a30*b03 + a31*b01 - a32*b00)*invDet;
 | |
|     result.m15 = (a20*b03 - a21*b01 + a22*b00)*invDet;
 | |
| 
 | |
|     return result;
 | |
| }
 | |
| 
 | |
| #endif  // RLGL_IMPLEMENTATION
 | 
