rlgl.h 216 KB

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  1. /**********************************************************************************************
  2. *
  3. * rlgl v4.5 - A multi-OpenGL abstraction layer with an immediate-mode style API
  4. *
  5. * An abstraction layer for multiple OpenGL versions (1.1, 2.1, 3.3 Core, 4.3 Core, ES 2.0)
  6. * that provides a pseudo-OpenGL 1.1 immediate-mode style API (rlVertex, rlTranslate, rlRotate...)
  7. *
  8. * When choosing an OpenGL backend different than OpenGL 1.1, some internal buffer are
  9. * initialized on rlglInit() to accumulate vertex data.
  10. *
  11. * When an internal state change is required all the stored vertex data is renderer in batch,
  12. * additionally, rlDrawRenderBatchActive() could be called to force flushing of the batch.
  13. *
  14. * Some additional resources are also loaded for convenience, here the complete list:
  15. * - Default batch (RLGL.defaultBatch): RenderBatch system to accumulate vertex data
  16. * - Default texture (RLGL.defaultTextureId): 1x1 white pixel R8G8B8A8
  17. * - Default shader (RLGL.State.defaultShaderId, RLGL.State.defaultShaderLocs)
  18. *
  19. * Internal buffer (and additional resources) must be manually unloaded calling rlglClose().
  20. *
  21. *
  22. * CONFIGURATION:
  23. *
  24. * #define GRAPHICS_API_OPENGL_11
  25. * #define GRAPHICS_API_OPENGL_21
  26. * #define GRAPHICS_API_OPENGL_33
  27. * #define GRAPHICS_API_OPENGL_43
  28. * #define GRAPHICS_API_OPENGL_ES2
  29. * Use selected OpenGL graphics backend, should be supported by platform
  30. * Those preprocessor defines are only used on rlgl module, if OpenGL version is
  31. * required by any other module, use rlGetVersion() to check it
  32. *
  33. * #define RLGL_IMPLEMENTATION
  34. * Generates the implementation of the library into the included file.
  35. * If not defined, the library is in header only mode and can be included in other headers
  36. * or source files without problems. But only ONE file should hold the implementation.
  37. *
  38. * #define RLGL_RENDER_TEXTURES_HINT
  39. * Enable framebuffer objects (fbo) support (enabled by default)
  40. * Some GPUs could not support them despite the OpenGL version
  41. *
  42. * #define RLGL_SHOW_GL_DETAILS_INFO
  43. * Show OpenGL extensions and capabilities detailed logs on init
  44. *
  45. * #define RLGL_ENABLE_OPENGL_DEBUG_CONTEXT
  46. * Enable debug context (only available on OpenGL 4.3)
  47. *
  48. * rlgl capabilities could be customized just defining some internal
  49. * values before library inclusion (default values listed):
  50. *
  51. * #define RL_DEFAULT_BATCH_BUFFER_ELEMENTS 8192 // Default internal render batch elements limits
  52. * #define RL_DEFAULT_BATCH_BUFFERS 1 // Default number of batch buffers (multi-buffering)
  53. * #define RL_DEFAULT_BATCH_DRAWCALLS 256 // Default number of batch draw calls (by state changes: mode, texture)
  54. * #define RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS 4 // Maximum number of textures units that can be activated on batch drawing (SetShaderValueTexture())
  55. *
  56. * #define RL_MAX_MATRIX_STACK_SIZE 32 // Maximum size of internal Matrix stack
  57. * #define RL_MAX_SHADER_LOCATIONS 32 // Maximum number of shader locations supported
  58. * #define RL_CULL_DISTANCE_NEAR 0.01 // Default projection matrix near cull distance
  59. * #define RL_CULL_DISTANCE_FAR 1000.0 // Default projection matrix far cull distance
  60. *
  61. * When loading a shader, the following vertex attribute and uniform
  62. * location names are tried to be set automatically:
  63. *
  64. * #define RL_DEFAULT_SHADER_ATTRIB_NAME_POSITION "vertexPosition" // Bound by default to shader location: 0
  65. * #define RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD "vertexTexCoord" // Bound by default to shader location: 1
  66. * #define RL_DEFAULT_SHADER_ATTRIB_NAME_NORMAL "vertexNormal" // Bound by default to shader location: 2
  67. * #define RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR "vertexColor" // Bound by default to shader location: 3
  68. * #define RL_DEFAULT_SHADER_ATTRIB_NAME_TANGENT "vertexTangent" // Bound by default to shader location: 4
  69. * #define RL_DEFAULT_SHADER_UNIFORM_NAME_MVP "mvp" // model-view-projection matrix
  70. * #define RL_DEFAULT_SHADER_UNIFORM_NAME_VIEW "matView" // view matrix
  71. * #define RL_DEFAULT_SHADER_UNIFORM_NAME_PROJECTION "matProjection" // projection matrix
  72. * #define RL_DEFAULT_SHADER_UNIFORM_NAME_MODEL "matModel" // model matrix
  73. * #define RL_DEFAULT_SHADER_UNIFORM_NAME_NORMAL "matNormal" // normal matrix (transpose(inverse(matModelView))
  74. * #define RL_DEFAULT_SHADER_UNIFORM_NAME_COLOR "colDiffuse" // color diffuse (base tint color, multiplied by texture color)
  75. * #define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE0 "texture0" // texture0 (texture slot active 0)
  76. * #define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE1 "texture1" // texture1 (texture slot active 1)
  77. * #define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE2 "texture2" // texture2 (texture slot active 2)
  78. *
  79. * DEPENDENCIES:
  80. *
  81. * - OpenGL libraries (depending on platform and OpenGL version selected)
  82. * - GLAD OpenGL extensions loading library (only for OpenGL 3.3 Core, 4.3 Core)
  83. *
  84. *
  85. * LICENSE: zlib/libpng
  86. *
  87. * Copyright (c) 2014-2023 Ramon Santamaria (@raysan5)
  88. *
  89. * This software is provided "as-is", without any express or implied warranty. In no event
  90. * will the authors be held liable for any damages arising from the use of this software.
  91. *
  92. * Permission is granted to anyone to use this software for any purpose, including commercial
  93. * applications, and to alter it and redistribute it freely, subject to the following restrictions:
  94. *
  95. * 1. The origin of this software must not be misrepresented; you must not claim that you
  96. * wrote the original software. If you use this software in a product, an acknowledgment
  97. * in the product documentation would be appreciated but is not required.
  98. *
  99. * 2. Altered source versions must be plainly marked as such, and must not be misrepresented
  100. * as being the original software.
  101. *
  102. * 3. This notice may not be removed or altered from any source distribution.
  103. *
  104. **********************************************************************************************/
  105. #ifndef RLGL_H
  106. #define RLGL_H
  107. #define RLGL_VERSION "4.5"
  108. // Function specifiers in case library is build/used as a shared library (Windows)
  109. // NOTE: Microsoft specifiers to tell compiler that symbols are imported/exported from a .dll
  110. #if defined(_WIN32)
  111. #if defined(BUILD_LIBTYPE_SHARED)
  112. #define RLAPI __declspec(dllexport) // We are building the library as a Win32 shared library (.dll)
  113. #elif defined(USE_LIBTYPE_SHARED)
  114. #define RLAPI __declspec(dllimport) // We are using the library as a Win32 shared library (.dll)
  115. #endif
  116. #endif
  117. // Function specifiers definition
  118. #ifndef RLAPI
  119. #define RLAPI // Functions defined as 'extern' by default (implicit specifiers)
  120. #endif
  121. // Support TRACELOG macros
  122. #ifndef TRACELOG
  123. #define TRACELOG(level, ...) (void)0
  124. #define TRACELOGD(...) (void)0
  125. #endif
  126. // Allow custom memory allocators
  127. #ifndef RL_MALLOC
  128. #define RL_MALLOC(sz) malloc(sz)
  129. #endif
  130. #ifndef RL_CALLOC
  131. #define RL_CALLOC(n,sz) calloc(n,sz)
  132. #endif
  133. #ifndef RL_REALLOC
  134. #define RL_REALLOC(n,sz) realloc(n,sz)
  135. #endif
  136. #ifndef RL_FREE
  137. #define RL_FREE(p) free(p)
  138. #endif
  139. // Security check in case no GRAPHICS_API_OPENGL_* defined
  140. #if !defined(GRAPHICS_API_OPENGL_11) && \
  141. !defined(GRAPHICS_API_OPENGL_21) && \
  142. !defined(GRAPHICS_API_OPENGL_33) && \
  143. !defined(GRAPHICS_API_OPENGL_43) && \
  144. !defined(GRAPHICS_API_OPENGL_ES2)
  145. #define GRAPHICS_API_OPENGL_33
  146. #endif
  147. // Security check in case multiple GRAPHICS_API_OPENGL_* defined
  148. #if defined(GRAPHICS_API_OPENGL_11)
  149. #if defined(GRAPHICS_API_OPENGL_21)
  150. #undef GRAPHICS_API_OPENGL_21
  151. #endif
  152. #if defined(GRAPHICS_API_OPENGL_33)
  153. #undef GRAPHICS_API_OPENGL_33
  154. #endif
  155. #if defined(GRAPHICS_API_OPENGL_43)
  156. #undef GRAPHICS_API_OPENGL_43
  157. #endif
  158. #if defined(GRAPHICS_API_OPENGL_ES2)
  159. #undef GRAPHICS_API_OPENGL_ES2
  160. #endif
  161. #endif
  162. // OpenGL 2.1 uses most of OpenGL 3.3 Core functionality
  163. // WARNING: Specific parts are checked with #if defines
  164. #if defined(GRAPHICS_API_OPENGL_21)
  165. #define GRAPHICS_API_OPENGL_33
  166. #endif
  167. // OpenGL 4.3 uses OpenGL 3.3 Core functionality
  168. #if defined(GRAPHICS_API_OPENGL_43)
  169. #define GRAPHICS_API_OPENGL_33
  170. #endif
  171. // Support framebuffer objects by default
  172. // NOTE: Some driver implementation do not support it, despite they should
  173. #define RLGL_RENDER_TEXTURES_HINT
  174. //----------------------------------------------------------------------------------
  175. // Defines and Macros
  176. //----------------------------------------------------------------------------------
  177. // Default internal render batch elements limits
  178. #ifndef RL_DEFAULT_BATCH_BUFFER_ELEMENTS
  179. #if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33)
  180. // This is the maximum amount of elements (quads) per batch
  181. // NOTE: Be careful with text, every letter maps to a quad
  182. #define RL_DEFAULT_BATCH_BUFFER_ELEMENTS 8192
  183. #endif
  184. #if defined(GRAPHICS_API_OPENGL_ES2)
  185. // We reduce memory sizes for embedded systems (RPI and HTML5)
  186. // NOTE: On HTML5 (emscripten) this is allocated on heap,
  187. // by default it's only 16MB!...just take care...
  188. #define RL_DEFAULT_BATCH_BUFFER_ELEMENTS 2048
  189. #endif
  190. #endif
  191. #ifndef RL_DEFAULT_BATCH_BUFFERS
  192. #define RL_DEFAULT_BATCH_BUFFERS 1 // Default number of batch buffers (multi-buffering)
  193. #endif
  194. #ifndef RL_DEFAULT_BATCH_DRAWCALLS
  195. #define RL_DEFAULT_BATCH_DRAWCALLS 256 // Default number of batch draw calls (by state changes: mode, texture)
  196. #endif
  197. #ifndef RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS
  198. #define RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS 4 // Maximum number of textures units that can be activated on batch drawing (SetShaderValueTexture())
  199. #endif
  200. // Internal Matrix stack
  201. #ifndef RL_MAX_MATRIX_STACK_SIZE
  202. #define RL_MAX_MATRIX_STACK_SIZE 32 // Maximum size of Matrix stack
  203. #endif
  204. // Shader limits
  205. #ifndef RL_MAX_SHADER_LOCATIONS
  206. #define RL_MAX_SHADER_LOCATIONS 32 // Maximum number of shader locations supported
  207. #endif
  208. // Projection matrix culling
  209. #ifndef RL_CULL_DISTANCE_NEAR
  210. #define RL_CULL_DISTANCE_NEAR 0.01 // Default near cull distance
  211. #endif
  212. #ifndef RL_CULL_DISTANCE_FAR
  213. #define RL_CULL_DISTANCE_FAR 1000.0 // Default far cull distance
  214. #endif
  215. // Texture parameters (equivalent to OpenGL defines)
  216. #define RL_TEXTURE_WRAP_S 0x2802 // GL_TEXTURE_WRAP_S
  217. #define RL_TEXTURE_WRAP_T 0x2803 // GL_TEXTURE_WRAP_T
  218. #define RL_TEXTURE_MAG_FILTER 0x2800 // GL_TEXTURE_MAG_FILTER
  219. #define RL_TEXTURE_MIN_FILTER 0x2801 // GL_TEXTURE_MIN_FILTER
  220. #define RL_TEXTURE_FILTER_NEAREST 0x2600 // GL_NEAREST
  221. #define RL_TEXTURE_FILTER_LINEAR 0x2601 // GL_LINEAR
  222. #define RL_TEXTURE_FILTER_MIP_NEAREST 0x2700 // GL_NEAREST_MIPMAP_NEAREST
  223. #define RL_TEXTURE_FILTER_NEAREST_MIP_LINEAR 0x2702 // GL_NEAREST_MIPMAP_LINEAR
  224. #define RL_TEXTURE_FILTER_LINEAR_MIP_NEAREST 0x2701 // GL_LINEAR_MIPMAP_NEAREST
  225. #define RL_TEXTURE_FILTER_MIP_LINEAR 0x2703 // GL_LINEAR_MIPMAP_LINEAR
  226. #define RL_TEXTURE_FILTER_ANISOTROPIC 0x3000 // Anisotropic filter (custom identifier)
  227. #define RL_TEXTURE_MIPMAP_BIAS_RATIO 0x4000 // Texture mipmap bias, percentage ratio (custom identifier)
  228. #define RL_TEXTURE_WRAP_REPEAT 0x2901 // GL_REPEAT
  229. #define RL_TEXTURE_WRAP_CLAMP 0x812F // GL_CLAMP_TO_EDGE
  230. #define RL_TEXTURE_WRAP_MIRROR_REPEAT 0x8370 // GL_MIRRORED_REPEAT
  231. #define RL_TEXTURE_WRAP_MIRROR_CLAMP 0x8742 // GL_MIRROR_CLAMP_EXT
  232. // Matrix modes (equivalent to OpenGL)
  233. #define RL_MODELVIEW 0x1700 // GL_MODELVIEW
  234. #define RL_PROJECTION 0x1701 // GL_PROJECTION
  235. #define RL_TEXTURE 0x1702 // GL_TEXTURE
  236. // Primitive assembly draw modes
  237. #define RL_LINES 0x0001 // GL_LINES
  238. #define RL_TRIANGLES 0x0004 // GL_TRIANGLES
  239. #define RL_QUADS 0x0007 // GL_QUADS
  240. // GL equivalent data types
  241. #define RL_UNSIGNED_BYTE 0x1401 // GL_UNSIGNED_BYTE
  242. #define RL_FLOAT 0x1406 // GL_FLOAT
  243. // GL buffer usage hint
  244. #define RL_STREAM_DRAW 0x88E0 // GL_STREAM_DRAW
  245. #define RL_STREAM_READ 0x88E1 // GL_STREAM_READ
  246. #define RL_STREAM_COPY 0x88E2 // GL_STREAM_COPY
  247. #define RL_STATIC_DRAW 0x88E4 // GL_STATIC_DRAW
  248. #define RL_STATIC_READ 0x88E5 // GL_STATIC_READ
  249. #define RL_STATIC_COPY 0x88E6 // GL_STATIC_COPY
  250. #define RL_DYNAMIC_DRAW 0x88E8 // GL_DYNAMIC_DRAW
  251. #define RL_DYNAMIC_READ 0x88E9 // GL_DYNAMIC_READ
  252. #define RL_DYNAMIC_COPY 0x88EA // GL_DYNAMIC_COPY
  253. // GL Shader type
  254. #define RL_FRAGMENT_SHADER 0x8B30 // GL_FRAGMENT_SHADER
  255. #define RL_VERTEX_SHADER 0x8B31 // GL_VERTEX_SHADER
  256. #define RL_COMPUTE_SHADER 0x91B9 // GL_COMPUTE_SHADER
  257. // GL blending factors
  258. #define RL_ZERO 0 // GL_ZERO
  259. #define RL_ONE 1 // GL_ONE
  260. #define RL_SRC_COLOR 0x0300 // GL_SRC_COLOR
  261. #define RL_ONE_MINUS_SRC_COLOR 0x0301 // GL_ONE_MINUS_SRC_COLOR
  262. #define RL_SRC_ALPHA 0x0302 // GL_SRC_ALPHA
  263. #define RL_ONE_MINUS_SRC_ALPHA 0x0303 // GL_ONE_MINUS_SRC_ALPHA
  264. #define RL_DST_ALPHA 0x0304 // GL_DST_ALPHA
  265. #define RL_ONE_MINUS_DST_ALPHA 0x0305 // GL_ONE_MINUS_DST_ALPHA
  266. #define RL_DST_COLOR 0x0306 // GL_DST_COLOR
  267. #define RL_ONE_MINUS_DST_COLOR 0x0307 // GL_ONE_MINUS_DST_COLOR
  268. #define RL_SRC_ALPHA_SATURATE 0x0308 // GL_SRC_ALPHA_SATURATE
  269. #define RL_CONSTANT_COLOR 0x8001 // GL_CONSTANT_COLOR
  270. #define RL_ONE_MINUS_CONSTANT_COLOR 0x8002 // GL_ONE_MINUS_CONSTANT_COLOR
  271. #define RL_CONSTANT_ALPHA 0x8003 // GL_CONSTANT_ALPHA
  272. #define RL_ONE_MINUS_CONSTANT_ALPHA 0x8004 // GL_ONE_MINUS_CONSTANT_ALPHA
  273. // GL blending functions/equations
  274. #define RL_FUNC_ADD 0x8006 // GL_FUNC_ADD
  275. #define RL_MIN 0x8007 // GL_MIN
  276. #define RL_MAX 0x8008 // GL_MAX
  277. #define RL_FUNC_SUBTRACT 0x800A // GL_FUNC_SUBTRACT
  278. #define RL_FUNC_REVERSE_SUBTRACT 0x800B // GL_FUNC_REVERSE_SUBTRACT
  279. #define RL_BLEND_EQUATION 0x8009 // GL_BLEND_EQUATION
  280. #define RL_BLEND_EQUATION_RGB 0x8009 // GL_BLEND_EQUATION_RGB // (Same as BLEND_EQUATION)
  281. #define RL_BLEND_EQUATION_ALPHA 0x883D // GL_BLEND_EQUATION_ALPHA
  282. #define RL_BLEND_DST_RGB 0x80C8 // GL_BLEND_DST_RGB
  283. #define RL_BLEND_SRC_RGB 0x80C9 // GL_BLEND_SRC_RGB
  284. #define RL_BLEND_DST_ALPHA 0x80CA // GL_BLEND_DST_ALPHA
  285. #define RL_BLEND_SRC_ALPHA 0x80CB // GL_BLEND_SRC_ALPHA
  286. #define RL_BLEND_COLOR 0x8005 // GL_BLEND_COLOR
  287. //----------------------------------------------------------------------------------
  288. // Types and Structures Definition
  289. //----------------------------------------------------------------------------------
  290. #if (defined(__STDC__) && __STDC_VERSION__ >= 199901L) || (defined(_MSC_VER) && _MSC_VER >= 1800)
  291. #include <stdbool.h>
  292. #elif !defined(__cplusplus) && !defined(bool) && !defined(RL_BOOL_TYPE)
  293. // Boolean type
  294. typedef enum bool { false = 0, true = !false } bool;
  295. #endif
  296. #if !defined(RL_MATRIX_TYPE)
  297. // Matrix, 4x4 components, column major, OpenGL style, right handed
  298. typedef struct Matrix {
  299. float m0, m4, m8, m12; // Matrix first row (4 components)
  300. float m1, m5, m9, m13; // Matrix second row (4 components)
  301. float m2, m6, m10, m14; // Matrix third row (4 components)
  302. float m3, m7, m11, m15; // Matrix fourth row (4 components)
  303. } Matrix;
  304. #define RL_MATRIX_TYPE
  305. #endif
  306. // Dynamic vertex buffers (position + texcoords + colors + indices arrays)
  307. typedef struct rlVertexBuffer {
  308. int elementCount; // Number of elements in the buffer (QUADS)
  309. float *vertices; // Vertex position (XYZ - 3 components per vertex) (shader-location = 0)
  310. float *texcoords; // Vertex texture coordinates (UV - 2 components per vertex) (shader-location = 1)
  311. unsigned char *colors; // Vertex colors (RGBA - 4 components per vertex) (shader-location = 3)
  312. #if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33)
  313. unsigned int *indices; // Vertex indices (in case vertex data comes indexed) (6 indices per quad)
  314. #endif
  315. #if defined(GRAPHICS_API_OPENGL_ES2)
  316. unsigned short *indices; // Vertex indices (in case vertex data comes indexed) (6 indices per quad)
  317. #endif
  318. unsigned int vaoId; // OpenGL Vertex Array Object id
  319. unsigned int vboId[4]; // OpenGL Vertex Buffer Objects id (4 types of vertex data)
  320. } rlVertexBuffer;
  321. // Draw call type
  322. // NOTE: Only texture changes register a new draw, other state-change-related elements are not
  323. // used at this moment (vaoId, shaderId, matrices), raylib just forces a batch draw call if any
  324. // of those state-change happens (this is done in core module)
  325. typedef struct rlDrawCall {
  326. int mode; // Drawing mode: LINES, TRIANGLES, QUADS
  327. int vertexCount; // Number of vertex of the draw
  328. int vertexAlignment; // Number of vertex required for index alignment (LINES, TRIANGLES)
  329. //unsigned int vaoId; // Vertex array id to be used on the draw -> Using RLGL.currentBatch->vertexBuffer.vaoId
  330. //unsigned int shaderId; // Shader id to be used on the draw -> Using RLGL.currentShaderId
  331. unsigned int textureId; // Texture id to be used on the draw -> Use to create new draw call if changes
  332. //Matrix projection; // Projection matrix for this draw -> Using RLGL.projection by default
  333. //Matrix modelview; // Modelview matrix for this draw -> Using RLGL.modelview by default
  334. } rlDrawCall;
  335. // rlRenderBatch type
  336. typedef struct rlRenderBatch {
  337. int bufferCount; // Number of vertex buffers (multi-buffering support)
  338. int currentBuffer; // Current buffer tracking in case of multi-buffering
  339. rlVertexBuffer *vertexBuffer; // Dynamic buffer(s) for vertex data
  340. rlDrawCall *draws; // Draw calls array, depends on textureId
  341. int drawCounter; // Draw calls counter
  342. float currentDepth; // Current depth value for next draw
  343. } rlRenderBatch;
  344. // OpenGL version
  345. typedef enum {
  346. RL_OPENGL_11 = 1, // OpenGL 1.1
  347. RL_OPENGL_21, // OpenGL 2.1 (GLSL 120)
  348. RL_OPENGL_33, // OpenGL 3.3 (GLSL 330)
  349. RL_OPENGL_43, // OpenGL 4.3 (using GLSL 330)
  350. RL_OPENGL_ES_20 // OpenGL ES 2.0 (GLSL 100)
  351. } rlGlVersion;
  352. // Trace log level
  353. // NOTE: Organized by priority level
  354. typedef enum {
  355. RL_LOG_ALL = 0, // Display all logs
  356. RL_LOG_TRACE, // Trace logging, intended for internal use only
  357. RL_LOG_DEBUG, // Debug logging, used for internal debugging, it should be disabled on release builds
  358. RL_LOG_INFO, // Info logging, used for program execution info
  359. RL_LOG_WARNING, // Warning logging, used on recoverable failures
  360. RL_LOG_ERROR, // Error logging, used on unrecoverable failures
  361. RL_LOG_FATAL, // Fatal logging, used to abort program: exit(EXIT_FAILURE)
  362. RL_LOG_NONE // Disable logging
  363. } rlTraceLogLevel;
  364. // Texture pixel formats
  365. // NOTE: Support depends on OpenGL version
  366. typedef enum {
  367. RL_PIXELFORMAT_UNCOMPRESSED_GRAYSCALE = 1, // 8 bit per pixel (no alpha)
  368. RL_PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA, // 8*2 bpp (2 channels)
  369. RL_PIXELFORMAT_UNCOMPRESSED_R5G6B5, // 16 bpp
  370. RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8, // 24 bpp
  371. RL_PIXELFORMAT_UNCOMPRESSED_R5G5B5A1, // 16 bpp (1 bit alpha)
  372. RL_PIXELFORMAT_UNCOMPRESSED_R4G4B4A4, // 16 bpp (4 bit alpha)
  373. RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8A8, // 32 bpp
  374. RL_PIXELFORMAT_UNCOMPRESSED_R32, // 32 bpp (1 channel - float)
  375. RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32, // 32*3 bpp (3 channels - float)
  376. RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32A32, // 32*4 bpp (4 channels - float)
  377. RL_PIXELFORMAT_COMPRESSED_DXT1_RGB, // 4 bpp (no alpha)
  378. RL_PIXELFORMAT_COMPRESSED_DXT1_RGBA, // 4 bpp (1 bit alpha)
  379. RL_PIXELFORMAT_COMPRESSED_DXT3_RGBA, // 8 bpp
  380. RL_PIXELFORMAT_COMPRESSED_DXT5_RGBA, // 8 bpp
  381. RL_PIXELFORMAT_COMPRESSED_ETC1_RGB, // 4 bpp
  382. RL_PIXELFORMAT_COMPRESSED_ETC2_RGB, // 4 bpp
  383. RL_PIXELFORMAT_COMPRESSED_ETC2_EAC_RGBA, // 8 bpp
  384. RL_PIXELFORMAT_COMPRESSED_PVRT_RGB, // 4 bpp
  385. RL_PIXELFORMAT_COMPRESSED_PVRT_RGBA, // 4 bpp
  386. RL_PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA, // 8 bpp
  387. RL_PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA // 2 bpp
  388. } rlPixelFormat;
  389. // Texture parameters: filter mode
  390. // NOTE 1: Filtering considers mipmaps if available in the texture
  391. // NOTE 2: Filter is accordingly set for minification and magnification
  392. typedef enum {
  393. RL_TEXTURE_FILTER_POINT = 0, // No filter, just pixel approximation
  394. RL_TEXTURE_FILTER_BILINEAR, // Linear filtering
  395. RL_TEXTURE_FILTER_TRILINEAR, // Trilinear filtering (linear with mipmaps)
  396. RL_TEXTURE_FILTER_ANISOTROPIC_4X, // Anisotropic filtering 4x
  397. RL_TEXTURE_FILTER_ANISOTROPIC_8X, // Anisotropic filtering 8x
  398. RL_TEXTURE_FILTER_ANISOTROPIC_16X, // Anisotropic filtering 16x
  399. } rlTextureFilter;
  400. // Color blending modes (pre-defined)
  401. typedef enum {
  402. RL_BLEND_ALPHA = 0, // Blend textures considering alpha (default)
  403. RL_BLEND_ADDITIVE, // Blend textures adding colors
  404. RL_BLEND_MULTIPLIED, // Blend textures multiplying colors
  405. RL_BLEND_ADD_COLORS, // Blend textures adding colors (alternative)
  406. RL_BLEND_SUBTRACT_COLORS, // Blend textures subtracting colors (alternative)
  407. RL_BLEND_ALPHA_PREMULTIPLY, // Blend premultiplied textures considering alpha
  408. RL_BLEND_CUSTOM, // Blend textures using custom src/dst factors (use rlSetBlendFactors())
  409. RL_BLEND_CUSTOM_SEPARATE // Blend textures using custom src/dst factors (use rlSetBlendFactorsSeparate())
  410. } rlBlendMode;
  411. // Shader location point type
  412. typedef enum {
  413. RL_SHADER_LOC_VERTEX_POSITION = 0, // Shader location: vertex attribute: position
  414. RL_SHADER_LOC_VERTEX_TEXCOORD01, // Shader location: vertex attribute: texcoord01
  415. RL_SHADER_LOC_VERTEX_TEXCOORD02, // Shader location: vertex attribute: texcoord02
  416. RL_SHADER_LOC_VERTEX_NORMAL, // Shader location: vertex attribute: normal
  417. RL_SHADER_LOC_VERTEX_TANGENT, // Shader location: vertex attribute: tangent
  418. RL_SHADER_LOC_VERTEX_COLOR, // Shader location: vertex attribute: color
  419. RL_SHADER_LOC_MATRIX_MVP, // Shader location: matrix uniform: model-view-projection
  420. RL_SHADER_LOC_MATRIX_VIEW, // Shader location: matrix uniform: view (camera transform)
  421. RL_SHADER_LOC_MATRIX_PROJECTION, // Shader location: matrix uniform: projection
  422. RL_SHADER_LOC_MATRIX_MODEL, // Shader location: matrix uniform: model (transform)
  423. RL_SHADER_LOC_MATRIX_NORMAL, // Shader location: matrix uniform: normal
  424. RL_SHADER_LOC_VECTOR_VIEW, // Shader location: vector uniform: view
  425. RL_SHADER_LOC_COLOR_DIFFUSE, // Shader location: vector uniform: diffuse color
  426. RL_SHADER_LOC_COLOR_SPECULAR, // Shader location: vector uniform: specular color
  427. RL_SHADER_LOC_COLOR_AMBIENT, // Shader location: vector uniform: ambient color
  428. RL_SHADER_LOC_MAP_ALBEDO, // Shader location: sampler2d texture: albedo (same as: RL_SHADER_LOC_MAP_DIFFUSE)
  429. RL_SHADER_LOC_MAP_METALNESS, // Shader location: sampler2d texture: metalness (same as: RL_SHADER_LOC_MAP_SPECULAR)
  430. RL_SHADER_LOC_MAP_NORMAL, // Shader location: sampler2d texture: normal
  431. RL_SHADER_LOC_MAP_ROUGHNESS, // Shader location: sampler2d texture: roughness
  432. RL_SHADER_LOC_MAP_OCCLUSION, // Shader location: sampler2d texture: occlusion
  433. RL_SHADER_LOC_MAP_EMISSION, // Shader location: sampler2d texture: emission
  434. RL_SHADER_LOC_MAP_HEIGHT, // Shader location: sampler2d texture: height
  435. RL_SHADER_LOC_MAP_CUBEMAP, // Shader location: samplerCube texture: cubemap
  436. RL_SHADER_LOC_MAP_IRRADIANCE, // Shader location: samplerCube texture: irradiance
  437. RL_SHADER_LOC_MAP_PREFILTER, // Shader location: samplerCube texture: prefilter
  438. RL_SHADER_LOC_MAP_BRDF // Shader location: sampler2d texture: brdf
  439. } rlShaderLocationIndex;
  440. #define RL_SHADER_LOC_MAP_DIFFUSE RL_SHADER_LOC_MAP_ALBEDO
  441. #define RL_SHADER_LOC_MAP_SPECULAR RL_SHADER_LOC_MAP_METALNESS
  442. // Shader uniform data type
  443. typedef enum {
  444. RL_SHADER_UNIFORM_FLOAT = 0, // Shader uniform type: float
  445. RL_SHADER_UNIFORM_VEC2, // Shader uniform type: vec2 (2 float)
  446. RL_SHADER_UNIFORM_VEC3, // Shader uniform type: vec3 (3 float)
  447. RL_SHADER_UNIFORM_VEC4, // Shader uniform type: vec4 (4 float)
  448. RL_SHADER_UNIFORM_INT, // Shader uniform type: int
  449. RL_SHADER_UNIFORM_IVEC2, // Shader uniform type: ivec2 (2 int)
  450. RL_SHADER_UNIFORM_IVEC3, // Shader uniform type: ivec3 (3 int)
  451. RL_SHADER_UNIFORM_IVEC4, // Shader uniform type: ivec4 (4 int)
  452. RL_SHADER_UNIFORM_SAMPLER2D // Shader uniform type: sampler2d
  453. } rlShaderUniformDataType;
  454. // Shader attribute data types
  455. typedef enum {
  456. RL_SHADER_ATTRIB_FLOAT = 0, // Shader attribute type: float
  457. RL_SHADER_ATTRIB_VEC2, // Shader attribute type: vec2 (2 float)
  458. RL_SHADER_ATTRIB_VEC3, // Shader attribute type: vec3 (3 float)
  459. RL_SHADER_ATTRIB_VEC4 // Shader attribute type: vec4 (4 float)
  460. } rlShaderAttributeDataType;
  461. // Framebuffer attachment type
  462. // NOTE: By default up to 8 color channels defined, but it can be more
  463. typedef enum {
  464. RL_ATTACHMENT_COLOR_CHANNEL0 = 0, // Framebuffer attachment type: color 0
  465. RL_ATTACHMENT_COLOR_CHANNEL1, // Framebuffer attachment type: color 1
  466. RL_ATTACHMENT_COLOR_CHANNEL2, // Framebuffer attachment type: color 2
  467. RL_ATTACHMENT_COLOR_CHANNEL3, // Framebuffer attachment type: color 3
  468. RL_ATTACHMENT_COLOR_CHANNEL4, // Framebuffer attachment type: color 4
  469. RL_ATTACHMENT_COLOR_CHANNEL5, // Framebuffer attachment type: color 5
  470. RL_ATTACHMENT_COLOR_CHANNEL6, // Framebuffer attachment type: color 6
  471. RL_ATTACHMENT_COLOR_CHANNEL7, // Framebuffer attachment type: color 7
  472. RL_ATTACHMENT_DEPTH = 100, // Framebuffer attachment type: depth
  473. RL_ATTACHMENT_STENCIL = 200, // Framebuffer attachment type: stencil
  474. } rlFramebufferAttachType;
  475. // Framebuffer texture attachment type
  476. typedef enum {
  477. RL_ATTACHMENT_CUBEMAP_POSITIVE_X = 0, // Framebuffer texture attachment type: cubemap, +X side
  478. RL_ATTACHMENT_CUBEMAP_NEGATIVE_X, // Framebuffer texture attachment type: cubemap, -X side
  479. RL_ATTACHMENT_CUBEMAP_POSITIVE_Y, // Framebuffer texture attachment type: cubemap, +Y side
  480. RL_ATTACHMENT_CUBEMAP_NEGATIVE_Y, // Framebuffer texture attachment type: cubemap, -Y side
  481. RL_ATTACHMENT_CUBEMAP_POSITIVE_Z, // Framebuffer texture attachment type: cubemap, +Z side
  482. RL_ATTACHMENT_CUBEMAP_NEGATIVE_Z, // Framebuffer texture attachment type: cubemap, -Z side
  483. RL_ATTACHMENT_TEXTURE2D = 100, // Framebuffer texture attachment type: texture2d
  484. RL_ATTACHMENT_RENDERBUFFER = 200, // Framebuffer texture attachment type: renderbuffer
  485. } rlFramebufferAttachTextureType;
  486. // Face culling mode
  487. typedef enum {
  488. RL_CULL_FACE_FRONT = 0,
  489. RL_CULL_FACE_BACK
  490. } rlCullMode;
  491. //------------------------------------------------------------------------------------
  492. // Functions Declaration - Matrix operations
  493. //------------------------------------------------------------------------------------
  494. #if defined(__cplusplus)
  495. extern "C" { // Prevents name mangling of functions
  496. #endif
  497. RLAPI void rlMatrixMode(int mode); // Choose the current matrix to be transformed
  498. RLAPI void rlPushMatrix(void); // Push the current matrix to stack
  499. RLAPI void rlPopMatrix(void); // Pop latest inserted matrix from stack
  500. RLAPI void rlLoadIdentity(void); // Reset current matrix to identity matrix
  501. RLAPI void rlTranslatef(float x, float y, float z); // Multiply the current matrix by a translation matrix
  502. RLAPI void rlRotatef(float angle, float x, float y, float z); // Multiply the current matrix by a rotation matrix
  503. RLAPI void rlScalef(float x, float y, float z); // Multiply the current matrix by a scaling matrix
  504. RLAPI void rlMultMatrixf(const float *matf); // Multiply the current matrix by another matrix
  505. RLAPI void rlFrustum(double left, double right, double bottom, double top, double znear, double zfar);
  506. RLAPI void rlOrtho(double left, double right, double bottom, double top, double znear, double zfar);
  507. RLAPI void rlViewport(int x, int y, int width, int height); // Set the viewport area
  508. //------------------------------------------------------------------------------------
  509. // Functions Declaration - Vertex level operations
  510. //------------------------------------------------------------------------------------
  511. RLAPI void rlBegin(int mode); // Initialize drawing mode (how to organize vertex)
  512. RLAPI void rlEnd(void); // Finish vertex providing
  513. RLAPI void rlVertex2i(int x, int y); // Define one vertex (position) - 2 int
  514. RLAPI void rlVertex2f(float x, float y); // Define one vertex (position) - 2 float
  515. RLAPI void rlVertex3f(float x, float y, float z); // Define one vertex (position) - 3 float
  516. RLAPI void rlTexCoord2f(float x, float y); // Define one vertex (texture coordinate) - 2 float
  517. RLAPI void rlNormal3f(float x, float y, float z); // Define one vertex (normal) - 3 float
  518. RLAPI void rlColor4ub(unsigned char r, unsigned char g, unsigned char b, unsigned char a); // Define one vertex (color) - 4 byte
  519. RLAPI void rlColor3f(float x, float y, float z); // Define one vertex (color) - 3 float
  520. RLAPI void rlColor4f(float x, float y, float z, float w); // Define one vertex (color) - 4 float
  521. //------------------------------------------------------------------------------------
  522. // Functions Declaration - OpenGL style functions (common to 1.1, 3.3+, ES2)
  523. // NOTE: This functions are used to completely abstract raylib code from OpenGL layer,
  524. // some of them are direct wrappers over OpenGL calls, some others are custom
  525. //------------------------------------------------------------------------------------
  526. // Vertex buffers state
  527. RLAPI bool rlEnableVertexArray(unsigned int vaoId); // Enable vertex array (VAO, if supported)
  528. RLAPI void rlDisableVertexArray(void); // Disable vertex array (VAO, if supported)
  529. RLAPI void rlEnableVertexBuffer(unsigned int id); // Enable vertex buffer (VBO)
  530. RLAPI void rlDisableVertexBuffer(void); // Disable vertex buffer (VBO)
  531. RLAPI void rlEnableVertexBufferElement(unsigned int id);// Enable vertex buffer element (VBO element)
  532. RLAPI void rlDisableVertexBufferElement(void); // Disable vertex buffer element (VBO element)
  533. RLAPI void rlEnableVertexAttribute(unsigned int index); // Enable vertex attribute index
  534. RLAPI void rlDisableVertexAttribute(unsigned int index);// Disable vertex attribute index
  535. #if defined(GRAPHICS_API_OPENGL_11)
  536. RLAPI void rlEnableStatePointer(int vertexAttribType, void *buffer); // Enable attribute state pointer
  537. RLAPI void rlDisableStatePointer(int vertexAttribType); // Disable attribute state pointer
  538. #endif
  539. // Textures state
  540. RLAPI void rlActiveTextureSlot(int slot); // Select and active a texture slot
  541. RLAPI void rlEnableTexture(unsigned int id); // Enable texture
  542. RLAPI void rlDisableTexture(void); // Disable texture
  543. RLAPI void rlEnableTextureCubemap(unsigned int id); // Enable texture cubemap
  544. RLAPI void rlDisableTextureCubemap(void); // Disable texture cubemap
  545. RLAPI void rlTextureParameters(unsigned int id, int param, int value); // Set texture parameters (filter, wrap)
  546. RLAPI void rlCubemapParameters(unsigned int id, int param, int value); // Set cubemap parameters (filter, wrap)
  547. // Shader state
  548. RLAPI void rlEnableShader(unsigned int id); // Enable shader program
  549. RLAPI void rlDisableShader(void); // Disable shader program
  550. // Framebuffer state
  551. RLAPI void rlEnableFramebuffer(unsigned int id); // Enable render texture (fbo)
  552. RLAPI void rlDisableFramebuffer(void); // Disable render texture (fbo), return to default framebuffer
  553. RLAPI void rlActiveDrawBuffers(int count); // Activate multiple draw color buffers
  554. // General render state
  555. RLAPI void rlEnableColorBlend(void); // Enable color blending
  556. RLAPI void rlDisableColorBlend(void); // Disable color blending
  557. RLAPI void rlEnableDepthTest(void); // Enable depth test
  558. RLAPI void rlDisableDepthTest(void); // Disable depth test
  559. RLAPI void rlEnableDepthMask(void); // Enable depth write
  560. RLAPI void rlDisableDepthMask(void); // Disable depth write
  561. RLAPI void rlEnableBackfaceCulling(void); // Enable backface culling
  562. RLAPI void rlDisableBackfaceCulling(void); // Disable backface culling
  563. RLAPI void rlSetCullFace(int mode); // Set face culling mode
  564. RLAPI void rlEnableScissorTest(void); // Enable scissor test
  565. RLAPI void rlDisableScissorTest(void); // Disable scissor test
  566. RLAPI void rlScissor(int x, int y, int width, int height); // Scissor test
  567. RLAPI void rlEnableWireMode(void); // Enable wire mode
  568. RLAPI void rlDisableWireMode(void); // Disable wire mode
  569. RLAPI void rlSetLineWidth(float width); // Set the line drawing width
  570. RLAPI float rlGetLineWidth(void); // Get the line drawing width
  571. RLAPI void rlEnableSmoothLines(void); // Enable line aliasing
  572. RLAPI void rlDisableSmoothLines(void); // Disable line aliasing
  573. RLAPI void rlEnableStereoRender(void); // Enable stereo rendering
  574. RLAPI void rlDisableStereoRender(void); // Disable stereo rendering
  575. RLAPI bool rlIsStereoRenderEnabled(void); // Check if stereo render is enabled
  576. RLAPI void rlClearColor(unsigned char r, unsigned char g, unsigned char b, unsigned char a); // Clear color buffer with color
  577. RLAPI void rlClearScreenBuffers(void); // Clear used screen buffers (color and depth)
  578. RLAPI void rlCheckErrors(void); // Check and log OpenGL error codes
  579. RLAPI void rlSetBlendMode(int mode); // Set blending mode
  580. RLAPI void rlSetBlendFactors(int glSrcFactor, int glDstFactor, int glEquation); // Set blending mode factor and equation (using OpenGL factors)
  581. 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)
  582. //------------------------------------------------------------------------------------
  583. // Functions Declaration - rlgl functionality
  584. //------------------------------------------------------------------------------------
  585. // rlgl initialization functions
  586. RLAPI void rlglInit(int width, int height); // Initialize rlgl (buffers, shaders, textures, states)
  587. RLAPI void rlglClose(void); // De-initialize rlgl (buffers, shaders, textures)
  588. RLAPI void rlLoadExtensions(void *loader); // Load OpenGL extensions (loader function required)
  589. RLAPI int rlGetVersion(void); // Get current OpenGL version
  590. RLAPI void rlSetFramebufferWidth(int width); // Set current framebuffer width
  591. RLAPI int rlGetFramebufferWidth(void); // Get default framebuffer width
  592. RLAPI void rlSetFramebufferHeight(int height); // Set current framebuffer height
  593. RLAPI int rlGetFramebufferHeight(void); // Get default framebuffer height
  594. RLAPI unsigned int rlGetTextureIdDefault(void); // Get default texture id
  595. RLAPI unsigned int rlGetShaderIdDefault(void); // Get default shader id
  596. RLAPI int *rlGetShaderLocsDefault(void); // Get default shader locations
  597. // Render batch management
  598. // NOTE: rlgl provides a default render batch to behave like OpenGL 1.1 immediate mode
  599. // but this render batch API is exposed in case of custom batches are required
  600. RLAPI rlRenderBatch rlLoadRenderBatch(int numBuffers, int bufferElements); // Load a render batch system
  601. RLAPI void rlUnloadRenderBatch(rlRenderBatch batch); // Unload render batch system
  602. RLAPI void rlDrawRenderBatch(rlRenderBatch *batch); // Draw render batch data (Update->Draw->Reset)
  603. RLAPI void rlSetRenderBatchActive(rlRenderBatch *batch); // Set the active render batch for rlgl (NULL for default internal)
  604. RLAPI void rlDrawRenderBatchActive(void); // Update and draw internal render batch
  605. RLAPI bool rlCheckRenderBatchLimit(int vCount); // Check internal buffer overflow for a given number of vertex
  606. RLAPI void rlSetTexture(unsigned int id); // Set current texture for render batch and check buffers limits
  607. //------------------------------------------------------------------------------------------------------------------------
  608. // Vertex buffers management
  609. RLAPI unsigned int rlLoadVertexArray(void); // Load vertex array (vao) if supported
  610. RLAPI unsigned int rlLoadVertexBuffer(const void *buffer, int size, bool dynamic); // Load a vertex buffer attribute
  611. RLAPI unsigned int rlLoadVertexBufferElement(const void *buffer, int size, bool dynamic); // Load a new attributes element buffer
  612. RLAPI void rlUpdateVertexBuffer(unsigned int bufferId, const void *data, int dataSize, int offset); // Update GPU buffer with new data
  613. RLAPI void rlUpdateVertexBufferElements(unsigned int id, const void *data, int dataSize, int offset); // Update vertex buffer elements with new data
  614. RLAPI void rlUnloadVertexArray(unsigned int vaoId);
  615. RLAPI void rlUnloadVertexBuffer(unsigned int vboId);
  616. RLAPI void rlSetVertexAttribute(unsigned int index, int compSize, int type, bool normalized, int stride, const void *pointer);
  617. RLAPI void rlSetVertexAttributeDivisor(unsigned int index, int divisor);
  618. RLAPI void rlSetVertexAttributeDefault(int locIndex, const void *value, int attribType, int count); // Set vertex attribute default value
  619. RLAPI void rlDrawVertexArray(int offset, int count);
  620. RLAPI void rlDrawVertexArrayElements(int offset, int count, const void *buffer);
  621. RLAPI void rlDrawVertexArrayInstanced(int offset, int count, int instances);
  622. RLAPI void rlDrawVertexArrayElementsInstanced(int offset, int count, const void *buffer, int instances);
  623. // Textures management
  624. RLAPI unsigned int rlLoadTexture(const void *data, int width, int height, int format, int mipmapCount); // Load texture in GPU
  625. RLAPI unsigned int rlLoadTextureDepth(int width, int height, bool useRenderBuffer); // Load depth texture/renderbuffer (to be attached to fbo)
  626. RLAPI unsigned int rlLoadTextureCubemap(const void *data, int size, int format); // Load texture cubemap
  627. 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
  628. RLAPI void rlGetGlTextureFormats(int format, unsigned int *glInternalFormat, unsigned int *glFormat, unsigned int *glType); // Get OpenGL internal formats
  629. RLAPI const char *rlGetPixelFormatName(unsigned int format); // Get name string for pixel format
  630. RLAPI void rlUnloadTexture(unsigned int id); // Unload texture from GPU memory
  631. RLAPI void rlGenTextureMipmaps(unsigned int id, int width, int height, int format, int *mipmaps); // Generate mipmap data for selected texture
  632. RLAPI void *rlReadTexturePixels(unsigned int id, int width, int height, int format); // Read texture pixel data
  633. RLAPI unsigned char *rlReadScreenPixels(int width, int height); // Read screen pixel data (color buffer)
  634. // Framebuffer management (fbo)
  635. RLAPI unsigned int rlLoadFramebuffer(int width, int height); // Load an empty framebuffer
  636. RLAPI void rlFramebufferAttach(unsigned int fboId, unsigned int texId, int attachType, int texType, int mipLevel); // Attach texture/renderbuffer to a framebuffer
  637. RLAPI bool rlFramebufferComplete(unsigned int id); // Verify framebuffer is complete
  638. RLAPI void rlUnloadFramebuffer(unsigned int id); // Delete framebuffer from GPU
  639. // Shaders management
  640. RLAPI unsigned int rlLoadShaderCode(const char *vsCode, const char *fsCode); // Load shader from code strings
  641. 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)
  642. RLAPI unsigned int rlLoadShaderProgram(unsigned int vShaderId, unsigned int fShaderId); // Load custom shader program
  643. RLAPI void rlUnloadShaderProgram(unsigned int id); // Unload shader program
  644. RLAPI int rlGetLocationUniform(unsigned int shaderId, const char *uniformName); // Get shader location uniform
  645. RLAPI int rlGetLocationAttrib(unsigned int shaderId, const char *attribName); // Get shader location attribute
  646. RLAPI void rlSetUniform(int locIndex, const void *value, int uniformType, int count); // Set shader value uniform
  647. RLAPI void rlSetUniformMatrix(int locIndex, Matrix mat); // Set shader value matrix
  648. RLAPI void rlSetUniformSampler(int locIndex, unsigned int textureId); // Set shader value sampler
  649. RLAPI void rlSetShader(unsigned int id, int *locs); // Set shader currently active (id and locations)
  650. // Compute shader management
  651. RLAPI unsigned int rlLoadComputeShaderProgram(unsigned int shaderId); // Load compute shader program
  652. RLAPI void rlComputeShaderDispatch(unsigned int groupX, unsigned int groupY, unsigned int groupZ); // Dispatch compute shader (equivalent to *draw* for graphics pipeline)
  653. // Shader buffer storage object management (ssbo)
  654. RLAPI unsigned int rlLoadShaderBuffer(unsigned int size, const void *data, int usageHint); // Load shader storage buffer object (SSBO)
  655. RLAPI void rlUnloadShaderBuffer(unsigned int ssboId); // Unload shader storage buffer object (SSBO)
  656. RLAPI void rlUpdateShaderBuffer(unsigned int id, const void *data, unsigned int dataSize, unsigned int offset); // Update SSBO buffer data
  657. RLAPI void rlBindShaderBuffer(unsigned int id, unsigned int index); // Bind SSBO buffer
  658. RLAPI void rlReadShaderBuffer(unsigned int id, void *dest, unsigned int count, unsigned int offset); // Read SSBO buffer data (GPU->CPU)
  659. RLAPI void rlCopyShaderBuffer(unsigned int destId, unsigned int srcId, unsigned int destOffset, unsigned int srcOffset, unsigned int count); // Copy SSBO data between buffers
  660. RLAPI unsigned int rlGetShaderBufferSize(unsigned int id); // Get SSBO buffer size
  661. // Buffer management
  662. RLAPI void rlBindImageTexture(unsigned int id, unsigned int index, int format, bool readonly); // Bind image texture
  663. // Matrix state management
  664. RLAPI Matrix rlGetMatrixModelview(void); // Get internal modelview matrix
  665. RLAPI Matrix rlGetMatrixProjection(void); // Get internal projection matrix
  666. RLAPI Matrix rlGetMatrixTransform(void); // Get internal accumulated transform matrix
  667. RLAPI Matrix rlGetMatrixProjectionStereo(int eye); // Get internal projection matrix for stereo render (selected eye)
  668. RLAPI Matrix rlGetMatrixViewOffsetStereo(int eye); // Get internal view offset matrix for stereo render (selected eye)
  669. RLAPI void rlSetMatrixProjection(Matrix proj); // Set a custom projection matrix (replaces internal projection matrix)
  670. RLAPI void rlSetMatrixModelview(Matrix view); // Set a custom modelview matrix (replaces internal modelview matrix)
  671. RLAPI void rlSetMatrixProjectionStereo(Matrix right, Matrix left); // Set eyes projection matrices for stereo rendering
  672. RLAPI void rlSetMatrixViewOffsetStereo(Matrix right, Matrix left); // Set eyes view offsets matrices for stereo rendering
  673. // Quick and dirty cube/quad buffers load->draw->unload
  674. RLAPI void rlLoadDrawCube(void); // Load and draw a cube
  675. RLAPI void rlLoadDrawQuad(void); // Load and draw a quad
  676. #if defined(__cplusplus)
  677. }
  678. #endif
  679. #endif // RLGL_H
  680. /***********************************************************************************
  681. *
  682. * RLGL IMPLEMENTATION
  683. *
  684. ************************************************************************************/
  685. #if defined(RLGL_IMPLEMENTATION)
  686. #if defined(GRAPHICS_API_OPENGL_11)
  687. #if defined(__APPLE__)
  688. #include <OpenGL/gl.h> // OpenGL 1.1 library for OSX
  689. #include <OpenGL/glext.h> // OpenGL extensions library
  690. #else
  691. // APIENTRY for OpenGL function pointer declarations is required
  692. #if !defined(APIENTRY)
  693. #if defined(_WIN32)
  694. #define APIENTRY __stdcall
  695. #else
  696. #define APIENTRY
  697. #endif
  698. #endif
  699. // WINGDIAPI definition. Some Windows OpenGL headers need it
  700. #if !defined(WINGDIAPI) && defined(_WIN32)
  701. #define WINGDIAPI __declspec(dllimport)
  702. #endif
  703. #include <GL/gl.h> // OpenGL 1.1 library
  704. #endif
  705. #endif
  706. #if defined(GRAPHICS_API_OPENGL_33)
  707. #define GLAD_MALLOC RL_MALLOC
  708. #define GLAD_FREE RL_FREE
  709. #define GLAD_GL_IMPLEMENTATION
  710. #include "external/glad.h" // GLAD extensions loading library, includes OpenGL headers
  711. #endif
  712. #if defined(GRAPHICS_API_OPENGL_ES2)
  713. // NOTE: OpenGL ES 2.0 can be enabled on PLATFORM_DESKTOP,
  714. // in that case, functions are loaded from a custom glad for OpenGL ES 2.0
  715. #if defined(PLATFORM_DESKTOP)
  716. #define GLAD_GLES2_IMPLEMENTATION
  717. #include "external/glad_gles2.h"
  718. #else
  719. #define GL_GLEXT_PROTOTYPES
  720. //#include <EGL/egl.h> // EGL library -> not required, platform layer
  721. #include <GLES2/gl2.h> // OpenGL ES 2.0 library
  722. #include <GLES2/gl2ext.h> // OpenGL ES 2.0 extensions library
  723. #endif
  724. // It seems OpenGL ES 2.0 instancing entry points are not defined on Raspberry Pi
  725. // provided headers (despite being defined in official Khronos GLES2 headers)
  726. #if defined(PLATFORM_RPI) || defined(PLATFORM_DRM)
  727. typedef void (GL_APIENTRYP PFNGLDRAWARRAYSINSTANCEDEXTPROC) (GLenum mode, GLint start, GLsizei count, GLsizei primcount);
  728. typedef void (GL_APIENTRYP PFNGLDRAWELEMENTSINSTANCEDEXTPROC) (GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei primcount);
  729. typedef void (GL_APIENTRYP PFNGLVERTEXATTRIBDIVISOREXTPROC) (GLuint index, GLuint divisor);
  730. #endif
  731. #endif
  732. #include <stdlib.h> // Required for: malloc(), free()
  733. #include <string.h> // Required for: strcmp(), strlen() [Used in rlglInit(), on extensions loading]
  734. #include <math.h> // Required for: sqrtf(), sinf(), cosf(), floor(), log()
  735. //----------------------------------------------------------------------------------
  736. // Defines and Macros
  737. //----------------------------------------------------------------------------------
  738. #ifndef PI
  739. #define PI 3.14159265358979323846f
  740. #endif
  741. #ifndef DEG2RAD
  742. #define DEG2RAD (PI/180.0f)
  743. #endif
  744. #ifndef RAD2DEG
  745. #define RAD2DEG (180.0f/PI)
  746. #endif
  747. #ifndef GL_SHADING_LANGUAGE_VERSION
  748. #define GL_SHADING_LANGUAGE_VERSION 0x8B8C
  749. #endif
  750. #ifndef GL_COMPRESSED_RGB_S3TC_DXT1_EXT
  751. #define GL_COMPRESSED_RGB_S3TC_DXT1_EXT 0x83F0
  752. #endif
  753. #ifndef GL_COMPRESSED_RGBA_S3TC_DXT1_EXT
  754. #define GL_COMPRESSED_RGBA_S3TC_DXT1_EXT 0x83F1
  755. #endif
  756. #ifndef GL_COMPRESSED_RGBA_S3TC_DXT3_EXT
  757. #define GL_COMPRESSED_RGBA_S3TC_DXT3_EXT 0x83F2
  758. #endif
  759. #ifndef GL_COMPRESSED_RGBA_S3TC_DXT5_EXT
  760. #define GL_COMPRESSED_RGBA_S3TC_DXT5_EXT 0x83F3
  761. #endif
  762. #ifndef GL_ETC1_RGB8_OES
  763. #define GL_ETC1_RGB8_OES 0x8D64
  764. #endif
  765. #ifndef GL_COMPRESSED_RGB8_ETC2
  766. #define GL_COMPRESSED_RGB8_ETC2 0x9274
  767. #endif
  768. #ifndef GL_COMPRESSED_RGBA8_ETC2_EAC
  769. #define GL_COMPRESSED_RGBA8_ETC2_EAC 0x9278
  770. #endif
  771. #ifndef GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG
  772. #define GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG 0x8C00
  773. #endif
  774. #ifndef GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG
  775. #define GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG 0x8C02
  776. #endif
  777. #ifndef GL_COMPRESSED_RGBA_ASTC_4x4_KHR
  778. #define GL_COMPRESSED_RGBA_ASTC_4x4_KHR 0x93b0
  779. #endif
  780. #ifndef GL_COMPRESSED_RGBA_ASTC_8x8_KHR
  781. #define GL_COMPRESSED_RGBA_ASTC_8x8_KHR 0x93b7
  782. #endif
  783. #ifndef GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT
  784. #define GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT 0x84FF
  785. #endif
  786. #ifndef GL_TEXTURE_MAX_ANISOTROPY_EXT
  787. #define GL_TEXTURE_MAX_ANISOTROPY_EXT 0x84FE
  788. #endif
  789. #if defined(GRAPHICS_API_OPENGL_11)
  790. #define GL_UNSIGNED_SHORT_5_6_5 0x8363
  791. #define GL_UNSIGNED_SHORT_5_5_5_1 0x8034
  792. #define GL_UNSIGNED_SHORT_4_4_4_4 0x8033
  793. #endif
  794. #if defined(GRAPHICS_API_OPENGL_21)
  795. #define GL_LUMINANCE 0x1909
  796. #define GL_LUMINANCE_ALPHA 0x190A
  797. #endif
  798. #if defined(GRAPHICS_API_OPENGL_ES2)
  799. #define glClearDepth glClearDepthf
  800. #define GL_READ_FRAMEBUFFER GL_FRAMEBUFFER
  801. #define GL_DRAW_FRAMEBUFFER GL_FRAMEBUFFER
  802. #endif
  803. // Default shader vertex attribute names to set location points
  804. #ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_POSITION
  805. #define RL_DEFAULT_SHADER_ATTRIB_NAME_POSITION "vertexPosition" // Bound by default to shader location: 0
  806. #endif
  807. #ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD
  808. #define RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD "vertexTexCoord" // Bound by default to shader location: 1
  809. #endif
  810. #ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_NORMAL
  811. #define RL_DEFAULT_SHADER_ATTRIB_NAME_NORMAL "vertexNormal" // Bound by default to shader location: 2
  812. #endif
  813. #ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR
  814. #define RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR "vertexColor" // Bound by default to shader location: 3
  815. #endif
  816. #ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_TANGENT
  817. #define RL_DEFAULT_SHADER_ATTRIB_NAME_TANGENT "vertexTangent" // Bound by default to shader location: 4
  818. #endif
  819. #ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2
  820. #define RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2 "vertexTexCoord2" // Bound by default to shader location: 5
  821. #endif
  822. #ifndef RL_DEFAULT_SHADER_UNIFORM_NAME_MVP
  823. #define RL_DEFAULT_SHADER_UNIFORM_NAME_MVP "mvp" // model-view-projection matrix
  824. #endif
  825. #ifndef RL_DEFAULT_SHADER_UNIFORM_NAME_VIEW
  826. #define RL_DEFAULT_SHADER_UNIFORM_NAME_VIEW "matView" // view matrix
  827. #endif
  828. #ifndef RL_DEFAULT_SHADER_UNIFORM_NAME_PROJECTION
  829. #define RL_DEFAULT_SHADER_UNIFORM_NAME_PROJECTION "matProjection" // projection matrix
  830. #endif
  831. #ifndef RL_DEFAULT_SHADER_UNIFORM_NAME_MODEL
  832. #define RL_DEFAULT_SHADER_UNIFORM_NAME_MODEL "matModel" // model matrix
  833. #endif
  834. #ifndef RL_DEFAULT_SHADER_UNIFORM_NAME_NORMAL
  835. #define RL_DEFAULT_SHADER_UNIFORM_NAME_NORMAL "matNormal" // normal matrix (transpose(inverse(matModelView))
  836. #endif
  837. #ifndef RL_DEFAULT_SHADER_UNIFORM_NAME_COLOR
  838. #define RL_DEFAULT_SHADER_UNIFORM_NAME_COLOR "colDiffuse" // color diffuse (base tint color, multiplied by texture color)
  839. #endif
  840. #ifndef RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE0
  841. #define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE0 "texture0" // texture0 (texture slot active 0)
  842. #endif
  843. #ifndef RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE1
  844. #define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE1 "texture1" // texture1 (texture slot active 1)
  845. #endif
  846. #ifndef RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE2
  847. #define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE2 "texture2" // texture2 (texture slot active 2)
  848. #endif
  849. //----------------------------------------------------------------------------------
  850. // Types and Structures Definition
  851. //----------------------------------------------------------------------------------
  852. #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
  853. typedef struct rlglData {
  854. rlRenderBatch *currentBatch; // Current render batch
  855. rlRenderBatch defaultBatch; // Default internal render batch
  856. struct {
  857. int vertexCounter; // Current active render batch vertex counter (generic, used for all batches)
  858. float texcoordx, texcoordy; // Current active texture coordinate (added on glVertex*())
  859. float normalx, normaly, normalz; // Current active normal (added on glVertex*())
  860. unsigned char colorr, colorg, colorb, colora; // Current active color (added on glVertex*())
  861. int currentMatrixMode; // Current matrix mode
  862. Matrix *currentMatrix; // Current matrix pointer
  863. Matrix modelview; // Default modelview matrix
  864. Matrix projection; // Default projection matrix
  865. Matrix transform; // Transform matrix to be used with rlTranslate, rlRotate, rlScale
  866. bool transformRequired; // Require transform matrix application to current draw-call vertex (if required)
  867. Matrix stack[RL_MAX_MATRIX_STACK_SIZE];// Matrix stack for push/pop
  868. int stackCounter; // Matrix stack counter
  869. unsigned int defaultTextureId; // Default texture used on shapes/poly drawing (required by shader)
  870. unsigned int activeTextureId[RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS]; // Active texture ids to be enabled on batch drawing (0 active by default)
  871. unsigned int defaultVShaderId; // Default vertex shader id (used by default shader program)
  872. unsigned int defaultFShaderId; // Default fragment shader id (used by default shader program)
  873. unsigned int defaultShaderId; // Default shader program id, supports vertex color and diffuse texture
  874. int *defaultShaderLocs; // Default shader locations pointer to be used on rendering
  875. unsigned int currentShaderId; // Current shader id to be used on rendering (by default, defaultShaderId)
  876. int *currentShaderLocs; // Current shader locations pointer to be used on rendering (by default, defaultShaderLocs)
  877. bool stereoRender; // Stereo rendering flag
  878. Matrix projectionStereo[2]; // VR stereo rendering eyes projection matrices
  879. Matrix viewOffsetStereo[2]; // VR stereo rendering eyes view offset matrices
  880. // Blending variables
  881. int currentBlendMode; // Blending mode active
  882. int glBlendSrcFactor; // Blending source factor
  883. int glBlendDstFactor; // Blending destination factor
  884. int glBlendEquation; // Blending equation
  885. int glBlendSrcFactorRGB; // Blending source RGB factor
  886. int glBlendDestFactorRGB; // Blending destination RGB factor
  887. int glBlendSrcFactorAlpha; // Blending source alpha factor
  888. int glBlendDestFactorAlpha; // Blending destination alpha factor
  889. int glBlendEquationRGB; // Blending equation for RGB
  890. int glBlendEquationAlpha; // Blending equation for alpha
  891. bool glCustomBlendModeModified; // Custom blending factor and equation modification status
  892. int framebufferWidth; // Current framebuffer width
  893. int framebufferHeight; // Current framebuffer height
  894. } State; // Renderer state
  895. struct {
  896. bool vao; // VAO support (OpenGL ES2 could not support VAO extension) (GL_ARB_vertex_array_object)
  897. bool instancing; // Instancing supported (GL_ANGLE_instanced_arrays, GL_EXT_draw_instanced + GL_EXT_instanced_arrays)
  898. bool texNPOT; // NPOT textures full support (GL_ARB_texture_non_power_of_two, GL_OES_texture_npot)
  899. bool texDepth; // Depth textures supported (GL_ARB_depth_texture, GL_OES_depth_texture)
  900. bool texDepthWebGL; // Depth textures supported WebGL specific (GL_WEBGL_depth_texture)
  901. bool texFloat32; // float textures support (32 bit per channel) (GL_OES_texture_float)
  902. bool texCompDXT; // DDS texture compression support (GL_EXT_texture_compression_s3tc, GL_WEBGL_compressed_texture_s3tc, GL_WEBKIT_WEBGL_compressed_texture_s3tc)
  903. bool texCompETC1; // ETC1 texture compression support (GL_OES_compressed_ETC1_RGB8_texture, GL_WEBGL_compressed_texture_etc1)
  904. bool texCompETC2; // ETC2/EAC texture compression support (GL_ARB_ES3_compatibility)
  905. bool texCompPVRT; // PVR texture compression support (GL_IMG_texture_compression_pvrtc)
  906. bool texCompASTC; // ASTC texture compression support (GL_KHR_texture_compression_astc_hdr, GL_KHR_texture_compression_astc_ldr)
  907. bool texMirrorClamp; // Clamp mirror wrap mode supported (GL_EXT_texture_mirror_clamp)
  908. bool texAnisoFilter; // Anisotropic texture filtering support (GL_EXT_texture_filter_anisotropic)
  909. bool computeShader; // Compute shaders support (GL_ARB_compute_shader)
  910. bool ssbo; // Shader storage buffer object support (GL_ARB_shader_storage_buffer_object)
  911. float maxAnisotropyLevel; // Maximum anisotropy level supported (minimum is 2.0f)
  912. int maxDepthBits; // Maximum bits for depth component
  913. } ExtSupported; // Extensions supported flags
  914. } rlglData;
  915. typedef void *(*rlglLoadProc)(const char *name); // OpenGL extension functions loader signature (same as GLADloadproc)
  916. #endif // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2
  917. //----------------------------------------------------------------------------------
  918. // Global Variables Definition
  919. //----------------------------------------------------------------------------------
  920. #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
  921. static rlglData RLGL = { 0 };
  922. #endif // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2
  923. #if defined(GRAPHICS_API_OPENGL_ES2)
  924. // NOTE: VAO functionality is exposed through extensions (OES)
  925. static PFNGLGENVERTEXARRAYSOESPROC glGenVertexArrays = NULL;
  926. static PFNGLBINDVERTEXARRAYOESPROC glBindVertexArray = NULL;
  927. static PFNGLDELETEVERTEXARRAYSOESPROC glDeleteVertexArrays = NULL;
  928. // NOTE: Instancing functionality could also be available through extension
  929. static PFNGLDRAWARRAYSINSTANCEDEXTPROC glDrawArraysInstanced = NULL;
  930. static PFNGLDRAWELEMENTSINSTANCEDEXTPROC glDrawElementsInstanced = NULL;
  931. static PFNGLVERTEXATTRIBDIVISOREXTPROC glVertexAttribDivisor = NULL;
  932. #endif
  933. //----------------------------------------------------------------------------------
  934. // Module specific Functions Declaration
  935. //----------------------------------------------------------------------------------
  936. #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
  937. static void rlLoadShaderDefault(void); // Load default shader
  938. static void rlUnloadShaderDefault(void); // Unload default shader
  939. #if defined(RLGL_SHOW_GL_DETAILS_INFO)
  940. static char *rlGetCompressedFormatName(int format); // Get compressed format official GL identifier name
  941. #endif // RLGL_SHOW_GL_DETAILS_INFO
  942. #endif // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2
  943. static int rlGetPixelDataSize(int width, int height, int format); // Get pixel data size in bytes (image or texture)
  944. // Auxiliar matrix math functions
  945. static Matrix rlMatrixIdentity(void); // Get identity matrix
  946. static Matrix rlMatrixMultiply(Matrix left, Matrix right); // Multiply two matrices
  947. //----------------------------------------------------------------------------------
  948. // Module Functions Definition - Matrix operations
  949. //----------------------------------------------------------------------------------
  950. #if defined(GRAPHICS_API_OPENGL_11)
  951. // Fallback to OpenGL 1.1 function calls
  952. //---------------------------------------
  953. void rlMatrixMode(int mode)
  954. {
  955. switch (mode)
  956. {
  957. case RL_PROJECTION: glMatrixMode(GL_PROJECTION); break;
  958. case RL_MODELVIEW: glMatrixMode(GL_MODELVIEW); break;
  959. case RL_TEXTURE: glMatrixMode(GL_TEXTURE); break;
  960. default: break;
  961. }
  962. }
  963. void rlFrustum(double left, double right, double bottom, double top, double znear, double zfar)
  964. {
  965. glFrustum(left, right, bottom, top, znear, zfar);
  966. }
  967. void rlOrtho(double left, double right, double bottom, double top, double znear, double zfar)
  968. {
  969. glOrtho(left, right, bottom, top, znear, zfar);
  970. }
  971. void rlPushMatrix(void) { glPushMatrix(); }
  972. void rlPopMatrix(void) { glPopMatrix(); }
  973. void rlLoadIdentity(void) { glLoadIdentity(); }
  974. void rlTranslatef(float x, float y, float z) { glTranslatef(x, y, z); }
  975. void rlRotatef(float angle, float x, float y, float z) { glRotatef(angle, x, y, z); }
  976. void rlScalef(float x, float y, float z) { glScalef(x, y, z); }
  977. void rlMultMatrixf(const float *matf) { glMultMatrixf(matf); }
  978. #endif
  979. #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
  980. // Choose the current matrix to be transformed
  981. void rlMatrixMode(int mode)
  982. {
  983. if (mode == RL_PROJECTION) RLGL.State.currentMatrix = &RLGL.State.projection;
  984. else if (mode == RL_MODELVIEW) RLGL.State.currentMatrix = &RLGL.State.modelview;
  985. //else if (mode == RL_TEXTURE) // Not supported
  986. RLGL.State.currentMatrixMode = mode;
  987. }
  988. // Push the current matrix into RLGL.State.stack
  989. void rlPushMatrix(void)
  990. {
  991. if (RLGL.State.stackCounter >= RL_MAX_MATRIX_STACK_SIZE) TRACELOG(RL_LOG_ERROR, "RLGL: Matrix stack overflow (RL_MAX_MATRIX_STACK_SIZE)");
  992. if (RLGL.State.currentMatrixMode == RL_MODELVIEW)
  993. {
  994. RLGL.State.transformRequired = true;
  995. RLGL.State.currentMatrix = &RLGL.State.transform;
  996. }
  997. RLGL.State.stack[RLGL.State.stackCounter] = *RLGL.State.currentMatrix;
  998. RLGL.State.stackCounter++;
  999. }
  1000. // Pop lattest inserted matrix from RLGL.State.stack
  1001. void rlPopMatrix(void)
  1002. {
  1003. if (RLGL.State.stackCounter > 0)
  1004. {
  1005. Matrix mat = RLGL.State.stack[RLGL.State.stackCounter - 1];
  1006. *RLGL.State.currentMatrix = mat;
  1007. RLGL.State.stackCounter--;
  1008. }
  1009. if ((RLGL.State.stackCounter == 0) && (RLGL.State.currentMatrixMode == RL_MODELVIEW))
  1010. {
  1011. RLGL.State.currentMatrix = &RLGL.State.modelview;
  1012. RLGL.State.transformRequired = false;
  1013. }
  1014. }
  1015. // Reset current matrix to identity matrix
  1016. void rlLoadIdentity(void)
  1017. {
  1018. *RLGL.State.currentMatrix = rlMatrixIdentity();
  1019. }
  1020. // Multiply the current matrix by a translation matrix
  1021. void rlTranslatef(float x, float y, float z)
  1022. {
  1023. Matrix matTranslation = {
  1024. 1.0f, 0.0f, 0.0f, x,
  1025. 0.0f, 1.0f, 0.0f, y,
  1026. 0.0f, 0.0f, 1.0f, z,
  1027. 0.0f, 0.0f, 0.0f, 1.0f
  1028. };
  1029. // NOTE: We transpose matrix with multiplication order
  1030. *RLGL.State.currentMatrix = rlMatrixMultiply(matTranslation, *RLGL.State.currentMatrix);
  1031. }
  1032. // Multiply the current matrix by a rotation matrix
  1033. // NOTE: The provided angle must be in degrees
  1034. void rlRotatef(float angle, float x, float y, float z)
  1035. {
  1036. Matrix matRotation = rlMatrixIdentity();
  1037. // Axis vector (x, y, z) normalization
  1038. float lengthSquared = x*x + y*y + z*z;
  1039. if ((lengthSquared != 1.0f) && (lengthSquared != 0.0f))
  1040. {
  1041. float inverseLength = 1.0f/sqrtf(lengthSquared);
  1042. x *= inverseLength;
  1043. y *= inverseLength;
  1044. z *= inverseLength;
  1045. }
  1046. // Rotation matrix generation
  1047. float sinres = sinf(DEG2RAD*angle);
  1048. float cosres = cosf(DEG2RAD*angle);
  1049. float t = 1.0f - cosres;
  1050. matRotation.m0 = x*x*t + cosres;
  1051. matRotation.m1 = y*x*t + z*sinres;
  1052. matRotation.m2 = z*x*t - y*sinres;
  1053. matRotation.m3 = 0.0f;
  1054. matRotation.m4 = x*y*t - z*sinres;
  1055. matRotation.m5 = y*y*t + cosres;
  1056. matRotation.m6 = z*y*t + x*sinres;
  1057. matRotation.m7 = 0.0f;
  1058. matRotation.m8 = x*z*t + y*sinres;
  1059. matRotation.m9 = y*z*t - x*sinres;
  1060. matRotation.m10 = z*z*t + cosres;
  1061. matRotation.m11 = 0.0f;
  1062. matRotation.m12 = 0.0f;
  1063. matRotation.m13 = 0.0f;
  1064. matRotation.m14 = 0.0f;
  1065. matRotation.m15 = 1.0f;
  1066. // NOTE: We transpose matrix with multiplication order
  1067. *RLGL.State.currentMatrix = rlMatrixMultiply(matRotation, *RLGL.State.currentMatrix);
  1068. }
  1069. // Multiply the current matrix by a scaling matrix
  1070. void rlScalef(float x, float y, float z)
  1071. {
  1072. Matrix matScale = {
  1073. x, 0.0f, 0.0f, 0.0f,
  1074. 0.0f, y, 0.0f, 0.0f,
  1075. 0.0f, 0.0f, z, 0.0f,
  1076. 0.0f, 0.0f, 0.0f, 1.0f
  1077. };
  1078. // NOTE: We transpose matrix with multiplication order
  1079. *RLGL.State.currentMatrix = rlMatrixMultiply(matScale, *RLGL.State.currentMatrix);
  1080. }
  1081. // Multiply the current matrix by another matrix
  1082. void rlMultMatrixf(const float *matf)
  1083. {
  1084. // Matrix creation from array
  1085. Matrix mat = { matf[0], matf[4], matf[8], matf[12],
  1086. matf[1], matf[5], matf[9], matf[13],
  1087. matf[2], matf[6], matf[10], matf[14],
  1088. matf[3], matf[7], matf[11], matf[15] };
  1089. *RLGL.State.currentMatrix = rlMatrixMultiply(*RLGL.State.currentMatrix, mat);
  1090. }
  1091. // Multiply the current matrix by a perspective matrix generated by parameters
  1092. void rlFrustum(double left, double right, double bottom, double top, double znear, double zfar)
  1093. {
  1094. Matrix matFrustum = { 0 };
  1095. float rl = (float)(right - left);
  1096. float tb = (float)(top - bottom);
  1097. float fn = (float)(zfar - znear);
  1098. matFrustum.m0 = ((float) znear*2.0f)/rl;
  1099. matFrustum.m1 = 0.0f;
  1100. matFrustum.m2 = 0.0f;
  1101. matFrustum.m3 = 0.0f;
  1102. matFrustum.m4 = 0.0f;
  1103. matFrustum.m5 = ((float) znear*2.0f)/tb;
  1104. matFrustum.m6 = 0.0f;
  1105. matFrustum.m7 = 0.0f;
  1106. matFrustum.m8 = ((float)right + (float)left)/rl;
  1107. matFrustum.m9 = ((float)top + (float)bottom)/tb;
  1108. matFrustum.m10 = -((float)zfar + (float)znear)/fn;
  1109. matFrustum.m11 = -1.0f;
  1110. matFrustum.m12 = 0.0f;
  1111. matFrustum.m13 = 0.0f;
  1112. matFrustum.m14 = -((float)zfar*(float)znear*2.0f)/fn;
  1113. matFrustum.m15 = 0.0f;
  1114. *RLGL.State.currentMatrix = rlMatrixMultiply(*RLGL.State.currentMatrix, matFrustum);
  1115. }
  1116. // Multiply the current matrix by an orthographic matrix generated by parameters
  1117. void rlOrtho(double left, double right, double bottom, double top, double znear, double zfar)
  1118. {
  1119. // NOTE: If left-right and top-botton values are equal it could create a division by zero,
  1120. // response to it is platform/compiler dependant
  1121. Matrix matOrtho = { 0 };
  1122. float rl = (float)(right - left);
  1123. float tb = (float)(top - bottom);
  1124. float fn = (float)(zfar - znear);
  1125. matOrtho.m0 = 2.0f/rl;
  1126. matOrtho.m1 = 0.0f;
  1127. matOrtho.m2 = 0.0f;
  1128. matOrtho.m3 = 0.0f;
  1129. matOrtho.m4 = 0.0f;
  1130. matOrtho.m5 = 2.0f/tb;
  1131. matOrtho.m6 = 0.0f;
  1132. matOrtho.m7 = 0.0f;
  1133. matOrtho.m8 = 0.0f;
  1134. matOrtho.m9 = 0.0f;
  1135. matOrtho.m10 = -2.0f/fn;
  1136. matOrtho.m11 = 0.0f;
  1137. matOrtho.m12 = -((float)left + (float)right)/rl;
  1138. matOrtho.m13 = -((float)top + (float)bottom)/tb;
  1139. matOrtho.m14 = -((float)zfar + (float)znear)/fn;
  1140. matOrtho.m15 = 1.0f;
  1141. *RLGL.State.currentMatrix = rlMatrixMultiply(*RLGL.State.currentMatrix, matOrtho);
  1142. }
  1143. #endif
  1144. // Set the viewport area (transformation from normalized device coordinates to window coordinates)
  1145. // NOTE: We store current viewport dimensions
  1146. void rlViewport(int x, int y, int width, int height)
  1147. {
  1148. glViewport(x, y, width, height);
  1149. }
  1150. //----------------------------------------------------------------------------------
  1151. // Module Functions Definition - Vertex level operations
  1152. //----------------------------------------------------------------------------------
  1153. #if defined(GRAPHICS_API_OPENGL_11)
  1154. // Fallback to OpenGL 1.1 function calls
  1155. //---------------------------------------
  1156. void rlBegin(int mode)
  1157. {
  1158. switch (mode)
  1159. {
  1160. case RL_LINES: glBegin(GL_LINES); break;
  1161. case RL_TRIANGLES: glBegin(GL_TRIANGLES); break;
  1162. case RL_QUADS: glBegin(GL_QUADS); break;
  1163. default: break;
  1164. }
  1165. }
  1166. void rlEnd() { glEnd(); }
  1167. void rlVertex2i(int x, int y) { glVertex2i(x, y); }
  1168. void rlVertex2f(float x, float y) { glVertex2f(x, y); }
  1169. void rlVertex3f(float x, float y, float z) { glVertex3f(x, y, z); }
  1170. void rlTexCoord2f(float x, float y) { glTexCoord2f(x, y); }
  1171. void rlNormal3f(float x, float y, float z) { glNormal3f(x, y, z); }
  1172. void rlColor4ub(unsigned char r, unsigned char g, unsigned char b, unsigned char a) { glColor4ub(r, g, b, a); }
  1173. void rlColor3f(float x, float y, float z) { glColor3f(x, y, z); }
  1174. void rlColor4f(float x, float y, float z, float w) { glColor4f(x, y, z, w); }
  1175. #endif
  1176. #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
  1177. // Initialize drawing mode (how to organize vertex)
  1178. void rlBegin(int mode)
  1179. {
  1180. // Draw mode can be RL_LINES, RL_TRIANGLES and RL_QUADS
  1181. // NOTE: In all three cases, vertex are accumulated over default internal vertex buffer
  1182. if (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].mode != mode)
  1183. {
  1184. if (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount > 0)
  1185. {
  1186. // Make sure current RLGL.currentBatch->draws[i].vertexCount is aligned a multiple of 4,
  1187. // that way, following QUADS drawing will keep aligned with index processing
  1188. // It implies adding some extra alignment vertex at the end of the draw,
  1189. // those vertex are not processed but they are considered as an additional offset
  1190. // for the next set of vertex to be drawn
  1191. 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);
  1192. 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)));
  1193. else RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexAlignment = 0;
  1194. if (!rlCheckRenderBatchLimit(RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexAlignment))
  1195. {
  1196. RLGL.State.vertexCounter += RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexAlignment;
  1197. RLGL.currentBatch->drawCounter++;
  1198. }
  1199. }
  1200. if (RLGL.currentBatch->drawCounter >= RL_DEFAULT_BATCH_DRAWCALLS) rlDrawRenderBatch(RLGL.currentBatch);
  1201. RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].mode = mode;
  1202. RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount = 0;
  1203. RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].textureId = RLGL.State.defaultTextureId;
  1204. }
  1205. }
  1206. // Finish vertex providing
  1207. void rlEnd(void)
  1208. {
  1209. // NOTE: Depth increment is dependant on rlOrtho(): z-near and z-far values,
  1210. // as well as depth buffer bit-depth (16bit or 24bit or 32bit)
  1211. // Correct increment formula would be: depthInc = (zfar - znear)/pow(2, bits)
  1212. RLGL.currentBatch->currentDepth += (1.0f/20000.0f);
  1213. }
  1214. // Define one vertex (position)
  1215. // NOTE: Vertex position data is the basic information required for drawing
  1216. void rlVertex3f(float x, float y, float z)
  1217. {
  1218. float tx = x;
  1219. float ty = y;
  1220. float tz = z;
  1221. // Transform provided vector if required
  1222. if (RLGL.State.transformRequired)
  1223. {
  1224. tx = RLGL.State.transform.m0*x + RLGL.State.transform.m4*y + RLGL.State.transform.m8*z + RLGL.State.transform.m12;
  1225. ty = RLGL.State.transform.m1*x + RLGL.State.transform.m5*y + RLGL.State.transform.m9*z + RLGL.State.transform.m13;
  1226. tz = RLGL.State.transform.m2*x + RLGL.State.transform.m6*y + RLGL.State.transform.m10*z + RLGL.State.transform.m14;
  1227. }
  1228. // WARNING: We can't break primitives when launching a new batch.
  1229. // RL_LINES comes in pairs, RL_TRIANGLES come in groups of 3 vertices and RL_QUADS come in groups of 4 vertices.
  1230. // 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
  1231. if (RLGL.State.vertexCounter > (RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].elementCount*4 - 4))
  1232. {
  1233. if ((RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].mode == RL_LINES) &&
  1234. (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount%2 == 0))
  1235. {
  1236. // Reached the maximum number of vertices for RL_LINES drawing
  1237. // Launch a draw call but keep current state for next vertices comming
  1238. // NOTE: We add +1 vertex to the check for security
  1239. rlCheckRenderBatchLimit(2 + 1);
  1240. }
  1241. else if ((RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].mode == RL_TRIANGLES) &&
  1242. (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount%3 == 0))
  1243. {
  1244. rlCheckRenderBatchLimit(3 + 1);
  1245. }
  1246. else if ((RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].mode == RL_QUADS) &&
  1247. (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount%4 == 0))
  1248. {
  1249. rlCheckRenderBatchLimit(4 + 1);
  1250. }
  1251. }
  1252. // Add vertices
  1253. RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vertices[3*RLGL.State.vertexCounter] = tx;
  1254. RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vertices[3*RLGL.State.vertexCounter + 1] = ty;
  1255. RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vertices[3*RLGL.State.vertexCounter + 2] = tz;
  1256. // Add current texcoord
  1257. RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].texcoords[2*RLGL.State.vertexCounter] = RLGL.State.texcoordx;
  1258. RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].texcoords[2*RLGL.State.vertexCounter + 1] = RLGL.State.texcoordy;
  1259. // TODO: Add current normal
  1260. // By default rlVertexBuffer type does not store normals
  1261. // Add current color
  1262. RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].colors[4*RLGL.State.vertexCounter] = RLGL.State.colorr;
  1263. RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].colors[4*RLGL.State.vertexCounter + 1] = RLGL.State.colorg;
  1264. RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].colors[4*RLGL.State.vertexCounter + 2] = RLGL.State.colorb;
  1265. RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].colors[4*RLGL.State.vertexCounter + 3] = RLGL.State.colora;
  1266. RLGL.State.vertexCounter++;
  1267. RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount++;
  1268. }
  1269. // Define one vertex (position)
  1270. void rlVertex2f(float x, float y)
  1271. {
  1272. rlVertex3f(x, y, RLGL.currentBatch->currentDepth);
  1273. }
  1274. // Define one vertex (position)
  1275. void rlVertex2i(int x, int y)
  1276. {
  1277. rlVertex3f((float)x, (float)y, RLGL.currentBatch->currentDepth);
  1278. }
  1279. // Define one vertex (texture coordinate)
  1280. // NOTE: Texture coordinates are limited to QUADS only
  1281. void rlTexCoord2f(float x, float y)
  1282. {
  1283. RLGL.State.texcoordx = x;
  1284. RLGL.State.texcoordy = y;
  1285. }
  1286. // Define one vertex (normal)
  1287. // NOTE: Normals limited to TRIANGLES only?
  1288. void rlNormal3f(float x, float y, float z)
  1289. {
  1290. RLGL.State.normalx = x;
  1291. RLGL.State.normaly = y;
  1292. RLGL.State.normalz = z;
  1293. }
  1294. // Define one vertex (color)
  1295. void rlColor4ub(unsigned char x, unsigned char y, unsigned char z, unsigned char w)
  1296. {
  1297. RLGL.State.colorr = x;
  1298. RLGL.State.colorg = y;
  1299. RLGL.State.colorb = z;
  1300. RLGL.State.colora = w;
  1301. }
  1302. // Define one vertex (color)
  1303. void rlColor4f(float r, float g, float b, float a)
  1304. {
  1305. rlColor4ub((unsigned char)(r*255), (unsigned char)(g*255), (unsigned char)(b*255), (unsigned char)(a*255));
  1306. }
  1307. // Define one vertex (color)
  1308. void rlColor3f(float x, float y, float z)
  1309. {
  1310. rlColor4ub((unsigned char)(x*255), (unsigned char)(y*255), (unsigned char)(z*255), 255);
  1311. }
  1312. #endif
  1313. //--------------------------------------------------------------------------------------
  1314. // Module Functions Definition - OpenGL style functions (common to 1.1, 3.3+, ES2)
  1315. //--------------------------------------------------------------------------------------
  1316. // Set current texture to use
  1317. void rlSetTexture(unsigned int id)
  1318. {
  1319. if (id == 0)
  1320. {
  1321. #if defined(GRAPHICS_API_OPENGL_11)
  1322. rlDisableTexture();
  1323. #else
  1324. // NOTE: If quads batch limit is reached, we force a draw call and next batch starts
  1325. if (RLGL.State.vertexCounter >=
  1326. RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].elementCount*4)
  1327. {
  1328. rlDrawRenderBatch(RLGL.currentBatch);
  1329. }
  1330. #endif
  1331. }
  1332. else
  1333. {
  1334. #if defined(GRAPHICS_API_OPENGL_11)
  1335. rlEnableTexture(id);
  1336. #else
  1337. if (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].textureId != id)
  1338. {
  1339. if (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount > 0)
  1340. {
  1341. // Make sure current RLGL.currentBatch->draws[i].vertexCount is aligned a multiple of 4,
  1342. // that way, following QUADS drawing will keep aligned with index processing
  1343. // It implies adding some extra alignment vertex at the end of the draw,
  1344. // those vertex are not processed but they are considered as an additional offset
  1345. // for the next set of vertex to be drawn
  1346. 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);
  1347. 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)));
  1348. else RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexAlignment = 0;
  1349. if (!rlCheckRenderBatchLimit(RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexAlignment))
  1350. {
  1351. RLGL.State.vertexCounter += RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexAlignment;
  1352. RLGL.currentBatch->drawCounter++;
  1353. }
  1354. }
  1355. if (RLGL.currentBatch->drawCounter >= RL_DEFAULT_BATCH_DRAWCALLS) rlDrawRenderBatch(RLGL.currentBatch);
  1356. RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].textureId = id;
  1357. RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount = 0;
  1358. }
  1359. #endif
  1360. }
  1361. }
  1362. // Select and active a texture slot
  1363. void rlActiveTextureSlot(int slot)
  1364. {
  1365. #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
  1366. glActiveTexture(GL_TEXTURE0 + slot);
  1367. #endif
  1368. }
  1369. // Enable texture
  1370. void rlEnableTexture(unsigned int id)
  1371. {
  1372. #if defined(GRAPHICS_API_OPENGL_11)
  1373. glEnable(GL_TEXTURE_2D);
  1374. #endif
  1375. glBindTexture(GL_TEXTURE_2D, id);
  1376. }
  1377. // Disable texture
  1378. void rlDisableTexture(void)
  1379. {
  1380. #if defined(GRAPHICS_API_OPENGL_11)
  1381. glDisable(GL_TEXTURE_2D);
  1382. #endif
  1383. glBindTexture(GL_TEXTURE_2D, 0);
  1384. }
  1385. // Enable texture cubemap
  1386. void rlEnableTextureCubemap(unsigned int id)
  1387. {
  1388. #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
  1389. glBindTexture(GL_TEXTURE_CUBE_MAP, id);
  1390. #endif
  1391. }
  1392. // Disable texture cubemap
  1393. void rlDisableTextureCubemap(void)
  1394. {
  1395. #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
  1396. glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
  1397. #endif
  1398. }
  1399. // Set texture parameters (wrap mode/filter mode)
  1400. void rlTextureParameters(unsigned int id, int param, int value)
  1401. {
  1402. glBindTexture(GL_TEXTURE_2D, id);
  1403. #if !defined(GRAPHICS_API_OPENGL_11)
  1404. // Reset anisotropy filter, in case it was set
  1405. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, 1.0f);
  1406. #endif
  1407. switch (param)
  1408. {
  1409. case RL_TEXTURE_WRAP_S:
  1410. case RL_TEXTURE_WRAP_T:
  1411. {
  1412. if (value == RL_TEXTURE_WRAP_MIRROR_CLAMP)
  1413. {
  1414. #if !defined(GRAPHICS_API_OPENGL_11)
  1415. if (RLGL.ExtSupported.texMirrorClamp) glTexParameteri(GL_TEXTURE_2D, param, value);
  1416. else TRACELOG(RL_LOG_WARNING, "GL: Clamp mirror wrap mode not supported (GL_MIRROR_CLAMP_EXT)");
  1417. #endif
  1418. }
  1419. else glTexParameteri(GL_TEXTURE_2D, param, value);
  1420. } break;
  1421. case RL_TEXTURE_MAG_FILTER:
  1422. case RL_TEXTURE_MIN_FILTER: glTexParameteri(GL_TEXTURE_2D, param, value); break;
  1423. case RL_TEXTURE_FILTER_ANISOTROPIC:
  1424. {
  1425. #if !defined(GRAPHICS_API_OPENGL_11)
  1426. if (value <= RLGL.ExtSupported.maxAnisotropyLevel) glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, (float)value);
  1427. else if (RLGL.ExtSupported.maxAnisotropyLevel > 0.0f)
  1428. {
  1429. TRACELOG(RL_LOG_WARNING, "GL: Maximum anisotropic filter level supported is %iX", id, (int)RLGL.ExtSupported.maxAnisotropyLevel);
  1430. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, (float)value);
  1431. }
  1432. else TRACELOG(RL_LOG_WARNING, "GL: Anisotropic filtering not supported");
  1433. #endif
  1434. } break;
  1435. #if defined(GRAPHICS_API_OPENGL_33)
  1436. case RL_TEXTURE_MIPMAP_BIAS_RATIO: glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_LOD_BIAS, value/100.0f);
  1437. #endif
  1438. default: break;
  1439. }
  1440. glBindTexture(GL_TEXTURE_2D, 0);
  1441. }
  1442. // Set cubemap parameters (wrap mode/filter mode)
  1443. void rlCubemapParameters(unsigned int id, int param, int value)
  1444. {
  1445. #if !defined(GRAPHICS_API_OPENGL_11)
  1446. glBindTexture(GL_TEXTURE_CUBE_MAP, id);
  1447. // Reset anisotropy filter, in case it was set
  1448. glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAX_ANISOTROPY_EXT, 1.0f);
  1449. switch (param)
  1450. {
  1451. case RL_TEXTURE_WRAP_S:
  1452. case RL_TEXTURE_WRAP_T:
  1453. {
  1454. if (value == RL_TEXTURE_WRAP_MIRROR_CLAMP)
  1455. {
  1456. if (RLGL.ExtSupported.texMirrorClamp) glTexParameteri(GL_TEXTURE_CUBE_MAP, param, value);
  1457. else TRACELOG(RL_LOG_WARNING, "GL: Clamp mirror wrap mode not supported (GL_MIRROR_CLAMP_EXT)");
  1458. }
  1459. else glTexParameteri(GL_TEXTURE_CUBE_MAP, param, value);
  1460. } break;
  1461. case RL_TEXTURE_MAG_FILTER:
  1462. case RL_TEXTURE_MIN_FILTER: glTexParameteri(GL_TEXTURE_CUBE_MAP, param, value); break;
  1463. case RL_TEXTURE_FILTER_ANISOTROPIC:
  1464. {
  1465. if (value <= RLGL.ExtSupported.maxAnisotropyLevel) glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAX_ANISOTROPY_EXT, (float)value);
  1466. else if (RLGL.ExtSupported.maxAnisotropyLevel > 0.0f)
  1467. {
  1468. TRACELOG(RL_LOG_WARNING, "GL: Maximum anisotropic filter level supported is %iX", id, (int)RLGL.ExtSupported.maxAnisotropyLevel);
  1469. glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAX_ANISOTROPY_EXT, (float)value);
  1470. }
  1471. else TRACELOG(RL_LOG_WARNING, "GL: Anisotropic filtering not supported");
  1472. } break;
  1473. #if defined(GRAPHICS_API_OPENGL_33)
  1474. case RL_TEXTURE_MIPMAP_BIAS_RATIO: glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_LOD_BIAS, value/100.0f);
  1475. #endif
  1476. default: break;
  1477. }
  1478. glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
  1479. #endif
  1480. }
  1481. // Enable shader program
  1482. void rlEnableShader(unsigned int id)
  1483. {
  1484. #if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2))
  1485. glUseProgram(id);
  1486. #endif
  1487. }
  1488. // Disable shader program
  1489. void rlDisableShader(void)
  1490. {
  1491. #if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2))
  1492. glUseProgram(0);
  1493. #endif
  1494. }
  1495. // Enable rendering to texture (fbo)
  1496. void rlEnableFramebuffer(unsigned int id)
  1497. {
  1498. #if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)) && defined(RLGL_RENDER_TEXTURES_HINT)
  1499. glBindFramebuffer(GL_FRAMEBUFFER, id);
  1500. #endif
  1501. }
  1502. // Disable rendering to texture
  1503. void rlDisableFramebuffer(void)
  1504. {
  1505. #if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)) && defined(RLGL_RENDER_TEXTURES_HINT)
  1506. glBindFramebuffer(GL_FRAMEBUFFER, 0);
  1507. #endif
  1508. }
  1509. // Activate multiple draw color buffers
  1510. // NOTE: One color buffer is always active by default
  1511. void rlActiveDrawBuffers(int count)
  1512. {
  1513. #if (defined(GRAPHICS_API_OPENGL_33) && defined(RLGL_RENDER_TEXTURES_HINT))
  1514. // NOTE: Maximum number of draw buffers supported is implementation dependant,
  1515. // it can be queried with glGet*() but it must be at least 8
  1516. //GLint maxDrawBuffers = 0;
  1517. //glGetIntegerv(GL_MAX_DRAW_BUFFERS, &maxDrawBuffers);
  1518. if (count > 0)
  1519. {
  1520. if (count > 8) TRACELOG(LOG_WARNING, "GL: Max color buffers limited to 8");
  1521. else
  1522. {
  1523. unsigned int buffers[8] = {
  1524. GL_COLOR_ATTACHMENT0,
  1525. GL_COLOR_ATTACHMENT1,
  1526. GL_COLOR_ATTACHMENT2,
  1527. GL_COLOR_ATTACHMENT3,
  1528. GL_COLOR_ATTACHMENT4,
  1529. GL_COLOR_ATTACHMENT5,
  1530. GL_COLOR_ATTACHMENT6,
  1531. GL_COLOR_ATTACHMENT7,
  1532. };
  1533. glDrawBuffers(count, buffers);
  1534. }
  1535. }
  1536. else TRACELOG(LOG_WARNING, "GL: One color buffer active by default");
  1537. #endif
  1538. }
  1539. //----------------------------------------------------------------------------------
  1540. // General render state configuration
  1541. //----------------------------------------------------------------------------------
  1542. // Enable color blending
  1543. void rlEnableColorBlend(void) { glEnable(GL_BLEND); }
  1544. // Disable color blending
  1545. void rlDisableColorBlend(void) { glDisable(GL_BLEND); }
  1546. // Enable depth test
  1547. void rlEnableDepthTest(void) { glEnable(GL_DEPTH_TEST); }
  1548. // Disable depth test
  1549. void rlDisableDepthTest(void) { glDisable(GL_DEPTH_TEST); }
  1550. // Enable depth write
  1551. void rlEnableDepthMask(void) { glDepthMask(GL_TRUE); }
  1552. // Disable depth write
  1553. void rlDisableDepthMask(void) { glDepthMask(GL_FALSE); }
  1554. // Enable backface culling
  1555. void rlEnableBackfaceCulling(void) { glEnable(GL_CULL_FACE); }
  1556. // Disable backface culling
  1557. void rlDisableBackfaceCulling(void) { glDisable(GL_CULL_FACE); }
  1558. // Set face culling mode
  1559. void rlSetCullFace(int mode)
  1560. {
  1561. switch (mode)
  1562. {
  1563. case RL_CULL_FACE_BACK: glCullFace(GL_BACK); break;
  1564. case RL_CULL_FACE_FRONT: glCullFace(GL_FRONT); break;
  1565. default: break;
  1566. }
  1567. }
  1568. // Enable scissor test
  1569. void rlEnableScissorTest(void) { glEnable(GL_SCISSOR_TEST); }
  1570. // Disable scissor test
  1571. void rlDisableScissorTest(void) { glDisable(GL_SCISSOR_TEST); }
  1572. // Scissor test
  1573. void rlScissor(int x, int y, int width, int height) { glScissor(x, y, width, height); }
  1574. // Enable wire mode
  1575. void rlEnableWireMode(void)
  1576. {
  1577. #if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33)
  1578. // NOTE: glPolygonMode() not available on OpenGL ES
  1579. glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
  1580. #endif
  1581. }
  1582. // Disable wire mode
  1583. void rlDisableWireMode(void)
  1584. {
  1585. #if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33)
  1586. // NOTE: glPolygonMode() not available on OpenGL ES
  1587. glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
  1588. #endif
  1589. }
  1590. // Set the line drawing width
  1591. void rlSetLineWidth(float width) { glLineWidth(width); }
  1592. // Get the line drawing width
  1593. float rlGetLineWidth(void)
  1594. {
  1595. float width = 0;
  1596. glGetFloatv(GL_LINE_WIDTH, &width);
  1597. return width;
  1598. }
  1599. // Enable line aliasing
  1600. void rlEnableSmoothLines(void)
  1601. {
  1602. #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_11)
  1603. glEnable(GL_LINE_SMOOTH);
  1604. #endif
  1605. }
  1606. // Disable line aliasing
  1607. void rlDisableSmoothLines(void)
  1608. {
  1609. #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_11)
  1610. glDisable(GL_LINE_SMOOTH);
  1611. #endif
  1612. }
  1613. // Enable stereo rendering
  1614. void rlEnableStereoRender(void)
  1615. {
  1616. #if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2))
  1617. RLGL.State.stereoRender = true;
  1618. #endif
  1619. }
  1620. // Disable stereo rendering
  1621. void rlDisableStereoRender(void)
  1622. {
  1623. #if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2))
  1624. RLGL.State.stereoRender = false;
  1625. #endif
  1626. }
  1627. // Check if stereo render is enabled
  1628. bool rlIsStereoRenderEnabled(void)
  1629. {
  1630. #if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2))
  1631. return RLGL.State.stereoRender;
  1632. #else
  1633. return false;
  1634. #endif
  1635. }
  1636. // Clear color buffer with color
  1637. void rlClearColor(unsigned char r, unsigned char g, unsigned char b, unsigned char a)
  1638. {
  1639. // Color values clamp to 0.0f(0) and 1.0f(255)
  1640. float cr = (float)r/255;
  1641. float cg = (float)g/255;
  1642. float cb = (float)b/255;
  1643. float ca = (float)a/255;
  1644. glClearColor(cr, cg, cb, ca);
  1645. }
  1646. // Clear used screen buffers (color and depth)
  1647. void rlClearScreenBuffers(void)
  1648. {
  1649. glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear used buffers: Color and Depth (Depth is used for 3D)
  1650. //glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); // Stencil buffer not used...
  1651. }
  1652. // Check and log OpenGL error codes
  1653. void rlCheckErrors()
  1654. {
  1655. #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
  1656. int check = 1;
  1657. while (check)
  1658. {
  1659. const GLenum err = glGetError();
  1660. switch (err)
  1661. {
  1662. case GL_NO_ERROR: check = 0; break;
  1663. case 0x0500: TRACELOG(RL_LOG_WARNING, "GL: Error detected: GL_INVALID_ENUM"); break;
  1664. case 0x0501: TRACELOG(RL_LOG_WARNING, "GL: Error detected: GL_INVALID_VALUE"); break;
  1665. case 0x0502: TRACELOG(RL_LOG_WARNING, "GL: Error detected: GL_INVALID_OPERATION"); break;
  1666. case 0x0503: TRACELOG(RL_LOG_WARNING, "GL: Error detected: GL_STACK_OVERFLOW"); break;
  1667. case 0x0504: TRACELOG(RL_LOG_WARNING, "GL: Error detected: GL_STACK_UNDERFLOW"); break;
  1668. case 0x0505: TRACELOG(RL_LOG_WARNING, "GL: Error detected: GL_OUT_OF_MEMORY"); break;
  1669. case 0x0506: TRACELOG(RL_LOG_WARNING, "GL: Error detected: GL_INVALID_FRAMEBUFFER_OPERATION"); break;
  1670. default: TRACELOG(RL_LOG_WARNING, "GL: Error detected: Unknown error code: %x", err); break;
  1671. }
  1672. }
  1673. #endif
  1674. }
  1675. // Set blend mode
  1676. void rlSetBlendMode(int mode)
  1677. {
  1678. #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
  1679. if ((RLGL.State.currentBlendMode != mode) || ((mode == RL_BLEND_CUSTOM || mode == RL_BLEND_CUSTOM_SEPARATE) && RLGL.State.glCustomBlendModeModified))
  1680. {
  1681. rlDrawRenderBatch(RLGL.currentBatch);
  1682. switch (mode)
  1683. {
  1684. case RL_BLEND_ALPHA: glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glBlendEquation(GL_FUNC_ADD); break;
  1685. case RL_BLEND_ADDITIVE: glBlendFunc(GL_SRC_ALPHA, GL_ONE); glBlendEquation(GL_FUNC_ADD); break;
  1686. case RL_BLEND_MULTIPLIED: glBlendFunc(GL_DST_COLOR, GL_ONE_MINUS_SRC_ALPHA); glBlendEquation(GL_FUNC_ADD); break;
  1687. case RL_BLEND_ADD_COLORS: glBlendFunc(GL_ONE, GL_ONE); glBlendEquation(GL_FUNC_ADD); break;
  1688. case RL_BLEND_SUBTRACT_COLORS: glBlendFunc(GL_ONE, GL_ONE); glBlendEquation(GL_FUNC_SUBTRACT); break;
  1689. case RL_BLEND_ALPHA_PREMULTIPLY: glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA); glBlendEquation(GL_FUNC_ADD); break;
  1690. case RL_BLEND_CUSTOM:
  1691. {
  1692. // NOTE: Using GL blend src/dst factors and GL equation configured with rlSetBlendFactors()
  1693. glBlendFunc(RLGL.State.glBlendSrcFactor, RLGL.State.glBlendDstFactor); glBlendEquation(RLGL.State.glBlendEquation);
  1694. } break;
  1695. case RL_BLEND_CUSTOM_SEPARATE:
  1696. {
  1697. // NOTE: Using GL blend src/dst factors and GL equation configured with rlSetBlendFactorsSeparate()
  1698. glBlendFuncSeparate(RLGL.State.glBlendSrcFactorRGB, RLGL.State.glBlendDestFactorRGB, RLGL.State.glBlendSrcFactorAlpha, RLGL.State.glBlendDestFactorAlpha);
  1699. glBlendEquationSeparate(RLGL.State.glBlendEquationRGB, RLGL.State.glBlendEquationAlpha);
  1700. } break;
  1701. default: break;
  1702. }
  1703. RLGL.State.currentBlendMode = mode;
  1704. RLGL.State.glCustomBlendModeModified = false;
  1705. }
  1706. #endif
  1707. }
  1708. // Set blending mode factor and equation
  1709. void rlSetBlendFactors(int glSrcFactor, int glDstFactor, int glEquation)
  1710. {
  1711. #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
  1712. if ((RLGL.State.glBlendSrcFactor != glSrcFactor) ||
  1713. (RLGL.State.glBlendDstFactor != glDstFactor) ||
  1714. (RLGL.State.glBlendEquation != glEquation))
  1715. {
  1716. RLGL.State.glBlendSrcFactor = glSrcFactor;
  1717. RLGL.State.glBlendDstFactor = glDstFactor;
  1718. RLGL.State.glBlendEquation = glEquation;
  1719. RLGL.State.glCustomBlendModeModified = true;
  1720. }
  1721. #endif
  1722. }
  1723. // Set blending mode factor and equation separately for RGB and alpha
  1724. void rlSetBlendFactorsSeparate(int glSrcRGB, int glDstRGB, int glSrcAlpha, int glDstAlpha, int glEqRGB, int glEqAlpha)
  1725. {
  1726. #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
  1727. if ((RLGL.State.glBlendSrcFactorRGB != glSrcRGB) ||
  1728. (RLGL.State.glBlendDestFactorRGB != glDstRGB) ||
  1729. (RLGL.State.glBlendSrcFactorAlpha != glSrcAlpha) ||
  1730. (RLGL.State.glBlendDestFactorAlpha != glDstAlpha) ||
  1731. (RLGL.State.glBlendEquationRGB != glEqRGB) ||
  1732. (RLGL.State.glBlendEquationAlpha != glEqAlpha))
  1733. {
  1734. RLGL.State.glBlendSrcFactorRGB = glSrcRGB;
  1735. RLGL.State.glBlendDestFactorRGB = glDstRGB;
  1736. RLGL.State.glBlendSrcFactorAlpha = glSrcAlpha;
  1737. RLGL.State.glBlendDestFactorAlpha = glDstAlpha;
  1738. RLGL.State.glBlendEquationRGB = glEqRGB;
  1739. RLGL.State.glBlendEquationAlpha = glEqAlpha;
  1740. RLGL.State.glCustomBlendModeModified = true;
  1741. }
  1742. #endif
  1743. }
  1744. //----------------------------------------------------------------------------------
  1745. // Module Functions Definition - OpenGL Debug
  1746. //----------------------------------------------------------------------------------
  1747. #if defined(RLGL_ENABLE_OPENGL_DEBUG_CONTEXT) && defined(GRAPHICS_API_OPENGL_43)
  1748. static void GLAPIENTRY rlDebugMessageCallback(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar *message, const void *userParam)
  1749. {
  1750. // Ignore non-significant error/warning codes (NVidia drivers)
  1751. // NOTE: Here there are the details with a sample output:
  1752. // - #131169 - Framebuffer detailed info: The driver allocated storage for renderbuffer 2. (severity: low)
  1753. // - #131185 - Buffer detailed info: Buffer object 1 (bound to GL_ELEMENT_ARRAY_BUFFER_ARB, usage hint is GL_ENUM_88e4)
  1754. // will use VIDEO memory as the source for buffer object operations. (severity: low)
  1755. // - #131218 - Program/shader state performance warning: Vertex shader in program 7 is being recompiled based on GL state. (severity: medium)
  1756. // - #131204 - Texture state usage warning: The texture object (0) bound to texture image unit 0 does not have
  1757. // a defined base level and cannot be used for texture mapping. (severity: low)
  1758. if ((id == 131169) || (id == 131185) || (id == 131218) || (id == 131204)) return;
  1759. const char *msgSource = NULL;
  1760. switch (source)
  1761. {
  1762. case GL_DEBUG_SOURCE_API: msgSource = "API"; break;
  1763. case GL_DEBUG_SOURCE_WINDOW_SYSTEM: msgSource = "WINDOW_SYSTEM"; break;
  1764. case GL_DEBUG_SOURCE_SHADER_COMPILER: msgSource = "SHADER_COMPILER"; break;
  1765. case GL_DEBUG_SOURCE_THIRD_PARTY: msgSource = "THIRD_PARTY"; break;
  1766. case GL_DEBUG_SOURCE_APPLICATION: msgSource = "APPLICATION"; break;
  1767. case GL_DEBUG_SOURCE_OTHER: msgSource = "OTHER"; break;
  1768. default: break;
  1769. }
  1770. const char *msgType = NULL;
  1771. switch (type)
  1772. {
  1773. case GL_DEBUG_TYPE_ERROR: msgType = "ERROR"; break;
  1774. case GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR: msgType = "DEPRECATED_BEHAVIOR"; break;
  1775. case GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR: msgType = "UNDEFINED_BEHAVIOR"; break;
  1776. case GL_DEBUG_TYPE_PORTABILITY: msgType = "PORTABILITY"; break;
  1777. case GL_DEBUG_TYPE_PERFORMANCE: msgType = "PERFORMANCE"; break;
  1778. case GL_DEBUG_TYPE_MARKER: msgType = "MARKER"; break;
  1779. case GL_DEBUG_TYPE_PUSH_GROUP: msgType = "PUSH_GROUP"; break;
  1780. case GL_DEBUG_TYPE_POP_GROUP: msgType = "POP_GROUP"; break;
  1781. case GL_DEBUG_TYPE_OTHER: msgType = "OTHER"; break;
  1782. default: break;
  1783. }
  1784. const char *msgSeverity = "DEFAULT";
  1785. switch (severity)
  1786. {
  1787. case GL_DEBUG_SEVERITY_LOW: msgSeverity = "LOW"; break;
  1788. case GL_DEBUG_SEVERITY_MEDIUM: msgSeverity = "MEDIUM"; break;
  1789. case GL_DEBUG_SEVERITY_HIGH: msgSeverity = "HIGH"; break;
  1790. case GL_DEBUG_SEVERITY_NOTIFICATION: msgSeverity = "NOTIFICATION"; break;
  1791. default: break;
  1792. }
  1793. TRACELOG(LOG_WARNING, "GL: OpenGL debug message: %s", message);
  1794. TRACELOG(LOG_WARNING, " > Type: %s", msgType);
  1795. TRACELOG(LOG_WARNING, " > Source = %s", msgSource);
  1796. TRACELOG(LOG_WARNING, " > Severity = %s", msgSeverity);
  1797. }
  1798. #endif
  1799. //----------------------------------------------------------------------------------
  1800. // Module Functions Definition - rlgl functionality
  1801. //----------------------------------------------------------------------------------
  1802. // Initialize rlgl: OpenGL extensions, default buffers/shaders/textures, OpenGL states
  1803. void rlglInit(int width, int height)
  1804. {
  1805. // Enable OpenGL debug context if required
  1806. #if defined(RLGL_ENABLE_OPENGL_DEBUG_CONTEXT) && defined(GRAPHICS_API_OPENGL_43)
  1807. if ((glDebugMessageCallback != NULL) && (glDebugMessageControl != NULL))
  1808. {
  1809. glDebugMessageCallback(rlDebugMessageCallback, 0);
  1810. // glDebugMessageControl(GL_DEBUG_SOURCE_API, GL_DEBUG_TYPE_ERROR, GL_DEBUG_SEVERITY_HIGH, 0, 0, GL_TRUE); // TODO: Filter message
  1811. // Debug context options:
  1812. // - GL_DEBUG_OUTPUT - Faster version but not useful for breakpoints
  1813. // - 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
  1814. glEnable(GL_DEBUG_OUTPUT);
  1815. glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS);
  1816. }
  1817. #endif
  1818. #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
  1819. // Init default white texture
  1820. unsigned char pixels[4] = { 255, 255, 255, 255 }; // 1 pixel RGBA (4 bytes)
  1821. RLGL.State.defaultTextureId = rlLoadTexture(pixels, 1, 1, RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8A8, 1);
  1822. if (RLGL.State.defaultTextureId != 0) TRACELOG(RL_LOG_INFO, "TEXTURE: [ID %i] Default texture loaded successfully", RLGL.State.defaultTextureId);
  1823. else TRACELOG(RL_LOG_WARNING, "TEXTURE: Failed to load default texture");
  1824. // Init default Shader (customized for GL 3.3 and ES2)
  1825. // Loaded: RLGL.State.defaultShaderId + RLGL.State.defaultShaderLocs
  1826. rlLoadShaderDefault();
  1827. RLGL.State.currentShaderId = RLGL.State.defaultShaderId;
  1828. RLGL.State.currentShaderLocs = RLGL.State.defaultShaderLocs;
  1829. // Init default vertex arrays buffers
  1830. RLGL.defaultBatch = rlLoadRenderBatch(RL_DEFAULT_BATCH_BUFFERS, RL_DEFAULT_BATCH_BUFFER_ELEMENTS);
  1831. RLGL.currentBatch = &RLGL.defaultBatch;
  1832. // Init stack matrices (emulating OpenGL 1.1)
  1833. for (int i = 0; i < RL_MAX_MATRIX_STACK_SIZE; i++) RLGL.State.stack[i] = rlMatrixIdentity();
  1834. // Init internal matrices
  1835. RLGL.State.transform = rlMatrixIdentity();
  1836. RLGL.State.projection = rlMatrixIdentity();
  1837. RLGL.State.modelview = rlMatrixIdentity();
  1838. RLGL.State.currentMatrix = &RLGL.State.modelview;
  1839. #endif // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2
  1840. // Initialize OpenGL default states
  1841. //----------------------------------------------------------
  1842. // Init state: Depth test
  1843. glDepthFunc(GL_LEQUAL); // Type of depth testing to apply
  1844. glDisable(GL_DEPTH_TEST); // Disable depth testing for 2D (only used for 3D)
  1845. // Init state: Blending mode
  1846. glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // Color blending function (how colors are mixed)
  1847. glEnable(GL_BLEND); // Enable color blending (required to work with transparencies)
  1848. // Init state: Culling
  1849. // NOTE: All shapes/models triangles are drawn CCW
  1850. glCullFace(GL_BACK); // Cull the back face (default)
  1851. glFrontFace(GL_CCW); // Front face are defined counter clockwise (default)
  1852. glEnable(GL_CULL_FACE); // Enable backface culling
  1853. // Init state: Cubemap seamless
  1854. #if defined(GRAPHICS_API_OPENGL_33)
  1855. glEnable(GL_TEXTURE_CUBE_MAP_SEAMLESS); // Seamless cubemaps (not supported on OpenGL ES 2.0)
  1856. #endif
  1857. #if defined(GRAPHICS_API_OPENGL_11)
  1858. // Init state: Color hints (deprecated in OpenGL 3.0+)
  1859. glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Improve quality of color and texture coordinate interpolation
  1860. glShadeModel(GL_SMOOTH); // Smooth shading between vertex (vertex colors interpolation)
  1861. #endif
  1862. #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
  1863. // Store screen size into global variables
  1864. RLGL.State.framebufferWidth = width;
  1865. RLGL.State.framebufferHeight = height;
  1866. TRACELOG(RL_LOG_INFO, "RLGL: Default OpenGL state initialized successfully");
  1867. //----------------------------------------------------------
  1868. #endif
  1869. // Init state: Color/Depth buffers clear
  1870. glClearColor(0.0f, 0.0f, 0.0f, 1.0f); // Set clear color (black)
  1871. glClearDepth(1.0f); // Set clear depth value (default)
  1872. glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear color and depth buffers (depth buffer required for 3D)
  1873. }
  1874. // Vertex Buffer Object deinitialization (memory free)
  1875. void rlglClose(void)
  1876. {
  1877. #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
  1878. rlUnloadRenderBatch(RLGL.defaultBatch);
  1879. rlUnloadShaderDefault(); // Unload default shader
  1880. glDeleteTextures(1, &RLGL.State.defaultTextureId); // Unload default texture
  1881. TRACELOG(RL_LOG_INFO, "TEXTURE: [ID %i] Default texture unloaded successfully", RLGL.State.defaultTextureId);
  1882. #endif
  1883. }
  1884. // Load OpenGL extensions
  1885. // NOTE: External loader function must be provided
  1886. void rlLoadExtensions(void *loader)
  1887. {
  1888. #if defined(GRAPHICS_API_OPENGL_33) // Also defined for GRAPHICS_API_OPENGL_21
  1889. // NOTE: glad is generated and contains only required OpenGL 3.3 Core extensions (and lower versions)
  1890. if (gladLoadGL((GLADloadfunc)loader) == 0) TRACELOG(RL_LOG_WARNING, "GLAD: Cannot load OpenGL extensions");
  1891. else TRACELOG(RL_LOG_INFO, "GLAD: OpenGL extensions loaded successfully");
  1892. // Get number of supported extensions
  1893. GLint numExt = 0;
  1894. glGetIntegerv(GL_NUM_EXTENSIONS, &numExt);
  1895. TRACELOG(RL_LOG_INFO, "GL: Supported extensions count: %i", numExt);
  1896. #if defined(RLGL_SHOW_GL_DETAILS_INFO)
  1897. // Get supported extensions list
  1898. // WARNING: glGetStringi() not available on OpenGL 2.1
  1899. TRACELOG(RL_LOG_INFO, "GL: OpenGL extensions:");
  1900. for (int i = 0; i < numExt; i++) TRACELOG(RL_LOG_INFO, " %s", glGetStringi(GL_EXTENSIONS, i));
  1901. #endif
  1902. #if defined(GRAPHICS_API_OPENGL_21)
  1903. // Register supported extensions flags
  1904. // Optional OpenGL 2.1 extensions
  1905. RLGL.ExtSupported.vao = GLAD_GL_ARB_vertex_array_object;
  1906. RLGL.ExtSupported.instancing = (GLAD_GL_EXT_draw_instanced && GLAD_GL_ARB_instanced_arrays);
  1907. RLGL.ExtSupported.texNPOT = GLAD_GL_ARB_texture_non_power_of_two;
  1908. RLGL.ExtSupported.texFloat32 = GLAD_GL_ARB_texture_float;
  1909. RLGL.ExtSupported.texDepth = GLAD_GL_ARB_depth_texture;
  1910. RLGL.ExtSupported.maxDepthBits = 32;
  1911. RLGL.ExtSupported.texAnisoFilter = GLAD_GL_EXT_texture_filter_anisotropic;
  1912. RLGL.ExtSupported.texMirrorClamp = GLAD_GL_EXT_texture_mirror_clamp;
  1913. #else
  1914. // Register supported extensions flags
  1915. // OpenGL 3.3 extensions supported by default (core)
  1916. RLGL.ExtSupported.vao = true;
  1917. RLGL.ExtSupported.instancing = true;
  1918. RLGL.ExtSupported.texNPOT = true;
  1919. RLGL.ExtSupported.texFloat32 = true;
  1920. RLGL.ExtSupported.texDepth = true;
  1921. RLGL.ExtSupported.maxDepthBits = 32;
  1922. RLGL.ExtSupported.texAnisoFilter = true;
  1923. RLGL.ExtSupported.texMirrorClamp = true;
  1924. #endif
  1925. // Optional OpenGL 3.3 extensions
  1926. RLGL.ExtSupported.texCompASTC = GLAD_GL_KHR_texture_compression_astc_hdr && GLAD_GL_KHR_texture_compression_astc_ldr;
  1927. RLGL.ExtSupported.texCompDXT = GLAD_GL_EXT_texture_compression_s3tc; // Texture compression: DXT
  1928. RLGL.ExtSupported.texCompETC2 = GLAD_GL_ARB_ES3_compatibility; // Texture compression: ETC2/EAC
  1929. #if defined(GRAPHICS_API_OPENGL_43)
  1930. RLGL.ExtSupported.computeShader = GLAD_GL_ARB_compute_shader;
  1931. RLGL.ExtSupported.ssbo = GLAD_GL_ARB_shader_storage_buffer_object;
  1932. #endif
  1933. #endif // GRAPHICS_API_OPENGL_33
  1934. #if defined(GRAPHICS_API_OPENGL_ES2)
  1935. #if defined(PLATFORM_DESKTOP)
  1936. if (gladLoadGLES2((GLADloadfunc)loader) == 0) TRACELOG(RL_LOG_WARNING, "GLAD: Cannot load OpenGL ES2.0 functions");
  1937. else TRACELOG(RL_LOG_INFO, "GLAD: OpenGL ES2.0 loaded successfully");
  1938. #endif
  1939. // Get supported extensions list
  1940. GLint numExt = 0;
  1941. const char **extList = RL_MALLOC(512*sizeof(const char *)); // Allocate 512 strings pointers (2 KB)
  1942. const char *extensions = (const char *)glGetString(GL_EXTENSIONS); // One big const string
  1943. // NOTE: We have to duplicate string because glGetString() returns a const string
  1944. int size = strlen(extensions) + 1; // Get extensions string size in bytes
  1945. char *extensionsDup = (char *)RL_CALLOC(size, sizeof(char));
  1946. strcpy(extensionsDup, extensions);
  1947. extList[numExt] = extensionsDup;
  1948. for (int i = 0; i < size; i++)
  1949. {
  1950. if (extensionsDup[i] == ' ')
  1951. {
  1952. extensionsDup[i] = '\0';
  1953. numExt++;
  1954. extList[numExt] = &extensionsDup[i + 1];
  1955. }
  1956. }
  1957. TRACELOG(RL_LOG_INFO, "GL: Supported extensions count: %i", numExt);
  1958. #if defined(RLGL_SHOW_GL_DETAILS_INFO)
  1959. TRACELOG(RL_LOG_INFO, "GL: OpenGL extensions:");
  1960. for (int i = 0; i < numExt; i++) TRACELOG(RL_LOG_INFO, " %s", extList[i]);
  1961. #endif
  1962. // Check required extensions
  1963. for (int i = 0; i < numExt; i++)
  1964. {
  1965. // Check VAO support
  1966. // NOTE: Only check on OpenGL ES, OpenGL 3.3 has VAO support as core feature
  1967. if (strcmp(extList[i], (const char *)"GL_OES_vertex_array_object") == 0)
  1968. {
  1969. // The extension is supported by our hardware and driver, try to get related functions pointers
  1970. // NOTE: emscripten does not support VAOs natively, it uses emulation and it reduces overall performance...
  1971. glGenVertexArrays = (PFNGLGENVERTEXARRAYSOESPROC)((rlglLoadProc)loader)("glGenVertexArraysOES");
  1972. glBindVertexArray = (PFNGLBINDVERTEXARRAYOESPROC)((rlglLoadProc)loader)("glBindVertexArrayOES");
  1973. glDeleteVertexArrays = (PFNGLDELETEVERTEXARRAYSOESPROC)((rlglLoadProc)loader)("glDeleteVertexArraysOES");
  1974. //glIsVertexArray = (PFNGLISVERTEXARRAYOESPROC)loader("glIsVertexArrayOES"); // NOTE: Fails in WebGL, omitted
  1975. if ((glGenVertexArrays != NULL) && (glBindVertexArray != NULL) && (glDeleteVertexArrays != NULL)) RLGL.ExtSupported.vao = true;
  1976. }
  1977. // Check instanced rendering support
  1978. if (strcmp(extList[i], (const char *)"GL_ANGLE_instanced_arrays") == 0) // Web ANGLE
  1979. {
  1980. glDrawArraysInstanced = (PFNGLDRAWARRAYSINSTANCEDEXTPROC)((rlglLoadProc)loader)("glDrawArraysInstancedANGLE");
  1981. glDrawElementsInstanced = (PFNGLDRAWELEMENTSINSTANCEDEXTPROC)((rlglLoadProc)loader)("glDrawElementsInstancedANGLE");
  1982. glVertexAttribDivisor = (PFNGLVERTEXATTRIBDIVISOREXTPROC)((rlglLoadProc)loader)("glVertexAttribDivisorANGLE");
  1983. if ((glDrawArraysInstanced != NULL) && (glDrawElementsInstanced != NULL) && (glVertexAttribDivisor != NULL)) RLGL.ExtSupported.instancing = true;
  1984. }
  1985. else
  1986. {
  1987. if ((strcmp(extList[i], (const char *)"GL_EXT_draw_instanced") == 0) && // Standard EXT
  1988. (strcmp(extList[i], (const char *)"GL_EXT_instanced_arrays") == 0))
  1989. {
  1990. glDrawArraysInstanced = (PFNGLDRAWARRAYSINSTANCEDEXTPROC)((rlglLoadProc)loader)("glDrawArraysInstancedEXT");
  1991. glDrawElementsInstanced = (PFNGLDRAWELEMENTSINSTANCEDEXTPROC)((rlglLoadProc)loader)("glDrawElementsInstancedEXT");
  1992. glVertexAttribDivisor = (PFNGLVERTEXATTRIBDIVISOREXTPROC)((rlglLoadProc)loader)("glVertexAttribDivisorEXT");
  1993. if ((glDrawArraysInstanced != NULL) && (glDrawElementsInstanced != NULL) && (glVertexAttribDivisor != NULL)) RLGL.ExtSupported.instancing = true;
  1994. }
  1995. }
  1996. // Check NPOT textures support
  1997. // NOTE: Only check on OpenGL ES, OpenGL 3.3 has NPOT textures full support as core feature
  1998. if (strcmp(extList[i], (const char *)"GL_OES_texture_npot") == 0) RLGL.ExtSupported.texNPOT = true;
  1999. // Check texture float support
  2000. if (strcmp(extList[i], (const char *)"GL_OES_texture_float") == 0) RLGL.ExtSupported.texFloat32 = true;
  2001. // Check depth texture support
  2002. if (strcmp(extList[i], (const char *)"GL_OES_depth_texture") == 0) RLGL.ExtSupported.texDepth = true;
  2003. if (strcmp(extList[i], (const char *)"GL_WEBGL_depth_texture") == 0) RLGL.ExtSupported.texDepthWebGL = true; // WebGL requires unsized internal format
  2004. if (RLGL.ExtSupported.texDepthWebGL) RLGL.ExtSupported.texDepth = true;
  2005. if (strcmp(extList[i], (const char *)"GL_OES_depth24") == 0) RLGL.ExtSupported.maxDepthBits = 24; // Not available on WebGL
  2006. if (strcmp(extList[i], (const char *)"GL_OES_depth32") == 0) RLGL.ExtSupported.maxDepthBits = 32; // Not available on WebGL
  2007. // Check texture compression support: DXT
  2008. if ((strcmp(extList[i], (const char *)"GL_EXT_texture_compression_s3tc") == 0) ||
  2009. (strcmp(extList[i], (const char *)"GL_WEBGL_compressed_texture_s3tc") == 0) ||
  2010. (strcmp(extList[i], (const char *)"GL_WEBKIT_WEBGL_compressed_texture_s3tc") == 0)) RLGL.ExtSupported.texCompDXT = true;
  2011. // Check texture compression support: ETC1
  2012. if ((strcmp(extList[i], (const char *)"GL_OES_compressed_ETC1_RGB8_texture") == 0) ||
  2013. (strcmp(extList[i], (const char *)"GL_WEBGL_compressed_texture_etc1") == 0)) RLGL.ExtSupported.texCompETC1 = true;
  2014. // Check texture compression support: ETC2/EAC
  2015. if (strcmp(extList[i], (const char *)"GL_ARB_ES3_compatibility") == 0) RLGL.ExtSupported.texCompETC2 = true;
  2016. // Check texture compression support: PVR
  2017. if (strcmp(extList[i], (const char *)"GL_IMG_texture_compression_pvrtc") == 0) RLGL.ExtSupported.texCompPVRT = true;
  2018. // Check texture compression support: ASTC
  2019. if (strcmp(extList[i], (const char *)"GL_KHR_texture_compression_astc_hdr") == 0) RLGL.ExtSupported.texCompASTC = true;
  2020. // Check anisotropic texture filter support
  2021. if (strcmp(extList[i], (const char *)"GL_EXT_texture_filter_anisotropic") == 0) RLGL.ExtSupported.texAnisoFilter = true;
  2022. // Check clamp mirror wrap mode support
  2023. if (strcmp(extList[i], (const char *)"GL_EXT_texture_mirror_clamp") == 0) RLGL.ExtSupported.texMirrorClamp = true;
  2024. }
  2025. // Free extensions pointers
  2026. RL_FREE(extList);
  2027. RL_FREE(extensionsDup); // Duplicated string must be deallocated
  2028. #endif // GRAPHICS_API_OPENGL_ES2
  2029. // Check OpenGL information and capabilities
  2030. //------------------------------------------------------------------------------
  2031. // Show current OpenGL and GLSL version
  2032. TRACELOG(RL_LOG_INFO, "GL: OpenGL device information:");
  2033. TRACELOG(RL_LOG_INFO, " > Vendor: %s", glGetString(GL_VENDOR));
  2034. TRACELOG(RL_LOG_INFO, " > Renderer: %s", glGetString(GL_RENDERER));
  2035. TRACELOG(RL_LOG_INFO, " > Version: %s", glGetString(GL_VERSION));
  2036. TRACELOG(RL_LOG_INFO, " > GLSL: %s", glGetString(GL_SHADING_LANGUAGE_VERSION));
  2037. #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
  2038. // NOTE: Anisotropy levels capability is an extension
  2039. #ifndef GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT
  2040. #define GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT 0x84FF
  2041. #endif
  2042. glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &RLGL.ExtSupported.maxAnisotropyLevel);
  2043. #if defined(RLGL_SHOW_GL_DETAILS_INFO)
  2044. // Show some OpenGL GPU capabilities
  2045. TRACELOG(RL_LOG_INFO, "GL: OpenGL capabilities:");
  2046. GLint capability = 0;
  2047. glGetIntegerv(GL_MAX_TEXTURE_SIZE, &capability);
  2048. TRACELOG(RL_LOG_INFO, " GL_MAX_TEXTURE_SIZE: %i", capability);
  2049. glGetIntegerv(GL_MAX_CUBE_MAP_TEXTURE_SIZE, &capability);
  2050. TRACELOG(RL_LOG_INFO, " GL_MAX_CUBE_MAP_TEXTURE_SIZE: %i", capability);
  2051. glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &capability);
  2052. TRACELOG(RL_LOG_INFO, " GL_MAX_TEXTURE_IMAGE_UNITS: %i", capability);
  2053. glGetIntegerv(GL_MAX_VERTEX_ATTRIBS, &capability);
  2054. TRACELOG(RL_LOG_INFO, " GL_MAX_VERTEX_ATTRIBS: %i", capability);
  2055. #if !defined(GRAPHICS_API_OPENGL_ES2)
  2056. glGetIntegerv(GL_MAX_UNIFORM_BLOCK_SIZE, &capability);
  2057. TRACELOG(RL_LOG_INFO, " GL_MAX_UNIFORM_BLOCK_SIZE: %i", capability);
  2058. glGetIntegerv(GL_MAX_DRAW_BUFFERS, &capability);
  2059. TRACELOG(RL_LOG_INFO, " GL_MAX_DRAW_BUFFERS: %i", capability);
  2060. if (RLGL.ExtSupported.texAnisoFilter) TRACELOG(RL_LOG_INFO, " GL_MAX_TEXTURE_MAX_ANISOTROPY: %.0f", RLGL.ExtSupported.maxAnisotropyLevel);
  2061. #endif
  2062. glGetIntegerv(GL_NUM_COMPRESSED_TEXTURE_FORMATS, &capability);
  2063. TRACELOG(RL_LOG_INFO, " GL_NUM_COMPRESSED_TEXTURE_FORMATS: %i", capability);
  2064. GLint *compFormats = (GLint *)RL_CALLOC(capability, sizeof(GLint));
  2065. glGetIntegerv(GL_COMPRESSED_TEXTURE_FORMATS, compFormats);
  2066. for (int i = 0; i < capability; i++) TRACELOG(RL_LOG_INFO, " %s", rlGetCompressedFormatName(compFormats[i]));
  2067. RL_FREE(compFormats);
  2068. #if defined(GRAPHICS_API_OPENGL_43)
  2069. glGetIntegerv(GL_MAX_VERTEX_ATTRIB_BINDINGS, &capability);
  2070. TRACELOG(RL_LOG_INFO, " GL_MAX_VERTEX_ATTRIB_BINDINGS: %i", capability);
  2071. glGetIntegerv(GL_MAX_UNIFORM_LOCATIONS, &capability);
  2072. TRACELOG(RL_LOG_INFO, " GL_MAX_UNIFORM_LOCATIONS: %i", capability);
  2073. #endif // GRAPHICS_API_OPENGL_43
  2074. #else // RLGL_SHOW_GL_DETAILS_INFO
  2075. // Show some basic info about GL supported features
  2076. if (RLGL.ExtSupported.vao) TRACELOG(RL_LOG_INFO, "GL: VAO extension detected, VAO functions loaded successfully");
  2077. else TRACELOG(RL_LOG_WARNING, "GL: VAO extension not found, VAO not supported");
  2078. if (RLGL.ExtSupported.texNPOT) TRACELOG(RL_LOG_INFO, "GL: NPOT textures extension detected, full NPOT textures supported");
  2079. else TRACELOG(RL_LOG_WARNING, "GL: NPOT textures extension not found, limited NPOT support (no-mipmaps, no-repeat)");
  2080. if (RLGL.ExtSupported.texCompDXT) TRACELOG(RL_LOG_INFO, "GL: DXT compressed textures supported");
  2081. if (RLGL.ExtSupported.texCompETC1) TRACELOG(RL_LOG_INFO, "GL: ETC1 compressed textures supported");
  2082. if (RLGL.ExtSupported.texCompETC2) TRACELOG(RL_LOG_INFO, "GL: ETC2/EAC compressed textures supported");
  2083. if (RLGL.ExtSupported.texCompPVRT) TRACELOG(RL_LOG_INFO, "GL: PVRT compressed textures supported");
  2084. if (RLGL.ExtSupported.texCompASTC) TRACELOG(RL_LOG_INFO, "GL: ASTC compressed textures supported");
  2085. if (RLGL.ExtSupported.computeShader) TRACELOG(RL_LOG_INFO, "GL: Compute shaders supported");
  2086. if (RLGL.ExtSupported.ssbo) TRACELOG(RL_LOG_INFO, "GL: Shader storage buffer objects supported");
  2087. #endif // RLGL_SHOW_GL_DETAILS_INFO
  2088. #endif // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2
  2089. }
  2090. // Get current OpenGL version
  2091. int rlGetVersion(void)
  2092. {
  2093. int glVersion = 0;
  2094. #if defined(GRAPHICS_API_OPENGL_11)
  2095. glVersion = RL_OPENGL_11;
  2096. #endif
  2097. #if defined(GRAPHICS_API_OPENGL_21)
  2098. glVersion = RL_OPENGL_21;
  2099. #elif defined(GRAPHICS_API_OPENGL_33)
  2100. glVersion = RL_OPENGL_33;
  2101. #endif
  2102. #if defined(GRAPHICS_API_OPENGL_43)
  2103. glVersion = RL_OPENGL_43;
  2104. #endif
  2105. #if defined(GRAPHICS_API_OPENGL_ES2)
  2106. glVersion = RL_OPENGL_ES_20;
  2107. #endif
  2108. return glVersion;
  2109. }
  2110. // Set current framebuffer width
  2111. void rlSetFramebufferWidth(int width)
  2112. {
  2113. #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
  2114. RLGL.State.framebufferWidth = width;
  2115. #endif
  2116. }
  2117. // Set current framebuffer height
  2118. void rlSetFramebufferHeight(int height)
  2119. {
  2120. #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
  2121. RLGL.State.framebufferHeight = height;
  2122. #endif
  2123. }
  2124. // Get default framebuffer width
  2125. int rlGetFramebufferWidth(void)
  2126. {
  2127. int width = 0;
  2128. #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
  2129. width = RLGL.State.framebufferWidth;
  2130. #endif
  2131. return width;
  2132. }
  2133. // Get default framebuffer height
  2134. int rlGetFramebufferHeight(void)
  2135. {
  2136. int height = 0;
  2137. #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
  2138. height = RLGL.State.framebufferHeight;
  2139. #endif
  2140. return height;
  2141. }
  2142. // Get default internal texture (white texture)
  2143. // NOTE: Default texture is a 1x1 pixel UNCOMPRESSED_R8G8B8A8
  2144. unsigned int rlGetTextureIdDefault(void)
  2145. {
  2146. unsigned int id = 0;
  2147. #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
  2148. id = RLGL.State.defaultTextureId;
  2149. #endif
  2150. return id;
  2151. }
  2152. // Get default shader id
  2153. unsigned int rlGetShaderIdDefault(void)
  2154. {
  2155. unsigned int id = 0;
  2156. #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
  2157. id = RLGL.State.defaultShaderId;
  2158. #endif
  2159. return id;
  2160. }
  2161. // Get default shader locs
  2162. int *rlGetShaderLocsDefault(void)
  2163. {
  2164. int *locs = NULL;
  2165. #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
  2166. locs = RLGL.State.defaultShaderLocs;
  2167. #endif
  2168. return locs;
  2169. }
  2170. // Render batch management
  2171. //------------------------------------------------------------------------------------------------
  2172. // Load render batch
  2173. rlRenderBatch rlLoadRenderBatch(int numBuffers, int bufferElements)
  2174. {
  2175. rlRenderBatch batch = { 0 };
  2176. #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
  2177. // Initialize CPU (RAM) vertex buffers (position, texcoord, color data and indexes)
  2178. //--------------------------------------------------------------------------------------------
  2179. batch.vertexBuffer = (rlVertexBuffer *)RL_MALLOC(numBuffers*sizeof(rlVertexBuffer));
  2180. for (int i = 0; i < numBuffers; i++)
  2181. {
  2182. batch.vertexBuffer[i].elementCount = bufferElements;
  2183. batch.vertexBuffer[i].vertices = (float *)RL_MALLOC(bufferElements*3*4*sizeof(float)); // 3 float by vertex, 4 vertex by quad
  2184. batch.vertexBuffer[i].texcoords = (float *)RL_MALLOC(bufferElements*2*4*sizeof(float)); // 2 float by texcoord, 4 texcoord by quad
  2185. batch.vertexBuffer[i].colors = (unsigned char *)RL_MALLOC(bufferElements*4*4*sizeof(unsigned char)); // 4 float by color, 4 colors by quad
  2186. #if defined(GRAPHICS_API_OPENGL_33)
  2187. batch.vertexBuffer[i].indices = (unsigned int *)RL_MALLOC(bufferElements*6*sizeof(unsigned int)); // 6 int by quad (indices)
  2188. #endif
  2189. #if defined(GRAPHICS_API_OPENGL_ES2)
  2190. batch.vertexBuffer[i].indices = (unsigned short *)RL_MALLOC(bufferElements*6*sizeof(unsigned short)); // 6 int by quad (indices)
  2191. #endif
  2192. for (int j = 0; j < (3*4*bufferElements); j++) batch.vertexBuffer[i].vertices[j] = 0.0f;
  2193. for (int j = 0; j < (2*4*bufferElements); j++) batch.vertexBuffer[i].texcoords[j] = 0.0f;
  2194. for (int j = 0; j < (4*4*bufferElements); j++) batch.vertexBuffer[i].colors[j] = 0;
  2195. int k = 0;
  2196. // Indices can be initialized right now
  2197. for (int j = 0; j < (6*bufferElements); j += 6)
  2198. {
  2199. batch.vertexBuffer[i].indices[j] = 4*k;
  2200. batch.vertexBuffer[i].indices[j + 1] = 4*k + 1;
  2201. batch.vertexBuffer[i].indices[j + 2] = 4*k + 2;
  2202. batch.vertexBuffer[i].indices[j + 3] = 4*k;
  2203. batch.vertexBuffer[i].indices[j + 4] = 4*k + 2;
  2204. batch.vertexBuffer[i].indices[j + 5] = 4*k + 3;
  2205. k++;
  2206. }
  2207. RLGL.State.vertexCounter = 0;
  2208. }
  2209. TRACELOG(RL_LOG_INFO, "RLGL: Render batch vertex buffers loaded successfully in RAM (CPU)");
  2210. //--------------------------------------------------------------------------------------------
  2211. // Upload to GPU (VRAM) vertex data and initialize VAOs/VBOs
  2212. //--------------------------------------------------------------------------------------------
  2213. for (int i = 0; i < numBuffers; i++)
  2214. {
  2215. if (RLGL.ExtSupported.vao)
  2216. {
  2217. // Initialize Quads VAO
  2218. glGenVertexArrays(1, &batch.vertexBuffer[i].vaoId);
  2219. glBindVertexArray(batch.vertexBuffer[i].vaoId);
  2220. }
  2221. // Quads - Vertex buffers binding and attributes enable
  2222. // Vertex position buffer (shader-location = 0)
  2223. glGenBuffers(1, &batch.vertexBuffer[i].vboId[0]);
  2224. glBindBuffer(GL_ARRAY_BUFFER, batch.vertexBuffer[i].vboId[0]);
  2225. glBufferData(GL_ARRAY_BUFFER, bufferElements*3*4*sizeof(float), batch.vertexBuffer[i].vertices, GL_DYNAMIC_DRAW);
  2226. glEnableVertexAttribArray(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_POSITION]);
  2227. glVertexAttribPointer(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_POSITION], 3, GL_FLOAT, 0, 0, 0);
  2228. // Vertex texcoord buffer (shader-location = 1)
  2229. glGenBuffers(1, &batch.vertexBuffer[i].vboId[1]);
  2230. glBindBuffer(GL_ARRAY_BUFFER, batch.vertexBuffer[i].vboId[1]);
  2231. glBufferData(GL_ARRAY_BUFFER, bufferElements*2*4*sizeof(float), batch.vertexBuffer[i].texcoords, GL_DYNAMIC_DRAW);
  2232. glEnableVertexAttribArray(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_TEXCOORD01]);
  2233. glVertexAttribPointer(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_TEXCOORD01], 2, GL_FLOAT, 0, 0, 0);
  2234. // Vertex color buffer (shader-location = 3)
  2235. glGenBuffers(1, &batch.vertexBuffer[i].vboId[2]);
  2236. glBindBuffer(GL_ARRAY_BUFFER, batch.vertexBuffer[i].vboId[2]);
  2237. glBufferData(GL_ARRAY_BUFFER, bufferElements*4*4*sizeof(unsigned char), batch.vertexBuffer[i].colors, GL_DYNAMIC_DRAW);
  2238. glEnableVertexAttribArray(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_COLOR]);
  2239. glVertexAttribPointer(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_COLOR], 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
  2240. // Fill index buffer
  2241. glGenBuffers(1, &batch.vertexBuffer[i].vboId[3]);
  2242. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, batch.vertexBuffer[i].vboId[3]);
  2243. #if defined(GRAPHICS_API_OPENGL_33)
  2244. glBufferData(GL_ELEMENT_ARRAY_BUFFER, bufferElements*6*sizeof(int), batch.vertexBuffer[i].indices, GL_STATIC_DRAW);
  2245. #endif
  2246. #if defined(GRAPHICS_API_OPENGL_ES2)
  2247. glBufferData(GL_ELEMENT_ARRAY_BUFFER, bufferElements*6*sizeof(short), batch.vertexBuffer[i].indices, GL_STATIC_DRAW);
  2248. #endif
  2249. }
  2250. TRACELOG(RL_LOG_INFO, "RLGL: Render batch vertex buffers loaded successfully in VRAM (GPU)");
  2251. // Unbind the current VAO
  2252. if (RLGL.ExtSupported.vao) glBindVertexArray(0);
  2253. //--------------------------------------------------------------------------------------------
  2254. // Init draw calls tracking system
  2255. //--------------------------------------------------------------------------------------------
  2256. batch.draws = (rlDrawCall *)RL_MALLOC(RL_DEFAULT_BATCH_DRAWCALLS*sizeof(rlDrawCall));
  2257. for (int i = 0; i < RL_DEFAULT_BATCH_DRAWCALLS; i++)
  2258. {
  2259. batch.draws[i].mode = RL_QUADS;
  2260. batch.draws[i].vertexCount = 0;
  2261. batch.draws[i].vertexAlignment = 0;
  2262. //batch.draws[i].vaoId = 0;
  2263. //batch.draws[i].shaderId = 0;
  2264. batch.draws[i].textureId = RLGL.State.defaultTextureId;
  2265. //batch.draws[i].RLGL.State.projection = rlMatrixIdentity();
  2266. //batch.draws[i].RLGL.State.modelview = rlMatrixIdentity();
  2267. }
  2268. batch.bufferCount = numBuffers; // Record buffer count
  2269. batch.drawCounter = 1; // Reset draws counter
  2270. batch.currentDepth = -1.0f; // Reset depth value
  2271. //--------------------------------------------------------------------------------------------
  2272. #endif
  2273. return batch;
  2274. }
  2275. // Unload default internal buffers vertex data from CPU and GPU
  2276. void rlUnloadRenderBatch(rlRenderBatch batch)
  2277. {
  2278. #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
  2279. // Unbind everything
  2280. glBindBuffer(GL_ARRAY_BUFFER, 0);
  2281. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
  2282. // Unload all vertex buffers data
  2283. for (int i = 0; i < batch.bufferCount; i++)
  2284. {
  2285. // Unbind VAO attribs data
  2286. if (RLGL.ExtSupported.vao)
  2287. {
  2288. glBindVertexArray(batch.vertexBuffer[i].vaoId);
  2289. glDisableVertexAttribArray(0);
  2290. glDisableVertexAttribArray(1);
  2291. glDisableVertexAttribArray(2);
  2292. glDisableVertexAttribArray(3);
  2293. glBindVertexArray(0);
  2294. }
  2295. // Delete VBOs from GPU (VRAM)
  2296. glDeleteBuffers(1, &batch.vertexBuffer[i].vboId[0]);
  2297. glDeleteBuffers(1, &batch.vertexBuffer[i].vboId[1]);
  2298. glDeleteBuffers(1, &batch.vertexBuffer[i].vboId[2]);
  2299. glDeleteBuffers(1, &batch.vertexBuffer[i].vboId[3]);
  2300. // Delete VAOs from GPU (VRAM)
  2301. if (RLGL.ExtSupported.vao) glDeleteVertexArrays(1, &batch.vertexBuffer[i].vaoId);
  2302. // Free vertex arrays memory from CPU (RAM)
  2303. RL_FREE(batch.vertexBuffer[i].vertices);
  2304. RL_FREE(batch.vertexBuffer[i].texcoords);
  2305. RL_FREE(batch.vertexBuffer[i].colors);
  2306. RL_FREE(batch.vertexBuffer[i].indices);
  2307. }
  2308. // Unload arrays
  2309. RL_FREE(batch.vertexBuffer);
  2310. RL_FREE(batch.draws);
  2311. #endif
  2312. }
  2313. // Draw render batch
  2314. // NOTE: We require a pointer to reset batch and increase current buffer (multi-buffer)
  2315. void rlDrawRenderBatch(rlRenderBatch *batch)
  2316. {
  2317. #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
  2318. // Update batch vertex buffers
  2319. //------------------------------------------------------------------------------------------------------------
  2320. // NOTE: If there is not vertex data, buffers doesn't need to be updated (vertexCount > 0)
  2321. // TODO: If no data changed on the CPU arrays --> No need to re-update GPU arrays (change flag required)
  2322. if (RLGL.State.vertexCounter > 0)
  2323. {
  2324. // Activate elements VAO
  2325. if (RLGL.ExtSupported.vao) glBindVertexArray(batch->vertexBuffer[batch->currentBuffer].vaoId);
  2326. // Vertex positions buffer
  2327. glBindBuffer(GL_ARRAY_BUFFER, batch->vertexBuffer[batch->currentBuffer].vboId[0]);
  2328. glBufferSubData(GL_ARRAY_BUFFER, 0, RLGL.State.vertexCounter*3*sizeof(float), batch->vertexBuffer[batch->currentBuffer].vertices);
  2329. //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*4*batch->vertexBuffer[batch->currentBuffer].elementCount, batch->vertexBuffer[batch->currentBuffer].vertices, GL_DYNAMIC_DRAW); // Update all buffer
  2330. // Texture coordinates buffer
  2331. glBindBuffer(GL_ARRAY_BUFFER, batch->vertexBuffer[batch->currentBuffer].vboId[1]);
  2332. glBufferSubData(GL_ARRAY_BUFFER, 0, RLGL.State.vertexCounter*2*sizeof(float), batch->vertexBuffer[batch->currentBuffer].texcoords);
  2333. //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*4*batch->vertexBuffer[batch->currentBuffer].elementCount, batch->vertexBuffer[batch->currentBuffer].texcoords, GL_DYNAMIC_DRAW); // Update all buffer
  2334. // Colors buffer
  2335. glBindBuffer(GL_ARRAY_BUFFER, batch->vertexBuffer[batch->currentBuffer].vboId[2]);
  2336. glBufferSubData(GL_ARRAY_BUFFER, 0, RLGL.State.vertexCounter*4*sizeof(unsigned char), batch->vertexBuffer[batch->currentBuffer].colors);
  2337. //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*4*4*batch->vertexBuffer[batch->currentBuffer].elementCount, batch->vertexBuffer[batch->currentBuffer].colors, GL_DYNAMIC_DRAW); // Update all buffer
  2338. // NOTE: glMapBuffer() causes sync issue.
  2339. // If GPU is working with this buffer, glMapBuffer() will wait(stall) until GPU to finish its job.
  2340. // To avoid waiting (idle), you can call first glBufferData() with NULL pointer before glMapBuffer().
  2341. // If you do that, the previous data in PBO will be discarded and glMapBuffer() returns a new
  2342. // allocated pointer immediately even if GPU is still working with the previous data.
  2343. // Another option: map the buffer object into client's memory
  2344. // Probably this code could be moved somewhere else...
  2345. // batch->vertexBuffer[batch->currentBuffer].vertices = (float *)glMapBuffer(GL_ARRAY_BUFFER, GL_READ_WRITE);
  2346. // if (batch->vertexBuffer[batch->currentBuffer].vertices)
  2347. // {
  2348. // Update vertex data
  2349. // }
  2350. // glUnmapBuffer(GL_ARRAY_BUFFER);
  2351. // Unbind the current VAO
  2352. if (RLGL.ExtSupported.vao) glBindVertexArray(0);
  2353. }
  2354. //------------------------------------------------------------------------------------------------------------
  2355. // Draw batch vertex buffers (considering VR stereo if required)
  2356. //------------------------------------------------------------------------------------------------------------
  2357. Matrix matProjection = RLGL.State.projection;
  2358. Matrix matModelView = RLGL.State.modelview;
  2359. int eyeCount = 1;
  2360. if (RLGL.State.stereoRender) eyeCount = 2;
  2361. for (int eye = 0; eye < eyeCount; eye++)
  2362. {
  2363. if (eyeCount == 2)
  2364. {
  2365. // Setup current eye viewport (half screen width)
  2366. rlViewport(eye*RLGL.State.framebufferWidth/2, 0, RLGL.State.framebufferWidth/2, RLGL.State.framebufferHeight);
  2367. // Set current eye view offset to modelview matrix
  2368. rlSetMatrixModelview(rlMatrixMultiply(matModelView, RLGL.State.viewOffsetStereo[eye]));
  2369. // Set current eye projection matrix
  2370. rlSetMatrixProjection(RLGL.State.projectionStereo[eye]);
  2371. }
  2372. // Draw buffers
  2373. if (RLGL.State.vertexCounter > 0)
  2374. {
  2375. // Set current shader and upload current MVP matrix
  2376. glUseProgram(RLGL.State.currentShaderId);
  2377. // Create modelview-projection matrix and upload to shader
  2378. Matrix matMVP = rlMatrixMultiply(RLGL.State.modelview, RLGL.State.projection);
  2379. float matMVPfloat[16] = {
  2380. matMVP.m0, matMVP.m1, matMVP.m2, matMVP.m3,
  2381. matMVP.m4, matMVP.m5, matMVP.m6, matMVP.m7,
  2382. matMVP.m8, matMVP.m9, matMVP.m10, matMVP.m11,
  2383. matMVP.m12, matMVP.m13, matMVP.m14, matMVP.m15
  2384. };
  2385. glUniformMatrix4fv(RLGL.State.currentShaderLocs[RL_SHADER_LOC_MATRIX_MVP], 1, false, matMVPfloat);
  2386. if (RLGL.ExtSupported.vao) glBindVertexArray(batch->vertexBuffer[batch->currentBuffer].vaoId);
  2387. else
  2388. {
  2389. // Bind vertex attrib: position (shader-location = 0)
  2390. glBindBuffer(GL_ARRAY_BUFFER, batch->vertexBuffer[batch->currentBuffer].vboId[0]);
  2391. glVertexAttribPointer(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_POSITION], 3, GL_FLOAT, 0, 0, 0);
  2392. glEnableVertexAttribArray(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_POSITION]);
  2393. // Bind vertex attrib: texcoord (shader-location = 1)
  2394. glBindBuffer(GL_ARRAY_BUFFER, batch->vertexBuffer[batch->currentBuffer].vboId[1]);
  2395. glVertexAttribPointer(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_TEXCOORD01], 2, GL_FLOAT, 0, 0, 0);
  2396. glEnableVertexAttribArray(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_TEXCOORD01]);
  2397. // Bind vertex attrib: color (shader-location = 3)
  2398. glBindBuffer(GL_ARRAY_BUFFER, batch->vertexBuffer[batch->currentBuffer].vboId[2]);
  2399. glVertexAttribPointer(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_COLOR], 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
  2400. glEnableVertexAttribArray(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_COLOR]);
  2401. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, batch->vertexBuffer[batch->currentBuffer].vboId[3]);
  2402. }
  2403. // Setup some default shader values
  2404. glUniform4f(RLGL.State.currentShaderLocs[RL_SHADER_LOC_COLOR_DIFFUSE], 1.0f, 1.0f, 1.0f, 1.0f);
  2405. glUniform1i(RLGL.State.currentShaderLocs[RL_SHADER_LOC_MAP_DIFFUSE], 0); // Active default sampler2D: texture0
  2406. // Activate additional sampler textures
  2407. // Those additional textures will be common for all draw calls of the batch
  2408. for (int i = 0; i < RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS; i++)
  2409. {
  2410. if (RLGL.State.activeTextureId[i] > 0)
  2411. {
  2412. glActiveTexture(GL_TEXTURE0 + 1 + i);
  2413. glBindTexture(GL_TEXTURE_2D, RLGL.State.activeTextureId[i]);
  2414. }
  2415. }
  2416. // Activate default sampler2D texture0 (one texture is always active for default batch shader)
  2417. // NOTE: Batch system accumulates calls by texture0 changes, additional textures are enabled for all the draw calls
  2418. glActiveTexture(GL_TEXTURE0);
  2419. for (int i = 0, vertexOffset = 0; i < batch->drawCounter; i++)
  2420. {
  2421. // Bind current draw call texture, activated as GL_TEXTURE0 and Bound to sampler2D texture0 by default
  2422. glBindTexture(GL_TEXTURE_2D, batch->draws[i].textureId);
  2423. if ((batch->draws[i].mode == RL_LINES) || (batch->draws[i].mode == RL_TRIANGLES)) glDrawArrays(batch->draws[i].mode, vertexOffset, batch->draws[i].vertexCount);
  2424. else
  2425. {
  2426. #if defined(GRAPHICS_API_OPENGL_33)
  2427. // We need to define the number of indices to be processed: elementCount*6
  2428. // NOTE: The final parameter tells the GPU the offset in bytes from the
  2429. // start of the index buffer to the location of the first index to process
  2430. glDrawElements(GL_TRIANGLES, batch->draws[i].vertexCount/4*6, GL_UNSIGNED_INT, (GLvoid *)(vertexOffset/4*6*sizeof(GLuint)));
  2431. #endif
  2432. #if defined(GRAPHICS_API_OPENGL_ES2)
  2433. glDrawElements(GL_TRIANGLES, batch->draws[i].vertexCount/4*6, GL_UNSIGNED_SHORT, (GLvoid *)(vertexOffset/4*6*sizeof(GLushort)));
  2434. #endif
  2435. }
  2436. vertexOffset += (batch->draws[i].vertexCount + batch->draws[i].vertexAlignment);
  2437. }
  2438. if (!RLGL.ExtSupported.vao)
  2439. {
  2440. glBindBuffer(GL_ARRAY_BUFFER, 0);
  2441. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
  2442. }
  2443. glBindTexture(GL_TEXTURE_2D, 0); // Unbind textures
  2444. }
  2445. if (RLGL.ExtSupported.vao) glBindVertexArray(0); // Unbind VAO
  2446. glUseProgram(0); // Unbind shader program
  2447. }
  2448. // Restore viewport to default measures
  2449. if (eyeCount == 2) rlViewport(0, 0, RLGL.State.framebufferWidth, RLGL.State.framebufferHeight);
  2450. //------------------------------------------------------------------------------------------------------------
  2451. // Reset batch buffers
  2452. //------------------------------------------------------------------------------------------------------------
  2453. // Reset vertex counter for next frame
  2454. RLGL.State.vertexCounter = 0;
  2455. // Reset depth for next draw
  2456. batch->currentDepth = -1.0f;
  2457. // Restore projection/modelview matrices
  2458. RLGL.State.projection = matProjection;
  2459. RLGL.State.modelview = matModelView;
  2460. // Reset RLGL.currentBatch->draws array
  2461. for (int i = 0; i < RL_DEFAULT_BATCH_DRAWCALLS; i++)
  2462. {
  2463. batch->draws[i].mode = RL_QUADS;
  2464. batch->draws[i].vertexCount = 0;
  2465. batch->draws[i].textureId = RLGL.State.defaultTextureId;
  2466. }
  2467. // Reset active texture units for next batch
  2468. for (int i = 0; i < RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS; i++) RLGL.State.activeTextureId[i] = 0;
  2469. // Reset draws counter to one draw for the batch
  2470. batch->drawCounter = 1;
  2471. //------------------------------------------------------------------------------------------------------------
  2472. // Change to next buffer in the list (in case of multi-buffering)
  2473. batch->currentBuffer++;
  2474. if (batch->currentBuffer >= batch->bufferCount) batch->currentBuffer = 0;
  2475. #endif
  2476. }
  2477. // Set the active render batch for rlgl
  2478. void rlSetRenderBatchActive(rlRenderBatch *batch)
  2479. {
  2480. #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
  2481. rlDrawRenderBatch(RLGL.currentBatch);
  2482. if (batch != NULL) RLGL.currentBatch = batch;
  2483. else RLGL.currentBatch = &RLGL.defaultBatch;
  2484. #endif
  2485. }
  2486. // Update and draw internal render batch
  2487. void rlDrawRenderBatchActive(void)
  2488. {
  2489. #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
  2490. rlDrawRenderBatch(RLGL.currentBatch); // NOTE: Stereo rendering is checked inside
  2491. #endif
  2492. }
  2493. // Check internal buffer overflow for a given number of vertex
  2494. // and force a rlRenderBatch draw call if required
  2495. bool rlCheckRenderBatchLimit(int vCount)
  2496. {
  2497. bool overflow = false;
  2498. #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
  2499. if ((RLGL.State.vertexCounter + vCount) >=
  2500. (RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].elementCount*4))
  2501. {
  2502. overflow = true;
  2503. // Store current primitive drawing mode and texture id
  2504. int currentMode = RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].mode;
  2505. int currentTexture = RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].textureId;
  2506. rlDrawRenderBatch(RLGL.currentBatch); // NOTE: Stereo rendering is checked inside
  2507. // Restore state of last batch so we can continue adding vertices
  2508. RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].mode = currentMode;
  2509. RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].textureId = currentTexture;
  2510. }
  2511. #endif
  2512. return overflow;
  2513. }
  2514. // Textures data management
  2515. //-----------------------------------------------------------------------------------------
  2516. // Convert image data to OpenGL texture (returns OpenGL valid Id)
  2517. unsigned int rlLoadTexture(const void *data, int width, int height, int format, int mipmapCount)
  2518. {
  2519. unsigned int id = 0;
  2520. glBindTexture(GL_TEXTURE_2D, 0); // Free any old binding
  2521. // Check texture format support by OpenGL 1.1 (compressed textures not supported)
  2522. #if defined(GRAPHICS_API_OPENGL_11)
  2523. if (format >= RL_PIXELFORMAT_COMPRESSED_DXT1_RGB)
  2524. {
  2525. TRACELOG(RL_LOG_WARNING, "GL: OpenGL 1.1 does not support GPU compressed texture formats");
  2526. return id;
  2527. }
  2528. #else
  2529. if ((!RLGL.ExtSupported.texCompDXT) && ((format == RL_PIXELFORMAT_COMPRESSED_DXT1_RGB) || (format == RL_PIXELFORMAT_COMPRESSED_DXT1_RGBA) ||
  2530. (format == RL_PIXELFORMAT_COMPRESSED_DXT3_RGBA) || (format == RL_PIXELFORMAT_COMPRESSED_DXT5_RGBA)))
  2531. {
  2532. TRACELOG(RL_LOG_WARNING, "GL: DXT compressed texture format not supported");
  2533. return id;
  2534. }
  2535. #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
  2536. if ((!RLGL.ExtSupported.texCompETC1) && (format == RL_PIXELFORMAT_COMPRESSED_ETC1_RGB))
  2537. {
  2538. TRACELOG(RL_LOG_WARNING, "GL: ETC1 compressed texture format not supported");
  2539. return id;
  2540. }
  2541. if ((!RLGL.ExtSupported.texCompETC2) && ((format == RL_PIXELFORMAT_COMPRESSED_ETC2_RGB) || (format == RL_PIXELFORMAT_COMPRESSED_ETC2_EAC_RGBA)))
  2542. {
  2543. TRACELOG(RL_LOG_WARNING, "GL: ETC2 compressed texture format not supported");
  2544. return id;
  2545. }
  2546. if ((!RLGL.ExtSupported.texCompPVRT) && ((format == RL_PIXELFORMAT_COMPRESSED_PVRT_RGB) || (format == RL_PIXELFORMAT_COMPRESSED_PVRT_RGBA)))
  2547. {
  2548. TRACELOG(RL_LOG_WARNING, "GL: PVRT compressed texture format not supported");
  2549. return id;
  2550. }
  2551. if ((!RLGL.ExtSupported.texCompASTC) && ((format == RL_PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA) || (format == RL_PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA)))
  2552. {
  2553. TRACELOG(RL_LOG_WARNING, "GL: ASTC compressed texture format not supported");
  2554. return id;
  2555. }
  2556. #endif
  2557. #endif // GRAPHICS_API_OPENGL_11
  2558. glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
  2559. glGenTextures(1, &id); // Generate texture id
  2560. glBindTexture(GL_TEXTURE_2D, id);
  2561. int mipWidth = width;
  2562. int mipHeight = height;
  2563. int mipOffset = 0; // Mipmap data offset
  2564. // Load the different mipmap levels
  2565. for (int i = 0; i < mipmapCount; i++)
  2566. {
  2567. unsigned int mipSize = rlGetPixelDataSize(mipWidth, mipHeight, format);
  2568. unsigned int glInternalFormat, glFormat, glType;
  2569. rlGetGlTextureFormats(format, &glInternalFormat, &glFormat, &glType);
  2570. TRACELOGD("TEXTURE: Load mipmap level %i (%i x %i), size: %i, offset: %i", i, mipWidth, mipHeight, mipSize, mipOffset);
  2571. if (glInternalFormat != -1)
  2572. {
  2573. if (format < RL_PIXELFORMAT_COMPRESSED_DXT1_RGB) glTexImage2D(GL_TEXTURE_2D, i, glInternalFormat, mipWidth, mipHeight, 0, glFormat, glType, (unsigned char *)data + mipOffset);
  2574. #if !defined(GRAPHICS_API_OPENGL_11)
  2575. else glCompressedTexImage2D(GL_TEXTURE_2D, i, glInternalFormat, mipWidth, mipHeight, 0, mipSize, (unsigned char *)data + mipOffset);
  2576. #endif
  2577. #if defined(GRAPHICS_API_OPENGL_33)
  2578. if (format == RL_PIXELFORMAT_UNCOMPRESSED_GRAYSCALE)
  2579. {
  2580. GLint swizzleMask[] = { GL_RED, GL_RED, GL_RED, GL_ONE };
  2581. glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
  2582. }
  2583. else if (format == RL_PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA)
  2584. {
  2585. #if defined(GRAPHICS_API_OPENGL_21)
  2586. GLint swizzleMask[] = { GL_RED, GL_RED, GL_RED, GL_ALPHA };
  2587. #elif defined(GRAPHICS_API_OPENGL_33)
  2588. GLint swizzleMask[] = { GL_RED, GL_RED, GL_RED, GL_GREEN };
  2589. #endif
  2590. glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
  2591. }
  2592. #endif
  2593. }
  2594. mipWidth /= 2;
  2595. mipHeight /= 2;
  2596. mipOffset += mipSize;
  2597. // Security check for NPOT textures
  2598. if (mipWidth < 1) mipWidth = 1;
  2599. if (mipHeight < 1) mipHeight = 1;
  2600. }
  2601. // Texture parameters configuration
  2602. // NOTE: glTexParameteri does NOT affect texture uploading, just the way it's used
  2603. #if defined(GRAPHICS_API_OPENGL_ES2)
  2604. // 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
  2605. if (RLGL.ExtSupported.texNPOT)
  2606. {
  2607. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); // Set texture to repeat on x-axis
  2608. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); // Set texture to repeat on y-axis
  2609. }
  2610. else
  2611. {
  2612. // NOTE: If using negative texture coordinates (LoadOBJ()), it does not work!
  2613. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); // Set texture to clamp on x-axis
  2614. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); // Set texture to clamp on y-axis
  2615. }
  2616. #else
  2617. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); // Set texture to repeat on x-axis
  2618. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); // Set texture to repeat on y-axis
  2619. #endif
  2620. // Magnification and minification filters
  2621. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); // Alternative: GL_LINEAR
  2622. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); // Alternative: GL_LINEAR
  2623. #if defined(GRAPHICS_API_OPENGL_33)
  2624. if (mipmapCount > 1)
  2625. {
  2626. // Activate Trilinear filtering if mipmaps are available
  2627. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  2628. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
  2629. }
  2630. #endif
  2631. // At this point we have the texture loaded in GPU and texture parameters configured
  2632. // NOTE: If mipmaps were not in data, they are not generated automatically
  2633. // Unbind current texture
  2634. glBindTexture(GL_TEXTURE_2D, 0);
  2635. if (id > 0) TRACELOG(RL_LOG_INFO, "TEXTURE: [ID %i] Texture loaded successfully (%ix%i | %s | %i mipmaps)", id, width, height, rlGetPixelFormatName(format), mipmapCount);
  2636. else TRACELOG(RL_LOG_WARNING, "TEXTURE: Failed to load texture");
  2637. return id;
  2638. }
  2639. // Load depth texture/renderbuffer (to be attached to fbo)
  2640. // WARNING: OpenGL ES 2.0 requires GL_OES_depth_texture and WebGL requires WEBGL_depth_texture extensions
  2641. unsigned int rlLoadTextureDepth(int width, int height, bool useRenderBuffer)
  2642. {
  2643. unsigned int id = 0;
  2644. #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
  2645. // In case depth textures not supported, we force renderbuffer usage
  2646. if (!RLGL.ExtSupported.texDepth) useRenderBuffer = true;
  2647. // NOTE: We let the implementation to choose the best bit-depth
  2648. // Possible formats: GL_DEPTH_COMPONENT16, GL_DEPTH_COMPONENT24, GL_DEPTH_COMPONENT32 and GL_DEPTH_COMPONENT32F
  2649. unsigned int glInternalFormat = GL_DEPTH_COMPONENT;
  2650. #if defined(GRAPHICS_API_OPENGL_ES2)
  2651. // WARNING: WebGL platform requires unsized internal format definition (GL_DEPTH_COMPONENT)
  2652. // while other platforms using OpenGL ES 2.0 require/support sized internal formats depending on the GPU capabilities
  2653. if (!RLGL.ExtSupported.texDepthWebGL || useRenderBuffer)
  2654. {
  2655. if (RLGL.ExtSupported.maxDepthBits == 32) glInternalFormat = GL_DEPTH_COMPONENT32_OES;
  2656. else if (RLGL.ExtSupported.maxDepthBits == 24) glInternalFormat = GL_DEPTH_COMPONENT24_OES;
  2657. else glInternalFormat = GL_DEPTH_COMPONENT16;
  2658. }
  2659. #endif
  2660. if (!useRenderBuffer && RLGL.ExtSupported.texDepth)
  2661. {
  2662. glGenTextures(1, &id);
  2663. glBindTexture(GL_TEXTURE_2D, id);
  2664. glTexImage2D(GL_TEXTURE_2D, 0, glInternalFormat, width, height, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL);
  2665. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
  2666. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
  2667. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
  2668. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
  2669. glBindTexture(GL_TEXTURE_2D, 0);
  2670. TRACELOG(RL_LOG_INFO, "TEXTURE: Depth texture loaded successfully");
  2671. }
  2672. else
  2673. {
  2674. // Create the renderbuffer that will serve as the depth attachment for the framebuffer
  2675. // NOTE: A renderbuffer is simpler than a texture and could offer better performance on embedded devices
  2676. glGenRenderbuffers(1, &id);
  2677. glBindRenderbuffer(GL_RENDERBUFFER, id);
  2678. glRenderbufferStorage(GL_RENDERBUFFER, glInternalFormat, width, height);
  2679. glBindRenderbuffer(GL_RENDERBUFFER, 0);
  2680. TRACELOG(RL_LOG_INFO, "TEXTURE: [ID %i] Depth renderbuffer loaded successfully (%i bits)", id, (RLGL.ExtSupported.maxDepthBits >= 24)? RLGL.ExtSupported.maxDepthBits : 16);
  2681. }
  2682. #endif
  2683. return id;
  2684. }
  2685. // Load texture cubemap
  2686. // NOTE: Cubemap data is expected to be 6 images in a single data array (one after the other),
  2687. // expected the following convention: +X, -X, +Y, -Y, +Z, -Z
  2688. unsigned int rlLoadTextureCubemap(const void *data, int size, int format)
  2689. {
  2690. unsigned int id = 0;
  2691. #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
  2692. unsigned int dataSize = rlGetPixelDataSize(size, size, format);
  2693. glGenTextures(1, &id);
  2694. glBindTexture(GL_TEXTURE_CUBE_MAP, id);
  2695. unsigned int glInternalFormat, glFormat, glType;
  2696. rlGetGlTextureFormats(format, &glInternalFormat, &glFormat, &glType);
  2697. if (glInternalFormat != -1)
  2698. {
  2699. // Load cubemap faces
  2700. for (unsigned int i = 0; i < 6; i++)
  2701. {
  2702. if (data == NULL)
  2703. {
  2704. if (format < RL_PIXELFORMAT_COMPRESSED_DXT1_RGB)
  2705. {
  2706. if (format == RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32)
  2707. {
  2708. // 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)
  2709. if (RLGL.ExtSupported.texFloat32) glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_RGB, size, size, 0, GL_RGB, GL_FLOAT, NULL);
  2710. else TRACELOG(RL_LOG_WARNING, "TEXTURES: Cubemap requested format not supported");
  2711. }
  2712. else if ((format == RL_PIXELFORMAT_UNCOMPRESSED_R32) || (format == RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32A32)) TRACELOG(RL_LOG_WARNING, "TEXTURES: Cubemap requested format not supported");
  2713. else glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glInternalFormat, size, size, 0, glFormat, glType, NULL);
  2714. }
  2715. else TRACELOG(RL_LOG_WARNING, "TEXTURES: Empty cubemap creation does not support compressed format");
  2716. }
  2717. else
  2718. {
  2719. 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);
  2720. else glCompressedTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glInternalFormat, size, size, 0, dataSize, (unsigned char *)data + i*dataSize);
  2721. }
  2722. #if defined(GRAPHICS_API_OPENGL_33)
  2723. if (format == RL_PIXELFORMAT_UNCOMPRESSED_GRAYSCALE)
  2724. {
  2725. GLint swizzleMask[] = { GL_RED, GL_RED, GL_RED, GL_ONE };
  2726. glTexParameteriv(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
  2727. }
  2728. else if (format == RL_PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA)
  2729. {
  2730. #if defined(GRAPHICS_API_OPENGL_21)
  2731. GLint swizzleMask[] = { GL_RED, GL_RED, GL_RED, GL_ALPHA };
  2732. #elif defined(GRAPHICS_API_OPENGL_33)
  2733. GLint swizzleMask[] = { GL_RED, GL_RED, GL_RED, GL_GREEN };
  2734. #endif
  2735. glTexParameteriv(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
  2736. }
  2737. #endif
  2738. }
  2739. }
  2740. // Set cubemap texture sampling parameters
  2741. glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
  2742. glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  2743. glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
  2744. glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
  2745. #if defined(GRAPHICS_API_OPENGL_33)
  2746. glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE); // Flag not supported on OpenGL ES 2.0
  2747. #endif
  2748. glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
  2749. #endif
  2750. if (id > 0) TRACELOG(RL_LOG_INFO, "TEXTURE: [ID %i] Cubemap texture loaded successfully (%ix%i)", id, size, size);
  2751. else TRACELOG(RL_LOG_WARNING, "TEXTURE: Failed to load cubemap texture");
  2752. return id;
  2753. }
  2754. // Update already loaded texture in GPU with new data
  2755. // NOTE: We don't know safely if internal texture format is the expected one...
  2756. void rlUpdateTexture(unsigned int id, int offsetX, int offsetY, int width, int height, int format, const void *data)
  2757. {
  2758. glBindTexture(GL_TEXTURE_2D, id);
  2759. unsigned int glInternalFormat, glFormat, glType;
  2760. rlGetGlTextureFormats(format, &glInternalFormat, &glFormat, &glType);
  2761. if ((glInternalFormat != -1) && (format < RL_PIXELFORMAT_COMPRESSED_DXT1_RGB))
  2762. {
  2763. glTexSubImage2D(GL_TEXTURE_2D, 0, offsetX, offsetY, width, height, glFormat, glType, data);
  2764. }
  2765. else TRACELOG(RL_LOG_WARNING, "TEXTURE: [ID %i] Failed to update for current texture format (%i)", id, format);
  2766. }
  2767. // Get OpenGL internal formats and data type from raylib PixelFormat
  2768. void rlGetGlTextureFormats(int format, unsigned int *glInternalFormat, unsigned int *glFormat, unsigned int *glType)
  2769. {
  2770. *glInternalFormat = 0;
  2771. *glFormat = 0;
  2772. *glType = 0;
  2773. switch (format)
  2774. {
  2775. #if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_21) || defined(GRAPHICS_API_OPENGL_ES2)
  2776. // NOTE: on OpenGL ES 2.0 (WebGL), internalFormat must match format and options allowed are: GL_LUMINANCE, GL_RGB, GL_RGBA
  2777. case RL_PIXELFORMAT_UNCOMPRESSED_GRAYSCALE: *glInternalFormat = GL_LUMINANCE; *glFormat = GL_LUMINANCE; *glType = GL_UNSIGNED_BYTE; break;
  2778. case RL_PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA: *glInternalFormat = GL_LUMINANCE_ALPHA; *glFormat = GL_LUMINANCE_ALPHA; *glType = GL_UNSIGNED_BYTE; break;
  2779. case RL_PIXELFORMAT_UNCOMPRESSED_R5G6B5: *glInternalFormat = GL_RGB; *glFormat = GL_RGB; *glType = GL_UNSIGNED_SHORT_5_6_5; break;
  2780. case RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8: *glInternalFormat = GL_RGB; *glFormat = GL_RGB; *glType = GL_UNSIGNED_BYTE; break;
  2781. case RL_PIXELFORMAT_UNCOMPRESSED_R5G5B5A1: *glInternalFormat = GL_RGBA; *glFormat = GL_RGBA; *glType = GL_UNSIGNED_SHORT_5_5_5_1; break;
  2782. case RL_PIXELFORMAT_UNCOMPRESSED_R4G4B4A4: *glInternalFormat = GL_RGBA; *glFormat = GL_RGBA; *glType = GL_UNSIGNED_SHORT_4_4_4_4; break;
  2783. case RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8A8: *glInternalFormat = GL_RGBA; *glFormat = GL_RGBA; *glType = GL_UNSIGNED_BYTE; break;
  2784. #if !defined(GRAPHICS_API_OPENGL_11)
  2785. 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
  2786. 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
  2787. 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
  2788. #endif
  2789. #elif defined(GRAPHICS_API_OPENGL_33)
  2790. case RL_PIXELFORMAT_UNCOMPRESSED_GRAYSCALE: *glInternalFormat = GL_R8; *glFormat = GL_RED; *glType = GL_UNSIGNED_BYTE; break;
  2791. case RL_PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA: *glInternalFormat = GL_RG8; *glFormat = GL_RG; *glType = GL_UNSIGNED_BYTE; break;
  2792. case RL_PIXELFORMAT_UNCOMPRESSED_R5G6B5: *glInternalFormat = GL_RGB565; *glFormat = GL_RGB; *glType = GL_UNSIGNED_SHORT_5_6_5; break;
  2793. case RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8: *glInternalFormat = GL_RGB8; *glFormat = GL_RGB; *glType = GL_UNSIGNED_BYTE; break;
  2794. case RL_PIXELFORMAT_UNCOMPRESSED_R5G5B5A1: *glInternalFormat = GL_RGB5_A1; *glFormat = GL_RGBA; *glType = GL_UNSIGNED_SHORT_5_5_5_1; break;
  2795. case RL_PIXELFORMAT_UNCOMPRESSED_R4G4B4A4: *glInternalFormat = GL_RGBA4; *glFormat = GL_RGBA; *glType = GL_UNSIGNED_SHORT_4_4_4_4; break;
  2796. case RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8A8: *glInternalFormat = GL_RGBA8; *glFormat = GL_RGBA; *glType = GL_UNSIGNED_BYTE; break;
  2797. case RL_PIXELFORMAT_UNCOMPRESSED_R32: if (RLGL.ExtSupported.texFloat32) *glInternalFormat = GL_R32F; *glFormat = GL_RED; *glType = GL_FLOAT; break;
  2798. case RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32: if (RLGL.ExtSupported.texFloat32) *glInternalFormat = GL_RGB32F; *glFormat = GL_RGB; *glType = GL_FLOAT; break;
  2799. case RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32A32: if (RLGL.ExtSupported.texFloat32) *glInternalFormat = GL_RGBA32F; *glFormat = GL_RGBA; *glType = GL_FLOAT; break;
  2800. #endif
  2801. #if !defined(GRAPHICS_API_OPENGL_11)
  2802. case RL_PIXELFORMAT_COMPRESSED_DXT1_RGB: if (RLGL.ExtSupported.texCompDXT) *glInternalFormat = GL_COMPRESSED_RGB_S3TC_DXT1_EXT; break;
  2803. case RL_PIXELFORMAT_COMPRESSED_DXT1_RGBA: if (RLGL.ExtSupported.texCompDXT) *glInternalFormat = GL_COMPRESSED_RGBA_S3TC_DXT1_EXT; break;
  2804. case RL_PIXELFORMAT_COMPRESSED_DXT3_RGBA: if (RLGL.ExtSupported.texCompDXT) *glInternalFormat = GL_COMPRESSED_RGBA_S3TC_DXT3_EXT; break;
  2805. case RL_PIXELFORMAT_COMPRESSED_DXT5_RGBA: if (RLGL.ExtSupported.texCompDXT) *glInternalFormat = GL_COMPRESSED_RGBA_S3TC_DXT5_EXT; break;
  2806. 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
  2807. 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
  2808. 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
  2809. case RL_PIXELFORMAT_COMPRESSED_PVRT_RGB: if (RLGL.ExtSupported.texCompPVRT) *glInternalFormat = GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG; break; // NOTE: Requires PowerVR GPU
  2810. case RL_PIXELFORMAT_COMPRESSED_PVRT_RGBA: if (RLGL.ExtSupported.texCompPVRT) *glInternalFormat = GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG; break; // NOTE: Requires PowerVR GPU
  2811. 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
  2812. 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
  2813. #endif
  2814. default: TRACELOG(RL_LOG_WARNING, "TEXTURE: Current format not supported (%i)", format); break;
  2815. }
  2816. }
  2817. // Unload texture from GPU memory
  2818. void rlUnloadTexture(unsigned int id)
  2819. {
  2820. glDeleteTextures(1, &id);
  2821. }
  2822. // Generate mipmap data for selected texture
  2823. // NOTE: Only supports GPU mipmap generation
  2824. void rlGenTextureMipmaps(unsigned int id, int width, int height, int format, int *mipmaps)
  2825. {
  2826. #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
  2827. glBindTexture(GL_TEXTURE_2D, id);
  2828. // Check if texture is power-of-two (POT)
  2829. bool texIsPOT = false;
  2830. if (((width > 0) && ((width & (width - 1)) == 0)) &&
  2831. ((height > 0) && ((height & (height - 1)) == 0))) texIsPOT = true;
  2832. if ((texIsPOT) || (RLGL.ExtSupported.texNPOT))
  2833. {
  2834. //glHint(GL_GENERATE_MIPMAP_HINT, GL_DONT_CARE); // Hint for mipmaps generation algorithm: GL_FASTEST, GL_NICEST, GL_DONT_CARE
  2835. glGenerateMipmap(GL_TEXTURE_2D); // Generate mipmaps automatically
  2836. #define MIN(a,b) (((a)<(b))? (a):(b))
  2837. #define MAX(a,b) (((a)>(b))? (a):(b))
  2838. *mipmaps = 1 + (int)floor(log(MAX(width, height))/log(2));
  2839. TRACELOG(RL_LOG_INFO, "TEXTURE: [ID %i] Mipmaps generated automatically, total: %i", id, *mipmaps);
  2840. }
  2841. else TRACELOG(RL_LOG_WARNING, "TEXTURE: [ID %i] Failed to generate mipmaps", id);
  2842. glBindTexture(GL_TEXTURE_2D, 0);
  2843. #else
  2844. TRACELOG(RL_LOG_WARNING, "TEXTURE: [ID %i] GPU mipmap generation not supported", id);
  2845. #endif
  2846. }
  2847. // Read texture pixel data
  2848. void *rlReadTexturePixels(unsigned int id, int width, int height, int format)
  2849. {
  2850. void *pixels = NULL;
  2851. #if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33)
  2852. glBindTexture(GL_TEXTURE_2D, id);
  2853. // NOTE: Using texture id, we can retrieve some texture info (but not on OpenGL ES 2.0)
  2854. // Possible texture info: GL_TEXTURE_RED_SIZE, GL_TEXTURE_GREEN_SIZE, GL_TEXTURE_BLUE_SIZE, GL_TEXTURE_ALPHA_SIZE
  2855. //int width, height, format;
  2856. //glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_WIDTH, &width);
  2857. //glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_HEIGHT, &height);
  2858. //glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_INTERNAL_FORMAT, &format);
  2859. // 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.
  2860. // Use glPixelStorei to modify padding with the GL_[UN]PACK_ALIGNMENT setting.
  2861. // GL_PACK_ALIGNMENT affects operations that read from OpenGL memory (glReadPixels, glGetTexImage, etc.)
  2862. // GL_UNPACK_ALIGNMENT affects operations that write to OpenGL memory (glTexImage, etc.)
  2863. glPixelStorei(GL_PACK_ALIGNMENT, 1);
  2864. unsigned int glInternalFormat, glFormat, glType;
  2865. rlGetGlTextureFormats(format, &glInternalFormat, &glFormat, &glType);
  2866. unsigned int size = rlGetPixelDataSize(width, height, format);
  2867. if ((glInternalFormat != -1) && (format < RL_PIXELFORMAT_COMPRESSED_DXT1_RGB))
  2868. {
  2869. pixels = RL_MALLOC(size);
  2870. glGetTexImage(GL_TEXTURE_2D, 0, glFormat, glType, pixels);
  2871. }
  2872. else TRACELOG(RL_LOG_WARNING, "TEXTURE: [ID %i] Data retrieval not suported for pixel format (%i)", id, format);
  2873. glBindTexture(GL_TEXTURE_2D, 0);
  2874. #endif
  2875. #if defined(GRAPHICS_API_OPENGL_ES2)
  2876. // glGetTexImage() is not available on OpenGL ES 2.0
  2877. // Texture width and height are required on OpenGL ES 2.0. There is no way to get it from texture id.
  2878. // Two possible Options:
  2879. // 1 - Bind texture to color fbo attachment and glReadPixels()
  2880. // 2 - Create an fbo, activate it, render quad with texture, glReadPixels()
  2881. // We are using Option 1, just need to care for texture format on retrieval
  2882. // NOTE: This behaviour could be conditioned by graphic driver...
  2883. unsigned int fboId = rlLoadFramebuffer(width, height);
  2884. glBindFramebuffer(GL_FRAMEBUFFER, fboId);
  2885. glBindTexture(GL_TEXTURE_2D, 0);
  2886. // Attach our texture to FBO
  2887. glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, id, 0);
  2888. // We read data as RGBA because FBO texture is configured as RGBA, despite binding another texture format
  2889. pixels = (unsigned char *)RL_MALLOC(rlGetPixelDataSize(width, height, RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8A8));
  2890. glReadPixels(0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
  2891. glBindFramebuffer(GL_FRAMEBUFFER, 0);
  2892. // Clean up temporal fbo
  2893. rlUnloadFramebuffer(fboId);
  2894. #endif
  2895. return pixels;
  2896. }
  2897. // Read screen pixel data (color buffer)
  2898. unsigned char *rlReadScreenPixels(int width, int height)
  2899. {
  2900. unsigned char *screenData = (unsigned char *)RL_CALLOC(width*height*4, sizeof(unsigned char));
  2901. // NOTE 1: glReadPixels returns image flipped vertically -> (0,0) is the bottom left corner of the framebuffer
  2902. // NOTE 2: We are getting alpha channel! Be careful, it can be transparent if not cleared properly!
  2903. glReadPixels(0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, screenData);
  2904. // Flip image vertically!
  2905. unsigned char *imgData = (unsigned char *)RL_MALLOC(width*height*4*sizeof(unsigned char));
  2906. for (int y = height - 1; y >= 0; y--)
  2907. {
  2908. for (int x = 0; x < (width*4); x++)
  2909. {
  2910. imgData[((height - 1) - y)*width*4 + x] = screenData[(y*width*4) + x]; // Flip line
  2911. // Set alpha component value to 255 (no trasparent image retrieval)
  2912. // NOTE: Alpha value has already been applied to RGB in framebuffer, we don't need it!
  2913. if (((x + 1)%4) == 0) imgData[((height - 1) - y)*width*4 + x] = 255;
  2914. }
  2915. }
  2916. RL_FREE(screenData);
  2917. return imgData; // NOTE: image data should be freed
  2918. }
  2919. // Framebuffer management (fbo)
  2920. //-----------------------------------------------------------------------------------------
  2921. // Load a framebuffer to be used for rendering
  2922. // NOTE: No textures attached
  2923. unsigned int rlLoadFramebuffer(int width, int height)
  2924. {
  2925. unsigned int fboId = 0;
  2926. #if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)) && defined(RLGL_RENDER_TEXTURES_HINT)
  2927. glGenFramebuffers(1, &fboId); // Create the framebuffer object
  2928. glBindFramebuffer(GL_FRAMEBUFFER, 0); // Unbind any framebuffer
  2929. #endif
  2930. return fboId;
  2931. }
  2932. // Attach color buffer texture to an fbo (unloads previous attachment)
  2933. // NOTE: Attach type: 0-Color, 1-Depth renderbuffer, 2-Depth texture
  2934. void rlFramebufferAttach(unsigned int fboId, unsigned int texId, int attachType, int texType, int mipLevel)
  2935. {
  2936. #if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)) && defined(RLGL_RENDER_TEXTURES_HINT)
  2937. glBindFramebuffer(GL_FRAMEBUFFER, fboId);
  2938. switch (attachType)
  2939. {
  2940. case RL_ATTACHMENT_COLOR_CHANNEL0:
  2941. case RL_ATTACHMENT_COLOR_CHANNEL1:
  2942. case RL_ATTACHMENT_COLOR_CHANNEL2:
  2943. case RL_ATTACHMENT_COLOR_CHANNEL3:
  2944. case RL_ATTACHMENT_COLOR_CHANNEL4:
  2945. case RL_ATTACHMENT_COLOR_CHANNEL5:
  2946. case RL_ATTACHMENT_COLOR_CHANNEL6:
  2947. case RL_ATTACHMENT_COLOR_CHANNEL7:
  2948. {
  2949. if (texType == RL_ATTACHMENT_TEXTURE2D) glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + attachType, GL_TEXTURE_2D, texId, mipLevel);
  2950. else if (texType == RL_ATTACHMENT_RENDERBUFFER) glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + attachType, GL_RENDERBUFFER, texId);
  2951. else if (texType >= RL_ATTACHMENT_CUBEMAP_POSITIVE_X) glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + attachType, GL_TEXTURE_CUBE_MAP_POSITIVE_X + texType, texId, mipLevel);
  2952. } break;
  2953. case RL_ATTACHMENT_DEPTH:
  2954. {
  2955. if (texType == RL_ATTACHMENT_TEXTURE2D) glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, texId, mipLevel);
  2956. else if (texType == RL_ATTACHMENT_RENDERBUFFER) glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, texId);
  2957. } break;
  2958. case RL_ATTACHMENT_STENCIL:
  2959. {
  2960. if (texType == RL_ATTACHMENT_TEXTURE2D) glFramebufferTexture2D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, texId, mipLevel);
  2961. else if (texType == RL_ATTACHMENT_RENDERBUFFER) glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, texId);
  2962. } break;
  2963. default: break;
  2964. }
  2965. glBindFramebuffer(GL_FRAMEBUFFER, 0);
  2966. #endif
  2967. }
  2968. // Verify render texture is complete
  2969. bool rlFramebufferComplete(unsigned int id)
  2970. {
  2971. bool result = false;
  2972. #if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)) && defined(RLGL_RENDER_TEXTURES_HINT)
  2973. glBindFramebuffer(GL_FRAMEBUFFER, id);
  2974. GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
  2975. if (status != GL_FRAMEBUFFER_COMPLETE)
  2976. {
  2977. switch (status)
  2978. {
  2979. case GL_FRAMEBUFFER_UNSUPPORTED: TRACELOG(RL_LOG_WARNING, "FBO: [ID %i] Framebuffer is unsupported", id); break;
  2980. case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT: TRACELOG(RL_LOG_WARNING, "FBO: [ID %i] Framebuffer has incomplete attachment", id); break;
  2981. #if defined(GRAPHICS_API_OPENGL_ES2)
  2982. case GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS: TRACELOG(RL_LOG_WARNING, "FBO: [ID %i] Framebuffer has incomplete dimensions", id); break;
  2983. #endif
  2984. case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT: TRACELOG(RL_LOG_WARNING, "FBO: [ID %i] Framebuffer has a missing attachment", id); break;
  2985. default: break;
  2986. }
  2987. }
  2988. glBindFramebuffer(GL_FRAMEBUFFER, 0);
  2989. result = (status == GL_FRAMEBUFFER_COMPLETE);
  2990. #endif
  2991. return result;
  2992. }
  2993. // Unload framebuffer from GPU memory
  2994. // NOTE: All attached textures/cubemaps/renderbuffers are also deleted
  2995. void rlUnloadFramebuffer(unsigned int id)
  2996. {
  2997. #if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)) && defined(RLGL_RENDER_TEXTURES_HINT)
  2998. // Query depth attachment to automatically delete texture/renderbuffer
  2999. int depthType = 0, depthId = 0;
  3000. glBindFramebuffer(GL_FRAMEBUFFER, id); // Bind framebuffer to query depth texture type
  3001. glGetFramebufferAttachmentParameteriv(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE, &depthType);
  3002. glGetFramebufferAttachmentParameteriv(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME, &depthId);
  3003. unsigned int depthIdU = (unsigned int)depthId;
  3004. if (depthType == GL_RENDERBUFFER) glDeleteRenderbuffers(1, &depthIdU);
  3005. else if (depthType == GL_TEXTURE) glDeleteTextures(1, &depthIdU);
  3006. // NOTE: If a texture object is deleted while its image is attached to the *currently bound* framebuffer,
  3007. // the texture image is automatically detached from the currently bound framebuffer.
  3008. glBindFramebuffer(GL_FRAMEBUFFER, 0);
  3009. glDeleteFramebuffers(1, &id);
  3010. TRACELOG(RL_LOG_INFO, "FBO: [ID %i] Unloaded framebuffer from VRAM (GPU)", id);
  3011. #endif
  3012. }
  3013. // Vertex data management
  3014. //-----------------------------------------------------------------------------------------
  3015. // Load a new attributes buffer
  3016. unsigned int rlLoadVertexBuffer(const void *buffer, int size, bool dynamic)
  3017. {
  3018. unsigned int id = 0;
  3019. #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
  3020. glGenBuffers(1, &id);
  3021. glBindBuffer(GL_ARRAY_BUFFER, id);
  3022. glBufferData(GL_ARRAY_BUFFER, size, buffer, dynamic? GL_DYNAMIC_DRAW : GL_STATIC_DRAW);
  3023. #endif
  3024. return id;
  3025. }
  3026. // Load a new attributes element buffer
  3027. unsigned int rlLoadVertexBufferElement(const void *buffer, int size, bool dynamic)
  3028. {
  3029. unsigned int id = 0;
  3030. #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
  3031. glGenBuffers(1, &id);
  3032. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, id);
  3033. glBufferData(GL_ELEMENT_ARRAY_BUFFER, size, buffer, dynamic? GL_DYNAMIC_DRAW : GL_STATIC_DRAW);
  3034. #endif
  3035. return id;
  3036. }
  3037. // Enable vertex buffer (VBO)
  3038. void rlEnableVertexBuffer(unsigned int id)
  3039. {
  3040. #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
  3041. glBindBuffer(GL_ARRAY_BUFFER, id);
  3042. #endif
  3043. }
  3044. // Disable vertex buffer (VBO)
  3045. void rlDisableVertexBuffer(void)
  3046. {
  3047. #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
  3048. glBindBuffer(GL_ARRAY_BUFFER, 0);
  3049. #endif
  3050. }
  3051. // Enable vertex buffer element (VBO element)
  3052. void rlEnableVertexBufferElement(unsigned int id)
  3053. {
  3054. #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
  3055. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, id);
  3056. #endif
  3057. }
  3058. // Disable vertex buffer element (VBO element)
  3059. void rlDisableVertexBufferElement(void)
  3060. {
  3061. #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
  3062. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
  3063. #endif
  3064. }
  3065. // Update vertex buffer with new data
  3066. // NOTE: dataSize and offset must be provided in bytes
  3067. void rlUpdateVertexBuffer(unsigned int id, const void *data, int dataSize, int offset)
  3068. {
  3069. #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
  3070. glBindBuffer(GL_ARRAY_BUFFER, id);
  3071. glBufferSubData(GL_ARRAY_BUFFER, offset, dataSize, data);
  3072. #endif
  3073. }
  3074. // Update vertex buffer elements with new data
  3075. // NOTE: dataSize and offset must be provided in bytes
  3076. void rlUpdateVertexBufferElements(unsigned int id, const void *data, int dataSize, int offset)
  3077. {
  3078. #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
  3079. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, id);
  3080. glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, offset, dataSize, data);
  3081. #endif
  3082. }
  3083. // Enable vertex array object (VAO)
  3084. bool rlEnableVertexArray(unsigned int vaoId)
  3085. {
  3086. bool result = false;
  3087. #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
  3088. if (RLGL.ExtSupported.vao)
  3089. {
  3090. glBindVertexArray(vaoId);
  3091. result = true;
  3092. }
  3093. #endif
  3094. return result;
  3095. }
  3096. // Disable vertex array object (VAO)
  3097. void rlDisableVertexArray(void)
  3098. {
  3099. #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
  3100. if (RLGL.ExtSupported.vao) glBindVertexArray(0);
  3101. #endif
  3102. }
  3103. // Enable vertex attribute index
  3104. void rlEnableVertexAttribute(unsigned int index)
  3105. {
  3106. #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
  3107. glEnableVertexAttribArray(index);
  3108. #endif
  3109. }
  3110. // Disable vertex attribute index
  3111. void rlDisableVertexAttribute(unsigned int index)
  3112. {
  3113. #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
  3114. glDisableVertexAttribArray(index);
  3115. #endif
  3116. }
  3117. // Draw vertex array
  3118. void rlDrawVertexArray(int offset, int count)
  3119. {
  3120. glDrawArrays(GL_TRIANGLES, offset, count);
  3121. }
  3122. // Draw vertex array elements
  3123. void rlDrawVertexArrayElements(int offset, int count, const void *buffer)
  3124. {
  3125. glDrawElements(GL_TRIANGLES, count, GL_UNSIGNED_SHORT, (const unsigned short *)buffer + offset);
  3126. }
  3127. // Draw vertex array instanced
  3128. void rlDrawVertexArrayInstanced(int offset, int count, int instances)
  3129. {
  3130. #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
  3131. glDrawArraysInstanced(GL_TRIANGLES, 0, count, instances);
  3132. #endif
  3133. }
  3134. // Draw vertex array elements instanced
  3135. void rlDrawVertexArrayElementsInstanced(int offset, int count, const void *buffer, int instances)
  3136. {
  3137. #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
  3138. glDrawElementsInstanced(GL_TRIANGLES, count, GL_UNSIGNED_SHORT, (const unsigned short *)buffer + offset, instances);
  3139. #endif
  3140. }
  3141. #if defined(GRAPHICS_API_OPENGL_11)
  3142. // Enable vertex state pointer
  3143. void rlEnableStatePointer(int vertexAttribType, void *buffer)
  3144. {
  3145. if (buffer != NULL) glEnableClientState(vertexAttribType);
  3146. switch (vertexAttribType)
  3147. {
  3148. case GL_VERTEX_ARRAY: glVertexPointer(3, GL_FLOAT, 0, buffer); break;
  3149. case GL_TEXTURE_COORD_ARRAY: glTexCoordPointer(2, GL_FLOAT, 0, buffer); break;
  3150. case GL_NORMAL_ARRAY: if (buffer != NULL) glNormalPointer(GL_FLOAT, 0, buffer); break;
  3151. case GL_COLOR_ARRAY: if (buffer != NULL) glColorPointer(4, GL_UNSIGNED_BYTE, 0, buffer); break;
  3152. //case GL_INDEX_ARRAY: if (buffer != NULL) glIndexPointer(GL_SHORT, 0, buffer); break; // Indexed colors
  3153. default: break;
  3154. }
  3155. }
  3156. // Disable vertex state pointer
  3157. void rlDisableStatePointer(int vertexAttribType)
  3158. {
  3159. glDisableClientState(vertexAttribType);
  3160. }
  3161. #endif
  3162. // Load vertex array object (VAO)
  3163. unsigned int rlLoadVertexArray(void)
  3164. {
  3165. unsigned int vaoId = 0;
  3166. #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
  3167. if (RLGL.ExtSupported.vao)
  3168. {
  3169. glGenVertexArrays(1, &vaoId);
  3170. }
  3171. #endif
  3172. return vaoId;
  3173. }
  3174. // Set vertex attribute
  3175. void rlSetVertexAttribute(unsigned int index, int compSize, int type, bool normalized, int stride, const void *pointer)
  3176. {
  3177. #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
  3178. glVertexAttribPointer(index, compSize, type, normalized, stride, pointer);
  3179. #endif
  3180. }
  3181. // Set vertex attribute divisor
  3182. void rlSetVertexAttributeDivisor(unsigned int index, int divisor)
  3183. {
  3184. #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
  3185. glVertexAttribDivisor(index, divisor);
  3186. #endif
  3187. }
  3188. // Unload vertex array object (VAO)
  3189. void rlUnloadVertexArray(unsigned int vaoId)
  3190. {
  3191. #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
  3192. if (RLGL.ExtSupported.vao)
  3193. {
  3194. glBindVertexArray(0);
  3195. glDeleteVertexArrays(1, &vaoId);
  3196. TRACELOG(RL_LOG_INFO, "VAO: [ID %i] Unloaded vertex array data from VRAM (GPU)", vaoId);
  3197. }
  3198. #endif
  3199. }
  3200. // Unload vertex buffer (VBO)
  3201. void rlUnloadVertexBuffer(unsigned int vboId)
  3202. {
  3203. #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
  3204. glDeleteBuffers(1, &vboId);
  3205. //TRACELOG(RL_LOG_INFO, "VBO: Unloaded vertex data from VRAM (GPU)");
  3206. #endif
  3207. }
  3208. // Shaders management
  3209. //-----------------------------------------------------------------------------------------------
  3210. // Load shader from code strings
  3211. // NOTE: If shader string is NULL, using default vertex/fragment shaders
  3212. unsigned int rlLoadShaderCode(const char *vsCode, const char *fsCode)
  3213. {
  3214. unsigned int id = 0;
  3215. #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
  3216. unsigned int vertexShaderId = 0;
  3217. unsigned int fragmentShaderId = 0;
  3218. // Compile vertex shader (if provided)
  3219. if (vsCode != NULL) vertexShaderId = rlCompileShader(vsCode, GL_VERTEX_SHADER);
  3220. // In case no vertex shader was provided or compilation failed, we use default vertex shader
  3221. if (vertexShaderId == 0) vertexShaderId = RLGL.State.defaultVShaderId;
  3222. // Compile fragment shader (if provided)
  3223. if (fsCode != NULL) fragmentShaderId = rlCompileShader(fsCode, GL_FRAGMENT_SHADER);
  3224. // In case no fragment shader was provided or compilation failed, we use default fragment shader
  3225. if (fragmentShaderId == 0) fragmentShaderId = RLGL.State.defaultFShaderId;
  3226. // In case vertex and fragment shader are the default ones, no need to recompile, we can just assign the default shader program id
  3227. if ((vertexShaderId == RLGL.State.defaultVShaderId) && (fragmentShaderId == RLGL.State.defaultFShaderId)) id = RLGL.State.defaultShaderId;
  3228. else
  3229. {
  3230. // One of or both shader are new, we need to compile a new shader program
  3231. id = rlLoadShaderProgram(vertexShaderId, fragmentShaderId);
  3232. // We can detach and delete vertex/fragment shaders (if not default ones)
  3233. // NOTE: We detach shader before deletion to make sure memory is freed
  3234. if (vertexShaderId != RLGL.State.defaultVShaderId)
  3235. {
  3236. // WARNING: Shader program linkage could fail and returned id is 0
  3237. if (id > 0) glDetachShader(id, vertexShaderId);
  3238. glDeleteShader(vertexShaderId);
  3239. }
  3240. if (fragmentShaderId != RLGL.State.defaultFShaderId)
  3241. {
  3242. // WARNING: Shader program linkage could fail and returned id is 0
  3243. if (id > 0) glDetachShader(id, fragmentShaderId);
  3244. glDeleteShader(fragmentShaderId);
  3245. }
  3246. // In case shader program loading failed, we assign default shader
  3247. if (id == 0)
  3248. {
  3249. // In case shader loading fails, we return the default shader
  3250. TRACELOG(RL_LOG_WARNING, "SHADER: Failed to load custom shader code, using default shader");
  3251. id = RLGL.State.defaultShaderId;
  3252. }
  3253. /*
  3254. else
  3255. {
  3256. // Get available shader uniforms
  3257. // NOTE: This information is useful for debug...
  3258. int uniformCount = -1;
  3259. glGetProgramiv(id, GL_ACTIVE_UNIFORMS, &uniformCount);
  3260. for (int i = 0; i < uniformCount; i++)
  3261. {
  3262. int namelen = -1;
  3263. int num = -1;
  3264. char name[256] = { 0 }; // Assume no variable names longer than 256
  3265. GLenum type = GL_ZERO;
  3266. // Get the name of the uniforms
  3267. glGetActiveUniform(id, i, sizeof(name) - 1, &namelen, &num, &type, name);
  3268. name[namelen] = 0;
  3269. TRACELOGD("SHADER: [ID %i] Active uniform (%s) set at location: %i", id, name, glGetUniformLocation(id, name));
  3270. }
  3271. }
  3272. */
  3273. }
  3274. #endif
  3275. return id;
  3276. }
  3277. // Compile custom shader and return shader id
  3278. unsigned int rlCompileShader(const char *shaderCode, int type)
  3279. {
  3280. unsigned int shader = 0;
  3281. #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
  3282. shader = glCreateShader(type);
  3283. glShaderSource(shader, 1, &shaderCode, NULL);
  3284. GLint success = 0;
  3285. glCompileShader(shader);
  3286. glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
  3287. if (success == GL_FALSE)
  3288. {
  3289. switch (type)
  3290. {
  3291. case GL_VERTEX_SHADER: TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Failed to compile vertex shader code", shader); break;
  3292. case GL_FRAGMENT_SHADER: TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Failed to compile fragment shader code", shader); break;
  3293. //case GL_GEOMETRY_SHADER:
  3294. #if defined(GRAPHICS_API_OPENGL_43)
  3295. case GL_COMPUTE_SHADER: TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Failed to compile compute shader code", shader); break;
  3296. #endif
  3297. default: break;
  3298. }
  3299. int maxLength = 0;
  3300. glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &maxLength);
  3301. if (maxLength > 0)
  3302. {
  3303. int length = 0;
  3304. char *log = (char *)RL_CALLOC(maxLength, sizeof(char));
  3305. glGetShaderInfoLog(shader, maxLength, &length, log);
  3306. TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Compile error: %s", shader, log);
  3307. RL_FREE(log);
  3308. }
  3309. }
  3310. else
  3311. {
  3312. switch (type)
  3313. {
  3314. case GL_VERTEX_SHADER: TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Vertex shader compiled successfully", shader); break;
  3315. case GL_FRAGMENT_SHADER: TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Fragment shader compiled successfully", shader); break;
  3316. //case GL_GEOMETRY_SHADER:
  3317. #if defined(GRAPHICS_API_OPENGL_43)
  3318. case GL_COMPUTE_SHADER: TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Compute shader compiled successfully", shader); break;
  3319. #endif
  3320. default: break;
  3321. }
  3322. }
  3323. #endif
  3324. return shader;
  3325. }
  3326. // Load custom shader strings and return program id
  3327. unsigned int rlLoadShaderProgram(unsigned int vShaderId, unsigned int fShaderId)
  3328. {
  3329. unsigned int program = 0;
  3330. #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
  3331. GLint success = 0;
  3332. program = glCreateProgram();
  3333. glAttachShader(program, vShaderId);
  3334. glAttachShader(program, fShaderId);
  3335. // NOTE: Default attribute shader locations must be Bound before linking
  3336. glBindAttribLocation(program, 0, RL_DEFAULT_SHADER_ATTRIB_NAME_POSITION);
  3337. glBindAttribLocation(program, 1, RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD);
  3338. glBindAttribLocation(program, 2, RL_DEFAULT_SHADER_ATTRIB_NAME_NORMAL);
  3339. glBindAttribLocation(program, 3, RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR);
  3340. glBindAttribLocation(program, 4, RL_DEFAULT_SHADER_ATTRIB_NAME_TANGENT);
  3341. glBindAttribLocation(program, 5, RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2);
  3342. // NOTE: If some attrib name is no found on the shader, it locations becomes -1
  3343. glLinkProgram(program);
  3344. // NOTE: All uniform variables are intitialised to 0 when a program links
  3345. glGetProgramiv(program, GL_LINK_STATUS, &success);
  3346. if (success == GL_FALSE)
  3347. {
  3348. TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Failed to link shader program", program);
  3349. int maxLength = 0;
  3350. glGetProgramiv(program, GL_INFO_LOG_LENGTH, &maxLength);
  3351. if (maxLength > 0)
  3352. {
  3353. int length = 0;
  3354. char *log = (char *)RL_CALLOC(maxLength, sizeof(char));
  3355. glGetProgramInfoLog(program, maxLength, &length, log);
  3356. TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Link error: %s", program, log);
  3357. RL_FREE(log);
  3358. }
  3359. glDeleteProgram(program);
  3360. program = 0;
  3361. }
  3362. else
  3363. {
  3364. // Get the size of compiled shader program (not available on OpenGL ES 2.0)
  3365. // NOTE: If GL_LINK_STATUS is GL_FALSE, program binary length is zero.
  3366. //GLint binarySize = 0;
  3367. //glGetProgramiv(id, GL_PROGRAM_BINARY_LENGTH, &binarySize);
  3368. TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Program shader loaded successfully", program);
  3369. }
  3370. #endif
  3371. return program;
  3372. }
  3373. // Unload shader program
  3374. void rlUnloadShaderProgram(unsigned int id)
  3375. {
  3376. #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
  3377. glDeleteProgram(id);
  3378. TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Unloaded shader program data from VRAM (GPU)", id);
  3379. #endif
  3380. }
  3381. // Get shader location uniform
  3382. int rlGetLocationUniform(unsigned int shaderId, const char *uniformName)
  3383. {
  3384. int location = -1;
  3385. #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
  3386. location = glGetUniformLocation(shaderId, uniformName);
  3387. if (location == -1) TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Failed to find shader uniform: %s", shaderId, uniformName);
  3388. else TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Shader uniform (%s) set at location: %i", shaderId, uniformName, location);
  3389. #endif
  3390. return location;
  3391. }
  3392. // Get shader location attribute
  3393. int rlGetLocationAttrib(unsigned int shaderId, const char *attribName)
  3394. {
  3395. int location = -1;
  3396. #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
  3397. location = glGetAttribLocation(shaderId, attribName);
  3398. if (location == -1) TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Failed to find shader attribute: %s", shaderId, attribName);
  3399. else TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Shader attribute (%s) set at location: %i", shaderId, attribName, location);
  3400. #endif
  3401. return location;
  3402. }
  3403. // Set shader value uniform
  3404. void rlSetUniform(int locIndex, const void *value, int uniformType, int count)
  3405. {
  3406. #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
  3407. switch (uniformType)
  3408. {
  3409. case RL_SHADER_UNIFORM_FLOAT: glUniform1fv(locIndex, count, (float *)value); break;
  3410. case RL_SHADER_UNIFORM_VEC2: glUniform2fv(locIndex, count, (float *)value); break;
  3411. case RL_SHADER_UNIFORM_VEC3: glUniform3fv(locIndex, count, (float *)value); break;
  3412. case RL_SHADER_UNIFORM_VEC4: glUniform4fv(locIndex, count, (float *)value); break;
  3413. case RL_SHADER_UNIFORM_INT: glUniform1iv(locIndex, count, (int *)value); break;
  3414. case RL_SHADER_UNIFORM_IVEC2: glUniform2iv(locIndex, count, (int *)value); break;
  3415. case RL_SHADER_UNIFORM_IVEC3: glUniform3iv(locIndex, count, (int *)value); break;
  3416. case RL_SHADER_UNIFORM_IVEC4: glUniform4iv(locIndex, count, (int *)value); break;
  3417. case RL_SHADER_UNIFORM_SAMPLER2D: glUniform1iv(locIndex, count, (int *)value); break;
  3418. default: TRACELOG(RL_LOG_WARNING, "SHADER: Failed to set uniform value, data type not recognized");
  3419. }
  3420. #endif
  3421. }
  3422. // Set shader value attribute
  3423. void rlSetVertexAttributeDefault(int locIndex, const void *value, int attribType, int count)
  3424. {
  3425. #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
  3426. switch (attribType)
  3427. {
  3428. case RL_SHADER_ATTRIB_FLOAT: if (count == 1) glVertexAttrib1fv(locIndex, (float *)value); break;
  3429. case RL_SHADER_ATTRIB_VEC2: if (count == 2) glVertexAttrib2fv(locIndex, (float *)value); break;
  3430. case RL_SHADER_ATTRIB_VEC3: if (count == 3) glVertexAttrib3fv(locIndex, (float *)value); break;
  3431. case RL_SHADER_ATTRIB_VEC4: if (count == 4) glVertexAttrib4fv(locIndex, (float *)value); break;
  3432. default: TRACELOG(RL_LOG_WARNING, "SHADER: Failed to set attrib default value, data type not recognized");
  3433. }
  3434. #endif
  3435. }
  3436. // Set shader value uniform matrix
  3437. void rlSetUniformMatrix(int locIndex, Matrix mat)
  3438. {
  3439. #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
  3440. float matfloat[16] = {
  3441. mat.m0, mat.m1, mat.m2, mat.m3,
  3442. mat.m4, mat.m5, mat.m6, mat.m7,
  3443. mat.m8, mat.m9, mat.m10, mat.m11,
  3444. mat.m12, mat.m13, mat.m14, mat.m15
  3445. };
  3446. glUniformMatrix4fv(locIndex, 1, false, matfloat);
  3447. #endif
  3448. }
  3449. // Set shader value uniform sampler
  3450. void rlSetUniformSampler(int locIndex, unsigned int textureId)
  3451. {
  3452. #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
  3453. // Check if texture is already active
  3454. for (int i = 0; i < RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS; i++) if (RLGL.State.activeTextureId[i] == textureId) return;
  3455. // Register a new active texture for the internal batch system
  3456. // NOTE: Default texture is always activated as GL_TEXTURE0
  3457. for (int i = 0; i < RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS; i++)
  3458. {
  3459. if (RLGL.State.activeTextureId[i] == 0)
  3460. {
  3461. glUniform1i(locIndex, 1 + i); // Activate new texture unit
  3462. RLGL.State.activeTextureId[i] = textureId; // Save texture id for binding on drawing
  3463. break;
  3464. }
  3465. }
  3466. #endif
  3467. }
  3468. // Set shader currently active (id and locations)
  3469. void rlSetShader(unsigned int id, int *locs)
  3470. {
  3471. #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
  3472. if (RLGL.State.currentShaderId != id)
  3473. {
  3474. rlDrawRenderBatch(RLGL.currentBatch);
  3475. RLGL.State.currentShaderId = id;
  3476. RLGL.State.currentShaderLocs = locs;
  3477. }
  3478. #endif
  3479. }
  3480. // Load compute shader program
  3481. unsigned int rlLoadComputeShaderProgram(unsigned int shaderId)
  3482. {
  3483. unsigned int program = 0;
  3484. #if defined(GRAPHICS_API_OPENGL_43)
  3485. GLint success = 0;
  3486. program = glCreateProgram();
  3487. glAttachShader(program, shaderId);
  3488. glLinkProgram(program);
  3489. // NOTE: All uniform variables are intitialised to 0 when a program links
  3490. glGetProgramiv(program, GL_LINK_STATUS, &success);
  3491. if (success == GL_FALSE)
  3492. {
  3493. TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Failed to link compute shader program", program);
  3494. int maxLength = 0;
  3495. glGetProgramiv(program, GL_INFO_LOG_LENGTH, &maxLength);
  3496. if (maxLength > 0)
  3497. {
  3498. int length = 0;
  3499. char *log = (char *)RL_CALLOC(maxLength, sizeof(char));
  3500. glGetProgramInfoLog(program, maxLength, &length, log);
  3501. TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Link error: %s", program, log);
  3502. RL_FREE(log);
  3503. }
  3504. glDeleteProgram(program);
  3505. program = 0;
  3506. }
  3507. else
  3508. {
  3509. // Get the size of compiled shader program (not available on OpenGL ES 2.0)
  3510. // NOTE: If GL_LINK_STATUS is GL_FALSE, program binary length is zero.
  3511. //GLint binarySize = 0;
  3512. //glGetProgramiv(id, GL_PROGRAM_BINARY_LENGTH, &binarySize);
  3513. TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Compute shader program loaded successfully", program);
  3514. }
  3515. #endif
  3516. return program;
  3517. }
  3518. // Dispatch compute shader (equivalent to *draw* for graphics pilepine)
  3519. void rlComputeShaderDispatch(unsigned int groupX, unsigned int groupY, unsigned int groupZ)
  3520. {
  3521. #if defined(GRAPHICS_API_OPENGL_43)
  3522. glDispatchCompute(groupX, groupY, groupZ);
  3523. #endif
  3524. }
  3525. // Load shader storage buffer object (SSBO)
  3526. unsigned int rlLoadShaderBuffer(unsigned int size, const void *data, int usageHint)
  3527. {
  3528. unsigned int ssbo = 0;
  3529. #if defined(GRAPHICS_API_OPENGL_43)
  3530. glGenBuffers(1, &ssbo);
  3531. glBindBuffer(GL_SHADER_STORAGE_BUFFER, ssbo);
  3532. glBufferData(GL_SHADER_STORAGE_BUFFER, size, data, usageHint? usageHint : RL_STREAM_COPY);
  3533. glClearBufferData(GL_SHADER_STORAGE_BUFFER, GL_R8UI, GL_RED_INTEGER, GL_UNSIGNED_BYTE, 0);
  3534. glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
  3535. #endif
  3536. return ssbo;
  3537. }
  3538. // Unload shader storage buffer object (SSBO)
  3539. void rlUnloadShaderBuffer(unsigned int ssboId)
  3540. {
  3541. #if defined(GRAPHICS_API_OPENGL_43)
  3542. glDeleteBuffers(1, &ssboId);
  3543. #endif
  3544. }
  3545. // Update SSBO buffer data
  3546. void rlUpdateShaderBuffer(unsigned int id, const void *data, unsigned int dataSize, unsigned int offset)
  3547. {
  3548. #if defined(GRAPHICS_API_OPENGL_43)
  3549. glBindBuffer(GL_SHADER_STORAGE_BUFFER, id);
  3550. glBufferSubData(GL_SHADER_STORAGE_BUFFER, offset, dataSize, data);
  3551. #endif
  3552. }
  3553. // Get SSBO buffer size
  3554. unsigned int rlGetShaderBufferSize(unsigned int id)
  3555. {
  3556. long long size = 0;
  3557. #if defined(GRAPHICS_API_OPENGL_43)
  3558. glBindBuffer(GL_SHADER_STORAGE_BUFFER, id);
  3559. glGetInteger64v(GL_SHADER_STORAGE_BUFFER_SIZE, &size);
  3560. #endif
  3561. return (size > 0)? (unsigned int)size : 0;
  3562. }
  3563. // Read SSBO buffer data (GPU->CPU)
  3564. void rlReadShaderBuffer(unsigned int id, void *dest, unsigned int count, unsigned int offset)
  3565. {
  3566. #if defined(GRAPHICS_API_OPENGL_43)
  3567. glBindBuffer(GL_SHADER_STORAGE_BUFFER, id);
  3568. glGetBufferSubData(GL_SHADER_STORAGE_BUFFER, offset, count, dest);
  3569. #endif
  3570. }
  3571. // Bind SSBO buffer
  3572. void rlBindShaderBuffer(unsigned int id, unsigned int index)
  3573. {
  3574. #if defined(GRAPHICS_API_OPENGL_43)
  3575. glBindBufferBase(GL_SHADER_STORAGE_BUFFER, index, id);
  3576. #endif
  3577. }
  3578. // Copy SSBO buffer data
  3579. void rlCopyShaderBuffer(unsigned int destId, unsigned int srcId, unsigned int destOffset, unsigned int srcOffset, unsigned int count)
  3580. {
  3581. #if defined(GRAPHICS_API_OPENGL_43)
  3582. glBindBuffer(GL_COPY_READ_BUFFER, srcId);
  3583. glBindBuffer(GL_COPY_WRITE_BUFFER, destId);
  3584. glCopyBufferSubData(GL_COPY_READ_BUFFER, GL_COPY_WRITE_BUFFER, srcOffset, destOffset, count);
  3585. #endif
  3586. }
  3587. // Bind image texture
  3588. void rlBindImageTexture(unsigned int id, unsigned int index, int format, bool readonly)
  3589. {
  3590. #if defined(GRAPHICS_API_OPENGL_43)
  3591. unsigned int glInternalFormat = 0, glFormat = 0, glType = 0;
  3592. rlGetGlTextureFormats(format, &glInternalFormat, &glFormat, &glType);
  3593. glBindImageTexture(index, id, 0, 0, 0, readonly ? GL_READ_ONLY : GL_READ_WRITE, glInternalFormat);
  3594. #endif
  3595. }
  3596. // Matrix state management
  3597. //-----------------------------------------------------------------------------------------
  3598. // Get internal modelview matrix
  3599. Matrix rlGetMatrixModelview(void)
  3600. {
  3601. Matrix matrix = rlMatrixIdentity();
  3602. #if defined(GRAPHICS_API_OPENGL_11)
  3603. float mat[16];
  3604. glGetFloatv(GL_MODELVIEW_MATRIX, mat);
  3605. matrix.m0 = mat[0];
  3606. matrix.m1 = mat[1];
  3607. matrix.m2 = mat[2];
  3608. matrix.m3 = mat[3];
  3609. matrix.m4 = mat[4];
  3610. matrix.m5 = mat[5];
  3611. matrix.m6 = mat[6];
  3612. matrix.m7 = mat[7];
  3613. matrix.m8 = mat[8];
  3614. matrix.m9 = mat[9];
  3615. matrix.m10 = mat[10];
  3616. matrix.m11 = mat[11];
  3617. matrix.m12 = mat[12];
  3618. matrix.m13 = mat[13];
  3619. matrix.m14 = mat[14];
  3620. matrix.m15 = mat[15];
  3621. #else
  3622. matrix = RLGL.State.modelview;
  3623. #endif
  3624. return matrix;
  3625. }
  3626. // Get internal projection matrix
  3627. Matrix rlGetMatrixProjection(void)
  3628. {
  3629. #if defined(GRAPHICS_API_OPENGL_11)
  3630. float mat[16];
  3631. glGetFloatv(GL_PROJECTION_MATRIX,mat);
  3632. Matrix m;
  3633. m.m0 = mat[0];
  3634. m.m1 = mat[1];
  3635. m.m2 = mat[2];
  3636. m.m3 = mat[3];
  3637. m.m4 = mat[4];
  3638. m.m5 = mat[5];
  3639. m.m6 = mat[6];
  3640. m.m7 = mat[7];
  3641. m.m8 = mat[8];
  3642. m.m9 = mat[9];
  3643. m.m10 = mat[10];
  3644. m.m11 = mat[11];
  3645. m.m12 = mat[12];
  3646. m.m13 = mat[13];
  3647. m.m14 = mat[14];
  3648. m.m15 = mat[15];
  3649. return m;
  3650. #else
  3651. return RLGL.State.projection;
  3652. #endif
  3653. }
  3654. // Get internal accumulated transform matrix
  3655. Matrix rlGetMatrixTransform(void)
  3656. {
  3657. Matrix mat = rlMatrixIdentity();
  3658. #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
  3659. // TODO: Consider possible transform matrices in the RLGL.State.stack
  3660. // Is this the right order? or should we start with the first stored matrix instead of the last one?
  3661. //Matrix matStackTransform = rlMatrixIdentity();
  3662. //for (int i = RLGL.State.stackCounter; i > 0; i--) matStackTransform = rlMatrixMultiply(RLGL.State.stack[i], matStackTransform);
  3663. mat = RLGL.State.transform;
  3664. #endif
  3665. return mat;
  3666. }
  3667. // Get internal projection matrix for stereo render (selected eye)
  3668. RLAPI Matrix rlGetMatrixProjectionStereo(int eye)
  3669. {
  3670. Matrix mat = rlMatrixIdentity();
  3671. #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
  3672. mat = RLGL.State.projectionStereo[eye];
  3673. #endif
  3674. return mat;
  3675. }
  3676. // Get internal view offset matrix for stereo render (selected eye)
  3677. RLAPI Matrix rlGetMatrixViewOffsetStereo(int eye)
  3678. {
  3679. Matrix mat = rlMatrixIdentity();
  3680. #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
  3681. mat = RLGL.State.viewOffsetStereo[eye];
  3682. #endif
  3683. return mat;
  3684. }
  3685. // Set a custom modelview matrix (replaces internal modelview matrix)
  3686. void rlSetMatrixModelview(Matrix view)
  3687. {
  3688. #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
  3689. RLGL.State.modelview = view;
  3690. #endif
  3691. }
  3692. // Set a custom projection matrix (replaces internal projection matrix)
  3693. void rlSetMatrixProjection(Matrix projection)
  3694. {
  3695. #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
  3696. RLGL.State.projection = projection;
  3697. #endif
  3698. }
  3699. // Set eyes projection matrices for stereo rendering
  3700. void rlSetMatrixProjectionStereo(Matrix right, Matrix left)
  3701. {
  3702. #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
  3703. RLGL.State.projectionStereo[0] = right;
  3704. RLGL.State.projectionStereo[1] = left;
  3705. #endif
  3706. }
  3707. // Set eyes view offsets matrices for stereo rendering
  3708. void rlSetMatrixViewOffsetStereo(Matrix right, Matrix left)
  3709. {
  3710. #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
  3711. RLGL.State.viewOffsetStereo[0] = right;
  3712. RLGL.State.viewOffsetStereo[1] = left;
  3713. #endif
  3714. }
  3715. // Load and draw a quad in NDC
  3716. void rlLoadDrawQuad(void)
  3717. {
  3718. #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
  3719. unsigned int quadVAO = 0;
  3720. unsigned int quadVBO = 0;
  3721. float vertices[] = {
  3722. // Positions Texcoords
  3723. -1.0f, 1.0f, 0.0f, 0.0f, 1.0f,
  3724. -1.0f, -1.0f, 0.0f, 0.0f, 0.0f,
  3725. 1.0f, 1.0f, 0.0f, 1.0f, 1.0f,
  3726. 1.0f, -1.0f, 0.0f, 1.0f, 0.0f,
  3727. };
  3728. // Gen VAO to contain VBO
  3729. glGenVertexArrays(1, &quadVAO);
  3730. glBindVertexArray(quadVAO);
  3731. // Gen and fill vertex buffer (VBO)
  3732. glGenBuffers(1, &quadVBO);
  3733. glBindBuffer(GL_ARRAY_BUFFER, quadVBO);
  3734. glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), &vertices, GL_STATIC_DRAW);
  3735. // Bind vertex attributes (position, texcoords)
  3736. glEnableVertexAttribArray(0);
  3737. glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5*sizeof(float), (void *)0); // Positions
  3738. glEnableVertexAttribArray(1);
  3739. glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5*sizeof(float), (void *)(3*sizeof(float))); // Texcoords
  3740. // Draw quad
  3741. glBindVertexArray(quadVAO);
  3742. glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
  3743. glBindVertexArray(0);
  3744. // Delete buffers (VBO and VAO)
  3745. glDeleteBuffers(1, &quadVBO);
  3746. glDeleteVertexArrays(1, &quadVAO);
  3747. #endif
  3748. }
  3749. // Load and draw a cube in NDC
  3750. void rlLoadDrawCube(void)
  3751. {
  3752. #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
  3753. unsigned int cubeVAO = 0;
  3754. unsigned int cubeVBO = 0;
  3755. float vertices[] = {
  3756. // Positions Normals Texcoords
  3757. -1.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f,
  3758. 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f,
  3759. 1.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 1.0f, 0.0f,
  3760. 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f,
  3761. -1.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f,
  3762. -1.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 1.0f,
  3763. -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f,
  3764. 1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f,
  3765. 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f,
  3766. 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f,
  3767. -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f,
  3768. -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f,
  3769. -1.0f, 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
  3770. -1.0f, 1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 1.0f,
  3771. -1.0f, -1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
  3772. -1.0f, -1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
  3773. -1.0f, -1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f,
  3774. -1.0f, 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
  3775. 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
  3776. 1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
  3777. 1.0f, 1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f,
  3778. 1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
  3779. 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
  3780. 1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f,
  3781. -1.0f, -1.0f, -1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f,
  3782. 1.0f, -1.0f, -1.0f, 0.0f, -1.0f, 0.0f, 1.0f, 1.0f,
  3783. 1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f,
  3784. 1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f,
  3785. -1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 0.0f,
  3786. -1.0f, -1.0f, -1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f,
  3787. -1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f,
  3788. 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f,
  3789. 1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f,
  3790. 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f,
  3791. -1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f,
  3792. -1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f
  3793. };
  3794. // Gen VAO to contain VBO
  3795. glGenVertexArrays(1, &cubeVAO);
  3796. glBindVertexArray(cubeVAO);
  3797. // Gen and fill vertex buffer (VBO)
  3798. glGenBuffers(1, &cubeVBO);
  3799. glBindBuffer(GL_ARRAY_BUFFER, cubeVBO);
  3800. glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
  3801. // Bind vertex attributes (position, normals, texcoords)
  3802. glBindVertexArray(cubeVAO);
  3803. glEnableVertexAttribArray(0);
  3804. glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8*sizeof(float), (void *)0); // Positions
  3805. glEnableVertexAttribArray(1);
  3806. glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8*sizeof(float), (void *)(3*sizeof(float))); // Normals
  3807. glEnableVertexAttribArray(2);
  3808. glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8*sizeof(float), (void *)(6*sizeof(float))); // Texcoords
  3809. glBindBuffer(GL_ARRAY_BUFFER, 0);
  3810. glBindVertexArray(0);
  3811. // Draw cube
  3812. glBindVertexArray(cubeVAO);
  3813. glDrawArrays(GL_TRIANGLES, 0, 36);
  3814. glBindVertexArray(0);
  3815. // Delete VBO and VAO
  3816. glDeleteBuffers(1, &cubeVBO);
  3817. glDeleteVertexArrays(1, &cubeVAO);
  3818. #endif
  3819. }
  3820. // Get name string for pixel format
  3821. const char *rlGetPixelFormatName(unsigned int format)
  3822. {
  3823. switch (format)
  3824. {
  3825. case RL_PIXELFORMAT_UNCOMPRESSED_GRAYSCALE: return "GRAYSCALE"; break; // 8 bit per pixel (no alpha)
  3826. case RL_PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA: return "GRAY_ALPHA"; break; // 8*2 bpp (2 channels)
  3827. case RL_PIXELFORMAT_UNCOMPRESSED_R5G6B5: return "R5G6B5"; break; // 16 bpp
  3828. case RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8: return "R8G8B8"; break; // 24 bpp
  3829. case RL_PIXELFORMAT_UNCOMPRESSED_R5G5B5A1: return "R5G5B5A1"; break; // 16 bpp (1 bit alpha)
  3830. case RL_PIXELFORMAT_UNCOMPRESSED_R4G4B4A4: return "R4G4B4A4"; break; // 16 bpp (4 bit alpha)
  3831. case RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8A8: return "R8G8B8A8"; break; // 32 bpp
  3832. case RL_PIXELFORMAT_UNCOMPRESSED_R32: return "R32"; break; // 32 bpp (1 channel - float)
  3833. case RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32: return "R32G32B32"; break; // 32*3 bpp (3 channels - float)
  3834. case RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32A32: return "R32G32B32A32"; break; // 32*4 bpp (4 channels - float)
  3835. case RL_PIXELFORMAT_COMPRESSED_DXT1_RGB: return "DXT1_RGB"; break; // 4 bpp (no alpha)
  3836. case RL_PIXELFORMAT_COMPRESSED_DXT1_RGBA: return "DXT1_RGBA"; break; // 4 bpp (1 bit alpha)
  3837. case RL_PIXELFORMAT_COMPRESSED_DXT3_RGBA: return "DXT3_RGBA"; break; // 8 bpp
  3838. case RL_PIXELFORMAT_COMPRESSED_DXT5_RGBA: return "DXT5_RGBA"; break; // 8 bpp
  3839. case RL_PIXELFORMAT_COMPRESSED_ETC1_RGB: return "ETC1_RGB"; break; // 4 bpp
  3840. case RL_PIXELFORMAT_COMPRESSED_ETC2_RGB: return "ETC2_RGB"; break; // 4 bpp
  3841. case RL_PIXELFORMAT_COMPRESSED_ETC2_EAC_RGBA: return "ETC2_RGBA"; break; // 8 bpp
  3842. case RL_PIXELFORMAT_COMPRESSED_PVRT_RGB: return "PVRT_RGB"; break; // 4 bpp
  3843. case RL_PIXELFORMAT_COMPRESSED_PVRT_RGBA: return "PVRT_RGBA"; break; // 4 bpp
  3844. case RL_PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA: return "ASTC_4x4_RGBA"; break; // 8 bpp
  3845. case RL_PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA: return "ASTC_8x8_RGBA"; break; // 2 bpp
  3846. default: return "UNKNOWN"; break;
  3847. }
  3848. }
  3849. //----------------------------------------------------------------------------------
  3850. // Module specific Functions Definition
  3851. //----------------------------------------------------------------------------------
  3852. #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
  3853. // Load default shader (just vertex positioning and texture coloring)
  3854. // NOTE: This shader program is used for internal buffers
  3855. // NOTE: Loaded: RLGL.State.defaultShaderId, RLGL.State.defaultShaderLocs
  3856. static void rlLoadShaderDefault(void)
  3857. {
  3858. RLGL.State.defaultShaderLocs = (int *)RL_CALLOC(RL_MAX_SHADER_LOCATIONS, sizeof(int));
  3859. // NOTE: All locations must be reseted to -1 (no location)
  3860. for (int i = 0; i < RL_MAX_SHADER_LOCATIONS; i++) RLGL.State.defaultShaderLocs[i] = -1;
  3861. // Vertex shader directly defined, no external file required
  3862. const char *defaultVShaderCode =
  3863. #if defined(GRAPHICS_API_OPENGL_21)
  3864. "#version 120 \n"
  3865. "attribute vec3 vertexPosition; \n"
  3866. "attribute vec2 vertexTexCoord; \n"
  3867. "attribute vec4 vertexColor; \n"
  3868. "varying vec2 fragTexCoord; \n"
  3869. "varying vec4 fragColor; \n"
  3870. #elif defined(GRAPHICS_API_OPENGL_33)
  3871. "#version 330 \n"
  3872. "in vec3 vertexPosition; \n"
  3873. "in vec2 vertexTexCoord; \n"
  3874. "in vec4 vertexColor; \n"
  3875. "out vec2 fragTexCoord; \n"
  3876. "out vec4 fragColor; \n"
  3877. #endif
  3878. #if defined(GRAPHICS_API_OPENGL_ES2)
  3879. "#version 100 \n"
  3880. "attribute vec3 vertexPosition; \n"
  3881. "attribute vec2 vertexTexCoord; \n"
  3882. "attribute vec4 vertexColor; \n"
  3883. "varying vec2 fragTexCoord; \n"
  3884. "varying vec4 fragColor; \n"
  3885. #endif
  3886. "uniform mat4 mvp; \n"
  3887. "void main() \n"
  3888. "{ \n"
  3889. " fragTexCoord = vertexTexCoord; \n"
  3890. " fragColor = vertexColor; \n"
  3891. " gl_Position = mvp*vec4(vertexPosition, 1.0); \n"
  3892. "} \n";
  3893. // Fragment shader directly defined, no external file required
  3894. const char *defaultFShaderCode =
  3895. #if defined(GRAPHICS_API_OPENGL_21)
  3896. "#version 120 \n"
  3897. "varying vec2 fragTexCoord; \n"
  3898. "varying vec4 fragColor; \n"
  3899. "uniform sampler2D texture0; \n"
  3900. "uniform vec4 colDiffuse; \n"
  3901. "void main() \n"
  3902. "{ \n"
  3903. " vec4 texelColor = texture2D(texture0, fragTexCoord); \n"
  3904. " gl_FragColor = texelColor*colDiffuse*fragColor; \n"
  3905. "} \n";
  3906. #elif defined(GRAPHICS_API_OPENGL_33)
  3907. "#version 330 \n"
  3908. "in vec2 fragTexCoord; \n"
  3909. "in vec4 fragColor; \n"
  3910. "out vec4 finalColor; \n"
  3911. "uniform sampler2D texture0; \n"
  3912. "uniform vec4 colDiffuse; \n"
  3913. "void main() \n"
  3914. "{ \n"
  3915. " vec4 texelColor = texture(texture0, fragTexCoord); \n"
  3916. " finalColor = texelColor*colDiffuse*fragColor; \n"
  3917. "} \n";
  3918. #endif
  3919. #if defined(GRAPHICS_API_OPENGL_ES2)
  3920. "#version 100 \n"
  3921. "precision mediump float; \n" // Precision required for OpenGL ES2 (WebGL)
  3922. "varying vec2 fragTexCoord; \n"
  3923. "varying vec4 fragColor; \n"
  3924. "uniform sampler2D texture0; \n"
  3925. "uniform vec4 colDiffuse; \n"
  3926. "void main() \n"
  3927. "{ \n"
  3928. " vec4 texelColor = texture2D(texture0, fragTexCoord); \n"
  3929. " gl_FragColor = texelColor*colDiffuse*fragColor; \n"
  3930. "} \n";
  3931. #endif
  3932. // NOTE: Compiled vertex/fragment shaders are not deleted,
  3933. // they are kept for re-use as default shaders in case some shader loading fails
  3934. RLGL.State.defaultVShaderId = rlCompileShader(defaultVShaderCode, GL_VERTEX_SHADER); // Compile default vertex shader
  3935. RLGL.State.defaultFShaderId = rlCompileShader(defaultFShaderCode, GL_FRAGMENT_SHADER); // Compile default fragment shader
  3936. RLGL.State.defaultShaderId = rlLoadShaderProgram(RLGL.State.defaultVShaderId, RLGL.State.defaultFShaderId);
  3937. if (RLGL.State.defaultShaderId > 0)
  3938. {
  3939. TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Default shader loaded successfully", RLGL.State.defaultShaderId);
  3940. // Set default shader locations: attributes locations
  3941. RLGL.State.defaultShaderLocs[RL_SHADER_LOC_VERTEX_POSITION] = glGetAttribLocation(RLGL.State.defaultShaderId, "vertexPosition");
  3942. RLGL.State.defaultShaderLocs[RL_SHADER_LOC_VERTEX_TEXCOORD01] = glGetAttribLocation(RLGL.State.defaultShaderId, "vertexTexCoord");
  3943. RLGL.State.defaultShaderLocs[RL_SHADER_LOC_VERTEX_COLOR] = glGetAttribLocation(RLGL.State.defaultShaderId, "vertexColor");
  3944. // Set default shader locations: uniform locations
  3945. RLGL.State.defaultShaderLocs[RL_SHADER_LOC_MATRIX_MVP] = glGetUniformLocation(RLGL.State.defaultShaderId, "mvp");
  3946. RLGL.State.defaultShaderLocs[RL_SHADER_LOC_COLOR_DIFFUSE] = glGetUniformLocation(RLGL.State.defaultShaderId, "colDiffuse");
  3947. RLGL.State.defaultShaderLocs[RL_SHADER_LOC_MAP_DIFFUSE] = glGetUniformLocation(RLGL.State.defaultShaderId, "texture0");
  3948. }
  3949. else TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Failed to load default shader", RLGL.State.defaultShaderId);
  3950. }
  3951. // Unload default shader
  3952. // NOTE: Unloads: RLGL.State.defaultShaderId, RLGL.State.defaultShaderLocs
  3953. static void rlUnloadShaderDefault(void)
  3954. {
  3955. glUseProgram(0);
  3956. glDetachShader(RLGL.State.defaultShaderId, RLGL.State.defaultVShaderId);
  3957. glDetachShader(RLGL.State.defaultShaderId, RLGL.State.defaultFShaderId);
  3958. glDeleteShader(RLGL.State.defaultVShaderId);
  3959. glDeleteShader(RLGL.State.defaultFShaderId);
  3960. glDeleteProgram(RLGL.State.defaultShaderId);
  3961. RL_FREE(RLGL.State.defaultShaderLocs);
  3962. TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Default shader unloaded successfully", RLGL.State.defaultShaderId);
  3963. }
  3964. #if defined(RLGL_SHOW_GL_DETAILS_INFO)
  3965. // Get compressed format official GL identifier name
  3966. static char *rlGetCompressedFormatName(int format)
  3967. {
  3968. switch (format)
  3969. {
  3970. // GL_EXT_texture_compression_s3tc
  3971. case 0x83F0: return "GL_COMPRESSED_RGB_S3TC_DXT1_EXT"; break;
  3972. case 0x83F1: return "GL_COMPRESSED_RGBA_S3TC_DXT1_EXT"; break;
  3973. case 0x83F2: return "GL_COMPRESSED_RGBA_S3TC_DXT3_EXT"; break;
  3974. case 0x83F3: return "GL_COMPRESSED_RGBA_S3TC_DXT5_EXT"; break;
  3975. // GL_3DFX_texture_compression_FXT1
  3976. case 0x86B0: return "GL_COMPRESSED_RGB_FXT1_3DFX"; break;
  3977. case 0x86B1: return "GL_COMPRESSED_RGBA_FXT1_3DFX"; break;
  3978. // GL_IMG_texture_compression_pvrtc
  3979. case 0x8C00: return "GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG"; break;
  3980. case 0x8C01: return "GL_COMPRESSED_RGB_PVRTC_2BPPV1_IMG"; break;
  3981. case 0x8C02: return "GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG"; break;
  3982. case 0x8C03: return "GL_COMPRESSED_RGBA_PVRTC_2BPPV1_IMG"; break;
  3983. // GL_OES_compressed_ETC1_RGB8_texture
  3984. case 0x8D64: return "GL_ETC1_RGB8_OES"; break;
  3985. // GL_ARB_texture_compression_rgtc
  3986. case 0x8DBB: return "GL_COMPRESSED_RED_RGTC1"; break;
  3987. case 0x8DBC: return "GL_COMPRESSED_SIGNED_RED_RGTC1"; break;
  3988. case 0x8DBD: return "GL_COMPRESSED_RG_RGTC2"; break;
  3989. case 0x8DBE: return "GL_COMPRESSED_SIGNED_RG_RGTC2"; break;
  3990. // GL_ARB_texture_compression_bptc
  3991. case 0x8E8C: return "GL_COMPRESSED_RGBA_BPTC_UNORM_ARB"; break;
  3992. case 0x8E8D: return "GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM_ARB"; break;
  3993. case 0x8E8E: return "GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT_ARB"; break;
  3994. case 0x8E8F: return "GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT_ARB"; break;
  3995. // GL_ARB_ES3_compatibility
  3996. case 0x9274: return "GL_COMPRESSED_RGB8_ETC2"; break;
  3997. case 0x9275: return "GL_COMPRESSED_SRGB8_ETC2"; break;
  3998. case 0x9276: return "GL_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2"; break;
  3999. case 0x9277: return "GL_COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2"; break;
  4000. case 0x9278: return "GL_COMPRESSED_RGBA8_ETC2_EAC"; break;
  4001. case 0x9279: return "GL_COMPRESSED_SRGB8_ALPHA8_ETC2_EAC"; break;
  4002. case 0x9270: return "GL_COMPRESSED_R11_EAC"; break;
  4003. case 0x9271: return "GL_COMPRESSED_SIGNED_R11_EAC"; break;
  4004. case 0x9272: return "GL_COMPRESSED_RG11_EAC"; break;
  4005. case 0x9273: return "GL_COMPRESSED_SIGNED_RG11_EAC"; break;
  4006. // GL_KHR_texture_compression_astc_hdr
  4007. case 0x93B0: return "GL_COMPRESSED_RGBA_ASTC_4x4_KHR"; break;
  4008. case 0x93B1: return "GL_COMPRESSED_RGBA_ASTC_5x4_KHR"; break;
  4009. case 0x93B2: return "GL_COMPRESSED_RGBA_ASTC_5x5_KHR"; break;
  4010. case 0x93B3: return "GL_COMPRESSED_RGBA_ASTC_6x5_KHR"; break;
  4011. case 0x93B4: return "GL_COMPRESSED_RGBA_ASTC_6x6_KHR"; break;
  4012. case 0x93B5: return "GL_COMPRESSED_RGBA_ASTC_8x5_KHR"; break;
  4013. case 0x93B6: return "GL_COMPRESSED_RGBA_ASTC_8x6_KHR"; break;
  4014. case 0x93B7: return "GL_COMPRESSED_RGBA_ASTC_8x8_KHR"; break;
  4015. case 0x93B8: return "GL_COMPRESSED_RGBA_ASTC_10x5_KHR"; break;
  4016. case 0x93B9: return "GL_COMPRESSED_RGBA_ASTC_10x6_KHR"; break;
  4017. case 0x93BA: return "GL_COMPRESSED_RGBA_ASTC_10x8_KHR"; break;
  4018. case 0x93BB: return "GL_COMPRESSED_RGBA_ASTC_10x10_KHR"; break;
  4019. case 0x93BC: return "GL_COMPRESSED_RGBA_ASTC_12x10_KHR"; break;
  4020. case 0x93BD: return "GL_COMPRESSED_RGBA_ASTC_12x12_KHR"; break;
  4021. case 0x93D0: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_4x4_KHR"; break;
  4022. case 0x93D1: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x4_KHR"; break;
  4023. case 0x93D2: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x5_KHR"; break;
  4024. case 0x93D3: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x5_KHR"; break;
  4025. case 0x93D4: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x6_KHR"; break;
  4026. case 0x93D5: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x5_KHR"; break;
  4027. case 0x93D6: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x6_KHR"; break;
  4028. case 0x93D7: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x8_KHR"; break;
  4029. case 0x93D8: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x5_KHR"; break;
  4030. case 0x93D9: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x6_KHR"; break;
  4031. case 0x93DA: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x8_KHR"; break;
  4032. case 0x93DB: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x10_KHR"; break;
  4033. case 0x93DC: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_12x10_KHR"; break;
  4034. case 0x93DD: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_12x12_KHR"; break;
  4035. default: return "GL_COMPRESSED_UNKNOWN"; break;
  4036. }
  4037. }
  4038. #endif // RLGL_SHOW_GL_DETAILS_INFO
  4039. #endif // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2
  4040. // Get pixel data size in bytes (image or texture)
  4041. // NOTE: Size depends on pixel format
  4042. static int rlGetPixelDataSize(int width, int height, int format)
  4043. {
  4044. int dataSize = 0; // Size in bytes
  4045. int bpp = 0; // Bits per pixel
  4046. switch (format)
  4047. {
  4048. case RL_PIXELFORMAT_UNCOMPRESSED_GRAYSCALE: bpp = 8; break;
  4049. case RL_PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA:
  4050. case RL_PIXELFORMAT_UNCOMPRESSED_R5G6B5:
  4051. case RL_PIXELFORMAT_UNCOMPRESSED_R5G5B5A1:
  4052. case RL_PIXELFORMAT_UNCOMPRESSED_R4G4B4A4: bpp = 16; break;
  4053. case RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8A8: bpp = 32; break;
  4054. case RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8: bpp = 24; break;
  4055. case RL_PIXELFORMAT_UNCOMPRESSED_R32: bpp = 32; break;
  4056. case RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32: bpp = 32*3; break;
  4057. case RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32A32: bpp = 32*4; break;
  4058. case RL_PIXELFORMAT_COMPRESSED_DXT1_RGB:
  4059. case RL_PIXELFORMAT_COMPRESSED_DXT1_RGBA:
  4060. case RL_PIXELFORMAT_COMPRESSED_ETC1_RGB:
  4061. case RL_PIXELFORMAT_COMPRESSED_ETC2_RGB:
  4062. case RL_PIXELFORMAT_COMPRESSED_PVRT_RGB:
  4063. case RL_PIXELFORMAT_COMPRESSED_PVRT_RGBA: bpp = 4; break;
  4064. case RL_PIXELFORMAT_COMPRESSED_DXT3_RGBA:
  4065. case RL_PIXELFORMAT_COMPRESSED_DXT5_RGBA:
  4066. case RL_PIXELFORMAT_COMPRESSED_ETC2_EAC_RGBA:
  4067. case RL_PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA: bpp = 8; break;
  4068. case RL_PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA: bpp = 2; break;
  4069. default: break;
  4070. }
  4071. dataSize = width*height*bpp/8; // Total data size in bytes
  4072. // Most compressed formats works on 4x4 blocks,
  4073. // if texture is smaller, minimum dataSize is 8 or 16
  4074. if ((width < 4) && (height < 4))
  4075. {
  4076. if ((format >= RL_PIXELFORMAT_COMPRESSED_DXT1_RGB) && (format < RL_PIXELFORMAT_COMPRESSED_DXT3_RGBA)) dataSize = 8;
  4077. else if ((format >= RL_PIXELFORMAT_COMPRESSED_DXT3_RGBA) && (format < RL_PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA)) dataSize = 16;
  4078. }
  4079. return dataSize;
  4080. }
  4081. // Auxiliar math functions
  4082. // Get identity matrix
  4083. static Matrix rlMatrixIdentity(void)
  4084. {
  4085. Matrix result = {
  4086. 1.0f, 0.0f, 0.0f, 0.0f,
  4087. 0.0f, 1.0f, 0.0f, 0.0f,
  4088. 0.0f, 0.0f, 1.0f, 0.0f,
  4089. 0.0f, 0.0f, 0.0f, 1.0f
  4090. };
  4091. return result;
  4092. }
  4093. // Get two matrix multiplication
  4094. // NOTE: When multiplying matrices... the order matters!
  4095. static Matrix rlMatrixMultiply(Matrix left, Matrix right)
  4096. {
  4097. Matrix result = { 0 };
  4098. result.m0 = left.m0*right.m0 + left.m1*right.m4 + left.m2*right.m8 + left.m3*right.m12;
  4099. result.m1 = left.m0*right.m1 + left.m1*right.m5 + left.m2*right.m9 + left.m3*right.m13;
  4100. result.m2 = left.m0*right.m2 + left.m1*right.m6 + left.m2*right.m10 + left.m3*right.m14;
  4101. result.m3 = left.m0*right.m3 + left.m1*right.m7 + left.m2*right.m11 + left.m3*right.m15;
  4102. result.m4 = left.m4*right.m0 + left.m5*right.m4 + left.m6*right.m8 + left.m7*right.m12;
  4103. result.m5 = left.m4*right.m1 + left.m5*right.m5 + left.m6*right.m9 + left.m7*right.m13;
  4104. result.m6 = left.m4*right.m2 + left.m5*right.m6 + left.m6*right.m10 + left.m7*right.m14;
  4105. result.m7 = left.m4*right.m3 + left.m5*right.m7 + left.m6*right.m11 + left.m7*right.m15;
  4106. result.m8 = left.m8*right.m0 + left.m9*right.m4 + left.m10*right.m8 + left.m11*right.m12;
  4107. result.m9 = left.m8*right.m1 + left.m9*right.m5 + left.m10*right.m9 + left.m11*right.m13;
  4108. result.m10 = left.m8*right.m2 + left.m9*right.m6 + left.m10*right.m10 + left.m11*right.m14;
  4109. result.m11 = left.m8*right.m3 + left.m9*right.m7 + left.m10*right.m11 + left.m11*right.m15;
  4110. result.m12 = left.m12*right.m0 + left.m13*right.m4 + left.m14*right.m8 + left.m15*right.m12;
  4111. result.m13 = left.m12*right.m1 + left.m13*right.m5 + left.m14*right.m9 + left.m15*right.m13;
  4112. result.m14 = left.m12*right.m2 + left.m13*right.m6 + left.m14*right.m10 + left.m15*right.m14;
  4113. result.m15 = left.m12*right.m3 + left.m13*right.m7 + left.m14*right.m11 + left.m15*right.m15;
  4114. return result;
  4115. }
  4116. #endif // RLGL_IMPLEMENTATION