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- /**********************************************************************************************
- *
- * rlgl v4.5 - A multi-OpenGL abstraction layer with an immediate-mode style API
- *
- * An abstraction layer for multiple OpenGL versions (1.1, 2.1, 3.3 Core, 4.3 Core, ES 2.0)
- * that provides a pseudo-OpenGL 1.1 immediate-mode style API (rlVertex, rlTranslate, rlRotate...)
- *
- * When choosing an OpenGL backend different than OpenGL 1.1, some internal buffer are
- * initialized on rlglInit() to accumulate vertex data.
- *
- * When an internal state change is required all the stored vertex data is renderer in batch,
- * additionally, rlDrawRenderBatchActive() could be called to force flushing of the batch.
- *
- * Some additional resources are also loaded for convenience, here the complete list:
- * - Default batch (RLGL.defaultBatch): RenderBatch system to accumulate vertex data
- * - Default texture (RLGL.defaultTextureId): 1x1 white pixel R8G8B8A8
- * - Default shader (RLGL.State.defaultShaderId, RLGL.State.defaultShaderLocs)
- *
- * Internal buffer (and additional resources) must be manually unloaded calling rlglClose().
- *
- *
- * CONFIGURATION:
- *
- * #define GRAPHICS_API_OPENGL_11
- * #define GRAPHICS_API_OPENGL_21
- * #define GRAPHICS_API_OPENGL_33
- * #define GRAPHICS_API_OPENGL_43
- * #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() to check it
- *
- * #define RLGL_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 RLGL_RENDER_TEXTURES_HINT
- * Enable framebuffer objects (fbo) support (enabled by default)
- * Some GPUs could not support them despite the OpenGL version
- *
- * #define RLGL_SHOW_GL_DETAILS_INFO
- * Show OpenGL extensions and capabilities detailed logs on init
- *
- * #define RLGL_ENABLE_OPENGL_DEBUG_CONTEXT
- * Enable debug context (only available on OpenGL 4.3)
- *
- * rlgl capabilities could be customized just defining some internal
- * values before library inclusion (default values listed):
- *
- * #define RL_DEFAULT_BATCH_BUFFER_ELEMENTS 8192 // Default internal render batch elements limits
- * #define RL_DEFAULT_BATCH_BUFFERS 1 // Default number of batch buffers (multi-buffering)
- * #define RL_DEFAULT_BATCH_DRAWCALLS 256 // Default number of batch draw calls (by state changes: mode, texture)
- * #define RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS 4 // Maximum number of textures units that can be activated on batch drawing (SetShaderValueTexture())
- *
- * #define RL_MAX_MATRIX_STACK_SIZE 32 // Maximum size of internal Matrix stack
- * #define RL_MAX_SHADER_LOCATIONS 32 // Maximum number of shader locations supported
- * #define RL_CULL_DISTANCE_NEAR 0.01 // Default projection matrix near cull distance
- * #define RL_CULL_DISTANCE_FAR 1000.0 // Default projection matrix far cull distance
- *
- * When loading a shader, the following vertex attribute and uniform
- * location names are tried to be set automatically:
- *
- * #define RL_DEFAULT_SHADER_ATTRIB_NAME_POSITION "vertexPosition" // Bound by default to shader location: 0
- * #define RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD "vertexTexCoord" // Bound by default to shader location: 1
- * #define RL_DEFAULT_SHADER_ATTRIB_NAME_NORMAL "vertexNormal" // Bound by default to shader location: 2
- * #define RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR "vertexColor" // Bound by default to shader location: 3
- * #define RL_DEFAULT_SHADER_ATTRIB_NAME_TANGENT "vertexTangent" // Bound by default to shader location: 4
- * #define RL_DEFAULT_SHADER_UNIFORM_NAME_MVP "mvp" // model-view-projection matrix
- * #define RL_DEFAULT_SHADER_UNIFORM_NAME_VIEW "matView" // view matrix
- * #define RL_DEFAULT_SHADER_UNIFORM_NAME_PROJECTION "matProjection" // projection matrix
- * #define RL_DEFAULT_SHADER_UNIFORM_NAME_MODEL "matModel" // model matrix
- * #define RL_DEFAULT_SHADER_UNIFORM_NAME_NORMAL "matNormal" // normal matrix (transpose(inverse(matModelView))
- * #define RL_DEFAULT_SHADER_UNIFORM_NAME_COLOR "colDiffuse" // color diffuse (base tint color, multiplied by texture color)
- * #define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE0 "texture0" // texture0 (texture slot active 0)
- * #define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE1 "texture1" // texture1 (texture slot active 1)
- * #define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE2 "texture2" // texture2 (texture slot active 2)
- *
- * DEPENDENCIES:
- *
- * - OpenGL libraries (depending on platform and OpenGL version selected)
- * - GLAD OpenGL extensions loading library (only for OpenGL 3.3 Core, 4.3 Core)
- *
- *
- * LICENSE: zlib/libpng
- *
- * Copyright (c) 2014-2023 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
- #define RLGL_VERSION "4.5"
- // Function specifiers in case library is build/used as a shared library (Windows)
- // NOTE: Microsoft specifiers to tell compiler that symbols are imported/exported from a .dll
- #if defined(_WIN32)
- #if defined(BUILD_LIBTYPE_SHARED)
- #define RLAPI __declspec(dllexport) // We are building the library as a Win32 shared library (.dll)
- #elif defined(USE_LIBTYPE_SHARED)
- #define RLAPI __declspec(dllimport) // We are using the library as a Win32 shared library (.dll)
- #endif
- #endif
- // Function specifiers definition
- #ifndef RLAPI
- #define RLAPI // Functions defined as 'extern' by default (implicit specifiers)
- #endif
- // Support TRACELOG macros
- #ifndef TRACELOG
- #define TRACELOG(level, ...) (void)0
- #define TRACELOGD(...) (void)0
- #endif
- // Allow custom memory allocators
- #ifndef RL_MALLOC
- #define RL_MALLOC(sz) malloc(sz)
- #endif
- #ifndef RL_CALLOC
- #define RL_CALLOC(n,sz) calloc(n,sz)
- #endif
- #ifndef RL_REALLOC
- #define RL_REALLOC(n,sz) realloc(n,sz)
- #endif
- #ifndef RL_FREE
- #define RL_FREE(p) free(p)
- #endif
- // 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_43) && \
- !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_43)
- #undef GRAPHICS_API_OPENGL_43
- #endif
- #if defined(GRAPHICS_API_OPENGL_ES2)
- #undef GRAPHICS_API_OPENGL_ES2
- #endif
- #endif
- // OpenGL 2.1 uses most of OpenGL 3.3 Core functionality
- // WARNING: Specific parts are checked with #if defines
- #if defined(GRAPHICS_API_OPENGL_21)
- #define GRAPHICS_API_OPENGL_33
- #endif
- // OpenGL 4.3 uses OpenGL 3.3 Core functionality
- #if defined(GRAPHICS_API_OPENGL_43)
- #define GRAPHICS_API_OPENGL_33
- #endif
- // Support framebuffer objects by default
- // NOTE: Some driver implementation do not support it, despite they should
- #define RLGL_RENDER_TEXTURES_HINT
- //----------------------------------------------------------------------------------
- // Defines and Macros
- //----------------------------------------------------------------------------------
- // Default internal render batch elements limits
- #ifndef RL_DEFAULT_BATCH_BUFFER_ELEMENTS
- #if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33)
- // This is the maximum amount of elements (quads) per batch
- // NOTE: Be careful with text, every letter maps to a quad
- #define RL_DEFAULT_BATCH_BUFFER_ELEMENTS 8192
- #endif
- #if defined(GRAPHICS_API_OPENGL_ES2)
- // We 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 RL_DEFAULT_BATCH_BUFFER_ELEMENTS 2048
- #endif
- #endif
- #ifndef RL_DEFAULT_BATCH_BUFFERS
- #define RL_DEFAULT_BATCH_BUFFERS 1 // Default number of batch buffers (multi-buffering)
- #endif
- #ifndef RL_DEFAULT_BATCH_DRAWCALLS
- #define RL_DEFAULT_BATCH_DRAWCALLS 256 // Default number of batch draw calls (by state changes: mode, texture)
- #endif
- #ifndef RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS
- #define RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS 4 // Maximum number of textures units that can be activated on batch drawing (SetShaderValueTexture())
- #endif
- // Internal Matrix stack
- #ifndef RL_MAX_MATRIX_STACK_SIZE
- #define RL_MAX_MATRIX_STACK_SIZE 32 // Maximum size of Matrix stack
- #endif
- // Shader limits
- #ifndef RL_MAX_SHADER_LOCATIONS
- #define RL_MAX_SHADER_LOCATIONS 32 // Maximum number of shader locations supported
- #endif
- // Projection matrix culling
- #ifndef RL_CULL_DISTANCE_NEAR
- #define RL_CULL_DISTANCE_NEAR 0.01 // Default near cull distance
- #endif
- #ifndef RL_CULL_DISTANCE_FAR
- #define RL_CULL_DISTANCE_FAR 1000.0 // Default far cull distance
- #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_FILTER_NEAREST 0x2600 // GL_NEAREST
- #define RL_TEXTURE_FILTER_LINEAR 0x2601 // GL_LINEAR
- #define RL_TEXTURE_FILTER_MIP_NEAREST 0x2700 // GL_NEAREST_MIPMAP_NEAREST
- #define RL_TEXTURE_FILTER_NEAREST_MIP_LINEAR 0x2702 // GL_NEAREST_MIPMAP_LINEAR
- #define RL_TEXTURE_FILTER_LINEAR_MIP_NEAREST 0x2701 // GL_LINEAR_MIPMAP_NEAREST
- #define RL_TEXTURE_FILTER_MIP_LINEAR 0x2703 // GL_LINEAR_MIPMAP_LINEAR
- #define RL_TEXTURE_FILTER_ANISOTROPIC 0x3000 // Anisotropic filter (custom identifier)
- #define RL_TEXTURE_MIPMAP_BIAS_RATIO 0x4000 // Texture mipmap bias, percentage ratio (custom identifier)
- #define RL_TEXTURE_WRAP_REPEAT 0x2901 // GL_REPEAT
- #define RL_TEXTURE_WRAP_CLAMP 0x812F // GL_CLAMP_TO_EDGE
- #define RL_TEXTURE_WRAP_MIRROR_REPEAT 0x8370 // GL_MIRRORED_REPEAT
- #define RL_TEXTURE_WRAP_MIRROR_CLAMP 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
- // GL equivalent data types
- #define RL_UNSIGNED_BYTE 0x1401 // GL_UNSIGNED_BYTE
- #define RL_FLOAT 0x1406 // GL_FLOAT
- // GL buffer usage hint
- #define RL_STREAM_DRAW 0x88E0 // GL_STREAM_DRAW
- #define RL_STREAM_READ 0x88E1 // GL_STREAM_READ
- #define RL_STREAM_COPY 0x88E2 // GL_STREAM_COPY
- #define RL_STATIC_DRAW 0x88E4 // GL_STATIC_DRAW
- #define RL_STATIC_READ 0x88E5 // GL_STATIC_READ
- #define RL_STATIC_COPY 0x88E6 // GL_STATIC_COPY
- #define RL_DYNAMIC_DRAW 0x88E8 // GL_DYNAMIC_DRAW
- #define RL_DYNAMIC_READ 0x88E9 // GL_DYNAMIC_READ
- #define RL_DYNAMIC_COPY 0x88EA // GL_DYNAMIC_COPY
- // GL Shader type
- #define RL_FRAGMENT_SHADER 0x8B30 // GL_FRAGMENT_SHADER
- #define RL_VERTEX_SHADER 0x8B31 // GL_VERTEX_SHADER
- #define RL_COMPUTE_SHADER 0x91B9 // GL_COMPUTE_SHADER
- // GL blending factors
- #define RL_ZERO 0 // GL_ZERO
- #define RL_ONE 1 // GL_ONE
- #define RL_SRC_COLOR 0x0300 // GL_SRC_COLOR
- #define RL_ONE_MINUS_SRC_COLOR 0x0301 // GL_ONE_MINUS_SRC_COLOR
- #define RL_SRC_ALPHA 0x0302 // GL_SRC_ALPHA
- #define RL_ONE_MINUS_SRC_ALPHA 0x0303 // GL_ONE_MINUS_SRC_ALPHA
- #define RL_DST_ALPHA 0x0304 // GL_DST_ALPHA
- #define RL_ONE_MINUS_DST_ALPHA 0x0305 // GL_ONE_MINUS_DST_ALPHA
- #define RL_DST_COLOR 0x0306 // GL_DST_COLOR
- #define RL_ONE_MINUS_DST_COLOR 0x0307 // GL_ONE_MINUS_DST_COLOR
- #define RL_SRC_ALPHA_SATURATE 0x0308 // GL_SRC_ALPHA_SATURATE
- #define RL_CONSTANT_COLOR 0x8001 // GL_CONSTANT_COLOR
- #define RL_ONE_MINUS_CONSTANT_COLOR 0x8002 // GL_ONE_MINUS_CONSTANT_COLOR
- #define RL_CONSTANT_ALPHA 0x8003 // GL_CONSTANT_ALPHA
- #define RL_ONE_MINUS_CONSTANT_ALPHA 0x8004 // GL_ONE_MINUS_CONSTANT_ALPHA
- // GL blending functions/equations
- #define RL_FUNC_ADD 0x8006 // GL_FUNC_ADD
- #define RL_MIN 0x8007 // GL_MIN
- #define RL_MAX 0x8008 // GL_MAX
- #define RL_FUNC_SUBTRACT 0x800A // GL_FUNC_SUBTRACT
- #define RL_FUNC_REVERSE_SUBTRACT 0x800B // GL_FUNC_REVERSE_SUBTRACT
- #define RL_BLEND_EQUATION 0x8009 // GL_BLEND_EQUATION
- #define RL_BLEND_EQUATION_RGB 0x8009 // GL_BLEND_EQUATION_RGB // (Same as BLEND_EQUATION)
- #define RL_BLEND_EQUATION_ALPHA 0x883D // GL_BLEND_EQUATION_ALPHA
- #define RL_BLEND_DST_RGB 0x80C8 // GL_BLEND_DST_RGB
- #define RL_BLEND_SRC_RGB 0x80C9 // GL_BLEND_SRC_RGB
- #define RL_BLEND_DST_ALPHA 0x80CA // GL_BLEND_DST_ALPHA
- #define RL_BLEND_SRC_ALPHA 0x80CB // GL_BLEND_SRC_ALPHA
- #define RL_BLEND_COLOR 0x8005 // GL_BLEND_COLOR
- //----------------------------------------------------------------------------------
- // Types and Structures Definition
- //----------------------------------------------------------------------------------
- #if (defined(__STDC__) && __STDC_VERSION__ >= 199901L) || (defined(_MSC_VER) && _MSC_VER >= 1800)
- #include <stdbool.h>
- #elif !defined(__cplusplus) && !defined(bool) && !defined(RL_BOOL_TYPE)
- // Boolean type
- typedef enum bool { false = 0, true = !false } bool;
- #endif
- #if !defined(RL_MATRIX_TYPE)
- // Matrix, 4x4 components, column major, OpenGL style, right handed
- typedef struct Matrix {
- float m0, m4, m8, m12; // Matrix first row (4 components)
- float m1, m5, m9, m13; // Matrix second row (4 components)
- float m2, m6, m10, m14; // Matrix third row (4 components)
- float m3, m7, m11, m15; // Matrix fourth row (4 components)
- } Matrix;
- #define RL_MATRIX_TYPE
- #endif
- // Dynamic vertex buffers (position + texcoords + colors + indices arrays)
- typedef struct rlVertexBuffer {
- int elementCount; // Number of elements in the buffer (QUADS)
- float *vertices; // Vertex position (XYZ - 3 components per vertex) (shader-location = 0)
- float *texcoords; // Vertex texture coordinates (UV - 2 components per vertex) (shader-location = 1)
- unsigned char *colors; // Vertex colors (RGBA - 4 components per vertex) (shader-location = 3)
- #if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33)
- unsigned int *indices; // Vertex indices (in case vertex data comes indexed) (6 indices per quad)
- #endif
- #if defined(GRAPHICS_API_OPENGL_ES2)
- unsigned short *indices; // Vertex indices (in case vertex data comes indexed) (6 indices per quad)
- #endif
- unsigned int vaoId; // OpenGL Vertex Array Object id
- unsigned int vboId[4]; // OpenGL Vertex Buffer Objects id (4 types of vertex data)
- } rlVertexBuffer;
- // Draw call type
- // NOTE: Only texture changes register a new draw, other state-change-related elements are not
- // used at this moment (vaoId, shaderId, matrices), raylib just forces a batch draw call if any
- // of those state-change happens (this is done in core module)
- typedef struct rlDrawCall {
- int mode; // Drawing mode: LINES, TRIANGLES, QUADS
- int vertexCount; // Number of vertex of the draw
- int vertexAlignment; // Number of vertex required for index alignment (LINES, TRIANGLES)
- //unsigned int vaoId; // Vertex array id to be used on the draw -> Using RLGL.currentBatch->vertexBuffer.vaoId
- //unsigned int shaderId; // Shader id to be used on the draw -> Using RLGL.currentShaderId
- unsigned int textureId; // Texture id to be used on the draw -> Use to create new draw call if changes
- //Matrix projection; // Projection matrix for this draw -> Using RLGL.projection by default
- //Matrix modelview; // Modelview matrix for this draw -> Using RLGL.modelview by default
- } rlDrawCall;
- // rlRenderBatch type
- typedef struct rlRenderBatch {
- int bufferCount; // Number of vertex buffers (multi-buffering support)
- int currentBuffer; // Current buffer tracking in case of multi-buffering
- rlVertexBuffer *vertexBuffer; // Dynamic buffer(s) for vertex data
- rlDrawCall *draws; // Draw calls array, depends on textureId
- int drawCounter; // Draw calls counter
- float currentDepth; // Current depth value for next draw
- } rlRenderBatch;
- // OpenGL version
- typedef enum {
- RL_OPENGL_11 = 1, // OpenGL 1.1
- RL_OPENGL_21, // OpenGL 2.1 (GLSL 120)
- RL_OPENGL_33, // OpenGL 3.3 (GLSL 330)
- RL_OPENGL_43, // OpenGL 4.3 (using GLSL 330)
- RL_OPENGL_ES_20 // OpenGL ES 2.0 (GLSL 100)
- } rlGlVersion;
- // Trace log level
- // NOTE: Organized by priority level
- typedef enum {
- RL_LOG_ALL = 0, // Display all logs
- RL_LOG_TRACE, // Trace logging, intended for internal use only
- RL_LOG_DEBUG, // Debug logging, used for internal debugging, it should be disabled on release builds
- RL_LOG_INFO, // Info logging, used for program execution info
- RL_LOG_WARNING, // Warning logging, used on recoverable failures
- RL_LOG_ERROR, // Error logging, used on unrecoverable failures
- RL_LOG_FATAL, // Fatal logging, used to abort program: exit(EXIT_FAILURE)
- RL_LOG_NONE // Disable logging
- } rlTraceLogLevel;
- // Texture pixel formats
- // NOTE: Support depends on OpenGL version
- typedef enum {
- RL_PIXELFORMAT_UNCOMPRESSED_GRAYSCALE = 1, // 8 bit per pixel (no alpha)
- RL_PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA, // 8*2 bpp (2 channels)
- RL_PIXELFORMAT_UNCOMPRESSED_R5G6B5, // 16 bpp
- RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8, // 24 bpp
- RL_PIXELFORMAT_UNCOMPRESSED_R5G5B5A1, // 16 bpp (1 bit alpha)
- RL_PIXELFORMAT_UNCOMPRESSED_R4G4B4A4, // 16 bpp (4 bit alpha)
- RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8A8, // 32 bpp
- RL_PIXELFORMAT_UNCOMPRESSED_R32, // 32 bpp (1 channel - float)
- RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32, // 32*3 bpp (3 channels - float)
- RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32A32, // 32*4 bpp (4 channels - float)
- RL_PIXELFORMAT_COMPRESSED_DXT1_RGB, // 4 bpp (no alpha)
- RL_PIXELFORMAT_COMPRESSED_DXT1_RGBA, // 4 bpp (1 bit alpha)
- RL_PIXELFORMAT_COMPRESSED_DXT3_RGBA, // 8 bpp
- RL_PIXELFORMAT_COMPRESSED_DXT5_RGBA, // 8 bpp
- RL_PIXELFORMAT_COMPRESSED_ETC1_RGB, // 4 bpp
- RL_PIXELFORMAT_COMPRESSED_ETC2_RGB, // 4 bpp
- RL_PIXELFORMAT_COMPRESSED_ETC2_EAC_RGBA, // 8 bpp
- RL_PIXELFORMAT_COMPRESSED_PVRT_RGB, // 4 bpp
- RL_PIXELFORMAT_COMPRESSED_PVRT_RGBA, // 4 bpp
- RL_PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA, // 8 bpp
- RL_PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA // 2 bpp
- } rlPixelFormat;
- // Texture parameters: filter mode
- // NOTE 1: Filtering considers mipmaps if available in the texture
- // NOTE 2: Filter is accordingly set for minification and magnification
- typedef enum {
- RL_TEXTURE_FILTER_POINT = 0, // No filter, just pixel approximation
- RL_TEXTURE_FILTER_BILINEAR, // Linear filtering
- RL_TEXTURE_FILTER_TRILINEAR, // Trilinear filtering (linear with mipmaps)
- RL_TEXTURE_FILTER_ANISOTROPIC_4X, // Anisotropic filtering 4x
- RL_TEXTURE_FILTER_ANISOTROPIC_8X, // Anisotropic filtering 8x
- RL_TEXTURE_FILTER_ANISOTROPIC_16X, // Anisotropic filtering 16x
- } rlTextureFilter;
- // Color blending modes (pre-defined)
- typedef enum {
- RL_BLEND_ALPHA = 0, // Blend textures considering alpha (default)
- RL_BLEND_ADDITIVE, // Blend textures adding colors
- RL_BLEND_MULTIPLIED, // Blend textures multiplying colors
- RL_BLEND_ADD_COLORS, // Blend textures adding colors (alternative)
- RL_BLEND_SUBTRACT_COLORS, // Blend textures subtracting colors (alternative)
- RL_BLEND_ALPHA_PREMULTIPLY, // Blend premultiplied textures considering alpha
- RL_BLEND_CUSTOM, // Blend textures using custom src/dst factors (use rlSetBlendFactors())
- RL_BLEND_CUSTOM_SEPARATE // Blend textures using custom src/dst factors (use rlSetBlendFactorsSeparate())
- } rlBlendMode;
- // Shader location point type
- typedef enum {
- RL_SHADER_LOC_VERTEX_POSITION = 0, // Shader location: vertex attribute: position
- RL_SHADER_LOC_VERTEX_TEXCOORD01, // Shader location: vertex attribute: texcoord01
- RL_SHADER_LOC_VERTEX_TEXCOORD02, // Shader location: vertex attribute: texcoord02
- RL_SHADER_LOC_VERTEX_NORMAL, // Shader location: vertex attribute: normal
- RL_SHADER_LOC_VERTEX_TANGENT, // Shader location: vertex attribute: tangent
- RL_SHADER_LOC_VERTEX_COLOR, // Shader location: vertex attribute: color
- RL_SHADER_LOC_MATRIX_MVP, // Shader location: matrix uniform: model-view-projection
- RL_SHADER_LOC_MATRIX_VIEW, // Shader location: matrix uniform: view (camera transform)
- RL_SHADER_LOC_MATRIX_PROJECTION, // Shader location: matrix uniform: projection
- RL_SHADER_LOC_MATRIX_MODEL, // Shader location: matrix uniform: model (transform)
- RL_SHADER_LOC_MATRIX_NORMAL, // Shader location: matrix uniform: normal
- RL_SHADER_LOC_VECTOR_VIEW, // Shader location: vector uniform: view
- RL_SHADER_LOC_COLOR_DIFFUSE, // Shader location: vector uniform: diffuse color
- RL_SHADER_LOC_COLOR_SPECULAR, // Shader location: vector uniform: specular color
- RL_SHADER_LOC_COLOR_AMBIENT, // Shader location: vector uniform: ambient color
- RL_SHADER_LOC_MAP_ALBEDO, // Shader location: sampler2d texture: albedo (same as: RL_SHADER_LOC_MAP_DIFFUSE)
- RL_SHADER_LOC_MAP_METALNESS, // Shader location: sampler2d texture: metalness (same as: RL_SHADER_LOC_MAP_SPECULAR)
- RL_SHADER_LOC_MAP_NORMAL, // Shader location: sampler2d texture: normal
- RL_SHADER_LOC_MAP_ROUGHNESS, // Shader location: sampler2d texture: roughness
- RL_SHADER_LOC_MAP_OCCLUSION, // Shader location: sampler2d texture: occlusion
- RL_SHADER_LOC_MAP_EMISSION, // Shader location: sampler2d texture: emission
- RL_SHADER_LOC_MAP_HEIGHT, // Shader location: sampler2d texture: height
- RL_SHADER_LOC_MAP_CUBEMAP, // Shader location: samplerCube texture: cubemap
- RL_SHADER_LOC_MAP_IRRADIANCE, // Shader location: samplerCube texture: irradiance
- RL_SHADER_LOC_MAP_PREFILTER, // Shader location: samplerCube texture: prefilter
- RL_SHADER_LOC_MAP_BRDF // Shader location: sampler2d texture: brdf
- } rlShaderLocationIndex;
- #define RL_SHADER_LOC_MAP_DIFFUSE RL_SHADER_LOC_MAP_ALBEDO
- #define RL_SHADER_LOC_MAP_SPECULAR RL_SHADER_LOC_MAP_METALNESS
- // Shader uniform data type
- typedef enum {
- RL_SHADER_UNIFORM_FLOAT = 0, // Shader uniform type: float
- RL_SHADER_UNIFORM_VEC2, // Shader uniform type: vec2 (2 float)
- RL_SHADER_UNIFORM_VEC3, // Shader uniform type: vec3 (3 float)
- RL_SHADER_UNIFORM_VEC4, // Shader uniform type: vec4 (4 float)
- RL_SHADER_UNIFORM_INT, // Shader uniform type: int
- RL_SHADER_UNIFORM_IVEC2, // Shader uniform type: ivec2 (2 int)
- RL_SHADER_UNIFORM_IVEC3, // Shader uniform type: ivec3 (3 int)
- RL_SHADER_UNIFORM_IVEC4, // Shader uniform type: ivec4 (4 int)
- RL_SHADER_UNIFORM_SAMPLER2D // Shader uniform type: sampler2d
- } rlShaderUniformDataType;
- // Shader attribute data types
- typedef enum {
- RL_SHADER_ATTRIB_FLOAT = 0, // Shader attribute type: float
- RL_SHADER_ATTRIB_VEC2, // Shader attribute type: vec2 (2 float)
- RL_SHADER_ATTRIB_VEC3, // Shader attribute type: vec3 (3 float)
- RL_SHADER_ATTRIB_VEC4 // Shader attribute type: vec4 (4 float)
- } rlShaderAttributeDataType;
- // Framebuffer attachment type
- // NOTE: By default up to 8 color channels defined, but it can be more
- typedef enum {
- RL_ATTACHMENT_COLOR_CHANNEL0 = 0, // Framebuffer attachment type: color 0
- RL_ATTACHMENT_COLOR_CHANNEL1, // Framebuffer attachment type: color 1
- RL_ATTACHMENT_COLOR_CHANNEL2, // Framebuffer attachment type: color 2
- RL_ATTACHMENT_COLOR_CHANNEL3, // Framebuffer attachment type: color 3
- RL_ATTACHMENT_COLOR_CHANNEL4, // Framebuffer attachment type: color 4
- RL_ATTACHMENT_COLOR_CHANNEL5, // Framebuffer attachment type: color 5
- RL_ATTACHMENT_COLOR_CHANNEL6, // Framebuffer attachment type: color 6
- RL_ATTACHMENT_COLOR_CHANNEL7, // Framebuffer attachment type: color 7
- RL_ATTACHMENT_DEPTH = 100, // Framebuffer attachment type: depth
- RL_ATTACHMENT_STENCIL = 200, // Framebuffer attachment type: stencil
- } rlFramebufferAttachType;
- // Framebuffer texture attachment type
- typedef enum {
- RL_ATTACHMENT_CUBEMAP_POSITIVE_X = 0, // Framebuffer texture attachment type: cubemap, +X side
- RL_ATTACHMENT_CUBEMAP_NEGATIVE_X, // Framebuffer texture attachment type: cubemap, -X side
- RL_ATTACHMENT_CUBEMAP_POSITIVE_Y, // Framebuffer texture attachment type: cubemap, +Y side
- RL_ATTACHMENT_CUBEMAP_NEGATIVE_Y, // Framebuffer texture attachment type: cubemap, -Y side
- RL_ATTACHMENT_CUBEMAP_POSITIVE_Z, // Framebuffer texture attachment type: cubemap, +Z side
- RL_ATTACHMENT_CUBEMAP_NEGATIVE_Z, // Framebuffer texture attachment type: cubemap, -Z side
- RL_ATTACHMENT_TEXTURE2D = 100, // Framebuffer texture attachment type: texture2d
- RL_ATTACHMENT_RENDERBUFFER = 200, // Framebuffer texture attachment type: renderbuffer
- } rlFramebufferAttachTextureType;
- // Face culling mode
- typedef enum {
- RL_CULL_FACE_FRONT = 0,
- RL_CULL_FACE_BACK
- } rlCullMode;
- //------------------------------------------------------------------------------------
- // Functions Declaration - Matrix operations
- //------------------------------------------------------------------------------------
- #if defined(__cplusplus)
- extern "C" { // Prevents name mangling of functions
- #endif
- RLAPI void rlMatrixMode(int mode); // Choose the current matrix to be transformed
- RLAPI void rlPushMatrix(void); // Push the current matrix to stack
- RLAPI void rlPopMatrix(void); // Pop latest inserted matrix from stack
- RLAPI void rlLoadIdentity(void); // Reset current matrix to identity matrix
- RLAPI void rlTranslatef(float x, float y, float z); // Multiply the current matrix by a translation matrix
- RLAPI void rlRotatef(float angle, float x, float y, float z); // Multiply the current matrix by a rotation matrix
- RLAPI void rlScalef(float x, float y, float z); // Multiply the current matrix by a scaling matrix
- RLAPI void rlMultMatrixf(const float *matf); // Multiply the current matrix by another matrix
- RLAPI void rlFrustum(double left, double right, double bottom, double top, double znear, double zfar);
- RLAPI void rlOrtho(double left, double right, double bottom, double top, double znear, double zfar);
- RLAPI void rlViewport(int x, int y, int width, int height); // Set the viewport area
- //------------------------------------------------------------------------------------
- // Functions Declaration - Vertex level operations
- //------------------------------------------------------------------------------------
- RLAPI void rlBegin(int mode); // Initialize drawing mode (how to organize vertex)
- RLAPI void rlEnd(void); // Finish vertex providing
- RLAPI void rlVertex2i(int x, int y); // Define one vertex (position) - 2 int
- RLAPI void rlVertex2f(float x, float y); // Define one vertex (position) - 2 float
- RLAPI void rlVertex3f(float x, float y, float z); // Define one vertex (position) - 3 float
- RLAPI void rlTexCoord2f(float x, float y); // Define one vertex (texture coordinate) - 2 float
- RLAPI void rlNormal3f(float x, float y, float z); // Define one vertex (normal) - 3 float
- RLAPI void rlColor4ub(unsigned char r, unsigned char g, unsigned char b, unsigned char a); // Define one vertex (color) - 4 byte
- RLAPI void rlColor3f(float x, float y, float z); // Define one vertex (color) - 3 float
- RLAPI void rlColor4f(float x, float y, float z, float w); // Define one vertex (color) - 4 float
- //------------------------------------------------------------------------------------
- // Functions Declaration - OpenGL style functions (common to 1.1, 3.3+, ES2)
- // NOTE: This functions are used to completely abstract raylib code from OpenGL layer,
- // some of them are direct wrappers over OpenGL calls, some others are custom
- //------------------------------------------------------------------------------------
- // Vertex buffers state
- RLAPI bool rlEnableVertexArray(unsigned int vaoId); // Enable vertex array (VAO, if supported)
- RLAPI void rlDisableVertexArray(void); // Disable vertex array (VAO, if supported)
- RLAPI void rlEnableVertexBuffer(unsigned int id); // Enable vertex buffer (VBO)
- RLAPI void rlDisableVertexBuffer(void); // Disable vertex buffer (VBO)
- RLAPI void rlEnableVertexBufferElement(unsigned int id);// Enable vertex buffer element (VBO element)
- RLAPI void rlDisableVertexBufferElement(void); // Disable vertex buffer element (VBO element)
- RLAPI void rlEnableVertexAttribute(unsigned int index); // Enable vertex attribute index
- RLAPI void rlDisableVertexAttribute(unsigned int index);// Disable vertex attribute index
- #if defined(GRAPHICS_API_OPENGL_11)
- RLAPI void rlEnableStatePointer(int vertexAttribType, void *buffer); // Enable attribute state pointer
- RLAPI void rlDisableStatePointer(int vertexAttribType); // Disable attribute state pointer
- #endif
- // Textures state
- RLAPI void rlActiveTextureSlot(int slot); // Select and active a texture slot
- RLAPI void rlEnableTexture(unsigned int id); // Enable texture
- RLAPI void rlDisableTexture(void); // Disable texture
- RLAPI void rlEnableTextureCubemap(unsigned int id); // Enable texture cubemap
- RLAPI void rlDisableTextureCubemap(void); // Disable texture cubemap
- RLAPI void rlTextureParameters(unsigned int id, int param, int value); // Set texture parameters (filter, wrap)
- RLAPI void rlCubemapParameters(unsigned int id, int param, int value); // Set cubemap parameters (filter, wrap)
- // Shader state
- RLAPI void rlEnableShader(unsigned int id); // Enable shader program
- RLAPI void rlDisableShader(void); // Disable shader program
- // Framebuffer state
- RLAPI void rlEnableFramebuffer(unsigned int id); // Enable render texture (fbo)
- RLAPI void rlDisableFramebuffer(void); // Disable render texture (fbo), return to default framebuffer
- RLAPI void rlActiveDrawBuffers(int count); // Activate multiple draw color buffers
- // General render state
- RLAPI void rlEnableColorBlend(void); // Enable color blending
- RLAPI void rlDisableColorBlend(void); // Disable color blending
- RLAPI void rlEnableDepthTest(void); // Enable depth test
- RLAPI void rlDisableDepthTest(void); // Disable depth test
- RLAPI void rlEnableDepthMask(void); // Enable depth write
- RLAPI void rlDisableDepthMask(void); // Disable depth write
- RLAPI void rlEnableBackfaceCulling(void); // Enable backface culling
- RLAPI void rlDisableBackfaceCulling(void); // Disable backface culling
- RLAPI void rlSetCullFace(int mode); // Set face culling mode
- RLAPI void rlEnableScissorTest(void); // Enable scissor test
- RLAPI void rlDisableScissorTest(void); // Disable scissor test
- RLAPI void rlScissor(int x, int y, int width, int height); // Scissor test
- RLAPI void rlEnableWireMode(void); // Enable wire mode
- RLAPI void rlDisableWireMode(void); // Disable wire mode
- RLAPI void rlSetLineWidth(float width); // Set the line drawing width
- RLAPI float rlGetLineWidth(void); // Get the line drawing width
- RLAPI void rlEnableSmoothLines(void); // Enable line aliasing
- RLAPI void rlDisableSmoothLines(void); // Disable line aliasing
- RLAPI void rlEnableStereoRender(void); // Enable stereo rendering
- RLAPI void rlDisableStereoRender(void); // Disable stereo rendering
- RLAPI bool rlIsStereoRenderEnabled(void); // Check if stereo render is enabled
- RLAPI void rlClearColor(unsigned char r, unsigned char g, unsigned char b, unsigned char a); // Clear color buffer with color
- RLAPI void rlClearScreenBuffers(void); // Clear used screen buffers (color and depth)
- RLAPI void rlCheckErrors(void); // Check and log OpenGL error codes
- RLAPI void rlSetBlendMode(int mode); // Set blending mode
- RLAPI void rlSetBlendFactors(int glSrcFactor, int glDstFactor, int glEquation); // Set blending mode factor and equation (using OpenGL factors)
- RLAPI void rlSetBlendFactorsSeparate(int glSrcRGB, int glDstRGB, int glSrcAlpha, int glDstAlpha, int glEqRGB, int glEqAlpha); // Set blending mode factors and equations separately (using OpenGL factors)
- //------------------------------------------------------------------------------------
- // Functions Declaration - rlgl functionality
- //------------------------------------------------------------------------------------
- // rlgl initialization functions
- RLAPI void rlglInit(int width, int height); // Initialize rlgl (buffers, shaders, textures, states)
- RLAPI void rlglClose(void); // De-initialize rlgl (buffers, shaders, textures)
- RLAPI void rlLoadExtensions(void *loader); // Load OpenGL extensions (loader function required)
- RLAPI int rlGetVersion(void); // Get current OpenGL version
- RLAPI void rlSetFramebufferWidth(int width); // Set current framebuffer width
- RLAPI int rlGetFramebufferWidth(void); // Get default framebuffer width
- RLAPI void rlSetFramebufferHeight(int height); // Set current framebuffer height
- RLAPI int rlGetFramebufferHeight(void); // Get default framebuffer height
- RLAPI unsigned int rlGetTextureIdDefault(void); // Get default texture id
- RLAPI unsigned int rlGetShaderIdDefault(void); // Get default shader id
- RLAPI int *rlGetShaderLocsDefault(void); // Get default shader locations
- // Render batch management
- // NOTE: rlgl provides a default render batch to behave like OpenGL 1.1 immediate mode
- // but this render batch API is exposed in case of custom batches are required
- RLAPI rlRenderBatch rlLoadRenderBatch(int numBuffers, int bufferElements); // Load a render batch system
- RLAPI void rlUnloadRenderBatch(rlRenderBatch batch); // Unload render batch system
- RLAPI void rlDrawRenderBatch(rlRenderBatch *batch); // Draw render batch data (Update->Draw->Reset)
- RLAPI void rlSetRenderBatchActive(rlRenderBatch *batch); // Set the active render batch for rlgl (NULL for default internal)
- RLAPI void rlDrawRenderBatchActive(void); // Update and draw internal render batch
- RLAPI bool rlCheckRenderBatchLimit(int vCount); // Check internal buffer overflow for a given number of vertex
- RLAPI void rlSetTexture(unsigned int id); // Set current texture for render batch and check buffers limits
- //------------------------------------------------------------------------------------------------------------------------
- // Vertex buffers management
- RLAPI unsigned int rlLoadVertexArray(void); // Load vertex array (vao) if supported
- RLAPI unsigned int rlLoadVertexBuffer(const void *buffer, int size, bool dynamic); // Load a vertex buffer attribute
- RLAPI unsigned int rlLoadVertexBufferElement(const void *buffer, int size, bool dynamic); // Load a new attributes element buffer
- RLAPI void rlUpdateVertexBuffer(unsigned int bufferId, const void *data, int dataSize, int offset); // Update GPU buffer with new data
- RLAPI void rlUpdateVertexBufferElements(unsigned int id, const void *data, int dataSize, int offset); // Update vertex buffer elements with new data
- RLAPI void rlUnloadVertexArray(unsigned int vaoId);
- RLAPI void rlUnloadVertexBuffer(unsigned int vboId);
- RLAPI void rlSetVertexAttribute(unsigned int index, int compSize, int type, bool normalized, int stride, const void *pointer);
- RLAPI void rlSetVertexAttributeDivisor(unsigned int index, int divisor);
- RLAPI void rlSetVertexAttributeDefault(int locIndex, const void *value, int attribType, int count); // Set vertex attribute default value
- RLAPI void rlDrawVertexArray(int offset, int count);
- RLAPI void rlDrawVertexArrayElements(int offset, int count, const void *buffer);
- RLAPI void rlDrawVertexArrayInstanced(int offset, int count, int instances);
- RLAPI void rlDrawVertexArrayElementsInstanced(int offset, int count, const void *buffer, int instances);
- // Textures management
- RLAPI unsigned int rlLoadTexture(const void *data, int width, int height, int format, int mipmapCount); // Load texture in GPU
- RLAPI unsigned int rlLoadTextureDepth(int width, int height, bool useRenderBuffer); // Load depth texture/renderbuffer (to be attached to fbo)
- RLAPI unsigned int rlLoadTextureCubemap(const void *data, int size, int format); // Load texture cubemap
- RLAPI void rlUpdateTexture(unsigned int id, int offsetX, int offsetY, int width, int height, int format, const void *data); // Update GPU texture with new data
- RLAPI void rlGetGlTextureFormats(int format, unsigned int *glInternalFormat, unsigned int *glFormat, unsigned int *glType); // Get OpenGL internal formats
- RLAPI const char *rlGetPixelFormatName(unsigned int format); // Get name string for pixel format
- RLAPI void rlUnloadTexture(unsigned int id); // Unload texture from GPU memory
- RLAPI void rlGenTextureMipmaps(unsigned int id, int width, int height, int format, int *mipmaps); // Generate mipmap data for selected texture
- RLAPI void *rlReadTexturePixels(unsigned int id, int width, int height, int format); // Read texture pixel data
- RLAPI unsigned char *rlReadScreenPixels(int width, int height); // Read screen pixel data (color buffer)
- // Framebuffer management (fbo)
- RLAPI unsigned int rlLoadFramebuffer(int width, int height); // Load an empty framebuffer
- RLAPI void rlFramebufferAttach(unsigned int fboId, unsigned int texId, int attachType, int texType, int mipLevel); // Attach texture/renderbuffer to a framebuffer
- RLAPI bool rlFramebufferComplete(unsigned int id); // Verify framebuffer is complete
- RLAPI void rlUnloadFramebuffer(unsigned int id); // Delete framebuffer from GPU
- // Shaders management
- RLAPI unsigned int rlLoadShaderCode(const char *vsCode, const char *fsCode); // Load shader from code strings
- RLAPI unsigned int rlCompileShader(const char *shaderCode, int type); // Compile custom shader and return shader id (type: RL_VERTEX_SHADER, RL_FRAGMENT_SHADER, RL_COMPUTE_SHADER)
- RLAPI unsigned int rlLoadShaderProgram(unsigned int vShaderId, unsigned int fShaderId); // Load custom shader program
- RLAPI void rlUnloadShaderProgram(unsigned int id); // Unload shader program
- RLAPI int rlGetLocationUniform(unsigned int shaderId, const char *uniformName); // Get shader location uniform
- RLAPI int rlGetLocationAttrib(unsigned int shaderId, const char *attribName); // Get shader location attribute
- RLAPI void rlSetUniform(int locIndex, const void *value, int uniformType, int count); // Set shader value uniform
- RLAPI void rlSetUniformMatrix(int locIndex, Matrix mat); // Set shader value matrix
- RLAPI void rlSetUniformSampler(int locIndex, unsigned int textureId); // Set shader value sampler
- RLAPI void rlSetShader(unsigned int id, int *locs); // Set shader currently active (id and locations)
- // Compute shader management
- RLAPI unsigned int rlLoadComputeShaderProgram(unsigned int shaderId); // Load compute shader program
- RLAPI void rlComputeShaderDispatch(unsigned int groupX, unsigned int groupY, unsigned int groupZ); // Dispatch compute shader (equivalent to *draw* for graphics pipeline)
- // Shader buffer storage object management (ssbo)
- RLAPI unsigned int rlLoadShaderBuffer(unsigned int size, const void *data, int usageHint); // Load shader storage buffer object (SSBO)
- RLAPI void rlUnloadShaderBuffer(unsigned int ssboId); // Unload shader storage buffer object (SSBO)
- RLAPI void rlUpdateShaderBuffer(unsigned int id, const void *data, unsigned int dataSize, unsigned int offset); // Update SSBO buffer data
- RLAPI void rlBindShaderBuffer(unsigned int id, unsigned int index); // Bind SSBO buffer
- RLAPI void rlReadShaderBuffer(unsigned int id, void *dest, unsigned int count, unsigned int offset); // Read SSBO buffer data (GPU->CPU)
- RLAPI void rlCopyShaderBuffer(unsigned int destId, unsigned int srcId, unsigned int destOffset, unsigned int srcOffset, unsigned int count); // Copy SSBO data between buffers
- RLAPI unsigned int rlGetShaderBufferSize(unsigned int id); // Get SSBO buffer size
- // Buffer management
- RLAPI void rlBindImageTexture(unsigned int id, unsigned int index, int format, bool readonly); // Bind image texture
- // Matrix state management
- RLAPI Matrix rlGetMatrixModelview(void); // Get internal modelview matrix
- RLAPI Matrix rlGetMatrixProjection(void); // Get internal projection matrix
- RLAPI Matrix rlGetMatrixTransform(void); // Get internal accumulated transform matrix
- RLAPI Matrix rlGetMatrixProjectionStereo(int eye); // Get internal projection matrix for stereo render (selected eye)
- RLAPI Matrix rlGetMatrixViewOffsetStereo(int eye); // Get internal view offset matrix for stereo render (selected eye)
- RLAPI void rlSetMatrixProjection(Matrix proj); // Set a custom projection matrix (replaces internal projection matrix)
- RLAPI void rlSetMatrixModelview(Matrix view); // Set a custom modelview matrix (replaces internal modelview matrix)
- RLAPI void rlSetMatrixProjectionStereo(Matrix right, Matrix left); // Set eyes projection matrices for stereo rendering
- RLAPI void rlSetMatrixViewOffsetStereo(Matrix right, Matrix left); // Set eyes view offsets matrices for stereo rendering
- // Quick and dirty cube/quad buffers load->draw->unload
- RLAPI void rlLoadDrawCube(void); // Load and draw a cube
- RLAPI void rlLoadDrawQuad(void); // Load and draw a quad
- #if defined(__cplusplus)
- }
- #endif
- #endif // RLGL_H
- /***********************************************************************************
- *
- * RLGL IMPLEMENTATION
- *
- ************************************************************************************/
- #if defined(RLGL_IMPLEMENTATION)
- #if defined(GRAPHICS_API_OPENGL_11)
- #if defined(__APPLE__)
- #include <OpenGL/gl.h> // OpenGL 1.1 library for OSX
- #include <OpenGL/glext.h> // OpenGL extensions library
- #else
- // APIENTRY for OpenGL function pointer declarations is required
- #if !defined(APIENTRY)
- #if defined(_WIN32)
- #define APIENTRY __stdcall
- #else
- #define APIENTRY
- #endif
- #endif
- // WINGDIAPI definition. Some Windows OpenGL headers need it
- #if !defined(WINGDIAPI) && defined(_WIN32)
- #define WINGDIAPI __declspec(dllimport)
- #endif
- #include <GL/gl.h> // OpenGL 1.1 library
- #endif
- #endif
- #if defined(GRAPHICS_API_OPENGL_33)
- #define GLAD_MALLOC RL_MALLOC
- #define GLAD_FREE RL_FREE
- #define GLAD_GL_IMPLEMENTATION
- #include "external/glad.h" // GLAD extensions loading library, includes OpenGL headers
- #endif
- #if defined(GRAPHICS_API_OPENGL_ES2)
- // NOTE: OpenGL ES 2.0 can be enabled on PLATFORM_DESKTOP,
- // in that case, functions are loaded from a custom glad for OpenGL ES 2.0
- #if defined(PLATFORM_DESKTOP)
- #define GLAD_GLES2_IMPLEMENTATION
- #include "external/glad_gles2.h"
- #else
- #define GL_GLEXT_PROTOTYPES
- //#include <EGL/egl.h> // EGL library -> not required, platform layer
- #include <GLES2/gl2.h> // OpenGL ES 2.0 library
- #include <GLES2/gl2ext.h> // OpenGL ES 2.0 extensions library
- #endif
- // It seems OpenGL ES 2.0 instancing entry points are not defined on Raspberry Pi
- // provided headers (despite being defined in official Khronos GLES2 headers)
- #if defined(PLATFORM_RPI) || defined(PLATFORM_DRM)
- typedef void (GL_APIENTRYP PFNGLDRAWARRAYSINSTANCEDEXTPROC) (GLenum mode, GLint start, GLsizei count, GLsizei primcount);
- typedef void (GL_APIENTRYP PFNGLDRAWELEMENTSINSTANCEDEXTPROC) (GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei primcount);
- typedef void (GL_APIENTRYP PFNGLVERTEXATTRIBDIVISOREXTPROC) (GLuint index, GLuint divisor);
- #endif
- #endif
- #include <stdlib.h> // Required for: malloc(), free()
- #include <string.h> // Required for: strcmp(), strlen() [Used in rlglInit(), on extensions loading]
- #include <math.h> // Required for: sqrtf(), sinf(), cosf(), floor(), log()
- //----------------------------------------------------------------------------------
- // Defines and Macros
- //----------------------------------------------------------------------------------
- #ifndef PI
- #define PI 3.14159265358979323846f
- #endif
- #ifndef DEG2RAD
- #define DEG2RAD (PI/180.0f)
- #endif
- #ifndef RAD2DEG
- #define RAD2DEG (180.0f/PI)
- #endif
- #ifndef GL_SHADING_LANGUAGE_VERSION
- #define GL_SHADING_LANGUAGE_VERSION 0x8B8C
- #endif
- #ifndef GL_COMPRESSED_RGB_S3TC_DXT1_EXT
- #define GL_COMPRESSED_RGB_S3TC_DXT1_EXT 0x83F0
- #endif
- #ifndef GL_COMPRESSED_RGBA_S3TC_DXT1_EXT
- #define GL_COMPRESSED_RGBA_S3TC_DXT1_EXT 0x83F1
- #endif
- #ifndef GL_COMPRESSED_RGBA_S3TC_DXT3_EXT
- #define GL_COMPRESSED_RGBA_S3TC_DXT3_EXT 0x83F2
- #endif
- #ifndef GL_COMPRESSED_RGBA_S3TC_DXT5_EXT
- #define GL_COMPRESSED_RGBA_S3TC_DXT5_EXT 0x83F3
- #endif
- #ifndef GL_ETC1_RGB8_OES
- #define GL_ETC1_RGB8_OES 0x8D64
- #endif
- #ifndef GL_COMPRESSED_RGB8_ETC2
- #define GL_COMPRESSED_RGB8_ETC2 0x9274
- #endif
- #ifndef GL_COMPRESSED_RGBA8_ETC2_EAC
- #define GL_COMPRESSED_RGBA8_ETC2_EAC 0x9278
- #endif
- #ifndef GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG
- #define GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG 0x8C00
- #endif
- #ifndef GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG
- #define GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG 0x8C02
- #endif
- #ifndef GL_COMPRESSED_RGBA_ASTC_4x4_KHR
- #define GL_COMPRESSED_RGBA_ASTC_4x4_KHR 0x93b0
- #endif
- #ifndef GL_COMPRESSED_RGBA_ASTC_8x8_KHR
- #define GL_COMPRESSED_RGBA_ASTC_8x8_KHR 0x93b7
- #endif
- #ifndef GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT
- #define GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT 0x84FF
- #endif
- #ifndef GL_TEXTURE_MAX_ANISOTROPY_EXT
- #define GL_TEXTURE_MAX_ANISOTROPY_EXT 0x84FE
- #endif
- #if defined(GRAPHICS_API_OPENGL_11)
- #define GL_UNSIGNED_SHORT_5_6_5 0x8363
- #define GL_UNSIGNED_SHORT_5_5_5_1 0x8034
- #define GL_UNSIGNED_SHORT_4_4_4_4 0x8033
- #endif
- #if defined(GRAPHICS_API_OPENGL_21)
- #define GL_LUMINANCE 0x1909
- #define GL_LUMINANCE_ALPHA 0x190A
- #endif
- #if defined(GRAPHICS_API_OPENGL_ES2)
- #define glClearDepth glClearDepthf
- #define GL_READ_FRAMEBUFFER GL_FRAMEBUFFER
- #define GL_DRAW_FRAMEBUFFER GL_FRAMEBUFFER
- #endif
- // Default shader vertex attribute names to set location points
- #ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_POSITION
- #define RL_DEFAULT_SHADER_ATTRIB_NAME_POSITION "vertexPosition" // Bound by default to shader location: 0
- #endif
- #ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD
- #define RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD "vertexTexCoord" // Bound by default to shader location: 1
- #endif
- #ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_NORMAL
- #define RL_DEFAULT_SHADER_ATTRIB_NAME_NORMAL "vertexNormal" // Bound by default to shader location: 2
- #endif
- #ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR
- #define RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR "vertexColor" // Bound by default to shader location: 3
- #endif
- #ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_TANGENT
- #define RL_DEFAULT_SHADER_ATTRIB_NAME_TANGENT "vertexTangent" // Bound by default to shader location: 4
- #endif
- #ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2
- #define RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2 "vertexTexCoord2" // Bound by default to shader location: 5
- #endif
- #ifndef RL_DEFAULT_SHADER_UNIFORM_NAME_MVP
- #define RL_DEFAULT_SHADER_UNIFORM_NAME_MVP "mvp" // model-view-projection matrix
- #endif
- #ifndef RL_DEFAULT_SHADER_UNIFORM_NAME_VIEW
- #define RL_DEFAULT_SHADER_UNIFORM_NAME_VIEW "matView" // view matrix
- #endif
- #ifndef RL_DEFAULT_SHADER_UNIFORM_NAME_PROJECTION
- #define RL_DEFAULT_SHADER_UNIFORM_NAME_PROJECTION "matProjection" // projection matrix
- #endif
- #ifndef RL_DEFAULT_SHADER_UNIFORM_NAME_MODEL
- #define RL_DEFAULT_SHADER_UNIFORM_NAME_MODEL "matModel" // model matrix
- #endif
- #ifndef RL_DEFAULT_SHADER_UNIFORM_NAME_NORMAL
- #define RL_DEFAULT_SHADER_UNIFORM_NAME_NORMAL "matNormal" // normal matrix (transpose(inverse(matModelView))
- #endif
- #ifndef RL_DEFAULT_SHADER_UNIFORM_NAME_COLOR
- #define RL_DEFAULT_SHADER_UNIFORM_NAME_COLOR "colDiffuse" // color diffuse (base tint color, multiplied by texture color)
- #endif
- #ifndef RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE0
- #define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE0 "texture0" // texture0 (texture slot active 0)
- #endif
- #ifndef RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE1
- #define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE1 "texture1" // texture1 (texture slot active 1)
- #endif
- #ifndef RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE2
- #define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE2 "texture2" // texture2 (texture slot active 2)
- #endif
- //----------------------------------------------------------------------------------
- // Types and Structures Definition
- //----------------------------------------------------------------------------------
- #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- typedef struct rlglData {
- rlRenderBatch *currentBatch; // Current render batch
- rlRenderBatch defaultBatch; // Default internal render batch
- struct {
- int vertexCounter; // Current active render batch vertex counter (generic, used for all batches)
- float texcoordx, texcoordy; // Current active texture coordinate (added on glVertex*())
- float normalx, normaly, normalz; // Current active normal (added on glVertex*())
- unsigned char colorr, colorg, colorb, colora; // Current active color (added on glVertex*())
- int currentMatrixMode; // Current matrix mode
- Matrix *currentMatrix; // Current matrix pointer
- Matrix modelview; // Default modelview matrix
- Matrix projection; // Default projection matrix
- Matrix transform; // Transform matrix to be used with rlTranslate, rlRotate, rlScale
- bool transformRequired; // Require transform matrix application to current draw-call vertex (if required)
- Matrix stack[RL_MAX_MATRIX_STACK_SIZE];// Matrix stack for push/pop
- int stackCounter; // Matrix stack counter
- unsigned int defaultTextureId; // Default texture used on shapes/poly drawing (required by shader)
- unsigned int activeTextureId[RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS]; // Active texture ids to be enabled on batch drawing (0 active by default)
- unsigned int defaultVShaderId; // Default vertex shader id (used by default shader program)
- unsigned int defaultFShaderId; // Default fragment shader id (used by default shader program)
- unsigned int defaultShaderId; // Default shader program id, supports vertex color and diffuse texture
- int *defaultShaderLocs; // Default shader locations pointer to be used on rendering
- unsigned int currentShaderId; // Current shader id to be used on rendering (by default, defaultShaderId)
- int *currentShaderLocs; // Current shader locations pointer to be used on rendering (by default, defaultShaderLocs)
- bool stereoRender; // Stereo rendering flag
- Matrix projectionStereo[2]; // VR stereo rendering eyes projection matrices
- Matrix viewOffsetStereo[2]; // VR stereo rendering eyes view offset matrices
- // Blending variables
- int currentBlendMode; // Blending mode active
- int glBlendSrcFactor; // Blending source factor
- int glBlendDstFactor; // Blending destination factor
- int glBlendEquation; // Blending equation
- int glBlendSrcFactorRGB; // Blending source RGB factor
- int glBlendDestFactorRGB; // Blending destination RGB factor
- int glBlendSrcFactorAlpha; // Blending source alpha factor
- int glBlendDestFactorAlpha; // Blending destination alpha factor
- int glBlendEquationRGB; // Blending equation for RGB
- int glBlendEquationAlpha; // Blending equation for alpha
- bool glCustomBlendModeModified; // Custom blending factor and equation modification status
- int framebufferWidth; // Current framebuffer width
- int framebufferHeight; // Current framebuffer height
- } State; // Renderer state
- struct {
- bool vao; // VAO support (OpenGL ES2 could not support VAO extension) (GL_ARB_vertex_array_object)
- bool instancing; // Instancing supported (GL_ANGLE_instanced_arrays, GL_EXT_draw_instanced + GL_EXT_instanced_arrays)
- bool texNPOT; // NPOT textures full support (GL_ARB_texture_non_power_of_two, GL_OES_texture_npot)
- bool texDepth; // Depth textures supported (GL_ARB_depth_texture, GL_OES_depth_texture)
- bool texDepthWebGL; // Depth textures supported WebGL specific (GL_WEBGL_depth_texture)
- bool texFloat32; // float textures support (32 bit per channel) (GL_OES_texture_float)
- bool texCompDXT; // DDS texture compression support (GL_EXT_texture_compression_s3tc, GL_WEBGL_compressed_texture_s3tc, GL_WEBKIT_WEBGL_compressed_texture_s3tc)
- bool texCompETC1; // ETC1 texture compression support (GL_OES_compressed_ETC1_RGB8_texture, GL_WEBGL_compressed_texture_etc1)
- bool texCompETC2; // ETC2/EAC texture compression support (GL_ARB_ES3_compatibility)
- bool texCompPVRT; // PVR texture compression support (GL_IMG_texture_compression_pvrtc)
- bool texCompASTC; // ASTC texture compression support (GL_KHR_texture_compression_astc_hdr, GL_KHR_texture_compression_astc_ldr)
- bool texMirrorClamp; // Clamp mirror wrap mode supported (GL_EXT_texture_mirror_clamp)
- bool texAnisoFilter; // Anisotropic texture filtering support (GL_EXT_texture_filter_anisotropic)
- bool computeShader; // Compute shaders support (GL_ARB_compute_shader)
- bool ssbo; // Shader storage buffer object support (GL_ARB_shader_storage_buffer_object)
- float maxAnisotropyLevel; // Maximum anisotropy level supported (minimum is 2.0f)
- int maxDepthBits; // Maximum bits for depth component
- } ExtSupported; // Extensions supported flags
- } rlglData;
- typedef void *(*rlglLoadProc)(const char *name); // OpenGL extension functions loader signature (same as GLADloadproc)
- #endif // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2
- //----------------------------------------------------------------------------------
- // Global Variables Definition
- //----------------------------------------------------------------------------------
- #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- static rlglData RLGL = { 0 };
- #endif // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2
- #if defined(GRAPHICS_API_OPENGL_ES2)
- // NOTE: VAO functionality is exposed through extensions (OES)
- static PFNGLGENVERTEXARRAYSOESPROC glGenVertexArrays = NULL;
- static PFNGLBINDVERTEXARRAYOESPROC glBindVertexArray = NULL;
- static PFNGLDELETEVERTEXARRAYSOESPROC glDeleteVertexArrays = NULL;
- // NOTE: Instancing functionality could also be available through extension
- static PFNGLDRAWARRAYSINSTANCEDEXTPROC glDrawArraysInstanced = NULL;
- static PFNGLDRAWELEMENTSINSTANCEDEXTPROC glDrawElementsInstanced = NULL;
- static PFNGLVERTEXATTRIBDIVISOREXTPROC glVertexAttribDivisor = NULL;
- #endif
- //----------------------------------------------------------------------------------
- // Module specific Functions Declaration
- //----------------------------------------------------------------------------------
- #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- static void rlLoadShaderDefault(void); // Load default shader
- static void rlUnloadShaderDefault(void); // Unload default shader
- #if defined(RLGL_SHOW_GL_DETAILS_INFO)
- static char *rlGetCompressedFormatName(int format); // Get compressed format official GL identifier name
- #endif // RLGL_SHOW_GL_DETAILS_INFO
- #endif // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2
- static int rlGetPixelDataSize(int width, int height, int format); // Get pixel data size in bytes (image or texture)
- // Auxiliar matrix math functions
- static Matrix rlMatrixIdentity(void); // Get identity matrix
- static Matrix rlMatrixMultiply(Matrix left, Matrix right); // Multiply two matrices
- //----------------------------------------------------------------------------------
- // Module Functions Definition - Matrix operations
- //----------------------------------------------------------------------------------
- #if defined(GRAPHICS_API_OPENGL_11)
- // Fallback to OpenGL 1.1 function calls
- //---------------------------------------
- void rlMatrixMode(int mode)
- {
- switch (mode)
- {
- case RL_PROJECTION: glMatrixMode(GL_PROJECTION); break;
- case RL_MODELVIEW: glMatrixMode(GL_MODELVIEW); break;
- case RL_TEXTURE: glMatrixMode(GL_TEXTURE); break;
- default: break;
- }
- }
- void rlFrustum(double left, double right, double bottom, double top, double znear, double zfar)
- {
- glFrustum(left, right, bottom, top, znear, zfar);
- }
- void rlOrtho(double left, double right, double bottom, double top, double znear, double zfar)
- {
- glOrtho(left, right, bottom, top, znear, zfar);
- }
- void rlPushMatrix(void) { glPushMatrix(); }
- void rlPopMatrix(void) { glPopMatrix(); }
- void rlLoadIdentity(void) { glLoadIdentity(); }
- void rlTranslatef(float x, float y, float z) { glTranslatef(x, y, z); }
- void rlRotatef(float angle, float x, float y, float z) { glRotatef(angle, x, y, z); }
- void rlScalef(float x, float y, float z) { glScalef(x, y, z); }
- void rlMultMatrixf(const float *matf) { glMultMatrixf(matf); }
- #endif
- #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- // Choose the current matrix to be transformed
- void rlMatrixMode(int mode)
- {
- if (mode == RL_PROJECTION) RLGL.State.currentMatrix = &RLGL.State.projection;
- else if (mode == RL_MODELVIEW) RLGL.State.currentMatrix = &RLGL.State.modelview;
- //else if (mode == RL_TEXTURE) // Not supported
- RLGL.State.currentMatrixMode = mode;
- }
- // Push the current matrix into RLGL.State.stack
- void rlPushMatrix(void)
- {
- if (RLGL.State.stackCounter >= RL_MAX_MATRIX_STACK_SIZE) TRACELOG(RL_LOG_ERROR, "RLGL: Matrix stack overflow (RL_MAX_MATRIX_STACK_SIZE)");
- if (RLGL.State.currentMatrixMode == RL_MODELVIEW)
- {
- RLGL.State.transformRequired = true;
- RLGL.State.currentMatrix = &RLGL.State.transform;
- }
- RLGL.State.stack[RLGL.State.stackCounter] = *RLGL.State.currentMatrix;
- RLGL.State.stackCounter++;
- }
- // Pop lattest inserted matrix from RLGL.State.stack
- void rlPopMatrix(void)
- {
- if (RLGL.State.stackCounter > 0)
- {
- Matrix mat = RLGL.State.stack[RLGL.State.stackCounter - 1];
- *RLGL.State.currentMatrix = mat;
- RLGL.State.stackCounter--;
- }
- if ((RLGL.State.stackCounter == 0) && (RLGL.State.currentMatrixMode == RL_MODELVIEW))
- {
- RLGL.State.currentMatrix = &RLGL.State.modelview;
- RLGL.State.transformRequired = false;
- }
- }
- // Reset current matrix to identity matrix
- void rlLoadIdentity(void)
- {
- *RLGL.State.currentMatrix = rlMatrixIdentity();
- }
- // Multiply the current matrix by a translation matrix
- void rlTranslatef(float x, float y, float z)
- {
- Matrix matTranslation = {
- 1.0f, 0.0f, 0.0f, x,
- 0.0f, 1.0f, 0.0f, y,
- 0.0f, 0.0f, 1.0f, z,
- 0.0f, 0.0f, 0.0f, 1.0f
- };
- // NOTE: We transpose matrix with multiplication order
- *RLGL.State.currentMatrix = rlMatrixMultiply(matTranslation, *RLGL.State.currentMatrix);
- }
- // Multiply the current matrix by a rotation matrix
- // NOTE: The provided angle must be in degrees
- void rlRotatef(float angle, float x, float y, float z)
- {
- Matrix matRotation = rlMatrixIdentity();
- // Axis vector (x, y, z) normalization
- float lengthSquared = x*x + y*y + z*z;
- if ((lengthSquared != 1.0f) && (lengthSquared != 0.0f))
- {
- float inverseLength = 1.0f/sqrtf(lengthSquared);
- x *= inverseLength;
- y *= inverseLength;
- z *= inverseLength;
- }
- // Rotation matrix generation
- float sinres = sinf(DEG2RAD*angle);
- float cosres = cosf(DEG2RAD*angle);
- float t = 1.0f - cosres;
- matRotation.m0 = x*x*t + cosres;
- matRotation.m1 = y*x*t + z*sinres;
- matRotation.m2 = z*x*t - y*sinres;
- matRotation.m3 = 0.0f;
- matRotation.m4 = x*y*t - z*sinres;
- matRotation.m5 = y*y*t + cosres;
- matRotation.m6 = z*y*t + x*sinres;
- matRotation.m7 = 0.0f;
- matRotation.m8 = x*z*t + y*sinres;
- matRotation.m9 = y*z*t - x*sinres;
- matRotation.m10 = z*z*t + cosres;
- matRotation.m11 = 0.0f;
- matRotation.m12 = 0.0f;
- matRotation.m13 = 0.0f;
- matRotation.m14 = 0.0f;
- matRotation.m15 = 1.0f;
- // NOTE: We transpose matrix with multiplication order
- *RLGL.State.currentMatrix = rlMatrixMultiply(matRotation, *RLGL.State.currentMatrix);
- }
- // Multiply the current matrix by a scaling matrix
- void rlScalef(float x, float y, float z)
- {
- Matrix matScale = {
- x, 0.0f, 0.0f, 0.0f,
- 0.0f, y, 0.0f, 0.0f,
- 0.0f, 0.0f, z, 0.0f,
- 0.0f, 0.0f, 0.0f, 1.0f
- };
- // NOTE: We transpose matrix with multiplication order
- *RLGL.State.currentMatrix = rlMatrixMultiply(matScale, *RLGL.State.currentMatrix);
- }
- // Multiply the current matrix by another matrix
- void rlMultMatrixf(const float *matf)
- {
- // Matrix creation from array
- Matrix mat = { matf[0], matf[4], matf[8], matf[12],
- matf[1], matf[5], matf[9], matf[13],
- matf[2], matf[6], matf[10], matf[14],
- matf[3], matf[7], matf[11], matf[15] };
- *RLGL.State.currentMatrix = rlMatrixMultiply(*RLGL.State.currentMatrix, mat);
- }
- // Multiply the current matrix by a perspective matrix generated by parameters
- void rlFrustum(double left, double right, double bottom, double top, double znear, double zfar)
- {
- Matrix matFrustum = { 0 };
- float rl = (float)(right - left);
- float tb = (float)(top - bottom);
- float fn = (float)(zfar - znear);
- matFrustum.m0 = ((float) znear*2.0f)/rl;
- matFrustum.m1 = 0.0f;
- matFrustum.m2 = 0.0f;
- matFrustum.m3 = 0.0f;
- matFrustum.m4 = 0.0f;
- matFrustum.m5 = ((float) znear*2.0f)/tb;
- matFrustum.m6 = 0.0f;
- matFrustum.m7 = 0.0f;
- matFrustum.m8 = ((float)right + (float)left)/rl;
- matFrustum.m9 = ((float)top + (float)bottom)/tb;
- matFrustum.m10 = -((float)zfar + (float)znear)/fn;
- matFrustum.m11 = -1.0f;
- matFrustum.m12 = 0.0f;
- matFrustum.m13 = 0.0f;
- matFrustum.m14 = -((float)zfar*(float)znear*2.0f)/fn;
- matFrustum.m15 = 0.0f;
- *RLGL.State.currentMatrix = rlMatrixMultiply(*RLGL.State.currentMatrix, matFrustum);
- }
- // Multiply the current matrix by an orthographic matrix generated by parameters
- void rlOrtho(double left, double right, double bottom, double top, double znear, double zfar)
- {
- // NOTE: If left-right and top-botton values are equal it could create a division by zero,
- // response to it is platform/compiler dependant
- Matrix matOrtho = { 0 };
- float rl = (float)(right - left);
- float tb = (float)(top - bottom);
- float fn = (float)(zfar - znear);
- matOrtho.m0 = 2.0f/rl;
- matOrtho.m1 = 0.0f;
- matOrtho.m2 = 0.0f;
- matOrtho.m3 = 0.0f;
- matOrtho.m4 = 0.0f;
- matOrtho.m5 = 2.0f/tb;
- matOrtho.m6 = 0.0f;
- matOrtho.m7 = 0.0f;
- matOrtho.m8 = 0.0f;
- matOrtho.m9 = 0.0f;
- matOrtho.m10 = -2.0f/fn;
- matOrtho.m11 = 0.0f;
- matOrtho.m12 = -((float)left + (float)right)/rl;
- matOrtho.m13 = -((float)top + (float)bottom)/tb;
- matOrtho.m14 = -((float)zfar + (float)znear)/fn;
- matOrtho.m15 = 1.0f;
- *RLGL.State.currentMatrix = rlMatrixMultiply(*RLGL.State.currentMatrix, matOrtho);
- }
- #endif
- // Set the viewport area (transformation from normalized device coordinates to window coordinates)
- // NOTE: We store current viewport dimensions
- void rlViewport(int x, int y, int width, int height)
- {
- glViewport(x, y, width, height);
- }
- //----------------------------------------------------------------------------------
- // 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(unsigned char r, unsigned char g, unsigned char b, unsigned char a) { glColor4ub(r, g, b, a); }
- void rlColor3f(float x, float y, float z) { glColor3f(x, y, z); }
- void rlColor4f(float x, float y, float z, float w) { glColor4f(x, y, z, w); }
- #endif
- #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- // Initialize drawing mode (how to organize vertex)
- void rlBegin(int mode)
- {
- // Draw mode can be RL_LINES, RL_TRIANGLES and RL_QUADS
- // NOTE: In all three cases, vertex are accumulated over default internal vertex buffer
- if (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].mode != mode)
- {
- if (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount > 0)
- {
- // Make sure current RLGL.currentBatch->draws[i].vertexCount is aligned a multiple of 4,
- // that way, following QUADS drawing will keep aligned with index processing
- // It implies adding some extra alignment vertex at the end of the draw,
- // those vertex are not processed but they are considered as an additional offset
- // for the next set of vertex to be drawn
- if (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].mode == RL_LINES) RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexAlignment = ((RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount < 4)? RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount : RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount%4);
- else if (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].mode == RL_TRIANGLES) RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexAlignment = ((RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount < 4)? 1 : (4 - (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount%4)));
- else RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexAlignment = 0;
- if (!rlCheckRenderBatchLimit(RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexAlignment))
- {
- RLGL.State.vertexCounter += RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexAlignment;
- RLGL.currentBatch->drawCounter++;
- }
- }
- if (RLGL.currentBatch->drawCounter >= RL_DEFAULT_BATCH_DRAWCALLS) rlDrawRenderBatch(RLGL.currentBatch);
- RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].mode = mode;
- RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount = 0;
- RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].textureId = RLGL.State.defaultTextureId;
- }
- }
- // Finish vertex providing
- void rlEnd(void)
- {
- // NOTE: Depth increment is dependant on rlOrtho(): z-near and z-far values,
- // as well as depth buffer bit-depth (16bit or 24bit or 32bit)
- // Correct increment formula would be: depthInc = (zfar - znear)/pow(2, bits)
- RLGL.currentBatch->currentDepth += (1.0f/20000.0f);
- }
- // Define one vertex (position)
- // NOTE: Vertex position data is the basic information required for drawing
- void rlVertex3f(float x, float y, float z)
- {
- float tx = x;
- float ty = y;
- float tz = z;
- // Transform provided vector if required
- if (RLGL.State.transformRequired)
- {
- tx = RLGL.State.transform.m0*x + RLGL.State.transform.m4*y + RLGL.State.transform.m8*z + RLGL.State.transform.m12;
- ty = RLGL.State.transform.m1*x + RLGL.State.transform.m5*y + RLGL.State.transform.m9*z + RLGL.State.transform.m13;
- tz = RLGL.State.transform.m2*x + RLGL.State.transform.m6*y + RLGL.State.transform.m10*z + RLGL.State.transform.m14;
- }
- // WARNING: We can't break primitives when launching a new batch.
- // RL_LINES comes in pairs, RL_TRIANGLES come in groups of 3 vertices and RL_QUADS come in groups of 4 vertices.
- // We must check current draw.mode when a new vertex is required and finish the batch only if the draw.mode draw.vertexCount is %2, %3 or %4
- if (RLGL.State.vertexCounter > (RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].elementCount*4 - 4))
- {
- if ((RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].mode == RL_LINES) &&
- (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount%2 == 0))
- {
- // Reached the maximum number of vertices for RL_LINES drawing
- // Launch a draw call but keep current state for next vertices comming
- // NOTE: We add +1 vertex to the check for security
- rlCheckRenderBatchLimit(2 + 1);
- }
- else if ((RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].mode == RL_TRIANGLES) &&
- (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount%3 == 0))
- {
- rlCheckRenderBatchLimit(3 + 1);
- }
- else if ((RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].mode == RL_QUADS) &&
- (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount%4 == 0))
- {
- rlCheckRenderBatchLimit(4 + 1);
- }
- }
- // Add vertices
- RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vertices[3*RLGL.State.vertexCounter] = tx;
- RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vertices[3*RLGL.State.vertexCounter + 1] = ty;
- RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vertices[3*RLGL.State.vertexCounter + 2] = tz;
- // Add current texcoord
- RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].texcoords[2*RLGL.State.vertexCounter] = RLGL.State.texcoordx;
- RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].texcoords[2*RLGL.State.vertexCounter + 1] = RLGL.State.texcoordy;
- // TODO: Add current normal
- // By default rlVertexBuffer type does not store normals
- // Add current color
- RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].colors[4*RLGL.State.vertexCounter] = RLGL.State.colorr;
- RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].colors[4*RLGL.State.vertexCounter + 1] = RLGL.State.colorg;
- RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].colors[4*RLGL.State.vertexCounter + 2] = RLGL.State.colorb;
- RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].colors[4*RLGL.State.vertexCounter + 3] = RLGL.State.colora;
- RLGL.State.vertexCounter++;
- RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount++;
- }
- // Define one vertex (position)
- void rlVertex2f(float x, float y)
- {
- rlVertex3f(x, y, RLGL.currentBatch->currentDepth);
- }
- // Define one vertex (position)
- void rlVertex2i(int x, int y)
- {
- rlVertex3f((float)x, (float)y, RLGL.currentBatch->currentDepth);
- }
- // Define one vertex (texture coordinate)
- // NOTE: Texture coordinates are limited to QUADS only
- void rlTexCoord2f(float x, float y)
- {
- RLGL.State.texcoordx = x;
- RLGL.State.texcoordy = y;
- }
- // Define one vertex (normal)
- // NOTE: Normals limited to TRIANGLES only?
- void rlNormal3f(float x, float y, float z)
- {
- RLGL.State.normalx = x;
- RLGL.State.normaly = y;
- RLGL.State.normalz = z;
- }
- // Define one vertex (color)
- void rlColor4ub(unsigned char x, unsigned char y, unsigned char z, unsigned char w)
- {
- RLGL.State.colorr = x;
- RLGL.State.colorg = y;
- RLGL.State.colorb = z;
- RLGL.State.colora = w;
- }
- // Define one vertex (color)
- void rlColor4f(float r, float g, float b, float a)
- {
- rlColor4ub((unsigned char)(r*255), (unsigned char)(g*255), (unsigned char)(b*255), (unsigned char)(a*255));
- }
- // Define one vertex (color)
- void rlColor3f(float x, float y, float z)
- {
- rlColor4ub((unsigned char)(x*255), (unsigned char)(y*255), (unsigned char)(z*255), 255);
- }
- #endif
- //--------------------------------------------------------------------------------------
- // Module Functions Definition - OpenGL style functions (common to 1.1, 3.3+, ES2)
- //--------------------------------------------------------------------------------------
- // Set current texture to use
- void rlSetTexture(unsigned int id)
- {
- if (id == 0)
- {
- #if defined(GRAPHICS_API_OPENGL_11)
- rlDisableTexture();
- #else
- // NOTE: If quads batch limit is reached, we force a draw call and next batch starts
- if (RLGL.State.vertexCounter >=
- RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].elementCount*4)
- {
- rlDrawRenderBatch(RLGL.currentBatch);
- }
- #endif
- }
- else
- {
- #if defined(GRAPHICS_API_OPENGL_11)
- rlEnableTexture(id);
- #else
- if (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].textureId != id)
- {
- if (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount > 0)
- {
- // Make sure current RLGL.currentBatch->draws[i].vertexCount is aligned a multiple of 4,
- // that way, following QUADS drawing will keep aligned with index processing
- // It implies adding some extra alignment vertex at the end of the draw,
- // those vertex are not processed but they are considered as an additional offset
- // for the next set of vertex to be drawn
- if (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].mode == RL_LINES) RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexAlignment = ((RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount < 4)? RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount : RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount%4);
- else if (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].mode == RL_TRIANGLES) RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexAlignment = ((RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount < 4)? 1 : (4 - (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount%4)));
- else RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexAlignment = 0;
- if (!rlCheckRenderBatchLimit(RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexAlignment))
- {
- RLGL.State.vertexCounter += RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexAlignment;
- RLGL.currentBatch->drawCounter++;
- }
- }
- if (RLGL.currentBatch->drawCounter >= RL_DEFAULT_BATCH_DRAWCALLS) rlDrawRenderBatch(RLGL.currentBatch);
- RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].textureId = id;
- RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount = 0;
- }
- #endif
- }
- }
- // Select and active a texture slot
- void rlActiveTextureSlot(int slot)
- {
- #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- glActiveTexture(GL_TEXTURE0 + slot);
- #endif
- }
- // Enable texture
- void rlEnableTexture(unsigned int id)
- {
- #if defined(GRAPHICS_API_OPENGL_11)
- glEnable(GL_TEXTURE_2D);
- #endif
- glBindTexture(GL_TEXTURE_2D, id);
- }
- // Disable texture
- void rlDisableTexture(void)
- {
- #if defined(GRAPHICS_API_OPENGL_11)
- glDisable(GL_TEXTURE_2D);
- #endif
- glBindTexture(GL_TEXTURE_2D, 0);
- }
- // Enable texture cubemap
- void rlEnableTextureCubemap(unsigned int id)
- {
- #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- glBindTexture(GL_TEXTURE_CUBE_MAP, id);
- #endif
- }
- // Disable texture cubemap
- void rlDisableTextureCubemap(void)
- {
- #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
- #endif
- }
- // Set texture parameters (wrap mode/filter mode)
- void rlTextureParameters(unsigned int id, int param, int value)
- {
- glBindTexture(GL_TEXTURE_2D, id);
- #if !defined(GRAPHICS_API_OPENGL_11)
- // Reset anisotropy filter, in case it was set
- glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, 1.0f);
- #endif
- switch (param)
- {
- case RL_TEXTURE_WRAP_S:
- case RL_TEXTURE_WRAP_T:
- {
- if (value == RL_TEXTURE_WRAP_MIRROR_CLAMP)
- {
- #if !defined(GRAPHICS_API_OPENGL_11)
- if (RLGL.ExtSupported.texMirrorClamp) glTexParameteri(GL_TEXTURE_2D, param, value);
- else TRACELOG(RL_LOG_WARNING, "GL: Clamp mirror wrap mode not supported (GL_MIRROR_CLAMP_EXT)");
- #endif
- }
- else glTexParameteri(GL_TEXTURE_2D, param, value);
- } break;
- case RL_TEXTURE_MAG_FILTER:
- case RL_TEXTURE_MIN_FILTER: glTexParameteri(GL_TEXTURE_2D, param, value); break;
- case RL_TEXTURE_FILTER_ANISOTROPIC:
- {
- #if !defined(GRAPHICS_API_OPENGL_11)
- if (value <= RLGL.ExtSupported.maxAnisotropyLevel) glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, (float)value);
- else if (RLGL.ExtSupported.maxAnisotropyLevel > 0.0f)
- {
- TRACELOG(RL_LOG_WARNING, "GL: Maximum anisotropic filter level supported is %iX", id, (int)RLGL.ExtSupported.maxAnisotropyLevel);
- glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, (float)value);
- }
- else TRACELOG(RL_LOG_WARNING, "GL: Anisotropic filtering not supported");
- #endif
- } break;
- #if defined(GRAPHICS_API_OPENGL_33)
- case RL_TEXTURE_MIPMAP_BIAS_RATIO: glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_LOD_BIAS, value/100.0f);
- #endif
- default: break;
- }
- glBindTexture(GL_TEXTURE_2D, 0);
- }
- // Set cubemap parameters (wrap mode/filter mode)
- void rlCubemapParameters(unsigned int id, int param, int value)
- {
- #if !defined(GRAPHICS_API_OPENGL_11)
- glBindTexture(GL_TEXTURE_CUBE_MAP, id);
- // Reset anisotropy filter, in case it was set
- glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAX_ANISOTROPY_EXT, 1.0f);
- switch (param)
- {
- case RL_TEXTURE_WRAP_S:
- case RL_TEXTURE_WRAP_T:
- {
- if (value == RL_TEXTURE_WRAP_MIRROR_CLAMP)
- {
- if (RLGL.ExtSupported.texMirrorClamp) glTexParameteri(GL_TEXTURE_CUBE_MAP, param, value);
- else TRACELOG(RL_LOG_WARNING, "GL: Clamp mirror wrap mode not supported (GL_MIRROR_CLAMP_EXT)");
- }
- else glTexParameteri(GL_TEXTURE_CUBE_MAP, param, value);
- } break;
- case RL_TEXTURE_MAG_FILTER:
- case RL_TEXTURE_MIN_FILTER: glTexParameteri(GL_TEXTURE_CUBE_MAP, param, value); break;
- case RL_TEXTURE_FILTER_ANISOTROPIC:
- {
- if (value <= RLGL.ExtSupported.maxAnisotropyLevel) glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAX_ANISOTROPY_EXT, (float)value);
- else if (RLGL.ExtSupported.maxAnisotropyLevel > 0.0f)
- {
- TRACELOG(RL_LOG_WARNING, "GL: Maximum anisotropic filter level supported is %iX", id, (int)RLGL.ExtSupported.maxAnisotropyLevel);
- glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAX_ANISOTROPY_EXT, (float)value);
- }
- else TRACELOG(RL_LOG_WARNING, "GL: Anisotropic filtering not supported");
- } break;
- #if defined(GRAPHICS_API_OPENGL_33)
- case RL_TEXTURE_MIPMAP_BIAS_RATIO: glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_LOD_BIAS, value/100.0f);
- #endif
- default: break;
- }
- glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
- #endif
- }
- // Enable shader program
- void rlEnableShader(unsigned int id)
- {
- #if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2))
- glUseProgram(id);
- #endif
- }
- // Disable shader program
- void rlDisableShader(void)
- {
- #if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2))
- glUseProgram(0);
- #endif
- }
- // Enable rendering to texture (fbo)
- void rlEnableFramebuffer(unsigned int id)
- {
- #if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)) && defined(RLGL_RENDER_TEXTURES_HINT)
- glBindFramebuffer(GL_FRAMEBUFFER, id);
- #endif
- }
- // Disable rendering to texture
- void rlDisableFramebuffer(void)
- {
- #if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)) && defined(RLGL_RENDER_TEXTURES_HINT)
- glBindFramebuffer(GL_FRAMEBUFFER, 0);
- #endif
- }
- // Activate multiple draw color buffers
- // NOTE: One color buffer is always active by default
- void rlActiveDrawBuffers(int count)
- {
- #if (defined(GRAPHICS_API_OPENGL_33) && defined(RLGL_RENDER_TEXTURES_HINT))
- // NOTE: Maximum number of draw buffers supported is implementation dependant,
- // it can be queried with glGet*() but it must be at least 8
- //GLint maxDrawBuffers = 0;
- //glGetIntegerv(GL_MAX_DRAW_BUFFERS, &maxDrawBuffers);
- if (count > 0)
- {
- if (count > 8) TRACELOG(LOG_WARNING, "GL: Max color buffers limited to 8");
- else
- {
- unsigned int buffers[8] = {
- GL_COLOR_ATTACHMENT0,
- GL_COLOR_ATTACHMENT1,
- GL_COLOR_ATTACHMENT2,
- GL_COLOR_ATTACHMENT3,
- GL_COLOR_ATTACHMENT4,
- GL_COLOR_ATTACHMENT5,
- GL_COLOR_ATTACHMENT6,
- GL_COLOR_ATTACHMENT7,
- };
- glDrawBuffers(count, buffers);
- }
- }
- else TRACELOG(LOG_WARNING, "GL: One color buffer active by default");
- #endif
- }
- //----------------------------------------------------------------------------------
- // General render state configuration
- //----------------------------------------------------------------------------------
- // Enable color blending
- void rlEnableColorBlend(void) { glEnable(GL_BLEND); }
- // Disable color blending
- void rlDisableColorBlend(void) { glDisable(GL_BLEND); }
- // Enable depth test
- void rlEnableDepthTest(void) { glEnable(GL_DEPTH_TEST); }
- // Disable depth test
- void rlDisableDepthTest(void) { glDisable(GL_DEPTH_TEST); }
- // Enable depth write
- void rlEnableDepthMask(void) { glDepthMask(GL_TRUE); }
- // Disable depth write
- void rlDisableDepthMask(void) { glDepthMask(GL_FALSE); }
- // Enable backface culling
- void rlEnableBackfaceCulling(void) { glEnable(GL_CULL_FACE); }
- // Disable backface culling
- void rlDisableBackfaceCulling(void) { glDisable(GL_CULL_FACE); }
- // Set face culling mode
- void rlSetCullFace(int mode)
- {
- switch (mode)
- {
- case RL_CULL_FACE_BACK: glCullFace(GL_BACK); break;
- case RL_CULL_FACE_FRONT: glCullFace(GL_FRONT); break;
- default: break;
- }
- }
- // Enable scissor test
- void rlEnableScissorTest(void) { glEnable(GL_SCISSOR_TEST); }
- // Disable scissor test
- void rlDisableScissorTest(void) { glDisable(GL_SCISSOR_TEST); }
- // Scissor test
- void rlScissor(int x, int y, int width, int height) { glScissor(x, y, width, height); }
- // Enable wire mode
- void rlEnableWireMode(void)
- {
- #if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33)
- // NOTE: glPolygonMode() not available on OpenGL ES
- glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
- #endif
- }
- // Disable wire mode
- void rlDisableWireMode(void)
- {
- #if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33)
- // NOTE: glPolygonMode() not available on OpenGL ES
- glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
- #endif
- }
- // Set the line drawing width
- void rlSetLineWidth(float width) { glLineWidth(width); }
- // Get the line drawing width
- float rlGetLineWidth(void)
- {
- float width = 0;
- glGetFloatv(GL_LINE_WIDTH, &width);
- return width;
- }
- // Enable line aliasing
- void rlEnableSmoothLines(void)
- {
- #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_11)
- glEnable(GL_LINE_SMOOTH);
- #endif
- }
- // Disable line aliasing
- void rlDisableSmoothLines(void)
- {
- #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_11)
- glDisable(GL_LINE_SMOOTH);
- #endif
- }
- // Enable stereo rendering
- void rlEnableStereoRender(void)
- {
- #if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2))
- RLGL.State.stereoRender = true;
- #endif
- }
- // Disable stereo rendering
- void rlDisableStereoRender(void)
- {
- #if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2))
- RLGL.State.stereoRender = false;
- #endif
- }
- // Check if stereo render is enabled
- bool rlIsStereoRenderEnabled(void)
- {
- #if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2))
- return RLGL.State.stereoRender;
- #else
- return false;
- #endif
- }
- // Clear color buffer with color
- void rlClearColor(unsigned char r, unsigned char g, unsigned char b, unsigned char a)
- {
- // Color values clamp to 0.0f(0) and 1.0f(255)
- float cr = (float)r/255;
- float cg = (float)g/255;
- float cb = (float)b/255;
- float ca = (float)a/255;
- glClearColor(cr, cg, cb, ca);
- }
- // Clear used screen buffers (color and depth)
- void rlClearScreenBuffers(void)
- {
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear used buffers: Color and Depth (Depth is used for 3D)
- //glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); // Stencil buffer not used...
- }
- // Check and log OpenGL error codes
- void rlCheckErrors()
- {
- #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- int check = 1;
- while (check)
- {
- const GLenum err = glGetError();
- switch (err)
- {
- case GL_NO_ERROR: check = 0; break;
- case 0x0500: TRACELOG(RL_LOG_WARNING, "GL: Error detected: GL_INVALID_ENUM"); break;
- case 0x0501: TRACELOG(RL_LOG_WARNING, "GL: Error detected: GL_INVALID_VALUE"); break;
- case 0x0502: TRACELOG(RL_LOG_WARNING, "GL: Error detected: GL_INVALID_OPERATION"); break;
- case 0x0503: TRACELOG(RL_LOG_WARNING, "GL: Error detected: GL_STACK_OVERFLOW"); break;
- case 0x0504: TRACELOG(RL_LOG_WARNING, "GL: Error detected: GL_STACK_UNDERFLOW"); break;
- case 0x0505: TRACELOG(RL_LOG_WARNING, "GL: Error detected: GL_OUT_OF_MEMORY"); break;
- case 0x0506: TRACELOG(RL_LOG_WARNING, "GL: Error detected: GL_INVALID_FRAMEBUFFER_OPERATION"); break;
- default: TRACELOG(RL_LOG_WARNING, "GL: Error detected: Unknown error code: %x", err); break;
- }
- }
- #endif
- }
- // Set blend mode
- void rlSetBlendMode(int mode)
- {
- #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- if ((RLGL.State.currentBlendMode != mode) || ((mode == RL_BLEND_CUSTOM || mode == RL_BLEND_CUSTOM_SEPARATE) && RLGL.State.glCustomBlendModeModified))
- {
- rlDrawRenderBatch(RLGL.currentBatch);
- switch (mode)
- {
- case RL_BLEND_ALPHA: glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glBlendEquation(GL_FUNC_ADD); break;
- case RL_BLEND_ADDITIVE: glBlendFunc(GL_SRC_ALPHA, GL_ONE); glBlendEquation(GL_FUNC_ADD); break;
- case RL_BLEND_MULTIPLIED: glBlendFunc(GL_DST_COLOR, GL_ONE_MINUS_SRC_ALPHA); glBlendEquation(GL_FUNC_ADD); break;
- case RL_BLEND_ADD_COLORS: glBlendFunc(GL_ONE, GL_ONE); glBlendEquation(GL_FUNC_ADD); break;
- case RL_BLEND_SUBTRACT_COLORS: glBlendFunc(GL_ONE, GL_ONE); glBlendEquation(GL_FUNC_SUBTRACT); break;
- case RL_BLEND_ALPHA_PREMULTIPLY: glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA); glBlendEquation(GL_FUNC_ADD); break;
- case RL_BLEND_CUSTOM:
- {
- // NOTE: Using GL blend src/dst factors and GL equation configured with rlSetBlendFactors()
- glBlendFunc(RLGL.State.glBlendSrcFactor, RLGL.State.glBlendDstFactor); glBlendEquation(RLGL.State.glBlendEquation);
- } break;
- case RL_BLEND_CUSTOM_SEPARATE:
- {
- // NOTE: Using GL blend src/dst factors and GL equation configured with rlSetBlendFactorsSeparate()
- glBlendFuncSeparate(RLGL.State.glBlendSrcFactorRGB, RLGL.State.glBlendDestFactorRGB, RLGL.State.glBlendSrcFactorAlpha, RLGL.State.glBlendDestFactorAlpha);
- glBlendEquationSeparate(RLGL.State.glBlendEquationRGB, RLGL.State.glBlendEquationAlpha);
- } break;
- default: break;
- }
- RLGL.State.currentBlendMode = mode;
- RLGL.State.glCustomBlendModeModified = false;
- }
- #endif
- }
- // Set blending mode factor and equation
- void rlSetBlendFactors(int glSrcFactor, int glDstFactor, int glEquation)
- {
- #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- if ((RLGL.State.glBlendSrcFactor != glSrcFactor) ||
- (RLGL.State.glBlendDstFactor != glDstFactor) ||
- (RLGL.State.glBlendEquation != glEquation))
- {
- RLGL.State.glBlendSrcFactor = glSrcFactor;
- RLGL.State.glBlendDstFactor = glDstFactor;
- RLGL.State.glBlendEquation = glEquation;
- RLGL.State.glCustomBlendModeModified = true;
- }
- #endif
- }
- // Set blending mode factor and equation separately for RGB and alpha
- void rlSetBlendFactorsSeparate(int glSrcRGB, int glDstRGB, int glSrcAlpha, int glDstAlpha, int glEqRGB, int glEqAlpha)
- {
- #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- if ((RLGL.State.glBlendSrcFactorRGB != glSrcRGB) ||
- (RLGL.State.glBlendDestFactorRGB != glDstRGB) ||
- (RLGL.State.glBlendSrcFactorAlpha != glSrcAlpha) ||
- (RLGL.State.glBlendDestFactorAlpha != glDstAlpha) ||
- (RLGL.State.glBlendEquationRGB != glEqRGB) ||
- (RLGL.State.glBlendEquationAlpha != glEqAlpha))
- {
- RLGL.State.glBlendSrcFactorRGB = glSrcRGB;
- RLGL.State.glBlendDestFactorRGB = glDstRGB;
- RLGL.State.glBlendSrcFactorAlpha = glSrcAlpha;
- RLGL.State.glBlendDestFactorAlpha = glDstAlpha;
- RLGL.State.glBlendEquationRGB = glEqRGB;
- RLGL.State.glBlendEquationAlpha = glEqAlpha;
- RLGL.State.glCustomBlendModeModified = true;
- }
- #endif
- }
- //----------------------------------------------------------------------------------
- // Module Functions Definition - OpenGL Debug
- //----------------------------------------------------------------------------------
- #if defined(RLGL_ENABLE_OPENGL_DEBUG_CONTEXT) && defined(GRAPHICS_API_OPENGL_43)
- static void GLAPIENTRY rlDebugMessageCallback(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar *message, const void *userParam)
- {
- // Ignore non-significant error/warning codes (NVidia drivers)
- // NOTE: Here there are the details with a sample output:
- // - #131169 - Framebuffer detailed info: The driver allocated storage for renderbuffer 2. (severity: low)
- // - #131185 - Buffer detailed info: Buffer object 1 (bound to GL_ELEMENT_ARRAY_BUFFER_ARB, usage hint is GL_ENUM_88e4)
- // will use VIDEO memory as the source for buffer object operations. (severity: low)
- // - #131218 - Program/shader state performance warning: Vertex shader in program 7 is being recompiled based on GL state. (severity: medium)
- // - #131204 - Texture state usage warning: The texture object (0) bound to texture image unit 0 does not have
- // a defined base level and cannot be used for texture mapping. (severity: low)
- if ((id == 131169) || (id == 131185) || (id == 131218) || (id == 131204)) return;
- const char *msgSource = NULL;
- switch (source)
- {
- case GL_DEBUG_SOURCE_API: msgSource = "API"; break;
- case GL_DEBUG_SOURCE_WINDOW_SYSTEM: msgSource = "WINDOW_SYSTEM"; break;
- case GL_DEBUG_SOURCE_SHADER_COMPILER: msgSource = "SHADER_COMPILER"; break;
- case GL_DEBUG_SOURCE_THIRD_PARTY: msgSource = "THIRD_PARTY"; break;
- case GL_DEBUG_SOURCE_APPLICATION: msgSource = "APPLICATION"; break;
- case GL_DEBUG_SOURCE_OTHER: msgSource = "OTHER"; break;
- default: break;
- }
- const char *msgType = NULL;
- switch (type)
- {
- case GL_DEBUG_TYPE_ERROR: msgType = "ERROR"; break;
- case GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR: msgType = "DEPRECATED_BEHAVIOR"; break;
- case GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR: msgType = "UNDEFINED_BEHAVIOR"; break;
- case GL_DEBUG_TYPE_PORTABILITY: msgType = "PORTABILITY"; break;
- case GL_DEBUG_TYPE_PERFORMANCE: msgType = "PERFORMANCE"; break;
- case GL_DEBUG_TYPE_MARKER: msgType = "MARKER"; break;
- case GL_DEBUG_TYPE_PUSH_GROUP: msgType = "PUSH_GROUP"; break;
- case GL_DEBUG_TYPE_POP_GROUP: msgType = "POP_GROUP"; break;
- case GL_DEBUG_TYPE_OTHER: msgType = "OTHER"; break;
- default: break;
- }
- const char *msgSeverity = "DEFAULT";
- switch (severity)
- {
- case GL_DEBUG_SEVERITY_LOW: msgSeverity = "LOW"; break;
- case GL_DEBUG_SEVERITY_MEDIUM: msgSeverity = "MEDIUM"; break;
- case GL_DEBUG_SEVERITY_HIGH: msgSeverity = "HIGH"; break;
- case GL_DEBUG_SEVERITY_NOTIFICATION: msgSeverity = "NOTIFICATION"; break;
- default: break;
- }
- TRACELOG(LOG_WARNING, "GL: OpenGL debug message: %s", message);
- TRACELOG(LOG_WARNING, " > Type: %s", msgType);
- TRACELOG(LOG_WARNING, " > Source = %s", msgSource);
- TRACELOG(LOG_WARNING, " > Severity = %s", msgSeverity);
- }
- #endif
- //----------------------------------------------------------------------------------
- // Module Functions Definition - rlgl functionality
- //----------------------------------------------------------------------------------
- // Initialize rlgl: OpenGL extensions, default buffers/shaders/textures, OpenGL states
- void rlglInit(int width, int height)
- {
- // Enable OpenGL debug context if required
- #if defined(RLGL_ENABLE_OPENGL_DEBUG_CONTEXT) && defined(GRAPHICS_API_OPENGL_43)
- if ((glDebugMessageCallback != NULL) && (glDebugMessageControl != NULL))
- {
- glDebugMessageCallback(rlDebugMessageCallback, 0);
- // glDebugMessageControl(GL_DEBUG_SOURCE_API, GL_DEBUG_TYPE_ERROR, GL_DEBUG_SEVERITY_HIGH, 0, 0, GL_TRUE); // TODO: Filter message
- // Debug context options:
- // - GL_DEBUG_OUTPUT - Faster version but not useful for breakpoints
- // - GL_DEBUG_OUTPUT_SYNCHRONUS - Callback is in sync with errors, so a breakpoint can be placed on the callback in order to get a stacktrace for the GL error
- glEnable(GL_DEBUG_OUTPUT);
- glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS);
- }
- #endif
- #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- // Init default white texture
- unsigned char pixels[4] = { 255, 255, 255, 255 }; // 1 pixel RGBA (4 bytes)
- RLGL.State.defaultTextureId = rlLoadTexture(pixels, 1, 1, RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8A8, 1);
- if (RLGL.State.defaultTextureId != 0) TRACELOG(RL_LOG_INFO, "TEXTURE: [ID %i] Default texture loaded successfully", RLGL.State.defaultTextureId);
- else TRACELOG(RL_LOG_WARNING, "TEXTURE: Failed to load default texture");
- // Init default Shader (customized for GL 3.3 and ES2)
- // Loaded: RLGL.State.defaultShaderId + RLGL.State.defaultShaderLocs
- rlLoadShaderDefault();
- RLGL.State.currentShaderId = RLGL.State.defaultShaderId;
- RLGL.State.currentShaderLocs = RLGL.State.defaultShaderLocs;
- // Init default vertex arrays buffers
- RLGL.defaultBatch = rlLoadRenderBatch(RL_DEFAULT_BATCH_BUFFERS, RL_DEFAULT_BATCH_BUFFER_ELEMENTS);
- RLGL.currentBatch = &RLGL.defaultBatch;
- // Init stack matrices (emulating OpenGL 1.1)
- for (int i = 0; i < RL_MAX_MATRIX_STACK_SIZE; i++) RLGL.State.stack[i] = rlMatrixIdentity();
- // Init internal matrices
- RLGL.State.transform = rlMatrixIdentity();
- RLGL.State.projection = rlMatrixIdentity();
- RLGL.State.modelview = rlMatrixIdentity();
- RLGL.State.currentMatrix = &RLGL.State.modelview;
- #endif // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2
- // Initialize OpenGL default states
- //----------------------------------------------------------
- // Init state: Depth test
- glDepthFunc(GL_LEQUAL); // Type of depth testing to apply
- glDisable(GL_DEPTH_TEST); // Disable depth testing for 2D (only used for 3D)
- // Init state: Blending mode
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // Color blending function (how colors are mixed)
- glEnable(GL_BLEND); // Enable color blending (required to work with transparencies)
- // Init state: Culling
- // NOTE: All shapes/models triangles are drawn CCW
- glCullFace(GL_BACK); // Cull the back face (default)
- glFrontFace(GL_CCW); // Front face are defined counter clockwise (default)
- glEnable(GL_CULL_FACE); // Enable backface culling
- // Init state: Cubemap seamless
- #if defined(GRAPHICS_API_OPENGL_33)
- glEnable(GL_TEXTURE_CUBE_MAP_SEAMLESS); // Seamless cubemaps (not supported on OpenGL ES 2.0)
- #endif
- #if defined(GRAPHICS_API_OPENGL_11)
- // Init state: Color hints (deprecated in OpenGL 3.0+)
- glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Improve quality of color and texture coordinate interpolation
- glShadeModel(GL_SMOOTH); // Smooth shading between vertex (vertex colors interpolation)
- #endif
- #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- // Store screen size into global variables
- RLGL.State.framebufferWidth = width;
- RLGL.State.framebufferHeight = height;
- TRACELOG(RL_LOG_INFO, "RLGL: Default OpenGL state initialized successfully");
- //----------------------------------------------------------
- #endif
- // Init state: Color/Depth buffers clear
- glClearColor(0.0f, 0.0f, 0.0f, 1.0f); // Set clear color (black)
- glClearDepth(1.0f); // Set clear depth value (default)
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear color and depth buffers (depth buffer required for 3D)
- }
- // Vertex Buffer Object deinitialization (memory free)
- void rlglClose(void)
- {
- #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- rlUnloadRenderBatch(RLGL.defaultBatch);
- rlUnloadShaderDefault(); // Unload default shader
- glDeleteTextures(1, &RLGL.State.defaultTextureId); // Unload default texture
- TRACELOG(RL_LOG_INFO, "TEXTURE: [ID %i] Default texture unloaded successfully", RLGL.State.defaultTextureId);
- #endif
- }
- // Load OpenGL extensions
- // NOTE: External loader function must be provided
- void rlLoadExtensions(void *loader)
- {
- #if defined(GRAPHICS_API_OPENGL_33) // Also defined for GRAPHICS_API_OPENGL_21
- // NOTE: glad is generated and contains only required OpenGL 3.3 Core extensions (and lower versions)
- if (gladLoadGL((GLADloadfunc)loader) == 0) TRACELOG(RL_LOG_WARNING, "GLAD: Cannot load OpenGL extensions");
- else TRACELOG(RL_LOG_INFO, "GLAD: OpenGL extensions loaded successfully");
- // Get number of supported extensions
- GLint numExt = 0;
- glGetIntegerv(GL_NUM_EXTENSIONS, &numExt);
- TRACELOG(RL_LOG_INFO, "GL: Supported extensions count: %i", numExt);
- #if defined(RLGL_SHOW_GL_DETAILS_INFO)
- // Get supported extensions list
- // WARNING: glGetStringi() not available on OpenGL 2.1
- TRACELOG(RL_LOG_INFO, "GL: OpenGL extensions:");
- for (int i = 0; i < numExt; i++) TRACELOG(RL_LOG_INFO, " %s", glGetStringi(GL_EXTENSIONS, i));
- #endif
- #if defined(GRAPHICS_API_OPENGL_21)
- // Register supported extensions flags
- // Optional OpenGL 2.1 extensions
- RLGL.ExtSupported.vao = GLAD_GL_ARB_vertex_array_object;
- RLGL.ExtSupported.instancing = (GLAD_GL_EXT_draw_instanced && GLAD_GL_ARB_instanced_arrays);
- RLGL.ExtSupported.texNPOT = GLAD_GL_ARB_texture_non_power_of_two;
- RLGL.ExtSupported.texFloat32 = GLAD_GL_ARB_texture_float;
- RLGL.ExtSupported.texDepth = GLAD_GL_ARB_depth_texture;
- RLGL.ExtSupported.maxDepthBits = 32;
- RLGL.ExtSupported.texAnisoFilter = GLAD_GL_EXT_texture_filter_anisotropic;
- RLGL.ExtSupported.texMirrorClamp = GLAD_GL_EXT_texture_mirror_clamp;
- #else
- // Register supported extensions flags
- // OpenGL 3.3 extensions supported by default (core)
- RLGL.ExtSupported.vao = true;
- RLGL.ExtSupported.instancing = true;
- RLGL.ExtSupported.texNPOT = true;
- RLGL.ExtSupported.texFloat32 = true;
- RLGL.ExtSupported.texDepth = true;
- RLGL.ExtSupported.maxDepthBits = 32;
- RLGL.ExtSupported.texAnisoFilter = true;
- RLGL.ExtSupported.texMirrorClamp = true;
- #endif
- // Optional OpenGL 3.3 extensions
- RLGL.ExtSupported.texCompASTC = GLAD_GL_KHR_texture_compression_astc_hdr && GLAD_GL_KHR_texture_compression_astc_ldr;
- RLGL.ExtSupported.texCompDXT = GLAD_GL_EXT_texture_compression_s3tc; // Texture compression: DXT
- RLGL.ExtSupported.texCompETC2 = GLAD_GL_ARB_ES3_compatibility; // Texture compression: ETC2/EAC
- #if defined(GRAPHICS_API_OPENGL_43)
- RLGL.ExtSupported.computeShader = GLAD_GL_ARB_compute_shader;
- RLGL.ExtSupported.ssbo = GLAD_GL_ARB_shader_storage_buffer_object;
- #endif
- #endif // GRAPHICS_API_OPENGL_33
- #if defined(GRAPHICS_API_OPENGL_ES2)
- #if defined(PLATFORM_DESKTOP)
- if (gladLoadGLES2((GLADloadfunc)loader) == 0) TRACELOG(RL_LOG_WARNING, "GLAD: Cannot load OpenGL ES2.0 functions");
- else TRACELOG(RL_LOG_INFO, "GLAD: OpenGL ES2.0 loaded successfully");
- #endif
- // Get supported extensions list
- GLint numExt = 0;
- const char **extList = RL_MALLOC(512*sizeof(const char *)); // Allocate 512 strings pointers (2 KB)
- const char *extensions = (const char *)glGetString(GL_EXTENSIONS); // One big const string
- // NOTE: We have to duplicate string because glGetString() returns a const string
- int size = strlen(extensions) + 1; // Get extensions string size in bytes
- char *extensionsDup = (char *)RL_CALLOC(size, sizeof(char));
- strcpy(extensionsDup, extensions);
- extList[numExt] = extensionsDup;
- for (int i = 0; i < size; i++)
- {
- if (extensionsDup[i] == ' ')
- {
- extensionsDup[i] = '\0';
- numExt++;
- extList[numExt] = &extensionsDup[i + 1];
- }
- }
- TRACELOG(RL_LOG_INFO, "GL: Supported extensions count: %i", numExt);
- #if defined(RLGL_SHOW_GL_DETAILS_INFO)
- TRACELOG(RL_LOG_INFO, "GL: OpenGL extensions:");
- for (int i = 0; i < numExt; i++) TRACELOG(RL_LOG_INFO, " %s", extList[i]);
- #endif
- // Check required extensions
- for (int i = 0; i < numExt; i++)
- {
- // Check VAO support
- // NOTE: Only check on OpenGL ES, OpenGL 3.3 has VAO support as core feature
- if (strcmp(extList[i], (const char *)"GL_OES_vertex_array_object") == 0)
- {
- // The extension is supported by our hardware and driver, try to get related functions pointers
- // NOTE: emscripten does not support VAOs natively, it uses emulation and it reduces overall performance...
- glGenVertexArrays = (PFNGLGENVERTEXARRAYSOESPROC)((rlglLoadProc)loader)("glGenVertexArraysOES");
- glBindVertexArray = (PFNGLBINDVERTEXARRAYOESPROC)((rlglLoadProc)loader)("glBindVertexArrayOES");
- glDeleteVertexArrays = (PFNGLDELETEVERTEXARRAYSOESPROC)((rlglLoadProc)loader)("glDeleteVertexArraysOES");
- //glIsVertexArray = (PFNGLISVERTEXARRAYOESPROC)loader("glIsVertexArrayOES"); // NOTE: Fails in WebGL, omitted
- if ((glGenVertexArrays != NULL) && (glBindVertexArray != NULL) && (glDeleteVertexArrays != NULL)) RLGL.ExtSupported.vao = true;
- }
- // Check instanced rendering support
- if (strcmp(extList[i], (const char *)"GL_ANGLE_instanced_arrays") == 0) // Web ANGLE
- {
- glDrawArraysInstanced = (PFNGLDRAWARRAYSINSTANCEDEXTPROC)((rlglLoadProc)loader)("glDrawArraysInstancedANGLE");
- glDrawElementsInstanced = (PFNGLDRAWELEMENTSINSTANCEDEXTPROC)((rlglLoadProc)loader)("glDrawElementsInstancedANGLE");
- glVertexAttribDivisor = (PFNGLVERTEXATTRIBDIVISOREXTPROC)((rlglLoadProc)loader)("glVertexAttribDivisorANGLE");
- if ((glDrawArraysInstanced != NULL) && (glDrawElementsInstanced != NULL) && (glVertexAttribDivisor != NULL)) RLGL.ExtSupported.instancing = true;
- }
- else
- {
- if ((strcmp(extList[i], (const char *)"GL_EXT_draw_instanced") == 0) && // Standard EXT
- (strcmp(extList[i], (const char *)"GL_EXT_instanced_arrays") == 0))
- {
- glDrawArraysInstanced = (PFNGLDRAWARRAYSINSTANCEDEXTPROC)((rlglLoadProc)loader)("glDrawArraysInstancedEXT");
- glDrawElementsInstanced = (PFNGLDRAWELEMENTSINSTANCEDEXTPROC)((rlglLoadProc)loader)("glDrawElementsInstancedEXT");
- glVertexAttribDivisor = (PFNGLVERTEXATTRIBDIVISOREXTPROC)((rlglLoadProc)loader)("glVertexAttribDivisorEXT");
- if ((glDrawArraysInstanced != NULL) && (glDrawElementsInstanced != NULL) && (glVertexAttribDivisor != NULL)) RLGL.ExtSupported.instancing = true;
- }
- }
- // Check NPOT textures support
- // NOTE: Only check on OpenGL ES, OpenGL 3.3 has NPOT textures full support as core feature
- if (strcmp(extList[i], (const char *)"GL_OES_texture_npot") == 0) RLGL.ExtSupported.texNPOT = true;
- // Check texture float support
- if (strcmp(extList[i], (const char *)"GL_OES_texture_float") == 0) RLGL.ExtSupported.texFloat32 = true;
- // Check depth texture support
- if (strcmp(extList[i], (const char *)"GL_OES_depth_texture") == 0) RLGL.ExtSupported.texDepth = true;
- if (strcmp(extList[i], (const char *)"GL_WEBGL_depth_texture") == 0) RLGL.ExtSupported.texDepthWebGL = true; // WebGL requires unsized internal format
- if (RLGL.ExtSupported.texDepthWebGL) RLGL.ExtSupported.texDepth = true;
- if (strcmp(extList[i], (const char *)"GL_OES_depth24") == 0) RLGL.ExtSupported.maxDepthBits = 24; // Not available on WebGL
- if (strcmp(extList[i], (const char *)"GL_OES_depth32") == 0) RLGL.ExtSupported.maxDepthBits = 32; // Not available on WebGL
- // Check texture compression support: DXT
- if ((strcmp(extList[i], (const char *)"GL_EXT_texture_compression_s3tc") == 0) ||
- (strcmp(extList[i], (const char *)"GL_WEBGL_compressed_texture_s3tc") == 0) ||
- (strcmp(extList[i], (const char *)"GL_WEBKIT_WEBGL_compressed_texture_s3tc") == 0)) RLGL.ExtSupported.texCompDXT = true;
- // Check texture compression support: ETC1
- if ((strcmp(extList[i], (const char *)"GL_OES_compressed_ETC1_RGB8_texture") == 0) ||
- (strcmp(extList[i], (const char *)"GL_WEBGL_compressed_texture_etc1") == 0)) RLGL.ExtSupported.texCompETC1 = true;
- // Check texture compression support: ETC2/EAC
- if (strcmp(extList[i], (const char *)"GL_ARB_ES3_compatibility") == 0) RLGL.ExtSupported.texCompETC2 = true;
- // Check texture compression support: PVR
- if (strcmp(extList[i], (const char *)"GL_IMG_texture_compression_pvrtc") == 0) RLGL.ExtSupported.texCompPVRT = true;
- // Check texture compression support: ASTC
- if (strcmp(extList[i], (const char *)"GL_KHR_texture_compression_astc_hdr") == 0) RLGL.ExtSupported.texCompASTC = true;
- // Check anisotropic texture filter support
- if (strcmp(extList[i], (const char *)"GL_EXT_texture_filter_anisotropic") == 0) RLGL.ExtSupported.texAnisoFilter = true;
- // Check clamp mirror wrap mode support
- if (strcmp(extList[i], (const char *)"GL_EXT_texture_mirror_clamp") == 0) RLGL.ExtSupported.texMirrorClamp = true;
- }
- // Free extensions pointers
- RL_FREE(extList);
- RL_FREE(extensionsDup); // Duplicated string must be deallocated
- #endif // GRAPHICS_API_OPENGL_ES2
- // Check OpenGL information and capabilities
- //------------------------------------------------------------------------------
- // Show current OpenGL and GLSL version
- TRACELOG(RL_LOG_INFO, "GL: OpenGL device information:");
- TRACELOG(RL_LOG_INFO, " > Vendor: %s", glGetString(GL_VENDOR));
- TRACELOG(RL_LOG_INFO, " > Renderer: %s", glGetString(GL_RENDERER));
- TRACELOG(RL_LOG_INFO, " > Version: %s", glGetString(GL_VERSION));
- TRACELOG(RL_LOG_INFO, " > GLSL: %s", glGetString(GL_SHADING_LANGUAGE_VERSION));
- #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- // NOTE: Anisotropy levels capability is an extension
- #ifndef GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT
- #define GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT 0x84FF
- #endif
- glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &RLGL.ExtSupported.maxAnisotropyLevel);
- #if defined(RLGL_SHOW_GL_DETAILS_INFO)
- // Show some OpenGL GPU capabilities
- TRACELOG(RL_LOG_INFO, "GL: OpenGL capabilities:");
- GLint capability = 0;
- glGetIntegerv(GL_MAX_TEXTURE_SIZE, &capability);
- TRACELOG(RL_LOG_INFO, " GL_MAX_TEXTURE_SIZE: %i", capability);
- glGetIntegerv(GL_MAX_CUBE_MAP_TEXTURE_SIZE, &capability);
- TRACELOG(RL_LOG_INFO, " GL_MAX_CUBE_MAP_TEXTURE_SIZE: %i", capability);
- glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &capability);
- TRACELOG(RL_LOG_INFO, " GL_MAX_TEXTURE_IMAGE_UNITS: %i", capability);
- glGetIntegerv(GL_MAX_VERTEX_ATTRIBS, &capability);
- TRACELOG(RL_LOG_INFO, " GL_MAX_VERTEX_ATTRIBS: %i", capability);
- #if !defined(GRAPHICS_API_OPENGL_ES2)
- glGetIntegerv(GL_MAX_UNIFORM_BLOCK_SIZE, &capability);
- TRACELOG(RL_LOG_INFO, " GL_MAX_UNIFORM_BLOCK_SIZE: %i", capability);
- glGetIntegerv(GL_MAX_DRAW_BUFFERS, &capability);
- TRACELOG(RL_LOG_INFO, " GL_MAX_DRAW_BUFFERS: %i", capability);
- if (RLGL.ExtSupported.texAnisoFilter) TRACELOG(RL_LOG_INFO, " GL_MAX_TEXTURE_MAX_ANISOTROPY: %.0f", RLGL.ExtSupported.maxAnisotropyLevel);
- #endif
- glGetIntegerv(GL_NUM_COMPRESSED_TEXTURE_FORMATS, &capability);
- TRACELOG(RL_LOG_INFO, " GL_NUM_COMPRESSED_TEXTURE_FORMATS: %i", capability);
- GLint *compFormats = (GLint *)RL_CALLOC(capability, sizeof(GLint));
- glGetIntegerv(GL_COMPRESSED_TEXTURE_FORMATS, compFormats);
- for (int i = 0; i < capability; i++) TRACELOG(RL_LOG_INFO, " %s", rlGetCompressedFormatName(compFormats[i]));
- RL_FREE(compFormats);
- #if defined(GRAPHICS_API_OPENGL_43)
- glGetIntegerv(GL_MAX_VERTEX_ATTRIB_BINDINGS, &capability);
- TRACELOG(RL_LOG_INFO, " GL_MAX_VERTEX_ATTRIB_BINDINGS: %i", capability);
- glGetIntegerv(GL_MAX_UNIFORM_LOCATIONS, &capability);
- TRACELOG(RL_LOG_INFO, " GL_MAX_UNIFORM_LOCATIONS: %i", capability);
- #endif // GRAPHICS_API_OPENGL_43
- #else // RLGL_SHOW_GL_DETAILS_INFO
- // Show some basic info about GL supported features
- if (RLGL.ExtSupported.vao) TRACELOG(RL_LOG_INFO, "GL: VAO extension detected, VAO functions loaded successfully");
- else TRACELOG(RL_LOG_WARNING, "GL: VAO extension not found, VAO not supported");
- if (RLGL.ExtSupported.texNPOT) TRACELOG(RL_LOG_INFO, "GL: NPOT textures extension detected, full NPOT textures supported");
- else TRACELOG(RL_LOG_WARNING, "GL: NPOT textures extension not found, limited NPOT support (no-mipmaps, no-repeat)");
- if (RLGL.ExtSupported.texCompDXT) TRACELOG(RL_LOG_INFO, "GL: DXT compressed textures supported");
- if (RLGL.ExtSupported.texCompETC1) TRACELOG(RL_LOG_INFO, "GL: ETC1 compressed textures supported");
- if (RLGL.ExtSupported.texCompETC2) TRACELOG(RL_LOG_INFO, "GL: ETC2/EAC compressed textures supported");
- if (RLGL.ExtSupported.texCompPVRT) TRACELOG(RL_LOG_INFO, "GL: PVRT compressed textures supported");
- if (RLGL.ExtSupported.texCompASTC) TRACELOG(RL_LOG_INFO, "GL: ASTC compressed textures supported");
- if (RLGL.ExtSupported.computeShader) TRACELOG(RL_LOG_INFO, "GL: Compute shaders supported");
- if (RLGL.ExtSupported.ssbo) TRACELOG(RL_LOG_INFO, "GL: Shader storage buffer objects supported");
- #endif // RLGL_SHOW_GL_DETAILS_INFO
- #endif // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2
- }
- // Get current OpenGL version
- int rlGetVersion(void)
- {
- int glVersion = 0;
- #if defined(GRAPHICS_API_OPENGL_11)
- glVersion = RL_OPENGL_11;
- #endif
- #if defined(GRAPHICS_API_OPENGL_21)
- glVersion = RL_OPENGL_21;
- #elif defined(GRAPHICS_API_OPENGL_33)
- glVersion = RL_OPENGL_33;
- #endif
- #if defined(GRAPHICS_API_OPENGL_43)
- glVersion = RL_OPENGL_43;
- #endif
- #if defined(GRAPHICS_API_OPENGL_ES2)
- glVersion = RL_OPENGL_ES_20;
- #endif
- return glVersion;
- }
- // Set current framebuffer width
- void rlSetFramebufferWidth(int width)
- {
- #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- RLGL.State.framebufferWidth = width;
- #endif
- }
- // Set current framebuffer height
- void rlSetFramebufferHeight(int height)
- {
- #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- RLGL.State.framebufferHeight = height;
- #endif
- }
- // Get default framebuffer width
- int rlGetFramebufferWidth(void)
- {
- int width = 0;
- #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- width = RLGL.State.framebufferWidth;
- #endif
- return width;
- }
- // Get default framebuffer height
- int rlGetFramebufferHeight(void)
- {
- int height = 0;
- #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- height = RLGL.State.framebufferHeight;
- #endif
- return height;
- }
- // Get default internal texture (white texture)
- // NOTE: Default texture is a 1x1 pixel UNCOMPRESSED_R8G8B8A8
- unsigned int rlGetTextureIdDefault(void)
- {
- unsigned int id = 0;
- #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- id = RLGL.State.defaultTextureId;
- #endif
- return id;
- }
- // Get default shader id
- unsigned int rlGetShaderIdDefault(void)
- {
- unsigned int id = 0;
- #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- id = RLGL.State.defaultShaderId;
- #endif
- return id;
- }
- // Get default shader locs
- int *rlGetShaderLocsDefault(void)
- {
- int *locs = NULL;
- #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- locs = RLGL.State.defaultShaderLocs;
- #endif
- return locs;
- }
- // Render batch management
- //------------------------------------------------------------------------------------------------
- // Load render batch
- rlRenderBatch rlLoadRenderBatch(int numBuffers, int bufferElements)
- {
- rlRenderBatch batch = { 0 };
- #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- // Initialize CPU (RAM) vertex buffers (position, texcoord, color data and indexes)
- //--------------------------------------------------------------------------------------------
- batch.vertexBuffer = (rlVertexBuffer *)RL_MALLOC(numBuffers*sizeof(rlVertexBuffer));
- for (int i = 0; i < numBuffers; i++)
- {
- batch.vertexBuffer[i].elementCount = bufferElements;
- batch.vertexBuffer[i].vertices = (float *)RL_MALLOC(bufferElements*3*4*sizeof(float)); // 3 float by vertex, 4 vertex by quad
- batch.vertexBuffer[i].texcoords = (float *)RL_MALLOC(bufferElements*2*4*sizeof(float)); // 2 float by texcoord, 4 texcoord by quad
- batch.vertexBuffer[i].colors = (unsigned char *)RL_MALLOC(bufferElements*4*4*sizeof(unsigned char)); // 4 float by color, 4 colors by quad
- #if defined(GRAPHICS_API_OPENGL_33)
- batch.vertexBuffer[i].indices = (unsigned int *)RL_MALLOC(bufferElements*6*sizeof(unsigned int)); // 6 int by quad (indices)
- #endif
- #if defined(GRAPHICS_API_OPENGL_ES2)
- batch.vertexBuffer[i].indices = (unsigned short *)RL_MALLOC(bufferElements*6*sizeof(unsigned short)); // 6 int by quad (indices)
- #endif
- for (int j = 0; j < (3*4*bufferElements); j++) batch.vertexBuffer[i].vertices[j] = 0.0f;
- for (int j = 0; j < (2*4*bufferElements); j++) batch.vertexBuffer[i].texcoords[j] = 0.0f;
- for (int j = 0; j < (4*4*bufferElements); j++) batch.vertexBuffer[i].colors[j] = 0;
- int k = 0;
- // Indices can be initialized right now
- for (int j = 0; j < (6*bufferElements); j += 6)
- {
- batch.vertexBuffer[i].indices[j] = 4*k;
- batch.vertexBuffer[i].indices[j + 1] = 4*k + 1;
- batch.vertexBuffer[i].indices[j + 2] = 4*k + 2;
- batch.vertexBuffer[i].indices[j + 3] = 4*k;
- batch.vertexBuffer[i].indices[j + 4] = 4*k + 2;
- batch.vertexBuffer[i].indices[j + 5] = 4*k + 3;
- k++;
- }
- RLGL.State.vertexCounter = 0;
- }
- TRACELOG(RL_LOG_INFO, "RLGL: Render batch vertex buffers loaded successfully in RAM (CPU)");
- //--------------------------------------------------------------------------------------------
- // Upload to GPU (VRAM) vertex data and initialize VAOs/VBOs
- //--------------------------------------------------------------------------------------------
- for (int i = 0; i < numBuffers; i++)
- {
- if (RLGL.ExtSupported.vao)
- {
- // Initialize Quads VAO
- glGenVertexArrays(1, &batch.vertexBuffer[i].vaoId);
- glBindVertexArray(batch.vertexBuffer[i].vaoId);
- }
- // Quads - Vertex buffers binding and attributes enable
- // Vertex position buffer (shader-location = 0)
- glGenBuffers(1, &batch.vertexBuffer[i].vboId[0]);
- glBindBuffer(GL_ARRAY_BUFFER, batch.vertexBuffer[i].vboId[0]);
- glBufferData(GL_ARRAY_BUFFER, bufferElements*3*4*sizeof(float), batch.vertexBuffer[i].vertices, GL_DYNAMIC_DRAW);
- glEnableVertexAttribArray(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_POSITION]);
- glVertexAttribPointer(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_POSITION], 3, GL_FLOAT, 0, 0, 0);
- // Vertex texcoord buffer (shader-location = 1)
- glGenBuffers(1, &batch.vertexBuffer[i].vboId[1]);
- glBindBuffer(GL_ARRAY_BUFFER, batch.vertexBuffer[i].vboId[1]);
- glBufferData(GL_ARRAY_BUFFER, bufferElements*2*4*sizeof(float), batch.vertexBuffer[i].texcoords, GL_DYNAMIC_DRAW);
- glEnableVertexAttribArray(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_TEXCOORD01]);
- glVertexAttribPointer(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_TEXCOORD01], 2, GL_FLOAT, 0, 0, 0);
- // Vertex color buffer (shader-location = 3)
- glGenBuffers(1, &batch.vertexBuffer[i].vboId[2]);
- glBindBuffer(GL_ARRAY_BUFFER, batch.vertexBuffer[i].vboId[2]);
- glBufferData(GL_ARRAY_BUFFER, bufferElements*4*4*sizeof(unsigned char), batch.vertexBuffer[i].colors, GL_DYNAMIC_DRAW);
- glEnableVertexAttribArray(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_COLOR]);
- glVertexAttribPointer(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_COLOR], 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
- // Fill index buffer
- glGenBuffers(1, &batch.vertexBuffer[i].vboId[3]);
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, batch.vertexBuffer[i].vboId[3]);
- #if defined(GRAPHICS_API_OPENGL_33)
- glBufferData(GL_ELEMENT_ARRAY_BUFFER, bufferElements*6*sizeof(int), batch.vertexBuffer[i].indices, GL_STATIC_DRAW);
- #endif
- #if defined(GRAPHICS_API_OPENGL_ES2)
- glBufferData(GL_ELEMENT_ARRAY_BUFFER, bufferElements*6*sizeof(short), batch.vertexBuffer[i].indices, GL_STATIC_DRAW);
- #endif
- }
- TRACELOG(RL_LOG_INFO, "RLGL: Render batch vertex buffers loaded successfully in VRAM (GPU)");
- // Unbind the current VAO
- if (RLGL.ExtSupported.vao) glBindVertexArray(0);
- //--------------------------------------------------------------------------------------------
- // Init draw calls tracking system
- //--------------------------------------------------------------------------------------------
- batch.draws = (rlDrawCall *)RL_MALLOC(RL_DEFAULT_BATCH_DRAWCALLS*sizeof(rlDrawCall));
- for (int i = 0; i < RL_DEFAULT_BATCH_DRAWCALLS; i++)
- {
- batch.draws[i].mode = RL_QUADS;
- batch.draws[i].vertexCount = 0;
- batch.draws[i].vertexAlignment = 0;
- //batch.draws[i].vaoId = 0;
- //batch.draws[i].shaderId = 0;
- batch.draws[i].textureId = RLGL.State.defaultTextureId;
- //batch.draws[i].RLGL.State.projection = rlMatrixIdentity();
- //batch.draws[i].RLGL.State.modelview = rlMatrixIdentity();
- }
- batch.bufferCount = numBuffers; // Record buffer count
- batch.drawCounter = 1; // Reset draws counter
- batch.currentDepth = -1.0f; // Reset depth value
- //--------------------------------------------------------------------------------------------
- #endif
- return batch;
- }
- // Unload default internal buffers vertex data from CPU and GPU
- void rlUnloadRenderBatch(rlRenderBatch batch)
- {
- #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- // Unbind everything
- glBindBuffer(GL_ARRAY_BUFFER, 0);
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
- // Unload all vertex buffers data
- for (int i = 0; i < batch.bufferCount; i++)
- {
- // Unbind VAO attribs data
- if (RLGL.ExtSupported.vao)
- {
- glBindVertexArray(batch.vertexBuffer[i].vaoId);
- glDisableVertexAttribArray(0);
- glDisableVertexAttribArray(1);
- glDisableVertexAttribArray(2);
- glDisableVertexAttribArray(3);
- glBindVertexArray(0);
- }
- // Delete VBOs from GPU (VRAM)
- glDeleteBuffers(1, &batch.vertexBuffer[i].vboId[0]);
- glDeleteBuffers(1, &batch.vertexBuffer[i].vboId[1]);
- glDeleteBuffers(1, &batch.vertexBuffer[i].vboId[2]);
- glDeleteBuffers(1, &batch.vertexBuffer[i].vboId[3]);
- // Delete VAOs from GPU (VRAM)
- if (RLGL.ExtSupported.vao) glDeleteVertexArrays(1, &batch.vertexBuffer[i].vaoId);
- // Free vertex arrays memory from CPU (RAM)
- RL_FREE(batch.vertexBuffer[i].vertices);
- RL_FREE(batch.vertexBuffer[i].texcoords);
- RL_FREE(batch.vertexBuffer[i].colors);
- RL_FREE(batch.vertexBuffer[i].indices);
- }
- // Unload arrays
- RL_FREE(batch.vertexBuffer);
- RL_FREE(batch.draws);
- #endif
- }
- // Draw render batch
- // NOTE: We require a pointer to reset batch and increase current buffer (multi-buffer)
- void rlDrawRenderBatch(rlRenderBatch *batch)
- {
- #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- // Update batch vertex buffers
- //------------------------------------------------------------------------------------------------------------
- // NOTE: If there is not vertex data, buffers doesn't need to be updated (vertexCount > 0)
- // TODO: If no data changed on the CPU arrays --> No need to re-update GPU arrays (change flag required)
- if (RLGL.State.vertexCounter > 0)
- {
- // Activate elements VAO
- if (RLGL.ExtSupported.vao) glBindVertexArray(batch->vertexBuffer[batch->currentBuffer].vaoId);
- // Vertex positions buffer
- glBindBuffer(GL_ARRAY_BUFFER, batch->vertexBuffer[batch->currentBuffer].vboId[0]);
- glBufferSubData(GL_ARRAY_BUFFER, 0, RLGL.State.vertexCounter*3*sizeof(float), batch->vertexBuffer[batch->currentBuffer].vertices);
- //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*4*batch->vertexBuffer[batch->currentBuffer].elementCount, batch->vertexBuffer[batch->currentBuffer].vertices, GL_DYNAMIC_DRAW); // Update all buffer
- // Texture coordinates buffer
- glBindBuffer(GL_ARRAY_BUFFER, batch->vertexBuffer[batch->currentBuffer].vboId[1]);
- glBufferSubData(GL_ARRAY_BUFFER, 0, RLGL.State.vertexCounter*2*sizeof(float), batch->vertexBuffer[batch->currentBuffer].texcoords);
- //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*4*batch->vertexBuffer[batch->currentBuffer].elementCount, batch->vertexBuffer[batch->currentBuffer].texcoords, GL_DYNAMIC_DRAW); // Update all buffer
- // Colors buffer
- glBindBuffer(GL_ARRAY_BUFFER, batch->vertexBuffer[batch->currentBuffer].vboId[2]);
- glBufferSubData(GL_ARRAY_BUFFER, 0, RLGL.State.vertexCounter*4*sizeof(unsigned char), batch->vertexBuffer[batch->currentBuffer].colors);
- //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*4*4*batch->vertexBuffer[batch->currentBuffer].elementCount, batch->vertexBuffer[batch->currentBuffer].colors, GL_DYNAMIC_DRAW); // Update all buffer
- // NOTE: glMapBuffer() causes sync issue.
- // If GPU is working with this buffer, glMapBuffer() will wait(stall) until GPU to finish its job.
- // To avoid waiting (idle), you can call first glBufferData() with NULL pointer before glMapBuffer().
- // If you do that, the previous data in PBO will be discarded and glMapBuffer() returns a new
- // allocated pointer immediately even if GPU is still working with the previous data.
- // Another option: map the buffer object into client's memory
- // Probably this code could be moved somewhere else...
- // batch->vertexBuffer[batch->currentBuffer].vertices = (float *)glMapBuffer(GL_ARRAY_BUFFER, GL_READ_WRITE);
- // if (batch->vertexBuffer[batch->currentBuffer].vertices)
- // {
- // Update vertex data
- // }
- // glUnmapBuffer(GL_ARRAY_BUFFER);
- // Unbind the current VAO
- if (RLGL.ExtSupported.vao) glBindVertexArray(0);
- }
- //------------------------------------------------------------------------------------------------------------
- // Draw batch vertex buffers (considering VR stereo if required)
- //------------------------------------------------------------------------------------------------------------
- Matrix matProjection = RLGL.State.projection;
- Matrix matModelView = RLGL.State.modelview;
- int eyeCount = 1;
- if (RLGL.State.stereoRender) eyeCount = 2;
- for (int eye = 0; eye < eyeCount; eye++)
- {
- if (eyeCount == 2)
- {
- // Setup current eye viewport (half screen width)
- rlViewport(eye*RLGL.State.framebufferWidth/2, 0, RLGL.State.framebufferWidth/2, RLGL.State.framebufferHeight);
- // Set current eye view offset to modelview matrix
- rlSetMatrixModelview(rlMatrixMultiply(matModelView, RLGL.State.viewOffsetStereo[eye]));
- // Set current eye projection matrix
- rlSetMatrixProjection(RLGL.State.projectionStereo[eye]);
- }
- // Draw buffers
- if (RLGL.State.vertexCounter > 0)
- {
- // Set current shader and upload current MVP matrix
- glUseProgram(RLGL.State.currentShaderId);
- // Create modelview-projection matrix and upload to shader
- Matrix matMVP = rlMatrixMultiply(RLGL.State.modelview, RLGL.State.projection);
- float matMVPfloat[16] = {
- matMVP.m0, matMVP.m1, matMVP.m2, matMVP.m3,
- matMVP.m4, matMVP.m5, matMVP.m6, matMVP.m7,
- matMVP.m8, matMVP.m9, matMVP.m10, matMVP.m11,
- matMVP.m12, matMVP.m13, matMVP.m14, matMVP.m15
- };
- glUniformMatrix4fv(RLGL.State.currentShaderLocs[RL_SHADER_LOC_MATRIX_MVP], 1, false, matMVPfloat);
- if (RLGL.ExtSupported.vao) glBindVertexArray(batch->vertexBuffer[batch->currentBuffer].vaoId);
- else
- {
- // Bind vertex attrib: position (shader-location = 0)
- glBindBuffer(GL_ARRAY_BUFFER, batch->vertexBuffer[batch->currentBuffer].vboId[0]);
- glVertexAttribPointer(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_POSITION], 3, GL_FLOAT, 0, 0, 0);
- glEnableVertexAttribArray(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_POSITION]);
- // Bind vertex attrib: texcoord (shader-location = 1)
- glBindBuffer(GL_ARRAY_BUFFER, batch->vertexBuffer[batch->currentBuffer].vboId[1]);
- glVertexAttribPointer(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_TEXCOORD01], 2, GL_FLOAT, 0, 0, 0);
- glEnableVertexAttribArray(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_TEXCOORD01]);
- // Bind vertex attrib: color (shader-location = 3)
- glBindBuffer(GL_ARRAY_BUFFER, batch->vertexBuffer[batch->currentBuffer].vboId[2]);
- glVertexAttribPointer(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_COLOR], 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
- glEnableVertexAttribArray(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_COLOR]);
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, batch->vertexBuffer[batch->currentBuffer].vboId[3]);
- }
- // Setup some default shader values
- glUniform4f(RLGL.State.currentShaderLocs[RL_SHADER_LOC_COLOR_DIFFUSE], 1.0f, 1.0f, 1.0f, 1.0f);
- glUniform1i(RLGL.State.currentShaderLocs[RL_SHADER_LOC_MAP_DIFFUSE], 0); // Active default sampler2D: texture0
- // Activate additional sampler textures
- // Those additional textures will be common for all draw calls of the batch
- for (int i = 0; i < RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS; i++)
- {
- if (RLGL.State.activeTextureId[i] > 0)
- {
- glActiveTexture(GL_TEXTURE0 + 1 + i);
- glBindTexture(GL_TEXTURE_2D, RLGL.State.activeTextureId[i]);
- }
- }
- // Activate default sampler2D texture0 (one texture is always active for default batch shader)
- // NOTE: Batch system accumulates calls by texture0 changes, additional textures are enabled for all the draw calls
- glActiveTexture(GL_TEXTURE0);
- for (int i = 0, vertexOffset = 0; i < batch->drawCounter; i++)
- {
- // Bind current draw call texture, activated as GL_TEXTURE0 and Bound to sampler2D texture0 by default
- glBindTexture(GL_TEXTURE_2D, batch->draws[i].textureId);
- if ((batch->draws[i].mode == RL_LINES) || (batch->draws[i].mode == RL_TRIANGLES)) glDrawArrays(batch->draws[i].mode, vertexOffset, batch->draws[i].vertexCount);
- else
- {
- #if defined(GRAPHICS_API_OPENGL_33)
- // We need to define the number of indices to be processed: elementCount*6
- // NOTE: The final parameter tells the GPU the offset in bytes from the
- // start of the index buffer to the location of the first index to process
- glDrawElements(GL_TRIANGLES, batch->draws[i].vertexCount/4*6, GL_UNSIGNED_INT, (GLvoid *)(vertexOffset/4*6*sizeof(GLuint)));
- #endif
- #if defined(GRAPHICS_API_OPENGL_ES2)
- glDrawElements(GL_TRIANGLES, batch->draws[i].vertexCount/4*6, GL_UNSIGNED_SHORT, (GLvoid *)(vertexOffset/4*6*sizeof(GLushort)));
- #endif
- }
- vertexOffset += (batch->draws[i].vertexCount + batch->draws[i].vertexAlignment);
- }
- if (!RLGL.ExtSupported.vao)
- {
- glBindBuffer(GL_ARRAY_BUFFER, 0);
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
- }
- glBindTexture(GL_TEXTURE_2D, 0); // Unbind textures
- }
- if (RLGL.ExtSupported.vao) glBindVertexArray(0); // Unbind VAO
- glUseProgram(0); // Unbind shader program
- }
- // Restore viewport to default measures
- if (eyeCount == 2) rlViewport(0, 0, RLGL.State.framebufferWidth, RLGL.State.framebufferHeight);
- //------------------------------------------------------------------------------------------------------------
- // Reset batch buffers
- //------------------------------------------------------------------------------------------------------------
- // Reset vertex counter for next frame
- RLGL.State.vertexCounter = 0;
- // Reset depth for next draw
- batch->currentDepth = -1.0f;
- // Restore projection/modelview matrices
- RLGL.State.projection = matProjection;
- RLGL.State.modelview = matModelView;
- // Reset RLGL.currentBatch->draws array
- for (int i = 0; i < RL_DEFAULT_BATCH_DRAWCALLS; i++)
- {
- batch->draws[i].mode = RL_QUADS;
- batch->draws[i].vertexCount = 0;
- batch->draws[i].textureId = RLGL.State.defaultTextureId;
- }
- // Reset active texture units for next batch
- for (int i = 0; i < RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS; i++) RLGL.State.activeTextureId[i] = 0;
- // Reset draws counter to one draw for the batch
- batch->drawCounter = 1;
- //------------------------------------------------------------------------------------------------------------
- // Change to next buffer in the list (in case of multi-buffering)
- batch->currentBuffer++;
- if (batch->currentBuffer >= batch->bufferCount) batch->currentBuffer = 0;
- #endif
- }
- // Set the active render batch for rlgl
- void rlSetRenderBatchActive(rlRenderBatch *batch)
- {
- #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- rlDrawRenderBatch(RLGL.currentBatch);
- if (batch != NULL) RLGL.currentBatch = batch;
- else RLGL.currentBatch = &RLGL.defaultBatch;
- #endif
- }
- // Update and draw internal render batch
- void rlDrawRenderBatchActive(void)
- {
- #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- rlDrawRenderBatch(RLGL.currentBatch); // NOTE: Stereo rendering is checked inside
- #endif
- }
- // Check internal buffer overflow for a given number of vertex
- // and force a rlRenderBatch draw call if required
- bool rlCheckRenderBatchLimit(int vCount)
- {
- bool overflow = false;
- #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- if ((RLGL.State.vertexCounter + vCount) >=
- (RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].elementCount*4))
- {
- overflow = true;
- // Store current primitive drawing mode and texture id
- int currentMode = RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].mode;
- int currentTexture = RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].textureId;
- rlDrawRenderBatch(RLGL.currentBatch); // NOTE: Stereo rendering is checked inside
- // Restore state of last batch so we can continue adding vertices
- RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].mode = currentMode;
- RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].textureId = currentTexture;
- }
- #endif
- return overflow;
- }
- // Textures data management
- //-----------------------------------------------------------------------------------------
- // Convert image data to OpenGL texture (returns OpenGL valid Id)
- unsigned int rlLoadTexture(const void *data, int width, int height, int format, int mipmapCount)
- {
- unsigned int id = 0;
- glBindTexture(GL_TEXTURE_2D, 0); // Free any old binding
- // Check texture format support by OpenGL 1.1 (compressed textures not supported)
- #if defined(GRAPHICS_API_OPENGL_11)
- if (format >= RL_PIXELFORMAT_COMPRESSED_DXT1_RGB)
- {
- TRACELOG(RL_LOG_WARNING, "GL: OpenGL 1.1 does not support GPU compressed texture formats");
- return id;
- }
- #else
- if ((!RLGL.ExtSupported.texCompDXT) && ((format == RL_PIXELFORMAT_COMPRESSED_DXT1_RGB) || (format == RL_PIXELFORMAT_COMPRESSED_DXT1_RGBA) ||
- (format == RL_PIXELFORMAT_COMPRESSED_DXT3_RGBA) || (format == RL_PIXELFORMAT_COMPRESSED_DXT5_RGBA)))
- {
- TRACELOG(RL_LOG_WARNING, "GL: DXT compressed texture format not supported");
- return id;
- }
- #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- if ((!RLGL.ExtSupported.texCompETC1) && (format == RL_PIXELFORMAT_COMPRESSED_ETC1_RGB))
- {
- TRACELOG(RL_LOG_WARNING, "GL: ETC1 compressed texture format not supported");
- return id;
- }
- if ((!RLGL.ExtSupported.texCompETC2) && ((format == RL_PIXELFORMAT_COMPRESSED_ETC2_RGB) || (format == RL_PIXELFORMAT_COMPRESSED_ETC2_EAC_RGBA)))
- {
- TRACELOG(RL_LOG_WARNING, "GL: ETC2 compressed texture format not supported");
- return id;
- }
- if ((!RLGL.ExtSupported.texCompPVRT) && ((format == RL_PIXELFORMAT_COMPRESSED_PVRT_RGB) || (format == RL_PIXELFORMAT_COMPRESSED_PVRT_RGBA)))
- {
- TRACELOG(RL_LOG_WARNING, "GL: PVRT compressed texture format not supported");
- return id;
- }
- if ((!RLGL.ExtSupported.texCompASTC) && ((format == RL_PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA) || (format == RL_PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA)))
- {
- TRACELOG(RL_LOG_WARNING, "GL: ASTC compressed texture format not supported");
- return id;
- }
- #endif
- #endif // GRAPHICS_API_OPENGL_11
- glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
- glGenTextures(1, &id); // Generate texture id
- glBindTexture(GL_TEXTURE_2D, id);
- int mipWidth = width;
- int mipHeight = height;
- int mipOffset = 0; // Mipmap data offset
- // Load the different mipmap levels
- for (int i = 0; i < mipmapCount; i++)
- {
- unsigned int mipSize = rlGetPixelDataSize(mipWidth, mipHeight, format);
- unsigned int glInternalFormat, glFormat, glType;
- rlGetGlTextureFormats(format, &glInternalFormat, &glFormat, &glType);
- TRACELOGD("TEXTURE: Load mipmap level %i (%i x %i), size: %i, offset: %i", i, mipWidth, mipHeight, mipSize, mipOffset);
- if (glInternalFormat != -1)
- {
- if (format < RL_PIXELFORMAT_COMPRESSED_DXT1_RGB) glTexImage2D(GL_TEXTURE_2D, i, glInternalFormat, mipWidth, mipHeight, 0, glFormat, glType, (unsigned char *)data + mipOffset);
- #if !defined(GRAPHICS_API_OPENGL_11)
- else glCompressedTexImage2D(GL_TEXTURE_2D, i, glInternalFormat, mipWidth, mipHeight, 0, mipSize, (unsigned char *)data + mipOffset);
- #endif
- #if defined(GRAPHICS_API_OPENGL_33)
- if (format == RL_PIXELFORMAT_UNCOMPRESSED_GRAYSCALE)
- {
- GLint swizzleMask[] = { GL_RED, GL_RED, GL_RED, GL_ONE };
- glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
- }
- else if (format == RL_PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA)
- {
- #if defined(GRAPHICS_API_OPENGL_21)
- GLint swizzleMask[] = { GL_RED, GL_RED, GL_RED, GL_ALPHA };
- #elif defined(GRAPHICS_API_OPENGL_33)
- GLint swizzleMask[] = { GL_RED, GL_RED, GL_RED, GL_GREEN };
- #endif
- glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
- }
- #endif
- }
- mipWidth /= 2;
- mipHeight /= 2;
- mipOffset += mipSize;
- // Security check for NPOT textures
- if (mipWidth < 1) mipWidth = 1;
- if (mipHeight < 1) mipHeight = 1;
- }
- // Texture parameters configuration
- // NOTE: glTexParameteri does NOT affect texture uploading, just the way it's used
- #if defined(GRAPHICS_API_OPENGL_ES2)
- // NOTE: OpenGL ES 2.0 with no GL_OES_texture_npot support (i.e. WebGL) has limited NPOT support, so CLAMP_TO_EDGE must be used
- if (RLGL.ExtSupported.texNPOT)
- {
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); // Set texture to repeat on x-axis
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); // Set texture to repeat on y-axis
- }
- else
- {
- // NOTE: If using negative texture coordinates (LoadOBJ()), it does not work!
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); // Set texture to clamp on x-axis
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); // Set texture to clamp on y-axis
- }
- #else
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); // Set texture to repeat on x-axis
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); // Set texture to repeat on y-axis
- #endif
- // Magnification and minification filters
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); // Alternative: GL_LINEAR
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); // Alternative: GL_LINEAR
- #if defined(GRAPHICS_API_OPENGL_33)
- if (mipmapCount > 1)
- {
- // Activate Trilinear filtering if mipmaps are available
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
- }
- #endif
- // At this point we have the texture loaded in GPU and texture parameters configured
- // NOTE: If mipmaps were not in data, they are not generated automatically
- // Unbind current texture
- glBindTexture(GL_TEXTURE_2D, 0);
- if (id > 0) TRACELOG(RL_LOG_INFO, "TEXTURE: [ID %i] Texture loaded successfully (%ix%i | %s | %i mipmaps)", id, width, height, rlGetPixelFormatName(format), mipmapCount);
- else TRACELOG(RL_LOG_WARNING, "TEXTURE: Failed to load texture");
- return id;
- }
- // Load depth texture/renderbuffer (to be attached to fbo)
- // WARNING: OpenGL ES 2.0 requires GL_OES_depth_texture and WebGL requires WEBGL_depth_texture extensions
- unsigned int rlLoadTextureDepth(int width, int height, bool useRenderBuffer)
- {
- unsigned int id = 0;
- #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- // In case depth textures not supported, we force renderbuffer usage
- if (!RLGL.ExtSupported.texDepth) useRenderBuffer = true;
- // NOTE: We let the implementation to choose the best bit-depth
- // Possible formats: GL_DEPTH_COMPONENT16, GL_DEPTH_COMPONENT24, GL_DEPTH_COMPONENT32 and GL_DEPTH_COMPONENT32F
- unsigned int glInternalFormat = GL_DEPTH_COMPONENT;
- #if defined(GRAPHICS_API_OPENGL_ES2)
- // WARNING: WebGL platform requires unsized internal format definition (GL_DEPTH_COMPONENT)
- // while other platforms using OpenGL ES 2.0 require/support sized internal formats depending on the GPU capabilities
- if (!RLGL.ExtSupported.texDepthWebGL || useRenderBuffer)
- {
- if (RLGL.ExtSupported.maxDepthBits == 32) glInternalFormat = GL_DEPTH_COMPONENT32_OES;
- else if (RLGL.ExtSupported.maxDepthBits == 24) glInternalFormat = GL_DEPTH_COMPONENT24_OES;
- else glInternalFormat = GL_DEPTH_COMPONENT16;
- }
- #endif
- if (!useRenderBuffer && RLGL.ExtSupported.texDepth)
- {
- glGenTextures(1, &id);
- glBindTexture(GL_TEXTURE_2D, id);
- glTexImage2D(GL_TEXTURE_2D, 0, glInternalFormat, width, height, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
- glBindTexture(GL_TEXTURE_2D, 0);
- TRACELOG(RL_LOG_INFO, "TEXTURE: Depth texture loaded successfully");
- }
- else
- {
- // Create the renderbuffer that will serve as the depth attachment for the framebuffer
- // NOTE: A renderbuffer is simpler than a texture and could offer better performance on embedded devices
- glGenRenderbuffers(1, &id);
- glBindRenderbuffer(GL_RENDERBUFFER, id);
- glRenderbufferStorage(GL_RENDERBUFFER, glInternalFormat, width, height);
- glBindRenderbuffer(GL_RENDERBUFFER, 0);
- TRACELOG(RL_LOG_INFO, "TEXTURE: [ID %i] Depth renderbuffer loaded successfully (%i bits)", id, (RLGL.ExtSupported.maxDepthBits >= 24)? RLGL.ExtSupported.maxDepthBits : 16);
- }
- #endif
- return id;
- }
- // Load texture cubemap
- // NOTE: Cubemap data is expected to be 6 images in a single data array (one after the other),
- // expected the following convention: +X, -X, +Y, -Y, +Z, -Z
- unsigned int rlLoadTextureCubemap(const void *data, int size, int format)
- {
- unsigned int id = 0;
- #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- unsigned int dataSize = rlGetPixelDataSize(size, size, format);
- glGenTextures(1, &id);
- glBindTexture(GL_TEXTURE_CUBE_MAP, id);
- unsigned int glInternalFormat, glFormat, glType;
- rlGetGlTextureFormats(format, &glInternalFormat, &glFormat, &glType);
- if (glInternalFormat != -1)
- {
- // Load cubemap faces
- for (unsigned int i = 0; i < 6; i++)
- {
- if (data == NULL)
- {
- if (format < RL_PIXELFORMAT_COMPRESSED_DXT1_RGB)
- {
- if (format == RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32)
- {
- // Instead of using a sized internal texture format (GL_RGB16F, GL_RGB32F), we let the driver to choose the better format for us (GL_RGB)
- if (RLGL.ExtSupported.texFloat32) glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_RGB, size, size, 0, GL_RGB, GL_FLOAT, NULL);
- else TRACELOG(RL_LOG_WARNING, "TEXTURES: Cubemap requested format not supported");
- }
- else if ((format == RL_PIXELFORMAT_UNCOMPRESSED_R32) || (format == RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32A32)) TRACELOG(RL_LOG_WARNING, "TEXTURES: Cubemap requested format not supported");
- else glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glInternalFormat, size, size, 0, glFormat, glType, NULL);
- }
- else TRACELOG(RL_LOG_WARNING, "TEXTURES: Empty cubemap creation does not support compressed format");
- }
- else
- {
- if (format < RL_PIXELFORMAT_COMPRESSED_DXT1_RGB) glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glInternalFormat, size, size, 0, glFormat, glType, (unsigned char *)data + i*dataSize);
- else glCompressedTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glInternalFormat, size, size, 0, dataSize, (unsigned char *)data + i*dataSize);
- }
- #if defined(GRAPHICS_API_OPENGL_33)
- if (format == RL_PIXELFORMAT_UNCOMPRESSED_GRAYSCALE)
- {
- GLint swizzleMask[] = { GL_RED, GL_RED, GL_RED, GL_ONE };
- glTexParameteriv(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
- }
- else if (format == RL_PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA)
- {
- #if defined(GRAPHICS_API_OPENGL_21)
- GLint swizzleMask[] = { GL_RED, GL_RED, GL_RED, GL_ALPHA };
- #elif defined(GRAPHICS_API_OPENGL_33)
- GLint swizzleMask[] = { GL_RED, GL_RED, GL_RED, GL_GREEN };
- #endif
- glTexParameteriv(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
- }
- #endif
- }
- }
- // Set cubemap texture sampling parameters
- glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
- glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
- #if defined(GRAPHICS_API_OPENGL_33)
- glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE); // Flag not supported on OpenGL ES 2.0
- #endif
- glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
- #endif
- if (id > 0) TRACELOG(RL_LOG_INFO, "TEXTURE: [ID %i] Cubemap texture loaded successfully (%ix%i)", id, size, size);
- else TRACELOG(RL_LOG_WARNING, "TEXTURE: Failed to load cubemap texture");
- return id;
- }
- // Update already loaded texture in GPU with new data
- // NOTE: We don't know safely if internal texture format is the expected one...
- void rlUpdateTexture(unsigned int id, int offsetX, int offsetY, int width, int height, int format, const void *data)
- {
- glBindTexture(GL_TEXTURE_2D, id);
- unsigned int glInternalFormat, glFormat, glType;
- rlGetGlTextureFormats(format, &glInternalFormat, &glFormat, &glType);
- if ((glInternalFormat != -1) && (format < RL_PIXELFORMAT_COMPRESSED_DXT1_RGB))
- {
- glTexSubImage2D(GL_TEXTURE_2D, 0, offsetX, offsetY, width, height, glFormat, glType, data);
- }
- else TRACELOG(RL_LOG_WARNING, "TEXTURE: [ID %i] Failed to update for current texture format (%i)", id, format);
- }
- // Get OpenGL internal formats and data type from raylib PixelFormat
- void rlGetGlTextureFormats(int format, unsigned int *glInternalFormat, unsigned int *glFormat, unsigned int *glType)
- {
- *glInternalFormat = 0;
- *glFormat = 0;
- *glType = 0;
- switch (format)
- {
- #if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_21) || defined(GRAPHICS_API_OPENGL_ES2)
- // NOTE: on OpenGL ES 2.0 (WebGL), internalFormat must match format and options allowed are: GL_LUMINANCE, GL_RGB, GL_RGBA
- case RL_PIXELFORMAT_UNCOMPRESSED_GRAYSCALE: *glInternalFormat = GL_LUMINANCE; *glFormat = GL_LUMINANCE; *glType = GL_UNSIGNED_BYTE; break;
- case RL_PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA: *glInternalFormat = GL_LUMINANCE_ALPHA; *glFormat = GL_LUMINANCE_ALPHA; *glType = GL_UNSIGNED_BYTE; break;
- case RL_PIXELFORMAT_UNCOMPRESSED_R5G6B5: *glInternalFormat = GL_RGB; *glFormat = GL_RGB; *glType = GL_UNSIGNED_SHORT_5_6_5; break;
- case RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8: *glInternalFormat = GL_RGB; *glFormat = GL_RGB; *glType = GL_UNSIGNED_BYTE; break;
- case RL_PIXELFORMAT_UNCOMPRESSED_R5G5B5A1: *glInternalFormat = GL_RGBA; *glFormat = GL_RGBA; *glType = GL_UNSIGNED_SHORT_5_5_5_1; break;
- case RL_PIXELFORMAT_UNCOMPRESSED_R4G4B4A4: *glInternalFormat = GL_RGBA; *glFormat = GL_RGBA; *glType = GL_UNSIGNED_SHORT_4_4_4_4; break;
- case RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8A8: *glInternalFormat = GL_RGBA; *glFormat = GL_RGBA; *glType = GL_UNSIGNED_BYTE; break;
- #if !defined(GRAPHICS_API_OPENGL_11)
- case RL_PIXELFORMAT_UNCOMPRESSED_R32: if (RLGL.ExtSupported.texFloat32) *glInternalFormat = GL_LUMINANCE; *glFormat = GL_LUMINANCE; *glType = GL_FLOAT; break; // NOTE: Requires extension OES_texture_float
- case RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32: if (RLGL.ExtSupported.texFloat32) *glInternalFormat = GL_RGB; *glFormat = GL_RGB; *glType = GL_FLOAT; break; // NOTE: Requires extension OES_texture_float
- case RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32A32: if (RLGL.ExtSupported.texFloat32) *glInternalFormat = GL_RGBA; *glFormat = GL_RGBA; *glType = GL_FLOAT; break; // NOTE: Requires extension OES_texture_float
- #endif
- #elif defined(GRAPHICS_API_OPENGL_33)
- case RL_PIXELFORMAT_UNCOMPRESSED_GRAYSCALE: *glInternalFormat = GL_R8; *glFormat = GL_RED; *glType = GL_UNSIGNED_BYTE; break;
- case RL_PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA: *glInternalFormat = GL_RG8; *glFormat = GL_RG; *glType = GL_UNSIGNED_BYTE; break;
- case RL_PIXELFORMAT_UNCOMPRESSED_R5G6B5: *glInternalFormat = GL_RGB565; *glFormat = GL_RGB; *glType = GL_UNSIGNED_SHORT_5_6_5; break;
- case RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8: *glInternalFormat = GL_RGB8; *glFormat = GL_RGB; *glType = GL_UNSIGNED_BYTE; break;
- case RL_PIXELFORMAT_UNCOMPRESSED_R5G5B5A1: *glInternalFormat = GL_RGB5_A1; *glFormat = GL_RGBA; *glType = GL_UNSIGNED_SHORT_5_5_5_1; break;
- case RL_PIXELFORMAT_UNCOMPRESSED_R4G4B4A4: *glInternalFormat = GL_RGBA4; *glFormat = GL_RGBA; *glType = GL_UNSIGNED_SHORT_4_4_4_4; break;
- case RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8A8: *glInternalFormat = GL_RGBA8; *glFormat = GL_RGBA; *glType = GL_UNSIGNED_BYTE; break;
- case RL_PIXELFORMAT_UNCOMPRESSED_R32: if (RLGL.ExtSupported.texFloat32) *glInternalFormat = GL_R32F; *glFormat = GL_RED; *glType = GL_FLOAT; break;
- case RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32: if (RLGL.ExtSupported.texFloat32) *glInternalFormat = GL_RGB32F; *glFormat = GL_RGB; *glType = GL_FLOAT; break;
- case RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32A32: if (RLGL.ExtSupported.texFloat32) *glInternalFormat = GL_RGBA32F; *glFormat = GL_RGBA; *glType = GL_FLOAT; break;
- #endif
- #if !defined(GRAPHICS_API_OPENGL_11)
- case RL_PIXELFORMAT_COMPRESSED_DXT1_RGB: if (RLGL.ExtSupported.texCompDXT) *glInternalFormat = GL_COMPRESSED_RGB_S3TC_DXT1_EXT; break;
- case RL_PIXELFORMAT_COMPRESSED_DXT1_RGBA: if (RLGL.ExtSupported.texCompDXT) *glInternalFormat = GL_COMPRESSED_RGBA_S3TC_DXT1_EXT; break;
- case RL_PIXELFORMAT_COMPRESSED_DXT3_RGBA: if (RLGL.ExtSupported.texCompDXT) *glInternalFormat = GL_COMPRESSED_RGBA_S3TC_DXT3_EXT; break;
- case RL_PIXELFORMAT_COMPRESSED_DXT5_RGBA: if (RLGL.ExtSupported.texCompDXT) *glInternalFormat = GL_COMPRESSED_RGBA_S3TC_DXT5_EXT; break;
- case RL_PIXELFORMAT_COMPRESSED_ETC1_RGB: if (RLGL.ExtSupported.texCompETC1) *glInternalFormat = GL_ETC1_RGB8_OES; break; // NOTE: Requires OpenGL ES 2.0 or OpenGL 4.3
- case RL_PIXELFORMAT_COMPRESSED_ETC2_RGB: if (RLGL.ExtSupported.texCompETC2) *glInternalFormat = GL_COMPRESSED_RGB8_ETC2; break; // NOTE: Requires OpenGL ES 3.0 or OpenGL 4.3
- case RL_PIXELFORMAT_COMPRESSED_ETC2_EAC_RGBA: if (RLGL.ExtSupported.texCompETC2) *glInternalFormat = GL_COMPRESSED_RGBA8_ETC2_EAC; break; // NOTE: Requires OpenGL ES 3.0 or OpenGL 4.3
- case RL_PIXELFORMAT_COMPRESSED_PVRT_RGB: if (RLGL.ExtSupported.texCompPVRT) *glInternalFormat = GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG; break; // NOTE: Requires PowerVR GPU
- case RL_PIXELFORMAT_COMPRESSED_PVRT_RGBA: if (RLGL.ExtSupported.texCompPVRT) *glInternalFormat = GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG; break; // NOTE: Requires PowerVR GPU
- case RL_PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA: if (RLGL.ExtSupported.texCompASTC) *glInternalFormat = GL_COMPRESSED_RGBA_ASTC_4x4_KHR; break; // NOTE: Requires OpenGL ES 3.1 or OpenGL 4.3
- case RL_PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA: if (RLGL.ExtSupported.texCompASTC) *glInternalFormat = GL_COMPRESSED_RGBA_ASTC_8x8_KHR; break; // NOTE: Requires OpenGL ES 3.1 or OpenGL 4.3
- #endif
- default: TRACELOG(RL_LOG_WARNING, "TEXTURE: Current format not supported (%i)", format); break;
- }
- }
- // Unload texture from GPU memory
- void rlUnloadTexture(unsigned int id)
- {
- glDeleteTextures(1, &id);
- }
- // Generate mipmap data for selected texture
- // NOTE: Only supports GPU mipmap generation
- void rlGenTextureMipmaps(unsigned int id, int width, int height, int format, int *mipmaps)
- {
- #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- glBindTexture(GL_TEXTURE_2D, id);
- // Check if texture is power-of-two (POT)
- bool texIsPOT = false;
- if (((width > 0) && ((width & (width - 1)) == 0)) &&
- ((height > 0) && ((height & (height - 1)) == 0))) texIsPOT = true;
- if ((texIsPOT) || (RLGL.ExtSupported.texNPOT))
- {
- //glHint(GL_GENERATE_MIPMAP_HINT, GL_DONT_CARE); // Hint for mipmaps generation algorithm: GL_FASTEST, GL_NICEST, GL_DONT_CARE
- glGenerateMipmap(GL_TEXTURE_2D); // Generate mipmaps automatically
- #define MIN(a,b) (((a)<(b))? (a):(b))
- #define MAX(a,b) (((a)>(b))? (a):(b))
- *mipmaps = 1 + (int)floor(log(MAX(width, height))/log(2));
- TRACELOG(RL_LOG_INFO, "TEXTURE: [ID %i] Mipmaps generated automatically, total: %i", id, *mipmaps);
- }
- else TRACELOG(RL_LOG_WARNING, "TEXTURE: [ID %i] Failed to generate mipmaps", id);
- glBindTexture(GL_TEXTURE_2D, 0);
- #else
- TRACELOG(RL_LOG_WARNING, "TEXTURE: [ID %i] GPU mipmap generation not supported", id);
- #endif
- }
- // Read texture pixel data
- void *rlReadTexturePixels(unsigned int id, int width, int height, int format)
- {
- void *pixels = NULL;
- #if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33)
- glBindTexture(GL_TEXTURE_2D, id);
- // NOTE: Using texture id, we can retrieve some texture info (but not on OpenGL ES 2.0)
- // Possible texture info: GL_TEXTURE_RED_SIZE, GL_TEXTURE_GREEN_SIZE, GL_TEXTURE_BLUE_SIZE, GL_TEXTURE_ALPHA_SIZE
- //int width, height, format;
- //glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_WIDTH, &width);
- //glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_HEIGHT, &height);
- //glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_INTERNAL_FORMAT, &format);
- // NOTE: Each row written to or read from by OpenGL pixel operations like glGetTexImage are aligned to a 4 byte boundary by default, which may add some padding.
- // Use glPixelStorei to modify padding with the GL_[UN]PACK_ALIGNMENT setting.
- // GL_PACK_ALIGNMENT affects operations that read from OpenGL memory (glReadPixels, glGetTexImage, etc.)
- // GL_UNPACK_ALIGNMENT affects operations that write to OpenGL memory (glTexImage, etc.)
- glPixelStorei(GL_PACK_ALIGNMENT, 1);
- unsigned int glInternalFormat, glFormat, glType;
- rlGetGlTextureFormats(format, &glInternalFormat, &glFormat, &glType);
- unsigned int size = rlGetPixelDataSize(width, height, format);
- if ((glInternalFormat != -1) && (format < RL_PIXELFORMAT_COMPRESSED_DXT1_RGB))
- {
- pixels = RL_MALLOC(size);
- glGetTexImage(GL_TEXTURE_2D, 0, glFormat, glType, pixels);
- }
- else TRACELOG(RL_LOG_WARNING, "TEXTURE: [ID %i] Data retrieval not suported for pixel format (%i)", id, format);
- glBindTexture(GL_TEXTURE_2D, 0);
- #endif
- #if defined(GRAPHICS_API_OPENGL_ES2)
- // glGetTexImage() is not available on OpenGL ES 2.0
- // Texture width and height are required on OpenGL ES 2.0. There is no way to get it from texture id.
- // Two possible Options:
- // 1 - Bind texture to color fbo attachment and glReadPixels()
- // 2 - Create an fbo, activate it, render quad with texture, glReadPixels()
- // We are using Option 1, just need to care for texture format on retrieval
- // NOTE: This behaviour could be conditioned by graphic driver...
- unsigned int fboId = rlLoadFramebuffer(width, height);
- glBindFramebuffer(GL_FRAMEBUFFER, fboId);
- glBindTexture(GL_TEXTURE_2D, 0);
- // Attach our texture to FBO
- glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, id, 0);
- // We read data as RGBA because FBO texture is configured as RGBA, despite binding another texture format
- pixels = (unsigned char *)RL_MALLOC(rlGetPixelDataSize(width, height, RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8A8));
- glReadPixels(0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
- glBindFramebuffer(GL_FRAMEBUFFER, 0);
- // Clean up temporal fbo
- rlUnloadFramebuffer(fboId);
- #endif
- return pixels;
- }
- // Read screen pixel data (color buffer)
- unsigned char *rlReadScreenPixels(int width, int height)
- {
- unsigned char *screenData = (unsigned char *)RL_CALLOC(width*height*4, sizeof(unsigned char));
- // NOTE 1: glReadPixels returns image flipped vertically -> (0,0) is the bottom left corner of the framebuffer
- // NOTE 2: We are getting alpha channel! Be careful, it can be transparent if not cleared properly!
- glReadPixels(0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, screenData);
- // Flip image vertically!
- unsigned char *imgData = (unsigned char *)RL_MALLOC(width*height*4*sizeof(unsigned char));
- for (int y = height - 1; y >= 0; y--)
- {
- for (int x = 0; x < (width*4); x++)
- {
- imgData[((height - 1) - y)*width*4 + x] = screenData[(y*width*4) + x]; // Flip line
- // Set alpha component value to 255 (no trasparent image retrieval)
- // NOTE: Alpha value has already been applied to RGB in framebuffer, we don't need it!
- if (((x + 1)%4) == 0) imgData[((height - 1) - y)*width*4 + x] = 255;
- }
- }
- RL_FREE(screenData);
- return imgData; // NOTE: image data should be freed
- }
- // Framebuffer management (fbo)
- //-----------------------------------------------------------------------------------------
- // Load a framebuffer to be used for rendering
- // NOTE: No textures attached
- unsigned int rlLoadFramebuffer(int width, int height)
- {
- unsigned int fboId = 0;
- #if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)) && defined(RLGL_RENDER_TEXTURES_HINT)
- glGenFramebuffers(1, &fboId); // Create the framebuffer object
- glBindFramebuffer(GL_FRAMEBUFFER, 0); // Unbind any framebuffer
- #endif
- return fboId;
- }
- // Attach color buffer texture to an fbo (unloads previous attachment)
- // NOTE: Attach type: 0-Color, 1-Depth renderbuffer, 2-Depth texture
- void rlFramebufferAttach(unsigned int fboId, unsigned int texId, int attachType, int texType, int mipLevel)
- {
- #if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)) && defined(RLGL_RENDER_TEXTURES_HINT)
- glBindFramebuffer(GL_FRAMEBUFFER, fboId);
- switch (attachType)
- {
- case RL_ATTACHMENT_COLOR_CHANNEL0:
- case RL_ATTACHMENT_COLOR_CHANNEL1:
- case RL_ATTACHMENT_COLOR_CHANNEL2:
- case RL_ATTACHMENT_COLOR_CHANNEL3:
- case RL_ATTACHMENT_COLOR_CHANNEL4:
- case RL_ATTACHMENT_COLOR_CHANNEL5:
- case RL_ATTACHMENT_COLOR_CHANNEL6:
- case RL_ATTACHMENT_COLOR_CHANNEL7:
- {
- if (texType == RL_ATTACHMENT_TEXTURE2D) glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + attachType, GL_TEXTURE_2D, texId, mipLevel);
- else if (texType == RL_ATTACHMENT_RENDERBUFFER) glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + attachType, GL_RENDERBUFFER, texId);
- else if (texType >= RL_ATTACHMENT_CUBEMAP_POSITIVE_X) glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + attachType, GL_TEXTURE_CUBE_MAP_POSITIVE_X + texType, texId, mipLevel);
- } break;
- case RL_ATTACHMENT_DEPTH:
- {
- if (texType == RL_ATTACHMENT_TEXTURE2D) glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, texId, mipLevel);
- else if (texType == RL_ATTACHMENT_RENDERBUFFER) glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, texId);
- } break;
- case RL_ATTACHMENT_STENCIL:
- {
- if (texType == RL_ATTACHMENT_TEXTURE2D) glFramebufferTexture2D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, texId, mipLevel);
- else if (texType == RL_ATTACHMENT_RENDERBUFFER) glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, texId);
- } break;
- default: break;
- }
- glBindFramebuffer(GL_FRAMEBUFFER, 0);
- #endif
- }
- // Verify render texture is complete
- bool rlFramebufferComplete(unsigned int id)
- {
- bool result = false;
- #if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)) && defined(RLGL_RENDER_TEXTURES_HINT)
- glBindFramebuffer(GL_FRAMEBUFFER, id);
- GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
- if (status != GL_FRAMEBUFFER_COMPLETE)
- {
- switch (status)
- {
- case GL_FRAMEBUFFER_UNSUPPORTED: TRACELOG(RL_LOG_WARNING, "FBO: [ID %i] Framebuffer is unsupported", id); break;
- case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT: TRACELOG(RL_LOG_WARNING, "FBO: [ID %i] Framebuffer has incomplete attachment", id); break;
- #if defined(GRAPHICS_API_OPENGL_ES2)
- case GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS: TRACELOG(RL_LOG_WARNING, "FBO: [ID %i] Framebuffer has incomplete dimensions", id); break;
- #endif
- case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT: TRACELOG(RL_LOG_WARNING, "FBO: [ID %i] Framebuffer has a missing attachment", id); break;
- default: break;
- }
- }
- glBindFramebuffer(GL_FRAMEBUFFER, 0);
- result = (status == GL_FRAMEBUFFER_COMPLETE);
- #endif
- return result;
- }
- // Unload framebuffer from GPU memory
- // NOTE: All attached textures/cubemaps/renderbuffers are also deleted
- void rlUnloadFramebuffer(unsigned int id)
- {
- #if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)) && defined(RLGL_RENDER_TEXTURES_HINT)
- // Query depth attachment to automatically delete texture/renderbuffer
- int depthType = 0, depthId = 0;
- glBindFramebuffer(GL_FRAMEBUFFER, id); // Bind framebuffer to query depth texture type
- glGetFramebufferAttachmentParameteriv(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE, &depthType);
- glGetFramebufferAttachmentParameteriv(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME, &depthId);
- unsigned int depthIdU = (unsigned int)depthId;
- if (depthType == GL_RENDERBUFFER) glDeleteRenderbuffers(1, &depthIdU);
- else if (depthType == GL_TEXTURE) glDeleteTextures(1, &depthIdU);
- // NOTE: If a texture object is deleted while its image is attached to the *currently bound* framebuffer,
- // the texture image is automatically detached from the currently bound framebuffer.
- glBindFramebuffer(GL_FRAMEBUFFER, 0);
- glDeleteFramebuffers(1, &id);
- TRACELOG(RL_LOG_INFO, "FBO: [ID %i] Unloaded framebuffer from VRAM (GPU)", id);
- #endif
- }
- // Vertex data management
- //-----------------------------------------------------------------------------------------
- // Load a new attributes buffer
- unsigned int rlLoadVertexBuffer(const void *buffer, int size, bool dynamic)
- {
- unsigned int id = 0;
- #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- glGenBuffers(1, &id);
- glBindBuffer(GL_ARRAY_BUFFER, id);
- glBufferData(GL_ARRAY_BUFFER, size, buffer, dynamic? GL_DYNAMIC_DRAW : GL_STATIC_DRAW);
- #endif
- return id;
- }
- // Load a new attributes element buffer
- unsigned int rlLoadVertexBufferElement(const void *buffer, int size, bool dynamic)
- {
- unsigned int id = 0;
- #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- glGenBuffers(1, &id);
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, id);
- glBufferData(GL_ELEMENT_ARRAY_BUFFER, size, buffer, dynamic? GL_DYNAMIC_DRAW : GL_STATIC_DRAW);
- #endif
- return id;
- }
- // Enable vertex buffer (VBO)
- void rlEnableVertexBuffer(unsigned int id)
- {
- #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- glBindBuffer(GL_ARRAY_BUFFER, id);
- #endif
- }
- // Disable vertex buffer (VBO)
- void rlDisableVertexBuffer(void)
- {
- #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- glBindBuffer(GL_ARRAY_BUFFER, 0);
- #endif
- }
- // Enable vertex buffer element (VBO element)
- void rlEnableVertexBufferElement(unsigned int id)
- {
- #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, id);
- #endif
- }
- // Disable vertex buffer element (VBO element)
- void rlDisableVertexBufferElement(void)
- {
- #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
- #endif
- }
- // Update vertex buffer with new data
- // NOTE: dataSize and offset must be provided in bytes
- void rlUpdateVertexBuffer(unsigned int id, const void *data, int dataSize, int offset)
- {
- #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- glBindBuffer(GL_ARRAY_BUFFER, id);
- glBufferSubData(GL_ARRAY_BUFFER, offset, dataSize, data);
- #endif
- }
- // Update vertex buffer elements with new data
- // NOTE: dataSize and offset must be provided in bytes
- void rlUpdateVertexBufferElements(unsigned int id, const void *data, int dataSize, int offset)
- {
- #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, id);
- glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, offset, dataSize, data);
- #endif
- }
- // Enable vertex array object (VAO)
- bool rlEnableVertexArray(unsigned int vaoId)
- {
- bool result = false;
- #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- if (RLGL.ExtSupported.vao)
- {
- glBindVertexArray(vaoId);
- result = true;
- }
- #endif
- return result;
- }
- // Disable vertex array object (VAO)
- void rlDisableVertexArray(void)
- {
- #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- if (RLGL.ExtSupported.vao) glBindVertexArray(0);
- #endif
- }
- // Enable vertex attribute index
- void rlEnableVertexAttribute(unsigned int index)
- {
- #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- glEnableVertexAttribArray(index);
- #endif
- }
- // Disable vertex attribute index
- void rlDisableVertexAttribute(unsigned int index)
- {
- #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- glDisableVertexAttribArray(index);
- #endif
- }
- // Draw vertex array
- void rlDrawVertexArray(int offset, int count)
- {
- glDrawArrays(GL_TRIANGLES, offset, count);
- }
- // Draw vertex array elements
- void rlDrawVertexArrayElements(int offset, int count, const void *buffer)
- {
- glDrawElements(GL_TRIANGLES, count, GL_UNSIGNED_SHORT, (const unsigned short *)buffer + offset);
- }
- // Draw vertex array instanced
- void rlDrawVertexArrayInstanced(int offset, int count, int instances)
- {
- #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- glDrawArraysInstanced(GL_TRIANGLES, 0, count, instances);
- #endif
- }
- // Draw vertex array elements instanced
- void rlDrawVertexArrayElementsInstanced(int offset, int count, const void *buffer, int instances)
- {
- #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- glDrawElementsInstanced(GL_TRIANGLES, count, GL_UNSIGNED_SHORT, (const unsigned short *)buffer + offset, instances);
- #endif
- }
- #if defined(GRAPHICS_API_OPENGL_11)
- // Enable vertex state pointer
- void rlEnableStatePointer(int vertexAttribType, void *buffer)
- {
- if (buffer != NULL) glEnableClientState(vertexAttribType);
- switch (vertexAttribType)
- {
- case GL_VERTEX_ARRAY: glVertexPointer(3, GL_FLOAT, 0, buffer); break;
- case GL_TEXTURE_COORD_ARRAY: glTexCoordPointer(2, GL_FLOAT, 0, buffer); break;
- case GL_NORMAL_ARRAY: if (buffer != NULL) glNormalPointer(GL_FLOAT, 0, buffer); break;
- case GL_COLOR_ARRAY: if (buffer != NULL) glColorPointer(4, GL_UNSIGNED_BYTE, 0, buffer); break;
- //case GL_INDEX_ARRAY: if (buffer != NULL) glIndexPointer(GL_SHORT, 0, buffer); break; // Indexed colors
- default: break;
- }
- }
- // Disable vertex state pointer
- void rlDisableStatePointer(int vertexAttribType)
- {
- glDisableClientState(vertexAttribType);
- }
- #endif
- // Load vertex array object (VAO)
- unsigned int rlLoadVertexArray(void)
- {
- unsigned int vaoId = 0;
- #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- if (RLGL.ExtSupported.vao)
- {
- glGenVertexArrays(1, &vaoId);
- }
- #endif
- return vaoId;
- }
- // Set vertex attribute
- void rlSetVertexAttribute(unsigned int index, int compSize, int type, bool normalized, int stride, const void *pointer)
- {
- #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- glVertexAttribPointer(index, compSize, type, normalized, stride, pointer);
- #endif
- }
- // Set vertex attribute divisor
- void rlSetVertexAttributeDivisor(unsigned int index, int divisor)
- {
- #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- glVertexAttribDivisor(index, divisor);
- #endif
- }
- // Unload vertex array object (VAO)
- void rlUnloadVertexArray(unsigned int vaoId)
- {
- #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- if (RLGL.ExtSupported.vao)
- {
- glBindVertexArray(0);
- glDeleteVertexArrays(1, &vaoId);
- TRACELOG(RL_LOG_INFO, "VAO: [ID %i] Unloaded vertex array data from VRAM (GPU)", vaoId);
- }
- #endif
- }
- // Unload vertex buffer (VBO)
- void rlUnloadVertexBuffer(unsigned int vboId)
- {
- #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- glDeleteBuffers(1, &vboId);
- //TRACELOG(RL_LOG_INFO, "VBO: Unloaded vertex data from VRAM (GPU)");
- #endif
- }
- // Shaders management
- //-----------------------------------------------------------------------------------------------
- // Load shader from code strings
- // NOTE: If shader string is NULL, using default vertex/fragment shaders
- unsigned int rlLoadShaderCode(const char *vsCode, const char *fsCode)
- {
- unsigned int id = 0;
- #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- unsigned int vertexShaderId = 0;
- unsigned int fragmentShaderId = 0;
- // Compile vertex shader (if provided)
- if (vsCode != NULL) vertexShaderId = rlCompileShader(vsCode, GL_VERTEX_SHADER);
- // In case no vertex shader was provided or compilation failed, we use default vertex shader
- if (vertexShaderId == 0) vertexShaderId = RLGL.State.defaultVShaderId;
- // Compile fragment shader (if provided)
- if (fsCode != NULL) fragmentShaderId = rlCompileShader(fsCode, GL_FRAGMENT_SHADER);
- // In case no fragment shader was provided or compilation failed, we use default fragment shader
- if (fragmentShaderId == 0) fragmentShaderId = RLGL.State.defaultFShaderId;
- // In case vertex and fragment shader are the default ones, no need to recompile, we can just assign the default shader program id
- if ((vertexShaderId == RLGL.State.defaultVShaderId) && (fragmentShaderId == RLGL.State.defaultFShaderId)) id = RLGL.State.defaultShaderId;
- else
- {
- // One of or both shader are new, we need to compile a new shader program
- id = rlLoadShaderProgram(vertexShaderId, fragmentShaderId);
- // We can detach and delete vertex/fragment shaders (if not default ones)
- // NOTE: We detach shader before deletion to make sure memory is freed
- if (vertexShaderId != RLGL.State.defaultVShaderId)
- {
- // WARNING: Shader program linkage could fail and returned id is 0
- if (id > 0) glDetachShader(id, vertexShaderId);
- glDeleteShader(vertexShaderId);
- }
- if (fragmentShaderId != RLGL.State.defaultFShaderId)
- {
- // WARNING: Shader program linkage could fail and returned id is 0
- if (id > 0) glDetachShader(id, fragmentShaderId);
- glDeleteShader(fragmentShaderId);
- }
- // In case shader program loading failed, we assign default shader
- if (id == 0)
- {
- // In case shader loading fails, we return the default shader
- TRACELOG(RL_LOG_WARNING, "SHADER: Failed to load custom shader code, using default shader");
- id = RLGL.State.defaultShaderId;
- }
- /*
- else
- {
- // Get available shader uniforms
- // NOTE: This information is useful for debug...
- int uniformCount = -1;
- glGetProgramiv(id, GL_ACTIVE_UNIFORMS, &uniformCount);
- for (int i = 0; i < uniformCount; i++)
- {
- int namelen = -1;
- int num = -1;
- char name[256] = { 0 }; // Assume no variable names longer than 256
- GLenum type = GL_ZERO;
- // Get the name of the uniforms
- glGetActiveUniform(id, i, sizeof(name) - 1, &namelen, &num, &type, name);
- name[namelen] = 0;
- TRACELOGD("SHADER: [ID %i] Active uniform (%s) set at location: %i", id, name, glGetUniformLocation(id, name));
- }
- }
- */
- }
- #endif
- return id;
- }
- // Compile custom shader and return shader id
- unsigned int rlCompileShader(const char *shaderCode, int type)
- {
- unsigned int shader = 0;
- #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- shader = glCreateShader(type);
- glShaderSource(shader, 1, &shaderCode, NULL);
- GLint success = 0;
- glCompileShader(shader);
- glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
- if (success == GL_FALSE)
- {
- switch (type)
- {
- case GL_VERTEX_SHADER: TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Failed to compile vertex shader code", shader); break;
- case GL_FRAGMENT_SHADER: TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Failed to compile fragment shader code", shader); break;
- //case GL_GEOMETRY_SHADER:
- #if defined(GRAPHICS_API_OPENGL_43)
- case GL_COMPUTE_SHADER: TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Failed to compile compute shader code", shader); break;
- #endif
- default: break;
- }
- int maxLength = 0;
- glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &maxLength);
- if (maxLength > 0)
- {
- int length = 0;
- char *log = (char *)RL_CALLOC(maxLength, sizeof(char));
- glGetShaderInfoLog(shader, maxLength, &length, log);
- TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Compile error: %s", shader, log);
- RL_FREE(log);
- }
- }
- else
- {
- switch (type)
- {
- case GL_VERTEX_SHADER: TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Vertex shader compiled successfully", shader); break;
- case GL_FRAGMENT_SHADER: TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Fragment shader compiled successfully", shader); break;
- //case GL_GEOMETRY_SHADER:
- #if defined(GRAPHICS_API_OPENGL_43)
- case GL_COMPUTE_SHADER: TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Compute shader compiled successfully", shader); break;
- #endif
- default: break;
- }
- }
- #endif
- return shader;
- }
- // Load custom shader strings and return program id
- unsigned int rlLoadShaderProgram(unsigned int vShaderId, unsigned int fShaderId)
- {
- unsigned int program = 0;
- #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- GLint success = 0;
- program = glCreateProgram();
- glAttachShader(program, vShaderId);
- glAttachShader(program, fShaderId);
- // NOTE: Default attribute shader locations must be Bound before linking
- glBindAttribLocation(program, 0, RL_DEFAULT_SHADER_ATTRIB_NAME_POSITION);
- glBindAttribLocation(program, 1, RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD);
- glBindAttribLocation(program, 2, RL_DEFAULT_SHADER_ATTRIB_NAME_NORMAL);
- glBindAttribLocation(program, 3, RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR);
- glBindAttribLocation(program, 4, RL_DEFAULT_SHADER_ATTRIB_NAME_TANGENT);
- glBindAttribLocation(program, 5, RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2);
- // NOTE: If some attrib name is no found on the shader, it locations becomes -1
- glLinkProgram(program);
- // NOTE: All uniform variables are intitialised to 0 when a program links
- glGetProgramiv(program, GL_LINK_STATUS, &success);
- if (success == GL_FALSE)
- {
- TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Failed to link shader program", program);
- int maxLength = 0;
- glGetProgramiv(program, GL_INFO_LOG_LENGTH, &maxLength);
- if (maxLength > 0)
- {
- int length = 0;
- char *log = (char *)RL_CALLOC(maxLength, sizeof(char));
- glGetProgramInfoLog(program, maxLength, &length, log);
- TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Link error: %s", program, log);
- RL_FREE(log);
- }
- glDeleteProgram(program);
- program = 0;
- }
- else
- {
- // Get the size of compiled shader program (not available on OpenGL ES 2.0)
- // NOTE: If GL_LINK_STATUS is GL_FALSE, program binary length is zero.
- //GLint binarySize = 0;
- //glGetProgramiv(id, GL_PROGRAM_BINARY_LENGTH, &binarySize);
- TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Program shader loaded successfully", program);
- }
- #endif
- return program;
- }
- // Unload shader program
- void rlUnloadShaderProgram(unsigned int id)
- {
- #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- glDeleteProgram(id);
- TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Unloaded shader program data from VRAM (GPU)", id);
- #endif
- }
- // Get shader location uniform
- int rlGetLocationUniform(unsigned int shaderId, const char *uniformName)
- {
- int location = -1;
- #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- location = glGetUniformLocation(shaderId, uniformName);
- if (location == -1) TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Failed to find shader uniform: %s", shaderId, uniformName);
- else TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Shader uniform (%s) set at location: %i", shaderId, uniformName, location);
- #endif
- return location;
- }
- // Get shader location attribute
- int rlGetLocationAttrib(unsigned int shaderId, const char *attribName)
- {
- int location = -1;
- #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- location = glGetAttribLocation(shaderId, attribName);
- if (location == -1) TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Failed to find shader attribute: %s", shaderId, attribName);
- else TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Shader attribute (%s) set at location: %i", shaderId, attribName, location);
- #endif
- return location;
- }
- // Set shader value uniform
- void rlSetUniform(int locIndex, const void *value, int uniformType, int count)
- {
- #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- switch (uniformType)
- {
- case RL_SHADER_UNIFORM_FLOAT: glUniform1fv(locIndex, count, (float *)value); break;
- case RL_SHADER_UNIFORM_VEC2: glUniform2fv(locIndex, count, (float *)value); break;
- case RL_SHADER_UNIFORM_VEC3: glUniform3fv(locIndex, count, (float *)value); break;
- case RL_SHADER_UNIFORM_VEC4: glUniform4fv(locIndex, count, (float *)value); break;
- case RL_SHADER_UNIFORM_INT: glUniform1iv(locIndex, count, (int *)value); break;
- case RL_SHADER_UNIFORM_IVEC2: glUniform2iv(locIndex, count, (int *)value); break;
- case RL_SHADER_UNIFORM_IVEC3: glUniform3iv(locIndex, count, (int *)value); break;
- case RL_SHADER_UNIFORM_IVEC4: glUniform4iv(locIndex, count, (int *)value); break;
- case RL_SHADER_UNIFORM_SAMPLER2D: glUniform1iv(locIndex, count, (int *)value); break;
- default: TRACELOG(RL_LOG_WARNING, "SHADER: Failed to set uniform value, data type not recognized");
- }
- #endif
- }
- // Set shader value attribute
- void rlSetVertexAttributeDefault(int locIndex, const void *value, int attribType, int count)
- {
- #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- switch (attribType)
- {
- case RL_SHADER_ATTRIB_FLOAT: if (count == 1) glVertexAttrib1fv(locIndex, (float *)value); break;
- case RL_SHADER_ATTRIB_VEC2: if (count == 2) glVertexAttrib2fv(locIndex, (float *)value); break;
- case RL_SHADER_ATTRIB_VEC3: if (count == 3) glVertexAttrib3fv(locIndex, (float *)value); break;
- case RL_SHADER_ATTRIB_VEC4: if (count == 4) glVertexAttrib4fv(locIndex, (float *)value); break;
- default: TRACELOG(RL_LOG_WARNING, "SHADER: Failed to set attrib default value, data type not recognized");
- }
- #endif
- }
- // Set shader value uniform matrix
- void rlSetUniformMatrix(int locIndex, Matrix mat)
- {
- #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- float matfloat[16] = {
- mat.m0, mat.m1, mat.m2, mat.m3,
- mat.m4, mat.m5, mat.m6, mat.m7,
- mat.m8, mat.m9, mat.m10, mat.m11,
- mat.m12, mat.m13, mat.m14, mat.m15
- };
- glUniformMatrix4fv(locIndex, 1, false, matfloat);
- #endif
- }
- // Set shader value uniform sampler
- void rlSetUniformSampler(int locIndex, unsigned int textureId)
- {
- #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- // Check if texture is already active
- for (int i = 0; i < RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS; i++) if (RLGL.State.activeTextureId[i] == textureId) return;
- // Register a new active texture for the internal batch system
- // NOTE: Default texture is always activated as GL_TEXTURE0
- for (int i = 0; i < RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS; i++)
- {
- if (RLGL.State.activeTextureId[i] == 0)
- {
- glUniform1i(locIndex, 1 + i); // Activate new texture unit
- RLGL.State.activeTextureId[i] = textureId; // Save texture id for binding on drawing
- break;
- }
- }
- #endif
- }
- // Set shader currently active (id and locations)
- void rlSetShader(unsigned int id, int *locs)
- {
- #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- if (RLGL.State.currentShaderId != id)
- {
- rlDrawRenderBatch(RLGL.currentBatch);
- RLGL.State.currentShaderId = id;
- RLGL.State.currentShaderLocs = locs;
- }
- #endif
- }
- // Load compute shader program
- unsigned int rlLoadComputeShaderProgram(unsigned int shaderId)
- {
- unsigned int program = 0;
- #if defined(GRAPHICS_API_OPENGL_43)
- GLint success = 0;
- program = glCreateProgram();
- glAttachShader(program, shaderId);
- glLinkProgram(program);
- // NOTE: All uniform variables are intitialised to 0 when a program links
- glGetProgramiv(program, GL_LINK_STATUS, &success);
- if (success == GL_FALSE)
- {
- TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Failed to link compute shader program", program);
- int maxLength = 0;
- glGetProgramiv(program, GL_INFO_LOG_LENGTH, &maxLength);
- if (maxLength > 0)
- {
- int length = 0;
- char *log = (char *)RL_CALLOC(maxLength, sizeof(char));
- glGetProgramInfoLog(program, maxLength, &length, log);
- TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Link error: %s", program, log);
- RL_FREE(log);
- }
- glDeleteProgram(program);
- program = 0;
- }
- else
- {
- // Get the size of compiled shader program (not available on OpenGL ES 2.0)
- // NOTE: If GL_LINK_STATUS is GL_FALSE, program binary length is zero.
- //GLint binarySize = 0;
- //glGetProgramiv(id, GL_PROGRAM_BINARY_LENGTH, &binarySize);
- TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Compute shader program loaded successfully", program);
- }
- #endif
- return program;
- }
- // Dispatch compute shader (equivalent to *draw* for graphics pilepine)
- void rlComputeShaderDispatch(unsigned int groupX, unsigned int groupY, unsigned int groupZ)
- {
- #if defined(GRAPHICS_API_OPENGL_43)
- glDispatchCompute(groupX, groupY, groupZ);
- #endif
- }
- // Load shader storage buffer object (SSBO)
- unsigned int rlLoadShaderBuffer(unsigned int size, const void *data, int usageHint)
- {
- unsigned int ssbo = 0;
- #if defined(GRAPHICS_API_OPENGL_43)
- glGenBuffers(1, &ssbo);
- glBindBuffer(GL_SHADER_STORAGE_BUFFER, ssbo);
- glBufferData(GL_SHADER_STORAGE_BUFFER, size, data, usageHint? usageHint : RL_STREAM_COPY);
- glClearBufferData(GL_SHADER_STORAGE_BUFFER, GL_R8UI, GL_RED_INTEGER, GL_UNSIGNED_BYTE, 0);
- glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
- #endif
- return ssbo;
- }
- // Unload shader storage buffer object (SSBO)
- void rlUnloadShaderBuffer(unsigned int ssboId)
- {
- #if defined(GRAPHICS_API_OPENGL_43)
- glDeleteBuffers(1, &ssboId);
- #endif
- }
- // Update SSBO buffer data
- void rlUpdateShaderBuffer(unsigned int id, const void *data, unsigned int dataSize, unsigned int offset)
- {
- #if defined(GRAPHICS_API_OPENGL_43)
- glBindBuffer(GL_SHADER_STORAGE_BUFFER, id);
- glBufferSubData(GL_SHADER_STORAGE_BUFFER, offset, dataSize, data);
- #endif
- }
- // Get SSBO buffer size
- unsigned int rlGetShaderBufferSize(unsigned int id)
- {
- long long size = 0;
- #if defined(GRAPHICS_API_OPENGL_43)
- glBindBuffer(GL_SHADER_STORAGE_BUFFER, id);
- glGetInteger64v(GL_SHADER_STORAGE_BUFFER_SIZE, &size);
- #endif
- return (size > 0)? (unsigned int)size : 0;
- }
- // Read SSBO buffer data (GPU->CPU)
- void rlReadShaderBuffer(unsigned int id, void *dest, unsigned int count, unsigned int offset)
- {
- #if defined(GRAPHICS_API_OPENGL_43)
- glBindBuffer(GL_SHADER_STORAGE_BUFFER, id);
- glGetBufferSubData(GL_SHADER_STORAGE_BUFFER, offset, count, dest);
- #endif
- }
- // Bind SSBO buffer
- void rlBindShaderBuffer(unsigned int id, unsigned int index)
- {
- #if defined(GRAPHICS_API_OPENGL_43)
- glBindBufferBase(GL_SHADER_STORAGE_BUFFER, index, id);
- #endif
- }
- // Copy SSBO buffer data
- void rlCopyShaderBuffer(unsigned int destId, unsigned int srcId, unsigned int destOffset, unsigned int srcOffset, unsigned int count)
- {
- #if defined(GRAPHICS_API_OPENGL_43)
- glBindBuffer(GL_COPY_READ_BUFFER, srcId);
- glBindBuffer(GL_COPY_WRITE_BUFFER, destId);
- glCopyBufferSubData(GL_COPY_READ_BUFFER, GL_COPY_WRITE_BUFFER, srcOffset, destOffset, count);
- #endif
- }
- // Bind image texture
- void rlBindImageTexture(unsigned int id, unsigned int index, int format, bool readonly)
- {
- #if defined(GRAPHICS_API_OPENGL_43)
- unsigned int glInternalFormat = 0, glFormat = 0, glType = 0;
- rlGetGlTextureFormats(format, &glInternalFormat, &glFormat, &glType);
- glBindImageTexture(index, id, 0, 0, 0, readonly ? GL_READ_ONLY : GL_READ_WRITE, glInternalFormat);
- #endif
- }
- // Matrix state management
- //-----------------------------------------------------------------------------------------
- // Get internal modelview matrix
- Matrix rlGetMatrixModelview(void)
- {
- Matrix matrix = rlMatrixIdentity();
- #if defined(GRAPHICS_API_OPENGL_11)
- float mat[16];
- glGetFloatv(GL_MODELVIEW_MATRIX, mat);
- matrix.m0 = mat[0];
- matrix.m1 = mat[1];
- matrix.m2 = mat[2];
- matrix.m3 = mat[3];
- matrix.m4 = mat[4];
- matrix.m5 = mat[5];
- matrix.m6 = mat[6];
- matrix.m7 = mat[7];
- matrix.m8 = mat[8];
- matrix.m9 = mat[9];
- matrix.m10 = mat[10];
- matrix.m11 = mat[11];
- matrix.m12 = mat[12];
- matrix.m13 = mat[13];
- matrix.m14 = mat[14];
- matrix.m15 = mat[15];
- #else
- matrix = RLGL.State.modelview;
- #endif
- return matrix;
- }
- // Get internal projection matrix
- Matrix rlGetMatrixProjection(void)
- {
- #if defined(GRAPHICS_API_OPENGL_11)
- float mat[16];
- glGetFloatv(GL_PROJECTION_MATRIX,mat);
- Matrix m;
- m.m0 = mat[0];
- m.m1 = mat[1];
- m.m2 = mat[2];
- m.m3 = mat[3];
- m.m4 = mat[4];
- m.m5 = mat[5];
- m.m6 = mat[6];
- m.m7 = mat[7];
- m.m8 = mat[8];
- m.m9 = mat[9];
- m.m10 = mat[10];
- m.m11 = mat[11];
- m.m12 = mat[12];
- m.m13 = mat[13];
- m.m14 = mat[14];
- m.m15 = mat[15];
- return m;
- #else
- return RLGL.State.projection;
- #endif
- }
- // Get internal accumulated transform matrix
- Matrix rlGetMatrixTransform(void)
- {
- Matrix mat = rlMatrixIdentity();
- #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- // TODO: Consider possible transform matrices in the RLGL.State.stack
- // Is this the right order? or should we start with the first stored matrix instead of the last one?
- //Matrix matStackTransform = rlMatrixIdentity();
- //for (int i = RLGL.State.stackCounter; i > 0; i--) matStackTransform = rlMatrixMultiply(RLGL.State.stack[i], matStackTransform);
- mat = RLGL.State.transform;
- #endif
- return mat;
- }
- // Get internal projection matrix for stereo render (selected eye)
- RLAPI Matrix rlGetMatrixProjectionStereo(int eye)
- {
- Matrix mat = rlMatrixIdentity();
- #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- mat = RLGL.State.projectionStereo[eye];
- #endif
- return mat;
- }
- // Get internal view offset matrix for stereo render (selected eye)
- RLAPI Matrix rlGetMatrixViewOffsetStereo(int eye)
- {
- Matrix mat = rlMatrixIdentity();
- #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- mat = RLGL.State.viewOffsetStereo[eye];
- #endif
- return mat;
- }
- // Set a custom modelview matrix (replaces internal modelview matrix)
- void rlSetMatrixModelview(Matrix view)
- {
- #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- RLGL.State.modelview = view;
- #endif
- }
- // Set a custom projection matrix (replaces internal projection matrix)
- void rlSetMatrixProjection(Matrix projection)
- {
- #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- RLGL.State.projection = projection;
- #endif
- }
- // Set eyes projection matrices for stereo rendering
- void rlSetMatrixProjectionStereo(Matrix right, Matrix left)
- {
- #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- RLGL.State.projectionStereo[0] = right;
- RLGL.State.projectionStereo[1] = left;
- #endif
- }
- // Set eyes view offsets matrices for stereo rendering
- void rlSetMatrixViewOffsetStereo(Matrix right, Matrix left)
- {
- #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- RLGL.State.viewOffsetStereo[0] = right;
- RLGL.State.viewOffsetStereo[1] = left;
- #endif
- }
- // Load and draw a quad in NDC
- void rlLoadDrawQuad(void)
- {
- #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- unsigned int quadVAO = 0;
- unsigned int quadVBO = 0;
- float vertices[] = {
- // Positions Texcoords
- -1.0f, 1.0f, 0.0f, 0.0f, 1.0f,
- -1.0f, -1.0f, 0.0f, 0.0f, 0.0f,
- 1.0f, 1.0f, 0.0f, 1.0f, 1.0f,
- 1.0f, -1.0f, 0.0f, 1.0f, 0.0f,
- };
- // Gen VAO to contain VBO
- glGenVertexArrays(1, &quadVAO);
- glBindVertexArray(quadVAO);
- // Gen and fill vertex buffer (VBO)
- glGenBuffers(1, &quadVBO);
- glBindBuffer(GL_ARRAY_BUFFER, quadVBO);
- glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), &vertices, GL_STATIC_DRAW);
- // Bind vertex attributes (position, texcoords)
- glEnableVertexAttribArray(0);
- glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5*sizeof(float), (void *)0); // Positions
- glEnableVertexAttribArray(1);
- glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5*sizeof(float), (void *)(3*sizeof(float))); // Texcoords
- // Draw quad
- glBindVertexArray(quadVAO);
- glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
- glBindVertexArray(0);
- // Delete buffers (VBO and VAO)
- glDeleteBuffers(1, &quadVBO);
- glDeleteVertexArrays(1, &quadVAO);
- #endif
- }
- // Load and draw a cube in NDC
- void rlLoadDrawCube(void)
- {
- #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- unsigned int cubeVAO = 0;
- unsigned int cubeVBO = 0;
- float vertices[] = {
- // Positions Normals Texcoords
- -1.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f,
- 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f,
- 1.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 1.0f, 0.0f,
- 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f,
- -1.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f,
- -1.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 1.0f,
- -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f,
- 1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f,
- 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f,
- 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f,
- -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f,
- -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f,
- -1.0f, 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
- -1.0f, 1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 1.0f,
- -1.0f, -1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
- -1.0f, -1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
- -1.0f, -1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f,
- -1.0f, 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
- 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
- 1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
- 1.0f, 1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f,
- 1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
- 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
- 1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f,
- -1.0f, -1.0f, -1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f,
- 1.0f, -1.0f, -1.0f, 0.0f, -1.0f, 0.0f, 1.0f, 1.0f,
- 1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f,
- 1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f,
- -1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 0.0f,
- -1.0f, -1.0f, -1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f,
- -1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f,
- 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f,
- 1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f,
- 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f,
- -1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f,
- -1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f
- };
- // Gen VAO to contain VBO
- glGenVertexArrays(1, &cubeVAO);
- glBindVertexArray(cubeVAO);
- // Gen and fill vertex buffer (VBO)
- glGenBuffers(1, &cubeVBO);
- glBindBuffer(GL_ARRAY_BUFFER, cubeVBO);
- glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
- // Bind vertex attributes (position, normals, texcoords)
- glBindVertexArray(cubeVAO);
- glEnableVertexAttribArray(0);
- glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8*sizeof(float), (void *)0); // Positions
- glEnableVertexAttribArray(1);
- glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8*sizeof(float), (void *)(3*sizeof(float))); // Normals
- glEnableVertexAttribArray(2);
- glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8*sizeof(float), (void *)(6*sizeof(float))); // Texcoords
- glBindBuffer(GL_ARRAY_BUFFER, 0);
- glBindVertexArray(0);
- // Draw cube
- glBindVertexArray(cubeVAO);
- glDrawArrays(GL_TRIANGLES, 0, 36);
- glBindVertexArray(0);
- // Delete VBO and VAO
- glDeleteBuffers(1, &cubeVBO);
- glDeleteVertexArrays(1, &cubeVAO);
- #endif
- }
- // Get name string for pixel format
- const char *rlGetPixelFormatName(unsigned int format)
- {
- switch (format)
- {
- case RL_PIXELFORMAT_UNCOMPRESSED_GRAYSCALE: return "GRAYSCALE"; break; // 8 bit per pixel (no alpha)
- case RL_PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA: return "GRAY_ALPHA"; break; // 8*2 bpp (2 channels)
- case RL_PIXELFORMAT_UNCOMPRESSED_R5G6B5: return "R5G6B5"; break; // 16 bpp
- case RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8: return "R8G8B8"; break; // 24 bpp
- case RL_PIXELFORMAT_UNCOMPRESSED_R5G5B5A1: return "R5G5B5A1"; break; // 16 bpp (1 bit alpha)
- case RL_PIXELFORMAT_UNCOMPRESSED_R4G4B4A4: return "R4G4B4A4"; break; // 16 bpp (4 bit alpha)
- case RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8A8: return "R8G8B8A8"; break; // 32 bpp
- case RL_PIXELFORMAT_UNCOMPRESSED_R32: return "R32"; break; // 32 bpp (1 channel - float)
- case RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32: return "R32G32B32"; break; // 32*3 bpp (3 channels - float)
- case RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32A32: return "R32G32B32A32"; break; // 32*4 bpp (4 channels - float)
- case RL_PIXELFORMAT_COMPRESSED_DXT1_RGB: return "DXT1_RGB"; break; // 4 bpp (no alpha)
- case RL_PIXELFORMAT_COMPRESSED_DXT1_RGBA: return "DXT1_RGBA"; break; // 4 bpp (1 bit alpha)
- case RL_PIXELFORMAT_COMPRESSED_DXT3_RGBA: return "DXT3_RGBA"; break; // 8 bpp
- case RL_PIXELFORMAT_COMPRESSED_DXT5_RGBA: return "DXT5_RGBA"; break; // 8 bpp
- case RL_PIXELFORMAT_COMPRESSED_ETC1_RGB: return "ETC1_RGB"; break; // 4 bpp
- case RL_PIXELFORMAT_COMPRESSED_ETC2_RGB: return "ETC2_RGB"; break; // 4 bpp
- case RL_PIXELFORMAT_COMPRESSED_ETC2_EAC_RGBA: return "ETC2_RGBA"; break; // 8 bpp
- case RL_PIXELFORMAT_COMPRESSED_PVRT_RGB: return "PVRT_RGB"; break; // 4 bpp
- case RL_PIXELFORMAT_COMPRESSED_PVRT_RGBA: return "PVRT_RGBA"; break; // 4 bpp
- case RL_PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA: return "ASTC_4x4_RGBA"; break; // 8 bpp
- case RL_PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA: return "ASTC_8x8_RGBA"; break; // 2 bpp
- default: return "UNKNOWN"; break;
- }
- }
- //----------------------------------------------------------------------------------
- // Module specific Functions Definition
- //----------------------------------------------------------------------------------
- #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- // Load default shader (just vertex positioning and texture coloring)
- // NOTE: This shader program is used for internal buffers
- // NOTE: Loaded: RLGL.State.defaultShaderId, RLGL.State.defaultShaderLocs
- static void rlLoadShaderDefault(void)
- {
- RLGL.State.defaultShaderLocs = (int *)RL_CALLOC(RL_MAX_SHADER_LOCATIONS, sizeof(int));
- // NOTE: All locations must be reseted to -1 (no location)
- for (int i = 0; i < RL_MAX_SHADER_LOCATIONS; i++) RLGL.State.defaultShaderLocs[i] = -1;
- // Vertex shader directly defined, no external file required
- const char *defaultVShaderCode =
- #if defined(GRAPHICS_API_OPENGL_21)
- "#version 120 \n"
- "attribute vec3 vertexPosition; \n"
- "attribute vec2 vertexTexCoord; \n"
- "attribute vec4 vertexColor; \n"
- "varying vec2 fragTexCoord; \n"
- "varying vec4 fragColor; \n"
- #elif defined(GRAPHICS_API_OPENGL_33)
- "#version 330 \n"
- "in vec3 vertexPosition; \n"
- "in vec2 vertexTexCoord; \n"
- "in vec4 vertexColor; \n"
- "out vec2 fragTexCoord; \n"
- "out vec4 fragColor; \n"
- #endif
- #if defined(GRAPHICS_API_OPENGL_ES2)
- "#version 100 \n"
- "attribute vec3 vertexPosition; \n"
- "attribute vec2 vertexTexCoord; \n"
- "attribute vec4 vertexColor; \n"
- "varying vec2 fragTexCoord; \n"
- "varying vec4 fragColor; \n"
- #endif
- "uniform mat4 mvp; \n"
- "void main() \n"
- "{ \n"
- " fragTexCoord = vertexTexCoord; \n"
- " fragColor = vertexColor; \n"
- " gl_Position = mvp*vec4(vertexPosition, 1.0); \n"
- "} \n";
- // Fragment shader directly defined, no external file required
- const char *defaultFShaderCode =
- #if defined(GRAPHICS_API_OPENGL_21)
- "#version 120 \n"
- "varying vec2 fragTexCoord; \n"
- "varying vec4 fragColor; \n"
- "uniform sampler2D texture0; \n"
- "uniform vec4 colDiffuse; \n"
- "void main() \n"
- "{ \n"
- " vec4 texelColor = texture2D(texture0, fragTexCoord); \n"
- " gl_FragColor = texelColor*colDiffuse*fragColor; \n"
- "} \n";
- #elif defined(GRAPHICS_API_OPENGL_33)
- "#version 330 \n"
- "in vec2 fragTexCoord; \n"
- "in vec4 fragColor; \n"
- "out vec4 finalColor; \n"
- "uniform sampler2D texture0; \n"
- "uniform vec4 colDiffuse; \n"
- "void main() \n"
- "{ \n"
- " vec4 texelColor = texture(texture0, fragTexCoord); \n"
- " finalColor = texelColor*colDiffuse*fragColor; \n"
- "} \n";
- #endif
- #if defined(GRAPHICS_API_OPENGL_ES2)
- "#version 100 \n"
- "precision mediump float; \n" // Precision required for OpenGL ES2 (WebGL)
- "varying vec2 fragTexCoord; \n"
- "varying vec4 fragColor; \n"
- "uniform sampler2D texture0; \n"
- "uniform vec4 colDiffuse; \n"
- "void main() \n"
- "{ \n"
- " vec4 texelColor = texture2D(texture0, fragTexCoord); \n"
- " gl_FragColor = texelColor*colDiffuse*fragColor; \n"
- "} \n";
- #endif
- // NOTE: Compiled vertex/fragment shaders are not deleted,
- // they are kept for re-use as default shaders in case some shader loading fails
- RLGL.State.defaultVShaderId = rlCompileShader(defaultVShaderCode, GL_VERTEX_SHADER); // Compile default vertex shader
- RLGL.State.defaultFShaderId = rlCompileShader(defaultFShaderCode, GL_FRAGMENT_SHADER); // Compile default fragment shader
- RLGL.State.defaultShaderId = rlLoadShaderProgram(RLGL.State.defaultVShaderId, RLGL.State.defaultFShaderId);
- if (RLGL.State.defaultShaderId > 0)
- {
- TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Default shader loaded successfully", RLGL.State.defaultShaderId);
- // Set default shader locations: attributes locations
- RLGL.State.defaultShaderLocs[RL_SHADER_LOC_VERTEX_POSITION] = glGetAttribLocation(RLGL.State.defaultShaderId, "vertexPosition");
- RLGL.State.defaultShaderLocs[RL_SHADER_LOC_VERTEX_TEXCOORD01] = glGetAttribLocation(RLGL.State.defaultShaderId, "vertexTexCoord");
- RLGL.State.defaultShaderLocs[RL_SHADER_LOC_VERTEX_COLOR] = glGetAttribLocation(RLGL.State.defaultShaderId, "vertexColor");
- // Set default shader locations: uniform locations
- RLGL.State.defaultShaderLocs[RL_SHADER_LOC_MATRIX_MVP] = glGetUniformLocation(RLGL.State.defaultShaderId, "mvp");
- RLGL.State.defaultShaderLocs[RL_SHADER_LOC_COLOR_DIFFUSE] = glGetUniformLocation(RLGL.State.defaultShaderId, "colDiffuse");
- RLGL.State.defaultShaderLocs[RL_SHADER_LOC_MAP_DIFFUSE] = glGetUniformLocation(RLGL.State.defaultShaderId, "texture0");
- }
- else TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Failed to load default shader", RLGL.State.defaultShaderId);
- }
- // Unload default shader
- // NOTE: Unloads: RLGL.State.defaultShaderId, RLGL.State.defaultShaderLocs
- static void rlUnloadShaderDefault(void)
- {
- glUseProgram(0);
- glDetachShader(RLGL.State.defaultShaderId, RLGL.State.defaultVShaderId);
- glDetachShader(RLGL.State.defaultShaderId, RLGL.State.defaultFShaderId);
- glDeleteShader(RLGL.State.defaultVShaderId);
- glDeleteShader(RLGL.State.defaultFShaderId);
- glDeleteProgram(RLGL.State.defaultShaderId);
- RL_FREE(RLGL.State.defaultShaderLocs);
- TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Default shader unloaded successfully", RLGL.State.defaultShaderId);
- }
- #if defined(RLGL_SHOW_GL_DETAILS_INFO)
- // Get compressed format official GL identifier name
- static char *rlGetCompressedFormatName(int format)
- {
- switch (format)
- {
- // GL_EXT_texture_compression_s3tc
- case 0x83F0: return "GL_COMPRESSED_RGB_S3TC_DXT1_EXT"; break;
- case 0x83F1: return "GL_COMPRESSED_RGBA_S3TC_DXT1_EXT"; break;
- case 0x83F2: return "GL_COMPRESSED_RGBA_S3TC_DXT3_EXT"; break;
- case 0x83F3: return "GL_COMPRESSED_RGBA_S3TC_DXT5_EXT"; break;
- // GL_3DFX_texture_compression_FXT1
- case 0x86B0: return "GL_COMPRESSED_RGB_FXT1_3DFX"; break;
- case 0x86B1: return "GL_COMPRESSED_RGBA_FXT1_3DFX"; break;
- // GL_IMG_texture_compression_pvrtc
- case 0x8C00: return "GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG"; break;
- case 0x8C01: return "GL_COMPRESSED_RGB_PVRTC_2BPPV1_IMG"; break;
- case 0x8C02: return "GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG"; break;
- case 0x8C03: return "GL_COMPRESSED_RGBA_PVRTC_2BPPV1_IMG"; break;
- // GL_OES_compressed_ETC1_RGB8_texture
- case 0x8D64: return "GL_ETC1_RGB8_OES"; break;
- // GL_ARB_texture_compression_rgtc
- case 0x8DBB: return "GL_COMPRESSED_RED_RGTC1"; break;
- case 0x8DBC: return "GL_COMPRESSED_SIGNED_RED_RGTC1"; break;
- case 0x8DBD: return "GL_COMPRESSED_RG_RGTC2"; break;
- case 0x8DBE: return "GL_COMPRESSED_SIGNED_RG_RGTC2"; break;
- // GL_ARB_texture_compression_bptc
- case 0x8E8C: return "GL_COMPRESSED_RGBA_BPTC_UNORM_ARB"; break;
- case 0x8E8D: return "GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM_ARB"; break;
- case 0x8E8E: return "GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT_ARB"; break;
- case 0x8E8F: return "GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT_ARB"; break;
- // GL_ARB_ES3_compatibility
- case 0x9274: return "GL_COMPRESSED_RGB8_ETC2"; break;
- case 0x9275: return "GL_COMPRESSED_SRGB8_ETC2"; break;
- case 0x9276: return "GL_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2"; break;
- case 0x9277: return "GL_COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2"; break;
- case 0x9278: return "GL_COMPRESSED_RGBA8_ETC2_EAC"; break;
- case 0x9279: return "GL_COMPRESSED_SRGB8_ALPHA8_ETC2_EAC"; break;
- case 0x9270: return "GL_COMPRESSED_R11_EAC"; break;
- case 0x9271: return "GL_COMPRESSED_SIGNED_R11_EAC"; break;
- case 0x9272: return "GL_COMPRESSED_RG11_EAC"; break;
- case 0x9273: return "GL_COMPRESSED_SIGNED_RG11_EAC"; break;
- // GL_KHR_texture_compression_astc_hdr
- case 0x93B0: return "GL_COMPRESSED_RGBA_ASTC_4x4_KHR"; break;
- case 0x93B1: return "GL_COMPRESSED_RGBA_ASTC_5x4_KHR"; break;
- case 0x93B2: return "GL_COMPRESSED_RGBA_ASTC_5x5_KHR"; break;
- case 0x93B3: return "GL_COMPRESSED_RGBA_ASTC_6x5_KHR"; break;
- case 0x93B4: return "GL_COMPRESSED_RGBA_ASTC_6x6_KHR"; break;
- case 0x93B5: return "GL_COMPRESSED_RGBA_ASTC_8x5_KHR"; break;
- case 0x93B6: return "GL_COMPRESSED_RGBA_ASTC_8x6_KHR"; break;
- case 0x93B7: return "GL_COMPRESSED_RGBA_ASTC_8x8_KHR"; break;
- case 0x93B8: return "GL_COMPRESSED_RGBA_ASTC_10x5_KHR"; break;
- case 0x93B9: return "GL_COMPRESSED_RGBA_ASTC_10x6_KHR"; break;
- case 0x93BA: return "GL_COMPRESSED_RGBA_ASTC_10x8_KHR"; break;
- case 0x93BB: return "GL_COMPRESSED_RGBA_ASTC_10x10_KHR"; break;
- case 0x93BC: return "GL_COMPRESSED_RGBA_ASTC_12x10_KHR"; break;
- case 0x93BD: return "GL_COMPRESSED_RGBA_ASTC_12x12_KHR"; break;
- case 0x93D0: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_4x4_KHR"; break;
- case 0x93D1: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x4_KHR"; break;
- case 0x93D2: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x5_KHR"; break;
- case 0x93D3: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x5_KHR"; break;
- case 0x93D4: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x6_KHR"; break;
- case 0x93D5: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x5_KHR"; break;
- case 0x93D6: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x6_KHR"; break;
- case 0x93D7: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x8_KHR"; break;
- case 0x93D8: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x5_KHR"; break;
- case 0x93D9: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x6_KHR"; break;
- case 0x93DA: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x8_KHR"; break;
- case 0x93DB: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x10_KHR"; break;
- case 0x93DC: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_12x10_KHR"; break;
- case 0x93DD: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_12x12_KHR"; break;
- default: return "GL_COMPRESSED_UNKNOWN"; break;
- }
- }
- #endif // RLGL_SHOW_GL_DETAILS_INFO
- #endif // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2
- // Get pixel data size in bytes (image or texture)
- // NOTE: Size depends on pixel format
- static int rlGetPixelDataSize(int width, int height, int format)
- {
- int dataSize = 0; // Size in bytes
- int bpp = 0; // Bits per pixel
- switch (format)
- {
- case RL_PIXELFORMAT_UNCOMPRESSED_GRAYSCALE: bpp = 8; break;
- case RL_PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA:
- case RL_PIXELFORMAT_UNCOMPRESSED_R5G6B5:
- case RL_PIXELFORMAT_UNCOMPRESSED_R5G5B5A1:
- case RL_PIXELFORMAT_UNCOMPRESSED_R4G4B4A4: bpp = 16; break;
- case RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8A8: bpp = 32; break;
- case RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8: bpp = 24; break;
- case RL_PIXELFORMAT_UNCOMPRESSED_R32: bpp = 32; break;
- case RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32: bpp = 32*3; break;
- case RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32A32: bpp = 32*4; break;
- case RL_PIXELFORMAT_COMPRESSED_DXT1_RGB:
- case RL_PIXELFORMAT_COMPRESSED_DXT1_RGBA:
- case RL_PIXELFORMAT_COMPRESSED_ETC1_RGB:
- case RL_PIXELFORMAT_COMPRESSED_ETC2_RGB:
- case RL_PIXELFORMAT_COMPRESSED_PVRT_RGB:
- case RL_PIXELFORMAT_COMPRESSED_PVRT_RGBA: bpp = 4; break;
- case RL_PIXELFORMAT_COMPRESSED_DXT3_RGBA:
- case RL_PIXELFORMAT_COMPRESSED_DXT5_RGBA:
- case RL_PIXELFORMAT_COMPRESSED_ETC2_EAC_RGBA:
- case RL_PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA: bpp = 8; break;
- case RL_PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA: bpp = 2; break;
- default: break;
- }
- dataSize = width*height*bpp/8; // Total data size in bytes
- // Most compressed formats works on 4x4 blocks,
- // if texture is smaller, minimum dataSize is 8 or 16
- if ((width < 4) && (height < 4))
- {
- if ((format >= RL_PIXELFORMAT_COMPRESSED_DXT1_RGB) && (format < RL_PIXELFORMAT_COMPRESSED_DXT3_RGBA)) dataSize = 8;
- else if ((format >= RL_PIXELFORMAT_COMPRESSED_DXT3_RGBA) && (format < RL_PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA)) dataSize = 16;
- }
- return dataSize;
- }
- // Auxiliar math functions
- // Get identity matrix
- static Matrix rlMatrixIdentity(void)
- {
- Matrix result = {
- 1.0f, 0.0f, 0.0f, 0.0f,
- 0.0f, 1.0f, 0.0f, 0.0f,
- 0.0f, 0.0f, 1.0f, 0.0f,
- 0.0f, 0.0f, 0.0f, 1.0f
- };
- return result;
- }
- // Get two matrix multiplication
- // NOTE: When multiplying matrices... the order matters!
- static Matrix rlMatrixMultiply(Matrix left, Matrix right)
- {
- Matrix result = { 0 };
- result.m0 = left.m0*right.m0 + left.m1*right.m4 + left.m2*right.m8 + left.m3*right.m12;
- result.m1 = left.m0*right.m1 + left.m1*right.m5 + left.m2*right.m9 + left.m3*right.m13;
- result.m2 = left.m0*right.m2 + left.m1*right.m6 + left.m2*right.m10 + left.m3*right.m14;
- result.m3 = left.m0*right.m3 + left.m1*right.m7 + left.m2*right.m11 + left.m3*right.m15;
- result.m4 = left.m4*right.m0 + left.m5*right.m4 + left.m6*right.m8 + left.m7*right.m12;
- result.m5 = left.m4*right.m1 + left.m5*right.m5 + left.m6*right.m9 + left.m7*right.m13;
- result.m6 = left.m4*right.m2 + left.m5*right.m6 + left.m6*right.m10 + left.m7*right.m14;
- result.m7 = left.m4*right.m3 + left.m5*right.m7 + left.m6*right.m11 + left.m7*right.m15;
- result.m8 = left.m8*right.m0 + left.m9*right.m4 + left.m10*right.m8 + left.m11*right.m12;
- result.m9 = left.m8*right.m1 + left.m9*right.m5 + left.m10*right.m9 + left.m11*right.m13;
- result.m10 = left.m8*right.m2 + left.m9*right.m6 + left.m10*right.m10 + left.m11*right.m14;
- result.m11 = left.m8*right.m3 + left.m9*right.m7 + left.m10*right.m11 + left.m11*right.m15;
- result.m12 = left.m12*right.m0 + left.m13*right.m4 + left.m14*right.m8 + left.m15*right.m12;
- result.m13 = left.m12*right.m1 + left.m13*right.m5 + left.m14*right.m9 + left.m15*right.m13;
- result.m14 = left.m12*right.m2 + left.m13*right.m6 + left.m14*right.m10 + left.m15*right.m14;
- result.m15 = left.m12*right.m3 + left.m13*right.m7 + left.m14*right.m11 + left.m15*right.m15;
- return result;
- }
- #endif // RLGL_IMPLEMENTATION
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