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- /**********************************************************************************************
- *
- * 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_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.
- *
- **********************************************************************************************/
- #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_33
- #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
- // 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;
- // 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 (PixelFormat)
- } 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 (XYZW - 4 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;
- // 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 lensDistortionValues[4]; // HMD lens distortion constant parameters
- float chromaAbCorrection[4]; // HMD chromatic aberration correction parameters
- } VrDeviceInfo;
- // 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_R32, // 32 bpp (1 channel - float)
- UNCOMPRESSED_R32G32B32, // 32*3 bpp (3 channels - float)
- UNCOMPRESSED_R32G32B32A32, // 32*4 bpp (4 channels - float)
- 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
- } PixelFormat;
- // 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;
- // 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_OCCLUSION,
- 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
- // VR Head Mounted Display devices
- typedef enum {
- HMD_DEFAULT_DEVICE = 0,
- HMD_OCULUS_RIFT_DK2,
- HMD_OCULUS_RIFT_CV1,
- HMD_OCULUS_GO,
- HMD_VALVE_HTC_VIVE,
- HMD_SONY_PSVR
- } 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
- bool rlCheckBufferLimit(int type, int vCount); // Check internal buffer overflow for a given number of vertex
- void rlSetDebugMarker(const char *text); // Set debug marker for analysis
- 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, const float *value, int size); // Set shader uniform value (float)
- void SetShaderValuei(Shader shader, int uniformLoc, const 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)
- Matrix GetMatrixModelview(); // Get 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
- VrDeviceInfo GetVrDeviceInfo(int vrDeviceType); // Get VR device information for some standard devices
- void InitVrSimulator(VrDeviceInfo info); // Init VR simulator for selected device parameters
- 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
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