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Remove android_project template

raysan5 7 лет назад
Родитель
Сommit
ea5f4eabf8

+ 0 - 44
templates/android_project/AndroidManifest.xml

@@ -1,44 +0,0 @@
-<?xml version="1.0" encoding="utf-8"?>
-<!--
-*   raylib Android project template
-*
-*   This template has been created using raylib 1.8 (www.raylib.com)
-*   raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
-*
-*   Copyright (c) 2014-2017 Ramon Santamaria (@raysan5)
-*
--->
-<!-- NOTE: Game package name must be unique for every app/game -->
-<manifest xmlns:android="http://schemas.android.com/apk/res/android" 
-        package="com.raylib.game_sample" 
-        android:versionCode="1" 
-        android:versionName="1.0" >
-
-    <uses-sdk android:minSdkVersion="16" />
-    <uses-feature android:glEsVersion="0x00020000" android:required="true" />
-    <!--<supports-gl-texture android:name="GL_OES_compressed_ETC1_RGB8_texture" android:required="true"/>-->
-    <!-- We do not have Java code. Therefore android:hasCode is set to false. -->
-    <!-- <application android:allowBackup="false" android:hasCode="false" --> 
-    <application android:allowBackup="false" 
-                android:label="@string/app_name" 
-                android:icon="@drawable/icon" >
-        <!-- Our activity is the built-in NativeActivity framework class. -->
-        <!-- <activity android:name="android.app.NativeActivity" -->
-        <activity android:name="com.raylib.game_sample.NativeLoader"
-                android:theme="@android:style/Theme.NoTitleBar.Fullscreen"
-                android:configChanges="orientation|keyboardHidden|screenSize"
-                android:screenOrientation="landscape"
-                android:launchMode="singleTask" 
-                android:clearTaskOnLaunch="true" >
-                <!-- android:screenOrientation="portrait" -->
-
-            <!-- Tell NativeActivity the name of our .so -->
-            <meta-data android:name="android.app.lib_name" android:value="raylib_game" />
-            <intent-filter>
-                <action android:name="android.intent.action.MAIN" />
-                <category android:name="android.intent.category.LAUNCHER" />
-            </intent-filter>
-        </activity>
-    </application>
-    
-</manifest>

+ 0 - 229
templates/android_project/Makefile

@@ -1,229 +0,0 @@
-#**************************************************************************************************
-#
-#   raylib makefile for Android project (APK building)
-#
-#   Copyright (c) 2017 Ramon Santamaria (@raysan5)
-#
-#   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.
-#
-#   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:
-#
-#     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.
-#
-#     2. Altered source versions must be plainly marked as such, and must not be misrepresented
-#     as being the original software.
-#
-#     3. This notice may not be removed or altered from any source distribution.
-#
-#**************************************************************************************************
-
-# Define raylib platform to compile for
-PLATFORM ?= PLATFORM_ANDROID
-RAYLIB_PATH ?= C:\Github\raylib
-
-# Android project configuration variables
-# Generated shared library name should match the name defined in the AndroidManifest.xml
-PROJECT_NAME ?= raylib_game
-LIBRARY_NAME ?= raylib_game
-OUTPUT_PATH ?= output
-SOURCE_PATH ?= src
-
-# define libtype for raylib and OpenAL Soft: STATIC (.a) or SHARED (.so/.dll)
-RAYLIB_LIBTYPE ?= SHARED
-OPENAL_LIBTYPE ?= SHARED
-
-RAYLIB_LIB_PATH = $(RAYLIB_PATH)\release\libs\android\armeabi-v7a
-OPENAL_LIB_PATH = $(RAYLIB_PATH)\release\libs\android\armeabi-v7a
-
-# Generated key pass
-KEYSTORE_PASS = raylib
-
-# add shared libs to APK if required
-ifeq ($(RAYLIB_LIBTYPE),SHARED)
-    PROJECT_SHARED_LIBS = lib/armeabi-v7a/libraylib.so 
-endif
-ifeq ($(OPENAL_LIBTYPE),SHARED)
-    PROJECT_SHARED_LIBS += lib/armeabi-v7a/libopenal.so
-endif
-
-# Required path variables
-# NOTE: JAVA_HOME must be set to JDK
-ANDROID_HOME = C:/android-sdk
-ANDROID_NDK = C:/android-ndk
-ANDROID_TOOLCHAIN = C:/android_toolchain_arm_api16
-ANDROID_BUILD_TOOLS = $(ANDROID_HOME)/build-tools/26.0.1
-ANDROID_PLATFORM_TOOLS = $(ANDROID_HOME)/platform-tools
-JAVA_HOME = C:/PROGRA~1/Java/jdk1.8.0_144
-
-# Compilers
-CC = $(ANDROID_TOOLCHAIN)/bin/arm-linux-androideabi-gcc
-AR = $(ANDROID_TOOLCHAIN)/bin/arm-linux-androideabi-ar
-
-# Compiler flags for arquitecture
-CFLAGS = -std=c99 -march=armv7-a -mfloat-abi=softfp -mfpu=vfpv3-d16
-# Compilation functions attributes options
-CFLAGS += -ffunction-sections -funwind-tables -fstack-protector-strong -fPIC
-# Compiler options for the linker
-CFLAGS += -Wall -Wa,--noexecstack -Wformat -Werror=format-security -no-canonical-prefixes
-# Preprocessor macro definitions
-CFLAGS += -DANDROID -DPLATFORM_ANDROID -D__ANDROID_API__=16
-
-# Paths containing required header files
-INCLUDE_PATHS = -I. -I$(RAYLIB_PATH)/release/include -I$(ANDROID_NDK)/sources/android/native_app_glue
-
-# Linker options
-LDFLAGS = -Wl,-soname,lib$(LIBRARY_NAME).so -Wl,--exclude-libs,libatomic.a 
-LDFLAGS += -Wl,--build-id -Wl,--no-undefined -Wl,-z,noexecstack -Wl,-z,relro -Wl,-z,now -Wl,--warn-shared-textrel -Wl,--fatal-warnings 
-# Force linking of library module to define symbol
-LDFLAGS += -u ANativeActivity_onCreate
-# Library paths containing required libs
-LDFLAGS += -L. -L$(SOURCE_PATH) -L$(OUTPUT_PATH)/obj -L$(OUTPUT_PATH)/lib/armeabi-v7a
-
-# Define any libraries to link into executable
-# if you want to link libraries (libname.so or libname.a), use the -lname
-LDLIBS = -lraylib -lnative_app_glue -lopenal -llog -landroid -lEGL -lGLESv2 -lOpenSLES -latomic -lc -lm -ldl
-
-# Building APK
-# NOTE: typing 'make' will invoke the default target entry called 'all',
-all: create_temp_project_dirs \
-     copy_project_required_libs \
-     compile_native_app_glue \
-     compile_project_code \
-     generate_loader_script \
-     copy_project_resources \
-     config_project_package \
-     compile_project_class \
-     compile_project_class_dex \
-     create_project_apk_package \
-     generate_apk_keystore \
-     sign_project_apk_package \
-     zipalign_project_apk_package
-
-# Create required temp directories for APK building
-create_temp_project_dirs:
-	if not exist $(OUTPUT_PATH) mkdir $(OUTPUT_PATH) 
-	if not exist $(OUTPUT_PATH)\obj mkdir $(OUTPUT_PATH)\obj
-	if not exist $(OUTPUT_PATH)\src mkdir $(OUTPUT_PATH)\src
-	if not exist $(OUTPUT_PATH)\lib mkdir $(OUTPUT_PATH)\lib
-	if not exist $(OUTPUT_PATH)\lib\armeabi-v7a mkdir $(OUTPUT_PATH)\lib\armeabi-v7a
-	if not exist $(OUTPUT_PATH)\bin mkdir $(OUTPUT_PATH)\bin
-	if not exist $(OUTPUT_PATH)\res mkdir $(OUTPUT_PATH)\res
-	if not exist $(OUTPUT_PATH)\assets mkdir $(OUTPUT_PATH)\assets
-
-# Compile native_app_glue as static library
-# OUTPUT: $(PROJECT_DIR)/obj/libnative_app_glue.a
-compile_native_app_glue:
-	$(CC) -c $(ANDROID_NDK)/sources/android/native_app_glue/android_native_app_glue.c -o $(OUTPUT_PATH)/obj/native_app_glue.o $(CFLAGS)
-	$(AR) rcs $(OUTPUT_PATH)/obj/libnative_app_glue.a $(OUTPUT_PATH)/obj/native_app_glue.o
-
-# Compile project code as shared libraries
-# OUTPUT: $(PROJECT_DIR)/lib/lib$(LIBRARY_NAME).so 
-compile_project_code:
-	$(CC) -c $(SOURCE_PATH)/game_basic.c -o $(OUTPUT_PATH)/obj/game_basic.o $(INCLUDE_PATHS) $(CFLAGS) --sysroot=$(ANDROID_TOOLCHAIN)/sysroot 
-	$(CC) -o $(OUTPUT_PATH)/lib/armeabi-v7a/lib$(LIBRARY_NAME).so $(OUTPUT_PATH)/obj/game_basic.o -shared $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS)
-
-compile_project_code_raylib_stripped:
-	$(CC) -c $(SOURCE_PATH)/raylib_stripped/core.c -o $(OUTPUT_PATH)/obj/core.o $(INCLUDE_PATHS) $(CFLAGS) --sysroot=$(ANDROID_TOOLCHAIN)/sysroot
-	$(CC) -c $(SOURCE_PATH)/raylib_stripped/rlgl.c -o $(OUTPUT_PATH)/obj/rlgl.o $(INCLUDE_PATHS) $(CFLAGS) --sysroot=$(ANDROID_TOOLCHAIN)/sysroot -DGRAPHICS_API_OPENGL_ES2
-	$(CC) -c $(SOURCE_PATH)/raylib_stripped/utils.c -o $(OUTPUT_PATH)/obj/utils.o $(INCLUDE_PATHS) $(CFLAGS) --sysroot=$(ANDROID_TOOLCHAIN)/sysroot
-	$(CC) -c $(SOURCE_PATH)/game_raylib_stripped.c -o $(OUTPUT_PATH)/obj/game_raylib_stripped.o $(INCLUDE_PATHS) $(CFLAGS) --sysroot=$(ANDROID_TOOLCHAIN)/sysroot
-	$(CC) -o lib/armeabi-v7a/lib$(LIBRARY_NAME).so $(OUTPUT_PATH)/obj/game_raylib_stripped.o $(OUTPUT_PATH)/obj/core.o $(OUTPUT_PATH)/obj/rlgl.o $(OUTPUT_PATH)/obj/utils.o -shared $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS)
-    
-copy_project_required_libs:
-ifeq ($(RAYLIB_LIBTYPE),SHARED)
-	copy /Y $(RAYLIB_LIB_PATH)\libraylib.so $(OUTPUT_PATH)\lib\armeabi-v7a\libraylib.so 
-endif
-ifeq ($(OPENAL_LIBTYPE),SHARED)
-	copy /Y $(OPENAL_LIB_PATH)\libopenal.so $(OUTPUT_PATH)\lib\armeabi-v7a\libopenal.so
-endif
-ifeq ($(RAYLIB_LIBTYPE),STATIC)
-	copy /Y $(RAYLIB_LIB_PATH)\libraylib.a $(OUTPUT_PATH)\lib\armeabi-v7a\libraylib.a 
-endif
-ifeq ($(OPENAL_LIBTYPE),STATIC)
-	copy /Y $(OPENAL_LIB_PATH)\libopenal.a $(OUTPUT_PATH)\lib\armeabi-v7a\libopenal.a
-endif
-
-copy_project_resources:
-	xcopy res $(OUTPUT_PATH)\res /Y /E /F
-	xcopy src\resources $(OUTPUT_PATH)\assets /Y /E /F
-	xcopy AndroidManifest.xml $(OUTPUT_PATH)\AndroidManifest.xml* /Y /F
-
-generate_loader_script:
-	@echo package com.raylib.game_sample; > $(OUTPUT_PATH)/obj/NativeLoader.java
-	@echo. >> $(OUTPUT_PATH)/obj/NativeLoader.java
-	@echo public class NativeLoader extends android.app.NativeActivity { >> $(OUTPUT_PATH)/obj/NativeLoader.java
-	@echo     static { >> $(OUTPUT_PATH)/obj/NativeLoader.java
-ifeq ($(OPENAL_LIBTYPE),SHARED)
-	@echo         System.loadLibrary("openal"); >> $(OUTPUT_PATH)/obj/NativeLoader.java
-endif
-ifeq ($(RAYLIB_LIBTYPE),SHARED)
-	@echo         System.loadLibrary("raylib"); >> $(OUTPUT_PATH)/obj/NativeLoader.java
-endif
-	@echo         System.loadLibrary("raylib_game"); >> $(OUTPUT_PATH)/obj/NativeLoader.java 
-	@echo     } >> $(OUTPUT_PATH)/obj/NativeLoader.java
-	@echo } >> $(OUTPUT_PATH)/obj/NativeLoader.java
-
-# Generate key for APK signing
-# OUTPUT: $(PROJECT_DIR)/temp/$(PROJECT_NAME).keystore
-generate_apk_keystore: 
-	$(JAVA_HOME)/bin/keytool -genkeypair -validity 1000 -dname "CN=raylib,O=Android,C=JPN" -keystore $(OUTPUT_PATH)/$(PROJECT_NAME).keystore -storepass $(KEYSTORE_PASS) -keypass $(KEYSTORE_PASS) -alias $(PROJECT_NAME)Key -keyalg RSA
-
-# Create temp/src/com/raylib/$(LIBRARY_NAME)/R.java
-# OUTPUT: $(PROJECT_DIR)/temp/src/com/raylib/$(LIBRARY_NAME)/R.java
-# NOTE: DEPENDS on res/values/strings.xml
-config_project_package:
-	$(ANDROID_BUILD_TOOLS)/aapt package -f -m -S $(OUTPUT_PATH)/res -J $(OUTPUT_PATH)/src -M $(OUTPUT_PATH)/AndroidManifest.xml -I $(ANDROID_HOME)/platforms/android-16/android.jar
-
-# Create temp/obj/com/raylib/$(LIBRARY_NAME)/R.class   
-# OUTPUT: $(PROJECT_DIR)/temp/obj/com/raylib/$(LIBRARY_NAME)/R.class
-compile_project_class:
-	$(JAVA_HOME)/bin/javac -verbose -source 1.7 -target 1.7 -d $(OUTPUT_PATH)/obj -bootclasspath $(JAVA_HOME)/jre/lib/rt.jar -classpath $(ANDROID_HOME)/platforms/android-16/android.jar;$(OUTPUT_PATH)/obj -sourcepath $(OUTPUT_PATH)/src $(OUTPUT_PATH)/src/com/raylib/game_sample/R.java $(OUTPUT_PATH)/obj/NativeLoader.java
-#$(JAVA_HOME)/bin/javac -source 1.7 -target 1.7 -d temp/obj -bootclasspath $(JAVA_HOME)/jre/lib/rt.jar -classpath $(ANDROID_HOME)/platforms/android-16/android.jar -sourcepath temp/src temp/src/com/raylib/game_sample/R.java
-
-# Create temp/bin/classes.dex
-# OUTPUT: $(PROJECT_DIR)/bin/classes.dex
-# NOTE: DEPENDS on temp/obj/com/raylib/$(LIBRARY_NAME)/R.class
-compile_project_class_dex:
-	$(ANDROID_BUILD_TOOLS)/dx --verbose --dex --output=$(OUTPUT_PATH)/bin/classes.dex $(OUTPUT_PATH)/obj
-
-# Create temp/bin/$(PROJECT_NAME).unsigned.apk
-# NOTE: DEPENDS on temp/bin/classes.dex and lib/lib$(LIBRARY_NAME).so
-# NOTE: Use -A resources to define additional directory in which to find raw asset files
-create_project_apk_package:
-	$(ANDROID_BUILD_TOOLS)/aapt package -f -M $(OUTPUT_PATH)/AndroidManifest.xml -S $(OUTPUT_PATH)/res -A $(OUTPUT_PATH)/assets -I $(ANDROID_HOME)/platforms/android-16/android.jar -F $(OUTPUT_PATH)/bin/$(PROJECT_NAME).unsigned.apk $(OUTPUT_PATH)/bin
-	cd $(OUTPUT_PATH) && $(ANDROID_BUILD_TOOLS)/aapt add bin/$(PROJECT_NAME).unsigned.apk lib/armeabi-v7a/lib$(LIBRARY_NAME).so $(PROJECT_SHARED_LIBS)
-
-# Create temp/bin/$(PROJECT_NAME).signed.apk
-sign_project_apk_package:
-	$(JAVA_HOME)/bin/jarsigner -keystore $(OUTPUT_PATH)/$(PROJECT_NAME).keystore -storepass $(KEYSTORE_PASS) -keypass $(KEYSTORE_PASS) -signedjar $(OUTPUT_PATH)/bin/$(PROJECT_NAME).signed.apk $(OUTPUT_PATH)/bin/$(PROJECT_NAME).unsigned.apk $(PROJECT_NAME)Key
-
-# Create temp/bin/$(PROJECT_NAME).apk 
-zipalign_project_apk_package:
-	$(ANDROID_BUILD_TOOLS)/zipalign -f 4 $(OUTPUT_PATH)/bin/$(PROJECT_NAME).signed.apk $(PROJECT_NAME).apk
-
-# Deploy $(PROJECT_NAME).apk to device
-install_project_apk_package:
-	$(ANDROID_PLATFORM_TOOLS)/adb install -r $(PROJECT_NAME).apk
-    
-logcat_project_apk_package:
-	$(ANDROID_PLATFORM_TOOLS)/adb logcat -c
-	$(ANDROID_PLATFORM_TOOLS)/adb logcat raylib:V *:S
-    
-deploy:
-	$(ANDROID_PLATFORM_TOOLS)/adb install -r $(PROJECT_NAME).apk
-	$(ANDROID_PLATFORM_TOOLS)/adb logcat -c
-	$(ANDROID_PLATFORM_TOOLS)/adb logcat raylib:V *:S
-
-#$(ANDROID_PLATFORM_TOOLS)/adb logcat *:W
-#$(ANDROID_PLATFORM_TOOLS)/adb -d logcat raylib:V *:S
-
-# Clean everything
-clean:
-	del temp\bin\* lib\* temp\obj\* temp\src\* /f/s/q
-	del temp\*.keystore
-	rmdir temp /s /q
-	@echo Cleaning done

BIN
templates/android_project/res/drawable-hdpi/icon.png


BIN
templates/android_project/res/drawable-ldpi/icon.png


BIN
templates/android_project/res/drawable-mdpi/icon.png


+ 0 - 4
templates/android_project/res/values/strings.xml

@@ -1,4 +0,0 @@
-<?xml version="1.0" encoding="utf-8"?>
-<resources>
-    <string name="app_name">rGame</string>
-</resources>

+ 0 - 172
templates/android_project/src/game_basic.c

@@ -1,172 +0,0 @@
-/*******************************************************************************************
-*
-*   raylib - Android Basic Game template
-*
-*   <Game title>
-*   <Game description>
-*
-*   This game has been created using raylib v1.2 (www.raylib.com)
-*   raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
-*
-*   Copyright (c) 2014 Ramon Santamaria (@raysan5)
-*
-********************************************************************************************/
-
-#include "raylib.h"
-
-#include "android_native_app_glue.h"
-
-//----------------------------------------------------------------------------------
-// Types and Structures Definition
-//----------------------------------------------------------------------------------
-typedef enum GameScreen { LOGO, TITLE, GAMEPLAY, ENDING } GameScreen;
-
-//----------------------------------------------------------------------------------
-// Android Main entry point
-//----------------------------------------------------------------------------------
-void android_main(struct android_app *app) 
-{
-    // Initialization
-    //--------------------------------------------------------------------------------------
-    const int screenWidth = 800;
-    const int screenHeight = 450;
-    
-    GameScreen currentScreen = LOGO;
-
-    InitWindow(screenWidth, screenHeight, app);
-    
-    // TODO: Initialize all required variables and load all required data here!
-
-    InitAudioDevice();                  // Initialize audio device
-    
-    Texture2D texture = LoadTexture("raylib_logo.png");     // Load texture (placed on assets folder)
-
-    Sound fx = LoadSound("coin.wav");   // Load WAV audio file (placed on assets folder)
-    Music ambient = LoadMusicStream("ambient.ogg");
-    PlayMusicStream(ambient);
-
-    int framesCounter = 0;          // Used to count frames
-    
-    SetTargetFPS(60);               // Not required on Android, already locked to 60 fps
-    //--------------------------------------------------------------------------------------
-    
-    // Main game loop
-    while (!WindowShouldClose())    // Detect window close button or ESC key
-    {
-        // Update
-        //----------------------------------------------------------------------------------
-        UpdateMusicStream(ambient);
-        
-        switch(currentScreen) 
-        {
-            case LOGO: 
-            {
-                // TODO: Update LOGO screen variables here!
-
-                framesCounter++;    // Count frames
-
-                // Wait for 4 seconds (240 frames) before jumping to TITLE screen
-                if (framesCounter > 240)
-                {
-                    currentScreen = TITLE;
-                }
-            } break;
-            case TITLE: 
-            {
-                // TODO: Update TITLE screen variables here!
-
-                // Press enter to change to GAMEPLAY screen
-                if (IsGestureDetected(GESTURE_TAP))
-                {
-                    PlaySound(fx);
-                    currentScreen = GAMEPLAY;
-                }
-            } break;
-            case GAMEPLAY:
-            { 
-                // TODO: Update GAMEPLAY screen variables here!
-
-                // Press enter to change to ENDING screen
-                if (IsGestureDetected(GESTURE_TAP))
-                {  
-                    PlaySound(fx);
-                    currentScreen = ENDING;
-                } 
-            } break;
-            case ENDING: 
-            {
-                // TODO: Update ENDING screen variables here!
-
-                // Press enter to return to TITLE screen
-                if (IsGestureDetected(GESTURE_TAP))
-                {
-                    PlaySound(fx);
-                    currentScreen = TITLE;
-                }  
-            } break;
-            default: break;
-        }
-        //----------------------------------------------------------------------------------
-        
-        // Draw
-        //----------------------------------------------------------------------------------
-        BeginDrawing();
-        
-            ClearBackground(RAYWHITE);
-            
-            switch(currentScreen) 
-            {
-                case LOGO: 
-                {
-                    // TODO: Draw LOGO screen here!
-                    DrawText("LOGO SCREEN", 20, 20, 40, LIGHTGRAY);
-                    DrawTexture(texture, screenWidth/2 - texture.width/2, screenHeight/2 - texture.height/2, WHITE);
-                    DrawText("WAIT for 4 SECONDS...", 290, 400, 20, GRAY);
-                    
-                } break;
-                case TITLE: 
-                {
-                    // TODO: Draw TITLE screen here!
-                    DrawRectangle(0, 0, screenWidth, screenHeight, GREEN);
-                    DrawText("TITLE SCREEN", 20, 20, 40, DARKGREEN);
-                    DrawText("TAP SCREEN to JUMP to GAMEPLAY SCREEN", 160, 220, 20, DARKGREEN);
-                    
-                } break;
-                case GAMEPLAY:
-                { 
-                    // TODO: Draw GAMEPLAY screen here!
-                    DrawRectangle(0, 0, screenWidth, screenHeight, PURPLE);
-                    DrawText("GAMEPLAY SCREEN", 20, 20, 40, MAROON);
-                    DrawText("TAP SCREEN to JUMP to ENDING SCREEN", 170, 220, 20, MAROON);
-
-                } break;
-                case ENDING: 
-                {
-                    // TODO: Draw ENDING screen here!
-                    DrawRectangle(0, 0, screenWidth, screenHeight, BLUE);
-                    DrawText("ENDING SCREEN", 20, 20, 40, DARKBLUE);
-                    DrawText("TAP SCREEN to RETURN to TITLE SCREEN", 160, 220, 20, DARKBLUE);
-                    
-                } break;
-                default: break;
-            }
-        
-        EndDrawing();
-        //----------------------------------------------------------------------------------
-    }
-
-    // De-Initialization
-    //--------------------------------------------------------------------------------------
-    
-    // TODO: Unload all loaded data (textures, fonts, audio) here!
-
-    UnloadSound(fx);            // Unload sound data
-    UnloadMusicStream(ambient); // Unload music stream data
-    
-    CloseAudioDevice();     // Close audio device (music streaming is automatically stopped)
-    
-    UnloadTexture(texture); // Unload texture data
-    
-    CloseWindow();          // Close window and OpenGL context
-    //--------------------------------------------------------------------------------------
-}

+ 0 - 58
templates/android_project/src/game_raylib_stripped.c

@@ -1,58 +0,0 @@
-/*******************************************************************************************
-*
-*   raylib - Android Basic Game template
-*
-*   <Game title>
-*   <Game description>
-*
-*   This game has been created using raylib v1.2 (www.raylib.com)
-*   raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
-*
-*   Copyright (c) 2014 Ramon Santamaria (@raysan5)
-*
-********************************************************************************************/
-
-#include "raylib.h"
-
-#include "android_native_app_glue.h"
-
-//----------------------------------------------------------------------------------
-// Android Main entry point
-//----------------------------------------------------------------------------------
-void android_main(struct android_app *app) 
-{
-    // Initialization
-    //--------------------------------------------------------------------------------------
-    const int screenWidth = 800;
-    const int screenHeight = 450;
-
-    InitWindow(screenWidth, screenHeight, app);
-    
-    // TODO: Initialize all required variables and load all required data here!
-
-    SetTargetFPS(60);               // Not required on Android, already locked to 60 fps
-    //--------------------------------------------------------------------------------------
-    
-    // Main game loop
-    while (!WindowShouldClose())    // Detect window close button or ESC key
-    {
-        // Update
-        //----------------------------------------------------------------------------------
-        // ...
-        //----------------------------------------------------------------------------------
-        
-        // Draw
-        //----------------------------------------------------------------------------------
-        BeginDrawing();
-        
-            ClearBackground(RAYWHITE);
-
-        EndDrawing();
-        //----------------------------------------------------------------------------------
-    }
-
-    // De-Initialization
-    //--------------------------------------------------------------------------------------
-    CloseWindow();          // Close window and OpenGL context
-    //--------------------------------------------------------------------------------------
-}

+ 0 - 684
templates/android_project/src/game_standalone.c

@@ -1,684 +0,0 @@
-
-//#include <android/sensor.h>           // Android sensors functions (accelerometer, gyroscope, light...)
-#include <errno.h>
-#include <android/log.h>
-#include <android/window.h>             // Defines AWINDOW_FLAG_FULLSCREEN and others
-#include <android/asset_manager.h>
-#include <android_native_app_glue.h>    // Defines basic app state struct and manages activity
-
-#include <EGL/egl.h>        // Khronos EGL library - Native platform display device control functions
-#include <GLES2/gl2.h>      // Khronos OpenGL ES 2.0 library
-
-#include <stdio.h>          // Standard input / output lib
-#include <stdlib.h>         // Required for: malloc(), free(), rand(), atexit()
-#include <stdint.h>         // Required for: typedef unsigned long long int uint64_t, used by hi-res timer
-#include <stdarg.h>         // Required for: va_list, va_start(), vfprintf(), va_end()
-#include <time.h>           // Required for: time() - Android/RPI hi-res timer (NOTE: Linux only!)
-#include <math.h>           // Required for: tan() [Used in Begin3dMode() to set perspective]
-#include <string.h>         // Required for: strlen(), strrchr(), strcmp()
-
-//#define RLGL_STANDALONE
-//#include "rlgl.h"           // rlgl library: OpenGL 1.1 immediate-mode style coding
-
-#ifndef __cplusplus
-// Boolean type
-    #if !defined(_STDBOOL_H) || !defined(__STDBOOL_H)   // CLang uses second form
-        typedef enum { false, true } bool;
-    #endif
-#endif
-
-// Trace log type
-typedef enum { 
-    LOG_INFO = 0,
-    LOG_WARNING, 
-    LOG_ERROR, 
-    LOG_DEBUG, 
-    LOG_OTHER 
-} LogType;
-
-static int screenWidth;
-static int screenHeight;
-
-static struct android_app *app;                 // Android activity
-static struct android_poll_source *source;      // Android events polling source
-static int ident, events;                       // Android ALooper_pollAll() variables
-static const char *internalDataPath;            // Android internal data path to write data (/data/data/<package>/files)
-
-static bool windowReady = false;                // Used to detect display initialization
-static bool appEnabled = true;                  // Used to detec if app is active
-static bool contextRebindRequired = false;      // Used to know context rebind required
-
-static EGLDisplay display;              // Native display device (physical screen connection)
-static EGLSurface surface;              // Surface to draw on, framebuffers (connected to context)
-static EGLContext context;              // Graphic context, mode in which drawing can be done
-static EGLConfig config;                // Graphic config
-static uint64_t baseTime;               // Base time measure for hi-res timer
-static bool windowShouldClose = false;  // Flag to set window for closing
-
-static AAssetManager *assetManager;
-
-static void AndroidCommandCallback(struct android_app *app, int32_t cmd);                  // Process Android activity lifecycle commands
-static int32_t AndroidInputCallback(struct android_app *app, AInputEvent *event);          // Process Android inputs
-
-static void TraceLog(int msgType, const char *text, ...);
-
-static int android_read(void *cookie, char *buf, int size);
-static int android_write(void *cookie, const char *buf, int size);
-static fpos_t android_seek(void *cookie, fpos_t offset, int whence);
-static int android_close(void *cookie);
-
-static void InitWindow(int width, int height, void *state);     // Initialize Android activity
-static void InitGraphicsDevice(int width, int height);          // Initialize graphic device
-static void CloseWindow(void);                                  // Close window and unload OpenGL context
-static bool WindowShouldClose(void);    // Check if KEY_ESCAPE pressed or Close icon pressed
-
-static void BeginDrawing(void);            // Setup canvas (framebuffer) to start drawing
-static void EndDrawing(void);              // End canvas drawing and swap buffers (double buffering)
-static void SwapBuffers(void);      // Copy back buffer to front buffers
-static void PollInputEvents(void);  // Poll all input events
-
-//----------------------------------------------------------------------------------
-// Android Main entry point
-//----------------------------------------------------------------------------------
-void android_main(struct android_app *app) 
-{
-    InitWindow(1280, 720, app);
-    
-    while (!WindowShouldClose())
-    {
-        BeginDrawing();
-        
-            
-        EndDrawing();
-    }
-    
-    CloseWindow();
-}
-
-// Initialize Android activity
-static void InitWindow(int width, int height, void *state)
-{
-    TraceLog(LOG_INFO, "Initializing raylib stripped");
-
-    screenWidth = width;
-    screenHeight = height;
-
-    app = (struct android_app *)state;
-    internalDataPath = app->activity->internalDataPath;
-
-    // Set desired windows flags before initializing anything
-    ANativeActivity_setWindowFlags(app->activity, AWINDOW_FLAG_FULLSCREEN, 0);  //AWINDOW_FLAG_SCALED, AWINDOW_FLAG_DITHER
-    //ANativeActivity_setWindowFlags(app->activity, AWINDOW_FLAG_FORCE_NOT_FULLSCREEN, AWINDOW_FLAG_FULLSCREEN);
-
-    int orientation = AConfiguration_getOrientation(app->config);
-
-    if (orientation == ACONFIGURATION_ORIENTATION_PORT) TraceLog(LOG_INFO, "PORTRAIT window orientation");
-    else if (orientation == ACONFIGURATION_ORIENTATION_LAND) TraceLog(LOG_INFO, "LANDSCAPE window orientation");
-
-    // TODO: Automatic orientation doesn't seem to work
-    if (width <= height)
-    {
-        AConfiguration_setOrientation(app->config, ACONFIGURATION_ORIENTATION_PORT);
-        TraceLog(LOG_WARNING, "Window set to portraid mode");
-    }
-    else
-    {
-        AConfiguration_setOrientation(app->config, ACONFIGURATION_ORIENTATION_LAND);
-        TraceLog(LOG_WARNING, "Window set to landscape mode");
-    }
-
-    //AConfiguration_getDensity(app->config);
-    //AConfiguration_getKeyboard(app->config);
-    //AConfiguration_getScreenSize(app->config);
-    //AConfiguration_getScreenLong(app->config);
-
-    //state->userData = &engine;
-    app->onAppCmd = AndroidCommandCallback;
-    app->onInputEvent = AndroidInputCallback;
-
-    assetManager = app->activity->assetManager;
-
-    TraceLog(LOG_INFO, "Android app initialized successfully");
-
-    // Wait for window to be initialized (display and context)
-    while (!windowReady)
-    {
-        // Process events loop
-        while ((ident = ALooper_pollAll(0, NULL, &events,(void**)&source)) >= 0)
-        {
-            // Process this event
-            if (source != NULL) source->process(app, source);
-
-            // NOTE: Never close window, native activity is controlled by the system!
-            //if (app->destroyRequested != 0) windowShouldClose = true;
-        }
-    }
-}
-
-// Close window and unload OpenGL context
-static void CloseWindow(void)
-{
-    //rlglClose();                // De-init rlgl
-    
-    // Close surface, context and display
-    if (display != EGL_NO_DISPLAY)
-    {
-        eglMakeCurrent(display, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT);
-
-        if (surface != EGL_NO_SURFACE)
-        {
-            eglDestroySurface(display, surface);
-            surface = EGL_NO_SURFACE;
-        }
-
-        if (context != EGL_NO_CONTEXT)
-        {
-            eglDestroyContext(display, context);
-            context = EGL_NO_CONTEXT;
-        }
-
-        eglTerminate(display);
-        display = EGL_NO_DISPLAY;
-    }
-
-    TraceLog(LOG_INFO, "Window closed successfully");
-}
-
-// Check if KEY_ESCAPE pressed or Close icon pressed
-static bool WindowShouldClose(void)
-{
-    return windowShouldClose;
-}
-
-static void InitGraphicsDevice(int width, int height)
-{
-    screenWidth = width;        // User desired width
-    screenHeight = height;      // User desired height
-
-    EGLint samples = 0;
-    EGLint sampleBuffer = 0;
-
-    const EGLint framebufferAttribs[] =
-    {
-        EGL_RENDERABLE_TYPE, EGL_OPENGL_ES2_BIT,     // Type of context support -> Required on RPI?
-        //EGL_SURFACE_TYPE, EGL_WINDOW_BIT,          // Don't use it on Android!
-        EGL_RED_SIZE, 8,            // RED color bit depth (alternative: 5)
-        EGL_GREEN_SIZE, 8,          // GREEN color bit depth (alternative: 6)
-        EGL_BLUE_SIZE, 8,           // BLUE color bit depth (alternative: 5)
-        //EGL_ALPHA_SIZE, 8,        // ALPHA bit depth (required for transparent framebuffer)
-        //EGL_TRANSPARENT_TYPE, EGL_NONE, // Request transparent framebuffer (EGL_TRANSPARENT_RGB does not work on RPI)
-        EGL_DEPTH_SIZE, 16,         // Depth buffer size (Required to use Depth testing!)
-        //EGL_STENCIL_SIZE, 8,      // Stencil buffer size
-        EGL_SAMPLE_BUFFERS, sampleBuffer,    // Activate MSAA
-        EGL_SAMPLES, samples,       // 4x Antialiasing if activated (Free on MALI GPUs)
-        EGL_NONE
-    };
-
-    EGLint contextAttribs[] =
-    {
-        EGL_CONTEXT_CLIENT_VERSION, 2,
-        EGL_NONE
-    };
-
-    EGLint numConfigs;
-
-    // Get an EGL display connection
-    display = eglGetDisplay(EGL_DEFAULT_DISPLAY);
-
-    // Initialize the EGL display connection
-    eglInitialize(display, NULL, NULL);
-
-    // Get an appropriate EGL framebuffer configuration
-    eglChooseConfig(display, framebufferAttribs, &config, 1, &numConfigs);
-
-    // Set rendering API
-    eglBindAPI(EGL_OPENGL_ES_API);
-
-    // Create an EGL rendering context
-    context = eglCreateContext(display, config, EGL_NO_CONTEXT, contextAttribs);
-
-    // Create an EGL window surface
-    //---------------------------------------------------------------------------------
-#if defined(PLATFORM_ANDROID)
-    EGLint displayFormat;
-
-    int displayWidth = ANativeWindow_getWidth(app->window);
-    int displayHeight = ANativeWindow_getHeight(app->window);
-
-    // EGL_NATIVE_VISUAL_ID is an attribute of the EGLConfig that is guaranteed to be accepted by ANativeWindow_setBuffersGeometry()
-    // As soon as we picked a EGLConfig, we can safely reconfigure the ANativeWindow buffers to match, using EGL_NATIVE_VISUAL_ID
-    eglGetConfigAttrib(display, config, EGL_NATIVE_VISUAL_ID, &displayFormat);
-
-    // At this point we need to manage render size vs screen size
-    // NOTE: This function use and modify global module variables: screenWidth/screenHeight and renderWidth/renderHeight and downscaleView
-    
-    //SetupFramebufferSize(displayWidth, displayHeight);
-
-    //ANativeWindow_setBuffersGeometry(app->window, renderWidth, renderHeight, displayFormat);
-    ANativeWindow_setBuffersGeometry(app->window, 0, 0, displayFormat);       // Force use of native display size
-
-    surface = eglCreateWindowSurface(display, config, app->window, NULL);
-#endif  // defined(PLATFORM_ANDROID)
-
-    //eglSwapInterval(display, 1);
-
-    if (eglMakeCurrent(display, surface, surface, context) == EGL_FALSE)
-    {
-        TraceLog(LOG_ERROR, "Unable to attach EGL rendering context to EGL surface");
-    }
-    else
-    {
-        // Grab the width and height of the surface
-        //eglQuerySurface(display, surface, EGL_WIDTH, &renderWidth);
-        //eglQuerySurface(display, surface, EGL_HEIGHT, &renderHeight);
-
-        TraceLog(LOG_INFO, "Display device initialized successfully");
-        TraceLog(LOG_INFO, "Display size: %i x %i", displayWidth, displayHeight);
-    }
-/*
-    // Initialize OpenGL context (states and resources)
-    // NOTE: screenWidth and screenHeight not used, just stored as globals
-    rlglInit(screenWidth, screenHeight);
-
-    // Setup default viewport
-    rlViewport(0, 0, screenWidth, screenHeight);
-
-    // Initialize internal projection and modelview matrices
-    // NOTE: Default to orthographic projection mode with top-left corner at (0,0)
-    rlMatrixMode(RL_PROJECTION);                // Switch to PROJECTION matrix
-    rlLoadIdentity();                           // Reset current matrix (PROJECTION)
-    rlOrtho(0, screenWidth, screenHeight, 0, 0.0f, 1.0f);
-    rlMatrixMode(RL_MODELVIEW);                 // Switch back to MODELVIEW matrix
-    rlLoadIdentity();                           // Reset current matrix (MODELVIEW)
-
-    // Clear full framebuffer (not only render area) to color
-    rlClearColor(245, 245, 245, 255);
-*/
-    glClearColor(1, 0, 0, 1);
-    
-#if defined(PLATFORM_ANDROID)
-    windowReady = true;             // IMPORTANT!
-#endif
-}
-
-// Copy back buffer to front buffers
-static void SwapBuffers(void)
-{
-#if defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI)
-    eglSwapBuffers(display, surface);
-#endif
-}
-
-#if defined(PLATFORM_ANDROID)
-// Android: Process activity lifecycle commands
-static void AndroidCommandCallback(struct android_app *app, int32_t cmd)
-{
-    switch (cmd)
-    {
-        case APP_CMD_START:
-        {
-            //rendering = true;
-            TraceLog(LOG_INFO, "APP_CMD_START");
-        } break;
-        case APP_CMD_RESUME:
-        {
-            TraceLog(LOG_INFO, "APP_CMD_RESUME");
-        } break;
-        case APP_CMD_INIT_WINDOW:
-        {
-            TraceLog(LOG_INFO, "APP_CMD_INIT_WINDOW");
-
-            if (app->window != NULL)
-            {
-                if (contextRebindRequired)
-                {
-                    // Reset screen scaling to full display size
-                    EGLint displayFormat;
-                    eglGetConfigAttrib(display, config, EGL_NATIVE_VISUAL_ID, &displayFormat);
-                    ANativeWindow_setBuffersGeometry(app->window, screenWidth, screenHeight, displayFormat);
-
-                    // Recreate display surface and re-attach OpenGL context
-                    surface = eglCreateWindowSurface(display, config, app->window, NULL);
-                    eglMakeCurrent(display, surface, surface, context);
-
-                    contextRebindRequired = false;
-                }
-                else
-                {
-                    // Init graphics device (display device and OpenGL context)
-                    InitGraphicsDevice(screenWidth, screenHeight);
-
-                    // TODO: GPU assets reload in case of lost focus (lost context)
-                    // NOTE: This problem has been solved just unbinding and rebinding context from display
-                    /*
-                    if (assetsReloadRequired)
-                    {
-                        for (int i = 0; i < assetsCount; i++)
-                        {
-                            // TODO: Unload old asset if required
-
-                            // Load texture again to pointed texture
-                            (*textureAsset + i) = LoadTexture(assetPath[i]);
-                        }
-                    }
-                    */
-
-                    // Init hi-res timer
-                    //InitTimer();          // TODO.
-                }
-            }
-        } break;
-        case APP_CMD_GAINED_FOCUS:
-        {
-            TraceLog(LOG_INFO, "APP_CMD_GAINED_FOCUS");
-            appEnabled = true;
-            //ResumeMusicStream();
-        } break;
-        case APP_CMD_PAUSE:
-        {
-            TraceLog(LOG_INFO, "APP_CMD_PAUSE");
-        } break;
-        case APP_CMD_LOST_FOCUS:
-        {
-            //DrawFrame();
-            TraceLog(LOG_INFO, "APP_CMD_LOST_FOCUS");
-            appEnabled = false;
-            //PauseMusicStream();
-        } break;
-        case APP_CMD_TERM_WINDOW:
-        {
-            // Dettach OpenGL context and destroy display surface
-            // NOTE 1: Detaching context before destroying display surface avoids losing our resources (textures, shaders, VBOs...)
-            // NOTE 2: In some cases (too many context loaded), OS could unload context automatically... :(
-            eglMakeCurrent(display, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT);
-            eglDestroySurface(display, surface);
-
-            contextRebindRequired = true;
-
-            TraceLog(LOG_INFO, "APP_CMD_TERM_WINDOW");
-        } break;
-        case APP_CMD_SAVE_STATE:
-        {
-            TraceLog(LOG_INFO, "APP_CMD_SAVE_STATE");
-        } break;
-        case APP_CMD_STOP:
-        {
-            TraceLog(LOG_INFO, "APP_CMD_STOP");
-        } break;
-        case APP_CMD_DESTROY:
-        {
-            // TODO: Finish activity?
-            //ANativeActivity_finish(app->activity);
-
-            TraceLog(LOG_INFO, "APP_CMD_DESTROY");
-        } break;
-        case APP_CMD_CONFIG_CHANGED:
-        {
-            //AConfiguration_fromAssetManager(app->config, app->activity->assetManager);
-            //print_cur_config(app);
-
-            // Check screen orientation here!
-
-            TraceLog(LOG_INFO, "APP_CMD_CONFIG_CHANGED");
-        } break;
-        default: break;
-    }
-}
-
-// Android: Get input events
-static int32_t AndroidInputCallback(struct android_app *app, AInputEvent *event)
-{
-    //http://developer.android.com/ndk/reference/index.html
-
-    int type = AInputEvent_getType(event);
-
-    if (type == AINPUT_EVENT_TYPE_MOTION)
-    {
-        /*
-        // Get first touch position
-        touchPosition[0].x = AMotionEvent_getX(event, 0);
-        touchPosition[0].y = AMotionEvent_getY(event, 0);
-
-        // Get second touch position
-        touchPosition[1].x = AMotionEvent_getX(event, 1);
-        touchPosition[1].y = AMotionEvent_getY(event, 1);
-        */
-    }
-    else if (type == AINPUT_EVENT_TYPE_KEY)
-    {
-        int32_t keycode = AKeyEvent_getKeyCode(event);
-        //int32_t AKeyEvent_getMetaState(event);
-
-        // Save current button and its state
-        // NOTE: Android key action is 0 for down and 1 for up
-        if (AKeyEvent_getAction(event) == 0)
-        {
-            //currentKeyState[keycode] = 1;  // Key down
-            //lastKeyPressed = keycode;
-        }
-        //else currentKeyState[keycode] = 0;  // Key up
-
-        if (keycode == AKEYCODE_POWER)
-        {
-            // Let the OS handle input to avoid app stuck. Behaviour: CMD_PAUSE -> CMD_SAVE_STATE -> CMD_STOP -> CMD_CONFIG_CHANGED -> CMD_LOST_FOCUS
-            // Resuming Behaviour: CMD_START -> CMD_RESUME -> CMD_CONFIG_CHANGED -> CMD_CONFIG_CHANGED -> CMD_GAINED_FOCUS
-            // It seems like locking mobile, screen size (CMD_CONFIG_CHANGED) is affected.
-            // NOTE: AndroidManifest.xml must have <activity android:configChanges="orientation|keyboardHidden|screenSize" >
-            // Before that change, activity was calling CMD_TERM_WINDOW and CMD_DESTROY when locking mobile, so that was not a normal behaviour
-            return 0;
-        }
-        else if ((keycode == AKEYCODE_BACK) || (keycode == AKEYCODE_MENU))
-        {
-            // Eat BACK_BUTTON and AKEYCODE_MENU, just do nothing... and don't let to be handled by OS!
-            return 1;
-        }
-        else if ((keycode == AKEYCODE_VOLUME_UP) || (keycode == AKEYCODE_VOLUME_DOWN))
-        {
-            // Set default OS behaviour
-            return 0;
-        }
-    }
-
-    int32_t action = AMotionEvent_getAction(event);
-    unsigned int flags = action & AMOTION_EVENT_ACTION_MASK;
-/*
-    GestureEvent gestureEvent;
-
-    // Register touch actions
-    if (flags == AMOTION_EVENT_ACTION_DOWN) gestureEvent.touchAction = TOUCH_DOWN;
-    else if (flags == AMOTION_EVENT_ACTION_UP) gestureEvent.touchAction = TOUCH_UP;
-    else if (flags == AMOTION_EVENT_ACTION_MOVE) gestureEvent.touchAction = TOUCH_MOVE;
-
-    // Register touch points count
-    gestureEvent.pointCount = AMotionEvent_getPointerCount(event);
-
-    // Register touch points id
-    gestureEvent.pointerId[0] = AMotionEvent_getPointerId(event, 0);
-    gestureEvent.pointerId[1] = AMotionEvent_getPointerId(event, 1);
-
-    // Register touch points position
-    // NOTE: Only two points registered
-    gestureEvent.position[0] = (Vector2){ AMotionEvent_getX(event, 0), AMotionEvent_getY(event, 0) };
-    gestureEvent.position[1] = (Vector2){ AMotionEvent_getX(event, 1), AMotionEvent_getY(event, 1) };
-
-    // Normalize gestureEvent.position[x] for screenWidth and screenHeight
-    gestureEvent.position[0].x /= (float)GetScreenWidth();
-    gestureEvent.position[0].y /= (float)GetScreenHeight();
-
-    gestureEvent.position[1].x /= (float)GetScreenWidth();
-    gestureEvent.position[1].y /= (float)GetScreenHeight();
-
-    // Gesture data is sent to gestures system for processing
-    ProcessGestureEvent(gestureEvent);
-*/
-    return 0;   // return 1;
-}
-#endif
-
-#if defined(PLATFORM_ANDROID)
-/*
-// Initialize asset manager from android app
-void InitAssetManager(AAssetManager *manager)
-{
-    assetManager = manager;
-}
-
-// Replacement for fopen
-FILE *android_fopen(const char *fileName, const char *mode)
-{
-    if (mode[0] == 'w') return NULL;
-
-    AAsset *asset = AAssetManager_open(assetManager, fileName, 0);
-
-    if (!asset) return NULL;
-
-    return funopen(asset, android_read, android_write, android_seek, android_close);
-}
-*/
-#endif
-
-//----------------------------------------------------------------------------------
-// Module specific Functions Definition
-//----------------------------------------------------------------------------------
-#if defined(PLATFORM_ANDROID)
-static int android_read(void *cookie, char *buf, int size)
-{
-    return AAsset_read((AAsset *)cookie, buf, size);
-}
-
-static int android_write(void *cookie, const char *buf, int size)
-{
-    TraceLog(LOG_ERROR, "Can't provide write access to the APK");
-
-    return EACCES;
-}
-
-static fpos_t android_seek(void *cookie, fpos_t offset, int whence)
-{
-    return AAsset_seek((AAsset *)cookie, offset, whence);
-}
-
-static int android_close(void *cookie)
-{
-    AAsset_close((AAsset *)cookie);
-    return 0;
-}
-#endif
-
-// Show trace log messages (LOG_INFO, LOG_WARNING, LOG_ERROR, LOG_DEBUG)
-static void TraceLog(int msgType, const char *text, ...)
-{
-    static char buffer[128];
-    int traceDebugMsgs = 0;
-    
-#if defined(SUPPORT_TRACELOG_DEBUG)
-    traceDebugMsgs = 1;
-#endif
-
-    switch(msgType)
-    {
-        case LOG_INFO: strcpy(buffer, "INFO: "); break;
-        case LOG_ERROR: strcpy(buffer, "ERROR: "); break;
-        case LOG_WARNING: strcpy(buffer, "WARNING: "); break;
-        case LOG_DEBUG: strcpy(buffer, "DEBUG: "); break;
-        default: break;
-    }
-
-    strcat(buffer, text);
-    strcat(buffer, "\n");
-
-    va_list args;
-    va_start(args, text);
-
-#if defined(PLATFORM_ANDROID)
-    switch(msgType)
-    {
-        case LOG_INFO: __android_log_vprint(ANDROID_LOG_INFO, "raylib", buffer, args); break;
-        case LOG_ERROR: __android_log_vprint(ANDROID_LOG_ERROR, "raylib", buffer, args); break;
-        case LOG_WARNING: __android_log_vprint(ANDROID_LOG_WARN, "raylib", buffer, args); break;
-        case LOG_DEBUG: if (traceDebugMsgs) __android_log_vprint(ANDROID_LOG_DEBUG, "raylib", buffer, args); break;
-        default: break;
-    }
-#else
-    if ((msgType != LOG_DEBUG) || ((msgType == LOG_DEBUG) && (traceDebugMsgs))) vprintf(buffer, args);
-#endif
-
-    va_end(args);
-
-    if (msgType == LOG_ERROR) exit(1);  // If LOG_ERROR message, exit program
-}
-
-// Setup canvas (framebuffer) to start drawing
-static void BeginDrawing(void)
-{
-/*
-    currentTime = GetTime();            // Number of elapsed seconds since InitTimer() was called
-    updateTime = currentTime - previousTime;
-    previousTime = currentTime;
-*/
-    //rlClearScreenBuffers();             // Clear current framebuffers
-    //rlLoadIdentity();                   // Reset current matrix (MODELVIEW)
-    
-    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
-}
-
-// End canvas drawing and swap buffers (double buffering)
-static void EndDrawing(void)
-{
-    //rlglDraw();                     // Draw Buffers (Only OpenGL 3+ and ES2)
-    
-    SwapBuffers();                  // Copy back buffer to front buffer
-    PollInputEvents();              // Poll user events
-
-/*
-    // Frame time control system
-    currentTime = GetTime();
-    drawTime = currentTime - previousTime;
-    previousTime = currentTime;
-    
-    frameTime = updateTime + drawTime;
-
-    // Wait for some milliseconds...
-    if (frameTime < targetTime)
-    {
-        Wait((targetTime - frameTime)*1000.0f);
-
-        currentTime = GetTime();
-        double extraTime = currentTime - previousTime;
-        previousTime = currentTime;
-
-        frameTime += extraTime;
-    }
-*/
-}
-
-// Poll (store) all input events
-static void PollInputEvents(void)
-{
-    // Reset last key pressed registered
-    //lastKeyPressed = -1;
-    
-#if defined(PLATFORM_ANDROID)
-    // Register previous keys states
-    // NOTE: Android supports up to 260 keys
-    //for (int i = 0; i < 260; i++) previousKeyState[i] = currentKeyState[i];
-
-    // Poll Events (registered events)
-    // NOTE: Activity is paused if not enabled (appEnabled)
-    while ((ident = ALooper_pollAll(appEnabled ? 0 : -1, NULL, &events,(void**)&source)) >= 0)
-    {
-        // Process this event
-        if (source != NULL) source->process(app, source);
-
-        // NOTE: Never close window, native activity is controlled by the system!
-        if (app->destroyRequested != 0)
-        {
-            //TraceLog(LOG_INFO, "Closing Window...");
-            //windowShouldClose = true;
-            //ANativeActivity_finish(app->activity);
-        }
-    }
-#endif
-}
-
-

+ 0 - 3477
templates/android_project/src/raylib_stripped/core.c

@@ -1,3477 +0,0 @@
-/**********************************************************************************************
-*
-*   raylib.core - Basic functions to manage windows, OpenGL context and input on multiple platforms
-*
-*   PLATFORMS SUPPORTED: 
-*       - Windows (win32/Win64)
-*       - Linux (tested on Ubuntu)
-*       - OSX (Mac)
-*       - Android (ARM or ARM64) 
-*       - Raspberry Pi (Raspbian)
-*       - HTML5 (Chrome, Firefox)
-*
-*   CONFIGURATION:
-*
-*   #define PLATFORM_DESKTOP
-*       Windowing and input system configured for desktop platforms: Windows, Linux, OSX (managed by GLFW3 library)
-*       NOTE: Oculus Rift CV1 requires PLATFORM_DESKTOP for mirror rendering - View [rlgl] module to enable it
-*
-*   #define PLATFORM_ANDROID
-*       Windowing and input system configured for Android device, app activity managed internally in this module.
-*       NOTE: OpenGL ES 2.0 is required and graphic device is managed by EGL
-*
-*   #define PLATFORM_RPI
-*       Windowing and input system configured for Raspberry Pi (tested on Raspbian), graphic device is managed by EGL 
-*       and inputs are processed is raw mode, reading from /dev/input/
-*
-*   #define PLATFORM_WEB
-*       Windowing and input system configured for HTML5 (run on browser), code converted from C to asm.js
-*       using emscripten compiler. OpenGL ES 2.0 required for direct translation to WebGL equivalent code.
-*
-*   #define SUPPORT_DEFAULT_FONT (default)
-*       Default font is loaded on window initialization to be available for the user to render simple text.
-*       NOTE: If enabled, uses external module functions to load default raylib font (module: text)
-*
-*   #define SUPPORT_CAMERA_SYSTEM
-*       Camera module is included (camera.h) and multiple predefined cameras are available: free, 1st/3rd person, orbital
-*
-*   #define SUPPORT_GESTURES_SYSTEM
-*       Gestures module is included (gestures.h) to support gestures detection: tap, hold, swipe, drag
-*
-*   #define SUPPORT_MOUSE_GESTURES
-*       Mouse gestures are directly mapped like touches and processed by gestures system.
-*
-*   #define SUPPORT_BUSY_WAIT_LOOP
-*       Use busy wait loop for timming sync, if not defined, a high-resolution timer is setup and used
-*
-*   #define SUPPORT_GIF_RECORDING
-*       Allow automatic gif recording of current screen pressing CTRL+F12, defined in KeyCallback()
-*
-*   DEPENDENCIES:
-*       GLFW3    - Manage graphic device, OpenGL context and inputs on PLATFORM_DESKTOP (Windows, Linux, OSX)
-*       raymath  - 3D math functionality (Vector3, Matrix, Quaternion)
-*       camera   - Multiple 3D camera modes (free, orbital, 1st person, 3rd person)
-*       gestures - Gestures system for touch-ready devices (or simulated from mouse inputs)
-*
-*
-*   LICENSE: zlib/libpng
-*
-*   Copyright (c) 2014-2017 Ramon Santamaria (@raysan5)
-*
-*   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.
-*
-*   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:
-*
-*     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.
-*
-*     2. Altered source versions must be plainly marked as such, and must not be misrepresented
-*     as being the original software.
-*
-*     3. This notice may not be removed or altered from any source distribution.
-*
-**********************************************************************************************/
-
-// Default configuration flags (supported features)
-//-------------------------------------------------
-//#define SUPPORT_DEFAULT_FONT
-//#define SUPPORT_MOUSE_GESTURES
-//#define SUPPORT_CAMERA_SYSTEM
-//#define SUPPORT_GESTURES_SYSTEM
-#define SUPPORT_BUSY_WAIT_LOOP
-//#define SUPPORT_GIF_RECORDING
-//-------------------------------------------------
-
-#include "raylib.h"
-
-#include "rlgl.h"           // raylib OpenGL abstraction layer to OpenGL 1.1, 3.3+ or ES2
-#include "utils.h"          // Required for: fopen() Android mapping
-
-#define RAYMATH_IMPLEMENTATION  // Use raymath as a header-only library (includes implementation)
-#define RAYMATH_EXTERN_INLINE   // Compile raymath functions as static inline (remember, it's a compiler hint)
-#include "raymath.h"            // Required for: Vector3 and Matrix functions
-
-#if defined(SUPPORT_GESTURES_SYSTEM)
-    #define GESTURES_IMPLEMENTATION
-    #include "gestures.h"       // Gestures detection functionality
-#endif
-
-#if defined(SUPPORT_CAMERA_SYSTEM) && !defined(PLATFORM_ANDROID)
-    #define CAMERA_IMPLEMENTATION
-    #include "camera.h"         // Camera system functionality
-#endif
-
-#if defined(SUPPORT_GIF_RECORDING)
-    #define GIF_IMPLEMENTATION
-    #include "external/gif.h"   // Support GIF recording
-#endif
-
-#if defined(__linux__) || defined(PLATFORM_WEB)
-    #define _POSIX_C_SOURCE 199309L // Required for CLOCK_MONOTONIC if compiled with c99 without gnu ext.
-#endif
-
-#include <stdio.h>          // Standard input / output lib
-#include <stdlib.h>         // Required for: malloc(), free(), rand(), atexit()
-#include <stdint.h>         // Required for: typedef unsigned long long int uint64_t, used by hi-res timer
-#include <time.h>           // Required for: time() - Android/RPI hi-res timer (NOTE: Linux only!)
-#include <math.h>           // Required for: tan() [Used in Begin3dMode() to set perspective]
-#include <string.h>         // Required for: strrchr(), strcmp()
-//#include <errno.h>          // Macros for reporting and retrieving error conditions through error codes
-
-#ifdef _WIN32
-    #include <direct.h>             // Required for: _getch(), _chdir()
-    #define GETCWD _getcwd          // NOTE: MSDN recommends not to use getcwd(), chdir()
-    #define CHDIR _chdir
-#else
-    #include "unistd.h"             // Required for: getch(), chdir() (POSIX)
-    #define GETCWD getcwd
-    #define CHDIR chdir
-#endif
-
-#if defined(__linux__) || defined(PLATFORM_WEB)
-    #include <sys/time.h>           // Required for: timespec, nanosleep(), select() - POSIX
-#elif defined(__APPLE__)
-    #include <unistd.h>             // Required for: usleep()
-#endif
-
-#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
-    //#define GLFW_INCLUDE_NONE     // Disable the standard OpenGL header inclusion on GLFW3
-    #include <GLFW/glfw3.h>         // GLFW3 library: Windows, OpenGL context and Input management
-
-    #if defined(__linux__)
-        #define GLFW_EXPOSE_NATIVE_X11   // Linux specific definitions for getting
-        #define GLFW_EXPOSE_NATIVE_GLX   // native functions like glfwGetX11Window
-        #include <GLFW/glfw3native.h>    // which are required for hiding mouse
-    #endif
-    //#include <GL/gl.h>        // OpenGL functions (GLFW3 already includes gl.h)
-    //#define GLFW_DLL          // Using GLFW DLL on Windows -> No, we use static version!
-    
-    #if !defined(SUPPORT_BUSY_WAIT_LOOP) && defined(_WIN32)
-    // NOTE: Those functions require linking with winmm library
-    __stdcall unsigned int timeBeginPeriod(unsigned int uPeriod);
-    __stdcall unsigned int timeEndPeriod(unsigned int uPeriod);
-    #endif
-#endif
-
-#if defined(PLATFORM_ANDROID)
-    //#include <android/sensor.h>           // Android sensors functions (accelerometer, gyroscope, light...)
-    #include <android/window.h>             // Defines AWINDOW_FLAG_FULLSCREEN and others
-    #include <android_native_app_glue.h>    // Defines basic app state struct and manages activity
-
-    #include <EGL/egl.h>        // Khronos EGL library - Native platform display device control functions
-    #include <GLES2/gl2.h>      // Khronos OpenGL ES 2.0 library
-#endif
-
-#if defined(PLATFORM_RPI)
-    #include <fcntl.h>          // POSIX file control definitions - open(), creat(), fcntl()
-    #include <unistd.h>         // POSIX standard function definitions - read(), close(), STDIN_FILENO
-    #include <termios.h>        // POSIX terminal control definitions - tcgetattr(), tcsetattr()
-    #include <pthread.h>        // POSIX threads management (mouse input)
-
-    #include <sys/ioctl.h>      // UNIX System call for device-specific input/output operations - ioctl()
-    #include <linux/kd.h>       // Linux: KDSKBMODE, K_MEDIUMRAM constants definition
-    #include <linux/input.h>    // Linux: Keycodes constants definition (KEY_A, ...)
-    #include <linux/joystick.h> // Linux: Joystick support library
-
-    #include "bcm_host.h"       // Raspberry Pi VideoCore IV access functions
-
-    #include "EGL/egl.h"        // Khronos EGL library - Native platform display device control functions
-    #include "EGL/eglext.h"     // Khronos EGL library - Extensions
-    #include "GLES2/gl2.h"      // Khronos OpenGL ES 2.0 library
-#endif
-
-#if defined(PLATFORM_WEB)
-    #include <emscripten/emscripten.h>
-    #include <emscripten/html5.h>
-#endif
-
-//----------------------------------------------------------------------------------
-// Defines and Macros
-//----------------------------------------------------------------------------------
-#if defined(PLATFORM_RPI)
-    // Old device inputs system
-    #define DEFAULT_KEYBOARD_DEV      STDIN_FILENO              // Standard input
-    #define DEFAULT_MOUSE_DEV         "/dev/input/mouse0"       // Mouse input
-    #define DEFAULT_TOUCH_DEV         "/dev/input/event4"       // Touch input virtual device (created by ts_uinput)
-    #define DEFAULT_GAMEPAD_DEV       "/dev/input/js"           // Gamepad input (base dev for all gamepads: js0, js1, ...)
-
-    // New device input events (evdev) (must be detected)
-    //#define DEFAULT_KEYBOARD_DEV    "/dev/input/eventN"
-    //#define DEFAULT_MOUSE_DEV       "/dev/input/eventN"
-    //#define DEFAULT_GAMEPAD_DEV     "/dev/input/eventN"
-
-    #define MOUSE_SENSITIVITY         0.8f
-#endif
-
-#define MAX_GAMEPADS              4         // Max number of gamepads supported
-#define MAX_GAMEPAD_BUTTONS       32        // Max bumber of buttons supported (per gamepad)
-#define MAX_GAMEPAD_AXIS          8         // Max number of axis supported (per gamepad)
-
-#define STORAGE_FILENAME        "storage.data"
-
-//----------------------------------------------------------------------------------
-// Types and Structures Definition
-//----------------------------------------------------------------------------------
-// ...
-
-//----------------------------------------------------------------------------------
-// Global Variables Definition
-//----------------------------------------------------------------------------------
-#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
-static GLFWwindow *window;                      // Native window (graphic device)
-static bool windowMinimized = false;
-#endif
-
-#if defined(PLATFORM_ANDROID)
-static struct android_app *app;                 // Android activity
-static struct android_poll_source *source;      // Android events polling source
-static int ident, events;                       // Android ALooper_pollAll() variables
-static const char *internalDataPath;            // Android internal data path to write data (/data/data/<package>/files)
-
-static bool windowReady = false;                // Used to detect display initialization
-static bool appEnabled = true;                  // Used to detec if app is active
-static bool contextRebindRequired = false;      // Used to know context rebind required
-#endif
-
-#if defined(PLATFORM_RPI)
-static EGL_DISPMANX_WINDOW_T nativeWindow;      // Native window (graphic device)
-
-// Keyboard input variables
-// NOTE: For keyboard we will use the standard input (but reconfigured...)
-static struct termios defaultKeyboardSettings;  // Used to store default keyboard settings
-static int defaultKeyboardMode;                 // Used to store default keyboard mode
-
-// Mouse input variables
-static int mouseStream = -1;                    // Mouse device file descriptor
-static bool mouseReady = false;                 // Flag to know if mouse is ready
-static pthread_t mouseThreadId;                 // Mouse reading thread id
-
-// Touch input variables
-static int touchStream = -1;                    // Touch device file descriptor
-static bool touchReady = false;                 // Flag to know if touch interface is ready
-static pthread_t touchThreadId;                 // Touch reading thread id
-
-// Gamepad input variables
-static int gamepadStream[MAX_GAMEPADS] = { -1 };// Gamepad device file descriptor
-static pthread_t gamepadThreadId;               // Gamepad reading thread id
-static char gamepadName[64];                    // Gamepad name holder
-#endif
-
-#if defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI)
-static EGLDisplay display;              // Native display device (physical screen connection)
-static EGLSurface surface;              // Surface to draw on, framebuffers (connected to context)
-static EGLContext context;              // Graphic context, mode in which drawing can be done
-static EGLConfig config;                // Graphic config
-static uint64_t baseTime;               // Base time measure for hi-res timer
-static bool windowShouldClose = false;  // Flag to set window for closing
-#endif
-
-// Display size-related data
-static unsigned int displayWidth, displayHeight; // Display width and height (monitor, device-screen, LCD, ...)
-static int screenWidth, screenHeight;       // Screen width and height (used render area)
-static int renderWidth, renderHeight;       // Framebuffer width and height (render area, including black bars if required)
-static int renderOffsetX = 0;               // Offset X from render area (must be divided by 2)
-static int renderOffsetY = 0;               // Offset Y from render area (must be divided by 2)
-static bool fullscreen = false;             // Fullscreen mode (useful only for PLATFORM_DESKTOP)
-static Matrix downscaleView;                // Matrix to downscale view (in case screen size bigger than display size)
-
-#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI) || defined(PLATFORM_WEB)
-static const char *windowTitle;             // Window text title...
-static bool cursorOnScreen = false;         // Tracks if cursor is inside client area
-static bool cursorHidden = false;           // Track if cursor is hidden
-static int screenshotCounter = 0;           // Screenshots counter
-
-// Register mouse states
-static char previousMouseState[3] = { 0 };  // Registers previous mouse button state
-static char currentMouseState[3] = { 0 };   // Registers current mouse button state
-static int previousMouseWheelY = 0;         // Registers previous mouse wheel variation
-static int currentMouseWheelY = 0;          // Registers current mouse wheel variation
-
-// Register gamepads states
-static bool gamepadReady[MAX_GAMEPADS] = { false };             // Flag to know if gamepad is ready
-static float gamepadAxisState[MAX_GAMEPADS][MAX_GAMEPAD_AXIS];  // Gamepad axis state
-static char previousGamepadState[MAX_GAMEPADS][MAX_GAMEPAD_BUTTONS];    // Previous gamepad buttons state
-static char currentGamepadState[MAX_GAMEPADS][MAX_GAMEPAD_BUTTONS];     // Current gamepad buttons state
-
-// Keyboard configuration
-static int exitKey = KEY_ESCAPE;            // Default exit key (ESC)
-#endif
-
-// Register keyboard states
-static char previousKeyState[512] = { 0 };  // Registers previous frame key state
-static char currentKeyState[512] = { 0 };   // Registers current frame key state
-
-static int lastKeyPressed = -1;             // Register last key pressed
-static int lastGamepadButtonPressed = -1;   // Register last gamepad button pressed
-static int gamepadAxisCount = 0;            // Register number of available gamepad axis
-
-static Vector2 mousePosition;               // Mouse position on screen
-
-#if defined(PLATFORM_WEB)
-static bool toggleCursorLock = false;       // Ask for cursor pointer lock on next click
-#endif
-
-//#if defined(SUPPORT_GESTURES_SYSTEM)
-static Vector2 touchPosition[MAX_TOUCH_POINTS]; // Touch position on screen
-//#endif
-
-#if defined(PLATFORM_DESKTOP)
-static char **dropFilesPath;                // Store dropped files paths as strings
-static int dropFilesCount = 0;              // Count stored strings
-#endif
-
-static double currentTime, previousTime;    // Used to track timmings
-static double updateTime, drawTime;         // Time measures for update and draw
-static double frameTime = 0.0;              // Time measure for one frame
-static double targetTime = 0.0;             // Desired time for one frame, if 0 not applied
-
-static char configFlags = 0;                // Configuration flags (bit based)
-static bool showLogo = false;               // Track if showing logo at init is enabled
-
-#if defined(SUPPORT_GIF_RECORDING)
-static int gifFramesCounter = 0;
-static bool gifRecording = false;
-#endif
-
-//----------------------------------------------------------------------------------
-// Other Modules Functions Declaration (required by core)
-//----------------------------------------------------------------------------------
-#if defined(SUPPORT_DEFAULT_FONT)
-extern void LoadDefaultFont(void);          // [Module: text] Loads default font on InitWindow()
-extern void UnloadDefaultFont(void);        // [Module: text] Unloads default font from GPU memory
-#endif
-
-//----------------------------------------------------------------------------------
-// Module specific Functions Declaration
-//----------------------------------------------------------------------------------
-static void InitGraphicsDevice(int width, int height);  // Initialize graphics device
-static void SetupFramebufferSize(int displayWidth, int displayHeight);
-static void InitTimer(void);                            // Initialize timer
-static double GetTime(void);                            // Returns time since InitTimer() was run
-static void Wait(float ms);                             // Wait for some milliseconds (stop program execution)
-static bool GetKeyStatus(int key);                      // Returns if a key has been pressed
-static bool GetMouseButtonStatus(int button);           // Returns if a mouse button has been pressed
-static void PollInputEvents(void);                      // Register user events
-static void SwapBuffers(void);                          // Copy back buffer to front buffers
-static void LogoAnimation(void);                        // Plays raylib logo appearing animation
-static void SetupViewport(void);                        // Set viewport parameters
-
-#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
-static void ErrorCallback(int error, const char *description);                             // GLFW3 Error Callback, runs on GLFW3 error
-static void KeyCallback(GLFWwindow *window, int key, int scancode, int action, int mods);  // GLFW3 Keyboard Callback, runs on key pressed
-static void MouseButtonCallback(GLFWwindow *window, int button, int action, int mods);     // GLFW3 Mouse Button Callback, runs on mouse button pressed
-static void MouseCursorPosCallback(GLFWwindow *window, double x, double y);                // GLFW3 Cursor Position Callback, runs on mouse move
-static void CharCallback(GLFWwindow *window, unsigned int key);                            // GLFW3 Char Key Callback, runs on key pressed (get char value)
-static void ScrollCallback(GLFWwindow *window, double xoffset, double yoffset);            // GLFW3 Srolling Callback, runs on mouse wheel
-static void CursorEnterCallback(GLFWwindow *window, int enter);                            // GLFW3 Cursor Enter Callback, cursor enters client area
-static void WindowSizeCallback(GLFWwindow *window, int width, int height);                 // GLFW3 WindowSize Callback, runs when window is resized
-static void WindowIconifyCallback(GLFWwindow *window, int iconified);                      // GLFW3 WindowIconify Callback, runs when window is minimized/restored
-#endif
-
-#if defined(PLATFORM_DESKTOP)
-static void WindowDropCallback(GLFWwindow *window, int count, const char **paths);         // GLFW3 Window Drop Callback, runs when drop files into window
-#endif
-
-#if defined(PLATFORM_ANDROID)
-static void AndroidCommandCallback(struct android_app *app, int32_t cmd);                  // Process Android activity lifecycle commands
-static int32_t AndroidInputCallback(struct android_app *app, AInputEvent *event);          // Process Android inputs
-#endif
-
-#if defined(PLATFORM_WEB)
-static EM_BOOL EmscriptenFullscreenChangeCallback(int eventType, const EmscriptenFullscreenChangeEvent *e, void *userData);
-static EM_BOOL EmscriptenKeyboardCallback(int eventType, const EmscriptenKeyboardEvent *keyEvent, void *userData);
-static EM_BOOL EmscriptenMouseCallback(int eventType, const EmscriptenMouseEvent *mouseEvent, void *userData);
-static EM_BOOL EmscriptenTouchCallback(int eventType, const EmscriptenTouchEvent *touchEvent, void *userData);
-static EM_BOOL EmscriptenGamepadCallback(int eventType, const EmscriptenGamepadEvent *gamepadEvent, void *userData);
-#endif
-
-#if defined(PLATFORM_RPI)
-static void InitKeyboard(void);                         // Init raw keyboard system (standard input reading)
-static void ProcessKeyboard(void);                      // Process keyboard events
-static void RestoreKeyboard(void);                      // Restore keyboard system
-static void InitMouse(void);                            // Mouse initialization (including mouse thread)
-static void *MouseThread(void *arg);                    // Mouse reading thread
-static void InitTouch(void);                            // Touch device initialization (including touch thread)
-static void *TouchThread(void *arg);                    // Touch device reading thread
-static void InitGamepad(void);                          // Init raw gamepad input
-static void *GamepadThread(void *arg);                  // Mouse reading thread
-#endif
-
-#if defined(_WIN32)
-    // NOTE: We include Sleep() function signature here to avoid windows.h inclusion
-    void __stdcall Sleep(unsigned long msTimeout);      // Required for Wait()
-#endif
-
-//----------------------------------------------------------------------------------
-// Module Functions Definition - Window and OpenGL Context Functions
-//----------------------------------------------------------------------------------
-#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI) || defined(PLATFORM_WEB)
-// Initialize window and OpenGL context
-void InitWindow(int width, int height, const char *title)
-{
-    TraceLog(LOG_INFO, "Initializing raylib (v1.8.0)");
-
-    // Store window title (could be useful...)
-    windowTitle = title;
-
-    // Init graphics device (display device and OpenGL context)
-    InitGraphicsDevice(width, height);
-
-#if defined(SUPPORT_DEFAULT_FONT)
-    // Load default font
-    // NOTE: External function (defined in module: text)
-    LoadDefaultFont();
-#endif
-
-    // Init hi-res timer
-    InitTimer();
-
-#if defined(PLATFORM_RPI)
-    // Init raw input system
-    InitMouse();        // Mouse init
-    InitTouch();        // Touch init
-    InitKeyboard();     // Keyboard init
-    InitGamepad();      // Gamepad init
-#endif
-
-#if defined(PLATFORM_WEB)
-    emscripten_set_fullscreenchange_callback(0, 0, 1, EmscriptenFullscreenChangeCallback);
-    
-    // Support keyboard events
-    emscripten_set_keypress_callback("#canvas", NULL, 1, EmscriptenKeyboardCallback);
-    
-    // Support mouse events
-    emscripten_set_click_callback("#canvas", NULL, 1, EmscriptenMouseCallback);
-
-    // Support touch events
-    emscripten_set_touchstart_callback("#canvas", NULL, 1, EmscriptenTouchCallback);
-    emscripten_set_touchend_callback("#canvas", NULL, 1, EmscriptenTouchCallback);
-    emscripten_set_touchmove_callback("#canvas", NULL, 1, EmscriptenTouchCallback);
-    emscripten_set_touchcancel_callback("#canvas", NULL, 1, EmscriptenTouchCallback);
-    //emscripten_set_touchstart_callback(0, NULL, 1, Emscripten_HandleTouch);
-    //emscripten_set_touchend_callback("#canvas", data, 0, Emscripten_HandleTouch);
-
-    // Support gamepad events (not provided by GLFW3 on emscripten)
-    emscripten_set_gamepadconnected_callback(NULL, 1, EmscriptenGamepadCallback);
-    emscripten_set_gamepaddisconnected_callback(NULL, 1, EmscriptenGamepadCallback);
-#endif
-
-    mousePosition.x = (float)screenWidth/2.0f;
-    mousePosition.y = (float)screenHeight/2.0f;
-
-    // raylib logo appearing animation (if enabled)
-    if (showLogo)
-    {
-        SetTargetFPS(60);
-        LogoAnimation();
-    }
-}
-#endif
-
-#if defined(PLATFORM_ANDROID)
-// Initialize Android activity
-void InitWindow(int width, int height, void *state)
-{
-    TraceLog(LOG_INFO, "Initializing raylib (v1.8.0)");
-
-    screenWidth = width;
-    screenHeight = height;
-
-    app = (struct android_app *)state;
-    internalDataPath = app->activity->internalDataPath;
-
-    // Set desired windows flags before initializing anything
-    ANativeActivity_setWindowFlags(app->activity, AWINDOW_FLAG_FULLSCREEN, 0);  //AWINDOW_FLAG_SCALED, AWINDOW_FLAG_DITHER
-    //ANativeActivity_setWindowFlags(app->activity, AWINDOW_FLAG_FORCE_NOT_FULLSCREEN, AWINDOW_FLAG_FULLSCREEN);
-
-    int orientation = AConfiguration_getOrientation(app->config);
-
-    if (orientation == ACONFIGURATION_ORIENTATION_PORT) TraceLog(LOG_INFO, "PORTRAIT window orientation");
-    else if (orientation == ACONFIGURATION_ORIENTATION_LAND) TraceLog(LOG_INFO, "LANDSCAPE window orientation");
-
-    // TODO: Automatic orientation doesn't seem to work
-    if (width <= height)
-    {
-        AConfiguration_setOrientation(app->config, ACONFIGURATION_ORIENTATION_PORT);
-        TraceLog(LOG_WARNING, "Window set to portraid mode");
-    }
-    else
-    {
-        AConfiguration_setOrientation(app->config, ACONFIGURATION_ORIENTATION_LAND);
-        TraceLog(LOG_WARNING, "Window set to landscape mode");
-    }
-
-    //AConfiguration_getDensity(app->config);
-    //AConfiguration_getKeyboard(app->config);
-    //AConfiguration_getScreenSize(app->config);
-    //AConfiguration_getScreenLong(app->config);
-
-    //state->userData = &engine;
-    app->onAppCmd = AndroidCommandCallback;
-    app->onInputEvent = AndroidInputCallback;
-
-    InitAssetManager(app->activity->assetManager);
-
-    TraceLog(LOG_INFO, "Android app initialized successfully");
-
-    // Wait for window to be initialized (display and context)
-    while (!windowReady)
-    {
-        // Process events loop
-        while ((ident = ALooper_pollAll(0, NULL, &events,(void**)&source)) >= 0)
-        {
-            // Process this event
-            if (source != NULL) source->process(app, source);
-
-            // NOTE: Never close window, native activity is controlled by the system!
-            //if (app->destroyRequested != 0) windowShouldClose = true;
-        }
-    }
-}
-#endif
-
-// Close window and unload OpenGL context
-void CloseWindow(void)
-{
-#if defined(SUPPORT_GIF_RECORDING)
-    if (gifRecording)
-    {
-        GifEnd();
-        gifRecording = false;
-    }
-#endif
-    
-#if defined(SUPPORT_DEFAULT_FONT)
-    UnloadDefaultFont();
-#endif
-
-    rlglClose();                // De-init rlgl
-
-#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
-    glfwDestroyWindow(window);
-    glfwTerminate();
-#endif
-
-#if !defined(SUPPORT_BUSY_WAIT_LOOP) && defined(_WIN32)
-    timeEndPeriod(1);           // Restore time period
-#endif
-
-#if defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI)
-    // Close surface, context and display
-    if (display != EGL_NO_DISPLAY)
-    {
-        eglMakeCurrent(display, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT);
-
-        if (surface != EGL_NO_SURFACE)
-        {
-            eglDestroySurface(display, surface);
-            surface = EGL_NO_SURFACE;
-        }
-
-        if (context != EGL_NO_CONTEXT)
-        {
-            eglDestroyContext(display, context);
-            context = EGL_NO_CONTEXT;
-        }
-
-        eglTerminate(display);
-        display = EGL_NO_DISPLAY;
-    }
-#endif
-
-#if defined(PLATFORM_RPI)
-    // Wait for mouse and gamepad threads to finish before closing
-    // NOTE: Those threads should already have finished at this point
-    // because they are controlled by windowShouldClose variable
-
-    windowShouldClose = true;   // Added to force threads to exit when the close window is called
-
-    pthread_join(mouseThreadId, NULL);
-    pthread_join(touchThreadId, NULL);
-    pthread_join(gamepadThreadId, NULL);
-#endif
-
-    TraceLog(LOG_INFO, "Window closed successfully");
-}
-
-// Check if KEY_ESCAPE pressed or Close icon pressed
-bool WindowShouldClose(void)
-{
-#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
-    // While window minimized, stop loop execution
-    while (windowMinimized) glfwWaitEvents();
-
-    return (glfwWindowShouldClose(window));
-#endif
-
-#if defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI)
-    return windowShouldClose;
-#endif
-}
-
-// Check if window has been minimized (or lost focus)
-bool IsWindowMinimized(void)
-{
-#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
-    return windowMinimized;
-#else
-    return false;
-#endif
-}
-
-// Toggle fullscreen mode (only PLATFORM_DESKTOP)
-void ToggleFullscreen(void)
-{
-#if defined(PLATFORM_DESKTOP)
-    fullscreen = !fullscreen;          // Toggle fullscreen flag
-
-    // NOTE: glfwSetWindowMonitor() doesn't work properly (bugs)
-    if (fullscreen) glfwSetWindowMonitor(window, glfwGetPrimaryMonitor(), 0, 0, screenWidth, screenHeight, GLFW_DONT_CARE);
-    else glfwSetWindowMonitor(window, NULL, 0, 0, screenWidth, screenHeight, GLFW_DONT_CARE);
-#endif
-
-#if defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI)
-    TraceLog(LOG_WARNING, "Could not toggle to windowed mode");
-#endif
-}
-
-// Set icon for window (only PLATFORM_DESKTOP)
-void SetWindowIcon(Image image)
-{
-#if defined(PLATFORM_DESKTOP)
-    ImageFormat(&image, UNCOMPRESSED_R8G8B8A8);
-
-    GLFWimage icon[1];
-    
-    icon[0].width = image.width;
-    icon[0].height = image.height;
-    icon[0].pixels = (unsigned char *)image.data;
-
-    // NOTE: We only support one image icon
-    glfwSetWindowIcon(window, 1, icon);
-
-    // TODO: Support multi-image icons --> image.mipmaps
-#endif
-}
-
-// Set title for window (only PLATFORM_DESKTOP)
-void SetWindowTitle(const char *title)
-{
-#if defined(PLATFORM_DESKTOP)
-    glfwSetWindowTitle(window, title);
-#endif
-}
-
-// Set window position on screen (windowed mode)
-void SetWindowPosition(int x, int y)
-{
-#if defined(PLATFORM_DESKTOP)
-    glfwSetWindowPos(window, x, y);
-#endif
-}
-
-// Set monitor for the current window (fullscreen mode)
-void SetWindowMonitor(int monitor)
-{
-#if defined(PLATFORM_DESKTOP)
-    int monitorCount;
-    GLFWmonitor** monitors = glfwGetMonitors(&monitorCount);
-    
-    if ((monitor >= 0) && (monitor < monitorCount)) 
-    {
-        glfwSetWindowMonitor(window, monitors[monitor], 0, 0, screenWidth, screenHeight, GLFW_DONT_CARE);
-        TraceLog(LOG_INFO, "Selected fullscreen monitor: [%i] %s", monitor, glfwGetMonitorName(monitors[monitor]));
-    }
-    else TraceLog(LOG_WARNING, "Selected monitor not found");
-#endif
-}
-
-// Set window minimum dimensions (FLAG_WINDOW_RESIZABLE)
-void SetWindowMinSize(int width, int height)
-{
-#if defined(PLATFORM_DESKTOP)
-    const GLFWvidmode *mode = glfwGetVideoMode(glfwGetPrimaryMonitor());
-    glfwSetWindowSizeLimits(window, width, height, mode->width, mode->height);
-#endif
-}
-
-// Get current screen width
-int GetScreenWidth(void)
-{
-    return screenWidth;
-}
-
-// Get current screen height
-int GetScreenHeight(void)
-{
-    return screenHeight;
-}
-
-#if !defined(PLATFORM_ANDROID)
-// Show mouse cursor
-void ShowCursor()
-{
-#if defined(PLATFORM_DESKTOP)
-    #if defined(__linux__)
-        XUndefineCursor(glfwGetX11Display(), glfwGetX11Window(window));
-    #else
-        glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
-    #endif
-#endif
-    cursorHidden = false;
-}
-
-// Hides mouse cursor
-void HideCursor()
-{
-#if defined(PLATFORM_DESKTOP)
-    #if defined(__linux__)
-        XColor col;
-        const char nil[] = {0};
-
-        Pixmap pix = XCreateBitmapFromData(glfwGetX11Display(), glfwGetX11Window(window), nil, 1, 1);
-        Cursor cur = XCreatePixmapCursor(glfwGetX11Display(), pix, pix, &col, &col, 0, 0);
-
-        XDefineCursor(glfwGetX11Display(), glfwGetX11Window(window), cur);
-        XFreeCursor(glfwGetX11Display(), cur);
-    #else
-        glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_HIDDEN);
-    #endif
-#endif
-    cursorHidden = true;
-}
-
-// Check if cursor is not visible
-bool IsCursorHidden()
-{
-    return cursorHidden;
-}
-
-// Enables cursor (unlock cursor)
-void EnableCursor()
-{
-#if defined(PLATFORM_DESKTOP)
-    glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
-#endif
-#if defined(PLATFORM_WEB)
-    toggleCursorLock = true;
-#endif
-    cursorHidden = false;
-}
-
-// Disables cursor (lock cursor)
-void DisableCursor()
-{
-#if defined(PLATFORM_DESKTOP)
-    glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
-#endif
-#if defined(PLATFORM_WEB)
-    toggleCursorLock = true;
-#endif
-    cursorHidden = true;
-}
-#endif  // !defined(PLATFORM_ANDROID)
-
-// Set background color (framebuffer clear color)
-void ClearBackground(Color color)
-{
-    // Clear full framebuffer (not only render area) to color
-    rlClearColor(color.r, color.g, color.b, color.a);
-}
-
-// Setup canvas (framebuffer) to start drawing
-void BeginDrawing(void)
-{
-    currentTime = GetTime();            // Number of elapsed seconds since InitTimer() was called
-    updateTime = currentTime - previousTime;
-    previousTime = currentTime;
-
-    rlClearScreenBuffers();             // Clear current framebuffers
-    rlLoadIdentity();                   // Reset current matrix (MODELVIEW)
-    rlMultMatrixf(MatrixToFloat(downscaleView));       // If downscale required, apply it here
-
-    //rlTranslatef(0.375, 0.375, 0);    // HACK to have 2D pixel-perfect drawing on OpenGL 1.1
-                                        // NOTE: Not required with OpenGL 3.3+
-}
-
-// End canvas drawing and swap buffers (double buffering)
-void EndDrawing(void)
-{
-    rlglDraw();                     // Draw Buffers (Only OpenGL 3+ and ES2)
-
-#if defined(SUPPORT_GIF_RECORDING)
-
-    #define GIF_RECORD_FRAMERATE    10
-
-    if (gifRecording)
-    {
-        gifFramesCounter++;
-        
-        // NOTE: We record one gif frame every 10 game frames
-        if ((gifFramesCounter%GIF_RECORD_FRAMERATE) == 0)
-        {
-            // Get image data for the current frame (from backbuffer)
-            // NOTE: This process is very slow... :(
-            unsigned char *screenData = rlReadScreenPixels(screenWidth, screenHeight);
-            GifWriteFrame(screenData, screenWidth, screenHeight, 10, 8, false);
-            
-            free(screenData);   // Free image data
-        }
-        
-        if (((gifFramesCounter/15)%2) == 1)
-        {
-            DrawCircle(30, screenHeight - 20, 10, RED);
-            DrawText("RECORDING", 50, screenHeight - 25, 10, MAROON);
-        }
-        
-        rlglDraw();                 // Draw RECORDING message
-    }
-#endif
-   
-    SwapBuffers();                  // Copy back buffer to front buffer
-    PollInputEvents();              // Poll user events
-
-    // Frame time control system
-    currentTime = GetTime();
-    drawTime = currentTime - previousTime;
-    previousTime = currentTime;
-    
-    frameTime = updateTime + drawTime;
-
-    // Wait for some milliseconds...
-    if (frameTime < targetTime)
-    {
-        Wait((targetTime - frameTime)*1000.0f);
-
-        currentTime = GetTime();
-        double extraTime = currentTime - previousTime;
-        previousTime = currentTime;
-
-        frameTime += extraTime;
-    }
-}
-
-// Initialize 2D mode with custom camera (2D)
-void Begin2dMode(Camera2D camera)
-{
-    rlglDraw();                         // Draw Buffers (Only OpenGL 3+ and ES2)
-
-    rlLoadIdentity();                   // Reset current matrix (MODELVIEW)
-
-    // Camera rotation and scaling is always relative to target
-    Matrix matOrigin = MatrixTranslate(-camera.target.x, -camera.target.y, 0.0f);
-    Matrix matRotation = MatrixRotate((Vector3){ 0.0f, 0.0f, 1.0f }, camera.rotation*DEG2RAD);
-    Matrix matScale = MatrixScale(camera.zoom, camera.zoom, 1.0f);
-    Matrix matTranslation = MatrixTranslate(camera.offset.x + camera.target.x, camera.offset.y + camera.target.y, 0.0f);
-
-    Matrix matTransform = MatrixMultiply(MatrixMultiply(matOrigin, MatrixMultiply(matScale, matRotation)), matTranslation);
-
-    rlMultMatrixf(MatrixToFloat(matTransform));
-}
-
-// Ends 2D mode with custom camera
-void End2dMode(void)
-{
-    rlglDraw();                         // Draw Buffers (Only OpenGL 3+ and ES2)
-
-    rlLoadIdentity();                   // Reset current matrix (MODELVIEW)
-}
-
-// Initializes 3D mode with custom camera (3D)
-void Begin3dMode(Camera camera)
-{
-    rlglDraw();                         // Draw Buffers (Only OpenGL 3+ and ES2)
-    
-    rlMatrixMode(RL_PROJECTION);        // Switch to projection matrix
-    rlPushMatrix();                     // Save previous matrix, which contains the settings for the 2d ortho projection
-    rlLoadIdentity();                   // Reset current matrix (PROJECTION)
-
-    // Setup perspective projection
-    float aspect = (float)screenWidth/(float)screenHeight;
-    double top = 0.01*tan(camera.fovy*0.5*DEG2RAD);
-    double right = top*aspect;
-
-    // NOTE: zNear and zFar values are important when computing depth buffer values
-    rlFrustum(-right, right, -top, top, 0.01, 1000.0);
-
-    rlMatrixMode(RL_MODELVIEW);         // Switch back to modelview matrix
-    rlLoadIdentity();                   // Reset current matrix (MODELVIEW)
-
-    // Setup Camera view
-    Matrix matView = MatrixLookAt(camera.position, camera.target, camera.up);
-    rlMultMatrixf(MatrixToFloat(matView));      // Multiply MODELVIEW matrix by view matrix (camera)
-
-    rlEnableDepthTest();                // Enable DEPTH_TEST for 3D
-}
-
-// Ends 3D mode and returns to default 2D orthographic mode
-void End3dMode(void)
-{
-    rlglDraw();                         // Process internal buffers (update + draw)
-
-    rlMatrixMode(RL_PROJECTION);        // Switch to projection matrix
-    rlPopMatrix();                      // Restore previous matrix (PROJECTION) from matrix stack
-
-    rlMatrixMode(RL_MODELVIEW);         // Get back to modelview matrix
-    rlLoadIdentity();                   // Reset current matrix (MODELVIEW)
-
-    rlDisableDepthTest();               // Disable DEPTH_TEST for 2D
-}
-
-// Initializes render texture for drawing
-void BeginTextureMode(RenderTexture2D target)
-{
-    rlglDraw();                         // Draw Buffers (Only OpenGL 3+ and ES2)
-
-    rlEnableRenderTexture(target.id);   // Enable render target
-
-    rlClearScreenBuffers();             // Clear render texture buffers
-
-    // Set viewport to framebuffer size
-    rlViewport(0, 0, target.texture.width, target.texture.height);
-
-    rlMatrixMode(RL_PROJECTION);        // Switch to PROJECTION matrix
-    rlLoadIdentity();                   // Reset current matrix (PROJECTION)
-
-    // Set orthographic projection to current framebuffer size
-    // NOTE: Configured top-left corner as (0, 0)
-    rlOrtho(0, target.texture.width, target.texture.height, 0, 0.0f, 1.0f);
-
-    rlMatrixMode(RL_MODELVIEW);         // Switch back to MODELVIEW matrix
-    rlLoadIdentity();                   // Reset current matrix (MODELVIEW)
-
-    //rlScalef(0.0f, -1.0f, 0.0f);      // Flip Y-drawing (?)
-}
-
-// Ends drawing to render texture
-void EndTextureMode(void)
-{
-    rlglDraw();                         // Draw Buffers (Only OpenGL 3+ and ES2)
-
-    rlDisableRenderTexture();           // Disable render target
-
-    // Set viewport to default framebuffer size (screen size)
-    SetupViewport();
-
-    rlMatrixMode(RL_PROJECTION);        // Switch to PROJECTION matrix
-    rlLoadIdentity();                   // Reset current matrix (PROJECTION)
-
-    // Set orthographic projection to current framebuffer size
-    // NOTE: Configured top-left corner as (0, 0)
-    rlOrtho(0, GetScreenWidth(), GetScreenHeight(), 0, 0.0f, 1.0f);
-
-    rlMatrixMode(RL_MODELVIEW);         // Switch back to MODELVIEW matrix
-    rlLoadIdentity();                   // Reset current matrix (MODELVIEW)
-}
-
-// Returns a ray trace from mouse position
-Ray GetMouseRay(Vector2 mousePosition, Camera camera)
-{
-    Ray ray;
-
-    // Calculate normalized device coordinates
-    // NOTE: y value is negative
-    float x = (2.0f*mousePosition.x)/(float)GetScreenWidth() - 1.0f;
-    float y = 1.0f - (2.0f*mousePosition.y)/(float)GetScreenHeight();
-    float z = 1.0f;
-
-    // Store values in a vector
-    Vector3 deviceCoords = { x, y, z };
-
-    TraceLog(LOG_DEBUG, "Device coordinates: (%f, %f, %f)", deviceCoords.x, deviceCoords.y, deviceCoords.z);
-
-    // Calculate projection matrix from perspective
-    Matrix matProj = MatrixPerspective(camera.fovy*DEG2RAD, ((double)GetScreenWidth()/(double)GetScreenHeight()), 0.01, 1000.0);
-
-    // Calculate view matrix from camera look at
-    Matrix matView = MatrixLookAt(camera.position, camera.target, camera.up);
-
-    // Unproject far/near points
-    Vector3 nearPoint = rlUnproject((Vector3){ deviceCoords.x, deviceCoords.y, 0.0f }, matProj, matView);
-    Vector3 farPoint = rlUnproject((Vector3){ deviceCoords.x, deviceCoords.y, 1.0f }, matProj, matView);
-
-    // Calculate normalized direction vector
-    Vector3 direction = Vector3Subtract(farPoint, nearPoint);
-    Vector3Normalize(&direction);
-
-    // Apply calculated vectors to ray
-    ray.position = camera.position;
-    ray.direction = direction;
-
-    return ray;
-}
-
-// Returns the screen space position from a 3d world space position
-Vector2 GetWorldToScreen(Vector3 position, Camera camera)
-{
-    // Calculate projection matrix (from perspective instead of frustum
-    Matrix matProj = MatrixPerspective(camera.fovy*DEG2RAD, (double)GetScreenWidth()/(double)GetScreenHeight(), 0.01, 1000.0);
-
-    // Calculate view matrix from camera look at (and transpose it)
-    Matrix matView = MatrixLookAt(camera.position, camera.target, camera.up);
-
-    // Convert world position vector to quaternion
-    Quaternion worldPos = { position.x, position.y, position.z, 1.0f };
-
-    // Transform world position to view
-    QuaternionTransform(&worldPos, matView);
-
-    // Transform result to projection (clip space position)
-    QuaternionTransform(&worldPos, matProj);
-
-    // Calculate normalized device coordinates (inverted y)
-    Vector3 ndcPos = { worldPos.x/worldPos.w, -worldPos.y/worldPos.w, worldPos.z/worldPos.w };
-
-    // Calculate 2d screen position vector
-    Vector2 screenPosition = { (ndcPos.x + 1.0f)/2.0f*(float)GetScreenWidth(), (ndcPos.y + 1.0f)/2.0f*(float)GetScreenHeight() };
-
-    return screenPosition;
-}
-
-// Get transform matrix for camera
-Matrix GetCameraMatrix(Camera camera)
-{
-    return MatrixLookAt(camera.position, camera.target, camera.up);
-}
-
-// Set target FPS (maximum)
-void SetTargetFPS(int fps)
-{
-    if (fps < 1) targetTime = 0.0;
-    else targetTime = 1.0/(double)fps;
-
-    TraceLog(LOG_INFO, "Target time per frame: %02.03f milliseconds", (float)targetTime*1000);
-}
-
-// Returns current FPS
-int GetFPS(void)
-{
-    return (int)(1.0f/GetFrameTime());
-}
-
-// Returns time in seconds for last frame drawn
-float GetFrameTime(void)
-{
-    // NOTE: We round value to milliseconds
-    return (float)frameTime;
-}
-
-// Converts Color to float array and normalizes
-float *ColorToFloat(Color color)
-{
-    static float buffer[4];
-
-    buffer[0] = (float)color.r/255;
-    buffer[1] = (float)color.g/255;
-    buffer[2] = (float)color.b/255;
-    buffer[3] = (float)color.a/255;
-
-    return buffer;
-}
-
-// Returns a Color struct from hexadecimal value
-Color GetColor(int hexValue)
-{
-    Color color;
-
-    color.r = (unsigned char)(hexValue >> 24) & 0xFF;
-    color.g = (unsigned char)(hexValue >> 16) & 0xFF;
-    color.b = (unsigned char)(hexValue >> 8) & 0xFF;
-    color.a = (unsigned char)hexValue & 0xFF;
-
-    return color;
-}
-
-// Returns hexadecimal value for a Color
-int GetHexValue(Color color)
-{
-    return (((int)color.r << 24) | ((int)color.g << 16) | ((int)color.b << 8) | (int)color.a);
-}
-
-// Returns a random value between min and max (both included)
-int GetRandomValue(int min, int max)
-{
-    if (min > max)
-    {
-        int tmp = max;
-        max = min;
-        min = tmp;
-    }
-
-    return (rand()%(abs(max-min)+1) + min);
-}
-
-// Color fade-in or fade-out, alpha goes from 0.0f to 1.0f
-Color Fade(Color color, float alpha)
-{
-    if (alpha < 0.0f) alpha = 0.0f;
-    else if (alpha > 1.0f) alpha = 1.0f;
-
-    float colorAlpha = (float)color.a*alpha;
-
-    return (Color){color.r, color.g, color.b, (unsigned char)colorAlpha};
-}
-
-// Activate raylib logo at startup (can be done with flags)
-void ShowLogo(void)
-{
-    showLogo = true;
-}
-
-// Setup window configuration flags (view FLAGS)
-void SetConfigFlags(char flags)
-{
-    configFlags = flags;
-
-    if (configFlags & FLAG_SHOW_LOGO) showLogo = true;
-    if (configFlags & FLAG_FULLSCREEN_MODE) fullscreen = true;
-}
-
-// NOTE TraceLog() function is located in [utils.h]
-
-// Takes a screenshot of current screen (saved a .png)
-void TakeScreenshot(const char *fileName)
-{
-#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI)
-    unsigned char *imgData = rlReadScreenPixels(renderWidth, renderHeight);
-    SavePNG(fileName, imgData, renderWidth, renderHeight, 4); // Save image as PNG
-    free(imgData);
-
-    TraceLog(LOG_INFO, "Screenshot taken: %s", fileName);
-#endif
-}
-
-// Check file extension
-bool IsFileExtension(const char *fileName, const char *ext)
-{
-    bool result = false;
-    const char *fileExt;
-    
-    if ((fileExt = strrchr(fileName, '.')) != NULL)
-    {
-        if (strcmp(fileExt, ext) == 0) result = true;
-    }
-
-    return result;
-}
-
-// Get the extension for a filename
-const char *GetExtension(const char *fileName)
-{
-    const char *dot = strrchr(fileName, '.');
-    
-    if (!dot || dot == fileName) return "";
-    
-    return (dot + 1);
-}
-
-// Get directory for a given fileName (with path)
-const char *GetDirectoryPath(const char *fileName)
-{
-    char *lastSlash = NULL;
-    static char filePath[256];      // MAX_DIRECTORY_PATH_SIZE = 256
-    memset(filePath, 0, 256);
-    
-    lastSlash = strrchr(fileName, '\\');
-    strncpy(filePath, fileName, strlen(fileName) - (strlen(lastSlash) - 1));
-    filePath[strlen(fileName) - strlen(lastSlash)] = '\0';
-    
-    return filePath;
-}
-
-// Get current working directory
-const char *GetWorkingDirectory(void)
-{
-    static char currentDir[256];    // MAX_DIRECTORY_PATH_SIZE = 256
-    memset(currentDir, 0, 256);
-    
-    GETCWD(currentDir, 256 - 1);
-    
-    return currentDir;
-}
-
-// Change working directory, returns true if success
-bool ChangeDirectory(const char *dir)
-{
-    return (CHDIR(dir) == 0);
-}
-
-#if defined(PLATFORM_DESKTOP)
-// Check if a file has been dropped into window
-bool IsFileDropped(void)
-{
-    if (dropFilesCount > 0) return true;
-    else return false;
-}
-
-// Get dropped files names
-char **GetDroppedFiles(int *count)
-{
-    *count = dropFilesCount;
-    return dropFilesPath;
-}
-
-// Clear dropped files paths buffer
-void ClearDroppedFiles(void)
-{
-    if (dropFilesCount > 0)
-    {
-        for (int i = 0; i < dropFilesCount; i++) free(dropFilesPath[i]);
-
-        free(dropFilesPath);
-
-        dropFilesCount = 0;
-    }
-}
-#endif
-
-// Save integer value to storage file (to defined position)
-// NOTE: Storage positions is directly related to file memory layout (4 bytes each integer)
-void StorageSaveValue(int position, int value)
-{
-    FILE *storageFile = NULL;
-
-    char path[128];
-#if defined(PLATFORM_ANDROID)
-    strcpy(path, internalDataPath);
-    strcat(path, "/");
-    strcat(path, STORAGE_FILENAME);
-#else
-    strcpy(path, STORAGE_FILENAME);
-#endif
-
-    // Try open existing file to append data
-    storageFile = fopen(path, "rb+");
-
-    // If file doesn't exist, create a new storage data file
-    if (!storageFile) storageFile = fopen(path, "wb");
-
-    if (!storageFile) TraceLog(LOG_WARNING, "Storage data file could not be created");
-    else
-    {
-        // Get file size
-        fseek(storageFile, 0, SEEK_END);
-        int fileSize = ftell(storageFile);  // Size in bytes
-        fseek(storageFile, 0, SEEK_SET);
-
-        if (fileSize < (position*4)) TraceLog(LOG_WARNING, "Storage position could not be found");
-        else
-        {
-            fseek(storageFile, (position*4), SEEK_SET);
-            fwrite(&value, 1, 4, storageFile);
-        }
-
-        fclose(storageFile);
-    }
-}
-
-// Load integer value from storage file (from defined position)
-// NOTE: If requested position could not be found, value 0 is returned
-int StorageLoadValue(int position)
-{
-    int value = 0;
-
-    char path[128];
-#if defined(PLATFORM_ANDROID)
-    strcpy(path, internalDataPath);
-    strcat(path, "/");
-    strcat(path, STORAGE_FILENAME);
-#else
-    strcpy(path, STORAGE_FILENAME);
-#endif
-
-    // Try open existing file to append data
-    FILE *storageFile = fopen(path, "rb");
-
-    if (!storageFile) TraceLog(LOG_WARNING, "Storage data file could not be found");
-    else
-    {
-        // Get file size
-        fseek(storageFile, 0, SEEK_END);
-        int fileSize = ftell(storageFile);      // Size in bytes
-        rewind(storageFile);
-
-        if (fileSize < (position*4)) TraceLog(LOG_WARNING, "Storage position could not be found");
-        else
-        {
-            fseek(storageFile, (position*4), SEEK_SET);
-            fread(&value, 4, 1, storageFile);   // Read 1 element of 4 bytes size
-        }
-
-        fclose(storageFile);
-    }
-
-    return value;
-}
-
-//----------------------------------------------------------------------------------
-// Module Functions Definition - Input (Keyboard, Mouse, Gamepad) Functions
-//----------------------------------------------------------------------------------
-// Detect if a key has been pressed once
-bool IsKeyPressed(int key)
-{
-    bool pressed = false;
-
-    if ((currentKeyState[key] != previousKeyState[key]) && (currentKeyState[key] == 1)) pressed = true;
-    else pressed = false;
-
-    return pressed;
-}
-
-// Detect if a key is being pressed (key held down)
-bool IsKeyDown(int key)
-{
-    if (GetKeyStatus(key) == 1) return true;
-    else return false;
-}
-
-// Detect if a key has been released once
-bool IsKeyReleased(int key)
-{
-    bool released = false;
-
-    if ((currentKeyState[key] != previousKeyState[key]) && (currentKeyState[key] == 0)) released = true;
-    else released = false;
-
-    return released;
-}
-
-// Detect if a key is NOT being pressed (key not held down)
-bool IsKeyUp(int key)
-{
-    if (GetKeyStatus(key) == 0) return true;
-    else return false;
-}
-
-// Get the last key pressed
-int GetKeyPressed(void)
-{
-    return lastKeyPressed;
-}
-
-// Set a custom key to exit program
-// NOTE: default exitKey is ESCAPE
-void SetExitKey(int key)
-{
-#if !defined(PLATFORM_ANDROID)
-    exitKey = key;
-#endif
-}
-
-// NOTE: Gamepad support not implemented in emscripten GLFW3 (PLATFORM_WEB)
-
-// Detect if a gamepad is available
-bool IsGamepadAvailable(int gamepad)
-{
-    bool result = false;
-
-#if !defined(PLATFORM_ANDROID)
-    if ((gamepad < MAX_GAMEPADS) && gamepadReady[gamepad]) result = true;
-#endif
-
-    return result;
-}
-
-// Check gamepad name (if available)
-bool IsGamepadName(int gamepad, const char *name)
-{
-    bool result = false;
-
-#if !defined(PLATFORM_ANDROID)
-    const char *gamepadName = NULL;
-
-    if (gamepadReady[gamepad]) gamepadName = GetGamepadName(gamepad);
-    if ((name != NULL) && (gamepadName != NULL)) result = (strcmp(name, gamepadName) == 0);
-#endif
-
-    return result;
-}
-
-// Return gamepad internal name id
-const char *GetGamepadName(int gamepad)
-{
-#if defined(PLATFORM_DESKTOP)
-    if (gamepadReady[gamepad]) return glfwGetJoystickName(gamepad);
-    else return NULL;
-#elif defined(PLATFORM_RPI)
-    if (gamepadReady[gamepad]) ioctl(gamepadStream[gamepad], JSIOCGNAME(64), &gamepadName);
-
-    return gamepadName;
-#else
-    return NULL;
-#endif
-}
-
-// Return gamepad axis count
-int GetGamepadAxisCount(int gamepad)
-{
-#if defined(PLATFORM_RPI)
-    int axisCount = 0;
-    if (gamepadReady[gamepad]) ioctl(gamepadStream[gamepad], JSIOCGAXES, &axisCount);
-    gamepadAxisCount = axisCount;
-#endif
-    return gamepadAxisCount;
-}
-
-// Return axis movement vector for a gamepad
-float GetGamepadAxisMovement(int gamepad, int axis)
-{
-    float value = 0;
-
-#if !defined(PLATFORM_ANDROID)
-    if ((gamepad < MAX_GAMEPADS) && gamepadReady[gamepad] && (axis < MAX_GAMEPAD_AXIS)) value = gamepadAxisState[gamepad][axis];
-#endif
-
-    return value;
-}
-
-// Detect if a gamepad button has been pressed once
-bool IsGamepadButtonPressed(int gamepad, int button)
-{
-    bool pressed = false;
-
-#if !defined(PLATFORM_ANDROID)
-    if ((gamepad < MAX_GAMEPADS) && gamepadReady[gamepad] && (button < MAX_GAMEPAD_BUTTONS) &&
-        (currentGamepadState[gamepad][button] != previousGamepadState[gamepad][button]) &&
-        (currentGamepadState[gamepad][button] == 1)) pressed = true;
-#endif
-
-    return pressed;
-}
-
-// Detect if a gamepad button is being pressed
-bool IsGamepadButtonDown(int gamepad, int button)
-{
-    bool result = false;
-
-#if !defined(PLATFORM_ANDROID)
-    if ((gamepad < MAX_GAMEPADS) && gamepadReady[gamepad] && (button < MAX_GAMEPAD_BUTTONS) &&
-        (currentGamepadState[gamepad][button] == 1)) result = true;
-#endif
-
-    return result;
-}
-
-// Detect if a gamepad button has NOT been pressed once
-bool IsGamepadButtonReleased(int gamepad, int button)
-{
-    bool released = false;
-
-#if !defined(PLATFORM_ANDROID)
-    if ((gamepad < MAX_GAMEPADS) && gamepadReady[gamepad] && (button < MAX_GAMEPAD_BUTTONS) &&
-        (currentGamepadState[gamepad][button] != previousGamepadState[gamepad][button]) &&
-        (currentGamepadState[gamepad][button] == 0)) released = true;
-#endif
-
-    return released;
-}
-
-// Detect if a mouse button is NOT being pressed
-bool IsGamepadButtonUp(int gamepad, int button)
-{
-    bool result = false;
-
-#if !defined(PLATFORM_ANDROID)
-    if ((gamepad < MAX_GAMEPADS) && gamepadReady[gamepad] && (button < MAX_GAMEPAD_BUTTONS) &&
-        (currentGamepadState[gamepad][button] == 0)) result = true;
-#endif
-
-    return result;
-}
-
-// Get the last gamepad button pressed
-int GetGamepadButtonPressed(void)
-{
-    return lastGamepadButtonPressed;
-}
-
-// Detect if a mouse button has been pressed once
-bool IsMouseButtonPressed(int button)
-{
-    bool pressed = false;
-
-#if defined(PLATFORM_ANDROID)
-    //if (IsGestureDetected(GESTURE_TAP)) pressed = true;   // TODO: review
-#else
-    if ((currentMouseState[button] != previousMouseState[button]) && (currentMouseState[button] == 1)) pressed = true;
-#endif
-
-    return pressed;
-}
-
-// Detect if a mouse button is being pressed
-bool IsMouseButtonDown(int button)
-{
-    bool down = false;
-
-#if defined(PLATFORM_ANDROID)
-    //if (IsGestureDetected(GESTURE_HOLD)) down = true;     // TODO: review
-#else
-    if (GetMouseButtonStatus(button) == 1) down = true;
-#endif
-
-    return down;
-}
-
-// Detect if a mouse button has been released once
-bool IsMouseButtonReleased(int button)
-{
-    bool released = false;
-
-#if !defined(PLATFORM_ANDROID)
-    if ((currentMouseState[button] != previousMouseState[button]) && (currentMouseState[button] == 0)) released = true;
-#endif
-
-    return released;
-}
-
-// Detect if a mouse button is NOT being pressed
-bool IsMouseButtonUp(int button)
-{
-    bool up = false;
-
-#if !defined(PLATFORM_ANDROID)
-    if (GetMouseButtonStatus(button) == 0) up = true;
-#endif
-
-    return up;
-}
-
-// Returns mouse position X
-int GetMouseX(void)
-{
-#if defined(PLATFORM_ANDROID)
-    return (int)touchPosition[0].x;
-#else
-    return (int)mousePosition.x;
-#endif
-}
-
-// Returns mouse position Y
-int GetMouseY(void)
-{
-#if defined(PLATFORM_ANDROID)
-    return (int)touchPosition[0].x;
-#else
-    return (int)mousePosition.y;
-#endif
-}
-
-// Returns mouse position XY
-Vector2 GetMousePosition(void)
-{
-#if defined(PLATFORM_ANDROID)
-    return GetTouchPosition(0);
-#else
-    return mousePosition;
-#endif
-}
-
-// Set mouse position XY
-void SetMousePosition(Vector2 position)
-{
-    mousePosition = position;
-#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
-    // NOTE: emscripten not implemented
-    glfwSetCursorPos(window, position.x, position.y);
-#endif
-}
-
-// Returns mouse wheel movement Y
-int GetMouseWheelMove(void)
-{
-#if defined(PLATFORM_ANDROID)
-    return 0;
-#elif defined(PLATFORM_WEB)
-    return previousMouseWheelY/100;
-#else
-    return previousMouseWheelY;
-#endif
-}
-
-// Returns touch position X for touch point 0 (relative to screen size)
-int GetTouchX(void)
-{
-#if defined(PLATFORM_ANDROID) || defined(PLATFORM_WEB)
-    return (int)touchPosition[0].x;
-#else   // PLATFORM_DESKTOP, PLATFORM_RPI
-    return GetMouseX();
-#endif
-}
-
-// Returns touch position Y for touch point 0 (relative to screen size)
-int GetTouchY(void)
-{
-#if defined(PLATFORM_ANDROID) || defined(PLATFORM_WEB)
-    return (int)touchPosition[0].y;
-#else   // PLATFORM_DESKTOP, PLATFORM_RPI
-    return GetMouseY();
-#endif
-}
-
-// Returns touch position XY for a touch point index (relative to screen size)
-// TODO: Touch position should be scaled depending on display size and render size
-Vector2 GetTouchPosition(int index)
-{
-    Vector2 position = { -1.0f, -1.0f };
-
-#if defined(PLATFORM_ANDROID) || defined(PLATFORM_WEB)
-    if (index < MAX_TOUCH_POINTS) position = touchPosition[index];
-    else TraceLog(LOG_WARNING, "Required touch point out of range (Max touch points: %i)", MAX_TOUCH_POINTS);
-
-    if ((screenWidth > displayWidth) || (screenHeight > displayHeight))
-    {
-        // TODO: Review touch position scaling for screenSize vs displaySize
-        position.x = position.x*((float)screenWidth/(float)(displayWidth - renderOffsetX)) - renderOffsetX/2;
-        position.y = position.y*((float)screenHeight/(float)(displayHeight - renderOffsetY)) - renderOffsetY/2;
-    }
-    else
-    {
-        position.x = position.x*((float)renderWidth/(float)displayWidth) - renderOffsetX/2;
-        position.y = position.y*((float)renderHeight/(float)displayHeight) - renderOffsetY/2;
-    }
-#else   // PLATFORM_DESKTOP, PLATFORM_RPI
-    if (index == 0) position = GetMousePosition();
-#endif
-
-    return position;
-}
-
-//----------------------------------------------------------------------------------
-// Module specific Functions Definition
-//----------------------------------------------------------------------------------
-
-// Initialize display device and framebuffer
-// NOTE: width and height represent the screen (framebuffer) desired size, not actual display size
-// If width or height are 0, default display size will be used for framebuffer size
-static void InitGraphicsDevice(int width, int height)
-{
-    screenWidth = width;        // User desired width
-    screenHeight = height;      // User desired height
-
-    // NOTE: Framebuffer (render area - renderWidth, renderHeight) could include black bars...
-    // ...in top-down or left-right to match display aspect ratio (no weird scalings)
-
-    // Downscale matrix is required in case desired screen area is bigger than display area
-    downscaleView = MatrixIdentity();
-
-#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
-    glfwSetErrorCallback(ErrorCallback);
-
-    if (!glfwInit()) TraceLog(LOG_ERROR, "Failed to initialize GLFW");
-
-    // NOTE: Getting video modes is not implemented in emscripten GLFW3 version
-#if defined(PLATFORM_DESKTOP)
-    // Find monitor resolution
-    const GLFWvidmode *mode = glfwGetVideoMode(glfwGetPrimaryMonitor());
-
-    displayWidth = mode->width;
-    displayHeight = mode->height;
-
-    // Screen size security check
-    if (screenWidth <= 0) screenWidth = displayWidth;
-    if (screenHeight <= 0) screenHeight = displayHeight;
-#endif  // defined(PLATFORM_DESKTOP)
-
-#if defined(PLATFORM_WEB)
-    displayWidth = screenWidth;
-    displayHeight = screenHeight;
-#endif  // defined(PLATFORM_WEB)
-
-    glfwDefaultWindowHints();                       // Set default windows hints
-
-    // Check some Window creation flags
-    if (configFlags & FLAG_WINDOW_RESIZABLE) glfwWindowHint(GLFW_RESIZABLE, GL_TRUE);   // Resizable window
-    else glfwWindowHint(GLFW_RESIZABLE, GL_FALSE);  // Avoid window being resizable
-
-    if (configFlags & FLAG_WINDOW_DECORATED) glfwWindowHint(GLFW_DECORATED, GL_TRUE);   // Border and buttons on Window
-    
-    if (configFlags & FLAG_WINDOW_TRANSPARENT)
-    {
-        // TODO: Enable transparent window (not ready yet on GLFW 3.2)
-    }
-
-    if (configFlags & FLAG_MSAA_4X_HINT)
-    {
-        glfwWindowHint(GLFW_SAMPLES, 4);            // Enables multisampling x4 (MSAA), default is 0
-        TraceLog(LOG_INFO, "Trying to enable MSAA x4");
-    }
-    
-    //glfwWindowHint(GLFW_RED_BITS, 8);             // Framebuffer red color component bits
-    //glfwWindowHint(GLFW_DEPTH_BITS, 16);          // Depthbuffer bits (24 by default)
-    //glfwWindowHint(GLFW_REFRESH_RATE, 0);         // Refresh rate for fullscreen window
-    //glfwWindowHint(GLFW_CLIENT_API, GLFW_OPENGL_API);    // Default OpenGL API to use. Alternative: GLFW_OPENGL_ES_API
-    //glfwWindowHint(GLFW_AUX_BUFFERS, 0);          // Number of auxiliar buffers
-
-    // NOTE: When asking for an OpenGL context version, most drivers provide highest supported version
-    // with forward compatibility to older OpenGL versions.
-    // For example, if using OpenGL 1.1, driver can provide a 4.3 context forward compatible.
-
-    // Check selection OpenGL version
-    if (rlGetVersion() == OPENGL_21)
-    {
-        glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 2);        // Choose OpenGL major version (just hint)
-        glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 1);        // Choose OpenGL minor version (just hint)
-    }
-    else if (rlGetVersion() == OPENGL_33)
-    {
-        glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);        // Choose OpenGL major version (just hint)
-        glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);        // Choose OpenGL minor version (just hint)
-        glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); // Profiles Hint: Only 3.3 and above!
-                                                                       // Other values: GLFW_OPENGL_ANY_PROFILE, GLFW_OPENGL_COMPAT_PROFILE
-#if defined(__APPLE__)
-        glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);  // OSX Requires
-#else
-        glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_FALSE); // Fordward Compatibility Hint: Only 3.3 and above!
-#endif
-        //glfwWindowHint(GLFW_OPENGL_DEBUG_CONTEXT, GL_TRUE);
-    }
-
-    if (fullscreen)
-    {
-        // Obtain recommended displayWidth/displayHeight from a valid videomode for the monitor
-        int count;
-        const GLFWvidmode *modes = glfwGetVideoModes(glfwGetPrimaryMonitor(), &count);
-
-        // Get closest videomode to desired screenWidth/screenHeight
-        for (int i = 0; i < count; i++)
-        {
-            if (modes[i].width >= screenWidth)
-            {
-                if (modes[i].height >= screenHeight)
-                {
-                    displayWidth = modes[i].width;
-                    displayHeight = modes[i].height;
-                    break;
-                }
-            }
-        }
-
-        TraceLog(LOG_WARNING, "Closest fullscreen videomode: %i x %i", displayWidth, displayHeight);
-
-        // NOTE: ISSUE: Closest videomode could not match monitor aspect-ratio, for example,
-        // for a desired screen size of 800x450 (16:9), closest supported videomode is 800x600 (4:3),
-        // framebuffer is rendered correctly but once displayed on a 16:9 monitor, it gets stretched
-        // by the sides to fit all monitor space...
-
-        // At this point we need to manage render size vs screen size
-        // NOTE: This function uses and modifies global module variables:
-        //       screenWidth/screenHeight - renderWidth/renderHeight - downscaleView
-        SetupFramebufferSize(displayWidth, displayHeight);
-
-        window = glfwCreateWindow(displayWidth, displayHeight, windowTitle, glfwGetPrimaryMonitor(), NULL);
-
-        // NOTE: Full-screen change, not working properly...
-        //glfwSetWindowMonitor(window, glfwGetPrimaryMonitor(), 0, 0, screenWidth, screenHeight, GLFW_DONT_CARE);
-    }
-    else
-    {
-        // No-fullscreen window creation
-        window = glfwCreateWindow(screenWidth, screenHeight, windowTitle, NULL, NULL);
-
-#if defined(PLATFORM_DESKTOP)
-        // Center window on screen
-        int windowPosX = displayWidth/2 - screenWidth/2;
-        int windowPosY = displayHeight/2 - screenHeight/2;
-
-        if (windowPosX < 0) windowPosX = 0;
-        if (windowPosY < 0) windowPosY = 0;
-
-        glfwSetWindowPos(window, windowPosX, windowPosY);
-#endif
-        renderWidth = screenWidth;
-        renderHeight = screenHeight;
-    }
-
-    if (!window)
-    {
-        glfwTerminate();
-        TraceLog(LOG_ERROR, "GLFW Failed to initialize Window");
-    }
-    else
-    {
-        TraceLog(LOG_INFO, "Display device initialized successfully");
-#if defined(PLATFORM_DESKTOP)
-        TraceLog(LOG_INFO, "Display size: %i x %i", displayWidth, displayHeight);
-#endif
-        TraceLog(LOG_INFO, "Render size: %i x %i", renderWidth, renderHeight);
-        TraceLog(LOG_INFO, "Screen size: %i x %i", screenWidth, screenHeight);
-        TraceLog(LOG_INFO, "Viewport offsets: %i, %i", renderOffsetX, renderOffsetY);
-    }
-
-    glfwSetWindowSizeCallback(window, WindowSizeCallback);      // NOTE: Resizing not allowed by default!
-    glfwSetCursorEnterCallback(window, CursorEnterCallback);
-    glfwSetKeyCallback(window, KeyCallback);
-    glfwSetMouseButtonCallback(window, MouseButtonCallback);
-    glfwSetCursorPosCallback(window, MouseCursorPosCallback);   // Track mouse position changes
-    glfwSetCharCallback(window, CharCallback);
-    glfwSetScrollCallback(window, ScrollCallback);
-    glfwSetWindowIconifyCallback(window, WindowIconifyCallback);
-#if defined(PLATFORM_DESKTOP)
-    glfwSetDropCallback(window, WindowDropCallback);
-#endif
-
-    glfwMakeContextCurrent(window);
-    
-    // Try to disable GPU V-Sync by default, set framerate using SetTargetFPS()
-    // NOTE: V-Sync can be enabled by graphic driver configuration
-    glfwSwapInterval(0);                
-
-#if defined(PLATFORM_DESKTOP)
-    // Load OpenGL 3.3 extensions
-    // NOTE: GLFW loader function is passed as parameter
-    rlLoadExtensions(glfwGetProcAddress);
-#endif
-
-    // Try to enable GPU V-Sync, so frames are limited to screen refresh rate (60Hz -> 60 FPS)
-    // NOTE: V-Sync can be enabled by graphic driver configuration
-    if (configFlags & FLAG_VSYNC_HINT)
-    {
-        glfwSwapInterval(1);
-        TraceLog(LOG_INFO, "Trying to enable VSYNC");
-    }
-#endif // defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
-
-#if defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI)
-    fullscreen = true;
-
-    // Screen size security check
-    if (screenWidth <= 0) screenWidth = displayWidth;
-    if (screenHeight <= 0) screenHeight = displayHeight;
-
-#if defined(PLATFORM_RPI)
-    bcm_host_init();
-
-    DISPMANX_ELEMENT_HANDLE_T dispmanElement;
-    DISPMANX_DISPLAY_HANDLE_T dispmanDisplay;
-    DISPMANX_UPDATE_HANDLE_T dispmanUpdate;
-
-    VC_RECT_T dstRect;
-    VC_RECT_T srcRect;
-#endif
-
-    EGLint samples = 0;
-    EGLint sampleBuffer = 0;
-    if (configFlags & FLAG_MSAA_4X_HINT)
-    {
-        samples = 4;
-        sampleBuffer = 1;
-        TraceLog(LOG_INFO, "Trying to enable MSAA x4");
-    }
-
-    const EGLint framebufferAttribs[] =
-    {
-        EGL_RENDERABLE_TYPE, EGL_OPENGL_ES2_BIT,     // Type of context support -> Required on RPI?
-        //EGL_SURFACE_TYPE, EGL_WINDOW_BIT,          // Don't use it on Android!
-        EGL_RED_SIZE, 8,            // RED color bit depth (alternative: 5)
-        EGL_GREEN_SIZE, 8,          // GREEN color bit depth (alternative: 6)
-        EGL_BLUE_SIZE, 8,           // BLUE color bit depth (alternative: 5)
-        //EGL_ALPHA_SIZE, 8,        // ALPHA bit depth (required for transparent framebuffer)
-        //EGL_TRANSPARENT_TYPE, EGL_NONE, // Request transparent framebuffer (EGL_TRANSPARENT_RGB does not work on RPI)
-        EGL_DEPTH_SIZE, 16,         // Depth buffer size (Required to use Depth testing!)
-        //EGL_STENCIL_SIZE, 8,      // Stencil buffer size
-        EGL_SAMPLE_BUFFERS, sampleBuffer,    // Activate MSAA
-        EGL_SAMPLES, samples,       // 4x Antialiasing if activated (Free on MALI GPUs)
-        EGL_NONE
-    };
-
-    EGLint contextAttribs[] =
-    {
-        EGL_CONTEXT_CLIENT_VERSION, 2,
-        EGL_NONE
-    };
-
-    EGLint numConfigs;
-
-    // Get an EGL display connection
-    display = eglGetDisplay(EGL_DEFAULT_DISPLAY);
-
-    // Initialize the EGL display connection
-    eglInitialize(display, NULL, NULL);
-
-    // Get an appropriate EGL framebuffer configuration
-    eglChooseConfig(display, framebufferAttribs, &config, 1, &numConfigs);
-
-    // Set rendering API
-    eglBindAPI(EGL_OPENGL_ES_API);
-
-    // Create an EGL rendering context
-    context = eglCreateContext(display, config, EGL_NO_CONTEXT, contextAttribs);
-
-    // Create an EGL window surface
-    //---------------------------------------------------------------------------------
-#if defined(PLATFORM_ANDROID)
-    EGLint displayFormat;
-
-    displayWidth = ANativeWindow_getWidth(app->window);
-    displayHeight = ANativeWindow_getHeight(app->window);
-
-    // EGL_NATIVE_VISUAL_ID is an attribute of the EGLConfig that is guaranteed to be accepted by ANativeWindow_setBuffersGeometry()
-    // As soon as we picked a EGLConfig, we can safely reconfigure the ANativeWindow buffers to match, using EGL_NATIVE_VISUAL_ID
-    eglGetConfigAttrib(display, config, EGL_NATIVE_VISUAL_ID, &displayFormat);
-
-    // At this point we need to manage render size vs screen size
-    // NOTE: This function use and modify global module variables: screenWidth/screenHeight and renderWidth/renderHeight and downscaleView
-    SetupFramebufferSize(displayWidth, displayHeight);
-
-    ANativeWindow_setBuffersGeometry(app->window, renderWidth, renderHeight, displayFormat);
-    //ANativeWindow_setBuffersGeometry(app->window, 0, 0, displayFormat);       // Force use of native display size
-
-    surface = eglCreateWindowSurface(display, config, app->window, NULL);
-#endif  // defined(PLATFORM_ANDROID)
-
-#if defined(PLATFORM_RPI)
-    graphics_get_display_size(0, &displayWidth, &displayHeight);
-
-    // At this point we need to manage render size vs screen size
-    // NOTE: This function use and modify global module variables: screenWidth/screenHeight and renderWidth/renderHeight and downscaleView
-    SetupFramebufferSize(displayWidth, displayHeight);
-
-    dstRect.x = 0;
-    dstRect.y = 0;
-    dstRect.width = displayWidth;
-    dstRect.height = displayHeight;
-
-    srcRect.x = 0;
-    srcRect.y = 0;
-    srcRect.width = renderWidth << 16;
-    srcRect.height = renderHeight << 16;
-
-    // NOTE: RPI dispmanx windowing system takes care of srcRec scaling to dstRec by hardware (no cost)
-    // Take care that renderWidth/renderHeight fit on displayWidth/displayHeight aspect ratio
-
-    VC_DISPMANX_ALPHA_T alpha;
-    alpha.flags = DISPMANX_FLAGS_ALPHA_FIXED_ALL_PIXELS;
-    alpha.opacity = 255;    // Set transparency level for framebuffer, requires EGLAttrib: EGL_TRANSPARENT_TYPE
-    alpha.mask = 0;
-
-    dispmanDisplay = vc_dispmanx_display_open(0);   // LCD
-    dispmanUpdate = vc_dispmanx_update_start(0);
-
-    dispmanElement = vc_dispmanx_element_add(dispmanUpdate, dispmanDisplay, 0/*layer*/, &dstRect, 0/*src*/,
-                                            &srcRect, DISPMANX_PROTECTION_NONE, &alpha, 0/*clamp*/, DISPMANX_NO_ROTATE);
-
-    nativeWindow.element = dispmanElement;
-    nativeWindow.width = renderWidth;
-    nativeWindow.height = renderHeight;
-    vc_dispmanx_update_submit_sync(dispmanUpdate);
-
-    surface = eglCreateWindowSurface(display, config, &nativeWindow, NULL);
-    //---------------------------------------------------------------------------------
-#endif  // defined(PLATFORM_RPI)
-    // There must be at least one frame displayed before the buffers are swapped
-    //eglSwapInterval(display, 1);
-
-    if (eglMakeCurrent(display, surface, surface, context) == EGL_FALSE)
-    {
-        TraceLog(LOG_ERROR, "Unable to attach EGL rendering context to EGL surface");
-    }
-    else
-    {
-        // Grab the width and height of the surface
-        //eglQuerySurface(display, surface, EGL_WIDTH, &renderWidth);
-        //eglQuerySurface(display, surface, EGL_HEIGHT, &renderHeight);
-
-        TraceLog(LOG_INFO, "Display device initialized successfully");
-        TraceLog(LOG_INFO, "Display size: %i x %i", displayWidth, displayHeight);
-        TraceLog(LOG_INFO, "Render size: %i x %i", renderWidth, renderHeight);
-        TraceLog(LOG_INFO, "Screen size: %i x %i", screenWidth, screenHeight);
-        TraceLog(LOG_INFO, "Viewport offsets: %i, %i", renderOffsetX, renderOffsetY);
-    }
-#endif // defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI)
-
-    // Initialize OpenGL context (states and resources)
-    // NOTE: screenWidth and screenHeight not used, just stored as globals
-    rlglInit(screenWidth, screenHeight);
-
-    // Setup default viewport
-    SetupViewport();
-
-    // Initialize internal projection and modelview matrices
-    // NOTE: Default to orthographic projection mode with top-left corner at (0,0)
-    rlMatrixMode(RL_PROJECTION);                // Switch to PROJECTION matrix
-    rlLoadIdentity();                           // Reset current matrix (PROJECTION)
-    rlOrtho(0, renderWidth - renderOffsetX, renderHeight - renderOffsetY, 0, 0.0f, 1.0f);
-    rlMatrixMode(RL_MODELVIEW);                 // Switch back to MODELVIEW matrix
-    rlLoadIdentity();                           // Reset current matrix (MODELVIEW)
-
-    ClearBackground(RAYWHITE);      // Default background color for raylib games :P
-
-#if defined(PLATFORM_ANDROID)
-    windowReady = true;             // IMPORTANT!
-#endif
-}
-
-// Set viewport parameters
-static void SetupViewport(void)
-{
-#if defined(__APPLE__)
-    // Get framebuffer size of current window
-    // NOTE: Required to handle HighDPI display correctly on OSX because framebuffer
-    // is automatically reasized to adapt to new DPI.
-    // When OS does that, it can be detected using GLFW3 callback: glfwSetFramebufferSizeCallback()
-    int fbWidth, fbHeight;
-    glfwGetFramebufferSize(window, &fbWidth, &fbHeight);
-    rlViewport(renderOffsetX/2, renderOffsetY/2,  fbWidth - renderOffsetX, fbHeight - renderOffsetY);
-#else
-    // Initialize screen viewport (area of the screen that you will actually draw to)
-    // NOTE: Viewport must be recalculated if screen is resized
-    rlViewport(renderOffsetX/2, renderOffsetY/2, renderWidth - renderOffsetX, renderHeight - renderOffsetY);
-#endif
-}
-
-// Compute framebuffer size relative to screen size and display size
-// NOTE: Global variables renderWidth/renderHeight and renderOffsetX/renderOffsetY can be modified
-static void SetupFramebufferSize(int displayWidth, int displayHeight)
-{
-    // Calculate renderWidth and renderHeight, we have the display size (input params) and the desired screen size (global var)
-    if ((screenWidth > displayWidth) || (screenHeight > displayHeight))
-    {
-        TraceLog(LOG_WARNING, "DOWNSCALING: Required screen size (%ix%i) is bigger than display size (%ix%i)", screenWidth, screenHeight, displayWidth, displayHeight);
-
-        // Downscaling to fit display with border-bars
-        float widthRatio = (float)displayWidth/(float)screenWidth;
-        float heightRatio = (float)displayHeight/(float)screenHeight;
-
-        if (widthRatio <= heightRatio)
-        {
-            renderWidth = displayWidth;
-            renderHeight = (int)round((float)screenHeight*widthRatio);
-            renderOffsetX = 0;
-            renderOffsetY = (displayHeight - renderHeight);
-        }
-        else
-        {
-            renderWidth = (int)round((float)screenWidth*heightRatio);
-            renderHeight = displayHeight;
-            renderOffsetX = (displayWidth - renderWidth);
-            renderOffsetY = 0;
-        }
-
-        // NOTE: downscale matrix required!
-        float scaleRatio = (float)renderWidth/(float)screenWidth;
-
-        downscaleView = MatrixScale(scaleRatio, scaleRatio, scaleRatio);
-
-        // NOTE: We render to full display resolution!
-        // We just need to calculate above parameters for downscale matrix and offsets
-        renderWidth = displayWidth;
-        renderHeight = displayHeight;
-
-        TraceLog(LOG_WARNING, "Downscale matrix generated, content will be rendered at: %i x %i", renderWidth, renderHeight);
-    }
-    else if ((screenWidth < displayWidth) || (screenHeight < displayHeight))
-    {
-        // Required screen size is smaller than display size
-        TraceLog(LOG_INFO, "UPSCALING: Required screen size: %i x %i -> Display size: %i x %i", screenWidth, screenHeight, displayWidth, displayHeight);
-
-        // Upscaling to fit display with border-bars
-        float displayRatio = (float)displayWidth/(float)displayHeight;
-        float screenRatio = (float)screenWidth/(float)screenHeight;
-
-        if (displayRatio <= screenRatio)
-        {
-            renderWidth = screenWidth;
-            renderHeight = (int)round((float)screenWidth/displayRatio);
-            renderOffsetX = 0;
-            renderOffsetY = (renderHeight - screenHeight);
-        }
-        else
-        {
-            renderWidth = (int)round((float)screenHeight*displayRatio);
-            renderHeight = screenHeight;
-            renderOffsetX = (renderWidth - screenWidth);
-            renderOffsetY = 0;
-        }
-    }
-    else    // screen == display
-    {
-        renderWidth = screenWidth;
-        renderHeight = screenHeight;
-        renderOffsetX = 0;
-        renderOffsetY = 0;
-    }
-}
-
-// Initialize hi-resolution timer
-static void InitTimer(void)
-{
-    srand(time(NULL));              // Initialize random seed
-    
-#if !defined(SUPPORT_BUSY_WAIT_LOOP) && defined(_WIN32)
-    timeBeginPeriod(1);             // Setup high-resolution timer to 1ms (granularity of 1-2 ms)
-#endif
-
-#if defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI)
-    struct timespec now;
-
-    if (clock_gettime(CLOCK_MONOTONIC, &now) == 0)  // Success
-    {
-        baseTime = (uint64_t)now.tv_sec*1000000000LLU + (uint64_t)now.tv_nsec;
-    }
-    else TraceLog(LOG_WARNING, "No hi-resolution timer available");
-#endif
-
-    previousTime = GetTime();       // Get time as double
-}
-
-// Get current time measure (in seconds) since InitTimer()
-static double GetTime(void)
-{
-#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
-    return glfwGetTime();
-#endif
-
-#if defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI)
-    struct timespec ts;
-    clock_gettime(CLOCK_MONOTONIC, &ts);
-    uint64_t time = (uint64_t)ts.tv_sec*1000000000LLU + (uint64_t)ts.tv_nsec;
-
-    return (double)(time - baseTime)*1e-9;
-#endif
-}
-
-// Wait for some milliseconds (stop program execution)
-// NOTE: Sleep() granularity could be around 10 ms, it means, Sleep() could
-// take longer than expected... for that reason we use the busy wait loop
-// http://stackoverflow.com/questions/43057578/c-programming-win32-games-sleep-taking-longer-than-expected
-static void Wait(float ms)
-{
-#if defined(SUPPORT_BUSY_WAIT_LOOP)
-    double prevTime = GetTime();
-    double nextTime = 0.0;
-
-    // Busy wait loop
-    while ((nextTime - prevTime) < ms/1000.0f) nextTime = GetTime();
-#else
-    #if defined(_WIN32)
-        Sleep((unsigned int)ms);
-    #elif defined(__linux__) || defined(PLATFORM_WEB)
-        struct timespec req = { 0 };
-        time_t sec = (int)(ms/1000.0f);
-        ms -= (sec*1000);
-        req.tv_sec = sec;
-        req.tv_nsec = ms*1000000L;
-
-        // NOTE: Use nanosleep() on Unix platforms... usleep() it's deprecated.
-        while (nanosleep(&req, &req) == -1) continue;
-    #elif defined(__APPLE__)
-        usleep(ms*1000.0f);
-    #endif
-#endif
-}
-
-// Get one key state
-static bool GetKeyStatus(int key)
-{
-#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
-    return glfwGetKey(window, key);
-#elif defined(PLATFORM_ANDROID)
-    // NOTE: Android supports up to 260 keys
-    if (key < 0 || key > 260) return false;
-    else return currentKeyState[key];
-#elif defined(PLATFORM_RPI)
-    // NOTE: Keys states are filled in PollInputEvents()
-    if (key < 0 || key > 511) return false;
-    else return currentKeyState[key];
-#endif
-}
-
-// Get one mouse button state
-static bool GetMouseButtonStatus(int button)
-{
-#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
-    return glfwGetMouseButton(window, button);
-#elif defined(PLATFORM_ANDROID)
-    // TODO: Check for virtual mouse?
-    return false;
-#elif defined(PLATFORM_RPI)
-    // NOTE: Mouse buttons states are filled in PollInputEvents()
-    return currentMouseState[button];
-#endif
-}
-
-// Poll (store) all input events
-static void PollInputEvents(void)
-{
-#if defined(SUPPORT_GESTURES_SYSTEM)
-    // NOTE: Gestures update must be called every frame to reset gestures correctly
-    // because ProcessGestureEvent() is just called on an event, not every frame
-    UpdateGestures();
-#endif
-
-    // Reset last key pressed registered
-    lastKeyPressed = -1;
-
-#if !defined(PLATFORM_RPI)
-    // Reset last gamepad button/axis registered state
-    lastGamepadButtonPressed = -1;
-    gamepadAxisCount = 0;
-#endif
-
-#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
-    // Mouse input polling
-    double mouseX;
-    double mouseY;
-
-    glfwGetCursorPos(window, &mouseX, &mouseY);
-
-    mousePosition.x = (float)mouseX;
-    mousePosition.y = (float)mouseY;
-
-    // Keyboard input polling (automatically managed by GLFW3 through callback)
-
-    // Register previous keys states
-    for (int i = 0; i < 512; i++) previousKeyState[i] = currentKeyState[i];
-
-    // Register previous mouse states
-    for (int i = 0; i < 3; i++) previousMouseState[i] = currentMouseState[i];
-
-    previousMouseWheelY = currentMouseWheelY;
-    currentMouseWheelY = 0;
-#endif
-
-#if defined(PLATFORM_DESKTOP)
-    // Check if gamepads are ready
-    // NOTE: We do it here in case of disconection
-    for (int i = 0; i < MAX_GAMEPADS; i++)
-    {
-        if (glfwJoystickPresent(i)) gamepadReady[i] = true;
-        else gamepadReady[i] = false;
-    }
-
-    // Register gamepads buttons events
-    for (int i = 0; i < MAX_GAMEPADS; i++)
-    {
-        if (gamepadReady[i])     // Check if gamepad is available
-        {
-            // Register previous gamepad states
-            for (int k = 0; k < MAX_GAMEPAD_BUTTONS; k++) previousGamepadState[i][k] = currentGamepadState[i][k];
-
-            // Get current gamepad state
-            // NOTE: There is no callback available, so we get it manually
-            const unsigned char *buttons;
-            int buttonsCount;
-
-            buttons = glfwGetJoystickButtons(i, &buttonsCount);
-
-            for (int k = 0; (buttons != NULL) && (k < buttonsCount) && (buttonsCount < MAX_GAMEPAD_BUTTONS); k++)
-            {
-                if (buttons[k] == GLFW_PRESS)
-                {
-                    currentGamepadState[i][k] = 1;
-                    lastGamepadButtonPressed = k;
-                }
-                else currentGamepadState[i][k] = 0;
-            }
-
-            // Get current axis state
-            const float *axes;
-            int axisCount = 0;
-
-            axes = glfwGetJoystickAxes(i, &axisCount);
-
-            for (int k = 0; (axes != NULL) && (k < axisCount) && (k < MAX_GAMEPAD_AXIS); k++)
-            {
-                gamepadAxisState[i][k] = axes[k];
-            }
-
-            gamepadAxisCount = axisCount;
-        }
-    }
-
-    glfwPollEvents();       // Register keyboard/mouse events (callbacks)... and window events!
-#endif
-
-// Gamepad support using emscripten API
-// NOTE: GLFW3 joystick functionality not available in web
-#if defined(PLATFORM_WEB)
-    // Get number of gamepads connected
-    int numGamepads = emscripten_get_num_gamepads();
-
-    for (int i = 0; (i < numGamepads) && (i < MAX_GAMEPADS); i++)
-    {
-        // Register previous gamepad button states
-        for (int k = 0; k < MAX_GAMEPAD_BUTTONS; k++) previousGamepadState[i][k] = currentGamepadState[i][k];
-
-        EmscriptenGamepadEvent gamepadState;
-
-        int result = emscripten_get_gamepad_status(i, &gamepadState);
-
-        if (result == EMSCRIPTEN_RESULT_SUCCESS)
-        {
-            // Register buttons data for every connected gamepad
-            for (int j = 0; (j < gamepadState.numButtons) && (j < MAX_GAMEPAD_BUTTONS); j++)
-            {
-                if (gamepadState.digitalButton[j] == 1)
-                {
-                    currentGamepadState[i][j] = 1;
-                    lastGamepadButtonPressed = j;
-                }
-                else currentGamepadState[i][j] = 0;
-
-                //printf("Gamepad %d, button %d: Digital: %d, Analog: %g\n", gamepadState.index, j, gamepadState.digitalButton[j], gamepadState.analogButton[j]);
-            }
-
-            // Register axis data for every connected gamepad
-            for (int j = 0; (j < gamepadState.numAxes) && (j < MAX_GAMEPAD_AXIS); j++)
-            {
-                gamepadAxisState[i][j] = gamepadState.axis[j];
-            }
-
-            gamepadAxisCount = gamepadState.numAxes;
-        }
-    }
-#endif
-
-#if defined(PLATFORM_ANDROID)
-    // Register previous keys states
-    // NOTE: Android supports up to 260 keys
-    for (int i = 0; i < 260; i++) previousKeyState[i] = currentKeyState[i];
-
-    // Poll Events (registered events)
-    // NOTE: Activity is paused if not enabled (appEnabled)
-    while ((ident = ALooper_pollAll(appEnabled ? 0 : -1, NULL, &events,(void**)&source)) >= 0)
-    {
-        // Process this event
-        if (source != NULL) source->process(app, source);
-
-        // NOTE: Never close window, native activity is controlled by the system!
-        if (app->destroyRequested != 0)
-        {
-            //TraceLog(LOG_INFO, "Closing Window...");
-            //windowShouldClose = true;
-            //ANativeActivity_finish(app->activity);
-        }
-    }
-#endif
-
-#if defined(PLATFORM_RPI)
-    // NOTE: Mouse input events polling is done asynchonously in another pthread - MouseThread()
-
-    // NOTE: Keyboard reading could be done using input_event(s) reading or just read from stdin,
-    // we use method 2 (stdin) but maybe in a future we should change to method 1...
-    ProcessKeyboard();
-
-    // NOTE: Gamepad (Joystick) input events polling is done asynchonously in another pthread - GamepadThread()
-#endif
-}
-
-// Copy back buffer to front buffers
-static void SwapBuffers(void)
-{
-#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
-    glfwSwapBuffers(window);
-#endif
-
-#if defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI)
-    eglSwapBuffers(display, surface);
-#endif
-}
-
-#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
-// GLFW3 Error Callback, runs on GLFW3 error
-static void ErrorCallback(int error, const char *description)
-{
-    TraceLog(LOG_WARNING, "[GLFW3 Error] Code: %i Decription: %s", error, description);
-}
-
-// GLFW3 Srolling Callback, runs on mouse wheel
-static void ScrollCallback(GLFWwindow *window, double xoffset, double yoffset)
-{
-    currentMouseWheelY = (int)yoffset;
-}
-
-// GLFW3 Keyboard Callback, runs on key pressed
-static void KeyCallback(GLFWwindow *window, int key, int scancode, int action, int mods)
-{
-    if (key == exitKey && action == GLFW_PRESS)
-    {
-        glfwSetWindowShouldClose(window, GL_TRUE);
-
-        // NOTE: Before closing window, while loop must be left!
-    }
-#if defined(PLATFORM_DESKTOP)
-    else if (key == GLFW_KEY_F12 && action == GLFW_PRESS)
-    {
-    #if defined(SUPPORT_GIF_RECORDING)
-        if (mods == GLFW_MOD_CONTROL)
-        {
-            if (gifRecording)
-            {
-                GifEnd();
-                gifRecording = false;
-                
-                TraceLog(LOG_INFO, "End animated GIF recording");
-            }
-            else 
-            {
-                gifRecording = true;
-                gifFramesCounter = 0;
-                
-                // NOTE: delay represents the time between frames in the gif, if we capture a gif frame every
-                // 10 game frames and each frame trakes 16.6ms (60fps), delay between gif frames should be ~16.6*10.
-                GifBegin(FormatText("screenrec%03i.gif", screenshotCounter), screenWidth, screenHeight, (int)(GetFrameTime()*10.0f), 8, false);
-                screenshotCounter++;
-                
-                TraceLog(LOG_INFO, "Begin animated GIF recording: %s", FormatText("screenrec%03i.gif", screenshotCounter));
-            }
-        }
-        else
-    #endif  // SUPPORT_GIF_RECORDING
-        {
-            TakeScreenshot(FormatText("screenshot%03i.png", screenshotCounter));
-            screenshotCounter++;
-        }
-    }
-#endif  // PLATFORM_DESKTOP
-    else
-    {
-        currentKeyState[key] = action;
-        if (action == GLFW_PRESS) lastKeyPressed = key;
-    }
-}
-
-// GLFW3 Mouse Button Callback, runs on mouse button pressed
-static void MouseButtonCallback(GLFWwindow *window, int button, int action, int mods)
-{
-    currentMouseState[button] = action;
-
-#if defined(SUPPORT_GESTURES_SYSTEM) && defined(SUPPORT_MOUSE_GESTURES)
-    // Process mouse events as touches to be able to use mouse-gestures
-    GestureEvent gestureEvent;
-
-    // Register touch actions
-    if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) gestureEvent.touchAction = TOUCH_DOWN;
-    else if (IsMouseButtonReleased(MOUSE_LEFT_BUTTON)) gestureEvent.touchAction = TOUCH_UP;
-
-    // NOTE: TOUCH_MOVE event is registered in MouseCursorPosCallback()
-
-    // Assign a pointer ID
-    gestureEvent.pointerId[0] = 0;
-
-    // Register touch points count
-    gestureEvent.pointCount = 1;
-
-    // Register touch points position, only one point registered
-    gestureEvent.position[0] = GetMousePosition();
-
-    // Normalize gestureEvent.position[0] for screenWidth and screenHeight
-    gestureEvent.position[0].x /= (float)GetScreenWidth();
-    gestureEvent.position[0].y /= (float)GetScreenHeight();
-
-    // Gesture data is sent to gestures system for processing
-    ProcessGestureEvent(gestureEvent);
-#endif
-}
-
-// GLFW3 Cursor Position Callback, runs on mouse move
-static void MouseCursorPosCallback(GLFWwindow *window, double x, double y)
-{
-#if defined(SUPPORT_GESTURES_SYSTEM) && defined(SUPPORT_MOUSE_GESTURES)
-    // Process mouse events as touches to be able to use mouse-gestures
-    GestureEvent gestureEvent;
-
-    gestureEvent.touchAction = TOUCH_MOVE;
-
-    // Assign a pointer ID
-    gestureEvent.pointerId[0] = 0;
-
-    // Register touch points count
-    gestureEvent.pointCount = 1;
-
-    // Register touch points position, only one point registered
-    gestureEvent.position[0] = (Vector2){ (float)x, (float)y };
-
-    touchPosition[0] = gestureEvent.position[0];
-
-    // Normalize gestureEvent.position[0] for screenWidth and screenHeight
-    gestureEvent.position[0].x /= (float)GetScreenWidth();
-    gestureEvent.position[0].y /= (float)GetScreenHeight();
-
-    // Gesture data is sent to gestures system for processing
-    ProcessGestureEvent(gestureEvent);
-#endif
-}
-
-// GLFW3 Char Key Callback, runs on key pressed (get char value)
-static void CharCallback(GLFWwindow *window, unsigned int key)
-{
-    lastKeyPressed = key;
-
-    //TraceLog(LOG_INFO, "Char Callback Key pressed: %i\n", key);
-}
-
-// GLFW3 CursorEnter Callback, when cursor enters the window
-static void CursorEnterCallback(GLFWwindow *window, int enter)
-{
-    if (enter == true) cursorOnScreen = true;
-    else cursorOnScreen = false;
-}
-
-// GLFW3 WindowSize Callback, runs when window is resized
-// NOTE: Window resizing not allowed by default
-static void WindowSizeCallback(GLFWwindow *window, int width, int height)
-{
-    // If window is resized, viewport and projection matrix needs to be re-calculated
-    rlViewport(0, 0, width, height);            // Set viewport width and height
-    rlMatrixMode(RL_PROJECTION);                // Switch to PROJECTION matrix
-    rlLoadIdentity();                           // Reset current matrix (PROJECTION)
-    rlOrtho(0, width, height, 0, 0.0f, 1.0f);   // Orthographic projection mode with top-left corner at (0,0)
-    rlMatrixMode(RL_MODELVIEW);                 // Switch back to MODELVIEW matrix
-    rlLoadIdentity();                           // Reset current matrix (MODELVIEW)
-    rlClearScreenBuffers();                     // Clear screen buffers (color and depth)
-
-    // Window size must be updated to be used on 3D mode to get new aspect ratio (Begin3dMode())
-    screenWidth = width;
-    screenHeight = height;
-    renderWidth = width;
-    renderHeight = height;
-
-    // NOTE: Postprocessing texture is not scaled to new size
-}
-
-// GLFW3 WindowIconify Callback, runs when window is minimized/restored
-static void WindowIconifyCallback(GLFWwindow* window, int iconified)
-{
-    if (iconified) windowMinimized = true;  // The window was iconified
-    else windowMinimized = false;           // The window was restored
-}
-#endif
-
-#if defined(PLATFORM_DESKTOP)
-// GLFW3 Window Drop Callback, runs when drop files into window
-// NOTE: Paths are stored in dinamic memory for further retrieval
-// Everytime new files are dropped, old ones are discarded
-static void WindowDropCallback(GLFWwindow *window, int count, const char **paths)
-{
-    ClearDroppedFiles();
-
-    dropFilesPath = (char **)malloc(sizeof(char *)*count);
-
-    for (int i = 0; i < count; i++)
-    {
-        dropFilesPath[i] = (char *)malloc(sizeof(char)*256);     // Max path length set to 256 char
-        strcpy(dropFilesPath[i], paths[i]);
-    }
-
-    dropFilesCount = count;
-}
-#endif
-
-#if defined(PLATFORM_ANDROID)
-// Android: Process activity lifecycle commands
-static void AndroidCommandCallback(struct android_app *app, int32_t cmd)
-{
-    switch (cmd)
-    {
-        case APP_CMD_START:
-        {
-            //rendering = true;
-            TraceLog(LOG_INFO, "APP_CMD_START");
-        } break;
-        case APP_CMD_RESUME:
-        {
-            TraceLog(LOG_INFO, "APP_CMD_RESUME");
-        } break;
-        case APP_CMD_INIT_WINDOW:
-        {
-            TraceLog(LOG_INFO, "APP_CMD_INIT_WINDOW");
-
-            if (app->window != NULL)
-            {
-                if (contextRebindRequired)
-                {
-                    // Reset screen scaling to full display size
-                    EGLint displayFormat;
-                    eglGetConfigAttrib(display, config, EGL_NATIVE_VISUAL_ID, &displayFormat);
-                    ANativeWindow_setBuffersGeometry(app->window, renderWidth, renderHeight, displayFormat);
-
-                    // Recreate display surface and re-attach OpenGL context
-                    surface = eglCreateWindowSurface(display, config, app->window, NULL);
-                    eglMakeCurrent(display, surface, surface, context);
-
-                    contextRebindRequired = false;
-                }
-                else
-                {
-                    // Init graphics device (display device and OpenGL context)
-                    InitGraphicsDevice(screenWidth, screenHeight);
-
-                    #if defined(SUPPORT_DEFAULT_FONT)
-                    // Load default font
-                    // NOTE: External function (defined in module: text)
-                    LoadDefaultFont();
-                    #endif
-
-                    // TODO: GPU assets reload in case of lost focus (lost context)
-                    // NOTE: This problem has been solved just unbinding and rebinding context from display
-                    /*
-                    if (assetsReloadRequired)
-                    {
-                        for (int i = 0; i < assetsCount; i++)
-                        {
-                            // TODO: Unload old asset if required
-
-                            // Load texture again to pointed texture
-                            (*textureAsset + i) = LoadTexture(assetPath[i]);
-                        }
-                    }
-                    */
-
-                    // Init hi-res timer
-                    InitTimer();
-
-                    // raylib logo appearing animation (if enabled)
-                    if (showLogo)
-                    {
-                        SetTargetFPS(60);   // Not required on Android
-                        LogoAnimation();
-                    }
-                }
-            }
-        } break;
-        case APP_CMD_GAINED_FOCUS:
-        {
-            TraceLog(LOG_INFO, "APP_CMD_GAINED_FOCUS");
-            appEnabled = true;
-            //ResumeMusicStream();
-        } break;
-        case APP_CMD_PAUSE:
-        {
-            TraceLog(LOG_INFO, "APP_CMD_PAUSE");
-        } break;
-        case APP_CMD_LOST_FOCUS:
-        {
-            //DrawFrame();
-            TraceLog(LOG_INFO, "APP_CMD_LOST_FOCUS");
-            appEnabled = false;
-            //PauseMusicStream();
-        } break;
-        case APP_CMD_TERM_WINDOW:
-        {
-            // Dettach OpenGL context and destroy display surface
-            // NOTE 1: Detaching context before destroying display surface avoids losing our resources (textures, shaders, VBOs...)
-            // NOTE 2: In some cases (too many context loaded), OS could unload context automatically... :(
-            eglMakeCurrent(display, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT);
-            eglDestroySurface(display, surface);
-
-            contextRebindRequired = true;
-
-            TraceLog(LOG_INFO, "APP_CMD_TERM_WINDOW");
-        } break;
-        case APP_CMD_SAVE_STATE:
-        {
-            TraceLog(LOG_INFO, "APP_CMD_SAVE_STATE");
-        } break;
-        case APP_CMD_STOP:
-        {
-            TraceLog(LOG_INFO, "APP_CMD_STOP");
-        } break;
-        case APP_CMD_DESTROY:
-        {
-            // TODO: Finish activity?
-            //ANativeActivity_finish(app->activity);
-
-            TraceLog(LOG_INFO, "APP_CMD_DESTROY");
-        } break;
-        case APP_CMD_CONFIG_CHANGED:
-        {
-            //AConfiguration_fromAssetManager(app->config, app->activity->assetManager);
-            //print_cur_config(app);
-
-            // Check screen orientation here!
-
-            TraceLog(LOG_INFO, "APP_CMD_CONFIG_CHANGED");
-        } break;
-        default: break;
-    }
-}
-
-// Android: Get input events
-static int32_t AndroidInputCallback(struct android_app *app, AInputEvent *event)
-{
-    //http://developer.android.com/ndk/reference/index.html
-
-    int type = AInputEvent_getType(event);
-
-    if (type == AINPUT_EVENT_TYPE_MOTION)
-    {
-        // Get first touch position
-        touchPosition[0].x = AMotionEvent_getX(event, 0);
-        touchPosition[0].y = AMotionEvent_getY(event, 0);
-
-        // Get second touch position
-        touchPosition[1].x = AMotionEvent_getX(event, 1);
-        touchPosition[1].y = AMotionEvent_getY(event, 1);
-    }
-    else if (type == AINPUT_EVENT_TYPE_KEY)
-    {
-        int32_t keycode = AKeyEvent_getKeyCode(event);
-        //int32_t AKeyEvent_getMetaState(event);
-
-        // Save current button and its state
-        // NOTE: Android key action is 0 for down and 1 for up
-        if (AKeyEvent_getAction(event) == 0)
-        {
-            currentKeyState[keycode] = 1;  // Key down
-            lastKeyPressed = keycode;
-        }
-        else currentKeyState[keycode] = 0;  // Key up
-
-        if (keycode == AKEYCODE_POWER)
-        {
-            // Let the OS handle input to avoid app stuck. Behaviour: CMD_PAUSE -> CMD_SAVE_STATE -> CMD_STOP -> CMD_CONFIG_CHANGED -> CMD_LOST_FOCUS
-            // Resuming Behaviour: CMD_START -> CMD_RESUME -> CMD_CONFIG_CHANGED -> CMD_CONFIG_CHANGED -> CMD_GAINED_FOCUS
-            // It seems like locking mobile, screen size (CMD_CONFIG_CHANGED) is affected.
-            // NOTE: AndroidManifest.xml must have <activity android:configChanges="orientation|keyboardHidden|screenSize" >
-            // Before that change, activity was calling CMD_TERM_WINDOW and CMD_DESTROY when locking mobile, so that was not a normal behaviour
-            return 0;
-        }
-        else if ((keycode == AKEYCODE_BACK) || (keycode == AKEYCODE_MENU))
-        {
-            // Eat BACK_BUTTON and AKEYCODE_MENU, just do nothing... and don't let to be handled by OS!
-            return 1;
-        }
-        else if ((keycode == AKEYCODE_VOLUME_UP) || (keycode == AKEYCODE_VOLUME_DOWN))
-        {
-            // Set default OS behaviour
-            return 0;
-        }
-    }
-
-    int32_t action = AMotionEvent_getAction(event);
-    unsigned int flags = action & AMOTION_EVENT_ACTION_MASK;
-
-#if defined(SUPPORT_GESTURES_SYSTEM)
-    GestureEvent gestureEvent;
-
-    // Register touch actions
-    if (flags == AMOTION_EVENT_ACTION_DOWN) gestureEvent.touchAction = TOUCH_DOWN;
-    else if (flags == AMOTION_EVENT_ACTION_UP) gestureEvent.touchAction = TOUCH_UP;
-    else if (flags == AMOTION_EVENT_ACTION_MOVE) gestureEvent.touchAction = TOUCH_MOVE;
-
-    // Register touch points count
-    gestureEvent.pointCount = AMotionEvent_getPointerCount(event);
-
-    // Register touch points id
-    gestureEvent.pointerId[0] = AMotionEvent_getPointerId(event, 0);
-    gestureEvent.pointerId[1] = AMotionEvent_getPointerId(event, 1);
-
-    // Register touch points position
-    // NOTE: Only two points registered
-    gestureEvent.position[0] = (Vector2){ AMotionEvent_getX(event, 0), AMotionEvent_getY(event, 0) };
-    gestureEvent.position[1] = (Vector2){ AMotionEvent_getX(event, 1), AMotionEvent_getY(event, 1) };
-
-    // Normalize gestureEvent.position[x] for screenWidth and screenHeight
-    gestureEvent.position[0].x /= (float)GetScreenWidth();
-    gestureEvent.position[0].y /= (float)GetScreenHeight();
-
-    gestureEvent.position[1].x /= (float)GetScreenWidth();
-    gestureEvent.position[1].y /= (float)GetScreenHeight();
-
-    // Gesture data is sent to gestures system for processing
-    ProcessGestureEvent(gestureEvent);
-#else
-    
-    // TODO: Support only simple touch position
-    
-#endif
-
-    return 0;   // return 1;
-}
-#endif
-
-#if defined(PLATFORM_WEB)
-
-// Register fullscreen change events
-static EM_BOOL EmscriptenFullscreenChangeCallback(int eventType, const EmscriptenFullscreenChangeEvent *e, void *userData)
-{
-    //isFullscreen: int e->isFullscreen
-    //fullscreenEnabled: int e->fullscreenEnabled
-    //fs element nodeName: (char *) e->nodeName
-    //fs element id: (char *) e->id
-    //Current element size: (int) e->elementWidth, (int) e->elementHeight
-    //Screen size:(int) e->screenWidth, (int) e->screenHeight
-
-    if (e->isFullscreen)
-    {
-        TraceLog(LOG_INFO, "Canvas scaled to fullscreen. ElementSize: (%ix%i), ScreenSize(%ix%i)", e->elementWidth, e->elementHeight, e->screenWidth, e->screenHeight);
-    }
-    else
-    {
-        TraceLog(LOG_INFO, "Canvas scaled to windowed. ElementSize: (%ix%i), ScreenSize(%ix%i)", e->elementWidth, e->elementHeight, e->screenWidth, e->screenHeight);
-    }
-
-    // TODO: Depending on scaling factor (screen vs element), calculate factor to scale mouse/touch input
-
-    return 0;
-}
-
-// Register keyboard input events
-static EM_BOOL EmscriptenKeyboardCallback(int eventType, const EmscriptenKeyboardEvent *keyEvent, void *userData)
-{
-    if ((eventType == EMSCRIPTEN_EVENT_KEYPRESS) && (strcmp(keyEvent->code, "Escape") == 0))
-    {
-        emscripten_exit_pointerlock();
-    }
-
-    return 0;
-}
-
-// Register mouse input events
-static EM_BOOL EmscriptenMouseCallback(int eventType, const EmscriptenMouseEvent *mouseEvent, void *userData)
-{
-    // Lock mouse pointer when click on screen
-    if ((eventType == EMSCRIPTEN_EVENT_CLICK) && toggleCursorLock)
-    {
-        EmscriptenPointerlockChangeEvent plce;
-        emscripten_get_pointerlock_status(&plce);
-
-        if (!plce.isActive) emscripten_request_pointerlock(0, 1);
-        else
-        {
-            emscripten_exit_pointerlock();
-            emscripten_get_pointerlock_status(&plce);
-            //if (plce.isActive) TraceLog(LOG_WARNING, "Pointer lock exit did not work!");
-        }
-        
-        toggleCursorLock = false;
-    }
-    
-    return 0;
-}
-
-// Register touch input events
-static EM_BOOL EmscriptenTouchCallback(int eventType, const EmscriptenTouchEvent *touchEvent, void *userData)
-{
-    /*
-    for (int i = 0; i < touchEvent->numTouches; i++)
-    {
-        long x, y, id;
-
-        if (!touchEvent->touches[i].isChanged) continue;
-
-        id = touchEvent->touches[i].identifier;
-        x = touchEvent->touches[i].canvasX;
-        y = touchEvent->touches[i].canvasY;
-    }
-
-    printf("%s, numTouches: %d %s%s%s%s\n", emscripten_event_type_to_string(eventType), event->numTouches,
-           event->ctrlKey ? " CTRL" : "", event->shiftKey ? " SHIFT" : "", event->altKey ? " ALT" : "", event->metaKey ? " META" : "");
-
-    for (int i = 0; i < event->numTouches; ++i)
-    {
-        const EmscriptenTouchPoint *t = &event->touches[i];
-
-        printf("  %ld: screen: (%ld,%ld), client: (%ld,%ld), page: (%ld,%ld), isChanged: %d, onTarget: %d, canvas: (%ld, %ld)\n",
-          t->identifier, t->screenX, t->screenY, t->clientX, t->clientY, t->pageX, t->pageY, t->isChanged, t->onTarget, t->canvasX, t->canvasY);
-    }
-    */
-
-    GestureEvent gestureEvent;
-
-    // Register touch actions
-    if (eventType == EMSCRIPTEN_EVENT_TOUCHSTART) gestureEvent.touchAction = TOUCH_DOWN;
-    else if (eventType == EMSCRIPTEN_EVENT_TOUCHEND) gestureEvent.touchAction = TOUCH_UP;
-    else if (eventType == EMSCRIPTEN_EVENT_TOUCHMOVE) gestureEvent.touchAction = TOUCH_MOVE;
-
-    // Register touch points count
-    gestureEvent.pointCount = touchEvent->numTouches;
-
-    // Register touch points id
-    gestureEvent.pointerId[0] = touchEvent->touches[0].identifier;
-    gestureEvent.pointerId[1] = touchEvent->touches[1].identifier;
-
-    // Register touch points position
-    // NOTE: Only two points registered
-    // TODO: Touch data should be scaled accordingly!
-    //gestureEvent.position[0] = (Vector2){ touchEvent->touches[0].canvasX, touchEvent->touches[0].canvasY };
-    //gestureEvent.position[1] = (Vector2){ touchEvent->touches[1].canvasX, touchEvent->touches[1].canvasY };
-    gestureEvent.position[0] = (Vector2){ touchEvent->touches[0].targetX, touchEvent->touches[0].targetY };
-    gestureEvent.position[1] = (Vector2){ touchEvent->touches[1].targetX, touchEvent->touches[1].targetY };
-
-    touchPosition[0] = gestureEvent.position[0];
-    touchPosition[1] = gestureEvent.position[1];
-
-    // Normalize gestureEvent.position[x] for screenWidth and screenHeight
-    gestureEvent.position[0].x /= (float)GetScreenWidth();
-    gestureEvent.position[0].y /= (float)GetScreenHeight();
-
-    gestureEvent.position[1].x /= (float)GetScreenWidth();
-    gestureEvent.position[1].y /= (float)GetScreenHeight();
-
-    // Gesture data is sent to gestures system for processing
-    ProcessGestureEvent(gestureEvent);
-
-    return 1;
-}
-
-// Register connected/disconnected gamepads events
-static EM_BOOL EmscriptenGamepadCallback(int eventType, const EmscriptenGamepadEvent *gamepadEvent, void *userData)
-{
-    /*
-    printf("%s: timeStamp: %g, connected: %d, index: %ld, numAxes: %d, numButtons: %d, id: \"%s\", mapping: \"%s\"\n",
-           eventType != 0 ? emscripten_event_type_to_string(eventType) : "Gamepad state",
-           gamepadEvent->timestamp, gamepadEvent->connected, gamepadEvent->index, gamepadEvent->numAxes, gamepadEvent->numButtons, gamepadEvent->id, gamepadEvent->mapping);
-
-    for(int i = 0; i < gamepadEvent->numAxes; ++i) printf("Axis %d: %g\n", i, gamepadEvent->axis[i]);
-    for(int i = 0; i < gamepadEvent->numButtons; ++i) printf("Button %d: Digital: %d, Analog: %g\n", i, gamepadEvent->digitalButton[i], gamepadEvent->analogButton[i]);
-    */
-
-    if ((gamepadEvent->connected) && (gamepadEvent->index < MAX_GAMEPADS)) gamepadReady[gamepadEvent->index] = true;
-    else gamepadReady[gamepadEvent->index] = false;
-
-    // TODO: Test gamepadEvent->index
-
-    return 0;
-}
-#endif
-
-#if defined(PLATFORM_RPI)
-// Initialize Keyboard system (using standard input)
-static void InitKeyboard(void)
-{
-    // NOTE: We read directly from Standard Input (stdin) - STDIN_FILENO file descriptor
-
-    // Make stdin non-blocking (not enough, need to configure to non-canonical mode)
-    int flags = fcntl(STDIN_FILENO, F_GETFL, 0);          // F_GETFL: Get the file access mode and the file status flags
-    fcntl(STDIN_FILENO, F_SETFL, flags | O_NONBLOCK);     // F_SETFL: Set the file status flags to the value specified
-
-    // Save terminal keyboard settings and reconfigure terminal with new settings
-    struct termios keyboardNewSettings;
-    tcgetattr(STDIN_FILENO, &defaultKeyboardSettings);    // Get current keyboard settings
-    keyboardNewSettings = defaultKeyboardSettings;
-
-    // New terminal settings for keyboard: turn off buffering (non-canonical mode), echo and key processing
-    // NOTE: ISIG controls if ^C and ^Z generate break signals or not
-    keyboardNewSettings.c_lflag &= ~(ICANON | ECHO | ISIG);
-    //keyboardNewSettings.c_iflag &= ~(ISTRIP | INLCR | ICRNL | IGNCR | IXON | IXOFF);
-    keyboardNewSettings.c_cc[VMIN] = 1;
-    keyboardNewSettings.c_cc[VTIME] = 0;
-
-    // Set new keyboard settings (change occurs immediately)
-    tcsetattr(STDIN_FILENO, TCSANOW, &keyboardNewSettings);
-
-    // NOTE: Reading directly from stdin will give chars already key-mapped by kernel to ASCII or UNICODE, we change that! -> WHY???
-
-    // Save old keyboard mode to restore it at the end
-    if (ioctl(STDIN_FILENO, KDGKBMODE, &defaultKeyboardMode) < 0)
-    {
-        // NOTE: It could mean we are using a remote keyboard through ssh!
-        TraceLog(LOG_WARNING, "Could not change keyboard mode (SSH keyboard?)");
-    }
-    else
-    {
-        // We reconfigure keyboard mode to get:
-        //    - scancodes (K_RAW)
-        //    - keycodes (K_MEDIUMRAW)
-        //    - ASCII chars (K_XLATE)
-        //    - UNICODE chars (K_UNICODE)
-        ioctl(STDIN_FILENO, KDSKBMODE, K_XLATE);
-    }
-
-    // Register keyboard restore when program finishes
-    atexit(RestoreKeyboard);
-}
-
-// Process keyboard inputs
-// TODO: Most probably input reading and processing should be in a separate thread
-static void ProcessKeyboard(void)
-{
-    #define MAX_KEYBUFFER_SIZE      32      // Max size in bytes to read
-
-    // Keyboard input polling (fill keys[256] array with status)
-    int bufferByteCount = 0;                // Bytes available on the buffer
-    char keysBuffer[MAX_KEYBUFFER_SIZE];    // Max keys to be read at a time
-
-    // Reset pressed keys array
-    for (int i = 0; i < 512; i++) currentKeyState[i] = 0;
-
-    // Read availables keycodes from stdin
-    bufferByteCount = read(STDIN_FILENO, keysBuffer, MAX_KEYBUFFER_SIZE);     // POSIX system call
-
-    // Fill all read bytes (looking for keys)
-    for (int i = 0; i < bufferByteCount; i++)
-    {
-        TraceLog(LOG_DEBUG, "Bytes on keysBuffer: %i", bufferByteCount);
-
-        //printf("Key(s) bytes: ");
-        //for (int i = 0; i < bufferByteCount; i++) printf("0x%02x ", keysBuffer[i]);
-        //printf("\n");
-
-        // NOTE: If (key == 0x1b), depending on next key, it could be a special keymap code!
-        // Up -> 1b 5b 41 / Left -> 1b 5b 44 / Right -> 1b 5b 43 / Down -> 1b 5b 42
-        if (keysBuffer[i] == 0x1b)
-        {
-            // Detect ESC to stop program
-            if (bufferByteCount == 1) currentKeyState[256] = 1; // raylib key: KEY_ESCAPE
-            else
-            {
-                if (keysBuffer[i + 1] == 0x5b)    // Special function key
-                {
-                    if ((keysBuffer[i + 2] == 0x5b) || (keysBuffer[i + 2] == 0x31) || (keysBuffer[i + 2] == 0x32))
-                    {
-                        // Process special function keys (F1 - F12)
-                        switch (keysBuffer[i + 3])
-                        {
-                            case 0x41: currentKeyState[290] = 1; break;    // raylib KEY_F1
-                            case 0x42: currentKeyState[291] = 1; break;    // raylib KEY_F2
-                            case 0x43: currentKeyState[292] = 1; break;    // raylib KEY_F3
-                            case 0x44: currentKeyState[293] = 1; break;    // raylib KEY_F4
-                            case 0x45: currentKeyState[294] = 1; break;    // raylib KEY_F5
-                            case 0x37: currentKeyState[295] = 1; break;    // raylib KEY_F6
-                            case 0x38: currentKeyState[296] = 1; break;    // raylib KEY_F7
-                            case 0x39: currentKeyState[297] = 1; break;    // raylib KEY_F8
-                            case 0x30: currentKeyState[298] = 1; break;    // raylib KEY_F9
-                            case 0x31: currentKeyState[299] = 1; break;    // raylib KEY_F10
-                            case 0x33: currentKeyState[300] = 1; break;    // raylib KEY_F11
-                            case 0x34: currentKeyState[301] = 1; break;    // raylib KEY_F12
-                            default: break;
-                        }
-
-                        if (keysBuffer[i + 2] == 0x5b) i += 4;
-                        else if ((keysBuffer[i + 2] == 0x31) || (keysBuffer[i + 2] == 0x32)) i += 5;
-                    }
-                    else
-                    {
-                        switch (keysBuffer[i + 2])
-                        {
-                            case 0x41: currentKeyState[265] = 1; break;    // raylib KEY_UP
-                            case 0x42: currentKeyState[264] = 1; break;    // raylib KEY_DOWN
-                            case 0x43: currentKeyState[262] = 1; break;    // raylib KEY_RIGHT
-                            case 0x44: currentKeyState[263] = 1; break;    // raylib KEY_LEFT
-                            default: break;
-                        }
-
-                        i += 3;  // Jump to next key
-                    }
-
-                    // NOTE: Some keys are not directly keymapped (CTRL, ALT, SHIFT)
-                }
-            }
-        }
-        else if (keysBuffer[i] == 0x0a) currentKeyState[257] = 1;     // raylib KEY_ENTER (don't mix with <linux/input.h> KEY_*)
-        else if (keysBuffer[i] == 0x7f) currentKeyState[259] = 1;     // raylib KEY_BACKSPACE
-        else
-        {
-            TraceLog(LOG_DEBUG, "Pressed key (ASCII): 0x%02x", keysBuffer[i]);
-
-            // Translate lowercase a-z letters to A-Z
-            if ((keysBuffer[i] >= 97) && (keysBuffer[i] <= 122))
-            {
-                currentKeyState[(int)keysBuffer[i] - 32] = 1;
-            }
-            else currentKeyState[(int)keysBuffer[i]] = 1;
-        }
-    }
-
-    // Check exit key (same functionality as GLFW3 KeyCallback())
-    if (currentKeyState[exitKey] == 1) windowShouldClose = true;
-
-    // Check screen capture key (raylib key: KEY_F12)
-    if (currentKeyState[301] == 1)
-    {
-        TakeScreenshot(FormatText("screenshot%03i.png", screenshotCounter));
-        screenshotCounter++;
-    }
-}
-
-// Restore default keyboard input
-static void RestoreKeyboard(void)
-{
-    // Reset to default keyboard settings
-    tcsetattr(STDIN_FILENO, TCSANOW, &defaultKeyboardSettings);
-
-    // Reconfigure keyboard to default mode
-    ioctl(STDIN_FILENO, KDSKBMODE, defaultKeyboardMode);
-}
-
-// Mouse initialization (including mouse thread)
-static void InitMouse(void)
-{
-    // NOTE: We can use /dev/input/mice to read from all available mice
-    if ((mouseStream = open(DEFAULT_MOUSE_DEV, O_RDONLY|O_NONBLOCK)) < 0)
-    {
-        TraceLog(LOG_WARNING, "Mouse device could not be opened, no mouse available");
-    }
-    else
-    {
-        mouseReady = true;
-
-        int error = pthread_create(&mouseThreadId, NULL, &MouseThread, NULL);
-
-        if (error != 0) TraceLog(LOG_WARNING, "Error creating mouse input event thread");
-        else TraceLog(LOG_INFO, "Mouse device initialized successfully");
-    }
-}
-
-// Mouse reading thread
-// NOTE: We need a separate thread to avoid loosing mouse events,
-// if too much time passes between reads, queue gets full and new events override older ones...
-static void *MouseThread(void *arg)
-{
-    const unsigned char XSIGN = (1 << 4);
-    const unsigned char YSIGN = (1 << 5);
-
-    typedef struct {
-        char buttons;
-        char dx, dy;
-    } MouseEvent;
-
-    MouseEvent mouse;
-
-    int mouseRelX = 0;
-    int mouseRelY = 0;
-
-    while (!windowShouldClose)
-    {
-        if (read(mouseStream, &mouse, sizeof(MouseEvent)) == (int)sizeof(MouseEvent))
-        {
-            if ((mouse.buttons & 0x08) == 0) break;   // This bit should always be set
-
-            // Check Left button pressed
-            if ((mouse.buttons & 0x01) > 0) currentMouseState[0] = 1;
-            else currentMouseState[0] = 0;
-
-            // Check Right button pressed
-            if ((mouse.buttons & 0x02) > 0) currentMouseState[1] = 1;
-            else currentMouseState[1] = 0;
-
-            // Check Middle button pressed
-            if ((mouse.buttons & 0x04) > 0) currentMouseState[2] = 1;
-            else currentMouseState[2] = 0;
-
-            mouseRelX = (int)mouse.dx;
-            mouseRelY = (int)mouse.dy;
-
-            if ((mouse.buttons & XSIGN) > 0) mouseRelX = -1*(255 - mouseRelX);
-            if ((mouse.buttons & YSIGN) > 0) mouseRelY = -1*(255 - mouseRelY);
-
-            // NOTE: Mouse movement is normalized to not be screen resolution dependant
-            // We suppose 2*255 (max relative movement) is equivalent to screenWidth (max pixels width)
-            // Result after normalization is multiplied by MOUSE_SENSITIVITY factor
-
-            mousePosition.x += (float)mouseRelX*((float)screenWidth/(2*255))*MOUSE_SENSITIVITY;
-            mousePosition.y -= (float)mouseRelY*((float)screenHeight/(2*255))*MOUSE_SENSITIVITY;
-
-            if (mousePosition.x < 0) mousePosition.x = 0;
-            if (mousePosition.y < 0) mousePosition.y = 0;
-
-            if (mousePosition.x > screenWidth) mousePosition.x = screenWidth;
-            if (mousePosition.y > screenHeight) mousePosition.y = screenHeight;
-       }
-       //else read(mouseStream, &mouse, 1);   // Try to sync up again
-    }
-
-    return NULL;
-}
-
-// Touch initialization (including touch thread)
-static void InitTouch(void)
-{
-    if ((touchStream = open(DEFAULT_TOUCH_DEV, O_RDONLY|O_NONBLOCK)) < 0)
-    {
-        TraceLog(LOG_WARNING, "Touch device could not be opened, no touchscreen available");
-    }
-    else
-    {
-        touchReady = true;
-
-        int error = pthread_create(&touchThreadId, NULL, &TouchThread, NULL);
-
-        if (error != 0) TraceLog(LOG_WARNING, "Error creating touch input event thread");
-        else TraceLog(LOG_INFO, "Touch device initialized successfully");
-    }
-}
-
-// Touch reading thread.
-// This reads from a Virtual Input Event /dev/input/event4 which is
-// created by the ts_uinput daemon. This takes, filters and scales
-// raw input from the Touchscreen (which appears in /dev/input/event3)
-// based on the Calibration data referenced by tslib.
-static void *TouchThread(void *arg)
-{
-    struct input_event ev;
-    GestureEvent gestureEvent;
-
-    while (!windowShouldClose)
-    {
-        if (read(touchStream, &ev, sizeof(ev)) == (int)sizeof(ev))
-        {
-            // if pressure > 0 then simulate left mouse button click
-            if (ev.type == EV_ABS && ev.code == 24 && ev.value == 0 && currentMouseState[0] == 1)
-            {
-                currentMouseState[0] = 0;
-                gestureEvent.touchAction = TOUCH_UP;
-                gestureEvent.pointCount = 1;
-                gestureEvent.pointerId[0] = 0;
-                gestureEvent.pointerId[1] = 1;
-                gestureEvent.position[0] = (Vector2){ mousePosition.x, mousePosition.y };
-                gestureEvent.position[1] = (Vector2){ mousePosition.x, mousePosition.y };
-                gestureEvent.position[0].x /= (float)GetScreenWidth();
-                gestureEvent.position[0].y /= (float)GetScreenHeight();
-                gestureEvent.position[1].x /= (float)GetScreenWidth();
-                gestureEvent.position[1].y /= (float)GetScreenHeight();
-                ProcessGestureEvent(gestureEvent);
-            }
-            if (ev.type == EV_ABS && ev.code == 24 && ev.value > 0 && currentMouseState[0] == 0)
-            {
-                currentMouseState[0] = 1;
-                gestureEvent.touchAction = TOUCH_DOWN;
-                gestureEvent.pointCount = 1;
-                gestureEvent.pointerId[0] = 0;
-                gestureEvent.pointerId[1] = 1;
-                gestureEvent.position[0] = (Vector2){ mousePosition.x, mousePosition.y };
-                gestureEvent.position[1] = (Vector2){ mousePosition.x, mousePosition.y };
-                gestureEvent.position[0].x /= (float)GetScreenWidth();
-                gestureEvent.position[0].y /= (float)GetScreenHeight();
-                gestureEvent.position[1].x /= (float)GetScreenWidth();
-                gestureEvent.position[1].y /= (float)GetScreenHeight();
-                ProcessGestureEvent(gestureEvent);
-            }
-            // x & y values supplied by event4 have been scaled & de-jittered using tslib calibration data
-            if (ev.type == EV_ABS && ev.code == 0)
-            {
-                mousePosition.x = ev.value;
-                if (mousePosition.x < 0) mousePosition.x = 0;
-                if (mousePosition.x > screenWidth) mousePosition.x = screenWidth;
-                gestureEvent.touchAction = TOUCH_MOVE;
-                gestureEvent.pointCount = 1;
-                gestureEvent.pointerId[0] = 0;
-                gestureEvent.pointerId[1] = 1;
-                gestureEvent.position[0] = (Vector2){ mousePosition.x, mousePosition.y };
-                gestureEvent.position[1] = (Vector2){ mousePosition.x, mousePosition.y };
-                gestureEvent.position[0].x /= (float)GetScreenWidth();
-                gestureEvent.position[0].y /= (float)GetScreenHeight();
-                gestureEvent.position[1].x /= (float)GetScreenWidth();
-                gestureEvent.position[1].y /= (float)GetScreenHeight();
-                ProcessGestureEvent(gestureEvent);
-            }
-            if (ev.type == EV_ABS && ev.code == 1)
-            {
-                mousePosition.y = ev.value;
-                if (mousePosition.y < 0) mousePosition.y = 0;
-                if (mousePosition.y > screenHeight) mousePosition.y = screenHeight;
-                gestureEvent.touchAction = TOUCH_MOVE;
-                gestureEvent.pointCount = 1;
-                gestureEvent.pointerId[0] = 0;
-                gestureEvent.pointerId[1] = 1;
-                gestureEvent.position[0] = (Vector2){ mousePosition.x, mousePosition.y };
-                gestureEvent.position[1] = (Vector2){ mousePosition.x, mousePosition.y };
-                gestureEvent.position[0].x /= (float)GetScreenWidth();
-                gestureEvent.position[0].y /= (float)GetScreenHeight();
-                gestureEvent.position[1].x /= (float)GetScreenWidth();
-                gestureEvent.position[1].y /= (float)GetScreenHeight();
-                ProcessGestureEvent(gestureEvent);
-            }
-
-        }
-    }
-    return NULL;
-}
-
-// Init gamepad system
-static void InitGamepad(void)
-{
-    char gamepadDev[128] = "";
-
-    for (int i = 0; i < MAX_GAMEPADS; i++)
-    {
-        sprintf(gamepadDev, "%s%i", DEFAULT_GAMEPAD_DEV, i);
-
-        if ((gamepadStream[i] = open(gamepadDev, O_RDONLY|O_NONBLOCK)) < 0)
-        {
-            // NOTE: Only show message for first gamepad
-            if (i == 0) TraceLog(LOG_WARNING, "Gamepad device could not be opened, no gamepad available");
-        }
-        else
-        {
-            gamepadReady[i] = true;
-
-            // NOTE: Only create one thread
-            if (i == 0)
-            {
-                int error = pthread_create(&gamepadThreadId, NULL, &GamepadThread, NULL);
-
-                if (error != 0) TraceLog(LOG_WARNING, "Error creating gamepad input event thread");
-                else  TraceLog(LOG_INFO, "Gamepad device initialized successfully");
-            }
-        }
-    }
-}
-
-// Process Gamepad (/dev/input/js0)
-static void *GamepadThread(void *arg)
-{
-    #define JS_EVENT_BUTTON         0x01    // Button pressed/released
-    #define JS_EVENT_AXIS           0x02    // Joystick axis moved
-    #define JS_EVENT_INIT           0x80    // Initial state of device
-
-    struct js_event {
-        unsigned int time;      // event timestamp in milliseconds
-        short value;            // event value
-        unsigned char type;     // event type
-        unsigned char number;   // event axis/button number
-    };
-
-    // Read gamepad event
-    struct js_event gamepadEvent;
-
-    while (!windowShouldClose)
-    {
-        for (int i = 0; i < MAX_GAMEPADS; i++)
-        {
-            if (read(gamepadStream[i], &gamepadEvent, sizeof(struct js_event)) == (int)sizeof(struct js_event))
-            {
-                gamepadEvent.type &= ~JS_EVENT_INIT;     // Ignore synthetic events
-
-                // Process gamepad events by type
-                if (gamepadEvent.type == JS_EVENT_BUTTON)
-                {
-                    TraceLog(LOG_DEBUG, "Gamepad button: %i, value: %i", gamepadEvent.number, gamepadEvent.value);
-
-                    if (gamepadEvent.number < MAX_GAMEPAD_BUTTONS)
-                    {
-                        // 1 - button pressed, 0 - button released
-                        currentGamepadState[i][gamepadEvent.number] = (int)gamepadEvent.value;
-
-                        if ((int)gamepadEvent.value == 1) lastGamepadButtonPressed = gamepadEvent.number;
-                        else lastGamepadButtonPressed = -1;
-                    }
-                }
-                else if (gamepadEvent.type == JS_EVENT_AXIS)
-                {
-                    TraceLog(LOG_DEBUG, "Gamepad axis: %i, value: %i", gamepadEvent.number, gamepadEvent.value);
-
-                    if (gamepadEvent.number < MAX_GAMEPAD_AXIS)
-                    {
-                        // NOTE: Scaling of gamepadEvent.value to get values between -1..1
-                        gamepadAxisState[i][gamepadEvent.number] = (float)gamepadEvent.value/32768;
-                    }
-                }
-            }
-        }
-    }
-
-    return NULL;
-}
-#endif      // PLATFORM_RPI
-
-// Plays raylib logo appearing animation
-static void LogoAnimation(void)
-{
-/* // TODO: review
-#if !defined(PLATFORM_WEB)
-    int logoPositionX = screenWidth/2 - 128;
-    int logoPositionY = screenHeight/2 - 128;
-
-    int framesCounter = 0;
-    int lettersCount = 0;
-
-    int topSideRecWidth = 16;
-    int leftSideRecHeight = 16;
-
-    int bottomSideRecWidth = 16;
-    int rightSideRecHeight = 16;
-
-    int state = 0;                  // Tracking animation states (State Machine)
-    float alpha = 1.0f;             // Useful for fading
-
-    while (!WindowShouldClose() && (state != 4))    // Detect window close button or ESC key
-    {
-        // Update
-        //----------------------------------------------------------------------------------
-        if (state == 0)                 // State 0: Small box blinking
-        {
-            framesCounter++;
-
-            if (framesCounter == 84)
-            {
-                state = 1;
-                framesCounter = 0;      // Reset counter... will be used later...
-            }
-        }
-        else if (state == 1)            // State 1: Top and left bars growing
-        {
-            topSideRecWidth += 4;
-            leftSideRecHeight += 4;
-
-            if (topSideRecWidth == 256) state = 2;
-        }
-        else if (state == 2)            // State 2: Bottom and right bars growing
-        {
-            bottomSideRecWidth += 4;
-            rightSideRecHeight += 4;
-
-            if (bottomSideRecWidth == 256) state = 3;
-        }
-        else if (state == 3)            // State 3: Letters appearing (one by one)
-        {
-            framesCounter++;
-
-            if (framesCounter/12)       // Every 12 frames, one more letter!
-            {
-                lettersCount++;
-                framesCounter = 0;
-            }
-
-            if (lettersCount >= 10)     // When all letters have appeared, just fade out everything
-            {
-                alpha -= 0.02f;
-
-                if (alpha <= 0.0f)
-                {
-                    alpha = 0.0f;
-                    state = 4;
-                }
-            }
-        }
-        //----------------------------------------------------------------------------------
-
-        // Draw
-        //----------------------------------------------------------------------------------
-        BeginDrawing();
-
-            ClearBackground(RAYWHITE);
-
-            if (state == 0)
-            {
-                if ((framesCounter/12)%2) DrawRectangle(logoPositionX, logoPositionY, 16, 16, BLACK);
-            }
-            else if (state == 1)
-            {
-                DrawRectangle(logoPositionX, logoPositionY, topSideRecWidth, 16, BLACK);
-                DrawRectangle(logoPositionX, logoPositionY, 16, leftSideRecHeight, BLACK);
-            }
-            else if (state == 2)
-            {
-                DrawRectangle(logoPositionX, logoPositionY, topSideRecWidth, 16, BLACK);
-                DrawRectangle(logoPositionX, logoPositionY, 16, leftSideRecHeight, BLACK);
-
-                DrawRectangle(logoPositionX + 240, logoPositionY, 16, rightSideRecHeight, BLACK);
-                DrawRectangle(logoPositionX, logoPositionY + 240, bottomSideRecWidth, 16, BLACK);
-            }
-            else if (state == 3)
-            {
-                DrawRectangle(logoPositionX, logoPositionY, topSideRecWidth, 16, Fade(BLACK, alpha));
-                DrawRectangle(logoPositionX, logoPositionY + 16, 16, leftSideRecHeight - 32, Fade(BLACK, alpha));
-
-                DrawRectangle(logoPositionX + 240, logoPositionY + 16, 16, rightSideRecHeight - 32, Fade(BLACK, alpha));
-                DrawRectangle(logoPositionX, logoPositionY + 240, bottomSideRecWidth, 16, Fade(BLACK, alpha));
-
-                DrawRectangle(screenWidth/2 - 112, screenHeight/2 - 112, 224, 224, Fade(RAYWHITE, alpha));
-
-                DrawText(SubText("raylib", 0, lettersCount), screenWidth/2 - 44, screenHeight/2 + 48, 50, Fade(BLACK, alpha));
-            }
-
-        EndDrawing();
-        //----------------------------------------------------------------------------------
-    }
-#endif
-*/
-    showLogo = false;  // Prevent for repeating when reloading window (Android)
-}

+ 0 - 735
templates/android_project/src/raylib_stripped/raylib.h

@@ -1,735 +0,0 @@
-/**********************************************************************************************
-*
-*   raylib v1.8.0 stripped
-*
-*   A simple and easy-to-use library to learn videogames programming (www.raylib.com)
-*
-*   FEATURES:
-*       - Library written in plain C code (C99)
-*       - Multiple platforms supported: Windows, Linux, Mac, Android, Raspberry Pi, HTML5.
-*       - Hardware accelerated with OpenGL (1.1, 2.1, 3.3 or ES 2.0)
-*       - Unique OpenGL abstraction layer (usable as standalone module): [rlgl]
-*       - Powerful fonts module with SpriteFonts support (XNA bitmap fonts, AngelCode fonts, TTF)
-*       - Multiple textures support, including compressed formats and mipmaps generation
-*       - Basic 3d support for Shapes, Models, Billboards, Heightmaps and Cubicmaps
-*       - Powerful math module for Vector2, Vector3, Matrix and Quaternion operations: [raymath]
-*       - Audio loading and playing with streaming support and mixing channels: [audio]
-*       - VR stereo rendering support with configurable HMD device parameters
-*       - Minimal external dependencies (GLFW3, OpenGL, OpenAL)
-*       - Complete bindings for Lua, Go and Pascal
-*
-*   NOTES:
-*       32bit Colors - Any defined Color is always RGBA (4 byte)
-*       One custom font is loaded by default when InitWindow() [core]
-*       If using OpenGL 3.3 or ES2, one default shader is loaded automatically (internally defined) [rlgl]
-*       If using OpenGL 3.3 or ES2, several vertex buffers (VAO/VBO) are created to manage lines-triangles-quads
-*
-*   DEPENDENCIES:
-*       GLFW3 (www.glfw.org) for window/context management and input [core]
-*       GLAD for OpenGL extensions loading (3.3 Core profile, only PLATFORM_DESKTOP) [rlgl]
-*       OpenAL Soft for audio device/context management [audio]
-*
-*   OPTIONAL DEPENDENCIES:
-*       stb_image (Sean Barret) for images loading (JPEG, PNG, BMP, TGA) [textures]
-*       stb_image_write (Sean Barret) for image writting (PNG) [utils]
-*       stb_truetype (Sean Barret) for ttf fonts loading [text]
-*       stb_vorbis (Sean Barret) for ogg audio loading [audio]
-*       jar_xm (Joshua Reisenauer) for XM audio module loading [audio]
-*       jar_mod (Joshua Reisenauer) for MOD audio module loading [audio]
-*       dr_flac (David Reid) for FLAC audio file loading [audio]
-*       tinfl for data decompression (DEFLATE algorithm) [rres]
-*
-*
-*   LICENSE: zlib/libpng
-*
-*   raylib is licensed under an unmodified zlib/libpng license, which is an OSI-certified,
-*   BSD-like license that allows static linking with closed source software:
-*
-*   Copyright (c) 2013-2017 Ramon Santamaria (@raysan5)
-*
-*   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.
-*
-*   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:
-*
-*     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.
-*
-*     2. Altered source versions must be plainly marked as such, and must not be misrepresented
-*     as being the original software.
-*
-*     3. This notice may not be removed or altered from any source distribution.
-*
-**********************************************************************************************/
-
-#ifndef RAYLIB_H
-#define RAYLIB_H
-
-// Choose your platform here or just define it at compile time: -DPLATFORM_DESKTOP
-//#define PLATFORM_DESKTOP      // Windows, Linux or OSX
-//#define PLATFORM_ANDROID      // Android device
-//#define PLATFORM_RPI          // Raspberry Pi
-//#define PLATFORM_WEB          // HTML5 (emscripten, asm.js)
-
-// Security check in case no PLATFORM_* defined
-#if !defined(PLATFORM_DESKTOP) && !defined(PLATFORM_ANDROID) && !defined(PLATFORM_RPI) && !defined(PLATFORM_WEB)
-    #define PLATFORM_DESKTOP
-#endif
-
-#if defined(_WIN32) && defined(BUILDING_DLL)
-    #define RLAPI __declspec(dllexport)         // We are building raylib as a Win32 DLL
-#elif defined(_WIN32) && defined(RAYLIB_DLL)
-    #define RLAPI __declspec(dllimport)         // We are using raylib as a Win32 DLL
-#else
-    #define RLAPI   // We are building or using raylib as a static library (or Linux shared library)
-#endif
-
-//----------------------------------------------------------------------------------
-// Some basic Defines
-//----------------------------------------------------------------------------------
-#ifndef PI
-    #define PI 3.14159265358979323846f
-#endif
-
-#define DEG2RAD (PI/180.0f)
-#define RAD2DEG (180.0f/PI)
-
-// raylib Config Flags
-#define FLAG_SHOW_LOGO              1       // Set to show raylib logo at startup
-#define FLAG_FULLSCREEN_MODE        2       // Set to run program in fullscreen
-#define FLAG_WINDOW_RESIZABLE       4       // Set to allow resizable window
-#define FLAG_WINDOW_DECORATED       8       // Set to show window decoration (frame and buttons)
-#define FLAG_WINDOW_TRANSPARENT    16       // Set to allow transparent window
-#define FLAG_MSAA_4X_HINT          32       // Set to try enabling MSAA 4X
-#define FLAG_VSYNC_HINT            64       // Set to try enabling V-Sync on GPU
-
-// Keyboard Function Keys
-#define KEY_SPACE            32
-#define KEY_ESCAPE          256
-#define KEY_ENTER           257
-#define KEY_BACKSPACE       259
-#define KEY_RIGHT           262
-#define KEY_LEFT            263
-#define KEY_DOWN            264
-#define KEY_UP              265
-#define KEY_F1              290
-#define KEY_F2              291
-#define KEY_F3              292
-#define KEY_F4              293
-#define KEY_F5              294
-#define KEY_F6              295
-#define KEY_F7              296
-#define KEY_F8              297
-#define KEY_F9              298
-#define KEY_F10             299
-#define KEY_F11             300
-#define KEY_F12             301
-#define KEY_LEFT_SHIFT      340
-#define KEY_LEFT_CONTROL    341
-#define KEY_LEFT_ALT        342
-#define KEY_RIGHT_SHIFT     344
-#define KEY_RIGHT_CONTROL   345
-#define KEY_RIGHT_ALT       346
-
-// Keyboard Alpha Numeric Keys
-#define KEY_ZERO             48
-#define KEY_ONE              49
-#define KEY_TWO              50
-#define KEY_THREE            51
-#define KEY_FOUR             52
-#define KEY_FIVE             53
-#define KEY_SIX              54
-#define KEY_SEVEN            55
-#define KEY_EIGHT            56
-#define KEY_NINE             57
-#define KEY_A                65
-#define KEY_B                66
-#define KEY_C                67
-#define KEY_D                68
-#define KEY_E                69
-#define KEY_F                70
-#define KEY_G                71
-#define KEY_H                72
-#define KEY_I                73
-#define KEY_J                74
-#define KEY_K                75
-#define KEY_L                76
-#define KEY_M                77
-#define KEY_N                78
-#define KEY_O                79
-#define KEY_P                80
-#define KEY_Q                81
-#define KEY_R                82
-#define KEY_S                83
-#define KEY_T                84
-#define KEY_U                85
-#define KEY_V                86
-#define KEY_W                87
-#define KEY_X                88
-#define KEY_Y                89
-#define KEY_Z                90
-
-#if defined(PLATFORM_ANDROID)
-    // Android Physical Buttons
-    #define KEY_BACK              4
-    #define KEY_MENU             82
-    #define KEY_VOLUME_UP        24
-    #define KEY_VOLUME_DOWN      25
-#endif
-
-// Mouse Buttons
-#define MOUSE_LEFT_BUTTON     0
-#define MOUSE_RIGHT_BUTTON    1
-#define MOUSE_MIDDLE_BUTTON   2
-
-// Touch points registered
-#define MAX_TOUCH_POINTS     2
-
-// Gamepad Number
-#define GAMEPAD_PLAYER1       0
-#define GAMEPAD_PLAYER2       1
-#define GAMEPAD_PLAYER3       2
-#define GAMEPAD_PLAYER4       3
-
-// Gamepad Buttons/Axis
-
-// PS3 USB Controller Buttons
-#define GAMEPAD_PS3_BUTTON_TRIANGLE 0
-#define GAMEPAD_PS3_BUTTON_CIRCLE   1
-#define GAMEPAD_PS3_BUTTON_CROSS    2
-#define GAMEPAD_PS3_BUTTON_SQUARE   3
-#define GAMEPAD_PS3_BUTTON_L1       6
-#define GAMEPAD_PS3_BUTTON_R1       7
-#define GAMEPAD_PS3_BUTTON_L2       4
-#define GAMEPAD_PS3_BUTTON_R2       5
-#define GAMEPAD_PS3_BUTTON_START    8
-#define GAMEPAD_PS3_BUTTON_SELECT   9
-#define GAMEPAD_PS3_BUTTON_UP      24
-#define GAMEPAD_PS3_BUTTON_RIGHT   25
-#define GAMEPAD_PS3_BUTTON_DOWN    26
-#define GAMEPAD_PS3_BUTTON_LEFT    27
-#define GAMEPAD_PS3_BUTTON_PS      12
-
-// PS3 USB Controller Axis
-#define GAMEPAD_PS3_AXIS_LEFT_X     0
-#define GAMEPAD_PS3_AXIS_LEFT_Y     1
-#define GAMEPAD_PS3_AXIS_RIGHT_X    2
-#define GAMEPAD_PS3_AXIS_RIGHT_Y    5
-#define GAMEPAD_PS3_AXIS_L2         3       // [1..-1] (pressure-level)
-#define GAMEPAD_PS3_AXIS_R2         4       // [1..-1] (pressure-level)
-
-// Xbox360 USB Controller Buttons
-#define GAMEPAD_XBOX_BUTTON_A       0
-#define GAMEPAD_XBOX_BUTTON_B       1
-#define GAMEPAD_XBOX_BUTTON_X       2
-#define GAMEPAD_XBOX_BUTTON_Y       3
-#define GAMEPAD_XBOX_BUTTON_LB      4
-#define GAMEPAD_XBOX_BUTTON_RB      5
-#define GAMEPAD_XBOX_BUTTON_SELECT  6
-#define GAMEPAD_XBOX_BUTTON_START   7
-#define GAMEPAD_XBOX_BUTTON_UP      10
-#define GAMEPAD_XBOX_BUTTON_RIGHT   11
-#define GAMEPAD_XBOX_BUTTON_DOWN    12
-#define GAMEPAD_XBOX_BUTTON_LEFT    13
-#define GAMEPAD_XBOX_BUTTON_HOME    8
-
-// Xbox360 USB Controller Axis
-// NOTE: For Raspberry Pi, axis must be reconfigured
-#if defined(PLATFORM_RPI)
-    #define GAMEPAD_XBOX_AXIS_LEFT_X    0   // [-1..1] (left->right)
-    #define GAMEPAD_XBOX_AXIS_LEFT_Y    1   // [-1..1] (up->down)
-    #define GAMEPAD_XBOX_AXIS_RIGHT_X   3   // [-1..1] (left->right)
-    #define GAMEPAD_XBOX_AXIS_RIGHT_Y   4   // [-1..1] (up->down)
-    #define GAMEPAD_XBOX_AXIS_LT        2   // [-1..1] (pressure-level)
-    #define GAMEPAD_XBOX_AXIS_RT        5   // [-1..1] (pressure-level)
-#else
-    #define GAMEPAD_XBOX_AXIS_LEFT_X    0   // [-1..1] (left->right)
-    #define GAMEPAD_XBOX_AXIS_LEFT_Y    1   // [1..-1] (up->down)
-    #define GAMEPAD_XBOX_AXIS_RIGHT_X   2   // [-1..1] (left->right)
-    #define GAMEPAD_XBOX_AXIS_RIGHT_Y   3   // [1..-1] (up->down)
-    #define GAMEPAD_XBOX_AXIS_LT        4   // [-1..1] (pressure-level)
-    #define GAMEPAD_XBOX_AXIS_RT        5   // [-1..1] (pressure-level)
-#endif
-
-// NOTE: MSC C++ compiler does not support compound literals (C99 feature)
-// Plain structures in C++ (without constructors) can be initialized from { } initializers.
-#ifdef __cplusplus
-    #define CLITERAL
-#else
-    #define CLITERAL    (Color)
-#endif
-
-// Some Basic Colors
-// NOTE: Custom raylib color palette for amazing visuals on WHITE background
-#define LIGHTGRAY  CLITERAL{ 200, 200, 200, 255 }   // Light Gray
-#define GRAY       CLITERAL{ 130, 130, 130, 255 }   // Gray
-#define DARKGRAY   CLITERAL{ 80, 80, 80, 255 }      // Dark Gray
-#define YELLOW     CLITERAL{ 253, 249, 0, 255 }     // Yellow
-#define GOLD       CLITERAL{ 255, 203, 0, 255 }     // Gold
-#define ORANGE     CLITERAL{ 255, 161, 0, 255 }     // Orange
-#define PINK       CLITERAL{ 255, 109, 194, 255 }   // Pink
-#define RED        CLITERAL{ 230, 41, 55, 255 }     // Red
-#define MAROON     CLITERAL{ 190, 33, 55, 255 }     // Maroon
-#define GREEN      CLITERAL{ 0, 228, 48, 255 }      // Green
-#define LIME       CLITERAL{ 0, 158, 47, 255 }      // Lime
-#define DARKGREEN  CLITERAL{ 0, 117, 44, 255 }      // Dark Green
-#define SKYBLUE    CLITERAL{ 102, 191, 255, 255 }   // Sky Blue
-#define BLUE       CLITERAL{ 0, 121, 241, 255 }     // Blue
-#define DARKBLUE   CLITERAL{ 0, 82, 172, 255 }      // Dark Blue
-#define PURPLE     CLITERAL{ 200, 122, 255, 255 }   // Purple
-#define VIOLET     CLITERAL{ 135, 60, 190, 255 }    // Violet
-#define DARKPURPLE CLITERAL{ 112, 31, 126, 255 }    // Dark Purple
-#define BEIGE      CLITERAL{ 211, 176, 131, 255 }   // Beige
-#define BROWN      CLITERAL{ 127, 106, 79, 255 }    // Brown
-#define DARKBROWN  CLITERAL{ 76, 63, 47, 255 }      // Dark Brown
-
-#define WHITE      CLITERAL{ 255, 255, 255, 255 }   // White
-#define BLACK      CLITERAL{ 0, 0, 0, 255 }         // Black
-#define BLANK      CLITERAL{ 0, 0, 0, 0 }           // Blank (Transparent)
-#define MAGENTA    CLITERAL{ 255, 0, 255, 255 }     // Magenta
-#define RAYWHITE   CLITERAL{ 245, 245, 245, 255 }   // My own White (raylib logo)
-
-// Shader and material limits
-#define MAX_SHADER_LOCATIONS        32      // Maximum number of predefined locations stored in shader struct
-#define MAX_MATERIAL_MAPS           12      // Maximum number of texture maps stored in shader struct
-
-//----------------------------------------------------------------------------------
-// Structures Definition
-//----------------------------------------------------------------------------------
-#ifndef __cplusplus
-// Boolean type
-    #if !defined(_STDBOOL_H) || !defined(__STDBOOL_H)   // CLang uses second form
-        typedef enum { false, true } bool;
-    #endif
-#endif
-
-// Vector2 type
-typedef struct Vector2 {
-    float x;
-    float y;
-} Vector2;
-
-// Vector3 type
-typedef struct Vector3 {
-    float x;
-    float y;
-    float z;
-} Vector3;
-
-// Matrix type (OpenGL style 4x4 - right handed, column major)
-typedef struct Matrix {
-    float m0, m4, m8, m12;
-    float m1, m5, m9, m13;
-    float m2, m6, m10, m14;
-    float m3, m7, m11, m15;
-} Matrix;
-
-// Color type, RGBA (32bit)
-typedef struct Color {
-    unsigned char r;
-    unsigned char g;
-    unsigned char b;
-    unsigned char a;
-} Color;
-
-// Rectangle type
-typedef struct Rectangle {
-    int x;
-    int y;
-    int width;
-    int height;
-} Rectangle;
-
-// Image type, bpp always RGBA (32bit)
-// NOTE: Data stored in CPU memory (RAM)
-typedef struct Image {
-    void *data;             // Image raw data
-    int width;              // Image base width
-    int height;             // Image base height
-    int mipmaps;            // Mipmap levels, 1 by default
-    int format;             // Data format (TextureFormat type)
-} Image;
-
-// Texture2D type
-// NOTE: Data stored in GPU memory
-typedef struct Texture2D {
-    unsigned int id;        // OpenGL texture id
-    int width;              // Texture base width
-    int height;             // Texture base height
-    int mipmaps;            // Mipmap levels, 1 by default
-    int format;             // Data format (TextureFormat type)
-} Texture2D;
-
-// RenderTexture2D type, for texture rendering
-typedef struct RenderTexture2D {
-    unsigned int id;        // OpenGL Framebuffer Object (FBO) id
-    Texture2D texture;      // Color buffer attachment texture
-    Texture2D depth;        // Depth buffer attachment texture
-} RenderTexture2D;
-
-// SpriteFont character info
-typedef struct CharInfo {
-    int value;              // Character value (Unicode)
-    Rectangle rec;          // Character rectangle in sprite font
-    int offsetX;            // Character offset X when drawing
-    int offsetY;            // Character offset Y when drawing
-    int advanceX;           // Character advance position X
-} CharInfo;
-
-// SpriteFont type, includes texture and charSet array data
-typedef struct SpriteFont {
-    Texture2D texture;      // Font texture
-    int baseSize;           // Base size (default chars height)
-    int charsCount;         // Number of characters
-    CharInfo *chars;        // Characters info data
-} SpriteFont;
-
-// Camera type, defines a camera position/orientation in 3d space
-typedef struct Camera {
-    Vector3 position;       // Camera position
-    Vector3 target;         // Camera target it looks-at
-    Vector3 up;             // Camera up vector (rotation over its axis)
-    float fovy;             // Camera field-of-view apperture in Y (degrees)
-} Camera;
-
-// Camera2D type, defines a 2d camera
-typedef struct Camera2D {
-    Vector2 offset;         // Camera offset (displacement from target)
-    Vector2 target;         // Camera target (rotation and zoom origin)
-    float rotation;         // Camera rotation in degrees
-    float zoom;             // Camera zoom (scaling), should be 1.0f by default
-} Camera2D;
-
-// Bounding box type
-typedef struct BoundingBox {
-    Vector3 min;            // Minimum vertex box-corner
-    Vector3 max;            // Maximum vertex box-corner
-} BoundingBox;
-
-// Vertex data definning a mesh
-// NOTE: Data stored in CPU memory (and GPU)
-typedef struct Mesh {
-    int vertexCount;        // Number of vertices stored in arrays
-    int triangleCount;      // Number of triangles stored (indexed or not)
-
-    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 *texcoords2;      // Vertex second texture coordinates (useful for lightmaps) (shader-location = 5)
-    float *normals;         // Vertex normals (XYZ - 3 components per vertex) (shader-location = 2)
-    float *tangents;        // Vertex tangents (XYZ - 3 components per vertex) (shader-location = 4)
-    unsigned char *colors;  // Vertex colors (RGBA - 4 components per vertex) (shader-location = 3)
-    unsigned short *indices;// Vertex indices (in case vertex data comes indexed)
-
-    unsigned int vaoId;     // OpenGL Vertex Array Object id
-    unsigned int vboId[7];  // OpenGL Vertex Buffer Objects id (7 types of vertex data)
-} Mesh;
-
-// Shader type (generic)
-typedef struct Shader {
-    unsigned int id;                // Shader program id
-    int locs[MAX_SHADER_LOCATIONS]; // Shader locations array
-} Shader;
-
-// Material texture map
-typedef struct MaterialMap {
-    Texture2D texture;      // Material map texture
-    Color color;            // Material map color
-    float value;            // Material map value
-} MaterialMap;
-
-// Material type (generic)
-typedef struct Material {
-    Shader shader;          // Material shader
-    MaterialMap maps[MAX_MATERIAL_MAPS]; // Material maps
-    float *params;          // Material generic parameters (if required)
-} Material;
-
-// Model type
-typedef struct Model {
-    Mesh mesh;              // Vertex data buffers (RAM and VRAM)
-    Matrix transform;       // Local transform matrix
-    Material material;      // Shader and textures data
-} Model;
-
-// Ray type (useful for raycast)
-typedef struct Ray {
-    Vector3 position;       // Ray position (origin)
-    Vector3 direction;      // Ray direction
-} Ray;
-
-//----------------------------------------------------------------------------------
-// Enumerators Definition
-//----------------------------------------------------------------------------------
-// Trace log type
-typedef enum { 
-    LOG_INFO = 0,
-    LOG_WARNING, 
-    LOG_ERROR, 
-    LOG_DEBUG, 
-    LOG_OTHER 
-} LogType;
-
-// Shader location point type
-typedef enum {
-    LOC_VERTEX_POSITION = 0,
-    LOC_VERTEX_TEXCOORD01,
-    LOC_VERTEX_TEXCOORD02,
-    LOC_VERTEX_NORMAL,
-    LOC_VERTEX_TANGENT,
-    LOC_VERTEX_COLOR,
-    LOC_MATRIX_MVP,
-    LOC_MATRIX_MODEL,
-    LOC_MATRIX_VIEW,
-    LOC_MATRIX_PROJECTION,
-    LOC_VECTOR_VIEW,
-    LOC_COLOR_DIFFUSE,
-    LOC_COLOR_SPECULAR,
-    LOC_COLOR_AMBIENT,
-    LOC_MAP_ALBEDO,          // LOC_MAP_DIFFUSE
-    LOC_MAP_METALNESS,       // LOC_MAP_SPECULAR
-    LOC_MAP_NORMAL,
-    LOC_MAP_ROUGHNESS,
-    LOC_MAP_OCCUSION,
-    LOC_MAP_EMISSION,
-    LOC_MAP_HEIGHT,
-    LOC_MAP_CUBEMAP,
-    LOC_MAP_IRRADIANCE,
-    LOC_MAP_PREFILTER,
-    LOC_MAP_BRDF
-} ShaderLocationIndex;
-
-#define LOC_MAP_DIFFUSE      LOC_MAP_ALBEDO
-#define LOC_MAP_SPECULAR     LOC_MAP_METALNESS
-
-// Material map type
-typedef enum {
-    MAP_ALBEDO    = 0,       // MAP_DIFFUSE
-    MAP_METALNESS = 1,       // MAP_SPECULAR
-    MAP_NORMAL    = 2,
-    MAP_ROUGHNESS = 3,
-    MAP_OCCLUSION,
-    MAP_EMISSION,
-    MAP_HEIGHT,
-    MAP_CUBEMAP,             // NOTE: Uses GL_TEXTURE_CUBE_MAP
-    MAP_IRRADIANCE,          // NOTE: Uses GL_TEXTURE_CUBE_MAP
-    MAP_PREFILTER,           // NOTE: Uses GL_TEXTURE_CUBE_MAP
-    MAP_BRDF
-} TexmapIndex;
-
-#define MAP_DIFFUSE      MAP_ALBEDO
-#define MAP_SPECULAR     MAP_METALNESS
-
-// Texture formats
-// NOTE: Support depends on OpenGL version and platform
-typedef enum {
-    UNCOMPRESSED_GRAYSCALE = 1,     // 8 bit per pixel (no alpha)
-    UNCOMPRESSED_GRAY_ALPHA,        // 16 bpp (2 channels)
-    UNCOMPRESSED_R5G6B5,            // 16 bpp
-    UNCOMPRESSED_R8G8B8,            // 24 bpp
-    UNCOMPRESSED_R5G5B5A1,          // 16 bpp (1 bit alpha)
-    UNCOMPRESSED_R4G4B4A4,          // 16 bpp (4 bit alpha)
-    UNCOMPRESSED_R8G8B8A8,          // 32 bpp
-    UNCOMPRESSED_R32G32B32,         // 32 bit per channel (float) - HDR
-    COMPRESSED_DXT1_RGB,            // 4 bpp (no alpha)
-    COMPRESSED_DXT1_RGBA,           // 4 bpp (1 bit alpha)
-    COMPRESSED_DXT3_RGBA,           // 8 bpp
-    COMPRESSED_DXT5_RGBA,           // 8 bpp
-    COMPRESSED_ETC1_RGB,            // 4 bpp
-    COMPRESSED_ETC2_RGB,            // 4 bpp
-    COMPRESSED_ETC2_EAC_RGBA,       // 8 bpp
-    COMPRESSED_PVRT_RGB,            // 4 bpp
-    COMPRESSED_PVRT_RGBA,           // 4 bpp
-    COMPRESSED_ASTC_4x4_RGBA,       // 8 bpp
-    COMPRESSED_ASTC_8x8_RGBA        // 2 bpp
-} TextureFormat;
-
-// 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 {
-    FILTER_POINT = 0,               // No filter, just pixel aproximation
-    FILTER_BILINEAR,                // Linear filtering
-    FILTER_TRILINEAR,               // Trilinear filtering (linear with mipmaps)
-    FILTER_ANISOTROPIC_4X,          // Anisotropic filtering 4x
-    FILTER_ANISOTROPIC_8X,          // Anisotropic filtering 8x
-    FILTER_ANISOTROPIC_16X,         // Anisotropic filtering 16x
-} TextureFilterMode;
-
-// Texture parameters: wrap mode
-typedef enum { 
-    WRAP_REPEAT = 0, 
-    WRAP_CLAMP, 
-    WRAP_MIRROR 
-} TextureWrapMode;
-
-// Color blending modes (pre-defined)
-typedef enum { 
-    BLEND_ALPHA = 0, 
-    BLEND_ADDITIVE, 
-    BLEND_MULTIPLIED
-} BlendMode;
-
-#ifdef __cplusplus
-extern "C" {            // Prevents name mangling of functions
-#endif
-
-//------------------------------------------------------------------------------------
-// Global Variables Definition
-//------------------------------------------------------------------------------------
-// It's lonely here...
-
-//------------------------------------------------------------------------------------
-// Window and Graphics Device Functions (Module: core)
-//------------------------------------------------------------------------------------
-
-// Window-related functions
-RLAPI void InitWindow(int width, int height, void *state);        // Initialize Android activity
-
-RLAPI void CloseWindow(void);                                     // Close window and unload OpenGL context
-RLAPI bool WindowShouldClose(void);                               // Check if KEY_ESCAPE pressed or Close icon pressed
-RLAPI bool IsWindowMinimized(void);                               // Check if window has been minimized (or lost focus)
-RLAPI void ToggleFullscreen(void);                                // Toggle fullscreen mode (only PLATFORM_DESKTOP)
-RLAPI void SetWindowIcon(Image image);                            // Set icon for window (only PLATFORM_DESKTOP)
-RLAPI void SetWindowTitle(const char *title);                     // Set title for window (only PLATFORM_DESKTOP)
-RLAPI void SetWindowPosition(int x, int y);                       // Set window position on screen (only PLATFORM_DESKTOP)
-RLAPI void SetWindowMonitor(int monitor);                         // Set monitor for the current window (fullscreen mode)
-RLAPI void SetWindowMinSize(int width, int height);               // Set window minimum dimensions (for FLAG_WINDOW_RESIZABLE)
-RLAPI int GetScreenWidth(void);                                   // Get current screen width
-RLAPI int GetScreenHeight(void);                                  // Get current screen height
-
-// Drawing-related functions
-RLAPI void ClearBackground(Color color);                          // Set background color (framebuffer clear color)
-RLAPI void BeginDrawing(void);                                    // Setup canvas (framebuffer) to start drawing
-RLAPI void EndDrawing(void);                                      // End canvas drawing and swap buffers (double buffering)
-RLAPI void Begin2dMode(Camera2D camera);                          // Initialize 2D mode with custom camera (2D)
-RLAPI void End2dMode(void);                                       // Ends 2D mode with custom camera
-RLAPI void Begin3dMode(Camera camera);                            // Initializes 3D mode with custom camera (3D)
-RLAPI void End3dMode(void);                                       // Ends 3D mode and returns to default 2D orthographic mode
-RLAPI void BeginTextureMode(RenderTexture2D target);              // Initializes render texture for drawing
-RLAPI void EndTextureMode(void);                                  // Ends drawing to render texture
-
-// Screen-space-related functions
-RLAPI Ray GetMouseRay(Vector2 mousePosition, Camera camera);      // Returns a ray trace from mouse position
-RLAPI Vector2 GetWorldToScreen(Vector3 position, Camera camera);  // Returns the screen space position for a 3d world space position
-RLAPI Matrix GetCameraMatrix(Camera camera);                      // Returns camera transform matrix (view matrix)
-
-// Timming-related functions
-RLAPI void SetTargetFPS(int fps);                                 // Set target FPS (maximum)
-RLAPI int GetFPS(void);                                           // Returns current FPS
-RLAPI float GetFrameTime(void);                                   // Returns time in seconds for last frame drawn
-
-// Color-related functions
-RLAPI int GetHexValue(Color color);                               // Returns hexadecimal value for a Color
-RLAPI Color GetColor(int hexValue);                               // Returns a Color struct from hexadecimal value
-RLAPI Color Fade(Color color, float alpha);                       // Color fade-in or fade-out, alpha goes from 0.0f to 1.0f
-RLAPI float *ColorToFloat(Color color);                           // Converts Color to float array and normalizes
-
-// Math useful functions (available from raymath.h)
-RLAPI float *VectorToFloat(Vector3 vec);                          // Returns Vector3 as float array
-RLAPI float *MatrixToFloat(Matrix mat);                           // Returns Matrix as float array
-RLAPI Vector3 Vector3Zero(void);                                  // Vector with components value 0.0f
-RLAPI Vector3 Vector3One(void);                                   // Vector with components value 1.0f
-RLAPI Matrix MatrixIdentity(void);                                // Returns identity matrix
-
-// Misc. functions
-RLAPI void ShowLogo(void);                                        // Activate raylib logo at startup (can be done with flags)
-RLAPI void SetConfigFlags(char flags);                            // Setup window configuration flags (view FLAGS)
-RLAPI void TraceLog(int logType, const char *text, ...);          // Show trace log messages (LOG_INFO, LOG_WARNING, LOG_ERROR, LOG_DEBUG)
-RLAPI void TakeScreenshot(const char *fileName);                  // Takes a screenshot of current screen (saved a .png)
-RLAPI int GetRandomValue(int min, int max);                       // Returns a random value between min and max (both included)
-
-// Files management functions
-RLAPI bool IsFileExtension(const char *fileName, const char *ext);// Check file extension
-RLAPI const char *GetExtension(const char *fileName);             // Get file extension
-RLAPI const char *GetDirectoryPath(const char *fileName);         // Get directory for a given fileName (with path)
-RLAPI const char *GetWorkingDirectory(void);                      // Get current working directory
-RLAPI bool ChangeDirectory(const char *dir);                      // Change working directory, returns true if success
-RLAPI bool IsFileDropped(void);                                   // Check if a file has been dropped into window
-RLAPI char **GetDroppedFiles(int *count);                         // Get dropped files names
-RLAPI void ClearDroppedFiles(void);                               // Clear dropped files paths buffer
-
-// Persistent storage management
-RLAPI void StorageSaveValue(int position, int value);             // Save integer value to storage file (to defined position)
-RLAPI int StorageLoadValue(int position);                         // Load integer value from storage file (from defined position)
-
-//------------------------------------------------------------------------------------
-// Input Handling Functions (Module: core)
-//------------------------------------------------------------------------------------
-
-// Input-related functions: keyboard
-RLAPI bool IsKeyPressed(int key);                             // Detect if a key has been pressed once
-RLAPI bool IsKeyDown(int key);                                // Detect if a key is being pressed
-RLAPI bool IsKeyReleased(int key);                            // Detect if a key has been released once
-RLAPI bool IsKeyUp(int key);                                  // Detect if a key is NOT being pressed
-RLAPI int GetKeyPressed(void);                                // Get latest key pressed
-RLAPI void SetExitKey(int key);                               // Set a custom key to exit program (default is ESC)
-
-// Input-related functions: gamepads
-RLAPI bool IsGamepadAvailable(int gamepad);                   // Detect if a gamepad is available
-RLAPI bool IsGamepadName(int gamepad, const char *name);      // Check gamepad name (if available)
-RLAPI const char *GetGamepadName(int gamepad);                // Return gamepad internal name id
-RLAPI bool IsGamepadButtonPressed(int gamepad, int button);   // Detect if a gamepad button has been pressed once
-RLAPI bool IsGamepadButtonDown(int gamepad, int button);      // Detect if a gamepad button is being pressed
-RLAPI bool IsGamepadButtonReleased(int gamepad, int button);  // Detect if a gamepad button has been released once
-RLAPI bool IsGamepadButtonUp(int gamepad, int button);        // Detect if a gamepad button is NOT being pressed
-RLAPI int GetGamepadButtonPressed(void);                      // Get the last gamepad button pressed
-RLAPI int GetGamepadAxisCount(int gamepad);                   // Return gamepad axis count for a gamepad
-RLAPI float GetGamepadAxisMovement(int gamepad, int axis);    // Return axis movement value for a gamepad axis
-
-// Input-related functions: mouse
-RLAPI bool IsMouseButtonPressed(int button);                  // Detect if a mouse button has been pressed once
-RLAPI bool IsMouseButtonDown(int button);                     // Detect if a mouse button is being pressed
-RLAPI bool IsMouseButtonReleased(int button);                 // Detect if a mouse button has been released once
-RLAPI bool IsMouseButtonUp(int button);                       // Detect if a mouse button is NOT being pressed
-RLAPI int GetMouseX(void);                                    // Returns mouse position X
-RLAPI int GetMouseY(void);                                    // Returns mouse position Y
-RLAPI Vector2 GetMousePosition(void);                         // Returns mouse position XY
-RLAPI void SetMousePosition(Vector2 position);                // Set mouse position XY
-RLAPI int GetMouseWheelMove(void);                            // Returns mouse wheel movement Y
-
-// Input-related functions: touch
-RLAPI int GetTouchX(void);                                    // Returns touch position X for touch point 0 (relative to screen size)
-RLAPI int GetTouchY(void);                                    // Returns touch position Y for touch point 0 (relative to screen size)
-RLAPI Vector2 GetTouchPosition(int index);                    // Returns touch position XY for a touch point index (relative to screen size)
-
-//------------------------------------------------------------------------------
-// Shaders System Functions (Module: rlgl)
-// NOTE: This functions are useless when using OpenGL 1.1
-//------------------------------------------------------------------------------------
-
-// Shader loading/unloading functions
-RLAPI char *LoadText(const char *fileName);                               // Load chars array from text file
-RLAPI Shader LoadShader(char *vsFileName, char *fsFileName);              // Load shader from files and bind default locations
-RLAPI void UnloadShader(Shader shader);                                   // Unload shader from GPU memory (VRAM)
-
-RLAPI Shader GetShaderDefault(void);                                      // Get default shader
-RLAPI Texture2D GetTextureDefault(void);                                  // Get default texture
-
-// Shader configuration functions
-RLAPI int GetShaderLocation(Shader shader, const char *uniformName);              // Get shader uniform location
-RLAPI void SetShaderValue(Shader shader, int uniformLoc, float *value, int size); // Set shader uniform value (float)
-RLAPI void SetShaderValuei(Shader shader, int uniformLoc, int *value, int size);  // Set shader uniform value (int)
-RLAPI void SetShaderValueMatrix(Shader shader, int uniformLoc, Matrix mat);       // Set shader uniform value (matrix 4x4)
-RLAPI void SetMatrixProjection(Matrix proj);                              // Set a custom projection matrix (replaces internal projection matrix)
-RLAPI void SetMatrixModelview(Matrix view);                               // Set a custom modelview matrix (replaces internal modelview matrix)
-
-// Texture maps generation (PBR)
-// NOTE: Required shaders should be provided
-RLAPI Texture2D GenTextureCubemap(Shader shader, Texture2D skyHDR, int size);       // Generate cubemap texture from HDR texture
-RLAPI Texture2D GenTextureIrradiance(Shader shader, Texture2D cubemap, int size);   // Generate irradiance texture using cubemap data
-RLAPI Texture2D GenTexturePrefilter(Shader shader, Texture2D cubemap, int size);    // Generate prefilter texture using cubemap data
-RLAPI Texture2D GenTextureBRDF(Shader shader, Texture2D cubemap, int size);         // Generate BRDF texture using cubemap data
-
-// Shading begin/end functions
-RLAPI void BeginShaderMode(Shader shader);                                // Begin custom shader drawing
-RLAPI void EndShaderMode(void);                                           // End custom shader drawing (use default shader)
-RLAPI void BeginBlendMode(int mode);                                      // Begin blending mode (alpha, additive, multiplied)
-RLAPI void EndBlendMode(void);                                            // End blending mode (reset to default: alpha blending)
-
-#ifdef __cplusplus
-}
-#endif
-
-#endif // RAYLIB_H

+ 0 - 1367
templates/android_project/src/raylib_stripped/raymath.h

@@ -1,1367 +0,0 @@
-/**********************************************************************************************
-*
-*   raymath v1.1 - Math functions to work with Vector3, Matrix and Quaternions
-*
-*   CONFIGURATION:
-*
-*   #define RAYMATH_IMPLEMENTATION
-*       Generates the implementation of the library into the included file.
-*       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.
-*
-*   #define RAYMATH_EXTERN_INLINE
-*       Inlines all functions code, so it runs faster. This requires lots of memory on system.
-*   
-*   #define RAYMATH_STANDALONE
-*       Avoid raylib.h header inclusion in this file. 
-*       Vector3 and Matrix data types are defined internally in raymath module.
-*
-*
-*   LICENSE: zlib/libpng
-*
-*   Copyright (c) 2015-2017 Ramon Santamaria (@raysan5)
-*
-*   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.
-*
-*   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:
-*
-*     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.
-*
-*     2. Altered source versions must be plainly marked as such, and must not be misrepresented
-*     as being the original software.
-*
-*     3. This notice may not be removed or altered from any source distribution.
-*
-**********************************************************************************************/
-
-#ifndef RAYMATH_H
-#define RAYMATH_H
-
-//#define RAYMATH_STANDALONE        // NOTE: To use raymath as standalone lib, just uncomment this line
-//#define RAYMATH_EXTERN_INLINE     // NOTE: To compile functions as static inline, uncomment this line
-
-#ifndef RAYMATH_STANDALONE
-    #include "raylib.h"             // Required for structs: Vector3, Matrix
-#endif
-
-#ifdef __cplusplus
-    #define RMEXTERN extern "C"     // Functions visible from other files (no name mangling of functions in C++)
-#else
-    #define RMEXTERN extern         // Functions visible from other files
-#endif
-
-#if defined(RAYMATH_EXTERN_INLINE)
-    #define RMDEF RMEXTERN inline   // Functions are embeded inline (compiler generated code)
-#else
-    #define RMDEF RMEXTERN
-#endif
-
-//----------------------------------------------------------------------------------
-// Defines and Macros
-//----------------------------------------------------------------------------------
-#ifndef PI
-    #define PI 3.14159265358979323846
-#endif
-
-#ifndef DEG2RAD
-    #define DEG2RAD (PI/180.0f)
-#endif
-
-#ifndef RAD2DEG
-    #define RAD2DEG (180.0f/PI)
-#endif
-
-//----------------------------------------------------------------------------------
-// Types and Structures Definition
-//----------------------------------------------------------------------------------
-
-#if defined(RAYMATH_STANDALONE)
-    // Vector2 type
-    typedef struct Vector2 {
-        float x;
-        float y;
-    } Vector2;
-
-    // Vector3 type
-    typedef struct Vector3 {
-        float x;
-        float y;
-        float z;
-    } Vector3;
-
-    // Matrix type (OpenGL style 4x4 - right handed, column major)
-    typedef struct Matrix {
-        float m0, m4, m8, m12;
-        float m1, m5, m9, m13;
-        float m2, m6, m10, m14;
-        float m3, m7, m11, m15;
-    } Matrix;
-#endif
-
-// Quaternion type
-typedef struct Quaternion {
-    float x;
-    float y;
-    float z;
-    float w;
-} Quaternion;
-
-#ifndef RAYMATH_EXTERN_INLINE
-
-//------------------------------------------------------------------------------------
-// Functions Declaration - math utils
-//------------------------------------------------------------------------------------
-RMDEF float Clamp(float value, float min, float max);           // Clamp float value
-
-//------------------------------------------------------------------------------------
-// Functions Declaration to work with Vector2
-//------------------------------------------------------------------------------------
-RMDEF Vector2 Vector2Zero(void);                                // Vector with components value 0.0f
-RMDEF Vector2 Vector2One(void);                                 // Vector with components value 1.0f
-RMDEF Vector2 Vector2Add(Vector2 v1, Vector2 v2);               // Add two vectors (v1 + v2)
-RMDEF Vector2 Vector2Subtract(Vector2 v1, Vector2 v2);          // Subtract two vectors (v1 - v2)
-RMDEF float Vector2Length(Vector2 v);                           // Calculate vector length
-RMDEF float Vector2DotProduct(Vector2 v1, Vector2 v2);          // Calculate two vectors dot product
-RMDEF float Vector2Distance(Vector2 v1, Vector2 v2);            // Calculate distance between two vectors
-RMDEF float Vector2Angle(Vector2 v1, Vector2 v2);               // Calculate angle between two vectors in X-axis
-RMDEF void Vector2Scale(Vector2 *v, float scale);               // Scale vector (multiply by value)
-RMDEF void Vector2Negate(Vector2 *v);                           // Negate vector
-RMDEF void Vector2Divide(Vector2 *v, float div);                // Divide vector by a float value
-RMDEF void Vector2Normalize(Vector2 *v);                        // Normalize provided vector
-
-//------------------------------------------------------------------------------------
-// Functions Declaration to work with Vector3
-//------------------------------------------------------------------------------------
-RMDEF Vector3 Vector3Zero(void);                                 // Vector with components value 0.0f
-RMDEF Vector3 Vector3One(void);                                  // Vector with components value 1.0f
-RMDEF Vector3 Vector3Add(Vector3 v1, Vector3 v2);                // Add two vectors
-RMDEF Vector3 Vector3Multiply(Vector3 v, float scalar);          // Multiply vector by scalar
-RMDEF Vector3 Vector3MultiplyV(Vector3 v1, Vector3 v2);          // Multiply vector by vector
-RMDEF Vector3 Vector3Subtract(Vector3 v1, Vector3 v2);           // Substract two vectors
-RMDEF Vector3 Vector3CrossProduct(Vector3 v1, Vector3 v2);       // Calculate two vectors cross product
-RMDEF Vector3 Vector3Perpendicular(Vector3 v);                   // Calculate one vector perpendicular vector
-RMDEF float Vector3Length(const Vector3 v);                      // Calculate vector length
-RMDEF float Vector3DotProduct(Vector3 v1, Vector3 v2);           // Calculate two vectors dot product
-RMDEF float Vector3Distance(Vector3 v1, Vector3 v2);             // Calculate distance between two points
-RMDEF void Vector3Scale(Vector3 *v, float scale);                // Scale provided vector
-RMDEF void Vector3Negate(Vector3 *v);                            // Negate provided vector (invert direction)
-RMDEF void Vector3Normalize(Vector3 *v);                         // Normalize provided vector
-RMDEF void Vector3Transform(Vector3 *v, Matrix mat);             // Transforms a Vector3 by a given Matrix
-RMDEF Vector3 Vector3Lerp(Vector3 v1, Vector3 v2, float amount); // Calculate linear interpolation between two vectors
-RMDEF Vector3 Vector3Reflect(Vector3 vector, Vector3 normal);    // Calculate reflected vector to normal
-RMDEF Vector3 Vector3Min(Vector3 vec1, Vector3 vec2);            // Return min value for each pair of components
-RMDEF Vector3 Vector3Max(Vector3 vec1, Vector3 vec2);            // Return max value for each pair of components
-RMDEF Vector3 Vector3Barycenter(Vector3 p, Vector3 a, Vector3 b, Vector3 c); // Barycenter coords for p in triangle abc
-RMDEF float *Vector3ToFloat(Vector3 vec);                        // Returns Vector3 as float array
-
-//------------------------------------------------------------------------------------
-// Functions Declaration to work with Matrix
-//------------------------------------------------------------------------------------
-RMDEF float MatrixDeterminant(Matrix mat);                      // Compute matrix determinant
-RMDEF float MatrixTrace(Matrix mat);                            // Returns the trace of the matrix (sum of the values along the diagonal)
-RMDEF void MatrixTranspose(Matrix *mat);                        // Transposes provided matrix
-RMDEF void MatrixInvert(Matrix *mat);                           // Invert provided matrix
-RMDEF void MatrixNormalize(Matrix *mat);                        // Normalize provided matrix
-RMDEF Matrix MatrixIdentity(void);                              // Returns identity matrix
-RMDEF Matrix MatrixAdd(Matrix left, Matrix right);              // Add two matrices
-RMDEF Matrix MatrixSubstract(Matrix left, Matrix right);        // Substract two matrices (left - right)
-RMDEF Matrix MatrixTranslate(float x, float y, float z);        // Returns translation matrix
-RMDEF Matrix MatrixRotate(Vector3 axis, float angle);           // Returns rotation matrix for an angle around an specified axis (angle in radians)
-RMDEF Matrix MatrixRotateX(float angle);                        // Returns x-rotation matrix (angle in radians)
-RMDEF Matrix MatrixRotateY(float angle);                        // Returns y-rotation matrix (angle in radians)
-RMDEF Matrix MatrixRotateZ(float angle);                        // Returns z-rotation matrix (angle in radians)
-RMDEF Matrix MatrixScale(float x, float y, float z);            // Returns scaling matrix
-RMDEF Matrix MatrixMultiply(Matrix left, Matrix right);         // Returns two matrix multiplication
-RMDEF Matrix MatrixFrustum(double left, double right, double bottom, double top, double near, double far);  // Returns perspective projection matrix
-RMDEF Matrix MatrixPerspective(double fovy, double aspect, double near, double far);                        // Returns perspective projection matrix
-RMDEF Matrix MatrixOrtho(double left, double right, double bottom, double top, double near, double far);    // Returns orthographic projection matrix
-RMDEF Matrix MatrixLookAt(Vector3 position, Vector3 target, Vector3 up);  // Returns camera look-at matrix (view matrix)
-RMDEF float *MatrixToFloat(Matrix mat);                         // Returns float array of Matrix data
-
-//------------------------------------------------------------------------------------
-// Functions Declaration to work with Quaternions
-//------------------------------------------------------------------------------------
-RMDEF Quaternion QuaternionIdentity(void);                      // Returns identity quaternion
-RMDEF float QuaternionLength(Quaternion quat);                  // Compute the length of a quaternion
-RMDEF void QuaternionNormalize(Quaternion *q);                  // Normalize provided quaternion
-RMDEF void QuaternionInvert(Quaternion *quat);                  // Invert provided quaternion
-RMDEF Quaternion QuaternionMultiply(Quaternion q1, Quaternion q2);    // Calculate two quaternion multiplication
-RMDEF Quaternion QuaternionLerp(Quaternion q1, Quaternion q2, float amount);    // Calculate linear interpolation between two quaternions
-RMDEF Quaternion QuaternionSlerp(Quaternion q1, Quaternion q2, float amount);   // Calculates spherical linear interpolation between two quaternions
-RMDEF Quaternion QuaternionNlerp(Quaternion q1, Quaternion q2, float amount);   // Calculate slerp-optimized interpolation between two quaternions
-RMDEF Quaternion QuaternionFromVector3ToVector3(Vector3 from, Vector3 to);      // Calculate quaternion based on the rotation from one vector to another
-RMDEF Quaternion QuaternionFromMatrix(Matrix matrix);                 // Returns a quaternion for a given rotation matrix
-RMDEF Matrix QuaternionToMatrix(Quaternion q);                        // Returns a matrix for a given quaternion
-RMDEF Quaternion QuaternionFromAxisAngle(Vector3 axis, float angle);  // Returns rotation quaternion for an angle and axis
-RMDEF void QuaternionToAxisAngle(Quaternion q, Vector3 *outAxis, float *outAngle);  // Returns the rotation angle and axis for a given quaternion
-RMDEF Quaternion QuaternionFromEuler(float roll, float pitch, float yaw);           // Returns he quaternion equivalent to Euler angles
-RMDEF Vector3 QuaternionToEuler(Quaternion q);                  // Return the Euler angles equivalent to quaternion (roll, pitch, yaw)
-RMDEF void QuaternionTransform(Quaternion *q, Matrix mat);      // Transform a quaternion given a transformation matrix
-
-#endif  // notdef RAYMATH_EXTERN_INLINE
-
-#endif  // RAYMATH_H
-//////////////////////////////////////////////////////////////////// end of header file
-
-#if defined(RAYMATH_IMPLEMENTATION) || defined(RAYMATH_EXTERN_INLINE)
-
-#include <math.h>       // Required for: sinf(), cosf(), tan(), fabs()
-
-//----------------------------------------------------------------------------------
-// Module Functions Definition - Utils math
-//----------------------------------------------------------------------------------
-
-// Clamp float value
-RMDEF float Clamp(float value, float min, float max) 
-{
-    const float res = value < min ? min : value;
-    return res > max ? max : res;
-}
-
-//----------------------------------------------------------------------------------
-// Module Functions Definition - Vector2 math
-//----------------------------------------------------------------------------------
-
-// Vector with components value 0.0f
-RMDEF Vector2 Vector2Zero(void) { return (Vector2){ 0.0f, 0.0f }; }
-
-// Vector with components value 1.0f
-RMDEF Vector2 Vector2One(void) { return (Vector2){ 1.0f, 1.0f }; }
-
-// Add two vectors (v1 + v2)
-RMDEF Vector2 Vector2Add(Vector2 v1, Vector2 v2)
-{
-    return (Vector2){ v1.x + v2.x, v1.y + v2.y };
-}
-
-// Subtract two vectors (v1 - v2)
-RMDEF Vector2 Vector2Subtract(Vector2 v1, Vector2 v2)
-{
-    return (Vector2){ v1.x - v2.x, v1.y - v2.y };
-}
-
-// Calculate vector length
-RMDEF float Vector2Length(Vector2 v)
-{
-    return sqrtf((v.x*v.x) + (v.y*v.y));
-}
-
-// Calculate two vectors dot product
-RMDEF float Vector2DotProduct(Vector2 v1, Vector2 v2)
-{
-    return (v1.x*v2.x + v1.y*v2.y);
-}
-
-// Calculate distance between two vectors
-RMDEF float Vector2Distance(Vector2 v1, Vector2 v2)
-{
-    return sqrtf((v1.x - v2.x)*(v1.x - v2.x) + (v1.y - v2.y)*(v1.y - v2.y));
-}
-
-// Calculate angle from two vectors in X-axis
-RMDEF float Vector2Angle(Vector2 v1, Vector2 v2)
-{
-    float angle = atan2f(v2.y - v1.y, v2.x - v1.x)*(180.0f/PI);
-    
-    if (angle < 0) angle += 360.0f;
-
-    return angle;
-}
-
-// Scale vector (multiply by value)
-RMDEF void Vector2Scale(Vector2 *v, float scale)
-{
-    v->x *= scale;
-    v->y *= scale;
-}
-
-// Negate vector
-RMDEF void Vector2Negate(Vector2 *v)
-{
-    v->x = -v->x;
-    v->y = -v->y;
-}
-
-// Divide vector by a float value
-RMDEF void Vector2Divide(Vector2 *v, float div)
-{
-    *v = (Vector2){v->x/div, v->y/div};
-}
-
-// Normalize provided vector
-RMDEF void Vector2Normalize(Vector2 *v)
-{
-    Vector2Divide(v, Vector2Length(*v));
-}
-
-//----------------------------------------------------------------------------------
-// Module Functions Definition - Vector3 math
-//----------------------------------------------------------------------------------
-
-// Vector with components value 0.0f
-RMDEF Vector3 Vector3Zero(void) { return (Vector3){ 0.0f, 0.0f, 0.0f }; }
-
-// Vector with components value 1.0f
-RMDEF Vector3 Vector3One(void) { return (Vector3){ 1.0f, 1.0f, 1.0f }; }
-
-// Add two vectors
-RMDEF Vector3 Vector3Add(Vector3 v1, Vector3 v2)
-{
-    return (Vector3){ v1.x + v2.x, v1.y + v2.y, v1.z + v2.z };
-}
-
-// Substract two vectors
-RMDEF Vector3 Vector3Subtract(Vector3 v1, Vector3 v2)
-{
-    return (Vector3){ v1.x - v2.x, v1.y - v2.y, v1.z - v2.z };
-}
-
-// Multiply vector by scalar
-RMDEF Vector3 Vector3Multiply(Vector3 v, float scalar)
-{	
-    v.x *= scalar;
-    v.y *= scalar;
-    v.z *= scalar;
-
-    return v;
-}
-
-// Multiply vector by vector
-RMDEF Vector3 Vector3MultiplyV(Vector3 v1, Vector3 v2)
-{	
-    Vector3 result;
-
-    result.x = v1.x * v2.x;
-    result.y = v1.y * v2.y;
-    result.z = v1.z * v2.z;
-
-    return result;
-}
-
-// Calculate two vectors cross product
-RMDEF Vector3 Vector3CrossProduct(Vector3 v1, Vector3 v2)
-{
-    Vector3 result;
-
-    result.x = v1.y*v2.z - v1.z*v2.y;
-    result.y = v1.z*v2.x - v1.x*v2.z;
-    result.z = v1.x*v2.y - v1.y*v2.x;
-
-    return result;
-}
-
-// Calculate one vector perpendicular vector
-RMDEF Vector3 Vector3Perpendicular(Vector3 v)
-{
-    Vector3 result;
-
-    float min = fabsf(v.x);
-    Vector3 cardinalAxis = {1.0f, 0.0f, 0.0f};
-
-    if (fabsf(v.y) < min)
-    {
-        min = fabsf(v.y);
-        cardinalAxis = (Vector3){0.0f, 1.0f, 0.0f};
-    }
-
-    if (fabsf(v.z) < min)
-    {
-        cardinalAxis = (Vector3){0.0f, 0.0f, 1.0f};
-    }
-
-    result = Vector3CrossProduct(v, cardinalAxis);
-
-    return result;
-}
-
-// Calculate vector length
-RMDEF float Vector3Length(const Vector3 v)
-{
-    return sqrtf(v.x*v.x + v.y*v.y + v.z*v.z);
-}
-
-// Calculate two vectors dot product
-RMDEF float Vector3DotProduct(Vector3 v1, Vector3 v2)
-{
-    return (v1.x*v2.x + v1.y*v2.y + v1.z*v2.z);
-}
-
-// Calculate distance between two vectors
-RMDEF float Vector3Distance(Vector3 v1, Vector3 v2)
-{
-    float dx = v2.x - v1.x;
-    float dy = v2.y - v1.y;
-    float dz = v2.z - v1.z;
-
-    return sqrtf(dx*dx + dy*dy + dz*dz);
-}
-
-// Scale provided vector
-RMDEF void Vector3Scale(Vector3 *v, float scale)
-{
-    v->x *= scale;
-    v->y *= scale;
-    v->z *= scale;
-}
-
-// Negate provided vector (invert direction)
-RMDEF void Vector3Negate(Vector3 *v)
-{
-    v->x = -v->x;
-    v->y = -v->y;
-    v->z = -v->z;
-}
-
-// Normalize provided vector
-RMDEF void Vector3Normalize(Vector3 *v)
-{
-    float length, ilength;
-
-    length = Vector3Length(*v);
-
-    if (length == 0.0f) length = 1.0f;
-
-    ilength = 1.0f/length;
-
-    v->x *= ilength;
-    v->y *= ilength;
-    v->z *= ilength;
-}
-
-// Transforms a Vector3 by a given Matrix
-RMDEF void Vector3Transform(Vector3 *v, Matrix mat)
-{
-    float x = v->x;
-    float y = v->y;
-    float z = v->z;
-
-    v->x = mat.m0*x + mat.m4*y + mat.m8*z + mat.m12;
-    v->y = mat.m1*x + mat.m5*y + mat.m9*z + mat.m13;
-    v->z = mat.m2*x + mat.m6*y + mat.m10*z + mat.m14;
-};
-
-// Calculate linear interpolation between two vectors
-RMDEF Vector3 Vector3Lerp(Vector3 v1, Vector3 v2, float amount)
-{
-    Vector3 result;
-
-    result.x = v1.x + amount*(v2.x - v1.x);
-    result.y = v1.y + amount*(v2.y - v1.y);
-    result.z = v1.z + amount*(v2.z - v1.z);
-
-    return result;
-}
-
-// Calculate reflected vector to normal
-RMDEF Vector3 Vector3Reflect(Vector3 vector, Vector3 normal)
-{
-    // I is the original vector
-    // N is the normal of the incident plane
-    // R = I - (2*N*( DotProduct[ I,N] ))
-
-    Vector3 result;
-
-    float dotProduct = Vector3DotProduct(vector, normal);
-
-    result.x = vector.x - (2.0f*normal.x)*dotProduct;
-    result.y = vector.y - (2.0f*normal.y)*dotProduct;
-    result.z = vector.z - (2.0f*normal.z)*dotProduct;
-
-    return result;
-}
-
-// Return min value for each pair of components
-RMDEF Vector3 Vector3Min(Vector3 vec1, Vector3 vec2)
-{
-    Vector3 result;
-    
-    result.x = fminf(vec1.x, vec2.x);
-    result.y = fminf(vec1.y, vec2.y);
-    result.z = fminf(vec1.z, vec2.z);
-    
-    return result;
-}
-
-// Return max value for each pair of components
-RMDEF Vector3 Vector3Max(Vector3 vec1, Vector3 vec2)
-{
-    Vector3 result;
-    
-    result.x = fmaxf(vec1.x, vec2.x);
-    result.y = fmaxf(vec1.y, vec2.y);
-    result.z = fmaxf(vec1.z, vec2.z);
-    
-    return result;
-}
-
-// Compute barycenter coordinates (u, v, w) for point p with respect to triangle (a, b, c)
-// NOTE: Assumes P is on the plane of the triangle
-RMDEF Vector3 Vector3Barycenter(Vector3 p, Vector3 a, Vector3 b, Vector3 c)
-{
-    //Vector v0 = b - a, v1 = c - a, v2 = p - a;
-    
-    Vector3 v0 = Vector3Subtract(b, a);
-    Vector3 v1 = Vector3Subtract(c, a);
-    Vector3 v2 = Vector3Subtract(p, a);
-    float d00 = Vector3DotProduct(v0, v0);
-    float d01 = Vector3DotProduct(v0, v1);
-    float d11 = Vector3DotProduct(v1, v1);
-    float d20 = Vector3DotProduct(v2, v0);
-    float d21 = Vector3DotProduct(v2, v1);
-    
-    float denom = d00*d11 - d01*d01;
-    
-    Vector3 result;
-    
-    result.y = (d11*d20 - d01*d21)/denom;
-    result.z = (d00*d21 - d01*d20)/denom;
-    result.x = 1.0f - (result.z + result.y);
-    
-    return result;
-}
-
-// Returns Vector3 as float array
-RMDEF float *Vector3ToFloat(Vector3 vec)
-{
-    static float buffer[3];
-
-    buffer[0] = vec.x;
-    buffer[1] = vec.y;
-    buffer[2] = vec.z;
-
-    return buffer;
-}
-
-//----------------------------------------------------------------------------------
-// Module Functions Definition - Matrix math
-//----------------------------------------------------------------------------------
-
-// Compute matrix determinant
-RMDEF float MatrixDeterminant(Matrix mat)
-{
-    float result;
-
-    // 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;
-
-    result = a30*a21*a12*a03 - a20*a31*a12*a03 - a30*a11*a22*a03 + a10*a31*a22*a03 +
-             a20*a11*a32*a03 - a10*a21*a32*a03 - a30*a21*a02*a13 + a20*a31*a02*a13 +
-             a30*a01*a22*a13 - a00*a31*a22*a13 - a20*a01*a32*a13 + a00*a21*a32*a13 +
-             a30*a11*a02*a23 - a10*a31*a02*a23 - a30*a01*a12*a23 + a00*a31*a12*a23 +
-             a10*a01*a32*a23 - a00*a11*a32*a23 - a20*a11*a02*a33 + a10*a21*a02*a33 +
-             a20*a01*a12*a33 - a00*a21*a12*a33 - a10*a01*a22*a33 + a00*a11*a22*a33;
-
-    return result;
-}
-
-// Returns the trace of the matrix (sum of the values along the diagonal)
-RMDEF float MatrixTrace(Matrix mat)
-{
-    return (mat.m0 + mat.m5 + mat.m10 + mat.m15);
-}
-
-// Transposes provided matrix
-RMDEF void MatrixTranspose(Matrix *mat)
-{
-    Matrix temp;
-
-    temp.m0 = mat->m0;
-    temp.m1 = mat->m4;
-    temp.m2 = mat->m8;
-    temp.m3 = mat->m12;
-    temp.m4 = mat->m1;
-    temp.m5 = mat->m5;
-    temp.m6 = mat->m9;
-    temp.m7 = mat->m13;
-    temp.m8 = mat->m2;
-    temp.m9 = mat->m6;
-    temp.m10 = mat->m10;
-    temp.m11 = mat->m14;
-    temp.m12 = mat->m3;
-    temp.m13 = mat->m7;
-    temp.m14 = mat->m11;
-    temp.m15 = mat->m15;
-
-    *mat = temp;
-}
-
-// Invert provided matrix
-RMDEF void MatrixInvert(Matrix *mat)
-{
-    Matrix temp;
-
-    // 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);
-
-    temp.m0 = (a11*b11 - a12*b10 + a13*b09)*invDet;
-    temp.m1 = (-a01*b11 + a02*b10 - a03*b09)*invDet;
-    temp.m2 = (a31*b05 - a32*b04 + a33*b03)*invDet;
-    temp.m3 = (-a21*b05 + a22*b04 - a23*b03)*invDet;
-    temp.m4 = (-a10*b11 + a12*b08 - a13*b07)*invDet;
-    temp.m5 = (a00*b11 - a02*b08 + a03*b07)*invDet;
-    temp.m6 = (-a30*b05 + a32*b02 - a33*b01)*invDet;
-    temp.m7 = (a20*b05 - a22*b02 + a23*b01)*invDet;
-    temp.m8 = (a10*b10 - a11*b08 + a13*b06)*invDet;
-    temp.m9 = (-a00*b10 + a01*b08 - a03*b06)*invDet;
-    temp.m10 = (a30*b04 - a31*b02 + a33*b00)*invDet;
-    temp.m11 = (-a20*b04 + a21*b02 - a23*b00)*invDet;
-    temp.m12 = (-a10*b09 + a11*b07 - a12*b06)*invDet;
-    temp.m13 = (a00*b09 - a01*b07 + a02*b06)*invDet;
-    temp.m14 = (-a30*b03 + a31*b01 - a32*b00)*invDet;
-    temp.m15 = (a20*b03 - a21*b01 + a22*b00)*invDet;
-
-    *mat = temp;
-}
-
-// Normalize provided matrix
-RMDEF void MatrixNormalize(Matrix *mat)
-{
-    float det = MatrixDeterminant(*mat);
-
-    mat->m0 /= det;
-    mat->m1 /= det;
-    mat->m2 /= det;
-    mat->m3 /= det;
-    mat->m4 /= det;
-    mat->m5 /= det;
-    mat->m6 /= det;
-    mat->m7 /= det;
-    mat->m8 /= det;
-    mat->m9 /= det;
-    mat->m10 /= det;
-    mat->m11 /= det;
-    mat->m12 /= det;
-    mat->m13 /= det;
-    mat->m14 /= det;
-    mat->m15 /= det;
-}
-
-// Returns identity matrix
-RMDEF Matrix MatrixIdentity(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;
-}
-
-// Add two matrices
-RMDEF Matrix MatrixAdd(Matrix left, Matrix right)
-{
-    Matrix result = MatrixIdentity();
-
-    result.m0 = left.m0 + right.m0;
-    result.m1 = left.m1 + right.m1;
-    result.m2 = left.m2 + right.m2;
-    result.m3 = left.m3 + right.m3;
-    result.m4 = left.m4 + right.m4;
-    result.m5 = left.m5 + right.m5;
-    result.m6 = left.m6 + right.m6;
-    result.m7 = left.m7 + right.m7;
-    result.m8 = left.m8 + right.m8;
-    result.m9 = left.m9 + right.m9;
-    result.m10 = left.m10 + right.m10;
-    result.m11 = left.m11 + right.m11;
-    result.m12 = left.m12 + right.m12;
-    result.m13 = left.m13 + right.m13;
-    result.m14 = left.m14 + right.m14;
-    result.m15 = left.m15 + right.m15;
-
-    return result;
-}
-
-// Substract two matrices (left - right)
-RMDEF Matrix MatrixSubstract(Matrix left, Matrix right)
-{
-    Matrix result = MatrixIdentity();
-
-    result.m0 = left.m0 - right.m0;
-    result.m1 = left.m1 - right.m1;
-    result.m2 = left.m2 - right.m2;
-    result.m3 = left.m3 - right.m3;
-    result.m4 = left.m4 - right.m4;
-    result.m5 = left.m5 - right.m5;
-    result.m6 = left.m6 - right.m6;
-    result.m7 = left.m7 - right.m7;
-    result.m8 = left.m8 - right.m8;
-    result.m9 = left.m9 - right.m9;
-    result.m10 = left.m10 - right.m10;
-    result.m11 = left.m11 - right.m11;
-    result.m12 = left.m12 - right.m12;
-    result.m13 = left.m13 - right.m13;
-    result.m14 = left.m14 - right.m14;
-    result.m15 = left.m15 - right.m15;
-
-    return result;
-}
-
-// Returns translation matrix
-RMDEF Matrix MatrixTranslate(float x, float y, float z)
-{
-    Matrix result = { 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 };
-
-    return result;
-}
-
-// Create rotation matrix from axis and angle
-// NOTE: Angle should be provided in radians
-RMDEF Matrix MatrixRotate(Vector3 axis, float angle)
-{
-    Matrix result;
-
-    Matrix mat = MatrixIdentity();
-
-    float x = axis.x, y = axis.y, z = axis.z;
-
-    float length = sqrtf(x*x + y*y + z*z);
-
-    if ((length != 1.0f) && (length != 0.0f))
-    {
-        length = 1.0f/length;
-        x *= length;
-        y *= length;
-        z *= length;
-    }
-
-    float sinres = sinf(angle);
-    float cosres = cosf(angle);
-    float t = 1.0f - cosres;
-
-    // Cache some 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;
-
-    // Construct the elements of the rotation matrix
-    float b00 = x*x*t + cosres, b01 = y*x*t + z*sinres, b02 = z*x*t - y*sinres;
-    float b10 = x*y*t - z*sinres, b11 = y*y*t + cosres, b12 = z*y*t + x*sinres;
-    float b20 = x*z*t + y*sinres, b21 = y*z*t - x*sinres, b22 = z*z*t + cosres;
-
-    // Perform rotation-specific matrix multiplication
-    result.m0 = a00*b00 + a10*b01 + a20*b02;
-    result.m1 = a01*b00 + a11*b01 + a21*b02;
-    result.m2 = a02*b00 + a12*b01 + a22*b02;
-    result.m3 = a03*b00 + a13*b01 + a23*b02;
-    result.m4 = a00*b10 + a10*b11 + a20*b12;
-    result.m5 = a01*b10 + a11*b11 + a21*b12;
-    result.m6 = a02*b10 + a12*b11 + a22*b12;
-    result.m7 = a03*b10 + a13*b11 + a23*b12;
-    result.m8 = a00*b20 + a10*b21 + a20*b22;
-    result.m9 = a01*b20 + a11*b21 + a21*b22;
-    result.m10 = a02*b20 + a12*b21 + a22*b22;
-    result.m11 = a03*b20 + a13*b21 + a23*b22;
-    result.m12 = mat.m12;
-    result.m13 = mat.m13;
-    result.m14 = mat.m14;
-    result.m15 = mat.m15;
-
-    return result;
-}
-
-// Returns x-rotation matrix (angle in radians)
-RMDEF Matrix MatrixRotateX(float angle)
-{
-    Matrix result = MatrixIdentity();
-
-    float cosres = cosf(angle);
-    float sinres = sinf(angle);
-
-    result.m5 = cosres;
-    result.m6 = -sinres;
-    result.m9 = sinres;
-    result.m10 = cosres;
-
-    return result;
-}
-
-// Returns y-rotation matrix (angle in radians)
-RMDEF Matrix MatrixRotateY(float angle)
-{
-    Matrix result = MatrixIdentity();
-
-    float cosres = cosf(angle);
-    float sinres = sinf(angle);
-
-    result.m0 = cosres;
-    result.m2 = sinres;
-    result.m8 = -sinres;
-    result.m10 = cosres;
-
-    return result;
-}
-
-// Returns z-rotation matrix (angle in radians)
-RMDEF Matrix MatrixRotateZ(float angle)
-{
-    Matrix result = MatrixIdentity();
-
-    float cosres = cosf(angle);
-    float sinres = sinf(angle);
-
-    result.m0 = cosres;
-    result.m1 = -sinres;
-    result.m4 = sinres;
-    result.m5 = cosres;
-
-    return result;
-}
-
-// Returns scaling matrix
-RMDEF Matrix MatrixScale(float x, float y, float z)
-{
-    Matrix result = { 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 };
-
-    return result;
-}
-
-// Returns two matrix multiplication
-// NOTE: When multiplying matrices... the order matters!
-RMDEF Matrix MatrixMultiply(Matrix left, Matrix right)
-{
-    Matrix result;
-
-    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;
-}
-
-// Returns perspective projection matrix
-RMDEF Matrix MatrixFrustum(double left, double right, double bottom, double top, double near, double far)
-{
-    Matrix result;
-
-    float rl = (right - left);
-    float tb = (top - bottom);
-    float fn = (far - near);
-
-    result.m0 = (near*2.0f)/rl;
-    result.m1 = 0.0f;
-    result.m2 = 0.0f;
-    result.m3 = 0.0f;
-
-    result.m4 = 0.0f;
-    result.m5 = (near*2.0f)/tb;
-    result.m6 = 0.0f;
-    result.m7 = 0.0f;
-
-    result.m8 = (right + left)/rl;
-    result.m9 = (top + bottom)/tb;
-    result.m10 = -(far + near)/fn;
-    result.m11 = -1.0f;
-
-    result.m12 = 0.0f;
-    result.m13 = 0.0f;
-    result.m14 = -(far*near*2.0f)/fn;
-    result.m15 = 0.0f;
-
-    return result;
-}
-
-// Returns perspective projection matrix
-// NOTE: Angle should be provided in radians
-RMDEF Matrix MatrixPerspective(double fovy, double aspect, double near, double far)
-{
-    double top = near*tan(fovy*0.5); 
-    double right = top*aspect;
-
-    return MatrixFrustum(-right, right, -top, top, near, far);
-}
-
-// Returns orthographic projection matrix
-RMDEF Matrix MatrixOrtho(double left, double right, double bottom, double top, double near, double far)
-{
-    Matrix result;
-
-    float rl = (right - left);
-    float tb = (top - bottom);
-    float fn = (far - near);
-
-    result.m0 = 2.0f/rl;
-    result.m1 = 0.0f;
-    result.m2 = 0.0f;
-    result.m3 = 0.0f;
-    result.m4 = 0.0f;
-    result.m5 = 2.0f/tb;
-    result.m6 = 0.0f;
-    result.m7 = 0.0f;
-    result.m8 = 0.0f;
-    result.m9 = 0.0f;
-    result.m10 = -2.0f/fn;
-    result.m11 = 0.0f;
-    result.m12 = -(left + right)/rl;
-    result.m13 = -(top + bottom)/tb;
-    result.m14 = -(far + near)/fn;
-    result.m15 = 1.0f;
-
-    return result;
-}
-
-// Returns camera look-at matrix (view matrix)
-RMDEF Matrix MatrixLookAt(Vector3 eye, Vector3 target, Vector3 up)
-{
-    Matrix result;
-
-    Vector3 z = Vector3Subtract(eye, target);
-    Vector3Normalize(&z);
-    Vector3 x = Vector3CrossProduct(up, z);
-    Vector3Normalize(&x);
-    Vector3 y = Vector3CrossProduct(z, x);
-    Vector3Normalize(&y);
-    
-    result.m0 = x.x;
-    result.m1 = x.y;
-    result.m2 = x.z;
-    result.m3 = 0.0f;
-    result.m4 = y.x;
-    result.m5 = y.y;
-    result.m6 = y.z;
-    result.m7 = 0.0f;
-    result.m8 = z.x;
-    result.m9 = z.y;
-    result.m10 = z.z;
-    result.m11 = 0.0f;
-    result.m12 = eye.x;
-    result.m13 = eye.y;
-    result.m14 = eye.z;
-    result.m15 = 1.0f;
-
-    MatrixInvert(&result);
-
-    return result;
-}
-
-// Returns float array of matrix data
-RMDEF float *MatrixToFloat(Matrix mat)
-{
-    static float buffer[16];
-
-    buffer[0] = mat.m0;
-    buffer[1] = mat.m1;
-    buffer[2] = mat.m2;
-    buffer[3] = mat.m3;
-    buffer[4] = mat.m4;
-    buffer[5] = mat.m5;
-    buffer[6] = mat.m6;
-    buffer[7] = mat.m7;
-    buffer[8] = mat.m8;
-    buffer[9] = mat.m9;
-    buffer[10] = mat.m10;
-    buffer[11] = mat.m11;
-    buffer[12] = mat.m12;
-    buffer[13] = mat.m13;
-    buffer[14] = mat.m14;
-    buffer[15] = mat.m15;
-
-    return buffer;
-}
-
-//----------------------------------------------------------------------------------
-// Module Functions Definition - Quaternion math
-//----------------------------------------------------------------------------------
-
-// Returns identity quaternion
-RMDEF Quaternion QuaternionIdentity(void)
-{
-    return (Quaternion){ 0.0f, 0.0f, 0.0f, 1.0f };
-}
-
-// Computes the length of a quaternion
-RMDEF float QuaternionLength(Quaternion quat)
-{
-    return sqrt(quat.x*quat.x + quat.y*quat.y + quat.z*quat.z + quat.w*quat.w);
-}
-
-// Normalize provided quaternion
-RMDEF void QuaternionNormalize(Quaternion *q)
-{
-    float length, ilength;
-
-    length = QuaternionLength(*q);
-
-    if (length == 0.0f) length = 1.0f;
-
-    ilength = 1.0f/length;
-
-    q->x *= ilength;
-    q->y *= ilength;
-    q->z *= ilength;
-    q->w *= ilength;
-}
-
-// Invert provided quaternion
-RMDEF void QuaternionInvert(Quaternion *quat)
-{
-    float length = QuaternionLength(*quat);
-    float lengthSq = length*length;
-    
-    if (lengthSq != 0.0)
-    {
-        float i = 1.0f/lengthSq;
-        
-        quat->x *= -i;
-        quat->y *= -i;
-        quat->z *= -i;
-        quat->w *= i;
-    }
-}
-
-// Calculate two quaternion multiplication
-RMDEF Quaternion QuaternionMultiply(Quaternion q1, Quaternion q2)
-{
-    Quaternion result;
-
-    float qax = q1.x, qay = q1.y, qaz = q1.z, qaw = q1.w;
-    float qbx = q2.x, qby = q2.y, qbz = q2.z, qbw = q2.w;
-
-    result.x = qax*qbw + qaw*qbx + qay*qbz - qaz*qby;
-    result.y = qay*qbw + qaw*qby + qaz*qbx - qax*qbz;
-    result.z = qaz*qbw + qaw*qbz + qax*qby - qay*qbx;
-    result.w = qaw*qbw - qax*qbx - qay*qby - qaz*qbz;
-
-    return result;
-}
-
-// Calculate linear interpolation between two quaternions
-RMDEF Quaternion QuaternionLerp(Quaternion q1, Quaternion q2, float amount)
-{
-    Quaternion result;
-
-    result.x = q1.x + amount*(q2.x - q1.x);
-    result.y = q1.y + amount*(q2.y - q1.y);
-    result.z = q1.z + amount*(q2.z - q1.z);
-    result.w = q1.w + amount*(q2.w - q1.w);
-
-    return result;
-}
-
-// Calculates spherical linear interpolation between two quaternions
-RMDEF Quaternion QuaternionSlerp(Quaternion q1, Quaternion q2, float amount)
-{
-    Quaternion result;
-
-    float cosHalfTheta =  q1.x*q2.x + q1.y*q2.y + q1.z*q2.z + q1.w*q2.w;
-
-    if (fabs(cosHalfTheta) >= 1.0f) result = q1;
-    else if (cosHalfTheta > 0.95f) result = QuaternionNlerp(q1, q2, amount);
-    else
-    {
-        float halfTheta = acos(cosHalfTheta);
-        float sinHalfTheta = sqrt(1.0f - cosHalfTheta*cosHalfTheta);
-
-        if (fabs(sinHalfTheta) < 0.001f)
-        {
-            result.x = (q1.x*0.5f + q2.x*0.5f);
-            result.y = (q1.y*0.5f + q2.y*0.5f);
-            result.z = (q1.z*0.5f + q2.z*0.5f);
-            result.w = (q1.w*0.5f + q2.w*0.5f);
-        }
-        else
-        {
-            float ratioA = sinf((1 - amount)*halfTheta)/sinHalfTheta;
-            float ratioB = sinf(amount*halfTheta)/sinHalfTheta;
-
-            result.x = (q1.x*ratioA + q2.x*ratioB);
-            result.y = (q1.y*ratioA + q2.y*ratioB);
-            result.z = (q1.z*ratioA + q2.z*ratioB);
-            result.w = (q1.w*ratioA + q2.w*ratioB);
-        }
-    }
-
-    return result;
-}
-
-// Calculate slerp-optimized interpolation between two quaternions
-RMDEF Quaternion QuaternionNlerp(Quaternion q1, Quaternion q2, float amount)
-{
-    Quaternion result = QuaternionLerp(q1, q2, amount);
-    QuaternionNormalize(&result);
-    
-    return result;
-}
-
-// Calculate quaternion based on the rotation from one vector to another
-RMDEF Quaternion QuaternionFromVector3ToVector3(Vector3 from, Vector3 to)
-{
-    Quaternion q = { 0 };
-
-    float cos2Theta = Vector3DotProduct(from, to);
-    Vector3 cross = Vector3CrossProduct(from, to);
-
-    q.x = cross.x;
-    q.y = cross.y;
-    q.z = cross.y;
-    q.w = 1.0f + cos2Theta;     // NOTE: Added QuaternioIdentity()
-    
-    // Normalize to essentially nlerp the original and identity to 0.5
-    QuaternionNormalize(&q);    
-    
-    // Above lines are equivalent to:
-    //Quaternion result = QuaternionNlerp(q, QuaternionIdentity(), 0.5f);
-    
-	return q;
-}
-
-// Returns a quaternion for a given rotation matrix
-RMDEF Quaternion QuaternionFromMatrix(Matrix matrix)
-{
-    Quaternion result;
-
-    float trace = MatrixTrace(matrix);
-
-    if (trace > 0.0f)
-    {
-        float s = (float)sqrt(trace + 1)*2.0f;
-        float invS = 1.0f/s;
-
-        result.w = s*0.25f;
-        result.x = (matrix.m6 - matrix.m9)*invS;
-        result.y = (matrix.m8 - matrix.m2)*invS;
-        result.z = (matrix.m1 - matrix.m4)*invS;
-    }
-    else
-    {
-        float m00 = matrix.m0, m11 = matrix.m5, m22 = matrix.m10;
-
-        if (m00 > m11 && m00 > m22)
-        {
-            float s = (float)sqrt(1.0f + m00 - m11 - m22)*2.0f;
-            float invS = 1.0f/s;
-
-            result.w = (matrix.m6 - matrix.m9)*invS;
-            result.x = s*0.25f;
-            result.y = (matrix.m4 + matrix.m1)*invS;
-            result.z = (matrix.m8 + matrix.m2)*invS;
-        }
-        else if (m11 > m22)
-        {
-            float s = (float)sqrt(1.0f + m11 - m00 - m22)*2.0f;
-            float invS = 1.0f/s;
-
-            result.w = (matrix.m8 - matrix.m2)*invS;
-            result.x = (matrix.m4 + matrix.m1)*invS;
-            result.y = s*0.25f;
-            result.z = (matrix.m9 + matrix.m6)*invS;
-        }
-        else
-        {
-            float s = (float)sqrt(1.0f + m22 - m00 - m11)*2.0f;
-            float invS = 1.0f/s;
-
-            result.w = (matrix.m1 - matrix.m4)*invS;
-            result.x = (matrix.m8 + matrix.m2)*invS;
-            result.y = (matrix.m9 + matrix.m6)*invS;
-            result.z = s*0.25f;
-        }
-    }
-
-    return result;
-}
-
-// Returns a matrix for a given quaternion
-RMDEF Matrix QuaternionToMatrix(Quaternion q)
-{
-    Matrix result;
-
-    float x = q.x, y = q.y, z = q.z, w = q.w;
-
-    float x2 = x + x;
-    float y2 = y + y;
-    float z2 = z + z;
-    
-    float length = QuaternionLength(q);
-    float lengthSquared = length*length;
-
-    float xx = x*x2/lengthSquared;
-    float xy = x*y2/lengthSquared;
-    float xz = x*z2/lengthSquared;
-
-    float yy = y*y2/lengthSquared;
-    float yz = y*z2/lengthSquared;
-    float zz = z*z2/lengthSquared;
-
-    float wx = w*x2/lengthSquared;
-    float wy = w*y2/lengthSquared;
-    float wz = w*z2/lengthSquared;
-
-    result.m0 = 1.0f - (yy + zz);
-    result.m1 = xy - wz;
-    result.m2 = xz + wy;
-    result.m3 = 0.0f;
-    result.m4 = xy + wz;
-    result.m5 = 1.0f - (xx + zz);
-    result.m6 = yz - wx;
-    result.m7 = 0.0f;
-    result.m8 = xz - wy;
-    result.m9 = yz + wx;
-    result.m10 = 1.0f - (xx + yy);
-    result.m11 = 0.0f;
-    result.m12 = 0.0f;
-    result.m13 = 0.0f;
-    result.m14 = 0.0f;
-    result.m15 = 1.0f;
-    
-    return result;
-}
-
-// Returns rotation quaternion for an angle and axis
-// NOTE: angle must be provided in radians
-RMDEF Quaternion QuaternionFromAxisAngle(Vector3 axis, float angle)
-{
-    Quaternion result = { 0.0f, 0.0f, 0.0f, 1.0f };
-
-    if (Vector3Length(axis) != 0.0f)
-
-    angle *= 0.5f;
-
-    Vector3Normalize(&axis);
-    
-    float sinres = sinf(angle);
-    float cosres = cosf(angle);
-
-    result.x = axis.x*sinres;
-    result.y = axis.y*sinres;
-    result.z = axis.z*sinres;
-    result.w = cosres;
-
-    QuaternionNormalize(&result);
-
-    return result;
-}
-
-// Returns the rotation angle and axis for a given quaternion
-RMDEF void QuaternionToAxisAngle(Quaternion q, Vector3 *outAxis, float *outAngle)
-{
-    if (fabs(q.w) > 1.0f) QuaternionNormalize(&q);
-
-    Vector3 resAxis = { 0.0f, 0.0f, 0.0f };
-    float resAngle = 0.0f;
-
-    resAngle = 2.0f*(float)acos(q.w);
-    float den = (float)sqrt(1.0f - q.w*q.w);
-
-    if (den > 0.0001f)
-    {
-        resAxis.x = q.x/den;
-        resAxis.y = q.y/den;
-        resAxis.z = q.z/den;
-    }
-    else
-    {
-        // This occurs when the angle is zero.
-        // Not a problem: just set an arbitrary normalized axis.
-        resAxis.x = 1.0f;
-    }
-
-    *outAxis = resAxis;
-    *outAngle = resAngle;
-}
-
-// Returns he quaternion equivalent to Euler angles
-RMDEF Quaternion QuaternionFromEuler(float roll, float pitch, float yaw)
-{
-	Quaternion q = { 0 };
-
-	float x0 = cosf(roll*0.5f);
-	float x1 = sinf(roll*0.5f);
-	float y0 = cosf(pitch*0.5f);
-	float y1 = sinf(pitch*0.5f);
-	float z0 = cosf(yaw*0.5f);
-	float z1 = sinf(yaw*0.5f);
-
-	q.x = x1*y0*z0 - x0*y1*z1;
-	q.y = x0*y1*z0 + x1*y0*z1;
-	q.z = x0*y0*z1 - x1*y1*z0;
-	q.w = x0*y0*z0 + x1*y1*z1;
-    
-	return q;
-}
-
-// Return the Euler angles equivalent to quaternion (roll, pitch, yaw)
-// NOTE: Angles are returned in a Vector3 struct in degrees
-RMDEF Vector3 QuaternionToEuler(Quaternion q)
-{
-    Vector3 v = { 0 };
-
-	// roll (x-axis rotation)
-	float x0 = 2.0f*(q.w*q.x + q.y*q.z);
-	float x1 = 1.0f - 2.0f*(q.x*q.x + q.y*q.y);
-	v.x = atan2f(x0, x1)*RAD2DEG;
-
-	// pitch (y-axis rotation)
-	float y0 = 2.0f*(q.w*q.y - q.z*q.x);
-	y0 = y0 > 1.0f ? 1.0f : y0;
-	y0 = y0 < -1.0f ? -1.0f : y0;
-	v.y = asinf(y0)*RAD2DEG;
-
-	// yaw (z-axis rotation)
-	float z0 = 2.0f*(q.w*q.z + q.x*q.y);
-	float z1 = 1.0f - 2.0f*(q.y*q.y + q.z*q.z);  
-	v.z = atan2f(z0, z1)*RAD2DEG;
-    
-    return v;
-}
-
-// Transform a quaternion given a transformation matrix
-RMDEF void QuaternionTransform(Quaternion *q, Matrix mat)
-{
-    float x = q->x;
-    float y = q->y;
-    float z = q->z;
-    float w = q->w;
-
-    q->x = mat.m0*x + mat.m4*y + mat.m8*z + mat.m12*w;
-    q->y = mat.m1*x + mat.m5*y + mat.m9*z + mat.m13*w;
-    q->z = mat.m2*x + mat.m6*y + mat.m10*z + mat.m14*w;
-    q->w = mat.m3*x + mat.m7*y + mat.m11*z + mat.m15*w;
-}
-
-#endif  // RAYMATH_IMPLEMENTATION

+ 0 - 4184
templates/android_project/src/raylib_stripped/rlgl.c

@@ -1,4184 +0,0 @@
-/**********************************************************************************************
-*
-*   rlgl - raylib OpenGL abstraction layer
-*
-*   rlgl is a wrapper for multiple OpenGL versions (1.1, 2.1, 3.3 Core, ES 2.0) to 
-*   pseudo-OpenGL 1.1 style functions (rlVertex, rlTranslate, rlRotate...). 
-*
-*   When chosing an OpenGL version greater than OpenGL 1.1, rlgl stores vertex data on internal
-*   VBO buffers (and VAOs if available). It requires calling 3 functions:
-*       rlglInit()  - Initialize internal buffers and auxiliar resources
-*       rlglDraw()  - Process internal buffers and send required draw calls
-*       rlglClose() - De-initialize internal buffers data and other auxiliar resources
-*
-*   CONFIGURATION:
-*
-*   #define GRAPHICS_API_OPENGL_11
-*   #define GRAPHICS_API_OPENGL_21
-*   #define GRAPHICS_API_OPENGL_33
-*   #define GRAPHICS_API_OPENGL_ES2
-*       Use selected OpenGL backend
-*
-*   #define RLGL_STANDALONE
-*       Use rlgl as standalone library (no raylib dependency)
-*
-*   #define SUPPORT_VR_SIMULATOR
-*       Support VR simulation functionality (stereo rendering)
-*
-*   #define SUPPORT_DISTORTION_SHADER
-*       Include stereo rendering distortion shader (shader_distortion.h)
-*
-*   DEPENDENCIES:
-*       raymath     - 3D math functionality (Vector3, Matrix, Quaternion)
-*       GLAD        - OpenGL extensions loading (OpenGL 3.3 Core only)
-*
-*
-*   LICENSE: zlib/libpng
-*
-*   Copyright (c) 2014-2017 Ramon Santamaria (@raysan5)
-*
-*   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.
-*
-*   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:
-*
-*     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.
-*
-*     2. Altered source versions must be plainly marked as such, and must not be misrepresented
-*     as being the original software.
-*
-*     3. This notice may not be removed or altered from any source distribution.
-*
-**********************************************************************************************/
-
-// Default configuration flags (supported features)
-//-------------------------------------------------
-//#define SUPPORT_VR_SIMULATOR
-//#define SUPPORT_DISTORTION_SHADER
-//-------------------------------------------------
-
-#include "rlgl.h"
-
-#include <stdio.h>                  // Required for: fopen(), fclose(), fread()... [Used only on LoadText()]
-#include <stdlib.h>                 // Required for: malloc(), free(), rand()
-#include <string.h>                 // Required for: strcmp(), strlen(), strtok() [Used only in extensions loading]
-#include <math.h>                   // Required for: atan2()
-
-#if !defined(RLGL_STANDALONE)
-    #include "raymath.h"            // Required for: Vector3 and Matrix functions
-#endif
-
-#if defined(GRAPHICS_API_OPENGL_11)
-    #if defined(__APPLE__)
-        #include <OpenGL/gl.h>      // OpenGL 1.1 library for OSX
-    #else
-        #include <GL/gl.h>          // OpenGL 1.1 library
-    #endif
-#endif
-
-#if defined(GRAPHICS_API_OPENGL_21)
-    #define GRAPHICS_API_OPENGL_33
-#endif
-
-#if defined(GRAPHICS_API_OPENGL_33)
-    #if defined(__APPLE__)
-        #include <OpenGL/gl3.h>     // OpenGL 3 library for OSX
-    #else
-        #define GLAD_IMPLEMENTATION
-        #if defined(RLGL_STANDALONE)
-            #include "glad.h"           // GLAD extensions loading library, includes OpenGL headers
-        #else
-            #include "external/glad.h"  // GLAD extensions loading library, includes OpenGL headers
-        #endif
-    #endif
-#endif
-
-#if defined(GRAPHICS_API_OPENGL_ES2)
-    #include <EGL/egl.h>            // EGL library
-    #include <GLES2/gl2.h>          // OpenGL ES 2.0 library
-    #include <GLES2/gl2ext.h>       // OpenGL ES 2.0 extensions library
-#endif
-
-#if defined(RLGL_STANDALONE)
-    #include <stdarg.h>             // Required for: va_list, va_start(), vfprintf(), va_end() [Used only on TraceLog()]
-#endif
-
-#if !defined(GRAPHICS_API_OPENGL_11) && defined(SUPPORT_DISTORTION_SHADER)
-    #include "shader_distortion.h"  // Distortion shader to be embedded
-#endif
-
-//----------------------------------------------------------------------------------
-// Defines and Macros
-//----------------------------------------------------------------------------------
-#define MATRIX_STACK_SIZE          16   // Matrix stack max size
-#define MAX_DRAWS_BY_TEXTURE      256   // Draws are organized by texture changes
-#define TEMP_VERTEX_BUFFER_SIZE  4096   // Temporal Vertex Buffer (required for vertex-transformations)
-                                        // NOTE: Every vertex are 3 floats (12 bytes)
-
-#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
-
-#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_ES2)
-    #define glClearDepth                glClearDepthf
-    #define GL_READ_FRAMEBUFFER         GL_FRAMEBUFFER
-    #define GL_DRAW_FRAMEBUFFER         GL_FRAMEBUFFER
-#endif
-
-// Default vertex attribute names on shader to set location points
-#define DEFAULT_ATTRIB_POSITION_NAME    "vertexPosition"    // shader-location = 0
-#define DEFAULT_ATTRIB_TEXCOORD_NAME    "vertexTexCoord"    // shader-location = 1
-#define DEFAULT_ATTRIB_NORMAL_NAME      "vertexNormal"      // shader-location = 2
-#define DEFAULT_ATTRIB_COLOR_NAME       "vertexColor"       // shader-location = 3
-#define DEFAULT_ATTRIB_TANGENT_NAME     "vertexTangent"     // shader-location = 4
-#define DEFAULT_ATTRIB_TEXCOORD2_NAME   "vertexTexCoord2"   // shader-location = 5
-
-//----------------------------------------------------------------------------------
-// Types and Structures Definition
-//----------------------------------------------------------------------------------
-
-// Dynamic vertex buffers (position + texcoords + colors + indices arrays)
-typedef struct DynamicBuffer {
-    int vCounter;               // vertex position counter to process (and draw) from full buffer
-    int tcCounter;              // vertex texcoord counter to process (and draw) from full buffer
-    int cCounter;               // vertex color counter to process (and draw) from full buffer
-    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)
-    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)
-#elif defined(GRAPHICS_API_OPENGL_ES2)
-    unsigned short *indices;    // vertex indices (in case vertex data comes indexed) (6 indices per quad)
-                                // NOTE: 6*2 byte = 12 byte, not alignment problem!
-#endif
-    unsigned int vaoId;         // OpenGL Vertex Array Object id
-    unsigned int vboId[4];      // OpenGL Vertex Buffer Objects id (4 types of vertex data)
-} DynamicBuffer;
-
-// Draw call type
-// NOTE: Used to track required draw-calls, organized by texture
-typedef struct DrawCall {
-    int vertexCount;
-    GLuint vaoId;
-    GLuint textureId;
-    GLuint shaderId;
-
-    Matrix projection;
-    Matrix modelview;
-
-    // TODO: Store additional draw state data
-    //int blendMode;
-    //Guint fboId;
-} DrawCall;
-
-#if defined(SUPPORT_VR_SIMULATOR)
-// Head-Mounted-Display device parameters
-typedef struct VrDeviceInfo {
-    int hResolution;                // HMD horizontal resolution in pixels
-    int vResolution;                // HMD vertical resolution in pixels
-    float hScreenSize;              // HMD horizontal size in meters
-    float vScreenSize;              // HMD vertical size in meters
-    float vScreenCenter;            // HMD screen center in meters
-    float eyeToScreenDistance;      // HMD distance between eye and display in meters
-    float lensSeparationDistance;   // HMD lens separation distance in meters
-    float interpupillaryDistance;   // HMD IPD (distance between pupils) in meters
-    float distortionK[4];           // HMD lens distortion constant parameters
-    float chromaAbCorrection[4];    // HMD chromatic aberration correction parameters
-} VrDeviceInfo;
-
-// VR Stereo rendering configuration for simulator
-typedef struct VrStereoConfig {
-    RenderTexture2D stereoFbo;      // VR stereo rendering framebuffer
-    Shader distortionShader;        // VR stereo rendering distortion shader
-    //Rectangle eyesViewport[2];      // VR stereo rendering eyes viewports
-    Matrix eyesProjection[2];       // VR stereo rendering eyes projection matrices
-    Matrix eyesViewOffset[2];       // VR stereo rendering eyes view offset matrices
-} VrStereoConfig;
-#endif
-
-//----------------------------------------------------------------------------------
-// Global Variables Definition
-//----------------------------------------------------------------------------------
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
-static Matrix stack[MATRIX_STACK_SIZE];
-static int stackCounter = 0;
-
-static Matrix modelview;
-static Matrix projection;
-static Matrix *currentMatrix;
-static int currentMatrixMode;
-
-static int currentDrawMode;
-
-static float currentDepth = -1.0f;
-
-static DynamicBuffer lines;                 // Default dynamic buffer for lines data
-static DynamicBuffer triangles;             // Default dynamic buffer for triangles data
-static DynamicBuffer quads;                 // Default dynamic buffer for quads data (used to draw textures)
-
-// Default buffers draw calls
-static DrawCall *draws;
-static int drawsCounter;
-
-// Temp vertex buffer to be used with rlTranslate, rlRotate, rlScale
-static Vector3 *tempBuffer;
-static int tempBufferCount = 0;
-static bool useTempBuffer = false;
-
-// Shader Programs
-static Shader defaultShader;                // Basic shader, support vertex color and diffuse texture
-static Shader currentShader;                // Shader to be used on rendering (by default, defaultShader)
-
-// Extension supported flag: VAO
-static bool vaoSupported = false;           // VAO support (OpenGL ES2 could not support VAO extension)
-
-// Extension supported flag: Compressed textures
-static bool texCompETC1Supported = false;   // ETC1 texture compression support
-static bool texCompETC2Supported = false;   // ETC2/EAC texture compression support
-static bool texCompPVRTSupported = false;   // PVR texture compression support
-static bool texCompASTCSupported = false;   // ASTC texture compression support
-
-#if defined(SUPPORT_VR_SIMULATOR)
-// VR global variables
-static VrDeviceInfo hmd;                // Current VR device info
-static VrStereoConfig vrConfig;         // VR stereo configuration for simulator
-static bool vrSimulatorReady = false;   // VR simulator ready flag
-static bool vrStereoRender = false;     // VR stereo rendering enabled/disabled flag
-                                        // NOTE: This flag is useful to render data over stereo image (i.e. FPS)
-#endif  // defined(SUPPORT_VR_SIMULATOR)
-
-#endif  // defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
-
-// Extension supported flag: Anisotropic filtering
-static bool texAnisotropicFilterSupported = false;  // Anisotropic texture filtering support
-static float maxAnisotropicLevel = 0.0f;        // Maximum anisotropy level supported (minimum is 2.0f)
-
-// Extension supported flag: Clamp mirror wrap mode
-static bool texClampMirrorSupported = false;    // Clamp mirror wrap mode supported
-
-#if defined(GRAPHICS_API_OPENGL_ES2)
-// NOTE: VAO functionality is exposed through extensions (OES)
-static PFNGLGENVERTEXARRAYSOESPROC glGenVertexArrays;
-static PFNGLBINDVERTEXARRAYOESPROC glBindVertexArray;
-static PFNGLDELETEVERTEXARRAYSOESPROC glDeleteVertexArrays;
-//static PFNGLISVERTEXARRAYOESPROC glIsVertexArray;        // NOTE: Fails in WebGL, omitted
-#endif
-
-// Compressed textures support flags
-static bool texCompDXTSupported = false;    // DDS texture compression support
-static bool texNPOTSupported = false;       // NPOT textures full support
-static bool texFloatSupported = false;      // float textures support (32 bit per channel)
-
-static int blendMode = 0;   // Track current blending mode
-
-// White texture useful for plain color polys (required by shader)
-static unsigned int whiteTexture;
-
-// Default framebuffer size
-static int screenWidth;     // Default framebuffer width
-static int screenHeight;    // Default framebuffer height
-
-//----------------------------------------------------------------------------------
-// Module specific Functions Declaration
-//----------------------------------------------------------------------------------
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
-static void LoadTextureCompressed(unsigned char *data, int width, int height, int compressedFormat, int mipmapCount);
-static unsigned int LoadShaderProgram(const char *vShaderStr, const char *fShaderStr);  // Load custom shader strings and return program id
-
-static Shader LoadShaderDefault(void);      // Load default shader (just vertex positioning and texture coloring)
-static void SetShaderDefaultLocations(Shader *shader); // Bind default shader locations (attributes and uniforms)
-static void UnloadShaderDefault(void);      // Unload default shader
-
-static void LoadBuffersDefault(void);       // Load default internal buffers (lines, triangles, quads)
-static void UpdateBuffersDefault(void);     // Update default internal buffers (VAOs/VBOs) with vertex data
-static void DrawBuffersDefault(void);       // Draw default internal buffers vertex data
-static void UnloadBuffersDefault(void);     // Unload default internal buffers vertex data from CPU and GPU
-
-static void GenDrawCube(void);              // Generate and draw cube
-static void GenDrawQuad(void);              // Generate and draw quad
-
-#if defined(SUPPORT_VR_SIMULATOR)
-static void SetStereoConfig(VrDeviceInfo info); // Configure stereo rendering (including distortion shader) with HMD device parameters
-static void SetStereoView(int eye, Matrix matProjection, Matrix matModelView); // Set internal projection and modelview matrix depending on eye
-#endif
-
-#endif  // defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
-
-#if defined(GRAPHICS_API_OPENGL_11)
-static int GenerateMipmaps(unsigned char *data, int baseWidth, int baseHeight);
-static Color *GenNextMipmap(Color *srcData, int srcWidth, int srcHeight);
-#endif
-
-//----------------------------------------------------------------------------------
-// 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 angleDeg, float x, float y, float z) { glRotatef(angleDeg, x, y, z); }
-void rlScalef(float x, float y, float z) { glScalef(x, y, z); }
-void rlMultMatrixf(float *matf) { glMultMatrixf(matf); }
-
-#elif 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) currentMatrix = &projection;
-    else if (mode == RL_MODELVIEW) currentMatrix = &modelview;
-    //else if (mode == RL_TEXTURE) // Not supported
-
-    currentMatrixMode = mode;
-}
-
-// Push the current matrix to stack
-void rlPushMatrix(void)
-{
-    if (stackCounter == MATRIX_STACK_SIZE - 1)
-    {
-        TraceLog(LOG_ERROR, "Stack Buffer Overflow (MAX %i Matrix)", MATRIX_STACK_SIZE);
-    }
-
-    stack[stackCounter] = *currentMatrix;
-    stackCounter++;
-
-    if (currentMatrixMode == RL_MODELVIEW) useTempBuffer = true;
-}
-
-// Pop lattest inserted matrix from stack
-void rlPopMatrix(void)
-{
-    if (stackCounter > 0)
-    {
-        Matrix mat = stack[stackCounter - 1];
-        *currentMatrix = mat;
-        stackCounter--;
-    }
-}
-
-// Reset current matrix to identity matrix
-void rlLoadIdentity(void)
-{
-    *currentMatrix = MatrixIdentity();
-}
-
-// Multiply the current matrix by a translation matrix
-void rlTranslatef(float x, float y, float z)
-{
-    Matrix matTranslation = MatrixTranslate(x, y, z);
-
-    // NOTE: We transpose matrix with multiplication order
-    *currentMatrix = MatrixMultiply(matTranslation, *currentMatrix);
-}
-
-// Multiply the current matrix by a rotation matrix
-void rlRotatef(float angleDeg, float x, float y, float z)
-{
-    Matrix matRotation = MatrixIdentity();
-
-    Vector3 axis = (Vector3){ x, y, z };
-    Vector3Normalize(&axis);
-    matRotation = MatrixRotate(axis, angleDeg*DEG2RAD);
-
-    // NOTE: We transpose matrix with multiplication order
-    *currentMatrix = MatrixMultiply(matRotation, *currentMatrix);
-}
-
-// Multiply the current matrix by a scaling matrix
-void rlScalef(float x, float y, float z)
-{
-    Matrix matScale = MatrixScale(x, y, z);
-
-    // NOTE: We transpose matrix with multiplication order
-    *currentMatrix = MatrixMultiply(matScale, *currentMatrix);
-}
-
-// Multiply the current matrix by another matrix
-void rlMultMatrixf(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] };
-
-    *currentMatrix = MatrixMultiply(*currentMatrix, mat);
-}
-
-// Multiply the current matrix by a perspective matrix generated by parameters
-void rlFrustum(double left, double right, double bottom, double top, double near, double far)
-{
-    Matrix matPerps = MatrixFrustum(left, right, bottom, top, near, far);
-
-    *currentMatrix = MatrixMultiply(*currentMatrix, matPerps);
-}
-
-// Multiply the current matrix by an orthographic matrix generated by parameters
-void rlOrtho(double left, double right, double bottom, double top, double near, double far)
-{
-    Matrix matOrtho = MatrixOrtho(left, right, bottom, top, near, far);
-
-    *currentMatrix = MatrixMultiply(*currentMatrix, matOrtho);
-}
-
-#endif
-
-// Set the viewport area (transformation from normalized device coordinates to window coordinates)
-// NOTE: Updates global variables: screenWidth, screenHeight
-void rlViewport(int x, int y, int width, int height)
-{
-    glViewport(x, y, width, height);
-}
-
-//----------------------------------------------------------------------------------
-// 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() { 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(byte r, byte g, byte b, byte 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); }
-
-#elif defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
-
-// Initialize drawing mode (how to organize vertex)
-void rlBegin(int mode)
-{
-    // Draw mode can only be RL_LINES, RL_TRIANGLES and RL_QUADS
-    currentDrawMode = mode;
-}
-
-// Finish vertex providing
-void rlEnd(void)
-{
-    if (useTempBuffer)
-    {
-        // NOTE: In this case, *currentMatrix is already transposed because transposing has been applied
-        // independently to translation-scale-rotation matrices -> t(M1 x M2) = t(M2) x t(M1)
-        // This way, rlTranslatef(), rlRotatef()... behaviour is the same than OpenGL 1.1
-
-        // Apply transformation matrix to all temp vertices
-        for (int i = 0; i < tempBufferCount; i++) Vector3Transform(&tempBuffer[i], *currentMatrix);
-
-        // Deactivate tempBuffer usage to allow rlVertex3f do its job
-        useTempBuffer = false;
-
-        // Copy all transformed vertices to right VAO
-        for (int i = 0; i < tempBufferCount; i++) rlVertex3f(tempBuffer[i].x, tempBuffer[i].y, tempBuffer[i].z);
-
-        // Reset temp buffer
-        tempBufferCount = 0;
-    }
-
-    // Make sure vertexCount is the same for vertices-texcoords-normals-colors
-    // NOTE: In OpenGL 1.1, one glColor call can be made for all the subsequent glVertex calls.
-    switch (currentDrawMode)
-    {
-        case RL_LINES:
-        {
-            if (lines.vCounter != lines.cCounter)
-            {
-                int addColors = lines.vCounter - lines.cCounter;
-
-                for (int i = 0; i < addColors; i++)
-                {
-                    lines.colors[4*lines.cCounter] = lines.colors[4*lines.cCounter - 4];
-                    lines.colors[4*lines.cCounter + 1] = lines.colors[4*lines.cCounter - 3];
-                    lines.colors[4*lines.cCounter + 2] = lines.colors[4*lines.cCounter - 2];
-                    lines.colors[4*lines.cCounter + 3] = lines.colors[4*lines.cCounter - 1];
-
-                    lines.cCounter++;
-                }
-            }
-        } break;
-        case RL_TRIANGLES:
-        {
-            if (triangles.vCounter != triangles.cCounter)
-            {
-                int addColors = triangles.vCounter - triangles.cCounter;
-
-                for (int i = 0; i < addColors; i++)
-                {
-                    triangles.colors[4*triangles.cCounter] = triangles.colors[4*triangles.cCounter - 4];
-                    triangles.colors[4*triangles.cCounter + 1] = triangles.colors[4*triangles.cCounter - 3];
-                    triangles.colors[4*triangles.cCounter + 2] = triangles.colors[4*triangles.cCounter - 2];
-                    triangles.colors[4*triangles.cCounter + 3] = triangles.colors[4*triangles.cCounter - 1];
-
-                    triangles.cCounter++;
-                }
-            }
-        } break;
-        case RL_QUADS:
-        {
-            // Make sure colors count match vertex count
-            if (quads.vCounter != quads.cCounter)
-            {
-                int addColors = quads.vCounter - quads.cCounter;
-
-                for (int i = 0; i < addColors; i++)
-                {
-                    quads.colors[4*quads.cCounter] = quads.colors[4*quads.cCounter - 4];
-                    quads.colors[4*quads.cCounter + 1] = quads.colors[4*quads.cCounter - 3];
-                    quads.colors[4*quads.cCounter + 2] = quads.colors[4*quads.cCounter - 2];
-                    quads.colors[4*quads.cCounter + 3] = quads.colors[4*quads.cCounter - 1];
-
-                    quads.cCounter++;
-                }
-            }
-
-            // Make sure texcoords count match vertex count
-            if (quads.vCounter != quads.tcCounter)
-            {
-                int addTexCoords = quads.vCounter - quads.tcCounter;
-
-                for (int i = 0; i < addTexCoords; i++)
-                {
-                    quads.texcoords[2*quads.tcCounter] = 0.0f;
-                    quads.texcoords[2*quads.tcCounter + 1] = 0.0f;
-
-                    quads.tcCounter++;
-                }
-            }
-
-            // TODO: Make sure normals count match vertex count... if normals support is added in a future... :P
-
-        } break;
-        default: break;
-    }
-
-    // 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)
-    currentDepth += (1.0f/20000.0f);
-}
-
-// Define one vertex (position)
-void rlVertex3f(float x, float y, float z)
-{
-    if (useTempBuffer)
-    {
-        tempBuffer[tempBufferCount].x = x;
-        tempBuffer[tempBufferCount].y = y;
-        tempBuffer[tempBufferCount].z = z;
-        tempBufferCount++;
-    }
-    else
-    {
-        switch (currentDrawMode)
-        {
-            case RL_LINES:
-            {
-                // Verify that MAX_LINES_BATCH limit not reached
-                if (lines.vCounter/2 < MAX_LINES_BATCH)
-                {
-                    lines.vertices[3*lines.vCounter] = x;
-                    lines.vertices[3*lines.vCounter + 1] = y;
-                    lines.vertices[3*lines.vCounter + 2] = z;
-
-                    lines.vCounter++;
-                }
-                else TraceLog(LOG_ERROR, "MAX_LINES_BATCH overflow");
-
-            } break;
-            case RL_TRIANGLES:
-            {
-                // Verify that MAX_TRIANGLES_BATCH limit not reached
-                if (triangles.vCounter/3 < MAX_TRIANGLES_BATCH)
-                {
-                    triangles.vertices[3*triangles.vCounter] = x;
-                    triangles.vertices[3*triangles.vCounter + 1] = y;
-                    triangles.vertices[3*triangles.vCounter + 2] = z;
-
-                    triangles.vCounter++;
-                }
-                else TraceLog(LOG_ERROR, "MAX_TRIANGLES_BATCH overflow");
-
-            } break;
-            case RL_QUADS:
-            {
-                // Verify that MAX_QUADS_BATCH limit not reached
-                if (quads.vCounter/4 < MAX_QUADS_BATCH)
-                {
-                    quads.vertices[3*quads.vCounter] = x;
-                    quads.vertices[3*quads.vCounter + 1] = y;
-                    quads.vertices[3*quads.vCounter + 2] = z;
-
-                    quads.vCounter++;
-
-                    draws[drawsCounter - 1].vertexCount++;
-                }
-                else TraceLog(LOG_ERROR, "MAX_QUADS_BATCH overflow");
-
-            } break;
-            default: break;
-        }
-    }
-}
-
-// Define one vertex (position)
-void rlVertex2f(float x, float y)
-{
-    rlVertex3f(x, y, currentDepth);
-}
-
-// Define one vertex (position)
-void rlVertex2i(int x, int y)
-{
-    rlVertex3f((float)x, (float)y, currentDepth);
-}
-
-// Define one vertex (texture coordinate)
-// NOTE: Texture coordinates are limited to QUADS only
-void rlTexCoord2f(float x, float y)
-{
-    if (currentDrawMode == RL_QUADS)
-    {
-        quads.texcoords[2*quads.tcCounter] = x;
-        quads.texcoords[2*quads.tcCounter + 1] = y;
-
-        quads.tcCounter++;
-    }
-}
-
-// Define one vertex (normal)
-// NOTE: Normals limited to TRIANGLES only ?
-void rlNormal3f(float x, float y, float z)
-{
-    // TODO: Normals usage...
-}
-
-// Define one vertex (color)
-void rlColor4ub(byte x, byte y, byte z, byte w)
-{
-    switch (currentDrawMode)
-    {
-        case RL_LINES:
-        {
-            lines.colors[4*lines.cCounter] = x;
-            lines.colors[4*lines.cCounter + 1] = y;
-            lines.colors[4*lines.cCounter + 2] = z;
-            lines.colors[4*lines.cCounter + 3] = w;
-
-            lines.cCounter++;
-
-        } break;
-        case RL_TRIANGLES:
-        {
-            triangles.colors[4*triangles.cCounter] = x;
-            triangles.colors[4*triangles.cCounter + 1] = y;
-            triangles.colors[4*triangles.cCounter + 2] = z;
-            triangles.colors[4*triangles.cCounter + 3] = w;
-
-            triangles.cCounter++;
-
-        } break;
-        case RL_QUADS:
-        {
-            quads.colors[4*quads.cCounter] = x;
-            quads.colors[4*quads.cCounter + 1] = y;
-            quads.colors[4*quads.cCounter + 2] = z;
-            quads.colors[4*quads.cCounter + 3] = w;
-
-            quads.cCounter++;
-
-        } break;
-        default: break;
-    }
-}
-
-// Define one vertex (color)
-void rlColor4f(float r, float g, float b, float a)
-{
-    rlColor4ub((byte)(r*255), (byte)(g*255), (byte)(b*255), (byte)(a*255));
-}
-
-// Define one vertex (color)
-void rlColor3f(float x, float y, float z)
-{
-    rlColor4ub((byte)(x*255), (byte)(y*255), (byte)(z*255), 255);
-}
-
-#endif
-
-//----------------------------------------------------------------------------------
-// Module Functions Definition - OpenGL equivalent functions (common to 1.1, 3.3+, ES2)
-//----------------------------------------------------------------------------------
-
-// Enable texture usage
-void rlEnableTexture(unsigned int id)
-{
-#if defined(GRAPHICS_API_OPENGL_11)
-    glEnable(GL_TEXTURE_2D);
-    glBindTexture(GL_TEXTURE_2D, id);
-#endif
-
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
-    if (draws[drawsCounter - 1].textureId != id)
-    {
-        if (draws[drawsCounter - 1].vertexCount > 0) drawsCounter++;
-        
-        if (drawsCounter >= MAX_DRAWS_BY_TEXTURE)
-        {
-            rlglDraw();
-            drawsCounter = 1;
-        }
-
-        draws[drawsCounter - 1].textureId = id;
-        draws[drawsCounter - 1].vertexCount = 0;
-    }
-#endif
-}
-
-// Disable texture usage
-void rlDisableTexture(void)
-{
-#if defined(GRAPHICS_API_OPENGL_11)
-    glDisable(GL_TEXTURE_2D);
-    glBindTexture(GL_TEXTURE_2D, 0);
-#else
-    // NOTE: If quads batch limit is reached,
-    // we force a draw call and next batch starts
-    if (quads.vCounter/4 >= MAX_QUADS_BATCH) rlglDraw();
-#endif
-}
-
-// Set texture parameters (wrap mode/filter mode)
-void rlTextureParameters(unsigned int id, int param, int value)
-{
-    glBindTexture(GL_TEXTURE_2D, id);
-
-    switch (param)
-    {
-        case RL_TEXTURE_WRAP_S:
-        case RL_TEXTURE_WRAP_T:
-        {
-            if ((value == RL_WRAP_CLAMP_MIRROR) && !texClampMirrorSupported) TraceLog(LOG_WARNING, "Clamp mirror wrap mode not supported");
-            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_ANISOTROPIC_FILTER:
-        {
-            if (value <= maxAnisotropicLevel) glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, (float)value);
-            else if (maxAnisotropicLevel > 0.0f)
-            {
-                TraceLog(LOG_WARNING, "[TEX ID %i] Maximum anisotropic filter level supported is %iX", id, maxAnisotropicLevel);
-                glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, (float)value);
-            }
-            else TraceLog(LOG_WARNING, "Anisotropic filtering not supported");
-        } break;
-        default: break;
-    }
-
-    glBindTexture(GL_TEXTURE_2D, 0);
-}
-
-// Enable rendering to texture (fbo)
-void rlEnableRenderTexture(unsigned int id)
-{
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
-    glBindFramebuffer(GL_FRAMEBUFFER, id);
-
-    //glDisable(GL_CULL_FACE);    // Allow double side drawing for texture flipping
-    //glCullFace(GL_FRONT);
-#endif
-}
-
-// Disable rendering to texture
-void rlDisableRenderTexture(void)
-{
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
-    glBindFramebuffer(GL_FRAMEBUFFER, 0);
-
-    //glEnable(GL_CULL_FACE);
-    //glCullFace(GL_BACK);
-#endif
-}
-
-// Enable depth test
-void rlEnableDepthTest(void)
-{
-    glEnable(GL_DEPTH_TEST);
-}
-
-// Disable depth test
-void rlDisableDepthTest(void)
-{
-    glDisable(GL_DEPTH_TEST);
-}
-
-// 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
-}
-
-// 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
-}
-
-// Unload texture from GPU memory
-void rlDeleteTextures(unsigned int id)
-{
-    if (id > 0) glDeleteTextures(1, &id);
-}
-
-// Unload render texture from GPU memory
-void rlDeleteRenderTextures(RenderTexture2D target)
-{
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
-    if (target.id > 0) glDeleteFramebuffers(1, &target.id);
-    if (target.texture.id > 0) glDeleteTextures(1, &target.texture.id);
-    if (target.depth.id > 0) glDeleteTextures(1, &target.depth.id);
-
-    TraceLog(LOG_INFO, "[FBO ID %i] Unloaded render texture data from VRAM (GPU)", target.id);
-#endif
-}
-
-// Unload shader from GPU memory
-void rlDeleteShader(unsigned int id)
-{
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
-    if (id != 0) glDeleteProgram(id);
-#endif
-}
-
-// Unload vertex data (VAO) from GPU memory
-void rlDeleteVertexArrays(unsigned int id)
-{
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
-    if (vaoSupported)
-    {
-        if (id != 0) glDeleteVertexArrays(1, &id);
-        TraceLog(LOG_INFO, "[VAO ID %i] Unloaded model data from VRAM (GPU)", id);
-    }
-#endif
-}
-
-// Unload vertex data (VBO) from GPU memory
-void rlDeleteBuffers(unsigned int id)
-{
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
-    if (id != 0)
-    {
-        glDeleteBuffers(1, &id);
-        if (!vaoSupported) TraceLog(LOG_INFO, "[VBO ID %i] Unloaded model vertex data from VRAM (GPU)", id);
-    }
-#endif
-}
-
-// Clear color buffer with color
-void rlClearColor(byte r, byte g, byte b, byte 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...
-}
-
-//----------------------------------------------------------------------------------
-// Module Functions Definition - rlgl Functions
-//----------------------------------------------------------------------------------
-
-// Initialize rlgl: OpenGL extensions, default buffers/shaders/textures, OpenGL states
-void rlglInit(int width, int height)
-{
-    // Check OpenGL information and capabilities
-    //------------------------------------------------------------------------------
-
-    // Print current OpenGL and GLSL version
-    TraceLog(LOG_INFO, "GPU: Vendor:   %s", glGetString(GL_VENDOR));
-    TraceLog(LOG_INFO, "GPU: Renderer: %s", glGetString(GL_RENDERER));
-    TraceLog(LOG_INFO, "GPU: Version:  %s", glGetString(GL_VERSION));
-    TraceLog(LOG_INFO, "GPU: GLSL:     %s", glGetString(GL_SHADING_LANGUAGE_VERSION));
-
-    // NOTE: We can get a bunch of extra information about GPU capabilities (glGet*)
-    //int maxTexSize;
-    //glGetIntegerv(GL_MAX_TEXTURE_SIZE, &maxTexSize);
-    //TraceLog(LOG_INFO, "GL_MAX_TEXTURE_SIZE: %i", maxTexSize);
-
-    //GL_MAX_TEXTURE_IMAGE_UNITS
-    //GL_MAX_VIEWPORT_DIMS
-
-    //int numAuxBuffers;
-    //glGetIntegerv(GL_AUX_BUFFERS, &numAuxBuffers);
-    //TraceLog(LOG_INFO, "GL_AUX_BUFFERS: %i", numAuxBuffers);
-
-    //GLint numComp = 0;
-    //GLint format[32] = { 0 };
-    //glGetIntegerv(GL_NUM_COMPRESSED_TEXTURE_FORMATS, &numComp);
-    //glGetIntegerv(GL_COMPRESSED_TEXTURE_FORMATS, format);
-    //for (int i = 0; i < numComp; i++) TraceLog(LOG_INFO, "Supported compressed format: 0x%x", format[i]);
-
-    // NOTE: We don't need that much data on screen... right now...
-
-#if defined(GRAPHICS_API_OPENGL_11)
-    //TraceLog(LOG_INFO, "OpenGL 1.1 (or driver default) profile initialized");
-#endif
-
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
-    // Get supported extensions list
-    GLint numExt = 0;
-
-#if defined(GRAPHICS_API_OPENGL_33)
-
-    // NOTE: On OpenGL 3.3 VAO and NPOT are supported by default
-    vaoSupported = true;
-    texNPOTSupported = true;
-    texFloatSupported = true;
-
-    // We get a list of available extensions and we check for some of them (compressed textures)
-    // NOTE: We don't need to check again supported extensions but we do (GLAD already dealt with that)
-    glGetIntegerv(GL_NUM_EXTENSIONS, &numExt);
-
-#ifdef _MSC_VER
-    const char **extList = malloc(sizeof(const char *)*numExt);
-#else
-    const char *extList[numExt];
-#endif
-
-    for (int i = 0; i < numExt; i++) extList[i] = (char *)glGetStringi(GL_EXTENSIONS, i);
-
-#elif defined(GRAPHICS_API_OPENGL_ES2)
-    char *extensions = (char *)glGetString(GL_EXTENSIONS);  // One big const string
-
-    // NOTE: We have to duplicate string because glGetString() returns a const value
-    // If not duplicated, it fails in some systems (Raspberry Pi)
-    // Equivalent to function: char *strdup(const char *str)
-    char *extensionsDup;
-    size_t len = strlen(extensions) + 1;
-    void *newstr = malloc(len);
-    if (newstr == NULL) extensionsDup = NULL;
-    extensionsDup = (char *)memcpy(newstr, extensions, len);
-
-    // NOTE: String could be splitted using strtok() function (string.h)
-    // NOTE: strtok() modifies the received string, it can not be const
-
-    char *extList[512];     // Allocate 512 strings pointers (2 KB)
-
-    extList[numExt] = strtok(extensionsDup, " ");
-
-    while (extList[numExt] != NULL)
-    {
-        numExt++;
-        extList[numExt] = strtok(NULL, " ");
-    }
-
-    free(extensionsDup);    // Duplicated string must be deallocated
-
-    numExt -= 1;
-#endif
-
-    TraceLog(LOG_INFO, "Number of supported extensions: %i", numExt);
-
-    // Show supported extensions
-    //for (int i = 0; i < numExt; i++)  TraceLog(LOG_INFO, "Supported extension: %s", extList[i]);
-
-    // Check required extensions
-    for (int i = 0; i < numExt; i++)
-    {
-#if defined(GRAPHICS_API_OPENGL_ES2)
-        // 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)
-        {
-            vaoSupported = true;
-
-            // 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)eglGetProcAddress("glGenVertexArraysOES");
-            glBindVertexArray = (PFNGLBINDVERTEXARRAYOESPROC)eglGetProcAddress("glBindVertexArrayOES");
-            glDeleteVertexArrays = (PFNGLDELETEVERTEXARRAYSOESPROC)eglGetProcAddress("glDeleteVertexArraysOES");
-            //glIsVertexArray = (PFNGLISVERTEXARRAYOESPROC)eglGetProcAddress("glIsVertexArrayOES");     // NOTE: Fails in WebGL, omitted
-        }
-
-        // 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) texNPOTSupported = true;
-        
-        // Check texture float support
-        if (strcmp(extList[i], (const char *)"OES_texture_float") == 0) texFloatSupported = true;
-#endif
-
-        // DDS texture compression support
-        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)) texCompDXTSupported = true;
-
-        // ETC1 texture compression support
-        if ((strcmp(extList[i], (const char *)"GL_OES_compressed_ETC1_RGB8_texture") == 0) ||
-            (strcmp(extList[i], (const char *)"GL_WEBGL_compressed_texture_etc1") == 0)) texCompETC1Supported = true;
-
-        // ETC2/EAC texture compression support
-        if (strcmp(extList[i], (const char *)"GL_ARB_ES3_compatibility") == 0) texCompETC2Supported = true;
-
-        // PVR texture compression support
-        if (strcmp(extList[i], (const char *)"GL_IMG_texture_compression_pvrtc") == 0) texCompPVRTSupported = true;
-
-        // ASTC texture compression support
-        if (strcmp(extList[i], (const char *)"GL_KHR_texture_compression_astc_hdr") == 0) texCompASTCSupported = true;
-
-        // Anisotropic texture filter support
-        if (strcmp(extList[i], (const char *)"GL_EXT_texture_filter_anisotropic") == 0)
-        {
-            texAnisotropicFilterSupported = true;
-            glGetFloatv(0x84FF, &maxAnisotropicLevel);   // GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT
-        }
-
-        // Clamp mirror wrap mode supported
-        if (strcmp(extList[i], (const char *)"GL_EXT_texture_mirror_clamp") == 0) texClampMirrorSupported = true;
-    }
-
-#ifdef _MSC_VER
-    free(extList);
-#endif
-
-#if defined(GRAPHICS_API_OPENGL_ES2)
-    if (vaoSupported) TraceLog(LOG_INFO, "[EXTENSION] VAO extension detected, VAO functions initialized successfully");
-    else TraceLog(LOG_WARNING, "[EXTENSION] VAO extension not found, VAO usage not supported");
-
-    if (texNPOTSupported) TraceLog(LOG_INFO, "[EXTENSION] NPOT textures extension detected, full NPOT textures supported");
-    else TraceLog(LOG_WARNING, "[EXTENSION] NPOT textures extension not found, limited NPOT support (no-mipmaps, no-repeat)");
-#endif
-
-    if (texCompDXTSupported) TraceLog(LOG_INFO, "[EXTENSION] DXT compressed textures supported");
-    if (texCompETC1Supported) TraceLog(LOG_INFO, "[EXTENSION] ETC1 compressed textures supported");
-    if (texCompETC2Supported) TraceLog(LOG_INFO, "[EXTENSION] ETC2/EAC compressed textures supported");
-    if (texCompPVRTSupported) TraceLog(LOG_INFO, "[EXTENSION] PVRT compressed textures supported");
-    if (texCompASTCSupported) TraceLog(LOG_INFO, "[EXTENSION] ASTC compressed textures supported");
-
-    if (texAnisotropicFilterSupported) TraceLog(LOG_INFO, "[EXTENSION] Anisotropic textures filtering supported (max: %.0fX)", maxAnisotropicLevel);
-    if (texClampMirrorSupported) TraceLog(LOG_INFO, "[EXTENSION] Clamp mirror wrap texture mode supported");
-
-    // Initialize buffers, default shaders and default textures
-    //----------------------------------------------------------
-
-    // Init default white texture
-    unsigned char pixels[4] = { 255, 255, 255, 255 };   // 1 pixel RGBA (4 bytes)
-
-    whiteTexture = rlLoadTexture(pixels, 1, 1, UNCOMPRESSED_R8G8B8A8, 1);
-
-    if (whiteTexture != 0) TraceLog(LOG_INFO, "[TEX ID %i] Base white texture loaded successfully", whiteTexture);
-    else TraceLog(LOG_WARNING, "Base white texture could not be loaded");
-
-    // Init default Shader (customized for GL 3.3 and ES2)
-    defaultShader = LoadShaderDefault();
-    currentShader = defaultShader;
-
-    // Init default vertex arrays buffers (lines, triangles, quads)
-    LoadBuffersDefault();
-
-    // Init temp vertex buffer, used when transformation required (translate, rotate, scale)
-    tempBuffer = (Vector3 *)malloc(sizeof(Vector3)*TEMP_VERTEX_BUFFER_SIZE);
-
-    for (int i = 0; i < TEMP_VERTEX_BUFFER_SIZE; i++) tempBuffer[i] = Vector3Zero();
-
-    // Init draw calls tracking system
-    draws = (DrawCall *)malloc(sizeof(DrawCall)*MAX_DRAWS_BY_TEXTURE);
-
-    for (int i = 0; i < MAX_DRAWS_BY_TEXTURE; i++)
-    {
-        draws[i].textureId = 0;
-        draws[i].vertexCount = 0;
-    }
-
-    drawsCounter = 1;
-    draws[drawsCounter - 1].textureId = whiteTexture;
-    currentDrawMode = RL_TRIANGLES;     // Set default draw mode
-
-    // Init internal matrix stack (emulating OpenGL 1.1)
-    for (int i = 0; i < MATRIX_STACK_SIZE; i++) stack[i] = MatrixIdentity();
-
-    // Init internal projection and modelview matrices
-    projection = MatrixIdentity();
-    modelview = MatrixIdentity();
-    currentMatrix = &modelview;
-#endif      // defined(GRAPHICS_API_OPENGL_33) || defined(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
-
-#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
-
-    // 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)
-
-    // Store screen size into global variables
-    screenWidth = width;
-    screenHeight = height;
-
-    TraceLog(LOG_INFO, "OpenGL default states initialized successfully");
-}
-
-// Vertex Buffer Object deinitialization (memory free)
-void rlglClose(void)
-{
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
-    UnloadShaderDefault();              // Unload default shader
-    UnloadBuffersDefault();             // Unload default buffers (lines, triangles, quads)  
-    glDeleteTextures(1, &whiteTexture); // Unload default texture
-    
-    TraceLog(LOG_INFO, "[TEX ID %i] Unloaded texture data (base white texture) from VRAM", whiteTexture);
-
-    free(draws);
-#endif
-}
-
-// Drawing batches: triangles, quads, lines
-void rlglDraw(void)
-{
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
-    // NOTE: In a future version, models could be stored in a stack...
-    //for (int i = 0; i < modelsCount; i++) rlDrawMesh(models[i]->mesh, models[i]->material, models[i]->transform);
-
-    // NOTE: Default buffers upload and draw
-    UpdateBuffersDefault();
-    DrawBuffersDefault();       // NOTE: Stereo rendering is checked inside
-#endif
-}
-
-// Returns current OpenGL version
-int rlGetVersion(void)
-{
-#if defined(GRAPHICS_API_OPENGL_11)
-    return OPENGL_11;
-#elif defined(GRAPHICS_API_OPENGL_21)
-    #if defined(__APPLE__)
-        return OPENGL_33;   // NOTE: Force OpenGL 3.3 on OSX
-    #else
-        return OPENGL_21;
-    #endif
-#elif defined(GRAPHICS_API_OPENGL_33)
-    return OPENGL_33;
-#elif defined(GRAPHICS_API_OPENGL_ES2)
-    return OPENGL_ES_20;
-#endif
-}
-
-// Load OpenGL extensions
-// NOTE: External loader function could be passed as a pointer
-void rlLoadExtensions(void *loader)
-{
-#if defined(GRAPHICS_API_OPENGL_21) || defined(GRAPHICS_API_OPENGL_33)
-    // NOTE: glad is generated and contains only required OpenGL 3.3 Core extensions (and lower versions)
-    #if !defined(__APPLE__)
-        if (!gladLoadGLLoader((GLADloadproc)loader)) TraceLog(LOG_WARNING, "GLAD: Cannot load OpenGL extensions");
-        else TraceLog(LOG_INFO, "GLAD: OpenGL extensions loaded successfully");
-
-        #if defined(GRAPHICS_API_OPENGL_21)
-        if (GLAD_GL_VERSION_2_1) TraceLog(LOG_INFO, "OpenGL 2.1 profile supported");
-        #elif defined(GRAPHICS_API_OPENGL_33)
-        if(GLAD_GL_VERSION_3_3) TraceLog(LOG_INFO, "OpenGL 3.3 Core profile supported");
-        else TraceLog(LOG_ERROR, "OpenGL 3.3 Core profile not supported");
-        #endif
-    #endif
-
-    // With GLAD, we can check if an extension is supported using the GLAD_GL_xxx booleans
-    //if (GLAD_GL_ARB_vertex_array_object) // Use GL_ARB_vertex_array_object
-#endif
-}
-
-// Get world coordinates from screen coordinates
-Vector3 rlUnproject(Vector3 source, Matrix proj, Matrix view)
-{
-    Vector3 result = { 0.0f, 0.0f, 0.0f };
-
-    // Calculate unproject matrix (multiply view patrix by projection matrix) and invert it
-    Matrix matViewProj = MatrixMultiply(view, proj);
-    MatrixInvert(&matViewProj);
-
-    // Create quaternion from source point
-    Quaternion quat = { source.x, source.y, source.z, 1.0f };
-
-    // Multiply quat point by unproject matrix
-    QuaternionTransform(&quat, matViewProj);
-
-    // Normalized world points in vectors
-    result.x = quat.x/quat.w;
-    result.y = quat.y/quat.w;
-    result.z = quat.z/quat.w;
-
-    return result;
-}
-
-// Convert image data to OpenGL texture (returns OpenGL valid Id)
-unsigned int rlLoadTexture(void *data, int width, int height, int format, int mipmapCount)
-{
-    glBindTexture(GL_TEXTURE_2D, 0);    // Free any old binding
-
-    GLuint id = 0;
-
-    // Check texture format support by OpenGL 1.1 (compressed textures not supported)
-#if defined(GRAPHICS_API_OPENGL_11)
-    if (format >= COMPRESSED_DXT1_RGB)
-    {
-        TraceLog(LOG_WARNING, "OpenGL 1.1 does not support GPU compressed texture formats");
-        return id;
-    }
-#endif
-
-    if ((!texCompDXTSupported) && ((format == COMPRESSED_DXT1_RGB) || (format == COMPRESSED_DXT1_RGBA) ||
-        (format == COMPRESSED_DXT3_RGBA) || (format == COMPRESSED_DXT5_RGBA)))
-    {
-        TraceLog(LOG_WARNING, "DXT compressed texture format not supported");
-        return id;
-    }
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
-    if ((!texCompETC1Supported) && (format == COMPRESSED_ETC1_RGB))
-    {
-        TraceLog(LOG_WARNING, "ETC1 compressed texture format not supported");
-        return id;
-    }
-
-    if ((!texCompETC2Supported) && ((format == COMPRESSED_ETC2_RGB) || (format == COMPRESSED_ETC2_EAC_RGBA)))
-    {
-        TraceLog(LOG_WARNING, "ETC2 compressed texture format not supported");
-        return id;
-    }
-
-    if ((!texCompPVRTSupported) && ((format == COMPRESSED_PVRT_RGB) || (format == COMPRESSED_PVRT_RGBA)))
-    {
-        TraceLog(LOG_WARNING, "PVRT compressed texture format not supported");
-        return id;
-    }
-
-    if ((!texCompASTCSupported) && ((format == COMPRESSED_ASTC_4x4_RGBA) || (format == COMPRESSED_ASTC_8x8_RGBA)))
-    {
-        TraceLog(LOG_WARNING, "ASTC compressed texture format not supported");
-        return id;
-    }
-#endif
-
-    glGenTextures(1, &id);              // Generate Pointer to the texture
-
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
-    //glActiveTexture(GL_TEXTURE0);     // If not defined, using GL_TEXTURE0 by default (shader texture)
-#endif
-
-    glBindTexture(GL_TEXTURE_2D, id);
-
-#if defined(GRAPHICS_API_OPENGL_33)
-    // NOTE: We define internal (GPU) format as GL_RGBA8 (probably BGRA8 in practice, driver takes care)
-    // NOTE: On embedded systems, we let the driver choose the best internal format
-
-    // Support for multiple color modes (16bit color modes and grayscale)
-    // (sized)internalFormat    format          type
-    // GL_R                     GL_RED      GL_UNSIGNED_BYTE
-    // GL_RGB565                GL_RGB      GL_UNSIGNED_BYTE, GL_UNSIGNED_SHORT_5_6_5
-    // GL_RGB5_A1               GL_RGBA     GL_UNSIGNED_BYTE, GL_UNSIGNED_SHORT_5_5_5_1
-    // GL_RGBA4                 GL_RGBA     GL_UNSIGNED_BYTE, GL_UNSIGNED_SHORT_4_4_4_4
-    // GL_RGBA8                 GL_RGBA     GL_UNSIGNED_BYTE
-    // GL_RGB8                  GL_RGB      GL_UNSIGNED_BYTE
-
-    switch (format)
-    {
-        case UNCOMPRESSED_GRAYSCALE:
-        {
-            glTexImage2D(GL_TEXTURE_2D, 0, GL_R8, width, height, 0, GL_RED, GL_UNSIGNED_BYTE, (unsigned char *)data);
-
-            // With swizzleMask we define how a one channel texture will be mapped to RGBA
-            // Required GL >= 3.3 or EXT_texture_swizzle/ARB_texture_swizzle
-            GLint swizzleMask[] = { GL_RED, GL_RED, GL_RED, GL_ONE };
-            glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
-
-            TraceLog(LOG_INFO, "[TEX ID %i] Grayscale texture loaded and swizzled", id);
-        } break;
-        case UNCOMPRESSED_GRAY_ALPHA:
-        {
-            glTexImage2D(GL_TEXTURE_2D, 0, GL_RG8, width, height, 0, GL_RG, GL_UNSIGNED_BYTE, (unsigned char *)data);
-
-            GLint swizzleMask[] = { GL_RED, GL_RED, GL_RED, GL_GREEN };
-            glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
-        } break;
-
-        case UNCOMPRESSED_R5G6B5: glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB565, width, height, 0, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, (unsigned short *)data); break;
-        case UNCOMPRESSED_R8G8B8: glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, (unsigned char *)data); break;
-        case UNCOMPRESSED_R5G5B5A1: glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB5_A1, width, height, 0, GL_RGBA, GL_UNSIGNED_SHORT_5_5_5_1, (unsigned short *)data); break;
-        case UNCOMPRESSED_R4G4B4A4: glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA4, width, height, 0, GL_RGBA, GL_UNSIGNED_SHORT_4_4_4_4, (unsigned short *)data); break;
-        case UNCOMPRESSED_R8G8B8A8: glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, (unsigned char *)data); break;
-        case UNCOMPRESSED_R32G32B32: if (texFloatSupported) glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB32F, width, height, 0, GL_RGB, GL_FLOAT, (float *)data); break;
-        case COMPRESSED_DXT1_RGB: if (texCompDXTSupported) LoadTextureCompressed((unsigned char *)data, width, height, GL_COMPRESSED_RGB_S3TC_DXT1_EXT, mipmapCount); break;
-        case COMPRESSED_DXT1_RGBA: if (texCompDXTSupported) LoadTextureCompressed((unsigned char *)data, width, height, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, mipmapCount); break;
-        case COMPRESSED_DXT3_RGBA: if (texCompDXTSupported) LoadTextureCompressed((unsigned char *)data, width, height, GL_COMPRESSED_RGBA_S3TC_DXT3_EXT, mipmapCount); break;
-        case COMPRESSED_DXT5_RGBA: if (texCompDXTSupported) LoadTextureCompressed((unsigned char *)data, width, height, GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, mipmapCount); break;
-        case COMPRESSED_ETC1_RGB: if (texCompETC1Supported) LoadTextureCompressed((unsigned char *)data, width, height, GL_ETC1_RGB8_OES, mipmapCount); break;                      // NOTE: Requires OpenGL ES 2.0 or OpenGL 4.3
-        case COMPRESSED_ETC2_RGB: if (texCompETC2Supported) LoadTextureCompressed((unsigned char *)data, width, height, GL_COMPRESSED_RGB8_ETC2, mipmapCount); break;               // NOTE: Requires OpenGL ES 3.0 or OpenGL 4.3
-        case COMPRESSED_ETC2_EAC_RGBA: if (texCompETC2Supported) LoadTextureCompressed((unsigned char *)data, width, height, GL_COMPRESSED_RGBA8_ETC2_EAC, mipmapCount); break;     // NOTE: Requires OpenGL ES 3.0 or OpenGL 4.3
-        case COMPRESSED_PVRT_RGB: if (texCompPVRTSupported) LoadTextureCompressed((unsigned char *)data, width, height, GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG, mipmapCount); break;    // NOTE: Requires PowerVR GPU
-        case COMPRESSED_PVRT_RGBA: if (texCompPVRTSupported) LoadTextureCompressed((unsigned char *)data, width, height, GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG, mipmapCount); break;  // NOTE: Requires PowerVR GPU
-        case COMPRESSED_ASTC_4x4_RGBA: if (texCompASTCSupported) LoadTextureCompressed((unsigned char *)data, width, height, GL_COMPRESSED_RGBA_ASTC_4x4_KHR, mipmapCount); break;  // NOTE: Requires OpenGL ES 3.1 or OpenGL 4.3
-        case COMPRESSED_ASTC_8x8_RGBA: if (texCompASTCSupported) LoadTextureCompressed((unsigned char *)data, width, height, GL_COMPRESSED_RGBA_ASTC_8x8_KHR, mipmapCount); break;  // NOTE: Requires OpenGL ES 3.1 or OpenGL 4.3
-        default: TraceLog(LOG_WARNING, "Texture format not recognized"); break;
-    }
-#elif defined(GRAPHICS_API_OPENGL_11) || 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
-    switch (format)
-    {
-        case UNCOMPRESSED_GRAYSCALE: glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, width, height, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, (unsigned char *)data); break;
-        case UNCOMPRESSED_GRAY_ALPHA: glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE_ALPHA, width, height, 0, GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, (unsigned char *)data); break;
-        case UNCOMPRESSED_R5G6B5: glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, (unsigned short *)data); break;
-        case UNCOMPRESSED_R8G8B8: glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, (unsigned char *)data); break;
-        case UNCOMPRESSED_R5G5B5A1: glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_SHORT_5_5_5_1, (unsigned short *)data); break;
-        case UNCOMPRESSED_R4G4B4A4: glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_SHORT_4_4_4_4, (unsigned short *)data); break;
-        case UNCOMPRESSED_R8G8B8A8: glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, (unsigned char *)data); break;
-#if defined(GRAPHICS_API_OPENGL_ES2)
-        case UNCOMPRESSED_R32G32B32: if (texFloatSupported) glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_FLOAT, (float *)data); break;  // NOTE: Requires extension OES_texture_float
-        case COMPRESSED_DXT1_RGB: if (texCompDXTSupported) LoadTextureCompressed((unsigned char *)data, width, height, GL_COMPRESSED_RGB_S3TC_DXT1_EXT, mipmapCount); break;
-        case COMPRESSED_DXT1_RGBA: if (texCompDXTSupported) LoadTextureCompressed((unsigned char *)data, width, height, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, mipmapCount); break;
-        case COMPRESSED_DXT3_RGBA: if (texCompDXTSupported) LoadTextureCompressed((unsigned char *)data, width, height, GL_COMPRESSED_RGBA_S3TC_DXT3_EXT, mipmapCount); break;      // NOTE: Not supported by WebGL
-        case COMPRESSED_DXT5_RGBA: if (texCompDXTSupported) LoadTextureCompressed((unsigned char *)data, width, height, GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, mipmapCount); break;      // NOTE: Not supported by WebGL
-        case COMPRESSED_ETC1_RGB: if (texCompETC1Supported) LoadTextureCompressed((unsigned char *)data, width, height, GL_ETC1_RGB8_OES, mipmapCount); break;                      // NOTE: Requires OpenGL ES 2.0 or OpenGL 4.3
-        case COMPRESSED_ETC2_RGB: if (texCompETC2Supported) LoadTextureCompressed((unsigned char *)data, width, height, GL_COMPRESSED_RGB8_ETC2, mipmapCount); break;               // NOTE: Requires OpenGL ES 3.0 or OpenGL 4.3
-        case COMPRESSED_ETC2_EAC_RGBA: if (texCompETC2Supported) LoadTextureCompressed((unsigned char *)data, width, height, GL_COMPRESSED_RGBA8_ETC2_EAC, mipmapCount); break;     // NOTE: Requires OpenGL ES 3.0 or OpenGL 4.3
-        case COMPRESSED_PVRT_RGB: if (texCompPVRTSupported) LoadTextureCompressed((unsigned char *)data, width, height, GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG, mipmapCount); break;    // NOTE: Requires PowerVR GPU
-        case COMPRESSED_PVRT_RGBA: if (texCompPVRTSupported) LoadTextureCompressed((unsigned char *)data, width, height, GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG, mipmapCount); break;  // NOTE: Requires PowerVR GPU
-        case COMPRESSED_ASTC_4x4_RGBA: if (texCompASTCSupported) LoadTextureCompressed((unsigned char *)data, width, height, GL_COMPRESSED_RGBA_ASTC_4x4_KHR, mipmapCount); break;  // NOTE: Requires OpenGL ES 3.1 or OpenGL 4.3
-        case COMPRESSED_ASTC_8x8_RGBA: if (texCompASTCSupported) LoadTextureCompressed((unsigned char *)data, width, height, GL_COMPRESSED_RGBA_ASTC_8x8_KHR, mipmapCount); break;  // NOTE: Requires OpenGL ES 3.1 or OpenGL 4.3
-#endif
-        default: TraceLog(LOG_WARNING, "Texture format not supported"); break;
-    }
-#endif
-
-    // 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 (texNPOTSupported)
-    {
-        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)
-    {
-        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
-        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);   // Activate Trilinear filtering for mipmaps (must be available)
-    }
-#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(LOG_INFO, "[TEX ID %i] Texture created successfully (%ix%i)", id, width, height);
-    else TraceLog(LOG_WARNING, "Texture could not be created");
-
-    return id;
-}
-
-// Update already loaded texture in GPU with new data
-void rlUpdateTexture(unsigned int id, int width, int height, int format, const void *data)
-{
-    glBindTexture(GL_TEXTURE_2D, id);
-
-#if defined(GRAPHICS_API_OPENGL_33)
-    switch (format)
-    {
-        case UNCOMPRESSED_GRAYSCALE: glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RED, GL_UNSIGNED_BYTE, (unsigned char *)data); break;
-        case UNCOMPRESSED_GRAY_ALPHA: glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RG, GL_UNSIGNED_BYTE, (unsigned char *)data); break;
-        case UNCOMPRESSED_R5G6B5: glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, (unsigned short *)data); break;
-        case UNCOMPRESSED_R8G8B8: glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RGB, GL_UNSIGNED_BYTE, (unsigned char *)data); break;
-        case UNCOMPRESSED_R5G5B5A1: glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RGBA, GL_UNSIGNED_SHORT_5_5_5_1, (unsigned short *)data); break;
-        case UNCOMPRESSED_R4G4B4A4: glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RGBA, GL_UNSIGNED_SHORT_4_4_4_4, (unsigned short *)data); break;
-        case UNCOMPRESSED_R8G8B8A8: glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, (unsigned char *)data); break;
-        default: TraceLog(LOG_WARNING, "Texture format updating not supported"); break;
-    }
-#elif defined(GRAPHICS_API_OPENGL_11) || 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
-    switch (format)
-    {
-        case UNCOMPRESSED_GRAYSCALE: glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_LUMINANCE, GL_UNSIGNED_BYTE, (unsigned char *)data); break;
-        case UNCOMPRESSED_GRAY_ALPHA: glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, (unsigned char *)data); break;
-        case UNCOMPRESSED_R5G6B5: glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, (unsigned short *)data); break;
-        case UNCOMPRESSED_R8G8B8: glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RGB, GL_UNSIGNED_BYTE, (unsigned char *)data); break;
-        case UNCOMPRESSED_R5G5B5A1: glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RGBA, GL_UNSIGNED_SHORT_5_5_5_1, (unsigned short *)data); break;
-        case UNCOMPRESSED_R4G4B4A4: glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RGBA, GL_UNSIGNED_SHORT_4_4_4_4, (unsigned short *)data); break;
-        case UNCOMPRESSED_R8G8B8A8: glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, (unsigned char *)data); break;
-        default: TraceLog(LOG_WARNING, "Texture format updating not supported"); break;
-    }
-#endif
-}
-
-// Unload texture from GPU memory
-void rlUnloadTexture(unsigned int id)
-{
-    if (id > 0) glDeleteTextures(1, &id);
-}
-
-
-// Load a texture to be used for rendering (fbo with color and depth attachments)
-RenderTexture2D rlLoadRenderTexture(int width, int height)
-{
-    RenderTexture2D target;
-
-    target.id = 0;
-
-    target.texture.id = 0;
-    target.texture.width = width;
-    target.texture.height = height;
-    target.texture.format = UNCOMPRESSED_R8G8B8A8;
-    target.texture.mipmaps = 1;
-
-    target.depth.id = 0;
-    target.depth.width = width;
-    target.depth.height = height;
-    target.depth.format = 19;       //DEPTH_COMPONENT_24BIT
-    target.depth.mipmaps = 1;
-
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
-    // Create the texture that will serve as the color attachment for the framebuffer
-    glGenTextures(1, &target.texture.id);
-    glBindTexture(GL_TEXTURE_2D, target.texture.id);
-    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
-    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
-    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
-    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
-    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
-    glBindTexture(GL_TEXTURE_2D, 0);
-
-#if defined(GRAPHICS_API_OPENGL_33)
-    #define USE_DEPTH_TEXTURE
-#else
-    #define USE_DEPTH_RENDERBUFFER
-#endif
-
-#if defined(USE_DEPTH_RENDERBUFFER)
-    // Create the renderbuffer that will serve as the depth attachment for the framebuffer.
-    glGenRenderbuffers(1, &target.depth.id);
-    glBindRenderbuffer(GL_RENDERBUFFER, target.depth.id);
-    glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, width, height);    // GL_DEPTH_COMPONENT24 not supported on Android
-#elif defined(USE_DEPTH_TEXTURE)
-    // NOTE: We can also use a texture for depth buffer (GL_ARB_depth_texture/GL_OES_depth_texture extension required)
-    // A renderbuffer is simpler than a texture and could offer better performance on embedded devices
-    glGenTextures(1, &target.depth.id);
-    glBindTexture(GL_TEXTURE_2D, target.depth.id);
-    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
-    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
-    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
-    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
-    glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, width, height, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL);
-    glBindTexture(GL_TEXTURE_2D, 0);
-#endif
-
-    // Create the framebuffer object
-    glGenFramebuffers(1, &target.id);
-    glBindFramebuffer(GL_FRAMEBUFFER, target.id);
-
-    // Attach color texture and depth renderbuffer to FBO
-    glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, target.texture.id, 0);
-#if defined(USE_DEPTH_RENDERBUFFER)
-    glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, target.depth.id);
-#elif defined(USE_DEPTH_TEXTURE)
-    glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, target.depth.id, 0);
-#endif
-
-    GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
-
-    if (status != GL_FRAMEBUFFER_COMPLETE)
-    {
-        TraceLog(LOG_WARNING, "Framebuffer object could not be created...");
-
-        switch (status)
-        {
-            case GL_FRAMEBUFFER_UNSUPPORTED: TraceLog(LOG_WARNING, "Framebuffer is unsupported"); break;
-            case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT: TraceLog(LOG_WARNING, "Framebuffer incomplete attachment"); break;
-#if defined(GRAPHICS_API_OPENGL_ES2)
-            case GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS: TraceLog(LOG_WARNING, "Framebuffer incomplete dimensions"); break;
-#endif
-            case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT: TraceLog(LOG_WARNING, "Framebuffer incomplete missing attachment"); break;
-            default: break;
-        }
-
-        glDeleteTextures(1, &target.texture.id);
-        glDeleteTextures(1, &target.depth.id);
-        glDeleteFramebuffers(1, &target.id);
-    }
-    else TraceLog(LOG_INFO, "[FBO ID %i] Framebuffer object created successfully", target.id);
-
-    glBindFramebuffer(GL_FRAMEBUFFER, 0);
-#endif
-
-    return target;
-}
-
-// Generate mipmap data for selected texture
-void rlGenerateMipmaps(Texture2D *texture)
-{
-    glBindTexture(GL_TEXTURE_2D, texture->id);
-
-    // Check if texture is power-of-two (POT)
-    bool texIsPOT = false;
-
-    if (((texture->width > 0) && ((texture->width & (texture->width - 1)) == 0)) &&
-        ((texture->height > 0) && ((texture->height & (texture->height - 1)) == 0))) texIsPOT = true;
-
-    if ((texIsPOT) || (texNPOTSupported))
-    {
-#if defined(GRAPHICS_API_OPENGL_11)
-        // Compute required mipmaps
-        void *data = rlReadTexturePixels(*texture);
-
-        // NOTE: data size is reallocated to fit mipmaps data
-        // NOTE: CPU mipmap generation only supports RGBA 32bit data
-        int mipmapCount = GenerateMipmaps(data, texture->width, texture->height);
-
-        int size = texture->width*texture->height*4;  // RGBA 32bit only
-        int offset = size;
-
-        int mipWidth = texture->width/2;
-        int mipHeight = texture->height/2;
-
-        // Load the mipmaps
-        for (int level = 1; level < mipmapCount; level++)
-        {
-            glTexImage2D(GL_TEXTURE_2D, level, GL_RGBA8, mipWidth, mipHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, data + offset);
-
-            size = mipWidth*mipHeight*4;
-            offset += size;
-
-            mipWidth /= 2;
-            mipHeight /= 2;
-        }
-
-        TraceLog(LOG_WARNING, "[TEX ID %i] Mipmaps generated manually on CPU side", texture->id);
-
-        // NOTE: Once mipmaps have been generated and data has been uploaded to GPU VRAM, we can discard RAM data
-        free(data);
-
-        texture->mipmaps = mipmapCount + 1;
-#endif
-
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
-        //glHint(GL_GENERATE_MIPMAP_HINT, GL_DONT_CARE);   // Hint for mipmaps generation algorythm: GL_FASTEST, GL_NICEST, GL_DONT_CARE
-        glGenerateMipmap(GL_TEXTURE_2D);    // Generate mipmaps automatically
-        TraceLog(LOG_INFO, "[TEX ID %i] Mipmaps generated automatically", texture->id);
-
-        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
-        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);   // Activate Trilinear filtering for mipmaps
-
-        #define MIN(a,b) (((a)<(b))?(a):(b))
-        #define MAX(a,b) (((a)>(b))?(a):(b))
-
-        texture->mipmaps =  1 + (int)floor(log(MAX(texture->width, texture->height))/log(2));
-#endif
-    }
-    else TraceLog(LOG_WARNING, "[TEX ID %i] Mipmaps can not be generated", texture->id);
-
-    glBindTexture(GL_TEXTURE_2D, 0);
-}
-
-// Upload vertex data into a VAO (if supported) and VBO
-// TODO: Check if mesh has already been loaded in GPU
-void rlLoadMesh(Mesh *mesh, bool dynamic)
-{
-    mesh->vaoId = 0;        // Vertex Array Object
-    mesh->vboId[0] = 0;     // Vertex positions VBO
-    mesh->vboId[1] = 0;     // Vertex texcoords VBO
-    mesh->vboId[2] = 0;     // Vertex normals VBO
-    mesh->vboId[3] = 0;     // Vertex colors VBO
-    mesh->vboId[4] = 0;     // Vertex tangents VBO
-    mesh->vboId[5] = 0;     // Vertex texcoords2 VBO
-    mesh->vboId[6] = 0;     // Vertex indices VBO
-
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
-    int drawHint = GL_STATIC_DRAW;
-    if (dynamic) drawHint = GL_DYNAMIC_DRAW;
-
-    if (vaoSupported)
-    {
-        // Initialize Quads VAO (Buffer A)
-        glGenVertexArrays(1, &mesh->vaoId);
-        glBindVertexArray(mesh->vaoId);
-    }
-
-    // NOTE: Attributes must be uploaded considering default locations points
-
-    // Enable vertex attributes: position (shader-location = 0)
-    glGenBuffers(1, &mesh->vboId[0]);
-    glBindBuffer(GL_ARRAY_BUFFER, mesh->vboId[0]);
-    glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*mesh->vertexCount, mesh->vertices, drawHint);
-    glVertexAttribPointer(0, 3, GL_FLOAT, 0, 0, 0);
-    glEnableVertexAttribArray(0);
-
-    // Enable vertex attributes: texcoords (shader-location = 1)
-    glGenBuffers(1, &mesh->vboId[1]);
-    glBindBuffer(GL_ARRAY_BUFFER, mesh->vboId[1]);
-    glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*mesh->vertexCount, mesh->texcoords, drawHint);
-    glVertexAttribPointer(1, 2, GL_FLOAT, 0, 0, 0);
-    glEnableVertexAttribArray(1);
-
-    // Enable vertex attributes: normals (shader-location = 2)
-    if (mesh->normals != NULL)
-    {
-        glGenBuffers(1, &mesh->vboId[2]);
-        glBindBuffer(GL_ARRAY_BUFFER, mesh->vboId[2]);
-        glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*mesh->vertexCount, mesh->normals, drawHint);
-        glVertexAttribPointer(2, 3, GL_FLOAT, 0, 0, 0);
-        glEnableVertexAttribArray(2);
-    }
-    else
-    {
-        // Default color vertex attribute set to WHITE
-        glVertexAttrib3f(2, 1.0f, 1.0f, 1.0f);
-        glDisableVertexAttribArray(2);
-    }
-
-    // Default color vertex attribute (shader-location = 3)
-    if (mesh->colors != NULL)
-    {
-        glGenBuffers(1, &mesh->vboId[3]);
-        glBindBuffer(GL_ARRAY_BUFFER, mesh->vboId[3]);
-        glBufferData(GL_ARRAY_BUFFER, sizeof(unsigned char)*4*mesh->vertexCount, mesh->colors, drawHint);
-        glVertexAttribPointer(3, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
-        glEnableVertexAttribArray(3);
-    }
-    else
-    {
-        // Default color vertex attribute set to WHITE
-        glVertexAttrib4f(3, 1.0f, 1.0f, 1.0f, 1.0f);
-        glDisableVertexAttribArray(3);
-    }
-
-    // Default tangent vertex attribute (shader-location = 4)
-    if (mesh->tangents != NULL)
-    {
-        glGenBuffers(1, &mesh->vboId[4]);
-        glBindBuffer(GL_ARRAY_BUFFER, mesh->vboId[4]);
-        glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*mesh->vertexCount, mesh->tangents, drawHint);
-        glVertexAttribPointer(4, 3, GL_FLOAT, 0, 0, 0);
-        glEnableVertexAttribArray(4);
-    }
-    else
-    {
-        // Default tangents vertex attribute
-        glVertexAttrib3f(4, 0.0f, 0.0f, 0.0f);
-        glDisableVertexAttribArray(4);
-    }
-
-    // Default texcoord2 vertex attribute (shader-location = 5)
-    if (mesh->texcoords2 != NULL)
-    {
-        glGenBuffers(1, &mesh->vboId[5]);
-        glBindBuffer(GL_ARRAY_BUFFER, mesh->vboId[5]);
-        glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*mesh->vertexCount, mesh->texcoords2, drawHint);
-        glVertexAttribPointer(5, 2, GL_FLOAT, 0, 0, 0);
-        glEnableVertexAttribArray(5);
-    }
-    else
-    {
-        // Default tangents vertex attribute
-        glVertexAttrib2f(5, 0.0f, 0.0f);
-        glDisableVertexAttribArray(5);
-    }
-
-    if (mesh->indices != NULL)
-    {
-        glGenBuffers(1, &mesh->vboId[6]);
-        glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mesh->vboId[6]);
-        glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(unsigned short)*mesh->triangleCount*3, mesh->indices, GL_STATIC_DRAW);
-    }
-
-    if (vaoSupported)
-    {
-        if (mesh->vaoId > 0) TraceLog(LOG_INFO, "[VAO ID %i] Mesh uploaded successfully to VRAM (GPU)", mesh->vaoId);
-        else TraceLog(LOG_WARNING, "Mesh could not be uploaded to VRAM (GPU)");
-    }
-    else
-    {
-        TraceLog(LOG_INFO, "[VBOs] Mesh uploaded successfully to VRAM (GPU)");
-    }
-#endif
-}
-
-// Update vertex data on GPU (upload new data to one buffer)
-void rlUpdateMesh(Mesh mesh, int buffer, int numVertex)
-{
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
-    // Activate mesh VAO
-    if (vaoSupported) glBindVertexArray(mesh.vaoId);
-
-    switch (buffer)
-    {
-        case 0:     // Update vertices (vertex position)
-        {
-            glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[0]);
-            if (numVertex >= mesh.vertexCount) glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*numVertex, mesh.vertices, GL_DYNAMIC_DRAW);
-            else glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*3*numVertex, mesh.vertices);
-
-        } break;
-        case 1:     // Update texcoords (vertex texture coordinates)
-        {
-            glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[1]);
-            if (numVertex >= mesh.vertexCount) glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*numVertex, mesh.texcoords, GL_DYNAMIC_DRAW);
-            else glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*2*numVertex, mesh.texcoords);
-
-        } break;
-        case 2:     // Update normals (vertex normals)
-        {
-            glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[2]);
-            if (numVertex >= mesh.vertexCount) glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*numVertex, mesh.normals, GL_DYNAMIC_DRAW);
-            else glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*3*numVertex, mesh.normals);
-
-        } break;
-        case 3:     // Update colors (vertex colors)
-        {
-            glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[3]);
-            if (numVertex >= mesh.vertexCount) glBufferData(GL_ARRAY_BUFFER, sizeof(float)*4*numVertex, mesh.colors, GL_DYNAMIC_DRAW);
-            else glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(unsigned char)*4*numVertex, mesh.colors);
-
-        } break;
-        case 4:     // Update tangents (vertex tangents)
-        {
-            glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[4]);
-            if (numVertex >= mesh.vertexCount) glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*numVertex, mesh.tangents, GL_DYNAMIC_DRAW);
-            else glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*3*numVertex, mesh.tangents);
-        } break;
-        case 5:     // Update texcoords2 (vertex second texture coordinates)
-        {
-            glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[5]);
-            if (numVertex >= mesh.vertexCount) glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*numVertex, mesh.texcoords2, GL_DYNAMIC_DRAW);
-            else glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*2*numVertex, mesh.texcoords2);
-        } break;
-        default: break;
-    }
-
-    // Unbind the current VAO
-    if (vaoSupported) glBindVertexArray(0);
-
-    // Another option would be using buffer mapping...
-    //mesh.vertices = glMapBuffer(GL_ARRAY_BUFFER, GL_READ_WRITE);
-    // Now we can modify vertices
-    //glUnmapBuffer(GL_ARRAY_BUFFER);
-#endif
-}
-
-// Draw a 3d mesh with material and transform
-void rlDrawMesh(Mesh mesh, Material material, Matrix transform)
-{
-#if defined(GRAPHICS_API_OPENGL_11)
-    glEnable(GL_TEXTURE_2D);
-    glBindTexture(GL_TEXTURE_2D, material.maps[MAP_DIFFUSE].texture.id);
-
-    // NOTE: On OpenGL 1.1 we use Vertex Arrays to draw model
-    glEnableClientState(GL_VERTEX_ARRAY);                   // Enable vertex array
-    glEnableClientState(GL_TEXTURE_COORD_ARRAY);            // Enable texture coords array
-    if (mesh.normals != NULL) glEnableClientState(GL_NORMAL_ARRAY);     // Enable normals array
-    if (mesh.colors != NULL) glEnableClientState(GL_COLOR_ARRAY);       // Enable colors array
-
-    glVertexPointer(3, GL_FLOAT, 0, mesh.vertices);         // Pointer to vertex coords array
-    glTexCoordPointer(2, GL_FLOAT, 0, mesh.texcoords);      // Pointer to texture coords array
-    if (mesh.normals != NULL) glNormalPointer(GL_FLOAT, 0, mesh.normals);           // Pointer to normals array
-    if (mesh.colors != NULL) glColorPointer(4, GL_UNSIGNED_BYTE, 0, mesh.colors);   // Pointer to colors array
-
-    rlPushMatrix();
-        rlMultMatrixf(MatrixToFloat(transform));
-        rlColor4ub(material.maps[MAP_DIFFUSE].color.r, material.maps[MAP_DIFFUSE].color.g, material.maps[MAP_DIFFUSE].color.b, material.maps[MAP_DIFFUSE].color.a);
-
-        if (mesh.indices != NULL) glDrawElements(GL_TRIANGLES, mesh.triangleCount*3, GL_UNSIGNED_SHORT, mesh.indices);
-        else glDrawArrays(GL_TRIANGLES, 0, mesh.vertexCount);
-    rlPopMatrix();
-
-    glDisableClientState(GL_VERTEX_ARRAY);                  // Disable vertex array
-    glDisableClientState(GL_TEXTURE_COORD_ARRAY);           // Disable texture coords array
-    if (mesh.normals != NULL) glDisableClientState(GL_NORMAL_ARRAY);    // Disable normals array
-    if (mesh.colors != NULL) glDisableClientState(GL_NORMAL_ARRAY);     // Disable colors array
-
-    glDisable(GL_TEXTURE_2D);
-    glBindTexture(GL_TEXTURE_2D, 0);
-#endif
-
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
-    // Bind shader program
-    glUseProgram(material.shader.id);   
-
-    // Matrices and other values required by shader
-    //-----------------------------------------------------
-    // Calculate and send to shader model matrix (used by PBR shader)
-    SetShaderValueMatrix(material.shader, material.shader.locs[LOC_MATRIX_MODEL], transform);
-    
-    // Upload to shader material.colDiffuse
-    if (material.shader.locs[LOC_COLOR_DIFFUSE] != -1)
-        glUniform4f(material.shader.locs[LOC_COLOR_DIFFUSE], (float)material.maps[MAP_DIFFUSE].color.r/255, 
-                                                           (float)material.maps[MAP_DIFFUSE].color.g/255, 
-                                                           (float)material.maps[MAP_DIFFUSE].color.b/255, 
-                                                           (float)material.maps[MAP_DIFFUSE].color.a/255);
-
-    // Upload to shader material.colSpecular (if available)
-    if (material.shader.locs[LOC_COLOR_SPECULAR] != -1) 
-        glUniform4f(material.shader.locs[LOC_COLOR_SPECULAR], (float)material.maps[MAP_SPECULAR].color.r/255, 
-                                                               (float)material.maps[MAP_SPECULAR].color.g/255, 
-                                                               (float)material.maps[MAP_SPECULAR].color.b/255, 
-                                                               (float)material.maps[MAP_SPECULAR].color.a/255);
-                                                               
-    if (material.shader.locs[LOC_MATRIX_VIEW] != -1) SetShaderValueMatrix(material.shader, material.shader.locs[LOC_MATRIX_VIEW], modelview);
-    if (material.shader.locs[LOC_MATRIX_PROJECTION] != -1) SetShaderValueMatrix(material.shader, material.shader.locs[LOC_MATRIX_PROJECTION], projection);
-
-    // At this point the modelview matrix just contains the view matrix (camera)
-    // That's because Begin3dMode() sets it an no model-drawing function modifies it, all use rlPushMatrix() and rlPopMatrix()
-    Matrix matView = modelview;         // View matrix (camera)
-    Matrix matProjection = projection;  // Projection matrix (perspective)
-
-    // Calculate model-view matrix combining matModel and matView
-    Matrix matModelView = MatrixMultiply(transform, matView);           // Transform to camera-space coordinates
-    //-----------------------------------------------------
-
-    // Bind active texture maps (if available)
-    for (int i = 0; i < MAX_MATERIAL_MAPS; i++)
-    {
-        if (material.maps[i].texture.id > 0)
-        {
-            glActiveTexture(GL_TEXTURE0 + i);
-            if ((i == MAP_IRRADIANCE) || (i == MAP_PREFILTER) || (i == MAP_CUBEMAP)) glBindTexture(GL_TEXTURE_CUBE_MAP, material.maps[i].texture.id);
-            else glBindTexture(GL_TEXTURE_2D, material.maps[i].texture.id);
-
-            glUniform1i(material.shader.locs[LOC_MAP_DIFFUSE + i], i);
-        }
-    }
-
-    // Bind vertex array objects (or VBOs)
-    if (vaoSupported) glBindVertexArray(mesh.vaoId);
-    else
-    {
-        // TODO: Simplify VBO binding into a for loop
-
-        // Bind mesh VBO data: vertex position (shader-location = 0)
-        glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[0]);
-        glVertexAttribPointer(material.shader.locs[LOC_VERTEX_POSITION], 3, GL_FLOAT, 0, 0, 0);
-        glEnableVertexAttribArray(material.shader.locs[LOC_VERTEX_POSITION]);
-
-        // Bind mesh VBO data: vertex texcoords (shader-location = 1)
-        glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[1]);
-        glVertexAttribPointer(material.shader.locs[LOC_VERTEX_TEXCOORD01], 2, GL_FLOAT, 0, 0, 0);
-        glEnableVertexAttribArray(material.shader.locs[LOC_VERTEX_TEXCOORD01]);
-
-        // Bind mesh VBO data: vertex normals (shader-location = 2, if available)
-        if (material.shader.locs[LOC_VERTEX_NORMAL] != -1)
-        {
-            glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[2]);
-            glVertexAttribPointer(material.shader.locs[LOC_VERTEX_NORMAL], 3, GL_FLOAT, 0, 0, 0);
-            glEnableVertexAttribArray(material.shader.locs[LOC_VERTEX_NORMAL]);
-        }
-
-        // Bind mesh VBO data: vertex colors (shader-location = 3, if available)
-        if (material.shader.locs[LOC_VERTEX_COLOR] != -1)
-        {
-            if (mesh.vboId[3] != 0)
-            {
-                glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[3]);
-                glVertexAttribPointer(material.shader.locs[LOC_VERTEX_COLOR], 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
-                glEnableVertexAttribArray(material.shader.locs[LOC_VERTEX_COLOR]);
-            }
-            else
-            {
-                // Set default value for unused attribute
-                // NOTE: Required when using default shader and no VAO support
-                glVertexAttrib4f(material.shader.locs[LOC_VERTEX_COLOR], 1.0f, 1.0f, 1.0f, 1.0f);
-                glDisableVertexAttribArray(material.shader.locs[LOC_VERTEX_COLOR]);
-            }
-        }
-
-        // Bind mesh VBO data: vertex tangents (shader-location = 4, if available)
-        if (material.shader.locs[LOC_VERTEX_TANGENT] != -1)
-        {
-            glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[4]);
-            glVertexAttribPointer(material.shader.locs[LOC_VERTEX_TANGENT], 3, GL_FLOAT, 0, 0, 0);
-            glEnableVertexAttribArray(material.shader.locs[LOC_VERTEX_TANGENT]);
-        }
-
-        // Bind mesh VBO data: vertex texcoords2 (shader-location = 5, if available)
-        if (material.shader.locs[LOC_VERTEX_TEXCOORD02] != -1)
-        {
-            glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[5]);
-            glVertexAttribPointer(material.shader.locs[LOC_VERTEX_TEXCOORD02], 2, GL_FLOAT, 0, 0, 0);
-            glEnableVertexAttribArray(material.shader.locs[LOC_VERTEX_TEXCOORD02]);
-        }
-
-        if (mesh.indices != NULL) glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mesh.vboId[6]);
-    }
-
-    int eyesCount = 1;
-#if defined(SUPPORT_VR_SIMULATOR)
-    if (vrStereoRender) eyesCount = 2;
-#endif
-    
-    for (int eye = 0; eye < eyesCount; eye++)
-    {
-        if (eyesCount == 1) modelview = matModelView;
-        #if defined(SUPPORT_VR_SIMULATOR)
-        else SetStereoView(eye, matProjection, matModelView);
-        #endif
-
-        // Calculate model-view-projection matrix (MVP)
-        Matrix matMVP = MatrixMultiply(modelview, projection);        // Transform to screen-space coordinates
-
-        // Send combined model-view-projection matrix to shader
-        glUniformMatrix4fv(material.shader.locs[LOC_MATRIX_MVP], 1, false, MatrixToFloat(matMVP));
-
-        // Draw call!
-        if (mesh.indices != NULL) glDrawElements(GL_TRIANGLES, mesh.triangleCount*3, GL_UNSIGNED_SHORT, 0); // Indexed vertices draw
-        else glDrawArrays(GL_TRIANGLES, 0, mesh.vertexCount);
-    }
-    
-    // Unbind all binded texture maps
-    for (int i = 0; i < MAX_MATERIAL_MAPS; i++)
-    {
-        glActiveTexture(GL_TEXTURE0 + i);       // Set shader active texture
-        if ((i == MAP_IRRADIANCE) || (i == MAP_PREFILTER) || (i == MAP_CUBEMAP)) glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
-        else glBindTexture(GL_TEXTURE_2D, 0);   // Unbind current active texture
-    }
-
-    // Unind vertex array objects (or VBOs)
-    if (vaoSupported) glBindVertexArray(0);
-    else
-    {
-        glBindBuffer(GL_ARRAY_BUFFER, 0);
-        if (mesh.indices != NULL) glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
-    }
-
-    // Unbind shader program
-    glUseProgram(0);
-
-    // Restore projection/modelview matrices
-    // NOTE: In stereo rendering matrices are being modified to fit every eye
-    projection = matProjection;
-    modelview = matView;
-#endif
-}
-
-// Unload mesh data from CPU and GPU
-void rlUnloadMesh(Mesh *mesh)
-{
-    if (mesh->vertices != NULL) free(mesh->vertices);
-    if (mesh->texcoords != NULL) free(mesh->texcoords);
-    if (mesh->normals != NULL) free(mesh->normals);
-    if (mesh->colors != NULL) free(mesh->colors);
-    if (mesh->tangents != NULL) free(mesh->tangents);
-    if (mesh->texcoords2 != NULL) free(mesh->texcoords2);
-    if (mesh->indices != NULL) free(mesh->indices);
-
-    rlDeleteBuffers(mesh->vboId[0]);   // vertex
-    rlDeleteBuffers(mesh->vboId[1]);   // texcoords
-    rlDeleteBuffers(mesh->vboId[2]);   // normals
-    rlDeleteBuffers(mesh->vboId[3]);   // colors
-    rlDeleteBuffers(mesh->vboId[4]);   // tangents
-    rlDeleteBuffers(mesh->vboId[5]);   // texcoords2
-    rlDeleteBuffers(mesh->vboId[6]);   // indices
-
-    rlDeleteVertexArrays(mesh->vaoId);
-}
-
-// Read screen pixel data (color buffer)
-unsigned char *rlReadScreenPixels(int width, int height)
-{
-    unsigned char *screenData = (unsigned char *)calloc(width*height*4, sizeof(unsigned char));
-
-    // NOTE: glReadPixels returns image flipped vertically -> (0,0) is the bottom left corner of the framebuffer
-    glReadPixels(0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, screenData);
-
-    // Flip image vertically!
-    unsigned char *imgData = (unsigned char *)malloc(width*height*sizeof(unsigned char)*4);
-
-    for (int y = height - 1; y >= 0; y--)
-    {
-        for (int x = 0; x < (width*4); x++)
-        {
-            // Flip line
-            imgData[((height - 1) - y)*width*4 + x] = screenData[(y*width*4) + x];
-
-            // 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;
-        }
-    }
-
-    free(screenData);
-
-    return imgData;     // NOTE: image data should be freed
-}
-
-// Read texture pixel data
-// NOTE: glGetTexImage() is not available on OpenGL ES 2.0
-// Texture2D width and height are required on OpenGL ES 2.0. There is no way to get it from texture id.
-void *rlReadTexturePixels(Texture2D texture)
-{
-    void *pixels = NULL;
-
-#if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33)
-    glBindTexture(GL_TEXTURE_2D, texture.id);
-
-    // NOTE: Using texture.id, we can retrieve some texture info (but not on OpenGL ES 2.0)
-    /*
-    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);
-    // Other texture info: GL_TEXTURE_RED_SIZE, GL_TEXTURE_GREEN_SIZE, GL_TEXTURE_BLUE_SIZE, GL_TEXTURE_ALPHA_SIZE
-    */
-
-    int glFormat = 0, glType = 0;
-
-    unsigned int size = texture.width*texture.height;
-
-    // NOTE: GL_LUMINANCE and GL_LUMINANCE_ALPHA are removed since OpenGL 3.1
-    // Must be replaced by GL_RED and GL_RG on Core OpenGL 3.3
-
-    switch (texture.format)
-    {
-#if defined(GRAPHICS_API_OPENGL_11)
-        case UNCOMPRESSED_GRAYSCALE: pixels = (unsigned char *)malloc(size); glFormat = GL_LUMINANCE; glType = GL_UNSIGNED_BYTE; break;            // 8 bit per pixel (no alpha)
-        case UNCOMPRESSED_GRAY_ALPHA: pixels = (unsigned char *)malloc(size*2); glFormat = GL_LUMINANCE_ALPHA; glType = GL_UNSIGNED_BYTE; break;   // 16 bpp (2 channels)
-#elif defined(GRAPHICS_API_OPENGL_33)
-        case UNCOMPRESSED_GRAYSCALE: pixels = (unsigned char *)malloc(size); glFormat = GL_RED; glType = GL_UNSIGNED_BYTE; break;
-        case UNCOMPRESSED_GRAY_ALPHA: pixels = (unsigned char *)malloc(size*2); glFormat = GL_RG; glType = GL_UNSIGNED_BYTE; break;
-#endif
-        case UNCOMPRESSED_R5G6B5: pixels = (unsigned short *)malloc(size); glFormat = GL_RGB; glType = GL_UNSIGNED_SHORT_5_6_5; break;             // 16 bpp
-        case UNCOMPRESSED_R8G8B8: pixels = (unsigned char *)malloc(size*3); glFormat = GL_RGB; glType = GL_UNSIGNED_BYTE; break;                   // 24 bpp
-        case UNCOMPRESSED_R5G5B5A1: pixels = (unsigned short *)malloc(size); glFormat = GL_RGBA; glType = GL_UNSIGNED_SHORT_5_5_5_1; break;        // 16 bpp (1 bit alpha)
-        case UNCOMPRESSED_R4G4B4A4: pixels = (unsigned short *)malloc(size); glFormat = GL_RGBA; glType = GL_UNSIGNED_SHORT_4_4_4_4; break;        // 16 bpp (4 bit alpha)
-        case UNCOMPRESSED_R8G8B8A8: pixels = (unsigned char *)malloc(size*4); glFormat = GL_RGBA; glType = GL_UNSIGNED_BYTE; break;                // 32 bpp
-        default: TraceLog(LOG_WARNING, "Texture data retrieval, format not suported"); break;
-    }
-
-    // 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);
-
-    glGetTexImage(GL_TEXTURE_2D, 0, glFormat, glType, pixels);
-
-    glBindTexture(GL_TEXTURE_2D, 0);
-#endif
-
-#if defined(GRAPHICS_API_OPENGL_ES2)
-
-    RenderTexture2D fbo = rlLoadRenderTexture(texture.width, texture.height);
-
-    // NOTE: Two possible Options:
-    // 1 - Bind texture to color fbo attachment and glReadPixels()
-    // 2 - Create an fbo, activate it, render quad with texture, glReadPixels()
-
-#define GET_TEXTURE_FBO_OPTION_1    // It works
-#if defined(GET_TEXTURE_FBO_OPTION_1)
-    glBindFramebuffer(GL_FRAMEBUFFER, fbo.id);
-    glBindTexture(GL_TEXTURE_2D, 0);
-
-    // Attach our texture to FBO -> Texture must be RGB
-    // NOTE: Previoust attached texture is automatically detached
-    glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture.id, 0);
-
-    pixels = (unsigned char *)malloc(texture.width*texture.height*4*sizeof(unsigned char));
-
-    // NOTE: We read data as RGBA because FBO texture is configured as RGBA, despite binding a RGB texture...
-    glReadPixels(0, 0, texture.width, texture.height, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
-
-    // Re-attach internal FBO color texture before deleting it
-    glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, fbo.texture.id, 0);
-
-    glBindFramebuffer(GL_FRAMEBUFFER, 0);
-
-#elif defined(GET_TEXTURE_FBO_OPTION_2)
-    // Render texture to fbo
-    glBindFramebuffer(GL_FRAMEBUFFER, fbo.id);
-
-    glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
-    glClearDepthf(1.0f);
-    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
-    glViewport(0, 0, width, height);
-    //glMatrixMode(GL_PROJECTION);
-    //glLoadIdentity();
-    rlOrtho(0.0, width, height, 0.0, 0.0, 1.0);
-    //glMatrixMode(GL_MODELVIEW);
-    //glLoadIdentity();
-    //glDisable(GL_TEXTURE_2D);
-    //glDisable(GL_BLEND);
-    glEnable(GL_DEPTH_TEST);
-
-    Model quad;
-    //quad.mesh = GenMeshQuad(width, height);
-    quad.transform = MatrixIdentity();
-    quad.shader = defaultShader;
-
-    DrawModel(quad, (Vector3){ 0.0f, 0.0f, 0.0f }, 1.0f, WHITE);
-
-    pixels = (unsigned char *)malloc(texture.width*texture.height*3*sizeof(unsigned char));
-
-    glReadPixels(0, 0, texture.width, texture.height, GL_RGB, GL_UNSIGNED_BYTE, pixels);
-
-    // Bind framebuffer 0, which means render to back buffer
-    glBindFramebuffer(GL_FRAMEBUFFER, 0);
-
-    UnloadModel(quad);
-#endif // GET_TEXTURE_FBO_OPTION
-
-    // Clean up temporal fbo
-    rlDeleteRenderTextures(fbo);
-
-#endif
-
-    return pixels;
-}
-
-/*
-// TODO: Record draw calls to be processed in batch
-// NOTE: Global state must be kept
-void rlRecordDraw(void)
-{
-    // TODO: Before adding a new draw, check if anything changed from last stored draw
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
-    draws[drawsCounter].vaoId = currentState.vaoId;             // lines.id, trangles.id, quads.id?
-    draws[drawsCounter].textureId = currentState.textureId;     // whiteTexture?
-    draws[drawsCounter].shaderId = currentState.shaderId;       // defaultShader.id
-    draws[drawsCounter].projection = projection;
-    draws[drawsCounter].modelview = modelview;
-    draws[drawsCounter].vertexCount = currentState.vertexCount;
-
-    drawsCounter++;
-#endif
-}
-*/
-
-//----------------------------------------------------------------------------------
-// Module Functions Definition - Shaders Functions
-// NOTE: Those functions are exposed directly to the user in raylib.h
-//----------------------------------------------------------------------------------
-
-// Get default internal texture (white texture)
-Texture2D GetTextureDefault(void)
-{
-    Texture2D texture;
-
-    texture.id = whiteTexture;
-    texture.width = 1;
-    texture.height = 1;
-    texture.mipmaps = 1;
-    texture.format = UNCOMPRESSED_R8G8B8A8;
-
-    return texture;
-}
-
-// Get default shader
-Shader GetShaderDefault(void)
-{
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
-    return defaultShader;
-#else
-    Shader shader = { 0 };
-    return shader;
-#endif
-}
-
-// Load text data from file
-// NOTE: text chars array should be freed manually
-char *LoadText(const char *fileName)
-{
-    FILE *textFile;
-    char *text = NULL;
-
-    int count = 0;
-
-    if (fileName != NULL)
-    {
-        textFile = fopen(fileName,"rt");
-
-        if (textFile != NULL)
-        {
-            fseek(textFile, 0, SEEK_END);
-            count = ftell(textFile);
-            rewind(textFile);
-
-            if (count > 0)
-            {
-                text = (char *)malloc(sizeof(char)*(count + 1));
-                count = fread(text, sizeof(char), count, textFile);
-                text[count] = '\0';
-            }
-
-            fclose(textFile);
-        }
-        else TraceLog(LOG_WARNING, "[%s] Text file could not be opened", fileName);
-    }
-
-    return text;
-}
-
-// Load shader from files and bind default locations
-Shader LoadShader(char *vsFileName, char *fsFileName)
-{
-    Shader shader = { 0 };
-
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
-    // Shaders loading from external text file
-    char *vShaderStr = LoadText(vsFileName);
-    char *fShaderStr = LoadText(fsFileName);
-
-    if ((vShaderStr != NULL) && (fShaderStr != NULL))
-    {
-        shader.id = LoadShaderProgram(vShaderStr, fShaderStr);
-
-        // After shader loading, we TRY to set default location names
-        if (shader.id > 0) SetShaderDefaultLocations(&shader);
-
-        // Shader strings must be freed
-        free(vShaderStr);
-        free(fShaderStr);
-    }
-
-    if (shader.id == 0)
-    {
-        TraceLog(LOG_WARNING, "Custom shader could not be loaded");
-        shader = defaultShader;
-    }
-    
-    
-    // Get available shader uniforms
-    // NOTE: This information is useful for debug...
-    int uniformCount = -1;
-    
-    glGetProgramiv(shader.id, GL_ACTIVE_UNIFORMS, &uniformCount);
-    
-    for(int i = 0; i < uniformCount; i++)
-    {
-        int namelen = -1;
-        int num = -1;
-        char name[256]; // Assume no variable names longer than 256
-        GLenum type = GL_ZERO;
-
-        // Get the name of the uniforms
-        glGetActiveUniform(shader.id, i,sizeof(name) - 1, &namelen, &num, &type, name);
-        
-        name[namelen] = 0;
-
-        // Get the location of the named uniform
-        GLuint location = glGetUniformLocation(shader.id, name);
-        
-        TraceLog(LOG_DEBUG, "[SHDR ID %i] Active uniform [%s] set at location: %i", shader.id, name, location);
-    }
-    
-#endif
-
-    return shader;
-}
-
-// Unload shader from GPU memory (VRAM)
-void UnloadShader(Shader shader)
-{
-    if (shader.id > 0)
-    {
-        rlDeleteShader(shader.id);
-        TraceLog(LOG_INFO, "[SHDR ID %i] Unloaded shader program data", shader.id);
-    }
-}
-
-// Begin custom shader mode
-void BeginShaderMode(Shader shader)
-{
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
-    if (currentShader.id != shader.id)
-    {
-        rlglDraw();
-        currentShader = shader;
-    }
-#endif
-}
-
-// End custom shader mode (returns to default shader)
-void EndShaderMode(void)
-{
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
-    BeginShaderMode(defaultShader);
-#endif
-}
-
-// Get shader uniform location
-int GetShaderLocation(Shader shader, const char *uniformName)
-{
-    int location = -1;
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
-    location = glGetUniformLocation(shader.id, uniformName);
-
-    if (location == -1) TraceLog(LOG_WARNING, "[SHDR ID %i] Shader uniform [%s] COULD NOT BE FOUND", shader.id, uniformName);
-    else TraceLog(LOG_INFO, "[SHDR ID %i] Shader uniform [%s] set at location: %i", shader.id, uniformName, location);
-#endif
-    return location;
-}
-
-// Set shader uniform value (float)
-void SetShaderValue(Shader shader, int uniformLoc, float *value, int size)
-{
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
-    glUseProgram(shader.id);
-
-    if (size == 1) glUniform1fv(uniformLoc, 1, value);          // Shader uniform type: float
-    else if (size == 2) glUniform2fv(uniformLoc, 1, value);     // Shader uniform type: vec2
-    else if (size == 3) glUniform3fv(uniformLoc, 1, value);     // Shader uniform type: vec3
-    else if (size == 4) glUniform4fv(uniformLoc, 1, value);     // Shader uniform type: vec4
-    else TraceLog(LOG_WARNING, "Shader value float array size not supported");
-
-    //glUseProgram(0);      // Avoid reseting current shader program, in case other uniforms are set
-#endif
-}
-
-// Set shader uniform value (int)
-void SetShaderValuei(Shader shader, int uniformLoc, int *value, int size)
-{
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
-    glUseProgram(shader.id);
-
-    if (size == 1) glUniform1iv(uniformLoc, 1, value);          // Shader uniform type: int
-    else if (size == 2) glUniform2iv(uniformLoc, 1, value);     // Shader uniform type: ivec2
-    else if (size == 3) glUniform3iv(uniformLoc, 1, value);     // Shader uniform type: ivec3
-    else if (size == 4) glUniform4iv(uniformLoc, 1, value);     // Shader uniform type: ivec4
-    else TraceLog(LOG_WARNING, "Shader value int array size not supported");
-
-    //glUseProgram(0);
-#endif
-}
-
-// Set shader uniform value (matrix 4x4)
-void SetShaderValueMatrix(Shader shader, int uniformLoc, Matrix mat)
-{
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
-    glUseProgram(shader.id);
-
-    glUniformMatrix4fv(uniformLoc, 1, false, MatrixToFloat(mat));
-
-    //glUseProgram(0);
-#endif
-}
-
-// Set a custom projection matrix (replaces internal projection matrix)
-void SetMatrixProjection(Matrix proj)
-{
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
-    projection = proj;
-#endif
-}
-
-// Set a custom modelview matrix (replaces internal modelview matrix)
-void SetMatrixModelview(Matrix view)
-{
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
-    modelview = view;
-#endif
-}
-
-// Generate cubemap texture from HDR texture
-// TODO: OpenGL ES 2.0 does not support GL_RGB16F texture format, neither GL_DEPTH_COMPONENT24
-Texture2D GenTextureCubemap(Shader shader, Texture2D skyHDR, int size)
-{
-    Texture2D cubemap = { 0 };
-#if defined(GRAPHICS_API_OPENGL_33) // || defined(GRAPHICS_API_OPENGL_ES2)  
-    // NOTE: SetShaderDefaultLocations() already setups locations for projection and view Matrix in shader
-    // Other locations should be setup externally in shader before calling the function
-    
-    // Set up depth face culling and cubemap seamless
-    glDisable(GL_CULL_FACE);
-#if defined(GRAPHICS_API_OPENGL_33)
-    glEnable(GL_TEXTURE_CUBE_MAP_SEAMLESS);     // Flag not supported on OpenGL ES 2.0
-#endif
-    
-
-    // Setup framebuffer
-    unsigned int fbo, rbo;
-    glGenFramebuffers(1, &fbo);
-    glGenRenderbuffers(1, &rbo);
-    glBindFramebuffer(GL_FRAMEBUFFER, fbo);
-    glBindRenderbuffer(GL_RENDERBUFFER, rbo);
-    glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, size, size);
-    glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rbo);
-
-    // Set up cubemap to render and attach to framebuffer
-    // NOTE: faces are stored with 16 bit floating point values
-    glGenTextures(1, &cubemap.id);
-    glBindTexture(GL_TEXTURE_CUBE_MAP, cubemap.id);
-    for (unsigned int i = 0; i < 6; i++) 
-        glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_RGB16F, size, size, 0, GL_RGB, GL_FLOAT, NULL);
-    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
-    glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
-    glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
-
-    // Create projection (transposed) and different views for each face
-    Matrix fboProjection = MatrixPerspective(90.0*DEG2RAD, 1.0, 0.01, 1000.0);
-    //MatrixTranspose(&fboProjection);
-    Matrix fboViews[6] = {
-        MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 1.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
-        MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ -1.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
-        MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 1.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, 1.0f }),
-        MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, -1.0f }),
-        MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, 1.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
-        MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, -1.0f }, (Vector3){ 0.0f, -1.0f, 0.0f })
-    };
-
-    // Convert HDR equirectangular environment map to cubemap equivalent
-    glUseProgram(shader.id);
-    glActiveTexture(GL_TEXTURE0);
-    glBindTexture(GL_TEXTURE_2D, skyHDR.id);
-    SetShaderValueMatrix(shader, shader.locs[LOC_MATRIX_PROJECTION], fboProjection);
-
-    // Note: don't forget to configure the viewport to the capture dimensions
-    glViewport(0, 0, size, size);
-    glBindFramebuffer(GL_FRAMEBUFFER, fbo);
-
-    for (unsigned int i = 0; i < 6; i++)
-    {
-        SetShaderValueMatrix(shader, shader.locs[LOC_MATRIX_VIEW], fboViews[i]);
-        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, cubemap.id, 0);
-        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
-        GenDrawCube();
-    }
-
-    // Unbind framebuffer and textures
-    glBindFramebuffer(GL_FRAMEBUFFER, 0);
-    
-    // Reset viewport dimensions to default
-    glViewport(0, 0, screenWidth, screenHeight);
-    //glEnable(GL_CULL_FACE);
-
-    cubemap.width = size;
-    cubemap.height = size;
-#endif
-    return cubemap;
-}
-
-// Generate irradiance texture using cubemap data
-// TODO: OpenGL ES 2.0 does not support GL_RGB16F texture format, neither GL_DEPTH_COMPONENT24
-Texture2D GenTextureIrradiance(Shader shader, Texture2D cubemap, int size)
-{
-    Texture2D irradiance = { 0 };
-    
-#if defined(GRAPHICS_API_OPENGL_33) // || defined(GRAPHICS_API_OPENGL_ES2)
-    // NOTE: SetShaderDefaultLocations() already setups locations for projection and view Matrix in shader
-    // Other locations should be setup externally in shader before calling the function
-    
-    // Setup framebuffer
-    unsigned int fbo, rbo;
-    glGenFramebuffers(1, &fbo);
-    glGenRenderbuffers(1, &rbo);
-    glBindFramebuffer(GL_FRAMEBUFFER, fbo);
-    glBindRenderbuffer(GL_RENDERBUFFER, rbo);
-    glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, size, size);
-    glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rbo);
-    
-    // Create an irradiance cubemap, and re-scale capture FBO to irradiance scale
-    glGenTextures(1, &irradiance.id);
-    glBindTexture(GL_TEXTURE_CUBE_MAP, irradiance.id);
-    for (unsigned int i = 0; i < 6; i++) 
-        glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_RGB16F, size, size, 0, GL_RGB, GL_FLOAT, NULL);
-    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);
-    glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
-    glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
-    glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
-    
-    // Create projection (transposed) and different views for each face
-    Matrix fboProjection = MatrixPerspective(90.0*DEG2RAD, 1.0, 0.01, 1000.0);
-    //MatrixTranspose(&fboProjection);
-    Matrix fboViews[6] = {
-        MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 1.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
-        MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ -1.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
-        MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 1.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, 1.0f }),
-        MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, -1.0f }),
-        MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, 1.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
-        MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, -1.0f }, (Vector3){ 0.0f, -1.0f, 0.0f })
-    };
-
-    // Solve diffuse integral by convolution to create an irradiance cubemap
-    glUseProgram(shader.id);
-    glActiveTexture(GL_TEXTURE0);
-    glBindTexture(GL_TEXTURE_CUBE_MAP, cubemap.id);
-    SetShaderValueMatrix(shader, shader.locs[LOC_MATRIX_PROJECTION], fboProjection);
-
-    // Note: don't forget to configure the viewport to the capture dimensions
-    glViewport(0, 0, size, size);
-    glBindFramebuffer(GL_FRAMEBUFFER, fbo);
-
-    for (unsigned int i = 0; i < 6; i++)
-    {
-        SetShaderValueMatrix(shader, shader.locs[LOC_MATRIX_VIEW], fboViews[i]);
-        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, irradiance.id, 0);
-        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
-        GenDrawCube();
-    }
-
-    // Unbind framebuffer and textures
-    glBindFramebuffer(GL_FRAMEBUFFER, 0);
-    
-    // Reset viewport dimensions to default
-    glViewport(0, 0, screenWidth, screenHeight);
-
-    irradiance.width = size;
-    irradiance.height = size;
-#endif
-    return irradiance;
-}
-
-// Generate prefilter texture using cubemap data
-// TODO: OpenGL ES 2.0 does not support GL_RGB16F texture format, neither GL_DEPTH_COMPONENT24
-Texture2D GenTexturePrefilter(Shader shader, Texture2D cubemap, int size)
-{
-    Texture2D prefilter = { 0 };
-    
-#if defined(GRAPHICS_API_OPENGL_33) // || defined(GRAPHICS_API_OPENGL_ES2)
-    // NOTE: SetShaderDefaultLocations() already setups locations for projection and view Matrix in shader
-    // Other locations should be setup externally in shader before calling the function
-    // TODO: Locations should be taken out of this function... too shader dependant...
-    int roughnessLoc = GetShaderLocation(shader, "roughness");
-    
-    // Setup framebuffer
-    unsigned int fbo, rbo;
-    glGenFramebuffers(1, &fbo);
-    glGenRenderbuffers(1, &rbo);
-    glBindFramebuffer(GL_FRAMEBUFFER, fbo);
-    glBindRenderbuffer(GL_RENDERBUFFER, rbo);
-    glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, size, size);
-    glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rbo);
-    
-    // Create a prefiltered HDR environment map
-    glGenTextures(1, &prefilter.id);
-    glBindTexture(GL_TEXTURE_CUBE_MAP, prefilter.id);
-    for (unsigned int i = 0; i < 6; i++) 
-        glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_RGB16F, size, size, 0, GL_RGB, GL_FLOAT, NULL);
-    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);
-    glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
-    glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
-    glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
-
-    // Generate mipmaps for the prefiltered HDR texture
-    glGenerateMipmap(GL_TEXTURE_CUBE_MAP);
-    
-    // Create projection (transposed) and different views for each face
-    Matrix fboProjection = MatrixPerspective(90.0*DEG2RAD, 1.0, 0.01, 1000.0);
-    //MatrixTranspose(&fboProjection);
-    Matrix fboViews[6] = {
-        MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 1.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
-        MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ -1.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
-        MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 1.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, 1.0f }),
-        MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, -1.0f }),
-        MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, 1.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
-        MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, -1.0f }, (Vector3){ 0.0f, -1.0f, 0.0f })
-    };
-
-    // Prefilter HDR and store data into mipmap levels
-    glUseProgram(shader.id);
-    glActiveTexture(GL_TEXTURE0);
-    glBindTexture(GL_TEXTURE_CUBE_MAP, cubemap.id);
-    SetShaderValueMatrix(shader, shader.locs[LOC_MATRIX_PROJECTION], fboProjection);
-
-    glBindFramebuffer(GL_FRAMEBUFFER, fbo);
-    
-    #define MAX_MIPMAP_LEVELS   5   // Max number of prefilter texture mipmaps
-
-    for (unsigned int mip = 0; mip < MAX_MIPMAP_LEVELS; mip++)
-    {
-        // Resize framebuffer according to mip-level size.
-        unsigned int mipWidth  = size*powf(0.5f, mip);
-        unsigned int mipHeight = size*powf(0.5f, mip);
-        
-        glBindRenderbuffer(GL_RENDERBUFFER, rbo);
-        glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, mipWidth, mipHeight);
-        glViewport(0, 0, mipWidth, mipHeight);
-
-        float roughness = (float)mip/(float)(MAX_MIPMAP_LEVELS - 1);
-        glUniform1f(roughnessLoc, roughness);
-
-        for (unsigned int i = 0; i < 6; ++i)
-        {
-            SetShaderValueMatrix(shader, shader.locs[LOC_MATRIX_VIEW], fboViews[i]);
-            glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, prefilter.id, mip);
-            glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
-            GenDrawCube();
-        }
-    }
-
-    // Unbind framebuffer and textures
-    glBindFramebuffer(GL_FRAMEBUFFER, 0);
-    
-    // Reset viewport dimensions to default
-    glViewport(0, 0, screenWidth, screenHeight);
-
-    prefilter.width = size;
-    prefilter.height = size;
-#endif
-    return prefilter;
-}
-
-// Generate BRDF texture using cubemap data
-// TODO: OpenGL ES 2.0 does not support GL_RGB16F texture format, neither GL_DEPTH_COMPONENT24
-Texture2D GenTextureBRDF(Shader shader, Texture2D cubemap, int size)
-{
-    Texture2D brdf = { 0 };
-#if defined(GRAPHICS_API_OPENGL_33) // || defined(GRAPHICS_API_OPENGL_ES2)
-    // Generate BRDF convolution texture
-    glGenTextures(1, &brdf.id);
-    glBindTexture(GL_TEXTURE_2D, brdf.id);
-    glTexImage2D(GL_TEXTURE_2D, 0, GL_RG16F, size, size, 0, GL_RG, GL_FLOAT, 0);
-    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
-    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
-    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
-    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
-
-    // Render BRDF LUT into a quad using FBO
-    unsigned int fbo, rbo;
-    glGenFramebuffers(1, &fbo);
-    glGenRenderbuffers(1, &rbo);
-    glBindFramebuffer(GL_FRAMEBUFFER, fbo);
-    glBindRenderbuffer(GL_RENDERBUFFER, rbo);
-    glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, size, size);
-    glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, brdf.id, 0);
-    
-    glViewport(0, 0, size, size);
-    glUseProgram(shader.id);
-    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
-    GenDrawQuad();
-
-    // Unbind framebuffer and textures
-    glBindFramebuffer(GL_FRAMEBUFFER, 0);
-    
-    // Reset viewport dimensions to default
-    glViewport(0, 0, screenWidth, screenHeight);
-   
-    brdf.width = size;
-    brdf.height = size;
-#endif
-    return brdf;
-}
-
-// Begin blending mode (alpha, additive, multiplied)
-// NOTE: Only 3 blending modes supported, default blend mode is alpha
-void BeginBlendMode(int mode)
-{
-    if ((blendMode != mode) && (mode < 3))
-    {
-        rlglDraw();
-
-        switch (mode)
-        {
-            case BLEND_ALPHA: glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); break;
-            case BLEND_ADDITIVE: glBlendFunc(GL_SRC_ALPHA, GL_ONE); break; // Alternative: glBlendFunc(GL_ONE, GL_ONE);
-            case BLEND_MULTIPLIED: glBlendFunc(GL_DST_COLOR, GL_ONE_MINUS_SRC_ALPHA); break;
-            default: break;
-        }
-
-        blendMode = mode;
-    }
-}
-
-// End blending mode (reset to default: alpha blending)
-void EndBlendMode(void)
-{
-    BeginBlendMode(BLEND_ALPHA);
-}
-
-#if defined(SUPPORT_VR_SIMULATOR)
-// Init VR simulator for selected device
-// NOTE: It modifies the global variable: VrDeviceInfo hmd
-void InitVrSimulator(int vrDevice)
-{
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
-    if (vrDevice == HMD_OCULUS_RIFT_DK2)
-    {
-        // Oculus Rift DK2 parameters
-        hmd.hResolution = 1280;                 // HMD horizontal resolution in pixels
-        hmd.vResolution = 800;                  // HMD vertical resolution in pixels
-        hmd.hScreenSize = 0.14976f;             // HMD horizontal size in meters
-        hmd.vScreenSize = 0.09356f;             // HMD vertical size in meters
-        hmd.vScreenCenter = 0.04678f;           // HMD screen center in meters
-        hmd.eyeToScreenDistance = 0.041f;       // HMD distance between eye and display in meters
-        hmd.lensSeparationDistance = 0.0635f;   // HMD lens separation distance in meters
-        hmd.interpupillaryDistance = 0.064f;    // HMD IPD (distance between pupils) in meters
-        hmd.distortionK[0] = 1.0f;              // HMD lens distortion constant parameter 0
-        hmd.distortionK[1] = 0.22f;             // HMD lens distortion constant parameter 1
-        hmd.distortionK[2] = 0.24f;             // HMD lens distortion constant parameter 2
-        hmd.distortionK[3] = 0.0f;              // HMD lens distortion constant parameter 3
-        hmd.chromaAbCorrection[0] = 0.996f;     // HMD chromatic aberration correction parameter 0
-        hmd.chromaAbCorrection[1] = -0.004f;    // HMD chromatic aberration correction parameter 1
-        hmd.chromaAbCorrection[2] = 1.014f;     // HMD chromatic aberration correction parameter 2
-        hmd.chromaAbCorrection[3] = 0.0f;       // HMD chromatic aberration correction parameter 3
-        
-        TraceLog(LOG_INFO, "Initializing VR Simulator (Oculus Rift DK2)");
-    }
-    else if ((vrDevice == HMD_DEFAULT_DEVICE) || (vrDevice == HMD_OCULUS_RIFT_CV1))
-    {
-        // Oculus Rift CV1 parameters
-        // NOTE: CV1 represents a complete HMD redesign compared to previous versions,
-        // new Fresnel-hybrid-asymmetric lenses have been added and, consequently,
-        // previous parameters (DK2) and distortion shader (DK2) doesn't work any more.
-        // I just defined a set of parameters for simulator that approximate to CV1 stereo rendering
-        // but result is not the same obtained with Oculus PC SDK.
-        hmd.hResolution = 2160;                 // HMD horizontal resolution in pixels
-        hmd.vResolution = 1200;                 // HMD vertical resolution in pixels
-        hmd.hScreenSize = 0.133793f;            // HMD horizontal size in meters
-        hmd.vScreenSize = 0.0669f;              // HMD vertical size in meters
-        hmd.vScreenCenter = 0.04678f;           // HMD screen center in meters
-        hmd.eyeToScreenDistance = 0.041f;       // HMD distance between eye and display in meters
-        hmd.lensSeparationDistance = 0.07f;     // HMD lens separation distance in meters
-        hmd.interpupillaryDistance = 0.07f;     // HMD IPD (distance between pupils) in meters
-        hmd.distortionK[0] = 1.0f;              // HMD lens distortion constant parameter 0
-        hmd.distortionK[1] = 0.22f;             // HMD lens distortion constant parameter 1
-        hmd.distortionK[2] = 0.24f;             // HMD lens distortion constant parameter 2
-        hmd.distortionK[3] = 0.0f;              // HMD lens distortion constant parameter 3
-        hmd.chromaAbCorrection[0] = 0.996f;     // HMD chromatic aberration correction parameter 0
-        hmd.chromaAbCorrection[1] = -0.004f;    // HMD chromatic aberration correction parameter 1
-        hmd.chromaAbCorrection[2] = 1.014f;     // HMD chromatic aberration correction parameter 2
-        hmd.chromaAbCorrection[3] = 0.0f;       // HMD chromatic aberration correction parameter 3
-        
-        TraceLog(LOG_INFO, "Initializing VR Simulator (Oculus Rift CV1)");
-    }
-    else 
-    {
-        TraceLog(LOG_WARNING, "VR Simulator doesn't support selected device parameters,");
-        TraceLog(LOG_WARNING, "using default VR Simulator parameters");
-    }
-
-    // Initialize framebuffer and textures for stereo rendering
-    // NOTE: screen size should match HMD aspect ratio
-    vrConfig.stereoFbo = rlLoadRenderTexture(screenWidth, screenHeight);
-    
-#if defined(SUPPORT_DISTORTION_SHADER)
-    // Load distortion shader (initialized by default with Oculus Rift CV1 parameters)
-    vrConfig.distortionShader.id = LoadShaderProgram(vDistortionShaderStr, fDistortionShaderStr);
-    if (vrConfig.distortionShader.id > 0) SetShaderDefaultLocations(&vrConfig.distortionShader);
-#endif
-
-    SetStereoConfig(hmd);
-
-    vrSimulatorReady = true;
-#endif
-
-#if defined(GRAPHICS_API_OPENGL_11)
-    TraceLog(LOG_WARNING, "VR Simulator not supported on OpenGL 1.1");
-#endif
-}
-
-// Close VR simulator for current device
-void CloseVrSimulator(void)
-{
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
-    if (vrSimulatorReady)
-    {
-        rlDeleteRenderTextures(vrConfig.stereoFbo); // Unload stereo framebuffer and texture
-        #if defined(SUPPORT_DISTORTION_SHADER)
-        UnloadShader(vrConfig.distortionShader);    // Unload distortion shader
-        #endif
-    }
-#endif
-}
-
-// Detect if VR simulator is running
-bool IsVrSimulatorReady(void)
-{
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
-    return vrSimulatorReady;
-#else
-    return false;
-#endif
-}
-
-// Enable/Disable VR experience (device or simulator)
-void ToggleVrMode(void)
-{
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
-    vrSimulatorReady = !vrSimulatorReady;
-
-    if (!vrSimulatorReady)
-    {
-        vrStereoRender = false;
-        
-        // Reset viewport and default projection-modelview matrices
-        rlViewport(0, 0, screenWidth, screenHeight);
-        projection = MatrixOrtho(0.0, screenWidth, screenHeight, 0.0, 0.0, 1.0);
-        modelview = MatrixIdentity();
-    }
-    else vrStereoRender = true;
-#endif
-}
-
-// Update VR tracking (position and orientation) and camera
-// NOTE: Camera (position, target, up) gets update with head tracking information
-void UpdateVrTracking(Camera *camera)
-{
-    // TODO: Simulate 1st person camera system
-}
-
-// Begin Oculus drawing configuration
-void BeginVrDrawing(void)
-{
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
-    if (vrSimulatorReady)
-    {
-        // Setup framebuffer for stereo rendering
-        rlEnableRenderTexture(vrConfig.stereoFbo.id);
-
-        // NOTE: If your application is configured to treat the texture as a linear format (e.g. GL_RGBA)
-        // and performs linear-to-gamma conversion in GLSL or does not care about gamma-correction, then:
-        //     - Require OculusBuffer format to be OVR_FORMAT_R8G8B8A8_UNORM_SRGB
-        //     - Do NOT enable GL_FRAMEBUFFER_SRGB
-        //glEnable(GL_FRAMEBUFFER_SRGB);
-
-        //glViewport(0, 0, buffer.width, buffer.height);        // Useful if rendering to separate framebuffers (every eye)
-        rlClearScreenBuffers();             // Clear current framebuffer(s)
-        
-        vrStereoRender = true;
-    }
-#endif
-}
-
-// End Oculus drawing process (and desktop mirror)
-void EndVrDrawing(void)
-{
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
-    if (vrSimulatorReady)
-    {
-        vrStereoRender = false;         // Disable stereo render
-        
-        rlDisableRenderTexture();       // Unbind current framebuffer
-
-        rlClearScreenBuffers();         // Clear current framebuffer
-
-        // Set viewport to default framebuffer size (screen size)
-        rlViewport(0, 0, screenWidth, screenHeight);
-
-        // Let rlgl reconfigure internal matrices
-        rlMatrixMode(RL_PROJECTION);                            // Enable internal projection matrix
-        rlLoadIdentity();                                       // Reset internal projection matrix
-        rlOrtho(0.0, screenWidth, screenHeight, 0.0, 0.0, 1.0); // Recalculate internal projection matrix
-        rlMatrixMode(RL_MODELVIEW);                             // Enable internal modelview matrix
-        rlLoadIdentity();                                       // Reset internal modelview matrix
-
-#if defined(SUPPORT_DISTORTION_SHADER)
-        // Draw RenderTexture (stereoFbo) using distortion shader
-        currentShader = vrConfig.distortionShader;
-#else
-        currentShader = GetShaderDefault();
-#endif
-
-        rlEnableTexture(vrConfig.stereoFbo.texture.id);
-
-        rlPushMatrix();
-            rlBegin(RL_QUADS);
-                rlColor4ub(255, 255, 255, 255);
-                rlNormal3f(0.0f, 0.0f, 1.0f);
-
-                // Bottom-left corner for texture and quad
-                rlTexCoord2f(0.0f, 1.0f);
-                rlVertex2f(0.0f, 0.0f);
-
-                // Bottom-right corner for texture and quad
-                rlTexCoord2f(0.0f, 0.0f);
-                rlVertex2f(0.0f, vrConfig.stereoFbo.texture.height);
-
-                // Top-right corner for texture and quad
-                rlTexCoord2f(1.0f, 0.0f);
-                rlVertex2f(vrConfig.stereoFbo.texture.width, vrConfig.stereoFbo.texture.height);
-
-                // Top-left corner for texture and quad
-                rlTexCoord2f(1.0f, 1.0f);
-                rlVertex2f(vrConfig.stereoFbo.texture.width, 0.0f);
-            rlEnd();
-        rlPopMatrix();
-
-        rlDisableTexture();
-
-        // Update and draw render texture fbo with distortion to backbuffer
-        UpdateBuffersDefault();
-        DrawBuffersDefault();
-        
-        // Restore defaultShader
-        currentShader = defaultShader;
-
-        // Reset viewport and default projection-modelview matrices
-        rlViewport(0, 0, screenWidth, screenHeight);
-        projection = MatrixOrtho(0.0, screenWidth, screenHeight, 0.0, 0.0, 1.0);
-        modelview = MatrixIdentity();
-        
-        rlDisableDepthTest();
-    }
-#endif
-}
-#endif          // SUPPORT_VR_SIMULATOR
-
-//----------------------------------------------------------------------------------
-// Module specific Functions Definition
-//----------------------------------------------------------------------------------
-
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
-// Convert image data to OpenGL texture (returns OpenGL valid Id)
-// NOTE: Expected compressed image data and POT image
-static void LoadTextureCompressed(unsigned char *data, int width, int height, int compressedFormat, int mipmapCount)
-{
-    glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
-
-    int blockSize = 0;      // Bytes every block
-    int offset = 0;
-
-    if ((compressedFormat == GL_COMPRESSED_RGB_S3TC_DXT1_EXT) ||
-        (compressedFormat == GL_COMPRESSED_RGBA_S3TC_DXT1_EXT) ||
-#if defined(GRAPHICS_API_OPENGL_ES2)
-        (compressedFormat == GL_ETC1_RGB8_OES) ||
-#endif
-        (compressedFormat == GL_COMPRESSED_RGB8_ETC2)) blockSize = 8;
-    else blockSize = 16;
-
-    // Load the mipmap levels
-    for (int level = 0; level < mipmapCount && (width || height); level++)
-    {
-        unsigned int size = 0;
-
-        size = ((width + 3)/4)*((height + 3)/4)*blockSize;
-
-        glCompressedTexImage2D(GL_TEXTURE_2D, level, compressedFormat, width, height, 0, size, data + offset);
-
-        offset += size;
-        width  /= 2;
-        height /= 2;
-
-        // Security check for NPOT textures
-        if (width < 1) width = 1;
-        if (height < 1) height = 1;
-    }
-}
-
-// Load custom shader strings and return program id
-static unsigned int LoadShaderProgram(const char *vShaderStr, const char *fShaderStr)
-{
-    unsigned int program = 0;
-
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
-    GLuint vertexShader;
-    GLuint fragmentShader;
-
-    vertexShader = glCreateShader(GL_VERTEX_SHADER);
-    fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
-
-    const char *pvs = vShaderStr;
-    const char *pfs = fShaderStr;
-
-    glShaderSource(vertexShader, 1, &pvs, NULL);
-    glShaderSource(fragmentShader, 1, &pfs, NULL);
-
-    GLint success = 0;
-
-    glCompileShader(vertexShader);
-
-    glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
-
-    if (success != GL_TRUE)
-    {
-        TraceLog(LOG_WARNING, "[VSHDR ID %i] Failed to compile vertex shader...", vertexShader);
-
-        int maxLength = 0;
-        int length;
-
-        glGetShaderiv(vertexShader, GL_INFO_LOG_LENGTH, &maxLength);
-
-#ifdef _MSC_VER
-        char *log = malloc(maxLength);
-#else
-        char log[maxLength];
-#endif
-        glGetShaderInfoLog(vertexShader, maxLength, &length, log);
-
-        TraceLog(LOG_INFO, "%s", log);
-
-#ifdef _MSC_VER
-        free(log);
-#endif
-    }
-    else TraceLog(LOG_INFO, "[VSHDR ID %i] Vertex shader compiled successfully", vertexShader);
-
-    glCompileShader(fragmentShader);
-
-    glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
-
-    if (success != GL_TRUE)
-    {
-        TraceLog(LOG_WARNING, "[FSHDR ID %i] Failed to compile fragment shader...", fragmentShader);
-
-        int maxLength = 0;
-        int length;
-
-        glGetShaderiv(fragmentShader, GL_INFO_LOG_LENGTH, &maxLength);
-
-#ifdef _MSC_VER
-        char *log = malloc(maxLength);
-#else
-        char log[maxLength];
-#endif
-        glGetShaderInfoLog(fragmentShader, maxLength, &length, log);
-
-        TraceLog(LOG_INFO, "%s", log);
-
-#ifdef _MSC_VER
-        free(log);
-#endif
-    }
-    else TraceLog(LOG_INFO, "[FSHDR ID %i] Fragment shader compiled successfully", fragmentShader);
-
-    program = glCreateProgram();
-
-    glAttachShader(program, vertexShader);
-    glAttachShader(program, fragmentShader);
-
-    // NOTE: Default attribute shader locations must be binded before linking
-    glBindAttribLocation(program, 0, DEFAULT_ATTRIB_POSITION_NAME);
-    glBindAttribLocation(program, 1, DEFAULT_ATTRIB_TEXCOORD_NAME);
-    glBindAttribLocation(program, 2, DEFAULT_ATTRIB_NORMAL_NAME);
-    glBindAttribLocation(program, 3, DEFAULT_ATTRIB_COLOR_NAME);
-    glBindAttribLocation(program, 4, DEFAULT_ATTRIB_TANGENT_NAME);
-    glBindAttribLocation(program, 5, DEFAULT_ATTRIB_TEXCOORD2_NAME);
-
-    // 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(LOG_WARNING, "[SHDR ID %i] Failed to link shader program...", program);
-
-        int maxLength = 0;
-        int length;
-
-        glGetProgramiv(program, GL_INFO_LOG_LENGTH, &maxLength);
-
-#ifdef _MSC_VER
-        char *log = malloc(maxLength);
-#else
-        char log[maxLength];
-#endif
-        glGetProgramInfoLog(program, maxLength, &length, log);
-
-        TraceLog(LOG_INFO, "%s", log);
-
-#ifdef _MSC_VER
-        free(log);
-#endif
-        glDeleteProgram(program);
-
-        program = 0;
-    }
-    else TraceLog(LOG_INFO, "[SHDR ID %i] Shader program loaded successfully", program);
-
-    glDeleteShader(vertexShader);
-    glDeleteShader(fragmentShader);
-#endif
-    return program;
-}
-
-
-// Load default shader (just vertex positioning and texture coloring)
-// NOTE: This shader program is used for batch buffers (lines, triangles, quads)
-static Shader LoadShaderDefault(void)
-{
-    Shader shader;
-
-    // Vertex shader directly defined, no external file required
-    char vDefaultShaderStr[] =
-#if defined(GRAPHICS_API_OPENGL_21)
-    "#version 120                       \n"
-#elif defined(GRAPHICS_API_OPENGL_ES2)
-    "#version 100                       \n"
-#endif
-#if defined(GRAPHICS_API_OPENGL_ES2) || defined(GRAPHICS_API_OPENGL_21)
-    "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
-    "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
-    char fDefaultShaderStr[] =
-#if defined(GRAPHICS_API_OPENGL_21)
-    "#version 120                       \n"
-#elif defined(GRAPHICS_API_OPENGL_ES2)
-    "#version 100                       \n"
-    "precision mediump float;           \n"     // precision required for OpenGL ES2 (WebGL)
-#endif
-#if defined(GRAPHICS_API_OPENGL_ES2) || defined(GRAPHICS_API_OPENGL_21)
-    "varying vec2 fragTexCoord;         \n"
-    "varying vec4 fragColor;            \n"
-#elif defined(GRAPHICS_API_OPENGL_33)
-    "#version 330       \n"
-    "in vec2 fragTexCoord;              \n"
-    "in vec4 fragColor;                 \n"
-    "out vec4 finalColor;               \n"
-#endif
-    "uniform sampler2D texture0;        \n"
-    "uniform vec4 colDiffuse;           \n"
-    "void main()                        \n"
-    "{                                  \n"
-#if defined(GRAPHICS_API_OPENGL_ES2) || defined(GRAPHICS_API_OPENGL_21)
-    "    vec4 texelColor = texture2D(texture0, fragTexCoord); \n" // NOTE: texture2D() is deprecated on OpenGL 3.3 and ES 3.0
-    "    gl_FragColor = texelColor*colDiffuse*fragColor;      \n"
-#elif defined(GRAPHICS_API_OPENGL_33)
-    "    vec4 texelColor = texture(texture0, fragTexCoord);   \n"
-    "    finalColor = texelColor*colDiffuse*fragColor;        \n"
-#endif
-    "}                                  \n";
-
-    shader.id = LoadShaderProgram(vDefaultShaderStr, fDefaultShaderStr);
-
-    if (shader.id > 0) 
-    {
-        TraceLog(LOG_INFO, "[SHDR ID %i] Default shader loaded successfully", shader.id);
-        
-        // Set default shader locations
-        // Get handles to GLSL input attibute locations
-        shader.locs[LOC_VERTEX_POSITION] = glGetAttribLocation(shader.id, "vertexPosition");
-        shader.locs[LOC_VERTEX_TEXCOORD01] = glGetAttribLocation(shader.id, "vertexTexCoord");
-        shader.locs[LOC_VERTEX_COLOR] = glGetAttribLocation(shader.id, "vertexColor");
-
-        // Get handles to GLSL uniform locations
-        shader.locs[LOC_MATRIX_MVP]  = glGetUniformLocation(shader.id, "mvp");
-        shader.locs[LOC_COLOR_DIFFUSE] = glGetUniformLocation(shader.id, "colDiffuse");
-        shader.locs[LOC_MAP_DIFFUSE] = glGetUniformLocation(shader.id, "texture0");
-    }
-    else TraceLog(LOG_WARNING, "[SHDR ID %i] Default shader could not be loaded", shader.id);
-
-    return shader;
-}
-
-// Get location handlers to for shader attributes and uniforms
-// NOTE: If any location is not found, loc point becomes -1
-static void SetShaderDefaultLocations(Shader *shader)
-{
-    // NOTE: Default shader attrib locations have been fixed before linking:
-    //          vertex position location    = 0
-    //          vertex texcoord location    = 1
-    //          vertex normal location      = 2
-    //          vertex color location       = 3
-    //          vertex tangent location     = 4
-    //          vertex texcoord2 location   = 5
-
-    // Get handles to GLSL input attibute locations
-    shader->locs[LOC_VERTEX_POSITION] = glGetAttribLocation(shader->id, DEFAULT_ATTRIB_POSITION_NAME);
-    shader->locs[LOC_VERTEX_TEXCOORD01] = glGetAttribLocation(shader->id, DEFAULT_ATTRIB_TEXCOORD_NAME);
-    shader->locs[LOC_VERTEX_TEXCOORD02] = glGetAttribLocation(shader->id, DEFAULT_ATTRIB_TEXCOORD2_NAME);
-    shader->locs[LOC_VERTEX_NORMAL] = glGetAttribLocation(shader->id, DEFAULT_ATTRIB_NORMAL_NAME);
-    shader->locs[LOC_VERTEX_TANGENT] = glGetAttribLocation(shader->id, DEFAULT_ATTRIB_TANGENT_NAME);
-    shader->locs[LOC_VERTEX_COLOR] = glGetAttribLocation(shader->id, DEFAULT_ATTRIB_COLOR_NAME);
-
-    // Get handles to GLSL uniform locations (vertex shader)
-    shader->locs[LOC_MATRIX_MVP]  = glGetUniformLocation(shader->id, "mvp");
-    shader->locs[LOC_MATRIX_PROJECTION]  = glGetUniformLocation(shader->id, "projection");
-    shader->locs[LOC_MATRIX_VIEW]  = glGetUniformLocation(shader->id, "view");
-
-    // Get handles to GLSL uniform locations (fragment shader)
-    shader->locs[LOC_COLOR_DIFFUSE] = glGetUniformLocation(shader->id, "colDiffuse");
-    shader->locs[LOC_MAP_DIFFUSE] = glGetUniformLocation(shader->id, "texture0");
-    shader->locs[LOC_MAP_NORMAL] = glGetUniformLocation(shader->id, "texture1");
-    shader->locs[LOC_MAP_SPECULAR] = glGetUniformLocation(shader->id, "texture2");
-
-    // TODO: Try to find all expected/recognized shader locations (predefined names, must be documented)
-}
-
-// Unload default shader
-static void UnloadShaderDefault(void)
-{
-    glUseProgram(0);
-
-    //glDetachShader(defaultShader, vertexShader);
-    //glDetachShader(defaultShader, fragmentShader);
-    //glDeleteShader(vertexShader);     // Already deleted on shader compilation
-    //glDeleteShader(fragmentShader);   // Already deleted on shader compilation
-    glDeleteProgram(defaultShader.id);
-}
-
-// Load default internal buffers (lines, triangles, quads)
-static void LoadBuffersDefault(void)
-{
-    // [CPU] Allocate and initialize float array buffers to store vertex data (lines, triangles, quads)
-    //--------------------------------------------------------------------------------------------
-
-    // Lines - Initialize arrays (vertex position and color data)
-    lines.vertices = (float *)malloc(sizeof(float)*3*2*MAX_LINES_BATCH);        // 3 float by vertex, 2 vertex by line
-    lines.colors = (unsigned char *)malloc(sizeof(unsigned char)*4*2*MAX_LINES_BATCH);  // 4 float by color, 2 colors by line
-    lines.texcoords = NULL;
-    lines.indices = NULL;
-
-    for (int i = 0; i < (3*2*MAX_LINES_BATCH); i++) lines.vertices[i] = 0.0f;
-    for (int i = 0; i < (4*2*MAX_LINES_BATCH); i++) lines.colors[i] = 0;
-
-    lines.vCounter = 0;
-    lines.cCounter = 0;
-    lines.tcCounter = 0;
-
-    // Triangles - Initialize arrays (vertex position and color data)
-    triangles.vertices = (float *)malloc(sizeof(float)*3*3*MAX_TRIANGLES_BATCH);        // 3 float by vertex, 3 vertex by triangle
-    triangles.colors = (unsigned char *)malloc(sizeof(unsigned char)*4*3*MAX_TRIANGLES_BATCH);  // 4 float by color, 3 colors by triangle
-    triangles.texcoords = NULL;
-    triangles.indices = NULL;
-
-    for (int i = 0; i < (3*3*MAX_TRIANGLES_BATCH); i++) triangles.vertices[i] = 0.0f;
-    for (int i = 0; i < (4*3*MAX_TRIANGLES_BATCH); i++) triangles.colors[i] = 0;
-
-    triangles.vCounter = 0;
-    triangles.cCounter = 0;
-    triangles.tcCounter = 0;
-
-    // Quads - Initialize arrays (vertex position, texcoord, color data and indexes)
-    quads.vertices = (float *)malloc(sizeof(float)*3*4*MAX_QUADS_BATCH);        // 3 float by vertex, 4 vertex by quad
-    quads.texcoords = (float *)malloc(sizeof(float)*2*4*MAX_QUADS_BATCH);       // 2 float by texcoord, 4 texcoord by quad
-    quads.colors = (unsigned char *)malloc(sizeof(unsigned char)*4*4*MAX_QUADS_BATCH);  // 4 float by color, 4 colors by quad
-#if defined(GRAPHICS_API_OPENGL_33)
-    quads.indices = (unsigned int *)malloc(sizeof(int)*6*MAX_QUADS_BATCH);      // 6 int by quad (indices)
-#elif defined(GRAPHICS_API_OPENGL_ES2)
-    quads.indices = (unsigned short *)malloc(sizeof(short)*6*MAX_QUADS_BATCH);  // 6 int by quad (indices)
-#endif
-
-    for (int i = 0; i < (3*4*MAX_QUADS_BATCH); i++) quads.vertices[i] = 0.0f;
-    for (int i = 0; i < (2*4*MAX_QUADS_BATCH); i++) quads.texcoords[i] = 0.0f;
-    for (int i = 0; i < (4*4*MAX_QUADS_BATCH); i++) quads.colors[i] = 0;
-
-    int k = 0;
-
-    // Indices can be initialized right now
-    for (int i = 0; i < (6*MAX_QUADS_BATCH); i+=6)
-    {
-        quads.indices[i] = 4*k;
-        quads.indices[i+1] = 4*k+1;
-        quads.indices[i+2] = 4*k+2;
-        quads.indices[i+3] = 4*k;
-        quads.indices[i+4] = 4*k+2;
-        quads.indices[i+5] = 4*k+3;
-
-        k++;
-    }
-
-    quads.vCounter = 0;
-    quads.tcCounter = 0;
-    quads.cCounter = 0;
-
-    TraceLog(LOG_INFO, "[CPU] Default buffers initialized successfully (lines, triangles, quads)");
-    //--------------------------------------------------------------------------------------------
-
-    // [GPU] Upload vertex data and initialize VAOs/VBOs (lines, triangles, quads)
-    // NOTE: Default buffers are linked to use currentShader (defaultShader)
-    //--------------------------------------------------------------------------------------------
-
-    // Upload and link lines vertex buffers
-    if (vaoSupported)
-    {
-        // Initialize Lines VAO
-        glGenVertexArrays(1, &lines.vaoId);
-        glBindVertexArray(lines.vaoId);
-    }
-
-    // Lines - Vertex buffers binding and attributes enable
-    // Vertex position buffer (shader-location = 0)
-    glGenBuffers(2, &lines.vboId[0]);
-    glBindBuffer(GL_ARRAY_BUFFER, lines.vboId[0]);
-    glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*2*MAX_LINES_BATCH, lines.vertices, GL_DYNAMIC_DRAW);
-    glEnableVertexAttribArray(currentShader.locs[LOC_VERTEX_POSITION]);
-    glVertexAttribPointer(currentShader.locs[LOC_VERTEX_POSITION], 3, GL_FLOAT, 0, 0, 0);
-
-    // Vertex color buffer (shader-location = 3)
-    glGenBuffers(2, &lines.vboId[1]);
-    glBindBuffer(GL_ARRAY_BUFFER, lines.vboId[1]);
-    glBufferData(GL_ARRAY_BUFFER, sizeof(unsigned char)*4*2*MAX_LINES_BATCH, lines.colors, GL_DYNAMIC_DRAW);
-    glEnableVertexAttribArray(currentShader.locs[LOC_VERTEX_COLOR]);
-    glVertexAttribPointer(currentShader.locs[LOC_VERTEX_COLOR], 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
-
-    if (vaoSupported) TraceLog(LOG_INFO, "[VAO ID %i] Default buffers VAO initialized successfully (lines)", lines.vaoId);
-    else TraceLog(LOG_INFO, "[VBO ID %i][VBO ID %i] Default buffers VBOs initialized successfully (lines)", lines.vboId[0], lines.vboId[1]);
-
-    // Upload and link triangles vertex buffers
-    if (vaoSupported)
-    {
-        // Initialize Triangles VAO
-        glGenVertexArrays(1, &triangles.vaoId);
-        glBindVertexArray(triangles.vaoId);
-    }
-
-    // Triangles - Vertex buffers binding and attributes enable
-    // Vertex position buffer (shader-location = 0)
-    glGenBuffers(1, &triangles.vboId[0]);
-    glBindBuffer(GL_ARRAY_BUFFER, triangles.vboId[0]);
-    glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*3*MAX_TRIANGLES_BATCH, triangles.vertices, GL_DYNAMIC_DRAW);
-    glEnableVertexAttribArray(currentShader.locs[LOC_VERTEX_POSITION]);
-    glVertexAttribPointer(currentShader.locs[LOC_VERTEX_POSITION], 3, GL_FLOAT, 0, 0, 0);
-
-    // Vertex color buffer (shader-location = 3)
-    glGenBuffers(1, &triangles.vboId[1]);
-    glBindBuffer(GL_ARRAY_BUFFER, triangles.vboId[1]);
-    glBufferData(GL_ARRAY_BUFFER, sizeof(unsigned char)*4*3*MAX_TRIANGLES_BATCH, triangles.colors, GL_DYNAMIC_DRAW);
-    glEnableVertexAttribArray(currentShader.locs[LOC_VERTEX_COLOR]);
-    glVertexAttribPointer(currentShader.locs[LOC_VERTEX_COLOR], 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
-
-    if (vaoSupported) TraceLog(LOG_INFO, "[VAO ID %i] Default buffers VAO initialized successfully (triangles)", triangles.vaoId);
-    else TraceLog(LOG_INFO, "[VBO ID %i][VBO ID %i] Default buffers VBOs initialized successfully (triangles)", triangles.vboId[0], triangles.vboId[1]);
-
-    // Upload and link quads vertex buffers
-    if (vaoSupported)
-    {
-        // Initialize Quads VAO
-        glGenVertexArrays(1, &quads.vaoId);
-        glBindVertexArray(quads.vaoId);
-    }
-
-    // Quads - Vertex buffers binding and attributes enable
-    // Vertex position buffer (shader-location = 0)
-    glGenBuffers(1, &quads.vboId[0]);
-    glBindBuffer(GL_ARRAY_BUFFER, quads.vboId[0]);
-    glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*4*MAX_QUADS_BATCH, quads.vertices, GL_DYNAMIC_DRAW);
-    glEnableVertexAttribArray(currentShader.locs[LOC_VERTEX_POSITION]);
-    glVertexAttribPointer(currentShader.locs[LOC_VERTEX_POSITION], 3, GL_FLOAT, 0, 0, 0);
-
-    // Vertex texcoord buffer (shader-location = 1)
-    glGenBuffers(1, &quads.vboId[1]);
-    glBindBuffer(GL_ARRAY_BUFFER, quads.vboId[1]);
-    glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*4*MAX_QUADS_BATCH, quads.texcoords, GL_DYNAMIC_DRAW);
-    glEnableVertexAttribArray(currentShader.locs[LOC_VERTEX_TEXCOORD01]);
-    glVertexAttribPointer(currentShader.locs[LOC_VERTEX_TEXCOORD01], 2, GL_FLOAT, 0, 0, 0);
-
-    // Vertex color buffer (shader-location = 3)
-    glGenBuffers(1, &quads.vboId[2]);
-    glBindBuffer(GL_ARRAY_BUFFER, quads.vboId[2]);
-    glBufferData(GL_ARRAY_BUFFER, sizeof(unsigned char)*4*4*MAX_QUADS_BATCH, quads.colors, GL_DYNAMIC_DRAW);
-    glEnableVertexAttribArray(currentShader.locs[LOC_VERTEX_COLOR]);
-    glVertexAttribPointer(currentShader.locs[LOC_VERTEX_COLOR], 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
-
-    // Fill index buffer
-    glGenBuffers(1, &quads.vboId[3]);
-    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, quads.vboId[3]);
-#if defined(GRAPHICS_API_OPENGL_33)
-    glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(int)*6*MAX_QUADS_BATCH, quads.indices, GL_STATIC_DRAW);
-#elif defined(GRAPHICS_API_OPENGL_ES2)
-    glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(short)*6*MAX_QUADS_BATCH, quads.indices, GL_STATIC_DRAW);
-#endif
-
-    if (vaoSupported) TraceLog(LOG_INFO, "[VAO ID %i] Default buffers VAO initialized successfully (quads)", quads.vaoId);
-    else TraceLog(LOG_INFO, "[VBO ID %i][VBO ID %i][VBO ID %i][VBO ID %i] Default buffers VBOs initialized successfully (quads)", quads.vboId[0], quads.vboId[1], quads.vboId[2], quads.vboId[3]);
-
-    // Unbind the current VAO
-    if (vaoSupported) glBindVertexArray(0);
-    //--------------------------------------------------------------------------------------------
-}
-
-// Update default internal buffers (VAOs/VBOs) with vertex array data
-// 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 (change flag required)
-static void UpdateBuffersDefault(void)
-{
-    // Update lines vertex buffers
-    if (lines.vCounter > 0)
-    {
-        // Activate Lines VAO
-        if (vaoSupported) glBindVertexArray(lines.vaoId);
-
-        // Lines - vertex positions buffer
-        glBindBuffer(GL_ARRAY_BUFFER, lines.vboId[0]);
-        //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*2*MAX_LINES_BATCH, lines.vertices, GL_DYNAMIC_DRAW);
-        glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*3*lines.vCounter, lines.vertices);    // target - offset (in bytes) - size (in bytes) - data pointer
-
-        // Lines - colors buffer
-        glBindBuffer(GL_ARRAY_BUFFER, lines.vboId[1]);
-        //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*4*2*MAX_LINES_BATCH, lines.colors, GL_DYNAMIC_DRAW);
-        glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(unsigned char)*4*lines.cCounter, lines.colors);
-    }
-
-    // Update triangles vertex buffers
-    if (triangles.vCounter > 0)
-    {
-        // Activate Triangles VAO
-        if (vaoSupported) glBindVertexArray(triangles.vaoId);
-
-        // Triangles - vertex positions buffer
-        glBindBuffer(GL_ARRAY_BUFFER, triangles.vboId[0]);
-        //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*3*MAX_TRIANGLES_BATCH, triangles.vertices, GL_DYNAMIC_DRAW);
-        glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*3*triangles.vCounter, triangles.vertices);
-
-        // Triangles - colors buffer
-        glBindBuffer(GL_ARRAY_BUFFER, triangles.vboId[1]);
-        //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*4*3*MAX_TRIANGLES_BATCH, triangles.colors, GL_DYNAMIC_DRAW);
-        glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(unsigned char)*4*triangles.cCounter, triangles.colors);
-    }
-
-    // Update quads vertex buffers
-    if (quads.vCounter > 0)
-    {
-        // Activate Quads VAO
-        if (vaoSupported) glBindVertexArray(quads.vaoId);
-
-        // Quads - vertex positions buffer
-        glBindBuffer(GL_ARRAY_BUFFER, quads.vboId[0]);
-        //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*4*MAX_QUADS_BATCH, quads.vertices, GL_DYNAMIC_DRAW);
-        glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*3*quads.vCounter, quads.vertices);
-
-        // Quads - texture coordinates buffer
-        glBindBuffer(GL_ARRAY_BUFFER, quads.vboId[1]);
-        //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*4*MAX_QUADS_BATCH, quads.texcoords, GL_DYNAMIC_DRAW);
-        glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*2*quads.vCounter, quads.texcoords);
-
-        // Quads - colors buffer
-        glBindBuffer(GL_ARRAY_BUFFER, quads.vboId[2]);
-        //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*4*4*MAX_QUADS_BATCH, quads.colors, GL_DYNAMIC_DRAW);
-        glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(unsigned char)*4*quads.vCounter, quads.colors);
-
-        // Another option would be using buffer mapping...
-        //quads.vertices = glMapBuffer(GL_ARRAY_BUFFER, GL_READ_WRITE);
-        // Now we can modify vertices
-        //glUnmapBuffer(GL_ARRAY_BUFFER);
-    }
-    //--------------------------------------------------------------
-
-    // Unbind the current VAO
-    if (vaoSupported) glBindVertexArray(0);
-}
-
-// Draw default internal buffers vertex data
-// NOTE: We draw in this order: lines, triangles, quads
-static void DrawBuffersDefault(void)
-{
-    Matrix matProjection = projection;
-    Matrix matModelView = modelview;
-    
-    int eyesCount = 1;
-#if defined(SUPPORT_VR_SIMULATOR)
-    if (vrStereoRender) eyesCount = 2;
-#endif
-
-    for (int eye = 0; eye < eyesCount; eye++)
-    {
-        #if defined(SUPPORT_VR_SIMULATOR)
-        if (eyesCount == 2) SetStereoView(eye, matProjection, matModelView);
-        #endif
-
-        // Set current shader and upload current MVP matrix
-        if ((lines.vCounter > 0) || (triangles.vCounter > 0) || (quads.vCounter > 0))
-        {
-            glUseProgram(currentShader.id);
-
-            // Create modelview-projection matrix
-            Matrix matMVP = MatrixMultiply(modelview, projection);
-
-            glUniformMatrix4fv(currentShader.locs[LOC_MATRIX_MVP], 1, false, MatrixToFloat(matMVP));
-            glUniform4f(currentShader.locs[LOC_COLOR_DIFFUSE], 1.0f, 1.0f, 1.0f, 1.0f);
-            glUniform1i(currentShader.locs[LOC_MAP_DIFFUSE], 0);
-
-            // NOTE: Additional map textures not considered for default buffers drawing
-        }
-
-        // Draw lines buffers
-        if (lines.vCounter > 0)
-        {
-            glActiveTexture(GL_TEXTURE0);
-            glBindTexture(GL_TEXTURE_2D, whiteTexture);
-
-            if (vaoSupported)
-            {
-                glBindVertexArray(lines.vaoId);
-            }
-            else
-            {
-                // Bind vertex attrib: position (shader-location = 0)
-                glBindBuffer(GL_ARRAY_BUFFER, lines.vboId[0]);
-                glVertexAttribPointer(currentShader.locs[LOC_VERTEX_POSITION], 3, GL_FLOAT, 0, 0, 0);
-                glEnableVertexAttribArray(currentShader.locs[LOC_VERTEX_POSITION]);
-
-                // Bind vertex attrib: color (shader-location = 3)
-                glBindBuffer(GL_ARRAY_BUFFER, lines.vboId[1]);
-                glVertexAttribPointer(currentShader.locs[LOC_VERTEX_COLOR], 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
-                glEnableVertexAttribArray(currentShader.locs[LOC_VERTEX_COLOR]);
-            }
-
-            glDrawArrays(GL_LINES, 0, lines.vCounter);
-
-            if (!vaoSupported) glBindBuffer(GL_ARRAY_BUFFER, 0);
-            glBindTexture(GL_TEXTURE_2D, 0);
-        }
-
-        // Draw triangles buffers
-        if (triangles.vCounter > 0)
-        {
-            glActiveTexture(GL_TEXTURE0);
-            glBindTexture(GL_TEXTURE_2D, whiteTexture);
-
-            if (vaoSupported)
-            {
-                glBindVertexArray(triangles.vaoId);
-            }
-            else
-            {
-                // Bind vertex attrib: position (shader-location = 0)
-                glBindBuffer(GL_ARRAY_BUFFER, triangles.vboId[0]);
-                glVertexAttribPointer(currentShader.locs[LOC_VERTEX_POSITION], 3, GL_FLOAT, 0, 0, 0);
-                glEnableVertexAttribArray(currentShader.locs[LOC_VERTEX_POSITION]);
-
-                // Bind vertex attrib: color (shader-location = 3)
-                glBindBuffer(GL_ARRAY_BUFFER, triangles.vboId[1]);
-                glVertexAttribPointer(currentShader.locs[LOC_VERTEX_COLOR], 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
-                glEnableVertexAttribArray(currentShader.locs[LOC_VERTEX_COLOR]);
-            }
-
-            glDrawArrays(GL_TRIANGLES, 0, triangles.vCounter);
-
-            if (!vaoSupported) glBindBuffer(GL_ARRAY_BUFFER, 0);
-            glBindTexture(GL_TEXTURE_2D, 0);
-        }
-
-        // Draw quads buffers
-        if (quads.vCounter > 0)
-        {
-            int quadsCount = 0;
-            int numIndicesToProcess = 0;
-            int indicesOffset = 0;
-
-            if (vaoSupported)
-            {
-                glBindVertexArray(quads.vaoId);
-            }
-            else
-            {
-                // Bind vertex attrib: position (shader-location = 0)
-                glBindBuffer(GL_ARRAY_BUFFER, quads.vboId[0]);
-                glVertexAttribPointer(currentShader.locs[LOC_VERTEX_POSITION], 3, GL_FLOAT, 0, 0, 0);
-                glEnableVertexAttribArray(currentShader.locs[LOC_VERTEX_POSITION]);
-
-                // Bind vertex attrib: texcoord (shader-location = 1)
-                glBindBuffer(GL_ARRAY_BUFFER, quads.vboId[1]);
-                glVertexAttribPointer(currentShader.locs[LOC_VERTEX_TEXCOORD01], 2, GL_FLOAT, 0, 0, 0);
-                glEnableVertexAttribArray(currentShader.locs[LOC_VERTEX_TEXCOORD01]);
-
-                // Bind vertex attrib: color (shader-location = 3)
-                glBindBuffer(GL_ARRAY_BUFFER, quads.vboId[2]);
-                glVertexAttribPointer(currentShader.locs[LOC_VERTEX_COLOR], 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
-                glEnableVertexAttribArray(currentShader.locs[LOC_VERTEX_COLOR]);
-
-                glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, quads.vboId[3]);
-            }
-
-            //TraceLog(LOG_DEBUG, "Draws required per frame: %i", drawsCounter);
-
-            for (int i = 0; i < drawsCounter; i++)
-            {
-                quadsCount = draws[i].vertexCount/4;
-                numIndicesToProcess = quadsCount*6;  // Get number of Quads*6 index by Quad
-
-                //TraceLog(LOG_DEBUG, "Quads to render: %i - Vertex Count: %i", quadsCount, draws[i].vertexCount);
-
-                glActiveTexture(GL_TEXTURE0);
-                glBindTexture(GL_TEXTURE_2D, draws[i].textureId);
-
-                // 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
-    #if defined(GRAPHICS_API_OPENGL_33)
-                glDrawElements(GL_TRIANGLES, numIndicesToProcess, GL_UNSIGNED_INT, (GLvoid *)(sizeof(GLuint)*indicesOffset));
-    #elif defined(GRAPHICS_API_OPENGL_ES2)
-                glDrawElements(GL_TRIANGLES, numIndicesToProcess, GL_UNSIGNED_SHORT, (GLvoid *)(sizeof(GLushort)*indicesOffset));
-    #endif
-                //GLenum err;
-                //if ((err = glGetError()) != GL_NO_ERROR) TraceLog(LOG_INFO, "OpenGL error: %i", (int)err);    //GL_INVALID_ENUM!
-
-                indicesOffset += draws[i].vertexCount/4*6;
-            }
-
-            if (!vaoSupported)
-            {
-                glBindBuffer(GL_ARRAY_BUFFER, 0);
-                glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
-            }
-
-            glBindTexture(GL_TEXTURE_2D, 0);    // Unbind textures
-        }
-
-        if (vaoSupported) glBindVertexArray(0); // Unbind VAO
-
-        glUseProgram(0);    // Unbind shader program
-    }
-
-    // Reset draws counter
-    drawsCounter = 1;
-    draws[0].textureId = whiteTexture;
-    draws[0].vertexCount = 0;
-
-    // Reset vertex counters for next frame
-    lines.vCounter = 0;
-    lines.cCounter = 0;
-    triangles.vCounter = 0;
-    triangles.cCounter = 0;
-    quads.vCounter = 0;
-    quads.tcCounter = 0;
-    quads.cCounter = 0;
-
-    // Reset depth for next draw
-    currentDepth = -1.0f;
-
-    // Restore projection/modelview matrices
-    projection = matProjection;
-    modelview = matModelView;
-}
-
-// Unload default internal buffers vertex data from CPU and GPU
-static void UnloadBuffersDefault(void)
-{
-    // Unbind everything
-    if (vaoSupported) glBindVertexArray(0);
-    glDisableVertexAttribArray(0);
-    glDisableVertexAttribArray(1);
-    glDisableVertexAttribArray(2);
-    glDisableVertexAttribArray(3);
-    glBindBuffer(GL_ARRAY_BUFFER, 0);
-    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
-
-    // Delete VBOs from GPU (VRAM)
-    glDeleteBuffers(1, &lines.vboId[0]);
-    glDeleteBuffers(1, &lines.vboId[1]);
-    glDeleteBuffers(1, &triangles.vboId[0]);
-    glDeleteBuffers(1, &triangles.vboId[1]);
-    glDeleteBuffers(1, &quads.vboId[0]);
-    glDeleteBuffers(1, &quads.vboId[1]);
-    glDeleteBuffers(1, &quads.vboId[2]);
-    glDeleteBuffers(1, &quads.vboId[3]);
-
-    if (vaoSupported)
-    {
-        // Delete VAOs from GPU (VRAM)
-        glDeleteVertexArrays(1, &lines.vaoId);
-        glDeleteVertexArrays(1, &triangles.vaoId);
-        glDeleteVertexArrays(1, &quads.vaoId);
-    }
-
-    // Free vertex arrays memory from CPU (RAM)
-    free(lines.vertices);
-    free(lines.colors);
-
-    free(triangles.vertices);
-    free(triangles.colors);
-
-    free(quads.vertices);
-    free(quads.texcoords);
-    free(quads.colors);
-    free(quads.indices);
-}
-
-// Renders a 1x1 XY quad in NDC
-static void GenDrawQuad(void)
-{
-    unsigned int quadVAO = 0;
-    unsigned int quadVBO = 0;
-    
-    float vertices[] = {
-        // Positions        // Texture Coords
-        -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,
-    };
-
-    // Set up plane VAO
-    glGenVertexArrays(1, &quadVAO);
-    glGenBuffers(1, &quadVBO);
-    glBindVertexArray(quadVAO);
-
-    // Fill buffer
-    glBindBuffer(GL_ARRAY_BUFFER, quadVBO);
-    glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), &vertices, GL_STATIC_DRAW);
-
-    // Link vertex attributes
-    glEnableVertexAttribArray(0);
-    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5*sizeof(float), (void *)0);
-    glEnableVertexAttribArray(1);
-    glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5*sizeof(float), (void *)(3*sizeof(float)));
-
-    // Draw quad
-    glBindVertexArray(quadVAO);
-    glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
-    glBindVertexArray(0);
-    
-    glDeleteBuffers(1, &quadVBO);
-    glDeleteVertexArrays(1, &quadVAO);
-}
-
-// Renders a 1x1 3D cube in NDC
-static void GenDrawCube(void)
-{
-    unsigned int cubeVAO = 0;
-    unsigned int cubeVBO = 0;
-
-    float vertices[] = {
-        -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
-    };
-
-    // Set up cube VAO
-    glGenVertexArrays(1, &cubeVAO);
-    glGenBuffers(1, &cubeVBO);
-
-    // Fill buffer
-    glBindBuffer(GL_ARRAY_BUFFER, cubeVBO);
-    glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
-
-    // Link vertex attributes
-    glBindVertexArray(cubeVAO);
-    glEnableVertexAttribArray(0);
-    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8*sizeof(float), (void *)0);
-    glEnableVertexAttribArray(1);
-    glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8*sizeof(float), (void *)(3*sizeof(float)));
-    glEnableVertexAttribArray(2);
-    glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8*sizeof(float), (void *)(6*sizeof(float)));
-    glBindBuffer(GL_ARRAY_BUFFER, 0);
-    glBindVertexArray(0);
-
-    // Draw cube
-    glBindVertexArray(cubeVAO);
-    glDrawArrays(GL_TRIANGLES, 0, 36);
-    glBindVertexArray(0);
-    
-    glDeleteBuffers(1, &cubeVBO);
-    glDeleteVertexArrays(1, &cubeVAO);
-}
-
-#if defined(SUPPORT_VR_SIMULATOR)
-// Configure stereo rendering (including distortion shader) with HMD device parameters
-static void SetStereoConfig(VrDeviceInfo hmd)
-{
-    // Compute aspect ratio
-    float aspect = ((float)hmd.hResolution*0.5f)/(float)hmd.vResolution;
-
-    // Compute lens parameters
-    float lensShift = (hmd.hScreenSize*0.25f - hmd.lensSeparationDistance*0.5f)/hmd.hScreenSize;
-    float leftLensCenter[2] = { 0.25f + lensShift, 0.5f };
-    float rightLensCenter[2] = { 0.75f - lensShift, 0.5f };
-    float leftScreenCenter[2] = { 0.25f, 0.5f };
-    float rightScreenCenter[2] = { 0.75f, 0.5f };
-
-    // Compute distortion scale parameters
-    // NOTE: To get lens max radius, lensShift must be normalized to [-1..1]
-    float lensRadius = fabsf(-1.0f - 4.0f*lensShift);
-    float lensRadiusSq = lensRadius*lensRadius;
-    float distortionScale = hmd.distortionK[0] +
-                            hmd.distortionK[1]*lensRadiusSq +
-                            hmd.distortionK[2]*lensRadiusSq*lensRadiusSq +
-                            hmd.distortionK[3]*lensRadiusSq*lensRadiusSq*lensRadiusSq;
-
-    TraceLog(LOG_DEBUG, "VR: Distortion Scale: %f", distortionScale);
-
-    float normScreenWidth = 0.5f;
-    float normScreenHeight = 1.0f;
-    float scaleIn[2] = { 2.0f/normScreenWidth, 2.0f/normScreenHeight/aspect };
-    float scale[2] = { normScreenWidth*0.5f/distortionScale, normScreenHeight*0.5f*aspect/distortionScale };
-
-    TraceLog(LOG_DEBUG, "VR: Distortion Shader: LeftLensCenter = { %f, %f }", leftLensCenter[0], leftLensCenter[1]);
-    TraceLog(LOG_DEBUG, "VR: Distortion Shader: RightLensCenter = { %f, %f }", rightLensCenter[0], rightLensCenter[1]);
-    TraceLog(LOG_DEBUG, "VR: Distortion Shader: Scale = { %f, %f }", scale[0], scale[1]);
-    TraceLog(LOG_DEBUG, "VR: Distortion Shader: ScaleIn = { %f, %f }", scaleIn[0], scaleIn[1]);
-
-#if defined(SUPPORT_DISTORTION_SHADER)
-    // Update distortion shader with lens and distortion-scale parameters
-    SetShaderValue(vrConfig.distortionShader, GetShaderLocation(vrConfig.distortionShader, "leftLensCenter"), leftLensCenter, 2);
-    SetShaderValue(vrConfig.distortionShader, GetShaderLocation(vrConfig.distortionShader, "rightLensCenter"), rightLensCenter, 2);
-    SetShaderValue(vrConfig.distortionShader, GetShaderLocation(vrConfig.distortionShader, "leftScreenCenter"), leftScreenCenter, 2);
-    SetShaderValue(vrConfig.distortionShader, GetShaderLocation(vrConfig.distortionShader, "rightScreenCenter"), rightScreenCenter, 2);
-
-    SetShaderValue(vrConfig.distortionShader, GetShaderLocation(vrConfig.distortionShader, "scale"), scale, 2);
-    SetShaderValue(vrConfig.distortionShader, GetShaderLocation(vrConfig.distortionShader, "scaleIn"), scaleIn, 2);
-    SetShaderValue(vrConfig.distortionShader, GetShaderLocation(vrConfig.distortionShader, "hmdWarpParam"), hmd.distortionK, 4);
-    SetShaderValue(vrConfig.distortionShader, GetShaderLocation(vrConfig.distortionShader, "chromaAbParam"), hmd.chromaAbCorrection, 4);
-#endif
-
-    // Fovy is normally computed with: 2*atan2(hmd.vScreenSize, 2*hmd.eyeToScreenDistance)
-    // ...but with lens distortion it is increased (see Oculus SDK Documentation)
-    //float fovy = 2.0f*atan2(hmd.vScreenSize*0.5f*distortionScale, hmd.eyeToScreenDistance);     // Really need distortionScale?
-    float fovy = 2.0f*(float)atan2(hmd.vScreenSize*0.5f, hmd.eyeToScreenDistance);
-
-    // Compute camera projection matrices
-    float projOffset = 4.0f*lensShift;      // Scaled to projection space coordinates [-1..1]
-    Matrix proj = MatrixPerspective(fovy, aspect, 0.01, 1000.0);
-    vrConfig.eyesProjection[0] = MatrixMultiply(proj, MatrixTranslate(projOffset, 0.0f, 0.0f));
-    vrConfig.eyesProjection[1] = MatrixMultiply(proj, MatrixTranslate(-projOffset, 0.0f, 0.0f));
-
-    // Compute camera transformation matrices
-    // NOTE: Camera movement might seem more natural if we model the head.
-    // Our axis of rotation is the base of our head, so we might want to add
-    // some y (base of head to eye level) and -z (center of head to eye protrusion) to the camera positions.
-    vrConfig.eyesViewOffset[0] = MatrixTranslate(-hmd.interpupillaryDistance*0.5f, 0.075f, 0.045f);
-    vrConfig.eyesViewOffset[1] = MatrixTranslate(hmd.interpupillaryDistance*0.5f, 0.075f, 0.045f);
-
-    // Compute eyes Viewports
-    //vrConfig.eyesViewport[0] = (Rectangle){ 0, 0, hmd.hResolution/2, hmd.vResolution };
-    //vrConfig.eyesViewport[1] = (Rectangle){ hmd.hResolution/2, 0, hmd.hResolution/2, hmd.vResolution };
-}
-
-// Set internal projection and modelview matrix depending on eyes tracking data
-static void SetStereoView(int eye, Matrix matProjection, Matrix matModelView)
-{
-    Matrix eyeProjection = matProjection;
-    Matrix eyeModelView = matModelView;
-
-    // Setup viewport and projection/modelview matrices using tracking data
-    rlViewport(eye*screenWidth/2, 0, screenWidth/2, screenHeight);
-
-    // Apply view offset to modelview matrix
-    eyeModelView = MatrixMultiply(matModelView, vrConfig.eyesViewOffset[eye]);
-
-    eyeProjection = vrConfig.eyesProjection[eye];
-
-    SetMatrixModelview(eyeModelView);
-    SetMatrixProjection(eyeProjection);
-}
-#endif      // defined(SUPPORT_VR_SIMULATOR)
-
-#endif //defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
-
-#if defined(GRAPHICS_API_OPENGL_11)
-// Mipmaps data is generated after image data
-static int GenerateMipmaps(unsigned char *data, int baseWidth, int baseHeight)
-{
-    int mipmapCount = 1;                // Required mipmap levels count (including base level)
-    int width = baseWidth;
-    int height = baseHeight;
-    int size = baseWidth*baseHeight*4;  // Size in bytes (will include mipmaps...), RGBA only
-
-    // Count mipmap levels required
-    while ((width != 1) && (height != 1))
-    {
-        if (width != 1) width /= 2;
-        if (height != 1) height /= 2;
-
-        TraceLog(LOG_DEBUG, "Next mipmap size: %i x %i", width, height);
-
-        mipmapCount++;
-
-        size += (width*height*4);       // Add mipmap size (in bytes)
-    }
-
-    TraceLog(LOG_DEBUG, "Total mipmaps required: %i", mipmapCount);
-    TraceLog(LOG_DEBUG, "Total size of data required: %i", size);
-
-    unsigned char *temp = realloc(data, size);
-
-    if (temp != NULL) data = temp;
-    else TraceLog(LOG_WARNING, "Mipmaps required memory could not be allocated");
-
-    width = baseWidth;
-    height = baseHeight;
-    size = (width*height*4);
-
-    // Generate mipmaps
-    // NOTE: Every mipmap data is stored after data
-    Color *image = (Color *)malloc(width*height*sizeof(Color));
-    Color *mipmap = NULL;
-    int offset = 0;
-    int j = 0;
-
-    for (int i = 0; i < size; i += 4)
-    {
-        image[j].r = data[i];
-        image[j].g = data[i + 1];
-        image[j].b = data[i + 2];
-        image[j].a = data[i + 3];
-        j++;
-    }
-
-    TraceLog(LOG_DEBUG, "Mipmap base (%ix%i)", width, height);
-
-    for (int mip = 1; mip < mipmapCount; mip++)
-    {
-        mipmap = GenNextMipmap(image, width, height);
-
-        offset += (width*height*4); // Size of last mipmap
-        j = 0;
-
-        width /= 2;
-        height /= 2;
-        size = (width*height*4);    // Mipmap size to store after offset
-
-        // Add mipmap to data
-        for (int i = 0; i < size; i += 4)
-        {
-            data[offset + i] = mipmap[j].r;
-            data[offset + i + 1] = mipmap[j].g;
-            data[offset + i + 2] = mipmap[j].b;
-            data[offset + i + 3] = mipmap[j].a;
-            j++;
-        }
-
-        free(image);
-
-        image = mipmap;
-        mipmap = NULL;
-    }
-
-    free(mipmap);       // free mipmap data
-
-    return mipmapCount;
-}
-
-// Manual mipmap generation (basic scaling algorithm)
-static Color *GenNextMipmap(Color *srcData, int srcWidth, int srcHeight)
-{
-    int x2, y2;
-    Color prow, pcol;
-
-    int width = srcWidth/2;
-    int height = srcHeight/2;
-
-    Color *mipmap = (Color *)malloc(width*height*sizeof(Color));
-
-    // Scaling algorithm works perfectly (box-filter)
-    for (int y = 0; y < height; y++)
-    {
-        y2 = 2*y;
-
-        for (int x = 0; x < width; x++)
-        {
-            x2 = 2*x;
-
-            prow.r = (srcData[y2*srcWidth + x2].r + srcData[y2*srcWidth + x2 + 1].r)/2;
-            prow.g = (srcData[y2*srcWidth + x2].g + srcData[y2*srcWidth + x2 + 1].g)/2;
-            prow.b = (srcData[y2*srcWidth + x2].b + srcData[y2*srcWidth + x2 + 1].b)/2;
-            prow.a = (srcData[y2*srcWidth + x2].a + srcData[y2*srcWidth + x2 + 1].a)/2;
-
-            pcol.r = (srcData[(y2+1)*srcWidth + x2].r + srcData[(y2+1)*srcWidth + x2 + 1].r)/2;
-            pcol.g = (srcData[(y2+1)*srcWidth + x2].g + srcData[(y2+1)*srcWidth + x2 + 1].g)/2;
-            pcol.b = (srcData[(y2+1)*srcWidth + x2].b + srcData[(y2+1)*srcWidth + x2 + 1].b)/2;
-            pcol.a = (srcData[(y2+1)*srcWidth + x2].a + srcData[(y2+1)*srcWidth + x2 + 1].a)/2;
-
-            mipmap[y*width + x].r = (prow.r + pcol.r)/2;
-            mipmap[y*width + x].g = (prow.g + pcol.g)/2;
-            mipmap[y*width + x].b = (prow.b + pcol.b)/2;
-            mipmap[y*width + x].a = (prow.a + pcol.a)/2;
-        }
-    }
-
-    TraceLog(LOG_DEBUG, "Mipmap generated successfully (%ix%i)", width, height);
-
-    return mipmap;
-}
-#endif
-
-#if defined(RLGL_STANDALONE)
-// Show trace log messages (LOG_INFO, LOG_WARNING, LOG_ERROR, LOG_DEBUG)
-void TraceLog(int msgType, const char *text, ...)
-{
-    va_list args;
-    va_start(args, text);
-
-    switch (msgType)
-    {
-        case LOG_INFO: fprintf(stdout, "INFO: "); break;
-        case LOG_ERROR: fprintf(stdout, "ERROR: "); break;
-        case LOG_WARNING: fprintf(stdout, "WARNING: "); break;
-        case LOG_DEBUG: fprintf(stdout, "DEBUG: "); break;
-        default: break;
-    }
-
-    vfprintf(stdout, text, args);
-    fprintf(stdout, "\n");
-
-    va_end(args);
-
-    if (msgType == LOG_ERROR) exit(1);
-}
-#endif

+ 0 - 474
templates/android_project/src/raylib_stripped/rlgl.h

@@ -1,474 +0,0 @@
-/**********************************************************************************************
-*
-*   rlgl - raylib OpenGL abstraction layer
-*
-*   rlgl is a wrapper for multiple OpenGL versions (1.1, 2.1, 3.3 Core, ES 2.0) to 
-*   pseudo-OpenGL 1.1 style functions (rlVertex, rlTranslate, rlRotate...). 
-*
-*   When chosing an OpenGL version greater than OpenGL 1.1, rlgl stores vertex data on internal 
-*   VBO buffers (and VAOs if available). It requires calling 3 functions:
-*       rlglInit()  - Initialize internal buffers and auxiliar resources
-*       rlglDraw()  - Process internal buffers and send required draw calls
-*       rlglClose() - De-initialize internal buffers data and other auxiliar resources
-*
-*   CONFIGURATION:
-*
-*   #define GRAPHICS_API_OPENGL_11
-*   #define GRAPHICS_API_OPENGL_21
-*   #define GRAPHICS_API_OPENGL_33
-*   #define GRAPHICS_API_OPENGL_ES2
-*       Use selected OpenGL graphics backend, should be supported by platform
-*       Those preprocessor defines are only used on rlgl module, if OpenGL version is 
-*       required by any other module, use rlGetVersion() tocheck it
-*
-*   #define RLGL_STANDALONE
-*       Use rlgl as standalone library (no raylib dependency)
-*
-*   #define SUPPORT_VR_SIMULATION / SUPPORT_STEREO_RENDERING
-*       Support VR simulation functionality (stereo rendering)
-*
-*   #define SUPPORT_SHADER_DISTORTION
-*       Include stereo rendering distortion shader (shader_distortion.h)
-*
-*   DEPENDENCIES:
-*       raymath     - 3D math functionality (Vector3, Matrix, Quaternion)
-*       GLAD        - OpenGL extensions loading (OpenGL 3.3 Core only)
-*
-*
-*   LICENSE: zlib/libpng
-*
-*   Copyright (c) 2014-2017 Ramon Santamaria (@raysan5)
-*
-*   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.
-*
-*   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:
-*
-*     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.
-*
-*     2. Altered source versions must be plainly marked as such, and must not be misrepresented
-*     as being the original software.
-*
-*     3. This notice may not be removed or altered from any source distribution.
-*
-**********************************************************************************************/
-
-#ifndef RLGL_H
-#define RLGL_H
-
-#if defined(RLGL_STANDALONE)
-    #define RAYMATH_STANDALONE
-#else
-    #include "raylib.h"         // Required for: Model, Shader, Texture2D, TraceLog()
-#endif
-
-#include "raymath.h"            // Required for: Vector3, Matrix
-
-// Security check in case no GRAPHICS_API_OPENGL_* defined
-#if !defined(GRAPHICS_API_OPENGL_11) && !defined(GRAPHICS_API_OPENGL_21) && !defined(GRAPHICS_API_OPENGL_33) && !defined(GRAPHICS_API_OPENGL_ES2)
-    #define GRAPHICS_API_OPENGL_11
-#endif
-
-// Security check in case multiple GRAPHICS_API_OPENGL_* defined
-#if defined(GRAPHICS_API_OPENGL_11)
-    #if defined(GRAPHICS_API_OPENGL_21)
-        #undef GRAPHICS_API_OPENGL_21
-    #endif
-    #if defined(GRAPHICS_API_OPENGL_33)
-        #undef GRAPHICS_API_OPENGL_33
-    #endif
-    #if defined(GRAPHICS_API_OPENGL_ES2)
-        #undef GRAPHICS_API_OPENGL_ES2
-    #endif
-#endif
-
-#if defined(GRAPHICS_API_OPENGL_21)
-    #define GRAPHICS_API_OPENGL_33
-#endif
-
-//----------------------------------------------------------------------------------
-// Defines and Macros
-//----------------------------------------------------------------------------------
-#if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33)
-    // NOTE: This is the maximum amount of lines, triangles and quads per frame, be careful!
-    #define MAX_LINES_BATCH         8192
-    #define MAX_TRIANGLES_BATCH     4096
-    #define MAX_QUADS_BATCH         8192
-#elif defined(GRAPHICS_API_OPENGL_ES2)
-    // NOTE: Reduce memory sizes for embedded systems (RPI and HTML5)
-    // NOTE: On HTML5 (emscripten) this is allocated on heap, by default it's only 16MB!...just take care...
-    #define MAX_LINES_BATCH         1024    // Critical for wire shapes (sphere)
-    #define MAX_TRIANGLES_BATCH     2048    // Critical for some shapes (sphere)
-    #define MAX_QUADS_BATCH         1024    // Be careful with text, every letter maps a quad
-#endif
-
-// Texture parameters (equivalent to OpenGL defines)
-#define RL_TEXTURE_WRAP_S               0x2802      // GL_TEXTURE_WRAP_S
-#define RL_TEXTURE_WRAP_T               0x2803      // GL_TEXTURE_WRAP_T
-#define RL_TEXTURE_MAG_FILTER           0x2800      // GL_TEXTURE_MAG_FILTER
-#define RL_TEXTURE_MIN_FILTER           0x2801      // GL_TEXTURE_MIN_FILTER
-#define RL_TEXTURE_ANISOTROPIC_FILTER   0x3000      // Anisotropic filter (custom identifier)
-
-#define RL_FILTER_NEAREST               0x2600      // GL_NEAREST
-#define RL_FILTER_LINEAR                0x2601      // GL_LINEAR
-#define RL_FILTER_MIP_NEAREST           0x2700      // GL_NEAREST_MIPMAP_NEAREST
-#define RL_FILTER_NEAREST_MIP_LINEAR    0x2702      // GL_NEAREST_MIPMAP_LINEAR
-#define RL_FILTER_LINEAR_MIP_NEAREST    0x2701      // GL_LINEAR_MIPMAP_NEAREST
-#define RL_FILTER_MIP_LINEAR            0x2703      // GL_LINEAR_MIPMAP_LINEAR
-
-#define RL_WRAP_REPEAT                  0x2901      // GL_REPEAT
-#define RL_WRAP_CLAMP                   0x812F      // GL_CLAMP_TO_EDGE
-#define RL_WRAP_CLAMP_MIRROR            0x8742      // GL_MIRROR_CLAMP_EXT
-
-// Matrix modes (equivalent to OpenGL)
-#define RL_MODELVIEW                    0x1700      // GL_MODELVIEW 
-#define RL_PROJECTION                   0x1701      // GL_PROJECTION
-#define RL_TEXTURE                      0x1702      // GL_TEXTURE
-
-// Primitive assembly draw modes
-#define RL_LINES                        0x0001      // GL_LINES
-#define RL_TRIANGLES                    0x0004      // GL_TRIANGLES
-#define RL_QUADS                        0x0007      // GL_QUADS
-
-//----------------------------------------------------------------------------------
-// Types and Structures Definition
-//----------------------------------------------------------------------------------
-typedef enum { OPENGL_11 = 1, OPENGL_21, OPENGL_33, OPENGL_ES_20 } GlVersion;
-
-typedef unsigned char byte;
-
-#if defined(RLGL_STANDALONE)
-    #ifndef __cplusplus
-    // Boolean type
-    typedef enum { false, true } bool;
-    #endif
-    
-    // Shader location point type
-    typedef enum {
-        LOC_VERTEX_POSITION = 0,
-        LOC_VERTEX_TEXCOORD01,
-        LOC_VERTEX_TEXCOORD02,
-        LOC_VERTEX_NORMAL,
-        LOC_VERTEX_TANGENT,
-        LOC_VERTEX_COLOR,
-        LOC_MATRIX_MVP,
-        LOC_MATRIX_MODEL,
-        LOC_MATRIX_VIEW,
-        LOC_MATRIX_PROJECTION,
-        LOC_VECTOR_VIEW,
-        LOC_COLOR_DIFFUSE,
-        LOC_COLOR_SPECULAR,
-        LOC_COLOR_AMBIENT,
-        LOC_MAP_ALBEDO,          // LOC_MAP_DIFFUSE
-        LOC_MAP_METALNESS,       // LOC_MAP_SPECULAR
-        LOC_MAP_NORMAL,
-        LOC_MAP_ROUGHNESS,
-        LOC_MAP_OCCUSION,
-        LOC_MAP_EMISSION,
-        LOC_MAP_HEIGHT,
-        LOC_MAP_CUBEMAP,
-        LOC_MAP_IRRADIANCE,
-        LOC_MAP_PREFILTER,
-        LOC_MAP_BRDF
-    } ShaderLocationIndex;
-
-    #define LOC_MAP_DIFFUSE      LOC_MAP_ALBEDO
-    #define LOC_MAP_SPECULAR     LOC_MAP_METALNESS
-
-    // Material map type
-    typedef enum {
-        MAP_ALBEDO    = 0,       // MAP_DIFFUSE
-        MAP_METALNESS = 1,       // MAP_SPECULAR
-        MAP_NORMAL    = 2,
-        MAP_ROUGHNESS = 3,
-        MAP_OCCLUSION,
-        MAP_EMISSION,
-        MAP_HEIGHT,
-        MAP_CUBEMAP,             // NOTE: Uses GL_TEXTURE_CUBE_MAP
-        MAP_IRRADIANCE,          // NOTE: Uses GL_TEXTURE_CUBE_MAP
-        MAP_PREFILTER,           // NOTE: Uses GL_TEXTURE_CUBE_MAP
-        MAP_BRDF
-    } TexmapIndex;
-
-    #define MAP_DIFFUSE      MAP_ALBEDO
-    #define MAP_SPECULAR     MAP_METALNESS
-
-    // Color type, RGBA (32bit)
-    typedef struct Color {
-        unsigned char r;
-        unsigned char g;
-        unsigned char b;
-        unsigned char a;
-    } Color;
-    
-    // Texture2D type
-    // NOTE: Data stored in GPU memory
-    typedef struct Texture2D {
-        unsigned int id;        // OpenGL texture id
-        int width;              // Texture base width
-        int height;             // Texture base height
-        int mipmaps;            // Mipmap levels, 1 by default
-        int format;             // Data format (TextureFormat)
-    } Texture2D;
-
-    // RenderTexture2D type, for texture rendering
-    typedef struct RenderTexture2D {
-        unsigned int id;        // Render texture (fbo) id
-        Texture2D texture;      // Color buffer attachment texture
-        Texture2D depth;        // Depth buffer attachment texture
-    } RenderTexture2D;
-
-    // Vertex data definning a mesh
-    typedef struct Mesh {
-        int vertexCount;        // number of vertices stored in arrays
-        int triangleCount;      // number of triangles stored (indexed or not)
-        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 *texcoords2;      // vertex second texture coordinates (useful for lightmaps) (shader-location = 5)
-        float *normals;         // vertex normals (XYZ - 3 components per vertex) (shader-location = 2)
-        float *tangents;        // vertex tangents (XYZ - 3 components per vertex) (shader-location = 4)
-        unsigned char *colors;  // vertex colors (RGBA - 4 components per vertex) (shader-location = 3)
-        unsigned short *indices;// vertex indices (in case vertex data comes indexed)
-
-        unsigned int vaoId;     // OpenGL Vertex Array Object id
-        unsigned int vboId[7];  // OpenGL Vertex Buffer Objects id (7 types of vertex data)
-    } Mesh;
-    
-    // Shader and material limits
-    #define MAX_SHADER_LOCATIONS    32
-    #define MAX_MATERIAL_MAPS       12
-    
-    // Shader type (generic)
-    typedef struct Shader {
-        unsigned int id;                // Shader program id
-        int locs[MAX_SHADER_LOCATIONS]; // Shader locations array
-    } Shader;
-
-    // Material texture map
-    typedef struct MaterialMap {
-        Texture2D texture;      // Material map texture
-        Color color;            // Material map color
-        float value;            // Material map value
-    } MaterialMap;
-
-    // Material type (generic)
-    typedef struct Material {
-        Shader shader;          // Material shader
-        MaterialMap maps[MAX_MATERIAL_MAPS]; // Material maps
-        float *params;          // Material generic parameters (if required)
-    } Material;
-
-    // Camera type, defines a camera position/orientation in 3d space
-    typedef struct Camera {
-        Vector3 position;       // Camera position
-        Vector3 target;         // Camera target it looks-at
-        Vector3 up;             // Camera up vector (rotation over its axis)
-        float fovy;             // Camera field-of-view apperture in Y (degrees)
-    } Camera;
-    
-    // TraceLog message types
-    typedef enum { 
-        LOG_INFO = 0, 
-        LOG_ERROR, 
-        LOG_WARNING, 
-        LOG_DEBUG, 
-        LOG_OTHER 
-    } TraceLogType;
-    
-    // Texture formats (support depends on OpenGL version)
-    typedef enum {
-        UNCOMPRESSED_GRAYSCALE = 1,     // 8 bit per pixel (no alpha)
-        UNCOMPRESSED_GRAY_ALPHA,
-        UNCOMPRESSED_R5G6B5,            // 16 bpp
-        UNCOMPRESSED_R8G8B8,            // 24 bpp
-        UNCOMPRESSED_R5G5B5A1,          // 16 bpp (1 bit alpha)
-        UNCOMPRESSED_R4G4B4A4,          // 16 bpp (4 bit alpha)
-        UNCOMPRESSED_R8G8B8A8,          // 32 bpp
-        UNCOMPRESSED_R32G32B32,         // 32 bit per channel (float) - HDR
-        COMPRESSED_DXT1_RGB,            // 4 bpp (no alpha)
-        COMPRESSED_DXT1_RGBA,           // 4 bpp (1 bit alpha)
-        COMPRESSED_DXT3_RGBA,           // 8 bpp
-        COMPRESSED_DXT5_RGBA,           // 8 bpp
-        COMPRESSED_ETC1_RGB,            // 4 bpp
-        COMPRESSED_ETC2_RGB,            // 4 bpp
-        COMPRESSED_ETC2_EAC_RGBA,       // 8 bpp
-        COMPRESSED_PVRT_RGB,            // 4 bpp
-        COMPRESSED_PVRT_RGBA,           // 4 bpp
-        COMPRESSED_ASTC_4x4_RGBA,       // 8 bpp
-        COMPRESSED_ASTC_8x8_RGBA        // 2 bpp
-    } TextureFormat;
-
-    // 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 { 
-        FILTER_POINT = 0,               // No filter, just pixel aproximation
-        FILTER_BILINEAR,                // Linear filtering
-        FILTER_TRILINEAR,               // Trilinear filtering (linear with mipmaps)
-        FILTER_ANISOTROPIC_4X,          // Anisotropic filtering 4x
-        FILTER_ANISOTROPIC_8X,          // Anisotropic filtering 8x
-        FILTER_ANISOTROPIC_16X,         // Anisotropic filtering 16x
-    } TextureFilterMode;
-    
-    // Texture parameters: wrap mode
-    typedef enum { 
-        WRAP_REPEAT = 0, 
-        WRAP_CLAMP, 
-        WRAP_MIRROR 
-    } TextureWrapMode;
-
-    // Color blending modes (pre-defined)
-    typedef enum { 
-        BLEND_ALPHA = 0, 
-        BLEND_ADDITIVE, 
-        BLEND_MULTIPLIED 
-    } BlendMode;
-
-    // VR Head Mounted Display devices
-    typedef enum {
-        HMD_DEFAULT_DEVICE = 0,
-        HMD_OCULUS_RIFT_DK2,
-        HMD_OCULUS_RIFT_CV1,
-        HMD_VALVE_HTC_VIVE,
-        HMD_SAMSUNG_GEAR_VR,
-        HMD_GOOGLE_CARDBOARD,
-        HMD_SONY_PLAYSTATION_VR,
-        HMD_RAZER_OSVR,
-        HMD_FOVE_VR,
-    } VrDevice;
-#endif
-
-#ifdef __cplusplus
-extern "C" {            // Prevents name mangling of functions
-#endif
-
-//------------------------------------------------------------------------------------
-// Functions Declaration - Matrix operations
-//------------------------------------------------------------------------------------
-void rlMatrixMode(int mode);                    // Choose the current matrix to be transformed
-void rlPushMatrix(void);                        // Push the current matrix to stack
-void rlPopMatrix(void);                         // Pop lattest inserted matrix from stack
-void rlLoadIdentity(void);                      // Reset current matrix to identity matrix
-void rlTranslatef(float x, float y, float z);   // Multiply the current matrix by a translation matrix
-void rlRotatef(float angleDeg, float x, float y, float z);  // Multiply the current matrix by a rotation matrix
-void rlScalef(float x, float y, float z);       // Multiply the current matrix by a scaling matrix
-void rlMultMatrixf(float *matf);                // Multiply the current matrix by another matrix
-void rlFrustum(double left, double right, double bottom, double top, double near, double far);
-void rlOrtho(double left, double right, double bottom, double top, double near, double far);
-void rlViewport(int x, int y, int width, int height); // Set the viewport area
-
-//------------------------------------------------------------------------------------
-// Functions Declaration - Vertex level operations
-//------------------------------------------------------------------------------------
-void rlBegin(int mode);                         // Initialize drawing mode (how to organize vertex)
-void rlEnd(void);                               // Finish vertex providing
-void rlVertex2i(int x, int y);                  // Define one vertex (position) - 2 int
-void rlVertex2f(float x, float y);              // Define one vertex (position) - 2 float
-void rlVertex3f(float x, float y, float z);     // Define one vertex (position) - 3 float
-void rlTexCoord2f(float x, float y);            // Define one vertex (texture coordinate) - 2 float
-void rlNormal3f(float x, float y, float z);     // Define one vertex (normal) - 3 float
-void rlColor4ub(byte r, byte g, byte b, byte a);    // Define one vertex (color) - 4 byte
-void rlColor3f(float x, float y, float z);          // Define one vertex (color) - 3 float
-void rlColor4f(float x, float y, float z, float w); // Define one vertex (color) - 4 float
-
-//------------------------------------------------------------------------------------
-// Functions Declaration - OpenGL equivalent functions (common to 1.1, 3.3+, ES2)
-// NOTE: This functions are used to completely abstract raylib code from OpenGL layer
-//------------------------------------------------------------------------------------
-void rlEnableTexture(unsigned int id);                  // Enable texture usage
-void rlDisableTexture(void);                            // Disable texture usage
-void rlTextureParameters(unsigned int id, int param, int value); // Set texture parameters (filter, wrap)
-void rlEnableRenderTexture(unsigned int id);            // Enable render texture (fbo)
-void rlDisableRenderTexture(void);                      // Disable render texture (fbo), return to default framebuffer
-void rlEnableDepthTest(void);                           // Enable depth test
-void rlDisableDepthTest(void);                          // Disable depth test
-void rlEnableWireMode(void);                            // Enable wire mode
-void rlDisableWireMode(void);                           // Disable wire mode
-void rlDeleteTextures(unsigned int id);                 // Delete OpenGL texture from GPU
-void rlDeleteRenderTextures(RenderTexture2D target);    // Delete render textures (fbo) from GPU
-void rlDeleteShader(unsigned int id);                   // Delete OpenGL shader program from GPU
-void rlDeleteVertexArrays(unsigned int id);             // Unload vertex data (VAO) from GPU memory
-void rlDeleteBuffers(unsigned int id);                  // Unload vertex data (VBO) from GPU memory
-void rlClearColor(byte r, byte g, byte b, byte a);      // Clear color buffer with color
-void rlClearScreenBuffers(void);                        // Clear used screen buffers (color and depth)
-
-//------------------------------------------------------------------------------------
-// Functions Declaration - rlgl functionality
-//------------------------------------------------------------------------------------
-void rlglInit(int width, int height);           // Initialize rlgl (buffers, shaders, textures, states)
-void rlglClose(void);                           // De-inititialize rlgl (buffers, shaders, textures)
-void rlglDraw(void);                            // Update and Draw default buffers (lines, triangles, quads)
-
-int rlGetVersion(void);                         // Returns current OpenGL version
-void rlLoadExtensions(void *loader);            // Load OpenGL extensions
-Vector3 rlUnproject(Vector3 source, Matrix proj, Matrix view);  // Get world coordinates from screen coordinates
-
-// Textures data management
-unsigned int rlLoadTexture(void *data, int width, int height, int format, int mipmapCount);    // Load texture in GPU
-void rlUpdateTexture(unsigned int id, int width, int height, int format, const void *data);    // Update GPU texture with new data
-void rlUnloadTexture(unsigned int id);
-void rlGenerateMipmaps(Texture2D *texture);                         // Generate mipmap data for selected texture
-void *rlReadTexturePixels(Texture2D texture);                       // Read texture pixel data
-unsigned char *rlReadScreenPixels(int width, int height);           // Read screen pixel data (color buffer)
-RenderTexture2D rlLoadRenderTexture(int width, int height);         // Load a texture to be used for rendering (fbo with color and depth attachments)
-
-// Vertex data management
-void rlLoadMesh(Mesh *mesh, bool dynamic);                          // Upload vertex data into GPU and provided VAO/VBO ids
-void rlUpdateMesh(Mesh mesh, int buffer, int numVertex);            // Update vertex data on GPU (upload new data to one buffer)
-void rlDrawMesh(Mesh mesh, Material material, Matrix transform);    // Draw a 3d mesh with material and transform
-void rlUnloadMesh(Mesh *mesh);                                      // Unload mesh data from CPU and GPU
-
-// NOTE: There is a set of shader related functions that are available to end user,
-// to avoid creating function wrappers through core module, they have been directly declared in raylib.h
-
-#if defined(RLGL_STANDALONE)
-//------------------------------------------------------------------------------------
-// Shaders System Functions (Module: rlgl)
-// NOTE: This functions are useless when using OpenGL 1.1
-//------------------------------------------------------------------------------------
-Shader LoadShader(char *vsFileName, char *fsFileName);  // Load a custom shader and bind default locations
-void UnloadShader(Shader shader);                       // Unload a custom shader from memory
-
-Shader GetShaderDefault(void);                          // Get default shader
-Texture2D GetTextureDefault(void);                      // Get default texture
-
-// Shader configuration functions
-int GetShaderLocation(Shader shader, const char *uniformName);              // Get shader uniform location
-void SetShaderValue(Shader shader, int uniformLoc, float *value, int size); // Set shader uniform value (float)
-void SetShaderValuei(Shader shader, int uniformLoc, int *value, int size);  // Set shader uniform value (int)
-void SetShaderValueMatrix(Shader shader, int uniformLoc, Matrix mat);       // Set shader uniform value (matrix 4x4)
-void SetMatrixProjection(Matrix proj);                              // Set a custom projection matrix (replaces internal projection matrix)
-void SetMatrixModelview(Matrix view);                               // Set a custom modelview matrix (replaces internal modelview matrix)
-
-// Texture maps generation (PBR)
-// NOTE: Required shaders should be provided
-Texture2D GenTextureCubemap(Shader shader, Texture2D skyHDR, int size);     // Generate cubemap texture from HDR texture
-Texture2D GenTextureIrradiance(Shader shader, Texture2D cubemap, int size); // Generate irradiance texture using cubemap data
-Texture2D GenTexturePrefilter(Shader shader, Texture2D cubemap, int size);  // Generate prefilter texture using cubemap data
-Texture2D GenTextureBRDF(Shader shader, Texture2D cubemap, int size);       // Generate BRDF texture using cubemap data
-
-// Shading and blending
-void BeginShaderMode(Shader shader);                    // Begin custom shader drawing
-void EndShaderMode(void);                               // End custom shader drawing (use default shader)
-void BeginBlendMode(int mode);                          // Begin blending mode (alpha, additive, multiplied)
-void EndBlendMode(void);                                // End blending mode (reset to default: alpha blending)
-
-// VR simulator functionality
-void InitVrSimulator(int vrDevice);                     // Init VR simulator for selected device
-void CloseVrSimulator(void);                            // Close VR simulator for current device
-void UpdateVrTracking(Camera *camera);                  // Update VR tracking (position and orientation) and camera
-void ToggleVrMode(void);                                // Enable/Disable VR experience (device or simulator)
-void BeginVrDrawing(void);                              // Begin VR stereo rendering
-void EndVrDrawing(void);                                // End VR stereo rendering
-
-void TraceLog(int msgType, const char *text, ...);      // Show trace log messages (LOG_INFO, LOG_WARNING, LOG_ERROR, LOG_DEBUG)
-#endif
-
-#ifdef __cplusplus
-}
-#endif
-
-#endif // RLGL_H

+ 0 - 214
templates/android_project/src/raylib_stripped/utils.c

@@ -1,214 +0,0 @@
-/**********************************************************************************************
-*
-*   raylib.utils - Some common utility functions
-*
-*   CONFIGURATION:
-*
-*   #define SUPPORT_SAVE_PNG (defined by default)
-*       Support saving image data as PNG fileformat
-*       NOTE: Requires stb_image_write library
-*
-*   #define SUPPORT_SAVE_BMP
-*       Support saving image data as BMP fileformat
-*       NOTE: Requires stb_image_write library
-*
-*   #define SUPPORT_TRACELOG
-*       Show TraceLog() output messages
-*       NOTE: By default LOG_DEBUG traces not shown
-*
-*   #define SUPPORT_TRACELOG_DEBUG
-*       Show TraceLog() LOG_DEBUG messages
-*
-*   DEPENDENCIES:
-*       stb_image_write - BMP/PNG writting functions
-*
-*
-*   LICENSE: zlib/libpng
-*
-*   Copyright (c) 2014-2017 Ramon Santamaria (@raysan5)
-*
-*   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.
-*
-*   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:
-*
-*     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.
-*
-*     2. Altered source versions must be plainly marked as such, and must not be misrepresented
-*     as being the original software.
-*
-*     3. This notice may not be removed or altered from any source distribution.
-*
-**********************************************************************************************/
-
-#define SUPPORT_TRACELOG            // Output tracelog messages
-//#define SUPPORT_TRACELOG_DEBUG     // Avoid LOG_DEBUG messages tracing
-
-#include "raylib.h"                 // Required for: LogType enum
-#include "utils.h"
-
-#if defined(PLATFORM_ANDROID)
-    #include <errno.h>
-    #include <android/log.h>
-    #include <android/asset_manager.h>
-#endif
-
-#include <stdlib.h>                 // Required for: malloc(), free()
-#include <stdio.h>                  // Required for: fopen(), fclose(), fputc(), fwrite(), printf(), fprintf(), funopen()
-#include <stdarg.h>                 // Required for: va_list, va_start(), vfprintf(), va_end()
-#include <string.h>                 // Required for: strlen(), strrchr(), strcmp()
-
-#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI)
-    #define STB_IMAGE_WRITE_IMPLEMENTATION
-    #include "external/stb_image_write.h"    // Required for: stbi_write_bmp(), stbi_write_png()
-#endif
-
-//#define RRES_IMPLEMENTATION
-//#include "rres.h"
-
-//----------------------------------------------------------------------------------
-// Global Variables Definition
-//----------------------------------------------------------------------------------
-#if defined(PLATFORM_ANDROID)
-AAssetManager *assetManager;
-#endif
-
-//----------------------------------------------------------------------------------
-// Module specific Functions Declaration
-//----------------------------------------------------------------------------------
-#if defined(PLATFORM_ANDROID)
-static int android_read(void *cookie, char *buf, int size);
-static int android_write(void *cookie, const char *buf, int size);
-static fpos_t android_seek(void *cookie, fpos_t offset, int whence);
-static int android_close(void *cookie);
-#endif
-
-//----------------------------------------------------------------------------------
-// Module Functions Definition - Utilities
-//----------------------------------------------------------------------------------
-
-// Show trace log messages (LOG_INFO, LOG_WARNING, LOG_ERROR, LOG_DEBUG)
-void TraceLog(int msgType, const char *text, ...)
-{
-#if defined(SUPPORT_TRACELOG)
-    static char buffer[128];
-    int traceDebugMsgs = 0;
-    
-#if defined(SUPPORT_TRACELOG_DEBUG)
-    traceDebugMsgs = 1;
-#endif
-
-    switch(msgType)
-    {
-        case LOG_INFO: strcpy(buffer, "INFO: "); break;
-        case LOG_ERROR: strcpy(buffer, "ERROR: "); break;
-        case LOG_WARNING: strcpy(buffer, "WARNING: "); break;
-        case LOG_DEBUG: strcpy(buffer, "DEBUG: "); break;
-        default: break;
-    }
-
-    strcat(buffer, text);
-    strcat(buffer, "\n");
-
-    va_list args;
-    va_start(args, text);
-
-#if defined(PLATFORM_ANDROID)
-    switch(msgType)
-    {
-        case LOG_INFO: __android_log_vprint(ANDROID_LOG_INFO, "raylib", buffer, args); break;
-        case LOG_ERROR: __android_log_vprint(ANDROID_LOG_ERROR, "raylib", buffer, args); break;
-        case LOG_WARNING: __android_log_vprint(ANDROID_LOG_WARN, "raylib", buffer, args); break;
-        case LOG_DEBUG: if (traceDebugMsgs) __android_log_vprint(ANDROID_LOG_DEBUG, "raylib", buffer, args); break;
-        default: break;
-    }
-#else
-    if ((msgType != LOG_DEBUG) || ((msgType == LOG_DEBUG) && (traceDebugMsgs))) vprintf(buffer, args);
-#endif
-
-    va_end(args);
-
-    if (msgType == LOG_ERROR) exit(1);  // If LOG_ERROR message, exit program
-    
-#endif  // SUPPORT_TRACELOG
-}
-
-#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI)
-
-#if defined(SUPPORT_SAVE_BMP)
-// Creates a BMP image file from an array of pixel data
-void SaveBMP(const char *fileName, unsigned char *imgData, int width, int height, int compSize)
-{
-    stbi_write_bmp(fileName, width, height, compSize, imgData);
-}
-#endif
-
-#if defined(SUPPORT_SAVE_PNG)
-// Creates a PNG image file from an array of pixel data
-void SavePNG(const char *fileName, unsigned char *imgData, int width, int height, int compSize)
-{
-    stbi_write_png(fileName, width, height, compSize, imgData, width*compSize);
-}
-#endif
-#endif
-
-// Keep track of memory allocated
-// NOTE: mallocType defines the type of data allocated
-/*
-void RecordMalloc(int mallocType, int mallocSize, const char *msg)
-{
-    // TODO: Investigate how to record memory allocation data...
-    // Maybe creating my own malloc function...
-}
-*/
-
-#if defined(PLATFORM_ANDROID)
-// Initialize asset manager from android app
-void InitAssetManager(AAssetManager *manager)
-{
-    assetManager = manager;
-}
-
-// Replacement for fopen
-FILE *android_fopen(const char *fileName, const char *mode)
-{
-    if (mode[0] == 'w') return NULL;
-
-    AAsset *asset = AAssetManager_open(assetManager, fileName, 0);
-
-    if (!asset) return NULL;
-
-    return funopen(asset, android_read, android_write, android_seek, android_close);
-}
-#endif
-
-//----------------------------------------------------------------------------------
-// Module specific Functions Definition
-//----------------------------------------------------------------------------------
-#if defined(PLATFORM_ANDROID)
-static int android_read(void *cookie, char *buf, int size)
-{
-    return AAsset_read((AAsset *)cookie, buf, size);
-}
-
-static int android_write(void *cookie, const char *buf, int size)
-{
-    TraceLog(LOG_ERROR, "Can't provide write access to the APK");
-
-    return EACCES;
-}
-
-static fpos_t android_seek(void *cookie, fpos_t offset, int whence)
-{
-    return AAsset_seek((AAsset *)cookie, offset, whence);
-}
-
-static int android_close(void *cookie)
-{
-    AAsset_close((AAsset *)cookie);
-    return 0;
-}
-#endif

+ 0 - 79
templates/android_project/src/raylib_stripped/utils.h

@@ -1,79 +0,0 @@
-/**********************************************************************************************
-*
-*   raylib.utils - Some common utility functions
-*
-*
-*   LICENSE: zlib/libpng
-*
-*   Copyright (c) 2014-2017 Ramon Santamaria (@raysan5)
-*
-*   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.
-*
-*   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:
-*
-*     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.
-*
-*     2. Altered source versions must be plainly marked as such, and must not be misrepresented
-*     as being the original software.
-*
-*     3. This notice may not be removed or altered from any source distribution.
-*
-**********************************************************************************************/
-
-#ifndef UTILS_H
-#define UTILS_H
-
-#if defined(PLATFORM_ANDROID)
-    #include <stdio.h>                      // Required for: FILE
-    #include <android/asset_manager.h>      // Required for: AAssetManager
-#endif
-
-//#include "rres.h"
-
-#define SUPPORT_SAVE_PNG
-
-//----------------------------------------------------------------------------------
-// Some basic Defines
-//----------------------------------------------------------------------------------
-#if defined(PLATFORM_ANDROID)
-    #define fopen(name, mode) android_fopen(name, mode) 
-#endif
-
-//----------------------------------------------------------------------------------
-// Types and Structures Definition
-//----------------------------------------------------------------------------------
-#ifdef __cplusplus
-extern "C" {            // Prevents name mangling of functions
-#endif
-
-//----------------------------------------------------------------------------------
-// Global Variables Definition
-//----------------------------------------------------------------------------------
-// Nop...
-
-//----------------------------------------------------------------------------------
-// Module Functions Declaration
-//----------------------------------------------------------------------------------
-#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI)
-#if defined(SUPPORT_SAVE_BMP)
-void SaveBMP(const char *fileName, unsigned char *imgData, int width, int height, int compSize);
-#endif
-#if defined(SUPPORT_SAVE_PNG)
-void SavePNG(const char *fileName, unsigned char *imgData, int width, int height, int compSize);
-#endif
-#endif
-
-#if defined(PLATFORM_ANDROID)
-void InitAssetManager(AAssetManager *manager);  // Initialize asset manager from android app
-FILE *android_fopen(const char *fileName, const char *mode);    // Replacement for fopen()
-#endif
-
-#ifdef __cplusplus
-}
-#endif
-
-#endif // UTILS_H

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templates/android_project/src/resources/coin.wav


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templates/android_project/src/resources/raylib_logo.png