diff --git a/project/auxillary/vis_ast/build.ps1 b/project/auxillary/vis_ast/build.ps1 deleted file mode 100644 index 7be2960..0000000 --- a/project/auxillary/vis_ast/build.ps1 +++ /dev/null @@ -1,126 +0,0 @@ -Clear-Host - -$path_root = git rev-parse --show-toplevel -$path_scripts = Join-Path $path_root 'scripts' - -$target_arch = Join-Path $path_scripts 'helpers/target_arch.psm1' -$devshell = Join-Path $path_scripts 'helpers/devshell.ps1' -$format_cpp = Join-Path $path_scripts 'helpers/format_cpp.psm1' -$incremental_checks = Join-Path $path_scripts 'helpers/incremental_checks.ps1' -$vendor_toolchain = Join-Path $path_scripts 'helpers/vendor_toolchain.ps1' - -$path_project = Join-Path $path_root 'project' -$path_aux = Join-Path $path_project 'auxillary' -$path_vis_root = Join-Path $path_aux 'vis_ast' -$path_binaries = Join-Path $path_vis_root 'binaries' -$path_build = Join-Path $path_vis_root 'build' -$path_code = Join-Path $path_vis_root 'code' -$path_deps = Join-Path $path_vis_root 'dependencies' -$path_win32 = Join-Path $path_code 'win32' - -Import-Module $target_arch -Import-Module $format_cpp - -#region Arguments -$vendor = $null -$optimize = $null -$debug = $null -$analysis = $false -$dev = $false -$verbose = $null -$platform = $null -$module_specified = $false - -[array] $vendors = @( "clang", "msvc" ) - -# This is a really lazy way of parsing the args, could use actual params down the line... - -if ( $args ) { $args | ForEach-Object { -switch ($_){ - { $_ -in $vendors } { $vendor = $_; break } - "optimize" { $optimize = $true } - "debug" { $debug = $true } - "analysis" { $analysis = $true } - "dev" { $dev = $true } - "verbose" { $verbose = $true } - "platform" { $platform = $true; $module_specified = $true } -} -}} -#endregion Argument - -if ( -not $module_specified ) -{ - $platform = $true -} - -# Load up toolchain configuraion -. $vendor_toolchain -. $incremental_checks - -write-host "Building Vis AST with $vendor" - -if ( (Test-Path $path_build) -eq $false ) { - New-Item $path_build -ItemType Directory -} - -if ( (Test-Path $path_binaries) -eq $false ) { - New-Item $path_binaries -ItemType Directory -} - -$path_raylib = join-path $path_deps 'raylib' -$path_raylib_inc = join-path $path_raylib 'include' -$path_raylib_lib = join-path $path_raylib 'lib' - -$path_raylib_dll = join-path $path_raylib_lib 'raylib.dll' -$path_raylib_dll_bin = join-path $path_binaries 'raylib.dll' - -Copy-Item $path_raylib_dll $path_raylib_dll_bin -Force - -$includes = @( - $path_code, - $path_deps -) - -write-host $path_code - -foreach ( $include in $includes ) { - Write-Host 'include: ' $include -} - -# Microsoft -$lib_gdi32 = 'Gdi32.lib' -$lib_xinput = 'Xinput.lib' -$lib_user32 = 'User32.lib' -$lib_winmm = 'Winmm.lib' - -$stack_size = 1024 * 1024 * 4 - -$compiler_args = @( - ( $flag_define + 'UNICODE'), - ( $flag_define + '_UNICODE') - ( $flag_define + 'INTELLISENSE_DIRECTIVES=0'), - ( $flag_define + 'RL_USE_LIBTYPE_SHARED') - # ($flag_set_stack_size + $stack_size) - $flag_wall - $flag_warnings_as_errors - $flag_optimize_intrinsics -) - -if ( $dev ) { - $compiler_args += ( $flag_define + 'Build_Development=1' ) -} -else { - $compiler_args += ( $flag_define + 'Build_Development=0' ) -} - -$linker_args = @( - $flag_link_win_subsystem_windows, - $flag_link_optiiize_references, - - ( join-path $path_raylib_lib 'raylib.lib' ) -) - -$unit = join-path $path_code 'vis_ast_windows.cpp' -$executable = join-path $path_binaries 'vis_ast.exe' - -$build_result = build-simple $path_build $includes $compiler_args $linker_args $unit $executable diff --git a/project/auxillary/vis_ast/clean.ps1 b/project/auxillary/vis_ast/clean.ps1 deleted file mode 100644 index 3eec3fe..0000000 --- a/project/auxillary/vis_ast/clean.ps1 +++ /dev/null @@ -1,22 +0,0 @@ -$path_root = git rev-parse --show-toplevel -$path_scripts = Join-Path $path_root 'scripts' - -$target_arch = Join-Path $path_scripts 'helpers/target_arch.psm1' -$devshell = Join-Path $path_scripts 'helpers/devshell.ps1' -$format_cpp = Join-Path $path_scripts 'helpers/format_cpp.psm1' -$incremental_checks = Join-Path $path_scripts 'helpers/incremental_checks.ps1' -$vendor_toolchain = Join-Path $path_scripts 'helpers/vendor_toolchain.ps1' - -$path_project = Join-Path $path_root 'project' -$path_aux = Join-Path $path_project 'auxillary' -$path_vis_root = Join-Path $path_aux 'vis_ast' -$path_binaries = Join-Path $path_vis_root 'binaries' -$path_build = Join-Path $path_vis_root 'build' - -if ( test-path $path_build ) { - remove-item $path_build -Recurse -} - -if ( test-path $path_binaries ) { - remove-item $path_binaries -recurse -} diff --git a/project/auxillary/vis_ast/code/platform/macros.hpp b/project/auxillary/vis_ast/code/platform/macros.hpp deleted file mode 100644 index ab2e6e0..0000000 --- a/project/auxillary/vis_ast/code/platform/macros.hpp +++ /dev/null @@ -1,25 +0,0 @@ -#pragma once -#if INTELLISENSE_DIRECTIVES -#include "vendor/compiler.hpp" -#endif - -#define global static // Global variables -#define internal static // Internal linkage -#define local_persist static // Local Persisting variables - -#define api_c extern "C" - -#define ccast( type, value ) ( const_cast< type >( (value) ) ) -#define pcast( type, value ) ( * reinterpret_cast< type* >( & ( value ) ) ) -#define rcast( type, value ) reinterpret_cast< type >( value ) -#define scast( type, value ) static_cast< type >( value ) - -#define do_once() for ( local_persist b32 once = true; once; once = false ) -#define stmt( ... ) do { __VA_ARGS__; } while ( 0 ) - -#define array_count( array ) ( sizeof( array ) / sizeof( ( array )[0] ) ) - -#define kilobytes( x ) ( ( x ) * ( s64 )( 1024 ) ) -#define megabytes( x ) ( kilobytes( x ) * ( s64 )( 1024 ) ) -#define gigabytes( x ) ( megabytes( x ) * ( s64 )( 1024 ) ) -#define terabytes( x ) ( gigabytes( x ) * ( s64 )( 1024 ) ) diff --git a/project/auxillary/vis_ast/code/platform/vendor/arch.hpp b/project/auxillary/vis_ast/code/platform/vendor/arch.hpp deleted file mode 100644 index 9100bd0..0000000 --- a/project/auxillary/vis_ast/code/platform/vendor/arch.hpp +++ /dev/null @@ -1,10 +0,0 @@ -// Platform architecture -#pragma once - -#if defined( _WIN64 ) || defined( __x86_64__ ) || defined( _M_X64 ) || defined( __64BIT__ ) || defined( __powerpc64__ ) || defined( __ppc64__ ) || defined( __aarch64__ ) -# ifndef ARCH_64_BIT -# define ARCH_64_BIT 1 -# endif -#else -# error A 32-bit architecture is not supported -#endif diff --git a/project/auxillary/vis_ast/code/platform/vendor/compiler.hpp b/project/auxillary/vis_ast/code/platform/vendor/compiler.hpp deleted file mode 100644 index bc6e264..0000000 --- a/project/auxillary/vis_ast/code/platform/vendor/compiler.hpp +++ /dev/null @@ -1,22 +0,0 @@ -// Platform compiler -#pragma once - -#if defined( _MSC_VER ) -# define Compiler_MSVC 1 -#elif defined( __clang__ ) -# define Compiler_Clang 1 -#else -# error "Unknown compiler" -#endif - -#if defined( __has_attribute ) -# define HAS_ATTRIBUTE( attribute ) __has_attribute( attribute ) -#else -# define HAS_ATTRIBUTE( attribute ) ( 0 ) -#endif - -#ifdef Compiler_Clang -# define compiler_decorated_func_name __PRETTY_NAME__ -#elif defined(Compiler_MSVC) -# define compiler_decorated_func_name __FUNCDNAME__ -#endif diff --git a/project/auxillary/vis_ast/code/platform/vendor/compiler_ignores.hpp b/project/auxillary/vis_ast/code/platform/vendor/compiler_ignores.hpp deleted file mode 100644 index c73f782..0000000 --- a/project/auxillary/vis_ast/code/platform/vendor/compiler_ignores.hpp +++ /dev/null @@ -1,34 +0,0 @@ -#pragma once -#if INTELLISENSE_DIRECTIVES -#include "compiler.hpp" -#endif - -#ifdef Compiler_MSVC -#pragma warning( disable: 4201 ) // Support for non-standard nameless struct or union extesnion -#pragma warning( disable: 4100 ) // Support for unreferenced formal parameters -#pragma warning( disable: 4800 ) // Support implicit conversion to bools -#pragma warning( disable: 4365 ) // Support for signed/unsigned mismatch auto-conversion -#pragma warning( disable: 4189 ) // Support for unused variables -#pragma warning( disable: 4514 ) // Support for unused inline functions -#pragma warning( disable: 4505 ) // Support for unused static functions -#pragma warning( disable: 5045 ) // Compiler will insert Spectre mitigation for memory load if /Qspectre switch specified -#pragma warning( disable: 5264 ) // Support for 'const' variables unused -#pragma warning( disable: 4820 ) // Support auto-adding padding to structs -#pragma warning( disable: 4711 ) // Support automatic inline expansion -#pragma warning( disable: 4710 ) // Support automatic inline expansion -#pragma warning( disable: 4805 ) // Support comparisons of s32 to bool. -#pragma warning( disable: 5246 ) // Support for initialization of subobject without braces. -#endif - -#ifdef Compiler_Clang -#pragma clang diagnostic push -#pragma clang diagnostic ignored "-Wunused-const-variable" -#pragma clang diagnostic ignored "-Wswitch" -#pragma clang diagnostic ignored "-Wunused-variable" -#pragma clang diagnostic ignored "-Wunused-local-typedef" -#pragma clang diagnostic ignored "-Wunknown-pragmas" -#pragma clang diagnostic ignored "-Wvarargs" -#pragma clang diagnostic ignored "-Wunused-function" -#pragma clang diagnostic ignored "-Wunused-but-set-variable" -#pragma clang diagnostic ignored "-Wmissing-braces" -#endif diff --git a/project/auxillary/vis_ast/code/platform/vendor/os.hpp b/project/auxillary/vis_ast/code/platform/vendor/os.hpp deleted file mode 100644 index 3408e17..0000000 --- a/project/auxillary/vis_ast/code/platform/vendor/os.hpp +++ /dev/null @@ -1,22 +0,0 @@ -// Platform OS detection -#pragma once - -#if defined( _WIN32 ) || defined( _WIN64 ) -# ifndef System_Windows -# define System_Windows 1 -# endif -#elif defined( __APPLE__ ) && defined( __MACH__ ) -# ifndef System_MacOS -# define System_MacOS 1 -# endif -#elif defined( __unix__ ) -# if defined( __linux__ ) -# ifndef System_Linux -# define System_linux 1 -# endif -# else -# error This UNIX operating system is not supported -# endif -#else -# error This operating system is not supported -#endif diff --git a/project/auxillary/vis_ast/code/platform/win32/launch.cpp b/project/auxillary/vis_ast/code/platform/win32/launch.cpp deleted file mode 100644 index 5769333..0000000 --- a/project/auxillary/vis_ast/code/platform/win32/launch.cpp +++ /dev/null @@ -1,45 +0,0 @@ -#if INTELLISENSE_DIRECTIVES -#include "win32.hpp" -#include "raylib/include/raylib.h" -#endif - -int __stdcall WinMain( HINSTANCE instance, HINSTANCE prev_instance, char* commandline, int num_cmd_show) -{ - // Initialization - //-------------------------------------------------------------------------------------- - const int screenWidth = 800; - const int screenHeight = 450; - - rl::init_window(screenWidth, screenHeight, "raylib [core] example - basic window"); - - rl::set_target_fps(60); // Set our game to run at 60 frames-per-second - //-------------------------------------------------------------------------------------- - - // Main game loop - while (!rl::window_should_close()) // Detect window close button or ESC key - { - // Update - //---------------------------------------------------------------------------------- - // TODO: Update your variables here - //---------------------------------------------------------------------------------- - - // Draw - //---------------------------------------------------------------------------------- - rl::begin_drawing(); - - rl::clear_background(RL_RAYWHITE); - - rl::draw_text("Congrats! You created your first window!", 190, 200, 20, RL_LIGHTGRAY); - - rl::end_drawing(); - //---------------------------------------------------------------------------------- - } - - // De-Initialization - //-------------------------------------------------------------------------------------- - rl::close_window(); // Close window and OpenGL context - //-------------------------------------------------------------------------------------- - - return 0; -} - diff --git a/project/auxillary/vis_ast/code/platform/win32/types.hpp b/project/auxillary/vis_ast/code/platform/win32/types.hpp deleted file mode 100644 index afbd47d..0000000 --- a/project/auxillary/vis_ast/code/platform/win32/types.hpp +++ /dev/null @@ -1,3 +0,0 @@ -#pragma once - -using HINSTANCE = void*; diff --git a/project/auxillary/vis_ast/code/vis_ast_windows.cpp b/project/auxillary/vis_ast/code/vis_ast_windows.cpp deleted file mode 100644 index 906451b..0000000 --- a/project/auxillary/vis_ast/code/vis_ast_windows.cpp +++ /dev/null @@ -1,14 +0,0 @@ - - -#include "platform/vendor/arch.hpp" -#include "platform/vendor/compiler.hpp" -#include "platform/vendor/compiler_ignores.hpp" -#include "platform/vendor/os.hpp" - -#include "platform/macros.hpp" - -#include "platform/win32/types.hpp" - -#include "raylib/include/raylib.h" - -#include "platform/win32/launch.cpp" diff --git a/project/auxillary/vis_ast/dependencies/raylib/include/config.h b/project/auxillary/vis_ast/dependencies/raylib/include/config.h deleted file mode 100644 index 3cd07f3..0000000 --- a/project/auxillary/vis_ast/dependencies/raylib/include/config.h +++ /dev/null @@ -1,285 +0,0 @@ -/********************************************************************************************** -* -* raylib configuration flags -* -* This file defines all the configuration flags for the different raylib modules -* -* LICENSE: zlib/libpng -* -* Copyright (c) 2018-2023 Ahmad Fatoum & Ramon Santamaria (@raysan5) -* -* This software is provided "as-is", without any express or implied warranty. In no event -* will the authors be held liable for any damages arising from the use of this software. -* -* Permission is granted to anyone to use this software for any purpose, including commercial -* applications, and to alter it and redistribute it freely, subject to the following restrictions: -* -* 1. The origin of this software must not be misrepresented; you must not claim that you -* wrote the original software. If you use this software in a product, an acknowledgment -* in the product documentation would be appreciated but is not required. -* -* 2. Altered source versions must be plainly marked as such, and must not be misrepresented -* as being the original software. -* -* 3. This notice may not be removed or altered from any source distribution. -* -**********************************************************************************************/ - -#ifndef CONFIG_H -#define CONFIG_H - -//------------------------------------------------------------------------------------ -// Module selection - Some modules could be avoided -// Mandatory modules: rcore, rlgl, utils -//------------------------------------------------------------------------------------ -#define RL_SUPPORT_MODULE_RSHAPES 1 -#define RL_SUPPORT_MODULE_RTEXTURES 1 -#define RL_SUPPORT_MODULE_RTEXT 1 // WARNING: It requires RL_SUPPORT_MODULE_RTEXTURES to load sprite font textures -#define RL_SUPPORT_MODULE_RMODELS 1 -#define RL_SUPPORT_MODULE_RAUDIO 1 - -//------------------------------------------------------------------------------------ -// Module: rcore - Configuration Flags -//------------------------------------------------------------------------------------ -// Camera module is included (rcamera.h) and multiple predefined cameras are available: free, 1st/3rd person, orbital -#define RL_SUPPORT_CAMERA_SYSTEM 1 -// Gestures module is included (rgestures.h) to support gestures detection: tap, hold, swipe, drag -#define RL_SUPPORT_GESTURES_SYSTEM 1 -// Include pseudo-random numbers generator (rprand.h), based on Xoshiro128** and SplitMix64 -#define RL_SUPPORT_RPRAND_GENERATOR 1 -// Mouse gestures are directly mapped like touches and processed by gestures system -#define RL_SUPPORT_MOUSE_GESTURES 1 -// Reconfigure standard input to receive key inputs, works with SSH connection. -#define RL_SUPPORT_SSH_KEYBOARD_RPI 1 -// Setting a higher resolution can improve the accuracy of time-out intervals in wait functions. -// However, it can also reduce overall system performance, because the thread scheduler switches tasks more often. -#define RL_SUPPORT_WINMM_HIGHRES_TIMER 1 -// Use busy wait loop for timing sync, if not defined, a high-resolution timer is set up and used -//#define RL_SUPPORT_BUSY_WAIT_LOOP 1 -// Use a partial-busy wait loop, in this case frame sleeps for most of the time, but then runs a busy loop at the end for accuracy -#define RL_SUPPORT_PARTIALBUSY_WAIT_LOOP 1 -// Allow automatic screen capture of current screen pressing F12, defined in KeyCallback() -#define RL_SUPPORT_SCREEN_CAPTURE 1 -// Allow automatic gif recording of current screen pressing CTRL+F12, defined in KeyCallback() -#define RL_SUPPORT_GIF_RECORDING 1 -// Support CompressData() and DecompressData() functions -#define RL_SUPPORT_COMPRESSION_API 1 -// Support automatic generated events, loading and recording of those events when required -#define RL_SUPPORT_AUTOMATION_EVENTS 1 -// Support custom frame control, only for advance users -// By default end_drawing() does this job: draws everything + swap_screen_buffer() + manage frame timing + poll_input_events() -// Enabling this flag allows manual control of the frame processes, use at your own risk -//#define RL_SUPPORT_CUSTOM_FRAME_CONTROL 1 - -// rcore: Configuration values -//------------------------------------------------------------------------------------ -#define RL_MAX_FILEPATH_CAPACITY 8192 // Maximum file paths capacity -#define RL_MAX_FILEPATH_LENGTH 4096 // Maximum length for filepaths (Linux PATH_MAX default value) - -#define RL_MAX_KEYBOARD_KEYS 512 // Maximum number of keyboard keys supported -#define RL_MAX_MOUSE_BUTTONS 8 // Maximum number of mouse buttons supported -#define RL_MAX_GAMEPADS 4 // Maximum number of gamepads supported -#define RL_MAX_GAMEPAD_AXIS 8 // Maximum number of axis supported (per gamepad) -#define RL_MAX_GAMEPAD_BUTTONS 32 // Maximum number of buttons supported (per gamepad) -#define RL_MAX_TOUCH_POINTS 8 // Maximum number of touch points supported -#define RL_MAX_KEY_PRESSED_QUEUE 16 // Maximum number of keys in the key input queue -#define RL_MAX_CHAR_PRESSED_QUEUE 16 // Maximum number of characters in the char input queue - -#define RL_MAX_DECOMPRESSION_SIZE 64 // Max size allocated for decompression in MB - -#define RL_MAX_AUTOMATION_EVENTS 16384 // Maximum number of automation events to record - -//------------------------------------------------------------------------------------ -// Module: rlgl - Configuration values -//------------------------------------------------------------------------------------ - -// Enable OpenGL Debug Context (only available on OpenGL 4.3) -//#define RLGL_ENABLE_OPENGL_DEBUG_CONTEXT 1 - -// Show OpenGL extensions and capabilities detailed logs on init -//#define RLGL_SHOW_GL_DETAILS_INFO 1 - -//#define RL_DEFAULT_BATCH_BUFFER_ELEMENTS 4096 // 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 (set_shader_value_texture()) - -#define RL_MAX_MATRIX_STACK_SIZE 32 // Maximum size of internal Matrix stack - -#define RL_MAX_SHADER_LOCATIONS 32 // Maximum number of shader locations supported - -#define RL_CULL_DISTANCE_NEAR 0.01 // Default projection matrix near cull distance -#define RL_CULL_DISTANCE_FAR 1000.0 // Default projection matrix far cull distance - -// Default shader vertex attribute names to set location points -// NOTE: When a new shader is loaded, the following locations are tried to be set for convenience -#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) - - -//------------------------------------------------------------------------------------ -// Module: rshapes - Configuration Flags -//------------------------------------------------------------------------------------ -// Use QUADS instead of TRIANGLES for drawing when possible -// Some lines-based shapes could still use lines -#define RL_SUPPORT_QUADS_DRAW_MODE 1 - -// rshapes: Configuration values -//------------------------------------------------------------------------------------ -#define SPLINE_SEGMENT_DIVISIONS 24 // Spline segments subdivisions - - -//------------------------------------------------------------------------------------ -// Module: rtextures - Configuration Flags -//------------------------------------------------------------------------------------ -// Selecte desired fileformats to be supported for image data loading -#define RL_SUPPORT_FILEFORMAT_PNG 1 -//#define RL_SUPPORT_FILEFORMAT_BMP 1 -//#define RL_SUPPORT_FILEFORMAT_TGA 1 -//#define RL_SUPPORT_FILEFORMAT_JPG 1 -#define RL_SUPPORT_FILEFORMAT_GIF 1 -#define RL_SUPPORT_FILEFORMAT_QOI 1 -//#define RL_SUPPORT_FILEFORMAT_PSD 1 -#define RL_SUPPORT_FILEFORMAT_DDS 1 -//#define RL_SUPPORT_FILEFORMAT_HDR 1 -//#define RL_SUPPORT_FILEFORMAT_PIC 1 -//#define RL_SUPPORT_FILEFORMAT_KTX 1 -//#define RL_SUPPORT_FILEFORMAT_ASTC 1 -//#define RL_SUPPORT_FILEFORMAT_PKM 1 -//#define RL_SUPPORT_FILEFORMAT_PVR 1 -//#define RL_SUPPORT_FILEFORMAT_SVG 1 - -// Support image export functionality (.png, .bmp, .tga, .jpg, .qoi) -#define RL_SUPPORT_IMAGE_EXPORT 1 -// Support procedural image generation functionality (gradient, spot, perlin-noise, cellular) -#define RL_SUPPORT_IMAGE_GENERATION 1 -// Support multiple image editing functions to scale, adjust colors, flip, draw on images, crop... -// If not defined, still some functions are supported: image_format(), image_crop(), image_to_pot() -#define RL_SUPPORT_IMAGE_MANIPULATION 1 - - -//------------------------------------------------------------------------------------ -// Module: rtext - Configuration Flags -//------------------------------------------------------------------------------------ -// Default font is loaded on window initialization to be available for the user to render simple text -// NOTE: If enabled, uses external module functions to load default raylib font -#define RL_SUPPORT_DEFAULT_FONT 1 -// Selected desired font fileformats to be supported for loading -#define RL_SUPPORT_FILEFORMAT_FNT 1 -#define RL_SUPPORT_FILEFORMAT_TTF 1 - -// Support text management functions -// If not defined, still some functions are supported: text_length(), TextFormat() -#define RL_SUPPORT_TEXT_MANIPULATION 1 - -// On font atlas image generation [gen_image_font_atlas()], add a 3x3 pixels white rectangle -// at the bottom-right corner of the atlas. It can be useful to for shapes drawing, to allow -// drawing text and shapes with a single draw call [set_shapes_texture()]. -#define RL_SUPPORT_FONT_ATLAS_WHITE_REC 1 - -// rtext: Configuration values -//------------------------------------------------------------------------------------ -#define RL_MAX_TEXT_BUFFER_LENGTH 1024 // Size of internal static buffers used on some functions: - // TextFormat(), TextSubtext(), TextToUpper(), TextToLower(), TextToPascal(), TextSplit() -#define RL_MAX_TEXTSPLIT_COUNT 128 // Maximum number of substrings to split: TextSplit() - - -//------------------------------------------------------------------------------------ -// Module: rmodels - Configuration Flags -//------------------------------------------------------------------------------------ -// Selected desired model fileformats to be supported for loading -#define RL_SUPPORT_FILEFORMAT_OBJ 1 -#define RL_SUPPORT_FILEFORMAT_MTL 1 -#define RL_SUPPORT_FILEFORMAT_IQM 1 -#define RL_SUPPORT_FILEFORMAT_GLTF 1 -#define RL_SUPPORT_FILEFORMAT_VOX 1 -#define RL_SUPPORT_FILEFORMAT_M3D 1 -// Support procedural mesh generation functions, uses external par_shapes.h library -// NOTE: Some generated meshes DO NOT include generated texture coordinates -#define RL_SUPPORT_MESH_GENERATION 1 - -// rmodels: Configuration values -//------------------------------------------------------------------------------------ -#define RL_MAX_MATERIAL_MAPS 12 // Maximum number of shader maps supported -#define RL_MAX_MESH_VERTEX_BUFFERS 7 // Maximum vertex buffers (VBO) per mesh - -//------------------------------------------------------------------------------------ -// Module: raudio - Configuration Flags -//------------------------------------------------------------------------------------ -// Desired audio fileformats to be supported for loading -#define RL_SUPPORT_FILEFORMAT_WAV 1 -#define RL_SUPPORT_FILEFORMAT_OGG 1 -#define RL_SUPPORT_FILEFORMAT_MP3 1 -#define RL_SUPPORT_FILEFORMAT_QOA 1 -//#define RL_SUPPORT_FILEFORMAT_FLAC 1 -#define RL_SUPPORT_FILEFORMAT_XM 1 -#define RL_SUPPORT_FILEFORMAT_MOD 1 - -// raudio: Configuration values -//------------------------------------------------------------------------------------ -#define RL_AUDIO_DEVICE_FORMAT ma_format_f32 // Device output format (miniaudio: float-32bit) -#define RL_AUDIO_DEVICE_CHANNELS 2 // Device output channels: stereo -#define RL_AUDIO_DEVICE_SAMPLE_RATE 0 // Device sample rate (device default) - -#define RL_MAX_AUDIO_BUFFER_POOL_CHANNELS 16 // Maximum number of audio pool channels - -//------------------------------------------------------------------------------------ -// Module: utils - Configuration Flags -//------------------------------------------------------------------------------------ -// Standard file io library (stdio.h) included -#define RL_SUPPORT_STANDARD_FILEIO 1 -// Show RL_TRACELOG() output messages -// NOTE: By default LOG_DEBUG traces not shown -#define RL_SUPPORT_TRACELOG 1 -//#define RL_SUPPORT_TRACELOG_DEBUG 1 - -// utils: Configuration values -//------------------------------------------------------------------------------------ -#define RL_MAX_TRACELOG_MSG_LENGTH 256 // Max length of one trace-log message - -#endif // CONFIG_H - -// Indicates of raylib has been refactored -#ifndef RL_REFACTORED_CPP -#define RL_REFACTORED_CPP -#endif - -#define RL_USE_CPP_NAMESPACE 1 -#define RL_USE_CPP_MANGLING 1 - -#if RL_USE_CPP_NAMESPACE && defined(__cplusplus) - #pragma message("USING CPP NAMESPACE") - #define RL_NS_BEGIN namespace rl { - #define RL_NS_END } -#else - #define RL_NS_BEGIN - #define RL_NS_END -#endif - -#if RL_USE_CPP_MANGLING && defined(__cplusplus) - #pragma message("USING CPP MANGLING") - #define RL_EXTERN_C_BEGIN - #define RL_EXTERN_C_END -#else - #ifdef __cplusplus - #define RL_EXTERN_C_BEGIN extern "C" { - #define RL_EXTERN_C_END } - #else - #define RL_EXTERN_C_BEGIN - #define RL_EXTERN_C_END - #endif -#endif \ No newline at end of file diff --git a/project/auxillary/vis_ast/dependencies/raylib/include/raylib.h b/project/auxillary/vis_ast/dependencies/raylib/include/raylib.h deleted file mode 100644 index 62f58a2..0000000 --- a/project/auxillary/vis_ast/dependencies/raylib/include/raylib.h +++ /dev/null @@ -1,1676 +0,0 @@ -/********************************************************************************************** -* -* raylib v5.1-dev - A simple and easy-to-use library to enjoy videogames programming (www.raylib.com) -* -* FEATURES: -* - NO external dependencies, all required libraries included with raylib -* - Multiplatform: Windows, Linux, FreeBSD, OpenBSD, NetBSD, DragonFly, -* MacOS, Haiku, Android, Raspberry Pi, DRM native, HTML5. -* - Written in plain C code (C99) in PascalCase/camelCase notation -* - Hardware accelerated with OpenGL (1.1, 2.1, 3.3, 4.3 or ES2 - choose at compile) -* - Unique OpenGL abstraction layer (usable as standalone module): [rlgl] -* - Multiple Fonts formats supported (TTF, XNA fonts, AngelCode fonts) -* - Outstanding texture formats support, including compressed formats (DXT, ETC, ASTC) -* - Full 3d support for 3d Shapes, Models, Billboards, Heightmaps and more! -* - Flexible Materials system, supporting classic maps and PBR maps -* - Animated 3D models supported (skeletal bones animation) (IQM) -* - Shaders support, including Model shaders and Postprocessing shaders -* - Powerful math module for Vector, Matrix and Quaternion operations: [raymath] -* - Audio loading and playing with streaming support (WAV, OGG, MP3, FLAC, XM, MOD) -* - VR stereo rendering with configurable HMD device parameters -* - Bindings to multiple programming languages available! -* -* NOTES: -* - One default Font is loaded on init_window()->LoadFontDefault() [core, text] -* - One default Texture2d is loaded on init(), 1x1 white pixel R8G8B8A8 [rlgl] (OpenGL 3.3 or ES2) -* - One default Shader is loaded on init()->load_shader_default() [rlgl] (OpenGL 3.3 or ES2) -* - One default RenderBatch is loaded on init()->load_render_batch() [rlgl] (OpenGL 3.3 or ES2) -* -* DEPENDENCIES (included): -* [rcore] rglfw (Camilla Löwy - github.com/glfw/glfw) for window/context management and input (PLATFORM_DESKTOP) -* [rlgl] glad (David Herberth - github.com/Dav1dde/glad) for OpenGL 3.3 extensions loading (PLATFORM_DESKTOP) -* [raudio] miniaudio (David Reid - github.com/mackron/miniaudio) for audio device/context management -* -* OPTIONAL DEPENDENCIES (included): -* [rcore] msf_gif (Miles Fogle) for GIF recording -* [rcore] sinfl (Micha Mettke) for DEFLATE decompression algorithm -* [rcore] sdefl (Micha Mettke) for DEFLATE compression algorithm -* [rtextures] stb_image (Sean Barret) for images loading (BMP, TGA, PNG, JPEG, HDR...) -* [rtextures] stb_image_write (Sean Barret) for image writing (BMP, TGA, PNG, JPG) -* [rtextures] stb_image_resize (Sean Barret) for image resizing algorithms -* [rtext] stb_truetype (Sean Barret) for ttf fonts loading -* [rtext] stb_rect_pack (Sean Barret) for rectangles packing -* [rmodels] par_shapes (Philip Rideout) for parametric 3d shapes generation -* [rmodels] tinyobj_loader_c (Syoyo Fujita) for models loading (OBJ, MTL) -* [rmodels] cgltf (Johannes Kuhlmann) for models loading (glTF) -* [rmodels] Model3D (bzt) for models loading (M3D, https://bztsrc.gitlab.io/model3d) -* [raudio] dr_wav (David Reid) for WAV audio file loading -* [raudio] dr_flac (David Reid) for FLAC audio file loading -* [raudio] dr_mp3 (David Reid) for MP3 audio file loading -* [raudio] stb_vorbis (Sean Barret) for OGG audio loading -* [raudio] jar_xm (Joshua Reisenauer) for XM audio module loading -* [raudio] jar_mod (Joshua Reisenauer) for MOD audio module loading -* -* -* LICENSE: zlib/libpng -* -* raylib is licensed under an unmodified zlib/libpng license, which is an OSI-certified, -* BSD-like license that allows static linking with closed source software: -* -* Copyright (c) 2013-2023 Ramon Santamaria (@raysan5) -* -* This software is provided "as-is", without any express or implied warranty. In no event -* will the authors be held liable for any damages arising from the use of this software. -* -* Permission is granted to anyone to use this software for any purpose, including commercial -* applications, and to alter it and redistribute it freely, subject to the following restrictions: -* -* 1. The origin of this software must not be misrepresented; you must not claim that you -* wrote the original software. If you use this software in a product, an acknowledgment -* in the product documentation would be appreciated but is not required. -* -* 2. Altered source versions must be plainly marked as such, and must not be misrepresented -* as being the original software. -* -* 3. This notice may not be removed or altered from any source distribution. -* -**********************************************************************************************/ - -#ifndef RAYLIB_H -#define RAYLIB_H - -#include // Required for: va_list - Only used by TraceLogCallback - -#define RAYLIB_VERSION_MAJOR 5 -#define RAYLIB_VERSION_MINOR 1 -#define RAYLIB_VERSION_PATCH 0 -#define RAYLIB_VERSION "5.1-dev" - -// Function specifiers in case library is build/used as a shared library (Windows) -// NOTE: Microsoft specifiers to tell compiler that symbols are imported/exported from a .dll -#if defined(_WIN32) - #if defined(RL_BUILD_LIBTYPE_SHARED) - #if defined(__TINYC__) - #define __declspec(x) __attribute__((x)) - #endif - #pragma message("RLAPI: _declspec(dllexport)") - #define RLAPI __declspec(dllexport) // We are building the library as a Win32 shared library (.dll) - #elif defined(RL_USE_LIBTYPE_SHARED) - #pragma message("RLAPI: _declspec(dllimport)") - #define RLAPI __declspec(dllimport) // We are using the library as a Win32 shared library (.dll) - #endif -#endif - -#ifndef RLAPI - #define RLAPI // Functions defined as 'extern' by default (implicit specifiers) -#endif - -//---------------------------------------------------------------------------------- -// Some basic Defines -//---------------------------------------------------------------------------------- -#ifndef RL_PI - #define RL_PI 3.14159265358979323846f -#endif -#ifndef RL_DEG2RAD - #define RL_DEG2RAD (RL_PI/180.0f) -#endif -#ifndef RL_RAD2DEG - #define RL_RAD2DEG (180.0f/RL_PI) -#endif - -// Allow custom memory allocators -// NOTE: Require recompiling raylib sources -#ifndef RL_MALLOC - #define RL_MALLOC(sz) malloc(sz) -#endif -#ifndef RL_CALLOC - #define RL_CALLOC(n,sz) calloc(n,sz) -#endif -#ifndef RL_REALLOC - #define RL_REALLOC(ptr,sz) realloc(ptr,sz) -#endif -#ifndef RL_FREE - #define RL_FREE(ptr) free(ptr) -#endif - -// NOTE: MSVC C++ compiler does not support compound literals (C99 feature) -// Plain structures in C++ (without constructors) can be initialized with { } -// This is called aggregate initialization (C++11 feature) -#if defined(__cplusplus) - #define RL_CLITERAL(type) type -#else - #define RL_CLITERAL(type) (type) -#endif - -// Used for initializer nonsense on cpp. -#if __cplusplus -#define CAST(type) type -#define RL_NS(id) rl::id -#else -#define CAST(type) (type) -#define RL_NS(id) id -#endif - - -// Some compilers (mostly macos clang) default to C++98, -// where aggregate initialization can't be used -// So, give a more clear error stating how to fix this -#if !defined(_MSC_VER) && (defined(__cplusplus) && __cplusplus < 201103L) - #error "C++11 or later is required. Add -std=c++11" -#endif - -// NOTE: We set some defines with some data types declared by raylib -// Other modules (raymath, rlgl) also require some of those types, so, -// to be able to use those other modules as standalone (not depending on raylib) -// this defines are very useful for internal check and avoid type (re)definitions -#define RL_COLOR_TYPE -#define RL_RECTANGLE_TYPE -#define RL_VECTOR2_TYPE -#define RL_VECTOR3_TYPE -#define RL_VECTOR4_TYPE -#define RL_QUATERNION_TYPE -#define RL_MATRIX_TYPE - -// Some Basic Colors -// NOTE: Custom raylib color palette for amazing visuals on RL_WHITE background -#define RL_LIGHTGRAY RL_CLITERAL(RL_NS(Color)){ 200, 200, 200, 255 } // Light Gray -#define RL_GRAY RL_CLITERAL(RL_NS(Color)){ 130, 130, 130, 255 } // Gray -#define RL_DARKGRAY RL_CLITERAL(RL_NS(Color)){ 80, 80, 80, 255 } // Dark Gray -#define RL_YELLOW RL_CLITERAL(RL_NS(Color)){ 253, 249, 0, 255 } // Yellow -#define RL_GOLD RL_CLITERAL(RL_NS(Color)){ 255, 203, 0, 255 } // Gold -#define RL_ORANGE RL_CLITERAL(RL_NS(Color)){ 255, 161, 0, 255 } // Orange -#define RL_PINK RL_CLITERAL(RL_NS(Color)){ 255, 109, 194, 255 } // Pink -#define RL_RED RL_CLITERAL(RL_NS(Color)){ 230, 41, 55, 255 } // Red -#define RL_MAROON RL_CLITERAL(RL_NS(Color)){ 190, 33, 55, 255 } // Maroon -#define RL_GREEN RL_CLITERAL(RL_NS(Color)){ 0, 228, 48, 255 } // Green -#define RL_LIME RL_CLITERAL(RL_NS(Color)){ 0, 158, 47, 255 } // Lime -#define RL_DARKGREEN RL_CLITERAL(RL_NS(Color)){ 0, 117, 44, 255 } // Dark Green -#define RL_SKYBLUE RL_CLITERAL(RL_NS(Color)){ 102, 191, 255, 255 } // Sky Blue -#define RL_BLUE RL_CLITERAL(RL_NS(Color)){ 0, 121, 241, 255 } // Blue -#define RL_DARKBLUE RL_CLITERAL(RL_NS(Color)){ 0, 82, 172, 255 } // Dark Blue -#define RL_PURPLE RL_CLITERAL(RL_NS(Color)){ 200, 122, 255, 255 } // Purple -#define RL_VIOLET RL_CLITERAL(RL_NS(Color)){ 135, 60, 190, 255 } // Violet -#define RL_DARKPURPLE RL_CLITERAL(RL_NS(Color)){ 112, 31, 126, 255 } // Dark Purple -#define RL_BEIGE RL_CLITERAL(RL_NS(Color)){ 211, 176, 131, 255 } // Beige -#define RL_BROWN RL_CLITERAL(RL_NS(Color)){ 127, 106, 79, 255 } // Brown -#define RL_DARKBROWN RL_CLITERAL(RL_NS(Color)){ 76, 63, 47, 255 } // Dark Brown - -#define RL_WHITE RL_CLITERAL(RL_NS(Color)){ 255, 255, 255, 255 } // White -#define RL_BLACK RL_CLITERAL(RL_NS(Color)){ 0, 0, 0, 255 } // Black -#define RL_BLANK RL_CLITERAL(RL_NS(Color)){ 0, 0, 0, 0 } // Blank (Transparent) -#define RL_MAGENTA RL_CLITERAL(RL_NS(Color)){ 255, 0, 255, 255 } // Magenta -#define RL_RAYWHITE RL_CLITERAL(RL_NS(Color)){ 245, 245, 245, 255 } // My own White (raylib logo) - -//---------------------------------------------------------------------------------- -// Structures Definition -//---------------------------------------------------------------------------------- -// Boolean type -#if (defined(__STDC__) && __STDC_VERSION__ >= 199901L) || (defined(_MSC_VER) && _MSC_VER >= 1800) - #include -#elif !defined(__cplusplus) && !defined(bool) - typedef enum bool { false = 0, true = !false } bool; - #define RL_BOOL_TYPE -#endif - -#include "config.h" - -RL_NS_BEGIN - -// Vector2, 2 components -typedef struct Vector2 { - float x; // Vector x component - float y; // Vector y component -} Vector2; - -// Vector3, 3 components -typedef struct Vector3 { - float x; // Vector x component - float y; // Vector y component - float z; // Vector z component -} Vector3; - -// Vector4, 4 components -typedef struct Vector4 { - float x; // Vector x component - float y; // Vector y component - float z; // Vector z component - float w; // Vector w component -} Vector4; - -// Quaternion, 4 components (Vector4 alias) -typedef Vector4 Quaternion; - -// 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; - -// Color, 4 components, R8G8B8A8 (32bit) -typedef struct Color { - unsigned char r; // Color red value - unsigned char g; // Color green value - unsigned char b; // Color blue value - unsigned char a; // Color alpha value -} Color; - -// Rectangle, 4 components -typedef struct Rectangle { - float x; // Rectangle top-left corner position x - float y; // Rectangle top-left corner position y - float width; // Rectangle width - float height; // Rectangle height -} Rectangle; - -// Image, pixel data stored in CPU memory (RAM) -typedef struct Image { - void *data; // Image raw data - int width; // Image base width - int height; // Image base height - int mipmaps; // Mipmap levels, 1 by default - int format; // Data format (PixelFormat type) -} Image; - -// Texture, tex data stored in GPU memory (VRAM) -typedef struct Texture { - unsigned int id; // OpenGL texture id - int width; // Texture base width - int height; // Texture base height - int mipmaps; // Mipmap levels, 1 by default - int format; // Data format (PixelFormat type) -} Texture; - -// Texture2d, same as Texture -typedef Texture Texture2d; - -// Texture_Cubemap, same as Texture -typedef Texture Texture_Cubemap; - -// Render_Texture, fbo for texture rendering -typedef struct Render_Texture { - unsigned int id; // OpenGL framebuffer object id - Texture texture; // Color buffer attachment texture - Texture depth; // Depth buffer attachment texture -} Render_Texture; - -// Render_Texture2D, same as Render_Texture -typedef Render_Texture Render_Texture2D; - -// N_Patch_Info, n-patch layout info -typedef struct N_Patch_Info { - Rectangle source; // Texture source rectangle - int left; // Left border offset - int top; // Top border offset - int right; // Right border offset - int bottom; // Bottom border offset - int layout; // Layout of the n-patch: 3x3, 1x3 or 3x1 -} N_Patch_Info; - -// Glyph_Info, font characters glyphs info -typedef struct Glyph_Info { - int value; // Character value (Unicode) - int offsetX; // Character offset X when drawing - int offsetY; // Character offset Y when drawing - int advanceX; // Character advance position X - Image image; // Character image data -} Glyph_Info; - -// Font, font texture and Glyph_Info array data -typedef struct Font { - int baseSize; // Base size (default chars height) - int glyphCount; // Number of glyph characters - int glyphPadding; // Padding around the glyph characters - Texture2d texture; // Texture atlas containing the glyphs - Rectangle *recs; // Rectangles in texture for the glyphs - Glyph_Info *glyphs; // Glyphs info data -} Font; - -// Camera, defines position/orientation in 3d space -typedef struct Camera3D { - Vector3 position; // Camera position - Vector3 target; // Camera target it looks-at - Vector3 up; // Camera up vector (rotation over its axis) - float fovy; // Camera field-of-view aperture in Y (degrees) in perspective, used as near plane width in orthographic - int projection; // Camera projection: CAMERA_PERSPECTIVE or CAMERA_ORTHOGRAPHIC -} Camera3D; - -typedef Camera3D Camera; // Camera type fallback, defaults to Camera3D - -// Camera2D, defines position/orientation in 2d space -typedef struct Camera2D { - Vector2 offset; // Camera offset (displacement from target) - Vector2 target; // Camera target (rotation and zoom origin) - float rotation; // Camera rotation in degrees - float zoom; // Camera zoom (scaling), should be 1.0f by default -} Camera2D; - -// Mesh, vertex data and vao/vbo -typedef struct Mesh { - int vertexCount; // Number of vertices stored in arrays - int triangleCount; // Number of triangles stored (indexed or not) - - // Vertex attributes data - float *vertices; // Vertex position (XYZ - 3 components per vertex) (shader-location = 0) - float *texcoords; // Vertex texture coordinates (UV - 2 components per vertex) (shader-location = 1) - float *texcoords2; // Vertex texture second coordinates (UV - 2 components per vertex) (shader-location = 5) - float *normals; // Vertex normals (XYZ - 3 components per vertex) (shader-location = 2) - float *tangents; // Vertex tangents (XYZW - 4 components per vertex) (shader-location = 4) - unsigned char *colors; // Vertex colors (RGBA - 4 components per vertex) (shader-location = 3) - unsigned short *indices; // Vertex indices (in case vertex data comes indexed) - - // Animation vertex data - float *animVertices; // Animated vertex positions (after bones transformations) - float *animNormals; // Animated normals (after bones transformations) - unsigned char *boneIds; // Vertex bone ids, max 255 bone ids, up to 4 bones influence by vertex (skinning) - float *boneWeights; // Vertex bone weight, up to 4 bones influence by vertex (skinning) - - // OpenGL identifiers - unsigned int vaoId; // OpenGL Vertex Array Object id - unsigned int *vboId; // OpenGL Vertex Buffer Objects id (default vertex data) -} Mesh; - -// Shader -typedef struct Shader { - unsigned int id; // Shader program id - int *locs; // Shader locations array (RL_MAX_SHADER_LOCATIONS) -} Shader; - -// Material_Map -typedef struct Material_Map { - Texture2d texture; // Material map texture - Color color; // Material map color - float value; // Material map value -} Material_Map; - -// Material, includes shader and maps -typedef struct Material { - Shader shader; // Material shader - Material_Map *maps; // Material maps array (RL_MAX_MATERIAL_MAPS) - float params[4]; // Material generic parameters (if required) -} Material; - -// Transform, vertex transformation data -typedef struct Transform { - Vector3 translation; // Translation - Quaternion rotation; // Rotation - Vector3 scale; // Scale -} Transform; - -// Bone, skeletal animation bone -typedef struct Bone_Info { - char name[32]; // Bone name - int parent; // Bone parent -} Bone_Info; - -// Model, meshes, materials and animation data -typedef struct Model { - Matrix transform; // Local transform matrix - - int meshCount; // Number of meshes - int materialCount; // Number of materials - Mesh *meshes; // Meshes array - Material *materials; // Materials array - int *meshMaterial; // Mesh material number - - // Animation data - int boneCount; // Number of bones - Bone_Info *bones; // Bones information (skeleton) - Transform *bindPose; // Bones base transformation (pose) -} Model; - -// Model_Animation -typedef struct Model_Animation { - int boneCount; // Number of bones - int frameCount; // Number of animation frames - Bone_Info *bones; // Bones information (skeleton) - Transform **framePoses; // Poses array by frame - char name[32]; // Animation name -} Model_Animation; - -// Ray, ray for raycasting -typedef struct Ray { - Vector3 position; // Ray position (origin) - Vector3 direction; // Ray direction -} Ray; - -// Ray_Collision, ray hit information -typedef struct Ray_Collision { - bool hit; // Did the ray hit something? - float distance; // Distance to the nearest hit - Vector3 point; // Point of the nearest hit - Vector3 normal; // Surface normal of hit -} Ray_Collision; - -// Bounding_box -typedef struct Bounding_box { - Vector3 min; // Minimum vertex box-corner - Vector3 max; // Maximum vertex box-corner -} Bounding_box; - -// Wave, audio wave data -typedef struct Wave { - unsigned int frameCount; // Total number of frames (considering channels) - unsigned int sampleRate; // Frequency (samples per second) - unsigned int sampleSize; // Bit depth (bits per sample): 8, 16, 32 (24 not supported) - unsigned int channels; // Number of channels (1-mono, 2-stereo, ...) - void *data; // Buffer data pointer -} Wave; - -// Opaque structs declaration -// NOTE: Actual structs are defined internally in raudio module -typedef struct Audio_Buffer Audio_Buffer; -typedef struct Audio_Processor Audio_Processor; - -// Audio_Stream, custom audio stream -typedef struct Audio_Stream { - Audio_Buffer *buffer; // Pointer to internal data used by the audio system - Audio_Processor *processor; // Pointer to internal data processor, useful for audio effects - - unsigned int sampleRate; // Frequency (samples per second) - unsigned int sampleSize; // Bit depth (bits per sample): 8, 16, 32 (24 not supported) - unsigned int channels; // Number of channels (1-mono, 2-stereo, ...) -} Audio_Stream; - -// Sound -typedef struct Sound { - Audio_Stream stream; // Audio stream - unsigned int frameCount; // Total number of frames (considering channels) -} Sound; - -// Music, audio stream, anything longer than ~10 seconds should be streamed -typedef struct Music { - Audio_Stream stream; // Audio stream - unsigned int frameCount; // Total number of frames (considering channels) - bool looping; // Music looping enable - - int ctxType; // Type of music context (audio filetype) - void *ctxData; // Audio context data, depends on type -} Music; - -// VR_Device_Info, Head-Mounted-Display device parameters -typedef struct VR_Device_Info { - int hResolution; // Horizontal resolution in pixels - int vResolution; // Vertical resolution in pixels - float hScreenSize; // Horizontal size in meters - float vScreenSize; // Vertical size in meters - float vScreenCenter; // Screen center in meters - float eyeToScreenDistance; // Distance between eye and display in meters - float lensSeparationDistance; // Lens separation distance in meters - float interpupillaryDistance; // IPD (distance between pupils) in meters - float lensDistortionValues[4]; // Lens distortion constant parameters - float chromaAbCorrection[4]; // Chromatic aberration correction parameters -} VR_Device_Info; - -// VR_Stereo_Config, VR stereo rendering configuration for simulator -typedef struct VR_Stereo_Config { - Matrix projection[2]; // VR projection matrices (per eye) - Matrix viewOffset[2]; // VR view offset matrices (per eye) - float leftLensCenter[2]; // VR left lens center - float rightLensCenter[2]; // VR right lens center - float leftScreenCenter[2]; // VR left screen center - float rightScreenCenter[2]; // VR right screen center - float scale[2]; // VR distortion scale - float scaleIn[2]; // VR distortion scale in -} VR_Stereo_Config; - -// File path list -typedef struct File_Path_List { - unsigned int capacity; // Filepaths max entries - unsigned int count; // Filepaths entries count - char **paths; // Filepaths entries -} File_Path_List; - -// Automation event -typedef struct Automation_Event { - unsigned int frame; // Event frame - unsigned int type; // Event type (AutomationEventType) - int params[4]; // Event parameters (if required) -} Automation_Event; - -// Automation event list -typedef struct Automation_Event_List { - unsigned int capacity; // Events max entries (RL_MAX_AUTOMATION_EVENTS) - unsigned int count; // Events entries count - Automation_Event *events; // Events entries -} Automation_Event_List; - -//---------------------------------------------------------------------------------- -// Enumerators Definition -//---------------------------------------------------------------------------------- -// System/Window config flags -// NOTE: Every bit registers one state (use it with bit masks) -// By default all flags are set to 0 -typedef enum { - FLAG_VSYNC_HINT = 0x00000040, // Set to try enabling V-Sync on GPU - FLAG_FULLSCREEN_MODE = 0x00000002, // Set to run program in fullscreen - FLAG_WINDOW_RESIZABLE = 0x00000004, // Set to allow resizable window - FLAG_WINDOW_UNDECORATED = 0x00000008, // Set to disable window decoration (frame and buttons) - FLAG_WINDOW_HIDDEN = 0x00000080, // Set to hide window - FLAG_WINDOW_MINIMIZED = 0x00000200, // Set to minimize window (iconify) - FLAG_WINDOW_MAXIMIZED = 0x00000400, // Set to maximize window (expanded to monitor) - FLAG_WINDOW_UNFOCUSED = 0x00000800, // Set to window non focused - FLAG_WINDOW_TOPMOST = 0x00001000, // Set to window always on top - FLAG_WINDOW_ALWAYS_RUN = 0x00000100, // Set to allow windows running while minimized - FLAG_WINDOW_TRANSPARENT = 0x00000010, // Set to allow transparent framebuffer - FLAG_WINDOW_HIGHDPI = 0x00002000, // Set to support HighDPI - FLAG_WINDOW_MOUSE_PASSTHROUGH = 0x00004000, // Set to support mouse passthrough, only supported when FLAG_WINDOW_UNDECORATED - FLAG_BORDERLESS_WINDOWED_MODE = 0x00008000, // Set to run program in borderless windowed mode - FLAG_MSAA_4X_HINT = 0x00000020, // Set to try enabling MSAA 4X - FLAG_INTERLACED_HINT = 0x00010000 // Set to try enabling interlaced video format (for V3D) -} ConfigFlags; - -// Trace log level -// NOTE: Organized by priority level -typedef enum { - 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 -} TraceLogLevel; - -// Keyboard keys (US keyboard layout) -// NOTE: Use get_key_pressed() to allow redefining -// required keys for alternative layouts -typedef enum { - KEY_NULL = 0, // Key: NULL, used for no key pressed - // Alphanumeric keys - KEY_APOSTROPHE = 39, // Key: ' - KEY_COMMA = 44, // Key: , - KEY_MINUS = 45, // Key: - - KEY_PERIOD = 46, // Key: . - KEY_SLASH = 47, // Key: / - KEY_ZERO = 48, // Key: 0 - KEY_ONE = 49, // Key: 1 - KEY_TWO = 50, // Key: 2 - KEY_THREE = 51, // Key: 3 - KEY_FOUR = 52, // Key: 4 - KEY_FIVE = 53, // Key: 5 - KEY_SIX = 54, // Key: 6 - KEY_SEVEN = 55, // Key: 7 - KEY_EIGHT = 56, // Key: 8 - KEY_NINE = 57, // Key: 9 - KEY_SEMICOLON = 59, // Key: ; - KEY_EQUAL = 61, // Key: = - KEY_A = 65, // Key: A | a - KEY_B = 66, // Key: B | b - KEY_C = 67, // Key: C | c - KEY_D = 68, // Key: D | d - KEY_E = 69, // Key: E | e - KEY_F = 70, // Key: F | f - KEY_G = 71, // Key: G | g - KEY_H = 72, // Key: H | h - KEY_I = 73, // Key: I | i - KEY_J = 74, // Key: J | j - KEY_K = 75, // Key: K | k - KEY_L = 76, // Key: L | l - KEY_M = 77, // Key: M | m - KEY_N = 78, // Key: N | n - KEY_O = 79, // Key: O | o - KEY_P = 80, // Key: P | p - KEY_Q = 81, // Key: Q | q - KEY_R = 82, // Key: R | r - KEY_S = 83, // Key: S | s - KEY_T = 84, // Key: T | t - KEY_U = 85, // Key: U | u - KEY_V = 86, // Key: V | v - KEY_W = 87, // Key: W | w - KEY_X = 88, // Key: X | x - KEY_Y = 89, // Key: Y | y - KEY_Z = 90, // Key: Z | z - KEY_LEFT_BRACKET = 91, // Key: [ - KEY_BACKSLASH = 92, // Key: '\' - KEY_RIGHT_BRACKET = 93, // Key: ] - KEY_GRAVE = 96, // Key: ` - // Function keys - KEY_SPACE = 32, // Key: Space - KEY_ESCAPE = 256, // Key: Esc - KEY_ENTER = 257, // Key: Enter - KEY_TAB = 258, // Key: Tab - KEY_BACKSPACE = 259, // Key: Backspace - KEY_INSERT = 260, // Key: Ins - KEY_DELETE = 261, // Key: Del - KEY_RIGHT = 262, // Key: Cursor right - KEY_LEFT = 263, // Key: Cursor left - KEY_DOWN = 264, // Key: Cursor down - KEY_UP = 265, // Key: Cursor up - KEY_PAGE_UP = 266, // Key: Page up - KEY_PAGE_DOWN = 267, // Key: Page down - KEY_HOME = 268, // Key: Home - KEY_END = 269, // Key: End - KEY_CAPS_LOCK = 280, // Key: Caps lock - KEY_SCROLL_LOCK = 281, // Key: Scroll down - KEY_NUM_LOCK = 282, // Key: Num lock - KEY_PRINT_SCREEN = 283, // Key: Print screen - KEY_PAUSE = 284, // Key: Pause - KEY_F1 = 290, // Key: F1 - KEY_F2 = 291, // Key: F2 - KEY_F3 = 292, // Key: F3 - KEY_F4 = 293, // Key: F4 - KEY_F5 = 294, // Key: F5 - KEY_F6 = 295, // Key: F6 - KEY_F7 = 296, // Key: F7 - KEY_F8 = 297, // Key: F8 - KEY_F9 = 298, // Key: F9 - KEY_F10 = 299, // Key: F10 - KEY_F11 = 300, // Key: F11 - KEY_F12 = 301, // Key: F12 - KEY_LEFT_SHIFT = 340, // Key: Shift left - KEY_LEFT_CONTROL = 341, // Key: Control left - KEY_LEFT_ALT = 342, // Key: Alt left - KEY_LEFT_SUPER = 343, // Key: Super left - KEY_RIGHT_SHIFT = 344, // Key: Shift right - KEY_RIGHT_CONTROL = 345, // Key: Control right - KEY_RIGHT_ALT = 346, // Key: Alt right - KEY_RIGHT_SUPER = 347, // Key: Super right - KEY_KB_MENU = 348, // Key: KB menu - // Keypad keys - KEY_KP_0 = 320, // Key: Keypad 0 - KEY_KP_1 = 321, // Key: Keypad 1 - KEY_KP_2 = 322, // Key: Keypad 2 - KEY_KP_3 = 323, // Key: Keypad 3 - KEY_KP_4 = 324, // Key: Keypad 4 - KEY_KP_5 = 325, // Key: Keypad 5 - KEY_KP_6 = 326, // Key: Keypad 6 - KEY_KP_7 = 327, // Key: Keypad 7 - KEY_KP_8 = 328, // Key: Keypad 8 - KEY_KP_9 = 329, // Key: Keypad 9 - KEY_KP_DECIMAL = 330, // Key: Keypad . - KEY_KP_DIVIDE = 331, // Key: Keypad / - KEY_KP_MULTIPLY = 332, // Key: Keypad * - KEY_KP_SUBTRACT = 333, // Key: Keypad - - KEY_KP_ADD = 334, // Key: Keypad + - KEY_KP_ENTER = 335, // Key: Keypad Enter - KEY_KP_EQUAL = 336, // Key: Keypad = - // Android key buttons - KEY_BACK = 4, // Key: Android back button - KEY_MENU = 82, // Key: Android menu button - KEY_VOLUME_UP = 24, // Key: Android volume up button - KEY_VOLUME_DOWN = 25 // Key: Android volume down button -} KeyboardKey; - -// Add backwards compatibility support for deprecated names -#define MOUSE_LEFT_BUTTON RL_NS(MOUSE_BUTTON_LEFT) -#define MOUSE_RIGHT_BUTTON RL_NS(MOUSE_BUTTON_RIGHT) -#define MOUSE_MIDDLE_BUTTON RL_NS(MOUSE_BUTTON_MIDDLE) - -// Mouse buttons -typedef enum { - MOUSE_BUTTON_LEFT = 0, // Mouse button left - MOUSE_BUTTON_RIGHT = 1, // Mouse button right - MOUSE_BUTTON_MIDDLE = 2, // Mouse button middle (pressed wheel) - MOUSE_BUTTON_SIDE = 3, // Mouse button side (advanced mouse device) - MOUSE_BUTTON_EXTRA = 4, // Mouse button extra (advanced mouse device) - MOUSE_BUTTON_FORWARD = 5, // Mouse button forward (advanced mouse device) - MOUSE_BUTTON_BACK = 6, // Mouse button back (advanced mouse device) -} MouseButton; - -// Mouse cursor -typedef enum { - MOUSE_CURSOR_DEFAULT = 0, // Default pointer shape - MOUSE_CURSOR_ARROW = 1, // Arrow shape - MOUSE_CURSOR_IBEAM = 2, // Text writing cursor shape - MOUSE_CURSOR_CROSSHAIR = 3, // Cross shape - MOUSE_CURSOR_POINTING_HAND = 4, // Pointing hand cursor - MOUSE_CURSOR_RESIZE_EW = 5, // Horizontal resize/move arrow shape - MOUSE_CURSOR_RESIZE_NS = 6, // Vertical resize/move arrow shape - MOUSE_CURSOR_RESIZE_NWSE = 7, // Top-left to bottom-right diagonal resize/move arrow shape - MOUSE_CURSOR_RESIZE_NESW = 8, // The top-right to bottom-left diagonal resize/move arrow shape - MOUSE_CURSOR_RESIZE_ALL = 9, // The omnidirectional resize/move cursor shape - MOUSE_CURSOR_NOT_ALLOWED = 10 // The operation-not-allowed shape -} MouseCursor; - -// Gamepad buttons -typedef enum { - GAMEPAD_BUTTON_UNKNOWN = 0, // Unknown button, just for error checking - GAMEPAD_BUTTON_LEFT_FACE_UP, // Gamepad left DPAD up button - GAMEPAD_BUTTON_LEFT_FACE_RIGHT, // Gamepad left DPAD right button - GAMEPAD_BUTTON_LEFT_FACE_DOWN, // Gamepad left DPAD down button - GAMEPAD_BUTTON_LEFT_FACE_LEFT, // Gamepad left DPAD left button - GAMEPAD_BUTTON_RIGHT_FACE_UP, // Gamepad right button up (i.e. PS3: Triangle, Xbox: Y) - GAMEPAD_BUTTON_RIGHT_FACE_RIGHT, // Gamepad right button right (i.e. PS3: Square, Xbox: X) - GAMEPAD_BUTTON_RIGHT_FACE_DOWN, // Gamepad right button down (i.e. PS3: Cross, Xbox: A) - GAMEPAD_BUTTON_RIGHT_FACE_LEFT, // Gamepad right button left (i.e. PS3: Circle, Xbox: B) - GAMEPAD_BUTTON_LEFT_TRIGGER_1, // Gamepad top/back trigger left (first), it could be a trailing button - GAMEPAD_BUTTON_LEFT_TRIGGER_2, // Gamepad top/back trigger left (second), it could be a trailing button - GAMEPAD_BUTTON_RIGHT_TRIGGER_1, // Gamepad top/back trigger right (one), it could be a trailing button - GAMEPAD_BUTTON_RIGHT_TRIGGER_2, // Gamepad top/back trigger right (second), it could be a trailing button - GAMEPAD_BUTTON_MIDDLE_LEFT, // Gamepad center buttons, left one (i.e. PS3: Select) - GAMEPAD_BUTTON_MIDDLE, // Gamepad center buttons, middle one (i.e. PS3: PS, Xbox: XBOX) - GAMEPAD_BUTTON_MIDDLE_RIGHT, // Gamepad center buttons, right one (i.e. PS3: Start) - GAMEPAD_BUTTON_LEFT_THUMB, // Gamepad joystick pressed button left - GAMEPAD_BUTTON_RIGHT_THUMB // Gamepad joystick pressed button right -} GamepadButton; - -// Gamepad axis -typedef enum { - GAMEPAD_AXIS_LEFT_X = 0, // Gamepad left stick X axis - GAMEPAD_AXIS_LEFT_Y = 1, // Gamepad left stick Y axis - GAMEPAD_AXIS_RIGHT_X = 2, // Gamepad right stick X axis - GAMEPAD_AXIS_RIGHT_Y = 3, // Gamepad right stick Y axis - GAMEPAD_AXIS_LEFT_TRIGGER = 4, // Gamepad back trigger left, pressure level: [1..-1] - GAMEPAD_AXIS_RIGHT_TRIGGER = 5 // Gamepad back trigger right, pressure level: [1..-1] -} GamepadAxis; - -// Material map index -typedef enum { - MATERIAL_MAP_ALBEDO = 0, // Albedo material (same as: MATERIAL_MAP_DIFFUSE) - MATERIAL_MAP_METALNESS, // Metalness material (same as: MATERIAL_MAP_SPECULAR) - MATERIAL_MAP_NORMAL, // Normal material - MATERIAL_MAP_ROUGHNESS, // Roughness material - MATERIAL_MAP_OCCLUSION, // Ambient occlusion material - MATERIAL_MAP_EMISSION, // Emission material - MATERIAL_MAP_HEIGHT, // Heightmap material - MATERIAL_MAP_CUBEMAP, // Cubemap material (NOTE: Uses GL_TEXTURE_CUBE_MAP) - MATERIAL_MAP_IRRADIANCE, // Irradiance material (NOTE: Uses GL_TEXTURE_CUBE_MAP) - MATERIAL_MAP_PREFILTER, // Prefilter material (NOTE: Uses GL_TEXTURE_CUBE_MAP) - MATERIAL_MAP_BRDF // Brdf material -} MaterialMapIndex; - -#define MATERIAL_MAP_DIFFUSE RL_NS(MATERIAL_MAP_ALBEDO) -#define MATERIAL_MAP_SPECULAR RL_NS(MATERIAL_MAP_METALNESS) - -// Shader location index -typedef enum { - 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 -} ShaderLocationIndex; - -#define SHADER_LOC_MAP_DIFFUSE RL_NS(SHADER_LOC_MAP_ALBEDO) -#define SHADER_LOC_MAP_SPECULAR RL_NS(SHADER_LOC_MAP_METALNESS) - -// Shader uniform data type -typedef enum { - 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 -} ShaderUniformDataType; - -// Shader attribute data types -typedef enum { - 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) -} ShaderAttributeDataType; - -// Pixel formats -// NOTE: Support depends on OpenGL version and platform -typedef enum { - 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 -} PixelFormat; - -// Texture parameters: filter mode -// NOTE 1: Filtering considers mipmaps if available in the texture -// NOTE 2: Filter is accordingly set for minification and magnification -typedef enum { - 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 -} TextureFilter; - -// Texture parameters: wrap mode -typedef enum { - TEXTURE_WRAP_REPEAT = 0, // Repeats texture in tiled mode - TEXTURE_WRAP_CLAMP, // Clamps texture to edge pixel in tiled mode - TEXTURE_WRAP_MIRROR_REPEAT, // Mirrors and repeats the texture in tiled mode - TEXTURE_WRAP_MIRROR_CLAMP // Mirrors and clamps to border the texture in tiled mode -} TextureWrap; - -// Cubemap layouts -typedef enum { - CUBEMAP_LAYOUT_AUTO_DETECT = 0, // Automatically detect layout type - CUBEMAP_LAYOUT_LINE_VERTICAL, // Layout is defined by a vertical line with faces - CUBEMAP_LAYOUT_LINE_HORIZONTAL, // Layout is defined by a horizontal line with faces - CUBEMAP_LAYOUT_CROSS_THREE_BY_FOUR, // Layout is defined by a 3x4 cross with cubemap faces - CUBEMAP_LAYOUT_CROSS_FOUR_BY_THREE, // Layout is defined by a 4x3 cross with cubemap faces - CUBEMAP_LAYOUT_PANORAMA // Layout is defined by a panorama image (equirrectangular map) -} CubemapLayout; - -// Font type, defines generation method -typedef enum { - FONT_DEFAULT = 0, // Default font generation, anti-aliased - FONT_BITMAP, // Bitmap font generation, no anti-aliasing - FONT_SDF // SDF font generation, requires external shader -} FontType; - -// Color blending modes (pre-defined) -typedef enum { - 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 rgb/alpha separate src/dst factors (use set_blend_factors_separate()) -} BlendMode; - -// Gesture -// NOTE: Provided as bit-wise flags to enable only desired gestures -typedef enum { - GESTURE_NONE = 0, // No gesture - GESTURE_TAP = 1, // Tap gesture - GESTURE_DOUBLETAP = 2, // Double tap gesture - GESTURE_HOLD = 4, // Hold gesture - GESTURE_DRAG = 8, // Drag gesture - GESTURE_SWIPE_RIGHT = 16, // Swipe right gesture - GESTURE_SWIPE_LEFT = 32, // Swipe left gesture - GESTURE_SWIPE_UP = 64, // Swipe up gesture - GESTURE_SWIPE_DOWN = 128, // Swipe down gesture - GESTURE_PINCH_IN = 256, // Pinch in gesture - GESTURE_PINCH_OUT = 512 // Pinch out gesture -} Gesture; - -// Camera system modes -typedef enum { - CAMERA_CUSTOM = 0, // Custom camera - CAMERA_FREE, // Free camera - CAMERA_ORBITAL, // Orbital camera - CAMERA_FIRST_PERSON, // First person camera - CAMERA_THIRD_PERSON // Third person camera -} CameraMode; - -// Camera projection -typedef enum { - CAMERA_PERSPECTIVE = 0, // Perspective projection - CAMERA_ORTHOGRAPHIC // Orthographic projection -} CameraProjection; - -// N-patch layout -typedef enum { - NPATCH_NINE_PATCH = 0, // Npatch layout: 3x3 tiles - NPATCH_THREE_PATCH_VERTICAL, // Npatch layout: 1x3 tiles - NPATCH_THREE_PATCH_HORIZONTAL // Npatch layout: 3x1 tiles -} NPatchLayout; - -// Callbacks to hook some internal functions -// WARNING: These callbacks are intended for advance users -typedef void (*TraceLogCallback)(int logLevel, const char *text, va_list args); // Logging: Redirect trace log messages -typedef unsigned char *(*LoadFileDataCallback)(const char *fileName, int *dataSize); // FileIO: Load binary data -typedef bool (*SaveFileDataCallback)(const char *fileName, void *data, int dataSize); // FileIO: Save binary data -typedef char *(*LoadFileTextCallback)(const char *fileName); // FileIO: Load text data -typedef bool (*SaveFileTextCallback)(const char *fileName, char *text); // FileIO: Save text data - -//------------------------------------------------------------------------------------ -// Global Variables Definition -//------------------------------------------------------------------------------------ -// It's lonely here... - -//------------------------------------------------------------------------------------ -// Window and Graphics Device Functions (Module: core) -//------------------------------------------------------------------------------------ - -RL_EXTERN_C_BEGIN - -// Window-related functions -RLAPI void init_window(int width, int height, const char *title); // Initialize window and OpenGL context -RLAPI void close_window(void); // Close window and unload OpenGL context -RLAPI bool window_should_close(void); // Check if application should close (KEY_ESCAPE pressed or windows close icon clicked) -RLAPI bool is_window_ready(void); // Check if window has been initialized successfully -RLAPI bool is_window_fullscreen(void); // Check if window is currently fullscreen -RLAPI bool is_window_hidden(void); // Check if window is currently hidden (only PLATFORM_DESKTOP) -RLAPI bool is_window_minimized(void); // Check if window is currently minimized (only PLATFORM_DESKTOP) -RLAPI bool is_window_maximized(void); // Check if window is currently maximized (only PLATFORM_DESKTOP) -RLAPI bool is_window_focused(void); // Check if window is currently focused (only PLATFORM_DESKTOP) -RLAPI bool is_window_resized(void); // Check if window has been resized last frame -RLAPI bool is_window_state(unsigned int flag); // Check if one specific window flag is enabled -RLAPI void set_window_state(unsigned int flags); // Set window configuration state using flags (only PLATFORM_DESKTOP) -RLAPI void clear_window_state(unsigned int flags); // Clear window configuration state flags -RLAPI void toggle_fullscreen(void); // Toggle window state: fullscreen/windowed (only PLATFORM_DESKTOP) -RLAPI void toggle_borderless_windowed(void); // Toggle window state: borderless windowed (only PLATFORM_DESKTOP) -RLAPI void maximize_window(void); // Set window state: maximized, if resizable (only PLATFORM_DESKTOP) -RLAPI void minimize_window(void); // Set window state: minimized, if resizable (only PLATFORM_DESKTOP) -RLAPI void restore_window(void); // Set window state: not minimized/maximized (only PLATFORM_DESKTOP) -RLAPI void set_window_icon(Image image); // Set icon for window (single image, RGBA 32bit, only PLATFORM_DESKTOP) -RLAPI void set_window_icons(Image *images, int count); // Set icon for window (multiple images, RGBA 32bit, only PLATFORM_DESKTOP) -RLAPI void set_window_title(const char *title); // Set title for window (only PLATFORM_DESKTOP and PLATFORM_WEB) -RLAPI void set_window_position(int x, int y); // Set window position on screen (only PLATFORM_DESKTOP) -RLAPI void set_window_monitor(int monitor); // Set monitor for the current window -RLAPI void set_window_min_size(int width, int height); // Set window minimum dimensions (for FLAG_WINDOW_RESIZABLE) -RLAPI void set_window_max_size(int width, int height); // Set window maximum dimensions (for FLAG_WINDOW_RESIZABLE) -RLAPI void set_window_size(int width, int height); // Set window dimensions -RLAPI void set_window_opacity(float opacity); // Set window opacity [0.0f..1.0f] (only PLATFORM_DESKTOP) -RLAPI void set_window_focused(void); // Set window focused (only PLATFORM_DESKTOP) -RLAPI void *GetWindowHandle(void); // Get native window handle -RLAPI int get_screen_width(void); // Get current screen width -RLAPI int get_screen_height(void); // Get current screen height -RLAPI int get_render_width(void); // Get current render width (it considers HiDPI) -RLAPI int get_render_height(void); // Get current render height (it considers HiDPI) -RLAPI int get_monitor_count(void); // Get number of connected monitors -RLAPI int get_current_monitor(void); // Get current connected monitor -RLAPI Vector2 get_monitor_position(int monitor); // Get specified monitor position -RLAPI int get_monitor_width(int monitor); // Get specified monitor width (current video mode used by monitor) -RLAPI int get_monitor_height(int monitor); // Get specified monitor height (current video mode used by monitor) -RLAPI int get_monitor_physical_width(int monitor); // Get specified monitor physical width in millimetres -RLAPI int get_monitor_physical_height(int monitor); // Get specified monitor physical height in millimetres -RLAPI int get_monitor_refresh_rate(int monitor); // Get specified monitor refresh rate -RLAPI Vector2 get_window_position(void); // Get window position XY on monitor -RLAPI Vector2 get_window_scale_dpi(void); // Get window scale DPI factor -RLAPI const char *GetMonitorName(int monitor); // Get the human-readable, UTF-8 encoded name of the specified monitor -RLAPI void set_clipboard_text(const char *text); // Set clipboard text content -RLAPI const char *GetClipboardText(void); // Get clipboard text content -RLAPI void enable_event_waiting(void); // Enable waiting for events on end_drawing(), no automatic event polling -RLAPI void disable_event_waiting(void); // Disable waiting for events on end_drawing(), automatic events polling - -// Cursor-related functions -RLAPI void show_cursor(void); // Shows cursor -RLAPI void hide_cursor(void); // Hides cursor -RLAPI bool is_cursor_hidden(void); // Check if cursor is not visible -RLAPI void enable_cursor(void); // Enables cursor (unlock cursor) -RLAPI void disable_cursor(void); // Disables cursor (lock cursor) -RLAPI bool is_cursor_on_screen(void); // Check if cursor is on the screen - -// Drawing-related functions -RLAPI void clear_background(Color color); // Set background color (framebuffer clear color) -RLAPI void begin_drawing(void); // Setup canvas (framebuffer) to start drawing -RLAPI void end_drawing(void); // End canvas drawing and swap buffers (double buffering) -RLAPI void begin_mode2d(Camera2D camera); // Begin 2D mode with custom camera (2D) -RLAPI void end_mode2_d(void); // Ends 2D mode with custom camera -RLAPI void begin_mode3d(Camera3D camera); // Begin 3D mode with custom camera (3D) -RLAPI void end_mode3d(void); // Ends 3D mode and returns to default 2D orthographic mode -RLAPI void begin_texture_mode(Render_Texture2D target); // Begin drawing to render texture -RLAPI void end_texture_mode(void); // Ends drawing to render texture -RLAPI void begin_shader_mode(Shader shader); // Begin custom shader drawing -RLAPI void end_shader_mode(void); // End custom shader drawing (use default shader) -RLAPI void begin_blend_mode(int mode); // Begin blending mode (alpha, additive, multiplied, subtract, custom) -RLAPI void end_blend_mode(void); // End blending mode (reset to default: alpha blending) -RLAPI void begin_scissor_mode(int x, int y, int width, int height); // Begin scissor mode (define screen area for following drawing) -RLAPI void end_scissor_mode(void); // End scissor mode -RLAPI void begin_vr_stereo_mode(VR_Stereo_Config config); // Begin stereo rendering (requires VR simulator) -RLAPI void end_vr_stereo_mode(void); // End stereo rendering (requires VR simulator) - -// VR stereo config functions for VR simulator -RLAPI VR_Stereo_Config load_vr_stereo_config(VR_Device_Info device); // Load VR stereo config for VR simulator device parameters -RLAPI void unload_vr_stereo_config(VR_Stereo_Config config); // Unload VR stereo config - -// Shader management functions -// NOTE: Shader functionality is not available on OpenGL 1.1 -RLAPI Shader load_shader(const char *vsFileName, const char *fsFileName); // Load shader from files and bind default locations -RLAPI Shader load_shader_from_memory(const char *vsCode, const char *fsCode); // Load shader from code strings and bind default locations -RLAPI bool is_shader_ready(Shader shader); // Check if a shader is ready -RLAPI int get_shader_location(Shader shader, const char *uniformName); // Get shader uniform location -RLAPI int get_shader_location_attrib(Shader shader, const char *attribName); // Get shader attribute location -RLAPI void set_shader_value(Shader shader, int locIndex, const void *value, int uniformType); // Set shader uniform value -RLAPI void set_shader_value_v(Shader shader, int locIndex, const void *value, int uniformType, int count); // Set shader uniform value vector -RLAPI void set_shader_value_matrix(Shader shader, int locIndex, Matrix mat); // Set shader uniform value (matrix 4x4) -RLAPI void set_shader_value_texture(Shader shader, int locIndex, Texture2d texture); // Set shader uniform value for texture (sampler2d) -RLAPI void unload_shader(Shader shader); // Unload shader from GPU memory (VRAM) - -// Screen-space-related functions -RLAPI Ray get_mouse_ray(Vector2 mousePosition, Camera camera); // Get a ray trace from mouse position -RLAPI Matrix get_camera_matrix(Camera camera); // Get camera transform matrix (view matrix) -RLAPI Matrix get_camera_matrix2d(Camera2D camera); // Get camera 2d transform matrix -RLAPI Vector2 get_world_to_screen(Vector3 position, Camera camera); // Get the screen space position for a 3d world space position -RLAPI Vector2 get_screen_to_world2d(Vector2 position, Camera2D camera); // Get the world space position for a 2d camera screen space position -RLAPI Vector2 get_world_to_screen_ex(Vector3 position, Camera camera, int width, int height); // Get size position for a 3d world space position -RLAPI Vector2 get_world_to_screen2d(Vector2 position, Camera2D camera); // Get the screen space position for a 2d camera world space position - -// Timing-related functions -RLAPI void set_target_fps(int fps); // Set target FPS (maximum) -RLAPI float get_frame_time(void); // Get time in seconds for last frame drawn (delta time) -RLAPI double get_time(void); // Get elapsed time in seconds since init_window() -RLAPI int get_fps(void); // Get current FPS - -// Custom frame control functions -// NOTE: Those functions are intended for advance users that want full control over the frame processing -// By default end_drawing() does this job: draws everything + swap_screen_buffer() + manage frame timing + poll_input_events() -// To avoid that behaviour and control frame processes manually, enable in config.h: RL_SUPPORT_CUSTOM_FRAME_CONTROL -RLAPI void swap_screen_buffer(void); // Swap back buffer with front buffer (screen drawing) -RLAPI void poll_input_events(void); // Register all input events -RLAPI void wait_time(double seconds); // Wait for some time (halt program execution) - -// Random values generation functions -RLAPI void set_random_seed(unsigned int seed); // Set the seed for the random number generator -RLAPI int get_random_value(int min, int max); // Get a random value between min and max (both included) -RLAPI int *LoadRandomSequence(unsigned int count, int min, int max); // Load random values sequence, no values repeated -RLAPI void unload_random_sequence(int *sequence); // Unload random values sequence - -// Misc. functions -RLAPI void take_screenshot(const char *fileName); // Takes a screenshot of current screen (filename extension defines format) -RLAPI void set_config_flags(unsigned int flags); // Setup init configuration flags (view FLAGS) -RLAPI void open_url(const char *url); // Open URL with default system browser (if available) - -// NOTE: Following functions implemented in module [utils] -//------------------------------------------------------------------ -RLAPI void trace_log(int logLevel, const char *text, ...); // Show trace log messages (LOG_DEBUG, LOG_INFO, LOG_WARNING, LOG_ERROR...) -RLAPI void set_trace_log_level(int logLevel); // Set the current threshold (minimum) log level -RLAPI void *MemAlloc(unsigned int size); // Internal memory allocator -RLAPI void *MemRealloc(void *ptr, unsigned int size); // Internal memory reallocator -RLAPI void mem_free(void *ptr); // Internal memory free - -// Set custom callbacks -// WARNING: Callbacks setup is intended for advance users -RLAPI void set_trace_log_callback(TraceLogCallback callback); // Set custom trace log -RLAPI void set_load_file_data_callback(LoadFileDataCallback callback); // Set custom file binary data loader -RLAPI void set_save_file_data_callback(SaveFileDataCallback callback); // Set custom file binary data saver -RLAPI void set_load_file_text_callback(LoadFileTextCallback callback); // Set custom file text data loader -RLAPI void set_save_file_text_callback(SaveFileTextCallback callback); // Set custom file text data saver - -// Files management functions -RLAPI unsigned char *LoadFileData(const char *fileName, int *dataSize); // Load file data as byte array (read) -RLAPI void unload_file_data(unsigned char *data); // Unload file data allocated by LoadFileData() -RLAPI bool save_file_data(const char *fileName, void *data, int dataSize); // Save data to file from byte array (write), returns true on success -RLAPI bool export_data_as_code(const unsigned char *data, int dataSize, const char *fileName); // Export data to code (.h), returns true on success -RLAPI char *LoadFileText(const char *fileName); // Load text data from file (read), returns a '\0' terminated string -RLAPI void unload_file_text(char *text); // Unload file text data allocated by LoadFileText() -RLAPI bool save_file_text(const char *fileName, char *text); // Save text data to file (write), string must be '\0' terminated, returns true on success -//------------------------------------------------------------------ - -// File system functions -RLAPI bool file_exists(const char *fileName); // Check if file exists -RLAPI bool directory_exists(const char *dirPath); // Check if a directory path exists -RLAPI bool is_file_extension(const char *fileName, const char *ext); // Check file extension (including point: .png, .wav) -RLAPI int get_file_length(const char *fileName); // Get file length in bytes (NOTE: GetFileSize() conflicts with windows.h) -RLAPI const char *GetFileExtension(const char *fileName); // Get pointer to extension for a filename string (includes dot: '.png') -RLAPI const char *GetFileName(const char *filePath); // Get pointer to filename for a path string -RLAPI const char *GetFileNameWithoutExt(const char *filePath); // Get filename string without extension (uses static string) -RLAPI const char *GetDirectoryPath(const char *filePath); // Get full path for a given fileName with path (uses static string) -RLAPI const char *GetPrevDirectoryPath(const char *dirPath); // Get previous directory path for a given path (uses static string) -RLAPI const char *GetWorkingDirectory(void); // Get current working directory (uses static string) -RLAPI const char *GetApplicationDirectory(void); // Get the directory of the running application (uses static string) -RLAPI bool change_directory(const char *dir); // Change working directory, return true on success -RLAPI bool is_path_file(const char *path); // Check if a given path is a file or a directory -RLAPI File_Path_List load_directory_files(const char *dirPath); // Load directory filepaths -RLAPI File_Path_List load_directory_files_ex(const char *basePath, const char *filter, bool scanSubdirs); // Load directory filepaths with extension filtering and recursive directory scan -RLAPI void unload_directory_files(File_Path_List files); // Unload filepaths -RLAPI bool is_file_dropped(void); // Check if a file has been dropped into window -RLAPI File_Path_List load_dropped_files(void); // Load dropped filepaths -RLAPI void unload_dropped_files(File_Path_List files); // Unload dropped filepaths -RLAPI long get_file_mod_time(const char *fileName); // Get file modification time (last write time) - -// Compression/Encoding functionality -RLAPI unsigned char *CompressData(const unsigned char *data, int dataSize, int *compDataSize); // Compress data (DEFLATE algorithm), memory must be mem_free() -RLAPI unsigned char *DecompressData(const unsigned char *compData, int compDataSize, int *dataSize); // Decompress data (DEFLATE algorithm), memory must be mem_free() -RLAPI char *EncodeDataBase64(const unsigned char *data, int dataSize, int *outputSize); // Encode data to Base64 string, memory must be mem_free() -RLAPI unsigned char *DecodeDataBase64(const unsigned char *data, int *outputSize); // Decode Base64 string data, memory must be mem_free() - -// Automation events functionality -RLAPI Automation_Event_List load_automation_event_list(const char *fileName); // Load automation events list from file, NULL for empty list, capacity = RL_MAX_AUTOMATION_EVENTS -RLAPI void unload_automation_event_list(Automation_Event_List *list); // Unload automation events list from file -RLAPI bool export_automation_event_list(Automation_Event_List list, const char *fileName); // Export automation events list as text file -RLAPI void set_automation_event_list(Automation_Event_List *list); // Set automation event list to record to -RLAPI void set_automation_event_base_frame(int frame); // Set automation event internal base frame to start recording -RLAPI void start_automation_event_recording(void); // Start recording automation events (Automation_Event_List must be set) -RLAPI void stop_automation_event_recording(void); // Stop recording automation events -RLAPI void play_automation_event(Automation_Event event); // Play a recorded automation event - -//------------------------------------------------------------------------------------ -// Input Handling Functions (Module: core) -//------------------------------------------------------------------------------------ - -// Input-related functions: keyboard -RLAPI bool is_key_pressed(int key); // Check if a key has been pressed once -RLAPI bool is_key_pressed_repeat(int key); // Check if a key has been pressed again (Only PLATFORM_DESKTOP) -RLAPI bool is_key_down(int key); // Check if a key is being pressed -RLAPI bool is_key_released(int key); // Check if a key has been released once -RLAPI bool is_key_up(int key); // Check if a key is NOT being pressed -RLAPI int get_key_pressed(void); // Get key pressed (keycode), call it multiple times for keys queued, returns 0 when the queue is empty -RLAPI int get_char_pressed(void); // Get char pressed (unicode), call it multiple times for chars queued, returns 0 when the queue is empty -RLAPI void set_exit_key(int key); // Set a custom key to exit program (default is ESC) - -// Input-related functions: gamepads -RLAPI bool is_gamepad_available(int gamepad); // Check if a gamepad is available -RLAPI const char *GetGamepadName(int gamepad); // Get gamepad internal name id -RLAPI bool is_gamepad_button_pressed(int gamepad, int button); // Check if a gamepad button has been pressed once -RLAPI bool is_gamepad_button_down(int gamepad, int button); // Check if a gamepad button is being pressed -RLAPI bool is_gamepad_button_released(int gamepad, int button); // Check if a gamepad button has been released once -RLAPI bool is_gamepad_button_up(int gamepad, int button); // Check if a gamepad button is NOT being pressed -RLAPI int get_gamepad_button_pressed(void); // Get the last gamepad button pressed -RLAPI int get_gamepad_axis_count(int gamepad); // Get gamepad axis count for a gamepad -RLAPI float get_gamepad_axis_movement(int gamepad, int axis); // Get axis movement value for a gamepad axis -RLAPI int set_gamepad_mappings(const char *mappings); // Set internal gamepad mappings (SDL_GameControllerDB) - -// Input-related functions: mouse -RLAPI bool is_mouse_button_pressed(int button); // Check if a mouse button has been pressed once -RLAPI bool is_mouse_button_down(int button); // Check if a mouse button is being pressed -RLAPI bool is_mouse_button_released(int button); // Check if a mouse button has been released once -RLAPI bool is_mouse_button_up(int button); // Check if a mouse button is NOT being pressed -RLAPI int get_mouse_x(void); // Get mouse position X -RLAPI int get_mouse_y(void); // Get mouse position Y -RLAPI Vector2 get_mouse_position(void); // Get mouse position XY -RLAPI Vector2 get_mouse_delta(void); // Get mouse delta between frames -RLAPI void set_mouse_position(int x, int y); // Set mouse position XY -RLAPI void set_mouse_offset(int offsetX, int offsetY); // Set mouse offset -RLAPI void set_mouse_scale(float scaleX, float scaleY); // Set mouse scaling -RLAPI float get_mouse_wheel_move(void); // Get mouse wheel movement for X or Y, whichever is larger -RLAPI Vector2 get_mouse_wheel_move_v(void); // Get mouse wheel movement for both X and Y -RLAPI void set_mouse_cursor(int cursor); // Set mouse cursor - -// Input-related functions: touch -RLAPI int get_touch_x(void); // Get touch position X for touch point 0 (relative to screen size) -RLAPI int get_touch_y(void); // Get touch position Y for touch point 0 (relative to screen size) -RLAPI Vector2 get_touch_position(int index); // Get touch position XY for a touch point index (relative to screen size) -RLAPI int get_touch_point_id(int index); // Get touch point identifier for given index -RLAPI int get_touch_point_count(void); // Get number of touch points - -//------------------------------------------------------------------------------------ -// Gestures and Touch Handling Functions (Module: rgestures) -//------------------------------------------------------------------------------------ -RLAPI void set_gestures_enabled(unsigned int flags); // Enable a set of gestures using flags -RLAPI bool is_gesture_detected(unsigned int gesture); // Check if a gesture have been detected -RLAPI int get_gesture_detected(void); // Get latest detected gesture -RLAPI float get_gesture_hold_duration(void); // Get gesture hold time in milliseconds -RLAPI Vector2 get_gesture_drag_vector(void); // Get gesture drag vector -RLAPI float get_gesture_drag_angle(void); // Get gesture drag angle -RLAPI Vector2 get_gesture_pinch_vector(void); // Get gesture pinch delta -RLAPI float get_gesture_pinch_angle(void); // Get gesture pinch angle - -//------------------------------------------------------------------------------------ -// Camera System Functions (Module: rcamera) -//------------------------------------------------------------------------------------ -RLAPI void update_camera(Camera *camera, int mode); // Update camera position for selected mode -RLAPI void update_camera_pro(Camera *camera, Vector3 movement, Vector3 rotation, float zoom); // Update camera movement/rotation - -//------------------------------------------------------------------------------------ -// Basic Shapes Drawing Functions (Module: shapes) -//------------------------------------------------------------------------------------ -// Set texture and rectangle to be used on shapes drawing -// NOTE: It can be useful when using basic shapes and one single font, -// defining a font char white rectangle would allow drawing everything in a single draw call -RLAPI void set_shapes_texture(Texture2d texture, Rectangle source); // Set texture and rectangle to be used on shapes drawing - -// Basic shapes drawing functions -RLAPI void draw_pixel(int posX, int posY, Color color); // Draw a pixel -RLAPI void draw_pixel_v(Vector2 position, Color color); // Draw a pixel (Vector version) -RLAPI void draw_line(int startPosX, int startPosY, int endPosX, int endPosY, Color color); // Draw a line -RLAPI void draw_line_v(Vector2 startPos, Vector2 endPos, Color color); // Draw a line (using gl lines) -RLAPI void draw_line_ex(Vector2 startPos, Vector2 endPos, float thick, Color color); // Draw a line (using triangles/quads) -RLAPI void draw_line_strip(Vector2 *points, int pointCount, Color color); // Draw lines sequence (using gl lines) -RLAPI void draw_line_bezier(Vector2 startPos, Vector2 endPos, float thick, Color color); // Draw line segment cubic-bezier in-out interpolation -RLAPI void draw_circle(int centerX, int centerY, float radius, Color color); // Draw a color-filled circle -RLAPI void draw_circle_sector(Vector2 center, float radius, float startAngle, float endAngle, int segments, Color color); // Draw a piece of a circle -RLAPI void draw_circle_sector_lines(Vector2 center, float radius, float startAngle, float endAngle, int segments, Color color); // Draw circle sector outline -RLAPI void draw_circle_gradient(int centerX, int centerY, float radius, Color color1, Color color2); // Draw a gradient-filled circle -RLAPI void draw_circle_v(Vector2 center, float radius, Color color); // Draw a color-filled circle (Vector version) -RLAPI void draw_circle_lines(int centerX, int centerY, float radius, Color color); // Draw circle outline -RLAPI void draw_circle_lines_v(Vector2 center, float radius, Color color); // Draw circle outline (Vector version) -RLAPI void draw_ellipse(int centerX, int centerY, float radiusH, float radiusV, Color color); // Draw ellipse -RLAPI void draw_ellipse_lines(int centerX, int centerY, float radiusH, float radiusV, Color color); // Draw ellipse outline -RLAPI void draw_ring(Vector2 center, float innerRadius, float outerRadius, float startAngle, float endAngle, int segments, Color color); // Draw ring -RLAPI void draw_ring_lines(Vector2 center, float innerRadius, float outerRadius, float startAngle, float endAngle, int segments, Color color); // Draw ring outline -RLAPI void draw_rectangle(int posX, int posY, int width, int height, Color color); // Draw a color-filled rectangle -RLAPI void draw_rectangle_v(Vector2 position, Vector2 size, Color color); // Draw a color-filled rectangle (Vector version) -RLAPI void draw_rectangle_rec(Rectangle rec, Color color); // Draw a color-filled rectangle -RLAPI void draw_rectangle_pro(Rectangle rec, Vector2 origin, float rotation, Color color); // Draw a color-filled rectangle with pro parameters -RLAPI void draw_rectangle_gradient_v(int posX, int posY, int width, int height, Color color1, Color color2);// Draw a vertical-gradient-filled rectangle -RLAPI void draw_rectangle_gradient_h(int posX, int posY, int width, int height, Color color1, Color color2);// Draw a horizontal-gradient-filled rectangle -RLAPI void draw_rectangle_gradient_ex(Rectangle rec, Color col1, Color col2, Color col3, Color col4); // Draw a gradient-filled rectangle with custom vertex colors -RLAPI void draw_rectangle_lines(int posX, int posY, int width, int height, Color color); // Draw rectangle outline -RLAPI void draw_rectangle_lines_ex(Rectangle rec, float lineThick, Color color); // Draw rectangle outline with extended parameters -RLAPI void draw_rectangle_rounded(Rectangle rec, float roundness, int segments, Color color); // Draw rectangle with rounded edges -RLAPI void draw_rectangle_rounded_lines(Rectangle rec, float roundness, int segments, float lineThick, Color color); // Draw rectangle with rounded edges outline -RLAPI void draw_triangle(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw a color-filled triangle (vertex in counter-clockwise order!) -RLAPI void draw_triangle_lines(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw triangle outline (vertex in counter-clockwise order!) -RLAPI void draw_triangle_fan(Vector2 *points, int pointCount, Color color); // Draw a triangle fan defined by points (first vertex is the center) -RLAPI void draw_triangle_strip(Vector2 *points, int pointCount, Color color); // Draw a triangle strip defined by points -RLAPI void draw_poly(Vector2 center, int sides, float radius, float rotation, Color color); // Draw a regular polygon (Vector version) -RLAPI void draw_poly_lines(Vector2 center, int sides, float radius, float rotation, Color color); // Draw a polygon outline of n sides -RLAPI void draw_poly_lines_ex(Vector2 center, int sides, float radius, float rotation, float lineThick, Color color); // Draw a polygon outline of n sides with extended parameters - -// Splines drawing functions -RLAPI void draw_spline_linear(Vector2 *points, int pointCount, float thick, Color color); // Draw spline: Linear, minimum 2 points -RLAPI void draw_spline_basis(Vector2 *points, int pointCount, float thick, Color color); // Draw spline: B-Spline, minimum 4 points -RLAPI void draw_spline_catmull_rom(Vector2 *points, int pointCount, float thick, Color color); // Draw spline: Catmull-Rom, minimum 4 points -RLAPI void draw_spline_bezier_quadratic(Vector2 *points, int pointCount, float thick, Color color); // Draw spline: Quadratic Bezier, minimum 3 points (1 control point): [p1, c2, p3, c4...] -RLAPI void draw_spline_bezier_cubic(Vector2 *points, int pointCount, float thick, Color color); // Draw spline: Cubic Bezier, minimum 4 points (2 control points): [p1, c2, c3, p4, c5, c6...] -RLAPI void draw_spline_segment_linear(Vector2 p1, Vector2 p2, float thick, Color color); // Draw spline segment: Linear, 2 points -RLAPI void draw_spline_segment_basis(Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4, float thick, Color color); // Draw spline segment: B-Spline, 4 points -RLAPI void draw_spline_segment_catmull_rom(Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4, float thick, Color color); // Draw spline segment: Catmull-Rom, 4 points -RLAPI void draw_spline_segment_bezier_quadratic(Vector2 p1, Vector2 c2, Vector2 p3, float thick, Color color); // Draw spline segment: Quadratic Bezier, 2 points, 1 control point -RLAPI void draw_spline_segment_bezier_cubic(Vector2 p1, Vector2 c2, Vector2 c3, Vector2 p4, float thick, Color color); // Draw spline segment: Cubic Bezier, 2 points, 2 control points - -// Spline segment point evaluation functions, for a given t [0.0f .. 1.0f] -RLAPI Vector2 get_spline_point_linear(Vector2 startPos, Vector2 endPos, float t); // Get (evaluate) spline point: Linear -RLAPI Vector2 get_spline_point_basis(Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4, float t); // Get (evaluate) spline point: B-Spline -RLAPI Vector2 get_spline_point_catmull_rom(Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4, float t); // Get (evaluate) spline point: Catmull-Rom -RLAPI Vector2 get_spline_point_bezier_quad(Vector2 p1, Vector2 c2, Vector2 p3, float t); // Get (evaluate) spline point: Quadratic Bezier -RLAPI Vector2 get_spline_point_bezier_cubic(Vector2 p1, Vector2 c2, Vector2 c3, Vector2 p4, float t); // Get (evaluate) spline point: Cubic Bezier - -// Basic shapes collision detection functions -RLAPI bool check_collision_recs(Rectangle rec1, Rectangle rec2); // Check collision between two rectangles -RLAPI bool check_collision_circles(Vector2 center1, float radius1, Vector2 center2, float radius2); // Check collision between two circles -RLAPI bool check_collision_circle_rec(Vector2 center, float radius, Rectangle rec); // Check collision between circle and rectangle -RLAPI bool check_collision_point_rec(Vector2 point, Rectangle rec); // Check if point is inside rectangle -RLAPI bool check_collision_point_circle(Vector2 point, Vector2 center, float radius); // Check if point is inside circle -RLAPI bool check_collision_point_triangle(Vector2 point, Vector2 p1, Vector2 p2, Vector2 p3); // Check if point is inside a triangle -RLAPI bool check_collision_point_poly(Vector2 point, Vector2 *points, int pointCount); // Check if point is within a polygon described by array of vertices -RLAPI bool check_collision_lines(Vector2 startPos1, Vector2 endPos1, Vector2 startPos2, Vector2 endPos2, Vector2 *collisionPoint); // Check the collision between two lines defined by two points each, returns collision point by reference -RLAPI bool check_collision_point_line(Vector2 point, Vector2 p1, Vector2 p2, int threshold); // Check if point belongs to line created between two points [p1] and [p2] with defined margin in pixels [threshold] -RLAPI Rectangle get_collision_rec(Rectangle rec1, Rectangle rec2); // Get collision rectangle for two rectangles collision - -//------------------------------------------------------------------------------------ -// Texture Loading and Drawing Functions (Module: textures) -//------------------------------------------------------------------------------------ - -// Image loading functions -// NOTE: These functions do not require GPU access -RLAPI Image load_image(const char *fileName); // Load image from file into CPU memory (RAM) -RLAPI Image load_image_raw(const char *fileName, int width, int height, int format, int headerSize); // Load image from RAW file data -RLAPI Image load_image_svg(const char *fileNameOrString, int width, int height); // Load image from SVG file data or string with specified size -RLAPI Image load_image_anim(const char *fileName, int *frames); // Load image sequence from file (frames appended to image.data) -RLAPI Image load_image_from_memory(const char *fileType, const unsigned char *fileData, int dataSize); // Load image from memory buffer, fileType refers to extension: i.e. '.png' -RLAPI Image load_image_from_texture(Texture2d texture); // Load image from GPU texture data -RLAPI Image load_image_from_screen(void); // Load image from screen buffer and (screenshot) -RLAPI bool is_image_ready(Image image); // Check if an image is ready -RLAPI void unload_image(Image image); // Unload image from CPU memory (RAM) -RLAPI bool export_image(Image image, const char *fileName); // Export image data to file, returns true on success -RLAPI unsigned char *ExportImageToMemory(Image image, const char *fileType, int *fileSize); // Export image to memory buffer -RLAPI bool export_image_as_code(Image image, const char *fileName); // Export image as code file defining an array of bytes, returns true on success - -// Image generation functions -RLAPI Image gen_image_color(int width, int height, Color color); // Generate image: plain color -RLAPI Image gen_image_gradient_linear(int width, int height, int direction, Color start, Color end); // Generate image: linear gradient, direction in degrees [0..360], 0=Vertical gradient -RLAPI Image gen_image_gradient_radial(int width, int height, float density, Color inner, Color outer); // Generate image: radial gradient -RLAPI Image gen_image_gradient_square(int width, int height, float density, Color inner, Color outer); // Generate image: square gradient -RLAPI Image gen_image_checked(int width, int height, int checksX, int checksY, Color col1, Color col2); // Generate image: checked -RLAPI Image gen_image_white_noise(int width, int height, float factor); // Generate image: white noise -RLAPI Image gen_image_perlin_noise(int width, int height, int offsetX, int offsetY, float scale); // Generate image: perlin noise -RLAPI Image gen_image_cellular(int width, int height, int tileSize); // Generate image: cellular algorithm, bigger tileSize means bigger cells -RLAPI Image gen_image_text(int width, int height, const char *text); // Generate image: grayscale image from text data - -// Image manipulation functions -RLAPI Image image_copy(Image image); // Create an image duplicate (useful for transformations) -RLAPI Image image_from_image(Image image, Rectangle rec); // Create an image from another image piece -RLAPI Image image_text(const char *text, int fontSize, Color color); // Create an image from text (default font) -RLAPI Image image_text_ex(Font font, const char *text, float fontSize, float spacing, Color tint); // Create an image from text (custom sprite font) -RLAPI void image_format(Image *image, int newFormat); // Convert image data to desired format -RLAPI void image_to_pot(Image *image, Color fill); // Convert image to POT (power-of-two) -RLAPI void image_crop(Image *image, Rectangle crop); // Crop an image to a defined rectangle -RLAPI void image_alpha_crop(Image *image, float threshold); // Crop image depending on alpha value -RLAPI void image_alpha_clear(Image *image, Color color, float threshold); // Clear alpha channel to desired color -RLAPI void image_alpha_mask(Image *image, Image alphaMask); // Apply alpha mask to image -RLAPI void image_alpha_premultiply(Image *image); // Premultiply alpha channel -RLAPI void image_blur_gaussian(Image *image, int blurSize); // Apply Gaussian blur using a box blur approximation -RLAPI void ImageKernelConvolution(Image *image, float* kernel, int kernelSize); // Apply Custom Square image convolution kernel -RLAPI void image_resize(Image *image, int newWidth, int newHeight); // Resize image (Bicubic scaling algorithm) -RLAPI void image_resize_nn(Image *image, int newWidth,int newHeight); // Resize image (Nearest-Neighbor scaling algorithm) -RLAPI void image_resize_canvas(Image *image, int newWidth, int newHeight, int offsetX, int offsetY, Color fill); // Resize canvas and fill with color -RLAPI void image_mipmaps(Image *image); // Compute all mipmap levels for a provided image -RLAPI void image_dither(Image *image, int rBpp, int gBpp, int bBpp, int aBpp); // Dither image data to 16bpp or lower (Floyd-Steinberg dithering) -RLAPI void image_flip_vertical(Image *image); // Flip image vertically -RLAPI void image_flip_horizontal(Image *image); // Flip image horizontally -RLAPI void image_rotate(Image *image, int degrees); // Rotate image by input angle in degrees (-359 to 359) -RLAPI void image_rotate_cw(Image *image); // Rotate image clockwise 90deg -RLAPI void image_rotate_ccw(Image *image); // Rotate image counter-clockwise 90deg -RLAPI void image_color_tint(Image *image, Color color); // Modify image color: tint -RLAPI void image_color_invert(Image *image); // Modify image color: invert -RLAPI void image_color_grayscale(Image *image); // Modify image color: grayscale -RLAPI void image_color_contrast(Image *image, float contrast); // Modify image color: contrast (-100 to 100) -RLAPI void image_color_brightness(Image *image, int brightness); // Modify image color: brightness (-255 to 255) -RLAPI void image_color_replace(Image *image, Color color, Color replace); // Modify image color: replace color -RLAPI Color *LoadImageColors(Image image); // Load color data from image as a Color array (RGBA - 32bit) -RLAPI Color *LoadImagePalette(Image image, int maxPaletteSize, int *colorCount); // Load colors palette from image as a Color array (RGBA - 32bit) -RLAPI void unload_image_colors(Color *colors); // Unload color data loaded with LoadImageColors() -RLAPI void unload_image_palette(Color *colors); // Unload colors palette loaded with LoadImagePalette() -RLAPI Rectangle get_image_alpha_border(Image image, float threshold); // Get image alpha border rectangle -RLAPI Color get_image_color(Image image, int x, int y); // Get image pixel color at (x, y) position - -// Image drawing functions -// NOTE: Image software-rendering functions (CPU) -RLAPI void ImageClearBackground(Image *dst, Color color); // Clear image background with given color -RLAPI void image_draw_pixel(Image *dst, int posX, int posY, Color color); // Draw pixel within an image -RLAPI void image_draw_pixel_v(Image *dst, Vector2 position, Color color); // Draw pixel within an image (Vector version) -RLAPI void image_draw_line(Image *dst, int startPosX, int startPosY, int endPosX, int endPosY, Color color); // Draw line within an image -RLAPI void image_draw_line_v(Image *dst, Vector2 start, Vector2 end, Color color); // Draw line within an image (Vector version) -RLAPI void image_draw_circle(Image *dst, int centerX, int centerY, int radius, Color color); // Draw a filled circle within an image -RLAPI void image_draw_circle_v(Image *dst, Vector2 center, int radius, Color color); // Draw a filled circle within an image (Vector version) -RLAPI void image_draw_circle_lines(Image *dst, int centerX, int centerY, int radius, Color color); // Draw circle outline within an image -RLAPI void image_draw_circle_lines_v(Image *dst, Vector2 center, int radius, Color color); // Draw circle outline within an image (Vector version) -RLAPI void image_draw_rectangle(Image *dst, int posX, int posY, int width, int height, Color color); // Draw rectangle within an image -RLAPI void image_draw_rectangle_v(Image *dst, Vector2 position, Vector2 size, Color color); // Draw rectangle within an image (Vector version) -RLAPI void image_draw_rectangle_rec(Image *dst, Rectangle rec, Color color); // Draw rectangle within an image -RLAPI void image_draw_rectangle_lines(Image *dst, Rectangle rec, int thick, Color color); // Draw rectangle lines within an image -RLAPI void image_draw(Image *dst, Image src, Rectangle srcRec, Rectangle dstRec, Color tint); // Draw a source image within a destination image (tint applied to source) -RLAPI void image_draw_text(Image *dst, const char *text, int posX, int posY, int fontSize, Color color); // Draw text (using default font) within an image (destination) -RLAPI void image_draw_text_ex(Image *dst, Font font, const char *text, Vector2 position, float fontSize, float spacing, Color tint); // Draw text (custom sprite font) within an image (destination) - -// Texture loading functions -// NOTE: These functions require GPU access -RLAPI Texture2d load_texture(const char *fileName); // Load texture from file into GPU memory (VRAM) -RLAPI Texture2d load_texture_from_image(Image image); // Load texture from image data -RLAPI Texture_Cubemap load_texture_cubemap(Image image, int layout); // Load cubemap from image, multiple image cubemap layouts supported -RLAPI Render_Texture2D load_render_texture(int width, int height); // Load texture for rendering (framebuffer) -RLAPI bool is_texture_ready(Texture2d texture); // Check if a texture is ready -RLAPI void unload_texture(Texture2d texture); // Unload texture from GPU memory (VRAM) -RLAPI bool is_render_texture_ready(Render_Texture2D target); // Check if a render texture is ready -RLAPI void unload_render_texture(Render_Texture2D target); // Unload render texture from GPU memory (VRAM) -RLAPI void update_texture(Texture2d texture, const void *pixels); // Update GPU texture with new data -RLAPI void update_texture_rec(Texture2d texture, Rectangle rec, const void *pixels); // Update GPU texture rectangle with new data - -// Texture configuration functions -RLAPI void gen_texture_mipmaps(Texture2d *texture); // Generate GPU mipmaps for a texture -RLAPI void set_texture_filter(Texture2d texture, int filter); // Set texture scaling filter mode -RLAPI void set_texture_wrap(Texture2d texture, int wrap); // Set texture wrapping mode - -// Texture drawing functions -RLAPI void draw_texture(Texture2d texture, int posX, int posY, Color tint); // Draw a Texture2d -RLAPI void draw_texture_v(Texture2d texture, Vector2 position, Color tint); // Draw a Texture2d with position defined as Vector2 -RLAPI void draw_texture_ex(Texture2d texture, Vector2 position, float rotation, float scale, Color tint); // Draw a Texture2d with extended parameters -RLAPI void draw_texture_rec(Texture2d texture, Rectangle source, Vector2 position, Color tint); // Draw a part of a texture defined by a rectangle -RLAPI void draw_texture_pro(Texture2d texture, Rectangle source, Rectangle dest, Vector2 origin, float rotation, Color tint); // Draw a part of a texture defined by a rectangle with 'pro' parameters -RLAPI void draw_texture_npatch(Texture2d texture, N_Patch_Info nPatchInfo, Rectangle dest, Vector2 origin, float rotation, Color tint); // Draws a texture (or part of it) that stretches or shrinks nicely - -// Color/pixel related functions -RLAPI Color fade(Color color, float alpha); // Get color with alpha applied, alpha goes from 0.0f to 1.0f -RLAPI int color_to_int(Color color); // Get hexadecimal value for a Color -RLAPI Vector4 color_normalize(Color color); // Get Color normalized as float [0..1] -RLAPI Color color_from_normalized(Vector4 normalized); // Get Color from normalized values [0..1] -RLAPI Vector3 color_to_hsv(Color color); // Get HSV values for a Color, hue [0..360], saturation/value [0..1] -RLAPI Color color_from_hsv(float hue, float saturation, float value); // Get a Color from HSV values, hue [0..360], saturation/value [0..1] -RLAPI Color color_tint(Color color, Color tint); // Get color multiplied with another color -RLAPI Color color_brightness(Color color, float factor); // Get color with brightness correction, brightness factor goes from -1.0f to 1.0f -RLAPI Color color_contrast(Color color, float contrast); // Get color with contrast correction, contrast values between -1.0f and 1.0f -RLAPI Color color_alpha(Color color, float alpha); // Get color with alpha applied, alpha goes from 0.0f to 1.0f -RLAPI Color color_alpha_blend(Color dst, Color src, Color tint); // Get src alpha-blended into dst color with tint -RLAPI Color get_color(unsigned int hexValue); // Get Color structure from hexadecimal value -RLAPI Color get_pixel_color(void *srcPtr, int format); // Get Color from a source pixel pointer of certain format -RLAPI void set_pixel_color(void *dstPtr, Color color, int format); // Set color formatted into destination pixel pointer -RLAPI int get_pixel_data_size(int width, int height, int format); // Get pixel data size in bytes for certain format - -//------------------------------------------------------------------------------------ -// Font Loading and Text Drawing Functions (Module: text) -//------------------------------------------------------------------------------------ - -// Font loading/unloading functions -RLAPI Font get_font_default(void); // Get the default Font -RLAPI Font load_font(const char *fileName); // Load font from file into GPU memory (VRAM) -RLAPI Font load_font_ex(const char *fileName, int fontSize, int *codepoints, int codepointCount); // Load font from file with extended parameters, use NULL for codepoints and 0 for codepointCount to load the default character set -RLAPI Font load_font_from_image(Image image, Color key, int firstChar); // Load font from Image (XNA style) -RLAPI Font load_font_from_memory(const char *fileType, const unsigned char *fileData, int dataSize, int fontSize, int *codepoints, int codepointCount); // Load font from memory buffer, fileType refers to extension: i.e. '.ttf' -RLAPI bool is_font_ready(Font font); // Check if a font is ready -RLAPI Glyph_Info *LoadFontData(const unsigned char *fileData, int dataSize, int fontSize, int *codepoints, int codepointCount, int type); // Load font data for further use -RLAPI Image gen_image_font_atlas(const Glyph_Info *glyphs, Rectangle **glyphRecs, int glyphCount, int fontSize, int padding, int packMethod); // Generate image font atlas using chars info -RLAPI void unload_font_data(Glyph_Info *glyphs, int glyphCount); // Unload font chars info data (RAM) -RLAPI void unload_font(Font font); // Unload font from GPU memory (VRAM) -RLAPI bool export_font_as_code(Font font, const char *fileName); // Export font as code file, returns true on success - -// Text drawing functions -RLAPI void draw_fps(int posX, int posY); // Draw current FPS -RLAPI void draw_text(const char *text, int posX, int posY, int fontSize, Color color); // Draw text (using default font) -RLAPI void draw_text_ex(Font font, const char *text, Vector2 position, float fontSize, float spacing, Color tint); // Draw text using font and additional parameters -RLAPI void draw_text_pro(Font font, const char *text, Vector2 position, Vector2 origin, float rotation, float fontSize, float spacing, Color tint); // Draw text using Font and pro parameters (rotation) -RLAPI void draw_text_codepoint(Font font, int codepoint, Vector2 position, float fontSize, Color tint); // Draw one character (codepoint) -RLAPI void draw_text_codepoints(Font font, const int *codepoints, int codepointCount, Vector2 position, float fontSize, float spacing, Color tint); // Draw multiple character (codepoint) - -// Text font info functions -RLAPI void set_text_line_spacing(int spacing); // Set vertical line spacing when drawing with line-breaks -RLAPI int measure_text(const char *text, int fontSize); // Measure string width for default font -RLAPI Vector2 measure_text_ex(Font font, const char *text, float fontSize, float spacing); // Measure string size for Font -RLAPI int get_glyph_index(Font font, int codepoint); // Get glyph index position in font for a codepoint (unicode character), fallback to '?' if not found -RLAPI Glyph_Info get_glyph_info(Font font, int codepoint); // Get glyph font info data for a codepoint (unicode character), fallback to '?' if not found -RLAPI Rectangle get_glyph_atlas_rec(Font font, int codepoint); // Get glyph rectangle in font atlas for a codepoint (unicode character), fallback to '?' if not found - -// Text codepoints management functions (unicode characters) -RLAPI char *LoadUTF8(const int *codepoints, int length); // Load UTF-8 text encoded from codepoints array -RLAPI void unload_utf8(char *text); // Unload UTF-8 text encoded from codepoints array -RLAPI int *LoadCodepoints(const char *text, int *count); // Load all codepoints from a UTF-8 text string, codepoints count returned by parameter -RLAPI void unload_codepoints(int *codepoints); // Unload codepoints data from memory -RLAPI int get_codepoint_count(const char *text); // Get total number of codepoints in a UTF-8 encoded string -RLAPI int get_codepoint(const char *text, int *codepointSize); // Get next codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure -RLAPI int get_codepoint_next(const char *text, int *codepointSize); // Get next codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure -RLAPI int get_codepoint_previous(const char *text, int *codepointSize); // Get previous codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure -RLAPI const char *CodepointToUTF8(int codepoint, int *utf8Size); // Encode one codepoint into UTF-8 byte array (array length returned as parameter) - -// Text strings management functions (no UTF-8 strings, only byte chars) -// NOTE: Some strings allocate memory internally for returned strings, just be careful! -RLAPI int text_copy(char *dst, const char *src); // Copy one string to another, returns bytes copied -RLAPI bool text_is_equal(const char *text1, const char *text2); // Check if two text string are equal -RLAPI unsigned int text_length(const char *text); // Get text length, checks for '\0' ending -RLAPI const char *TextFormat(const char *text, ...); // Text formatting with variables (sprintf() style) -RLAPI const char *TextSubtext(const char *text, int position, int length); // Get a piece of a text string -RLAPI char *TextReplace(char *text, const char *replace, const char *by); // Replace text string (WARNING: memory must be freed!) -RLAPI char *TextInsert(const char *text, const char *insert, int position); // Insert text in a position (WARNING: memory must be freed!) -RLAPI const char *TextJoin(const char **textList, int count, const char *delimiter); // Join text strings with delimiter -RLAPI const char **TextSplit(const char *text, char delimiter, int *count); // Split text into multiple strings -RLAPI void text_append(char *text, const char *append, int *position); // Append text at specific position and move cursor! -RLAPI int text_find_index(const char *text, const char *find); // Find first text occurrence within a string -RLAPI const char *TextToUpper(const char *text); // Get upper case version of provided string -RLAPI const char *TextToLower(const char *text); // Get lower case version of provided string -RLAPI const char *TextToPascal(const char *text); // Get Pascal case notation version of provided string -RLAPI int text_to_integer(const char *text); // Get integer value from text (negative values not supported) - -//------------------------------------------------------------------------------------ -// Basic 3d Shapes Drawing Functions (Module: models) -//------------------------------------------------------------------------------------ - -// Basic geometric 3D shapes drawing functions -RLAPI void draw_line3_d(Vector3 startPos, Vector3 endPos, Color color); // Draw a line in 3D world space -RLAPI void draw_point3_d(Vector3 position, Color color); // Draw a point in 3D space, actually a small line -RLAPI void draw_circle3_d(Vector3 center, float radius, Vector3 rotationAxis, float rotationAngle, Color color); // Draw a circle in 3D world space -RLAPI void draw_triangle3_d(Vector3 v1, Vector3 v2, Vector3 v3, Color color); // Draw a color-filled triangle (vertex in counter-clockwise order!) -RLAPI void draw_triangle_strip3d(Vector3 *points, int pointCount, Color color); // Draw a triangle strip defined by points -RLAPI void draw_cube(Vector3 position, float width, float height, float length, Color color); // Draw cube -RLAPI void draw_cube_v(Vector3 position, Vector3 size, Color color); // Draw cube (Vector version) -RLAPI void draw_cube_wires(Vector3 position, float width, float height, float length, Color color); // Draw cube wires -RLAPI void draw_cube_wires_v(Vector3 position, Vector3 size, Color color); // Draw cube wires (Vector version) -RLAPI void draw_sphere(Vector3 centerPos, float radius, Color color); // Draw sphere -RLAPI void draw_sphere_ex(Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere with extended parameters -RLAPI void draw_sphere_wires(Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere wires -RLAPI void draw_cylinder(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone -RLAPI void draw_cylinder_ex(Vector3 startPos, Vector3 endPos, float startRadius, float endRadius, int sides, Color color); // Draw a cylinder with base at startPos and top at endPos -RLAPI void draw_cylinder_wires(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone wires -RLAPI void draw_cylinder_wires_ex(Vector3 startPos, Vector3 endPos, float startRadius, float endRadius, int sides, Color color); // Draw a cylinder wires with base at startPos and top at endPos -RLAPI void draw_capsule(Vector3 startPos, Vector3 endPos, float radius, int slices, int rings, Color color); // Draw a capsule with the center of its sphere caps at startPos and endPos -RLAPI void draw_capsule_wires(Vector3 startPos, Vector3 endPos, float radius, int slices, int rings, Color color); // Draw capsule wireframe with the center of its sphere caps at startPos and endPos -RLAPI void draw_plane(Vector3 centerPos, Vector2 size, Color color); // Draw a plane XZ -RLAPI void draw_ray(Ray ray, Color color); // Draw a ray line -RLAPI void draw_grid(int slices, float spacing); // Draw a grid (centered at (0, 0, 0)) - -//------------------------------------------------------------------------------------ -// Model 3d Loading and Drawing Functions (Module: models) -//------------------------------------------------------------------------------------ - -// Model management functions -RLAPI Model load_model(const char *fileName); // Load model from files (meshes and materials) -RLAPI Model load_model_from_mesh(Mesh mesh); // Load model from generated mesh (default material) -RLAPI bool is_model_ready(Model model); // Check if a model is ready -RLAPI void unload_model(Model model); // Unload model (including meshes) from memory (RAM and/or VRAM) -RLAPI Bounding_box get_model_bounding_box(Model model); // Compute model bounding box limits (considers all meshes) - -// Model drawing functions -RLAPI void draw_model(Model model, Vector3 position, float scale, Color tint); // Draw a model (with texture if set) -RLAPI void draw_model_ex(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model with extended parameters -RLAPI void draw_model_wires(Model model, Vector3 position, float scale, Color tint); // Draw a model wires (with texture if set) -RLAPI void draw_model_wires_ex(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model wires (with texture if set) with extended parameters -RLAPI void draw_bounding_box(Bounding_box box, Color color); // Draw bounding box (wires) -RLAPI void draw_billboard(Camera camera, Texture2d texture, Vector3 position, float size, Color tint); // Draw a billboard texture -RLAPI void draw_billboard_rec(Camera camera, Texture2d texture, Rectangle source, Vector3 position, Vector2 size, Color tint); // Draw a billboard texture defined by source -RLAPI void draw_billboard_pro(Camera camera, Texture2d texture, Rectangle source, Vector3 position, Vector3 up, Vector2 size, Vector2 origin, float rotation, Color tint); // Draw a billboard texture defined by source and rotation - -// Mesh management functions -RLAPI void upload_mesh(Mesh *mesh, bool dynamic); // Upload mesh vertex data in GPU and provide VAO/VBO ids -RLAPI void update_mesh_buffer(Mesh mesh, int index, const void *data, int dataSize, int offset); // Update mesh vertex data in GPU for a specific buffer index -RLAPI void unload_mesh(Mesh mesh); // Unload mesh data from CPU and GPU -RLAPI void draw_mesh(Mesh mesh, Material material, Matrix transform); // Draw a 3d mesh with material and transform -RLAPI void draw_mesh_instanced(Mesh mesh, Material material, const Matrix *transforms, int instances); // Draw multiple mesh instances with material and different transforms -RLAPI bool export_mesh(Mesh mesh, const char *fileName); // Export mesh data to file, returns true on success -RLAPI Bounding_box get_mesh_bounding_box(Mesh mesh); // Compute mesh bounding box limits -RLAPI void gen_mesh_tangents(Mesh *mesh); // Compute mesh tangents - -// Mesh generation functions -RLAPI Mesh gen_mesh_poly(int sides, float radius); // Generate polygonal mesh -RLAPI Mesh gen_mesh_plane(float width, float length, int resX, int resZ); // Generate plane mesh (with subdivisions) -RLAPI Mesh gen_mesh_cube(float width, float height, float length); // Generate cuboid mesh -RLAPI Mesh gen_mesh_sphere(float radius, int rings, int slices); // Generate sphere mesh (standard sphere) -RLAPI Mesh gen_mesh_hemi_sphere(float radius, int rings, int slices); // Generate half-sphere mesh (no bottom cap) -RLAPI Mesh gen_mesh_cylinder(float radius, float height, int slices); // Generate cylinder mesh -RLAPI Mesh gen_mesh_cone(float radius, float height, int slices); // Generate cone/pyramid mesh -RLAPI Mesh gen_mesh_torus(float radius, float size, int radSeg, int sides); // Generate torus mesh -RLAPI Mesh gen_mesh_knot(float radius, float size, int radSeg, int sides); // Generate trefoil knot mesh -RLAPI Mesh gen_mesh_heightmap(Image heightmap, Vector3 size); // Generate heightmap mesh from image data -RLAPI Mesh gen_mesh_cubicmap(Image cubicmap, Vector3 cubeSize); // Generate cubes-based map mesh from image data - -// Material loading/unloading functions -RLAPI Material *LoadMaterials(const char *fileName, int *materialCount); // Load materials from model file -RLAPI Material load_material_default(void); // Load default material (Supports: DIFFUSE, SPECULAR, NORMAL maps) -RLAPI bool is_material_ready(Material material); // Check if a material is ready -RLAPI void unload_material(Material material); // Unload material from GPU memory (VRAM) -RLAPI void set_material_texture(Material *material, int mapType, Texture2d texture); // Set texture for a material map type (MATERIAL_MAP_DIFFUSE, MATERIAL_MAP_SPECULAR...) -RLAPI void set_model_mesh_material(Model *model, int meshId, int materialId); // Set material for a mesh - -// Model animations loading/unloading functions -RLAPI Model_Animation *LoadModelAnimations(const char *fileName, int *animCount); // Load model animations from file -RLAPI void update_model_animation(Model model, Model_Animation anim, int frame); // Update model animation pose -RLAPI void unload_model_animation(Model_Animation anim); // Unload animation data -RLAPI void unload_model_animations(Model_Animation *animations, int animCount); // Unload animation array data -RLAPI bool is_model_animation_valid(Model model, Model_Animation anim); // Check model animation skeleton match - -// Collision detection functions -RLAPI bool check_collision_spheres(Vector3 center1, float radius1, Vector3 center2, float radius2); // Check collision between two spheres -RLAPI bool check_collision_boxes(Bounding_box box1, Bounding_box box2); // Check collision between two bounding boxes -RLAPI bool check_collision_box_sphere(Bounding_box box, Vector3 center, float radius); // Check collision between box and sphere -RLAPI Ray_Collision get_ray_collision_sphere(Ray ray, Vector3 center, float radius); // Get collision info between ray and sphere -RLAPI Ray_Collision get_ray_collision_box(Ray ray, Bounding_box box); // Get collision info between ray and box -RLAPI Ray_Collision get_ray_collision_mesh(Ray ray, Mesh mesh, Matrix transform); // Get collision info between ray and mesh -RLAPI Ray_Collision get_ray_collision_triangle(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3); // Get collision info between ray and triangle -RLAPI Ray_Collision get_ray_collision_quad(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3, Vector3 p4); // Get collision info between ray and quad - -//------------------------------------------------------------------------------------ -// Audio Loading and Playing Functions (Module: audio) -//------------------------------------------------------------------------------------ -typedef void (*AudioCallback)(void *bufferData, unsigned int frames); - -// Audio device management functions -RLAPI void init_audio_device(void); // Initialize audio device and context -RLAPI void close_audio_device(void); // Close the audio device and context -RLAPI bool is_audio_device_ready(void); // Check if audio device has been initialized successfully -RLAPI void set_master_volume(float volume); // Set master volume (listener) -RLAPI float get_master_volume(void); // Get master volume (listener) - -// Wave/Sound loading/unloading functions -RLAPI Wave load_wave(const char *fileName); // Load wave data from file -RLAPI Wave load_wave_from_memory(const char *fileType, const unsigned char *fileData, int dataSize); // Load wave from memory buffer, fileType refers to extension: i.e. '.wav' -RLAPI bool is_wave_ready(Wave wave); // Checks if wave data is ready -RLAPI Sound load_sound(const char *fileName); // Load sound from file -RLAPI Sound load_sound_from_wave(Wave wave); // Load sound from wave data -RLAPI Sound load_sound_alias(Sound source); // Create a new sound that shares the same sample data as the source sound, does not own the sound data -RLAPI bool is_sound_ready(Sound sound); // Checks if a sound is ready -RLAPI void update_sound(Sound sound, const void *data, int sampleCount); // Update sound buffer with new data -RLAPI void unload_wave(Wave wave); // Unload wave data -RLAPI void unload_sound(Sound sound); // Unload sound -RLAPI void unload_sound_alias(Sound alias); // Unload a sound alias (does not deallocate sample data) -RLAPI bool export_wave(Wave wave, const char *fileName); // Export wave data to file, returns true on success -RLAPI bool export_wave_as_code(Wave wave, const char *fileName); // Export wave sample data to code (.h), returns true on success - -// Wave/Sound management functions -RLAPI void play_sound(Sound sound); // Play a sound -RLAPI void stop_sound(Sound sound); // Stop playing a sound -RLAPI void pause_sound(Sound sound); // Pause a sound -RLAPI void resume_sound(Sound sound); // Resume a paused sound -RLAPI bool is_sound_playing(Sound sound); // Check if a sound is currently playing -RLAPI void set_sound_volume(Sound sound, float volume); // Set volume for a sound (1.0 is max level) -RLAPI void set_sound_pitch(Sound sound, float pitch); // Set pitch for a sound (1.0 is base level) -RLAPI void set_sound_pan(Sound sound, float pan); // Set pan for a sound (0.5 is center) -RLAPI Wave wave_copy(Wave wave); // Copy a wave to a new wave -RLAPI void wave_crop(Wave *wave, int initSample, int finalSample); // Crop a wave to defined samples range -RLAPI void wave_format(Wave *wave, int sampleRate, int sampleSize, int channels); // Convert wave data to desired format -RLAPI float *LoadWaveSamples(Wave wave); // Load samples data from wave as a 32bit float data array -RLAPI void unload_wave_samples(float *samples); // Unload samples data loaded with LoadWaveSamples() - -// Music management functions -RLAPI Music load_music_stream(const char *fileName); // Load music stream from file -RLAPI Music load_music_stream_from_memory(const char *fileType, const unsigned char *data, int dataSize); // Load music stream from data -RLAPI bool is_music_ready(Music music); // Checks if a music stream is ready -RLAPI void unload_music_stream(Music music); // Unload music stream -RLAPI void play_music_stream(Music music); // Start music playing -RLAPI bool is_music_stream_playing(Music music); // Check if music is playing -RLAPI void update_music_stream(Music music); // Updates buffers for music streaming -RLAPI void stop_music_stream(Music music); // Stop music playing -RLAPI void pause_music_stream(Music music); // Pause music playing -RLAPI void resume_music_stream(Music music); // Resume playing paused music -RLAPI void seek_music_stream(Music music, float position); // Seek music to a position (in seconds) -RLAPI void set_music_volume(Music music, float volume); // Set volume for music (1.0 is max level) -RLAPI void set_music_pitch(Music music, float pitch); // Set pitch for a music (1.0 is base level) -RLAPI void set_music_pan(Music music, float pan); // Set pan for a music (0.5 is center) -RLAPI float get_music_time_length(Music music); // Get music time length (in seconds) -RLAPI float get_music_time_played(Music music); // Get current music time played (in seconds) - -// Audio_Stream management functions -RLAPI Audio_Stream load_audio_stream(unsigned int sampleRate, unsigned int sampleSize, unsigned int channels); // Load audio stream (to stream raw audio pcm data) -RLAPI bool is_audio_stream_ready(Audio_Stream stream); // Checks if an audio stream is ready -RLAPI void unload_audio_stream(Audio_Stream stream); // Unload audio stream and free memory -RLAPI void update_audio_stream(Audio_Stream stream, const void *data, int frameCount); // Update audio stream buffers with data -RLAPI bool is_audio_stream_processed(Audio_Stream stream); // Check if any audio stream buffers requires refill -RLAPI void play_audio_stream(Audio_Stream stream); // Play audio stream -RLAPI void pause_audio_stream(Audio_Stream stream); // Pause audio stream -RLAPI void resume_audio_stream(Audio_Stream stream); // Resume audio stream -RLAPI bool is_audio_stream_playing(Audio_Stream stream); // Check if audio stream is playing -RLAPI void stop_audio_stream(Audio_Stream stream); // Stop audio stream -RLAPI void set_audio_stream_volume(Audio_Stream stream, float volume); // Set volume for audio stream (1.0 is max level) -RLAPI void set_audio_stream_pitch(Audio_Stream stream, float pitch); // Set pitch for audio stream (1.0 is base level) -RLAPI void set_audio_stream_pan(Audio_Stream stream, float pan); // Set pan for audio stream (0.5 is centered) -RLAPI void set_audio_stream_buffer_size_default(int size); // Default size for new audio streams -RLAPI void set_audio_stream_callback(Audio_Stream stream, AudioCallback callback); // Audio thread callback to request new data - -RLAPI void attach_audio_stream_processor(Audio_Stream stream, AudioCallback processor); // Attach audio stream processor to stream, receives the samples as s -RLAPI void detach_audio_stream_processor(Audio_Stream stream, AudioCallback processor); // Detach audio stream processor from stream - -RLAPI void attach_audio_mixed_processor(AudioCallback processor); // Attach audio stream processor to the entire audio pipeline, receives the samples as s -RLAPI void detach_audio_mixed_processor(AudioCallback processor); // Detach audio stream processor from the entire audio pipeline - -RL_EXTERN_C_END -RL_NS_END - -#endif // RAYLIB_H diff --git a/project/auxillary/vis_ast/dependencies/raylib/include/raymath.h b/project/auxillary/vis_ast/dependencies/raylib/include/raymath.h deleted file mode 100644 index deca55d..0000000 --- a/project/auxillary/vis_ast/dependencies/raylib/include/raymath.h +++ /dev/null @@ -1,2206 +0,0 @@ -/********************************************************************************************** -* -* raymath v1.5 - Math functions to work with Vector2, Vector3, Matrix and Quaternions -* -* CONVENTIONS: -* - Matrix structure is defined as row-major (memory layout) but parameters naming AND all -* math operations performed by the library consider the structure as it was column-major -* It is like transposed versions of the matrices are used for all the maths -* It benefits some functions making them cache-friendly and also avoids matrix -* transpositions sometimes required by OpenGL -* Example: In memory order, row0 is [m0 m4 m8 m12] but in semantic math row0 is [m0 m1 m2 m3] -* - Functions are always self-contained, no function use another raymath function inside, -* required code is directly re-implemented inside -* - Functions input parameters are always received by value (2 unavoidable exceptions) -* - Functions use always a "result" variable for return -* - Functions are always defined inline -* - Angles are always in radians (RL_DEG2RAD/RL_RAD2DEG macros provided for convenience) -* - No compound literals used to make sure libray is compatible with C++ -* -* CONFIGURATION: -* #define RAYMATH_IMPLEMENTATION -* Generates the implementation of the library into the included file. -* If not defined, the library is in header only mode and can be included in other headers -* or source files without problems. But only ONE file should hold the implementation. -* -* #define RAYMATH_STATIC_INLINE -* Define static inline functions code, so #include header suffices for use. -* This may use up lots of memory. -* -* -* LICENSE: zlib/libpng -* -* Copyright (c) 2015-2023 Ramon Santamaria (@raysan5) -* -* This software is provided "as-is", without any express or implied warranty. In no event -* will the authors be held liable for any damages arising from the use of this software. -* -* Permission is granted to anyone to use this software for any purpose, including commercial -* applications, and to alter it and redistribute it freely, subject to the following restrictions: -* -* 1. The origin of this software must not be misrepresented; you must not claim that you -* wrote the original software. If you use this software in a product, an acknowledgment -* in the product documentation would be appreciated but is not required. -* -* 2. Altered source versions must be plainly marked as such, and must not be misrepresented -* as being the original software. -* -* 3. This notice may not be removed or altered from any source distribution. -* -**********************************************************************************************/ - -#ifndef RAYMATH_H -#define RAYMATH_H - -#if defined(RAYMATH_IMPLEMENTATION) && defined(RAYMATH_STATIC_INLINE) - #error "Specifying both RAYMATH_IMPLEMENTATION and RAYMATH_STATIC_INLINE is contradictory" -#endif - -// Function specifiers definition -#if defined(RAYMATH_IMPLEMENTATION) - #if defined(_WIN32) && defined(RL_BUILD_LIBTYPE_SHARED) - #define RMAPI __declspec(dllexport) extern inline // We are building raylib as a Win32 shared library (.dll). - #elif defined(_WIN32) && defined(RL_USE_LIBTYPE_SHARED) - #define RMAPI __declspec(dllimport) // We are using raylib as a Win32 shared library (.dll) - #else - #define RMAPI extern inline // Provide external definition - #endif -#elif defined(RAYMATH_STATIC_INLINE) - #define RMAPI static inline // Functions may be inlined, no external out-of-line definition -#else - #if defined(__TINYC__) - #define RMAPI static inline // plain inline not supported by tinycc (See issue #435) - #else - #define RMAPI inline // Functions may be inlined or external definition used - #endif -#endif - -//---------------------------------------------------------------------------------- -// Defines and Macros -//---------------------------------------------------------------------------------- -#ifndef RL_PI - #define RL_PI 3.14159265358979323846f -#endif - -#ifndef EPSILON - #define EPSILON 0.000001f -#endif - -#ifndef RL_DEG2RAD - #define RL_DEG2RAD (RL_PI/180.0f) -#endif - -#ifndef RL_RAD2DEG - #define RL_RAD2DEG (180.0f/RL_PI) -#endif - -// Get float vector for Matrix -#ifndef MatrixToFloat - #define MatrixToFloat(mat) (RL_NS(matrix_to_float_v)(mat).v) -#endif - -// Get float vector for Vector3 -#ifndef Vector3ToFloat - #define Vector3ToFloat(vec) (RL_NS(vector3_to_float_v)(vec).v) -#endif - -#include "config.h" - -RL_NS_BEGIN - -//---------------------------------------------------------------------------------- -// Types and Structures Definition -//---------------------------------------------------------------------------------- -#if !defined(RL_VECTOR2_TYPE) -// Vector2 type -typedef struct Vector2 { - float x; - float y; -} Vector2; -#define RL_VECTOR2_TYPE -#endif - -#if !defined(RL_VECTOR3_TYPE) -// Vector3 type -typedef struct Vector3 { - float x; - float y; - float z; -} Vector3; -#define RL_VECTOR3_TYPE -#endif - -#if !defined(RL_VECTOR4_TYPE) -// Vector4 type -typedef struct Vector4 { - float x; - float y; - float z; - float w; -} Vector4; -#define RL_VECTOR4_TYPE -#endif - -#if !defined(RL_QUATERNION_TYPE) -// Quaternion type -typedef Vector4 Quaternion; -#define RL_QUATERNION_TYPE -#endif - -#if !defined(RL_MATRIX_TYPE) -// Matrix type (OpenGL style 4x4 - right handed, column major) -typedef struct Matrix { - float m0, m4, m8, m12; // Matrix first row (4 components) - float m1, m5, m9, m13; // Matrix second row (4 components) - float m2, m6, m10, m14; // Matrix third row (4 components) - float m3, m7, m11, m15; // Matrix fourth row (4 components) -} Matrix; -#define RL_MATRIX_TYPE -#endif - -// NOTE: Helper types to be used instead of array return types for *ToFloat functions -typedef struct float3 { - float v[3]; -} float3; - -typedef struct float16 { - float v[16]; -} float16; - -RL_NS_END - -#include // Required for: sinf(), cosf(), tan(), atan2f(), sqrtf(), floor(), fminf(), fmaxf(), fabs() - -RL_NS_BEGIN - -//---------------------------------------------------------------------------------- -// Module Functions Definition - Utils math -//---------------------------------------------------------------------------------- - -// clamp float value -RMAPI float clamp(float value, float min, float max) -{ - float result = (value < min)? min : value; - - if (result > max) result = max; - - return result; -} - -// Calculate linear interpolation between two floats -RMAPI float lerp(float start, float end, float amount) -{ - float result = start + amount*(end - start); - - return result; -} - -// normalize input value within input range -RMAPI float normalize(float value, float start, float end) -{ - float result = (value - start)/(end - start); - - return result; -} - -// remap input value within input range to output range -RMAPI float remap(float value, float inputStart, float inputEnd, float outputStart, float outputEnd) -{ - float result = (value - inputStart)/(inputEnd - inputStart)*(outputEnd - outputStart) + outputStart; - - return result; -} - -// wrap input value from min to max -RMAPI float wrap(float value, float min, float max) -{ - float result = value - (max - min)*floorf((value - min)/(max - min)); - - return result; -} - -// Check whether two given floats are almost equal -RMAPI int float_equals(float x, float y) -{ -#if !defined(EPSILON) - #define EPSILON 0.000001f -#endif - - int result = (fabsf(x - y)) <= (EPSILON*fmaxf(1.0f, fmaxf(fabsf(x), fabsf(y)))); - - return result; -} - -//---------------------------------------------------------------------------------- -// Module Functions Definition - Vector2 math -//---------------------------------------------------------------------------------- - -// Vector with components value 0.0f -RMAPI Vector2 vector2_zero(void) -{ - Vector2 result = { 0.0f, 0.0f }; - - return result; -} - -// Vector with components value 1.0f -RMAPI Vector2 vector2_one(void) -{ - Vector2 result = { 1.0f, 1.0f }; - - return result; -} - -// Add two vectors (v1 + v2) -RMAPI Vector2 vector2_add(Vector2 v1, Vector2 v2) -{ - Vector2 result = { v1.x + v2.x, v1.y + v2.y }; - - return result; -} - -// Add vector and float value -RMAPI Vector2 vector2_add_value(Vector2 v, float add) -{ - Vector2 result = { v.x + add, v.y + add }; - - return result; -} - -// Subtract two vectors (v1 - v2) -RMAPI Vector2 vector2_subtract(Vector2 v1, Vector2 v2) -{ - Vector2 result = { v1.x - v2.x, v1.y - v2.y }; - - return result; -} - -// Subtract vector by float value -RMAPI Vector2 vector2_subtract_value(Vector2 v, float sub) -{ - Vector2 result = { v.x - sub, v.y - sub }; - - return result; -} - -// Calculate vector length -RMAPI float vector2_length(Vector2 v) -{ - float result = sqrtf((v.x*v.x) + (v.y*v.y)); - - return result; -} - -// Calculate vector square length -RMAPI float vector2_length_sqr(Vector2 v) -{ - float result = (v.x*v.x) + (v.y*v.y); - - return result; -} - -// Calculate two vectors dot product -RMAPI float vector2_dot_product(Vector2 v1, Vector2 v2) -{ - float result = (v1.x*v2.x + v1.y*v2.y); - - return result; -} - -// Calculate distance between two vectors -RMAPI float vector2_distance(Vector2 v1, Vector2 v2) -{ - float result = sqrtf((v1.x - v2.x)*(v1.x - v2.x) + (v1.y - v2.y)*(v1.y - v2.y)); - - return result; -} - -// Calculate square distance between two vectors -RMAPI float vector2_distance_sqr(Vector2 v1, Vector2 v2) -{ - float result = ((v1.x - v2.x)*(v1.x - v2.x) + (v1.y - v2.y)*(v1.y - v2.y)); - - return result; -} - -// Calculate angle between two vectors -// NOTE: Angle is calculated from origin point (0, 0) -RMAPI float vector2_angle(Vector2 v1, Vector2 v2) -{ - float result = 0.0f; - - float dot = v1.x*v2.x + v1.y*v2.y; - float det = v1.x*v2.y - v1.y*v2.x; - - result = atan2f(det, dot); - - return result; -} - -// Calculate angle defined by a two vectors line -// NOTE: Parameters need to be normalized -// Current implementation should be aligned with glm::angle -RMAPI float vector2_line_angle(Vector2 start, Vector2 end) -{ - float result = 0.0f; - - // TODO(10/9/2023): Currently angles move clockwise, determine if this is wanted behavior - result = -atan2f(end.y - start.y, end.x - start.x); - - return result; -} - -// Scale vector (multiply by value) -RMAPI Vector2 vector2_scale(Vector2 v, float scale) -{ - Vector2 result = { v.x*scale, v.y*scale }; - - return result; -} - -// Multiply vector by vector -RMAPI Vector2 vector2_multiply(Vector2 v1, Vector2 v2) -{ - Vector2 result = { v1.x*v2.x, v1.y*v2.y }; - - return result; -} - -// Negate vector -RMAPI Vector2 vector2_negate(Vector2 v) -{ - Vector2 result = { -v.x, -v.y }; - - return result; -} - -// Divide vector by vector -RMAPI Vector2 vector2_divide(Vector2 v1, Vector2 v2) -{ - Vector2 result = { v1.x/v2.x, v1.y/v2.y }; - - return result; -} - -// normalize provided vector -RMAPI Vector2 vector2_normalize(Vector2 v) -{ - Vector2 result = { 0 }; - float length = sqrtf((v.x*v.x) + (v.y*v.y)); - - if (length > 0) - { - float ilength = 1.0f/length; - result.x = v.x*ilength; - result.y = v.y*ilength; - } - - return result; -} - -// Transforms a Vector2 by a given Matrix -RMAPI Vector2 vector2_transform(Vector2 v, Matrix mat) -{ - Vector2 result = { 0 }; - - float x = v.x; - float y = v.y; - float z = 0; - - result.x = mat.m0*x + mat.m4*y + mat.m8*z + mat.m12; - result.y = mat.m1*x + mat.m5*y + mat.m9*z + mat.m13; - - return result; -} - -// Calculate linear interpolation between two vectors -RMAPI Vector2 vector2_lerp(Vector2 v1, Vector2 v2, float amount) -{ - Vector2 result = { 0 }; - - result.x = v1.x + amount*(v2.x - v1.x); - result.y = v1.y + amount*(v2.y - v1.y); - - return result; -} - -// Calculate reflected vector to normal -RMAPI Vector2 vector2_reflect(Vector2 v, Vector2 normal) -{ - Vector2 result = { 0 }; - - float dotProduct = (v.x*normal.x + v.y*normal.y); // Dot product - - result.x = v.x - (2.0f*normal.x)*dotProduct; - result.y = v.y - (2.0f*normal.y)*dotProduct; - - return result; -} - -// Rotate vector by angle -RMAPI Vector2 vector2_rotate(Vector2 v, float angle) -{ - Vector2 result = { 0 }; - - float cosres = cosf(angle); - float sinres = sinf(angle); - - result.x = v.x*cosres - v.y*sinres; - result.y = v.x*sinres + v.y*cosres; - - return result; -} - -// Move Vector towards target -RMAPI Vector2 vector2_move_towards(Vector2 v, Vector2 target, float maxDistance) -{ - Vector2 result = { 0 }; - - float dx = target.x - v.x; - float dy = target.y - v.y; - float value = (dx*dx) + (dy*dy); - - if ((value == 0) || ((maxDistance >= 0) && (value <= maxDistance*maxDistance))) return target; - - float dist = sqrtf(value); - - result.x = v.x + dx/dist*maxDistance; - result.y = v.y + dy/dist*maxDistance; - - return result; -} - -// Invert the given vector -RMAPI Vector2 vector2_invert(Vector2 v) -{ - Vector2 result = { 1.0f/v.x, 1.0f/v.y }; - - return result; -} - -// clamp the components of the vector between -// min and max values specified by the given vectors -RMAPI Vector2 vector2_clamp(Vector2 v, Vector2 min, Vector2 max) -{ - Vector2 result = { 0 }; - - result.x = fminf(max.x, fmaxf(min.x, v.x)); - result.y = fminf(max.y, fmaxf(min.y, v.y)); - - return result; -} - -// clamp the magnitude of the vector between two min and max values -RMAPI Vector2 vector2_clamp_value(Vector2 v, float min, float max) -{ - Vector2 result = v; - - float length = (v.x*v.x) + (v.y*v.y); - if (length > 0.0f) - { - length = sqrtf(length); - - if (length < min) - { - float scale = min/length; - result.x = v.x*scale; - result.y = v.y*scale; - } - else if (length > max) - { - float scale = max/length; - result.x = v.x*scale; - result.y = v.y*scale; - } - } - - return result; -} - -// Check whether two given vectors are almost equal -RMAPI int vector2_equals(Vector2 p, Vector2 q) -{ -#if !defined(EPSILON) - #define EPSILON 0.000001f -#endif - - int result = ((fabsf(p.x - q.x)) <= (EPSILON*fmaxf(1.0f, fmaxf(fabsf(p.x), fabsf(q.x))))) && - ((fabsf(p.y - q.y)) <= (EPSILON*fmaxf(1.0f, fmaxf(fabsf(p.y), fabsf(q.y))))); - - return result; -} - -//---------------------------------------------------------------------------------- -// Module Functions Definition - Vector3 math -//---------------------------------------------------------------------------------- - -// Vector with components value 0.0f -RMAPI Vector3 vector3_zero(void) -{ - Vector3 result = { 0.0f, 0.0f, 0.0f }; - - return result; -} - -// Vector with components value 1.0f -RMAPI Vector3 vector3_one(void) -{ - Vector3 result = { 1.0f, 1.0f, 1.0f }; - - return result; -} - -// Add two vectors -RMAPI Vector3 vector3_add(Vector3 v1, Vector3 v2) -{ - Vector3 result = { v1.x + v2.x, v1.y + v2.y, v1.z + v2.z }; - - return result; -} - -// Add vector and float value -RMAPI Vector3 vector3_add_value(Vector3 v, float add) -{ - Vector3 result = { v.x + add, v.y + add, v.z + add }; - - return result; -} - -// Subtract two vectors -RMAPI Vector3 vector3_subtract(Vector3 v1, Vector3 v2) -{ - Vector3 result = { v1.x - v2.x, v1.y - v2.y, v1.z - v2.z }; - - return result; -} - -// Subtract vector by float value -RMAPI Vector3 vector3_subtract_value(Vector3 v, float sub) -{ - Vector3 result = { v.x - sub, v.y - sub, v.z - sub }; - - return result; -} - -// Multiply vector by scalar -RMAPI Vector3 vector3_scale(Vector3 v, float scalar) -{ - Vector3 result = { v.x*scalar, v.y*scalar, v.z*scalar }; - - return result; -} - -// Multiply vector by vector -RMAPI Vector3 vector3_multiply(Vector3 v1, Vector3 v2) -{ - Vector3 result = { v1.x*v2.x, v1.y*v2.y, v1.z*v2.z }; - - return result; -} - -// Calculate two vectors cross product -RMAPI Vector3 vector3_cross_product(Vector3 v1, Vector3 v2) -{ - Vector3 result = { v1.y*v2.z - v1.z*v2.y, v1.z*v2.x - v1.x*v2.z, v1.x*v2.y - v1.y*v2.x }; - - return result; -} - -// Calculate one vector perpendicular vector -RMAPI Vector3 vector3_perpendicular(Vector3 v) -{ - Vector3 result = { 0 }; - - float min = (float) fabs(v.x); - Vector3 cardinalAxis = {1.0f, 0.0f, 0.0f}; - - if (fabsf(v.y) < min) - { - min = (float) fabs(v.y); - Vector3 tmp = {0.0f, 1.0f, 0.0f}; - cardinalAxis = tmp; - } - - if (fabsf(v.z) < min) - { - Vector3 tmp = {0.0f, 0.0f, 1.0f}; - cardinalAxis = tmp; - } - - // Cross product between vectors - result.x = v.y*cardinalAxis.z - v.z*cardinalAxis.y; - result.y = v.z*cardinalAxis.x - v.x*cardinalAxis.z; - result.z = v.x*cardinalAxis.y - v.y*cardinalAxis.x; - - return result; -} - -// Calculate vector length -RMAPI float vector3_length(const Vector3 v) -{ - float result = sqrtf(v.x*v.x + v.y*v.y + v.z*v.z); - - return result; -} - -// Calculate vector square length -RMAPI float vector3_length_sqr(const Vector3 v) -{ - float result = v.x*v.x + v.y*v.y + v.z*v.z; - - return result; -} - -// Calculate two vectors dot product -RMAPI float vector3_dot_product(Vector3 v1, Vector3 v2) -{ - float result = (v1.x*v2.x + v1.y*v2.y + v1.z*v2.z); - - return result; -} - -// Calculate distance between two vectors -RMAPI float vector3_distance(Vector3 v1, Vector3 v2) -{ - float result = 0.0f; - - float dx = v2.x - v1.x; - float dy = v2.y - v1.y; - float dz = v2.z - v1.z; - result = sqrtf(dx*dx + dy*dy + dz*dz); - - return result; -} - -// Calculate square distance between two vectors -RMAPI float vector3_distance_sqr(Vector3 v1, Vector3 v2) -{ - float result = 0.0f; - - float dx = v2.x - v1.x; - float dy = v2.y - v1.y; - float dz = v2.z - v1.z; - result = dx*dx + dy*dy + dz*dz; - - return result; -} - -// Calculate angle between two vectors -RMAPI float vector3_angle(Vector3 v1, Vector3 v2) -{ - float result = 0.0f; - - Vector3 cross = { v1.y*v2.z - v1.z*v2.y, v1.z*v2.x - v1.x*v2.z, v1.x*v2.y - v1.y*v2.x }; - float len = sqrtf(cross.x*cross.x + cross.y*cross.y + cross.z*cross.z); - float dot = (v1.x*v2.x + v1.y*v2.y + v1.z*v2.z); - result = atan2f(len, dot); - - return result; -} - -// Negate provided vector (invert direction) -RMAPI Vector3 vector3_negate(Vector3 v) -{ - Vector3 result = { -v.x, -v.y, -v.z }; - - return result; -} - -// Divide vector by vector -RMAPI Vector3 vector3_divide(Vector3 v1, Vector3 v2) -{ - Vector3 result = { v1.x/v2.x, v1.y/v2.y, v1.z/v2.z }; - - return result; -} - -// normalize provided vector -RMAPI Vector3 vector3_normalize(Vector3 v) -{ - Vector3 result = v; - - float length = sqrtf(v.x*v.x + v.y*v.y + v.z*v.z); - if (length != 0.0f) - { - float ilength = 1.0f/length; - - result.x *= ilength; - result.y *= ilength; - result.z *= ilength; - } - - return result; -} - -//Calculate the projection of the vector v1 on to v2 -RMAPI Vector3 vector3_project(Vector3 v1, Vector3 v2) -{ - Vector3 result = { 0 }; - - float v1dv2 = (v1.x*v2.x + v1.y*v2.y + v1.z*v2.z); - float v2dv2 = (v2.x*v2.x + v2.y*v2.y + v2.z*v2.z); - - float mag = v1dv2/v2dv2; - - result.x = v2.x*mag; - result.y = v2.y*mag; - result.z = v2.z*mag; - - return result; -} - -//Calculate the rejection of the vector v1 on to v2 -RMAPI Vector3 vector3_reject(Vector3 v1, Vector3 v2) -{ - Vector3 result = { 0 }; - - float v1dv2 = (v1.x*v2.x + v1.y*v2.y + v1.z*v2.z); - float v2dv2 = (v2.x*v2.x + v2.y*v2.y + v2.z*v2.z); - - float mag = v1dv2/v2dv2; - - result.x = v1.x - (v2.x*mag); - result.y = v1.y - (v2.y*mag); - result.z = v1.z - (v2.z*mag); - - return result; -} - -// Orthonormalize provided vectors -// Makes vectors normalized and orthogonal to each other -// Gram-Schmidt function implementation -RMAPI void vector3_ortho_normalize(Vector3 *v1, Vector3 *v2) -{ - float length = 0.0f; - float ilength = 0.0f; - - // vector3_normalize(*v1); - Vector3 v = *v1; - length = sqrtf(v.x*v.x + v.y*v.y + v.z*v.z); - if (length == 0.0f) length = 1.0f; - ilength = 1.0f/length; - v1->x *= ilength; - v1->y *= ilength; - v1->z *= ilength; - - // vector3_cross_product(*v1, *v2) - Vector3 vn1 = { v1->y*v2->z - v1->z*v2->y, v1->z*v2->x - v1->x*v2->z, v1->x*v2->y - v1->y*v2->x }; - - // vector3_normalize(vn1); - v = vn1; - length = sqrtf(v.x*v.x + v.y*v.y + v.z*v.z); - if (length == 0.0f) length = 1.0f; - ilength = 1.0f/length; - vn1.x *= ilength; - vn1.y *= ilength; - vn1.z *= ilength; - - // vector3_cross_product(vn1, *v1) - Vector3 vn2 = { vn1.y*v1->z - vn1.z*v1->y, vn1.z*v1->x - vn1.x*v1->z, vn1.x*v1->y - vn1.y*v1->x }; - - *v2 = vn2; -} - -// Transforms a Vector3 by a given Matrix -RMAPI Vector3 vector3_transform(Vector3 v, Matrix mat) -{ - Vector3 result = { 0 }; - - float x = v.x; - float y = v.y; - float z = v.z; - - result.x = mat.m0*x + mat.m4*y + mat.m8*z + mat.m12; - result.y = mat.m1*x + mat.m5*y + mat.m9*z + mat.m13; - result.z = mat.m2*x + mat.m6*y + mat.m10*z + mat.m14; - - return result; -} - -// Transform a vector by quaternion rotation -RMAPI Vector3 vector3_rotate_by_quaternion(Vector3 v, Quaternion q) -{ - Vector3 result = { 0 }; - - result.x = v.x*(q.x*q.x + q.w*q.w - q.y*q.y - q.z*q.z) + v.y*(2*q.x*q.y - 2*q.w*q.z) + v.z*(2*q.x*q.z + 2*q.w*q.y); - result.y = v.x*(2*q.w*q.z + 2*q.x*q.y) + v.y*(q.w*q.w - q.x*q.x + q.y*q.y - q.z*q.z) + v.z*(-2*q.w*q.x + 2*q.y*q.z); - result.z = v.x*(-2*q.w*q.y + 2*q.x*q.z) + v.y*(2*q.w*q.x + 2*q.y*q.z)+ v.z*(q.w*q.w - q.x*q.x - q.y*q.y + q.z*q.z); - - return result; -} - -// Rotates a vector around an axis -RMAPI Vector3 vector3_rotate_by_axis_angle(Vector3 v, Vector3 axis, float angle) -{ - // Using Euler-Rodrigues Formula - // Ref.: https://en.wikipedia.org/w/index.php?title=Euler%E2%80%93Rodrigues_formula - - Vector3 result = v; - - // vector3_normalize(axis); - float length = sqrtf(axis.x*axis.x + axis.y*axis.y + axis.z*axis.z); - if (length == 0.0f) length = 1.0f; - float ilength = 1.0f / length; - axis.x *= ilength; - axis.y *= ilength; - axis.z *= ilength; - - angle /= 2.0f; - float a = sinf(angle); - float b = axis.x*a; - float c = axis.y*a; - float d = axis.z*a; - a = cosf(angle); - Vector3 w = { b, c, d }; - - // vector3_cross_product(w, v) - Vector3 wv = { w.y*v.z - w.z*v.y, w.z*v.x - w.x*v.z, w.x*v.y - w.y*v.x }; - - // vector3_cross_product(w, wv) - Vector3 wwv = { w.y*wv.z - w.z*wv.y, w.z*wv.x - w.x*wv.z, w.x*wv.y - w.y*wv.x }; - - // vector3_scale(wv, 2*a) - a *= 2; - wv.x *= a; - wv.y *= a; - wv.z *= a; - - // vector3_scale(wwv, 2) - wwv.x *= 2; - wwv.y *= 2; - wwv.z *= 2; - - result.x += wv.x; - result.y += wv.y; - result.z += wv.z; - - result.x += wwv.x; - result.y += wwv.y; - result.z += wwv.z; - - return result; -} - -// Calculate linear interpolation between two vectors -RMAPI Vector3 vector3_lerp(Vector3 v1, Vector3 v2, float amount) -{ - Vector3 result = { 0 }; - - result.x = v1.x + amount*(v2.x - v1.x); - result.y = v1.y + amount*(v2.y - v1.y); - result.z = v1.z + amount*(v2.z - v1.z); - - return result; -} - -// Calculate reflected vector to normal -RMAPI Vector3 vector3_reflect(Vector3 v, Vector3 normal) -{ - Vector3 result = { 0 }; - - // I is the original vector - // N is the normal of the incident plane - // R = I - (2*N*(DotProduct[I, N])) - - float dotProduct = (v.x*normal.x + v.y*normal.y + v.z*normal.z); - - result.x = v.x - (2.0f*normal.x)*dotProduct; - result.y = v.y - (2.0f*normal.y)*dotProduct; - result.z = v.z - (2.0f*normal.z)*dotProduct; - - return result; -} - -// Get min value for each pair of components -RMAPI Vector3 vector3_min(Vector3 v1, Vector3 v2) -{ - Vector3 result = { 0 }; - - result.x = fminf(v1.x, v2.x); - result.y = fminf(v1.y, v2.y); - result.z = fminf(v1.z, v2.z); - - return result; -} - -// Get max value for each pair of components -RMAPI Vector3 vector3_max(Vector3 v1, Vector3 v2) -{ - Vector3 result = { 0 }; - - result.x = fmaxf(v1.x, v2.x); - result.y = fmaxf(v1.y, v2.y); - result.z = fmaxf(v1.z, v2.z); - - return result; -} - -// Compute barycenter coordinates (u, v, w) for point p with respect to triangle (a, b, c) -// NOTE: Assumes P is on the plane of the triangle -RMAPI Vector3 vector3_barycenter(Vector3 p, Vector3 a, Vector3 b, Vector3 c) -{ - Vector3 result = { 0 }; - - Vector3 v0 = { b.x - a.x, b.y - a.y, b.z - a.z }; // vector3_subtract(b, a) - Vector3 v1 = { c.x - a.x, c.y - a.y, c.z - a.z }; // vector3_subtract(c, a) - Vector3 v2 = { p.x - a.x, p.y - a.y, p.z - a.z }; // vector3_subtract(p, a) - float d00 = (v0.x*v0.x + v0.y*v0.y + v0.z*v0.z); // vector3_dot_product(v0, v0) - float d01 = (v0.x*v1.x + v0.y*v1.y + v0.z*v1.z); // vector3_dot_product(v0, v1) - float d11 = (v1.x*v1.x + v1.y*v1.y + v1.z*v1.z); // vector3_dot_product(v1, v1) - float d20 = (v2.x*v0.x + v2.y*v0.y + v2.z*v0.z); // vector3_dot_product(v2, v0) - float d21 = (v2.x*v1.x + v2.y*v1.y + v2.z*v1.z); // vector3_dot_product(v2, v1) - - float denom = d00*d11 - d01*d01; - - result.y = (d11*d20 - d01*d21)/denom; - result.z = (d00*d21 - d01*d20)/denom; - result.x = 1.0f - (result.z + result.y); - - return result; -} - -// Projects a Vector3 from screen space into object space -// NOTE: We are avoiding calling other raymath functions despite available -RMAPI Vector3 vector3_unproject(Vector3 source, Matrix projection, Matrix view) -{ - Vector3 result = { 0 }; - - // Calculate unprojected matrix (multiply view matrix by projection matrix) and invert it - Matrix matViewProj = { // matrix_multiply(view, projection); - view.m0*projection.m0 + view.m1*projection.m4 + view.m2*projection.m8 + view.m3*projection.m12, - view.m0*projection.m1 + view.m1*projection.m5 + view.m2*projection.m9 + view.m3*projection.m13, - view.m0*projection.m2 + view.m1*projection.m6 + view.m2*projection.m10 + view.m3*projection.m14, - view.m0*projection.m3 + view.m1*projection.m7 + view.m2*projection.m11 + view.m3*projection.m15, - view.m4*projection.m0 + view.m5*projection.m4 + view.m6*projection.m8 + view.m7*projection.m12, - view.m4*projection.m1 + view.m5*projection.m5 + view.m6*projection.m9 + view.m7*projection.m13, - view.m4*projection.m2 + view.m5*projection.m6 + view.m6*projection.m10 + view.m7*projection.m14, - view.m4*projection.m3 + view.m5*projection.m7 + view.m6*projection.m11 + view.m7*projection.m15, - view.m8*projection.m0 + view.m9*projection.m4 + view.m10*projection.m8 + view.m11*projection.m12, - view.m8*projection.m1 + view.m9*projection.m5 + view.m10*projection.m9 + view.m11*projection.m13, - view.m8*projection.m2 + view.m9*projection.m6 + view.m10*projection.m10 + view.m11*projection.m14, - view.m8*projection.m3 + view.m9*projection.m7 + view.m10*projection.m11 + view.m11*projection.m15, - view.m12*projection.m0 + view.m13*projection.m4 + view.m14*projection.m8 + view.m15*projection.m12, - view.m12*projection.m1 + view.m13*projection.m5 + view.m14*projection.m9 + view.m15*projection.m13, - view.m12*projection.m2 + view.m13*projection.m6 + view.m14*projection.m10 + view.m15*projection.m14, - view.m12*projection.m3 + view.m13*projection.m7 + view.m14*projection.m11 + view.m15*projection.m15 }; - - // Calculate inverted matrix -> matrix_invert(matViewProj); - // Cache the matrix values (speed optimization) - float a00 = matViewProj.m0, a01 = matViewProj.m1, a02 = matViewProj.m2, a03 = matViewProj.m3; - float a10 = matViewProj.m4, a11 = matViewProj.m5, a12 = matViewProj.m6, a13 = matViewProj.m7; - float a20 = matViewProj.m8, a21 = matViewProj.m9, a22 = matViewProj.m10, a23 = matViewProj.m11; - float a30 = matViewProj.m12, a31 = matViewProj.m13, a32 = matViewProj.m14, a33 = matViewProj.m15; - - float b00 = a00*a11 - a01*a10; - float b01 = a00*a12 - a02*a10; - float b02 = a00*a13 - a03*a10; - float b03 = a01*a12 - a02*a11; - float b04 = a01*a13 - a03*a11; - float b05 = a02*a13 - a03*a12; - float b06 = a20*a31 - a21*a30; - float b07 = a20*a32 - a22*a30; - float b08 = a20*a33 - a23*a30; - float b09 = a21*a32 - a22*a31; - float b10 = a21*a33 - a23*a31; - float b11 = a22*a33 - a23*a32; - - // Calculate the invert determinant (inlined to avoid double-caching) - float invDet = 1.0f/(b00*b11 - b01*b10 + b02*b09 + b03*b08 - b04*b07 + b05*b06); - - Matrix matViewProjInv = { - (a11*b11 - a12*b10 + a13*b09)*invDet, - (-a01*b11 + a02*b10 - a03*b09)*invDet, - (a31*b05 - a32*b04 + a33*b03)*invDet, - (-a21*b05 + a22*b04 - a23*b03)*invDet, - (-a10*b11 + a12*b08 - a13*b07)*invDet, - (a00*b11 - a02*b08 + a03*b07)*invDet, - (-a30*b05 + a32*b02 - a33*b01)*invDet, - (a20*b05 - a22*b02 + a23*b01)*invDet, - (a10*b10 - a11*b08 + a13*b06)*invDet, - (-a00*b10 + a01*b08 - a03*b06)*invDet, - (a30*b04 - a31*b02 + a33*b00)*invDet, - (-a20*b04 + a21*b02 - a23*b00)*invDet, - (-a10*b09 + a11*b07 - a12*b06)*invDet, - (a00*b09 - a01*b07 + a02*b06)*invDet, - (-a30*b03 + a31*b01 - a32*b00)*invDet, - (a20*b03 - a21*b01 + a22*b00)*invDet }; - - // Create quaternion from source point - Quaternion quat = { source.x, source.y, source.z, 1.0f }; - - // Multiply quat point by unprojecte matrix - Quaternion qtransformed = { // quaternion_transform(quat, matViewProjInv) - matViewProjInv.m0*quat.x + matViewProjInv.m4*quat.y + matViewProjInv.m8*quat.z + matViewProjInv.m12*quat.w, - matViewProjInv.m1*quat.x + matViewProjInv.m5*quat.y + matViewProjInv.m9*quat.z + matViewProjInv.m13*quat.w, - matViewProjInv.m2*quat.x + matViewProjInv.m6*quat.y + matViewProjInv.m10*quat.z + matViewProjInv.m14*quat.w, - matViewProjInv.m3*quat.x + matViewProjInv.m7*quat.y + matViewProjInv.m11*quat.z + matViewProjInv.m15*quat.w }; - - // Normalized world points in vectors - result.x = qtransformed.x/qtransformed.w; - result.y = qtransformed.y/qtransformed.w; - result.z = qtransformed.z/qtransformed.w; - - return result; -} - -// Get Vector3 as float array -RMAPI float3 vector3_to_float_v(Vector3 v) -{ - float3 buffer = { 0 }; - - buffer.v[0] = v.x; - buffer.v[1] = v.y; - buffer.v[2] = v.z; - - return buffer; -} - -// Invert the given vector -RMAPI Vector3 vector3_invert(Vector3 v) -{ - Vector3 result = { 1.0f/v.x, 1.0f/v.y, 1.0f/v.z }; - - return result; -} - -// clamp the components of the vector between -// min and max values specified by the given vectors -RMAPI Vector3 vector3_clamp(Vector3 v, Vector3 min, Vector3 max) -{ - Vector3 result = { 0 }; - - result.x = fminf(max.x, fmaxf(min.x, v.x)); - result.y = fminf(max.y, fmaxf(min.y, v.y)); - result.z = fminf(max.z, fmaxf(min.z, v.z)); - - return result; -} - -// clamp the magnitude of the vector between two values -RMAPI Vector3 vector3_clamp_value(Vector3 v, float min, float max) -{ - Vector3 result = v; - - float length = (v.x*v.x) + (v.y*v.y) + (v.z*v.z); - if (length > 0.0f) - { - length = sqrtf(length); - - if (length < min) - { - float scale = min/length; - result.x = v.x*scale; - result.y = v.y*scale; - result.z = v.z*scale; - } - else if (length > max) - { - float scale = max/length; - result.x = v.x*scale; - result.y = v.y*scale; - result.z = v.z*scale; - } - } - - return result; -} - -// Check whether two given vectors are almost equal -RMAPI int vector3_equals(Vector3 p, Vector3 q) -{ -#if !defined(EPSILON) - #define EPSILON 0.000001f -#endif - - int result = ((fabsf(p.x - q.x)) <= (EPSILON*fmaxf(1.0f, fmaxf(fabsf(p.x), fabsf(q.x))))) && - ((fabsf(p.y - q.y)) <= (EPSILON*fmaxf(1.0f, fmaxf(fabsf(p.y), fabsf(q.y))))) && - ((fabsf(p.z - q.z)) <= (EPSILON*fmaxf(1.0f, fmaxf(fabsf(p.z), fabsf(q.z))))); - - return result; -} - -// Compute the direction of a refracted ray -// v: normalized direction of the incoming ray -// n: normalized normal vector of the interface of two optical media -// r: ratio of the refractive index of the medium from where the ray comes -// to the refractive index of the medium on the other side of the surface -RMAPI Vector3 vector3_refract(Vector3 v, Vector3 n, float r) -{ - Vector3 result = { 0 }; - - float dot = v.x*n.x + v.y*n.y + v.z*n.z; - float d = 1.0f - r*r*(1.0f - dot*dot); - - if (d >= 0.0f) - { - d = sqrtf(d); - v.x = r*v.x - (r*dot + d)*n.x; - v.y = r*v.y - (r*dot + d)*n.y; - v.z = r*v.z - (r*dot + d)*n.z; - - result = v; - } - - return result; -} - -//---------------------------------------------------------------------------------- -// Module Functions Definition - Matrix math -//---------------------------------------------------------------------------------- - -// Compute matrix determinant -RMAPI float matrix_determinant(Matrix mat) -{ - float result = 0.0f; - - // Cache the matrix values (speed optimization) - float a00 = mat.m0, a01 = mat.m1, a02 = mat.m2, a03 = mat.m3; - float a10 = mat.m4, a11 = mat.m5, a12 = mat.m6, a13 = mat.m7; - float a20 = mat.m8, a21 = mat.m9, a22 = mat.m10, a23 = mat.m11; - float a30 = mat.m12, a31 = mat.m13, a32 = mat.m14, a33 = mat.m15; - - result = a30*a21*a12*a03 - a20*a31*a12*a03 - a30*a11*a22*a03 + a10*a31*a22*a03 + - a20*a11*a32*a03 - a10*a21*a32*a03 - a30*a21*a02*a13 + a20*a31*a02*a13 + - a30*a01*a22*a13 - a00*a31*a22*a13 - a20*a01*a32*a13 + a00*a21*a32*a13 + - a30*a11*a02*a23 - a10*a31*a02*a23 - a30*a01*a12*a23 + a00*a31*a12*a23 + - a10*a01*a32*a23 - a00*a11*a32*a23 - a20*a11*a02*a33 + a10*a21*a02*a33 + - a20*a01*a12*a33 - a00*a21*a12*a33 - a10*a01*a22*a33 + a00*a11*a22*a33; - - return result; -} - -// Get the trace of the matrix (sum of the values along the diagonal) -RMAPI float matrix_trace(Matrix mat) -{ - float result = (mat.m0 + mat.m5 + mat.m10 + mat.m15); - - return result; -} - -// Transposes provided matrix -RMAPI Matrix matrix_transpose(Matrix mat) -{ - Matrix result = { 0 }; - - result.m0 = mat.m0; - result.m1 = mat.m4; - result.m2 = mat.m8; - result.m3 = mat.m12; - result.m4 = mat.m1; - result.m5 = mat.m5; - result.m6 = mat.m9; - result.m7 = mat.m13; - result.m8 = mat.m2; - result.m9 = mat.m6; - result.m10 = mat.m10; - result.m11 = mat.m14; - result.m12 = mat.m3; - result.m13 = mat.m7; - result.m14 = mat.m11; - result.m15 = mat.m15; - - return result; -} - -// Invert provided matrix -RMAPI Matrix matrix_invert(Matrix mat) -{ - Matrix result = { 0 }; - - // Cache the matrix values (speed optimization) - float a00 = mat.m0, a01 = mat.m1, a02 = mat.m2, a03 = mat.m3; - float a10 = mat.m4, a11 = mat.m5, a12 = mat.m6, a13 = mat.m7; - float a20 = mat.m8, a21 = mat.m9, a22 = mat.m10, a23 = mat.m11; - float a30 = mat.m12, a31 = mat.m13, a32 = mat.m14, a33 = mat.m15; - - float b00 = a00*a11 - a01*a10; - float b01 = a00*a12 - a02*a10; - float b02 = a00*a13 - a03*a10; - float b03 = a01*a12 - a02*a11; - float b04 = a01*a13 - a03*a11; - float b05 = a02*a13 - a03*a12; - float b06 = a20*a31 - a21*a30; - float b07 = a20*a32 - a22*a30; - float b08 = a20*a33 - a23*a30; - float b09 = a21*a32 - a22*a31; - float b10 = a21*a33 - a23*a31; - float b11 = a22*a33 - a23*a32; - - // Calculate the invert determinant (inlined to avoid double-caching) - float invDet = 1.0f/(b00*b11 - b01*b10 + b02*b09 + b03*b08 - b04*b07 + b05*b06); - - result.m0 = (a11*b11 - a12*b10 + a13*b09)*invDet; - result.m1 = (-a01*b11 + a02*b10 - a03*b09)*invDet; - result.m2 = (a31*b05 - a32*b04 + a33*b03)*invDet; - result.m3 = (-a21*b05 + a22*b04 - a23*b03)*invDet; - result.m4 = (-a10*b11 + a12*b08 - a13*b07)*invDet; - result.m5 = (a00*b11 - a02*b08 + a03*b07)*invDet; - result.m6 = (-a30*b05 + a32*b02 - a33*b01)*invDet; - result.m7 = (a20*b05 - a22*b02 + a23*b01)*invDet; - result.m8 = (a10*b10 - a11*b08 + a13*b06)*invDet; - result.m9 = (-a00*b10 + a01*b08 - a03*b06)*invDet; - result.m10 = (a30*b04 - a31*b02 + a33*b00)*invDet; - result.m11 = (-a20*b04 + a21*b02 - a23*b00)*invDet; - result.m12 = (-a10*b09 + a11*b07 - a12*b06)*invDet; - result.m13 = (a00*b09 - a01*b07 + a02*b06)*invDet; - result.m14 = (-a30*b03 + a31*b01 - a32*b00)*invDet; - result.m15 = (a20*b03 - a21*b01 + a22*b00)*invDet; - - return result; -} - -// #if !defined(RL_REFACTORED_C) && !defined(RL_REFACTORED_CPP) || !defined(RLGL_H) -// #if !defined(RLGL_H) && !defined(RL_REFACTORED_C) && !defined(RL_REFACTORED_CPP) -// Get identity matrix -RMAPI Matrix matrix_identity(void) -{ - Matrix result = { 1.0f, 0.0f, 0.0f, 0.0f, - 0.0f, 1.0f, 0.0f, 0.0f, - 0.0f, 0.0f, 1.0f, 0.0f, - 0.0f, 0.0f, 0.0f, 1.0f }; - - return result; -} -// #endif - -// Add two matrices -RMAPI Matrix matrix_add(Matrix left, Matrix right) -{ - Matrix result = { 0 }; - - result.m0 = left.m0 + right.m0; - result.m1 = left.m1 + right.m1; - result.m2 = left.m2 + right.m2; - result.m3 = left.m3 + right.m3; - result.m4 = left.m4 + right.m4; - result.m5 = left.m5 + right.m5; - result.m6 = left.m6 + right.m6; - result.m7 = left.m7 + right.m7; - result.m8 = left.m8 + right.m8; - result.m9 = left.m9 + right.m9; - result.m10 = left.m10 + right.m10; - result.m11 = left.m11 + right.m11; - result.m12 = left.m12 + right.m12; - result.m13 = left.m13 + right.m13; - result.m14 = left.m14 + right.m14; - result.m15 = left.m15 + right.m15; - - return result; -} - -// Subtract two matrices (left - right) -RMAPI Matrix matrix_subtract(Matrix left, Matrix right) -{ - Matrix result = { 0 }; - - result.m0 = left.m0 - right.m0; - result.m1 = left.m1 - right.m1; - result.m2 = left.m2 - right.m2; - result.m3 = left.m3 - right.m3; - result.m4 = left.m4 - right.m4; - result.m5 = left.m5 - right.m5; - result.m6 = left.m6 - right.m6; - result.m7 = left.m7 - right.m7; - result.m8 = left.m8 - right.m8; - result.m9 = left.m9 - right.m9; - result.m10 = left.m10 - right.m10; - result.m11 = left.m11 - right.m11; - result.m12 = left.m12 - right.m12; - result.m13 = left.m13 - right.m13; - result.m14 = left.m14 - right.m14; - result.m15 = left.m15 - right.m15; - - return result; -} - -// #if !defined(RL_REFACTORED_C) && !defined(RL_REFACTORED_CPP) || !defined(RLGL_H) -// #if !defined(RLGL_H) && !defined(RL_REFACTORED_C) && !defined(RL_REFACTORED_CPP) -// Get two matrix multiplication -// NOTE: When multiplying matrices... the order matters! -RMAPI Matrix matrix_multiply(Matrix left, Matrix right) -{ - Matrix result = { 0 }; - - result.m0 = left.m0*right.m0 + left.m1*right.m4 + left.m2*right.m8 + left.m3*right.m12; - result.m1 = left.m0*right.m1 + left.m1*right.m5 + left.m2*right.m9 + left.m3*right.m13; - result.m2 = left.m0*right.m2 + left.m1*right.m6 + left.m2*right.m10 + left.m3*right.m14; - result.m3 = left.m0*right.m3 + left.m1*right.m7 + left.m2*right.m11 + left.m3*right.m15; - result.m4 = left.m4*right.m0 + left.m5*right.m4 + left.m6*right.m8 + left.m7*right.m12; - result.m5 = left.m4*right.m1 + left.m5*right.m5 + left.m6*right.m9 + left.m7*right.m13; - result.m6 = left.m4*right.m2 + left.m5*right.m6 + left.m6*right.m10 + left.m7*right.m14; - result.m7 = left.m4*right.m3 + left.m5*right.m7 + left.m6*right.m11 + left.m7*right.m15; - result.m8 = left.m8*right.m0 + left.m9*right.m4 + left.m10*right.m8 + left.m11*right.m12; - result.m9 = left.m8*right.m1 + left.m9*right.m5 + left.m10*right.m9 + left.m11*right.m13; - result.m10 = left.m8*right.m2 + left.m9*right.m6 + left.m10*right.m10 + left.m11*right.m14; - result.m11 = left.m8*right.m3 + left.m9*right.m7 + left.m10*right.m11 + left.m11*right.m15; - result.m12 = left.m12*right.m0 + left.m13*right.m4 + left.m14*right.m8 + left.m15*right.m12; - result.m13 = left.m12*right.m1 + left.m13*right.m5 + left.m14*right.m9 + left.m15*right.m13; - result.m14 = left.m12*right.m2 + left.m13*right.m6 + left.m14*right.m10 + left.m15*right.m14; - result.m15 = left.m12*right.m3 + left.m13*right.m7 + left.m14*right.m11 + left.m15*right.m15; - - return result; -} -// #endif - -// Get translation matrix -RMAPI Matrix matrix_translate(float x, float y, float z) -{ - Matrix result = { 1.0f, 0.0f, 0.0f, x, - 0.0f, 1.0f, 0.0f, y, - 0.0f, 0.0f, 1.0f, z, - 0.0f, 0.0f, 0.0f, 1.0f }; - - return result; -} - -// Create rotation matrix from axis and angle -// NOTE: Angle should be provided in radians -RMAPI Matrix matrix_rotate(Vector3 axis, float angle) -{ - Matrix result = { 0 }; - - float x = axis.x, y = axis.y, z = axis.z; - - float lengthSquared = x*x + y*y + z*z; - - if ((lengthSquared != 1.0f) && (lengthSquared != 0.0f)) - { - float ilength = 1.0f/sqrtf(lengthSquared); - x *= ilength; - y *= ilength; - z *= ilength; - } - - float sinres = sinf(angle); - float cosres = cosf(angle); - float t = 1.0f - cosres; - - result.m0 = x*x*t + cosres; - result.m1 = y*x*t + z*sinres; - result.m2 = z*x*t - y*sinres; - result.m3 = 0.0f; - - result.m4 = x*y*t - z*sinres; - result.m5 = y*y*t + cosres; - result.m6 = z*y*t + x*sinres; - result.m7 = 0.0f; - - result.m8 = x*z*t + y*sinres; - result.m9 = y*z*t - x*sinres; - result.m10 = z*z*t + cosres; - result.m11 = 0.0f; - - result.m12 = 0.0f; - result.m13 = 0.0f; - result.m14 = 0.0f; - result.m15 = 1.0f; - - return result; -} - -// Get x-rotation matrix -// NOTE: Angle must be provided in radians -RMAPI Matrix matrix_rotate_x(float angle) -{ - Matrix result = { 1.0f, 0.0f, 0.0f, 0.0f, - 0.0f, 1.0f, 0.0f, 0.0f, - 0.0f, 0.0f, 1.0f, 0.0f, - 0.0f, 0.0f, 0.0f, 1.0f }; // matrix_identity() - - float cosres = cosf(angle); - float sinres = sinf(angle); - - result.m5 = cosres; - result.m6 = sinres; - result.m9 = -sinres; - result.m10 = cosres; - - return result; -} - -// Get y-rotation matrix -// NOTE: Angle must be provided in radians -RMAPI Matrix matrix_rotate_y(float angle) -{ - Matrix result = { 1.0f, 0.0f, 0.0f, 0.0f, - 0.0f, 1.0f, 0.0f, 0.0f, - 0.0f, 0.0f, 1.0f, 0.0f, - 0.0f, 0.0f, 0.0f, 1.0f }; // matrix_identity() - - float cosres = cosf(angle); - float sinres = sinf(angle); - - result.m0 = cosres; - result.m2 = -sinres; - result.m8 = sinres; - result.m10 = cosres; - - return result; -} - -// Get z-rotation matrix -// NOTE: Angle must be provided in radians -RMAPI Matrix matrix_rotate_z(float angle) -{ - Matrix result = { 1.0f, 0.0f, 0.0f, 0.0f, - 0.0f, 1.0f, 0.0f, 0.0f, - 0.0f, 0.0f, 1.0f, 0.0f, - 0.0f, 0.0f, 0.0f, 1.0f }; // matrix_identity() - - float cosres = cosf(angle); - float sinres = sinf(angle); - - result.m0 = cosres; - result.m1 = sinres; - result.m4 = -sinres; - result.m5 = cosres; - - return result; -} - - -// Get xyz-rotation matrix -// NOTE: Angle must be provided in radians -RMAPI Matrix matrix_rotate_xyz(Vector3 angle) -{ - Matrix result = { 1.0f, 0.0f, 0.0f, 0.0f, - 0.0f, 1.0f, 0.0f, 0.0f, - 0.0f, 0.0f, 1.0f, 0.0f, - 0.0f, 0.0f, 0.0f, 1.0f }; // matrix_identity() - - float cosz = cosf(-angle.z); - float sinz = sinf(-angle.z); - float cosy = cosf(-angle.y); - float siny = sinf(-angle.y); - float cosx = cosf(-angle.x); - float sinx = sinf(-angle.x); - - result.m0 = cosz*cosy; - result.m1 = (cosz*siny*sinx) - (sinz*cosx); - result.m2 = (cosz*siny*cosx) + (sinz*sinx); - - result.m4 = sinz*cosy; - result.m5 = (sinz*siny*sinx) + (cosz*cosx); - result.m6 = (sinz*siny*cosx) - (cosz*sinx); - - result.m8 = -siny; - result.m9 = cosy*sinx; - result.m10= cosy*cosx; - - return result; -} - -// Get zyx-rotation matrix -// NOTE: Angle must be provided in radians -RMAPI Matrix matrix_rotate_zyx(Vector3 angle) -{ - Matrix result = { 0 }; - - float cz = cosf(angle.z); - float sz = sinf(angle.z); - float cy = cosf(angle.y); - float sy = sinf(angle.y); - float cx = cosf(angle.x); - float sx = sinf(angle.x); - - result.m0 = cz*cy; - result.m4 = cz*sy*sx - cx*sz; - result.m8 = sz*sx + cz*cx*sy; - result.m12 = 0; - - result.m1 = cy*sz; - result.m5 = cz*cx + sz*sy*sx; - result.m9 = cx*sz*sy - cz*sx; - result.m13 = 0; - - result.m2 = -sy; - result.m6 = cy*sx; - result.m10 = cy*cx; - result.m14 = 0; - - result.m3 = 0; - result.m7 = 0; - result.m11 = 0; - result.m15 = 1; - - return result; -} - -// Get scaling matrix -RMAPI Matrix matrix_scale(float x, float y, float z) -{ - Matrix result = { x, 0.0f, 0.0f, 0.0f, - 0.0f, y, 0.0f, 0.0f, - 0.0f, 0.0f, z, 0.0f, - 0.0f, 0.0f, 0.0f, 1.0f }; - - return result; -} - -// Get perspective projection matrix -RMAPI Matrix matrix_frustum(double left, double right, double bottom, double top, double near, double far) -{ - Matrix result = { 0 }; - - float rl = (float)(right - left); - float tb = (float)(top - bottom); - float fn = (float)(far - near); - - result.m0 = ((float)near*2.0f)/rl; - result.m1 = 0.0f; - result.m2 = 0.0f; - result.m3 = 0.0f; - - result.m4 = 0.0f; - result.m5 = ((float)near*2.0f)/tb; - result.m6 = 0.0f; - result.m7 = 0.0f; - - result.m8 = ((float)right + (float)left)/rl; - result.m9 = ((float)top + (float)bottom)/tb; - result.m10 = -((float)far + (float)near)/fn; - result.m11 = -1.0f; - - result.m12 = 0.0f; - result.m13 = 0.0f; - result.m14 = -((float)far*(float)near*2.0f)/fn; - result.m15 = 0.0f; - - return result; -} - -// Get perspective projection matrix -// NOTE: Fovy angle must be provided in radians -RMAPI Matrix matrix_perspective(double fovY, double aspect, double nearPlane, double farPlane) -{ - Matrix result = { 0 }; - - double top = nearPlane*tan(fovY*0.5); - double bottom = -top; - double right = top*aspect; - double left = -right; - - // matrix_frustum(-right, right, -top, top, near, far); - float rl = (float)(right - left); - float tb = (float)(top - bottom); - float fn = (float)(farPlane - nearPlane); - - result.m0 = ((float)nearPlane*2.0f)/rl; - result.m5 = ((float)nearPlane*2.0f)/tb; - result.m8 = ((float)right + (float)left)/rl; - result.m9 = ((float)top + (float)bottom)/tb; - result.m10 = -((float)farPlane + (float)nearPlane)/fn; - result.m11 = -1.0f; - result.m14 = -((float)farPlane*(float)nearPlane*2.0f)/fn; - - return result; -} - -// Get orthographic projection matrix -RMAPI Matrix matrix_ortho(double left, double right, double bottom, double top, double nearPlane, double farPlane) -{ - Matrix result = { 0 }; - - float rl = (float)(right - left); - float tb = (float)(top - bottom); - float fn = (float)(farPlane - nearPlane); - - result.m0 = 2.0f/rl; - result.m1 = 0.0f; - result.m2 = 0.0f; - result.m3 = 0.0f; - result.m4 = 0.0f; - result.m5 = 2.0f/tb; - result.m6 = 0.0f; - result.m7 = 0.0f; - result.m8 = 0.0f; - result.m9 = 0.0f; - result.m10 = -2.0f/fn; - result.m11 = 0.0f; - result.m12 = -((float)left + (float)right)/rl; - result.m13 = -((float)top + (float)bottom)/tb; - result.m14 = -((float)farPlane + (float)nearPlane)/fn; - result.m15 = 1.0f; - - return result; -} - -// Get camera look-at matrix (view matrix) -RMAPI Matrix matrix_look_at(Vector3 eye, Vector3 target, Vector3 up) -{ - Matrix result = { 0 }; - - float length = 0.0f; - float ilength = 0.0f; - - // vector3_subtract(eye, target) - Vector3 vz = { eye.x - target.x, eye.y - target.y, eye.z - target.z }; - - // vector3_normalize(vz) - Vector3 v = vz; - length = sqrtf(v.x*v.x + v.y*v.y + v.z*v.z); - if (length == 0.0f) length = 1.0f; - ilength = 1.0f/length; - vz.x *= ilength; - vz.y *= ilength; - vz.z *= ilength; - - // vector3_cross_product(up, vz) - Vector3 vx = { up.y*vz.z - up.z*vz.y, up.z*vz.x - up.x*vz.z, up.x*vz.y - up.y*vz.x }; - - // vector3_normalize(x) - v = vx; - length = sqrtf(v.x*v.x + v.y*v.y + v.z*v.z); - if (length == 0.0f) length = 1.0f; - ilength = 1.0f/length; - vx.x *= ilength; - vx.y *= ilength; - vx.z *= ilength; - - // vector3_cross_product(vz, vx) - Vector3 vy = { vz.y*vx.z - vz.z*vx.y, vz.z*vx.x - vz.x*vx.z, vz.x*vx.y - vz.y*vx.x }; - - result.m0 = vx.x; - result.m1 = vy.x; - result.m2 = vz.x; - result.m3 = 0.0f; - result.m4 = vx.y; - result.m5 = vy.y; - result.m6 = vz.y; - result.m7 = 0.0f; - result.m8 = vx.z; - result.m9 = vy.z; - result.m10 = vz.z; - result.m11 = 0.0f; - result.m12 = -(vx.x*eye.x + vx.y*eye.y + vx.z*eye.z); // vector3_dot_product(vx, eye) - result.m13 = -(vy.x*eye.x + vy.y*eye.y + vy.z*eye.z); // vector3_dot_product(vy, eye) - result.m14 = -(vz.x*eye.x + vz.y*eye.y + vz.z*eye.z); // vector3_dot_product(vz, eye) - result.m15 = 1.0f; - - return result; -} - -// Get float array of matrix data -RMAPI float16 matrix_to_float_v(Matrix mat) -{ - float16 result = { 0 }; - - result.v[0] = mat.m0; - result.v[1] = mat.m1; - result.v[2] = mat.m2; - result.v[3] = mat.m3; - result.v[4] = mat.m4; - result.v[5] = mat.m5; - result.v[6] = mat.m6; - result.v[7] = mat.m7; - result.v[8] = mat.m8; - result.v[9] = mat.m9; - result.v[10] = mat.m10; - result.v[11] = mat.m11; - result.v[12] = mat.m12; - result.v[13] = mat.m13; - result.v[14] = mat.m14; - result.v[15] = mat.m15; - - return result; -} - -//---------------------------------------------------------------------------------- -// Module Functions Definition - Quaternion math -//---------------------------------------------------------------------------------- - -// Add two quaternions -RMAPI Quaternion quaternion_add(Quaternion q1, Quaternion q2) -{ - Quaternion result = {q1.x + q2.x, q1.y + q2.y, q1.z + q2.z, q1.w + q2.w}; - - return result; -} - -// Add quaternion and float value -RMAPI Quaternion quaternion_add_value(Quaternion q, float add) -{ - Quaternion result = {q.x + add, q.y + add, q.z + add, q.w + add}; - - return result; -} - -// Subtract two quaternions -RMAPI Quaternion quaternion_subtract(Quaternion q1, Quaternion q2) -{ - Quaternion result = {q1.x - q2.x, q1.y - q2.y, q1.z - q2.z, q1.w - q2.w}; - - return result; -} - -// Subtract quaternion and float value -RMAPI Quaternion quaternion_subtract_value(Quaternion q, float sub) -{ - Quaternion result = {q.x - sub, q.y - sub, q.z - sub, q.w - sub}; - - return result; -} - -// Get identity quaternion -RMAPI Quaternion quaternion_identity(void) -{ - Quaternion result = { 0.0f, 0.0f, 0.0f, 1.0f }; - - return result; -} - -// Computes the length of a quaternion -RMAPI float quaternion_length(Quaternion q) -{ - float result = sqrtf(q.x*q.x + q.y*q.y + q.z*q.z + q.w*q.w); - - return result; -} - -// normalize provided quaternion -RMAPI Quaternion quaternion_normalize(Quaternion q) -{ - Quaternion result = { 0 }; - - float length = sqrtf(q.x*q.x + q.y*q.y + q.z*q.z + q.w*q.w); - if (length == 0.0f) length = 1.0f; - float ilength = 1.0f/length; - - result.x = q.x*ilength; - result.y = q.y*ilength; - result.z = q.z*ilength; - result.w = q.w*ilength; - - return result; -} - -// Invert provided quaternion -RMAPI Quaternion quaternion_invert(Quaternion q) -{ - Quaternion result = q; - - float lengthSq = q.x*q.x + q.y*q.y + q.z*q.z + q.w*q.w; - - if (lengthSq != 0.0f) - { - float invLength = 1.0f/lengthSq; - - result.x *= -invLength; - result.y *= -invLength; - result.z *= -invLength; - result.w *= invLength; - } - - return result; -} - -// Calculate two quaternion multiplication -RMAPI Quaternion quaternion_multiply(Quaternion q1, Quaternion q2) -{ - Quaternion result = { 0 }; - - float qax = q1.x, qay = q1.y, qaz = q1.z, qaw = q1.w; - float qbx = q2.x, qby = q2.y, qbz = q2.z, qbw = q2.w; - - result.x = qax*qbw + qaw*qbx + qay*qbz - qaz*qby; - result.y = qay*qbw + qaw*qby + qaz*qbx - qax*qbz; - result.z = qaz*qbw + qaw*qbz + qax*qby - qay*qbx; - result.w = qaw*qbw - qax*qbx - qay*qby - qaz*qbz; - - return result; -} - -// Scale quaternion by float value -RMAPI Quaternion quaternion_scale(Quaternion q, float mul) -{ - Quaternion result = { 0 }; - - result.x = q.x*mul; - result.y = q.y*mul; - result.z = q.z*mul; - result.w = q.w*mul; - - return result; -} - -// Divide two quaternions -RMAPI Quaternion quaternion_divide(Quaternion q1, Quaternion q2) -{ - Quaternion result = { q1.x/q2.x, q1.y/q2.y, q1.z/q2.z, q1.w/q2.w }; - - return result; -} - -// Calculate linear interpolation between two quaternions -RMAPI Quaternion quaternion_lerp(Quaternion q1, Quaternion q2, float amount) -{ - Quaternion result = { 0 }; - - result.x = q1.x + amount*(q2.x - q1.x); - result.y = q1.y + amount*(q2.y - q1.y); - result.z = q1.z + amount*(q2.z - q1.z); - result.w = q1.w + amount*(q2.w - q1.w); - - return result; -} - -// Calculate slerp-optimized interpolation between two quaternions -RMAPI Quaternion quaternion_nlerp(Quaternion q1, Quaternion q2, float amount) -{ - Quaternion result = { 0 }; - - // quaternion_lerp(q1, q2, amount) - result.x = q1.x + amount*(q2.x - q1.x); - result.y = q1.y + amount*(q2.y - q1.y); - result.z = q1.z + amount*(q2.z - q1.z); - result.w = q1.w + amount*(q2.w - q1.w); - - // quaternion_normalize(q); - Quaternion q = result; - float length = sqrtf(q.x*q.x + q.y*q.y + q.z*q.z + q.w*q.w); - if (length == 0.0f) length = 1.0f; - float ilength = 1.0f/length; - - result.x = q.x*ilength; - result.y = q.y*ilength; - result.z = q.z*ilength; - result.w = q.w*ilength; - - return result; -} - -// Calculates spherical linear interpolation between two quaternions -RMAPI Quaternion quaternion_slerp(Quaternion q1, Quaternion q2, float amount) -{ - Quaternion result = { 0 }; - -#if !defined(EPSILON) - #define EPSILON 0.000001f -#endif - - float cosHalfTheta = q1.x*q2.x + q1.y*q2.y + q1.z*q2.z + q1.w*q2.w; - - if (cosHalfTheta < 0) - { - q2.x = -q2.x; q2.y = -q2.y; q2.z = -q2.z; q2.w = -q2.w; - cosHalfTheta = -cosHalfTheta; - } - - if (fabsf(cosHalfTheta) >= 1.0f) result = q1; - else if (cosHalfTheta > 0.95f) result = quaternion_nlerp(q1, q2, amount); - else - { - float halfTheta = acosf(cosHalfTheta); - float sinHalfTheta = sqrtf(1.0f - cosHalfTheta*cosHalfTheta); - - if (fabsf(sinHalfTheta) < EPSILON) - { - result.x = (q1.x*0.5f + q2.x*0.5f); - result.y = (q1.y*0.5f + q2.y*0.5f); - result.z = (q1.z*0.5f + q2.z*0.5f); - result.w = (q1.w*0.5f + q2.w*0.5f); - } - else - { - float ratioA = sinf((1 - amount)*halfTheta)/sinHalfTheta; - float ratioB = sinf(amount*halfTheta)/sinHalfTheta; - - result.x = (q1.x*ratioA + q2.x*ratioB); - result.y = (q1.y*ratioA + q2.y*ratioB); - result.z = (q1.z*ratioA + q2.z*ratioB); - result.w = (q1.w*ratioA + q2.w*ratioB); - } - } - - return result; -} - -// Calculate quaternion based on the rotation from one vector to another -RMAPI Quaternion quaternion_from_vector3_to_vector3(Vector3 from, Vector3 to) -{ - Quaternion result = { 0 }; - - float cos2Theta = (from.x*to.x + from.y*to.y + from.z*to.z); // vector3_dot_product(from, to) - Vector3 cross = { from.y*to.z - from.z*to.y, from.z*to.x - from.x*to.z, from.x*to.y - from.y*to.x }; // vector3_cross_product(from, to) - - result.x = cross.x; - result.y = cross.y; - result.z = cross.z; - result.w = 1.0f + cos2Theta; - - // quaternion_normalize(q); - // NOTE: normalize to essentially nlerp the original and identity to 0.5 - Quaternion q = result; - float length = sqrtf(q.x*q.x + q.y*q.y + q.z*q.z + q.w*q.w); - if (length == 0.0f) length = 1.0f; - float ilength = 1.0f/length; - - result.x = q.x*ilength; - result.y = q.y*ilength; - result.z = q.z*ilength; - result.w = q.w*ilength; - - return result; -} - -// Get a quaternion for a given rotation matrix -RMAPI Quaternion quaternion_from_matrix(Matrix mat) -{ - Quaternion result = { 0 }; - - float fourWSquaredMinus1 = mat.m0 + mat.m5 + mat.m10; - float fourXSquaredMinus1 = mat.m0 - mat.m5 - mat.m10; - float fourYSquaredMinus1 = mat.m5 - mat.m0 - mat.m10; - float fourZSquaredMinus1 = mat.m10 - mat.m0 - mat.m5; - - int biggestIndex = 0; - float fourBiggestSquaredMinus1 = fourWSquaredMinus1; - if (fourXSquaredMinus1 > fourBiggestSquaredMinus1) - { - fourBiggestSquaredMinus1 = fourXSquaredMinus1; - biggestIndex = 1; - } - - if (fourYSquaredMinus1 > fourBiggestSquaredMinus1) - { - fourBiggestSquaredMinus1 = fourYSquaredMinus1; - biggestIndex = 2; - } - - if (fourZSquaredMinus1 > fourBiggestSquaredMinus1) - { - fourBiggestSquaredMinus1 = fourZSquaredMinus1; - biggestIndex = 3; - } - - float biggestVal = sqrtf(fourBiggestSquaredMinus1 + 1.0f)*0.5f; - float mult = 0.25f / biggestVal; - - switch (biggestIndex) - { - case 0: - result.w = biggestVal; - result.x = (mat.m6 - mat.m9)*mult; - result.y = (mat.m8 - mat.m2)*mult; - result.z = (mat.m1 - mat.m4)*mult; - break; - case 1: - result.x = biggestVal; - result.w = (mat.m6 - mat.m9)*mult; - result.y = (mat.m1 + mat.m4)*mult; - result.z = (mat.m8 + mat.m2)*mult; - break; - case 2: - result.y = biggestVal; - result.w = (mat.m8 - mat.m2)*mult; - result.x = (mat.m1 + mat.m4)*mult; - result.z = (mat.m6 + mat.m9)*mult; - break; - case 3: - result.z = biggestVal; - result.w = (mat.m1 - mat.m4)*mult; - result.x = (mat.m8 + mat.m2)*mult; - result.y = (mat.m6 + mat.m9)*mult; - break; - } - - return result; -} - -// Get a matrix for a given quaternion -RMAPI Matrix quaternion_to_matrix(Quaternion q) -{ - Matrix result = { 1.0f, 0.0f, 0.0f, 0.0f, - 0.0f, 1.0f, 0.0f, 0.0f, - 0.0f, 0.0f, 1.0f, 0.0f, - 0.0f, 0.0f, 0.0f, 1.0f }; // matrix_identity() - - float a2 = q.x*q.x; - float b2 = q.y*q.y; - float c2 = q.z*q.z; - float ac = q.x*q.z; - float ab = q.x*q.y; - float bc = q.y*q.z; - float ad = q.w*q.x; - float bd = q.w*q.y; - float cd = q.w*q.z; - - result.m0 = 1 - 2*(b2 + c2); - result.m1 = 2*(ab + cd); - result.m2 = 2*(ac - bd); - - result.m4 = 2*(ab - cd); - result.m5 = 1 - 2*(a2 + c2); - result.m6 = 2*(bc + ad); - - result.m8 = 2*(ac + bd); - result.m9 = 2*(bc - ad); - result.m10 = 1 - 2*(a2 + b2); - - return result; -} - -// Get rotation quaternion for an angle and axis -// NOTE: Angle must be provided in radians -RMAPI Quaternion quaternion_from_axis_angle(Vector3 axis, float angle) -{ - Quaternion result = { 0.0f, 0.0f, 0.0f, 1.0f }; - - float axisLength = sqrtf(axis.x*axis.x + axis.y*axis.y + axis.z*axis.z); - - if (axisLength != 0.0f) - { - angle *= 0.5f; - - float length = 0.0f; - float ilength = 0.0f; - - // vector3_normalize(axis) - Vector3 v = axis; - length = sqrtf(v.x*v.x + v.y*v.y + v.z*v.z); - if (length == 0.0f) length = 1.0f; - ilength = 1.0f/length; - axis.x *= ilength; - axis.y *= ilength; - axis.z *= ilength; - - float sinres = sinf(angle); - float cosres = cosf(angle); - - result.x = axis.x*sinres; - result.y = axis.y*sinres; - result.z = axis.z*sinres; - result.w = cosres; - - // quaternion_normalize(q); - Quaternion q = result; - length = sqrtf(q.x*q.x + q.y*q.y + q.z*q.z + q.w*q.w); - if (length == 0.0f) length = 1.0f; - ilength = 1.0f/length; - result.x = q.x*ilength; - result.y = q.y*ilength; - result.z = q.z*ilength; - result.w = q.w*ilength; - } - - return result; -} - -// Get the rotation angle and axis for a given quaternion -RMAPI void quaternion_to_axis_angle(Quaternion q, Vector3 *outAxis, float *outAngle) -{ - if (fabsf(q.w) > 1.0f) - { - // quaternion_normalize(q); - float length = sqrtf(q.x*q.x + q.y*q.y + q.z*q.z + q.w*q.w); - if (length == 0.0f) length = 1.0f; - float ilength = 1.0f/length; - - q.x = q.x*ilength; - q.y = q.y*ilength; - q.z = q.z*ilength; - q.w = q.w*ilength; - } - - Vector3 resAxis = { 0.0f, 0.0f, 0.0f }; - float resAngle = 2.0f*acosf(q.w); - float den = sqrtf(1.0f - q.w*q.w); - - if (den > EPSILON) - { - resAxis.x = q.x/den; - resAxis.y = q.y/den; - resAxis.z = q.z/den; - } - else - { - // This occurs when the angle is zero. - // Not a problem: just set an arbitrary normalized axis. - resAxis.x = 1.0f; - } - - *outAxis = resAxis; - *outAngle = resAngle; -} - -// Get the quaternion equivalent to Euler angles -// NOTE: Rotation order is ZYX -RMAPI Quaternion quaternion_from_euler(float pitch, float yaw, float roll) -{ - Quaternion result = { 0 }; - - float x0 = cosf(pitch*0.5f); - float x1 = sinf(pitch*0.5f); - float y0 = cosf(yaw*0.5f); - float y1 = sinf(yaw*0.5f); - float z0 = cosf(roll*0.5f); - float z1 = sinf(roll*0.5f); - - result.x = x1*y0*z0 - x0*y1*z1; - result.y = x0*y1*z0 + x1*y0*z1; - result.z = x0*y0*z1 - x1*y1*z0; - result.w = x0*y0*z0 + x1*y1*z1; - - return result; -} - -// Get the Euler angles equivalent to quaternion (roll, pitch, yaw) -// NOTE: Angles are returned in a Vector3 struct in radians -RMAPI Vector3 quaternion_to_euler(Quaternion q) -{ - Vector3 result = { 0 }; - - // Roll (x-axis rotation) - float x0 = 2.0f*(q.w*q.x + q.y*q.z); - float x1 = 1.0f - 2.0f*(q.x*q.x + q.y*q.y); - result.x = atan2f(x0, x1); - - // Pitch (y-axis rotation) - float y0 = 2.0f*(q.w*q.y - q.z*q.x); - y0 = y0 > 1.0f ? 1.0f : y0; - y0 = y0 < -1.0f ? -1.0f : y0; - result.y = asinf(y0); - - // Yaw (z-axis rotation) - float z0 = 2.0f*(q.w*q.z + q.x*q.y); - float z1 = 1.0f - 2.0f*(q.y*q.y + q.z*q.z); - result.z = atan2f(z0, z1); - - return result; -} - -// Transform a quaternion given a transformation matrix -RMAPI Quaternion quaternion_transform(Quaternion q, Matrix mat) -{ - Quaternion result = { 0 }; - - result.x = mat.m0*q.x + mat.m4*q.y + mat.m8*q.z + mat.m12*q.w; - result.y = mat.m1*q.x + mat.m5*q.y + mat.m9*q.z + mat.m13*q.w; - result.z = mat.m2*q.x + mat.m6*q.y + mat.m10*q.z + mat.m14*q.w; - result.w = mat.m3*q.x + mat.m7*q.y + mat.m11*q.z + mat.m15*q.w; - - return result; -} - -// Check whether two given quaternions are almost equal -RMAPI int quaternion_equals(Quaternion p, Quaternion q) -{ -#if !defined(EPSILON) - #define EPSILON 0.000001f -#endif - - int result = (((fabsf(p.x - q.x)) <= (EPSILON*fmaxf(1.0f, fmaxf(fabsf(p.x), fabsf(q.x))))) && - ((fabsf(p.y - q.y)) <= (EPSILON*fmaxf(1.0f, fmaxf(fabsf(p.y), fabsf(q.y))))) && - ((fabsf(p.z - q.z)) <= (EPSILON*fmaxf(1.0f, fmaxf(fabsf(p.z), fabsf(q.z))))) && - ((fabsf(p.w - q.w)) <= (EPSILON*fmaxf(1.0f, fmaxf(fabsf(p.w), fabsf(q.w)))))) || - (((fabsf(p.x + q.x)) <= (EPSILON*fmaxf(1.0f, fmaxf(fabsf(p.x), fabsf(q.x))))) && - ((fabsf(p.y + q.y)) <= (EPSILON*fmaxf(1.0f, fmaxf(fabsf(p.y), fabsf(q.y))))) && - ((fabsf(p.z + q.z)) <= (EPSILON*fmaxf(1.0f, fmaxf(fabsf(p.z), fabsf(q.z))))) && - ((fabsf(p.w + q.w)) <= (EPSILON*fmaxf(1.0f, fmaxf(fabsf(p.w), fabsf(q.w)))))); - - return result; -} - -RL_NS_END - -#endif // RAYMATH_H diff --git a/project/auxillary/vis_ast/dependencies/raylib/include/rcamera.h b/project/auxillary/vis_ast/dependencies/raylib/include/rcamera.h deleted file mode 100644 index b0bea47..0000000 --- a/project/auxillary/vis_ast/dependencies/raylib/include/rcamera.h +++ /dev/null @@ -1,562 +0,0 @@ -/******************************************************************************************* -* -* rcamera - Basic camera system with support for multiple camera modes -* -* CONFIGURATION: -* #define RCAMERA_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 RCAMERA_STANDALONE -* If defined, the library can be used as standalone as a camera system but some -* functions must be redefined to manage inputs accordingly. -* -* CONTRIBUTORS: -* Ramon Santamaria: Supervision, review, update and maintenance -* Christoph Wagner: Complete redesign, using raymath (2022) -* Marc Palau: Initial implementation (2014) -* -* -* LICENSE: zlib/libpng -* -* Copyright (c) 2022-2023 Christoph Wagner (@Crydsch) & Ramon Santamaria (@raysan5) -* -* This software is provided "as-is", without any express or implied warranty. In no event -* will the authors be held liable for any damages arising from the use of this software. -* -* Permission is granted to anyone to use this software for any purpose, including commercial -* applications, and to alter it and redistribute it freely, subject to the following restrictions: -* -* 1. The origin of this software must not be misrepresented; you must not claim that you -* wrote the original software. If you use this software in a product, an acknowledgment -* in the product documentation would be appreciated but is not required. -* -* 2. Altered source versions must be plainly marked as such, and must not be misrepresented -* as being the original software. -* -* 3. This notice may not be removed or altered from any source distribution. -* -**********************************************************************************************/ - -#ifndef RCAMERA_H -#define RCAMERA_H - -//---------------------------------------------------------------------------------- -// Defines and Macros -//---------------------------------------------------------------------------------- -// Function specifiers definition - -// Function specifiers in case library is build/used as a shared library (Windows) -// NOTE: Microsoft specifiers to tell compiler that symbols are imported/exported from a .dll -#if defined(_WIN32) -#if defined(RL_BUILD_LIBTYPE_SHARED) -#if defined(__TINYC__) -#define __declspec(x) __attribute__((x)) -#endif -#define RLAPI __declspec(dllexport) // We are building the library as a Win32 shared library (.dll) -#elif defined(RL_USE_LIBTYPE_SHARED) -#define RLAPI __declspec(dllimport) // We are using the library as a Win32 shared library (.dll) -#endif -#endif - -#ifndef RLAPI - #define RLAPI // Functions defined as 'extern' by default (implicit specifiers) -#endif - -#if defined(RCAMERA_STANDALONE) - #define RL_CAMERA_CULL_DISTANCE_NEAR 0.01 - #define RL_CAMERA_CULL_DISTANCE_FAR 1000.0 -#else - #define RL_CAMERA_CULL_DISTANCE_NEAR RL_CULL_DISTANCE_NEAR - #define RL_CAMERA_CULL_DISTANCE_FAR RL_CULL_DISTANCE_FAR -#endif - -RL_NS_BEGIN - -//---------------------------------------------------------------------------------- -// Types and Structures Definition -// NOTE: Below types are required for standalone usage -//---------------------------------------------------------------------------------- -#if defined(RCAMERA_STANDALONE) - // Vector2, 2 components - typedef struct Vector2 { - float x; // Vector x component - float y; // Vector y component - } Vector2; - - // Vector3, 3 components - typedef struct Vector3 { - float x; // Vector x component - float y; // Vector y component - float z; // Vector z component - } Vector3; - - // 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; - - // Camera type, defines a camera position/orientation in 3d space - typedef struct Camera3D { - Vector3 position; // Camera position - Vector3 target; // Camera target it looks-at - Vector3 up; // Camera up vector (rotation over its axis) - float fovy; // Camera field-of-view apperture in Y (degrees) in perspective, used as near plane width in orthographic - int projection; // Camera projection type: CAMERA_PERSPECTIVE or CAMERA_ORTHOGRAPHIC - } Camera3D; - - typedef Camera3D Camera; // Camera type fallback, defaults to Camera3D - - // Camera projection - typedef enum { - CAMERA_PERSPECTIVE = 0, // Perspective projection - CAMERA_ORTHOGRAPHIC // Orthographic projection - } CameraProjection; - - // Camera system modes - typedef enum { - CAMERA_CUSTOM = 0, // Camera custom, controlled by user (update_camera() does nothing) - CAMERA_FREE, // Camera free mode - CAMERA_ORBITAL, // Camera orbital, around target, zoom supported - CAMERA_FIRST_PERSON, // Camera first person - CAMERA_THIRD_PERSON // Camera third person - } CameraMode; -#endif - -//---------------------------------------------------------------------------------- -// Global Variables Definition -//---------------------------------------------------------------------------------- -//... - -//---------------------------------------------------------------------------------- -// Module Functions Declaration -//---------------------------------------------------------------------------------- - -RL_EXTERN_C_BEGIN - -RLAPI Vector3 get_camera_forward(Camera *camera); -RLAPI Vector3 get_camera_up(Camera *camera); -RLAPI Vector3 get_camera_right(Camera *camera); - -// Camera movement -RLAPI void camera_move_forward(Camera *camera, float distance, bool moveInWorldPlane); -RLAPI void camera_move_up(Camera *camera, float distance); -RLAPI void camera_move_right(Camera *camera, float distance, bool moveInWorldPlane); -RLAPI void camera_move_to_target(Camera *camera, float delta); - -// Camera rotation -RLAPI void camera_yaw(Camera *camera, float angle, bool rotateAroundTarget); -RLAPI void camera_pitch(Camera *camera, float angle, bool lockView, bool rotateAroundTarget, bool rotateUp); -RLAPI void camera_roll(Camera *camera, float angle); - -RLAPI Matrix get_camera_view_matrix(Camera *camera); -RLAPI Matrix get_camera_projection_matrix(Camera* camera, float aspect); - -RL_EXTERN_C_END - -RL_NS_END - -#endif // RCAMERA_H - - -/*********************************************************************************** -* -* CAMERA IMPLEMENTATION -* -************************************************************************************/ - -#if defined(RCAMERA_IMPLEMENTATION) - -#include "raymath.h" // Required for vector maths: - // vector3_add() - // vector3_subtract() - // vector3_scale() - // vector3_normalize() - // vector3_distance() - // vector3_cross_product() - // vector3_rotate_by_axis_angle() - // vector3_angle() - // vector3_negate() - // matrix_look_at() - // matrix_perspective() - // matrix_ortho() - // matrix_identity() - -// raylib required functionality: - // get_mouse_delta() - // get_mouse_wheel_move() - // is_key_down() - // is_key_pressed() - // get_frame_time() - -//---------------------------------------------------------------------------------- -// Defines and Macros -//---------------------------------------------------------------------------------- -#define CAMERA_MOVE_SPEED 0.09f -#define CAMERA_ROTATION_SPEED 0.03f -#define CAMERA_PAN_SPEED 0.2f - -// Camera mouse movement sensitivity -#define CAMERA_MOUSE_MOVE_SENSITIVITY 0.003f // TODO: it should be independant of framerate -#define CAMERA_MOUSE_SCROLL_SENSITIVITY 1.5f - -#define CAMERA_ORBITAL_SPEED 0.5f // Radians per second - - -#define CAMERA_FIRST_PERSON_STEP_TRIGONOMETRIC_DIVIDER 8.0f -#define CAMERA_FIRST_PERSON_STEP_DIVIDER 30.0f -#define CAMERA_FIRST_PERSON_WAVING_DIVIDER 200.0f - -// PLAYER (used by camera) -#define PLAYER_MOVEMENT_SENSITIVITY 20.0f - -//---------------------------------------------------------------------------------- -// Types and Structures Definition -//---------------------------------------------------------------------------------- -//... - -//---------------------------------------------------------------------------------- -// Global Variables Definition -//---------------------------------------------------------------------------------- -//... - -//---------------------------------------------------------------------------------- -// Module specific Functions Declaration -//---------------------------------------------------------------------------------- -//... - -RL_NS_BEGIN - -//---------------------------------------------------------------------------------- -// Module Functions Definition -//---------------------------------------------------------------------------------- -// Returns the cameras forward vector (normalized) -Vector3 get_camera_forward(Camera *camera) -{ - return vector3_normalize(vector3_subtract(camera->target, camera->position)); -} - -// Returns the cameras up vector (normalized) -// Note: The up vector might not be perpendicular to the forward vector -Vector3 get_camera_up(Camera *camera) -{ - return vector3_normalize(camera->up); -} - -// Returns the cameras right vector (normalized) -Vector3 get_camera_right(Camera *camera) -{ - Vector3 forward = get_camera_forward(camera); - Vector3 up = get_camera_up(camera); - - return vector3_cross_product(forward, up); -} - -// Moves the camera in its forward direction -void camera_move_forward(Camera *camera, float distance, bool moveInWorldPlane) -{ - Vector3 forward = get_camera_forward(camera); - - if (moveInWorldPlane) - { - // Project vector onto world plane - forward.y = 0; - forward = vector3_normalize(forward); - } - - // Scale by distance - forward = vector3_scale(forward, distance); - - // Move position and target - camera->position = vector3_add(camera->position, forward); - camera->target = vector3_add(camera->target, forward); -} - -// Moves the camera in its up direction -void camera_move_up(Camera *camera, float distance) -{ - Vector3 up = get_camera_up(camera); - - // Scale by distance - up = vector3_scale(up, distance); - - // Move position and target - camera->position = vector3_add(camera->position, up); - camera->target = vector3_add(camera->target, up); -} - -// Moves the camera target in its current right direction -void camera_move_right(Camera *camera, float distance, bool moveInWorldPlane) -{ - Vector3 right = get_camera_right(camera); - - if (moveInWorldPlane) - { - // Project vector onto world plane - right.y = 0; - right = vector3_normalize(right); - } - - // Scale by distance - right = vector3_scale(right, distance); - - // Move position and target - camera->position = vector3_add(camera->position, right); - camera->target = vector3_add(camera->target, right); -} - -// Moves the camera position closer/farther to/from the camera target -void camera_move_to_target(Camera *camera, float delta) -{ - float distance = vector3_distance(camera->position, camera->target); - - // Apply delta - distance += delta; - - // Distance must be greater than 0 - if (distance <= 0) distance = 0.001f; - - // Set new distance by moving the position along the forward vector - Vector3 forward = get_camera_forward(camera); - camera->position = vector3_add(camera->target, vector3_scale(forward, -distance)); -} - -// Rotates the camera around its up vector -// Yaw is "looking left and right" -// If rotateAroundTarget is false, the camera rotates around its position -// Note: angle must be provided in radians -void camera_yaw(Camera *camera, float angle, bool rotateAroundTarget) -{ - // Rotation axis - Vector3 up = get_camera_up(camera); - - // View vector - Vector3 targetPosition = vector3_subtract(camera->target, camera->position); - - // Rotate view vector around up axis - targetPosition = vector3_rotate_by_axis_angle(targetPosition, up, angle); - - if (rotateAroundTarget) - { - // Move position relative to target - camera->position = vector3_subtract(camera->target, targetPosition); - } - else // rotate around camera.position - { - // Move target relative to position - camera->target = vector3_add(camera->position, targetPosition); - } -} - -// Rotates the camera around its right vector, pitch is "looking up and down" -// - lockView prevents camera overrotation (aka "somersaults") -// - rotateAroundTarget defines if rotation is around target or around its position -// - rotateUp rotates the up direction as well (typically only usefull in CAMERA_FREE) -// NOTE: angle must be provided in radians -void camera_pitch(Camera *camera, float angle, bool lockView, bool rotateAroundTarget, bool rotateUp) -{ - // Up direction - Vector3 up = get_camera_up(camera); - - // View vector - Vector3 targetPosition = vector3_subtract(camera->target, camera->position); - - if (lockView) - { - // In these camera modes we clamp the Pitch angle - // to allow only viewing straight up or down. - - // clamp view up - float maxAngleUp = vector3_angle(up, targetPosition); - maxAngleUp -= 0.001f; // avoid numerical errors - if (angle > maxAngleUp) angle = maxAngleUp; - - // clamp view down - float maxAngleDown = vector3_angle(vector3_negate(up), targetPosition); - maxAngleDown *= -1.0f; // downwards angle is negative - maxAngleDown += 0.001f; // avoid numerical errors - if (angle < maxAngleDown) angle = maxAngleDown; - } - - // Rotation axis - Vector3 right = get_camera_right(camera); - - // Rotate view vector around right axis - targetPosition = vector3_rotate_by_axis_angle(targetPosition, right, angle); - - if (rotateAroundTarget) - { - // Move position relative to target - camera->position = vector3_subtract(camera->target, targetPosition); - } - else // rotate around camera.position - { - // Move target relative to position - camera->target = vector3_add(camera->position, targetPosition); - } - - if (rotateUp) - { - // Rotate up direction around right axis - camera->up = vector3_rotate_by_axis_angle(camera->up, right, angle); - } -} - -// Rotates the camera around its forward vector -// Roll is "turning your head sideways to the left or right" -// Note: angle must be provided in radians -void camera_roll(Camera *camera, float angle) -{ - // Rotation axis - Vector3 forward = get_camera_forward(camera); - - // Rotate up direction around forward axis - camera->up = vector3_rotate_by_axis_angle(camera->up, forward, angle); -} - -// Returns the camera view matrix -Matrix get_camera_view_matrix(Camera *camera) -{ - return matrix_look_at(camera->position, camera->target, camera->up); -} - -// Returns the camera projection matrix -Matrix get_camera_projection_matrix(Camera *camera, float aspect) -{ - if (camera->projection == CAMERA_PERSPECTIVE) - { - return matrix_perspective(camera->fovy*RL_DEG2RAD, aspect, RL_CAMERA_CULL_DISTANCE_NEAR, RL_CAMERA_CULL_DISTANCE_FAR); - } - else if (camera->projection == CAMERA_ORTHOGRAPHIC) - { - double top = camera->fovy/2.0; - double right = top*aspect; - - return matrix_ortho(-right, right, -top, top, RL_CAMERA_CULL_DISTANCE_NEAR, RL_CAMERA_CULL_DISTANCE_FAR); - } - - return matrix_identity(); -} - -#if !defined(RCAMERA_STANDALONE) -// Update camera position for selected mode -// Camera mode: CAMERA_FREE, CAMERA_FIRST_PERSON, CAMERA_THIRD_PERSON, CAMERA_ORBITAL or CUSTOM -void update_camera(Camera *camera, int mode) -{ - Vector2 mousePositionDelta = get_mouse_delta(); - - bool moveInWorldPlane = ((mode == CAMERA_FIRST_PERSON) || (mode == CAMERA_THIRD_PERSON)); - bool rotateAroundTarget = ((mode == CAMERA_THIRD_PERSON) || (mode == CAMERA_ORBITAL)); - bool lockView = ((mode == CAMERA_FIRST_PERSON) || (mode == CAMERA_THIRD_PERSON) || (mode == CAMERA_ORBITAL)); - bool rotateUp = false; - - if (mode == CAMERA_ORBITAL) - { - // Orbital can just orbit - Matrix rotation = matrix_rotate(get_camera_up(camera), CAMERA_ORBITAL_SPEED*get_frame_time()); - Vector3 view = vector3_subtract(camera->position, camera->target); - view = vector3_transform(view, rotation); - camera->position = vector3_add(camera->target, view); - } - else - { - // Camera rotation - if (is_key_down(KEY_DOWN)) camera_pitch(camera, -CAMERA_ROTATION_SPEED, lockView, rotateAroundTarget, rotateUp); - if (is_key_down(KEY_UP)) camera_pitch(camera, CAMERA_ROTATION_SPEED, lockView, rotateAroundTarget, rotateUp); - if (is_key_down(KEY_RIGHT)) camera_yaw(camera, -CAMERA_ROTATION_SPEED, rotateAroundTarget); - if (is_key_down(KEY_LEFT)) camera_yaw(camera, CAMERA_ROTATION_SPEED, rotateAroundTarget); - if (is_key_down(KEY_Q)) camera_roll(camera, -CAMERA_ROTATION_SPEED); - if (is_key_down(KEY_E)) camera_roll(camera, CAMERA_ROTATION_SPEED); - - // Camera movement - if (!is_gamepad_available(0)) - { - // Camera pan (for CAMERA_FREE) - if ((mode == CAMERA_FREE) && (is_mouse_button_down(MOUSE_BUTTON_MIDDLE))) - { - const Vector2 mouseDelta = get_mouse_delta(); - if (mouseDelta.x > 0.0f) camera_move_right(camera, CAMERA_PAN_SPEED, moveInWorldPlane); - if (mouseDelta.x < 0.0f) camera_move_right(camera, -CAMERA_PAN_SPEED, moveInWorldPlane); - if (mouseDelta.y > 0.0f) camera_move_up(camera, -CAMERA_PAN_SPEED); - if (mouseDelta.y < 0.0f) camera_move_up(camera, CAMERA_PAN_SPEED); - } - else - { - // Mouse support - camera_yaw(camera, -mousePositionDelta.x*CAMERA_MOUSE_MOVE_SENSITIVITY, rotateAroundTarget); - camera_pitch(camera, -mousePositionDelta.y*CAMERA_MOUSE_MOVE_SENSITIVITY, lockView, rotateAroundTarget, rotateUp); - } - - // Keyboard support - if (is_key_down(KEY_W)) camera_move_forward(camera, CAMERA_MOVE_SPEED, moveInWorldPlane); - if (is_key_down(KEY_A)) camera_move_right(camera, -CAMERA_MOVE_SPEED, moveInWorldPlane); - if (is_key_down(KEY_S)) camera_move_forward(camera, -CAMERA_MOVE_SPEED, moveInWorldPlane); - if (is_key_down(KEY_D)) camera_move_right(camera, CAMERA_MOVE_SPEED, moveInWorldPlane); - } - else - { - // Gamepad controller support - camera_yaw(camera, -(get_gamepad_axis_movement(0, GAMEPAD_AXIS_RIGHT_X) * 2)*CAMERA_MOUSE_MOVE_SENSITIVITY, rotateAroundTarget); - camera_pitch(camera, -(get_gamepad_axis_movement(0, GAMEPAD_AXIS_RIGHT_Y) * 2)*CAMERA_MOUSE_MOVE_SENSITIVITY, lockView, rotateAroundTarget, rotateUp); - - if (get_gamepad_axis_movement(0, GAMEPAD_AXIS_LEFT_Y) <= -0.25f) camera_move_forward(camera, CAMERA_MOVE_SPEED, moveInWorldPlane); - if (get_gamepad_axis_movement(0, GAMEPAD_AXIS_LEFT_X) <= -0.25f) camera_move_right(camera, -CAMERA_MOVE_SPEED, moveInWorldPlane); - if (get_gamepad_axis_movement(0, GAMEPAD_AXIS_LEFT_Y) >= 0.25f) camera_move_forward(camera, -CAMERA_MOVE_SPEED, moveInWorldPlane); - if (get_gamepad_axis_movement(0, GAMEPAD_AXIS_LEFT_X) >= 0.25f) camera_move_right(camera, CAMERA_MOVE_SPEED, moveInWorldPlane); - } - - if (mode == CAMERA_FREE) - { - if (is_key_down(KEY_SPACE)) camera_move_up(camera, CAMERA_MOVE_SPEED); - if (is_key_down(KEY_LEFT_CONTROL)) camera_move_up(camera, -CAMERA_MOVE_SPEED); - } - } - - if ((mode == CAMERA_THIRD_PERSON) || (mode == CAMERA_ORBITAL) || (mode == CAMERA_FREE)) - { - // Zoom target distance - camera_move_to_target(camera, -get_mouse_wheel_move()); - if (is_key_pressed(KEY_KP_SUBTRACT)) camera_move_to_target(camera, 2.0f); - if (is_key_pressed(KEY_KP_ADD)) camera_move_to_target(camera, -2.0f); - } -} -#endif // !RCAMERA_STANDALONE - -// Update camera movement, movement/rotation values should be provided by user -void update_camera_pro(Camera *camera, Vector3 movement, Vector3 rotation, float zoom) -{ - // Required values - // movement.x - Move forward/backward - // movement.y - Move right/left - // movement.z - Move up/down - // rotation.x - yaw - // rotation.y - pitch - // rotation.z - roll - // zoom - Move towards target - - bool lockView = true; - bool rotateAroundTarget = false; - bool rotateUp = false; - bool moveInWorldPlane = true; - - // Camera rotation - camera_pitch(camera, -rotation.y*RL_DEG2RAD, lockView, rotateAroundTarget, rotateUp); - camera_yaw(camera, -rotation.x*RL_DEG2RAD, rotateAroundTarget); - camera_roll(camera, rotation.z*RL_DEG2RAD); - - // Camera movement - camera_move_forward(camera, movement.x, moveInWorldPlane); - camera_move_right(camera, movement.y, moveInWorldPlane); - camera_move_up(camera, movement.z); - - // Zoom target distance - camera_move_to_target(camera, zoom); -} - -RL_NS_END - -#endif // RCAMERA_IMPLEMENTATION diff --git a/project/auxillary/vis_ast/dependencies/raylib/include/rgestures.h b/project/auxillary/vis_ast/dependencies/raylib/include/rgestures.h deleted file mode 100644 index 2e5aee6..0000000 --- a/project/auxillary/vis_ast/dependencies/raylib/include/rgestures.h +++ /dev/null @@ -1,579 +0,0 @@ -/********************************************************************************************** -* -* rgestures - Gestures system, gestures processing based on input events (touch/mouse) -* -* CONFIGURATION: -* #define RGESTURES_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 RGESTURES_STANDALONE -* If defined, the library can be used as standalone to process gesture events with -* no external dependencies. -* -* CONTRIBUTORS: -* Marc Palau: Initial implementation (2014) -* Albert Martos: Complete redesign and testing (2015) -* Ian Eito: Complete redesign and testing (2015) -* Ramon Santamaria: Supervision, review, update and maintenance -* -* -* LICENSE: zlib/libpng -* -* Copyright (c) 2014-2023 Ramon Santamaria (@raysan5) -* -* This software is provided "as-is", without any express or implied warranty. In no event -* will the authors be held liable for any damages arising from the use of this software. -* -* Permission is granted to anyone to use this software for any purpose, including commercial -* applications, and to alter it and redistribute it freely, subject to the following restrictions: -* -* 1. The origin of this software must not be misrepresented; you must not claim that you -* wrote the original software. If you use this software in a product, an acknowledgment -* in the product documentation would be appreciated but is not required. -* -* 2. Altered source versions must be plainly marked as such, and must not be misrepresented -* as being the original software. -* -* 3. This notice may not be removed or altered from any source distribution. -* -**********************************************************************************************/ - -#ifndef RGESTURES_H -#define RGESTURES_H - -#ifndef RL_PI - #define RL_PI 3.14159265358979323846 -#endif - -//---------------------------------------------------------------------------------- -// Defines and Macros -//---------------------------------------------------------------------------------- -#ifndef RL_MAX_TOUCH_POINTS - #define RL_MAX_TOUCH_POINTS 8 // Maximum number of touch points supported -#endif - -//---------------------------------------------------------------------------------- -// Types and Structures Definition -// NOTE: Below types are required for standalone usage -//---------------------------------------------------------------------------------- -// Boolean type -#if (defined(__STDC__) && __STDC_VERSION__ >= 199901L) || (defined(_MSC_VER) && _MSC_VER >= 1800) - #include -#elif !defined(__cplusplus) && !defined(bool) && !defined(RL_BOOL_TYPE) - typedef enum bool { false = 0, true = !false } bool; -#endif - -#include "config.h" - -RL_NS_BEGIN - -#if !defined(RL_VECTOR2_TYPE) -// Vector2 type -typedef struct Vector2 { - float x; - float y; -} Vector2; -#endif - -#if defined(RGESTURES_STANDALONE) -// Gestures type -// NOTE: It could be used as flags to enable only some gestures -typedef enum { - GESTURE_NONE = 0, - GESTURE_TAP = 1, - GESTURE_DOUBLETAP = 2, - GESTURE_HOLD = 4, - GESTURE_DRAG = 8, - GESTURE_SWIPE_RIGHT = 16, - GESTURE_SWIPE_LEFT = 32, - GESTURE_SWIPE_UP = 64, - GESTURE_SWIPE_DOWN = 128, - GESTURE_PINCH_IN = 256, - GESTURE_PINCH_OUT = 512 -} Gesture; -#endif - -typedef enum { - TOUCH_ACTION_UP = 0, - TOUCH_ACTION_DOWN, - TOUCH_ACTION_MOVE, - TOUCH_ACTION_CANCEL -} TouchAction; - -// Gesture event -typedef struct { - int touchAction; - int pointCount; - int pointId[RL_MAX_TOUCH_POINTS]; - Vector2 position[RL_MAX_TOUCH_POINTS]; -} GestureEvent; - -//---------------------------------------------------------------------------------- -// Global Variables Definition -//---------------------------------------------------------------------------------- -//... - -//---------------------------------------------------------------------------------- -// Module Functions Declaration -//---------------------------------------------------------------------------------- - -RL_EXTERN_C_BEGIN - -void process_gesture_event(GestureEvent event); // Process gesture event and translate it into gestures -void update_gestures(void); // Update gestures detected (must be called every frame) - -#if defined(RGESTURES_STANDALONE) -void set_gestures_enabled(unsigned int flags); // Enable a set of gestures using flags -bool is_gesture_detected(int gesture); // Check if a gesture have been detected -int get_gesture_detected(void); // Get latest detected gesture - -float get_gesture_hold_duration(void); // Get gesture hold time in seconds -Vector2 get_gesture_drag_vector(void); // Get gesture drag vector -float get_gesture_drag_angle(void); // Get gesture drag angle -Vector2 get_gesture_pinch_vector(void); // Get gesture pinch delta -float get_gesture_pinch_angle(void); // Get gesture pinch angle -#endif - -RL_EXTERN_C_END - -RL_NS_END - -#endif // RGESTURES_H - -/*********************************************************************************** -* -* RGESTURES IMPLEMENTATION -* -************************************************************************************/ - -#if defined(RGESTURES_IMPLEMENTATION) - -#if defined(RGESTURES_STANDALONE) -#if defined(_WIN32) - #if defined(__cplusplus) - extern "C" { // Prevents name mangling of functions - #endif - // Functions required to query time on Windows - int __stdcall query_performance_counter(unsigned long long int *lpPerformanceCount); - int __stdcall query_performance_frequency(unsigned long long int *lpFrequency); - #if defined(__cplusplus) - } - #endif -#elif defined(__linux__) - #if _POSIX_C_SOURCE < 199309L - #undef _POSIX_C_SOURCE - #define _POSIX_C_SOURCE 199309L // Required for CLOCK_MONOTONIC if compiled with c99 without gnu ext. - #endif - #include // Required for: timespec - #include // Required for: clock_gettime() - - #include // Required for: sqrtf(), atan2f() -#endif -#if defined(__APPLE__) // macOS also defines __MACH__ - #include // Required for: clock_get_time() - #include // Required for: mach_timespec_t -#endif -#endif - -//---------------------------------------------------------------------------------- -// Defines and Macros -//---------------------------------------------------------------------------------- -#define RL_FORCE_TO_SWIPE 0.2f // Swipe force, measured in normalized screen units/time -#define RL_MINIMUM_DRAG 0.015f // Drag minimum force, measured in normalized screen units (0.0f to 1.0f) -#define RL_DRAG_TIMEOUT 0.3f // Drag minimum time for web, measured in seconds -#define RL_MINIMUM_PINCH 0.005f // Pinch minimum force, measured in normalized screen units (0.0f to 1.0f) -#define RL_TAP_TIMEOUT 0.3f // Tap minimum time, measured in seconds -#define RL_PINCH_TIMEOUT 0.3f // Pinch minimum time, measured in seconds -#define RL_DOUBLETAP_RANGE 0.03f // DoubleTap range, measured in normalized screen units (0.0f to 1.0f) - -RL_NS_BEGIN - -//---------------------------------------------------------------------------------- -// Types and Structures Definition -//---------------------------------------------------------------------------------- - -// Gestures module state context [136 bytes] -typedef struct { - unsigned int current; // Current detected gesture - unsigned int enabledFlags; // Enabled gestures flags - struct { - int firstId; // Touch id for first touch point - int pointCount; // Touch points counter - double eventTime; // Time stamp when an event happened - Vector2 upPosition; // Touch up position - Vector2 downPositionA; // First touch down position - Vector2 downPositionB; // Second touch down position - Vector2 downDragPosition; // Touch drag position - Vector2 moveDownPositionA; // First touch down position on move - Vector2 moveDownPositionB; // Second touch down position on move - Vector2 previousPositionA; // Previous position A to compare for pinch gestures - Vector2 previousPositionB; // Previous position B to compare for pinch gestures - int tapCounter; // TAP counter (one tap implies TOUCH_ACTION_DOWN and TOUCH_ACTION_UP actions) - } Touch; - struct { - bool resetRequired; // HOLD reset to get first touch point again - double timeDuration; // HOLD duration in seconds - } Hold; - struct { - Vector2 vector; // DRAG vector (between initial and current position) - float angle; // DRAG angle (relative to x-axis) - float distance; // DRAG distance (from initial touch point to final) (normalized [0..1]) - float intensity; // DRAG intensity, how far why did the DRAG (pixels per frame) - } Drag; - struct { - double startTime; // SWIPE start time to calculate drag intensity - } Swipe; - struct { - Vector2 vector; // PINCH vector (between first and second touch points) - float angle; // PINCH angle (relative to x-axis) - float distance; // PINCH displacement distance (normalized [0..1]) - } Pinch; -} GesturesData; - -//---------------------------------------------------------------------------------- -// Global Variables Definition -//---------------------------------------------------------------------------------- -static GesturesData GESTURES = { -#ifdef __cplusplus - (unsigned int)-1, - GESTURE_NONE, - 0b0000001111111111 -#else - .Touch.firstId = -1, - .current = GESTURE_NONE, // No current gesture detected - .enabledFlags = 0b0000001111111111 // All gestures supported by default -#endif -}; - -//---------------------------------------------------------------------------------- -// Module specific Functions Declaration -//---------------------------------------------------------------------------------- -static float rg_vector2_angle(Vector2 initialPosition, Vector2 finalPosition); -static float rg_vector2_distance(Vector2 v1, Vector2 v2); -static double rg_get_current_time(void); - -//---------------------------------------------------------------------------------- -// Module Functions Definition -//---------------------------------------------------------------------------------- - -// Enable only desired gestures to be detected -void set_gestures_enabled(unsigned int flags) -{ - GESTURES.enabledFlags = flags; -} - -// Check if a gesture have been detected -bool is_gesture_detected(unsigned int gesture) -{ - if ((GESTURES.enabledFlags & GESTURES.current) == gesture) return true; - else return false; -} - -// Process gesture event and translate it into gestures -void process_gesture_event(GestureEvent event) -{ - // Reset required variables - GESTURES.Touch.pointCount = event.pointCount; // Required on update_gestures() - - if (GESTURES.Touch.pointCount == 1) // One touch point - { - if (event.touchAction == TOUCH_ACTION_DOWN) - { - GESTURES.Touch.tapCounter++; // Tap counter - - // Detect GESTURE_DOUBLE_TAP - if ((GESTURES.current == GESTURE_NONE) && (GESTURES.Touch.tapCounter >= 2) && ((rg_get_current_time() - GESTURES.Touch.eventTime) < RL_TAP_TIMEOUT) && (rg_vector2_distance(GESTURES.Touch.downPositionA, event.position[0]) < RL_DOUBLETAP_RANGE)) - { - GESTURES.current = GESTURE_DOUBLETAP; - GESTURES.Touch.tapCounter = 0; - } - else // Detect GESTURE_TAP - { - GESTURES.Touch.tapCounter = 1; - GESTURES.current = GESTURE_TAP; - } - - GESTURES.Touch.downPositionA = event.position[0]; - GESTURES.Touch.downDragPosition = event.position[0]; - - GESTURES.Touch.upPosition = GESTURES.Touch.downPositionA; - GESTURES.Touch.eventTime = rg_get_current_time(); - - GESTURES.Swipe.startTime = rg_get_current_time(); - - #ifdef __cplusplus - GESTURES.Drag.vector = Vector2{ 0.0f, 0.0f }; - #else - GESTURES.Drag.vector = (Vector2){ 0.0f, 0.0f }; - #endif - } - else if (event.touchAction == TOUCH_ACTION_UP) - { - // A swipe can happen while the current gesture is drag, but (specially for web) also hold, so set upPosition for both cases - if (GESTURES.current == GESTURE_DRAG || GESTURES.current == GESTURE_HOLD) GESTURES.Touch.upPosition = event.position[0]; - - // NOTE: GESTURES.Drag.intensity dependent on the resolution of the screen - GESTURES.Drag.distance = rg_vector2_distance(GESTURES.Touch.downPositionA, GESTURES.Touch.upPosition); - GESTURES.Drag.intensity = GESTURES.Drag.distance/(float)((rg_get_current_time() - GESTURES.Swipe.startTime)); - - // Detect GESTURE_SWIPE - if ((GESTURES.Drag.intensity > RL_FORCE_TO_SWIPE) && (GESTURES.current != GESTURE_DRAG)) - { - // NOTE: Angle should be inverted in Y - GESTURES.Drag.angle = 360.0f - rg_vector2_angle(GESTURES.Touch.downPositionA, GESTURES.Touch.upPosition); - - if ((GESTURES.Drag.angle < 30) || (GESTURES.Drag.angle > 330)) GESTURES.current = GESTURE_SWIPE_RIGHT; // Right - else if ((GESTURES.Drag.angle >= 30) && (GESTURES.Drag.angle <= 150)) GESTURES.current = GESTURE_SWIPE_UP; // Up - else if ((GESTURES.Drag.angle > 150) && (GESTURES.Drag.angle < 210)) GESTURES.current = GESTURE_SWIPE_LEFT; // Left - else if ((GESTURES.Drag.angle >= 210) && (GESTURES.Drag.angle <= 330)) GESTURES.current = GESTURE_SWIPE_DOWN; // Down - else GESTURES.current = GESTURE_NONE; - } - else - { - GESTURES.Drag.distance = 0.0f; - GESTURES.Drag.intensity = 0.0f; - GESTURES.Drag.angle = 0.0f; - - GESTURES.current = GESTURE_NONE; - } - - #if __cplusplus - GESTURES.Touch.downDragPosition = Vector2{ 0.0f, 0.0f }; - #else - GESTURES.Touch.downDragPosition = (Vector2){ 0.0f, 0.0f }; - #endif - GESTURES.Touch.pointCount = 0; - } - else if (event.touchAction == TOUCH_ACTION_MOVE) - { - GESTURES.Touch.moveDownPositionA = event.position[0]; - - if (GESTURES.current == GESTURE_HOLD) - { - if (GESTURES.Hold.resetRequired) GESTURES.Touch.downPositionA = event.position[0]; - - GESTURES.Hold.resetRequired = false; - - // Detect GESTURE_DRAG - if ((rg_get_current_time() - GESTURES.Touch.eventTime) > RL_DRAG_TIMEOUT) - { - GESTURES.Touch.eventTime = rg_get_current_time(); - GESTURES.current = GESTURE_DRAG; - } - } - - GESTURES.Drag.vector.x = GESTURES.Touch.moveDownPositionA.x - GESTURES.Touch.downDragPosition.x; - GESTURES.Drag.vector.y = GESTURES.Touch.moveDownPositionA.y - GESTURES.Touch.downDragPosition.y; - } - } - else if (GESTURES.Touch.pointCount == 2) // Two touch points - { - if (event.touchAction == TOUCH_ACTION_DOWN) - { - GESTURES.Touch.downPositionA = event.position[0]; - GESTURES.Touch.downPositionB = event.position[1]; - - GESTURES.Touch.previousPositionA = GESTURES.Touch.downPositionA; - GESTURES.Touch.previousPositionB = GESTURES.Touch.downPositionB; - - //GESTURES.Pinch.distance = rg_vector2_distance(GESTURES.Touch.downPositionA, GESTURES.Touch.downPositionB); - - GESTURES.Pinch.vector.x = GESTURES.Touch.downPositionB.x - GESTURES.Touch.downPositionA.x; - GESTURES.Pinch.vector.y = GESTURES.Touch.downPositionB.y - GESTURES.Touch.downPositionA.y; - - GESTURES.current = GESTURE_HOLD; - GESTURES.Hold.timeDuration = rg_get_current_time(); - } - else if (event.touchAction == TOUCH_ACTION_MOVE) - { - GESTURES.Pinch.distance = rg_vector2_distance(GESTURES.Touch.moveDownPositionA, GESTURES.Touch.moveDownPositionB); - - GESTURES.Touch.moveDownPositionA = event.position[0]; - GESTURES.Touch.moveDownPositionB = event.position[1]; - - GESTURES.Pinch.vector.x = GESTURES.Touch.moveDownPositionB.x - GESTURES.Touch.moveDownPositionA.x; - GESTURES.Pinch.vector.y = GESTURES.Touch.moveDownPositionB.y - GESTURES.Touch.moveDownPositionA.y; - - if ((rg_vector2_distance(GESTURES.Touch.previousPositionA, GESTURES.Touch.moveDownPositionA) >= RL_MINIMUM_PINCH) || (rg_vector2_distance(GESTURES.Touch.previousPositionB, GESTURES.Touch.moveDownPositionB) >= RL_MINIMUM_PINCH)) - { - if ( rg_vector2_distance(GESTURES.Touch.previousPositionA, GESTURES.Touch.previousPositionB) > rg_vector2_distance(GESTURES.Touch.moveDownPositionA, GESTURES.Touch.moveDownPositionB) ) GESTURES.current = GESTURE_PINCH_IN; - else GESTURES.current = GESTURE_PINCH_OUT; - } - else - { - GESTURES.current = GESTURE_HOLD; - GESTURES.Hold.timeDuration = rg_get_current_time(); - } - - // NOTE: Angle should be inverted in Y - GESTURES.Pinch.angle = 360.0f - rg_vector2_angle(GESTURES.Touch.moveDownPositionA, GESTURES.Touch.moveDownPositionB); - } - else if (event.touchAction == TOUCH_ACTION_UP) - { - GESTURES.Pinch.distance = 0.0f; - GESTURES.Pinch.angle = 0.0f; - #if __cplusplus - GESTURES.Pinch.vector = Vector2{ 0.0f, 0.0f }; - #else - GESTURES.Pinch.vector = (Vector2){ 0.0f, 0.0f }; - #endif - GESTURES.Touch.pointCount = 0; - - GESTURES.current = GESTURE_NONE; - } - } - else if (GESTURES.Touch.pointCount > 2) // More than two touch points - { - // TODO: Process gesture events for more than two points - } -} - -// Update gestures detected (must be called every frame) -void update_gestures(void) -{ - // NOTE: Gestures are processed through system callbacks on touch events - - // Detect GESTURE_HOLD - if (((GESTURES.current == GESTURE_TAP) || (GESTURES.current == GESTURE_DOUBLETAP)) && (GESTURES.Touch.pointCount < 2)) - { - GESTURES.current = GESTURE_HOLD; - GESTURES.Hold.timeDuration = rg_get_current_time(); - } - - // Detect GESTURE_NONE - if ((GESTURES.current == GESTURE_SWIPE_RIGHT) || (GESTURES.current == GESTURE_SWIPE_UP) || (GESTURES.current == GESTURE_SWIPE_LEFT) || (GESTURES.current == GESTURE_SWIPE_DOWN)) - { - GESTURES.current = GESTURE_NONE; - } -} - -// Get latest detected gesture -int get_gesture_detected(void) -{ - // Get current gesture only if enabled - return (GESTURES.enabledFlags & GESTURES.current); -} - -// Hold time measured in ms -float get_gesture_hold_duration(void) -{ - // NOTE: time is calculated on current gesture HOLD - - double time = 0.0; - - if (GESTURES.current == GESTURE_HOLD) time = rg_get_current_time() - GESTURES.Hold.timeDuration; - - return (float)time; -} - -// Get drag vector (between initial touch point to current) -Vector2 get_gesture_drag_vector(void) -{ - // NOTE: drag vector is calculated on one touch points TOUCH_ACTION_MOVE - - return GESTURES.Drag.vector; -} - -// Get drag angle -// NOTE: Angle in degrees, horizontal-right is 0, counterclockwise -float get_gesture_drag_angle(void) -{ - // NOTE: drag angle is calculated on one touch points TOUCH_ACTION_UP - - return GESTURES.Drag.angle; -} - -// Get distance between two pinch points -Vector2 get_gesture_pinch_vector(void) -{ - // NOTE: Pinch distance is calculated on two touch points TOUCH_ACTION_MOVE - - return GESTURES.Pinch.vector; -} - -// Get angle between two pinch points -// NOTE: Angle in degrees, horizontal-right is 0, counterclockwise -float get_gesture_pinch_angle(void) -{ - // NOTE: pinch angle is calculated on two touch points TOUCH_ACTION_MOVE - - return GESTURES.Pinch.angle; -} - -//---------------------------------------------------------------------------------- -// Module specific Functions Definition -//---------------------------------------------------------------------------------- -// Get angle from two-points vector with X-axis -static float rg_vector2_angle(Vector2 v1, Vector2 v2) -{ - float angle = atan2f(v2.y - v1.y, v2.x - v1.x)*(180.0f/RL_PI); - - if (angle < 0) angle += 360.0f; - - return angle; -} - -// Calculate distance between two Vector2 -static float rg_vector2_distance(Vector2 v1, Vector2 v2) -{ - float result; - - float dx = v2.x - v1.x; - float dy = v2.y - v1.y; - - result = (float)sqrt(dx*dx + dy*dy); - - return result; -} - -// Time measure returned are seconds -static double rg_get_current_time(void) -{ - double time = 0; - -#if !defined(RGESTURES_STANDALONE) - time = get_time(); -#else -#if defined(_WIN32) - unsigned long long int clockFrequency, currentTime; - - query_performance_frequency(&clockFrequency); // BE CAREFUL: Costly operation! - query_performance_counter(¤tTime); - - time = (double)currentTime/clockFrequency; // Time in seconds -#endif - -#if defined(__linux__) - // NOTE: Only for Linux-based systems - struct timespec now; - clock_gettime(CLOCK_MONOTONIC, &now); - unsigned long long int nowTime = (unsigned long long int)now.tv_sec*1000000000LLU + (unsigned long long int)now.tv_nsec; // Time in nanoseconds - - time = ((double)nowTime*1e-9); // Time in seconds -#endif - -#if defined(__APPLE__) - //#define CLOCK_REALTIME CALENDAR_CLOCK // returns UTC time since 1970-01-01 - //#define CLOCK_MONOTONIC SYSTEM_CLOCK // returns the time since boot time - - clock_serv_t cclock; - mach_timespec_t now; - host_get_clock_service(mach_host_self(), SYSTEM_CLOCK, &cclock); - - // NOTE: OS X does not have clock_gettime(), using clock_get_time() - clock_get_time(cclock, &now); - mach_port_deallocate(mach_task_self(), cclock); - unsigned long long int nowTime = (unsigned long long int)now.tv_sec*1000000000LLU + (unsigned long long int)now.tv_nsec; // Time in nanoseconds - - time = ((double)nowTime*1e-9); // Time in seconds -#endif -#endif - - return time; -} - -RL_NS_END - -#endif // RGESTURES_IMPLEMENTATION diff --git a/project/auxillary/vis_ast/dependencies/raylib/include/rlgl.h b/project/auxillary/vis_ast/dependencies/raylib/include/rlgl.h deleted file mode 100644 index 193ba05..0000000 --- a/project/auxillary/vis_ast/dependencies/raylib/include/rlgl.h +++ /dev/null @@ -1,4910 +0,0 @@ -/********************************************************************************************** -* -* rlgl v4.5 - A multi-OpenGL abstraction layer with an immediate-mode style API -* -* DESCRIPTION: -* An abstraction layer for multiple OpenGL versions (1.1, 2.1, 3.3 Core, 4.3 Core, ES 2.0) -* that provides a pseudo-OpenGL 1.1 immediate-mode style API (Vertex, Translate, Rotate...) -* -* ADDITIONAL NOTES: -* When choosing an OpenGL backend different than OpenGL 1.1, some internal buffer are -* initialized on init() to accumulate vertex data. -* -* When an internal state change is required all the stored vertex data is renderer in batch, -* additionally, draw_render_batch_active() could be called to force flushing of the batch. -* -* Some resources are also loaded for convenience, here the complete list: -* - Default batch (GLOBAL_DATA.defaultBatch): RenderBatch system to accumulate vertex data -* - Default texture (GLOBAL_DATA.defaultTextureId): 1x1 white pixel R8G8B8A8 -* - Default shader (GLOBAL_DATA.State.defaultShaderId, GLOBAL_DATA.State.defaultShaderLocs) -* -* Internal buffer (and resources) must be manually unloaded calling close(). -* -* 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 -* Those preprocessor defines are only used on rlgl module, if OpenGL version is -* required by any other module, use get_version() to check it -* -* #define RLGL_IMPLEMENTATION -* Generates the implementation of the library into the included file. -* If not defined, the library is in header only mode and can be included in other headers -* or source files without problems. But only ONE file should hold the implementation. -* -* #define RLGL_RENDER_TEXTURES_HINT -* Enable framebuffer objects (fbo) support (enabled by default) -* Some GPUs could not support them despite the OpenGL version -* -* #define RLGL_SHOW_GL_DETAILS_INFO -* Show OpenGL extensions and capabilities detailed logs on init -* -* #define RLGL_ENABLE_OPENGL_DEBUG_CONTEXT -* Enable debug context (only available on OpenGL 4.3) -* -* rlgl capabilities could be customized just defining some internal -* values before library inclusion (default values listed): -* -* #define RL_DEFAULT_BATCH_BUFFER_ELEMENTS 8192 // Default internal render batch elements limits -* #define RL_DEFAULT_BATCH_BUFFERS 1 // Default number of batch buffers (multi-buffering) -* #define RL_DEFAULT_BATCH_DRAWCALLS 256 // Default number of batch draw calls (by state changes: mode, texture) -* #define RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS 4 // Maximum number of textures units that can be activated on batch drawing (SetShaderValueTexture()) -* -* #define RL_MAX_MATRIX_STACK_SIZE 32 // Maximum size of internal Matrix stack -* #define RL_MAX_SHADER_LOCATIONS 32 // Maximum number of shader locations supported -* #define CULL_DISTANCE_NEAR 0.01 // Default projection matrix near cull distance -* #define CULL_DISTANCE_FAR 1000.0 // Default projection matrix far cull distance -* -* 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. -* -**********************************************************************************************/ - -#ifndef RLGL_H -#define RLGL_H - -#define RLGL_VERSION "4.5" - -#ifndef RAYLIB_H -// Function specifiers in case library is build/used as a shared library (Windows) -// NOTE: Microsoft specifiers to tell compiler that symbols are imported/exported from a .dll -#if defined(_WIN32) - #if defined(BUILD_LIBTYPE_SHARED) - #define RLAPI __declspec(dllexport) // We are building the library as a Win32 shared library (.dll) - #elif defined(USE_LIBTYPE_SHARED) - #define RLAPI __declspec(dllimport) // We are using the library as a Win32 shared library (.dll) - #endif -#endif - -// Function specifiers definition -#ifndef RLAPI - #define RLAPI // Functions defined as 'extern' by default (implicit specifiers) -#endif -#endif - -// 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 - - -// Support RL_TRACELOG macros -#ifndef RL_TRACELOG - #define RL_TRACELOG(level, ...) (void)0 - #define TRACELOGD(...) (void)0 -#endif - -// Allow custom memory allocators -#ifndef RL_MALLOC - #define RL_MALLOC(sz) malloc(sz) -#endif -#ifndef RL_CALLOC - #define RL_CALLOC(n,sz) calloc(n,sz) -#endif -#ifndef RL_REALLOC - #define RL_REALLOC(n,sz) realloc(n,sz) -#endif -#ifndef RL_FREE - #define RL_FREE(p) free(p) -#endif - -// Security check in case no GRAPHICS_API_OPENGL_* defined -#if !defined(GRAPHICS_API_OPENGL_11) && \ - !defined(GRAPHICS_API_OPENGL_21) && \ - !defined(GRAPHICS_API_OPENGL_33) && \ - !defined(GRAPHICS_API_OPENGL_43) && \ - !defined(GRAPHICS_API_OPENGL_ES2) && \ - !defined(GRAPHICS_API_OPENGL_ES3) - #define GRAPHICS_API_OPENGL_33 -#endif - -// Security check in case multiple GRAPHICS_API_OPENGL_* defined -#if defined(GRAPHICS_API_OPENGL_11) - #if defined(GRAPHICS_API_OPENGL_21) - #undef GRAPHICS_API_OPENGL_21 - #endif - #if defined(GRAPHICS_API_OPENGL_33) - #undef GRAPHICS_API_OPENGL_33 - #endif - #if defined(GRAPHICS_API_OPENGL_43) - #undef GRAPHICS_API_OPENGL_43 - #endif - #if defined(GRAPHICS_API_OPENGL_ES2) - #undef GRAPHICS_API_OPENGL_ES2 - #endif -#endif - -// OpenGL 2.1 uses most of OpenGL 3.3 Core functionality -// WARNING: Specific parts are checked with #if defines -#if defined(GRAPHICS_API_OPENGL_21) - #define GRAPHICS_API_OPENGL_33 -#endif - -// OpenGL 4.3 uses OpenGL 3.3 Core functionality -#if defined(GRAPHICS_API_OPENGL_43) - #define GRAPHICS_API_OPENGL_33 -#endif - -// OpenGL ES 3.0 uses OpenGL ES 2.0 functionality (and more) -#if defined(GRAPHICS_API_OPENGL_ES3) - #define GRAPHICS_API_OPENGL_ES2 -#endif - -// Support framebuffer objects by default -// NOTE: Some driver implementation do not support it, despite they should -#define RLGL_RENDER_TEXTURES_HINT - -//---------------------------------------------------------------------------------- -// Defines and Macros -//---------------------------------------------------------------------------------- - -// Default internal render batch elements limits -#ifndef RL_DEFAULT_BATCH_BUFFER_ELEMENTS - #if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33) - // This is the maximum amount of elements (quads) per batch - // NOTE: Be careful with text, every letter maps to a quad - #define RL_DEFAULT_BATCH_BUFFER_ELEMENTS 8192 - #endif - #if defined(GRAPHICS_API_OPENGL_ES2) - // We reduce memory sizes for embedded systems (RPI and HTML5) - // NOTE: On HTML5 (emscripten) this is allocated on heap, - // by default it's only 16MB!...just take care... - #define RL_DEFAULT_BATCH_BUFFER_ELEMENTS 2048 - #endif -#endif -#ifndef RL_DEFAULT_BATCH_BUFFERS - #define RL_DEFAULT_BATCH_BUFFERS 1 // Default number of batch buffers (multi-buffering) -#endif -#ifndef RL_DEFAULT_BATCH_DRAWCALLS - #define RL_DEFAULT_BATCH_DRAWCALLS 256 // Default number of batch draw calls (by state changes: mode, texture) -#endif -#ifndef RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS - #define RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS 4 // Maximum number of textures units that can be activated on batch drawing (SetShaderValueTexture()) -#endif - -// Internal Matrix stack -#ifndef RL_MAX_MATRIX_STACK_SIZE - #define RL_MAX_MATRIX_STACK_SIZE 32 // Maximum size of Matrix stack -#endif - -// Shader limits -#ifndef RL_MAX_SHADER_LOCATIONS - #define RL_MAX_SHADER_LOCATIONS 32 // Maximum number of shader locations supported -#endif - -// Projection matrix culling -#ifndef CULL_DISTANCE_NEAR - #define CULL_DISTANCE_NEAR 0.01 // Default near cull distance -#endif -#ifndef CULL_DISTANCE_FAR - #define CULL_DISTANCE_FAR 1000.0 // Default far cull distance -#endif - -// Texture parameters (equivalent to OpenGL defines) -#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) -#define RL_MODELVIEW 0x1700 // GL_MODELVIEW -#define RL_PROJECTION 0x1701 // GL_PROJECTION -#define RL_TEXTURE 0x1702 // GL_TEXTURE - -// Primitive assembly draw modes -#define RL_LINES 0x0001 // GL_LINES -#define RL_TRIANGLES 0x0004 // GL_TRIANGLES -#define RL_QUADS 0x0007 // GL_QUADS - -// GL equivalent data types -#define RL_UNSIGNED_BYTE 0x1401 // GL_UNSIGNED_BYTE -#define RL_FLOAT 0x1406 // GL_FLOAT - -// GL buffer usage hint -#define RL_STREAM_DRAW 0x88E0 // GL_STREAM_DRAW -#define RL_STREAM_READ 0x88E1 // GL_STREAM_READ -#define RL_STREAM_COPY 0x88E2 // GL_STREAM_COPY -#define RL_STATIC_DRAW 0x88E4 // GL_STATIC_DRAW -#define RL_STATIC_READ 0x88E5 // GL_STATIC_READ -#define RL_STATIC_COPY 0x88E6 // GL_STATIC_COPY -#define RL_DYNAMIC_DRAW 0x88E8 // GL_DYNAMIC_DRAW -#define RL_DYNAMIC_READ 0x88E9 // GL_DYNAMIC_READ -#define RL_DYNAMIC_COPY 0x88EA // GL_DYNAMIC_COPY - -// GL Shader type -#define RL_FRAGMENT_SHADER 0x8B30 // GL_FRAGMENT_SHADER -#define RL_VERTEX_SHADER 0x8B31 // GL_VERTEX_SHADER -#define RL_COMPUTE_SHADER 0x91B9 // GL_COMPUTE_SHADER - -// GL blending factors -#define RL_ZERO 0 // GL_ZERO -#define RL_ONE 1 // GL_ONE -#define RL_SRC_COLOR 0x0300 // GL_SRC_COLOR -#define RL_ONE_MINUS_SRC_COLOR 0x0301 // GL_ONE_MINUS_SRC_COLOR -#define RL_SRC_ALPHA 0x0302 // GL_SRC_ALPHA -#define RL_ONE_MINUS_SRC_ALPHA 0x0303 // GL_ONE_MINUS_SRC_ALPHA -#define RL_DST_ALPHA 0x0304 // GL_DST_ALPHA -#define RL_ONE_MINUS_DST_ALPHA 0x0305 // GL_ONE_MINUS_DST_ALPHA -#define RL_DST_COLOR 0x0306 // GL_DST_COLOR -#define RL_ONE_MINUS_DST_COLOR 0x0307 // GL_ONE_MINUS_DST_COLOR -#define RL_SRC_ALPHA_SATURATE 0x0308 // GL_SRC_ALPHA_SATURATE -#define RL_CONSTANT_COLOR 0x8001 // GL_CONSTANT_COLOR -#define RL_ONE_MINUS_CONSTANT_COLOR 0x8002 // GL_ONE_MINUS_CONSTANT_COLOR -#define RL_CONSTANT_ALPHA 0x8003 // GL_CONSTANT_ALPHA -#define RL_ONE_MINUS_CONSTANT_ALPHA 0x8004 // GL_ONE_MINUS_CONSTANT_ALPHA - -// GL blending functions/equations -#define RL_FUNC_ADD 0x8006 // GL_FUNC_ADD -#define RL_MIN 0x8007 // GL_MIN -#define RL_MAX 0x8008 // GL_MAX -#define RL_FUNC_SUBTRACT 0x800A // GL_FUNC_SUBTRACT -#define RL_FUNC_REVERSE_SUBTRACT 0x800B // GL_FUNC_REVERSE_SUBTRACT -#define 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 - - -//---------------------------------------------------------------------------------- -// Types and Structures Definition -//---------------------------------------------------------------------------------- -#if (defined(__STDC__) && __STDC_VERSION__ >= 199901L) || (defined(_MSC_VER) && _MSC_VER >= 1800) - #include -#elif !defined(__cplusplus) && !defined(bool) && !defined(RL_BOOL_TYPE) - // Boolean type -typedef enum bool { false = 0, true = !false } bool; -#endif - -RLGL_NS_BEGIN - -#if !defined(RL_MATRIX_TYPE) -// Matrix, 4x4 components, column major, OpenGL style, right handed -typedef struct Matrix { - float m0, m4, m8, m12; // Matrix first row (4 components) - float m1, m5, m9, m13; // Matrix second row (4 components) - float m2, m6, m10, m14; // Matrix third row (4 components) - float m3, m7, m11, m15; // Matrix fourth row (4 components) -} Matrix; -#define RL_MATRIX_TYPE -#endif - -// Dynamic vertex buffers (position + texcoords + colors + indices arrays) -typedef struct vertex_buffer { - int elementCount; // Number of elements in the buffer (QUADS) - - float *vertices; // Vertex position (XYZ - 3 components per vertex) (shader-location = 0) - float *texcoords; // Vertex texture coordinates (UV - 2 components per vertex) (shader-location = 1) - unsigned char *colors; // Vertex colors (RGBA - 4 components per vertex) (shader-location = 3) -#if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33) - unsigned int *indices; // Vertex indices (in case vertex data comes indexed) (6 indices per quad) -#endif -#if defined(GRAPHICS_API_OPENGL_ES2) - unsigned short *indices; // Vertex indices (in case vertex data comes indexed) (6 indices per quad) -#endif - unsigned int vaoId; // OpenGL Vertex Array Object id - unsigned int vboId[4]; // OpenGL Vertex Buffer Objects id (4 types of vertex data) -} vertex_buffer; - -// Draw call type -// NOTE: Only texture changes register a new draw, other state-change-related elements are not -// used at this moment (vaoId, shaderId, matrices), raylib just forces a batch draw call if any -// of those state-change happens (this is done in core module) -typedef struct draw_call { - int mode; // Drawing mode: LINES, TRIANGLES, QUADS - int vertexCount; // Number of vertex of the draw - int vertexAlignment; // Number of vertex required for index alignment (LINES, TRIANGLES) - //unsigned int vaoId; // Vertex array id to be used on the draw -> Using GLOBAL_DATA.currentBatch->vertexBuffer.vaoId - //unsigned int shaderId; // Shader id to be used on the draw -> Using GLOBAL_DATA.currentShaderId - unsigned int textureId; // Texture id to be used on the draw -> Use to create new draw call if changes - - //Matrix projection; // Projection matrix for this draw -> Using GLOBAL_DATA.projection by default - //Matrix modelview; // Modelview matrix for this draw -> Using GLOBAL_DATA.modelview by default -} draw_call; - -// render_batch type -typedef struct render_batch { - int bufferCount; // Number of vertex buffers (multi-buffering support) - int currentBuffer; // Current buffer tracking in case of multi-buffering - vertex_buffer *vertexBuffer; // Dynamic buffer(s) for vertex data - - draw_call *draws; // Draw calls array, depends on textureId - int drawCounter; // Draw calls counter - float currentDepth; // Current depth value for next draw -} render_batch; - -// OpenGL version -typedef enum { - RL_OPENGL_11 = 1, // OpenGL 1.1 - RL_OPENGL_21, // OpenGL 2.1 (GLSL 120) - RL_OPENGL_33, // OpenGL 3.3 (GLSL 330) - RL_OPENGL_43, // OpenGL 4.3 (using GLSL 330) - RL_OPENGL_ES_20, // OpenGL ES 2.0 (GLSL 100) - 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) -// Trace log level -// NOTE: Organized by priority level -typedef enum { - 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; - -// Texture pixel formats -// NOTE: Support depends on OpenGL version -typedef enum { - 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; - -// Texture parameters: filter mode -// NOTE 1: Filtering considers mipmaps if available in the texture -// NOTE 2: Filter is accordingly set for minification and magnification -typedef enum { - 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; - - -// Shader location point type -typedef enum { - 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) - -// Shader uniform data type -typedef enum { - 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; - -// Shader attribute data types -typedef enum { - 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; - -// Color blending modes (pre-defined) -typedef enum { - 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; -#endif //ifndef RAYLIB_H - -// Framebuffer attachment type -// NOTE: By default up to 8 color channels defined, but it can be more -typedef enum { - 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; - -// Framebuffer texture attachment type -typedef enum { - 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; - -// Face culling mode -typedef enum { - CULL_FACE_FRONT = 0, - CULL_FACE_BACK -} cull_mode; - -//------------------------------------------------------------------------------------ -// Functions Declaration - Matrix operations -//------------------------------------------------------------------------------------ - -RLGL_EXTERN_C_BEGIN - -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 - -//------------------------------------------------------------------------------------ -// Functions Declaration - Vertex level operations -//------------------------------------------------------------------------------------ -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 - -//------------------------------------------------------------------------------------ -// Functions Declaration - OpenGL style functions (common to 1.1, 3.3+, ES2) -// NOTE: This functions are used to completely abstract raylib code from OpenGL layer, -// some of them are direct wrappers over OpenGL calls, some others are custom -//------------------------------------------------------------------------------------ - -// Vertex buffers state -RLAPI bool 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 -#if defined(GRAPHICS_API_OPENGL_11) -RLAPI void enable_state_pointer(int vertexAttribType, void *buffer); // Enable attribute state pointer -RLAPI void disable_state_pointer(int vertexAttribType); // Disable attribute state pointer -#endif - -// Textures state -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) - -// Shader state -RLAPI void enable_shader(unsigned int id); // Enable shader program -RLAPI void disable_shader(void); // Disable shader program - -// Framebuffer state -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 - -// General render state -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) - -//------------------------------------------------------------------------------------ -// Functions Declaration - rlgl functionality -//------------------------------------------------------------------------------------ -// 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 - -// Render batch management -// NOTE: rlgl provides a default render batch to behave like OpenGL 1.1 immediate mode -// but this render batch API is exposed in case of custom batches are required -RLAPI 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 - -RLAPI void set_texture(unsigned int id); // Set current texture for render batch and check buffers limits - -//------------------------------------------------------------------------------------------------------------------------ - -// Vertex buffers management -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); - -// Textures management -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) - -// Framebuffer management (fbo) -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 - -// Shaders management -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) - -// Compute shader management -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) - -// Shader buffer storage object management (ssbo) -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 - -// Buffer management -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 - -// Quick and dirty cube/quad buffers load->draw->unload -RLAPI void load_draw_cube(void); // Load and draw a cube -RLAPI void load_draw_quad(void); // Load and draw a quad - -RLGL_EXTERN_C_END - -RLGL_NS_END - -#endif // RLGL_H - -/*********************************************************************************** -* -* GLOBAL_DATA IMPLEMENTATION -* -************************************************************************************/ - -#if defined(RLGL_IMPLEMENTATION) - -#if defined(GRAPHICS_API_OPENGL_11) - #if defined(__APPLE__) - #include // OpenGL 1.1 library for OSX - #include // 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 // 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 // OpenGL ES 3.0 library - #define GL_GLEXT_PROTOTYPES - #include // 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 library -> not required, platform layer - #include // OpenGL ES 2.0 library - #include // 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 // Required for: malloc(), free() -#include // Required for: strcmp(), strlen() [Used in init(), on extensions loading] -#include // Required for: sqrtf(), sinf(), cosf(), floor(), log() - -//---------------------------------------------------------------------------------- -// Defines and Macros -//---------------------------------------------------------------------------------- -#ifndef PI - #define PI 3.14159265358979323846f -#endif -#ifndef DEG2RAD - #define DEG2RAD (PI/180.0f) -#endif -#ifndef RAD2DEG - #define RAD2DEG (180.0f/PI) -#endif - -#ifndef GL_SHADING_LANGUAGE_VERSION - #define GL_SHADING_LANGUAGE_VERSION 0x8B8C -#endif - -#ifndef GL_COMPRESSED_RGB_S3TC_DXT1_EXT - #define GL_COMPRESSED_RGB_S3TC_DXT1_EXT 0x83F0 -#endif -#ifndef GL_COMPRESSED_RGBA_S3TC_DXT1_EXT - #define GL_COMPRESSED_RGBA_S3TC_DXT1_EXT 0x83F1 -#endif -#ifndef GL_COMPRESSED_RGBA_S3TC_DXT3_EXT - #define GL_COMPRESSED_RGBA_S3TC_DXT3_EXT 0x83F2 -#endif -#ifndef GL_COMPRESSED_RGBA_S3TC_DXT5_EXT - #define GL_COMPRESSED_RGBA_S3TC_DXT5_EXT 0x83F3 -#endif -#ifndef GL_ETC1_RGB8_OES - #define GL_ETC1_RGB8_OES 0x8D64 -#endif -#ifndef GL_COMPRESSED_RGB8_ETC2 - #define GL_COMPRESSED_RGB8_ETC2 0x9274 -#endif -#ifndef GL_COMPRESSED_RGBA8_ETC2_EAC - #define GL_COMPRESSED_RGBA8_ETC2_EAC 0x9278 -#endif -#ifndef GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG - #define GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG 0x8C00 -#endif -#ifndef GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG - #define GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG 0x8C02 -#endif -#ifndef GL_COMPRESSED_RGBA_ASTC_4x4_KHR - #define GL_COMPRESSED_RGBA_ASTC_4x4_KHR 0x93b0 -#endif -#ifndef GL_COMPRESSED_RGBA_ASTC_8x8_KHR - #define GL_COMPRESSED_RGBA_ASTC_8x8_KHR 0x93b7 -#endif - -#ifndef GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT - #define GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT 0x84FF -#endif -#ifndef GL_TEXTURE_MAX_ANISOTROPY_EXT - #define GL_TEXTURE_MAX_ANISOTROPY_EXT 0x84FE -#endif - -#if defined(GRAPHICS_API_OPENGL_11) - #define GL_UNSIGNED_SHORT_5_6_5 0x8363 - #define GL_UNSIGNED_SHORT_5_5_5_1 0x8034 - #define GL_UNSIGNED_SHORT_4_4_4_4 0x8033 -#endif - -#if defined(GRAPHICS_API_OPENGL_21) - #define GL_LUMINANCE 0x1909 - #define GL_LUMINANCE_ALPHA 0x190A -#endif - -#if defined(GRAPHICS_API_OPENGL_ES2) - #define glClearDepth glClearDepthf - #if !defined(GRAPHICS_API_OPENGL_ES3) - #define GL_READ_FRAMEBUFFER GL_FRAMEBUFFER - #define GL_DRAW_FRAMEBUFFER GL_FRAMEBUFFER - #endif -#endif - -// Default shader vertex attribute names to set location points -#ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_POSITION - #define RL_DEFAULT_SHADER_ATTRIB_NAME_POSITION "vertexPosition" // Bound by default to shader location: 0 -#endif -#ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD - #define RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD "vertexTexCoord" // Bound by default to shader location: 1 -#endif -#ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_NORMAL - #define RL_DEFAULT_SHADER_ATTRIB_NAME_NORMAL "vertexNormal" // Bound by default to shader location: 2 -#endif -#ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR - #define RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR "vertexColor" // Bound by default to shader location: 3 -#endif -#ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_TANGENT - #define RL_DEFAULT_SHADER_ATTRIB_NAME_TANGENT "vertexTangent" // Bound by default to shader location: 4 -#endif -#ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2 - #define RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2 "vertexTexCoord2" // Bound by default to shader location: 5 -#endif - -#ifndef RL_DEFAULT_SHADER_UNIFORM_NAME_MVP - #define RL_DEFAULT_SHADER_UNIFORM_NAME_MVP "mvp" // model-view-projection matrix -#endif -#ifndef RL_DEFAULT_SHADER_UNIFORM_NAME_VIEW - #define RL_DEFAULT_SHADER_UNIFORM_NAME_VIEW "matView" // view matrix -#endif -#ifndef RL_DEFAULT_SHADER_UNIFORM_NAME_PROJECTION - #define RL_DEFAULT_SHADER_UNIFORM_NAME_PROJECTION "matProjection" // projection matrix -#endif -#ifndef RL_DEFAULT_SHADER_UNIFORM_NAME_MODEL - #define RL_DEFAULT_SHADER_UNIFORM_NAME_MODEL "matModel" // model matrix -#endif -#ifndef RL_DEFAULT_SHADER_UNIFORM_NAME_NORMAL - #define RL_DEFAULT_SHADER_UNIFORM_NAME_NORMAL "matNormal" // normal matrix (transpose(inverse(matModelView)) -#endif -#ifndef RL_DEFAULT_SHADER_UNIFORM_NAME_COLOR - #define RL_DEFAULT_SHADER_UNIFORM_NAME_COLOR "colDiffuse" // color diffuse (base tint color, multiplied by texture color) -#endif -#ifndef RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE0 - #define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE0 "texture0" // texture0 (texture slot active 0) -#endif -#ifndef RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE1 - #define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE1 "texture1" // texture1 (texture slot active 1) -#endif -#ifndef RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE2 - #define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE2 "texture2" // texture2 (texture slot active 2) -#endif - -RLGL_NS_BEGIN - -//---------------------------------------------------------------------------------- -// Types and Structures Definition -//---------------------------------------------------------------------------------- -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) -typedef struct glData { - render_batch *currentBatch; // Current render batch - render_batch defaultBatch; // Default internal render batch - - struct { - int vertexCounter; // Current active render batch vertex counter (generic, used for all batches) - float texcoordx, texcoordy; // Current active texture coordinate (added on glVertex*()) - float normalx, normaly, normalz; // Current active normal (added on glVertex*()) - unsigned char colorr, colorg, colorb, colora; // Current active color (added on glVertex*()) - - int currentMatrixMode; // Current matrix mode - Matrix *currentMatrix; // Current matrix pointer - Matrix modelview; // Default modelview matrix - Matrix projection; // Default projection matrix - Matrix transform; // Transform matrix to be used with Translate, Rotate, Scale - bool transformRequired; // Require transform matrix application to current draw-call vertex (if required) - Matrix stack[RL_MAX_MATRIX_STACK_SIZE];// Matrix stack for push/pop - int stackCounter; // Matrix stack counter - - unsigned int defaultTextureId; // Default texture used on shapes/poly drawing (required by shader) - unsigned int activeTextureId[RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS]; // Active texture ids to be enabled on batch drawing (0 active by default) - unsigned int defaultVShaderId; // Default vertex shader id (used by default shader program) - unsigned int defaultFShaderId; // Default fragment shader id (used by default shader program) - unsigned int defaultShaderId; // Default shader program id, supports vertex color and diffuse texture - int *defaultShaderLocs; // Default shader locations pointer to be used on rendering - unsigned int currentShaderId; // Current shader id to be used on rendering (by default, defaultShaderId) - int *currentShaderLocs; // Current shader locations pointer to be used on rendering (by default, defaultShaderLocs) - - bool stereoRender; // Stereo rendering flag - Matrix projectionStereo[2]; // VR stereo rendering eyes projection matrices - Matrix viewOffsetStereo[2]; // VR stereo rendering eyes view offset matrices - - // Blending variables - int currentBlendMode; // Blending mode active - int glBlendSrcFactor; // Blending source factor - int glBlendDstFactor; // Blending destination factor - int glBlendEquation; // Blending equation - int glBlendSrcFactorRGB; // Blending source RGB factor - int glBlendDestFactorRGB; // Blending destination RGB factor - int glBlendSrcFactorAlpha; // Blending source alpha factor - int glBlendDestFactorAlpha; // Blending destination alpha factor - int glBlendEquationRGB; // Blending equation for RGB - int glBlendEquationAlpha; // Blending equation for alpha - bool glCustomBlendModeModified; // Custom blending factor and equation modification status - - int framebufferWidth; // Current framebuffer width - int framebufferHeight; // Current framebuffer height - - } State; // Renderer state - struct { - bool vao; // VAO support (OpenGL ES2 could not support VAO extension) (GL_ARB_vertex_array_object) - bool instancing; // Instancing supported (GL_ANGLE_instanced_arrays, GL_EXT_draw_instanced + GL_EXT_instanced_arrays) - bool texNPOT; // NPOT textures full support (GL_ARB_texture_non_power_of_two, GL_OES_texture_npot) - bool texDepth; // Depth textures supported (GL_ARB_depth_texture, GL_OES_depth_texture) - bool texDepthWebGL; // Depth textures supported WebGL specific (GL_WEBGL_depth_texture) - bool texFloat32; // float textures support (32 bit per channel) (GL_OES_texture_float) - bool 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 -} glData; - -typedef void *(*glLoadProc)(const char *name); // OpenGL extension functions loader signature (same as GLADloadproc) - -#endif // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2 - -//---------------------------------------------------------------------------------- -// Global Variables Definition -//---------------------------------------------------------------------------------- -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) -static glData GLOBAL_DATA = { 0 }; -#endif // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2 - -#if defined(GRAPHICS_API_OPENGL_ES2) && !defined(GRAPHICS_API_OPENGL_ES3) -// NOTE: VAO functionality is exposed through extensions (OES) -static PFNGLGENVERTEXARRAYSOESPROC glGenVertexArrays = NULL; -static PFNGLBINDVERTEXARRAYOESPROC glBindVertexArray = NULL; -static PFNGLDELETEVERTEXARRAYSOESPROC glDeleteVertexArrays = NULL; - -// NOTE: Instancing functionality could also be available through extension -static PFNGLDRAWARRAYSINSTANCEDEXTPROC glDrawArraysInstanced = NULL; -static PFNGLDRAWELEMENTSINSTANCEDEXTPROC glDrawElementsInstanced = NULL; -static PFNGLVERTEXATTRIBDIVISOREXTPROC glVertexAttribDivisor = NULL; -#endif - -RLGL_EXTERN_C_BEGIN - -//---------------------------------------------------------------------------------- -// Module specific Functions Declaration -//---------------------------------------------------------------------------------- -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) -static void load_shader_default(void); // Load default shader -static void unload_shader_default(void); // Unload default shader -#if defined(RLGL_SHOW_GL_DETAILS_INFO) -static const char *GetCompressedFormatName(int format); // Get compressed format official GL identifier name -#endif // RLGL_SHOW_GL_DETAILS_INFO -#endif // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2 - -static int internal_get_pixel_data_size(int width, int height, int format); // Get pixel data size in bytes (image or texture) - -#if !defined(RAYMATH_H) -// Auxiliar matrix math functions -static Matrix internal_matrix_identity(void); // Get identity matrix -static Matrix internal_matrix_multiply(Matrix left, Matrix right); // Multiply two matrices -#endif - -//---------------------------------------------------------------------------------- -// Module Functions Definition - Matrix operations -//---------------------------------------------------------------------------------- - -#if defined(GRAPHICS_API_OPENGL_11) -// Fallback to OpenGL 1.1 function calls -//--------------------------------------- -void matrix_mode(int mode) -{ - switch (mode) - { - case RL_PROJECTION: glMatrixMode(GL_PROJECTION); break; - case RL_MODELVIEW: glMatrixMode(GL_MODELVIEW); break; - case RL_TEXTURE: glMatrixMode(GL_TEXTURE); break; - default: break; - } -} - -void frustum(double left, double right, double bottom, double top, double znear, double zfar) -{ - glFrustum(left, right, bottom, top, znear, zfar); -} - -void ortho(double left, double right, double bottom, double top, double znear, double zfar) -{ - glOrtho(left, right, bottom, top, znear, zfar); -} - -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); } -#endif -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) -// Choose the current matrix to be transformed -void matrix_mode(int mode) -{ - 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; - //else if (mode == RL_TEXTURE) // Not supported - - GLOBAL_DATA.State.currentMatrixMode = mode; -} - -// Push the current matrix into GLOBAL_DATA.State.stack -void push_matrix(void) -{ - if (GLOBAL_DATA.State.stackCounter >= RL_MAX_MATRIX_STACK_SIZE) RL_TRACELOG(LOG_ERROR, "GLOBAL_DATA: Matrix stack overflow (RL_MAX_MATRIX_STACK_SIZE)"); - - if (GLOBAL_DATA.State.currentMatrixMode == RL_MODELVIEW) - { - GLOBAL_DATA.State.transformRequired = true; - GLOBAL_DATA.State.currentMatrix = &GLOBAL_DATA.State.transform; - } - - GLOBAL_DATA.State.stack[GLOBAL_DATA.State.stackCounter] = *GLOBAL_DATA.State.currentMatrix; - GLOBAL_DATA.State.stackCounter++; -} - -// Pop lattest inserted matrix from GLOBAL_DATA.State.stack -void pop_matrix(void) -{ - if (GLOBAL_DATA.State.stackCounter > 0) - { - Matrix mat = GLOBAL_DATA.State.stack[GLOBAL_DATA.State.stackCounter - 1]; - *GLOBAL_DATA.State.currentMatrix = mat; - GLOBAL_DATA.State.stackCounter--; - } - - if ((GLOBAL_DATA.State.stackCounter == 0) && (GLOBAL_DATA.State.currentMatrixMode == RL_MODELVIEW)) - { - GLOBAL_DATA.State.currentMatrix = &GLOBAL_DATA.State.modelview; - GLOBAL_DATA.State.transformRequired = false; - } -} - -// Reset current matrix to identity matrix -void load_identity(void) -{ - *GLOBAL_DATA.State.currentMatrix = internal_matrix_identity(); -} - -// Multiply the current matrix by a translation matrix -void translatef(float x, float y, float z) -{ - Matrix matTranslation = { - 1.0f, 0.0f, 0.0f, x, - 0.0f, 1.0f, 0.0f, y, - 0.0f, 0.0f, 1.0f, z, - 0.0f, 0.0f, 0.0f, 1.0f - }; - - // NOTE: We transpose matrix with multiplication order - *GLOBAL_DATA.State.currentMatrix = internal_matrix_multiply(matTranslation, *GLOBAL_DATA.State.currentMatrix); -} - -// Multiply the current matrix by a rotation matrix -// NOTE: The provided angle must be in degrees -void rotatef(float angle, float x, float y, float z) -{ - Matrix matRotation = internal_matrix_identity(); - - // Axis vector (x, y, z) normalization - float lengthSquared = x*x + y*y + z*z; - if ((lengthSquared != 1.0f) && (lengthSquared != 0.0f)) - { - float inverseLength = 1.0f/sqrtf(lengthSquared); - x *= inverseLength; - y *= inverseLength; - z *= inverseLength; - } - - // Rotation matrix generation - float sinres = sinf(DEG2RAD*angle); - float cosres = cosf(DEG2RAD*angle); - float t = 1.0f - cosres; - - matRotation.m0 = x*x*t + cosres; - matRotation.m1 = y*x*t + z*sinres; - matRotation.m2 = z*x*t - y*sinres; - matRotation.m3 = 0.0f; - - matRotation.m4 = x*y*t - z*sinres; - matRotation.m5 = y*y*t + cosres; - matRotation.m6 = z*y*t + x*sinres; - matRotation.m7 = 0.0f; - - matRotation.m8 = x*z*t + y*sinres; - matRotation.m9 = y*z*t - x*sinres; - matRotation.m10 = z*z*t + cosres; - matRotation.m11 = 0.0f; - - matRotation.m12 = 0.0f; - matRotation.m13 = 0.0f; - matRotation.m14 = 0.0f; - matRotation.m15 = 1.0f; - - // NOTE: We transpose matrix with multiplication order - *GLOBAL_DATA.State.currentMatrix = internal_matrix_multiply(matRotation, *GLOBAL_DATA.State.currentMatrix); -} - -// Multiply the current matrix by a scaling matrix -void scalef(float x, float y, float z) -{ - Matrix matScale = { - x, 0.0f, 0.0f, 0.0f, - 0.0f, y, 0.0f, 0.0f, - 0.0f, 0.0f, z, 0.0f, - 0.0f, 0.0f, 0.0f, 1.0f - }; - - // NOTE: We transpose matrix with multiplication order - *GLOBAL_DATA.State.currentMatrix = internal_matrix_multiply(matScale, *GLOBAL_DATA.State.currentMatrix); -} - -// Multiply the current matrix by another matrix -void mult_matrixf(const float *matf) -{ - // Matrix creation from array - Matrix mat = { matf[0], matf[4], matf[8], matf[12], - matf[1], matf[5], matf[9], matf[13], - matf[2], matf[6], matf[10], matf[14], - matf[3], matf[7], matf[11], matf[15] }; - - *GLOBAL_DATA.State.currentMatrix = internal_matrix_multiply(*GLOBAL_DATA.State.currentMatrix, mat); -} - -// Multiply the current matrix by a perspective matrix generated by parameters -void frustum(double left, double right, double bottom, double top, double znear, double zfar) -{ - Matrix matFrustum = { 0 }; - - float rl = (float)(right - left); - float tb = (float)(top - bottom); - float fn = (float)(zfar - znear); - - matFrustum.m0 = ((float) znear*2.0f)/rl; - matFrustum.m1 = 0.0f; - matFrustum.m2 = 0.0f; - matFrustum.m3 = 0.0f; - - matFrustum.m4 = 0.0f; - matFrustum.m5 = ((float) znear*2.0f)/tb; - matFrustum.m6 = 0.0f; - matFrustum.m7 = 0.0f; - - matFrustum.m8 = ((float)right + (float)left)/rl; - matFrustum.m9 = ((float)top + (float)bottom)/tb; - matFrustum.m10 = -((float)zfar + (float)znear)/fn; - matFrustum.m11 = -1.0f; - - matFrustum.m12 = 0.0f; - matFrustum.m13 = 0.0f; - matFrustum.m14 = -((float)zfar*(float)znear*2.0f)/fn; - matFrustum.m15 = 0.0f; - - *GLOBAL_DATA.State.currentMatrix = internal_matrix_multiply(*GLOBAL_DATA.State.currentMatrix, matFrustum); -} - -// Multiply the current matrix by an orthographic matrix generated by parameters -void ortho(double left, double right, double bottom, double top, double znear, double zfar) -{ - // NOTE: If left-right and top-botton values are equal it could create a division by zero, - // response to it is platform/compiler dependant - Matrix matOrtho = { 0 }; - - float rl = (float)(right - left); - float tb = (float)(top - bottom); - float fn = (float)(zfar - znear); - - matOrtho.m0 = 2.0f/rl; - matOrtho.m1 = 0.0f; - matOrtho.m2 = 0.0f; - matOrtho.m3 = 0.0f; - matOrtho.m4 = 0.0f; - matOrtho.m5 = 2.0f/tb; - matOrtho.m6 = 0.0f; - matOrtho.m7 = 0.0f; - matOrtho.m8 = 0.0f; - matOrtho.m9 = 0.0f; - matOrtho.m10 = -2.0f/fn; - matOrtho.m11 = 0.0f; - matOrtho.m12 = -((float)left + (float)right)/rl; - matOrtho.m13 = -((float)top + (float)bottom)/tb; - matOrtho.m14 = -((float)zfar + (float)znear)/fn; - matOrtho.m15 = 1.0f; - - *GLOBAL_DATA.State.currentMatrix = internal_matrix_multiply(*GLOBAL_DATA.State.currentMatrix, matOrtho); -} -#endif - -// Set the viewport area (transformation from normalized device coordinates to window coordinates) -// NOTE: We store current viewport dimensions -void viewport(int x, int y, int width, int height) -{ - glViewport(x, y, width, height); -} - -//---------------------------------------------------------------------------------- -// Module Functions Definition - Vertex level operations -//---------------------------------------------------------------------------------- -#if defined(GRAPHICS_API_OPENGL_11) -// Fallback to OpenGL 1.1 function calls -//--------------------------------------- -void begin(int mode) -{ - switch (mode) - { - case RL_LINES: glBegin(GL_LINES); break; - case RL_TRIANGLES: glBegin(GL_TRIANGLES); break; - case RL_QUADS: glBegin(GL_QUADS); break; - default: break; - } -} - -void 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); } -#endif -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) -// Initialize drawing mode (how to organize vertex) -void begin(int mode) -{ - // Draw mode can be RL_LINES, RL_TRIANGLES and RL_QUADS - // NOTE: In all three cases, vertex are accumulated over default internal vertex buffer - if (GLOBAL_DATA.currentBatch->draws[GLOBAL_DATA.currentBatch->drawCounter - 1].mode != mode) - { - if (GLOBAL_DATA.currentBatch->draws[GLOBAL_DATA.currentBatch->drawCounter - 1].vertexCount > 0) - { - // Make sure current GLOBAL_DATA.currentBatch->draws[i].vertexCount is aligned a multiple of 4, - // that way, following QUADS drawing will keep aligned with index processing - // It implies adding some extra alignment vertex at the end of the draw, - // those vertex are not processed but they are considered as an additional offset - // for the next set of vertex to be drawn - if (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; - - if (!check_render_batch_limit(GLOBAL_DATA.currentBatch->draws[GLOBAL_DATA.currentBatch->drawCounter - 1].vertexAlignment)) - { - GLOBAL_DATA.State.vertexCounter += GLOBAL_DATA.currentBatch->draws[GLOBAL_DATA.currentBatch->drawCounter - 1].vertexAlignment; - GLOBAL_DATA.currentBatch->drawCounter++; - } - } - - if (GLOBAL_DATA.currentBatch->drawCounter >= RL_DEFAULT_BATCH_DRAWCALLS) draw_render_batch(GLOBAL_DATA.currentBatch); - - 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; - } -} - -// Finish vertex providing -void end(void) -{ - // NOTE: Depth increment is dependant on ortho(): z-near and z-far values, - // as well as depth buffer bit-depth (16bit or 24bit or 32bit) - // Correct increment formula would be: depthInc = (zfar - znear)/pow(2, bits) - GLOBAL_DATA.currentBatch->currentDepth += (1.0f/20000.0f); -} - -// Define one vertex (position) -// NOTE: Vertex position data is the basic information required for drawing -void vertex3f(float x, float y, float z) -{ - float tx = x; - float ty = y; - float tz = z; - - // Transform provided vector if required - if (GLOBAL_DATA.State.transformRequired) - { - 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; - } - - // WARNING: We can't break primitives when launching a new batch. - // RL_LINES comes in pairs, RL_TRIANGLES come in groups of 3 vertices and RL_QUADS come in groups of 4 vertices. - // We must check current draw.mode when a new vertex is required and finish the batch only if the draw.mode draw.vertexCount is %2, %3 or %4 - if (GLOBAL_DATA.State.vertexCounter > (GLOBAL_DATA.currentBatch->vertexBuffer[GLOBAL_DATA.currentBatch->currentBuffer].elementCount*4 - 4)) - { - 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)) - { - // 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 - check_render_batch_limit(2 + 1); - } - 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)) - { - check_render_batch_limit(3 + 1); - } - 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)) - { - check_render_batch_limit(4 + 1); - } - } - - // Add vertices - 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; - - // Add current texcoord - 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; - - // WARNING: By default vertex_buffer struct does not store normals - - // Add current color - 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; - - GLOBAL_DATA.State.vertexCounter++; - GLOBAL_DATA.currentBatch->draws[GLOBAL_DATA.currentBatch->drawCounter - 1].vertexCount++; -} - -// Define one vertex (position) -void vertex2f(float x, float y) -{ - vertex3f(x, y, GLOBAL_DATA.currentBatch->currentDepth); -} - -// Define one vertex (position) -void vertex2i(int x, int y) -{ - vertex3f((float)x, (float)y, GLOBAL_DATA.currentBatch->currentDepth); -} - -// Define one vertex (texture coordinate) -// NOTE: Texture coordinates are limited to QUADS only -void tex_coord2f(float x, float y) -{ - GLOBAL_DATA.State.texcoordx = x; - GLOBAL_DATA.State.texcoordy = y; -} - -// Define one vertex (normal) -// NOTE: Normals limited to TRIANGLES only? -void normal3f(float x, float y, float z) -{ - GLOBAL_DATA.State.normalx = x; - GLOBAL_DATA.State.normaly = y; - GLOBAL_DATA.State.normalz = z; -} - -// Define one vertex (color) -void color4ub(unsigned char x, unsigned char y, unsigned char z, unsigned char w) -{ - GLOBAL_DATA.State.colorr = x; - GLOBAL_DATA.State.colorg = y; - GLOBAL_DATA.State.colorb = z; - GLOBAL_DATA.State.colora = w; -} - -// Define one vertex (color) -void color4f(float r, float g, float b, float a) -{ - color4ub((unsigned char)(r*255), (unsigned char)(g*255), (unsigned char)(b*255), (unsigned char)(a*255)); -} - -// Define one vertex (color) -void color3f(float x, float y, float z) -{ - color4ub((unsigned char)(x*255), (unsigned char)(y*255), (unsigned char)(z*255), 255); -} - -#endif - -//-------------------------------------------------------------------------------------- -// Module Functions Definition - OpenGL style functions (common to 1.1, 3.3+, ES2) -//-------------------------------------------------------------------------------------- - -// Set current texture to use -void set_texture(unsigned int id) -{ - if (id == 0) - { -#if defined(GRAPHICS_API_OPENGL_11) - disable_texture(); -#else - // NOTE: If quads batch limit is reached, we force a draw call and next batch starts - if (GLOBAL_DATA.State.vertexCounter >= - GLOBAL_DATA.currentBatch->vertexBuffer[GLOBAL_DATA.currentBatch->currentBuffer].elementCount*4) - { - draw_render_batch(GLOBAL_DATA.currentBatch); - } -#endif - } - else - { -#if defined(GRAPHICS_API_OPENGL_11) - enable_texture(id); -#else - if (GLOBAL_DATA.currentBatch->draws[GLOBAL_DATA.currentBatch->drawCounter - 1].textureId != id) - { - if (GLOBAL_DATA.currentBatch->draws[GLOBAL_DATA.currentBatch->drawCounter - 1].vertexCount > 0) - { - // Make sure current GLOBAL_DATA.currentBatch->draws[i].vertexCount is aligned a multiple of 4, - // that way, following QUADS drawing will keep aligned with index processing - // It implies adding some extra alignment vertex at the end of the draw, - // those vertex are not processed but they are considered as an additional offset - // for the next set of vertex to be drawn - if (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; - - if (!check_render_batch_limit(GLOBAL_DATA.currentBatch->draws[GLOBAL_DATA.currentBatch->drawCounter - 1].vertexAlignment)) - { - GLOBAL_DATA.State.vertexCounter += GLOBAL_DATA.currentBatch->draws[GLOBAL_DATA.currentBatch->drawCounter - 1].vertexAlignment; - - GLOBAL_DATA.currentBatch->drawCounter++; - } - } - - if (GLOBAL_DATA.currentBatch->drawCounter >= RL_DEFAULT_BATCH_DRAWCALLS) draw_render_batch(GLOBAL_DATA.currentBatch); - - GLOBAL_DATA.currentBatch->draws[GLOBAL_DATA.currentBatch->drawCounter - 1].textureId = id; - GLOBAL_DATA.currentBatch->draws[GLOBAL_DATA.currentBatch->drawCounter - 1].vertexCount = 0; - } -#endif - } -} - -// Select and active a texture slot -void active_texture_slot(int slot) -{ -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - glActiveTexture(GL_TEXTURE0 + slot); -#endif -} - -// Enable texture -void enable_texture(unsigned int id) -{ -#if defined(GRAPHICS_API_OPENGL_11) - glEnable(GL_TEXTURE_2D); -#endif - glBindTexture(GL_TEXTURE_2D, id); -} - -// Disable texture -void disable_texture(void) -{ -#if defined(GRAPHICS_API_OPENGL_11) - glDisable(GL_TEXTURE_2D); -#endif - glBindTexture(GL_TEXTURE_2D, 0); -} - -// Enable texture cubemap -void enable_texture_cubemap(unsigned int id) -{ -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - glBindTexture(GL_TEXTURE_CUBE_MAP, id); -#endif -} - -// Disable texture cubemap -void disable_texture_cubemap(void) -{ -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - glBindTexture(GL_TEXTURE_CUBE_MAP, 0); -#endif -} - -// Set texture parameters (wrap mode/filter mode) -void texture_parameters(unsigned int id, int param, int value) -{ - glBindTexture(GL_TEXTURE_2D, id); - -#if !defined(GRAPHICS_API_OPENGL_11) - // Reset anisotropy filter, in case it was set - glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, 1.0f); -#endif - - switch (param) - { - case TEXTURE_WRAP_S: - case TEXTURE_WRAP_T: - { - if (value == TEXTURE_WRAP_MIRROR_CLAMP) - { -#if !defined(GRAPHICS_API_OPENGL_11) - 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)"); -#endif - } - else glTexParameteri(GL_TEXTURE_2D, param, value); - - } break; - case TEXTURE_MAG_FILTER: - case TEXTURE_MIN_FILTER: glTexParameteri(GL_TEXTURE_2D, param, value); break; - case TEXTURE_FILTER_ANISOTROPIC: - { -#if !defined(GRAPHICS_API_OPENGL_11) - 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) - { - RL_TRACELOG(LOG_WARNING, "GL: Maximum anisotropic filter level supported is %iX", id, (int)GLOBAL_DATA.ExtSupported.maxAnisotropyLevel); - glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, (float)value); - } - else RL_TRACELOG(LOG_WARNING, "GL: Anisotropic filtering not supported"); -#endif - } break; -#if defined(GRAPHICS_API_OPENGL_33) - case TEXTURE_MIPMAP_BIAS_RATIO: glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_LOD_BIAS, value/100.0f); -#endif - default: break; - } - - glBindTexture(GL_TEXTURE_2D, 0); -} - -// Set cubemap parameters (wrap mode/filter mode) -void cubemap_parameters(unsigned int id, int param, int value) -{ -#if !defined(GRAPHICS_API_OPENGL_11) - glBindTexture(GL_TEXTURE_CUBE_MAP, id); - - // Reset anisotropy filter, in case it was set - glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAX_ANISOTROPY_EXT, 1.0f); - - switch (param) - { - case TEXTURE_WRAP_S: - case TEXTURE_WRAP_T: - { - if (value == TEXTURE_WRAP_MIRROR_CLAMP) - { - 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)"); - } - else glTexParameteri(GL_TEXTURE_CUBE_MAP, param, value); - - } break; - case TEXTURE_MAG_FILTER: - case TEXTURE_MIN_FILTER: glTexParameteri(GL_TEXTURE_CUBE_MAP, param, value); break; - case TEXTURE_FILTER_ANISOTROPIC: - { - 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) - { - RL_TRACELOG(LOG_WARNING, "GL: Maximum anisotropic filter level supported is %iX", id, (int)GLOBAL_DATA.ExtSupported.maxAnisotropyLevel); - glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAX_ANISOTROPY_EXT, (float)value); - } - else RL_TRACELOG(LOG_WARNING, "GL: Anisotropic filtering not supported"); - } break; -#if defined(GRAPHICS_API_OPENGL_33) - case TEXTURE_MIPMAP_BIAS_RATIO: glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_LOD_BIAS, value/100.0f); -#endif - default: break; - } - - glBindTexture(GL_TEXTURE_CUBE_MAP, 0); -#endif -} - -// Enable shader program -void enable_shader(unsigned int id) -{ -#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)) - glUseProgram(id); -#endif -} - -// Disable shader program -void disable_shader(void) -{ -#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)) - glUseProgram(0); -#endif -} - -// Enable rendering to texture (fbo) -void enable_framebuffer(unsigned int id) -{ -#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)) && defined(RLGL_RENDER_TEXTURES_HINT) - glBindFramebuffer(GL_FRAMEBUFFER, id); -#endif -} - -// Disable rendering to texture -void disable_framebuffer(void) -{ -#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 -void blit_framebuffer(int srcX, int srcY, int srcWidth, int srcHeight, int dstX, int dstY, int dstWidth, int dstHeight, int bufferMask) -{ -#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); -#endif -} - -// Activate multiple draw color buffers -// NOTE: One color buffer is always active by default -void active_draw_buffers(int count) -{ -#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) - { - if (count > 8) RL_TRACELOG(LOG_WARNING, "GL: Max color buffers limited to 8"); - 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, -#else - 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); -#else - glDrawBuffers(count, buffers); -#endif - } - } - else RL_TRACELOG(LOG_WARNING, "GL: One color buffer active by default"); -#endif -} - -//---------------------------------------------------------------------------------- -// General render state configuration -//---------------------------------------------------------------------------------- - -// Enable color blending -void enable_color_blend(void) { glEnable(GL_BLEND); } - -// Disable color blending -void disable_color_blend(void) { glDisable(GL_BLEND); } - -// Enable depth test -void enable_depth_test(void) { glEnable(GL_DEPTH_TEST); } - -// Disable depth test -void disable_depth_test(void) { glDisable(GL_DEPTH_TEST); } - -// Enable depth write -void enable_depth_mask(void) { glDepthMask(GL_TRUE); } - -// Disable depth write -void disable_depth_mask(void) { glDepthMask(GL_FALSE); } - -// Enable backface culling -void enable_backface_culling(void) { glEnable(GL_CULL_FACE); } - -// Disable backface culling -void disable_backface_culling(void) { glDisable(GL_CULL_FACE); } - -// Set face culling mode -void set_cull_face(int mode) -{ - switch (mode) - { - case CULL_FACE_BACK: glCullFace(GL_BACK); break; - case CULL_FACE_FRONT: glCullFace(GL_FRONT); break; - default: break; - } -} - -// Enable scissor test -void enable_scissor_test(void) { glEnable(GL_SCISSOR_TEST); } - -// Disable scissor test -void disable_scissor_test(void) { glDisable(GL_SCISSOR_TEST); } - -// Scissor test -void scissor(int x, int y, int width, int height) { glScissor(x, y, width, height); } - -// Enable wire mode -void enable_wire_mode(void) -{ -#if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33) - // NOTE: glPolygonMode() not available on OpenGL ES - glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); -#endif -} - -void enable_point_mode(void) -{ -#if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33) - // NOTE: glPolygonMode() not available on OpenGL ES - glPolygonMode(GL_FRONT_AND_BACK, GL_POINT); - glEnable(GL_PROGRAM_POINT_SIZE); -#endif -} -// Disable wire mode -void disable_wire_mode(void) -{ -#if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33) - // NOTE: glPolygonMode() not available on OpenGL ES - glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); -#endif -} - -// Set the line drawing width -void set_line_width(float width) { glLineWidth(width); } - -// Get the line drawing width -float get_line_width(void) -{ - float width = 0; - glGetFloatv(GL_LINE_WIDTH, &width); - return width; -} - -// Enable line aliasing -void enable_smooth_lines(void) -{ -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_11) - glEnable(GL_LINE_SMOOTH); -#endif -} - -// Disable line aliasing -void disable_smooth_lines(void) -{ -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_11) - glDisable(GL_LINE_SMOOTH); -#endif -} - -// Enable stereo rendering -void enable_stereo_render(void) -{ -#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)) - GLOBAL_DATA.State.stereoRender = true; -#endif -} - -// Disable stereo rendering -void disable_stereo_render(void) -{ -#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)) - GLOBAL_DATA.State.stereoRender = false; -#endif -} - -// Check if stereo render is enabled -bool is_stereo_render_enabled(void) -{ -#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)) - return GLOBAL_DATA.State.stereoRender; -#else - return false; -#endif -} - -// Clear color buffer with color -void clear_color(unsigned char r, unsigned char g, unsigned char b, unsigned char a) -{ - // Color values clamp to 0.0f(0) and 1.0f(255) - float cr = (float)r/255; - float cg = (float)g/255; - float cb = (float)b/255; - float ca = (float)a/255; - - glClearColor(cr, cg, cb, ca); -} - -// Clear used screen buffers (color and depth) -void clear_screen_buffers(void) -{ - glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear used buffers: Color and Depth (Depth is used for 3D) - //glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); // Stencil buffer not used... -} - -// Check and log OpenGL error codes -void check_errors() -{ -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - int check = 1; - while (check) - { - const GLenum err = glGetError(); - switch (err) - { - case GL_NO_ERROR: check = 0; break; - case 0x0500: 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; - } - } -#endif -} - -// Set blend mode -void set_blend_mode(int mode) -{ -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - if ((GLOBAL_DATA.State.currentBlendMode != mode) || ((mode == BLEND_CUSTOM || mode == BLEND_CUSTOM_SEPARATE) && GLOBAL_DATA.State.glCustomBlendModeModified)) - { - draw_render_batch(GLOBAL_DATA.currentBatch); - - switch (mode) - { - 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: - { - // 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); - - } break; - case BLEND_CUSTOM_SEPARATE: - { - // 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); - - } break; - default: break; - } - - GLOBAL_DATA.State.currentBlendMode = mode; - GLOBAL_DATA.State.glCustomBlendModeModified = false; - } -#endif -} - -// Set blending mode factor and equation -void set_blend_factors(int glSrcFactor, int glDstFactor, int glEquation) -{ -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - if ((GLOBAL_DATA.State.glBlendSrcFactor != glSrcFactor) || - (GLOBAL_DATA.State.glBlendDstFactor != glDstFactor) || - (GLOBAL_DATA.State.glBlendEquation != glEquation)) - { - GLOBAL_DATA.State.glBlendSrcFactor = glSrcFactor; - GLOBAL_DATA.State.glBlendDstFactor = glDstFactor; - GLOBAL_DATA.State.glBlendEquation = glEquation; - - GLOBAL_DATA.State.glCustomBlendModeModified = true; - } -#endif -} - -// Set blending mode factor and equation separately for RGB and alpha -void set_blend_factors_separate(int glSrcRGB, int glDstRGB, int glSrcAlpha, int glDstAlpha, int glEqRGB, int glEqAlpha) -{ -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - 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)) - { - 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; - } -#endif -} - -//---------------------------------------------------------------------------------- -// Module Functions Definition - OpenGL Debug -//---------------------------------------------------------------------------------- -#if defined(RLGL_ENABLE_OPENGL_DEBUG_CONTEXT) && defined(GRAPHICS_API_OPENGL_43) -static void GLAPIENTRY DebugMessageCallback(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar *message, const void *userParam) -{ - // Ignore non-significant error/warning codes (NVidia drivers) - // NOTE: Here there are the details with a sample output: - // - #131169 - Framebuffer detailed info: The driver allocated storage for renderbuffer 2. (severity: low) - // - #131185 - Buffer detailed info: Buffer object 1 (bound to GL_ELEMENT_ARRAY_BUFFER_ARB, usage hint is GL_ENUM_88e4) - // will use VIDEO memory as the source for buffer object operations. (severity: low) - // - #131218 - Program/shader state performance warning: Vertex shader in program 7 is being recompiled based on GL state. (severity: medium) - // - #131204 - Texture state usage warning: The texture object (0) bound to texture image unit 0 does not have - // a defined base level and cannot be used for texture mapping. (severity: low) - if ((id == 131169) || (id == 131185) || (id == 131218) || (id == 131204)) return; - - const char *msgSource = NULL; - switch (source) - { - case GL_DEBUG_SOURCE_API: msgSource = "API"; break; - case GL_DEBUG_SOURCE_WINDOW_SYSTEM: msgSource = "WINDOW_SYSTEM"; break; - case GL_DEBUG_SOURCE_SHADER_COMPILER: msgSource = "SHADER_COMPILER"; break; - case GL_DEBUG_SOURCE_THIRD_PARTY: msgSource = "THIRD_PARTY"; break; - case GL_DEBUG_SOURCE_APPLICATION: msgSource = "APPLICATION"; break; - case GL_DEBUG_SOURCE_OTHER: msgSource = "OTHER"; break; - default: break; - } - - const char *msgType = NULL; - switch (type) - { - case GL_DEBUG_TYPE_ERROR: msgType = "ERROR"; break; - case GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR: msgType = "DEPRECATED_BEHAVIOR"; break; - case GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR: msgType = "UNDEFINED_BEHAVIOR"; break; - case GL_DEBUG_TYPE_PORTABILITY: msgType = "PORTABILITY"; break; - case GL_DEBUG_TYPE_PERFORMANCE: msgType = "PERFORMANCE"; break; - case GL_DEBUG_TYPE_MARKER: msgType = "MARKER"; break; - case GL_DEBUG_TYPE_PUSH_GROUP: msgType = "PUSH_GROUP"; break; - case GL_DEBUG_TYPE_POP_GROUP: msgType = "POP_GROUP"; break; - case GL_DEBUG_TYPE_OTHER: msgType = "OTHER"; break; - default: break; - } - - const char *msgSeverity = "DEFAULT"; - switch (severity) - { - case GL_DEBUG_SEVERITY_LOW: msgSeverity = "LOW"; break; - case GL_DEBUG_SEVERITY_MEDIUM: msgSeverity = "MEDIUM"; break; - case GL_DEBUG_SEVERITY_HIGH: msgSeverity = "HIGH"; break; - case GL_DEBUG_SEVERITY_NOTIFICATION: msgSeverity = "NOTIFICATION"; break; - default: break; - } - - 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); -} -#endif - -//---------------------------------------------------------------------------------- -// Module Functions Definition - rlgl functionality -//---------------------------------------------------------------------------------- - -// Initialize rlgl: OpenGL extensions, default buffers/shaders/textures, OpenGL states -void init(int width, int height) -{ - // Enable OpenGL debug context if required -#if defined(RLGL_ENABLE_OPENGL_DEBUG_CONTEXT) && defined(GRAPHICS_API_OPENGL_43) - if ((glDebugMessageCallback != NULL) && (glDebugMessageControl != NULL)) - { - glDebugMessageCallback(DebugMessageCallback, 0); - // glDebugMessageControl(GL_DEBUG_SOURCE_API, GL_DEBUG_TYPE_ERROR, GL_DEBUG_SEVERITY_HIGH, 0, 0, GL_TRUE); - - // Debug context options: - // - GL_DEBUG_OUTPUT - Faster version but not useful for breakpoints - // - GL_DEBUG_OUTPUT_SYNCHRONUS - Callback is in sync with errors, so a breakpoint can be placed on the callback in order to get a stacktrace for the GL error - glEnable(GL_DEBUG_OUTPUT); - glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS); - } -#endif - -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - // Init default white texture - unsigned char pixels[4] = { 255, 255, 255, 255 }; // 1 pixel RGBA (4 bytes) - GLOBAL_DATA.State.defaultTextureId = load_texture(pixels, 1, 1, PIXELFORMAT_UNCOMPRESSED_R8G8B8A8, 1); - - 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"); - - // Init default Shader (customized for GL 3.3 and ES2) - // 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; - - // Init default vertex arrays buffers - GLOBAL_DATA.defaultBatch = load_render_batch(RL_DEFAULT_BATCH_BUFFERS, RL_DEFAULT_BATCH_BUFFER_ELEMENTS); - GLOBAL_DATA.currentBatch = &GLOBAL_DATA.defaultBatch; - - // Init stack matrices (emulating OpenGL 1.1) - for (int i = 0; i < RL_MAX_MATRIX_STACK_SIZE; i++) GLOBAL_DATA.State.stack[i] = internal_matrix_identity(); - - // Init internal matrices - 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; -#endif // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2 - - // Initialize OpenGL default states - //---------------------------------------------------------- - // Init state: Depth test - glDepthFunc(GL_LEQUAL); // Type of depth testing to apply - glDisable(GL_DEPTH_TEST); // Disable depth testing for 2D (only used for 3D) - - // Init state: Blending mode - glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // Color blending function (how colors are mixed) - glEnable(GL_BLEND); // Enable color blending (required to work with transparencies) - - // Init state: Culling - // NOTE: All shapes/models triangles are drawn CCW - glCullFace(GL_BACK); // Cull the back face (default) - glFrontFace(GL_CCW); // Front face are defined counter clockwise (default) - glEnable(GL_CULL_FACE); // Enable backface culling - - // Init state: Cubemap seamless -#if defined(GRAPHICS_API_OPENGL_33) - glEnable(GL_TEXTURE_CUBE_MAP_SEAMLESS); // Seamless cubemaps (not supported on OpenGL ES 2.0) -#endif - -#if defined(GRAPHICS_API_OPENGL_11) - // Init state: Color hints (deprecated in OpenGL 3.0+) - glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Improve quality of color and texture coordinate interpolation - glShadeModel(GL_SMOOTH); // Smooth shading between vertex (vertex colors interpolation) -#endif - -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - // Store screen size into global variables - GLOBAL_DATA.State.framebufferWidth = width; - GLOBAL_DATA.State.framebufferHeight = height; - - RL_TRACELOG(LOG_INFO, "GLOBAL_DATA: Default OpenGL state initialized successfully"); - //---------------------------------------------------------- -#endif - - // Init state: Color/Depth buffers clear - glClearColor(0.0f, 0.0f, 0.0f, 1.0f); // Set clear color (black) - glClearDepth(1.0f); // Set clear depth value (default) - glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear color and depth buffers (depth buffer required for 3D) -} - -// Vertex Buffer Object deinitialization (memory free) -void close(void) -{ -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - unload_render_batch(GLOBAL_DATA.defaultBatch); - - unload_shader_default(); // Unload default shader - - glDeleteTextures(1, &GLOBAL_DATA.State.defaultTextureId); // Unload default texture - RL_TRACELOG(LOG_INFO, "TEXTURE: [ID %i] Default texture unloaded successfully", GLOBAL_DATA.State.defaultTextureId); -#endif -} - -// Load OpenGL extensions -// NOTE: External loader function must be provided -void load_extensions(void *loader) -{ -#if defined(GRAPHICS_API_OPENGL_33) // Also defined for GRAPHICS_API_OPENGL_21 - // NOTE: glad is generated and contains only required OpenGL 3.3 Core extensions (and lower versions) - if (gladLoadGL((GLADloadfunc)loader) == 0) RL_TRACELOG(LOG_WARNING, "GLAD: Cannot load OpenGL extensions"); - else RL_TRACELOG(LOG_INFO, "GLAD: OpenGL extensions loaded successfully"); - - // Get number of supported extensions - GLint numExt = 0; - glGetIntegerv(GL_NUM_EXTENSIONS, &numExt); - RL_TRACELOG(LOG_INFO, "GL: Supported extensions count: %i", numExt); - -#if defined(RLGL_SHOW_GL_DETAILS_INFO) - // Get supported extensions list - // WARNING: glGetStringi() not available on OpenGL 2.1 - RL_TRACELOG(LOG_INFO, "GL: OpenGL extensions:"); - for (int i = 0; i < numExt; i++) RL_TRACELOG(LOG_INFO, " %s", glGetStringi(GL_EXTENSIONS, i)); -#endif - -#if defined(GRAPHICS_API_OPENGL_21) - // Register supported extensions flags - // Optional OpenGL 2.1 extensions - 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; -#else - // Register supported extensions flags - // OpenGL 3.3 extensions supported by default (core) - 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; -#endif - - // Optional OpenGL 3.3 extensions - 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 - #if defined(GRAPHICS_API_OPENGL_43) - GLOBAL_DATA.ExtSupported.computeShader = GLAD_GL_ARB_compute_shader; - GLOBAL_DATA.ExtSupported.ssbo = GLAD_GL_ARB_shader_storage_buffer_object; - #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) - 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; - // TODO: Check for additional OpenGL ES 3.0 supported extensions: - //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; - -#elif defined(GRAPHICS_API_OPENGL_ES2) - - #if defined(PLATFORM_DESKTOP) || defined(PLATFORM_DESKTOP_SDL) - // TODO: Support GLAD loader for OpenGL ES 3.0 - 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"); - #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]; - } - } - - RL_TRACELOG(LOG_INFO, "GL: Supported extensions count: %i", numExt); - -#if defined(RLGL_SHOW_GL_DETAILS_INFO) - RL_TRACELOG(LOG_INFO, "GL: OpenGL extensions:"); - for (int i = 0; i < numExt; i++) RL_TRACELOG(LOG_INFO, " %s", extList[i]); -#endif - - // Check required extensions - for (int i = 0; i < numExt; i++) - { - // Check VAO support - // NOTE: Only check on OpenGL ES, OpenGL 3.3 has VAO support as core feature - if (strcmp(extList[i], (const char *)"GL_OES_vertex_array_object") == 0) - { - // The extension is supported by our hardware and driver, try to get related functions pointers - // NOTE: emscripten does not support VAOs natively, it uses emulation and it reduces overall performance... - glGenVertexArrays = (PFNGLGENVERTEXARRAYSOESPROC)((glLoadProc)loader)("glGenVertexArraysOES"); - glBindVertexArray = (PFNGLBINDVERTEXARRAYOESPROC)((glLoadProc)loader)("glBindVertexArrayOES"); - glDeleteVertexArrays = (PFNGLDELETEVERTEXARRAYSOESPROC)((glLoadProc)loader)("glDeleteVertexArraysOES"); - //glIsVertexArray = (PFNGLISVERTEXARRAYOESPROC)loader("glIsVertexArrayOES"); // NOTE: Fails in WebGL, omitted - - if ((glGenVertexArrays != NULL) && (glBindVertexArray != NULL) && (glDeleteVertexArrays != NULL)) GLOBAL_DATA.ExtSupported.vao = true; - } - - // Check instanced rendering support - if (strcmp(extList[i], (const char *)"GL_ANGLE_instanced_arrays") == 0) // Web ANGLE - { - glDrawArraysInstanced = (PFNGLDRAWARRAYSINSTANCEDEXTPROC)((glLoadProc)loader)("glDrawArraysInstancedANGLE"); - glDrawElementsInstanced = (PFNGLDRAWELEMENTSINSTANCEDEXTPROC)((glLoadProc)loader)("glDrawElementsInstancedANGLE"); - glVertexAttribDivisor = (PFNGLVERTEXATTRIBDIVISOREXTPROC)((glLoadProc)loader)("glVertexAttribDivisorANGLE"); - - if ((glDrawArraysInstanced != NULL) && (glDrawElementsInstanced != NULL) && (glVertexAttribDivisor != NULL)) GLOBAL_DATA.ExtSupported.instancing = true; - } - else - { - if ((strcmp(extList[i], (const char *)"GL_EXT_draw_instanced") == 0) && // Standard EXT - (strcmp(extList[i], (const char *)"GL_EXT_instanced_arrays") == 0)) - { - glDrawArraysInstanced = (PFNGLDRAWARRAYSINSTANCEDEXTPROC)((glLoadProc)loader)("glDrawArraysInstancedEXT"); - glDrawElementsInstanced = (PFNGLDRAWELEMENTSINSTANCEDEXTPROC)((glLoadProc)loader)("glDrawElementsInstancedEXT"); - glVertexAttribDivisor = (PFNGLVERTEXATTRIBDIVISOREXTPROC)((glLoadProc)loader)("glVertexAttribDivisorEXT"); - - if ((glDrawArraysInstanced != NULL) && (glDrawElementsInstanced != NULL) && (glVertexAttribDivisor != NULL)) GLOBAL_DATA.ExtSupported.instancing = true; - } - } - - // Check NPOT textures support - // NOTE: Only check on OpenGL ES, OpenGL 3.3 has NPOT textures full support as core feature - if (strcmp(extList[i], (const char *)"GL_OES_texture_npot") == 0) GLOBAL_DATA.ExtSupported.texNPOT = true; - - // Check texture float support - 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; - - // Check depth texture support - 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; - - 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 - - // Check texture compression support: DXT - if ((strcmp(extList[i], (const char *)"GL_EXT_texture_compression_s3tc") == 0) || - (strcmp(extList[i], (const char *)"GL_WEBGL_compressed_texture_s3tc") == 0) || - (strcmp(extList[i], (const char *)"GL_WEBKIT_WEBGL_compressed_texture_s3tc") == 0)) GLOBAL_DATA.ExtSupported.texCompDXT = true; - - // Check texture compression support: ETC1 - if ((strcmp(extList[i], (const char *)"GL_OES_compressed_ETC1_RGB8_texture") == 0) || - (strcmp(extList[i], (const char *)"GL_WEBGL_compressed_texture_etc1") == 0)) GLOBAL_DATA.ExtSupported.texCompETC1 = true; - - // Check texture compression support: ETC2/EAC - if (strcmp(extList[i], (const char *)"GL_ARB_ES3_compatibility") == 0) GLOBAL_DATA.ExtSupported.texCompETC2 = true; - - // Check texture compression support: PVR - if (strcmp(extList[i], (const char *)"GL_IMG_texture_compression_pvrtc") == 0) GLOBAL_DATA.ExtSupported.texCompPVRT = true; - - // Check texture compression support: ASTC - if (strcmp(extList[i], (const char *)"GL_KHR_texture_compression_astc_hdr") == 0) GLOBAL_DATA.ExtSupported.texCompASTC = true; - - // Check anisotropic texture filter support - if (strcmp(extList[i], (const char *)"GL_EXT_texture_filter_anisotropic") == 0) GLOBAL_DATA.ExtSupported.texAnisoFilter = true; - - // Check clamp mirror wrap mode support - if (strcmp(extList[i], (const char *)"GL_EXT_texture_mirror_clamp") == 0) GLOBAL_DATA.ExtSupported.texMirrorClamp = true; - } - - // Free extensions pointers - RL_FREE(extList); - RL_FREE(extensionsDup); // Duplicated string must be deallocated -#endif // GRAPHICS_API_OPENGL_ES2 - - // Check OpenGL information and capabilities - //------------------------------------------------------------------------------ - // Show current OpenGL and GLSL version - 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)); - -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - // NOTE: Anisotropy levels capability is an extension - #ifndef GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT - #define GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT 0x84FF - #endif - glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &GLOBAL_DATA.ExtSupported.maxAnisotropyLevel); - -#if defined(RLGL_SHOW_GL_DETAILS_INFO) - // Show some OpenGL GPU capabilities - RL_TRACELOG(LOG_INFO, "GL: OpenGL capabilities:"); - GLint capability = 0; - glGetIntegerv(GL_MAX_TEXTURE_SIZE, &capability); - RL_TRACELOG(LOG_INFO, " GL_MAX_TEXTURE_SIZE: %i", capability); - glGetIntegerv(GL_MAX_CUBE_MAP_TEXTURE_SIZE, &capability); - RL_TRACELOG(LOG_INFO, " GL_MAX_CUBE_MAP_TEXTURE_SIZE: %i", capability); - glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &capability); - RL_TRACELOG(LOG_INFO, " GL_MAX_TEXTURE_IMAGE_UNITS: %i", capability); - glGetIntegerv(GL_MAX_VERTEX_ATTRIBS, &capability); - RL_TRACELOG(LOG_INFO, " GL_MAX_VERTEX_ATTRIBS: %i", capability); - #if !defined(GRAPHICS_API_OPENGL_ES2) - glGetIntegerv(GL_MAX_UNIFORM_BLOCK_SIZE, &capability); - RL_TRACELOG(LOG_INFO, " GL_MAX_UNIFORM_BLOCK_SIZE: %i", capability); - glGetIntegerv(GL_MAX_DRAW_BUFFERS, &capability); - 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); - #endif - glGetIntegerv(GL_NUM_COMPRESSED_TEXTURE_FORMATS, &capability); - RL_TRACELOG(LOG_INFO, " GL_NUM_COMPRESSED_TEXTURE_FORMATS: %i", capability); - GLint *compFormats = (GLint *)RL_CALLOC(capability, sizeof(GLint)); - glGetIntegerv(GL_COMPRESSED_TEXTURE_FORMATS, compFormats); - for (int i = 0; i < capability; i++) RL_TRACELOG(LOG_INFO, " %s", GetCompressedFormatName(compFormats[i])); - RL_FREE(compFormats); - -#if defined(GRAPHICS_API_OPENGL_43) - glGetIntegerv(GL_MAX_VERTEX_ATTRIB_BINDINGS, &capability); - RL_TRACELOG(LOG_INFO, " GL_MAX_VERTEX_ATTRIB_BINDINGS: %i", capability); - glGetIntegerv(GL_MAX_UNIFORM_LOCATIONS, &capability); - RL_TRACELOG(LOG_INFO, " GL_MAX_UNIFORM_LOCATIONS: %i", capability); -#endif // GRAPHICS_API_OPENGL_43 -#else // RLGL_SHOW_GL_DETAILS_INFO - - // Show some basic info about GL supported features - if (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"); -#endif // RLGL_SHOW_GL_DETAILS_INFO - -#endif // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2 -} - -// Get current OpenGL version -int get_version(void) -{ - int glVersion = 0; -#if defined(GRAPHICS_API_OPENGL_11) - glVersion = RL_OPENGL_11; -#endif -#if defined(GRAPHICS_API_OPENGL_21) - glVersion = RL_OPENGL_21; -#elif defined(GRAPHICS_API_OPENGL_43) - glVersion = RL_OPENGL_43; -#elif defined(GRAPHICS_API_OPENGL_33) - glVersion = RL_OPENGL_33; -#endif -#if defined(GRAPHICS_API_OPENGL_ES3) - glVersion = RL_OPENGL_ES_30; -#elif defined(GRAPHICS_API_OPENGL_ES2) - glVersion = RL_OPENGL_ES_20; -#endif - - return glVersion; -} - -// Set current framebuffer width -void set_framebuffer_width(int width) -{ -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - GLOBAL_DATA.State.framebufferWidth = width; -#endif -} - -// Set current framebuffer height -void set_framebuffer_height(int height) -{ -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - GLOBAL_DATA.State.framebufferHeight = height; -#endif -} - -// Get default framebuffer width -int get_framebuffer_width(void) -{ - int width = 0; -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - width = GLOBAL_DATA.State.framebufferWidth; -#endif - return width; -} - -// Get default framebuffer height -int get_framebuffer_height(void) -{ - int height = 0; -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - height = GLOBAL_DATA.State.framebufferHeight; -#endif - return height; -} - -// Get default internal texture (white texture) -// NOTE: Default texture is a 1x1 pixel UNCOMPRESSED_R8G8B8A8 -unsigned int get_texture_id_default(void) -{ - unsigned int id = 0; -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - id = GLOBAL_DATA.State.defaultTextureId; -#endif - return id; -} - -// Get default shader id -unsigned int get_shader_id_default(void) -{ - unsigned int id = 0; -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - id = GLOBAL_DATA.State.defaultShaderId; -#endif - return id; -} - -// Get default shader locs -int *get_shader_locs_default(void) -{ - int *locs = NULL; -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - locs = GLOBAL_DATA.State.defaultShaderLocs; -#endif - return locs; -} - -// Render batch management -//------------------------------------------------------------------------------------------------ -// Load render batch -render_batch load_render_batch(int numBuffers, int bufferElements) -{ - render_batch batch = { 0 }; - -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - // Initialize CPU (RAM) vertex buffers (position, texcoord, color data and indexes) - //-------------------------------------------------------------------------------------------- - batch.vertexBuffer = (vertex_buffer *)RL_MALLOC(numBuffers*sizeof(vertex_buffer)); - - 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++; - } - - GLOBAL_DATA.State.vertexCounter = 0; - } - - RL_TRACELOG(LOG_INFO, "GLOBAL_DATA: Render batch vertex buffers loaded successfully in RAM (CPU)"); - //-------------------------------------------------------------------------------------------- - - // Upload to GPU (VRAM) vertex data and initialize VAOs/VBOs - //-------------------------------------------------------------------------------------------- - for (int i = 0; i < numBuffers; i++) - { - if (GLOBAL_DATA.ExtSupported.vao) - { - // Initialize Quads VAO - glGenVertexArrays(1, &batch.vertexBuffer[i].vaoId); - glBindVertexArray(batch.vertexBuffer[i].vaoId); - } - - // Quads - Vertex buffers binding and attributes enable - // Vertex position buffer (shader-location = 0) - glGenBuffers(1, &batch.vertexBuffer[i].vboId[0]); - glBindBuffer(GL_ARRAY_BUFFER, batch.vertexBuffer[i].vboId[0]); - glBufferData(GL_ARRAY_BUFFER, bufferElements*3*4*sizeof(float), batch.vertexBuffer[i].vertices, GL_DYNAMIC_DRAW); - glEnableVertexAttribArray(GLOBAL_DATA.State.currentShaderLocs[SHADER_LOC_VERTEX_POSITION]); - glVertexAttribPointer(GLOBAL_DATA.State.currentShaderLocs[SHADER_LOC_VERTEX_POSITION], 3, GL_FLOAT, 0, 0, 0); - - // Vertex texcoord buffer (shader-location = 1) - glGenBuffers(1, &batch.vertexBuffer[i].vboId[1]); - glBindBuffer(GL_ARRAY_BUFFER, batch.vertexBuffer[i].vboId[1]); - glBufferData(GL_ARRAY_BUFFER, bufferElements*2*4*sizeof(float), batch.vertexBuffer[i].texcoords, GL_DYNAMIC_DRAW); - glEnableVertexAttribArray(GLOBAL_DATA.State.currentShaderLocs[SHADER_LOC_VERTEX_TEXCOORD01]); - glVertexAttribPointer(GLOBAL_DATA.State.currentShaderLocs[SHADER_LOC_VERTEX_TEXCOORD01], 2, GL_FLOAT, 0, 0, 0); - - // Vertex color buffer (shader-location = 3) - glGenBuffers(1, &batch.vertexBuffer[i].vboId[2]); - glBindBuffer(GL_ARRAY_BUFFER, batch.vertexBuffer[i].vboId[2]); - glBufferData(GL_ARRAY_BUFFER, bufferElements*4*4*sizeof(unsigned char), batch.vertexBuffer[i].colors, GL_DYNAMIC_DRAW); - glEnableVertexAttribArray(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); - - // 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 - } - - RL_TRACELOG(LOG_INFO, "GLOBAL_DATA: Render batch vertex buffers loaded successfully in VRAM (GPU)"); - - // Unbind the current VAO - if (GLOBAL_DATA.ExtSupported.vao) glBindVertexArray(0); - //-------------------------------------------------------------------------------------------- - - // Init draw calls tracking system - //-------------------------------------------------------------------------------------------- - batch.draws = (draw_call *)RL_MALLOC(RL_DEFAULT_BATCH_DRAWCALLS*sizeof(draw_call)); - - for (int i = 0; i < RL_DEFAULT_BATCH_DRAWCALLS; i++) - { - batch.draws[i].mode = RL_QUADS; - batch.draws[i].vertexCount = 0; - batch.draws[i].vertexAlignment = 0; - //batch.draws[i].vaoId = 0; - //batch.draws[i].shaderId = 0; - batch.draws[i].textureId = GLOBAL_DATA.State.defaultTextureId; - //batch.draws[i].GLOBAL_DATA.State.projection = internal_matrix_identity(); - //batch.draws[i].GLOBAL_DATA.State.modelview = internal_matrix_identity(); - } - - batch.bufferCount = numBuffers; // Record buffer count - batch.drawCounter = 1; // Reset draws counter - batch.currentDepth = -1.0f; // Reset depth value - //-------------------------------------------------------------------------------------------- -#endif - - return batch; -} - -// Unload default internal buffers vertex data from CPU and GPU -void unload_render_batch(render_batch batch) -{ -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - // Unbind everything - glBindBuffer(GL_ARRAY_BUFFER, 0); - glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); - - // Unload all vertex buffers data - for (int i = 0; i < batch.bufferCount; i++) - { - // Unbind VAO attribs data - if (GLOBAL_DATA.ExtSupported.vao) - { - glBindVertexArray(batch.vertexBuffer[i].vaoId); - glDisableVertexAttribArray(0); - glDisableVertexAttribArray(1); - glDisableVertexAttribArray(2); - glDisableVertexAttribArray(3); - glBindVertexArray(0); - } - - // Delete VBOs from GPU (VRAM) - glDeleteBuffers(1, &batch.vertexBuffer[i].vboId[0]); - glDeleteBuffers(1, &batch.vertexBuffer[i].vboId[1]); - glDeleteBuffers(1, &batch.vertexBuffer[i].vboId[2]); - glDeleteBuffers(1, &batch.vertexBuffer[i].vboId[3]); - - // Delete VAOs from GPU (VRAM) - if (GLOBAL_DATA.ExtSupported.vao) glDeleteVertexArrays(1, &batch.vertexBuffer[i].vaoId); - - // Free vertex arrays memory from CPU (RAM) - RL_FREE(batch.vertexBuffer[i].vertices); - RL_FREE(batch.vertexBuffer[i].texcoords); - RL_FREE(batch.vertexBuffer[i].colors); - RL_FREE(batch.vertexBuffer[i].indices); - } - - // Unload arrays - RL_FREE(batch.vertexBuffer); - RL_FREE(batch.draws); -#endif -} - -// Draw render batch -// NOTE: We require a pointer to reset batch and increase current buffer (multi-buffer) -void draw_render_batch(render_batch *batch) -{ -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - // Update batch vertex buffers - //------------------------------------------------------------------------------------------------------------ - // NOTE: If there is not vertex data, buffers doesn't need to be updated (vertexCount > 0) - // TODO: If no data changed on the CPU arrays --> No need to re-update GPU arrays (use a change detector flag?) - if (GLOBAL_DATA.State.vertexCounter > 0) - { - // Activate elements VAO - if (GLOBAL_DATA.ExtSupported.vao) glBindVertexArray(batch->vertexBuffer[batch->currentBuffer].vaoId); - - // Vertex positions buffer - glBindBuffer(GL_ARRAY_BUFFER, batch->vertexBuffer[batch->currentBuffer].vboId[0]); - glBufferSubData(GL_ARRAY_BUFFER, 0, GLOBAL_DATA.State.vertexCounter*3*sizeof(float), batch->vertexBuffer[batch->currentBuffer].vertices); - //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*4*batch->vertexBuffer[batch->currentBuffer].elementCount, batch->vertexBuffer[batch->currentBuffer].vertices, GL_DYNAMIC_DRAW); // Update all buffer - - // Texture coordinates buffer - glBindBuffer(GL_ARRAY_BUFFER, batch->vertexBuffer[batch->currentBuffer].vboId[1]); - glBufferSubData(GL_ARRAY_BUFFER, 0, GLOBAL_DATA.State.vertexCounter*2*sizeof(float), batch->vertexBuffer[batch->currentBuffer].texcoords); - //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*4*batch->vertexBuffer[batch->currentBuffer].elementCount, batch->vertexBuffer[batch->currentBuffer].texcoords, GL_DYNAMIC_DRAW); // Update all buffer - - // Colors buffer - glBindBuffer(GL_ARRAY_BUFFER, batch->vertexBuffer[batch->currentBuffer].vboId[2]); - glBufferSubData(GL_ARRAY_BUFFER, 0, GLOBAL_DATA.State.vertexCounter*4*sizeof(unsigned char), batch->vertexBuffer[batch->currentBuffer].colors); - //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*4*4*batch->vertexBuffer[batch->currentBuffer].elementCount, batch->vertexBuffer[batch->currentBuffer].colors, GL_DYNAMIC_DRAW); // Update all buffer - - // NOTE: glMapBuffer() causes sync issue. - // If GPU is working with this buffer, glMapBuffer() will wait(stall) until GPU to finish its job. - // To avoid waiting (idle), you can call first glBufferData() with NULL pointer before glMapBuffer(). - // If you do that, the previous data in PBO will be discarded and glMapBuffer() returns a new - // allocated pointer immediately even if GPU is still working with the previous data. - - // Another option: map the buffer object into client's memory - // Probably this code could be moved somewhere else... - // batch->vertexBuffer[batch->currentBuffer].vertices = (float *)glMapBuffer(GL_ARRAY_BUFFER, GL_READ_WRITE); - // if (batch->vertexBuffer[batch->currentBuffer].vertices) - // { - // Update vertex data - // } - // glUnmapBuffer(GL_ARRAY_BUFFER); - - // Unbind the current VAO - if (GLOBAL_DATA.ExtSupported.vao) glBindVertexArray(0); - } - //------------------------------------------------------------------------------------------------------------ - - // Draw batch vertex buffers (considering VR stereo if required) - //------------------------------------------------------------------------------------------------------------ - Matrix matProjection = GLOBAL_DATA.State.projection; - Matrix matModelView = GLOBAL_DATA.State.modelview; - - int eyeCount = 1; - if (GLOBAL_DATA.State.stereoRender) eyeCount = 2; - - for (int eye = 0; eye < eyeCount; eye++) - { - if (eyeCount == 2) - { - // Setup current eye viewport (half screen width) - viewport(eye*GLOBAL_DATA.State.framebufferWidth/2, 0, GLOBAL_DATA.State.framebufferWidth/2, GLOBAL_DATA.State.framebufferHeight); - - // Set current eye view offset to modelview matrix - set_matrix_modelview(internal_matrix_multiply(matModelView, GLOBAL_DATA.State.viewOffsetStereo[eye])); - // Set current eye projection matrix - set_matrix_projection(GLOBAL_DATA.State.projectionStereo[eye]); - } - - // Draw buffers - if (GLOBAL_DATA.State.vertexCounter > 0) - { - // Set current shader and upload current MVP matrix - glUseProgram(GLOBAL_DATA.State.currentShaderId); - - // Create modelview-projection matrix and upload to shader - Matrix matMVP = internal_matrix_multiply(GLOBAL_DATA.State.modelview, GLOBAL_DATA.State.projection); - float matMVPfloat[16] = { - matMVP.m0, matMVP.m1, matMVP.m2, matMVP.m3, - matMVP.m4, matMVP.m5, matMVP.m6, matMVP.m7, - matMVP.m8, matMVP.m9, matMVP.m10, matMVP.m11, - matMVP.m12, matMVP.m13, matMVP.m14, matMVP.m15 - }; - glUniformMatrix4fv(GLOBAL_DATA.State.currentShaderLocs[SHADER_LOC_MATRIX_MVP], 1, false, matMVPfloat); - - if (GLOBAL_DATA.ExtSupported.vao) glBindVertexArray(batch->vertexBuffer[batch->currentBuffer].vaoId); - else - { - // Bind vertex attrib: position (shader-location = 0) - glBindBuffer(GL_ARRAY_BUFFER, batch->vertexBuffer[batch->currentBuffer].vboId[0]); - glVertexAttribPointer(GLOBAL_DATA.State.currentShaderLocs[SHADER_LOC_VERTEX_POSITION], 3, GL_FLOAT, 0, 0, 0); - glEnableVertexAttribArray(GLOBAL_DATA.State.currentShaderLocs[SHADER_LOC_VERTEX_POSITION]); - - // Bind vertex attrib: texcoord (shader-location = 1) - glBindBuffer(GL_ARRAY_BUFFER, batch->vertexBuffer[batch->currentBuffer].vboId[1]); - glVertexAttribPointer(GLOBAL_DATA.State.currentShaderLocs[SHADER_LOC_VERTEX_TEXCOORD01], 2, GL_FLOAT, 0, 0, 0); - glEnableVertexAttribArray(GLOBAL_DATA.State.currentShaderLocs[SHADER_LOC_VERTEX_TEXCOORD01]); - - // Bind vertex attrib: color (shader-location = 3) - glBindBuffer(GL_ARRAY_BUFFER, batch->vertexBuffer[batch->currentBuffer].vboId[2]); - 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]); - - glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, batch->vertexBuffer[batch->currentBuffer].vboId[3]); - } - - // Setup some default shader values - 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 - - // Activate additional sampler textures - // Those additional textures will be common for all draw calls of the batch - for (int i = 0; i < RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS; i++) - { - if (GLOBAL_DATA.State.activeTextureId[i] > 0) - { - glActiveTexture(GL_TEXTURE0 + 1 + i); - glBindTexture(GL_TEXTURE_2D, GLOBAL_DATA.State.activeTextureId[i]); - } - } - - // Activate default sampler2D texture0 (one texture is always active for default batch shader) - // NOTE: Batch system accumulates calls by texture0 changes, additional textures are enabled for all the draw calls - glActiveTexture(GL_TEXTURE0); - - for (int i = 0, vertexOffset = 0; i < batch->drawCounter; i++) - { - // Bind current draw call texture, activated as GL_TEXTURE0 and Bound to sampler2D texture0 by default - glBindTexture(GL_TEXTURE_2D, batch->draws[i].textureId); - - if ((batch->draws[i].mode == RL_LINES) || (batch->draws[i].mode == RL_TRIANGLES)) glDrawArrays(batch->draws[i].mode, vertexOffset, batch->draws[i].vertexCount); - else - { -#if defined(GRAPHICS_API_OPENGL_33) - // We need to define the number of indices to be processed: elementCount*6 - // NOTE: The final parameter tells the GPU the offset in bytes from the - // start of the index buffer to the location of the first index to process - glDrawElements(GL_TRIANGLES, batch->draws[i].vertexCount/4*6, GL_UNSIGNED_INT, (GLvoid *)(vertexOffset/4*6*sizeof(GLuint))); -#endif -#if defined(GRAPHICS_API_OPENGL_ES2) - glDrawElements(GL_TRIANGLES, batch->draws[i].vertexCount/4*6, GL_UNSIGNED_SHORT, (GLvoid *)(vertexOffset/4*6*sizeof(GLushort))); -#endif - } - - vertexOffset += (batch->draws[i].vertexCount + batch->draws[i].vertexAlignment); - } - - if (!GLOBAL_DATA.ExtSupported.vao) - { - glBindBuffer(GL_ARRAY_BUFFER, 0); - glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); - } - - glBindTexture(GL_TEXTURE_2D, 0); // Unbind textures - } - - if (GLOBAL_DATA.ExtSupported.vao) glBindVertexArray(0); // Unbind VAO - - glUseProgram(0); // Unbind shader program - } - - // Restore viewport to default measures - if (eyeCount == 2) viewport(0, 0, GLOBAL_DATA.State.framebufferWidth, GLOBAL_DATA.State.framebufferHeight); - //------------------------------------------------------------------------------------------------------------ - - // Reset batch buffers - //------------------------------------------------------------------------------------------------------------ - // Reset vertex counter for next frame - GLOBAL_DATA.State.vertexCounter = 0; - - // Reset depth for next draw - batch->currentDepth = -1.0f; - - // Restore projection/modelview matrices - GLOBAL_DATA.State.projection = matProjection; - GLOBAL_DATA.State.modelview = matModelView; - - // Reset GLOBAL_DATA.currentBatch->draws array - for (int i = 0; i < RL_DEFAULT_BATCH_DRAWCALLS; i++) - { - batch->draws[i].mode = RL_QUADS; - batch->draws[i].vertexCount = 0; - batch->draws[i].textureId = GLOBAL_DATA.State.defaultTextureId; - } - - // Reset active texture units for next batch - for (int i = 0; i < RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS; i++) GLOBAL_DATA.State.activeTextureId[i] = 0; - - // Reset draws counter to one draw for the batch - batch->drawCounter = 1; - //------------------------------------------------------------------------------------------------------------ - - // Change to next buffer in the list (in case of multi-buffering) - batch->currentBuffer++; - if (batch->currentBuffer >= batch->bufferCount) batch->currentBuffer = 0; -#endif -} - -// Set the active render batch for rlgl -void set_render_batch_active(render_batch *batch) -{ -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - draw_render_batch(GLOBAL_DATA.currentBatch); - - if (batch != NULL) GLOBAL_DATA.currentBatch = batch; - else GLOBAL_DATA.currentBatch = &GLOBAL_DATA.defaultBatch; -#endif -} - -// Update and draw internal render batch -void draw_render_batch_active(void) -{ -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - draw_render_batch(GLOBAL_DATA.currentBatch); // NOTE: Stereo rendering is checked inside -#endif -} - -// Check internal buffer overflow for a given number of vertex -// and force a render_batch draw call if required -bool check_render_batch_limit(int vCount) -{ - bool overflow = false; - -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - if ((GLOBAL_DATA.State.vertexCounter + vCount) >= - (GLOBAL_DATA.currentBatch->vertexBuffer[GLOBAL_DATA.currentBatch->currentBuffer].elementCount*4)) - { - overflow = true; - - // Store current primitive drawing mode and texture id - int currentMode = GLOBAL_DATA.currentBatch->draws[GLOBAL_DATA.currentBatch->drawCounter - 1].mode; - int currentTexture = GLOBAL_DATA.currentBatch->draws[GLOBAL_DATA.currentBatch->drawCounter - 1].textureId; - - draw_render_batch(GLOBAL_DATA.currentBatch); // NOTE: Stereo rendering is checked inside - - // Restore state of last batch so we can continue adding vertices - GLOBAL_DATA.currentBatch->draws[GLOBAL_DATA.currentBatch->drawCounter - 1].mode = currentMode; - GLOBAL_DATA.currentBatch->draws[GLOBAL_DATA.currentBatch->drawCounter - 1].textureId = currentTexture; - } -#endif - - return overflow; -} - -// Textures data management -//----------------------------------------------------------------------------------------- -// Convert image data to OpenGL texture (returns OpenGL valid Id) -unsigned int load_texture(const void *data, int width, int height, int format, int mipmapCount) -{ - unsigned int id = 0; - - glBindTexture(GL_TEXTURE_2D, 0); // Free any old binding - - // Check texture format support by OpenGL 1.1 (compressed textures not supported) -#if defined(GRAPHICS_API_OPENGL_11) - if (format >= PIXELFORMAT_COMPRESSED_DXT1_RGB) - { - RL_TRACELOG(LOG_WARNING, "GL: OpenGL 1.1 does not support GPU compressed texture formats"); - return id; - } -#else - 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))) - { - RL_TRACELOG(LOG_WARNING, "GL: DXT compressed texture format not supported"); - return id; - } -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - if ((!GLOBAL_DATA.ExtSupported.texCompETC1) && (format == PIXELFORMAT_COMPRESSED_ETC1_RGB)) - { - RL_TRACELOG(LOG_WARNING, "GL: ETC1 compressed texture format not supported"); - return id; - } - - if ((!GLOBAL_DATA.ExtSupported.texCompETC2) && ((format == PIXELFORMAT_COMPRESSED_ETC2_RGB) || (format == PIXELFORMAT_COMPRESSED_ETC2_EAC_RGBA))) - { - RL_TRACELOG(LOG_WARNING, "GL: ETC2 compressed texture format not supported"); - return id; - } - - if ((!GLOBAL_DATA.ExtSupported.texCompPVRT) && ((format == PIXELFORMAT_COMPRESSED_PVRT_RGB) || (format == PIXELFORMAT_COMPRESSED_PVRT_RGBA))) - { - RL_TRACELOG(LOG_WARNING, "GL: PVRT compressed texture format not supported"); - return id; - } - - if ((!GLOBAL_DATA.ExtSupported.texCompASTC) && ((format == PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA) || (format == PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA))) - { - RL_TRACELOG(LOG_WARNING, "GL: ASTC compressed texture format not supported"); - return id; - } -#endif -#endif // GRAPHICS_API_OPENGL_11 - - glPixelStorei(GL_UNPACK_ALIGNMENT, 1); - - glGenTextures(1, &id); // Generate texture id - - glBindTexture(GL_TEXTURE_2D, id); - - int mipWidth = width; - int mipHeight = height; - int mipOffset = 0; // Mipmap data offset, 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++) - { - unsigned int mipSize = internal_get_pixel_data_size(mipWidth, mipHeight, format); - - unsigned int glInternalFormat, glFormat, glType; - get_gl_texture_formats(format, &glInternalFormat, &glFormat, &glType); - - TRACELOGD("TEXTURE: Load mipmap level %i (%i x %i), size: %i, offset: %i", i, mipWidth, mipHeight, mipSize, mipOffset); - - if (glInternalFormat != 0) - { - if (format < PIXELFORMAT_COMPRESSED_DXT1_RGB) glTexImage2D(GL_TEXTURE_2D, i, glInternalFormat, mipWidth, mipHeight, 0, glFormat, glType, dataPtr); -#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) - if (format == PIXELFORMAT_UNCOMPRESSED_GRAYSCALE) - { - GLint swizzleMask[] = { GL_RED, GL_RED, GL_RED, GL_ONE }; - glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask); - } - else if (format == PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA) - { -#if defined(GRAPHICS_API_OPENGL_21) - GLint swizzleMask[] = { GL_RED, GL_RED, GL_RED, GL_ALPHA }; -#elif defined(GRAPHICS_API_OPENGL_33) - GLint swizzleMask[] = { GL_RED, GL_RED, GL_RED, GL_GREEN }; -#endif - glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask); - } -#endif - } - - mipWidth /= 2; - mipHeight /= 2; - mipOffset += mipSize; // 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 - if (GLOBAL_DATA.ExtSupported.texNPOT) - { - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); // Set texture to repeat on x-axis - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); // Set texture to repeat on y-axis - } - else - { - // NOTE: If using negative texture coordinates (LoadOBJ()), it does not work! - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); // Set texture to clamp on x-axis - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); // Set texture to clamp on y-axis - } -#else - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); // Set texture to repeat on x-axis - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); // Set texture to repeat on y-axis -#endif - - // Magnification and minification filters - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); // Alternative: GL_LINEAR - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); // Alternative: GL_LINEAR - -#if defined(GRAPHICS_API_OPENGL_33) - if (mipmapCount > 1) - { - // Activate Trilinear filtering if mipmaps are available - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); - } -#endif - - // At this point we have the texture loaded in GPU and texture parameters configured - - // NOTE: If mipmaps were not in data, they are not generated automatically - - // Unbind current texture - glBindTexture(GL_TEXTURE_2D, 0); - - if (id > 0) 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"); - - return id; -} - -// Load depth texture/renderbuffer (to be attached to fbo) -// WARNING: OpenGL ES 2.0 requires GL_OES_depth_texture and WebGL requires WEBGL_depth_texture extensions -unsigned int load_texture_depth(int width, int height, bool useRenderBuffer) -{ - unsigned int id = 0; - -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - // In case depth textures not supported, we force renderbuffer usage - if (!GLOBAL_DATA.ExtSupported.texDepth) useRenderBuffer = true; - - // NOTE: We let the implementation to choose the best bit-depth - // Possible formats: GL_DEPTH_COMPONENT16, GL_DEPTH_COMPONENT24, GL_DEPTH_COMPONENT32 and GL_DEPTH_COMPONENT32F - unsigned int glInternalFormat = GL_DEPTH_COMPONENT; - -#if (defined(GRAPHICS_API_OPENGL_ES2) || 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 - if (!GLOBAL_DATA.ExtSupported.texDepthWebGL || useRenderBuffer) - { - if (GLOBAL_DATA.ExtSupported.maxDepthBits == 32) glInternalFormat = GL_DEPTH_COMPONENT32_OES; - else if (GLOBAL_DATA.ExtSupported.maxDepthBits == 24) glInternalFormat = GL_DEPTH_COMPONENT24_OES; - else glInternalFormat = GL_DEPTH_COMPONENT16; - } -#endif - - if (!useRenderBuffer && GLOBAL_DATA.ExtSupported.texDepth) - { - glGenTextures(1, &id); - glBindTexture(GL_TEXTURE_2D, id); - glTexImage2D(GL_TEXTURE_2D, 0, glInternalFormat, width, height, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL); - - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); - - glBindTexture(GL_TEXTURE_2D, 0); - - RL_TRACELOG(LOG_INFO, "TEXTURE: Depth texture loaded successfully"); - } - else - { - // Create the renderbuffer that will serve as the depth attachment for the framebuffer - // NOTE: A renderbuffer is simpler than a texture and could offer better performance on embedded devices - glGenRenderbuffers(1, &id); - glBindRenderbuffer(GL_RENDERBUFFER, id); - glRenderbufferStorage(GL_RENDERBUFFER, glInternalFormat, width, height); - - glBindRenderbuffer(GL_RENDERBUFFER, 0); - - RL_TRACELOG(LOG_INFO, "TEXTURE: [ID %i] Depth renderbuffer loaded successfully (%i bits)", id, (GLOBAL_DATA.ExtSupported.maxDepthBits >= 24)? GLOBAL_DATA.ExtSupported.maxDepthBits : 16); - } -#endif - - return id; -} - -// Load texture cubemap -// NOTE: Cubemap data is expected to be 6 images in a single data array (one after the other), -// expected the following convention: +X, -X, +Y, -Y, +Z, -Z -unsigned int load_texture_cubemap(const void *data, int size, int format) -{ - unsigned int id = 0; - -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - unsigned int dataSize = internal_get_pixel_data_size(size, size, format); - - glGenTextures(1, &id); - glBindTexture(GL_TEXTURE_CUBE_MAP, id); - - unsigned int glInternalFormat, glFormat, glType; - get_gl_texture_formats(format, &glInternalFormat, &glFormat, &glType); - - if (glInternalFormat != 0) - { - // Load cubemap faces - for (unsigned int i = 0; i < 6; i++) - { - if (data == NULL) - { - if (format < PIXELFORMAT_COMPRESSED_DXT1_RGB) - { - 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"); - else glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glInternalFormat, size, size, 0, glFormat, glType, NULL); - } - else RL_TRACELOG(LOG_WARNING, "TEXTURES: Empty cubemap creation does not support compressed format"); - } - else - { - 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); - else glCompressedTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glInternalFormat, size, size, 0, dataSize, (unsigned char *)data + i*dataSize); - } - -#if defined(GRAPHICS_API_OPENGL_33) - if (format == PIXELFORMAT_UNCOMPRESSED_GRAYSCALE) - { - GLint swizzleMask[] = { GL_RED, GL_RED, GL_RED, GL_ONE }; - glTexParameteriv(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask); - } - else if (format == PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA) - { -#if defined(GRAPHICS_API_OPENGL_21) - GLint swizzleMask[] = { GL_RED, GL_RED, GL_RED, GL_ALPHA }; -#elif defined(GRAPHICS_API_OPENGL_33) - GLint swizzleMask[] = { GL_RED, GL_RED, GL_RED, GL_GREEN }; -#endif - glTexParameteriv(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask); - } -#endif - } - } - - // Set cubemap texture sampling parameters - glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR); - glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR); - glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); - glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); -#if defined(GRAPHICS_API_OPENGL_33) - glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE); // Flag not supported on OpenGL ES 2.0 -#endif - - glBindTexture(GL_TEXTURE_CUBE_MAP, 0); -#endif - - if (id > 0) 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"); - - return id; -} - -// Update already loaded texture in GPU with new data -// NOTE: We don't know safely if internal texture format is the expected one... -void update_texture(unsigned int id, int offsetX, int offsetY, int width, int height, int format, const void *data) -{ - glBindTexture(GL_TEXTURE_2D, id); - - unsigned int glInternalFormat, glFormat, glType; - get_gl_texture_formats(format, &glInternalFormat, &glFormat, &glType); - - if ((glInternalFormat != 0) && (format < PIXELFORMAT_COMPRESSED_DXT1_RGB)) - { - glTexSubImage2D(GL_TEXTURE_2D, 0, offsetX, offsetY, width, height, glFormat, glType, data); - } - else RL_TRACELOG(LOG_WARNING, "TEXTURE: [ID %i] Failed to update for current texture format (%i)", id, format); -} - -// Get OpenGL internal formats and data type from raylib PixelFormat -void get_gl_texture_formats(int format, unsigned int *glInternalFormat, unsigned int *glFormat, unsigned int *glType) -{ - *glInternalFormat = 0; - *glFormat = 0; - *glType = 0; - - switch (format) - { - #if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_21) || defined(GRAPHICS_API_OPENGL_ES2) - // NOTE: on OpenGL ES 2.0 (WebGL), internalFormat must match format and options allowed are: GL_LUMINANCE, GL_RGB, GL_RGBA - case 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; - #if !defined(GRAPHICS_API_OPENGL_11) - #if defined(GRAPHICS_API_OPENGL_ES3) - 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; - #else - 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 - #if defined(GRAPHICS_API_OPENGL_21) - 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; - #else // defined(GRAPHICS_API_OPENGL_ES2) - 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 - #endif - #endif - #endif - #elif defined(GRAPHICS_API_OPENGL_33) - 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; - #endif - #if !defined(GRAPHICS_API_OPENGL_11) - 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 - #endif - default: RL_TRACELOG(LOG_WARNING, "TEXTURE: Current format not supported (%i)", format); break; - } -} - -// Unload texture from GPU memory -void unload_texture(unsigned int id) -{ - glDeleteTextures(1, &id); -} - -// Generate mipmap data for selected texture -// NOTE: Only supports GPU mipmap generation -void gen_texture_mipmaps(unsigned int id, int width, int height, int format, int *mipmaps) -{ -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - glBindTexture(GL_TEXTURE_2D, id); - - // Check if texture is power-of-two (POT) - bool texIsPOT = false; - - if (((width > 0) && ((width & (width - 1)) == 0)) && - ((height > 0) && ((height & (height - 1)) == 0))) texIsPOT = true; - - if ((texIsPOT) || (GLOBAL_DATA.ExtSupported.texNPOT)) - { - //glHint(GL_GENERATE_MIPMAP_HINT, GL_DONT_CARE); // Hint for mipmaps generation algorithm: GL_FASTEST, GL_NICEST, GL_DONT_CARE - glGenerateMipmap(GL_TEXTURE_2D); // Generate mipmaps automatically - - #define MIN(a,b) (((a)<(b))? (a):(b)) - #define MAX(a,b) (((a)>(b))? (a):(b)) - - *mipmaps = 1 + (int)floor(log(MAX(width, height))/log(2)); - RL_TRACELOG(LOG_INFO, "TEXTURE: [ID %i] Mipmaps generated automatically, total: %i", id, *mipmaps); - } - else RL_TRACELOG(LOG_WARNING, "TEXTURE: [ID %i] Failed to generate mipmaps", id); - - glBindTexture(GL_TEXTURE_2D, 0); -#else - RL_TRACELOG(LOG_WARNING, "TEXTURE: [ID %i] GPU mipmap generation not supported", id); -#endif -} - - -// Read texture pixel data -void *read_texture_pixels(unsigned int id, int width, int height, int format) -{ - void *pixels = NULL; - -#if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33) - glBindTexture(GL_TEXTURE_2D, id); - - // NOTE: Using texture id, we can retrieve some texture info (but not on OpenGL ES 2.0) - // Possible texture info: GL_TEXTURE_RED_SIZE, GL_TEXTURE_GREEN_SIZE, GL_TEXTURE_BLUE_SIZE, GL_TEXTURE_ALPHA_SIZE - //int width, height, format; - //glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_WIDTH, &width); - //glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_HEIGHT, &height); - //glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_INTERNAL_FORMAT, &format); - - // NOTE: Each row written to or read from by OpenGL pixel operations like glGetTexImage are aligned to a 4 byte boundary by default, which may add some padding. - // Use glPixelStorei to modify padding with the GL_[UN]PACK_ALIGNMENT setting. - // GL_PACK_ALIGNMENT affects operations that read from OpenGL memory (glReadPixels, glGetTexImage, etc.) - // GL_UNPACK_ALIGNMENT affects operations that write to OpenGL memory (glTexImage, etc.) - glPixelStorei(GL_PACK_ALIGNMENT, 1); - - unsigned int glInternalFormat, glFormat, glType; - get_gl_texture_formats(format, &glInternalFormat, &glFormat, &glType); - unsigned int size = internal_get_pixel_data_size(width, height, format); - - if ((glInternalFormat != 0) && (format < PIXELFORMAT_COMPRESSED_DXT1_RGB)) - { - pixels = RL_MALLOC(size); - glGetTexImage(GL_TEXTURE_2D, 0, glFormat, glType, pixels); - } - else RL_TRACELOG(LOG_WARNING, "TEXTURE: [ID %i] Data retrieval not suported for pixel format (%i)", id, format); - - glBindTexture(GL_TEXTURE_2D, 0); -#endif - -#if defined(GRAPHICS_API_OPENGL_ES2) - // glGetTexImage() is not available on OpenGL ES 2.0 - // Texture width and height are required on OpenGL ES 2.0. There is no way to get it from texture id. - // Two possible Options: - // 1 - Bind texture to color fbo attachment and glReadPixels() - // 2 - Create an fbo, activate it, render quad with texture, glReadPixels() - // We are using Option 1, just need to care for texture format on retrieval - // NOTE: This behaviour could be conditioned by graphic driver... - unsigned int fboId = load_framebuffer(width, height); - - glBindFramebuffer(GL_FRAMEBUFFER, fboId); - glBindTexture(GL_TEXTURE_2D, 0); - - // Attach our texture to FBO - glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, id, 0); - - // We read data as RGBA because FBO texture is configured as RGBA, despite binding another texture format - pixels = (unsigned char *)RL_MALLOC(internal_get_pixel_data_size(width, height, PIXELFORMAT_UNCOMPRESSED_R8G8B8A8)); - glReadPixels(0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, pixels); - - glBindFramebuffer(GL_FRAMEBUFFER, 0); - - // Clean up temporal fbo - unload_framebuffer(fboId); -#endif - - return pixels; -} - -// Read screen pixel data (color buffer) -unsigned char *read_screen_pixels(int width, int height) -{ - unsigned char *screenData = (unsigned char *)RL_CALLOC(width*height*4, sizeof(unsigned char)); - - // NOTE 1: glReadPixels returns image flipped vertically -> (0,0) is the bottom left corner of the framebuffer - // NOTE 2: We are getting alpha channel! Be careful, it can be transparent if not cleared properly! - glReadPixels(0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, screenData); - - // Flip image vertically! - unsigned char *imgData = (unsigned char *)RL_MALLOC(width*height*4*sizeof(unsigned char)); - - for (int y = height - 1; y >= 0; y--) - { - for (int x = 0; x < (width*4); x++) - { - imgData[((height - 1) - y)*width*4 + x] = screenData[(y*width*4) + x]; // Flip line - - // Set alpha component value to 255 (no trasparent image retrieval) - // NOTE: Alpha value has already been applied to RGB in framebuffer, we don't need it! - if (((x + 1)%4) == 0) imgData[((height - 1) - y)*width*4 + x] = 255; - } - } - - RL_FREE(screenData); - - return imgData; // NOTE: image data should be freed -} - -// Framebuffer management (fbo) -//----------------------------------------------------------------------------------------- -// Load a framebuffer to be used for rendering -// NOTE: No textures attached -unsigned int load_framebuffer(int width, int height) -{ - unsigned int fboId = 0; - -#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)) && defined(RLGL_RENDER_TEXTURES_HINT) - glGenFramebuffers(1, &fboId); // Create the framebuffer object - glBindFramebuffer(GL_FRAMEBUFFER, 0); // Unbind any framebuffer -#endif - - return fboId; -} - -// Attach color buffer texture to an fbo (unloads previous attachment) -// NOTE: Attach type: 0-Color, 1-Depth renderbuffer, 2-Depth texture -void framebuffer_attach(unsigned int fboId, unsigned int texId, int attachType, int texType, int mipLevel) -{ -#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)) && defined(RLGL_RENDER_TEXTURES_HINT) - glBindFramebuffer(GL_FRAMEBUFFER, fboId); - - switch (attachType) - { - case 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: - { - 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); - - } break; - case ATTACHMENT_DEPTH: - { - 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); - - } break; - case ATTACHMENT_STENCIL: - { - 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); - - } break; - default: break; - } - - glBindFramebuffer(GL_FRAMEBUFFER, 0); -#endif -} - -// Verify render texture is complete -bool framebuffer_complete(unsigned int id) -{ - bool result = false; - -#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)) && defined(RLGL_RENDER_TEXTURES_HINT) - glBindFramebuffer(GL_FRAMEBUFFER, id); - - GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER); - - if (status != GL_FRAMEBUFFER_COMPLETE) - { - switch (status) - { - case GL_FRAMEBUFFER_UNSUPPORTED: 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; -#if defined(GRAPHICS_API_OPENGL_ES2) - case GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS: RL_TRACELOG(LOG_WARNING, "FBO: [ID %i] Framebuffer has incomplete dimensions", id); break; -#endif - case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT: RL_TRACELOG(LOG_WARNING, "FBO: [ID %i] Framebuffer has a missing attachment", id); break; - default: break; - } - } - - glBindFramebuffer(GL_FRAMEBUFFER, 0); - - result = (status == GL_FRAMEBUFFER_COMPLETE); -#endif - - return result; -} - -// Unload framebuffer from GPU memory -// NOTE: All attached textures/cubemaps/renderbuffers are also deleted -void unload_framebuffer(unsigned int id) -{ -#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)) && defined(RLGL_RENDER_TEXTURES_HINT) - // Query depth attachment to automatically delete texture/renderbuffer - int depthType = 0, depthId = 0; - glBindFramebuffer(GL_FRAMEBUFFER, id); // Bind framebuffer to query depth texture type - glGetFramebufferAttachmentParameteriv(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE, &depthType); - - // 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); - - unsigned int depthIdU = (unsigned int)depthId; - if (depthType == GL_RENDERBUFFER) glDeleteRenderbuffers(1, &depthIdU); - else if (depthType == GL_TEXTURE) glDeleteTextures(1, &depthIdU); - - // NOTE: If a texture object is deleted while its image is attached to the *currently bound* framebuffer, - // the texture image is automatically detached from the currently bound framebuffer. - - glBindFramebuffer(GL_FRAMEBUFFER, 0); - glDeleteFramebuffers(1, &id); - - RL_TRACELOG(LOG_INFO, "FBO: [ID %i] Unloaded framebuffer from VRAM (GPU)", id); -#endif -} - -// Vertex data management -//----------------------------------------------------------------------------------------- -// Load a new attributes buffer -unsigned int load_vertex_buffer(const void *buffer, int size, bool dynamic) -{ - unsigned int id = 0; - -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - glGenBuffers(1, &id); - glBindBuffer(GL_ARRAY_BUFFER, id); - glBufferData(GL_ARRAY_BUFFER, size, buffer, dynamic? GL_DYNAMIC_DRAW : GL_STATIC_DRAW); -#endif - - return id; -} - -// Load a new attributes element buffer -unsigned int load_vertex_buffer_element(const void *buffer, int size, bool dynamic) -{ - unsigned int id = 0; - -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - glGenBuffers(1, &id); - glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, id); - glBufferData(GL_ELEMENT_ARRAY_BUFFER, size, buffer, dynamic? GL_DYNAMIC_DRAW : GL_STATIC_DRAW); -#endif - - return id; -} - -// Enable vertex buffer (VBO) -void enable_vertex_buffer(unsigned int id) -{ -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - glBindBuffer(GL_ARRAY_BUFFER, id); -#endif -} - -// Disable vertex buffer (VBO) -void disable_vertex_buffer(void) -{ -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - glBindBuffer(GL_ARRAY_BUFFER, 0); -#endif -} - -// Enable vertex buffer element (VBO element) -void enable_vertex_buffer_element(unsigned int id) -{ -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, id); -#endif -} - -// Disable vertex buffer element (VBO element) -void disable_vertex_buffer_element(void) -{ -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); -#endif -} - -// Update vertex buffer with new data -// NOTE: dataSize and offset must be provided in bytes -void update_vertex_buffer(unsigned int id, const void *data, int dataSize, int offset) -{ -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - glBindBuffer(GL_ARRAY_BUFFER, id); - glBufferSubData(GL_ARRAY_BUFFER, offset, dataSize, data); -#endif -} - -// Update vertex buffer elements with new data -// NOTE: dataSize and offset must be provided in bytes -void update_vertex_buffer_elements(unsigned int id, const void *data, int dataSize, int offset) -{ -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, id); - glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, offset, dataSize, data); -#endif -} - -// Enable vertex array object (VAO) -bool enable_vertex_array(unsigned int vaoId) -{ - bool result = false; -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - if (GLOBAL_DATA.ExtSupported.vao) - { - glBindVertexArray(vaoId); - result = true; - } -#endif - return result; -} - -// Disable vertex array object (VAO) -void disable_vertex_array(void) -{ -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - if (GLOBAL_DATA.ExtSupported.vao) glBindVertexArray(0); -#endif -} - -// Enable vertex attribute index -void enable_vertex_attribute(unsigned int index) -{ -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - glEnableVertexAttribArray(index); -#endif -} - -// Disable vertex attribute index -void disable_vertex_attribute(unsigned int index) -{ -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - glDisableVertexAttribArray(index); -#endif -} - -// Draw vertex array -void draw_vertex_array(int offset, int count) -{ - glDrawArrays(GL_TRIANGLES, offset, count); -} - -// Draw vertex array elements -void draw_vertex_array_elements(int offset, int count, const void *buffer) -{ - // NOTE: Added pointer math separately from function to avoid UBSAN complaining - unsigned short *bufferPtr = (unsigned short *)buffer; - if (offset > 0) bufferPtr += offset; - - glDrawElements(GL_TRIANGLES, count, GL_UNSIGNED_SHORT, (const unsigned short *)bufferPtr); -} - -// Draw vertex array instanced -void draw_vertex_array_instanced(int offset, int count, int instances) -{ -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - glDrawArraysInstanced(GL_TRIANGLES, 0, count, instances); -#endif -} - -// Draw vertex array elements instanced -void draw_vertex_array_elements_instanced(int offset, int count, const void *buffer, int instances) -{ -#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; - - glDrawElementsInstanced(GL_TRIANGLES, count, GL_UNSIGNED_SHORT, (const unsigned short *)bufferPtr, instances); -#endif -} - -#if defined(GRAPHICS_API_OPENGL_11) -// Enable vertex state pointer -void enable_state_pointer(int vertexAttribType, void *buffer) -{ - if (buffer != NULL) glEnableClientState(vertexAttribType); - switch (vertexAttribType) - { - case GL_VERTEX_ARRAY: glVertexPointer(3, GL_FLOAT, 0, buffer); break; - case GL_TEXTURE_COORD_ARRAY: glTexCoordPointer(2, GL_FLOAT, 0, buffer); break; - case GL_NORMAL_ARRAY: if (buffer != NULL) glNormalPointer(GL_FLOAT, 0, buffer); break; - case GL_COLOR_ARRAY: if (buffer != NULL) glColorPointer(4, GL_UNSIGNED_BYTE, 0, buffer); break; - //case GL_INDEX_ARRAY: if (buffer != NULL) glIndexPointer(GL_SHORT, 0, buffer); break; // Indexed colors - default: break; - } -} - -// Disable vertex state pointer -void disable_state_pointer(int vertexAttribType) -{ - glDisableClientState(vertexAttribType); -} -#endif - -// Load vertex array object (VAO) -unsigned int load_vertex_array(void) -{ - unsigned int vaoId = 0; -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - if (GLOBAL_DATA.ExtSupported.vao) - { - glGenVertexArrays(1, &vaoId); - } -#endif - return vaoId; -} - -// Set vertex attribute -void set_vertex_attribute(unsigned int index, int compSize, int type, bool normalized, int stride, const void *pointer) -{ -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - glVertexAttribPointer(index, compSize, type, normalized, stride, pointer); -#endif -} - -// Set vertex attribute divisor -void set_vertex_attribute_divisor(unsigned int index, int divisor) -{ -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - glVertexAttribDivisor(index, divisor); -#endif -} - -// Unload vertex array object (VAO) -void unload_vertex_array(unsigned int vaoId) -{ -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - if (GLOBAL_DATA.ExtSupported.vao) - { - glBindVertexArray(0); - glDeleteVertexArrays(1, &vaoId); - RL_TRACELOG(LOG_INFO, "VAO: [ID %i] Unloaded vertex array data from VRAM (GPU)", vaoId); - } -#endif -} - -// Unload vertex buffer (VBO) -void unload_vertex_buffer(unsigned int vboId) -{ -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - glDeleteBuffers(1, &vboId); - //RL_TRACELOG(LOG_INFO, "VBO: Unloaded vertex data from VRAM (GPU)"); -#endif -} - -// Shaders management -//----------------------------------------------------------------------------------------------- -// Load shader from code strings -// NOTE: If shader string is NULL, using default vertex/fragment shaders -unsigned int load_shader_code(const char *vsCode, const char *fsCode) -{ - unsigned int id = 0; - -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - unsigned int vertexShaderId = 0; - unsigned int fragmentShaderId = 0; - - // Compile vertex shader (if provided) - if (vsCode != NULL) vertexShaderId = compile_shader(vsCode, GL_VERTEX_SHADER); - // In case no vertex shader was provided or compilation failed, we use default vertex shader - if (vertexShaderId == 0) vertexShaderId = GLOBAL_DATA.State.defaultVShaderId; - - // Compile fragment shader (if provided) - if (fsCode != NULL) fragmentShaderId = compile_shader(fsCode, GL_FRAGMENT_SHADER); - // In case no fragment shader was provided or compilation failed, we use default fragment shader - if (fragmentShaderId == 0) fragmentShaderId = GLOBAL_DATA.State.defaultFShaderId; - - // In case vertex and fragment shader are the default ones, no need to recompile, we can just assign the default shader program id - if ((vertexShaderId == GLOBAL_DATA.State.defaultVShaderId) && (fragmentShaderId == GLOBAL_DATA.State.defaultFShaderId)) id = GLOBAL_DATA.State.defaultShaderId; - else - { - // One of or both shader are new, we need to compile a new shader program - id = load_shader_program(vertexShaderId, fragmentShaderId); - - // We can detach and delete vertex/fragment shaders (if not default ones) - // NOTE: We detach shader before deletion to make sure memory is freed - if (vertexShaderId != GLOBAL_DATA.State.defaultVShaderId) - { - // WARNING: Shader program linkage could fail and returned id is 0 - if (id > 0) glDetachShader(id, vertexShaderId); - glDeleteShader(vertexShaderId); - } - if (fragmentShaderId != GLOBAL_DATA.State.defaultFShaderId) - { - // WARNING: Shader program linkage could fail and returned id is 0 - if (id > 0) glDetachShader(id, fragmentShaderId); - glDeleteShader(fragmentShaderId); - } - - // In case shader program loading failed, we assign default shader - if (id == 0) - { - // In case shader loading fails, we return the default shader - RL_TRACELOG(LOG_WARNING, "SHADER: Failed to load custom shader code, using default shader"); - id = GLOBAL_DATA.State.defaultShaderId; - } - /* - else - { - // Get available shader uniforms - // NOTE: This information is useful for debug... - int uniformCount = -1; - glGetProgramiv(id, GL_ACTIVE_UNIFORMS, &uniformCount); - - for (int i = 0; i < uniformCount; i++) - { - int namelen = -1; - int num = -1; - char name[256] = { 0 }; // Assume no variable names longer than 256 - GLenum type = GL_ZERO; - - // Get the name of the uniforms - glGetActiveUniform(id, i, sizeof(name) - 1, &namelen, &num, &type, name); - - name[namelen] = 0; - TRACELOGD("SHADER: [ID %i] Active uniform (%s) set at location: %i", id, name, glGetUniformLocation(id, name)); - } - } - */ - } -#endif - - return id; -} - -// Compile custom shader and return shader id -unsigned int compile_shader(const char *shaderCode, int type) -{ - unsigned int shader = 0; - -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - shader = glCreateShader(type); - glShaderSource(shader, 1, &shaderCode, NULL); - - GLint success = 0; - glCompileShader(shader); - glGetShaderiv(shader, GL_COMPILE_STATUS, &success); - - if (success == GL_FALSE) - { - switch (type) - { - case GL_VERTEX_SHADER: 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; - //case GL_GEOMETRY_SHADER: - #if defined(GRAPHICS_API_OPENGL_43) - case GL_COMPUTE_SHADER: RL_TRACELOG(LOG_WARNING, "SHADER: [ID %i] Failed to compile compute shader code", shader); break; - #endif - default: break; - } - - int maxLength = 0; - glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &maxLength); - - if (maxLength > 0) - { - int length = 0; - char *log = (char *)RL_CALLOC(maxLength, sizeof(char)); - glGetShaderInfoLog(shader, maxLength, &length, log); - RL_TRACELOG(LOG_WARNING, "SHADER: [ID %i] Compile error: %s", shader, log); - RL_FREE(log); - } - } - else - { - switch (type) - { - 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; - //case GL_GEOMETRY_SHADER: - #if defined(GRAPHICS_API_OPENGL_43) - case GL_COMPUTE_SHADER: RL_TRACELOG(LOG_INFO, "SHADER: [ID %i] Compute shader compiled successfully", shader); break; - #endif - default: break; - } - } -#endif - - return shader; -} - -// Load custom shader strings and return program id -unsigned int load_shader_program(unsigned int vShaderId, unsigned int fShaderId) -{ - unsigned int program = 0; - -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - GLint success = 0; - program = glCreateProgram(); - - glAttachShader(program, vShaderId); - glAttachShader(program, fShaderId); - - // NOTE: Default attribute shader locations must be Bound before linking - glBindAttribLocation(program, 0, RL_DEFAULT_SHADER_ATTRIB_NAME_POSITION); - glBindAttribLocation(program, 1, RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD); - glBindAttribLocation(program, 2, RL_DEFAULT_SHADER_ATTRIB_NAME_NORMAL); - glBindAttribLocation(program, 3, RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR); - glBindAttribLocation(program, 4, RL_DEFAULT_SHADER_ATTRIB_NAME_TANGENT); - glBindAttribLocation(program, 5, RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2); - - // NOTE: If some attrib name is no found on the shader, it locations becomes -1 - - glLinkProgram(program); - - // NOTE: All uniform variables are intitialised to 0 when a program links - - glGetProgramiv(program, GL_LINK_STATUS, &success); - - if (success == GL_FALSE) - { - RL_TRACELOG(LOG_WARNING, "SHADER: [ID %i] Failed to link shader program", program); - - int maxLength = 0; - glGetProgramiv(program, GL_INFO_LOG_LENGTH, &maxLength); - - if (maxLength > 0) - { - int length = 0; - char *log = (char *)RL_CALLOC(maxLength, sizeof(char)); - glGetProgramInfoLog(program, maxLength, &length, log); - RL_TRACELOG(LOG_WARNING, "SHADER: [ID %i] Link error: %s", program, log); - RL_FREE(log); - } - - glDeleteProgram(program); - - program = 0; - } - else - { - // Get the size of compiled shader program (not available on OpenGL ES 2.0) - // NOTE: If GL_LINK_STATUS is GL_FALSE, program binary length is zero. - //GLint binarySize = 0; - //glGetProgramiv(id, GL_PROGRAM_BINARY_LENGTH, &binarySize); - - RL_TRACELOG(LOG_INFO, "SHADER: [ID %i] Program shader loaded successfully", program); - } -#endif - return program; -} - -// Unload shader program -void unload_shader_program(unsigned int id) -{ -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - glDeleteProgram(id); - - RL_TRACELOG(LOG_INFO, "SHADER: [ID %i] Unloaded shader program data from VRAM (GPU)", id); -#endif -} - -// Get shader location uniform -int get_location_uniform(unsigned int shaderId, const char *uniformName) -{ - int location = -1; -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - location = glGetUniformLocation(shaderId, uniformName); - - //if (location == -1) 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); -#endif - return location; -} - -// Get shader location attribute -int get_location_attrib(unsigned int shaderId, const char *attribName) -{ - int location = -1; -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - location = glGetAttribLocation(shaderId, attribName); - - //if (location == -1) 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); -#endif - return location; -} - -// Set shader value uniform -void set_uniform(int locIndex, const void *value, int uniformType, int count) -{ -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - switch (uniformType) - { - 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"); - } -#endif -} - -// Set shader value attribute -void set_vertex_attribute_default(int locIndex, const void *value, int attribType, int count) -{ -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - switch (attribType) - { - 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"); - } -#endif -} - -// Set shader value uniform matrix -void set_uniform_matrix(int locIndex, Matrix mat) -{ -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - float matfloat[16] = { - mat.m0, mat.m1, mat.m2, mat.m3, - mat.m4, mat.m5, mat.m6, mat.m7, - mat.m8, mat.m9, mat.m10, mat.m11, - mat.m12, mat.m13, mat.m14, mat.m15 - }; - glUniformMatrix4fv(locIndex, 1, false, matfloat); -#endif -} - -// Set shader value uniform sampler -void set_uniform_sampler(int locIndex, unsigned int textureId) -{ -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - // Check if texture is already active - for (int i = 0; i < RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS; i++) if (GLOBAL_DATA.State.activeTextureId[i] == textureId) return; - - // Register a new active texture for the internal batch system - // NOTE: Default texture is always activated as GL_TEXTURE0 - for (int i = 0; i < RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS; i++) - { - if (GLOBAL_DATA.State.activeTextureId[i] == 0) - { - glUniform1i(locIndex, 1 + i); // Activate new texture unit - GLOBAL_DATA.State.activeTextureId[i] = textureId; // Save texture id for binding on drawing - break; - } - } -#endif -} - -// Set shader currently active (id and locations) -void set_shader(unsigned int id, int *locs) -{ -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - if (GLOBAL_DATA.State.currentShaderId != id) - { - draw_render_batch(GLOBAL_DATA.currentBatch); - GLOBAL_DATA.State.currentShaderId = id; - GLOBAL_DATA.State.currentShaderLocs = locs; - } -#endif -} - -// Load compute shader program -unsigned int load_compute_shader_program(unsigned int shaderId) -{ - unsigned int program = 0; - -#if defined(GRAPHICS_API_OPENGL_43) - GLint success = 0; - program = glCreateProgram(); - glAttachShader(program, shaderId); - glLinkProgram(program); - - // NOTE: All uniform variables are intitialised to 0 when a program links - - glGetProgramiv(program, GL_LINK_STATUS, &success); - - if (success == GL_FALSE) - { - RL_TRACELOG(LOG_WARNING, "SHADER: [ID %i] Failed to link compute shader program", program); - - int maxLength = 0; - glGetProgramiv(program, GL_INFO_LOG_LENGTH, &maxLength); - - if (maxLength > 0) - { - int length = 0; - char *log = (char *)RL_CALLOC(maxLength, sizeof(char)); - glGetProgramInfoLog(program, maxLength, &length, log); - RL_TRACELOG(LOG_WARNING, "SHADER: [ID %i] Link error: %s", program, log); - RL_FREE(log); - } - - glDeleteProgram(program); - - program = 0; - } - else - { - // Get the size of compiled shader program (not available on OpenGL ES 2.0) - // NOTE: If GL_LINK_STATUS is GL_FALSE, program binary length is zero. - //GLint binarySize = 0; - //glGetProgramiv(id, GL_PROGRAM_BINARY_LENGTH, &binarySize); - - RL_TRACELOG(LOG_INFO, "SHADER: [ID %i] Compute shader program loaded successfully", program); - } -#endif - - return program; -} - -// Dispatch compute shader (equivalent to *draw* for graphics pilepine) -void compute_shader_dispatch(unsigned int groupX, unsigned int groupY, unsigned int groupZ) -{ -#if defined(GRAPHICS_API_OPENGL_43) - glDispatchCompute(groupX, groupY, groupZ); -#endif -} - -// Load shader storage buffer object (SSBO) -unsigned int load_shader_buffer(unsigned int size, const void *data, int usageHint) -{ - unsigned int ssbo = 0; - -#if defined(GRAPHICS_API_OPENGL_43) - glGenBuffers(1, &ssbo); - glBindBuffer(GL_SHADER_STORAGE_BUFFER, ssbo); - glBufferData(GL_SHADER_STORAGE_BUFFER, size, data, usageHint? usageHint : RL_STREAM_COPY); - 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); -#endif - - return ssbo; -} - -// Unload shader storage buffer object (SSBO) -void unload_shader_buffer(unsigned int ssboId) -{ -#if defined(GRAPHICS_API_OPENGL_43) - glDeleteBuffers(1, &ssboId); -#endif -} - -// Update SSBO buffer data -void update_shader_buffer(unsigned int id, const void *data, unsigned int dataSize, unsigned int offset) -{ -#if defined(GRAPHICS_API_OPENGL_43) - glBindBuffer(GL_SHADER_STORAGE_BUFFER, id); - glBufferSubData(GL_SHADER_STORAGE_BUFFER, offset, dataSize, data); -#endif -} - -// Get SSBO buffer size -unsigned int get_shader_buffer_size(unsigned int id) -{ - long long size = 0; - -#if defined(GRAPHICS_API_OPENGL_43) - glBindBuffer(GL_SHADER_STORAGE_BUFFER, id); - glGetInteger64v(GL_SHADER_STORAGE_BUFFER_SIZE, &size); -#endif - - return (size > 0)? (unsigned int)size : 0; -} - -// Read SSBO buffer data (GPU->CPU) -void read_shader_buffer(unsigned int id, void *dest, unsigned int count, unsigned int offset) -{ -#if defined(GRAPHICS_API_OPENGL_43) - glBindBuffer(GL_SHADER_STORAGE_BUFFER, id); - glGetBufferSubData(GL_SHADER_STORAGE_BUFFER, offset, count, dest); -#endif -} - -// Bind SSBO buffer -void bind_shader_buffer(unsigned int id, unsigned int index) -{ -#if defined(GRAPHICS_API_OPENGL_43) - glBindBufferBase(GL_SHADER_STORAGE_BUFFER, index, id); -#endif -} - -// Copy SSBO buffer data -void copy_shader_buffer(unsigned int destId, unsigned int srcId, unsigned int destOffset, unsigned int srcOffset, unsigned int count) -{ -#if defined(GRAPHICS_API_OPENGL_43) - glBindBuffer(GL_COPY_READ_BUFFER, srcId); - glBindBuffer(GL_COPY_WRITE_BUFFER, destId); - glCopyBufferSubData(GL_COPY_READ_BUFFER, GL_COPY_WRITE_BUFFER, srcOffset, destOffset, count); -#endif -} - -// Bind image texture -void bind_image_texture(unsigned int id, unsigned int index, int format, bool readonly) -{ -#if defined(GRAPHICS_API_OPENGL_43) - unsigned int glInternalFormat = 0, glFormat = 0, glType = 0; - - get_gl_texture_formats(format, &glInternalFormat, &glFormat, &glType); - glBindImageTexture(index, id, 0, 0, 0, readonly? GL_READ_ONLY : GL_READ_WRITE, glInternalFormat); -#endif -} - -// Matrix state management -//----------------------------------------------------------------------------------------- -// Get internal modelview matrix -Matrix get_matrix_modelview(void) -{ - Matrix matrix = internal_matrix_identity(); -#if defined(GRAPHICS_API_OPENGL_11) - float mat[16]; - glGetFloatv(GL_MODELVIEW_MATRIX, mat); - matrix.m0 = mat[0]; - matrix.m1 = mat[1]; - matrix.m2 = mat[2]; - matrix.m3 = mat[3]; - matrix.m4 = mat[4]; - matrix.m5 = mat[5]; - matrix.m6 = mat[6]; - matrix.m7 = mat[7]; - matrix.m8 = mat[8]; - matrix.m9 = mat[9]; - matrix.m10 = mat[10]; - matrix.m11 = mat[11]; - matrix.m12 = mat[12]; - matrix.m13 = mat[13]; - matrix.m14 = mat[14]; - matrix.m15 = mat[15]; -#else - matrix = GLOBAL_DATA.State.modelview; -#endif - return matrix; -} - -// Get internal projection matrix -Matrix get_matrix_projection(void) -{ -#if defined(GRAPHICS_API_OPENGL_11) - float mat[16]; - glGetFloatv(GL_PROJECTION_MATRIX,mat); - Matrix m; - m.m0 = mat[0]; - m.m1 = mat[1]; - m.m2 = mat[2]; - m.m3 = mat[3]; - m.m4 = mat[4]; - m.m5 = mat[5]; - m.m6 = mat[6]; - m.m7 = mat[7]; - m.m8 = mat[8]; - m.m9 = mat[9]; - m.m10 = mat[10]; - m.m11 = mat[11]; - m.m12 = mat[12]; - m.m13 = mat[13]; - m.m14 = mat[14]; - m.m15 = mat[15]; - return m; -#else - return GLOBAL_DATA.State.projection; -#endif -} - -// Get internal accumulated transform matrix -Matrix get_matrix_transform(void) -{ - Matrix mat = internal_matrix_identity(); -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - // TODO: Consider possible transform matrices in the GLOBAL_DATA.State.stack - // Is this the right order? or should we start with the first stored matrix instead of the last one? - //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; -#endif - return mat; -} - -// Get internal projection matrix for stereo render (selected eye) -RLAPI Matrix get_matrix_projection_stereo(int eye) -{ - Matrix mat = internal_matrix_identity(); -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - mat = GLOBAL_DATA.State.projectionStereo[eye]; -#endif - return mat; -} - -// Get internal view offset matrix for stereo render (selected eye) -RLAPI Matrix get_matrix_view_offset_stereo(int eye) -{ - Matrix mat = internal_matrix_identity(); -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - mat = GLOBAL_DATA.State.viewOffsetStereo[eye]; -#endif - return mat; -} - -// Set a custom modelview matrix (replaces internal modelview matrix) -void set_matrix_modelview(Matrix view) -{ -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - GLOBAL_DATA.State.modelview = view; -#endif -} - -// Set a custom projection matrix (replaces internal projection matrix) -void set_matrix_projection(Matrix projection) -{ -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - GLOBAL_DATA.State.projection = projection; -#endif -} - -// Set eyes projection matrices for stereo rendering -void set_matrix_projection_stereo(Matrix right, Matrix left) -{ -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - GLOBAL_DATA.State.projectionStereo[0] = right; - GLOBAL_DATA.State.projectionStereo[1] = left; -#endif -} - -// Set eyes view offsets matrices for stereo rendering -void set_matrix_view_offset_stereo(Matrix right, Matrix left) -{ -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - GLOBAL_DATA.State.viewOffsetStereo[0] = right; - GLOBAL_DATA.State.viewOffsetStereo[1] = left; -#endif -} - -// Load and draw a quad in NDC -void load_draw_quad(void) -{ -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - unsigned int quadVAO = 0; - unsigned int quadVBO = 0; - - float vertices[] = { - // Positions Texcoords - -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, - -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, - 1.0f, 1.0f, 0.0f, 1.0f, 1.0f, - 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, - }; - - // Gen VAO to contain VBO - glGenVertexArrays(1, &quadVAO); - glBindVertexArray(quadVAO); - - // Gen and fill vertex buffer (VBO) - glGenBuffers(1, &quadVBO); - glBindBuffer(GL_ARRAY_BUFFER, quadVBO); - glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), &vertices, GL_STATIC_DRAW); - - // Bind vertex attributes (position, texcoords) - glEnableVertexAttribArray(0); - glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5*sizeof(float), (void *)0); // Positions - glEnableVertexAttribArray(1); - glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5*sizeof(float), (void *)(3*sizeof(float))); // Texcoords - - // Draw quad - glBindVertexArray(quadVAO); - glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); - glBindVertexArray(0); - - // Delete buffers (VBO and VAO) - glDeleteBuffers(1, &quadVBO); - glDeleteVertexArrays(1, &quadVAO); -#endif -} - -// Load and draw a cube in NDC -void load_draw_cube(void) -{ -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - unsigned int cubeVAO = 0; - unsigned int cubeVBO = 0; - - float vertices[] = { - // Positions Normals Texcoords - -1.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, - 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f, - 1.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 1.0f, 0.0f, - 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f, - -1.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, - -1.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 1.0f, - -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, - 1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, - 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, - 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, - -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, - -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, - -1.0f, 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f, - -1.0f, 1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 1.0f, - -1.0f, -1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f, - -1.0f, -1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f, - -1.0f, -1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f, - -1.0f, 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f, - 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, - 1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f, - 1.0f, 1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, - 1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f, - 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, - 1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, - -1.0f, -1.0f, -1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f, - 1.0f, -1.0f, -1.0f, 0.0f, -1.0f, 0.0f, 1.0f, 1.0f, - 1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f, - 1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f, - -1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 0.0f, - -1.0f, -1.0f, -1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f, - -1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, - 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, - 1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, - 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, - -1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, - -1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f - }; - - // Gen VAO to contain VBO - glGenVertexArrays(1, &cubeVAO); - glBindVertexArray(cubeVAO); - - // Gen and fill vertex buffer (VBO) - glGenBuffers(1, &cubeVBO); - glBindBuffer(GL_ARRAY_BUFFER, cubeVBO); - glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW); - - // Bind vertex attributes (position, normals, texcoords) - glBindVertexArray(cubeVAO); - glEnableVertexAttribArray(0); - glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8*sizeof(float), (void *)0); // Positions - glEnableVertexAttribArray(1); - glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8*sizeof(float), (void *)(3*sizeof(float))); // Normals - glEnableVertexAttribArray(2); - glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8*sizeof(float), (void *)(6*sizeof(float))); // Texcoords - glBindBuffer(GL_ARRAY_BUFFER, 0); - glBindVertexArray(0); - - // Draw cube - glBindVertexArray(cubeVAO); - glDrawArrays(GL_TRIANGLES, 0, 36); - glBindVertexArray(0); - - // Delete VBO and VAO - glDeleteBuffers(1, &cubeVBO); - glDeleteVertexArrays(1, &cubeVAO); -#endif -} - -// Get name string for pixel format -const char *get_pixel_format_name(unsigned int format) -{ - switch (format) - { - 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 - default: return "UNKNOWN"; break; - } -} - -//---------------------------------------------------------------------------------- -// Module specific Functions Definition -//---------------------------------------------------------------------------------- -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) -// Load default shader (just vertex positioning and texture coloring) -// NOTE: This shader program is used for internal buffers -// NOTE: Loaded: GLOBAL_DATA.State.defaultShaderId, GLOBAL_DATA.State.defaultShaderLocs -static void load_shader_default(void) -{ - GLOBAL_DATA.State.defaultShaderLocs = (int *)RL_CALLOC(RL_MAX_SHADER_LOCATIONS, sizeof(int)); - - // NOTE: All locations must be reseted to -1 (no location) - for (int i = 0; i < RL_MAX_SHADER_LOCATIONS; i++) GLOBAL_DATA.State.defaultShaderLocs[i] = -1; - - // Vertex shader directly defined, no external file required - const char *defaultVShaderCode = -#if defined(GRAPHICS_API_OPENGL_21) - "#version 120 \n" - "attribute vec3 vertexPosition; \n" - "attribute vec2 vertexTexCoord; \n" - "attribute vec4 vertexColor; \n" - "varying vec2 fragTexCoord; \n" - "varying vec4 fragColor; \n" -#elif defined(GRAPHICS_API_OPENGL_33) - "#version 330 \n" - "in vec3 vertexPosition; \n" - "in vec2 vertexTexCoord; \n" - "in vec4 vertexColor; \n" - "out vec2 fragTexCoord; \n" - "out vec4 fragColor; \n" -#endif -#if defined(GRAPHICS_API_OPENGL_ES2) - "#version 100 \n" - "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 - 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 - - GLOBAL_DATA.State.defaultShaderId = load_shader_program(GLOBAL_DATA.State.defaultVShaderId, GLOBAL_DATA.State.defaultFShaderId); - - if (GLOBAL_DATA.State.defaultShaderId > 0) - { - RL_TRACELOG(LOG_INFO, "SHADER: [ID %i] Default shader loaded successfully", GLOBAL_DATA.State.defaultShaderId); - - // Set default shader locations: attributes locations - 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"); - - // Set default shader locations: uniform locations - 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"); - } - else RL_TRACELOG(LOG_WARNING, "SHADER: [ID %i] Failed to load default shader", GLOBAL_DATA.State.defaultShaderId); -} - -// Unload default shader -// NOTE: Unloads: GLOBAL_DATA.State.defaultShaderId, GLOBAL_DATA.State.defaultShaderLocs -static void unload_shader_default(void) -{ - glUseProgram(0); - - 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); - - glDeleteProgram(GLOBAL_DATA.State.defaultShaderId); - - RL_FREE(GLOBAL_DATA.State.defaultShaderLocs); - - RL_TRACELOG(LOG_INFO, "SHADER: [ID %i] Default shader unloaded successfully", GLOBAL_DATA.State.defaultShaderId); -} - -#if defined(RLGL_SHOW_GL_DETAILS_INFO) -// Get compressed format official GL identifier name -static const char *GetCompressedFormatName(int format) -{ - switch (format) - { - // GL_EXT_texture_compression_s3tc - case 0x83F0: return "GL_COMPRESSED_RGB_S3TC_DXT1_EXT"; break; - case 0x83F1: return "GL_COMPRESSED_RGBA_S3TC_DXT1_EXT"; break; - case 0x83F2: return "GL_COMPRESSED_RGBA_S3TC_DXT3_EXT"; break; - case 0x83F3: return "GL_COMPRESSED_RGBA_S3TC_DXT5_EXT"; break; - // GL_3DFX_texture_compression_FXT1 - case 0x86B0: return "GL_COMPRESSED_RGB_FXT1_3DFX"; break; - case 0x86B1: return "GL_COMPRESSED_RGBA_FXT1_3DFX"; break; - // GL_IMG_texture_compression_pvrtc - case 0x8C00: return "GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG"; break; - case 0x8C01: return "GL_COMPRESSED_RGB_PVRTC_2BPPV1_IMG"; break; - case 0x8C02: return "GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG"; break; - case 0x8C03: return "GL_COMPRESSED_RGBA_PVRTC_2BPPV1_IMG"; break; - // GL_OES_compressed_ETC1_RGB8_texture - case 0x8D64: return "GL_ETC1_RGB8_OES"; break; - // GL_ARB_texture_compression_rgtc - case 0x8DBB: return "GL_COMPRESSED_RED_RGTC1"; break; - case 0x8DBC: return "GL_COMPRESSED_SIGNED_RED_RGTC1"; break; - case 0x8DBD: return "GL_COMPRESSED_RG_RGTC2"; break; - case 0x8DBE: return "GL_COMPRESSED_SIGNED_RG_RGTC2"; break; - // GL_ARB_texture_compression_bptc - case 0x8E8C: return "GL_COMPRESSED_RGBA_BPTC_UNORM_ARB"; break; - case 0x8E8D: return "GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM_ARB"; break; - case 0x8E8E: return "GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT_ARB"; break; - case 0x8E8F: return "GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT_ARB"; break; - // GL_ARB_ES3_compatibility - case 0x9274: return "GL_COMPRESSED_RGB8_ETC2"; break; - case 0x9275: return "GL_COMPRESSED_SRGB8_ETC2"; break; - case 0x9276: return "GL_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2"; break; - case 0x9277: return "GL_COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2"; break; - case 0x9278: return "GL_COMPRESSED_RGBA8_ETC2_EAC"; break; - case 0x9279: return "GL_COMPRESSED_SRGB8_ALPHA8_ETC2_EAC"; break; - case 0x9270: return "GL_COMPRESSED_R11_EAC"; break; - case 0x9271: return "GL_COMPRESSED_SIGNED_R11_EAC"; break; - case 0x9272: return "GL_COMPRESSED_RG11_EAC"; break; - case 0x9273: return "GL_COMPRESSED_SIGNED_RG11_EAC"; break; - // GL_KHR_texture_compression_astc_hdr - case 0x93B0: return "GL_COMPRESSED_RGBA_ASTC_4x4_KHR"; break; - case 0x93B1: return "GL_COMPRESSED_RGBA_ASTC_5x4_KHR"; break; - case 0x93B2: return "GL_COMPRESSED_RGBA_ASTC_5x5_KHR"; break; - case 0x93B3: return "GL_COMPRESSED_RGBA_ASTC_6x5_KHR"; break; - case 0x93B4: return "GL_COMPRESSED_RGBA_ASTC_6x6_KHR"; break; - case 0x93B5: return "GL_COMPRESSED_RGBA_ASTC_8x5_KHR"; break; - case 0x93B6: return "GL_COMPRESSED_RGBA_ASTC_8x6_KHR"; break; - case 0x93B7: return "GL_COMPRESSED_RGBA_ASTC_8x8_KHR"; break; - case 0x93B8: return "GL_COMPRESSED_RGBA_ASTC_10x5_KHR"; break; - case 0x93B9: return "GL_COMPRESSED_RGBA_ASTC_10x6_KHR"; break; - case 0x93BA: return "GL_COMPRESSED_RGBA_ASTC_10x8_KHR"; break; - case 0x93BB: return "GL_COMPRESSED_RGBA_ASTC_10x10_KHR"; break; - case 0x93BC: return "GL_COMPRESSED_RGBA_ASTC_12x10_KHR"; break; - case 0x93BD: return "GL_COMPRESSED_RGBA_ASTC_12x12_KHR"; break; - case 0x93D0: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_4x4_KHR"; break; - case 0x93D1: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x4_KHR"; break; - case 0x93D2: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x5_KHR"; break; - case 0x93D3: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x5_KHR"; break; - case 0x93D4: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x6_KHR"; break; - case 0x93D5: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x5_KHR"; break; - case 0x93D6: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x6_KHR"; break; - case 0x93D7: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x8_KHR"; break; - case 0x93D8: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x5_KHR"; break; - case 0x93D9: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x6_KHR"; break; - case 0x93DA: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x8_KHR"; break; - case 0x93DB: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x10_KHR"; break; - case 0x93DC: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_12x10_KHR"; break; - case 0x93DD: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_12x12_KHR"; break; - default: return "GL_COMPRESSED_UNKNOWN"; break; - } -} -#endif // RLGL_SHOW_GL_DETAILS_INFO - -#endif // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2 - -// Get pixel data size in bytes (image or texture) -// NOTE: Size depends on pixel format -static int internal_get_pixel_data_size(int width, int height, int format) -{ - int dataSize = 0; // Size in bytes - int bpp = 0; // Bits per pixel - - switch (format) - { - 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; - default: break; - } - - dataSize = width*height*bpp/8; // Total data size in bytes - - // Most compressed formats works on 4x4 blocks, - // if texture is smaller, minimum dataSize is 8 or 16 - if ((width < 4) && (height < 4)) - { - if ((format >= 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; - } - - return dataSize; -} - -// Auxiliar math functions - -// #if !defined(RAYMATH_H) && !defined(RL_REFACTORED_C) && !defined(RL_REFACTORED_CPP) - -// Get identity matrix -static Matrix internal_matrix_identity(void) -{ - Matrix result = { - 1.0f, 0.0f, 0.0f, 0.0f, - 0.0f, 1.0f, 0.0f, 0.0f, - 0.0f, 0.0f, 1.0f, 0.0f, - 0.0f, 0.0f, 0.0f, 1.0f - }; - - return result; -} - -// Get two matrix multiplication -// NOTE: When multiplying matrices... the order matters! -static Matrix internal_matrix_multiply(Matrix left, Matrix right) -{ - Matrix result = { 0 }; - - result.m0 = left.m0*right.m0 + left.m1*right.m4 + left.m2*right.m8 + left.m3*right.m12; - result.m1 = left.m0*right.m1 + left.m1*right.m5 + left.m2*right.m9 + left.m3*right.m13; - result.m2 = left.m0*right.m2 + left.m1*right.m6 + left.m2*right.m10 + left.m3*right.m14; - result.m3 = left.m0*right.m3 + left.m1*right.m7 + left.m2*right.m11 + left.m3*right.m15; - result.m4 = left.m4*right.m0 + left.m5*right.m4 + left.m6*right.m8 + left.m7*right.m12; - result.m5 = left.m4*right.m1 + left.m5*right.m5 + left.m6*right.m9 + left.m7*right.m13; - result.m6 = left.m4*right.m2 + left.m5*right.m6 + left.m6*right.m10 + left.m7*right.m14; - result.m7 = left.m4*right.m3 + left.m5*right.m7 + left.m6*right.m11 + left.m7*right.m15; - result.m8 = left.m8*right.m0 + left.m9*right.m4 + left.m10*right.m8 + left.m11*right.m12; - result.m9 = left.m8*right.m1 + left.m9*right.m5 + left.m10*right.m9 + left.m11*right.m13; - result.m10 = left.m8*right.m2 + left.m9*right.m6 + left.m10*right.m10 + left.m11*right.m14; - result.m11 = left.m8*right.m3 + left.m9*right.m7 + left.m10*right.m11 + left.m11*right.m15; - result.m12 = left.m12*right.m0 + left.m13*right.m4 + left.m14*right.m8 + left.m15*right.m12; - result.m13 = left.m12*right.m1 + left.m13*right.m5 + left.m14*right.m9 + left.m15*right.m13; - result.m14 = left.m12*right.m2 + left.m13*right.m6 + left.m14*right.m10 + left.m15*right.m14; - result.m15 = left.m12*right.m3 + left.m13*right.m7 + left.m14*right.m11 + left.m15*right.m15; - - return result; -} -// #endif - -RLGL_EXTERN_C_END - -RLGL_NS_END - -#endif // RLGL_IMPLEMENTATION diff --git a/project/auxillary/vis_ast/dependencies/raylib/include/utils.h b/project/auxillary/vis_ast/dependencies/raylib/include/utils.h deleted file mode 100644 index 7253ea1..0000000 --- a/project/auxillary/vis_ast/dependencies/raylib/include/utils.h +++ /dev/null @@ -1,81 +0,0 @@ -/********************************************************************************************** -* -* raylib.utils - Some common utility functions -* -* -* LICENSE: zlib/libpng -* -* Copyright (c) 2014-2023 Ramon Santamaria (@raysan5) -* -* This software is provided "as-is", without any express or implied warranty. In no event -* will the authors be held liable for any damages arising from the use of this software. -* -* Permission is granted to anyone to use this software for any purpose, including commercial -* applications, and to alter it and redistribute it freely, subject to the following restrictions: -* -* 1. The origin of this software must not be misrepresented; you must not claim that you -* wrote the original software. If you use this software in a product, an acknowledgment -* in the product documentation would be appreciated but is not required. -* -* 2. Altered source versions must be plainly marked as such, and must not be misrepresented -* as being the original software. -* -* 3. This notice may not be removed or altered from any source distribution. -* -**********************************************************************************************/ - -#ifndef UTILS_H -#define UTILS_H - -#if defined(PLATFORM_ANDROID) - #include // Required for: FILE - #include // Required for: AAssetManager -#endif - -#if defined(RL_SUPPORT_TRACELOG) - #define RL_TRACELOG(level, ...) RL_NS(trace_log)(level, __VA_ARGS__) - - #if defined(RL_SUPPORT_TRACELOG_DEBUG) - #define TRACELOGD(...) RL_NS(trace_log)(LOG_DEBUG, __VA_ARGS__) - #else - #define TRACELOGD(...) (void)0 - #endif -#else - #define RL_TRACELOG(level, ...) (void)0 - #define TRACELOGD(...) (void)0 -#endif - -//---------------------------------------------------------------------------------- -// Some basic Defines -//---------------------------------------------------------------------------------- -#if defined(PLATFORM_ANDROID) - #define fopen(name, mode) android_fopen(name, mode) -#endif - -//---------------------------------------------------------------------------------- -// Types and Structures Definition -//---------------------------------------------------------------------------------- -//... - -//---------------------------------------------------------------------------------- -// Global Variables Definition -//---------------------------------------------------------------------------------- -// Nop... - -//---------------------------------------------------------------------------------- -// Module Functions Declaration -//---------------------------------------------------------------------------------- -#if defined(__cplusplus) -extern "C" { // Prevents name mangling of functions -#endif - -#if defined(PLATFORM_ANDROID) -void init_asset_manager(AAssetManager *manager, const char *dataPath); // Initialize asset manager from android app -FILE *android_fopen(const char *fileName, const char *mode); // Replacement for fopen() -> Read-only! -#endif - -#if defined(__cplusplus) -} -#endif - -#endif // UTILS_H diff --git a/project/auxillary/vis_ast/dependencies/raylib/lib/raylib.exp b/project/auxillary/vis_ast/dependencies/raylib/lib/raylib.exp deleted file mode 100644 index ed2035b..0000000 Binary files a/project/auxillary/vis_ast/dependencies/raylib/lib/raylib.exp and /dev/null differ diff --git a/project/auxillary/vis_ast/dependencies/raylib/raylib.c b/project/auxillary/vis_ast/dependencies/raylib/raylib.c deleted file mode 100644 index 2f52841..0000000 --- a/project/auxillary/vis_ast/dependencies/raylib/raylib.c +++ /dev/null @@ -1,8 +0,0 @@ -#include "raudio.c" -#include "rcore.c" -#include "rglfw.c" -#include "rmodels.c" -#include "rshapes.c" -#include "rtext.c" -#include "rtextures.c" -#include "rutils.c" diff --git a/project/auxillary/vis_ast/dependencies/raylib/raylib_cpp.refactor b/project/auxillary/vis_ast/dependencies/raylib/raylib_cpp.refactor deleted file mode 100644 index c829f83..0000000 --- a/project/auxillary/vis_ast/dependencies/raylib/raylib_cpp.refactor +++ /dev/null @@ -1,1019 +0,0 @@ - __VERSION 1 - -// Config.h - -namespace SUPPORT_, RL_SUPPORT_ -namespace MAX_, RL_MAX_ -namespace AUDIO_, RL_AUDIO_ - -word RL_NOT_REFACTORED, RL_REFACTORED_CPP - -// raylib.h - -word BUILD_LIBTYPE_SHARED, RL_BUILD_LIBTYPE_SHARED -word USE_LIBTYPE_SHARED, RL_USE_LIBTYPE_SHARED -word PI, RL_PI -word DEG2RAD, RL_DEG2RAD -word RAD2DEG, RL_RAD2DEG - -word CLITERAL, RL_CLITERAL - -word LIGHTGRAY, RL_LIGHTGRAY -word GRAY, RL_GRAY -word DARKGRAY, RL_DARKGRAY -word YELLOW, RL_YELLOW -word GOLD, RL_GOLD -word ORANGE, RL_ORANGE -word PINK, RL_PINK -word RED, RL_RED -word MAROON, RL_MAROON -word GREEN, RL_GREEN -word LIME, RL_LIME -word DARKGREEN, RL_DARKGREEN -word SKYBLUE, RL_SKYBLUE -word BLUE, RL_BLUE -word DARKBLUE, RL_DARKBLUE -word PURPLE, RL_PURPLE -word VIOLET, RL_VIOLET -word DARKPURPLE, RL_DARKPURPLE -word BEIGE, RL_BEIGE -word BROWN, RL_BROWN -word DARKBROWN, RL_DARKBROWN - -word WHITE, RL_WHITE -word BLACK, RL_BLACK -word BLANK, RL_BLANK -word MAGENTA, RL_MAGENTA -word RAYWHITE, RL_RAYWHITE - -word Vector2, Vector2 -word Vector3, Vector3 -word Vector4, Vector4 -word Quaternion, Quaternion -word Matrix, Matrix -word Color, Color -word Rectangle, Rectangle -word Image, Image -word Texture, Texture -word Texture2D, Texture2d -word TextureCubemap, Texture_Cubemap -word RenderTexture, Render_Texture -word RenderTexture2D, Render_Texture2D -word NPatchInfo, N_Patch_Info -word GlyphInfo, Glyph_Info -word Font, Font -word Camera3D, Camera3D -word Camera, Camera -word Camera2D, Camera2D -word Mesh, Mesh -word Shader, Shader -word MaterialMap, Material_Map -word Material, Material -word Transform, Transform -word BoneInfo, Bone_Info -word Model, Model -word ModelAnimation, Model_Animation -word Ray, Ray -word RayCollision, Ray_Collision -word BoundingBox, Bounding_box -word Wave, Wave -word rAudioBuffer, Audio_Buffer -word rAudioProcessor, Audio_Processor -word AudioStream, Audio_Stream -word Sound, Sound -word Music, Music -word VrDeviceInfo, VR_Device_Info -word VrStereoConfig, VR_Stereo_Config -word FilePathList, File_Path_List -word AutomationEvent, Automation_Event -word AutomationEventList, Automation_Event_List - -// raymath.h - -// rcamera.h - -word CAMERA_CULL_DISTANCE_NEAR, RL_CAMERA_CULL_DISTANCE_NEAR -word CAMERA_CULL_DISTANCE_FAR, RL_CAMERA_CULL_DISTANCE_FAR - -word GetCameraForward, get_camera_forward -word GetCameraUp, get_camera_up -word GetCameraRight, get_camera_right -word CameraMoveForward, camera_move_forward -word CameraMoveUp, camera_move_up -word CameraMoveRight, camera_move_right -word CameraMoveToTarget, camera_move_to_target -word CameraYaw, camera_yaw -word CameraPitch, camera_pitch -word CameraRoll, camera_roll -word GetCameraViewMatrix, get_camera_view_matrix -word GetCameraProjectionMatrix, get_camera_projection_matrix - -word CAMERA_MOVE_SPEED, CAMERA_MOVE_SPEED -word CAMERA_ROTATION_SPEED, CAMERA_ROTATION_SPEED -word CAMERA_PAN_SPEED, CAMERA_PAN_SPEED -word CAMERA_MOUSE_MOVE_SENSITIVITY, CAMERA_MOUSE_MOVE_SENSITIVITY -word CAMERA_MOUSE_SCROLL_SENSITIVITY, CAMERA_MOUSE_SCROLL_SENSITIVITY -word CAMERA_ORBITAL_SPEED, CAMERA_ORBITAL_SPEED -word CAMERA_FIRST_PERSON_STEP_TRIGONOMETRIC_DIVIDER, CAMERA_FIRST_PERSON_STEP_TRIGONOMETRIC_DIVIDER -word CAMERA_FIRST_PERSON_STEP_DIVIDER, CAMERA_FIRST_PERSON_STEP_DIVIDER -word CAMERA_FIRST_PERSON_WAVING_DIVIDER, CAMERA_FIRST_PERSON_WAVING_DIVIDER -word PLAYER_MOVEMENT_SENSITIVITY, PLAYER_MOVEMENT_SENSITIVITY - -// rcore.h - -// config header has these covered -// MAX_FILEPATH_CAPACITY -// MAX_FILEPATH_LENGTH -// MAX_KEYBOARD_KEYS -// MAX_MOUSE_BUTTONS -// MAX_GAMEPADS -// MAX_GAMEPAD_AXIS -// MAX_GAMEPAD_BUTTONS -// MAX_TOUCH_POINTS -// MAX_KEY_PRESSED_QUEUE -// MAX_CHAR_PRESSED_QUEUE -// MAX_DECOMPRESSION_SIZE -// MAX_AUTOMATION_EVENTS - -word FLAG_SET, RL_FLAG_SET -word FLAG_CLEAR, RL_FLAG_CLEAR -word FLAG_TOGGLE, RL_FLAG_TOGGLE -word FLAG_CHECK, RL_FLAG_CHECK - -// rgestures.h - -// MAX_TOUCH_POINTS - -word FORCE_TO_SWIPE, RL_FORCE_TO_SWIPE -word MINIMUM_DRAG, RL_MINIMUM_DRAG -word DRAG_TIMEOUT, RL_DRAG_TIMEOUT -word MINIMUM_PINCH, RL_MINIMUM_PINCH -word TAP_TIMEOUT, RL_TAP_TIMEOUT -word PINCH_TIMEOUT, RL_PINCH_TIMEOUT -word DOUBLETAP_RANGE, RL_DOUBLETAP_RANGE - -// word rgVector2Angle, rlVector2Angle -// word rgVector2Distance, rlVector2Distance -// word rgGetCurrentTime, rlGetCurrentTime - -// rlgl.h -// This file has badly defined definitions, so I have to do a separate pass for it later. - - namespace rl_, - namespace rl, - namespace rlgl, -not word rl -not word rlgl - -//namespace rlOPENGL, RLGL_OPENGL - -word RL_TEXTURE_MIN_FILTER, TEXTURE_MIN_FILTER -word RL_TEXTURE_MAG_FILTER, TEXTURE_MAG_FILTER -word RL_TEXTURE_FILTER_LINEAR, TEXTURE_FILTER_LINEAR - -namespace RL_ATTACHMENT_, ATTACHMENT_ -namespace RL_TEXTURE_, TEXTURE_ - -not include rlgl.h - -word TRACELOG, RL_TRACELOG - -// utils.h - -// TRACELOG - - -// Mix - -not include external/rl_gputex.h - -word get_pixel_data_size, gpu_get_pixel_data_size - -word MatrixMultiply, matrix_multiply -word MatrixSubtract, matrix_subtract -word Matrix -word ProcessGestureEvent, process_gesture_event -word UpdateGestures, update_gestures -word SetGesturesEnabled, set_gestures_enabled -word IsGestureDetected, is_gesture_detected -word GetGestureDetected, get_gesture_detected -word GetGestureHoldDuration, get_gesture_hold_duration -word GetGestureDragVector, get_gesture_drag_vector -word GetGestureDragAngle, get_gesture_drag_angle -word GetGesturePinchVector, get_gesture_pinch_vector -word GetGesturePinchAngle, get_gesture_pinch_angle -word QueryPerformanceCounter, query_performance_counter -word QueryPerformanceFrequency, query_performance_frequency -word rgVector2Angle, rg_vector2_angle -word rgVector2Distance, rg_vector2_distance -word rgGetCurrentTime, rg_get_current_time -word InitAssetManager, init_asset_manager -word InitWindow, init_window -word CloseWindow, close_window -word WindowShouldClose, window_should_close -word IsWindowReady, is_window_ready -word IsWindowFullscreen, is_window_fullscreen -word IsWindowHidden, is_window_hidden -word IsWindowMinimized, is_window_minimized -word IsWindowMaximized, is_window_maximized -word IsWindowFocused, is_window_focused -word IsWindowResized, is_window_resized -word IsWindowState, is_window_state -word SetWindowState, set_window_state -word ClearWindowState, clear_window_state -word ToggleFullscreen, toggle_fullscreen -word ToggleBorderlessWindowed, toggle_borderless_windowed -word MaximizeWindow, maximize_window -word MinimizeWindow, minimize_window -word RestoreWindow, restore_window -word SetWindowIcon, set_window_icon -word SetWindowIcons, set_window_icons -word SetWindowTitle, set_window_title -word SetWindowPosition, set_window_position -word SetWindowMonitor, set_window_monitor -word SetWindowMinSize, set_window_min_size -word SetWindowMaxSize, set_window_max_size -word SetWindowSize, set_window_size -word SetWindowOpacity, set_window_opacity -word SetWindowFocused, set_window_focused -word GetScreenWidth, get_screen_width -word GetScreenHeight, get_screen_height -word GetRenderWidth, get_render_width -word GetRenderHeight, get_render_height -word GetMonitorCount, get_monitor_count -word GetCurrentMonitor, get_current_monitor -word GetMonitorPosition, get_monitor_position -word GetMonitorWidth, get_monitor_width -word GetMonitorHeight, get_monitor_height -word GetMonitorPhysicalWidth, get_monitor_physical_width -word GetMonitorPhysicalHeight, get_monitor_physical_height -word GetMonitorRefreshRate, get_monitor_refresh_rate -word GetWindowPosition, get_window_position -word GetWindowScaleDPI, get_window_scale_dpi -word SetClipboardText, set_clipboard_text -word EnableEventWaiting, enable_event_waiting -word DisableEventWaiting, disable_event_waiting -word ShowCursor, show_cursor -word HideCursor, hide_cursor -word IsCursorHidden, is_cursor_hidden -word EnableCursor, enable_cursor -word DisableCursor, disable_cursor -word IsCursorOnScreen, is_cursor_on_screen -word ClearBackground, clear_background -word BeginDrawing, begin_drawing -word EndDrawing, end_drawing -word BeginMode2D, begin_mode2d -word EndMode2D, end_mode2_d -word BeginMode3D, begin_mode3d -word EndMode3D, end_mode3d -word BeginTextureMode, begin_texture_mode -word EndTextureMode, end_texture_mode -word BeginShaderMode, begin_shader_mode -word EndShaderMode, end_shader_mode -word BeginBlendMode, begin_blend_mode -word EndBlendMode, end_blend_mode -word BeginScissorMode, begin_scissor_mode -word EndScissorMode, end_scissor_mode -word BeginVrStereoMode, begin_vr_stereo_mode -word EndVrStereoMode, end_vr_stereo_mode -word LoadVrStereoConfig, load_vr_stereo_config -word UnloadVrStereoConfig, unload_vr_stereo_config -word LoadShader, load_shader -word LoadShaderFromMemory, load_shader_from_memory -word IsShaderReady, is_shader_ready -word GetShaderLocation, get_shader_location -word GetShaderLocationAttrib, get_shader_location_attrib -word SetShaderValue, set_shader_value -word SetShaderValueV, set_shader_value_v -word SetShaderValueMatrix, set_shader_value_matrix -word SetShaderValueTexture, set_shader_value_texture -word UnloadShader, unload_shader -word GetMouseRay, get_mouse_ray -word GetCameraMatrix, get_camera_matrix -word GetCameraMatrix2D, get_camera_matrix2d -word GetWorldToScreen, get_world_to_screen -word GetScreenToWorld2D, get_screen_to_world2d -word GetWorldToScreenEx, get_world_to_screen_ex -word GetWorldToScreen2D, get_world_to_screen2d -word SetTargetFPS, set_target_fps -word GetFrameTime, get_frame_time -word GetTime, get_time -word GetFPS, get_fps -word SwapScreenBuffer, swap_screen_buffer -word PollInputEvents, poll_input_events -word WaitTime, wait_time -word SetRandomSeed, set_random_seed -word GetRandomValue, get_random_value -word UnloadRandomSequence, unload_random_sequence -word TakeScreenshot, take_screenshot -word SetConfigFlags, set_config_flags -word OpenURL, open_url -word TraceLog, trace_log -word SetTraceLogLevel, set_trace_log_level -word MemFree, mem_free -word SetTraceLogCallback, set_trace_log_callback -word SetLoadFileDataCallback, set_load_file_data_callback -word SetSaveFileDataCallback, set_save_file_data_callback -word SetLoadFileTextCallback, set_load_file_text_callback -word SetSaveFileTextCallback, set_save_file_text_callback -word UnloadFileData, unload_file_data -word SaveFileData, save_file_data -word ExportDataAsCode, export_data_as_code -word UnloadFileText, unload_file_text -word SaveFileText, save_file_text -word FileExists, file_exists -word DirectoryExists, directory_exists -word IsFileExtension, is_file_extension -word GetFileLength, get_file_length -word ChangeDirectory, change_directory -word IsPathFile, is_path_file -word LoadDirectoryFiles, load_directory_files -word LoadDirectoryFilesEx, load_directory_files_ex -word UnloadDirectoryFiles, unload_directory_files -word IsFileDropped, is_file_dropped -word LoadDroppedFiles, load_dropped_files -word UnloadDroppedFiles, unload_dropped_files -word GetFileModTime, get_file_mod_time -word LoadAutomationEventList, load_automation_event_list -word UnloadAutomationEventList, unload_automation_event_list -word ExportAutomationEventList, export_automation_event_list -word SetAutomationEventList, set_automation_event_list -word SetAutomationEventBaseFrame, set_automation_event_base_frame -word StartAutomationEventRecording, start_automation_event_recording -word StopAutomationEventRecording, stop_automation_event_recording -word PlayAutomationEvent, play_automation_event -word IsKeyPressed, is_key_pressed -word IsKeyPressedRepeat, is_key_pressed_repeat -word IsKeyDown, is_key_down -word IsKeyReleased, is_key_released -word IsKeyUp, is_key_up -word GetKeyPressed, get_key_pressed -word GetCharPressed, get_char_pressed -word SetExitKey, set_exit_key -word IsGamepadAvailable, is_gamepad_available -word IsGamepadButtonPressed, is_gamepad_button_pressed -word IsGamepadButtonDown, is_gamepad_button_down -word IsGamepadButtonReleased, is_gamepad_button_released -word IsGamepadButtonUp, is_gamepad_button_up -word GetGamepadButtonPressed, get_gamepad_button_pressed -word GetGamepadAxisCount, get_gamepad_axis_count -word GetGamepadAxisMovement, get_gamepad_axis_movement -word SetGamepadMappings, set_gamepad_mappings -word IsMouseButtonPressed, is_mouse_button_pressed -word IsMouseButtonDown, is_mouse_button_down -word IsMouseButtonReleased, is_mouse_button_released -word IsMouseButtonUp, is_mouse_button_up -word GetMouseX, get_mouse_x -word GetMouseY, get_mouse_y -word GetMousePosition, get_mouse_position -word GetMouseDelta, get_mouse_delta -word SetMousePosition, set_mouse_position -word SetMouseOffset, set_mouse_offset -word SetMouseScale, set_mouse_scale -word GetMouseWheelMove, get_mouse_wheel_move -word GetMouseWheelMoveV, get_mouse_wheel_move_v -word SetMouseCursor, set_mouse_cursor -word GetTouchX, get_touch_x -word GetTouchY, get_touch_y -word GetTouchPosition, get_touch_position -word GetTouchPointId, get_touch_point_id -word GetTouchPointCount, get_touch_point_count -word SetGesturesEnabled, set_gestures_enabled -word IsGestureDetected, is_gesture_detected -word GetGestureDetected, get_gesture_detected -word GetGestureHoldDuration, get_gesture_hold_duration -word GetGestureDragVector, get_gesture_drag_vector -word GetGestureDragAngle, get_gesture_drag_angle -word GetGesturePinchVector, get_gesture_pinch_vector -word GetGesturePinchAngle, get_gesture_pinch_angle -word UpdateCamera, update_camera -word UpdateCameraPro, update_camera_pro -word SetShapesTexture, set_shapes_texture -word DrawPixel, draw_pixel -word DrawPixelV, draw_pixel_v -word DrawLine, draw_line -word DrawLineV, draw_line_v -word DrawLineEx, draw_line_ex -word DrawLineStrip, draw_line_strip -word DrawLineBezier, draw_line_bezier -word DrawCircle, draw_circle -word DrawCircleSector, draw_circle_sector -word DrawCircleSectorLines, draw_circle_sector_lines -word DrawCircleGradient, draw_circle_gradient -word DrawCircleV, draw_circle_v -word DrawCircleLines, draw_circle_lines -word DrawCircleLinesV, draw_circle_lines_v -word DrawEllipse, draw_ellipse -word DrawEllipseLines, draw_ellipse_lines -word DrawRing, draw_ring -word DrawRingLines, draw_ring_lines -word DrawRectangle, draw_rectangle -word DrawRectangleV, draw_rectangle_v -word DrawRectangleRec, draw_rectangle_rec -word DrawRectanglePro, draw_rectangle_pro -word DrawRectangleGradientV, draw_rectangle_gradient_v -word DrawRectangleGradientH, draw_rectangle_gradient_h -word DrawRectangleGradientEx, draw_rectangle_gradient_ex -word DrawRectangleLines, draw_rectangle_lines -word DrawRectangleLinesEx, draw_rectangle_lines_ex -word DrawRectangleRounded, draw_rectangle_rounded -word DrawRectangleRoundedLines, draw_rectangle_rounded_lines -word DrawTriangle, draw_triangle -word DrawTriangleLines, draw_triangle_lines -word DrawTriangleFan, draw_triangle_fan -word DrawTriangleStrip, draw_triangle_strip -word DrawPoly, draw_poly -word DrawPolyLines, draw_poly_lines -word DrawPolyLinesEx, draw_poly_lines_ex -word DrawSplineLinear, draw_spline_linear -word DrawSplineBasis, draw_spline_basis -word DrawSplineCatmullRom, draw_spline_catmull_rom -word DrawSplineBezierQuadratic, draw_spline_bezier_quadratic -word DrawSplineBezierCubic, draw_spline_bezier_cubic -word DrawSplineSegmentLinear, draw_spline_segment_linear -word DrawSplineSegmentBasis, draw_spline_segment_basis -word DrawSplineSegmentCatmullRom, draw_spline_segment_catmull_rom -word DrawSplineSegmentBezierQuadratic, draw_spline_segment_bezier_quadratic -word DrawSplineSegmentBezierCubic, draw_spline_segment_bezier_cubic -word GetSplinePointLinear, get_spline_point_linear -word GetSplinePointBasis, get_spline_point_basis -word GetSplinePointCatmullRom, get_spline_point_catmull_rom -word GetSplinePointBezierQuad, get_spline_point_bezier_quad -word GetSplinePointBezierCubic, get_spline_point_bezier_cubic -word CheckCollisionRecs, check_collision_recs -word CheckCollisionCircles, check_collision_circles -word CheckCollisionCircleRec, check_collision_circle_rec -word CheckCollisionPointRec, check_collision_point_rec -word CheckCollisionPointCircle, check_collision_point_circle -word CheckCollisionPointTriangle, check_collision_point_triangle -word CheckCollisionPointPoly, check_collision_point_poly -word CheckCollisionLines, check_collision_lines -word CheckCollisionPointLine, check_collision_point_line -word GetCollisionRec, get_collision_rec -word LoadImage, load_image -word LoadImageRaw, load_image_raw -word LoadImageSvg, load_image_svg -word LoadImageAnim, load_image_anim -word LoadImageFromMemory, load_image_from_memory -word LoadImageFromTexture, load_image_from_texture -word LoadImageFromScreen, load_image_from_screen -word IsImageReady, is_image_ready -word UnloadImage, unload_image -word ExportImage, export_image -word ExportImageAsCode, export_image_as_code -word GenImageColor, gen_image_color -word GenImageGradientLinear, gen_image_gradient_linear -word GenImageGradientRadial, gen_image_gradient_radial -word GenImageGradientSquare, gen_image_gradient_square -word GenImageChecked, gen_image_checked -word GenImageWhiteNoise, gen_image_white_noise -word GenImagePerlinNoise, gen_image_perlin_noise -word GenImageCellular, gen_image_cellular -word GenImageText, gen_image_text -word ImageCopy, image_copy -word ImageFromImage, image_from_image -word ImageText, image_text -word ImageTextEx, image_text_ex -word ImageFormat, image_format -word ImageToPOT, image_to_pot -word ImageCrop, image_crop -word ImageAlphaCrop, image_alpha_crop -word ImageAlphaClear, image_alpha_clear -word ImageAlphaMask, image_alpha_mask -word ImageAlphaPremultiply, image_alpha_premultiply -word ImageBlurGaussian, image_blur_gaussian -word ImageResize, image_resize -word ImageResizeNN, image_resize_nn -word ImageResizeCanvas, image_resize_canvas -word ImageMipmaps, image_mipmaps -word ImageDither, image_dither -word ImageFlipVertical, image_flip_vertical -word ImageFlipHorizontal, image_flip_horizontal -word ImageRotate, image_rotate -word ImageRotateCW, image_rotate_cw -word ImageRotateCCW, image_rotate_ccw -word ImageColorTint, image_color_tint -word ImageColorInvert, image_color_invert -word ImageColorGrayscale, image_color_grayscale -word ImageColorContrast, image_color_contrast -word ImageColorBrightness, image_color_brightness -word ImageColorReplace, image_color_replace -word UnloadImageColors, unload_image_colors -word UnloadImagePalette, unload_image_palette -word GetImageAlphaBorder, get_image_alpha_border -word GetImageColor, get_image_color -word ImageClearBackground, ImageClearBackground -word ImageDrawPixel, image_draw_pixel -word ImageDrawPixelV, image_draw_pixel_v -word ImageDrawLine, image_draw_line -word ImageDrawLineV, image_draw_line_v -word ImageDrawCircle, image_draw_circle -word ImageDrawCircleV, image_draw_circle_v -word ImageDrawCircleLines, image_draw_circle_lines -word ImageDrawCircleLinesV, image_draw_circle_lines_v -word ImageDrawRectangle, image_draw_rectangle -word ImageDrawRectangleV, image_draw_rectangle_v -word ImageDrawRectangleRec, image_draw_rectangle_rec -word ImageDrawRectangleLines, image_draw_rectangle_lines -word ImageDraw, image_draw -word ImageDrawText, image_draw_text -word ImageDrawTextEx, image_draw_text_ex -word LoadTexture, load_texture -word LoadTextureFromImage, load_texture_from_image -word LoadTextureCubemap, load_texture_cubemap -word LoadRenderTexture, load_render_texture -word IsTextureReady, is_texture_ready -word UnloadTexture, unload_texture -word IsRenderTextureReady, is_render_texture_ready -word UnloadRenderTexture, unload_render_texture -word UpdateTexture, update_texture -word UpdateTextureRec, update_texture_rec -word GenTextureMipmaps, gen_texture_mipmaps -word SetTextureFilter, set_texture_filter -word SetTextureWrap, set_texture_wrap -word DrawTexture, draw_texture -word DrawTextureV, draw_texture_v -word DrawTextureEx, draw_texture_ex -word DrawTextureRec, draw_texture_rec -word DrawTexturePro, draw_texture_pro -word DrawTextureNPatch, draw_texture_npatch -word Fade, fade -word ColorToInt, color_to_int -word ColorNormalize, color_normalize -word ColorFromNormalized, color_from_normalized -word ColorToHSV, color_to_hsv -word ColorFromHSV, color_from_hsv -word ColorTint, color_tint -word ColorBrightness, color_brightness -word ColorContrast, color_contrast -word ColorAlpha, color_alpha -word ColorAlphaBlend, color_alpha_blend -word GetColor, get_color -word GetPixelColor, get_pixel_color -word SetPixelColor, set_pixel_color -word GetPixelDataSize, get_pixel_data_size -word GetFontDefault, get_font_default -word LoadFont, load_font -word LoadFontEx, load_font_ex -word LoadFontFromImage, load_font_from_image -word LoadFontFromMemory, load_font_from_memory -word IsFontReady, is_font_ready -word GenImageFontAtlas, gen_image_font_atlas -word UnloadFontData, unload_font_data -word UnloadFont, unload_font -word ExportFontAsCode, export_font_as_code -word DrawFPS, draw_fps -word DrawText, draw_text -word DrawTextEx, draw_text_ex -word DrawTextPro, draw_text_pro -word DrawTextCodepoint, draw_text_codepoint -word DrawTextCodepoints, draw_text_codepoints -word SetTextLineSpacing, set_text_line_spacing -word MeasureText, measure_text -word MeasureTextEx, measure_text_ex -word GetGlyphIndex, get_glyph_index -word GetGlyphInfo, get_glyph_info -word GetGlyphAtlasRec, get_glyph_atlas_rec -word UnloadUTF8, unload_utf8 -word UnloadCodepoints, unload_codepoints -word GetCodepointCount, get_codepoint_count -word GetCodepoint, get_codepoint -word GetCodepointNext, get_codepoint_next -word GetCodepointPrevious, get_codepoint_previous -word TextCopy, text_copy -word TextIsEqual, text_is_equal -word TextLength, text_length -word TextAppend, text_append -word TextFindIndex, text_find_index -word TextToInteger, text_to_integer -word DrawLine3D, draw_line3_d -word DrawPoint3D, draw_point3_d -word DrawCircle3D, draw_circle3_d -word DrawTriangle3D, draw_triangle3_d -word DrawTriangleStrip3D, draw_triangle_strip3d -word DrawCube, draw_cube -word DrawCubeV, draw_cube_v -word DrawCubeWires, draw_cube_wires -word DrawCubeWiresV, draw_cube_wires_v -word DrawSphere, draw_sphere -word DrawSphereEx, draw_sphere_ex -word DrawSphereWires, draw_sphere_wires -word DrawCylinder, draw_cylinder -word DrawCylinderEx, draw_cylinder_ex -word DrawCylinderWires, draw_cylinder_wires -word DrawCylinderWiresEx, draw_cylinder_wires_ex -word DrawCapsule, draw_capsule -word DrawCapsuleWires, draw_capsule_wires -word DrawPlane, draw_plane -word DrawRay, draw_ray -word DrawGrid, draw_grid -word LoadModel, load_model -word LoadModelFromMesh, load_model_from_mesh -word IsModelReady, is_model_ready -word UnloadModel, unload_model -word GetModelBoundingBox, get_model_bounding_box -word DrawModel, draw_model -word DrawModelEx, draw_model_ex -word DrawModelWires, draw_model_wires -word DrawModelWiresEx, draw_model_wires_ex -word DrawBoundingBox, draw_bounding_box -word DrawBillboard, draw_billboard -word DrawBillboardRec, draw_billboard_rec -word DrawBillboardPro, draw_billboard_pro -word UploadMesh, upload_mesh -word UpdateMeshBuffer, update_mesh_buffer -word UnloadMesh, unload_mesh -word DrawMesh, draw_mesh -word DrawMeshInstanced, draw_mesh_instanced -word ExportMesh, export_mesh -word GetMeshBoundingBox, get_mesh_bounding_box -word GenMeshTangents, gen_mesh_tangents -word GenMeshPoly, gen_mesh_poly -word GenMeshPlane, gen_mesh_plane -word GenMeshCube, gen_mesh_cube -word GenMeshSphere, gen_mesh_sphere -word GenMeshHemiSphere, gen_mesh_hemi_sphere -word GenMeshCylinder, gen_mesh_cylinder -word GenMeshCone, gen_mesh_cone -word GenMeshTorus, gen_mesh_torus -word GenMeshKnot, gen_mesh_knot -word GenMeshHeightmap, gen_mesh_heightmap -word GenMeshCubicmap, gen_mesh_cubicmap -word LoadMaterialDefault, load_material_default -word IsMaterialReady, is_material_ready -word UnloadMaterial, unload_material -word SetMaterialTexture, set_material_texture -word SetModelMeshMaterial, set_model_mesh_material -word UpdateModelAnimation, update_model_animation -word UnloadModelAnimation, unload_model_animation -word UnloadModelAnimations, unload_model_animations -word IsModelAnimationValid, is_model_animation_valid -word CheckCollisionSpheres, check_collision_spheres -word CheckCollisionBoxes, check_collision_boxes -word CheckCollisionBoxSphere, check_collision_box_sphere -word GetRayCollisionSphere, get_ray_collision_sphere -word GetRayCollisionBox, get_ray_collision_box -word GetRayCollisionMesh, get_ray_collision_mesh -word GetRayCollisionTriangle, get_ray_collision_triangle -word GetRayCollisionQuad, get_ray_collision_quad -word InitAudioDevice, init_audio_device -word CloseAudioDevice, close_audio_device -word IsAudioDeviceReady, is_audio_device_ready -word SetMasterVolume, set_master_volume -word GetMasterVolume, get_master_volume -word LoadWave, load_wave -word LoadWaveFromMemory, load_wave_from_memory -word IsWaveReady, is_wave_ready -word LoadSound, load_sound -word LoadSoundFromWave, load_sound_from_wave -word LoadSoundAlias, load_sound_alias -word IsSoundReady, is_sound_ready -word UpdateSound, update_sound -word UnloadWave, unload_wave -word UnloadSound, unload_sound -word UnloadSoundAlias, unload_sound_alias -word ExportWave, export_wave -word ExportWaveAsCode, export_wave_as_code -word PlaySound, play_sound -word StopSound, stop_sound -word PauseSound, pause_sound -word ResumeSound, resume_sound -word IsSoundPlaying, is_sound_playing -word SetSoundVolume, set_sound_volume -word SetSoundPitch, set_sound_pitch -word SetSoundPan, set_sound_pan -word WaveCopy, wave_copy -word WaveCrop, wave_crop -word WaveFormat, wave_format -word UnloadWaveSamples, unload_wave_samples -word LoadMusicStream, load_music_stream -word LoadMusicStreamFromMemory, load_music_stream_from_memory -word IsMusicReady, is_music_ready -word UnloadMusicStream, unload_music_stream -word PlayMusicStream, play_music_stream -word IsMusicStreamPlaying, is_music_stream_playing -word UpdateMusicStream, update_music_stream -word StopMusicStream, stop_music_stream -word PauseMusicStream, pause_music_stream -word ResumeMusicStream, resume_music_stream -word SeekMusicStream, seek_music_stream -word SetMusicVolume, set_music_volume -word SetMusicPitch, set_music_pitch -word SetMusicPan, set_music_pan -word GetMusicTimeLength, get_music_time_length -word GetMusicTimePlayed, get_music_time_played -word LoadAudioStream, load_audio_stream -word IsAudioStreamReady, is_audio_stream_ready -word UnloadAudioStream, unload_audio_stream -word UpdateAudioStream, update_audio_stream -word IsAudioStreamProcessed, is_audio_stream_processed -word PlayAudioStream, play_audio_stream -word PauseAudioStream, pause_audio_stream -word ResumeAudioStream, resume_audio_stream -word IsAudioStreamPlaying, is_audio_stream_playing -word StopAudioStream, stop_audio_stream -word SetAudioStreamVolume, set_audio_stream_volume -word SetAudioStreamPitch, set_audio_stream_pitch -word SetAudioStreamPan, set_audio_stream_pan -word SetAudioStreamBufferSizeDefault, set_audio_stream_buffer_size_default -word SetAudioStreamCallback, set_audio_stream_callback -word AttachAudioStreamProcessor, attach_audio_stream_processor -word DetachAudioStreamProcessor, detach_audio_stream_processor -word AttachAudioMixedProcessor, attach_audio_mixed_processor -word DetachAudioMixedProcessor, detach_audio_mixed_processor -word GetCameraForward, get_camera_forward -word GetCameraUp, get_camera_up -word GetCameraRight, get_camera_right -word CameraMoveForward, camera_move_forward -word CameraMoveUp, camera_move_up -word CameraMoveRight, camera_move_right -word CameraMoveToTarget, camera_move_to_target -word CameraYaw, camera_yaw -word CameraPitch, camera_pitch -word CameraRoll, camera_roll -word GetCameraViewMatrix, get_camera_view_matrix -word GetCameraProjectionMatrix, get_camera_projection_matrix -word Vector3Normalize, vector3_normalize -word Vector3CrossProduct, vector3_cross_product -word MatrixLookAt, matrix_look_at -word MatrixPerspective, matrix_perspective -word MatrixOrtho, matrix_ortho -word MatrixIdentity, matrix_identity -word CameraYaw, camera_yaw -word CameraPitch, camera_pitch -word CameraMoveForward, camera_move_forward -word CameraMoveToTarget, camera_move_to_target - -word Clamp, clamp -word Lerp, lerp -word Normalize, normalize -word Remap, remap -word Wrap, wrap -word FloatEquals, float_equals -word Vector2Zero, vector2_zero -word Vector2One, vector2_one -word Vector2Add, vector2_add -word Vector2AddValue, vector2_add_value -word Vector2Subtract, vector2_subtract -word Vector2SubtractValue, vector2_subtract_value -word Vector2Length, vector2_length -word Vector2LengthSqr, vector2_length_sqr -word Vector2DotProduct, vector2_dot_product -word Vector2Distance, vector2_distance -word Vector2DistanceSqr, vector2_distance_sqr -word Vector2Angle, vector2_angle -word Vector2LineAngle, vector2_line_angle -word Vector2Scale, vector2_scale -word Vector2Multiply, vector2_multiply -word Vector2Negate, vector2_negate -word Vector2Divide, vector2_divide -word Vector2Normalize, vector2_normalize -word Vector2Transform, vector2_transform -word Vector2Lerp, vector2_lerp -word Vector2Reflect, vector2_reflect -word Vector2Rotate, vector2_rotate -word Vector2MoveTowards, vector2_move_towards -word Vector2Invert, vector2_invert -word Vector2Clamp, vector2_clamp -word Vector2ClampValue, vector2_clamp_value -word Vector2Equals, vector2_equals -word Vector3Zero, vector3_zero -word Vector3One, vector3_one -word Vector3Add, vector3_add -word Vector3AddValue, vector3_add_value -word Vector3Subtract, vector3_subtract -word Vector3SubtractValue, vector3_subtract_value -word Vector3Scale, vector3_scale -word Vector3Multiply, vector3_multiply -word Vector3CrossProduct, vector3_cross_product -word Vector3Perpendicular, vector3_perpendicular -word Vector3Length, vector3_length -word Vector3LengthSqr, vector3_length_sqr -word Vector3DotProduct, vector3_dot_product -word Vector3Distance, vector3_distance -word Vector3DistanceSqr, vector3_distance_sqr -word Vector3Angle, vector3_angle -word Vector3Negate, vector3_negate -word Vector3Divide, vector3_divide -word Vector3Normalize, vector3_normalize -word Vector3Project, vector3_project -word Vector3Reject, vector3_reject -word Vector3OrthoNormalize, vector3_ortho_normalize -word Vector3Transform, vector3_transform -word Vector3RotateByQuaternion, vector3_rotate_by_quaternion -word Vector3RotateByAxisAngle, vector3_rotate_by_axis_angle -word Vector3Lerp, vector3_lerp -word Vector3Reflect, vector3_reflect -word Vector3Min, vector3_min -word Vector3Max, vector3_max -word Vector3Barycenter, vector3_barycenter -word Vector3Unproject, vector3_unproject -word Vector3ToFloatV, vector3_to_float_v -word Vector3Invert, vector3_invert -word Vector3Clamp, vector3_clamp -word Vector3ClampValue, vector3_clamp_value -word Vector3Equals, vector3_equals -word Vector3Refract, vector3_refract -word MatrixDeterminant, matrix_determinant -word MatrixTrace, matrix_trace -word MatrixTranspose, matrix_transpose -word MatrixInvert, matrix_invert -word MatrixIdentity, matrix_identity -word MatrixAdd, matrix_add -word MatrixSubtract, matrix_subtract -word MatrixMultiply, matrix_multiply -word MatrixTranslate, matrix_translate -word MatrixRotate, matrix_rotate -word MatrixRotateX, matrix_rotate_x -word MatrixRotateY, matrix_rotate_y -word MatrixRotateZ, matrix_rotate_z -word MatrixRotateXYZ, matrix_rotate_xyz -word MatrixRotateZYX, matrix_rotate_zyx -word MatrixScale, matrix_scale -word MatrixFrustum, matrix_frustum -word MatrixPerspective, matrix_perspective -word MatrixOrtho, matrix_ortho -word MatrixLookAt, matrix_look_at -word MatrixToFloatV, matrix_to_float_v -word QuaternionAdd, quaternion_add -word QuaternionAddValue, quaternion_add_value -word QuaternionSubtract, quaternion_subtract -word QuaternionSubtractValue, quaternion_subtract_value -word QuaternionIdentity, quaternion_identity -word QuaternionLength, quaternion_length -word QuaternionNormalize, quaternion_normalize -word QuaternionInvert, quaternion_invert -word QuaternionMultiply, quaternion_multiply -word QuaternionScale, quaternion_scale -word QuaternionDivide, quaternion_divide -word QuaternionLerp, quaternion_lerp -word QuaternionNlerp, quaternion_nlerp -word QuaternionSlerp, quaternion_slerp -word QuaternionFromVector3ToVector3, quaternion_from_vector3_to_vector3 -word QuaternionFromMatrix, quaternion_from_matrix -word QuaternionToMatrix, quaternion_to_matrix -word QuaternionFromAxisAngle, quaternion_from_axis_angle -word QuaternionToAxisAngle, quaternion_to_axis_angle -word QuaternionFromEuler, quaternion_from_euler -word QuaternionToEuler, quaternion_to_euler -word QuaternionTransform, quaternion_transform -word QuaternionEquals, quaternion_equals - -word rlMatrixMode, matrix_mode -word rlPushMatrix, push_matrix -word rlPopMatrix, pop_matrix -word rlLoadIdentity, load_identity -word rlTranslatef, translatef -word rlRotatef, rotatef -word rlScalef, scalef -word rlMultMatrixf, mult_matrixf -word rlFrustum, frustum -word rlOrtho, ortho -word rlViewport, viewport -word rlBegin, begin -word rlEnd, end -word rlVertex2i, vertex2i -word rlVertex2f, vertex2f -word rlVertex3f, vertex3f -word rlTexCoord2f, tex_coord2f -word rlNormal3f, normal3f -word rlColor4ub, color4ub -word rlColor3f, color3f -word rlColor4f, color4f -word rlEnableVertexArray, enable_vertex_array -word rlDisableVertexArray, disable_vertex_array -word rlEnableVertexBuffer, enable_vertex_buffer -word rlDisableVertexBuffer, disable_vertex_buffer -word rlEnableVertexBufferElement, enable_vertex_buffer_element -word rlDisableVertexBufferElement, disable_vertex_buffer_element -word rlEnableVertexAttribute, enable_vertex_attribute -word rlDisableVertexAttribute, disable_vertex_attribute -word rlEnableStatePointer, enable_state_pointer -word rlDisableStatePointer, disable_state_pointer -word rlActiveTextureSlot, active_texture_slot -word rlEnableTexture, enable_texture -word rlDisableTexture, disable_texture -word rlEnableTextureCubemap, enable_texture_cubemap -word rlDisableTextureCubemap, disable_texture_cubemap -word rlTextureParameters, texture_parameters -word rlCubemapParameters, cubemap_parameters -word rlEnableShader, enable_shader -word rlDisableShader, disable_shader -word rlEnableFramebuffer, enable_framebuffer -word rlDisableFramebuffer, disable_framebuffer -word rlActiveDrawBuffers, active_draw_buffers -word rlBlitFramebuffer, blit_framebuffer -word rlEnableColorBlend, enable_color_blend -word rlDisableColorBlend, disable_color_blend -word rlEnableDepthTest, enable_depth_test -word rlDisableDepthTest, disable_depth_test -word rlEnableDepthMask, enable_depth_mask -word rlDisableDepthMask, disable_depth_mask -word rlEnableBackfaceCulling, enable_backface_culling -word rlDisableBackfaceCulling, disable_backface_culling -word rlSetCullFace, set_cull_face -word rlEnableScissorTest, enable_scissor_test -word rlDisableScissorTest, disable_scissor_test -word rlScissor, scissor -word rlEnableWireMode, enable_wire_mode -word rlEnablePointMode, enable_point_mode -word rlDisableWireMode, disable_wire_mode -word rlSetLineWidth, set_line_width -word rlGetLineWidth, get_line_width -word rlEnableSmoothLines, enable_smooth_lines -word rlDisableSmoothLines, disable_smooth_lines -word rlEnableStereoRender, enable_stereo_render -word rlDisableStereoRender, disable_stereo_render -word rlIsStereoRenderEnabled, is_stereo_render_enabled -word rlClearColor, clear_color -word rlClearScreenBuffers, clear_screen_buffers -word rlCheckErrors, check_errors -word rlSetBlendMode, set_blend_mode -word rlSetBlendFactors, set_blend_factors -word rlSetBlendFactorsSeparate, set_blend_factors_separate -word rlglInit, init -word rlglClose, close -word rlLoadExtensions, load_extensions -word rlGetVersion, get_version -word rlSetFramebufferWidth, set_framebuffer_width -word rlGetFramebufferWidth, get_framebuffer_width -word rlSetFramebufferHeight, set_framebuffer_height -word rlGetFramebufferHeight, get_framebuffer_height -word rlGetTextureIdDefault, get_texture_id_default -word rlGetShaderIdDefault, get_shader_id_default -word rlLoadRenderBatch, load_render_batch -word rlUnloadRenderBatch, unload_render_batch -word rlDrawRenderBatch, draw_render_batch -word rlSetRenderBatchActive, set_render_batch_active -word rlDrawRenderBatchActive, draw_render_batch_active -word rlCheckRenderBatchLimit, check_render_batch_limit -word rlSetTexture, set_texture -word rlLoadVertexArray, load_vertex_array -word rlLoadVertexBuffer, load_vertex_buffer -word rlLoadVertexBufferElement, load_vertex_buffer_element -word rlUpdateVertexBuffer, update_vertex_buffer -word rlUpdateVertexBufferElements, update_vertex_buffer_elements -word rlUnloadVertexArray, unload_vertex_array -word rlUnloadVertexBuffer, unload_vertex_buffer -word rlSetVertexAttribute, set_vertex_attribute -word rlSetVertexAttributeDivisor, set_vertex_attribute_divisor -word rlSetVertexAttributeDefault, set_vertex_attribute_default -word rlDrawVertexArray, draw_vertex_array -word rlDrawVertexArrayElements, draw_vertex_array_elements -word rlDrawVertexArrayInstanced, draw_vertex_array_instanced -word rlDrawVertexArrayElementsInstanced, draw_vertex_array_elements_instanced -word rlLoadTexture, load_texture -word rlLoadTextureDepth, load_texture_depth -word rlLoadTextureCubemap, load_texture_cubemap -word rlUpdateTexture, update_texture -word rlGetGlTextureFormats, get_gl_texture_formats -word rlUnloadTexture, unload_texture -word rlGenTextureMipmaps, gen_texture_mipmaps -word rlLoadFramebuffer, load_framebuffer -word rlFramebufferAttach, framebuffer_attach -word rlFramebufferComplete, framebuffer_complete -word rlUnloadFramebuffer, unload_framebuffer -word rlLoadShaderCode, load_shader_code -word rlCompileShader, compile_shader -word rlLoadShaderProgram, load_shader_program -word rlUnloadShaderProgram, unload_shader_program -word rlGetLocationUniform, get_location_uniform -word rlGetLocationAttrib, get_location_attrib -word rlSetUniform, set_uniform -word rlSetUniformMatrix, set_uniform_matrix -word rlSetUniformSampler, set_uniform_sampler -word rlSetShader, set_shader -word rlLoadComputeShaderProgram, load_compute_shader_program -word rlComputeShaderDispatch, compute_shader_dispatch -word rlLoadShaderBuffer, load_shader_buffer -word rlUnloadShaderBuffer, unload_shader_buffer -word rlUpdateShaderBuffer, update_shader_buffer -word rlBindShaderBuffer, bind_shader_buffer -word rlReadShaderBuffer, read_shader_buffer -word rlCopyShaderBuffer, copy_shader_buffer -word rlGetShaderBufferSize, get_shader_buffer_size -word rlBindImageTexture, bind_image_texture -word rlGetMatrixModelview, get_matrix_modelview -word rlGetMatrixProjection, get_matrix_projection -word rlGetMatrixTransform, get_matrix_transform -word rlGetMatrixProjectionStereo, get_matrix_projection_stereo -word rlGetMatrixViewOffsetStereo, get_matrix_view_offset_stereo -word rlSetMatrixProjection, set_matrix_projection -word rlSetMatrixModelview, set_matrix_modelview -word rlSetMatrixProjectionStereo, set_matrix_projection_stereo -word rlSetMatrixViewOffsetStereo, set_matrix_view_offset_stereo -word rlLoadDrawCube, load_draw_cube -word rlLoadDrawQuad, load_draw_quad -word rlLoadShaderDefault, load_shader_default -word rlUnloadShaderDefault, unload_shader_default -word rlGetPixelDataSize, internal_get_pixel_data_size -word rlMatrixIdentity, internal_matrix_identity -word rlMatrixMultiply, internal_matrix_multiply -word rlCheckRenderBatchLimit, check_render_batch_limit -word rlLoadShaderDefault, load_shader_default -word rlSetMatrixProjection, set_matrix_projection -word rlUnloadFramebuffer, unload_framebuffer -word rlReadScreenPixels, read_screen_pixels -word rlReadTexturePixels, read_texture_pixels -word rlGetShaderLocsDefault, get_shader_locs_default -word rlGetPixelFormatName, get_pixel_format_name diff --git a/project/auxillary/vis_ast/dependencies/raylib/raylib_cpp_gl.refactor b/project/auxillary/vis_ast/dependencies/raylib/raylib_cpp_gl.refactor deleted file mode 100644 index 54288a0..0000000 --- a/project/auxillary/vis_ast/dependencies/raylib/raylib_cpp_gl.refactor +++ /dev/null @@ -1,242 +0,0 @@ -// rlgl.h - -word RL_NOT_REFACTORED, RL_REFACTORED_CPP - -namespace rl_, -namespace rl, -namespace rlgl, -not word rl -not word rlgl - -namespace RL_LOG_, LOG_ -namespace RL_PIXELFORMAT_, PIXELFORMAT_ -namespace RL_TEXTURE_, TEXTURE_ -namespace RL_SHADER_, SHADER_ -namespace RL_BLEND_, BLEND_ -namespace RL_ATTACHMENT_, ATTACHMENT_ -namespace RL_CULL_, CULL_ - -not include rlgl.h - -word TRACELOG, RL_TRACELOG - -word RLGL, GLOBAL_DATA - -word Vector2, Vector2 -word Vector3, Vector3 -word Vector4, Vector4 -word Quaternion, Quaternion -word Matrix, Matrix -word Color, Color -word Rectangle, Rectangle -word Image, Image -word Texture, Texture -word Texture2D, Texture2d -word TextureCubemap, Texture_Cubemap -word RenderTexture, Render_Texture -word RenderTexture2D, Render_Texture2D -word NPatchInfo, N_Patch_Info -word GlyphInfo, Glyph_Info -word Font, Font -word Camera3D, Camera3D -word Camera, Camera -word Camera2D, Camera2D -word Mesh, Mesh -word Shader, Shader -word MaterialMap, Material_Map -word Material, Material -word Transform, Transform -word BoneInfo, Bone_Info -word Model, Model -word ModelAnimation, Model_Animation -word Ray, Ray -word RayCollision, Ray_Collision -word BoundingBox, Bounding_box -word Wave, Wave -word rAudioBuffer, Audio_Buffer -word rAudioProcessor, Audio_Processor -word AudioStream, Audio_Stream -word Sound, Sound -word Music, Music -word VrDeviceInfo, VR_Device_Info -word VrStereoConfig, VR_Stereo_Config -word FilePathList, File_Path_List -word AutomationEvent, Automation_Event -word AutomationEventList, Automation_Event_List -word Matrix, Matrix - -word rlVertexBuffer, vertex_buffer -word rlDrawCall, draw_call -word rlRenderBatch, render_batch -word rlGlVersion, gl_version -word rlTraceLogLevel, trace_log_level -word rlPixelFormat, pixel_format -word rlTextureFilter, texture_filter -word rlShaderLocationIndex, shader_location_index -word rlShaderUniformDataType, shader_uniform_data_type -word rlShaderAttributeDataType, shader_attribute_data_type -word rlBlendMode, blend_mode -word rlFramebufferAttachType, framebuffer_attach_type -word rlFramebufferAttachTextureType, framebuffer_attach_texture_type -word rlCullMode, cull_mode - -word get_pixel_data_size, gpu_get_pixel_data_size - -word rlMatrixMode, matrix_mode -word rlPushMatrix, push_matrix -word rlPopMatrix, pop_matrix -word rlLoadIdentity, load_identity -word rlTranslatef, translatef -word rlRotatef, rotatef -word rlScalef, scalef -word rlMultMatrixf, mult_matrixf -word rlFrustum, frustum -word rlOrtho, ortho -word rlViewport, viewport -word rlBegin, begin -word rlEnd, end -word rlVertex2i, vertex2i -word rlVertex2f, vertex2f -word rlVertex3f, vertex3f -word rlTexCoord2f, tex_coord2f -word rlNormal3f, normal3f -word rlColor4ub, color4ub -word rlColor3f, color3f -word rlColor4f, color4f -word rlEnableVertexArray, enable_vertex_array -word rlDisableVertexArray, disable_vertex_array -word rlEnableVertexBuffer, enable_vertex_buffer -word rlDisableVertexBuffer, disable_vertex_buffer -word rlEnableVertexBufferElement, enable_vertex_buffer_element -word rlDisableVertexBufferElement, disable_vertex_buffer_element -word rlEnableVertexAttribute, enable_vertex_attribute -word rlDisableVertexAttribute, disable_vertex_attribute -word rlEnableStatePointer, enable_state_pointer -word rlDisableStatePointer, disable_state_pointer -word rlActiveTextureSlot, active_texture_slot -word rlEnableTexture, enable_texture -word rlDisableTexture, disable_texture -word rlEnableTextureCubemap, enable_texture_cubemap -word rlDisableTextureCubemap, disable_texture_cubemap -word rlTextureParameters, texture_parameters -word rlCubemapParameters, cubemap_parameters -word rlEnableShader, enable_shader -word rlDisableShader, disable_shader -word rlEnableFramebuffer, enable_framebuffer -word rlDisableFramebuffer, disable_framebuffer -word rlActiveDrawBuffers, active_draw_buffers -word rlBlitFramebuffer, blit_framebuffer -word rlEnableColorBlend, enable_color_blend -word rlDisableColorBlend, disable_color_blend -word rlEnableDepthTest, enable_depth_test -word rlDisableDepthTest, disable_depth_test -word rlEnableDepthMask, enable_depth_mask -word rlDisableDepthMask, disable_depth_mask -word rlEnableBackfaceCulling, enable_backface_culling -word rlDisableBackfaceCulling, disable_backface_culling -word rlSetCullFace, set_cull_face -word rlEnableScissorTest, enable_scissor_test -word rlDisableScissorTest, disable_scissor_test -word rlScissor, scissor -word rlEnableWireMode, enable_wire_mode -word rlEnablePointMode, enable_point_mode -word rlDisableWireMode, disable_wire_mode -word rlSetLineWidth, set_line_width -word rlGetLineWidth, get_line_width -word rlEnableSmoothLines, enable_smooth_lines -word rlDisableSmoothLines, disable_smooth_lines -word rlEnableStereoRender, enable_stereo_render -word rlDisableStereoRender, disable_stereo_render -word rlIsStereoRenderEnabled, is_stereo_render_enabled -word rlClearColor, clear_color -word rlClearScreenBuffers, clear_screen_buffers -word rlCheckErrors, check_errors -word rlSetBlendMode, set_blend_mode -word rlSetBlendFactors, set_blend_factors -word rlSetBlendFactorsSeparate, set_blend_factors_separate -word rlglInit, init -word rlglClose, close -word rlLoadExtensions, load_extensions -word rlGetVersion, get_version -word rlSetFramebufferWidth, set_framebuffer_width -word rlGetFramebufferWidth, get_framebuffer_width -word rlSetFramebufferHeight, set_framebuffer_height -word rlGetFramebufferHeight, get_framebuffer_height -word rlGetTextureIdDefault, get_texture_id_default -word rlGetShaderIdDefault, get_shader_id_default -word rlLoadRenderBatch, load_render_batch -word rlUnloadRenderBatch, unload_render_batch -word rlDrawRenderBatch, draw_render_batch -word rlSetRenderBatchActive, set_render_batch_active -word rlDrawRenderBatchActive, draw_render_batch_active -word rlCheckRenderBatchLimit, check_render_batch_limit -word rlSetTexture, set_texture -word rlLoadVertexArray, load_vertex_array -word rlLoadVertexBuffer, load_vertex_buffer -word rlLoadVertexBufferElement, load_vertex_buffer_element -word rlUpdateVertexBuffer, update_vertex_buffer -word rlUpdateVertexBufferElements, update_vertex_buffer_elements -word rlUnloadVertexArray, unload_vertex_array -word rlUnloadVertexBuffer, unload_vertex_buffer -word rlSetVertexAttribute, set_vertex_attribute -word rlSetVertexAttributeDivisor, set_vertex_attribute_divisor -word rlSetVertexAttributeDefault, set_vertex_attribute_default -word rlDrawVertexArray, draw_vertex_array -word rlDrawVertexArrayElements, draw_vertex_array_elements -word rlDrawVertexArrayInstanced, draw_vertex_array_instanced -word rlDrawVertexArrayElementsInstanced, draw_vertex_array_elements_instanced -word rlLoadTexture, load_texture -word rlLoadTextureDepth, load_texture_depth -word rlLoadTextureCubemap, load_texture_cubemap -word rlUpdateTexture, update_texture -word rlGetGlTextureFormats, get_gl_texture_formats -word rlUnloadTexture, unload_texture -word rlGenTextureMipmaps, gen_texture_mipmaps -word rlLoadFramebuffer, load_framebuffer -word rlFramebufferAttach, framebuffer_attach -word rlFramebufferComplete, framebuffer_complete -word rlUnloadFramebuffer, unload_framebuffer -word rlLoadShaderCode, load_shader_code -word rlCompileShader, compile_shader -word rlLoadShaderProgram, load_shader_program -word rlUnloadShaderProgram, unload_shader_program -word rlGetLocationUniform, get_location_uniform -word rlGetLocationAttrib, get_location_attrib -word rlSetUniform, set_uniform -word rlSetUniformMatrix, set_uniform_matrix -word rlSetUniformSampler, set_uniform_sampler -word rlSetShader, set_shader -word rlLoadComputeShaderProgram, load_compute_shader_program -word rlComputeShaderDispatch, compute_shader_dispatch -word rlLoadShaderBuffer, load_shader_buffer -word rlUnloadShaderBuffer, unload_shader_buffer -word rlUpdateShaderBuffer, update_shader_buffer -word rlBindShaderBuffer, bind_shader_buffer -word rlReadShaderBuffer, read_shader_buffer -word rlCopyShaderBuffer, copy_shader_buffer -word rlGetShaderBufferSize, get_shader_buffer_size -word rlBindImageTexture, bind_image_texture -word rlGetMatrixModelview, get_matrix_modelview -word rlGetMatrixProjection, get_matrix_projection -word rlGetMatrixTransform, get_matrix_transform -word rlGetMatrixProjectionStereo, get_matrix_projection_stereo -word rlGetMatrixViewOffsetStereo, get_matrix_view_offset_stereo -word rlSetMatrixProjection, set_matrix_projection -word rlSetMatrixModelview, set_matrix_modelview -word rlSetMatrixProjectionStereo, set_matrix_projection_stereo -word rlSetMatrixViewOffsetStereo, set_matrix_view_offset_stereo -word rlLoadDrawCube, load_draw_cube -word rlLoadDrawQuad, load_draw_quad -word rlLoadShaderDefault, load_shader_default -word rlUnloadShaderDefault, unload_shader_default -word rlGetPixelDataSize, internal_get_pixel_data_size -word rlMatrixIdentity, internal_matrix_identity -word rlMatrixMultiply, internal_matrix_multiply -word rlCheckRenderBatchLimit, check_render_batch_limit -word rlLoadShaderDefault, load_shader_default -word rlSetMatrixProjection, set_matrix_projection -word rlUnloadFramebuffer, unload_framebuffer -word rlReadScreenPixels, read_screen_pixels -word rlReadTexturePixels, read_texture_pixels -word rlGetShaderLocsDefault, get_shader_locs_default -word rlGetPixelFormatName, get_pixel_format_name diff --git a/project/auxillary/vis_ast/dependencies/raylib/raylib_refactor.cpp b/project/auxillary/vis_ast/dependencies/raylib/raylib_refactor.cpp deleted file mode 100644 index 7e5fddf..0000000 --- a/project/auxillary/vis_ast/dependencies/raylib/raylib_refactor.cpp +++ /dev/null @@ -1,322 +0,0 @@ -#define GEN_DEFINE_LIBRARY_CODE_CONSTANTS -#define GEN_BENCHMARK -#define GEN_ENFORCE_STRONG_CODE_TYPES -// #define GEN_IMPLEMENTATION -#include "gen.cpp" -#include "gen.builder.cpp" - - -constexpr char const* path_config_h = "config.h"; -constexpr char const* path_raylib_h = "raylib.h"; -constexpr char const* path_raymath_h = "raymath.h"; -constexpr char const* path_rcamera_h = "rcamera.h"; -constexpr char const* path_rcore_h = "rcore.h"; -constexpr char const* path_rgestures_h = "rgestures.h"; -constexpr char const* path_rgl_h = "rgl.h"; -constexpr char const* path_rtext_h = "rtext.h"; - -constexpr char const* path_rcore_desktop_c = "rcore_desktop.c"; - -constexpr char const* path_raudio_c = "raudio.c"; -constexpr char const* path_rcore_c = "rcore.c"; -constexpr char const* path_rglfw_c = "rglfw.c"; -constexpr char const* path_rmodels_c = "rmodels.c"; -constexpr char const* path_rtext_c = "rtext.c"; -constexpr char const* path_rtextures_c = "rtextures.c"; -constexpr char const* path_rutils_c = "rutils.c"; - -using namespace gen; - -StringCached upper_snake_to_mixed_snake(StringCached str) -{ - local_persist String scratch = String::make_reserve(GlobalAllocator, kilobytes(1)); - scratch.clear(); - - bool capitalizeNext = true; - - for (s32 index = 0; index < str.length(); ++index) - { - char c = str[index]; - - if (c == '_') - { - scratch.append(c); - capitalizeNext = true; - } - else if (capitalizeNext) - { - if (c >= 'a' && c <= 'z') - { - scratch.append(c - 32); // Convert to uppercase - } - else - { - scratch.append(c); - } - capitalizeNext = false; - } - else - { - if (c >= 'A' && c <= 'Z') - { - scratch.append(c + 32); // Convert to lowercase - } - else - { - scratch.append(c); - } - } - } - - StringCached result = get_cached_string(scratch); - return result; -} - -StringCached pascal_to_lower_snake(StringCached str) -{ - local_persist String scratch = String::make_reserve(GlobalAllocator, kilobytes(1)); - scratch.clear(); - - for (s32 index = 0; index < str.length(); ++index) - { - char c = str[index]; - char next = (index + 1 < str.length()) ? str[index + 1] : '\0'; // Ensure we don't go out of bounds - - // Whitelist check for "2D" and "3D" - if ((c == '2' || c == '3' | c == '4') && (next == 'D' || next == 'd')) - { - if (index > 0) // If it's not the start of the string, append an underscore - { - char* prev = str.Data + index - 1; - if (*prev != '_') // Avoid double underscores - { - scratch.append('_'); - } - } - scratch.append(c); - scratch.append('d'); // Convert to lowercase - index++; // Skip the next character since we've already processed it - continue; - } - - if (c >= 'A' && c <= 'Z') - { - char* prev = (index > 0) ? str.Data + index - 1 : nullptr; - - if ((index > 0 && prev && *prev >= 'a' && *prev <= 'z') || - (prev && char_is_digit(*prev) && (next >= 'A' && next <= 'Z'))) - { - scratch.append('_'); - } - - scratch.append(c + 32); - } - else if (char_is_digit(c) && (next >= 'A' && next <= 'Z')) // Check for a number followed by an uppercase letter - { - scratch.append(c); - scratch.append('_'); - } - else - { - scratch.append(c); - } - } - - StringCached result = get_cached_string(scratch); - return result; -} - -void refactor_define( CodeDefine& code ) -{ - local_persist String name_scratch = String::make_reserve( GlobalAllocator, kilobytes(1) ); - - if ( str_compare( elem->Name, txt("RL"), 2 ) == 0 || str_compare( elem->Name, txt("RAYLIB"), 6 ) == 0 ) - continue; - - name_scratch.append_fmt( "%RL_%S", elem->Name ); - elem->Name = get_cached_string( name_scratch ); - name_scratch.clear(); -} - -void refactor_enum( CodeEnum& code ) -{ - for ( Code elem : code->Body ) - { - if ( elem->Type == ECode::Untyped ) - { - elem->Content = upper_snake_to_mixed_snake( elem->Content ); - } - } -} - -void refactor_typename( CodeType& type ) -{ - local_persist CodeType t_unsigned_char = parse_type( code(unsigned char) ); - local_persist CodeType t_unsigned_char_ptr = parse_type( code(unsigned char*) ); - local_persist CodeType t_unsigned_short_ptr = parse_type( code(unsigned short*) ); - local_persist CodeType t_int = parse_type( code(int) ); - local_persist CodeType t_int_ptr = parse_type( code(int*) ); - local_persist CodeType t_unsigned_int = parse_type( code(unsigned int) ); - local_persist CodeType t_float = parse_type( code(float) ); - local_persist CodeType t_float_ptr = parse_type( code(float*) ); - - local_persist CodeType t_f32_ptr = parse_type( code(f32*) ); - local_persist CodeType t_u8_ptr = parse_type( code(u8*) ); - local_persist CodeType t_s32_ptr = parse_type( code(s32*) ); - - String type_str = type.to_string(); - - if ( str_compare( type_str, t_unsigned_char.to_string() ) == 0 ) - { - type.ast = t_u8.ast; - } - if ( str_compare( type_str, t_unsigned_char_ptr.to_string() ) == 0 ) - { - type.ast = t_u8_ptr.ast; - } - if ( str_compare( type_str, t_unsigned_short_ptr.to_string() ) == 0 ) - { - type.ast = t_u8_ptr.ast; - } - if ( str_compare( type_str, t_int.to_string() ) == 0 ) - { - type.ast = t_s32.ast; - } - if ( str_compare( type_str, t_int_ptr.to_string() ) == 0 ) - { - type.ast = t_s32_ptr.ast; - } - if ( str_compare( type_str, t_unsigned_int.to_string() ) == 0 ) - { - type.ast = t_u32.ast; - } - if ( str_compare( type_str, t_float.to_string() ) == 0 ) - { - type.ast = t_f32.ast; - } - if ( str_compare( type_str, t_float_ptr.to_string() ) == 0 ) - { - type.ast = t_f32_ptr.ast; - } -} - -void refactor_fn( CodeFn& fn ) -{ - StringCached original_name = fn->Name; - fn->Name = pascal_to_lower_snake( fn->Name ); - - log_fmt( "%S", "Proc ID: %S -> %S", original_name, fn->Name ); - - for ( CodeParam param : fn->Params ) - { - refactor_typename( param->ValueType ); - } -} - -void refactor_struct( CodeStruct& code ) -{ - for ( Code field : code->Body ) - { - if ( field->Type == ECode::Variable ) - { - CodeVar var = field.cast(); - refactor_typename( var->ValueType ); - } - } -} - -void refactor_file( char const* path ) -{ - FileContents contents = file_read_contents( GlobalAllocator, true, path ); - CodeBody code = parse_global_body( { contents.size, rcast(char const*, contents.data) } ); - - local_perist String name_scratch = String::make_reserve( GlobalAllocator, kilobytes(1) ); - - // CodeBody includes - // CodeBody nspace_body = def_body( ECode::Namespace ); - CodeBody new_code = def_body( ECode::Global_Body ); - - for ( Code elem : code ) - { - if ( elem->Type == ECode::Preprocess_Define ) - { - refactor_define( elem.cast() ); - } - - if ( elem->Type == ECode::Enum ) - { - refactor_enum( elem.cast() ); - } - - if ( elem->Type == ECode::Typedef ) - { - CodeTypedef td = elem.cast(); - if ( td->UnderlyingType->Type == ECode::Enum ) - { - CodeEnum code = td->UnderlyingType.cast(); - refactor_enum( code ); - } - if ( td->UnderlyingType->Type == ECode::Struct ) - { - CodeStruct code = td->UnderlyingType.cast(); - refactor_struct( code ); - } - } - - if ( elem->Type == ECode::Struct ) - { - refactor_struct( elem.cast() ); - } - - if ( elem->Type == ECode::Function || elem->Type == ECode::Function_Fwd ) - { - refactor_fn( elem.cast() ); - } - - if ( elem->Type == ECode::Extern_Linkage ) - { - CodeBody body = elem.cast()->Body; - for ( Code elem : body ) - { - if ( elem->Type == ECode::Function || elem->Type == ECode::Function_Fwd ) - { - refactor_fn( elem.cast() ); - } - } - - Code nspace = def_namespace( txt("raylib"), def_namespace_body( args(elem) ) ); - elem = nspace; - } - - new_code.append( elem ); - } - - Builder builder = Builder::open( path ); - builder.print( new_code ); - builder.write(); - - name_scratch.clear(); -} - -int gen_main() -{ - gen::init(); - - refactor_file( path_config_h ); - refactor_file( path_raylib_h ); - refactor_file( path_rcamera_h ); - refactor_file( path_raymath_h ); - refactor_file( path_rcore_h ); - refactor_file( path_rgl_h ); - refactor_file( path_rtext_h ); - - refactor_file( path_rcore_desktop_c ); - refactor_file( path_raudio_c ); - refactor_file( path_rcore_c ); - refactor_file( path_rglfw_c ); - refactor_file( path_rmodels_c ); - refactor_file( path_rtext_c ); - refactor_file( path_rutils_c ); - - return 0; -} diff --git a/project/auxillary/vis_ast/readme.md b/project/auxillary/vis_ast/readme.md deleted file mode 100644 index c866943..0000000 --- a/project/auxillary/vis_ast/readme.md +++ /dev/null @@ -1,10 +0,0 @@ -# Vis AST - -AST visualizer for gencpp - -This is a early start to creating frontend tooling for c/c++ using gencpp as a core component. -I'll be exploring creating an AST explorer for this library with raylib as the graphical & general platform vendor for dependencies that go beyond the scope of gencpp. - -For now I'll have its build script in this file, however it will heavily rely on gencpp's helper scripts. - -Whatever sort of UX tooling I setup for this will be reused for the other tools I'll be creating for gencpp. diff --git a/project/auxillary/vis_ast/rebuild.ps1 b/project/auxillary/vis_ast/rebuild.ps1 deleted file mode 100644 index e69de29..0000000 diff --git a/project/auxillary/vis_ast/update_deps.ps1 b/project/auxillary/vis_ast/update_deps.ps1 deleted file mode 100644 index 4b72e9f..0000000 --- a/project/auxillary/vis_ast/update_deps.ps1 +++ /dev/null @@ -1,256 +0,0 @@ -Clear-Host - -$path_root = git rev-parse --show-toplevel -$path_scripts = Join-Path $path_root 'scripts' - -$target_arch = Join-Path $path_scripts 'helpers/target_arch.psm1' -$devshell = Join-Path $path_scripts 'helpers/devshell.ps1' -$format_cpp = Join-Path $path_scripts 'helpers/format_cpp.psm1' -$incremental_checks = Join-Path $path_scripts 'helpers/incremental_checks.ps1' -$vendor_toolchain = Join-Path $path_scripts 'helpers/vendor_toolchain.ps1' - -$path_project = Join-Path $path_root 'project' -$path_aux = Join-Path $path_project 'auxillary' -$path_vis_root = Join-Path $path_aux 'vis_ast' -$path_binaries = Join-Path $path_vis_root 'binaries' - -$path_deps = Join-Path $path_vis_root 'dependencies' -$path_temp = Join-Path $path_deps 'temp' - -Import-Module $target_arch -Import-Module $format_cpp - -#region Arguments -$vendor = $null -$optimize = $null -$debug = $null -$analysis = $false -$dev = $false -$verbose = $null - -[array] $vendors = @( "clang", "msvc" ) - -# This is a really lazy way of parsing the args, could use actual params down the line... - -if ( $args ) { $args | ForEach-Object { -switch ($_){ - { $_ -in $vendors } { $vendor = $_; break } - "optimize" { $optimize = $true } - "debug" { $debug = $true } - "analysis" { $analysis = $true } - "dev" { $dev = $true } - "verbose" { $verbose = $true } -} -}} -#endregion Argument - -# Load up toolchain configuraion -. $vendor_toolchain -. $incremental_checks - -# Clear out the current content first -if ( test-path $path_temp) { - remove-item $path_temp -Recurse -} -New-Item -ItemType Directory -Path $path_temp - -if ( -not (Test-Path $path_binaries) ) { - New-Item -ItemType Directory -Path $path_binaries -} - -function setup-raylib { - $path_raylib = join-path $path_deps 'raylib' - $path_raylib_inc = join-path $path_raylib 'include' - $path_raylib_lib = join-path $path_raylib 'lib' - if ( test-path $path_raylib_inc ) { - remove-item $path_raylib_inc -recurse - remove-item $path_raylib_lib -recurse - } - new-item -path $path_raylib_inc -ItemType Directory - new-item -path $path_raylib_lib -ItemType Directory - - $url_raylib_zip = 'https://github.com/Ed94/raylib_refactored/archive/refs/heads/refactor-support.zip' - $path_raylib_zip = join-path $path_temp 'raylib.zip' - - $path_raylib_master = join-path $path_temp 'raylib_refactored-refactor-support' - $path_raylib_src = join-path $path_raylib_master 'src' - $path_raylib_platforms = join-path $path_raylib_src 'platforms' - $path_raylib_glfw_inc = join-path $path_raylib_src 'external/glfw/include' - $path_raylib_gputex = join-path $path_raylib_src 'external/rl_gputex.h' - - if ( test-path $path_raylib_master ) { - remove-item $path_raylib_master -Recurse - } - invoke-webrequest -uri $url_raylib_zip -outfile $path_raylib_zip - expand-archive -path $path_raylib_zip -destinationpath $path_temp - - write-host "Building raylib with $vendor" - - $path_build = Join-Path $path_raylib 'build' - if ( (Test-Path $path_build) -eq $false ) { - New-Item $path_build -ItemType Directory - } - - $raylib_headers = Get-ChildItem -Path $path_raylib_src -Filter '*.h' -File - $raylib_modules = get-childitem -path $path_raylib_src -filter '*.c' -file - - # Refactor with refactor.exe - if ( $true ) { - $path_refactor = join-path $path_raylib 'raylib_cpp.refactor' - $path_refactor_rlgl = join-path $path_raylib 'raylib_cpp_gl.refactor' - - $files = @() - foreach ( $header in $raylib_headers ) { - $file_name = split-path $header -leaf - - if ( -not $file_name.Equals('rlgl.h' ) ) { - $files += "$header" - } - } - foreach ( $module in $raylib_modules ) { - $files += "$module" - } - - $files += "$path_raylib_gputex" - - $platform_modules = @() - foreach ( $module in (get-childitem -path $path_raylib_platforms -filter '*.c' -file) ) { - $platform_modules += "$module" - } - - $path_rlgl = join-path $path_raylib_src 'rlgl.h' - - Push-Location $path_raylib_src - write-host "Beginning refactor...`n" - $refactors = @(@()) - $refactorParams = @( - # "-debug", - "-num=$($files.Count)" - "-src=$($files)", - "-spec=$($path_refactor)" - ) - & refactor $refactorParams - Write-Host "`nRefactoring complete`n`n" - Pop-Location - - Push-Location $path_raylib_platforms - write-host "Beginning refactor...`n" - $refactors = @(@()) - $refactorParams = @( - # "-debug", - "-num=$($platform_modules.Count)" - "-src=$($platform_modules)", - "-spec=$($path_refactor)" - ) - & refactor $refactorParams - Write-Host "`nRefactoring complete`n`n" - Pop-Location - - Push-Location $path_raylib_src - $gl_modules = @( "$path_rlgl", "$path_raylib_gputex" ) - - write-host "Beginning refactor just for rlgl.h...`n" - $refactors = @(@()) - $refactorParams = @( - # "-debug", - "-num=$($gl_modules.Count)" - "-src=$($gl_modules)", - "-spec=$($path_refactor_rlgl)" - ) - & refactor $refactorParams - Write-Host "`nRefactoring complete`n`n" - Pop-Location - } - - # Refactor raylib with gencpp - if ( $false ) { - # if ( $false ) { - $path_gencpp = join-path $path_root 'project/gen' - - $includes = @( - $path_gencpp - ) - - $compiler_args = @( - ($flag_define + 'GEN_TIME') - ) - - $linker_args = @( - - ) - - $unit = join-path $path_raylib 'raylib_refactor.cpp' - $executable = join-path $path_build 'raylib_refactor.exe' - - $build_result = build-simple $path_build $includes $compiler_args $linker_args $unit $executable - Push-Location $path_raylib_src - if ( Test-Path( $executable ) ) { - Measure-Command { & $executable - | ForEach-Object { - write-host `t $_ -ForegroundColor Green - } - } - } - Pop-Location - - push-location $path_scripts - # Time to format - $fmt_includes = @() - foreach ( $header in $raylib_headers ) { - $fmt_includes += split-path $header -leaf - } - foreach ( $module in $raylib_modules ) { - $fmt_includes += split-path $module -leaf - } - format-cpp $path_raylib_src $fmt_includes $null - pop-location - } - - # Build raylib - if ( $true ) { - # Microsoft - $lib_gdi32 = 'Gdi32.lib' - $lib_shell32 = 'Shell32.lib' - $lib_xinput = 'Xinput.lib' - $lib_user32 = 'User32.lib' - $lib_winmm = 'Winmm.lib' - - $includes = @( - $path_raylib_src, - $path_raylib_glfw_inc - ) - foreach ($include in $includes) { - write-host $include - } - - $compiler_args = @( - ($flag_define + 'PLATFORM_DESKTOP'), - ($flag_define + 'RL_BUILD_LIBTYPE_SHARED'), - $flag_all_cpp - ) - $linker_args = @( - $flag_link_dll, - - # $lib_xinput, - $lib_gdi32, - $lib_shell32, - $lib_user32, - $lib_winmm - ) - - # $unit = join-path $path_raylib 'raylib.c' - $dll = join-path $path_raylib_lib 'raylib.dll' - # $build_result = build-simple $path_build $includes $compiler_args $linker_args $unit $dll - - $build_result = build $path_build $includes $compiler_args $linker_args $raylib_modules $dll - } - - # Move headers to used include - foreach ($header in $raylib_headers) { - Copy-Item -Path $header -Destination (join-path $path_raylib_inc (split-path $header -Leaf)) - } - - # Don't want to remove as it hampers debugging. - # remove-item -path $path_temp -Recurse -} -setup-raylib