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/**********************************************************************************************
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*
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* rlgl v4 .5 - A multi - OpenGL abstraction layer with an immediate - mode style API
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*
* DESCRIPTION :
* An abstraction layer for multiple OpenGL versions ( 1.1 , 2.1 , 3.3 Core , 4.3 Core , ES 2.0 )
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* that provides a pseudo - OpenGL 1.1 immediate - mode style API ( Vertex , Translate , Rotate . . . )
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*
* ADDITIONAL NOTES :
* When choosing an OpenGL backend different than OpenGL 1.1 , some internal buffer are
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* initialized on init ( ) to accumulate vertex data .
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*
* When an internal state change is required all the stored vertex data is renderer in batch ,
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* additionally , draw_render_batch_active ( ) could be called to force flushing of the batch .
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*
* Some resources are also loaded for convenience , here the complete list :
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* - Default batch ( GLOBAL_DATA . defaultBatch ) : RenderBatch system to accumulate vertex data
* - Default texture ( GLOBAL_DATA . defaultTextureId ) : 1 x1 white pixel R8G8B8A8
* - Default shader ( GLOBAL_DATA . State . defaultShaderId , GLOBAL_DATA . State . defaultShaderLocs )
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*
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* Internal buffer ( and resources ) must be manually unloaded calling close ( ) .
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*
* CONFIGURATION :
* # define GRAPHICS_API_OPENGL_11
* # define GRAPHICS_API_OPENGL_21
* # define GRAPHICS_API_OPENGL_33
* # define GRAPHICS_API_OPENGL_43
* # define GRAPHICS_API_OPENGL_ES2
* # define GRAPHICS_API_OPENGL_ES3
* Use selected OpenGL graphics backend , should be supported by platform
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* Those preprocessor defines are only used on rlgl module , if OpenGL version is
* required by any other module , use get_version ( ) to check it
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*
* # define RLGL_IMPLEMENTATION
* Generates the implementation of the library into the included file .
* If not defined , the library is in header only mode and can be included in other headers
* or source files without problems . But only ONE file should hold the implementation .
*
* # define RLGL_RENDER_TEXTURES_HINT
* Enable framebuffer objects ( fbo ) support ( enabled by default )
* Some GPUs could not support them despite the OpenGL version
*
* # define RLGL_SHOW_GL_DETAILS_INFO
* Show OpenGL extensions and capabilities detailed logs on init
*
* # define RLGL_ENABLE_OPENGL_DEBUG_CONTEXT
* Enable debug context ( only available on OpenGL 4.3 )
*
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* rlgl capabilities could be customized just defining some internal
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* values before library inclusion ( default values listed ) :
*
* # define RL_DEFAULT_BATCH_BUFFER_ELEMENTS 8192 // Default internal render batch elements limits
* # define RL_DEFAULT_BATCH_BUFFERS 1 // Default number of batch buffers (multi-buffering)
* # define RL_DEFAULT_BATCH_DRAWCALLS 256 // Default number of batch draw calls (by state changes: mode, texture)
* # define RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS 4 // Maximum number of textures units that can be activated on batch drawing (SetShaderValueTexture())
*
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* # define RL_MAX_MATRIX_STACK_SIZE 32 // Maximum size of internal Matrix stack
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* # define RL_MAX_SHADER_LOCATIONS 32 // Maximum number of shader locations supported
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* # define CULL_DISTANCE_NEAR 0.01 // Default projection matrix near cull distance
* # define CULL_DISTANCE_FAR 1000.0 // Default projection matrix far cull distance
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*
* When loading a shader , the following vertex attributes and uniform
* location names are tried to be set automatically :
*
* # define RL_DEFAULT_SHADER_ATTRIB_NAME_POSITION " vertexPosition " // Bound by default to shader location: 0
* # define RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD " vertexTexCoord " // Bound by default to shader location: 1
* # define RL_DEFAULT_SHADER_ATTRIB_NAME_NORMAL " vertexNormal " // Bound by default to shader location: 2
* # define RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR " vertexColor " // Bound by default to shader location: 3
* # define RL_DEFAULT_SHADER_ATTRIB_NAME_TANGENT " vertexTangent " // Bound by default to shader location: 4
* # define RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2 " vertexTexCoord2 " // Bound by default to shader location: 5
* # define RL_DEFAULT_SHADER_UNIFORM_NAME_MVP " mvp " // model-view-projection matrix
* # define RL_DEFAULT_SHADER_UNIFORM_NAME_VIEW " matView " // view matrix
* # define RL_DEFAULT_SHADER_UNIFORM_NAME_PROJECTION " matProjection " // projection matrix
* # define RL_DEFAULT_SHADER_UNIFORM_NAME_MODEL " matModel " // model matrix
* # define RL_DEFAULT_SHADER_UNIFORM_NAME_NORMAL " matNormal " // normal matrix (transpose(inverse(matModelView))
* # define RL_DEFAULT_SHADER_UNIFORM_NAME_COLOR " colDiffuse " // color diffuse (base tint color, multiplied by texture color)
* # define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE0 " texture0 " // texture0 (texture slot active 0)
* # define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE1 " texture1 " // texture1 (texture slot active 1)
* # define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE2 " texture2 " // texture2 (texture slot active 2)
*
* DEPENDENCIES :
* - OpenGL libraries ( depending on platform and OpenGL version selected )
* - GLAD OpenGL extensions loading library ( only for OpenGL 3.3 Core , 4.3 Core )
*
*
* LICENSE : zlib / libpng
*
* Copyright ( c ) 2014 - 2023 Ramon Santamaria ( @ raysan5 )
*
* This software is provided " as-is " , without any express or implied warranty . In no event
* will the authors be held liable for any damages arising from the use of this software .
*
* Permission is granted to anyone to use this software for any purpose , including commercial
* applications , and to alter it and redistribute it freely , subject to the following restrictions :
*
* 1. The origin of this software must not be misrepresented ; you must not claim that you
* wrote the original software . If you use this software in a product , an acknowledgment
* in the product documentation would be appreciated but is not required .
*
* 2. Altered source versions must be plainly marked as such , and must not be misrepresented
* as being the original software .
*
* 3. This notice may not be removed or altered from any source distribution .
*
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */
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# ifndef RLGL_H
# define RLGL_H
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# define RLGL_VERSION "4.5"
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# ifndef RAYLIB_H
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// Function specifiers in case library is build/used as a shared library (Windows)
// NOTE: Microsoft specifiers to tell compiler that symbols are imported/exported from a .dll
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# if defined(_WIN32)
# if defined(BUILD_LIBTYPE_SHARED)
# define RLAPI __declspec(dllexport) // We are building the library as a Win32 shared library (.dll)
# elif defined(USE_LIBTYPE_SHARED)
# define RLAPI __declspec(dllimport) // We are using the library as a Win32 shared library (.dll)
# endif
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# endif
// Function specifiers definition
# ifndef RLAPI
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# define RLAPI // Functions defined as 'extern' by default (implicit specifiers)
# endif
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# endif
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// Indicates of raylib has been refactored
# ifndef RL_REFACTORED_CPP
# define RL_REFACTORED_CPP
# endif
# define RLGL_USE_CPP_NAMESPACE 1
# define RLGL_USE_CPP_MANGLING 1
# if RLGL_USE_CPP_NAMESPACE && defined(__cplusplus)
# pragma message("USING CPP MANGLING")
# define RLGL_NS_BEGIN namespace rl {
# define RLGL_NS_END }
# else
# define RLGL_NS_BEGIN
# define RLGL_NS_END
# endif
# if RLGL_USE_CPP_MANGLING && defined(__cplusplus)
# pragma message("USING CPP MANGALING")
# define RLGL_EXTERN_C_BEGIN
# define RLGL_EXTERN_C_END
# else
# ifdef __cplusplus
# define RLGL_EXTERN_C_BEGIN extern "C" {
# define RLGL_EXTERN_C_END }
# else
# define RLGL_EXTERN_C_BEGIN
# define RLGL_EXTERN_C_END
# endif
# endif
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// Support RL_TRACELOG macros
# ifndef RL_TRACELOG
# define RL_TRACELOG(level, ...) (void)0
# define TRACELOGD(...) (void)0
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# endif
// Allow custom memory allocators
# ifndef RL_MALLOC
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# define RL_MALLOC(sz) malloc(sz)
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# endif
# ifndef RL_CALLOC
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# define RL_CALLOC(n,sz) calloc(n,sz)
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# endif
# ifndef RL_REALLOC
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# define RL_REALLOC(n,sz) realloc(n,sz)
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# endif
# ifndef RL_FREE
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# define RL_FREE(p) free(p)
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# endif
// Security check in case no GRAPHICS_API_OPENGL_* defined
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# if !defined(GRAPHICS_API_OPENGL_11) && \
! defined ( GRAPHICS_API_OPENGL_21 ) & & \
! defined ( GRAPHICS_API_OPENGL_33 ) & & \
! defined ( GRAPHICS_API_OPENGL_43 ) & & \
! defined ( GRAPHICS_API_OPENGL_ES2 ) & & \
! defined ( GRAPHICS_API_OPENGL_ES3 )
# define GRAPHICS_API_OPENGL_33
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# endif
// Security check in case multiple GRAPHICS_API_OPENGL_* defined
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# if defined(GRAPHICS_API_OPENGL_11)
# if defined(GRAPHICS_API_OPENGL_21)
# undef GRAPHICS_API_OPENGL_21
# endif
# if defined(GRAPHICS_API_OPENGL_33)
# undef GRAPHICS_API_OPENGL_33
# endif
# if defined(GRAPHICS_API_OPENGL_43)
# undef GRAPHICS_API_OPENGL_43
# endif
# if defined(GRAPHICS_API_OPENGL_ES2)
# undef GRAPHICS_API_OPENGL_ES2
# endif
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# endif
// OpenGL 2.1 uses most of OpenGL 3.3 Core functionality
// WARNING: Specific parts are checked with #if defines
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# if defined(GRAPHICS_API_OPENGL_21)
# define GRAPHICS_API_OPENGL_33
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# endif
// OpenGL 4.3 uses OpenGL 3.3 Core functionality
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# if defined(GRAPHICS_API_OPENGL_43)
# define GRAPHICS_API_OPENGL_33
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# endif
// OpenGL ES 3.0 uses OpenGL ES 2.0 functionality (and more)
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# if defined(GRAPHICS_API_OPENGL_ES3)
# define GRAPHICS_API_OPENGL_ES2
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# endif
// Support framebuffer objects by default
// NOTE: Some driver implementation do not support it, despite they should
# define RLGL_RENDER_TEXTURES_HINT
//----------------------------------------------------------------------------------
// Defines and Macros
//----------------------------------------------------------------------------------
// Default internal render batch elements limits
# ifndef RL_DEFAULT_BATCH_BUFFER_ELEMENTS
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# if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33)
// This is the maximum amount of elements (quads) per batch
// NOTE: Be careful with text, every letter maps to a quad
# define RL_DEFAULT_BATCH_BUFFER_ELEMENTS 8192
# endif
# if defined(GRAPHICS_API_OPENGL_ES2)
// We reduce memory sizes for embedded systems (RPI and HTML5)
// NOTE: On HTML5 (emscripten) this is allocated on heap,
// by default it's only 16MB!...just take care...
# define RL_DEFAULT_BATCH_BUFFER_ELEMENTS 2048
# endif
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# endif
# ifndef RL_DEFAULT_BATCH_BUFFERS
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# define RL_DEFAULT_BATCH_BUFFERS 1 // Default number of batch buffers (multi-buffering)
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# endif
# ifndef RL_DEFAULT_BATCH_DRAWCALLS
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# define RL_DEFAULT_BATCH_DRAWCALLS 256 // Default number of batch draw calls (by state changes: mode, texture)
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# endif
# ifndef RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS
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# define RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS 4 // Maximum number of textures units that can be activated on batch drawing (SetShaderValueTexture())
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# endif
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// Internal Matrix stack
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# ifndef RL_MAX_MATRIX_STACK_SIZE
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# define RL_MAX_MATRIX_STACK_SIZE 32 // Maximum size of Matrix stack
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# endif
// Shader limits
# ifndef RL_MAX_SHADER_LOCATIONS
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# define RL_MAX_SHADER_LOCATIONS 32 // Maximum number of shader locations supported
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# endif
// Projection matrix culling
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# ifndef CULL_DISTANCE_NEAR
# define CULL_DISTANCE_NEAR 0.01 // Default near cull distance
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# endif
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# ifndef CULL_DISTANCE_FAR
# define CULL_DISTANCE_FAR 1000.0 // Default far cull distance
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# endif
// Texture parameters (equivalent to OpenGL defines)
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# define TEXTURE_WRAP_S 0x2802 // GL_TEXTURE_WRAP_S
# define TEXTURE_WRAP_T 0x2803 // GL_TEXTURE_WRAP_T
# define TEXTURE_MAG_FILTER 0x2800 // GL_TEXTURE_MAG_FILTER
# define TEXTURE_MIN_FILTER 0x2801 // GL_TEXTURE_MIN_FILTER
# define TEXTURE_FILTER_NEAREST 0x2600 // GL_NEAREST
# define TEXTURE_FILTER_LINEAR 0x2601 // GL_LINEAR
# define TEXTURE_FILTER_MIP_NEAREST 0x2700 // GL_NEAREST_MIPMAP_NEAREST
# define TEXTURE_FILTER_NEAREST_MIP_LINEAR 0x2702 // GL_NEAREST_MIPMAP_LINEAR
# define TEXTURE_FILTER_LINEAR_MIP_NEAREST 0x2701 // GL_LINEAR_MIPMAP_NEAREST
# define TEXTURE_FILTER_MIP_LINEAR 0x2703 // GL_LINEAR_MIPMAP_LINEAR
# define TEXTURE_FILTER_ANISOTROPIC 0x3000 // Anisotropic filter (custom identifier)
# define TEXTURE_MIPMAP_BIAS_RATIO 0x4000 // Texture mipmap bias, percentage ratio (custom identifier)
# define TEXTURE_WRAP_REPEAT 0x2901 // GL_REPEAT
# define TEXTURE_WRAP_CLAMP 0x812F // GL_CLAMP_TO_EDGE
# define TEXTURE_WRAP_MIRROR_REPEAT 0x8370 // GL_MIRRORED_REPEAT
# define TEXTURE_WRAP_MIRROR_CLAMP 0x8742 // GL_MIRROR_CLAMP_EXT
// Matrix modes (equivalent to OpenGL)
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# define RL_MODELVIEW 0x1700 // GL_MODELVIEW
# define RL_PROJECTION 0x1701 // GL_PROJECTION
# define RL_TEXTURE 0x1702 // GL_TEXTURE
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// Primitive assembly draw modes
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# define RL_LINES 0x0001 // GL_LINES
# define RL_TRIANGLES 0x0004 // GL_TRIANGLES
# define RL_QUADS 0x0007 // GL_QUADS
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// GL equivalent data types
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# define RL_UNSIGNED_BYTE 0x1401 // GL_UNSIGNED_BYTE
# define RL_FLOAT 0x1406 // GL_FLOAT
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// GL buffer usage hint
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# define RL_STREAM_DRAW 0x88E0 // GL_STREAM_DRAW
# define RL_STREAM_READ 0x88E1 // GL_STREAM_READ
# define RL_STREAM_COPY 0x88E2 // GL_STREAM_COPY
# define RL_STATIC_DRAW 0x88E4 // GL_STATIC_DRAW
# define RL_STATIC_READ 0x88E5 // GL_STATIC_READ
# define RL_STATIC_COPY 0x88E6 // GL_STATIC_COPY
# define RL_DYNAMIC_DRAW 0x88E8 // GL_DYNAMIC_DRAW
# define RL_DYNAMIC_READ 0x88E9 // GL_DYNAMIC_READ
# define RL_DYNAMIC_COPY 0x88EA // GL_DYNAMIC_COPY
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// GL Shader type
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# define RL_FRAGMENT_SHADER 0x8B30 // GL_FRAGMENT_SHADER
# define RL_VERTEX_SHADER 0x8B31 // GL_VERTEX_SHADER
# define RL_COMPUTE_SHADER 0x91B9 // GL_COMPUTE_SHADER
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// GL blending factors
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# define RL_ZERO 0 // GL_ZERO
# define RL_ONE 1 // GL_ONE
# define RL_SRC_COLOR 0x0300 // GL_SRC_COLOR
# define RL_ONE_MINUS_SRC_COLOR 0x0301 // GL_ONE_MINUS_SRC_COLOR
# define RL_SRC_ALPHA 0x0302 // GL_SRC_ALPHA
# define RL_ONE_MINUS_SRC_ALPHA 0x0303 // GL_ONE_MINUS_SRC_ALPHA
# define RL_DST_ALPHA 0x0304 // GL_DST_ALPHA
# define RL_ONE_MINUS_DST_ALPHA 0x0305 // GL_ONE_MINUS_DST_ALPHA
# define RL_DST_COLOR 0x0306 // GL_DST_COLOR
# define RL_ONE_MINUS_DST_COLOR 0x0307 // GL_ONE_MINUS_DST_COLOR
# define RL_SRC_ALPHA_SATURATE 0x0308 // GL_SRC_ALPHA_SATURATE
# define RL_CONSTANT_COLOR 0x8001 // GL_CONSTANT_COLOR
# define RL_ONE_MINUS_CONSTANT_COLOR 0x8002 // GL_ONE_MINUS_CONSTANT_COLOR
# define RL_CONSTANT_ALPHA 0x8003 // GL_CONSTANT_ALPHA
# define RL_ONE_MINUS_CONSTANT_ALPHA 0x8004 // GL_ONE_MINUS_CONSTANT_ALPHA
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// GL blending functions/equations
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# define RL_FUNC_ADD 0x8006 // GL_FUNC_ADD
# define RL_MIN 0x8007 // GL_MIN
# define RL_MAX 0x8008 // GL_MAX
# define RL_FUNC_SUBTRACT 0x800A // GL_FUNC_SUBTRACT
# define RL_FUNC_REVERSE_SUBTRACT 0x800B // GL_FUNC_REVERSE_SUBTRACT
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# define BLEND_EQUATION 0x8009 // GL_BLEND_EQUATION
# define BLEND_EQUATION_RGB 0x8009 // GL_BLEND_EQUATION_RGB // (Same as BLEND_EQUATION)
# define BLEND_EQUATION_ALPHA 0x883D // GL_BLEND_EQUATION_ALPHA
# define BLEND_DST_RGB 0x80C8 // GL_BLEND_DST_RGB
# define BLEND_SRC_RGB 0x80C9 // GL_BLEND_SRC_RGB
# define BLEND_DST_ALPHA 0x80CA // GL_BLEND_DST_ALPHA
# define BLEND_SRC_ALPHA 0x80CB // GL_BLEND_SRC_ALPHA
# define BLEND_COLOR 0x8005 // GL_BLEND_COLOR
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//----------------------------------------------------------------------------------
// Types and Structures Definition
//----------------------------------------------------------------------------------
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# if (defined(__STDC__) && __STDC_VERSION__ >= 199901L) || (defined(_MSC_VER) && _MSC_VER >= 1800)
# include <stdbool.h>
# elif !defined(__cplusplus) && !defined(bool) && !defined(RL_BOOL_TYPE)
// Boolean type
typedef enum bool { false = 0 , true = ! false } bool ;
# endif
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RLGL_NS_BEGIN
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# if !defined(RL_MATRIX_TYPE)
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// Matrix, 4x4 components, column major, OpenGL style, right handed
typedef struct Matrix {
float m0 , m4 , m8 , m12 ; // Matrix first row (4 components)
float m1 , m5 , m9 , m13 ; // Matrix second row (4 components)
float m2 , m6 , m10 , m14 ; // Matrix third row (4 components)
float m3 , m7 , m11 , m15 ; // Matrix fourth row (4 components)
} Matrix ;
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# define RL_MATRIX_TYPE
# endif
// Dynamic vertex buffers (position + texcoords + colors + indices arrays)
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typedef struct vertex_buffer {
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int elementCount ; // Number of elements in the buffer (QUADS)
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float * vertices ; // Vertex position (XYZ - 3 components per vertex) (shader-location = 0)
float * texcoords ; // Vertex texture coordinates (UV - 2 components per vertex) (shader-location = 1)
unsigned char * colors ; // Vertex colors (RGBA - 4 components per vertex) (shader-location = 3)
# if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33)
unsigned int * indices ; // Vertex indices (in case vertex data comes indexed) (6 indices per quad)
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# endif
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# if defined(GRAPHICS_API_OPENGL_ES2)
unsigned short * indices ; // Vertex indices (in case vertex data comes indexed) (6 indices per quad)
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# endif
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unsigned int vaoId ; // OpenGL Vertex Array Object id
unsigned int vboId [ 4 ] ; // OpenGL Vertex Buffer Objects id (4 types of vertex data)
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} vertex_buffer ;
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// Draw call type
// NOTE: Only texture changes register a new draw, other state-change-related elements are not
// used at this moment (vaoId, shaderId, matrices), raylib just forces a batch draw call if any
// of those state-change happens (this is done in core module)
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typedef struct draw_call {
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int mode ; // Drawing mode: LINES, TRIANGLES, QUADS
int vertexCount ; // Number of vertex of the draw
int vertexAlignment ; // Number of vertex required for index alignment (LINES, TRIANGLES)
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//unsigned int vaoId; // Vertex array id to be used on the draw -> Using GLOBAL_DATA.currentBatch->vertexBuffer.vaoId
//unsigned int shaderId; // Shader id to be used on the draw -> Using GLOBAL_DATA.currentShaderId
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unsigned int textureId ; // Texture id to be used on the draw -> Use to create new draw call if changes
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//Matrix projection; // Projection matrix for this draw -> Using GLOBAL_DATA.projection by default
//Matrix modelview; // Modelview matrix for this draw -> Using GLOBAL_DATA.modelview by default
} draw_call ;
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// render_batch type
typedef struct render_batch {
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int bufferCount ; // Number of vertex buffers (multi-buffering support)
int currentBuffer ; // Current buffer tracking in case of multi-buffering
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vertex_buffer * vertexBuffer ; // Dynamic buffer(s) for vertex data
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draw_call * draws ; // Draw calls array, depends on textureId
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int drawCounter ; // Draw calls counter
float currentDepth ; // Current depth value for next draw
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} render_batch ;
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// OpenGL version
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typedef enum {
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RL_OPENGL_11 = 1 , // OpenGL 1.1
RL_OPENGL_21 , // OpenGL 2.1 (GLSL 120)
RL_OPENGL_33 , // OpenGL 3.3 (GLSL 330)
RL_OPENGL_43 , // OpenGL 4.3 (using GLSL 330)
RL_OPENGL_ES_20 , // OpenGL ES 2.0 (GLSL 100)
RL_OPENGL_ES_30 // OpenGL ES 3.0 (GLSL 300 es)
} gl_version ;
// Will not define these if not built standalone OR RLAPI is defined which means this file was not refactored
# if !defined(RL_REFACTORED_C) && !defined(RL_REFACTORED_CPP)
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// Trace log level
// NOTE: Organized by priority level
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typedef enum {
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LOG_ALL = 0 , // Display all logs
LOG_TRACE , // Trace logging, intended for internal use only
LOG_DEBUG , // Debug logging, used for internal debugging, it should be disabled on release builds
LOG_INFO , // Info logging, used for program execution info
LOG_WARNING , // Warning logging, used on recoverable failures
LOG_ERROR , // Error logging, used on unrecoverable failures
LOG_FATAL , // Fatal logging, used to abort program: exit(EXIT_FAILURE)
LOG_NONE // Disable logging
} trace_log_level ;
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// Texture pixel formats
// NOTE: Support depends on OpenGL version
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typedef enum {
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PIXELFORMAT_UNCOMPRESSED_GRAYSCALE = 1 , // 8 bit per pixel (no alpha)
PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA , // 8*2 bpp (2 channels)
PIXELFORMAT_UNCOMPRESSED_R5G6B5 , // 16 bpp
PIXELFORMAT_UNCOMPRESSED_R8G8B8 , // 24 bpp
PIXELFORMAT_UNCOMPRESSED_R5G5B5A1 , // 16 bpp (1 bit alpha)
PIXELFORMAT_UNCOMPRESSED_R4G4B4A4 , // 16 bpp (4 bit alpha)
PIXELFORMAT_UNCOMPRESSED_R8G8B8A8 , // 32 bpp
PIXELFORMAT_UNCOMPRESSED_R32 , // 32 bpp (1 channel - float)
PIXELFORMAT_UNCOMPRESSED_R32G32B32 , // 32*3 bpp (3 channels - float)
PIXELFORMAT_UNCOMPRESSED_R32G32B32A32 , // 32*4 bpp (4 channels - float)
PIXELFORMAT_UNCOMPRESSED_R16 , // 16 bpp (1 channel - half float)
PIXELFORMAT_UNCOMPRESSED_R16G16B16 , // 16*3 bpp (3 channels - half float)
PIXELFORMAT_UNCOMPRESSED_R16G16B16A16 , // 16*4 bpp (4 channels - half float)
PIXELFORMAT_COMPRESSED_DXT1_RGB , // 4 bpp (no alpha)
PIXELFORMAT_COMPRESSED_DXT1_RGBA , // 4 bpp (1 bit alpha)
PIXELFORMAT_COMPRESSED_DXT3_RGBA , // 8 bpp
PIXELFORMAT_COMPRESSED_DXT5_RGBA , // 8 bpp
PIXELFORMAT_COMPRESSED_ETC1_RGB , // 4 bpp
PIXELFORMAT_COMPRESSED_ETC2_RGB , // 4 bpp
PIXELFORMAT_COMPRESSED_ETC2_EAC_RGBA , // 8 bpp
PIXELFORMAT_COMPRESSED_PVRT_RGB , // 4 bpp
PIXELFORMAT_COMPRESSED_PVRT_RGBA , // 4 bpp
PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA , // 8 bpp
PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA // 2 bpp
} pixel_format ;
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// Texture parameters: filter mode
// NOTE 1: Filtering considers mipmaps if available in the texture
// NOTE 2: Filter is accordingly set for minification and magnification
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typedef enum {
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TEXTURE_FILTER_POINT = 0 , // No filter, just pixel approximation
TEXTURE_FILTER_BILINEAR , // Linear filtering
TEXTURE_FILTER_TRILINEAR , // Trilinear filtering (linear with mipmaps)
TEXTURE_FILTER_ANISOTROPIC_4X , // Anisotropic filtering 4x
TEXTURE_FILTER_ANISOTROPIC_8X , // Anisotropic filtering 8x
TEXTURE_FILTER_ANISOTROPIC_16X , // Anisotropic filtering 16x
} texture_filter ;
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// Shader location point type
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typedef enum {
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SHADER_LOC_VERTEX_POSITION = 0 , // Shader location: vertex attribute: position
SHADER_LOC_VERTEX_TEXCOORD01 , // Shader location: vertex attribute: texcoord01
SHADER_LOC_VERTEX_TEXCOORD02 , // Shader location: vertex attribute: texcoord02
SHADER_LOC_VERTEX_NORMAL , // Shader location: vertex attribute: normal
SHADER_LOC_VERTEX_TANGENT , // Shader location: vertex attribute: tangent
SHADER_LOC_VERTEX_COLOR , // Shader location: vertex attribute: color
SHADER_LOC_MATRIX_MVP , // Shader location: matrix uniform: model-view-projection
SHADER_LOC_MATRIX_VIEW , // Shader location: matrix uniform: view (camera transform)
SHADER_LOC_MATRIX_PROJECTION , // Shader location: matrix uniform: projection
SHADER_LOC_MATRIX_MODEL , // Shader location: matrix uniform: model (transform)
SHADER_LOC_MATRIX_NORMAL , // Shader location: matrix uniform: normal
SHADER_LOC_VECTOR_VIEW , // Shader location: vector uniform: view
SHADER_LOC_COLOR_DIFFUSE , // Shader location: vector uniform: diffuse color
SHADER_LOC_COLOR_SPECULAR , // Shader location: vector uniform: specular color
SHADER_LOC_COLOR_AMBIENT , // Shader location: vector uniform: ambient color
SHADER_LOC_MAP_ALBEDO , // Shader location: sampler2d texture: albedo (same as: SHADER_LOC_MAP_DIFFUSE)
SHADER_LOC_MAP_METALNESS , // Shader location: sampler2d texture: metalness (same as: SHADER_LOC_MAP_SPECULAR)
SHADER_LOC_MAP_NORMAL , // Shader location: sampler2d texture: normal
SHADER_LOC_MAP_ROUGHNESS , // Shader location: sampler2d texture: roughness
SHADER_LOC_MAP_OCCLUSION , // Shader location: sampler2d texture: occlusion
SHADER_LOC_MAP_EMISSION , // Shader location: sampler2d texture: emission
SHADER_LOC_MAP_HEIGHT , // Shader location: sampler2d texture: height
SHADER_LOC_MAP_CUBEMAP , // Shader location: samplerCube texture: cubemap
SHADER_LOC_MAP_IRRADIANCE , // Shader location: samplerCube texture: irradiance
SHADER_LOC_MAP_PREFILTER , // Shader location: samplerCube texture: prefilter
SHADER_LOC_MAP_BRDF // Shader location: sampler2d texture: brdf
} shader_location_index ;
# define SHADER_LOC_MAP_DIFFUSE RL_NS(SHADER_LOC_MAP_ALBEDO)
# define SHADER_LOC_MAP_SPECULAR RL_NS(SHADER_LOC_MAP_METALNESS)
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// Shader uniform data type
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typedef enum {
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SHADER_UNIFORM_FLOAT = 0 , // Shader uniform type: float
SHADER_UNIFORM_VEC2 , // Shader uniform type: vec2 (2 float)
SHADER_UNIFORM_VEC3 , // Shader uniform type: vec3 (3 float)
SHADER_UNIFORM_VEC4 , // Shader uniform type: vec4 (4 float)
SHADER_UNIFORM_INT , // Shader uniform type: int
SHADER_UNIFORM_IVEC2 , // Shader uniform type: ivec2 (2 int)
SHADER_UNIFORM_IVEC3 , // Shader uniform type: ivec3 (3 int)
SHADER_UNIFORM_IVEC4 , // Shader uniform type: ivec4 (4 int)
SHADER_UNIFORM_SAMPLER2D // Shader uniform type: sampler2d
} shader_uniform_data_type ;
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// Shader attribute data types
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typedef enum {
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SHADER_ATTRIB_FLOAT = 0 , // Shader attribute type: float
SHADER_ATTRIB_VEC2 , // Shader attribute type: vec2 (2 float)
SHADER_ATTRIB_VEC3 , // Shader attribute type: vec3 (3 float)
SHADER_ATTRIB_VEC4 // Shader attribute type: vec4 (4 float)
} shader_attribute_data_type ;
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// Color blending modes (pre-defined)
typedef enum {
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BLEND_ALPHA = 0 , // Blend textures considering alpha (default)
BLEND_ADDITIVE , // Blend textures adding colors
BLEND_MULTIPLIED , // Blend textures multiplying colors
BLEND_ADD_COLORS , // Blend textures adding colors (alternative)
BLEND_SUBTRACT_COLORS , // Blend textures subtracting colors (alternative)
BLEND_ALPHA_PREMULTIPLY , // Blend premultiplied textures considering alpha
BLEND_CUSTOM , // Blend textures using custom src/dst factors (use set_blend_factors())
BLEND_CUSTOM_SEPARATE // Blend textures using custom src/dst factors (use set_blend_factors_separate())
} blend_mode ;
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# endif //ifndef RAYLIB_H
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// Framebuffer attachment type
// NOTE: By default up to 8 color channels defined, but it can be more
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typedef enum {
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ATTACHMENT_COLOR_CHANNEL0 = 0 , // Framebuffer attachment type: color 0
ATTACHMENT_COLOR_CHANNEL1 = 1 , // Framebuffer attachment type: color 1
ATTACHMENT_COLOR_CHANNEL2 = 2 , // Framebuffer attachment type: color 2
ATTACHMENT_COLOR_CHANNEL3 = 3 , // Framebuffer attachment type: color 3
ATTACHMENT_COLOR_CHANNEL4 = 4 , // Framebuffer attachment type: color 4
ATTACHMENT_COLOR_CHANNEL5 = 5 , // Framebuffer attachment type: color 5
ATTACHMENT_COLOR_CHANNEL6 = 6 , // Framebuffer attachment type: color 6
ATTACHMENT_COLOR_CHANNEL7 = 7 , // Framebuffer attachment type: color 7
ATTACHMENT_DEPTH = 100 , // Framebuffer attachment type: depth
ATTACHMENT_STENCIL = 200 , // Framebuffer attachment type: stencil
} framebuffer_attach_type ;
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// Framebuffer texture attachment type
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typedef enum {
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ATTACHMENT_CUBEMAP_POSITIVE_X = 0 , // Framebuffer texture attachment type: cubemap, +X side
ATTACHMENT_CUBEMAP_NEGATIVE_X = 1 , // Framebuffer texture attachment type: cubemap, -X side
ATTACHMENT_CUBEMAP_POSITIVE_Y = 2 , // Framebuffer texture attachment type: cubemap, +Y side
ATTACHMENT_CUBEMAP_NEGATIVE_Y = 3 , // Framebuffer texture attachment type: cubemap, -Y side
ATTACHMENT_CUBEMAP_POSITIVE_Z = 4 , // Framebuffer texture attachment type: cubemap, +Z side
ATTACHMENT_CUBEMAP_NEGATIVE_Z = 5 , // Framebuffer texture attachment type: cubemap, -Z side
ATTACHMENT_TEXTURE2D = 100 , // Framebuffer texture attachment type: texture2d
ATTACHMENT_RENDERBUFFER = 200 , // Framebuffer texture attachment type: renderbuffer
} framebuffer_attach_texture_type ;
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// Face culling mode
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typedef enum {
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CULL_FACE_FRONT = 0 ,
CULL_FACE_BACK
} cull_mode ;
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//------------------------------------------------------------------------------------
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// Functions Declaration - Matrix operations
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//------------------------------------------------------------------------------------
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RLGL_EXTERN_C_BEGIN
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RLAPI void matrix_mode ( int mode ) ; // Choose the current matrix to be transformed
RLAPI void push_matrix ( void ) ; // Push the current matrix to stack
RLAPI void pop_matrix ( void ) ; // Pop latest inserted matrix from stack
RLAPI void load_identity ( void ) ; // Reset current matrix to identity matrix
RLAPI void translatef ( float x , float y , float z ) ; // Multiply the current matrix by a translation matrix
RLAPI void rotatef ( float angle , float x , float y , float z ) ; // Multiply the current matrix by a rotation matrix
RLAPI void scalef ( float x , float y , float z ) ; // Multiply the current matrix by a scaling matrix
RLAPI void mult_matrixf ( const float * matf ) ; // Multiply the current matrix by another matrix
RLAPI void frustum ( double left , double right , double bottom , double top , double znear , double zfar ) ;
RLAPI void ortho ( double left , double right , double bottom , double top , double znear , double zfar ) ;
RLAPI void viewport ( int x , int y , int width , int height ) ; // Set the viewport area
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//------------------------------------------------------------------------------------
// Functions Declaration - Vertex level operations
//------------------------------------------------------------------------------------
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RLAPI void begin ( int mode ) ; // Initialize drawing mode (how to organize vertex)
RLAPI void end ( void ) ; // Finish vertex providing
RLAPI void vertex2i ( int x , int y ) ; // Define one vertex (position) - 2 int
RLAPI void vertex2f ( float x , float y ) ; // Define one vertex (position) - 2 float
RLAPI void vertex3f ( float x , float y , float z ) ; // Define one vertex (position) - 3 float
RLAPI void tex_coord2f ( float x , float y ) ; // Define one vertex (texture coordinate) - 2 float
RLAPI void normal3f ( float x , float y , float z ) ; // Define one vertex (normal) - 3 float
RLAPI void color4ub ( unsigned char r , unsigned char g , unsigned char b , unsigned char a ) ; // Define one vertex (color) - 4 byte
RLAPI void color3f ( float x , float y , float z ) ; // Define one vertex (color) - 3 float
RLAPI void color4f ( float x , float y , float z , float w ) ; // Define one vertex (color) - 4 float
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//------------------------------------------------------------------------------------
// Functions Declaration - OpenGL style functions (common to 1.1, 3.3+, ES2)
// NOTE: This functions are used to completely abstract raylib code from OpenGL layer,
// some of them are direct wrappers over OpenGL calls, some others are custom
//------------------------------------------------------------------------------------
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// Vertex buffers state
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RLAPI bool enable_vertex_array ( unsigned int vaoId ) ; // Enable vertex array (VAO, if supported)
RLAPI void disable_vertex_array ( void ) ; // Disable vertex array (VAO, if supported)
RLAPI void enable_vertex_buffer ( unsigned int id ) ; // Enable vertex buffer (VBO)
RLAPI void disable_vertex_buffer ( void ) ; // Disable vertex buffer (VBO)
RLAPI void enable_vertex_buffer_element ( unsigned int id ) ; // Enable vertex buffer element (VBO element)
RLAPI void disable_vertex_buffer_element ( void ) ; // Disable vertex buffer element (VBO element)
RLAPI void enable_vertex_attribute ( unsigned int index ) ; // Enable vertex attribute index
RLAPI void disable_vertex_attribute ( unsigned int index ) ; // Disable vertex attribute index
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# if defined(GRAPHICS_API_OPENGL_11)
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RLAPI void enable_state_pointer ( int vertexAttribType , void * buffer ) ; // Enable attribute state pointer
RLAPI void disable_state_pointer ( int vertexAttribType ) ; // Disable attribute state pointer
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# endif
// Textures state
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RLAPI void active_texture_slot ( int slot ) ; // Select and active a texture slot
RLAPI void enable_texture ( unsigned int id ) ; // Enable texture
RLAPI void disable_texture ( void ) ; // Disable texture
RLAPI void enable_texture_cubemap ( unsigned int id ) ; // Enable texture cubemap
RLAPI void disable_texture_cubemap ( void ) ; // Disable texture cubemap
RLAPI void texture_parameters ( unsigned int id , int param , int value ) ; // Set texture parameters (filter, wrap)
RLAPI void cubemap_parameters ( unsigned int id , int param , int value ) ; // Set cubemap parameters (filter, wrap)
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// Shader state
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RLAPI void enable_shader ( unsigned int id ) ; // Enable shader program
RLAPI void disable_shader ( void ) ; // Disable shader program
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// Framebuffer state
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RLAPI void enable_framebuffer ( unsigned int id ) ; // Enable render texture (fbo)
RLAPI void disable_framebuffer ( void ) ; // Disable render texture (fbo), return to default framebuffer
RLAPI void active_draw_buffers ( int count ) ; // Activate multiple draw color buffers
RLAPI void blit_framebuffer ( int srcX , int srcY , int srcWidth , int srcHeight , int dstX , int dstY , int dstWidth , int dstHeight , int bufferMask ) ; // Blit active framebuffer to main framebuffer
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// General render state
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RLAPI void enable_color_blend ( void ) ; // Enable color blending
RLAPI void disable_color_blend ( void ) ; // Disable color blending
RLAPI void enable_depth_test ( void ) ; // Enable depth test
RLAPI void disable_depth_test ( void ) ; // Disable depth test
RLAPI void enable_depth_mask ( void ) ; // Enable depth write
RLAPI void disable_depth_mask ( void ) ; // Disable depth write
RLAPI void enable_backface_culling ( void ) ; // Enable backface culling
RLAPI void disable_backface_culling ( void ) ; // Disable backface culling
RLAPI void set_cull_face ( int mode ) ; // Set face culling mode
RLAPI void enable_scissor_test ( void ) ; // Enable scissor test
RLAPI void disable_scissor_test ( void ) ; // Disable scissor test
RLAPI void scissor ( int x , int y , int width , int height ) ; // Scissor test
RLAPI void enable_wire_mode ( void ) ; // Enable wire mode
RLAPI void enable_point_mode ( void ) ; // Enable point mode
RLAPI void disable_wire_mode ( void ) ; // Disable wire mode ( and point ) maybe rename
RLAPI void set_line_width ( float width ) ; // Set the line drawing width
RLAPI float get_line_width ( void ) ; // Get the line drawing width
RLAPI void enable_smooth_lines ( void ) ; // Enable line aliasing
RLAPI void disable_smooth_lines ( void ) ; // Disable line aliasing
RLAPI void enable_stereo_render ( void ) ; // Enable stereo rendering
RLAPI void disable_stereo_render ( void ) ; // Disable stereo rendering
RLAPI bool is_stereo_render_enabled ( void ) ; // Check if stereo render is enabled
RLAPI void clear_color ( unsigned char r , unsigned char g , unsigned char b , unsigned char a ) ; // Clear color buffer with color
RLAPI void clear_screen_buffers ( void ) ; // Clear used screen buffers (color and depth)
RLAPI void check_errors ( void ) ; // Check and log OpenGL error codes
RLAPI void set_blend_mode ( int mode ) ; // Set blending mode
RLAPI void set_blend_factors ( int glSrcFactor , int glDstFactor , int glEquation ) ; // Set blending mode factor and equation (using OpenGL factors)
RLAPI void set_blend_factors_separate ( int glSrcRGB , int glDstRGB , int glSrcAlpha , int glDstAlpha , int glEqRGB , int glEqAlpha ) ; // Set blending mode factors and equations separately (using OpenGL factors)
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//------------------------------------------------------------------------------------
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// Functions Declaration - rlgl functionality
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//------------------------------------------------------------------------------------
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// rlgl initialization functions
RLAPI void init ( int width , int height ) ; // Initialize rlgl (buffers, shaders, textures, states)
RLAPI void close ( void ) ; // De-initialize rlgl (buffers, shaders, textures)
RLAPI void load_extensions ( void * loader ) ; // Load OpenGL extensions (loader function required)
RLAPI int get_version ( void ) ; // Get current OpenGL version
RLAPI void set_framebuffer_width ( int width ) ; // Set current framebuffer width
RLAPI int get_framebuffer_width ( void ) ; // Get default framebuffer width
RLAPI void set_framebuffer_height ( int height ) ; // Set current framebuffer height
RLAPI int get_framebuffer_height ( void ) ; // Get default framebuffer height
RLAPI unsigned int get_texture_id_default ( void ) ; // Get default texture id
RLAPI unsigned int get_shader_id_default ( void ) ; // Get default shader id
RLAPI int * get_shader_locs_default ( void ) ; // Get default shader locations
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// Render batch management
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// NOTE: rlgl provides a default render batch to behave like OpenGL 1.1 immediate mode
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// but this render batch API is exposed in case of custom batches are required
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RLAPI render_batch load_render_batch ( int numBuffers , int bufferElements ) ; // Load a render batch system
RLAPI void unload_render_batch ( render_batch batch ) ; // Unload render batch system
RLAPI void draw_render_batch ( render_batch * batch ) ; // Draw render batch data (Update->Draw->Reset)
RLAPI void set_render_batch_active ( render_batch * batch ) ; // Set the active render batch for rlgl (NULL for default internal)
RLAPI void draw_render_batch_active ( void ) ; // Update and draw internal render batch
RLAPI bool check_render_batch_limit ( int vCount ) ; // Check internal buffer overflow for a given number of vertex
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RLAPI void set_texture ( unsigned int id ) ; // Set current texture for render batch and check buffers limits
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//------------------------------------------------------------------------------------------------------------------------
// Vertex buffers management
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RLAPI unsigned int load_vertex_array ( void ) ; // Load vertex array (vao) if supported
RLAPI unsigned int load_vertex_buffer ( const void * buffer , int size , bool dynamic ) ; // Load a vertex buffer attribute
RLAPI unsigned int load_vertex_buffer_element ( const void * buffer , int size , bool dynamic ) ; // Load a new attributes element buffer
RLAPI void update_vertex_buffer ( unsigned int bufferId , const void * data , int dataSize , int offset ) ; // Update GPU buffer with new data
RLAPI void update_vertex_buffer_elements ( unsigned int id , const void * data , int dataSize , int offset ) ; // Update vertex buffer elements with new data
RLAPI void unload_vertex_array ( unsigned int vaoId ) ;
RLAPI void unload_vertex_buffer ( unsigned int vboId ) ;
RLAPI void set_vertex_attribute ( unsigned int index , int compSize , int type , bool normalized , int stride , const void * pointer ) ;
RLAPI void set_vertex_attribute_divisor ( unsigned int index , int divisor ) ;
RLAPI void set_vertex_attribute_default ( int locIndex , const void * value , int attribType , int count ) ; // Set vertex attribute default value
RLAPI void draw_vertex_array ( int offset , int count ) ;
RLAPI void draw_vertex_array_elements ( int offset , int count , const void * buffer ) ;
RLAPI void draw_vertex_array_instanced ( int offset , int count , int instances ) ;
RLAPI void draw_vertex_array_elements_instanced ( int offset , int count , const void * buffer , int instances ) ;
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// Textures management
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RLAPI unsigned int load_texture ( const void * data , int width , int height , int format , int mipmapCount ) ; // Load texture in GPU
RLAPI unsigned int load_texture_depth ( int width , int height , bool useRenderBuffer ) ; // Load depth texture/renderbuffer (to be attached to fbo)
RLAPI unsigned int load_texture_cubemap ( const void * data , int size , int format ) ; // Load texture cubemap
RLAPI void update_texture ( unsigned int id , int offsetX , int offsetY , int width , int height , int format , const void * data ) ; // Update GPU texture with new data
RLAPI void get_gl_texture_formats ( int format , unsigned int * glInternalFormat , unsigned int * glFormat , unsigned int * glType ) ; // Get OpenGL internal formats
RLAPI const char * get_pixel_format_name ( unsigned int format ) ; // Get name string for pixel format
RLAPI void unload_texture ( unsigned int id ) ; // Unload texture from GPU memory
RLAPI void gen_texture_mipmaps ( unsigned int id , int width , int height , int format , int * mipmaps ) ; // Generate mipmap data for selected texture
RLAPI void * read_texture_pixels ( unsigned int id , int width , int height , int format ) ; // Read texture pixel data
RLAPI unsigned char * read_screen_pixels ( int width , int height ) ; // Read screen pixel data (color buffer)
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// Framebuffer management (fbo)
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RLAPI unsigned int load_framebuffer ( int width , int height ) ; // Load an empty framebuffer
RLAPI void framebuffer_attach ( unsigned int fboId , unsigned int texId , int attachType , int texType , int mipLevel ) ; // Attach texture/renderbuffer to a framebuffer
RLAPI bool framebuffer_complete ( unsigned int id ) ; // Verify framebuffer is complete
RLAPI void unload_framebuffer ( unsigned int id ) ; // Delete framebuffer from GPU
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// Shaders management
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RLAPI unsigned int load_shader_code ( const char * vsCode , const char * fsCode ) ; // Load shader from code strings
RLAPI unsigned int compile_shader ( const char * shaderCode , int type ) ; // Compile custom shader and return shader id (type: RL_VERTEX_SHADER, RL_FRAGMENT_SHADER, RL_COMPUTE_SHADER)
RLAPI unsigned int load_shader_program ( unsigned int vShaderId , unsigned int fShaderId ) ; // Load custom shader program
RLAPI void unload_shader_program ( unsigned int id ) ; // Unload shader program
RLAPI int get_location_uniform ( unsigned int shaderId , const char * uniformName ) ; // Get shader location uniform
RLAPI int get_location_attrib ( unsigned int shaderId , const char * attribName ) ; // Get shader location attribute
RLAPI void set_uniform ( int locIndex , const void * value , int uniformType , int count ) ; // Set shader value uniform
RLAPI void set_uniform_matrix ( int locIndex , Matrix mat ) ; // Set shader value matrix
RLAPI void set_uniform_sampler ( int locIndex , unsigned int textureId ) ; // Set shader value sampler
RLAPI void set_shader ( unsigned int id , int * locs ) ; // Set shader currently active (id and locations)
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// Compute shader management
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RLAPI unsigned int load_compute_shader_program ( unsigned int shaderId ) ; // Load compute shader program
RLAPI void compute_shader_dispatch ( unsigned int groupX , unsigned int groupY , unsigned int groupZ ) ; // Dispatch compute shader (equivalent to *draw* for graphics pipeline)
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// Shader buffer storage object management (ssbo)
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RLAPI unsigned int load_shader_buffer ( unsigned int size , const void * data , int usageHint ) ; // Load shader storage buffer object (SSBO)
RLAPI void unload_shader_buffer ( unsigned int ssboId ) ; // Unload shader storage buffer object (SSBO)
RLAPI void update_shader_buffer ( unsigned int id , const void * data , unsigned int dataSize , unsigned int offset ) ; // Update SSBO buffer data
RLAPI void bind_shader_buffer ( unsigned int id , unsigned int index ) ; // Bind SSBO buffer
RLAPI void read_shader_buffer ( unsigned int id , void * dest , unsigned int count , unsigned int offset ) ; // Read SSBO buffer data (GPU->CPU)
RLAPI void copy_shader_buffer ( unsigned int destId , unsigned int srcId , unsigned int destOffset , unsigned int srcOffset , unsigned int count ) ; // Copy SSBO data between buffers
RLAPI unsigned int get_shader_buffer_size ( unsigned int id ) ; // Get SSBO buffer size
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// Buffer management
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RLAPI void bind_image_texture ( unsigned int id , unsigned int index , int format , bool readonly ) ; // Bind image texture
// Matrix state management
RLAPI Matrix get_matrix_modelview ( void ) ; // Get internal modelview matrix
RLAPI Matrix get_matrix_projection ( void ) ; // Get internal projection matrix
RLAPI Matrix get_matrix_transform ( void ) ; // Get internal accumulated transform matrix
RLAPI Matrix get_matrix_projection_stereo ( int eye ) ; // Get internal projection matrix for stereo render (selected eye)
RLAPI Matrix get_matrix_view_offset_stereo ( int eye ) ; // Get internal view offset matrix for stereo render (selected eye)
RLAPI void set_matrix_projection ( Matrix proj ) ; // Set a custom projection matrix (replaces internal projection matrix)
RLAPI void set_matrix_modelview ( Matrix view ) ; // Set a custom modelview matrix (replaces internal modelview matrix)
RLAPI void set_matrix_projection_stereo ( Matrix right , Matrix left ) ; // Set eyes projection matrices for stereo rendering
RLAPI void set_matrix_view_offset_stereo ( Matrix right , Matrix left ) ; // Set eyes view offsets matrices for stereo rendering
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// Quick and dirty cube/quad buffers load->draw->unload
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RLAPI void load_draw_cube ( void ) ; // Load and draw a cube
RLAPI void load_draw_quad ( void ) ; // Load and draw a quad
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RLGL_EXTERN_C_END
RLGL_NS_END
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# endif // RLGL_H
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/***********************************************************************************
*
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* GLOBAL_DATA IMPLEMENTATION
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*
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */
# if defined(RLGL_IMPLEMENTATION)
# if defined(GRAPHICS_API_OPENGL_11)
# if defined(__APPLE__)
# include <OpenGL/gl.h> // OpenGL 1.1 library for OSX
# include <OpenGL/glext.h> // OpenGL extensions library
# else
// APIENTRY for OpenGL function pointer declarations is required
# if !defined(APIENTRY)
# if defined(_WIN32)
# define APIENTRY __stdcall
# else
# define APIENTRY
# endif
# endif
// WINGDIAPI definition. Some Windows OpenGL headers need it
# if !defined(WINGDIAPI) && defined(_WIN32)
# define WINGDIAPI __declspec(dllimport)
# endif
# include <GL/gl.h> // OpenGL 1.1 library
# endif
# endif
# if defined(GRAPHICS_API_OPENGL_33)
# define GLAD_MALLOC RL_MALLOC
# define GLAD_FREE RL_FREE
# define GLAD_GL_IMPLEMENTATION
# include "external/glad.h" // GLAD extensions loading library, includes OpenGL headers
# endif
# if defined(GRAPHICS_API_OPENGL_ES3)
# include <GLES3/gl3.h> // OpenGL ES 3.0 library
# define GL_GLEXT_PROTOTYPES
# include <GLES2/gl2ext.h> // OpenGL ES 2.0 extensions library
# elif defined(GRAPHICS_API_OPENGL_ES2)
// NOTE: OpenGL ES 2.0 can be enabled on PLATFORM_DESKTOP,
// in that case, functions are loaded from a custom glad for OpenGL ES 2.0
# if defined(PLATFORM_DESKTOP) || defined(PLATFORM_DESKTOP_SDL)
# define GLAD_GLES2_IMPLEMENTATION
# include "external/glad_gles2.h"
# else
# define GL_GLEXT_PROTOTYPES
//#include <EGL/egl.h> // EGL library -> not required, platform layer
# include <GLES2/gl2.h> // OpenGL ES 2.0 library
# include <GLES2/gl2ext.h> // OpenGL ES 2.0 extensions library
# endif
// It seems OpenGL ES 2.0 instancing entry points are not defined on Raspberry Pi
// provided headers (despite being defined in official Khronos GLES2 headers)
# if defined(PLATFORM_DRM)
typedef void ( GL_APIENTRYP PFNGLDRAWARRAYSINSTANCEDEXTPROC ) ( GLenum mode , GLint start , GLsizei count , GLsizei primcount ) ;
typedef void ( GL_APIENTRYP PFNGLDRAWELEMENTSINSTANCEDEXTPROC ) ( GLenum mode , GLsizei count , GLenum type , const void * indices , GLsizei primcount ) ;
typedef void ( GL_APIENTRYP PFNGLVERTEXATTRIBDIVISOREXTPROC ) ( GLuint index , GLuint divisor ) ;
# endif
# endif
# include <stdlib.h> // Required for: malloc(), free()
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# include <string.h> // Required for: strcmp(), strlen() [Used in init(), on extensions loading]
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# include <math.h> // Required for: sqrtf(), sinf(), cosf(), floor(), log()
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//----------------------------------------------------------------------------------
// Defines and Macros
//----------------------------------------------------------------------------------
# ifndef PI
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# define PI 3.14159265358979323846f
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# endif
# ifndef DEG2RAD
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# define DEG2RAD (PI / 180.0f)
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# endif
# ifndef RAD2DEG
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# define RAD2DEG (180.0f / PI)
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# endif
# ifndef GL_SHADING_LANGUAGE_VERSION
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# define GL_SHADING_LANGUAGE_VERSION 0x8B8C
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# endif
# ifndef GL_COMPRESSED_RGB_S3TC_DXT1_EXT
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# define GL_COMPRESSED_RGB_S3TC_DXT1_EXT 0x83F0
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# endif
# ifndef GL_COMPRESSED_RGBA_S3TC_DXT1_EXT
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# define GL_COMPRESSED_RGBA_S3TC_DXT1_EXT 0x83F1
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# endif
# ifndef GL_COMPRESSED_RGBA_S3TC_DXT3_EXT
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# define GL_COMPRESSED_RGBA_S3TC_DXT3_EXT 0x83F2
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# endif
# ifndef GL_COMPRESSED_RGBA_S3TC_DXT5_EXT
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# define GL_COMPRESSED_RGBA_S3TC_DXT5_EXT 0x83F3
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# endif
# ifndef GL_ETC1_RGB8_OES
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# define GL_ETC1_RGB8_OES 0x8D64
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# endif
# ifndef GL_COMPRESSED_RGB8_ETC2
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# define GL_COMPRESSED_RGB8_ETC2 0x9274
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# endif
# ifndef GL_COMPRESSED_RGBA8_ETC2_EAC
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# define GL_COMPRESSED_RGBA8_ETC2_EAC 0x9278
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# endif
# ifndef GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG
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# define GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG 0x8C00
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# endif
# ifndef GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG
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# define GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG 0x8C02
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# endif
# ifndef GL_COMPRESSED_RGBA_ASTC_4x4_KHR
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# define GL_COMPRESSED_RGBA_ASTC_4x4_KHR 0x93b0
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# endif
# ifndef GL_COMPRESSED_RGBA_ASTC_8x8_KHR
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# define GL_COMPRESSED_RGBA_ASTC_8x8_KHR 0x93b7
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# endif
# ifndef GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT
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# define GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT 0x84FF
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# endif
# ifndef GL_TEXTURE_MAX_ANISOTROPY_EXT
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# define GL_TEXTURE_MAX_ANISOTROPY_EXT 0x84FE
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# endif
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# if defined(GRAPHICS_API_OPENGL_11)
# define GL_UNSIGNED_SHORT_5_6_5 0x8363
# define GL_UNSIGNED_SHORT_5_5_5_1 0x8034
# define GL_UNSIGNED_SHORT_4_4_4_4 0x8033
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# endif
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# if defined(GRAPHICS_API_OPENGL_21)
# define GL_LUMINANCE 0x1909
# define GL_LUMINANCE_ALPHA 0x190A
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# endif
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# if defined(GRAPHICS_API_OPENGL_ES2)
# define glClearDepth glClearDepthf
# if !defined(GRAPHICS_API_OPENGL_ES3)
# define GL_READ_FRAMEBUFFER GL_FRAMEBUFFER
# define GL_DRAW_FRAMEBUFFER GL_FRAMEBUFFER
# endif
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# endif
// Default shader vertex attribute names to set location points
# ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_POSITION
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# define RL_DEFAULT_SHADER_ATTRIB_NAME_POSITION "vertexPosition" // Bound by default to shader location: 0
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# endif
# ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD
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# define RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD "vertexTexCoord" // Bound by default to shader location: 1
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# endif
# ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_NORMAL
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# define RL_DEFAULT_SHADER_ATTRIB_NAME_NORMAL "vertexNormal" // Bound by default to shader location: 2
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# endif
# ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR
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# define RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR "vertexColor" // Bound by default to shader location: 3
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# endif
# ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_TANGENT
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# define RL_DEFAULT_SHADER_ATTRIB_NAME_TANGENT "vertexTangent" // Bound by default to shader location: 4
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# endif
# ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2
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# define RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2 "vertexTexCoord2" // Bound by default to shader location: 5
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# endif
# ifndef RL_DEFAULT_SHADER_UNIFORM_NAME_MVP
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# define RL_DEFAULT_SHADER_UNIFORM_NAME_MVP "mvp" // model-view-projection matrix
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# endif
# ifndef RL_DEFAULT_SHADER_UNIFORM_NAME_VIEW
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# define RL_DEFAULT_SHADER_UNIFORM_NAME_VIEW "matView" // view matrix
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# endif
# ifndef RL_DEFAULT_SHADER_UNIFORM_NAME_PROJECTION
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# define RL_DEFAULT_SHADER_UNIFORM_NAME_PROJECTION "matProjection" // projection matrix
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# endif
# ifndef RL_DEFAULT_SHADER_UNIFORM_NAME_MODEL
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# define RL_DEFAULT_SHADER_UNIFORM_NAME_MODEL "matModel" // model matrix
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# endif
# ifndef RL_DEFAULT_SHADER_UNIFORM_NAME_NORMAL
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# define RL_DEFAULT_SHADER_UNIFORM_NAME_NORMAL "matNormal" // normal matrix (transpose(inverse(matModelView))
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# endif
# ifndef RL_DEFAULT_SHADER_UNIFORM_NAME_COLOR
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# define RL_DEFAULT_SHADER_UNIFORM_NAME_COLOR "colDiffuse" // color diffuse (base tint color, multiplied by texture color)
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# endif
# ifndef RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE0
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# define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE0 "texture0" // texture0 (texture slot active 0)
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# endif
# ifndef RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE1
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# define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE1 "texture1" // texture1 (texture slot active 1)
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# endif
# ifndef RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE2
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# define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE2 "texture2" // texture2 (texture slot active 2)
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# endif
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RLGL_NS_BEGIN
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//----------------------------------------------------------------------------------
// Types and Structures Definition
//----------------------------------------------------------------------------------
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# if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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typedef struct glData {
render_batch * currentBatch ; // Current render batch
render_batch defaultBatch ; // Default internal render batch
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struct {
int vertexCounter ; // Current active render batch vertex counter (generic, used for all batches)
float texcoordx , texcoordy ; // Current active texture coordinate (added on glVertex*())
float normalx , normaly , normalz ; // Current active normal (added on glVertex*())
unsigned char colorr , colorg , colorb , colora ; // Current active color (added on glVertex*())
int currentMatrixMode ; // Current matrix mode
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Matrix * currentMatrix ; // Current matrix pointer
Matrix modelview ; // Default modelview matrix
Matrix projection ; // Default projection matrix
Matrix transform ; // Transform matrix to be used with Translate, Rotate, Scale
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bool transformRequired ; // Require transform matrix application to current draw-call vertex (if required)
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Matrix stack [ RL_MAX_MATRIX_STACK_SIZE ] ; // Matrix stack for push/pop
int stackCounter ; // Matrix stack counter
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unsigned int defaultTextureId ; // Default texture used on shapes/poly drawing (required by shader)
unsigned int activeTextureId [ RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS ] ; // Active texture ids to be enabled on batch drawing (0 active by default)
unsigned int defaultVShaderId ; // Default vertex shader id (used by default shader program)
unsigned int defaultFShaderId ; // Default fragment shader id (used by default shader program)
unsigned int defaultShaderId ; // Default shader program id, supports vertex color and diffuse texture
int * defaultShaderLocs ; // Default shader locations pointer to be used on rendering
unsigned int currentShaderId ; // Current shader id to be used on rendering (by default, defaultShaderId)
int * currentShaderLocs ; // Current shader locations pointer to be used on rendering (by default, defaultShaderLocs)
bool stereoRender ; // Stereo rendering flag
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Matrix projectionStereo [ 2 ] ; // VR stereo rendering eyes projection matrices
Matrix viewOffsetStereo [ 2 ] ; // VR stereo rendering eyes view offset matrices
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// Blending variables
int currentBlendMode ; // Blending mode active
int glBlendSrcFactor ; // Blending source factor
int glBlendDstFactor ; // Blending destination factor
int glBlendEquation ; // Blending equation
int glBlendSrcFactorRGB ; // Blending source RGB factor
int glBlendDestFactorRGB ; // Blending destination RGB factor
int glBlendSrcFactorAlpha ; // Blending source alpha factor
int glBlendDestFactorAlpha ; // Blending destination alpha factor
int glBlendEquationRGB ; // Blending equation for RGB
int glBlendEquationAlpha ; // Blending equation for alpha
bool glCustomBlendModeModified ; // Custom blending factor and equation modification status
int framebufferWidth ; // Current framebuffer width
int framebufferHeight ; // Current framebuffer height
} State ; // Renderer state
struct {
bool vao ; // VAO support (OpenGL ES2 could not support VAO extension) (GL_ARB_vertex_array_object)
bool instancing ; // Instancing supported (GL_ANGLE_instanced_arrays, GL_EXT_draw_instanced + GL_EXT_instanced_arrays)
bool texNPOT ; // NPOT textures full support (GL_ARB_texture_non_power_of_two, GL_OES_texture_npot)
bool texDepth ; // Depth textures supported (GL_ARB_depth_texture, GL_OES_depth_texture)
bool texDepthWebGL ; // Depth textures supported WebGL specific (GL_WEBGL_depth_texture)
bool texFloat32 ; // float textures support (32 bit per channel) (GL_OES_texture_float)
bool texFloat16 ; // half float textures support (16 bit per channel) (GL_OES_texture_half_float)
bool texCompDXT ; // DDS texture compression support (GL_EXT_texture_compression_s3tc, GL_WEBGL_compressed_texture_s3tc, GL_WEBKIT_WEBGL_compressed_texture_s3tc)
bool texCompETC1 ; // ETC1 texture compression support (GL_OES_compressed_ETC1_RGB8_texture, GL_WEBGL_compressed_texture_etc1)
bool texCompETC2 ; // ETC2/EAC texture compression support (GL_ARB_ES3_compatibility)
bool texCompPVRT ; // PVR texture compression support (GL_IMG_texture_compression_pvrtc)
bool texCompASTC ; // ASTC texture compression support (GL_KHR_texture_compression_astc_hdr, GL_KHR_texture_compression_astc_ldr)
bool texMirrorClamp ; // Clamp mirror wrap mode supported (GL_EXT_texture_mirror_clamp)
bool texAnisoFilter ; // Anisotropic texture filtering support (GL_EXT_texture_filter_anisotropic)
bool computeShader ; // Compute shaders support (GL_ARB_compute_shader)
bool ssbo ; // Shader storage buffer object support (GL_ARB_shader_storage_buffer_object)
float maxAnisotropyLevel ; // Maximum anisotropy level supported (minimum is 2.0f)
int maxDepthBits ; // Maximum bits for depth component
} ExtSupported ; // Extensions supported flags
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} glData ;
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typedef void * ( * glLoadProc ) ( const char * name ) ; // OpenGL extension functions loader signature (same as GLADloadproc)
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# endif // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2
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//----------------------------------------------------------------------------------
// Global Variables Definition
//----------------------------------------------------------------------------------
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# if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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static glData GLOBAL_DATA = { 0 } ;
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# endif // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2
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# if defined(GRAPHICS_API_OPENGL_ES2) && !defined(GRAPHICS_API_OPENGL_ES3)
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// NOTE: VAO functionality is exposed through extensions (OES)
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static PFNGLGENVERTEXARRAYSOESPROC glGenVertexArrays = NULL ;
static PFNGLBINDVERTEXARRAYOESPROC glBindVertexArray = NULL ;
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static PFNGLDELETEVERTEXARRAYSOESPROC glDeleteVertexArrays = NULL ;
// NOTE: Instancing functionality could also be available through extension
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static PFNGLDRAWARRAYSINSTANCEDEXTPROC glDrawArraysInstanced = NULL ;
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static PFNGLDRAWELEMENTSINSTANCEDEXTPROC glDrawElementsInstanced = NULL ;
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static PFNGLVERTEXATTRIBDIVISOREXTPROC glVertexAttribDivisor = NULL ;
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# endif
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RLGL_EXTERN_C_BEGIN
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//----------------------------------------------------------------------------------
// Module specific Functions Declaration
//----------------------------------------------------------------------------------
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# if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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static void load_shader_default ( void ) ; // Load default shader
static void unload_shader_default ( void ) ; // Unload default shader
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# if defined(RLGL_SHOW_GL_DETAILS_INFO)
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static const char * GetCompressedFormatName ( int format ) ; // Get compressed format official GL identifier name
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# endif // RLGL_SHOW_GL_DETAILS_INFO
# endif // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2
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static int internal_get_pixel_data_size ( int width , int height , int format ) ; // Get pixel data size in bytes (image or texture)
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# if !defined(RAYMATH_H)
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// Auxiliar matrix math functions
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static Matrix internal_matrix_identity ( void ) ; // Get identity matrix
static Matrix internal_matrix_multiply ( Matrix left , Matrix right ) ; // Multiply two matrices
# endif
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//----------------------------------------------------------------------------------
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// Module Functions Definition - Matrix operations
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//----------------------------------------------------------------------------------
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# if defined(GRAPHICS_API_OPENGL_11)
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// Fallback to OpenGL 1.1 function calls
//---------------------------------------
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void matrix_mode ( int mode )
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{
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switch ( mode )
{
case RL_PROJECTION : glMatrixMode ( GL_PROJECTION ) ; break ;
case RL_MODELVIEW : glMatrixMode ( GL_MODELVIEW ) ; break ;
case RL_TEXTURE : glMatrixMode ( GL_TEXTURE ) ; break ;
default : break ;
}
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}
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void frustum ( double left , double right , double bottom , double top , double znear , double zfar )
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{
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glFrustum ( left , right , bottom , top , znear , zfar ) ;
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}
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void ortho ( double left , double right , double bottom , double top , double znear , double zfar )
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{
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glOrtho ( left , right , bottom , top , znear , zfar ) ;
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}
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void push_matrix ( void ) { glPushMatrix ( ) ; }
void pop_matrix ( void ) { glPopMatrix ( ) ; }
void load_identity ( void ) { glLoadIdentity ( ) ; }
void translatef ( float x , float y , float z ) { glTranslatef ( x , y , z ) ; }
void rotatef ( float angle , float x , float y , float z ) { glRotatef ( angle , x , y , z ) ; }
void scalef ( float x , float y , float z ) { glScalef ( x , y , z ) ; }
void mult_matrixf ( const float * matf ) { glMultMatrixf ( matf ) ; }
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# endif
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# if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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// Choose the current matrix to be transformed
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void matrix_mode ( int mode )
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{
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if ( mode = = RL_PROJECTION ) GLOBAL_DATA . State . currentMatrix = & GLOBAL_DATA . State . projection ;
else if ( mode = = RL_MODELVIEW ) GLOBAL_DATA . State . currentMatrix = & GLOBAL_DATA . State . modelview ;
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//else if (mode == RL_TEXTURE) // Not supported
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GLOBAL_DATA . State . currentMatrixMode = mode ;
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}
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// Push the current matrix into GLOBAL_DATA.State.stack
void push_matrix ( void )
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{
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if ( GLOBAL_DATA . State . stackCounter > = RL_MAX_MATRIX_STACK_SIZE ) RL_TRACELOG ( LOG_ERROR , " GLOBAL_DATA: Matrix stack overflow (RL_MAX_MATRIX_STACK_SIZE) " ) ;
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if ( GLOBAL_DATA . State . currentMatrixMode = = RL_MODELVIEW )
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{
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GLOBAL_DATA . State . transformRequired = true ;
GLOBAL_DATA . State . currentMatrix = & GLOBAL_DATA . State . transform ;
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}
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GLOBAL_DATA . State . stack [ GLOBAL_DATA . State . stackCounter ] = * GLOBAL_DATA . State . currentMatrix ;
GLOBAL_DATA . State . stackCounter + + ;
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}
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// Pop lattest inserted matrix from GLOBAL_DATA.State.stack
void pop_matrix ( void )
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{
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if ( GLOBAL_DATA . State . stackCounter > 0 )
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{
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Matrix mat = GLOBAL_DATA . State . stack [ GLOBAL_DATA . State . stackCounter - 1 ] ;
* GLOBAL_DATA . State . currentMatrix = mat ;
GLOBAL_DATA . State . stackCounter - - ;
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}
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if ( ( GLOBAL_DATA . State . stackCounter = = 0 ) & & ( GLOBAL_DATA . State . currentMatrixMode = = RL_MODELVIEW ) )
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{
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GLOBAL_DATA . State . currentMatrix = & GLOBAL_DATA . State . modelview ;
GLOBAL_DATA . State . transformRequired = false ;
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}
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}
// Reset current matrix to identity matrix
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void load_identity ( void )
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{
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* GLOBAL_DATA . State . currentMatrix = internal_matrix_identity ( ) ;
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}
// Multiply the current matrix by a translation matrix
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void translatef ( float x , float y , float z )
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{
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Matrix matTranslation = {
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1.0f , 0.0f , 0.0f , x ,
0.0f , 1.0f , 0.0f , y ,
0.0f , 0.0f , 1.0f , z ,
0.0f , 0.0f , 0.0f , 1.0f
} ;
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// NOTE: We transpose matrix with multiplication order
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* GLOBAL_DATA . State . currentMatrix = internal_matrix_multiply ( matTranslation , * GLOBAL_DATA . State . currentMatrix ) ;
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}
// Multiply the current matrix by a rotation matrix
// NOTE: The provided angle must be in degrees
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void rotatef ( float angle , float x , float y , float z )
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{
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Matrix matRotation = internal_matrix_identity ( ) ;
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// Axis vector (x, y, z) normalization
float lengthSquared = x * x + y * y + z * z ;
if ( ( lengthSquared ! = 1.0f ) & & ( lengthSquared ! = 0.0f ) )
{
float inverseLength = 1.0f / sqrtf ( lengthSquared ) ;
x * = inverseLength ;
y * = inverseLength ;
z * = inverseLength ;
}
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// Rotation matrix generation
float sinres = sinf ( DEG2RAD * angle ) ;
float cosres = cosf ( DEG2RAD * angle ) ;
float t = 1.0f - cosres ;
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matRotation . m0 = x * x * t + cosres ;
matRotation . m1 = y * x * t + z * sinres ;
matRotation . m2 = z * x * t - y * sinres ;
matRotation . m3 = 0.0f ;
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matRotation . m4 = x * y * t - z * sinres ;
matRotation . m5 = y * y * t + cosres ;
matRotation . m6 = z * y * t + x * sinres ;
matRotation . m7 = 0.0f ;
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matRotation . m8 = x * z * t + y * sinres ;
matRotation . m9 = y * z * t - x * sinres ;
matRotation . m10 = z * z * t + cosres ;
matRotation . m11 = 0.0f ;
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matRotation . m12 = 0.0f ;
matRotation . m13 = 0.0f ;
matRotation . m14 = 0.0f ;
matRotation . m15 = 1.0f ;
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// NOTE: We transpose matrix with multiplication order
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* GLOBAL_DATA . State . currentMatrix = internal_matrix_multiply ( matRotation , * GLOBAL_DATA . State . currentMatrix ) ;
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}
// Multiply the current matrix by a scaling matrix
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void scalef ( float x , float y , float z )
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{
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Matrix matScale = {
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x , 0.0f , 0.0f , 0.0f ,
0.0f , y , 0.0f , 0.0f ,
0.0f , 0.0f , z , 0.0f ,
0.0f , 0.0f , 0.0f , 1.0f
} ;
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// NOTE: We transpose matrix with multiplication order
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* GLOBAL_DATA . State . currentMatrix = internal_matrix_multiply ( matScale , * GLOBAL_DATA . State . currentMatrix ) ;
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}
// Multiply the current matrix by another matrix
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void mult_matrixf ( const float * matf )
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{
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// Matrix creation from array
Matrix mat = { matf [ 0 ] , matf [ 4 ] , matf [ 8 ] , matf [ 12 ] ,
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matf [ 1 ] , matf [ 5 ] , matf [ 9 ] , matf [ 13 ] ,
matf [ 2 ] , matf [ 6 ] , matf [ 10 ] , matf [ 14 ] ,
matf [ 3 ] , matf [ 7 ] , matf [ 11 ] , matf [ 15 ] } ;
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* GLOBAL_DATA . State . currentMatrix = internal_matrix_multiply ( * GLOBAL_DATA . State . currentMatrix , mat ) ;
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}
// Multiply the current matrix by a perspective matrix generated by parameters
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void frustum ( double left , double right , double bottom , double top , double znear , double zfar )
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{
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Matrix matFrustum = { 0 } ;
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float rl = ( float ) ( right - left ) ;
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float tb = ( float ) ( top - bottom ) ;
float fn = ( float ) ( zfar - znear ) ;
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matFrustum . m0 = ( ( float ) znear * 2.0f ) / rl ;
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matFrustum . m1 = 0.0f ;
matFrustum . m2 = 0.0f ;
matFrustum . m3 = 0.0f ;
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matFrustum . m4 = 0.0f ;
matFrustum . m5 = ( ( float ) znear * 2.0f ) / tb ;
matFrustum . m6 = 0.0f ;
matFrustum . m7 = 0.0f ;
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matFrustum . m8 = ( ( float ) right + ( float ) left ) / rl ;
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matFrustum . m9 = ( ( float ) top + ( float ) bottom ) / tb ;
matFrustum . m10 = - ( ( float ) zfar + ( float ) znear ) / fn ;
matFrustum . m11 = - 1.0f ;
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matFrustum . m12 = 0.0f ;
matFrustum . m13 = 0.0f ;
matFrustum . m14 = - ( ( float ) zfar * ( float ) znear * 2.0f ) / fn ;
matFrustum . m15 = 0.0f ;
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* GLOBAL_DATA . State . currentMatrix = internal_matrix_multiply ( * GLOBAL_DATA . State . currentMatrix , matFrustum ) ;
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}
// Multiply the current matrix by an orthographic matrix generated by parameters
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void ortho ( double left , double right , double bottom , double top , double znear , double zfar )
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{
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// NOTE: If left-right and top-botton values are equal it could create a division by zero,
// response to it is platform/compiler dependant
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Matrix matOrtho = { 0 } ;
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float rl = ( float ) ( right - left ) ;
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float tb = ( float ) ( top - bottom ) ;
float fn = ( float ) ( zfar - znear ) ;
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matOrtho . m0 = 2.0f / rl ;
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matOrtho . m1 = 0.0f ;
matOrtho . m2 = 0.0f ;
matOrtho . m3 = 0.0f ;
matOrtho . m4 = 0.0f ;
matOrtho . m5 = 2.0f / tb ;
matOrtho . m6 = 0.0f ;
matOrtho . m7 = 0.0f ;
matOrtho . m8 = 0.0f ;
matOrtho . m9 = 0.0f ;
matOrtho . m10 = - 2.0f / fn ;
matOrtho . m11 = 0.0f ;
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matOrtho . m12 = - ( ( float ) left + ( float ) right ) / rl ;
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matOrtho . m13 = - ( ( float ) top + ( float ) bottom ) / tb ;
matOrtho . m14 = - ( ( float ) zfar + ( float ) znear ) / fn ;
matOrtho . m15 = 1.0f ;
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* GLOBAL_DATA . State . currentMatrix = internal_matrix_multiply ( * GLOBAL_DATA . State . currentMatrix , matOrtho ) ;
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}
# endif
// Set the viewport area (transformation from normalized device coordinates to window coordinates)
// NOTE: We store current viewport dimensions
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void viewport ( int x , int y , int width , int height )
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{
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glViewport ( x , y , width , height ) ;
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}
//----------------------------------------------------------------------------------
// Module Functions Definition - Vertex level operations
//----------------------------------------------------------------------------------
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# if defined(GRAPHICS_API_OPENGL_11)
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// Fallback to OpenGL 1.1 function calls
//---------------------------------------
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void begin ( int mode )
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{
switch ( mode )
{
case RL_LINES : glBegin ( GL_LINES ) ; break ;
case RL_TRIANGLES : glBegin ( GL_TRIANGLES ) ; break ;
case RL_QUADS : glBegin ( GL_QUADS ) ; break ;
default : break ;
}
}
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void end ( ) { glEnd ( ) ; }
void vertex2i ( int x , int y ) { glVertex2i ( x , y ) ; }
void vertex2f ( float x , float y ) { glVertex2f ( x , y ) ; }
void vertex3f ( float x , float y , float z ) { glVertex3f ( x , y , z ) ; }
void tex_coord2f ( float x , float y ) { glTexCoord2f ( x , y ) ; }
void normal3f ( float x , float y , float z ) { glNormal3f ( x , y , z ) ; }
void color4ub ( unsigned char r , unsigned char g , unsigned char b , unsigned char a ) { glColor4ub ( r , g , b , a ) ; }
void color3f ( float x , float y , float z ) { glColor3f ( x , y , z ) ; }
void color4f ( float x , float y , float z , float w ) { glColor4f ( x , y , z , w ) ; }
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# endif
# if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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// Initialize drawing mode (how to organize vertex)
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void begin ( int mode )
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{
// Draw mode can be RL_LINES, RL_TRIANGLES and RL_QUADS
// NOTE: In all three cases, vertex are accumulated over default internal vertex buffer
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if ( GLOBAL_DATA . currentBatch - > draws [ GLOBAL_DATA . currentBatch - > drawCounter - 1 ] . mode ! = mode )
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{
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if ( GLOBAL_DATA . currentBatch - > draws [ GLOBAL_DATA . currentBatch - > drawCounter - 1 ] . vertexCount > 0 )
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{
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// Make sure current GLOBAL_DATA.currentBatch->draws[i].vertexCount is aligned a multiple of 4,
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// that way, following QUADS drawing will keep aligned with index processing
// It implies adding some extra alignment vertex at the end of the draw,
// those vertex are not processed but they are considered as an additional offset
// for the next set of vertex to be drawn
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if ( GLOBAL_DATA . currentBatch - > draws [ GLOBAL_DATA . currentBatch - > drawCounter - 1 ] . mode = = RL_LINES ) GLOBAL_DATA . currentBatch - > draws [ GLOBAL_DATA . currentBatch - > drawCounter - 1 ] . vertexAlignment = ( ( GLOBAL_DATA . currentBatch - > draws [ GLOBAL_DATA . currentBatch - > drawCounter - 1 ] . vertexCount < 4 ) ? GLOBAL_DATA . currentBatch - > draws [ GLOBAL_DATA . currentBatch - > drawCounter - 1 ] . vertexCount : GLOBAL_DATA . currentBatch - > draws [ GLOBAL_DATA . currentBatch - > drawCounter - 1 ] . vertexCount % 4 ) ;
else if ( GLOBAL_DATA . currentBatch - > draws [ GLOBAL_DATA . currentBatch - > drawCounter - 1 ] . mode = = RL_TRIANGLES ) GLOBAL_DATA . currentBatch - > draws [ GLOBAL_DATA . currentBatch - > drawCounter - 1 ] . vertexAlignment = ( ( GLOBAL_DATA . currentBatch - > draws [ GLOBAL_DATA . currentBatch - > drawCounter - 1 ] . vertexCount < 4 ) ? 1 : ( 4 - ( GLOBAL_DATA . currentBatch - > draws [ GLOBAL_DATA . currentBatch - > drawCounter - 1 ] . vertexCount % 4 ) ) ) ;
else GLOBAL_DATA . currentBatch - > draws [ GLOBAL_DATA . currentBatch - > drawCounter - 1 ] . vertexAlignment = 0 ;
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if ( ! check_render_batch_limit ( GLOBAL_DATA . currentBatch - > draws [ GLOBAL_DATA . currentBatch - > drawCounter - 1 ] . vertexAlignment ) )
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{
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GLOBAL_DATA . State . vertexCounter + = GLOBAL_DATA . currentBatch - > draws [ GLOBAL_DATA . currentBatch - > drawCounter - 1 ] . vertexAlignment ;
GLOBAL_DATA . currentBatch - > drawCounter + + ;
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}
}
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if ( GLOBAL_DATA . currentBatch - > drawCounter > = RL_DEFAULT_BATCH_DRAWCALLS ) draw_render_batch ( GLOBAL_DATA . currentBatch ) ;
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GLOBAL_DATA . currentBatch - > draws [ GLOBAL_DATA . currentBatch - > drawCounter - 1 ] . mode = mode ;
GLOBAL_DATA . currentBatch - > draws [ GLOBAL_DATA . currentBatch - > drawCounter - 1 ] . vertexCount = 0 ;
GLOBAL_DATA . currentBatch - > draws [ GLOBAL_DATA . currentBatch - > drawCounter - 1 ] . textureId = GLOBAL_DATA . State . defaultTextureId ;
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}
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}
// Finish vertex providing
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void end ( void )
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{
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// NOTE: Depth increment is dependant on ortho(): z-near and z-far values,
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// as well as depth buffer bit-depth (16bit or 24bit or 32bit)
// Correct increment formula would be: depthInc = (zfar - znear)/pow(2, bits)
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GLOBAL_DATA . currentBatch - > currentDepth + = ( 1.0f / 20000.0f ) ;
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}
// Define one vertex (position)
// NOTE: Vertex position data is the basic information required for drawing
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void vertex3f ( float x , float y , float z )
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{
float tx = x ;
float ty = y ;
float tz = z ;
// Transform provided vector if required
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if ( GLOBAL_DATA . State . transformRequired )
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{
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tx = GLOBAL_DATA . State . transform . m0 * x + GLOBAL_DATA . State . transform . m4 * y + GLOBAL_DATA . State . transform . m8 * z + GLOBAL_DATA . State . transform . m12 ;
ty = GLOBAL_DATA . State . transform . m1 * x + GLOBAL_DATA . State . transform . m5 * y + GLOBAL_DATA . State . transform . m9 * z + GLOBAL_DATA . State . transform . m13 ;
tz = GLOBAL_DATA . State . transform . m2 * x + GLOBAL_DATA . State . transform . m6 * y + GLOBAL_DATA . State . transform . m10 * z + GLOBAL_DATA . State . transform . m14 ;
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}
// WARNING: We can't break primitives when launching a new batch.
// RL_LINES comes in pairs, RL_TRIANGLES come in groups of 3 vertices and RL_QUADS come in groups of 4 vertices.
// We must check current draw.mode when a new vertex is required and finish the batch only if the draw.mode draw.vertexCount is %2, %3 or %4
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if ( GLOBAL_DATA . State . vertexCounter > ( GLOBAL_DATA . currentBatch - > vertexBuffer [ GLOBAL_DATA . currentBatch - > currentBuffer ] . elementCount * 4 - 4 ) )
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{
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if ( ( GLOBAL_DATA . currentBatch - > draws [ GLOBAL_DATA . currentBatch - > drawCounter - 1 ] . mode = = RL_LINES ) & &
( GLOBAL_DATA . currentBatch - > draws [ GLOBAL_DATA . currentBatch - > drawCounter - 1 ] . vertexCount % 2 = = 0 ) )
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{
// Reached the maximum number of vertices for RL_LINES drawing
// Launch a draw call but keep current state for next vertices comming
// NOTE: We add +1 vertex to the check for security
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check_render_batch_limit ( 2 + 1 ) ;
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}
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else if ( ( GLOBAL_DATA . currentBatch - > draws [ GLOBAL_DATA . currentBatch - > drawCounter - 1 ] . mode = = RL_TRIANGLES ) & &
( GLOBAL_DATA . currentBatch - > draws [ GLOBAL_DATA . currentBatch - > drawCounter - 1 ] . vertexCount % 3 = = 0 ) )
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{
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check_render_batch_limit ( 3 + 1 ) ;
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}
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else if ( ( GLOBAL_DATA . currentBatch - > draws [ GLOBAL_DATA . currentBatch - > drawCounter - 1 ] . mode = = RL_QUADS ) & &
( GLOBAL_DATA . currentBatch - > draws [ GLOBAL_DATA . currentBatch - > drawCounter - 1 ] . vertexCount % 4 = = 0 ) )
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{
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check_render_batch_limit ( 4 + 1 ) ;
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}
}
// Add vertices
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GLOBAL_DATA . currentBatch - > vertexBuffer [ GLOBAL_DATA . currentBatch - > currentBuffer ] . vertices [ 3 * GLOBAL_DATA . State . vertexCounter ] = tx ;
GLOBAL_DATA . currentBatch - > vertexBuffer [ GLOBAL_DATA . currentBatch - > currentBuffer ] . vertices [ 3 * GLOBAL_DATA . State . vertexCounter + 1 ] = ty ;
GLOBAL_DATA . currentBatch - > vertexBuffer [ GLOBAL_DATA . currentBatch - > currentBuffer ] . vertices [ 3 * GLOBAL_DATA . State . vertexCounter + 2 ] = tz ;
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// Add current texcoord
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GLOBAL_DATA . currentBatch - > vertexBuffer [ GLOBAL_DATA . currentBatch - > currentBuffer ] . texcoords [ 2 * GLOBAL_DATA . State . vertexCounter ] = GLOBAL_DATA . State . texcoordx ;
GLOBAL_DATA . currentBatch - > vertexBuffer [ GLOBAL_DATA . currentBatch - > currentBuffer ] . texcoords [ 2 * GLOBAL_DATA . State . vertexCounter + 1 ] = GLOBAL_DATA . State . texcoordy ;
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// WARNING: By default vertex_buffer struct does not store normals
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// Add current color
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GLOBAL_DATA . currentBatch - > vertexBuffer [ GLOBAL_DATA . currentBatch - > currentBuffer ] . colors [ 4 * GLOBAL_DATA . State . vertexCounter ] = GLOBAL_DATA . State . colorr ;
GLOBAL_DATA . currentBatch - > vertexBuffer [ GLOBAL_DATA . currentBatch - > currentBuffer ] . colors [ 4 * GLOBAL_DATA . State . vertexCounter + 1 ] = GLOBAL_DATA . State . colorg ;
GLOBAL_DATA . currentBatch - > vertexBuffer [ GLOBAL_DATA . currentBatch - > currentBuffer ] . colors [ 4 * GLOBAL_DATA . State . vertexCounter + 2 ] = GLOBAL_DATA . State . colorb ;
GLOBAL_DATA . currentBatch - > vertexBuffer [ GLOBAL_DATA . currentBatch - > currentBuffer ] . colors [ 4 * GLOBAL_DATA . State . vertexCounter + 3 ] = GLOBAL_DATA . State . colora ;
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GLOBAL_DATA . State . vertexCounter + + ;
GLOBAL_DATA . currentBatch - > draws [ GLOBAL_DATA . currentBatch - > drawCounter - 1 ] . vertexCount + + ;
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}
// Define one vertex (position)
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void vertex2f ( float x , float y )
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{
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vertex3f ( x , y , GLOBAL_DATA . currentBatch - > currentDepth ) ;
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}
// Define one vertex (position)
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void vertex2i ( int x , int y )
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{
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vertex3f ( ( float ) x , ( float ) y , GLOBAL_DATA . currentBatch - > currentDepth ) ;
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}
// Define one vertex (texture coordinate)
// NOTE: Texture coordinates are limited to QUADS only
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void tex_coord2f ( float x , float y )
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{
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GLOBAL_DATA . State . texcoordx = x ;
GLOBAL_DATA . State . texcoordy = y ;
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}
// Define one vertex (normal)
// NOTE: Normals limited to TRIANGLES only?
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void normal3f ( float x , float y , float z )
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{
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GLOBAL_DATA . State . normalx = x ;
GLOBAL_DATA . State . normaly = y ;
GLOBAL_DATA . State . normalz = z ;
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}
// Define one vertex (color)
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void color4ub ( unsigned char x , unsigned char y , unsigned char z , unsigned char w )
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{
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GLOBAL_DATA . State . colorr = x ;
GLOBAL_DATA . State . colorg = y ;
GLOBAL_DATA . State . colorb = z ;
GLOBAL_DATA . State . colora = w ;
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}
// Define one vertex (color)
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void color4f ( float r , float g , float b , float a )
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{
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color4ub ( ( unsigned char ) ( r * 255 ) , ( unsigned char ) ( g * 255 ) , ( unsigned char ) ( b * 255 ) , ( unsigned char ) ( a * 255 ) ) ;
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}
// Define one vertex (color)
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void color3f ( float x , float y , float z )
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{
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color4ub ( ( unsigned char ) ( x * 255 ) , ( unsigned char ) ( y * 255 ) , ( unsigned char ) ( z * 255 ) , 255 ) ;
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}
# endif
//--------------------------------------------------------------------------------------
// Module Functions Definition - OpenGL style functions (common to 1.1, 3.3+, ES2)
//--------------------------------------------------------------------------------------
// Set current texture to use
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void set_texture ( unsigned int id )
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{
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if ( id = = 0 )
{
# if defined(GRAPHICS_API_OPENGL_11)
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disable_texture ( ) ;
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# else
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// NOTE: If quads batch limit is reached, we force a draw call and next batch starts
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if ( GLOBAL_DATA . State . vertexCounter > =
GLOBAL_DATA . currentBatch - > vertexBuffer [ GLOBAL_DATA . currentBatch - > currentBuffer ] . elementCount * 4 )
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{
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draw_render_batch ( GLOBAL_DATA . currentBatch ) ;
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}
# endif
}
else
{
# if defined(GRAPHICS_API_OPENGL_11)
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enable_texture ( id ) ;
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# else
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if ( GLOBAL_DATA . currentBatch - > draws [ GLOBAL_DATA . currentBatch - > drawCounter - 1 ] . textureId ! = id )
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{
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if ( GLOBAL_DATA . currentBatch - > draws [ GLOBAL_DATA . currentBatch - > drawCounter - 1 ] . vertexCount > 0 )
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{
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// Make sure current GLOBAL_DATA.currentBatch->draws[i].vertexCount is aligned a multiple of 4,
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// that way, following QUADS drawing will keep aligned with index processing
// It implies adding some extra alignment vertex at the end of the draw,
// those vertex are not processed but they are considered as an additional offset
// for the next set of vertex to be drawn
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if ( GLOBAL_DATA . currentBatch - > draws [ GLOBAL_DATA . currentBatch - > drawCounter - 1 ] . mode = = RL_LINES ) GLOBAL_DATA . currentBatch - > draws [ GLOBAL_DATA . currentBatch - > drawCounter - 1 ] . vertexAlignment = ( ( GLOBAL_DATA . currentBatch - > draws [ GLOBAL_DATA . currentBatch - > drawCounter - 1 ] . vertexCount < 4 ) ? GLOBAL_DATA . currentBatch - > draws [ GLOBAL_DATA . currentBatch - > drawCounter - 1 ] . vertexCount : GLOBAL_DATA . currentBatch - > draws [ GLOBAL_DATA . currentBatch - > drawCounter - 1 ] . vertexCount % 4 ) ;
else if ( GLOBAL_DATA . currentBatch - > draws [ GLOBAL_DATA . currentBatch - > drawCounter - 1 ] . mode = = RL_TRIANGLES ) GLOBAL_DATA . currentBatch - > draws [ GLOBAL_DATA . currentBatch - > drawCounter - 1 ] . vertexAlignment = ( ( GLOBAL_DATA . currentBatch - > draws [ GLOBAL_DATA . currentBatch - > drawCounter - 1 ] . vertexCount < 4 ) ? 1 : ( 4 - ( GLOBAL_DATA . currentBatch - > draws [ GLOBAL_DATA . currentBatch - > drawCounter - 1 ] . vertexCount % 4 ) ) ) ;
else GLOBAL_DATA . currentBatch - > draws [ GLOBAL_DATA . currentBatch - > drawCounter - 1 ] . vertexAlignment = 0 ;
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if ( ! check_render_batch_limit ( GLOBAL_DATA . currentBatch - > draws [ GLOBAL_DATA . currentBatch - > drawCounter - 1 ] . vertexAlignment ) )
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{
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GLOBAL_DATA . State . vertexCounter + = GLOBAL_DATA . currentBatch - > draws [ GLOBAL_DATA . currentBatch - > drawCounter - 1 ] . vertexAlignment ;
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GLOBAL_DATA . currentBatch - > drawCounter + + ;
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}
}
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if ( GLOBAL_DATA . currentBatch - > drawCounter > = RL_DEFAULT_BATCH_DRAWCALLS ) draw_render_batch ( GLOBAL_DATA . currentBatch ) ;
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GLOBAL_DATA . currentBatch - > draws [ GLOBAL_DATA . currentBatch - > drawCounter - 1 ] . textureId = id ;
GLOBAL_DATA . currentBatch - > draws [ GLOBAL_DATA . currentBatch - > drawCounter - 1 ] . vertexCount = 0 ;
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}
# endif
}
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}
// Select and active a texture slot
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void active_texture_slot ( int slot )
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{
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# if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
glActiveTexture ( GL_TEXTURE0 + slot ) ;
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# endif
}
// Enable texture
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void enable_texture ( unsigned int id )
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{
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# if defined(GRAPHICS_API_OPENGL_11)
glEnable ( GL_TEXTURE_2D ) ;
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# endif
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glBindTexture ( GL_TEXTURE_2D , id ) ;
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}
// Disable texture
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void disable_texture ( void )
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{
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# if defined(GRAPHICS_API_OPENGL_11)
glDisable ( GL_TEXTURE_2D ) ;
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# endif
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glBindTexture ( GL_TEXTURE_2D , 0 ) ;
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}
// Enable texture cubemap
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void enable_texture_cubemap ( unsigned int id )
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{
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# if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
glBindTexture ( GL_TEXTURE_CUBE_MAP , id ) ;
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# endif
}
// Disable texture cubemap
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void disable_texture_cubemap ( void )
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{
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# if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
glBindTexture ( GL_TEXTURE_CUBE_MAP , 0 ) ;
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# endif
}
// Set texture parameters (wrap mode/filter mode)
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void texture_parameters ( unsigned int id , int param , int value )
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{
glBindTexture ( GL_TEXTURE_2D , id ) ;
# if !defined(GRAPHICS_API_OPENGL_11)
// Reset anisotropy filter, in case it was set
glTexParameterf ( GL_TEXTURE_2D , GL_TEXTURE_MAX_ANISOTROPY_EXT , 1.0f ) ;
# endif
switch ( param )
{
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case TEXTURE_WRAP_S :
case TEXTURE_WRAP_T :
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{
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if ( value = = TEXTURE_WRAP_MIRROR_CLAMP )
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{
# if !defined(GRAPHICS_API_OPENGL_11)
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if ( GLOBAL_DATA . ExtSupported . texMirrorClamp ) glTexParameteri ( GL_TEXTURE_2D , param , value ) ;
else RL_TRACELOG ( LOG_WARNING , " GL: Clamp mirror wrap mode not supported (GL_MIRROR_CLAMP_EXT) " ) ;
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# endif
}
else glTexParameteri ( GL_TEXTURE_2D , param , value ) ;
} break ;
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case TEXTURE_MAG_FILTER :
case TEXTURE_MIN_FILTER : glTexParameteri ( GL_TEXTURE_2D , param , value ) ; break ;
case TEXTURE_FILTER_ANISOTROPIC :
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{
# if !defined(GRAPHICS_API_OPENGL_11)
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if ( value < = GLOBAL_DATA . ExtSupported . maxAnisotropyLevel ) glTexParameterf ( GL_TEXTURE_2D , GL_TEXTURE_MAX_ANISOTROPY_EXT , ( float ) value ) ;
else if ( GLOBAL_DATA . ExtSupported . maxAnisotropyLevel > 0.0f )
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{
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RL_TRACELOG ( LOG_WARNING , " GL: Maximum anisotropic filter level supported is %iX " , id , ( int ) GLOBAL_DATA . ExtSupported . maxAnisotropyLevel ) ;
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glTexParameterf ( GL_TEXTURE_2D , GL_TEXTURE_MAX_ANISOTROPY_EXT , ( float ) value ) ;
}
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else RL_TRACELOG ( LOG_WARNING , " GL: Anisotropic filtering not supported " ) ;
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# endif
} break ;
# if defined(GRAPHICS_API_OPENGL_33)
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case TEXTURE_MIPMAP_BIAS_RATIO : glTexParameterf ( GL_TEXTURE_2D , GL_TEXTURE_LOD_BIAS , value / 100.0f ) ;
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# endif
default : break ;
}
glBindTexture ( GL_TEXTURE_2D , 0 ) ;
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}
// Set cubemap parameters (wrap mode/filter mode)
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void cubemap_parameters ( unsigned int id , int param , int value )
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{
# if !defined(GRAPHICS_API_OPENGL_11)
glBindTexture ( GL_TEXTURE_CUBE_MAP , id ) ;
// Reset anisotropy filter, in case it was set
glTexParameterf ( GL_TEXTURE_CUBE_MAP , GL_TEXTURE_MAX_ANISOTROPY_EXT , 1.0f ) ;
switch ( param )
{
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case TEXTURE_WRAP_S :
case TEXTURE_WRAP_T :
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{
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if ( value = = TEXTURE_WRAP_MIRROR_CLAMP )
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{
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if ( GLOBAL_DATA . ExtSupported . texMirrorClamp ) glTexParameteri ( GL_TEXTURE_CUBE_MAP , param , value ) ;
else RL_TRACELOG ( LOG_WARNING , " GL: Clamp mirror wrap mode not supported (GL_MIRROR_CLAMP_EXT) " ) ;
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}
else glTexParameteri ( GL_TEXTURE_CUBE_MAP , param , value ) ;
} break ;
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case TEXTURE_MAG_FILTER :
case TEXTURE_MIN_FILTER : glTexParameteri ( GL_TEXTURE_CUBE_MAP , param , value ) ; break ;
case TEXTURE_FILTER_ANISOTROPIC :
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{
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if ( value < = GLOBAL_DATA . ExtSupported . maxAnisotropyLevel ) glTexParameterf ( GL_TEXTURE_CUBE_MAP , GL_TEXTURE_MAX_ANISOTROPY_EXT , ( float ) value ) ;
else if ( GLOBAL_DATA . ExtSupported . maxAnisotropyLevel > 0.0f )
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{
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RL_TRACELOG ( LOG_WARNING , " GL: Maximum anisotropic filter level supported is %iX " , id , ( int ) GLOBAL_DATA . ExtSupported . maxAnisotropyLevel ) ;
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glTexParameterf ( GL_TEXTURE_CUBE_MAP , GL_TEXTURE_MAX_ANISOTROPY_EXT , ( float ) value ) ;
}
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else RL_TRACELOG ( LOG_WARNING , " GL: Anisotropic filtering not supported " ) ;
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} break ;
# if defined(GRAPHICS_API_OPENGL_33)
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case TEXTURE_MIPMAP_BIAS_RATIO : glTexParameterf ( GL_TEXTURE_CUBE_MAP , GL_TEXTURE_LOD_BIAS , value / 100.0f ) ;
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# endif
default : break ;
}
glBindTexture ( GL_TEXTURE_CUBE_MAP , 0 ) ;
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# endif
}
// Enable shader program
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void enable_shader ( unsigned int id )
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{
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# if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2))
glUseProgram ( id ) ;
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# endif
}
// Disable shader program
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void disable_shader ( void )
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{
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# if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2))
glUseProgram ( 0 ) ;
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# endif
}
// Enable rendering to texture (fbo)
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void enable_framebuffer ( unsigned int id )
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{
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# if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)) && defined(RLGL_RENDER_TEXTURES_HINT)
glBindFramebuffer ( GL_FRAMEBUFFER , id ) ;
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# endif
}
// Disable rendering to texture
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void disable_framebuffer ( void )
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{
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# if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)) && defined(RLGL_RENDER_TEXTURES_HINT)
glBindFramebuffer ( GL_FRAMEBUFFER , 0 ) ;
# endif
}
// Blit active framebuffer to main framebuffer
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void blit_framebuffer ( int srcX , int srcY , int srcWidth , int srcHeight , int dstX , int dstY , int dstWidth , int dstHeight , int bufferMask )
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{
# if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES3)) && defined(RLGL_RENDER_TEXTURES_HINT)
glBlitFramebuffer ( srcX , srcY , srcWidth , srcHeight , dstX , dstY , dstWidth , dstHeight , bufferMask , GL_NEAREST ) ;
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# endif
}
// Activate multiple draw color buffers
// NOTE: One color buffer is always active by default
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void active_draw_buffers ( int count )
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{
# if ((defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES3)) && defined(RLGL_RENDER_TEXTURES_HINT))
// NOTE: Maximum number of draw buffers supported is implementation dependant,
// it can be queried with glGet*() but it must be at least 8
//GLint maxDrawBuffers = 0;
//glGetIntegerv(GL_MAX_DRAW_BUFFERS, &maxDrawBuffers);
if ( count > 0 )
{
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if ( count > 8 ) RL_TRACELOG ( LOG_WARNING , " GL: Max color buffers limited to 8 " ) ;
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else
{
unsigned int buffers [ 8 ] = {
# if defined(GRAPHICS_API_OPENGL_ES3)
GL_COLOR_ATTACHMENT0_EXT ,
GL_COLOR_ATTACHMENT1_EXT ,
GL_COLOR_ATTACHMENT2_EXT ,
GL_COLOR_ATTACHMENT3_EXT ,
GL_COLOR_ATTACHMENT4_EXT ,
GL_COLOR_ATTACHMENT5_EXT ,
GL_COLOR_ATTACHMENT6_EXT ,
GL_COLOR_ATTACHMENT7_EXT ,
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# else
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GL_COLOR_ATTACHMENT0 ,
GL_COLOR_ATTACHMENT1 ,
GL_COLOR_ATTACHMENT2 ,
GL_COLOR_ATTACHMENT3 ,
GL_COLOR_ATTACHMENT4 ,
GL_COLOR_ATTACHMENT5 ,
GL_COLOR_ATTACHMENT6 ,
GL_COLOR_ATTACHMENT7 ,
# endif
} ;
# if defined(GRAPHICS_API_OPENGL_ES3)
glDrawBuffersEXT ( count , buffers ) ;
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# else
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glDrawBuffers ( count , buffers ) ;
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# endif
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}
}
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else RL_TRACELOG ( LOG_WARNING , " GL: One color buffer active by default " ) ;
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# endif
}
//----------------------------------------------------------------------------------
// General render state configuration
//----------------------------------------------------------------------------------
// Enable color blending
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void enable_color_blend ( void ) { glEnable ( GL_BLEND ) ; }
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// Disable color blending
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void disable_color_blend ( void ) { glDisable ( GL_BLEND ) ; }
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// Enable depth test
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void enable_depth_test ( void ) { glEnable ( GL_DEPTH_TEST ) ; }
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// Disable depth test
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void disable_depth_test ( void ) { glDisable ( GL_DEPTH_TEST ) ; }
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// Enable depth write
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void enable_depth_mask ( void ) { glDepthMask ( GL_TRUE ) ; }
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// Disable depth write
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void disable_depth_mask ( void ) { glDepthMask ( GL_FALSE ) ; }
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// Enable backface culling
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void enable_backface_culling ( void ) { glEnable ( GL_CULL_FACE ) ; }
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// Disable backface culling
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void disable_backface_culling ( void ) { glDisable ( GL_CULL_FACE ) ; }
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// Set face culling mode
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void set_cull_face ( int mode )
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{
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switch ( mode )
{
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case CULL_FACE_BACK : glCullFace ( GL_BACK ) ; break ;
case CULL_FACE_FRONT : glCullFace ( GL_FRONT ) ; break ;
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default : break ;
}
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}
// Enable scissor test
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void enable_scissor_test ( void ) { glEnable ( GL_SCISSOR_TEST ) ; }
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// Disable scissor test
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void disable_scissor_test ( void ) { glDisable ( GL_SCISSOR_TEST ) ; }
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// Scissor test
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void scissor ( int x , int y , int width , int height ) { glScissor ( x , y , width , height ) ; }
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// Enable wire mode
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void enable_wire_mode ( void )
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{
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# if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33)
// NOTE: glPolygonMode() not available on OpenGL ES
glPolygonMode ( GL_FRONT_AND_BACK , GL_LINE ) ;
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# endif
}
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void enable_point_mode ( void )
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{
# if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33)
// NOTE: glPolygonMode() not available on OpenGL ES
glPolygonMode ( GL_FRONT_AND_BACK , GL_POINT ) ;
glEnable ( GL_PROGRAM_POINT_SIZE ) ;
# endif
}
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// Disable wire mode
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void disable_wire_mode ( void )
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{
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# if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33)
// NOTE: glPolygonMode() not available on OpenGL ES
glPolygonMode ( GL_FRONT_AND_BACK , GL_FILL ) ;
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# endif
}
// Set the line drawing width
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void set_line_width ( float width ) { glLineWidth ( width ) ; }
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// Get the line drawing width
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float get_line_width ( void )
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{
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float width = 0 ;
glGetFloatv ( GL_LINE_WIDTH , & width ) ;
return width ;
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}
// Enable line aliasing
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void enable_smooth_lines ( void )
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{
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# if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_11)
glEnable ( GL_LINE_SMOOTH ) ;
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# endif
}
// Disable line aliasing
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void disable_smooth_lines ( void )
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{
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# if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_11)
glDisable ( GL_LINE_SMOOTH ) ;
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# endif
}
// Enable stereo rendering
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void enable_stereo_render ( void )
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{
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# if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2))
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GLOBAL_DATA . State . stereoRender = true ;
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# endif
}
// Disable stereo rendering
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void disable_stereo_render ( void )
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{
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# if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2))
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GLOBAL_DATA . State . stereoRender = false ;
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# endif
}
// Check if stereo render is enabled
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bool is_stereo_render_enabled ( void )
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{
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# if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2))
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return GLOBAL_DATA . State . stereoRender ;
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# else
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return false ;
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# endif
}
// Clear color buffer with color
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void clear_color ( unsigned char r , unsigned char g , unsigned char b , unsigned char a )
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{
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// Color values clamp to 0.0f(0) and 1.0f(255)
float cr = ( float ) r / 255 ;
float cg = ( float ) g / 255 ;
float cb = ( float ) b / 255 ;
float ca = ( float ) a / 255 ;
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glClearColor ( cr , cg , cb , ca ) ;
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}
// Clear used screen buffers (color and depth)
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void clear_screen_buffers ( void )
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{
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glClear ( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ) ; // Clear used buffers: Color and Depth (Depth is used for 3D)
//glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); // Stencil buffer not used...
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}
// Check and log OpenGL error codes
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void check_errors ( )
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{
# if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
int check = 1 ;
while ( check )
{
const GLenum err = glGetError ( ) ;
switch ( err )
{
case GL_NO_ERROR : check = 0 ; break ;
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case 0x0500 : RL_TRACELOG ( LOG_WARNING , " GL: Error detected: GL_INVALID_ENUM " ) ; break ;
case 0x0501 : RL_TRACELOG ( LOG_WARNING , " GL: Error detected: GL_INVALID_VALUE " ) ; break ;
case 0x0502 : RL_TRACELOG ( LOG_WARNING , " GL: Error detected: GL_INVALID_OPERATION " ) ; break ;
case 0x0503 : RL_TRACELOG ( LOG_WARNING , " GL: Error detected: GL_STACK_OVERFLOW " ) ; break ;
case 0x0504 : RL_TRACELOG ( LOG_WARNING , " GL: Error detected: GL_STACK_UNDERFLOW " ) ; break ;
case 0x0505 : RL_TRACELOG ( LOG_WARNING , " GL: Error detected: GL_OUT_OF_MEMORY " ) ; break ;
case 0x0506 : RL_TRACELOG ( LOG_WARNING , " GL: Error detected: GL_INVALID_FRAMEBUFFER_OPERATION " ) ; break ;
default : RL_TRACELOG ( LOG_WARNING , " GL: Error detected: Unknown error code: %x " , err ) ; break ;
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}
}
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# endif
}
// Set blend mode
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void set_blend_mode ( int mode )
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{
# if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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if ( ( GLOBAL_DATA . State . currentBlendMode ! = mode ) | | ( ( mode = = BLEND_CUSTOM | | mode = = BLEND_CUSTOM_SEPARATE ) & & GLOBAL_DATA . State . glCustomBlendModeModified ) )
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{
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draw_render_batch ( GLOBAL_DATA . currentBatch ) ;
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switch ( mode )
{
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case BLEND_ALPHA : glBlendFunc ( GL_SRC_ALPHA , GL_ONE_MINUS_SRC_ALPHA ) ; glBlendEquation ( GL_FUNC_ADD ) ; break ;
case BLEND_ADDITIVE : glBlendFunc ( GL_SRC_ALPHA , GL_ONE ) ; glBlendEquation ( GL_FUNC_ADD ) ; break ;
case BLEND_MULTIPLIED : glBlendFunc ( GL_DST_COLOR , GL_ONE_MINUS_SRC_ALPHA ) ; glBlendEquation ( GL_FUNC_ADD ) ; break ;
case BLEND_ADD_COLORS : glBlendFunc ( GL_ONE , GL_ONE ) ; glBlendEquation ( GL_FUNC_ADD ) ; break ;
case BLEND_SUBTRACT_COLORS : glBlendFunc ( GL_ONE , GL_ONE ) ; glBlendEquation ( GL_FUNC_SUBTRACT ) ; break ;
case BLEND_ALPHA_PREMULTIPLY : glBlendFunc ( GL_ONE , GL_ONE_MINUS_SRC_ALPHA ) ; glBlendEquation ( GL_FUNC_ADD ) ; break ;
case BLEND_CUSTOM :
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{
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// NOTE: Using GL blend src/dst factors and GL equation configured with set_blend_factors()
glBlendFunc ( GLOBAL_DATA . State . glBlendSrcFactor , GLOBAL_DATA . State . glBlendDstFactor ) ; glBlendEquation ( GLOBAL_DATA . State . glBlendEquation ) ;
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} break ;
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case BLEND_CUSTOM_SEPARATE :
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{
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// NOTE: Using GL blend src/dst factors and GL equation configured with set_blend_factors_separate()
glBlendFuncSeparate ( GLOBAL_DATA . State . glBlendSrcFactorRGB , GLOBAL_DATA . State . glBlendDestFactorRGB , GLOBAL_DATA . State . glBlendSrcFactorAlpha , GLOBAL_DATA . State . glBlendDestFactorAlpha ) ;
glBlendEquationSeparate ( GLOBAL_DATA . State . glBlendEquationRGB , GLOBAL_DATA . State . glBlendEquationAlpha ) ;
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} break ;
default : break ;
}
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GLOBAL_DATA . State . currentBlendMode = mode ;
GLOBAL_DATA . State . glCustomBlendModeModified = false ;
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}
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# endif
}
// Set blending mode factor and equation
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void set_blend_factors ( int glSrcFactor , int glDstFactor , int glEquation )
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{
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# if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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if ( ( GLOBAL_DATA . State . glBlendSrcFactor ! = glSrcFactor ) | |
( GLOBAL_DATA . State . glBlendDstFactor ! = glDstFactor ) | |
( GLOBAL_DATA . State . glBlendEquation ! = glEquation ) )
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{
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GLOBAL_DATA . State . glBlendSrcFactor = glSrcFactor ;
GLOBAL_DATA . State . glBlendDstFactor = glDstFactor ;
GLOBAL_DATA . State . glBlendEquation = glEquation ;
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GLOBAL_DATA . State . glCustomBlendModeModified = true ;
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}
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# endif
}
// Set blending mode factor and equation separately for RGB and alpha
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void set_blend_factors_separate ( int glSrcRGB , int glDstRGB , int glSrcAlpha , int glDstAlpha , int glEqRGB , int glEqAlpha )
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{
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# if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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if ( ( GLOBAL_DATA . State . glBlendSrcFactorRGB ! = glSrcRGB ) | |
( GLOBAL_DATA . State . glBlendDestFactorRGB ! = glDstRGB ) | |
( GLOBAL_DATA . State . glBlendSrcFactorAlpha ! = glSrcAlpha ) | |
( GLOBAL_DATA . State . glBlendDestFactorAlpha ! = glDstAlpha ) | |
( GLOBAL_DATA . State . glBlendEquationRGB ! = glEqRGB ) | |
( GLOBAL_DATA . State . glBlendEquationAlpha ! = glEqAlpha ) )
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{
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GLOBAL_DATA . State . glBlendSrcFactorRGB = glSrcRGB ;
GLOBAL_DATA . State . glBlendDestFactorRGB = glDstRGB ;
GLOBAL_DATA . State . glBlendSrcFactorAlpha = glSrcAlpha ;
GLOBAL_DATA . State . glBlendDestFactorAlpha = glDstAlpha ;
GLOBAL_DATA . State . glBlendEquationRGB = glEqRGB ;
GLOBAL_DATA . State . glBlendEquationAlpha = glEqAlpha ;
GLOBAL_DATA . State . glCustomBlendModeModified = true ;
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}
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# endif
}
//----------------------------------------------------------------------------------
// Module Functions Definition - OpenGL Debug
//----------------------------------------------------------------------------------
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# if defined(RLGL_ENABLE_OPENGL_DEBUG_CONTEXT) && defined(GRAPHICS_API_OPENGL_43)
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static void GLAPIENTRY DebugMessageCallback ( GLenum source , GLenum type , GLuint id , GLenum severity , GLsizei length , const GLchar * message , const void * userParam )
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{
// Ignore non-significant error/warning codes (NVidia drivers)
// NOTE: Here there are the details with a sample output:
// - #131169 - Framebuffer detailed info: The driver allocated storage for renderbuffer 2. (severity: low)
// - #131185 - Buffer detailed info: Buffer object 1 (bound to GL_ELEMENT_ARRAY_BUFFER_ARB, usage hint is GL_ENUM_88e4)
// will use VIDEO memory as the source for buffer object operations. (severity: low)
// - #131218 - Program/shader state performance warning: Vertex shader in program 7 is being recompiled based on GL state. (severity: medium)
// - #131204 - Texture state usage warning: The texture object (0) bound to texture image unit 0 does not have
// a defined base level and cannot be used for texture mapping. (severity: low)
if ( ( id = = 131169 ) | | ( id = = 131185 ) | | ( id = = 131218 ) | | ( id = = 131204 ) ) return ;
const char * msgSource = NULL ;
switch ( source )
{
case GL_DEBUG_SOURCE_API : msgSource = " API " ; break ;
case GL_DEBUG_SOURCE_WINDOW_SYSTEM : msgSource = " WINDOW_SYSTEM " ; break ;
case GL_DEBUG_SOURCE_SHADER_COMPILER : msgSource = " SHADER_COMPILER " ; break ;
case GL_DEBUG_SOURCE_THIRD_PARTY : msgSource = " THIRD_PARTY " ; break ;
case GL_DEBUG_SOURCE_APPLICATION : msgSource = " APPLICATION " ; break ;
case GL_DEBUG_SOURCE_OTHER : msgSource = " OTHER " ; break ;
default : break ;
}
const char * msgType = NULL ;
switch ( type )
{
case GL_DEBUG_TYPE_ERROR : msgType = " ERROR " ; break ;
case GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR : msgType = " DEPRECATED_BEHAVIOR " ; break ;
case GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR : msgType = " UNDEFINED_BEHAVIOR " ; break ;
case GL_DEBUG_TYPE_PORTABILITY : msgType = " PORTABILITY " ; break ;
case GL_DEBUG_TYPE_PERFORMANCE : msgType = " PERFORMANCE " ; break ;
case GL_DEBUG_TYPE_MARKER : msgType = " MARKER " ; break ;
case GL_DEBUG_TYPE_PUSH_GROUP : msgType = " PUSH_GROUP " ; break ;
case GL_DEBUG_TYPE_POP_GROUP : msgType = " POP_GROUP " ; break ;
case GL_DEBUG_TYPE_OTHER : msgType = " OTHER " ; break ;
default : break ;
}
const char * msgSeverity = " DEFAULT " ;
switch ( severity )
{
case GL_DEBUG_SEVERITY_LOW : msgSeverity = " LOW " ; break ;
case GL_DEBUG_SEVERITY_MEDIUM : msgSeverity = " MEDIUM " ; break ;
case GL_DEBUG_SEVERITY_HIGH : msgSeverity = " HIGH " ; break ;
case GL_DEBUG_SEVERITY_NOTIFICATION : msgSeverity = " NOTIFICATION " ; break ;
default : break ;
}
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RL_TRACELOG ( LOG_WARNING , " GL: OpenGL debug message: %s " , message ) ;
RL_TRACELOG ( LOG_WARNING , " > Type: %s " , msgType ) ;
RL_TRACELOG ( LOG_WARNING , " > Source = %s " , msgSource ) ;
RL_TRACELOG ( LOG_WARNING , " > Severity = %s " , msgSeverity ) ;
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}
# endif
//----------------------------------------------------------------------------------
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// Module Functions Definition - rlgl functionality
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//----------------------------------------------------------------------------------
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// Initialize rlgl: OpenGL extensions, default buffers/shaders/textures, OpenGL states
void init ( int width , int height )
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{
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// Enable OpenGL debug context if required
# if defined(RLGL_ENABLE_OPENGL_DEBUG_CONTEXT) && defined(GRAPHICS_API_OPENGL_43)
if ( ( glDebugMessageCallback ! = NULL ) & & ( glDebugMessageControl ! = NULL ) )
{
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glDebugMessageCallback ( DebugMessageCallback , 0 ) ;
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// glDebugMessageControl(GL_DEBUG_SOURCE_API, GL_DEBUG_TYPE_ERROR, GL_DEBUG_SEVERITY_HIGH, 0, 0, GL_TRUE);
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// Debug context options:
// - GL_DEBUG_OUTPUT - Faster version but not useful for breakpoints
// - GL_DEBUG_OUTPUT_SYNCHRONUS - Callback is in sync with errors, so a breakpoint can be placed on the callback in order to get a stacktrace for the GL error
glEnable ( GL_DEBUG_OUTPUT ) ;
glEnable ( GL_DEBUG_OUTPUT_SYNCHRONOUS ) ;
}
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# endif
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# if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
// Init default white texture
unsigned char pixels [ 4 ] = { 255 , 255 , 255 , 255 } ; // 1 pixel RGBA (4 bytes)
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GLOBAL_DATA . State . defaultTextureId = load_texture ( pixels , 1 , 1 , PIXELFORMAT_UNCOMPRESSED_R8G8B8A8 , 1 ) ;
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if ( GLOBAL_DATA . State . defaultTextureId ! = 0 ) RL_TRACELOG ( LOG_INFO , " TEXTURE: [ID %i] Default texture loaded successfully " , GLOBAL_DATA . State . defaultTextureId ) ;
else RL_TRACELOG ( LOG_WARNING , " TEXTURE: Failed to load default texture " ) ;
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// Init default Shader (customized for GL 3.3 and ES2)
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// Loaded: GLOBAL_DATA.State.defaultShaderId + GLOBAL_DATA.State.defaultShaderLocs
load_shader_default ( ) ;
GLOBAL_DATA . State . currentShaderId = GLOBAL_DATA . State . defaultShaderId ;
GLOBAL_DATA . State . currentShaderLocs = GLOBAL_DATA . State . defaultShaderLocs ;
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// Init default vertex arrays buffers
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GLOBAL_DATA . defaultBatch = load_render_batch ( RL_DEFAULT_BATCH_BUFFERS , RL_DEFAULT_BATCH_BUFFER_ELEMENTS ) ;
GLOBAL_DATA . currentBatch = & GLOBAL_DATA . defaultBatch ;
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// Init stack matrices (emulating OpenGL 1.1)
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for ( int i = 0 ; i < RL_MAX_MATRIX_STACK_SIZE ; i + + ) GLOBAL_DATA . State . stack [ i ] = internal_matrix_identity ( ) ;
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// Init internal matrices
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GLOBAL_DATA . State . transform = internal_matrix_identity ( ) ;
GLOBAL_DATA . State . projection = internal_matrix_identity ( ) ;
GLOBAL_DATA . State . modelview = internal_matrix_identity ( ) ;
GLOBAL_DATA . State . currentMatrix = & GLOBAL_DATA . State . modelview ;
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# endif // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2
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// Initialize OpenGL default states
//----------------------------------------------------------
// Init state: Depth test
glDepthFunc ( GL_LEQUAL ) ; // Type of depth testing to apply
glDisable ( GL_DEPTH_TEST ) ; // Disable depth testing for 2D (only used for 3D)
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// Init state: Blending mode
glBlendFunc ( GL_SRC_ALPHA , GL_ONE_MINUS_SRC_ALPHA ) ; // Color blending function (how colors are mixed)
glEnable ( GL_BLEND ) ; // Enable color blending (required to work with transparencies)
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// Init state: Culling
// NOTE: All shapes/models triangles are drawn CCW
glCullFace ( GL_BACK ) ; // Cull the back face (default)
glFrontFace ( GL_CCW ) ; // Front face are defined counter clockwise (default)
glEnable ( GL_CULL_FACE ) ; // Enable backface culling
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// Init state: Cubemap seamless
# if defined(GRAPHICS_API_OPENGL_33)
glEnable ( GL_TEXTURE_CUBE_MAP_SEAMLESS ) ; // Seamless cubemaps (not supported on OpenGL ES 2.0)
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# endif
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# if defined(GRAPHICS_API_OPENGL_11)
// Init state: Color hints (deprecated in OpenGL 3.0+)
glHint ( GL_PERSPECTIVE_CORRECTION_HINT , GL_NICEST ) ; // Improve quality of color and texture coordinate interpolation
glShadeModel ( GL_SMOOTH ) ; // Smooth shading between vertex (vertex colors interpolation)
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# endif
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# if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
// Store screen size into global variables
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GLOBAL_DATA . State . framebufferWidth = width ;
GLOBAL_DATA . State . framebufferHeight = height ;
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RL_TRACELOG ( LOG_INFO , " GLOBAL_DATA: Default OpenGL state initialized successfully " ) ;
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//----------------------------------------------------------
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# endif
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// Init state: Color/Depth buffers clear
glClearColor ( 0.0f , 0.0f , 0.0f , 1.0f ) ; // Set clear color (black)
glClearDepth ( 1.0f ) ; // Set clear depth value (default)
glClear ( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ) ; // Clear color and depth buffers (depth buffer required for 3D)
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}
// Vertex Buffer Object deinitialization (memory free)
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void close ( void )
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{
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# if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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unload_render_batch ( GLOBAL_DATA . defaultBatch ) ;
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unload_shader_default ( ) ; // Unload default shader
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glDeleteTextures ( 1 , & GLOBAL_DATA . State . defaultTextureId ) ; // Unload default texture
RL_TRACELOG ( LOG_INFO , " TEXTURE: [ID %i] Default texture unloaded successfully " , GLOBAL_DATA . State . defaultTextureId ) ;
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# endif
}
// Load OpenGL extensions
// NOTE: External loader function must be provided
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void load_extensions ( void * loader )
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{
# if defined(GRAPHICS_API_OPENGL_33) // Also defined for GRAPHICS_API_OPENGL_21
// NOTE: glad is generated and contains only required OpenGL 3.3 Core extensions (and lower versions)
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if ( gladLoadGL ( ( GLADloadfunc ) loader ) = = 0 ) RL_TRACELOG ( LOG_WARNING , " GLAD: Cannot load OpenGL extensions " ) ;
else RL_TRACELOG ( LOG_INFO , " GLAD: OpenGL extensions loaded successfully " ) ;
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// Get number of supported extensions
GLint numExt = 0 ;
glGetIntegerv ( GL_NUM_EXTENSIONS , & numExt ) ;
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RL_TRACELOG ( LOG_INFO , " GL: Supported extensions count: %i " , numExt ) ;
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# if defined(RLGL_SHOW_GL_DETAILS_INFO)
// Get supported extensions list
// WARNING: glGetStringi() not available on OpenGL 2.1
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RL_TRACELOG ( LOG_INFO , " GL: OpenGL extensions: " ) ;
for ( int i = 0 ; i < numExt ; i + + ) RL_TRACELOG ( LOG_INFO , " %s " , glGetStringi ( GL_EXTENSIONS , i ) ) ;
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# endif
# if defined(GRAPHICS_API_OPENGL_21)
// Register supported extensions flags
// Optional OpenGL 2.1 extensions
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GLOBAL_DATA . ExtSupported . vao = GLAD_GL_ARB_vertex_array_object ;
GLOBAL_DATA . ExtSupported . instancing = ( GLAD_GL_EXT_draw_instanced & & GLAD_GL_ARB_instanced_arrays ) ;
GLOBAL_DATA . ExtSupported . texNPOT = GLAD_GL_ARB_texture_non_power_of_two ;
GLOBAL_DATA . ExtSupported . texFloat32 = GLAD_GL_ARB_texture_float ;
GLOBAL_DATA . ExtSupported . texFloat16 = GLAD_GL_ARB_texture_float ;
GLOBAL_DATA . ExtSupported . texDepth = GLAD_GL_ARB_depth_texture ;
GLOBAL_DATA . ExtSupported . maxDepthBits = 32 ;
GLOBAL_DATA . ExtSupported . texAnisoFilter = GLAD_GL_EXT_texture_filter_anisotropic ;
GLOBAL_DATA . ExtSupported . texMirrorClamp = GLAD_GL_EXT_texture_mirror_clamp ;
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# else
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// Register supported extensions flags
// OpenGL 3.3 extensions supported by default (core)
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GLOBAL_DATA . ExtSupported . vao = true ;
GLOBAL_DATA . ExtSupported . instancing = true ;
GLOBAL_DATA . ExtSupported . texNPOT = true ;
GLOBAL_DATA . ExtSupported . texFloat32 = true ;
GLOBAL_DATA . ExtSupported . texFloat16 = true ;
GLOBAL_DATA . ExtSupported . texDepth = true ;
GLOBAL_DATA . ExtSupported . maxDepthBits = 32 ;
GLOBAL_DATA . ExtSupported . texAnisoFilter = true ;
GLOBAL_DATA . ExtSupported . texMirrorClamp = true ;
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# endif
// Optional OpenGL 3.3 extensions
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GLOBAL_DATA . ExtSupported . texCompASTC = GLAD_GL_KHR_texture_compression_astc_hdr & & GLAD_GL_KHR_texture_compression_astc_ldr ;
GLOBAL_DATA . ExtSupported . texCompDXT = GLAD_GL_EXT_texture_compression_s3tc ; // Texture compression: DXT
GLOBAL_DATA . ExtSupported . texCompETC2 = GLAD_GL_ARB_ES3_compatibility ; // Texture compression: ETC2/EAC
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# if defined(GRAPHICS_API_OPENGL_43)
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GLOBAL_DATA . ExtSupported . computeShader = GLAD_GL_ARB_compute_shader ;
GLOBAL_DATA . ExtSupported . ssbo = GLAD_GL_ARB_shader_storage_buffer_object ;
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# endif
# endif // GRAPHICS_API_OPENGL_33
# if defined(GRAPHICS_API_OPENGL_ES3)
// Register supported extensions flags
// OpenGL ES 3.0 extensions supported by default (or it should be)
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GLOBAL_DATA . ExtSupported . vao = true ;
GLOBAL_DATA . ExtSupported . instancing = true ;
GLOBAL_DATA . ExtSupported . texNPOT = true ;
GLOBAL_DATA . ExtSupported . texFloat32 = true ;
GLOBAL_DATA . ExtSupported . texFloat16 = true ;
GLOBAL_DATA . ExtSupported . texDepth = true ;
GLOBAL_DATA . ExtSupported . texDepthWebGL = true ;
GLOBAL_DATA . ExtSupported . maxDepthBits = 24 ;
GLOBAL_DATA . ExtSupported . texAnisoFilter = true ;
GLOBAL_DATA . ExtSupported . texMirrorClamp = true ;
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// TODO: Check for additional OpenGL ES 3.0 supported extensions:
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//GLOBAL_DATA.ExtSupported.texCompDXT = true;
//GLOBAL_DATA.ExtSupported.texCompETC1 = true;
//GLOBAL_DATA.ExtSupported.texCompETC2 = true;
//GLOBAL_DATA.ExtSupported.texCompPVRT = true;
//GLOBAL_DATA.ExtSupported.texCompASTC = true;
//GLOBAL_DATA.ExtSupported.maxAnisotropyLevel = true;
//GLOBAL_DATA.ExtSupported.computeShader = true;
//GLOBAL_DATA.ExtSupported.ssbo = true;
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# elif defined(GRAPHICS_API_OPENGL_ES2)
# if defined(PLATFORM_DESKTOP) || defined(PLATFORM_DESKTOP_SDL)
// TODO: Support GLAD loader for OpenGL ES 3.0
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if ( gladLoadGLES2 ( ( GLADloadfunc ) loader ) = = 0 ) RL_TRACELOG ( LOG_WARNING , " GLAD: Cannot load OpenGL ES2.0 functions " ) ;
else RL_TRACELOG ( LOG_INFO , " GLAD: OpenGL ES 2.0 loaded successfully " ) ;
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# endif
// Get supported extensions list
GLint numExt = 0 ;
const char * * extList = RL_MALLOC ( 512 * sizeof ( const char * ) ) ; // Allocate 512 strings pointers (2 KB)
const char * extensions = ( const char * ) glGetString ( GL_EXTENSIONS ) ; // One big const string
// NOTE: We have to duplicate string because glGetString() returns a const string
int size = strlen ( extensions ) + 1 ; // Get extensions string size in bytes
char * extensionsDup = ( char * ) RL_CALLOC ( size , sizeof ( char ) ) ;
strcpy ( extensionsDup , extensions ) ;
extList [ numExt ] = extensionsDup ;
for ( int i = 0 ; i < size ; i + + )
{
if ( extensionsDup [ i ] = = ' ' )
{
extensionsDup [ i ] = ' \0 ' ;
numExt + + ;
extList [ numExt ] = & extensionsDup [ i + 1 ] ;
}
}
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RL_TRACELOG ( LOG_INFO , " GL: Supported extensions count: %i " , numExt ) ;
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# if defined(RLGL_SHOW_GL_DETAILS_INFO)
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RL_TRACELOG ( LOG_INFO , " GL: OpenGL extensions: " ) ;
for ( int i = 0 ; i < numExt ; i + + ) RL_TRACELOG ( LOG_INFO , " %s " , extList [ i ] ) ;
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# endif
// Check required extensions
for ( int i = 0 ; i < numExt ; i + + )
{
// Check VAO support
// NOTE: Only check on OpenGL ES, OpenGL 3.3 has VAO support as core feature
if ( strcmp ( extList [ i ] , ( const char * ) " GL_OES_vertex_array_object " ) = = 0 )
{
// The extension is supported by our hardware and driver, try to get related functions pointers
// NOTE: emscripten does not support VAOs natively, it uses emulation and it reduces overall performance...
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glGenVertexArrays = ( PFNGLGENVERTEXARRAYSOESPROC ) ( ( glLoadProc ) loader ) ( " glGenVertexArraysOES " ) ;
glBindVertexArray = ( PFNGLBINDVERTEXARRAYOESPROC ) ( ( glLoadProc ) loader ) ( " glBindVertexArrayOES " ) ;
glDeleteVertexArrays = ( PFNGLDELETEVERTEXARRAYSOESPROC ) ( ( glLoadProc ) loader ) ( " glDeleteVertexArraysOES " ) ;
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//glIsVertexArray = (PFNGLISVERTEXARRAYOESPROC)loader("glIsVertexArrayOES"); // NOTE: Fails in WebGL, omitted
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if ( ( glGenVertexArrays ! = NULL ) & & ( glBindVertexArray ! = NULL ) & & ( glDeleteVertexArrays ! = NULL ) ) GLOBAL_DATA . ExtSupported . vao = true ;
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}
// Check instanced rendering support
if ( strcmp ( extList [ i ] , ( const char * ) " GL_ANGLE_instanced_arrays " ) = = 0 ) // Web ANGLE
{
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glDrawArraysInstanced = ( PFNGLDRAWARRAYSINSTANCEDEXTPROC ) ( ( glLoadProc ) loader ) ( " glDrawArraysInstancedANGLE " ) ;
glDrawElementsInstanced = ( PFNGLDRAWELEMENTSINSTANCEDEXTPROC ) ( ( glLoadProc ) loader ) ( " glDrawElementsInstancedANGLE " ) ;
glVertexAttribDivisor = ( PFNGLVERTEXATTRIBDIVISOREXTPROC ) ( ( glLoadProc ) loader ) ( " glVertexAttribDivisorANGLE " ) ;
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if ( ( glDrawArraysInstanced ! = NULL ) & & ( glDrawElementsInstanced ! = NULL ) & & ( glVertexAttribDivisor ! = NULL ) ) GLOBAL_DATA . ExtSupported . instancing = true ;
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}
else
{
if ( ( strcmp ( extList [ i ] , ( const char * ) " GL_EXT_draw_instanced " ) = = 0 ) & & // Standard EXT
( strcmp ( extList [ i ] , ( const char * ) " GL_EXT_instanced_arrays " ) = = 0 ) )
{
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glDrawArraysInstanced = ( PFNGLDRAWARRAYSINSTANCEDEXTPROC ) ( ( glLoadProc ) loader ) ( " glDrawArraysInstancedEXT " ) ;
glDrawElementsInstanced = ( PFNGLDRAWELEMENTSINSTANCEDEXTPROC ) ( ( glLoadProc ) loader ) ( " glDrawElementsInstancedEXT " ) ;
glVertexAttribDivisor = ( PFNGLVERTEXATTRIBDIVISOREXTPROC ) ( ( glLoadProc ) loader ) ( " glVertexAttribDivisorEXT " ) ;
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if ( ( glDrawArraysInstanced ! = NULL ) & & ( glDrawElementsInstanced ! = NULL ) & & ( glVertexAttribDivisor ! = NULL ) ) GLOBAL_DATA . ExtSupported . instancing = true ;
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}
}
// Check NPOT textures support
// NOTE: Only check on OpenGL ES, OpenGL 3.3 has NPOT textures full support as core feature
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if ( strcmp ( extList [ i ] , ( const char * ) " GL_OES_texture_npot " ) = = 0 ) GLOBAL_DATA . ExtSupported . texNPOT = true ;
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// Check texture float support
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if ( strcmp ( extList [ i ] , ( const char * ) " GL_OES_texture_float " ) = = 0 ) GLOBAL_DATA . ExtSupported . texFloat32 = true ;
if ( strcmp ( extList [ i ] , ( const char * ) " GL_OES_texture_half_float " ) = = 0 ) GLOBAL_DATA . ExtSupported . texFloat16 = true ;
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// Check depth texture support
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if ( strcmp ( extList [ i ] , ( const char * ) " GL_OES_depth_texture " ) = = 0 ) GLOBAL_DATA . ExtSupported . texDepth = true ;
if ( strcmp ( extList [ i ] , ( const char * ) " GL_WEBGL_depth_texture " ) = = 0 ) GLOBAL_DATA . ExtSupported . texDepthWebGL = true ; // WebGL requires unsized internal format
if ( GLOBAL_DATA . ExtSupported . texDepthWebGL ) GLOBAL_DATA . ExtSupported . texDepth = true ;
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if ( strcmp ( extList [ i ] , ( const char * ) " GL_OES_depth24 " ) = = 0 ) GLOBAL_DATA . ExtSupported . maxDepthBits = 24 ; // Not available on WebGL
if ( strcmp ( extList [ i ] , ( const char * ) " GL_OES_depth32 " ) = = 0 ) GLOBAL_DATA . ExtSupported . maxDepthBits = 32 ; // Not available on WebGL
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// Check texture compression support: DXT
if ( ( strcmp ( extList [ i ] , ( const char * ) " GL_EXT_texture_compression_s3tc " ) = = 0 ) | |
( strcmp ( extList [ i ] , ( const char * ) " GL_WEBGL_compressed_texture_s3tc " ) = = 0 ) | |
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( strcmp ( extList [ i ] , ( const char * ) " GL_WEBKIT_WEBGL_compressed_texture_s3tc " ) = = 0 ) ) GLOBAL_DATA . ExtSupported . texCompDXT = true ;
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// Check texture compression support: ETC1
if ( ( strcmp ( extList [ i ] , ( const char * ) " GL_OES_compressed_ETC1_RGB8_texture " ) = = 0 ) | |
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( strcmp ( extList [ i ] , ( const char * ) " GL_WEBGL_compressed_texture_etc1 " ) = = 0 ) ) GLOBAL_DATA . ExtSupported . texCompETC1 = true ;
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// Check texture compression support: ETC2/EAC
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if ( strcmp ( extList [ i ] , ( const char * ) " GL_ARB_ES3_compatibility " ) = = 0 ) GLOBAL_DATA . ExtSupported . texCompETC2 = true ;
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// Check texture compression support: PVR
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if ( strcmp ( extList [ i ] , ( const char * ) " GL_IMG_texture_compression_pvrtc " ) = = 0 ) GLOBAL_DATA . ExtSupported . texCompPVRT = true ;
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// Check texture compression support: ASTC
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if ( strcmp ( extList [ i ] , ( const char * ) " GL_KHR_texture_compression_astc_hdr " ) = = 0 ) GLOBAL_DATA . ExtSupported . texCompASTC = true ;
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// Check anisotropic texture filter support
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if ( strcmp ( extList [ i ] , ( const char * ) " GL_EXT_texture_filter_anisotropic " ) = = 0 ) GLOBAL_DATA . ExtSupported . texAnisoFilter = true ;
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// Check clamp mirror wrap mode support
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if ( strcmp ( extList [ i ] , ( const char * ) " GL_EXT_texture_mirror_clamp " ) = = 0 ) GLOBAL_DATA . ExtSupported . texMirrorClamp = true ;
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}
// Free extensions pointers
RL_FREE ( extList ) ;
RL_FREE ( extensionsDup ) ; // Duplicated string must be deallocated
# endif // GRAPHICS_API_OPENGL_ES2
// Check OpenGL information and capabilities
//------------------------------------------------------------------------------
// Show current OpenGL and GLSL version
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RL_TRACELOG ( LOG_INFO , " GL: OpenGL device information: " ) ;
RL_TRACELOG ( LOG_INFO , " > Vendor: %s " , glGetString ( GL_VENDOR ) ) ;
RL_TRACELOG ( LOG_INFO , " > Renderer: %s " , glGetString ( GL_RENDERER ) ) ;
RL_TRACELOG ( LOG_INFO , " > Version: %s " , glGetString ( GL_VERSION ) ) ;
RL_TRACELOG ( LOG_INFO , " > GLSL: %s " , glGetString ( GL_SHADING_LANGUAGE_VERSION ) ) ;
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# if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
// NOTE: Anisotropy levels capability is an extension
# ifndef GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT
# define GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT 0x84FF
# endif
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glGetFloatv ( GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT , & GLOBAL_DATA . ExtSupported . maxAnisotropyLevel ) ;
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# if defined(RLGL_SHOW_GL_DETAILS_INFO)
// Show some OpenGL GPU capabilities
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RL_TRACELOG ( LOG_INFO , " GL: OpenGL capabilities: " ) ;
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GLint capability = 0 ;
glGetIntegerv ( GL_MAX_TEXTURE_SIZE , & capability ) ;
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RL_TRACELOG ( LOG_INFO , " GL_MAX_TEXTURE_SIZE: %i " , capability ) ;
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glGetIntegerv ( GL_MAX_CUBE_MAP_TEXTURE_SIZE , & capability ) ;
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RL_TRACELOG ( LOG_INFO , " GL_MAX_CUBE_MAP_TEXTURE_SIZE: %i " , capability ) ;
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glGetIntegerv ( GL_MAX_TEXTURE_IMAGE_UNITS , & capability ) ;
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RL_TRACELOG ( LOG_INFO , " GL_MAX_TEXTURE_IMAGE_UNITS: %i " , capability ) ;
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glGetIntegerv ( GL_MAX_VERTEX_ATTRIBS , & capability ) ;
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RL_TRACELOG ( LOG_INFO , " GL_MAX_VERTEX_ATTRIBS: %i " , capability ) ;
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# if !defined(GRAPHICS_API_OPENGL_ES2)
glGetIntegerv ( GL_MAX_UNIFORM_BLOCK_SIZE , & capability ) ;
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RL_TRACELOG ( LOG_INFO , " GL_MAX_UNIFORM_BLOCK_SIZE: %i " , capability ) ;
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glGetIntegerv ( GL_MAX_DRAW_BUFFERS , & capability ) ;
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RL_TRACELOG ( LOG_INFO , " GL_MAX_DRAW_BUFFERS: %i " , capability ) ;
if ( GLOBAL_DATA . ExtSupported . texAnisoFilter ) RL_TRACELOG ( LOG_INFO , " GL_MAX_TEXTURE_MAX_ANISOTROPY: %.0f " , GLOBAL_DATA . ExtSupported . maxAnisotropyLevel ) ;
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# endif
glGetIntegerv ( GL_NUM_COMPRESSED_TEXTURE_FORMATS , & capability ) ;
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RL_TRACELOG ( LOG_INFO , " GL_NUM_COMPRESSED_TEXTURE_FORMATS: %i " , capability ) ;
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GLint * compFormats = ( GLint * ) RL_CALLOC ( capability , sizeof ( GLint ) ) ;
glGetIntegerv ( GL_COMPRESSED_TEXTURE_FORMATS , compFormats ) ;
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for ( int i = 0 ; i < capability ; i + + ) RL_TRACELOG ( LOG_INFO , " %s " , GetCompressedFormatName ( compFormats [ i ] ) ) ;
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RL_FREE ( compFormats ) ;
# if defined(GRAPHICS_API_OPENGL_43)
glGetIntegerv ( GL_MAX_VERTEX_ATTRIB_BINDINGS , & capability ) ;
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RL_TRACELOG ( LOG_INFO , " GL_MAX_VERTEX_ATTRIB_BINDINGS: %i " , capability ) ;
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glGetIntegerv ( GL_MAX_UNIFORM_LOCATIONS , & capability ) ;
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RL_TRACELOG ( LOG_INFO , " GL_MAX_UNIFORM_LOCATIONS: %i " , capability ) ;
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# endif // GRAPHICS_API_OPENGL_43
# else // RLGL_SHOW_GL_DETAILS_INFO
// Show some basic info about GL supported features
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if ( GLOBAL_DATA . ExtSupported . vao ) RL_TRACELOG ( LOG_INFO , " GL: VAO extension detected, VAO functions loaded successfully " ) ;
else RL_TRACELOG ( LOG_WARNING , " GL: VAO extension not found, VAO not supported " ) ;
if ( GLOBAL_DATA . ExtSupported . texNPOT ) RL_TRACELOG ( LOG_INFO , " GL: NPOT textures extension detected, full NPOT textures supported " ) ;
else RL_TRACELOG ( LOG_WARNING , " GL: NPOT textures extension not found, limited NPOT support (no-mipmaps, no-repeat) " ) ;
if ( GLOBAL_DATA . ExtSupported . texCompDXT ) RL_TRACELOG ( LOG_INFO , " GL: DXT compressed textures supported " ) ;
if ( GLOBAL_DATA . ExtSupported . texCompETC1 ) RL_TRACELOG ( LOG_INFO , " GL: ETC1 compressed textures supported " ) ;
if ( GLOBAL_DATA . ExtSupported . texCompETC2 ) RL_TRACELOG ( LOG_INFO , " GL: ETC2/EAC compressed textures supported " ) ;
if ( GLOBAL_DATA . ExtSupported . texCompPVRT ) RL_TRACELOG ( LOG_INFO , " GL: PVRT compressed textures supported " ) ;
if ( GLOBAL_DATA . ExtSupported . texCompASTC ) RL_TRACELOG ( LOG_INFO , " GL: ASTC compressed textures supported " ) ;
if ( GLOBAL_DATA . ExtSupported . computeShader ) RL_TRACELOG ( LOG_INFO , " GL: Compute shaders supported " ) ;
if ( GLOBAL_DATA . ExtSupported . ssbo ) RL_TRACELOG ( LOG_INFO , " GL: Shader storage buffer objects supported " ) ;
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# endif // RLGL_SHOW_GL_DETAILS_INFO
# endif // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2
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}
// Get current OpenGL version
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int get_version ( void )
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{
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int glVersion = 0 ;
# if defined(GRAPHICS_API_OPENGL_11)
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glVersion = RL_OPENGL_11 ;
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# endif
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# if defined(GRAPHICS_API_OPENGL_21)
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glVersion = RL_OPENGL_21 ;
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# elif defined(GRAPHICS_API_OPENGL_43)
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glVersion = RL_OPENGL_43 ;
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# elif defined(GRAPHICS_API_OPENGL_33)
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glVersion = RL_OPENGL_33 ;
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# endif
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# if defined(GRAPHICS_API_OPENGL_ES3)
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glVersion = RL_OPENGL_ES_30 ;
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# elif defined(GRAPHICS_API_OPENGL_ES2)
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glVersion = RL_OPENGL_ES_20 ;
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# endif
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return glVersion ;
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}
// Set current framebuffer width
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void set_framebuffer_width ( int width )
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{
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# if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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GLOBAL_DATA . State . framebufferWidth = width ;
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# endif
}
// Set current framebuffer height
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void set_framebuffer_height ( int height )
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{
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# if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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GLOBAL_DATA . State . framebufferHeight = height ;
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# endif
}
// Get default framebuffer width
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int get_framebuffer_width ( void )
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{
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int width = 0 ;
# if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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width = GLOBAL_DATA . State . framebufferWidth ;
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# endif
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return width ;
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}
// Get default framebuffer height
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int get_framebuffer_height ( void )
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{
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int height = 0 ;
# if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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height = GLOBAL_DATA . State . framebufferHeight ;
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# endif
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return height ;
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}
// Get default internal texture (white texture)
// NOTE: Default texture is a 1x1 pixel UNCOMPRESSED_R8G8B8A8
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unsigned int get_texture_id_default ( void )
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{
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unsigned int id = 0 ;
# if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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id = GLOBAL_DATA . State . defaultTextureId ;
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# endif
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return id ;
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}
// Get default shader id
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unsigned int get_shader_id_default ( void )
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{
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unsigned int id = 0 ;
# if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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id = GLOBAL_DATA . State . defaultShaderId ;
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# endif
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return id ;
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}
// Get default shader locs
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int * get_shader_locs_default ( void )
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{
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int * locs = NULL ;
# if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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locs = GLOBAL_DATA . State . defaultShaderLocs ;
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# endif
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return locs ;
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}
// Render batch management
//------------------------------------------------------------------------------------------------
// Load render batch
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render_batch load_render_batch ( int numBuffers , int bufferElements )
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{
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render_batch batch = { 0 } ;
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# if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
// Initialize CPU (RAM) vertex buffers (position, texcoord, color data and indexes)
//--------------------------------------------------------------------------------------------
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batch . vertexBuffer = ( vertex_buffer * ) RL_MALLOC ( numBuffers * sizeof ( vertex_buffer ) ) ;
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for ( int i = 0 ; i < numBuffers ; i + + )
{
batch . vertexBuffer [ i ] . elementCount = bufferElements ;
batch . vertexBuffer [ i ] . vertices = ( float * ) RL_MALLOC ( bufferElements * 3 * 4 * sizeof ( float ) ) ; // 3 float by vertex, 4 vertex by quad
batch . vertexBuffer [ i ] . texcoords = ( float * ) RL_MALLOC ( bufferElements * 2 * 4 * sizeof ( float ) ) ; // 2 float by texcoord, 4 texcoord by quad
batch . vertexBuffer [ i ] . colors = ( unsigned char * ) RL_MALLOC ( bufferElements * 4 * 4 * sizeof ( unsigned char ) ) ; // 4 float by color, 4 colors by quad
# if defined(GRAPHICS_API_OPENGL_33)
batch . vertexBuffer [ i ] . indices = ( unsigned int * ) RL_MALLOC ( bufferElements * 6 * sizeof ( unsigned int ) ) ; // 6 int by quad (indices)
# endif
# if defined(GRAPHICS_API_OPENGL_ES2)
batch . vertexBuffer [ i ] . indices = ( unsigned short * ) RL_MALLOC ( bufferElements * 6 * sizeof ( unsigned short ) ) ; // 6 int by quad (indices)
# endif
for ( int j = 0 ; j < ( 3 * 4 * bufferElements ) ; j + + ) batch . vertexBuffer [ i ] . vertices [ j ] = 0.0f ;
for ( int j = 0 ; j < ( 2 * 4 * bufferElements ) ; j + + ) batch . vertexBuffer [ i ] . texcoords [ j ] = 0.0f ;
for ( int j = 0 ; j < ( 4 * 4 * bufferElements ) ; j + + ) batch . vertexBuffer [ i ] . colors [ j ] = 0 ;
int k = 0 ;
// Indices can be initialized right now
for ( int j = 0 ; j < ( 6 * bufferElements ) ; j + = 6 )
{
batch . vertexBuffer [ i ] . indices [ j ] = 4 * k ;
batch . vertexBuffer [ i ] . indices [ j + 1 ] = 4 * k + 1 ;
batch . vertexBuffer [ i ] . indices [ j + 2 ] = 4 * k + 2 ;
batch . vertexBuffer [ i ] . indices [ j + 3 ] = 4 * k ;
batch . vertexBuffer [ i ] . indices [ j + 4 ] = 4 * k + 2 ;
batch . vertexBuffer [ i ] . indices [ j + 5 ] = 4 * k + 3 ;
k + + ;
}
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GLOBAL_DATA . State . vertexCounter = 0 ;
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}
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RL_TRACELOG ( LOG_INFO , " GLOBAL_DATA: Render batch vertex buffers loaded successfully in RAM (CPU) " ) ;
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//--------------------------------------------------------------------------------------------
// Upload to GPU (VRAM) vertex data and initialize VAOs/VBOs
//--------------------------------------------------------------------------------------------
for ( int i = 0 ; i < numBuffers ; i + + )
{
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if ( GLOBAL_DATA . ExtSupported . vao )
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{
// Initialize Quads VAO
glGenVertexArrays ( 1 , & batch . vertexBuffer [ i ] . vaoId ) ;
glBindVertexArray ( batch . vertexBuffer [ i ] . vaoId ) ;
}
// Quads - Vertex buffers binding and attributes enable
// Vertex position buffer (shader-location = 0)
glGenBuffers ( 1 , & batch . vertexBuffer [ i ] . vboId [ 0 ] ) ;
glBindBuffer ( GL_ARRAY_BUFFER , batch . vertexBuffer [ i ] . vboId [ 0 ] ) ;
glBufferData ( GL_ARRAY_BUFFER , bufferElements * 3 * 4 * sizeof ( float ) , batch . vertexBuffer [ i ] . vertices , GL_DYNAMIC_DRAW ) ;
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glEnableVertexAttribArray ( GLOBAL_DATA . State . currentShaderLocs [ SHADER_LOC_VERTEX_POSITION ] ) ;
glVertexAttribPointer ( GLOBAL_DATA . State . currentShaderLocs [ SHADER_LOC_VERTEX_POSITION ] , 3 , GL_FLOAT , 0 , 0 , 0 ) ;
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// Vertex texcoord buffer (shader-location = 1)
glGenBuffers ( 1 , & batch . vertexBuffer [ i ] . vboId [ 1 ] ) ;
glBindBuffer ( GL_ARRAY_BUFFER , batch . vertexBuffer [ i ] . vboId [ 1 ] ) ;
glBufferData ( GL_ARRAY_BUFFER , bufferElements * 2 * 4 * sizeof ( float ) , batch . vertexBuffer [ i ] . texcoords , GL_DYNAMIC_DRAW ) ;
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glEnableVertexAttribArray ( GLOBAL_DATA . State . currentShaderLocs [ SHADER_LOC_VERTEX_TEXCOORD01 ] ) ;
glVertexAttribPointer ( GLOBAL_DATA . State . currentShaderLocs [ SHADER_LOC_VERTEX_TEXCOORD01 ] , 2 , GL_FLOAT , 0 , 0 , 0 ) ;
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// Vertex color buffer (shader-location = 3)
glGenBuffers ( 1 , & batch . vertexBuffer [ i ] . vboId [ 2 ] ) ;
glBindBuffer ( GL_ARRAY_BUFFER , batch . vertexBuffer [ i ] . vboId [ 2 ] ) ;
glBufferData ( GL_ARRAY_BUFFER , bufferElements * 4 * 4 * sizeof ( unsigned char ) , batch . vertexBuffer [ i ] . colors , GL_DYNAMIC_DRAW ) ;
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glEnableVertexAttribArray ( GLOBAL_DATA . State . currentShaderLocs [ SHADER_LOC_VERTEX_COLOR ] ) ;
glVertexAttribPointer ( GLOBAL_DATA . State . currentShaderLocs [ SHADER_LOC_VERTEX_COLOR ] , 4 , GL_UNSIGNED_BYTE , GL_TRUE , 0 , 0 ) ;
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// Fill index buffer
glGenBuffers ( 1 , & batch . vertexBuffer [ i ] . vboId [ 3 ] ) ;
glBindBuffer ( GL_ELEMENT_ARRAY_BUFFER , batch . vertexBuffer [ i ] . vboId [ 3 ] ) ;
# if defined(GRAPHICS_API_OPENGL_33)
glBufferData ( GL_ELEMENT_ARRAY_BUFFER , bufferElements * 6 * sizeof ( int ) , batch . vertexBuffer [ i ] . indices , GL_STATIC_DRAW ) ;
# endif
# if defined(GRAPHICS_API_OPENGL_ES2)
glBufferData ( GL_ELEMENT_ARRAY_BUFFER , bufferElements * 6 * sizeof ( short ) , batch . vertexBuffer [ i ] . indices , GL_STATIC_DRAW ) ;
# endif
}
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RL_TRACELOG ( LOG_INFO , " GLOBAL_DATA: Render batch vertex buffers loaded successfully in VRAM (GPU) " ) ;
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// Unbind the current VAO
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if ( GLOBAL_DATA . ExtSupported . vao ) glBindVertexArray ( 0 ) ;
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//--------------------------------------------------------------------------------------------
// Init draw calls tracking system
//--------------------------------------------------------------------------------------------
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batch . draws = ( draw_call * ) RL_MALLOC ( RL_DEFAULT_BATCH_DRAWCALLS * sizeof ( draw_call ) ) ;
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for ( int i = 0 ; i < RL_DEFAULT_BATCH_DRAWCALLS ; i + + )
{
batch . draws [ i ] . mode = RL_QUADS ;
batch . draws [ i ] . vertexCount = 0 ;
batch . draws [ i ] . vertexAlignment = 0 ;
//batch.draws[i].vaoId = 0;
//batch.draws[i].shaderId = 0;
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batch . draws [ i ] . textureId = GLOBAL_DATA . State . defaultTextureId ;
//batch.draws[i].GLOBAL_DATA.State.projection = internal_matrix_identity();
//batch.draws[i].GLOBAL_DATA.State.modelview = internal_matrix_identity();
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}
batch . bufferCount = numBuffers ; // Record buffer count
batch . drawCounter = 1 ; // Reset draws counter
batch . currentDepth = - 1.0f ; // Reset depth value
//--------------------------------------------------------------------------------------------
# endif
return batch ;
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}
// Unload default internal buffers vertex data from CPU and GPU
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void unload_render_batch ( render_batch batch )
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{
# if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
// Unbind everything
glBindBuffer ( GL_ARRAY_BUFFER , 0 ) ;
glBindBuffer ( GL_ELEMENT_ARRAY_BUFFER , 0 ) ;
// Unload all vertex buffers data
for ( int i = 0 ; i < batch . bufferCount ; i + + )
{
// Unbind VAO attribs data
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if ( GLOBAL_DATA . ExtSupported . vao )
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{
glBindVertexArray ( batch . vertexBuffer [ i ] . vaoId ) ;
glDisableVertexAttribArray ( 0 ) ;
glDisableVertexAttribArray ( 1 ) ;
glDisableVertexAttribArray ( 2 ) ;
glDisableVertexAttribArray ( 3 ) ;
glBindVertexArray ( 0 ) ;
}
// Delete VBOs from GPU (VRAM)
glDeleteBuffers ( 1 , & batch . vertexBuffer [ i ] . vboId [ 0 ] ) ;
glDeleteBuffers ( 1 , & batch . vertexBuffer [ i ] . vboId [ 1 ] ) ;
glDeleteBuffers ( 1 , & batch . vertexBuffer [ i ] . vboId [ 2 ] ) ;
glDeleteBuffers ( 1 , & batch . vertexBuffer [ i ] . vboId [ 3 ] ) ;
// Delete VAOs from GPU (VRAM)
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if ( GLOBAL_DATA . ExtSupported . vao ) glDeleteVertexArrays ( 1 , & batch . vertexBuffer [ i ] . vaoId ) ;
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// Free vertex arrays memory from CPU (RAM)
RL_FREE ( batch . vertexBuffer [ i ] . vertices ) ;
RL_FREE ( batch . vertexBuffer [ i ] . texcoords ) ;
RL_FREE ( batch . vertexBuffer [ i ] . colors ) ;
RL_FREE ( batch . vertexBuffer [ i ] . indices ) ;
}
// Unload arrays
RL_FREE ( batch . vertexBuffer ) ;
RL_FREE ( batch . draws ) ;
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# endif
}
// Draw render batch
// NOTE: We require a pointer to reset batch and increase current buffer (multi-buffer)
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void draw_render_batch ( render_batch * batch )
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{
# if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
// Update batch vertex buffers
//------------------------------------------------------------------------------------------------------------
// NOTE: If there is not vertex data, buffers doesn't need to be updated (vertexCount > 0)
// TODO: If no data changed on the CPU arrays --> No need to re-update GPU arrays (use a change detector flag?)
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if ( GLOBAL_DATA . State . vertexCounter > 0 )
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{
// Activate elements VAO
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if ( GLOBAL_DATA . ExtSupported . vao ) glBindVertexArray ( batch - > vertexBuffer [ batch - > currentBuffer ] . vaoId ) ;
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// Vertex positions buffer
glBindBuffer ( GL_ARRAY_BUFFER , batch - > vertexBuffer [ batch - > currentBuffer ] . vboId [ 0 ] ) ;
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glBufferSubData ( GL_ARRAY_BUFFER , 0 , GLOBAL_DATA . State . vertexCounter * 3 * sizeof ( float ) , batch - > vertexBuffer [ batch - > currentBuffer ] . vertices ) ;
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//glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*4*batch->vertexBuffer[batch->currentBuffer].elementCount, batch->vertexBuffer[batch->currentBuffer].vertices, GL_DYNAMIC_DRAW); // Update all buffer
// Texture coordinates buffer
glBindBuffer ( GL_ARRAY_BUFFER , batch - > vertexBuffer [ batch - > currentBuffer ] . vboId [ 1 ] ) ;
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glBufferSubData ( GL_ARRAY_BUFFER , 0 , GLOBAL_DATA . State . vertexCounter * 2 * sizeof ( float ) , batch - > vertexBuffer [ batch - > currentBuffer ] . texcoords ) ;
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//glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*4*batch->vertexBuffer[batch->currentBuffer].elementCount, batch->vertexBuffer[batch->currentBuffer].texcoords, GL_DYNAMIC_DRAW); // Update all buffer
// Colors buffer
glBindBuffer ( GL_ARRAY_BUFFER , batch - > vertexBuffer [ batch - > currentBuffer ] . vboId [ 2 ] ) ;
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glBufferSubData ( GL_ARRAY_BUFFER , 0 , GLOBAL_DATA . State . vertexCounter * 4 * sizeof ( unsigned char ) , batch - > vertexBuffer [ batch - > currentBuffer ] . colors ) ;
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//glBufferData(GL_ARRAY_BUFFER, sizeof(float)*4*4*batch->vertexBuffer[batch->currentBuffer].elementCount, batch->vertexBuffer[batch->currentBuffer].colors, GL_DYNAMIC_DRAW); // Update all buffer
// NOTE: glMapBuffer() causes sync issue.
// If GPU is working with this buffer, glMapBuffer() will wait(stall) until GPU to finish its job.
// To avoid waiting (idle), you can call first glBufferData() with NULL pointer before glMapBuffer().
// If you do that, the previous data in PBO will be discarded and glMapBuffer() returns a new
// allocated pointer immediately even if GPU is still working with the previous data.
// Another option: map the buffer object into client's memory
// Probably this code could be moved somewhere else...
// batch->vertexBuffer[batch->currentBuffer].vertices = (float *)glMapBuffer(GL_ARRAY_BUFFER, GL_READ_WRITE);
// if (batch->vertexBuffer[batch->currentBuffer].vertices)
// {
// Update vertex data
// }
// glUnmapBuffer(GL_ARRAY_BUFFER);
// Unbind the current VAO
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if ( GLOBAL_DATA . ExtSupported . vao ) glBindVertexArray ( 0 ) ;
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}
//------------------------------------------------------------------------------------------------------------
// Draw batch vertex buffers (considering VR stereo if required)
//------------------------------------------------------------------------------------------------------------
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Matrix matProjection = GLOBAL_DATA . State . projection ;
Matrix matModelView = GLOBAL_DATA . State . modelview ;
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int eyeCount = 1 ;
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if ( GLOBAL_DATA . State . stereoRender ) eyeCount = 2 ;
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for ( int eye = 0 ; eye < eyeCount ; eye + + )
{
if ( eyeCount = = 2 )
{
// Setup current eye viewport (half screen width)
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viewport ( eye * GLOBAL_DATA . State . framebufferWidth / 2 , 0 , GLOBAL_DATA . State . framebufferWidth / 2 , GLOBAL_DATA . State . framebufferHeight ) ;
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// Set current eye view offset to modelview matrix
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set_matrix_modelview ( internal_matrix_multiply ( matModelView , GLOBAL_DATA . State . viewOffsetStereo [ eye ] ) ) ;
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// Set current eye projection matrix
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set_matrix_projection ( GLOBAL_DATA . State . projectionStereo [ eye ] ) ;
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}
// Draw buffers
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if ( GLOBAL_DATA . State . vertexCounter > 0 )
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{
// Set current shader and upload current MVP matrix
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glUseProgram ( GLOBAL_DATA . State . currentShaderId ) ;
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// Create modelview-projection matrix and upload to shader
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Matrix matMVP = internal_matrix_multiply ( GLOBAL_DATA . State . modelview , GLOBAL_DATA . State . projection ) ;
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float matMVPfloat [ 16 ] = {
matMVP . m0 , matMVP . m1 , matMVP . m2 , matMVP . m3 ,
matMVP . m4 , matMVP . m5 , matMVP . m6 , matMVP . m7 ,
matMVP . m8 , matMVP . m9 , matMVP . m10 , matMVP . m11 ,
matMVP . m12 , matMVP . m13 , matMVP . m14 , matMVP . m15
} ;
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glUniformMatrix4fv ( GLOBAL_DATA . State . currentShaderLocs [ SHADER_LOC_MATRIX_MVP ] , 1 , false , matMVPfloat ) ;
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if ( GLOBAL_DATA . ExtSupported . vao ) glBindVertexArray ( batch - > vertexBuffer [ batch - > currentBuffer ] . vaoId ) ;
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else
{
// Bind vertex attrib: position (shader-location = 0)
glBindBuffer ( GL_ARRAY_BUFFER , batch - > vertexBuffer [ batch - > currentBuffer ] . vboId [ 0 ] ) ;
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glVertexAttribPointer ( GLOBAL_DATA . State . currentShaderLocs [ SHADER_LOC_VERTEX_POSITION ] , 3 , GL_FLOAT , 0 , 0 , 0 ) ;
glEnableVertexAttribArray ( GLOBAL_DATA . State . currentShaderLocs [ SHADER_LOC_VERTEX_POSITION ] ) ;
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// Bind vertex attrib: texcoord (shader-location = 1)
glBindBuffer ( GL_ARRAY_BUFFER , batch - > vertexBuffer [ batch - > currentBuffer ] . vboId [ 1 ] ) ;
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glVertexAttribPointer ( GLOBAL_DATA . State . currentShaderLocs [ SHADER_LOC_VERTEX_TEXCOORD01 ] , 2 , GL_FLOAT , 0 , 0 , 0 ) ;
glEnableVertexAttribArray ( GLOBAL_DATA . State . currentShaderLocs [ SHADER_LOC_VERTEX_TEXCOORD01 ] ) ;
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// Bind vertex attrib: color (shader-location = 3)
glBindBuffer ( GL_ARRAY_BUFFER , batch - > vertexBuffer [ batch - > currentBuffer ] . vboId [ 2 ] ) ;
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glVertexAttribPointer ( GLOBAL_DATA . State . currentShaderLocs [ SHADER_LOC_VERTEX_COLOR ] , 4 , GL_UNSIGNED_BYTE , GL_TRUE , 0 , 0 ) ;
glEnableVertexAttribArray ( GLOBAL_DATA . State . currentShaderLocs [ SHADER_LOC_VERTEX_COLOR ] ) ;
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glBindBuffer ( GL_ELEMENT_ARRAY_BUFFER , batch - > vertexBuffer [ batch - > currentBuffer ] . vboId [ 3 ] ) ;
}
// Setup some default shader values
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glUniform4f ( GLOBAL_DATA . State . currentShaderLocs [ SHADER_LOC_COLOR_DIFFUSE ] , 1.0f , 1.0f , 1.0f , 1.0f ) ;
glUniform1i ( GLOBAL_DATA . State . currentShaderLocs [ SHADER_LOC_MAP_DIFFUSE ] , 0 ) ; // Active default sampler2D: texture0
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// Activate additional sampler textures
// Those additional textures will be common for all draw calls of the batch
for ( int i = 0 ; i < RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS ; i + + )
{
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if ( GLOBAL_DATA . State . activeTextureId [ i ] > 0 )
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{
glActiveTexture ( GL_TEXTURE0 + 1 + i ) ;
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glBindTexture ( GL_TEXTURE_2D , GLOBAL_DATA . State . activeTextureId [ i ] ) ;
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}
}
// Activate default sampler2D texture0 (one texture is always active for default batch shader)
// NOTE: Batch system accumulates calls by texture0 changes, additional textures are enabled for all the draw calls
glActiveTexture ( GL_TEXTURE0 ) ;
for ( int i = 0 , vertexOffset = 0 ; i < batch - > drawCounter ; i + + )
{
// Bind current draw call texture, activated as GL_TEXTURE0 and Bound to sampler2D texture0 by default
glBindTexture ( GL_TEXTURE_2D , batch - > draws [ i ] . textureId ) ;
if ( ( batch - > draws [ i ] . mode = = RL_LINES ) | | ( batch - > draws [ i ] . mode = = RL_TRIANGLES ) ) glDrawArrays ( batch - > draws [ i ] . mode , vertexOffset , batch - > draws [ i ] . vertexCount ) ;
else
{
# if defined(GRAPHICS_API_OPENGL_33)
// We need to define the number of indices to be processed: elementCount*6
// NOTE: The final parameter tells the GPU the offset in bytes from the
// start of the index buffer to the location of the first index to process
glDrawElements ( GL_TRIANGLES , batch - > draws [ i ] . vertexCount / 4 * 6 , GL_UNSIGNED_INT , ( GLvoid * ) ( vertexOffset / 4 * 6 * sizeof ( GLuint ) ) ) ;
# endif
# if defined(GRAPHICS_API_OPENGL_ES2)
glDrawElements ( GL_TRIANGLES , batch - > draws [ i ] . vertexCount / 4 * 6 , GL_UNSIGNED_SHORT , ( GLvoid * ) ( vertexOffset / 4 * 6 * sizeof ( GLushort ) ) ) ;
# endif
}
vertexOffset + = ( batch - > draws [ i ] . vertexCount + batch - > draws [ i ] . vertexAlignment ) ;
}
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if ( ! GLOBAL_DATA . ExtSupported . vao )
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{
glBindBuffer ( GL_ARRAY_BUFFER , 0 ) ;
glBindBuffer ( GL_ELEMENT_ARRAY_BUFFER , 0 ) ;
}
glBindTexture ( GL_TEXTURE_2D , 0 ) ; // Unbind textures
}
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if ( GLOBAL_DATA . ExtSupported . vao ) glBindVertexArray ( 0 ) ; // Unbind VAO
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glUseProgram ( 0 ) ; // Unbind shader program
}
// Restore viewport to default measures
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if ( eyeCount = = 2 ) viewport ( 0 , 0 , GLOBAL_DATA . State . framebufferWidth , GLOBAL_DATA . State . framebufferHeight ) ;
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//------------------------------------------------------------------------------------------------------------
// Reset batch buffers
//------------------------------------------------------------------------------------------------------------
// Reset vertex counter for next frame
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GLOBAL_DATA . State . vertexCounter = 0 ;
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// Reset depth for next draw
batch - > currentDepth = - 1.0f ;
// Restore projection/modelview matrices
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GLOBAL_DATA . State . projection = matProjection ;
GLOBAL_DATA . State . modelview = matModelView ;
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// Reset GLOBAL_DATA.currentBatch->draws array
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for ( int i = 0 ; i < RL_DEFAULT_BATCH_DRAWCALLS ; i + + )
{
batch - > draws [ i ] . mode = RL_QUADS ;
batch - > draws [ i ] . vertexCount = 0 ;
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batch - > draws [ i ] . textureId = GLOBAL_DATA . State . defaultTextureId ;
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}
// Reset active texture units for next batch
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for ( int i = 0 ; i < RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS ; i + + ) GLOBAL_DATA . State . activeTextureId [ i ] = 0 ;
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// Reset draws counter to one draw for the batch
batch - > drawCounter = 1 ;
//------------------------------------------------------------------------------------------------------------
// Change to next buffer in the list (in case of multi-buffering)
batch - > currentBuffer + + ;
if ( batch - > currentBuffer > = batch - > bufferCount ) batch - > currentBuffer = 0 ;
# endif
}
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// Set the active render batch for rlgl
void set_render_batch_active ( render_batch * batch )
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{
# if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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draw_render_batch ( GLOBAL_DATA . currentBatch ) ;
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if ( batch ! = NULL ) GLOBAL_DATA . currentBatch = batch ;
else GLOBAL_DATA . currentBatch = & GLOBAL_DATA . defaultBatch ;
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# endif
}
// Update and draw internal render batch
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void draw_render_batch_active ( void )
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{
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# if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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draw_render_batch ( GLOBAL_DATA . currentBatch ) ; // NOTE: Stereo rendering is checked inside
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# endif
}
// Check internal buffer overflow for a given number of vertex
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// and force a render_batch draw call if required
bool check_render_batch_limit ( int vCount )
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{
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bool overflow = false ;
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# if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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if ( ( GLOBAL_DATA . State . vertexCounter + vCount ) > =
( GLOBAL_DATA . currentBatch - > vertexBuffer [ GLOBAL_DATA . currentBatch - > currentBuffer ] . elementCount * 4 ) )
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{
overflow = true ;
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// Store current primitive drawing mode and texture id
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int currentMode = GLOBAL_DATA . currentBatch - > draws [ GLOBAL_DATA . currentBatch - > drawCounter - 1 ] . mode ;
int currentTexture = GLOBAL_DATA . currentBatch - > draws [ GLOBAL_DATA . currentBatch - > drawCounter - 1 ] . textureId ;
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draw_render_batch ( GLOBAL_DATA . currentBatch ) ; // NOTE: Stereo rendering is checked inside
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// Restore state of last batch so we can continue adding vertices
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GLOBAL_DATA . currentBatch - > draws [ GLOBAL_DATA . currentBatch - > drawCounter - 1 ] . mode = currentMode ;
GLOBAL_DATA . currentBatch - > draws [ GLOBAL_DATA . currentBatch - > drawCounter - 1 ] . textureId = currentTexture ;
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}
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# endif
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return overflow ;
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}
// Textures data management
//-----------------------------------------------------------------------------------------
// Convert image data to OpenGL texture (returns OpenGL valid Id)
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unsigned int load_texture ( const void * data , int width , int height , int format , int mipmapCount )
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{
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unsigned int id = 0 ;
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glBindTexture ( GL_TEXTURE_2D , 0 ) ; // Free any old binding
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// Check texture format support by OpenGL 1.1 (compressed textures not supported)
# if defined(GRAPHICS_API_OPENGL_11)
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if ( format > = PIXELFORMAT_COMPRESSED_DXT1_RGB )
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{
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RL_TRACELOG ( LOG_WARNING , " GL: OpenGL 1.1 does not support GPU compressed texture formats " ) ;
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return id ;
}
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# else
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if ( ( ! GLOBAL_DATA . ExtSupported . texCompDXT ) & & ( ( format = = PIXELFORMAT_COMPRESSED_DXT1_RGB ) | | ( format = = PIXELFORMAT_COMPRESSED_DXT1_RGBA ) | |
( format = = PIXELFORMAT_COMPRESSED_DXT3_RGBA ) | | ( format = = PIXELFORMAT_COMPRESSED_DXT5_RGBA ) ) )
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{
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RL_TRACELOG ( LOG_WARNING , " GL: DXT compressed texture format not supported " ) ;
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return id ;
}
# if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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if ( ( ! GLOBAL_DATA . ExtSupported . texCompETC1 ) & & ( format = = PIXELFORMAT_COMPRESSED_ETC1_RGB ) )
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{
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RL_TRACELOG ( LOG_WARNING , " GL: ETC1 compressed texture format not supported " ) ;
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return id ;
}
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if ( ( ! GLOBAL_DATA . ExtSupported . texCompETC2 ) & & ( ( format = = PIXELFORMAT_COMPRESSED_ETC2_RGB ) | | ( format = = PIXELFORMAT_COMPRESSED_ETC2_EAC_RGBA ) ) )
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{
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RL_TRACELOG ( LOG_WARNING , " GL: ETC2 compressed texture format not supported " ) ;
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return id ;
}
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if ( ( ! GLOBAL_DATA . ExtSupported . texCompPVRT ) & & ( ( format = = PIXELFORMAT_COMPRESSED_PVRT_RGB ) | | ( format = = PIXELFORMAT_COMPRESSED_PVRT_RGBA ) ) )
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{
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RL_TRACELOG ( LOG_WARNING , " GL: PVRT compressed texture format not supported " ) ;
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return id ;
}
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if ( ( ! GLOBAL_DATA . ExtSupported . texCompASTC ) & & ( ( format = = PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA ) | | ( format = = PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA ) ) )
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{
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RL_TRACELOG ( LOG_WARNING , " GL: ASTC compressed texture format not supported " ) ;
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return id ;
}
# endif
# endif // GRAPHICS_API_OPENGL_11
glPixelStorei ( GL_UNPACK_ALIGNMENT , 1 ) ;
glGenTextures ( 1 , & id ) ; // Generate texture id
glBindTexture ( GL_TEXTURE_2D , id ) ;
int mipWidth = width ;
int mipHeight = height ;
int mipOffset = 0 ; // Mipmap data offset, only used for tracelog
// NOTE: Added pointer math separately from function to avoid UBSAN complaining
unsigned char * dataPtr = NULL ;
if ( data ! = NULL ) dataPtr = ( unsigned char * ) data ;
// Load the different mipmap levels
for ( int i = 0 ; i < mipmapCount ; i + + )
{
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unsigned int mipSize = internal_get_pixel_data_size ( mipWidth , mipHeight , format ) ;
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unsigned int glInternalFormat , glFormat , glType ;
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get_gl_texture_formats ( format , & glInternalFormat , & glFormat , & glType ) ;
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TRACELOGD ( " TEXTURE: Load mipmap level %i (%i x %i), size: %i, offset: %i " , i , mipWidth , mipHeight , mipSize , mipOffset ) ;
if ( glInternalFormat ! = 0 )
{
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if ( format < PIXELFORMAT_COMPRESSED_DXT1_RGB ) glTexImage2D ( GL_TEXTURE_2D , i , glInternalFormat , mipWidth , mipHeight , 0 , glFormat , glType , dataPtr ) ;
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# if !defined(GRAPHICS_API_OPENGL_11)
else glCompressedTexImage2D ( GL_TEXTURE_2D , i , glInternalFormat , mipWidth , mipHeight , 0 , mipSize , dataPtr ) ;
# endif
# if defined(GRAPHICS_API_OPENGL_33)
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if ( format = = PIXELFORMAT_UNCOMPRESSED_GRAYSCALE )
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{
GLint swizzleMask [ ] = { GL_RED , GL_RED , GL_RED , GL_ONE } ;
glTexParameteriv ( GL_TEXTURE_2D , GL_TEXTURE_SWIZZLE_RGBA , swizzleMask ) ;
}
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else if ( format = = PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA )
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{
# if defined(GRAPHICS_API_OPENGL_21)
GLint swizzleMask [ ] = { GL_RED , GL_RED , GL_RED , GL_ALPHA } ;
# elif defined(GRAPHICS_API_OPENGL_33)
GLint swizzleMask [ ] = { GL_RED , GL_RED , GL_RED , GL_GREEN } ;
# endif
glTexParameteriv ( GL_TEXTURE_2D , GL_TEXTURE_SWIZZLE_RGBA , swizzleMask ) ;
}
# endif
}
mipWidth / = 2 ;
mipHeight / = 2 ;
mipOffset + = mipSize ; // Increment offset position to next mipmap
if ( data ! = NULL ) dataPtr + = mipSize ; // Increment data pointer to next mipmap
// Security check for NPOT textures
if ( mipWidth < 1 ) mipWidth = 1 ;
if ( mipHeight < 1 ) mipHeight = 1 ;
}
// Texture parameters configuration
// NOTE: glTexParameteri does NOT affect texture uploading, just the way it's used
# if defined(GRAPHICS_API_OPENGL_ES2)
// NOTE: OpenGL ES 2.0 with no GL_OES_texture_npot support (i.e. WebGL) has limited NPOT support, so CLAMP_TO_EDGE must be used
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if ( GLOBAL_DATA . ExtSupported . texNPOT )
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{
glTexParameteri ( GL_TEXTURE_2D , GL_TEXTURE_WRAP_S , GL_REPEAT ) ; // Set texture to repeat on x-axis
glTexParameteri ( GL_TEXTURE_2D , GL_TEXTURE_WRAP_T , GL_REPEAT ) ; // Set texture to repeat on y-axis
}
else
{
// NOTE: If using negative texture coordinates (LoadOBJ()), it does not work!
glTexParameteri ( GL_TEXTURE_2D , GL_TEXTURE_WRAP_S , GL_CLAMP_TO_EDGE ) ; // Set texture to clamp on x-axis
glTexParameteri ( GL_TEXTURE_2D , GL_TEXTURE_WRAP_T , GL_CLAMP_TO_EDGE ) ; // Set texture to clamp on y-axis
}
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# else
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glTexParameteri ( GL_TEXTURE_2D , GL_TEXTURE_WRAP_S , GL_REPEAT ) ; // Set texture to repeat on x-axis
glTexParameteri ( GL_TEXTURE_2D , GL_TEXTURE_WRAP_T , GL_REPEAT ) ; // Set texture to repeat on y-axis
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# endif
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// Magnification and minification filters
glTexParameteri ( GL_TEXTURE_2D , GL_TEXTURE_MAG_FILTER , GL_NEAREST ) ; // Alternative: GL_LINEAR
glTexParameteri ( GL_TEXTURE_2D , GL_TEXTURE_MIN_FILTER , GL_NEAREST ) ; // Alternative: GL_LINEAR
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# if defined(GRAPHICS_API_OPENGL_33)
if ( mipmapCount > 1 )
{
// Activate Trilinear filtering if mipmaps are available
glTexParameteri ( GL_TEXTURE_2D , GL_TEXTURE_MAG_FILTER , GL_LINEAR ) ;
glTexParameteri ( GL_TEXTURE_2D , GL_TEXTURE_MIN_FILTER , GL_LINEAR_MIPMAP_LINEAR ) ;
}
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# endif
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// At this point we have the texture loaded in GPU and texture parameters configured
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// NOTE: If mipmaps were not in data, they are not generated automatically
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// Unbind current texture
glBindTexture ( GL_TEXTURE_2D , 0 ) ;
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if ( id > 0 ) RL_TRACELOG ( LOG_INFO , " TEXTURE: [ID %i] Texture loaded successfully (%ix%i | %s | %i mipmaps) " , id , width , height , get_pixel_format_name ( format ) , mipmapCount ) ;
else RL_TRACELOG ( LOG_WARNING , " TEXTURE: Failed to load texture " ) ;
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return id ;
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}
// Load depth texture/renderbuffer (to be attached to fbo)
// WARNING: OpenGL ES 2.0 requires GL_OES_depth_texture and WebGL requires WEBGL_depth_texture extensions
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unsigned int load_texture_depth ( int width , int height , bool useRenderBuffer )
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{
unsigned int id = 0 ;
# if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
// In case depth textures not supported, we force renderbuffer usage
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if ( ! GLOBAL_DATA . ExtSupported . texDepth ) useRenderBuffer = true ;
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// NOTE: We let the implementation to choose the best bit-depth
// Possible formats: GL_DEPTH_COMPONENT16, GL_DEPTH_COMPONENT24, GL_DEPTH_COMPONENT32 and GL_DEPTH_COMPONENT32F
unsigned int glInternalFormat = GL_DEPTH_COMPONENT ;
# if (defined(GRAPHICS_API_OPENGL_ES2) || defined(GRAPHICS_API_OPENGL_ES3))
// WARNING: WebGL platform requires unsized internal format definition (GL_DEPTH_COMPONENT)
// while other platforms using OpenGL ES 2.0 require/support sized internal formats depending on the GPU capabilities
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if ( ! GLOBAL_DATA . ExtSupported . texDepthWebGL | | useRenderBuffer )
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{
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if ( GLOBAL_DATA . ExtSupported . maxDepthBits = = 32 ) glInternalFormat = GL_DEPTH_COMPONENT32_OES ;
else if ( GLOBAL_DATA . ExtSupported . maxDepthBits = = 24 ) glInternalFormat = GL_DEPTH_COMPONENT24_OES ;
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else glInternalFormat = GL_DEPTH_COMPONENT16 ;
}
# endif
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if ( ! useRenderBuffer & & GLOBAL_DATA . ExtSupported . texDepth )
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{
glGenTextures ( 1 , & id ) ;
glBindTexture ( GL_TEXTURE_2D , id ) ;
glTexImage2D ( GL_TEXTURE_2D , 0 , glInternalFormat , width , height , 0 , GL_DEPTH_COMPONENT , GL_UNSIGNED_INT , NULL ) ;
glTexParameteri ( GL_TEXTURE_2D , GL_TEXTURE_MIN_FILTER , GL_NEAREST ) ;
glTexParameteri ( GL_TEXTURE_2D , GL_TEXTURE_MAG_FILTER , GL_NEAREST ) ;
glTexParameteri ( GL_TEXTURE_2D , GL_TEXTURE_WRAP_S , GL_CLAMP_TO_EDGE ) ;
glTexParameteri ( GL_TEXTURE_2D , GL_TEXTURE_WRAP_T , GL_CLAMP_TO_EDGE ) ;
glBindTexture ( GL_TEXTURE_2D , 0 ) ;
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RL_TRACELOG ( LOG_INFO , " TEXTURE: Depth texture loaded successfully " ) ;
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}
else
{
// Create the renderbuffer that will serve as the depth attachment for the framebuffer
// NOTE: A renderbuffer is simpler than a texture and could offer better performance on embedded devices
glGenRenderbuffers ( 1 , & id ) ;
glBindRenderbuffer ( GL_RENDERBUFFER , id ) ;
glRenderbufferStorage ( GL_RENDERBUFFER , glInternalFormat , width , height ) ;
glBindRenderbuffer ( GL_RENDERBUFFER , 0 ) ;
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RL_TRACELOG ( LOG_INFO , " TEXTURE: [ID %i] Depth renderbuffer loaded successfully (%i bits) " , id , ( GLOBAL_DATA . ExtSupported . maxDepthBits > = 24 ) ? GLOBAL_DATA . ExtSupported . maxDepthBits : 16 ) ;
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}
# endif
return id ;
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}
// Load texture cubemap
// NOTE: Cubemap data is expected to be 6 images in a single data array (one after the other),
// expected the following convention: +X, -X, +Y, -Y, +Z, -Z
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unsigned int load_texture_cubemap ( const void * data , int size , int format )
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{
unsigned int id = 0 ;
# if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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unsigned int dataSize = internal_get_pixel_data_size ( size , size , format ) ;
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glGenTextures ( 1 , & id ) ;
glBindTexture ( GL_TEXTURE_CUBE_MAP , id ) ;
unsigned int glInternalFormat , glFormat , glType ;
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get_gl_texture_formats ( format , & glInternalFormat , & glFormat , & glType ) ;
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if ( glInternalFormat ! = 0 )
{
// Load cubemap faces
for ( unsigned int i = 0 ; i < 6 ; i + + )
{
if ( data = = NULL )
{
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if ( format < PIXELFORMAT_COMPRESSED_DXT1_RGB )
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{
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if ( ( format = = PIXELFORMAT_UNCOMPRESSED_R32 ) | | ( format = = PIXELFORMAT_UNCOMPRESSED_R32G32B32A32 )
| | ( format = = PIXELFORMAT_UNCOMPRESSED_R16 ) | | ( format = = PIXELFORMAT_UNCOMPRESSED_R16G16B16A16 ) )
RL_TRACELOG ( LOG_WARNING , " TEXTURES: Cubemap requested format not supported " ) ;
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else glTexImage2D ( GL_TEXTURE_CUBE_MAP_POSITIVE_X + i , 0 , glInternalFormat , size , size , 0 , glFormat , glType , NULL ) ;
}
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else RL_TRACELOG ( LOG_WARNING , " TEXTURES: Empty cubemap creation does not support compressed format " ) ;
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}
else
{
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if ( format < PIXELFORMAT_COMPRESSED_DXT1_RGB ) glTexImage2D ( GL_TEXTURE_CUBE_MAP_POSITIVE_X + i , 0 , glInternalFormat , size , size , 0 , glFormat , glType , ( unsigned char * ) data + i * dataSize ) ;
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else glCompressedTexImage2D ( GL_TEXTURE_CUBE_MAP_POSITIVE_X + i , 0 , glInternalFormat , size , size , 0 , dataSize , ( unsigned char * ) data + i * dataSize ) ;
}
# if defined(GRAPHICS_API_OPENGL_33)
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if ( format = = PIXELFORMAT_UNCOMPRESSED_GRAYSCALE )
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{
GLint swizzleMask [ ] = { GL_RED , GL_RED , GL_RED , GL_ONE } ;
glTexParameteriv ( GL_TEXTURE_CUBE_MAP , GL_TEXTURE_SWIZZLE_RGBA , swizzleMask ) ;
}
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else if ( format = = PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA )
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{
# if defined(GRAPHICS_API_OPENGL_21)
GLint swizzleMask [ ] = { GL_RED , GL_RED , GL_RED , GL_ALPHA } ;
# elif defined(GRAPHICS_API_OPENGL_33)
GLint swizzleMask [ ] = { GL_RED , GL_RED , GL_RED , GL_GREEN } ;
# endif
glTexParameteriv ( GL_TEXTURE_CUBE_MAP , GL_TEXTURE_SWIZZLE_RGBA , swizzleMask ) ;
}
# endif
}
}
// Set cubemap texture sampling parameters
glTexParameteri ( GL_TEXTURE_CUBE_MAP , GL_TEXTURE_MIN_FILTER , GL_LINEAR ) ;
glTexParameteri ( GL_TEXTURE_CUBE_MAP , GL_TEXTURE_MAG_FILTER , GL_LINEAR ) ;
glTexParameteri ( GL_TEXTURE_CUBE_MAP , GL_TEXTURE_WRAP_S , GL_CLAMP_TO_EDGE ) ;
glTexParameteri ( GL_TEXTURE_CUBE_MAP , GL_TEXTURE_WRAP_T , GL_CLAMP_TO_EDGE ) ;
# if defined(GRAPHICS_API_OPENGL_33)
glTexParameteri ( GL_TEXTURE_CUBE_MAP , GL_TEXTURE_WRAP_R , GL_CLAMP_TO_EDGE ) ; // Flag not supported on OpenGL ES 2.0
# endif
glBindTexture ( GL_TEXTURE_CUBE_MAP , 0 ) ;
# endif
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if ( id > 0 ) RL_TRACELOG ( LOG_INFO , " TEXTURE: [ID %i] Cubemap texture loaded successfully (%ix%i) " , id , size , size ) ;
else RL_TRACELOG ( LOG_WARNING , " TEXTURE: Failed to load cubemap texture " ) ;
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return id ;
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}
// Update already loaded texture in GPU with new data
// NOTE: We don't know safely if internal texture format is the expected one...
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void update_texture ( unsigned int id , int offsetX , int offsetY , int width , int height , int format , const void * data )
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{
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glBindTexture ( GL_TEXTURE_2D , id ) ;
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unsigned int glInternalFormat , glFormat , glType ;
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get_gl_texture_formats ( format , & glInternalFormat , & glFormat , & glType ) ;
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if ( ( glInternalFormat ! = 0 ) & & ( format < PIXELFORMAT_COMPRESSED_DXT1_RGB ) )
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{
glTexSubImage2D ( GL_TEXTURE_2D , 0 , offsetX , offsetY , width , height , glFormat , glType , data ) ;
}
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else RL_TRACELOG ( LOG_WARNING , " TEXTURE: [ID %i] Failed to update for current texture format (%i) " , id, format) ;
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}
// Get OpenGL internal formats and data type from raylib PixelFormat
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void get_gl_texture_formats ( int format , unsigned int * glInternalFormat , unsigned int * glFormat , unsigned int * glType )
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{
* glInternalFormat = 0 ;
* glFormat = 0 ;
* glType = 0 ;
switch ( format )
{
# if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_21) || defined(GRAPHICS_API_OPENGL_ES2)
// NOTE: on OpenGL ES 2.0 (WebGL), internalFormat must match format and options allowed are: GL_LUMINANCE, GL_RGB, GL_RGBA
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case PIXELFORMAT_UNCOMPRESSED_GRAYSCALE : * glInternalFormat = GL_LUMINANCE ; * glFormat = GL_LUMINANCE ; * glType = GL_UNSIGNED_BYTE ; break ;
case PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA : * glInternalFormat = GL_LUMINANCE_ALPHA ; * glFormat = GL_LUMINANCE_ALPHA ; * glType = GL_UNSIGNED_BYTE ; break ;
case PIXELFORMAT_UNCOMPRESSED_R5G6B5 : * glInternalFormat = GL_RGB ; * glFormat = GL_RGB ; * glType = GL_UNSIGNED_SHORT_5_6_5 ; break ;
case PIXELFORMAT_UNCOMPRESSED_R8G8B8 : * glInternalFormat = GL_RGB ; * glFormat = GL_RGB ; * glType = GL_UNSIGNED_BYTE ; break ;
case PIXELFORMAT_UNCOMPRESSED_R5G5B5A1 : * glInternalFormat = GL_RGBA ; * glFormat = GL_RGBA ; * glType = GL_UNSIGNED_SHORT_5_5_5_1 ; break ;
case PIXELFORMAT_UNCOMPRESSED_R4G4B4A4 : * glInternalFormat = GL_RGBA ; * glFormat = GL_RGBA ; * glType = GL_UNSIGNED_SHORT_4_4_4_4 ; break ;
case PIXELFORMAT_UNCOMPRESSED_R8G8B8A8 : * glInternalFormat = GL_RGBA ; * glFormat = GL_RGBA ; * glType = GL_UNSIGNED_BYTE ; break ;
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# if !defined(GRAPHICS_API_OPENGL_11)
# if defined(GRAPHICS_API_OPENGL_ES3)
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case PIXELFORMAT_UNCOMPRESSED_R32 : if ( GLOBAL_DATA . ExtSupported . texFloat32 ) * glInternalFormat = GL_R32F_EXT ; * glFormat = GL_RED_EXT ; * glType = GL_FLOAT ; break ;
case PIXELFORMAT_UNCOMPRESSED_R32G32B32 : if ( GLOBAL_DATA . ExtSupported . texFloat32 ) * glInternalFormat = GL_RGB32F_EXT ; * glFormat = GL_RGB ; * glType = GL_FLOAT ; break ;
case PIXELFORMAT_UNCOMPRESSED_R32G32B32A32 : if ( GLOBAL_DATA . ExtSupported . texFloat32 ) * glInternalFormat = GL_RGBA32F_EXT ; * glFormat = GL_RGBA ; * glType = GL_FLOAT ; break ;
case PIXELFORMAT_UNCOMPRESSED_R16 : if ( GLOBAL_DATA . ExtSupported . texFloat16 ) * glInternalFormat = GL_R16F_EXT ; * glFormat = GL_RED_EXT ; * glType = GL_HALF_FLOAT ; break ;
case PIXELFORMAT_UNCOMPRESSED_R16G16B16 : if ( GLOBAL_DATA . ExtSupported . texFloat16 ) * glInternalFormat = GL_RGB16F_EXT ; * glFormat = GL_RGB ; * glType = GL_HALF_FLOAT ; break ;
case PIXELFORMAT_UNCOMPRESSED_R16G16B16A16 : if ( GLOBAL_DATA . ExtSupported . texFloat16 ) * glInternalFormat = GL_RGBA16F_EXT ; * glFormat = GL_RGBA ; * glType = GL_HALF_FLOAT ; break ;
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# else
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case PIXELFORMAT_UNCOMPRESSED_R32 : if ( GLOBAL_DATA . ExtSupported . texFloat32 ) * glInternalFormat = GL_LUMINANCE ; * glFormat = GL_LUMINANCE ; * glType = GL_FLOAT ; break ; // NOTE: Requires extension OES_texture_float
case PIXELFORMAT_UNCOMPRESSED_R32G32B32 : if ( GLOBAL_DATA . ExtSupported . texFloat32 ) * glInternalFormat = GL_RGB ; * glFormat = GL_RGB ; * glType = GL_FLOAT ; break ; // NOTE: Requires extension OES_texture_float
case PIXELFORMAT_UNCOMPRESSED_R32G32B32A32 : if ( GLOBAL_DATA . ExtSupported . texFloat32 ) * glInternalFormat = GL_RGBA ; * glFormat = GL_RGBA ; * glType = GL_FLOAT ; break ; // NOTE: Requires extension OES_texture_float
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# if defined(GRAPHICS_API_OPENGL_21)
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case PIXELFORMAT_UNCOMPRESSED_R16 : if ( GLOBAL_DATA . ExtSupported . texFloat16 ) * glInternalFormat = GL_LUMINANCE ; * glFormat = GL_LUMINANCE ; * glType = GL_HALF_FLOAT_ARB ; break ;
case PIXELFORMAT_UNCOMPRESSED_R16G16B16 : if ( GLOBAL_DATA . ExtSupported . texFloat16 ) * glInternalFormat = GL_RGB ; * glFormat = GL_RGB ; * glType = GL_HALF_FLOAT_ARB ; break ;
case PIXELFORMAT_UNCOMPRESSED_R16G16B16A16 : if ( GLOBAL_DATA . ExtSupported . texFloat16 ) * glInternalFormat = GL_RGBA ; * glFormat = GL_RGBA ; * glType = GL_HALF_FLOAT_ARB ; break ;
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# else // defined(GRAPHICS_API_OPENGL_ES2)
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case PIXELFORMAT_UNCOMPRESSED_R16 : if ( GLOBAL_DATA . ExtSupported . texFloat16 ) * glInternalFormat = GL_LUMINANCE ; * glFormat = GL_LUMINANCE ; * glType = GL_HALF_FLOAT_OES ; break ; // NOTE: Requires extension OES_texture_half_float
case PIXELFORMAT_UNCOMPRESSED_R16G16B16 : if ( GLOBAL_DATA . ExtSupported . texFloat16 ) * glInternalFormat = GL_RGB ; * glFormat = GL_RGB ; * glType = GL_HALF_FLOAT_OES ; break ; // NOTE: Requires extension OES_texture_half_float
case PIXELFORMAT_UNCOMPRESSED_R16G16B16A16 : if ( GLOBAL_DATA . ExtSupported . texFloat16 ) * glInternalFormat = GL_RGBA ; * glFormat = GL_RGBA ; * glType = GL_HALF_FLOAT_OES ; break ; // NOTE: Requires extension OES_texture_half_float
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# endif
# endif
# endif
# elif defined(GRAPHICS_API_OPENGL_33)
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case PIXELFORMAT_UNCOMPRESSED_GRAYSCALE : * glInternalFormat = GL_R8 ; * glFormat = GL_RED ; * glType = GL_UNSIGNED_BYTE ; break ;
case PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA : * glInternalFormat = GL_RG8 ; * glFormat = GL_RG ; * glType = GL_UNSIGNED_BYTE ; break ;
case PIXELFORMAT_UNCOMPRESSED_R5G6B5 : * glInternalFormat = GL_RGB565 ; * glFormat = GL_RGB ; * glType = GL_UNSIGNED_SHORT_5_6_5 ; break ;
case PIXELFORMAT_UNCOMPRESSED_R8G8B8 : * glInternalFormat = GL_RGB8 ; * glFormat = GL_RGB ; * glType = GL_UNSIGNED_BYTE ; break ;
case PIXELFORMAT_UNCOMPRESSED_R5G5B5A1 : * glInternalFormat = GL_RGB5_A1 ; * glFormat = GL_RGBA ; * glType = GL_UNSIGNED_SHORT_5_5_5_1 ; break ;
case PIXELFORMAT_UNCOMPRESSED_R4G4B4A4 : * glInternalFormat = GL_RGBA4 ; * glFormat = GL_RGBA ; * glType = GL_UNSIGNED_SHORT_4_4_4_4 ; break ;
case PIXELFORMAT_UNCOMPRESSED_R8G8B8A8 : * glInternalFormat = GL_RGBA8 ; * glFormat = GL_RGBA ; * glType = GL_UNSIGNED_BYTE ; break ;
case PIXELFORMAT_UNCOMPRESSED_R32 : if ( GLOBAL_DATA . ExtSupported . texFloat32 ) * glInternalFormat = GL_R32F ; * glFormat = GL_RED ; * glType = GL_FLOAT ; break ;
case PIXELFORMAT_UNCOMPRESSED_R32G32B32 : if ( GLOBAL_DATA . ExtSupported . texFloat32 ) * glInternalFormat = GL_RGB32F ; * glFormat = GL_RGB ; * glType = GL_FLOAT ; break ;
case PIXELFORMAT_UNCOMPRESSED_R32G32B32A32 : if ( GLOBAL_DATA . ExtSupported . texFloat32 ) * glInternalFormat = GL_RGBA32F ; * glFormat = GL_RGBA ; * glType = GL_FLOAT ; break ;
case PIXELFORMAT_UNCOMPRESSED_R16 : if ( GLOBAL_DATA . ExtSupported . texFloat16 ) * glInternalFormat = GL_R16F ; * glFormat = GL_RED ; * glType = GL_HALF_FLOAT ; break ;
case PIXELFORMAT_UNCOMPRESSED_R16G16B16 : if ( GLOBAL_DATA . ExtSupported . texFloat16 ) * glInternalFormat = GL_RGB16F ; * glFormat = GL_RGB ; * glType = GL_HALF_FLOAT ; break ;
case PIXELFORMAT_UNCOMPRESSED_R16G16B16A16 : if ( GLOBAL_DATA . ExtSupported . texFloat16 ) * glInternalFormat = GL_RGBA16F ; * glFormat = GL_RGBA ; * glType = GL_HALF_FLOAT ; break ;
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# endif
# if !defined(GRAPHICS_API_OPENGL_11)
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case PIXELFORMAT_COMPRESSED_DXT1_RGB : if ( GLOBAL_DATA . ExtSupported . texCompDXT ) * glInternalFormat = GL_COMPRESSED_RGB_S3TC_DXT1_EXT ; break ;
case PIXELFORMAT_COMPRESSED_DXT1_RGBA : if ( GLOBAL_DATA . ExtSupported . texCompDXT ) * glInternalFormat = GL_COMPRESSED_RGBA_S3TC_DXT1_EXT ; break ;
case PIXELFORMAT_COMPRESSED_DXT3_RGBA : if ( GLOBAL_DATA . ExtSupported . texCompDXT ) * glInternalFormat = GL_COMPRESSED_RGBA_S3TC_DXT3_EXT ; break ;
case PIXELFORMAT_COMPRESSED_DXT5_RGBA : if ( GLOBAL_DATA . ExtSupported . texCompDXT ) * glInternalFormat = GL_COMPRESSED_RGBA_S3TC_DXT5_EXT ; break ;
case PIXELFORMAT_COMPRESSED_ETC1_RGB : if ( GLOBAL_DATA . ExtSupported . texCompETC1 ) * glInternalFormat = GL_ETC1_RGB8_OES ; break ; // NOTE: Requires OpenGL ES 2.0 or OpenGL 4.3
case PIXELFORMAT_COMPRESSED_ETC2_RGB : if ( GLOBAL_DATA . ExtSupported . texCompETC2 ) * glInternalFormat = GL_COMPRESSED_RGB8_ETC2 ; break ; // NOTE: Requires OpenGL ES 3.0 or OpenGL 4.3
case PIXELFORMAT_COMPRESSED_ETC2_EAC_RGBA : if ( GLOBAL_DATA . ExtSupported . texCompETC2 ) * glInternalFormat = GL_COMPRESSED_RGBA8_ETC2_EAC ; break ; // NOTE: Requires OpenGL ES 3.0 or OpenGL 4.3
case PIXELFORMAT_COMPRESSED_PVRT_RGB : if ( GLOBAL_DATA . ExtSupported . texCompPVRT ) * glInternalFormat = GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG ; break ; // NOTE: Requires PowerVR GPU
case PIXELFORMAT_COMPRESSED_PVRT_RGBA : if ( GLOBAL_DATA . ExtSupported . texCompPVRT ) * glInternalFormat = GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG ; break ; // NOTE: Requires PowerVR GPU
case PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA : if ( GLOBAL_DATA . ExtSupported . texCompASTC ) * glInternalFormat = GL_COMPRESSED_RGBA_ASTC_4x4_KHR ; break ; // NOTE: Requires OpenGL ES 3.1 or OpenGL 4.3
case PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA : if ( GLOBAL_DATA . ExtSupported . texCompASTC ) * glInternalFormat = GL_COMPRESSED_RGBA_ASTC_8x8_KHR ; break ; // NOTE: Requires OpenGL ES 3.1 or OpenGL 4.3
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# endif
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default : RL_TRACELOG ( LOG_WARNING , " TEXTURE: Current format not supported (%i) " , format ) ; break ;
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}
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}
// Unload texture from GPU memory
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void unload_texture ( unsigned int id )
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{
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glDeleteTextures ( 1 , & id ) ;
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}
// Generate mipmap data for selected texture
// NOTE: Only supports GPU mipmap generation
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void gen_texture_mipmaps ( unsigned int id , int width , int height , int format , int * mipmaps )
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{
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# if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
glBindTexture ( GL_TEXTURE_2D , id ) ;
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// Check if texture is power-of-two (POT)
bool texIsPOT = false ;
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if ( ( ( width > 0 ) & & ( ( width & ( width - 1 ) ) = = 0 ) ) & &
( ( height > 0 ) & & ( ( height & ( height - 1 ) ) = = 0 ) ) ) texIsPOT = true ;
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if ( ( texIsPOT ) | | ( GLOBAL_DATA . ExtSupported . texNPOT ) )
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{
//glHint(GL_GENERATE_MIPMAP_HINT, GL_DONT_CARE); // Hint for mipmaps generation algorithm: GL_FASTEST, GL_NICEST, GL_DONT_CARE
glGenerateMipmap ( GL_TEXTURE_2D ) ; // Generate mipmaps automatically
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# define MIN(a,b) (((a)<(b))? (a):(b))
# define MAX(a,b) (((a)>(b))? (a):(b))
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* mipmaps = 1 + ( int ) floor ( log ( MAX ( width , height ) ) / log ( 2 ) ) ;
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RL_TRACELOG ( LOG_INFO , " TEXTURE: [ID %i] Mipmaps generated automatically, total: %i " , id , * mipmaps ) ;
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}
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else RL_TRACELOG ( LOG_WARNING , " TEXTURE: [ID %i] Failed to generate mipmaps " , id ) ;
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glBindTexture ( GL_TEXTURE_2D , 0 ) ;
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# else
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RL_TRACELOG ( LOG_WARNING , " TEXTURE: [ID %i] GPU mipmap generation not supported " , id ) ;
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# endif
}
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// Read texture pixel data
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void * read_texture_pixels ( unsigned int id , int width , int height , int format )
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{
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void * pixels = NULL ;
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# if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33)
glBindTexture ( GL_TEXTURE_2D , id ) ;
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// NOTE: Using texture id, we can retrieve some texture info (but not on OpenGL ES 2.0)
// Possible texture info: GL_TEXTURE_RED_SIZE, GL_TEXTURE_GREEN_SIZE, GL_TEXTURE_BLUE_SIZE, GL_TEXTURE_ALPHA_SIZE
//int width, height, format;
//glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_WIDTH, &width);
//glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_HEIGHT, &height);
//glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_INTERNAL_FORMAT, &format);
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// NOTE: Each row written to or read from by OpenGL pixel operations like glGetTexImage are aligned to a 4 byte boundary by default, which may add some padding.
// Use glPixelStorei to modify padding with the GL_[UN]PACK_ALIGNMENT setting.
// GL_PACK_ALIGNMENT affects operations that read from OpenGL memory (glReadPixels, glGetTexImage, etc.)
// GL_UNPACK_ALIGNMENT affects operations that write to OpenGL memory (glTexImage, etc.)
glPixelStorei ( GL_PACK_ALIGNMENT , 1 ) ;
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unsigned int glInternalFormat , glFormat , glType ;
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get_gl_texture_formats ( format , & glInternalFormat , & glFormat , & glType ) ;
unsigned int size = internal_get_pixel_data_size ( width , height , format ) ;
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if ( ( glInternalFormat ! = 0 ) & & ( format < PIXELFORMAT_COMPRESSED_DXT1_RGB ) )
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{
pixels = RL_MALLOC ( size ) ;
glGetTexImage ( GL_TEXTURE_2D , 0 , glFormat , glType , pixels ) ;
}
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else RL_TRACELOG ( LOG_WARNING , " TEXTURE: [ID %i] Data retrieval not suported for pixel format (%i) " , id, format) ;
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glBindTexture ( GL_TEXTURE_2D , 0 ) ;
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# endif
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# if defined(GRAPHICS_API_OPENGL_ES2)
// glGetTexImage() is not available on OpenGL ES 2.0
// Texture width and height are required on OpenGL ES 2.0. There is no way to get it from texture id.
// Two possible Options:
// 1 - Bind texture to color fbo attachment and glReadPixels()
// 2 - Create an fbo, activate it, render quad with texture, glReadPixels()
// We are using Option 1, just need to care for texture format on retrieval
// NOTE: This behaviour could be conditioned by graphic driver...
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unsigned int fboId = load_framebuffer ( width , height ) ;
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glBindFramebuffer ( GL_FRAMEBUFFER , fboId ) ;
glBindTexture ( GL_TEXTURE_2D , 0 ) ;
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// Attach our texture to FBO
glFramebufferTexture2D ( GL_FRAMEBUFFER , GL_COLOR_ATTACHMENT0 , GL_TEXTURE_2D , id , 0 ) ;
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// We read data as RGBA because FBO texture is configured as RGBA, despite binding another texture format
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pixels = ( unsigned char * ) RL_MALLOC ( internal_get_pixel_data_size ( width , height , PIXELFORMAT_UNCOMPRESSED_R8G8B8A8 ) ) ;
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glReadPixels ( 0 , 0 , width , height , GL_RGBA , GL_UNSIGNED_BYTE , pixels ) ;
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glBindFramebuffer ( GL_FRAMEBUFFER , 0 ) ;
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// Clean up temporal fbo
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unload_framebuffer ( fboId ) ;
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# endif
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return pixels ;
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}
// Read screen pixel data (color buffer)
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unsigned char * read_screen_pixels ( int width , int height )
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{
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unsigned char * screenData = ( unsigned char * ) RL_CALLOC ( width * height * 4 , sizeof ( unsigned char ) ) ;
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// NOTE 1: glReadPixels returns image flipped vertically -> (0,0) is the bottom left corner of the framebuffer
// NOTE 2: We are getting alpha channel! Be careful, it can be transparent if not cleared properly!
glReadPixels ( 0 , 0 , width , height , GL_RGBA , GL_UNSIGNED_BYTE , screenData ) ;
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// Flip image vertically!
unsigned char * imgData = ( unsigned char * ) RL_MALLOC ( width * height * 4 * sizeof ( unsigned char ) ) ;
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for ( int y = height - 1 ; y > = 0 ; y - - )
{
for ( int x = 0 ; x < ( width * 4 ) ; x + + )
{
imgData [ ( ( height - 1 ) - y ) * width * 4 + x ] = screenData [ ( y * width * 4 ) + x ] ; // Flip line
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// Set alpha component value to 255 (no trasparent image retrieval)
// NOTE: Alpha value has already been applied to RGB in framebuffer, we don't need it!
if ( ( ( x + 1 ) % 4 ) = = 0 ) imgData [ ( ( height - 1 ) - y ) * width * 4 + x ] = 255 ;
}
}
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RL_FREE ( screenData ) ;
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return imgData ; // NOTE: image data should be freed
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}
// Framebuffer management (fbo)
//-----------------------------------------------------------------------------------------
// Load a framebuffer to be used for rendering
// NOTE: No textures attached
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unsigned int load_framebuffer ( int width , int height )
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{
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unsigned int fboId = 0 ;
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# if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)) && defined(RLGL_RENDER_TEXTURES_HINT)
glGenFramebuffers ( 1 , & fboId ) ; // Create the framebuffer object
glBindFramebuffer ( GL_FRAMEBUFFER , 0 ) ; // Unbind any framebuffer
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# endif
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return fboId ;
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}
// Attach color buffer texture to an fbo (unloads previous attachment)
// NOTE: Attach type: 0-Color, 1-Depth renderbuffer, 2-Depth texture
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void framebuffer_attach ( unsigned int fboId , unsigned int texId , int attachType , int texType , int mipLevel )
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{
# if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)) && defined(RLGL_RENDER_TEXTURES_HINT)
glBindFramebuffer ( GL_FRAMEBUFFER , fboId ) ;
switch ( attachType )
{
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case ATTACHMENT_COLOR_CHANNEL0 :
case ATTACHMENT_COLOR_CHANNEL1 :
case ATTACHMENT_COLOR_CHANNEL2 :
case ATTACHMENT_COLOR_CHANNEL3 :
case ATTACHMENT_COLOR_CHANNEL4 :
case ATTACHMENT_COLOR_CHANNEL5 :
case ATTACHMENT_COLOR_CHANNEL6 :
case ATTACHMENT_COLOR_CHANNEL7 :
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{
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if ( texType = = ATTACHMENT_TEXTURE2D ) glFramebufferTexture2D ( GL_FRAMEBUFFER , GL_COLOR_ATTACHMENT0 + attachType , GL_TEXTURE_2D , texId , mipLevel ) ;
else if ( texType = = ATTACHMENT_RENDERBUFFER ) glFramebufferRenderbuffer ( GL_FRAMEBUFFER , GL_COLOR_ATTACHMENT0 + attachType , GL_RENDERBUFFER , texId ) ;
else if ( texType > = ATTACHMENT_CUBEMAP_POSITIVE_X ) glFramebufferTexture2D ( GL_FRAMEBUFFER , GL_COLOR_ATTACHMENT0 + attachType , GL_TEXTURE_CUBE_MAP_POSITIVE_X + texType , texId , mipLevel ) ;
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} break ;
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case ATTACHMENT_DEPTH :
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{
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if ( texType = = ATTACHMENT_TEXTURE2D ) glFramebufferTexture2D ( GL_FRAMEBUFFER , GL_DEPTH_ATTACHMENT , GL_TEXTURE_2D , texId , mipLevel ) ;
else if ( texType = = ATTACHMENT_RENDERBUFFER ) glFramebufferRenderbuffer ( GL_FRAMEBUFFER , GL_DEPTH_ATTACHMENT , GL_RENDERBUFFER , texId ) ;
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} break ;
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case ATTACHMENT_STENCIL :
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{
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if ( texType = = ATTACHMENT_TEXTURE2D ) glFramebufferTexture2D ( GL_FRAMEBUFFER , GL_STENCIL_ATTACHMENT , GL_TEXTURE_2D , texId , mipLevel ) ;
else if ( texType = = ATTACHMENT_RENDERBUFFER ) glFramebufferRenderbuffer ( GL_FRAMEBUFFER , GL_STENCIL_ATTACHMENT , GL_RENDERBUFFER , texId ) ;
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} break ;
default : break ;
}
glBindFramebuffer ( GL_FRAMEBUFFER , 0 ) ;
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# endif
}
// Verify render texture is complete
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bool framebuffer_complete ( unsigned int id )
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{
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bool result = false ;
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# if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)) && defined(RLGL_RENDER_TEXTURES_HINT)
glBindFramebuffer ( GL_FRAMEBUFFER , id ) ;
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GLenum status = glCheckFramebufferStatus ( GL_FRAMEBUFFER ) ;
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if ( status ! = GL_FRAMEBUFFER_COMPLETE )
{
switch ( status )
{
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case GL_FRAMEBUFFER_UNSUPPORTED : RL_TRACELOG ( LOG_WARNING , " FBO: [ID %i] Framebuffer is unsupported " , id ) ; break ;
case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT : RL_TRACELOG ( LOG_WARNING , " FBO: [ID %i] Framebuffer has incomplete attachment " , id ) ; break ;
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# if defined(GRAPHICS_API_OPENGL_ES2)
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case GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS : RL_TRACELOG ( LOG_WARNING , " FBO: [ID %i] Framebuffer has incomplete dimensions " , id ) ; break ;
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# endif
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case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT : RL_TRACELOG ( LOG_WARNING , " FBO: [ID %i] Framebuffer has a missing attachment " , id ) ; break ;
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default : break ;
}
}
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glBindFramebuffer ( GL_FRAMEBUFFER , 0 ) ;
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result = ( status = = GL_FRAMEBUFFER_COMPLETE ) ;
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# endif
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return result ;
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}
// Unload framebuffer from GPU memory
// NOTE: All attached textures/cubemaps/renderbuffers are also deleted
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void unload_framebuffer ( unsigned int id )
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{
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# if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)) && defined(RLGL_RENDER_TEXTURES_HINT)
// Query depth attachment to automatically delete texture/renderbuffer
int depthType = 0 , depthId = 0 ;
glBindFramebuffer ( GL_FRAMEBUFFER , id ) ; // Bind framebuffer to query depth texture type
glGetFramebufferAttachmentParameteriv ( GL_FRAMEBUFFER , GL_DEPTH_ATTACHMENT , GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE , & depthType ) ;
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// TODO: Review warning retrieving object name in WebGL
// WARNING: WebGL: INVALID_ENUM: getFramebufferAttachmentParameter: invalid parameter name
// https://registry.khronos.org/webgl/specs/latest/1.0/
glGetFramebufferAttachmentParameteriv ( GL_FRAMEBUFFER , GL_DEPTH_ATTACHMENT , GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME , & depthId ) ;
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unsigned int depthIdU = ( unsigned int ) depthId ;
if ( depthType = = GL_RENDERBUFFER ) glDeleteRenderbuffers ( 1 , & depthIdU ) ;
else if ( depthType = = GL_TEXTURE ) glDeleteTextures ( 1 , & depthIdU ) ;
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// NOTE: If a texture object is deleted while its image is attached to the *currently bound* framebuffer,
// the texture image is automatically detached from the currently bound framebuffer.
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glBindFramebuffer ( GL_FRAMEBUFFER , 0 ) ;
glDeleteFramebuffers ( 1 , & id ) ;
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RL_TRACELOG ( LOG_INFO , " FBO: [ID %i] Unloaded framebuffer from VRAM (GPU) " , id ) ;
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# endif
}
// Vertex data management
//-----------------------------------------------------------------------------------------
// Load a new attributes buffer
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unsigned int load_vertex_buffer ( const void * buffer , int size , bool dynamic )
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{
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unsigned int id = 0 ;
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# if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
glGenBuffers ( 1 , & id ) ;
glBindBuffer ( GL_ARRAY_BUFFER , id ) ;
glBufferData ( GL_ARRAY_BUFFER , size , buffer , dynamic ? GL_DYNAMIC_DRAW : GL_STATIC_DRAW ) ;
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# endif
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return id ;
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}
// Load a new attributes element buffer
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unsigned int load_vertex_buffer_element ( const void * buffer , int size , bool dynamic )
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{
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unsigned int id = 0 ;
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# if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
glGenBuffers ( 1 , & id ) ;
glBindBuffer ( GL_ELEMENT_ARRAY_BUFFER , id ) ;
glBufferData ( GL_ELEMENT_ARRAY_BUFFER , size , buffer , dynamic ? GL_DYNAMIC_DRAW : GL_STATIC_DRAW ) ;
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# endif
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return id ;
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}
// Enable vertex buffer (VBO)
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void enable_vertex_buffer ( unsigned int id )
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{
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# if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
glBindBuffer ( GL_ARRAY_BUFFER , id ) ;
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# endif
}
// Disable vertex buffer (VBO)
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void disable_vertex_buffer ( void )
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{
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# if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
glBindBuffer ( GL_ARRAY_BUFFER , 0 ) ;
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# endif
}
// Enable vertex buffer element (VBO element)
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void enable_vertex_buffer_element ( unsigned int id )
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{
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# if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
glBindBuffer ( GL_ELEMENT_ARRAY_BUFFER , id ) ;
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# endif
}
// Disable vertex buffer element (VBO element)
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void disable_vertex_buffer_element ( void )
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{
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# if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
glBindBuffer ( GL_ELEMENT_ARRAY_BUFFER , 0 ) ;
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# endif
}
// Update vertex buffer with new data
// NOTE: dataSize and offset must be provided in bytes
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void update_vertex_buffer ( unsigned int id , const void * data , int dataSize , int offset )
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{
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# if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
glBindBuffer ( GL_ARRAY_BUFFER , id ) ;
glBufferSubData ( GL_ARRAY_BUFFER , offset , dataSize , data ) ;
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# endif
}
// Update vertex buffer elements with new data
// NOTE: dataSize and offset must be provided in bytes
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void update_vertex_buffer_elements ( unsigned int id , const void * data , int dataSize , int offset )
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{
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# if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
glBindBuffer ( GL_ELEMENT_ARRAY_BUFFER , id ) ;
glBufferSubData ( GL_ELEMENT_ARRAY_BUFFER , offset , dataSize , data ) ;
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# endif
}
// Enable vertex array object (VAO)
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bool enable_vertex_array ( unsigned int vaoId )
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{
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bool result = false ;
# if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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if ( GLOBAL_DATA . ExtSupported . vao )
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{
glBindVertexArray ( vaoId ) ;
result = true ;
}
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# endif
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return result ;
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}
// Disable vertex array object (VAO)
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void disable_vertex_array ( void )
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{
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# if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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if ( GLOBAL_DATA . ExtSupported . vao ) glBindVertexArray ( 0 ) ;
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# endif
}
// Enable vertex attribute index
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void enable_vertex_attribute ( unsigned int index )
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{
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# if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
glEnableVertexAttribArray ( index ) ;
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# endif
}
// Disable vertex attribute index
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void disable_vertex_attribute ( unsigned int index )
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{
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# if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
glDisableVertexAttribArray ( index ) ;
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# endif
}
// Draw vertex array
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void draw_vertex_array ( int offset , int count )
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{
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glDrawArrays ( GL_TRIANGLES , offset , count ) ;
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}
// Draw vertex array elements
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void draw_vertex_array_elements ( int offset , int count , const void * buffer )
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{
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// NOTE: Added pointer math separately from function to avoid UBSAN complaining
unsigned short * bufferPtr = ( unsigned short * ) buffer ;
if ( offset > 0 ) bufferPtr + = offset ;
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glDrawElements ( GL_TRIANGLES , count , GL_UNSIGNED_SHORT , ( const unsigned short * ) bufferPtr ) ;
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}
// Draw vertex array instanced
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void draw_vertex_array_instanced ( int offset , int count , int instances )
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{
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# if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
glDrawArraysInstanced ( GL_TRIANGLES , 0 , count , instances ) ;
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# endif
}
// Draw vertex array elements instanced
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void draw_vertex_array_elements_instanced ( int offset , int count , const void * buffer , int instances )
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{
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# if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
// NOTE: Added pointer math separately from function to avoid UBSAN complaining
unsigned short * bufferPtr = ( unsigned short * ) buffer ;
if ( offset > 0 ) bufferPtr + = offset ;
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glDrawElementsInstanced ( GL_TRIANGLES , count , GL_UNSIGNED_SHORT , ( const unsigned short * ) bufferPtr , instances ) ;
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# endif
}
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# if defined(GRAPHICS_API_OPENGL_11)
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// Enable vertex state pointer
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void enable_state_pointer ( int vertexAttribType , void * buffer )
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{
if ( buffer ! = NULL ) glEnableClientState ( vertexAttribType ) ;
switch ( vertexAttribType )
{
case GL_VERTEX_ARRAY : glVertexPointer ( 3 , GL_FLOAT , 0 , buffer ) ; break ;
case GL_TEXTURE_COORD_ARRAY : glTexCoordPointer ( 2 , GL_FLOAT , 0 , buffer ) ; break ;
case GL_NORMAL_ARRAY : if ( buffer ! = NULL ) glNormalPointer ( GL_FLOAT , 0 , buffer ) ; break ;
case GL_COLOR_ARRAY : if ( buffer ! = NULL ) glColorPointer ( 4 , GL_UNSIGNED_BYTE , 0 , buffer ) ; break ;
//case GL_INDEX_ARRAY: if (buffer != NULL) glIndexPointer(GL_SHORT, 0, buffer); break; // Indexed colors
default : break ;
}
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}
// Disable vertex state pointer
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void disable_state_pointer ( int vertexAttribType )
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{
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glDisableClientState ( vertexAttribType ) ;
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}
# endif
// Load vertex array object (VAO)
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unsigned int load_vertex_array ( void )
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{
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unsigned int vaoId = 0 ;
# if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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if ( GLOBAL_DATA . ExtSupported . vao )
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{
glGenVertexArrays ( 1 , & vaoId ) ;
}
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# endif
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return vaoId ;
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}
// Set vertex attribute
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void set_vertex_attribute ( unsigned int index , int compSize , int type , bool normalized , int stride , const void * pointer )
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{
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# if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
glVertexAttribPointer ( index , compSize , type , normalized , stride , pointer ) ;
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# endif
}
// Set vertex attribute divisor
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void set_vertex_attribute_divisor ( unsigned int index , int divisor )
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{
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# if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
glVertexAttribDivisor ( index , divisor ) ;
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# endif
}
// Unload vertex array object (VAO)
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void unload_vertex_array ( unsigned int vaoId )
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{
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# if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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if ( GLOBAL_DATA . ExtSupported . vao )
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{
glBindVertexArray ( 0 ) ;
glDeleteVertexArrays ( 1 , & vaoId ) ;
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RL_TRACELOG ( LOG_INFO , " VAO: [ID %i] Unloaded vertex array data from VRAM (GPU) " , vaoId ) ;
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}
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# endif
}
// Unload vertex buffer (VBO)
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void unload_vertex_buffer ( unsigned int vboId )
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{
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# if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
glDeleteBuffers ( 1 , & vboId ) ;
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//RL_TRACELOG(LOG_INFO, "VBO: Unloaded vertex data from VRAM (GPU)");
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# endif
}
// Shaders management
//-----------------------------------------------------------------------------------------------
// Load shader from code strings
// NOTE: If shader string is NULL, using default vertex/fragment shaders
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unsigned int load_shader_code ( const char * vsCode , const char * fsCode )
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{
unsigned int id = 0 ;
# if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
unsigned int vertexShaderId = 0 ;
unsigned int fragmentShaderId = 0 ;
// Compile vertex shader (if provided)
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if ( vsCode ! = NULL ) vertexShaderId = compile_shader ( vsCode , GL_VERTEX_SHADER ) ;
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// In case no vertex shader was provided or compilation failed, we use default vertex shader
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if ( vertexShaderId = = 0 ) vertexShaderId = GLOBAL_DATA . State . defaultVShaderId ;
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// Compile fragment shader (if provided)
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if ( fsCode ! = NULL ) fragmentShaderId = compile_shader ( fsCode , GL_FRAGMENT_SHADER ) ;
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// In case no fragment shader was provided or compilation failed, we use default fragment shader
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if ( fragmentShaderId = = 0 ) fragmentShaderId = GLOBAL_DATA . State . defaultFShaderId ;
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// In case vertex and fragment shader are the default ones, no need to recompile, we can just assign the default shader program id
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if ( ( vertexShaderId = = GLOBAL_DATA . State . defaultVShaderId ) & & ( fragmentShaderId = = GLOBAL_DATA . State . defaultFShaderId ) ) id = GLOBAL_DATA . State . defaultShaderId ;
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else
{
// One of or both shader are new, we need to compile a new shader program
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id = load_shader_program ( vertexShaderId , fragmentShaderId ) ;
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// We can detach and delete vertex/fragment shaders (if not default ones)
// NOTE: We detach shader before deletion to make sure memory is freed
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if ( vertexShaderId ! = GLOBAL_DATA . State . defaultVShaderId )
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{
// WARNING: Shader program linkage could fail and returned id is 0
if ( id > 0 ) glDetachShader ( id , vertexShaderId ) ;
glDeleteShader ( vertexShaderId ) ;
}
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if ( fragmentShaderId ! = GLOBAL_DATA . State . defaultFShaderId )
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{
// WARNING: Shader program linkage could fail and returned id is 0
if ( id > 0 ) glDetachShader ( id , fragmentShaderId ) ;
glDeleteShader ( fragmentShaderId ) ;
}
// In case shader program loading failed, we assign default shader
if ( id = = 0 )
{
// In case shader loading fails, we return the default shader
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RL_TRACELOG ( LOG_WARNING , " SHADER: Failed to load custom shader code, using default shader " ) ;
id = GLOBAL_DATA . State . defaultShaderId ;
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}
/*
else
{
// Get available shader uniforms
// NOTE: This information is useful for debug...
int uniformCount = - 1 ;
glGetProgramiv ( id , GL_ACTIVE_UNIFORMS , & uniformCount ) ;
for ( int i = 0 ; i < uniformCount ; i + + )
{
int namelen = - 1 ;
int num = - 1 ;
char name [ 256 ] = { 0 } ; // Assume no variable names longer than 256
GLenum type = GL_ZERO ;
// Get the name of the uniforms
glGetActiveUniform ( id , i , sizeof ( name ) - 1 , & namelen , & num , & type , name ) ;
name [ namelen ] = 0 ;
TRACELOGD ( " SHADER: [ID %i] Active uniform (%s) set at location: %i " , id , name , glGetUniformLocation ( id , name ) ) ;
}
}
*/
}
# endif
return id ;
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}
// Compile custom shader and return shader id
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unsigned int compile_shader ( const char * shaderCode , int type )
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{
unsigned int shader = 0 ;
# if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
shader = glCreateShader ( type ) ;
glShaderSource ( shader , 1 , & shaderCode , NULL ) ;
GLint success = 0 ;
glCompileShader ( shader ) ;
glGetShaderiv ( shader , GL_COMPILE_STATUS , & success ) ;
if ( success = = GL_FALSE )
{
switch ( type )
{
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case GL_VERTEX_SHADER : RL_TRACELOG ( LOG_WARNING , " SHADER: [ID %i] Failed to compile vertex shader code " , shader ) ; break ;
case GL_FRAGMENT_SHADER : RL_TRACELOG ( LOG_WARNING , " SHADER: [ID %i] Failed to compile fragment shader code " , shader ) ; break ;
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//case GL_GEOMETRY_SHADER:
# if defined(GRAPHICS_API_OPENGL_43)
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case GL_COMPUTE_SHADER : RL_TRACELOG ( LOG_WARNING , " SHADER: [ID %i] Failed to compile compute shader code " , shader ) ; break ;
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# endif
default : break ;
}
int maxLength = 0 ;
glGetShaderiv ( shader , GL_INFO_LOG_LENGTH , & maxLength ) ;
if ( maxLength > 0 )
{
int length = 0 ;
char * log = ( char * ) RL_CALLOC ( maxLength , sizeof ( char ) ) ;
glGetShaderInfoLog ( shader , maxLength , & length , log ) ;
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RL_TRACELOG ( LOG_WARNING , " SHADER: [ID %i] Compile error: %s " , shader , log ) ;
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RL_FREE ( log ) ;
}
}
else
{
switch ( type )
{
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case GL_VERTEX_SHADER : RL_TRACELOG ( LOG_INFO , " SHADER: [ID %i] Vertex shader compiled successfully " , shader ) ; break ;
case GL_FRAGMENT_SHADER : RL_TRACELOG ( LOG_INFO , " SHADER: [ID %i] Fragment shader compiled successfully " , shader ) ; break ;
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//case GL_GEOMETRY_SHADER:
# if defined(GRAPHICS_API_OPENGL_43)
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case GL_COMPUTE_SHADER : RL_TRACELOG ( LOG_INFO , " SHADER: [ID %i] Compute shader compiled successfully " , shader ) ; break ;
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# endif
default : break ;
}
}
# endif
return shader ;
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}
// Load custom shader strings and return program id
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unsigned int load_shader_program ( unsigned int vShaderId , unsigned int fShaderId )
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{
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unsigned int program = 0 ;
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# if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
GLint success = 0 ;
program = glCreateProgram ( ) ;
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glAttachShader ( program , vShaderId ) ;
glAttachShader ( program , fShaderId ) ;
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// NOTE: Default attribute shader locations must be Bound before linking
glBindAttribLocation ( program , 0 , RL_DEFAULT_SHADER_ATTRIB_NAME_POSITION ) ;
glBindAttribLocation ( program , 1 , RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD ) ;
glBindAttribLocation ( program , 2 , RL_DEFAULT_SHADER_ATTRIB_NAME_NORMAL ) ;
glBindAttribLocation ( program , 3 , RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR ) ;
glBindAttribLocation ( program , 4 , RL_DEFAULT_SHADER_ATTRIB_NAME_TANGENT ) ;
glBindAttribLocation ( program , 5 , RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2 ) ;
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// NOTE: If some attrib name is no found on the shader, it locations becomes -1
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glLinkProgram ( program ) ;
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// NOTE: All uniform variables are intitialised to 0 when a program links
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glGetProgramiv ( program , GL_LINK_STATUS , & success ) ;
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if ( success = = GL_FALSE )
{
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RL_TRACELOG ( LOG_WARNING , " SHADER: [ID %i] Failed to link shader program " , program ) ;
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int maxLength = 0 ;
glGetProgramiv ( program , GL_INFO_LOG_LENGTH , & maxLength ) ;
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if ( maxLength > 0 )
{
int length = 0 ;
char * log = ( char * ) RL_CALLOC ( maxLength , sizeof ( char ) ) ;
glGetProgramInfoLog ( program , maxLength , & length , log ) ;
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RL_TRACELOG ( LOG_WARNING , " SHADER: [ID %i] Link error: %s " , program , log ) ;
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RL_FREE ( log ) ;
}
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glDeleteProgram ( program ) ;
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program = 0 ;
}
else
{
// Get the size of compiled shader program (not available on OpenGL ES 2.0)
// NOTE: If GL_LINK_STATUS is GL_FALSE, program binary length is zero.
//GLint binarySize = 0;
//glGetProgramiv(id, GL_PROGRAM_BINARY_LENGTH, &binarySize);
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RL_TRACELOG ( LOG_INFO , " SHADER: [ID %i] Program shader loaded successfully " , program ) ;
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}
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# endif
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return program ;
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}
// Unload shader program
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void unload_shader_program ( unsigned int id )
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{
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# if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
glDeleteProgram ( id ) ;
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RL_TRACELOG ( LOG_INFO , " SHADER: [ID %i] Unloaded shader program data from VRAM (GPU) " , id ) ;
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# endif
}
// Get shader location uniform
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int get_location_uniform ( unsigned int shaderId , const char * uniformName )
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{
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int location = - 1 ;
# if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
location = glGetUniformLocation ( shaderId , uniformName ) ;
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//if (location == -1) RL_TRACELOG(LOG_WARNING, "SHADER: [ID %i] Failed to find shader uniform: %s", shaderId, uniformName);
//else RL_TRACELOG(LOG_INFO, "SHADER: [ID %i] Shader uniform (%s) set at location: %i", shaderId, uniformName, location);
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# endif
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return location ;
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}
// Get shader location attribute
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int get_location_attrib ( unsigned int shaderId , const char * attribName )
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{
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int location = - 1 ;
# if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
location = glGetAttribLocation ( shaderId , attribName ) ;
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//if (location == -1) RL_TRACELOG(LOG_WARNING, "SHADER: [ID %i] Failed to find shader attribute: %s", shaderId, attribName);
//else RL_TRACELOG(LOG_INFO, "SHADER: [ID %i] Shader attribute (%s) set at location: %i", shaderId, attribName, location);
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# endif
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return location ;
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}
// Set shader value uniform
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void set_uniform ( int locIndex , const void * value , int uniformType , int count )
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{
# if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
switch ( uniformType )
{
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case SHADER_UNIFORM_FLOAT : glUniform1fv ( locIndex , count , ( float * ) value ) ; break ;
case SHADER_UNIFORM_VEC2 : glUniform2fv ( locIndex , count , ( float * ) value ) ; break ;
case SHADER_UNIFORM_VEC3 : glUniform3fv ( locIndex , count , ( float * ) value ) ; break ;
case SHADER_UNIFORM_VEC4 : glUniform4fv ( locIndex , count , ( float * ) value ) ; break ;
case SHADER_UNIFORM_INT : glUniform1iv ( locIndex , count , ( int * ) value ) ; break ;
case SHADER_UNIFORM_IVEC2 : glUniform2iv ( locIndex , count , ( int * ) value ) ; break ;
case SHADER_UNIFORM_IVEC3 : glUniform3iv ( locIndex , count , ( int * ) value ) ; break ;
case SHADER_UNIFORM_IVEC4 : glUniform4iv ( locIndex , count , ( int * ) value ) ; break ;
case SHADER_UNIFORM_SAMPLER2D : glUniform1iv ( locIndex , count , ( int * ) value ) ; break ;
default : RL_TRACELOG ( LOG_WARNING , " SHADER: Failed to set uniform value, data type not recognized " ) ;
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}
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# endif
}
// Set shader value attribute
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void set_vertex_attribute_default ( int locIndex , const void * value , int attribType , int count )
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{
# if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
switch ( attribType )
{
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case SHADER_ATTRIB_FLOAT : if ( count = = 1 ) glVertexAttrib1fv ( locIndex , ( float * ) value ) ; break ;
case SHADER_ATTRIB_VEC2 : if ( count = = 2 ) glVertexAttrib2fv ( locIndex , ( float * ) value ) ; break ;
case SHADER_ATTRIB_VEC3 : if ( count = = 3 ) glVertexAttrib3fv ( locIndex , ( float * ) value ) ; break ;
case SHADER_ATTRIB_VEC4 : if ( count = = 4 ) glVertexAttrib4fv ( locIndex , ( float * ) value ) ; break ;
default : RL_TRACELOG ( LOG_WARNING , " SHADER: Failed to set attrib default value, data type not recognized " ) ;
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}
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# endif
}
// Set shader value uniform matrix
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void set_uniform_matrix ( int locIndex , Matrix mat )
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{
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# if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
float matfloat [ 16 ] = {
mat . m0 , mat . m1 , mat . m2 , mat . m3 ,
mat . m4 , mat . m5 , mat . m6 , mat . m7 ,
mat . m8 , mat . m9 , mat . m10 , mat . m11 ,
mat . m12 , mat . m13 , mat . m14 , mat . m15
} ;
glUniformMatrix4fv ( locIndex , 1 , false , matfloat ) ;
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# endif
}
// Set shader value uniform sampler
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void set_uniform_sampler ( int locIndex , unsigned int textureId )
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{
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# if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
// Check if texture is already active
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for ( int i = 0 ; i < RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS ; i + + ) if ( GLOBAL_DATA . State . activeTextureId [ i ] = = textureId ) return ;
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// Register a new active texture for the internal batch system
// NOTE: Default texture is always activated as GL_TEXTURE0
for ( int i = 0 ; i < RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS ; i + + )
{
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if ( GLOBAL_DATA . State . activeTextureId [ i ] = = 0 )
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{
glUniform1i ( locIndex , 1 + i ) ; // Activate new texture unit
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GLOBAL_DATA . State . activeTextureId [ i ] = textureId ; // Save texture id for binding on drawing
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break ;
}
}
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# endif
}
// Set shader currently active (id and locations)
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void set_shader ( unsigned int id , int * locs )
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{
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# if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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if ( GLOBAL_DATA . State . currentShaderId ! = id )
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{
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draw_render_batch ( GLOBAL_DATA . currentBatch ) ;
GLOBAL_DATA . State . currentShaderId = id ;
GLOBAL_DATA . State . currentShaderLocs = locs ;
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}
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# endif
}
// Load compute shader program
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unsigned int load_compute_shader_program ( unsigned int shaderId )
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{
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unsigned int program = 0 ;
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# if defined(GRAPHICS_API_OPENGL_43)
GLint success = 0 ;
program = glCreateProgram ( ) ;
glAttachShader ( program , shaderId ) ;
glLinkProgram ( program ) ;
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// NOTE: All uniform variables are intitialised to 0 when a program links
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glGetProgramiv ( program , GL_LINK_STATUS , & success ) ;
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if ( success = = GL_FALSE )
{
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RL_TRACELOG ( LOG_WARNING , " SHADER: [ID %i] Failed to link compute shader program " , program ) ;
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int maxLength = 0 ;
glGetProgramiv ( program , GL_INFO_LOG_LENGTH , & maxLength ) ;
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if ( maxLength > 0 )
{
int length = 0 ;
char * log = ( char * ) RL_CALLOC ( maxLength , sizeof ( char ) ) ;
glGetProgramInfoLog ( program , maxLength , & length , log ) ;
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RL_TRACELOG ( LOG_WARNING , " SHADER: [ID %i] Link error: %s " , program , log ) ;
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RL_FREE ( log ) ;
}
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glDeleteProgram ( program ) ;
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program = 0 ;
}
else
{
// Get the size of compiled shader program (not available on OpenGL ES 2.0)
// NOTE: If GL_LINK_STATUS is GL_FALSE, program binary length is zero.
//GLint binarySize = 0;
//glGetProgramiv(id, GL_PROGRAM_BINARY_LENGTH, &binarySize);
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RL_TRACELOG ( LOG_INFO , " SHADER: [ID %i] Compute shader program loaded successfully " , program ) ;
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}
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# endif
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return program ;
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}
// Dispatch compute shader (equivalent to *draw* for graphics pilepine)
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void compute_shader_dispatch ( unsigned int groupX , unsigned int groupY , unsigned int groupZ )
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{
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# if defined(GRAPHICS_API_OPENGL_43)
glDispatchCompute ( groupX , groupY , groupZ ) ;
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# endif
}
// Load shader storage buffer object (SSBO)
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unsigned int load_shader_buffer ( unsigned int size , const void * data , int usageHint )
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{
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unsigned int ssbo = 0 ;
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# if defined(GRAPHICS_API_OPENGL_43)
glGenBuffers ( 1 , & ssbo ) ;
glBindBuffer ( GL_SHADER_STORAGE_BUFFER , ssbo ) ;
glBufferData ( GL_SHADER_STORAGE_BUFFER , size , data , usageHint ? usageHint : RL_STREAM_COPY ) ;
if ( data = = NULL ) glClearBufferData ( GL_SHADER_STORAGE_BUFFER , GL_R8UI , GL_RED_INTEGER , GL_UNSIGNED_BYTE , NULL ) ; // Clear buffer data to 0
glBindBuffer ( GL_SHADER_STORAGE_BUFFER , 0 ) ;
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# endif
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return ssbo ;
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}
// Unload shader storage buffer object (SSBO)
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void unload_shader_buffer ( unsigned int ssboId )
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{
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# if defined(GRAPHICS_API_OPENGL_43)
glDeleteBuffers ( 1 , & ssboId ) ;
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# endif
}
// Update SSBO buffer data
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void update_shader_buffer ( unsigned int id , const void * data , unsigned int dataSize , unsigned int offset )
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{
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# if defined(GRAPHICS_API_OPENGL_43)
glBindBuffer ( GL_SHADER_STORAGE_BUFFER , id ) ;
glBufferSubData ( GL_SHADER_STORAGE_BUFFER , offset , dataSize , data ) ;
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# endif
}
// Get SSBO buffer size
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unsigned int get_shader_buffer_size ( unsigned int id )
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{
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long long size = 0 ;
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# if defined(GRAPHICS_API_OPENGL_43)
glBindBuffer ( GL_SHADER_STORAGE_BUFFER , id ) ;
glGetInteger64v ( GL_SHADER_STORAGE_BUFFER_SIZE , & size ) ;
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# endif
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return ( size > 0 ) ? ( unsigned int ) size : 0 ;
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}
// Read SSBO buffer data (GPU->CPU)
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void read_shader_buffer ( unsigned int id , void * dest , unsigned int count , unsigned int offset )
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{
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# if defined(GRAPHICS_API_OPENGL_43)
glBindBuffer ( GL_SHADER_STORAGE_BUFFER , id ) ;
glGetBufferSubData ( GL_SHADER_STORAGE_BUFFER , offset , count , dest ) ;
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# endif
}
// Bind SSBO buffer
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void bind_shader_buffer ( unsigned int id , unsigned int index )
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{
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# if defined(GRAPHICS_API_OPENGL_43)
glBindBufferBase ( GL_SHADER_STORAGE_BUFFER , index , id ) ;
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# endif
}
// Copy SSBO buffer data
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void copy_shader_buffer ( unsigned int destId , unsigned int srcId , unsigned int destOffset , unsigned int srcOffset , unsigned int count )
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{
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# if defined(GRAPHICS_API_OPENGL_43)
glBindBuffer ( GL_COPY_READ_BUFFER , srcId ) ;
glBindBuffer ( GL_COPY_WRITE_BUFFER , destId ) ;
glCopyBufferSubData ( GL_COPY_READ_BUFFER , GL_COPY_WRITE_BUFFER , srcOffset , destOffset , count ) ;
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# endif
}
// Bind image texture
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void bind_image_texture ( unsigned int id , unsigned int index , int format , bool readonly )
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{
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# if defined(GRAPHICS_API_OPENGL_43)
unsigned int glInternalFormat = 0 , glFormat = 0 , glType = 0 ;
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get_gl_texture_formats ( format , & glInternalFormat , & glFormat , & glType ) ;
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glBindImageTexture ( index , id , 0 , 0 , 0 , readonly ? GL_READ_ONLY : GL_READ_WRITE , glInternalFormat ) ;
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# endif
}
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// Matrix state management
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//-----------------------------------------------------------------------------------------
// Get internal modelview matrix
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Matrix get_matrix_modelview ( void )
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{
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Matrix matrix = internal_matrix_identity ( ) ;
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# if defined(GRAPHICS_API_OPENGL_11)
float mat [ 16 ] ;
glGetFloatv ( GL_MODELVIEW_MATRIX , mat ) ;
matrix . m0 = mat [ 0 ] ;
matrix . m1 = mat [ 1 ] ;
matrix . m2 = mat [ 2 ] ;
matrix . m3 = mat [ 3 ] ;
matrix . m4 = mat [ 4 ] ;
matrix . m5 = mat [ 5 ] ;
matrix . m6 = mat [ 6 ] ;
matrix . m7 = mat [ 7 ] ;
matrix . m8 = mat [ 8 ] ;
matrix . m9 = mat [ 9 ] ;
matrix . m10 = mat [ 10 ] ;
matrix . m11 = mat [ 11 ] ;
matrix . m12 = mat [ 12 ] ;
matrix . m13 = mat [ 13 ] ;
matrix . m14 = mat [ 14 ] ;
matrix . m15 = mat [ 15 ] ;
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# else
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matrix = GLOBAL_DATA . State . modelview ;
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# endif
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return matrix ;
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}
// Get internal projection matrix
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Matrix get_matrix_projection ( void )
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{
# if defined(GRAPHICS_API_OPENGL_11)
float mat [ 16 ] ;
glGetFloatv ( GL_PROJECTION_MATRIX , mat ) ;
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Matrix m ;
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m . m0 = mat [ 0 ] ;
m . m1 = mat [ 1 ] ;
m . m2 = mat [ 2 ] ;
m . m3 = mat [ 3 ] ;
m . m4 = mat [ 4 ] ;
m . m5 = mat [ 5 ] ;
m . m6 = mat [ 6 ] ;
m . m7 = mat [ 7 ] ;
m . m8 = mat [ 8 ] ;
m . m9 = mat [ 9 ] ;
m . m10 = mat [ 10 ] ;
m . m11 = mat [ 11 ] ;
m . m12 = mat [ 12 ] ;
m . m13 = mat [ 13 ] ;
m . m14 = mat [ 14 ] ;
m . m15 = mat [ 15 ] ;
return m ;
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# else
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return GLOBAL_DATA . State . projection ;
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# endif
}
// Get internal accumulated transform matrix
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Matrix get_matrix_transform ( void )
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{
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Matrix mat = internal_matrix_identity ( ) ;
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# if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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// TODO: Consider possible transform matrices in the GLOBAL_DATA.State.stack
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// Is this the right order? or should we start with the first stored matrix instead of the last one?
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//Matrix matStackTransform = internal_matrix_identity();
//for (int i = GLOBAL_DATA.State.stackCounter; i > 0; i--) matStackTransform = internal_matrix_multiply(GLOBAL_DATA.State.stack[i], matStackTransform);
mat = GLOBAL_DATA . State . transform ;
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# endif
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return mat ;
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}
// Get internal projection matrix for stereo render (selected eye)
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RLAPI Matrix get_matrix_projection_stereo ( int eye )
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{
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Matrix mat = internal_matrix_identity ( ) ;
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# if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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mat = GLOBAL_DATA . State . projectionStereo [ eye ] ;
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# endif
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return mat ;
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}
// Get internal view offset matrix for stereo render (selected eye)
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RLAPI Matrix get_matrix_view_offset_stereo ( int eye )
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{
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Matrix mat = internal_matrix_identity ( ) ;
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# if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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mat = GLOBAL_DATA . State . viewOffsetStereo [ eye ] ;
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# endif
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return mat ;
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}
// Set a custom modelview matrix (replaces internal modelview matrix)
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void set_matrix_modelview ( Matrix view )
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{
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# if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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GLOBAL_DATA . State . modelview = view ;
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# endif
}
// Set a custom projection matrix (replaces internal projection matrix)
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void set_matrix_projection ( Matrix projection )
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{
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# if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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GLOBAL_DATA . State . projection = projection ;
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# endif
}
// Set eyes projection matrices for stereo rendering
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void set_matrix_projection_stereo ( Matrix right , Matrix left )
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{
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# if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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GLOBAL_DATA . State . projectionStereo [ 0 ] = right ;
GLOBAL_DATA . State . projectionStereo [ 1 ] = left ;
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# endif
}
// Set eyes view offsets matrices for stereo rendering
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void set_matrix_view_offset_stereo ( Matrix right , Matrix left )
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{
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# if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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GLOBAL_DATA . State . viewOffsetStereo [ 0 ] = right ;
GLOBAL_DATA . State . viewOffsetStereo [ 1 ] = left ;
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# endif
}
// Load and draw a quad in NDC
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void load_draw_quad ( void )
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{
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# if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
unsigned int quadVAO = 0 ;
unsigned int quadVBO = 0 ;
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float vertices [ ] = {
// Positions Texcoords
- 1.0f , 1.0f , 0.0f , 0.0f , 1.0f ,
- 1.0f , - 1.0f , 0.0f , 0.0f , 0.0f ,
1.0f , 1.0f , 0.0f , 1.0f , 1.0f ,
1.0f , - 1.0f , 0.0f , 1.0f , 0.0f ,
} ;
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// Gen VAO to contain VBO
glGenVertexArrays ( 1 , & quadVAO ) ;
glBindVertexArray ( quadVAO ) ;
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// Gen and fill vertex buffer (VBO)
glGenBuffers ( 1 , & quadVBO ) ;
glBindBuffer ( GL_ARRAY_BUFFER , quadVBO ) ;
glBufferData ( GL_ARRAY_BUFFER , sizeof ( vertices ) , & vertices , GL_STATIC_DRAW ) ;
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// Bind vertex attributes (position, texcoords)
glEnableVertexAttribArray ( 0 ) ;
glVertexAttribPointer ( 0 , 3 , GL_FLOAT , GL_FALSE , 5 * sizeof ( float ) , ( void * ) 0 ) ; // Positions
glEnableVertexAttribArray ( 1 ) ;
glVertexAttribPointer ( 1 , 2 , GL_FLOAT , GL_FALSE , 5 * sizeof ( float ) , ( void * ) ( 3 * sizeof ( float ) ) ) ; // Texcoords
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// Draw quad
glBindVertexArray ( quadVAO ) ;
glDrawArrays ( GL_TRIANGLE_STRIP , 0 , 4 ) ;
glBindVertexArray ( 0 ) ;
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// Delete buffers (VBO and VAO)
glDeleteBuffers ( 1 , & quadVBO ) ;
glDeleteVertexArrays ( 1 , & quadVAO ) ;
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# endif
}
// Load and draw a cube in NDC
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void load_draw_cube ( void )
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{
# if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
unsigned int cubeVAO = 0 ;
unsigned int cubeVBO = 0 ;
float vertices [ ] = {
// Positions Normals Texcoords
- 1.0f , - 1.0f , - 1.0f , 0.0f , 0.0f , - 1.0f , 0.0f , 0.0f ,
1.0f , 1.0f , - 1.0f , 0.0f , 0.0f , - 1.0f , 1.0f , 1.0f ,
1.0f , - 1.0f , - 1.0f , 0.0f , 0.0f , - 1.0f , 1.0f , 0.0f ,
1.0f , 1.0f , - 1.0f , 0.0f , 0.0f , - 1.0f , 1.0f , 1.0f ,
- 1.0f , - 1.0f , - 1.0f , 0.0f , 0.0f , - 1.0f , 0.0f , 0.0f ,
- 1.0f , 1.0f , - 1.0f , 0.0f , 0.0f , - 1.0f , 0.0f , 1.0f ,
- 1.0f , - 1.0f , 1.0f , 0.0f , 0.0f , 1.0f , 0.0f , 0.0f ,
1.0f , - 1.0f , 1.0f , 0.0f , 0.0f , 1.0f , 1.0f , 0.0f ,
1.0f , 1.0f , 1.0f , 0.0f , 0.0f , 1.0f , 1.0f , 1.0f ,
1.0f , 1.0f , 1.0f , 0.0f , 0.0f , 1.0f , 1.0f , 1.0f ,
- 1.0f , 1.0f , 1.0f , 0.0f , 0.0f , 1.0f , 0.0f , 1.0f ,
- 1.0f , - 1.0f , 1.0f , 0.0f , 0.0f , 1.0f , 0.0f , 0.0f ,
- 1.0f , 1.0f , 1.0f , - 1.0f , 0.0f , 0.0f , 1.0f , 0.0f ,
- 1.0f , 1.0f , - 1.0f , - 1.0f , 0.0f , 0.0f , 1.0f , 1.0f ,
- 1.0f , - 1.0f , - 1.0f , - 1.0f , 0.0f , 0.0f , 0.0f , 1.0f ,
- 1.0f , - 1.0f , - 1.0f , - 1.0f , 0.0f , 0.0f , 0.0f , 1.0f ,
- 1.0f , - 1.0f , 1.0f , - 1.0f , 0.0f , 0.0f , 0.0f , 0.0f ,
- 1.0f , 1.0f , 1.0f , - 1.0f , 0.0f , 0.0f , 1.0f , 0.0f ,
1.0f , 1.0f , 1.0f , 1.0f , 0.0f , 0.0f , 1.0f , 0.0f ,
1.0f , - 1.0f , - 1.0f , 1.0f , 0.0f , 0.0f , 0.0f , 1.0f ,
1.0f , 1.0f , - 1.0f , 1.0f , 0.0f , 0.0f , 1.0f , 1.0f ,
1.0f , - 1.0f , - 1.0f , 1.0f , 0.0f , 0.0f , 0.0f , 1.0f ,
1.0f , 1.0f , 1.0f , 1.0f , 0.0f , 0.0f , 1.0f , 0.0f ,
1.0f , - 1.0f , 1.0f , 1.0f , 0.0f , 0.0f , 0.0f , 0.0f ,
- 1.0f , - 1.0f , - 1.0f , 0.0f , - 1.0f , 0.0f , 0.0f , 1.0f ,
1.0f , - 1.0f , - 1.0f , 0.0f , - 1.0f , 0.0f , 1.0f , 1.0f ,
1.0f , - 1.0f , 1.0f , 0.0f , - 1.0f , 0.0f , 1.0f , 0.0f ,
1.0f , - 1.0f , 1.0f , 0.0f , - 1.0f , 0.0f , 1.0f , 0.0f ,
- 1.0f , - 1.0f , 1.0f , 0.0f , - 1.0f , 0.0f , 0.0f , 0.0f ,
- 1.0f , - 1.0f , - 1.0f , 0.0f , - 1.0f , 0.0f , 0.0f , 1.0f ,
- 1.0f , 1.0f , - 1.0f , 0.0f , 1.0f , 0.0f , 0.0f , 1.0f ,
1.0f , 1.0f , 1.0f , 0.0f , 1.0f , 0.0f , 1.0f , 0.0f ,
1.0f , 1.0f , - 1.0f , 0.0f , 1.0f , 0.0f , 1.0f , 1.0f ,
1.0f , 1.0f , 1.0f , 0.0f , 1.0f , 0.0f , 1.0f , 0.0f ,
- 1.0f , 1.0f , - 1.0f , 0.0f , 1.0f , 0.0f , 0.0f , 1.0f ,
- 1.0f , 1.0f , 1.0f , 0.0f , 1.0f , 0.0f , 0.0f , 0.0f
} ;
// Gen VAO to contain VBO
glGenVertexArrays ( 1 , & cubeVAO ) ;
glBindVertexArray ( cubeVAO ) ;
// Gen and fill vertex buffer (VBO)
glGenBuffers ( 1 , & cubeVBO ) ;
glBindBuffer ( GL_ARRAY_BUFFER , cubeVBO ) ;
glBufferData ( GL_ARRAY_BUFFER , sizeof ( vertices ) , vertices , GL_STATIC_DRAW ) ;
// Bind vertex attributes (position, normals, texcoords)
glBindVertexArray ( cubeVAO ) ;
glEnableVertexAttribArray ( 0 ) ;
glVertexAttribPointer ( 0 , 3 , GL_FLOAT , GL_FALSE , 8 * sizeof ( float ) , ( void * ) 0 ) ; // Positions
glEnableVertexAttribArray ( 1 ) ;
glVertexAttribPointer ( 1 , 3 , GL_FLOAT , GL_FALSE , 8 * sizeof ( float ) , ( void * ) ( 3 * sizeof ( float ) ) ) ; // Normals
glEnableVertexAttribArray ( 2 ) ;
glVertexAttribPointer ( 2 , 2 , GL_FLOAT , GL_FALSE , 8 * sizeof ( float ) , ( void * ) ( 6 * sizeof ( float ) ) ) ; // Texcoords
glBindBuffer ( GL_ARRAY_BUFFER , 0 ) ;
glBindVertexArray ( 0 ) ;
// Draw cube
glBindVertexArray ( cubeVAO ) ;
glDrawArrays ( GL_TRIANGLES , 0 , 36 ) ;
glBindVertexArray ( 0 ) ;
// Delete VBO and VAO
glDeleteBuffers ( 1 , & cubeVBO ) ;
glDeleteVertexArrays ( 1 , & cubeVAO ) ;
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# endif
}
// Get name string for pixel format
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const char * get_pixel_format_name ( unsigned int format )
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{
switch ( format )
{
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case PIXELFORMAT_UNCOMPRESSED_GRAYSCALE : return " GRAYSCALE " ; break ; // 8 bit per pixel (no alpha)
case PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA : return " GRAY_ALPHA " ; break ; // 8*2 bpp (2 channels)
case PIXELFORMAT_UNCOMPRESSED_R5G6B5 : return " R5G6B5 " ; break ; // 16 bpp
case PIXELFORMAT_UNCOMPRESSED_R8G8B8 : return " R8G8B8 " ; break ; // 24 bpp
case PIXELFORMAT_UNCOMPRESSED_R5G5B5A1 : return " R5G5B5A1 " ; break ; // 16 bpp (1 bit alpha)
case PIXELFORMAT_UNCOMPRESSED_R4G4B4A4 : return " R4G4B4A4 " ; break ; // 16 bpp (4 bit alpha)
case PIXELFORMAT_UNCOMPRESSED_R8G8B8A8 : return " R8G8B8A8 " ; break ; // 32 bpp
case PIXELFORMAT_UNCOMPRESSED_R32 : return " R32 " ; break ; // 32 bpp (1 channel - float)
case PIXELFORMAT_UNCOMPRESSED_R32G32B32 : return " R32G32B32 " ; break ; // 32*3 bpp (3 channels - float)
case PIXELFORMAT_UNCOMPRESSED_R32G32B32A32 : return " R32G32B32A32 " ; break ; // 32*4 bpp (4 channels - float)
case PIXELFORMAT_UNCOMPRESSED_R16 : return " R16 " ; break ; // 16 bpp (1 channel - half float)
case PIXELFORMAT_UNCOMPRESSED_R16G16B16 : return " R16G16B16 " ; break ; // 16*3 bpp (3 channels - half float)
case PIXELFORMAT_UNCOMPRESSED_R16G16B16A16 : return " R16G16B16A16 " ; break ; // 16*4 bpp (4 channels - half float)
case PIXELFORMAT_COMPRESSED_DXT1_RGB : return " DXT1_RGB " ; break ; // 4 bpp (no alpha)
case PIXELFORMAT_COMPRESSED_DXT1_RGBA : return " DXT1_RGBA " ; break ; // 4 bpp (1 bit alpha)
case PIXELFORMAT_COMPRESSED_DXT3_RGBA : return " DXT3_RGBA " ; break ; // 8 bpp
case PIXELFORMAT_COMPRESSED_DXT5_RGBA : return " DXT5_RGBA " ; break ; // 8 bpp
case PIXELFORMAT_COMPRESSED_ETC1_RGB : return " ETC1_RGB " ; break ; // 4 bpp
case PIXELFORMAT_COMPRESSED_ETC2_RGB : return " ETC2_RGB " ; break ; // 4 bpp
case PIXELFORMAT_COMPRESSED_ETC2_EAC_RGBA : return " ETC2_RGBA " ; break ; // 8 bpp
case PIXELFORMAT_COMPRESSED_PVRT_RGB : return " PVRT_RGB " ; break ; // 4 bpp
case PIXELFORMAT_COMPRESSED_PVRT_RGBA : return " PVRT_RGBA " ; break ; // 4 bpp
case PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA : return " ASTC_4x4_RGBA " ; break ; // 8 bpp
case PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA : return " ASTC_8x8_RGBA " ; break ; // 2 bpp
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default : return " UNKNOWN " ; break ;
}
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}
//----------------------------------------------------------------------------------
// Module specific Functions Definition
//----------------------------------------------------------------------------------
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# if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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// Load default shader (just vertex positioning and texture coloring)
// NOTE: This shader program is used for internal buffers
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// NOTE: Loaded: GLOBAL_DATA.State.defaultShaderId, GLOBAL_DATA.State.defaultShaderLocs
static void load_shader_default ( void )
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{
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GLOBAL_DATA . State . defaultShaderLocs = ( int * ) RL_CALLOC ( RL_MAX_SHADER_LOCATIONS , sizeof ( int ) ) ;
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// NOTE: All locations must be reseted to -1 (no location)
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for ( int i = 0 ; i < RL_MAX_SHADER_LOCATIONS ; i + + ) GLOBAL_DATA . State . defaultShaderLocs [ i ] = - 1 ;
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// Vertex shader directly defined, no external file required
const char * defaultVShaderCode =
# if defined(GRAPHICS_API_OPENGL_21)
" #version 120 \n "
" attribute vec3 vertexPosition; \n "
" attribute vec2 vertexTexCoord; \n "
" attribute vec4 vertexColor; \n "
" varying vec2 fragTexCoord; \n "
" varying vec4 fragColor; \n "
# elif defined(GRAPHICS_API_OPENGL_33)
" #version 330 \n "
" in vec3 vertexPosition; \n "
" in vec2 vertexTexCoord; \n "
" in vec4 vertexColor; \n "
" out vec2 fragTexCoord; \n "
" out vec4 fragColor; \n "
# endif
# if defined(GRAPHICS_API_OPENGL_ES2)
" #version 100 \n "
" precision mediump float; \n " // Precision required for OpenGL ES2 (WebGL) (on some browsers)
" attribute vec3 vertexPosition; \n "
" attribute vec2 vertexTexCoord; \n "
" attribute vec4 vertexColor; \n "
" varying vec2 fragTexCoord; \n "
" varying vec4 fragColor; \n "
# endif
" uniform mat4 mvp; \n "
" void main() \n "
" { \n "
" fragTexCoord = vertexTexCoord; \n "
" fragColor = vertexColor; \n "
" gl_Position = mvp*vec4(vertexPosition, 1.0); \n "
" } \n " ;
// Fragment shader directly defined, no external file required
const char * defaultFShaderCode =
# if defined(GRAPHICS_API_OPENGL_21)
" #version 120 \n "
" varying vec2 fragTexCoord; \n "
" varying vec4 fragColor; \n "
" uniform sampler2D texture0; \n "
" uniform vec4 colDiffuse; \n "
" void main() \n "
" { \n "
" vec4 texelColor = texture2D(texture0, fragTexCoord); \n "
" gl_FragColor = texelColor*colDiffuse*fragColor; \n "
" } \n " ;
# elif defined(GRAPHICS_API_OPENGL_33)
" #version 330 \n "
" in vec2 fragTexCoord; \n "
" in vec4 fragColor; \n "
" out vec4 finalColor; \n "
" uniform sampler2D texture0; \n "
" uniform vec4 colDiffuse; \n "
" void main() \n "
" { \n "
" vec4 texelColor = texture(texture0, fragTexCoord); \n "
" finalColor = texelColor*colDiffuse*fragColor; \n "
" } \n " ;
# endif
# if defined(GRAPHICS_API_OPENGL_ES2)
" #version 100 \n "
" precision mediump float; \n " // Precision required for OpenGL ES2 (WebGL)
" varying vec2 fragTexCoord; \n "
" varying vec4 fragColor; \n "
" uniform sampler2D texture0; \n "
" uniform vec4 colDiffuse; \n "
" void main() \n "
" { \n "
" vec4 texelColor = texture2D(texture0, fragTexCoord); \n "
" gl_FragColor = texelColor*colDiffuse*fragColor; \n "
" } \n " ;
# endif
// NOTE: Compiled vertex/fragment shaders are not deleted,
// they are kept for re-use as default shaders in case some shader loading fails
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GLOBAL_DATA . State . defaultVShaderId = compile_shader ( defaultVShaderCode , GL_VERTEX_SHADER ) ; // Compile default vertex shader
GLOBAL_DATA . State . defaultFShaderId = compile_shader ( defaultFShaderCode , GL_FRAGMENT_SHADER ) ; // Compile default fragment shader
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GLOBAL_DATA . State . defaultShaderId = load_shader_program ( GLOBAL_DATA . State . defaultVShaderId , GLOBAL_DATA . State . defaultFShaderId ) ;
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if ( GLOBAL_DATA . State . defaultShaderId > 0 )
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{
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RL_TRACELOG ( LOG_INFO , " SHADER: [ID %i] Default shader loaded successfully " , GLOBAL_DATA . State . defaultShaderId ) ;
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// Set default shader locations: attributes locations
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GLOBAL_DATA . State . defaultShaderLocs [ SHADER_LOC_VERTEX_POSITION ] = glGetAttribLocation ( GLOBAL_DATA . State . defaultShaderId , " vertexPosition " ) ;
GLOBAL_DATA . State . defaultShaderLocs [ SHADER_LOC_VERTEX_TEXCOORD01 ] = glGetAttribLocation ( GLOBAL_DATA . State . defaultShaderId , " vertexTexCoord " ) ;
GLOBAL_DATA . State . defaultShaderLocs [ SHADER_LOC_VERTEX_COLOR ] = glGetAttribLocation ( GLOBAL_DATA . State . defaultShaderId , " vertexColor " ) ;
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// Set default shader locations: uniform locations
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GLOBAL_DATA . State . defaultShaderLocs [ SHADER_LOC_MATRIX_MVP ] = glGetUniformLocation ( GLOBAL_DATA . State . defaultShaderId , " mvp " ) ;
GLOBAL_DATA . State . defaultShaderLocs [ SHADER_LOC_COLOR_DIFFUSE ] = glGetUniformLocation ( GLOBAL_DATA . State . defaultShaderId , " colDiffuse " ) ;
GLOBAL_DATA . State . defaultShaderLocs [ SHADER_LOC_MAP_DIFFUSE ] = glGetUniformLocation ( GLOBAL_DATA . State . defaultShaderId , " texture0 " ) ;
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}
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else RL_TRACELOG ( LOG_WARNING , " SHADER: [ID %i] Failed to load default shader " , GLOBAL_DATA . State . defaultShaderId ) ;
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}
// Unload default shader
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// NOTE: Unloads: GLOBAL_DATA.State.defaultShaderId, GLOBAL_DATA.State.defaultShaderLocs
static void unload_shader_default ( void )
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{
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glUseProgram ( 0 ) ;
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glDetachShader ( GLOBAL_DATA . State . defaultShaderId , GLOBAL_DATA . State . defaultVShaderId ) ;
glDetachShader ( GLOBAL_DATA . State . defaultShaderId , GLOBAL_DATA . State . defaultFShaderId ) ;
glDeleteShader ( GLOBAL_DATA . State . defaultVShaderId ) ;
glDeleteShader ( GLOBAL_DATA . State . defaultFShaderId ) ;
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glDeleteProgram ( GLOBAL_DATA . State . defaultShaderId ) ;
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RL_FREE ( GLOBAL_DATA . State . defaultShaderLocs ) ;
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RL_TRACELOG ( LOG_INFO , " SHADER: [ID %i] Default shader unloaded successfully " , GLOBAL_DATA . State . defaultShaderId ) ;
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}
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# if defined(RLGL_SHOW_GL_DETAILS_INFO)
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// Get compressed format official GL identifier name
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static const char * GetCompressedFormatName ( int format )
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{
switch ( format )
{
// GL_EXT_texture_compression_s3tc
case 0x83F0 : return " GL_COMPRESSED_RGB_S3TC_DXT1_EXT " ; break ;
case 0x83F1 : return " GL_COMPRESSED_RGBA_S3TC_DXT1_EXT " ; break ;
case 0x83F2 : return " GL_COMPRESSED_RGBA_S3TC_DXT3_EXT " ; break ;
case 0x83F3 : return " GL_COMPRESSED_RGBA_S3TC_DXT5_EXT " ; break ;
// GL_3DFX_texture_compression_FXT1
case 0x86B0 : return " GL_COMPRESSED_RGB_FXT1_3DFX " ; break ;
case 0x86B1 : return " GL_COMPRESSED_RGBA_FXT1_3DFX " ; break ;
// GL_IMG_texture_compression_pvrtc
case 0x8C00 : return " GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG " ; break ;
case 0x8C01 : return " GL_COMPRESSED_RGB_PVRTC_2BPPV1_IMG " ; break ;
case 0x8C02 : return " GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG " ; break ;
case 0x8C03 : return " GL_COMPRESSED_RGBA_PVRTC_2BPPV1_IMG " ; break ;
// GL_OES_compressed_ETC1_RGB8_texture
case 0x8D64 : return " GL_ETC1_RGB8_OES " ; break ;
// GL_ARB_texture_compression_rgtc
case 0x8DBB : return " GL_COMPRESSED_RED_RGTC1 " ; break ;
case 0x8DBC : return " GL_COMPRESSED_SIGNED_RED_RGTC1 " ; break ;
case 0x8DBD : return " GL_COMPRESSED_RG_RGTC2 " ; break ;
case 0x8DBE : return " GL_COMPRESSED_SIGNED_RG_RGTC2 " ; break ;
// GL_ARB_texture_compression_bptc
case 0x8E8C : return " GL_COMPRESSED_RGBA_BPTC_UNORM_ARB " ; break ;
case 0x8E8D : return " GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM_ARB " ; break ;
case 0x8E8E : return " GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT_ARB " ; break ;
case 0x8E8F : return " GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT_ARB " ; break ;
// GL_ARB_ES3_compatibility
case 0x9274 : return " GL_COMPRESSED_RGB8_ETC2 " ; break ;
case 0x9275 : return " GL_COMPRESSED_SRGB8_ETC2 " ; break ;
case 0x9276 : return " GL_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2 " ; break ;
case 0x9277 : return " GL_COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2 " ; break ;
case 0x9278 : return " GL_COMPRESSED_RGBA8_ETC2_EAC " ; break ;
case 0x9279 : return " GL_COMPRESSED_SRGB8_ALPHA8_ETC2_EAC " ; break ;
case 0x9270 : return " GL_COMPRESSED_R11_EAC " ; break ;
case 0x9271 : return " GL_COMPRESSED_SIGNED_R11_EAC " ; break ;
case 0x9272 : return " GL_COMPRESSED_RG11_EAC " ; break ;
case 0x9273 : return " GL_COMPRESSED_SIGNED_RG11_EAC " ; break ;
// GL_KHR_texture_compression_astc_hdr
case 0x93B0 : return " GL_COMPRESSED_RGBA_ASTC_4x4_KHR " ; break ;
case 0x93B1 : return " GL_COMPRESSED_RGBA_ASTC_5x4_KHR " ; break ;
case 0x93B2 : return " GL_COMPRESSED_RGBA_ASTC_5x5_KHR " ; break ;
case 0x93B3 : return " GL_COMPRESSED_RGBA_ASTC_6x5_KHR " ; break ;
case 0x93B4 : return " GL_COMPRESSED_RGBA_ASTC_6x6_KHR " ; break ;
case 0x93B5 : return " GL_COMPRESSED_RGBA_ASTC_8x5_KHR " ; break ;
case 0x93B6 : return " GL_COMPRESSED_RGBA_ASTC_8x6_KHR " ; break ;
case 0x93B7 : return " GL_COMPRESSED_RGBA_ASTC_8x8_KHR " ; break ;
case 0x93B8 : return " GL_COMPRESSED_RGBA_ASTC_10x5_KHR " ; break ;
case 0x93B9 : return " GL_COMPRESSED_RGBA_ASTC_10x6_KHR " ; break ;
case 0x93BA : return " GL_COMPRESSED_RGBA_ASTC_10x8_KHR " ; break ;
case 0x93BB : return " GL_COMPRESSED_RGBA_ASTC_10x10_KHR " ; break ;
case 0x93BC : return " GL_COMPRESSED_RGBA_ASTC_12x10_KHR " ; break ;
case 0x93BD : return " GL_COMPRESSED_RGBA_ASTC_12x12_KHR " ; break ;
case 0x93D0 : return " GL_COMPRESSED_SRGB8_ALPHA8_ASTC_4x4_KHR " ; break ;
case 0x93D1 : return " GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x4_KHR " ; break ;
case 0x93D2 : return " GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x5_KHR " ; break ;
case 0x93D3 : return " GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x5_KHR " ; break ;
case 0x93D4 : return " GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x6_KHR " ; break ;
case 0x93D5 : return " GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x5_KHR " ; break ;
case 0x93D6 : return " GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x6_KHR " ; break ;
case 0x93D7 : return " GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x8_KHR " ; break ;
case 0x93D8 : return " GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x5_KHR " ; break ;
case 0x93D9 : return " GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x6_KHR " ; break ;
case 0x93DA : return " GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x8_KHR " ; break ;
case 0x93DB : return " GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x10_KHR " ; break ;
case 0x93DC : return " GL_COMPRESSED_SRGB8_ALPHA8_ASTC_12x10_KHR " ; break ;
case 0x93DD : return " GL_COMPRESSED_SRGB8_ALPHA8_ASTC_12x12_KHR " ; break ;
default : return " GL_COMPRESSED_UNKNOWN " ; break ;
}
}
# endif // RLGL_SHOW_GL_DETAILS_INFO
# endif // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2
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// Get pixel data size in bytes (image or texture)
// NOTE: Size depends on pixel format
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static int internal_get_pixel_data_size ( int width , int height , int format )
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{
int dataSize = 0 ; // Size in bytes
int bpp = 0 ; // Bits per pixel
switch ( format )
{
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case PIXELFORMAT_UNCOMPRESSED_GRAYSCALE : bpp = 8 ; break ;
case PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA :
case PIXELFORMAT_UNCOMPRESSED_R5G6B5 :
case PIXELFORMAT_UNCOMPRESSED_R5G5B5A1 :
case PIXELFORMAT_UNCOMPRESSED_R4G4B4A4 : bpp = 16 ; break ;
case PIXELFORMAT_UNCOMPRESSED_R8G8B8A8 : bpp = 32 ; break ;
case PIXELFORMAT_UNCOMPRESSED_R8G8B8 : bpp = 24 ; break ;
case PIXELFORMAT_UNCOMPRESSED_R32 : bpp = 32 ; break ;
case PIXELFORMAT_UNCOMPRESSED_R32G32B32 : bpp = 32 * 3 ; break ;
case PIXELFORMAT_UNCOMPRESSED_R32G32B32A32 : bpp = 32 * 4 ; break ;
case PIXELFORMAT_UNCOMPRESSED_R16 : bpp = 16 ; break ;
case PIXELFORMAT_UNCOMPRESSED_R16G16B16 : bpp = 16 * 3 ; break ;
case PIXELFORMAT_UNCOMPRESSED_R16G16B16A16 : bpp = 16 * 4 ; break ;
case PIXELFORMAT_COMPRESSED_DXT1_RGB :
case PIXELFORMAT_COMPRESSED_DXT1_RGBA :
case PIXELFORMAT_COMPRESSED_ETC1_RGB :
case PIXELFORMAT_COMPRESSED_ETC2_RGB :
case PIXELFORMAT_COMPRESSED_PVRT_RGB :
case PIXELFORMAT_COMPRESSED_PVRT_RGBA : bpp = 4 ; break ;
case PIXELFORMAT_COMPRESSED_DXT3_RGBA :
case PIXELFORMAT_COMPRESSED_DXT5_RGBA :
case PIXELFORMAT_COMPRESSED_ETC2_EAC_RGBA :
case PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA : bpp = 8 ; break ;
case PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA : bpp = 2 ; break ;
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default : break ;
}
dataSize = width * height * bpp / 8 ; // Total data size in bytes
// Most compressed formats works on 4x4 blocks,
// if texture is smaller, minimum dataSize is 8 or 16
if ( ( width < 4 ) & & ( height < 4 ) )
{
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if ( ( format > = PIXELFORMAT_COMPRESSED_DXT1_RGB ) & & ( format < PIXELFORMAT_COMPRESSED_DXT3_RGBA ) ) dataSize = 8 ;
else if ( ( format > = PIXELFORMAT_COMPRESSED_DXT3_RGBA ) & & ( format < PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA ) ) dataSize = 16 ;
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}
return dataSize ;
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}
// Auxiliar math functions
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// #if !defined(RAYMATH_H) && !defined(RL_REFACTORED_C) && !defined(RL_REFACTORED_CPP)
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// Get identity matrix
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static Matrix internal_matrix_identity ( void )
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{
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Matrix result = {
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1.0f , 0.0f , 0.0f , 0.0f ,
0.0f , 1.0f , 0.0f , 0.0f ,
0.0f , 0.0f , 1.0f , 0.0f ,
0.0f , 0.0f , 0.0f , 1.0f
} ;
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return result ;
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}
// Get two matrix multiplication
// NOTE: When multiplying matrices... the order matters!
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static Matrix internal_matrix_multiply ( Matrix left , Matrix right )
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{
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Matrix result = { 0 } ;
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result . m0 = left . m0 * right . m0 + left . m1 * right . m4 + left . m2 * right . m8 + left . m3 * right . m12 ;
result . m1 = left . m0 * right . m1 + left . m1 * right . m5 + left . m2 * right . m9 + left . m3 * right . m13 ;
result . m2 = left . m0 * right . m2 + left . m1 * right . m6 + left . m2 * right . m10 + left . m3 * right . m14 ;
result . m3 = left . m0 * right . m3 + left . m1 * right . m7 + left . m2 * right . m11 + left . m3 * right . m15 ;
result . m4 = left . m4 * right . m0 + left . m5 * right . m4 + left . m6 * right . m8 + left . m7 * right . m12 ;
result . m5 = left . m4 * right . m1 + left . m5 * right . m5 + left . m6 * right . m9 + left . m7 * right . m13 ;
result . m6 = left . m4 * right . m2 + left . m5 * right . m6 + left . m6 * right . m10 + left . m7 * right . m14 ;
result . m7 = left . m4 * right . m3 + left . m5 * right . m7 + left . m6 * right . m11 + left . m7 * right . m15 ;
result . m8 = left . m8 * right . m0 + left . m9 * right . m4 + left . m10 * right . m8 + left . m11 * right . m12 ;
result . m9 = left . m8 * right . m1 + left . m9 * right . m5 + left . m10 * right . m9 + left . m11 * right . m13 ;
result . m10 = left . m8 * right . m2 + left . m9 * right . m6 + left . m10 * right . m10 + left . m11 * right . m14 ;
result . m11 = left . m8 * right . m3 + left . m9 * right . m7 + left . m10 * right . m11 + left . m11 * right . m15 ;
result . m12 = left . m12 * right . m0 + left . m13 * right . m4 + left . m14 * right . m8 + left . m15 * right . m12 ;
result . m13 = left . m12 * right . m1 + left . m13 * right . m5 + left . m14 * right . m9 + left . m15 * right . m13 ;
result . m14 = left . m12 * right . m2 + left . m13 * right . m6 + left . m14 * right . m10 + left . m15 * right . m14 ;
result . m15 = left . m12 * right . m3 + left . m13 * right . m7 + left . m14 * right . m11 + left . m15 * right . m15 ;
return result ;
}
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// #endif
RLGL_EXTERN_C_END
RLGL_NS_END
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# endif // RLGL_IMPLEMENTATION