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+/**********************************************************************************************
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+*
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+* rlgl v5.0 - A multi-OpenGL abstraction layer with an immediate-mode style API
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+*
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+* DESCRIPTION:
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+* An abstraction layer for multiple OpenGL versions (1.1, 2.1, 3.3 Core, 4.3 Core, ES 2.0)
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+* that provides a pseudo-OpenGL 1.1 immediate-mode style API (rlVertex, rlTranslate, rlRotate...)
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+*
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+* ADDITIONAL NOTES:
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+* When choosing an OpenGL backend different than OpenGL 1.1, some internal buffer are
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+* initialized on rlglInit() to accumulate vertex data.
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+*
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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:
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+* - Default batch (RLGL.defaultBatch): RenderBatch system to accumulate vertex data
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+* - Default texture (RLGL.defaultTextureId): 1x1 white pixel R8G8B8A8
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+* - Default shader (RLGL.State.defaultShaderId, RLGL.State.defaultShaderLocs)
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+*
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+* Internal buffer (and resources) must be manually unloaded calling rlglClose().
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+*
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+* CONFIGURATION:
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+* #define GRAPHICS_API_OPENGL_11
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+* #define GRAPHICS_API_OPENGL_21
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+* #define GRAPHICS_API_OPENGL_33
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+* #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
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+* 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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+*
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+* #define RLGL_IMPLEMENTATION
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+* 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
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+* or source files without problems. But only ONE file should hold the implementation.
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+*
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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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+*
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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
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+* 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
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+* values before library inclusion (default values listed):
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+*
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+* #define RL_DEFAULT_BATCH_BUFFER_ELEMENTS 8192 // Default internal render batch elements limits
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+* #define RL_DEFAULT_BATCH_BUFFERS 1 // Default number of batch buffers (multi-buffering)
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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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+* #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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+*
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+* #define RL_MAX_MATRIX_STACK_SIZE 32 // Maximum size of internal Matrix stack
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+* #define RL_MAX_SHADER_LOCATIONS 32 // Maximum number of shader locations supported
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+* #define RL_CULL_DISTANCE_NEAR 0.01 // Default projection matrix near cull distance
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+* #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
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+* location names are tried to be set automatically:
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+*
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+* #define RL_DEFAULT_SHADER_ATTRIB_NAME_POSITION "vertexPosition" // Bound by default to shader location: 0
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+* #define RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD "vertexTexCoord" // Bound by default to shader location: 1
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+* #define RL_DEFAULT_SHADER_ATTRIB_NAME_NORMAL "vertexNormal" // Bound by default to shader location: 2
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+* #define RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR "vertexColor" // Bound by default to shader location: 3
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+* #define RL_DEFAULT_SHADER_ATTRIB_NAME_TANGENT "vertexTangent" // Bound by default to shader location: 4
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+* #define RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2 "vertexTexCoord2" // Bound by default to shader location: 5
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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
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+* #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_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)
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+* #define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE2 "texture2" // texture2 (texture slot active 2)
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+*
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+* DEPENDENCIES:
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+* - OpenGL libraries (depending on platform and OpenGL version selected)
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+* - GLAD OpenGL extensions loading library (only for OpenGL 3.3 Core, 4.3 Core)
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+*
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+*
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+* LICENSE: zlib/libpng
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+*
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+* Copyright (c) 2014-2023 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
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+* will the authors be held liable for any damages arising from the use of this software.
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+*
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+* Permission is granted to anyone to use this software for any purpose, including commercial
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+* applications, and to alter it and redistribute it freely, subject to the following restrictions:
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+*
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+* 1. The origin of this software must not be misrepresented; you must not claim that you
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+* wrote the original software. If you use this software in a product, an acknowledgment
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+* in the product documentation would be appreciated but is not required.
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+*
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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.
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+*
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+**********************************************************************************************/
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+
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+
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+package rlgl
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+
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+import "core:c"
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+import rl "../."
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+
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+VERSION :: "5.0"
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+
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+RAYLIB_SHARED :: #config(RAYLIB_SHARED, false)
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+
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+// Note: We pull in the full raylib library. If you want a truly stand-alone rlgl, then:
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+// - Compile a separate rlgl library and use that in the foreign import blocks below.
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+// - Remove the `import rl "../."` line
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+// - Copy the code from raylib.odin for any types we alias from that package (see PixelFormat etc)
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+
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+when ODIN_OS == .Windows {
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+ @(extra_linker_flags="/NODEFAULTLIB:" + ("msvcrt" when RAYLIB_SHARED else "libcmt"))
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+ foreign import lib {
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+ "../windows/raylibdll.lib" when RAYLIB_SHARED else "../windows/raylib.lib" ,
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+ "system:Winmm.lib",
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+ "system:Gdi32.lib",
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+ "system:User32.lib",
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+ "system:Shell32.lib",
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+ }
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+} else when ODIN_OS == .Linux {
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+ foreign import lib {
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+ // Note(bumbread): I'm not sure why in `linux/` folder there are
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+ // multiple copies of raylib.so, but since these bindings are for
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+ // particular version of the library, I better specify it. Ideally,
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+ // though, it's best specified in terms of major (.so.4)
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+ "../linux/libraylib.so.500" when RAYLIB_SHARED else "../linux/libraylib.a",
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+ "system:dl",
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+ "system:pthread",
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+ }
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+} else when ODIN_OS == .Darwin {
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+ foreign import lib {
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+ "../macos" +
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+ ("-arm64" when ODIN_ARCH == .arm64 else "") +
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+ "/libraylib" + (".500.dylib" when RAYLIB_SHARED else ".a"),
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+ "system:Cocoa.framework",
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+ "system:OpenGL.framework",
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+ "system:IOKit.framework",
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+ }
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+} else {
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+ foreign import lib "system:raylib"
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+}
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+
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+GRAPHICS_API_OPENGL_11 :: false
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+GRAPHICS_API_OPENGL_21 :: true
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+GRAPHICS_API_OPENGL_33 :: GRAPHICS_API_OPENGL_21 // default currently
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+GRAPHICS_API_OPENGL_ES2 :: false
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+GRAPHICS_API_OPENGL_43 :: false
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+GRAPHICS_API_OPENGL_ES3 :: false
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+
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+when GRAPHICS_API_OPENGL_ES3 {
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+ GRAPHICS_API_OPENGL_ES2 :: true
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+}
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+
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+when !GRAPHICS_API_OPENGL_ES2 {
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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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+ DEFAULT_BATCH_BUFFER_ELEMENTS :: 8192
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+} else {
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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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+ DEFAULT_BATCH_BUFFER_ELEMENTS :: 2048
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+}
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+
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+DEFAULT_BATCH_BUFFERS :: 1 // Default number of batch buffers (multi-buffering)
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+DEFAULT_BATCH_DRAWCALLS :: 256 // Default number of batch draw calls (by state changes: mode, texture)
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+DEFAULT_BATCH_MAX_TEXTURE_UNITS :: 4 // Maximum number of additional textures that can be activated on batch drawing (SetShaderValueTexture())
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+
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+// Internal Matrix stack
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+MAX_MATRIX_STACK_SIZE :: 32 // Maximum size of Matrix stack
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+
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+// Shader limits
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+MAX_SHADER_LOCATIONS :: 32 // Maximum number of shader locations supported
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+
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+// Projection matrix culling
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+CULL_DISTANCE_NEAR :: 0.01 // Default near cull distance
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+CULL_DISTANCE_FAR :: 1000.0 // Default far cull distance
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+
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+// Texture parameters (equivalent to OpenGL defines)
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+TEXTURE_WRAP_S :: 0x2802 // GL_TEXTURE_WRAP_S
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+TEXTURE_WRAP_T :: 0x2803 // GL_TEXTURE_WRAP_T
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+TEXTURE_MAG_FILTER :: 0x2800 // GL_TEXTURE_MAG_FILTER
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+TEXTURE_MIN_FILTER :: 0x2801 // GL_TEXTURE_MIN_FILTER
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+
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+TEXTURE_FILTER_NEAREST :: 0x2600 // GL_NEAREST
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+TEXTURE_FILTER_LINEAR :: 0x2601 // GL_LINEAR
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+TEXTURE_FILTER_MIP_NEAREST :: 0x2700 // GL_NEAREST_MIPMAP_NEAREST
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+TEXTURE_FILTER_NEAREST_MIP_LINEAR :: 0x2702 // GL_NEAREST_MIPMAP_LINEAR
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+TEXTURE_FILTER_LINEAR_MIP_NEAREST :: 0x2701 // GL_LINEAR_MIPMAP_NEAREST
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+TEXTURE_FILTER_MIP_LINEAR :: 0x2703 // GL_LINEAR_MIPMAP_LINEAR
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+TEXTURE_FILTER_ANISOTROPIC :: 0x3000 // Anisotropic filter (custom identifier)
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+
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+TEXTURE_WRAP_REPEAT :: 0x2901 // GL_REPEAT
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+TEXTURE_WRAP_CLAMP :: 0x812F // GL_CLAMP_TO_EDGE
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+TEXTURE_WRAP_MIRROR_REPEAT :: 0x8370 // GL_MIRRORED_REPEAT
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+TEXTURE_WRAP_MIRROR_CLAMP :: 0x8742 // GL_MIRROR_CLAMP_EXT
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+
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+// Matrix modes (equivalent to OpenGL)
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+MODELVIEW :: 0x1700 // GL_MODELVIEW
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+PROJECTION :: 0x1701 // GL_PROJECTION
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+TEXTURE :: 0x1702 // GL_TEXTURE
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+
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+// Primitive assembly draw modes
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+LINES :: 0x0001 // GL_LINES
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+TRIANGLES :: 0x0004 // GL_TRIANGLES
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+QUADS :: 0x0007 // GL_QUADS
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+
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+// GL equivalent data types
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+UNSIGNED_BYTE :: 0x1401 // GL_UNSIGNED_BYTE
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+FLOAT :: 0x1406 // GL_FLOAT
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+
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+// Buffer usage hint
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+STREAM_DRAW :: 0x88E0 // GL_STREAM_DRAW
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+STREAM_READ :: 0x88E1 // GL_STREAM_READ
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+STREAM_COPY :: 0x88E2 // GL_STREAM_COPY
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+STATIC_DRAW :: 0x88E4 // GL_STATIC_DRAW
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+STATIC_READ :: 0x88E5 // GL_STATIC_READ
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+STATIC_COPY :: 0x88E6 // GL_STATIC_COPY
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+DYNAMIC_DRAW :: 0x88E8 // GL_DYNAMIC_DRAW
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+DYNAMIC_READ :: 0x88E9 // GL_DYNAMIC_READ
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+DYNAMIC_COPY :: 0x88EA // GL_DYNAMIC_COPY
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+
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+// GL Shader type
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+FRAGMENT_SHADER :: 0x8B30 // GL_FRAGMENT_SHADER
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+VERTEX_SHADER :: 0x8B31 // GL_VERTEX_SHADER
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+COMPUTE_SHADER :: 0x91B9 // GL_COMPUTE_SHADER
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+
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+// GL blending factors
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+ZERO :: 0 // GL_ZERO
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+ONE :: 1 // GL_ONE
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+SRC_COLOR :: 0x0300 // GL_SRC_COLOR
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+ONE_MINUS_SRC_COLOR :: 0x0301 // GL_ONE_MINUS_SRC_COLOR
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+SRC_ALPHA :: 0x0302 // GL_SRC_ALPHA
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+ONE_MINUS_SRC_ALPHA :: 0x0303 // GL_ONE_MINUS_SRC_ALPHA
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+DST_ALPHA :: 0x0304 // GL_DST_ALPHA
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+ONE_MINUS_DST_ALPHA :: 0x0305 // GL_ONE_MINUS_DST_ALPHA
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+DST_COLOR :: 0x0306 // GL_DST_COLOR
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+ONE_MINUS_DST_COLOR :: 0x0307 // GL_ONE_MINUS_DST_COLOR
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+SRC_ALPHA_SATURATE :: 0x0308 // GL_SRC_ALPHA_SATURATE
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+CONSTANT_COLOR :: 0x8001 // GL_CONSTANT_COLOR
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+ONE_MINUS_CONSTANT_COLOR :: 0x8002 // GL_ONE_MINUS_CONSTANT_COLOR
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+CONSTANT_ALPHA :: 0x8003 // GL_CONSTANT_ALPHA
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+ONE_MINUS_CONSTANT_ALPHA :: 0x8004 // GL_ONE_MINUS_CONSTANT_ALPHA
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+
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+// GL blending functions/equations
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+FUNC_ADD :: 0x8006 // GL_FUNC_ADD
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+MIN :: 0x8007 // GL_MIN
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+MAX :: 0x8008 // GL_MAX
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+FUNC_SUBTRACT :: 0x800A // GL_FUNC_SUBTRACT
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+FUNC_REVERSE_SUBTRACT :: 0x800B // GL_FUNC_REVERSE_SUBTRACT
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+BLEND_EQUATION :: 0x8009 // GL_BLEND_EQUATION
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+BLEND_EQUATION_RGB :: 0x8009 // GL_BLEND_EQUATION_RGB // (Same as BLEND_EQUATION)
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+BLEND_EQUATION_ALPHA :: 0x883D // GL_BLEND_EQUATION_ALPHA
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+BLEND_DST_RGB :: 0x80C8 // GL_BLEND_DST_RGB
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+BLEND_SRC_RGB :: 0x80C9 // GL_BLEND_SRC_RGB
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+BLEND_DST_ALPHA :: 0x80CA // GL_BLEND_DST_ALPHA
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+BLEND_SRC_ALPHA :: 0x80CB // GL_BLEND_SRC_ALPHA
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+BLEND_COLOR :: 0x8005 // GL_BLEND_COLOR
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+
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+//----------------------------------------------------------------------------------
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+// Types and Structures Definition
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+//----------------------------------------------------------------------------------
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+
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+
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+VertexBufferIndexType :: c.ushort when GRAPHICS_API_OPENGL_ES2 else c.uint
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+
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+// Dynamic vertex buffers (position + texcoords + colors + indices arrays)
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+VertexBuffer :: struct {
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+ elementCount: c.int, // Number of elements in the buffer (QUADS)
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+
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+ vertices: [^]f32, // Vertex position (XYZ - 3 components per vertex) (shader-location = 0)
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+ texcoords: [^]f32, // Vertex texture coordinates (UV - 2 components per vertex) (shader-location = 1)
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+ colors: [^]u8, // Vertex colors (RGBA - 4 components per vertex) (shader-location = 3)
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+ indices: [^]VertexBufferIndexType, // Vertex indices (in case vertex data comes indexed) (6 indices per quad)
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+ vaoId: c.uint, // OpenGL Vertex Array Object id
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+ vboId: [4]c.uint, // OpenGL Vertex Buffer Objects id (4 types of vertex data)
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+}
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+
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+// Draw call type
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+// NOTE: Only texture changes register a new draw, other state-change-related elements are not
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+// used at this moment (vaoId, shaderId, matrices), raylib just forces a batch draw call if any
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+// of those state-change happens (this is done in core module)
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+DrawCall :: struct {
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+ mode: c.int, // Drawing mode: LINES, TRIANGLES, QUADS
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+ vertexCount: c.int, // Number of vertex of the draw
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+ vertexAlignment: c.int, // Number of vertex required for index alignment (LINES, TRIANGLES)
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+ textureId: c.uint, // Texture id to be used on the draw -> Use to create new draw call if changes
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+}
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+
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+// RenderBatch type
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+RenderBatch :: struct {
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+ bufferCount: c.int, // Number of vertex buffers (multi-buffering support)
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+ currentBuffer: c.int, // Current buffer tracking in case of multi-buffering
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+ vertexBuffer: [^]VertexBuffer, // Dynamic buffer(s) for vertex data
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+
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+ draws: [^]DrawCall, // Draw calls array, depends on textureId
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+ drawCounter: c.int, // Draw calls counter
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+ currentDepth: f32, // Current depth value for next draw
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+}
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+
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+// OpenGL version
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+GlVersion :: enum c.int {
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+ OPENGL_11 = 1, // OpenGL 1.1
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+ OPENGL_21, // OpenGL 2.1 (GLSL 120)
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+ OPENGL_33, // OpenGL 3.3 (GLSL 330)
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+ OPENGL_43, // OpenGL 4.3 (using GLSL 330)
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+ OPENGL_ES_20, // OpenGL ES 2.0 (GLSL 100)
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+ OPENGL_ES_30, // OpenGL ES 3.0 (GLSL 300 es)
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+}
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+
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+PixelFormat :: rl.PixelFormat
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|
|
+TextureFilter :: rl.TextureFilter
|
|
|
+BlendMode :: rl.BlendMode
|
|
|
+ShaderLocationIndex :: rl.ShaderLocationIndex
|
|
|
+ShaderUniformDataType :: rl.ShaderUniformDataType
|
|
|
+
|
|
|
+// Shader attribute data types
|
|
|
+ShaderAttributeDataType :: enum c.int {
|
|
|
+ FLOAT = 0, // Shader attribute type: float
|
|
|
+ VEC2, // Shader attribute type: vec2 (2 float)
|
|
|
+ VEC3, // Shader attribute type: vec3 (3 float)
|
|
|
+ VEC4, // Shader attribute type: vec4 (4 float)
|
|
|
+}
|
|
|
+
|
|
|
+// Framebuffer attachment type
|
|
|
+// NOTE: By default up to 8 color channels defined, but it can be more
|
|
|
+FramebufferAttachType :: enum c.int {
|
|
|
+ COLOR_CHANNEL0 = 0, // Framebuffer attachment type: color 0
|
|
|
+ COLOR_CHANNEL1 = 1, // Framebuffer attachment type: color 1
|
|
|
+ COLOR_CHANNEL2 = 2, // Framebuffer attachment type: color 2
|
|
|
+ COLOR_CHANNEL3 = 3, // Framebuffer attachment type: color 3
|
|
|
+ COLOR_CHANNEL4 = 4, // Framebuffer attachment type: color 4
|
|
|
+ COLOR_CHANNEL5 = 5, // Framebuffer attachment type: color 5
|
|
|
+ COLOR_CHANNEL6 = 6, // Framebuffer attachment type: color 6
|
|
|
+ COLOR_CHANNEL7 = 7, // Framebuffer attachment type: color 7
|
|
|
+ DEPTH = 100, // Framebuffer attachment type: depth
|
|
|
+ STENCIL = 200, // Framebuffer attachment type: stencil
|
|
|
+}
|
|
|
+
|
|
|
+// Framebuffer texture attachment type
|
|
|
+FramebufferAttachTextureType :: enum c.int {
|
|
|
+ CUBEMAP_POSITIVE_X = 0, // Framebuffer texture attachment type: cubemap, +X side
|
|
|
+ CUBEMAP_NEGATIVE_X = 1, // Framebuffer texture attachment type: cubemap, -X side
|
|
|
+ CUBEMAP_POSITIVE_Y = 2, // Framebuffer texture attachment type: cubemap, +Y side
|
|
|
+ CUBEMAP_NEGATIVE_Y = 3, // Framebuffer texture attachment type: cubemap, -Y side
|
|
|
+ CUBEMAP_POSITIVE_Z = 4, // Framebuffer texture attachment type: cubemap, +Z side
|
|
|
+ CUBEMAP_NEGATIVE_Z = 5, // Framebuffer texture attachment type: cubemap, -Z side
|
|
|
+ TEXTURE2D = 100, // Framebuffer texture attachment type: texture2d
|
|
|
+ RENDERBUFFER = 200, // Framebuffer texture attachment type: renderbuffer
|
|
|
+}
|
|
|
+
|
|
|
+CullMode :: enum c.int {
|
|
|
+ FRONT = 0,
|
|
|
+ BACK,
|
|
|
+}
|
|
|
+
|
|
|
+Matrix :: rl.Matrix
|
|
|
+
|
|
|
+@(default_calling_convention="c", link_prefix="rl")
|
|
|
+foreign lib {
|
|
|
+ //------------------------------------------------------------------------------------
|
|
|
+ // Functions Declaration - Matrix operations
|
|
|
+ //------------------------------------------------------------------------------------
|
|
|
+ MatrixMode :: proc(mode: c.int) --- // Choose the current matrix to be transformed
|
|
|
+ PushMatrix :: proc() --- // Push the current matrix to stack
|
|
|
+ PopMatrix :: proc() --- // Pop lattest inserted matrix from stack
|
|
|
+ LoadIdentity :: proc() --- // Reset current matrix to identity matrix
|
|
|
+ Translatef :: proc(x, y, z: f32) --- // Multiply the current matrix by a translation matrix
|
|
|
+ Rotatef :: proc(angleDeg: f32, x, y, z: f32) --- // Multiply the current matrix by a rotation matrix
|
|
|
+ Scalef :: proc(x, y, z: f32) --- // Multiply the current matrix by a scaling matrix
|
|
|
+ MultMatrixf :: proc(matf: [^]f32) --- // Multiply the current matrix by another matrix
|
|
|
+ Frustum :: proc(left, right, bottom, top, znear, zfar: f64) ---
|
|
|
+ Ortho :: proc(left, right, bottom, top, znear, zfar: f64) ---
|
|
|
+ Viewport :: proc(x, y, width, height: c.int) --- // Set the viewport area
|
|
|
+
|
|
|
+ //------------------------------------------------------------------------------------
|
|
|
+ // Functions Declaration - Vertex level operations
|
|
|
+ //------------------------------------------------------------------------------------
|
|
|
+ Begin :: proc(mode: c.int) --- // Initialize drawing mode (how to organize vertex)
|
|
|
+ End :: proc() --- // Finish vertex providing
|
|
|
+ Vertex2i :: proc(x, y: c.int) --- // Define one vertex (position) - 2 int
|
|
|
+ Vertex2f :: proc(x, y: f32) --- // Define one vertex (position) - 2 f32
|
|
|
+ Vertex3f :: proc(x, y, z: f32) --- // Define one vertex (position) - 3 f32
|
|
|
+ TexCoord2f :: proc(x, y: f32) --- // Define one vertex (texture coordinate) - 2 f32
|
|
|
+ Normal3f :: proc(x, y, z: f32) --- // Define one vertex (normal) - 3 f32
|
|
|
+ Color4ub :: proc(r, g, b, a: u8) --- // Define one vertex (color) - 4 byte
|
|
|
+ Color3f :: proc(x, y, z: f32) --- // Define one vertex (color) - 3 f32
|
|
|
+ Color4f :: proc(x, y, z, w: f32) --- // Define one vertex (color) - 4 f32
|
|
|
+
|
|
|
+ //------------------------------------------------------------------------------------
|
|
|
+ // 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
|
|
|
+ EnableVertexArray :: proc(vaoId: c.uint) -> bool --- // Enable vertex array (VAO, if supported)
|
|
|
+ DisableVertexArray :: proc() --- // Disable vertex array (VAO, if supported)
|
|
|
+ EnableVertexBuffer :: proc(id: c.uint) --- // Enable vertex buffer (VBO)
|
|
|
+ DisableVertexBuffer :: proc() --- // Disable vertex buffer (VBO)
|
|
|
+ EnableVertexBufferElement :: proc(id: c.uint) --- // Enable vertex buffer element (VBO element)
|
|
|
+ DisableVertexBufferElement :: proc() --- // Disable vertex buffer element (VBO element)
|
|
|
+ EnableVertexAttribute :: proc(index: c.uint) --- // Enable vertex attribute index
|
|
|
+ DisableVertexAttribute :: proc(index: c.uint) --- // Disable vertex attribute index
|
|
|
+ when GRAPHICS_API_OPENGL_11 {
|
|
|
+ EnableStatePointer :: proc(vertexAttribType: c.int, buffer: rawptr) ---
|
|
|
+ DisableStatePointer :: proc(vertexAttribType: c.int) ---
|
|
|
+ }
|
|
|
+
|
|
|
+ // Textures state
|
|
|
+ ActiveTextureSlot :: proc(slot: c.int) --- // Select and active a texture slot
|
|
|
+ EnableTexture :: proc(id: c.uint) --- // Enable texture
|
|
|
+ DisableTexture :: proc() --- // Disable texture
|
|
|
+ EnableTextureCubemap :: proc(id: c.uint) --- // Enable texture cubemap
|
|
|
+ DisableTextureCubemap :: proc() --- // Disable texture cubemap
|
|
|
+ TextureParameters :: proc(id: c.uint, param: c.int, value: c.int) --- // Set texture parameters (filter, wrap)
|
|
|
+ CubemapParameters :: proc(id: i32, param: c.int, value: c.int) --- // Set cubemap parameters (filter, wrap)
|
|
|
+
|
|
|
+ // Shader state
|
|
|
+ EnableShader :: proc(id: c.uint) --- // Enable shader program
|
|
|
+ DisableShader :: proc() --- // Disable shader program
|
|
|
+
|
|
|
+ // Framebuffer state
|
|
|
+ EnableFramebuffer :: proc(id: c.uint) --- // Enable render texture (fbo)
|
|
|
+ DisableFramebuffer :: proc() --- // Disable render texture (fbo), return to default framebuffer
|
|
|
+ ActiveDrawBuffers :: proc(count: c.int) --- // Activate multiple draw color buffers
|
|
|
+ BlitFramebuffer :: proc(srcX, srcY, srcWidth, srcHeight, dstX, dstY, dstWidth, dstHeight, bufferMask: c.int) --- // Blit active framebuffer to main framebuffer
|
|
|
+
|
|
|
+ // General render state
|
|
|
+ DisableColorBlend :: proc() --- // Disable color blending
|
|
|
+ EnableDepthTest :: proc() --- // Enable depth test
|
|
|
+ DisableDepthTest :: proc() --- // Disable depth test
|
|
|
+ EnableDepthMask :: proc() --- // Enable depth write
|
|
|
+ DisableDepthMask :: proc() --- // Disable depth write
|
|
|
+ EnableBackfaceCulling :: proc() --- // Enable backface culling
|
|
|
+ DisableBackfaceCulling :: proc() --- // Disable backface culling
|
|
|
+ SetCullFace :: proc(mode: CullMode) --- // Set face culling mode
|
|
|
+ EnableScissorTest :: proc() --- // Enable scissor test
|
|
|
+ DisableScissorTest :: proc() --- // Disable scissor test
|
|
|
+ Scissor :: proc(x, y, width, height: c.int) --- // Scissor test
|
|
|
+ EnableWireMode :: proc() --- // Enable wire mode
|
|
|
+ EnablePointMode :: proc() --- // Enable point mode
|
|
|
+ DisableWireMode :: proc() --- // Disable wire and point modes
|
|
|
+ SetLineWidth :: proc(width: f32) --- // Set the line drawing width
|
|
|
+ GetLineWidth :: proc() -> f32 --- // Get the line drawing width
|
|
|
+ EnableSmoothLines :: proc() --- // Enable line aliasing
|
|
|
+ DisableSmoothLines :: proc() --- // Disable line aliasing
|
|
|
+ EnableStereoRender :: proc() --- // Enable stereo rendering
|
|
|
+ DisableStereoRender :: proc() --- // Disable stereo rendering
|
|
|
+ IsStereoRenderEnabled :: proc() -> bool --- // Check if stereo render is enabled
|
|
|
+
|
|
|
+
|
|
|
+ ClearColor :: proc(r, g, b, a: u8) --- // Clear color buffer with color
|
|
|
+ ClearScreenBuffers :: proc() --- // Clear used screen buffers (color and depth)
|
|
|
+ CheckErrors :: proc() --- // Check and log OpenGL error codes
|
|
|
+ SetBlendMode :: proc(mode: c.int) --- // Set blending mode
|
|
|
+ SetBlendFactors :: proc(glSrcFactor, glDstFactor, glEquation: c.int) --- // Set blending mode factor and equation (using OpenGL factors)
|
|
|
+ SetBlendFactorsSeparate :: proc(glSrcRGB, glDstRGB, glSrcAlpha, glDstAlpha, glEqRGB, glEqAlpha: c.int) --- // Set blending mode factors and equations separately (using OpenGL factors)
|
|
|
+
|
|
|
+ //------------------------------------------------------------------------------------
|
|
|
+ // Functions Declaration - rlgl functionality
|
|
|
+ //------------------------------------------------------------------------------------
|
|
|
+ // rlgl initialization functions
|
|
|
+ @(link_prefix="rlgl")
|
|
|
+ Init :: proc(width, height: c.int) --- // Initialize rlgl (buffers, shaders, textures, states)
|
|
|
+ @(link_prefix="rlgl")
|
|
|
+ Close :: proc() --- // De-initialize rlgl (buffers, shaders, textures)
|
|
|
+ LoadExtensions :: proc(loader: rawptr) --- // Load OpenGL extensions (loader function required)
|
|
|
+ GetVersion :: proc() -> GlVersion --- // Get current OpenGL version
|
|
|
+ SetFramebufferWidth :: proc(width: c.int) --- // Set current framebuffer width
|
|
|
+ GetFramebufferWidth :: proc() -> c.int --- // Get default framebuffer width
|
|
|
+ SetFramebufferHeight :: proc(height: c.int) --- // Set current framebuffer height
|
|
|
+ GetFramebufferHeight :: proc() -> c.int --- // Get default framebuffer height
|
|
|
+
|
|
|
+
|
|
|
+ GetTextureIdDefault :: proc() -> c.uint --- // Get default texture id
|
|
|
+ GetShaderIdDefault :: proc() -> c.uint --- // Get default shader id
|
|
|
+ GetShaderLocsDefault :: proc() -> [^]c.int --- // 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
|
|
|
+ LoadRenderBatch :: proc(numBuffers, bufferElements: c.int) -> RenderBatch --- // Load a render batch system
|
|
|
+ UnloadRenderBatch :: proc(batch: RenderBatch) --- // Unload render batch system
|
|
|
+ DrawRenderBatch :: proc(batch: ^RenderBatch) --- // Draw render batch data (Update->Draw->Reset)
|
|
|
+ SetRenderBatchActive :: proc(batch: ^RenderBatch) --- // Set the active render batch for rlgl (NULL for default internal)
|
|
|
+ DrawRenderBatchActive :: proc() --- // Update and draw internal render batch
|
|
|
+ CheckRenderBatchLimit :: proc(vCount: c.int) -> c.int --- // Check internal buffer overflow for a given number of vertex
|
|
|
+
|
|
|
+ SetTexture :: proc(id: c.uint) --- // Set current texture for render batch and check buffers limits
|
|
|
+
|
|
|
+ //------------------------------------------------------------------------------------------------------------------------
|
|
|
+
|
|
|
+ // Vertex buffers management
|
|
|
+ LoadVertexArray :: proc() -> c.uint --- // Load vertex array (vao) if supported
|
|
|
+ LoadVertexBuffer :: proc(buffer: rawptr, size: c.int, is_dynamic: bool) -> c.uint --- // Load a vertex buffer attribute
|
|
|
+ LoadVertexBufferElement :: proc(buffer: rawptr, size: c.int, is_dynamic: bool) -> c.uint --- // Load a new attributes element buffer
|
|
|
+ UpdateVertexBuffer :: proc(bufferId: c.uint, data: rawptr, dataSize: c.int, offset: c.int) --- // Update GPU buffer with new data
|
|
|
+ UpdateVertexBufferElements :: proc(id: c.uint, data: rawptr, dataSize: c.int, offset: c.int) --- // Update vertex buffer elements with new data
|
|
|
+ UnloadVertexArray :: proc(vaoId: c.uint) ---
|
|
|
+ UnloadVertexBuffer :: proc(vboId: c.uint) ---
|
|
|
+ SetVertexAttribute :: proc(index: c.uint, compSize: c.int, type: c.int, normalized: bool, stride: c.int, pointer: rawptr) ---
|
|
|
+ SetVertexAttributeDivisor :: proc(index: c.uint, divisor: c.int) ---
|
|
|
+ SetVertexAttributeDefault :: proc(locIndex: c.int, value: rawptr, attribType: c.int, count: c.int) --- // Set vertex attribute default value
|
|
|
+ DrawVertexArray :: proc(offset: c.int, count: c.int) ---
|
|
|
+ DrawVertexArrayElements :: proc(offset: c.int, count: c.int, buffer: rawptr) ---
|
|
|
+ DrawVertexArrayInstanced :: proc(offset: c.int, count: c.int, instances: c.int) ---
|
|
|
+ DrawVertexArrayElementsInstanced :: proc(offset: c.int, count: c.int, buffer: rawptr, instances: c.int) ---
|
|
|
+
|
|
|
+ // Textures management
|
|
|
+ LoadTexture :: proc(data: rawptr, width, height: c.int, format: c.int, mipmapCount: c.int) -> c.uint --- // Load texture in GPU
|
|
|
+ LoadTextureDepth :: proc(width, height: c.int, useRenderBuffer: bool) -> c.uint --- // Load depth texture/renderbuffer (to be attached to fbo)
|
|
|
+ LoadTextureCubemap :: proc(data: rawptr, size: c.int, format: c.int) -> c.uint --- // Load texture cubemap
|
|
|
+ UpdateTexture :: proc(id: c.uint, offsetX, offsetY: c.int, width, height: c.int, format: c.int, data: rawptr) --- // Update GPU texture with new data
|
|
|
+ GetGlTextureFormats :: proc(format: c.int, glInternalFormat, glFormat, glType: ^c.uint) --- // Get OpenGL internal formats
|
|
|
+ GetPixelFormatName :: proc(format: c.uint) -> cstring --- // Get name string for pixel format
|
|
|
+ UnloadTexture :: proc(id: c.uint) --- // Unload texture from GPU memory
|
|
|
+ GenTextureMipmaps :: proc(id: c.uint, width, height: c.int, format: c.int, mipmaps: ^c.int) --- // Generate mipmap data for selected texture
|
|
|
+ ReadTexturePixels :: proc(id: c.uint, width, height: c.int, format: c.int) -> rawptr --- // Read texture pixel data
|
|
|
+ ReadScreenPixels :: proc(width, height: c.int) -> [^]byte --- // Read screen pixel data (color buffer)
|
|
|
+
|
|
|
+ // Framebuffer management (fbo)
|
|
|
+ LoadFramebuffer :: proc(width, height: c.int) -> c.uint --- // Load an empty framebuffer
|
|
|
+ FramebufferAttach :: proc(fboId, texId: c.uint, attachType: c.int, texType: c.int, mipLevel: c.int) --- // Attach texture/renderbuffer to a framebuffer
|
|
|
+ FramebufferComplete :: proc(id: c.uint) -> bool --- // Verify framebuffer is complete
|
|
|
+ UnloadFramebuffer :: proc(id: c.uint) --- // Delete framebuffer from GPU
|
|
|
+
|
|
|
+ // Shaders management
|
|
|
+ LoadShaderCode :: proc(vsCode, fsCode: cstring) -> c.uint --- // Load shader from code strings
|
|
|
+ CompileShader :: proc(shaderCode: cstring, type: c.int) -> c.uint --- // Compile custom shader and return shader id (type: VERTEX_SHADER, FRAGMENT_SHADER, COMPUTE_SHADER)
|
|
|
+ LoadShaderProgram :: proc(vShaderId, fShaderId: c.uint) -> c.uint --- // Load custom shader program
|
|
|
+ UnloadShaderProgram :: proc(id: c.uint) --- // Unload shader program
|
|
|
+ GetLocationUniform :: proc(shaderId: c.uint, uniformName: cstring) -> c.int --- // Get shader location uniform
|
|
|
+ GetLocationAttrib :: proc(shaderId: c.uint, attribName: cstring) -> c.int --- // Get shader location attribute
|
|
|
+ SetUniform :: proc(locIndex: c.int, value: rawptr, uniformType: c.int, count: c.int) --- // Set shader value uniform
|
|
|
+ SetUniformMatrix :: proc(locIndex: c.int, mat: Matrix) --- // Set shader value matrix
|
|
|
+ SetUniformSampler :: proc(locIndex: c.int, textureId: c.uint) --- // Set shader value sampler
|
|
|
+ SetShader :: proc(id: c.uint, locs: [^]c.int) --- // Set shader currently active (id and locations)
|
|
|
+
|
|
|
+ // Compute shader management
|
|
|
+ LoadComputeShaderProgram :: proc(shaderId: c.uint) -> c.uint --- // Load compute shader program
|
|
|
+ ComputeShaderDispatch :: proc(groupX, groupY, groupZ: c.uint) --- // Dispatch compute shader (equivalent to *draw* for graphics pipeline)
|
|
|
+
|
|
|
+ // Shader buffer storage object management (ssbo)
|
|
|
+ LoadShaderBuffer :: proc(size: c.uint, data: rawptr, usageHint: c.int) -> c.uint --- // Load shader storage buffer object (SSBO)
|
|
|
+ UnloadShaderBuffer :: proc(ssboId: c.uint) --- // Unload shader storage buffer object (SSBO)
|
|
|
+ UpdateShaderBuffer :: proc(id: c.uint, data: rawptr, dataSize: c.uint, offset: c.uint) --- // Update SSBO buffer data
|
|
|
+ BindShaderBuffer :: proc(id: c.uint, index: c.uint) --- // Bind SSBO buffer
|
|
|
+ ReadShaderBuffer :: proc(id: c.uint, dest: rawptr, count: c.uint, offset: c.uint) --- // Read SSBO buffer data (GPU->CPU)
|
|
|
+ CopyShaderBuffer :: proc(destId, srcId: c.uint, destOffset, srcOffset: c.uint, count: c.uint) --- // Copy SSBO data between buffers
|
|
|
+ GetShaderBufferSize :: proc(id: c.uint) -> c.uint --- // Get SSBO buffer size
|
|
|
+
|
|
|
+ // Buffer management
|
|
|
+ BindImageTexture :: proc(id: c.uint, index: c.uint, format: c.int, readonly: bool) --- // Bind image texture
|
|
|
+
|
|
|
+ // Matrix state management
|
|
|
+ GetMatrixModelview :: proc() -> Matrix --- // Get internal modelview matrix
|
|
|
+ GetMatrixProjection :: proc() -> Matrix --- // Get internal projection matrix
|
|
|
+ GetMatrixTransform :: proc() -> Matrix --- // Get internal accumulated transform matrix
|
|
|
+ GetMatrixProjectionStereo :: proc(eye: c.int) -> Matrix --- // Get internal projection matrix for stereo render (selected eye)
|
|
|
+ GetMatrixViewOffsetStereo :: proc(eye: c.int) -> Matrix --- // Get internal view offset matrix for stereo render (selected eye)
|
|
|
+ SetMatrixProjection :: proc(proj: Matrix) --- // Set a custom projection matrix (replaces internal projection matrix)
|
|
|
+ SetMatrixModelview :: proc(view: Matrix) --- // Set a custom modelview matrix (replaces internal modelview matrix)
|
|
|
+ SetMatrixProjectionStereo :: proc(right, left: Matrix) --- // Set eyes projection matrices for stereo rendering
|
|
|
+ SetMatrixViewOffsetStereo :: proc(right, left: Matrix) --- // Set eyes view offsets matrices for stereo rendering
|
|
|
+
|
|
|
+ // Quick and dirty cube/quad buffers load->draw->unload
|
|
|
+ LoadDrawCube :: proc() --- // Load and draw a cube
|
|
|
+ LoadDrawQuad :: proc() --- // Load and draw a quad
|
|
|
+}
|