/********************************************************************************************** * * 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 (rlVertex, rlTranslate, rlRotate...) * * ADDITIONAL NOTES: * When choosing an OpenGL backend different than OpenGL 1.1, some internal buffer are * initialized on rlglInit() to accumulate vertex data. * * When an internal state change is required all the stored vertex data is renderer in batch, * additionally, rlDrawRenderBatchActive() could be called to force flushing of the batch. * * Some resources are also loaded for convenience, here the complete list: * - Default batch (RLGL.defaultBatch): RenderBatch system to accumulate vertex data * - Default texture (RLGL.defaultTextureId): 1x1 white pixel R8G8B8A8 * - Default shader (RLGL.State.defaultShaderId, RLGL.State.defaultShaderLocs) * * Internal buffer (and resources) must be manually unloaded calling rlglClose(). * * CONFIGURATION: * #define GRAPHICS_API_OPENGL_11 * #define GRAPHICS_API_OPENGL_21 * #define GRAPHICS_API_OPENGL_33 * #define GRAPHICS_API_OPENGL_43 * #define GRAPHICS_API_OPENGL_ES2 * #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 rlGetVersion() to check it * * #define RLGL_IMPLEMENTATION * Generates the implementation of the library into the included file. * If not defined, the library is in header only mode and can be included in other headers * or source files without problems. But only ONE file should hold the implementation. * * #define RLGL_RENDER_TEXTURES_HINT * Enable framebuffer objects (fbo) support (enabled by default) * Some GPUs could not support them despite the OpenGL version * * #define RLGL_SHOW_GL_DETAILS_INFO * Show OpenGL extensions and capabilities detailed logs on init * * #define RLGL_ENABLE_OPENGL_DEBUG_CONTEXT * Enable debug context (only available on OpenGL 4.3) * * rlgl capabilities could be customized just defining some internal * values before library inclusion (default values listed): * * #define RL_DEFAULT_BATCH_BUFFER_ELEMENTS 8192 // Default internal render batch elements limits * #define RL_DEFAULT_BATCH_BUFFERS 1 // Default number of batch buffers (multi-buffering) * #define RL_DEFAULT_BATCH_DRAWCALLS 256 // Default number of batch draw calls (by state changes: mode, texture) * #define RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS 4 // Maximum number of textures units that can be activated on batch drawing (SetShaderValueTexture()) * * #define RL_MAX_MATRIX_STACK_SIZE 32 // Maximum size of internal Matrix stack * #define RL_MAX_SHADER_LOCATIONS 32 // Maximum number of shader locations supported * #define RL_CULL_DISTANCE_NEAR 0.01 // Default projection matrix near cull distance * #define RL_CULL_DISTANCE_FAR 1000.0 // Default projection matrix far cull distance * * When loading a shader, the following vertex attribute and uniform * location names are tried to be set automatically: * * #define RL_DEFAULT_SHADER_ATTRIB_NAME_POSITION "vertexPosition" // Bound by default to shader location: 0 * #define RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD "vertexTexCoord" // Bound by default to shader location: 1 * #define RL_DEFAULT_SHADER_ATTRIB_NAME_NORMAL "vertexNormal" // Bound by default to shader location: 2 * #define RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR "vertexColor" // Bound by default to shader location: 3 * #define RL_DEFAULT_SHADER_ATTRIB_NAME_TANGENT "vertexTangent" // Bound by default to shader location: 4 * #define RL_DEFAULT_SHADER_UNIFORM_NAME_MVP "mvp" // model-view-projection matrix * #define RL_DEFAULT_SHADER_UNIFORM_NAME_VIEW "matView" // view matrix * #define RL_DEFAULT_SHADER_UNIFORM_NAME_PROJECTION "matProjection" // projection matrix * #define RL_DEFAULT_SHADER_UNIFORM_NAME_MODEL "matModel" // model matrix * #define RL_DEFAULT_SHADER_UNIFORM_NAME_NORMAL "matNormal" // normal matrix (transpose(inverse(matModelView)) * #define RL_DEFAULT_SHADER_UNIFORM_NAME_COLOR "colDiffuse" // color diffuse (base tint color, multiplied by texture color) * #define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE0 "texture0" // texture0 (texture slot active 0) * #define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE1 "texture1" // texture1 (texture slot active 1) * #define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE2 "texture2" // texture2 (texture slot active 2) * * DEPENDENCIES: * - OpenGL libraries (depending on platform and OpenGL version selected) * - GLAD OpenGL extensions loading library (only for OpenGL 3.3 Core, 4.3 Core) * * * LICENSE: zlib/libpng * * Copyright (c) 2014-2023 Ramon Santamaria (@raysan5) * * This software is provided "as-is", without any express or implied warranty. In no event * will the authors be held liable for any damages arising from the use of this software. * * Permission is granted to anyone to use this software for any purpose, including commercial * applications, and to alter it and redistribute it freely, subject to the following restrictions: * * 1. The origin of this software must not be misrepresented; you must not claim that you * wrote the original software. If you use this software in a product, an acknowledgment * in the product documentation would be appreciated but is not required. * * 2. Altered source versions must be plainly marked as such, and must not be misrepresented * as being the original software. * * 3. This notice may not be removed or altered from any source distribution. * **********************************************************************************************/ #ifndef RLGL_H #define RLGL_H #define RLGL_VERSION "4.5" // Function specifiers in case library is build/used as a shared library (Windows) // NOTE: Microsoft specifiers to tell compiler that symbols are imported/exported from a .dll #if defined( _WIN32 ) #if defined( BUILD_LIBTYPE_SHARED ) #define RLAPI __declspec( dllexport ) // We are building the library as a Win32 shared library (.dll) #elif defined( USE_LIBTYPE_SHARED ) #define RLAPI __declspec( dllimport ) // We are using the library as a Win32 shared library (.dll) #endif #endif // Function specifiers definition #ifndef RLAPI #define RLAPI // Functions defined as 'extern' by default (implicit specifiers) #endif // Support TRACELOG macros #ifndef TRACELOG #define TRACELOG( level, ... ) ( void )0 #define TRACELOGD( ... ) ( void )0 #endif // Allow custom memory allocators #ifndef RL_MALLOC #define RL_MALLOC( sz ) malloc( sz ) #endif #ifndef RL_CALLOC #define RL_CALLOC( n, sz ) calloc( n, sz ) #endif #ifndef RL_REALLOC #define RL_REALLOC( n, sz ) realloc( n, sz ) #endif #ifndef RL_FREE #define RL_FREE( p ) free( p ) #endif // Security check in case no GRAPHICS_API_OPENGL_* defined #if ! defined( GRAPHICS_API_OPENGL_11 ) && ! defined( GRAPHICS_API_OPENGL_21 ) && ! defined( GRAPHICS_API_OPENGL_33 ) && ! defined( GRAPHICS_API_OPENGL_43 ) \ && ! defined( GRAPHICS_API_OPENGL_ES2 ) && ! 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 RL_CULL_DISTANCE_NEAR #define RL_CULL_DISTANCE_NEAR 0.01 // Default near cull distance #endif #ifndef RL_CULL_DISTANCE_FAR #define RL_CULL_DISTANCE_FAR 1000.0 // Default far cull distance #endif // Texture parameters (equivalent to OpenGL defines) #define RL_TEXTURE_WRAP_S 0x2802 // GL_TEXTURE_WRAP_S #define RL_TEXTURE_WRAP_T 0x2803 // GL_TEXTURE_WRAP_T #define RL_TEXTURE_MAG_FILTER 0x2800 // GL_TEXTURE_MAG_FILTER #define RL_TEXTURE_MIN_FILTER 0x2801 // GL_TEXTURE_MIN_FILTER #define RL_TEXTURE_FILTER_NEAREST 0x2600 // GL_NEAREST #define RL_TEXTURE_FILTER_LINEAR 0x2601 // GL_LINEAR #define RL_TEXTURE_FILTER_MIP_NEAREST 0x2700 // GL_NEAREST_MIPMAP_NEAREST #define RL_TEXTURE_FILTER_NEAREST_MIP_LINEAR 0x2702 // GL_NEAREST_MIPMAP_LINEAR #define RL_TEXTURE_FILTER_LINEAR_MIP_NEAREST 0x2701 // GL_LINEAR_MIPMAP_NEAREST #define RL_TEXTURE_FILTER_MIP_LINEAR 0x2703 // GL_LINEAR_MIPMAP_LINEAR #define RL_TEXTURE_FILTER_ANISOTROPIC 0x3000 // Anisotropic filter (custom identifier) #define RL_TEXTURE_MIPMAP_BIAS_RATIO 0x4000 // Texture mipmap bias, percentage ratio (custom identifier) #define RL_TEXTURE_WRAP_REPEAT 0x2901 // GL_REPEAT #define RL_TEXTURE_WRAP_CLAMP 0x812F // GL_CLAMP_TO_EDGE #define RL_TEXTURE_WRAP_MIRROR_REPEAT 0x8370 // GL_MIRRORED_REPEAT #define RL_TEXTURE_WRAP_MIRROR_CLAMP 0x8742 // GL_MIRROR_CLAMP_EXT // Matrix modes (equivalent to OpenGL) #define RL_MODELVIEW 0x1700 // GL_MODELVIEW #define RL_PROJECTION 0x1701 // GL_PROJECTION #define RL_TEXTURE 0x1702 // GL_TEXTURE // Primitive assembly draw modes #define RL_LINES 0x0001 // GL_LINES #define RL_TRIANGLES 0x0004 // GL_TRIANGLES #define RL_QUADS 0x0007 // GL_QUADS // GL equivalent data types #define RL_UNSIGNED_BYTE 0x1401 // GL_UNSIGNED_BYTE #define RL_FLOAT 0x1406 // GL_FLOAT // GL buffer usage hint #define RL_STREAM_DRAW 0x88E0 // GL_STREAM_DRAW #define RL_STREAM_READ 0x88E1 // GL_STREAM_READ #define RL_STREAM_COPY 0x88E2 // GL_STREAM_COPY #define RL_STATIC_DRAW 0x88E4 // GL_STATIC_DRAW #define RL_STATIC_READ 0x88E5 // GL_STATIC_READ #define RL_STATIC_COPY 0x88E6 // GL_STATIC_COPY #define RL_DYNAMIC_DRAW 0x88E8 // GL_DYNAMIC_DRAW #define RL_DYNAMIC_READ 0x88E9 // GL_DYNAMIC_READ #define RL_DYNAMIC_COPY 0x88EA // GL_DYNAMIC_COPY // GL Shader type #define RL_FRAGMENT_SHADER 0x8B30 // GL_FRAGMENT_SHADER #define RL_VERTEX_SHADER 0x8B31 // GL_VERTEX_SHADER #define RL_COMPUTE_SHADER 0x91B9 // GL_COMPUTE_SHADER // GL blending factors #define RL_ZERO 0 // GL_ZERO #define RL_ONE 1 // GL_ONE #define RL_SRC_COLOR 0x0300 // GL_SRC_COLOR #define RL_ONE_MINUS_SRC_COLOR 0x0301 // GL_ONE_MINUS_SRC_COLOR #define RL_SRC_ALPHA 0x0302 // GL_SRC_ALPHA #define RL_ONE_MINUS_SRC_ALPHA 0x0303 // GL_ONE_MINUS_SRC_ALPHA #define RL_DST_ALPHA 0x0304 // GL_DST_ALPHA #define RL_ONE_MINUS_DST_ALPHA 0x0305 // GL_ONE_MINUS_DST_ALPHA #define RL_DST_COLOR 0x0306 // GL_DST_COLOR #define RL_ONE_MINUS_DST_COLOR 0x0307 // GL_ONE_MINUS_DST_COLOR #define RL_SRC_ALPHA_SATURATE 0x0308 // GL_SRC_ALPHA_SATURATE #define RL_CONSTANT_COLOR 0x8001 // GL_CONSTANT_COLOR #define RL_ONE_MINUS_CONSTANT_COLOR 0x8002 // GL_ONE_MINUS_CONSTANT_COLOR #define RL_CONSTANT_ALPHA 0x8003 // GL_CONSTANT_ALPHA #define RL_ONE_MINUS_CONSTANT_ALPHA 0x8004 // GL_ONE_MINUS_CONSTANT_ALPHA // GL blending functions/equations #define RL_FUNC_ADD 0x8006 // GL_FUNC_ADD #define RL_MIN 0x8007 // GL_MIN #define RL_MAX 0x8008 // GL_MAX #define RL_FUNC_SUBTRACT 0x800A // GL_FUNC_SUBTRACT #define RL_FUNC_REVERSE_SUBTRACT 0x800B // GL_FUNC_REVERSE_SUBTRACT #define RL_BLEND_EQUATION 0x8009 // GL_BLEND_EQUATION #define RL_BLEND_EQUATION_RGB 0x8009 // GL_BLEND_EQUATION_RGB // (Same as BLEND_EQUATION) #define RL_BLEND_EQUATION_ALPHA 0x883D // GL_BLEND_EQUATION_ALPHA #define RL_BLEND_DST_RGB 0x80C8 // GL_BLEND_DST_RGB #define RL_BLEND_SRC_RGB 0x80C9 // GL_BLEND_SRC_RGB #define RL_BLEND_DST_ALPHA 0x80CA // GL_BLEND_DST_ALPHA #define RL_BLEND_SRC_ALPHA 0x80CB // GL_BLEND_SRC_ALPHA #define RL_BLEND_COLOR 0x8005 // GL_BLEND_COLOR //---------------------------------------------------------------------------------- // Types and Structures Definition //---------------------------------------------------------------------------------- #if ( defined( __STDC__ ) && __STDC_VERSION__ >= 199901L ) || ( defined( _MSC_VER ) && _MSC_VER >= 1800 ) #include #elif ! defined( __cplusplus ) && ! defined( bool ) && ! defined( RL_BOOL_TYPE ) // Boolean type typedef enum bool { false = 0, true = ! false } bool; #endif #if ! defined( RL_MATRIX_TYPE ) // Matrix, 4x4 components, column major, OpenGL style, right handed typedef struct Matrix { float m0, m4, m8, m12; // Matrix first row (4 components) float m1, m5, m9, m13; // Matrix second row (4 components) float m2, m6, m10, m14; // Matrix third row (4 components) float m3, m7, m11, m15; // Matrix fourth row (4 components) } Matrix; #define RL_MATRIX_TYPE #endif // Dynamic vertex buffers (position + texcoords + colors + indices arrays) typedef struct rlVertexBuffer { int elementCount; // Number of elements in the buffer (QUADS) float* vertices; // Vertex position (XYZ - 3 components per vertex) (shader-location = 0) float* texcoords; // Vertex texture coordinates (UV - 2 components per vertex) (shader-location = 1) unsigned char* colors; // Vertex colors (RGBA - 4 components per vertex) (shader-location = 3) #if defined( GRAPHICS_API_OPENGL_11 ) || defined( GRAPHICS_API_OPENGL_33 ) unsigned int* indices; // Vertex indices (in case vertex data comes indexed) (6 indices per quad) #endif #if defined( GRAPHICS_API_OPENGL_ES2 ) unsigned short* indices; // Vertex indices (in case vertex data comes indexed) (6 indices per quad) #endif unsigned int vaoId; // OpenGL Vertex Array Object id unsigned int vboId[ 4 ]; // OpenGL Vertex Buffer Objects id (4 types of vertex data) } rlVertexBuffer; // Draw call type // NOTE: Only texture changes register a new draw, other state-change-related elements are not // used at this moment (vaoId, shaderId, matrices), raylib just forces a batch draw call if any // of those state-change happens (this is done in core module) typedef struct rlDrawCall { int mode; // Drawing mode: LINES, TRIANGLES, QUADS int vertexCount; // Number of vertex of the draw int vertexAlignment; // Number of vertex required for index alignment (LINES, TRIANGLES) // unsigned int vaoId; // Vertex array id to be used on the draw -> Using RLGL.currentBatch->vertexBuffer.vaoId // unsigned int shaderId; // Shader id to be used on the draw -> Using RLGL.currentShaderId unsigned int textureId; // Texture id to be used on the draw -> Use to create new draw call if changes // Matrix projection; // Projection matrix for this draw -> Using RLGL.projection by default // Matrix modelview; // Modelview matrix for this draw -> Using RLGL.modelview by default } rlDrawCall; // rlRenderBatch type typedef struct rlRenderBatch { int bufferCount; // Number of vertex buffers (multi-buffering support) int currentBuffer; // Current buffer tracking in case of multi-buffering rlVertexBuffer* vertexBuffer; // Dynamic buffer(s) for vertex data rlDrawCall* draws; // Draw calls array, depends on textureId int drawCounter; // Draw calls counter float currentDepth; // Current depth value for next draw } rlRenderBatch; // OpenGL version typedef enum { RL_OPENGL_11 = 1, // OpenGL 1.1 RL_OPENGL_21, // OpenGL 2.1 (GLSL 120) RL_OPENGL_33, // OpenGL 3.3 (GLSL 330) RL_OPENGL_43, // OpenGL 4.3 (using GLSL 330) RL_OPENGL_ES_20, // OpenGL ES 2.0 (GLSL 100) RL_OPENGL_ES_30 // OpenGL ES 3.0 (GLSL 300 es) } rlGlVersion; // Trace log level // NOTE: Organized by priority level typedef enum { RL_LOG_ALL = 0, // Display all logs RL_LOG_TRACE, // Trace logging, intended for internal use only RL_LOG_DEBUG, // Debug logging, used for internal debugging, it should be disabled on release builds RL_LOG_INFO, // Info logging, used for program execution info RL_LOG_WARNING, // Warning logging, used on recoverable failures RL_LOG_ERROR, // Error logging, used on unrecoverable failures RL_LOG_FATAL, // Fatal logging, used to abort program: exit(EXIT_FAILURE) RL_LOG_NONE // Disable logging } rlTraceLogLevel; // Texture pixel formats // NOTE: Support depends on OpenGL version typedef enum { RL_PIXELFORMAT_UNCOMPRESSED_GRAYSCALE = 1, // 8 bit per pixel (no alpha) RL_PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA, // 8*2 bpp (2 channels) RL_PIXELFORMAT_UNCOMPRESSED_R5G6B5, // 16 bpp RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8, // 24 bpp RL_PIXELFORMAT_UNCOMPRESSED_R5G5B5A1, // 16 bpp (1 bit alpha) RL_PIXELFORMAT_UNCOMPRESSED_R4G4B4A4, // 16 bpp (4 bit alpha) RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8A8, // 32 bpp RL_PIXELFORMAT_UNCOMPRESSED_R32, // 32 bpp (1 channel - float) RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32, // 32*3 bpp (3 channels - float) RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32A32, // 32*4 bpp (4 channels - float) RL_PIXELFORMAT_UNCOMPRESSED_R16, // 16 bpp (1 channel - half float) RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16, // 16*3 bpp (3 channels - half float) RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16A16, // 16*4 bpp (4 channels - half float) RL_PIXELFORMAT_COMPRESSED_DXT1_RGB, // 4 bpp (no alpha) RL_PIXELFORMAT_COMPRESSED_DXT1_RGBA, // 4 bpp (1 bit alpha) RL_PIXELFORMAT_COMPRESSED_DXT3_RGBA, // 8 bpp RL_PIXELFORMAT_COMPRESSED_DXT5_RGBA, // 8 bpp RL_PIXELFORMAT_COMPRESSED_ETC1_RGB, // 4 bpp RL_PIXELFORMAT_COMPRESSED_ETC2_RGB, // 4 bpp RL_PIXELFORMAT_COMPRESSED_ETC2_EAC_RGBA, // 8 bpp RL_PIXELFORMAT_COMPRESSED_PVRT_RGB, // 4 bpp RL_PIXELFORMAT_COMPRESSED_PVRT_RGBA, // 4 bpp RL_PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA, // 8 bpp RL_PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA // 2 bpp } rlPixelFormat; // Texture parameters: filter mode // NOTE 1: Filtering considers mipmaps if available in the texture // NOTE 2: Filter is accordingly set for minification and magnification typedef enum { RL_TEXTURE_FILTER_POINT = 0, // No filter, just pixel approximation RL_TEXTURE_FILTER_BILINEAR, // Linear filtering RL_TEXTURE_FILTER_TRILINEAR, // Trilinear filtering (linear with mipmaps) RL_TEXTURE_FILTER_ANISOTROPIC_4X, // Anisotropic filtering 4x RL_TEXTURE_FILTER_ANISOTROPIC_8X, // Anisotropic filtering 8x RL_TEXTURE_FILTER_ANISOTROPIC_16X, // Anisotropic filtering 16x } rlTextureFilter; // Color blending modes (pre-defined) typedef enum { RL_BLEND_ALPHA = 0, // Blend textures considering alpha (default) RL_BLEND_ADDITIVE, // Blend textures adding colors RL_BLEND_MULTIPLIED, // Blend textures multiplying colors RL_BLEND_ADD_COLORS, // Blend textures adding colors (alternative) RL_BLEND_SUBTRACT_COLORS, // Blend textures subtracting colors (alternative) RL_BLEND_ALPHA_PREMULTIPLY, // Blend premultiplied textures considering alpha RL_BLEND_CUSTOM, // Blend textures using custom src/dst factors (use rlSetBlendFactors()) RL_BLEND_CUSTOM_SEPARATE // Blend textures using custom src/dst factors (use rlSetBlendFactorsSeparate()) } rlBlendMode; // Shader location point type typedef enum { RL_SHADER_LOC_VERTEX_POSITION = 0, // Shader location: vertex attribute: position RL_SHADER_LOC_VERTEX_TEXCOORD01, // Shader location: vertex attribute: texcoord01 RL_SHADER_LOC_VERTEX_TEXCOORD02, // Shader location: vertex attribute: texcoord02 RL_SHADER_LOC_VERTEX_NORMAL, // Shader location: vertex attribute: normal RL_SHADER_LOC_VERTEX_TANGENT, // Shader location: vertex attribute: tangent RL_SHADER_LOC_VERTEX_COLOR, // Shader location: vertex attribute: color RL_SHADER_LOC_MATRIX_MVP, // Shader location: matrix uniform: model-view-projection RL_SHADER_LOC_MATRIX_VIEW, // Shader location: matrix uniform: view (camera transform) RL_SHADER_LOC_MATRIX_PROJECTION, // Shader location: matrix uniform: projection RL_SHADER_LOC_MATRIX_MODEL, // Shader location: matrix uniform: model (transform) RL_SHADER_LOC_MATRIX_NORMAL, // Shader location: matrix uniform: normal RL_SHADER_LOC_VECTOR_VIEW, // Shader location: vector uniform: view RL_SHADER_LOC_COLOR_DIFFUSE, // Shader location: vector uniform: diffuse color RL_SHADER_LOC_COLOR_SPECULAR, // Shader location: vector uniform: specular color RL_SHADER_LOC_COLOR_AMBIENT, // Shader location: vector uniform: ambient color RL_SHADER_LOC_MAP_ALBEDO, // Shader location: sampler2d texture: albedo (same as: RL_SHADER_LOC_MAP_DIFFUSE) RL_SHADER_LOC_MAP_METALNESS, // Shader location: sampler2d texture: metalness (same as: RL_SHADER_LOC_MAP_SPECULAR) RL_SHADER_LOC_MAP_NORMAL, // Shader location: sampler2d texture: normal RL_SHADER_LOC_MAP_ROUGHNESS, // Shader location: sampler2d texture: roughness RL_SHADER_LOC_MAP_OCCLUSION, // Shader location: sampler2d texture: occlusion RL_SHADER_LOC_MAP_EMISSION, // Shader location: sampler2d texture: emission RL_SHADER_LOC_MAP_HEIGHT, // Shader location: sampler2d texture: height RL_SHADER_LOC_MAP_CUBEMAP, // Shader location: samplerCube texture: cubemap RL_SHADER_LOC_MAP_IRRADIANCE, // Shader location: samplerCube texture: irradiance RL_SHADER_LOC_MAP_PREFILTER, // Shader location: samplerCube texture: prefilter RL_SHADER_LOC_MAP_BRDF // Shader location: sampler2d texture: brdf } rlShaderLocationIndex; #define RL_SHADER_LOC_MAP_DIFFUSE RL_SHADER_LOC_MAP_ALBEDO #define RL_SHADER_LOC_MAP_SPECULAR RL_SHADER_LOC_MAP_METALNESS // Shader uniform data type typedef enum { RL_SHADER_UNIFORM_FLOAT = 0, // Shader uniform type: float RL_SHADER_UNIFORM_VEC2, // Shader uniform type: vec2 (2 float) RL_SHADER_UNIFORM_VEC3, // Shader uniform type: vec3 (3 float) RL_SHADER_UNIFORM_VEC4, // Shader uniform type: vec4 (4 float) RL_SHADER_UNIFORM_INT, // Shader uniform type: int RL_SHADER_UNIFORM_IVEC2, // Shader uniform type: ivec2 (2 int) RL_SHADER_UNIFORM_IVEC3, // Shader uniform type: ivec3 (3 int) RL_SHADER_UNIFORM_IVEC4, // Shader uniform type: ivec4 (4 int) RL_SHADER_UNIFORM_SAMPLER2D // Shader uniform type: sampler2d } rlShaderUniformDataType; // Shader attribute data types typedef enum { RL_SHADER_ATTRIB_FLOAT = 0, // Shader attribute type: float RL_SHADER_ATTRIB_VEC2, // Shader attribute type: vec2 (2 float) RL_SHADER_ATTRIB_VEC3, // Shader attribute type: vec3 (3 float) RL_SHADER_ATTRIB_VEC4 // Shader attribute type: vec4 (4 float) } rlShaderAttributeDataType; // Framebuffer attachment type // NOTE: By default up to 8 color channels defined, but it can be more typedef enum { RL_ATTACHMENT_COLOR_CHANNEL0 = 0, // Framebuffer attachment type: color 0 RL_ATTACHMENT_COLOR_CHANNEL1, // Framebuffer attachment type: color 1 RL_ATTACHMENT_COLOR_CHANNEL2, // Framebuffer attachment type: color 2 RL_ATTACHMENT_COLOR_CHANNEL3, // Framebuffer attachment type: color 3 RL_ATTACHMENT_COLOR_CHANNEL4, // Framebuffer attachment type: color 4 RL_ATTACHMENT_COLOR_CHANNEL5, // Framebuffer attachment type: color 5 RL_ATTACHMENT_COLOR_CHANNEL6, // Framebuffer attachment type: color 6 RL_ATTACHMENT_COLOR_CHANNEL7, // Framebuffer attachment type: color 7 RL_ATTACHMENT_DEPTH = 100, // Framebuffer attachment type: depth RL_ATTACHMENT_STENCIL = 200, // Framebuffer attachment type: stencil } rlFramebufferAttachType; // Framebuffer texture attachment type typedef enum { RL_ATTACHMENT_CUBEMAP_POSITIVE_X = 0, // Framebuffer texture attachment type: cubemap, +X side RL_ATTACHMENT_CUBEMAP_NEGATIVE_X, // Framebuffer texture attachment type: cubemap, -X side RL_ATTACHMENT_CUBEMAP_POSITIVE_Y, // Framebuffer texture attachment type: cubemap, +Y side RL_ATTACHMENT_CUBEMAP_NEGATIVE_Y, // Framebuffer texture attachment type: cubemap, -Y side RL_ATTACHMENT_CUBEMAP_POSITIVE_Z, // Framebuffer texture attachment type: cubemap, +Z side RL_ATTACHMENT_CUBEMAP_NEGATIVE_Z, // Framebuffer texture attachment type: cubemap, -Z side RL_ATTACHMENT_TEXTURE2D = 100, // Framebuffer texture attachment type: texture2d RL_ATTACHMENT_RENDERBUFFER = 200, // Framebuffer texture attachment type: renderbuffer } rlFramebufferAttachTextureType; // Face culling mode typedef enum { RL_CULL_FACE_FRONT = 0, RL_CULL_FACE_BACK } rlCullMode; //------------------------------------------------------------------------------------ // Functions Declaration - Matrix operations //------------------------------------------------------------------------------------ #if defined( __cplusplus ) extern "C" { // Prevents name mangling of functions #endif RLAPI void rlMatrixMode( int mode ); // Choose the current matrix to be transformed RLAPI void rlPushMatrix( void ); // Push the current matrix to stack RLAPI void rlPopMatrix( void ); // Pop latest inserted matrix from stack RLAPI void rlLoadIdentity( void ); // Reset current matrix to identity matrix RLAPI void rlTranslatef( float x, float y, float z ); // Multiply the current matrix by a translation matrix RLAPI void rlRotatef( float angle, float x, float y, float z ); // Multiply the current matrix by a rotation matrix RLAPI void rlScalef( float x, float y, float z ); // Multiply the current matrix by a scaling matrix RLAPI void rlMultMatrixf( const float* matf ); // Multiply the current matrix by another matrix RLAPI void rlFrustum( double left, double right, double bottom, double top, double znear, double zfar ); RLAPI void rlOrtho( double left, double right, double bottom, double top, double znear, double zfar ); RLAPI void rlViewport( int x, int y, int width, int height ); // Set the viewport area //------------------------------------------------------------------------------------ // Functions Declaration - Vertex level operations //------------------------------------------------------------------------------------ RLAPI void rlBegin( int mode ); // Initialize drawing mode (how to organize vertex) RLAPI void rlEnd( void ); // Finish vertex providing RLAPI void rlVertex2i( int x, int y ); // Define one vertex (position) - 2 int RLAPI void rlVertex2f( float x, float y ); // Define one vertex (position) - 2 float RLAPI void rlVertex3f( float x, float y, float z ); // Define one vertex (position) - 3 float RLAPI void rlTexCoord2f( float x, float y ); // Define one vertex (texture coordinate) - 2 float RLAPI void rlNormal3f( float x, float y, float z ); // Define one vertex (normal) - 3 float RLAPI void rlColor4ub( unsigned char r, unsigned char g, unsigned char b, unsigned char a ); // Define one vertex (color) - 4 byte RLAPI void rlColor3f( float x, float y, float z ); // Define one vertex (color) - 3 float RLAPI void rlColor4f( float x, float y, float z, float w ); // Define one vertex (color) - 4 float //------------------------------------------------------------------------------------ // Functions Declaration - OpenGL style functions (common to 1.1, 3.3+, ES2) // NOTE: This functions are used to completely abstract raylib code from OpenGL layer, // some of them are direct wrappers over OpenGL calls, some others are custom //------------------------------------------------------------------------------------ // Vertex buffers state RLAPI bool rlEnableVertexArray( unsigned int vaoId ); // Enable vertex array (VAO, if supported) RLAPI void rlDisableVertexArray( void ); // Disable vertex array (VAO, if supported) RLAPI void rlEnableVertexBuffer( unsigned int id ); // Enable vertex buffer (VBO) RLAPI void rlDisableVertexBuffer( void ); // Disable vertex buffer (VBO) RLAPI void rlEnableVertexBufferElement( unsigned int id ); // Enable vertex buffer element (VBO element) RLAPI void rlDisableVertexBufferElement( void ); // Disable vertex buffer element (VBO element) RLAPI void rlEnableVertexAttribute( unsigned int index ); // Enable vertex attribute index RLAPI void rlDisableVertexAttribute( unsigned int index ); // Disable vertex attribute index #if defined( GRAPHICS_API_OPENGL_11 ) RLAPI void rlEnableStatePointer( int vertexAttribType, void* buffer ); // Enable attribute state pointer RLAPI void rlDisableStatePointer( int vertexAttribType ); // Disable attribute state pointer #endif // Textures state RLAPI void rlActiveTextureSlot( int slot ); // Select and active a texture slot RLAPI void rlEnableTexture( unsigned int id ); // Enable texture RLAPI void rlDisableTexture( void ); // Disable texture RLAPI void rlEnableTextureCubemap( unsigned int id ); // Enable texture cubemap RLAPI void rlDisableTextureCubemap( void ); // Disable texture cubemap RLAPI void rlTextureParameters( unsigned int id, int param, int value ); // Set texture parameters (filter, wrap) RLAPI void rlCubemapParameters( unsigned int id, int param, int value ); // Set cubemap parameters (filter, wrap) // Shader state RLAPI void rlEnableShader( unsigned int id ); // Enable shader program RLAPI void rlDisableShader( void ); // Disable shader program // Framebuffer state RLAPI void rlEnableFramebuffer( unsigned int id ); // Enable render texture (fbo) RLAPI void rlDisableFramebuffer( void ); // Disable render texture (fbo), return to default framebuffer RLAPI void rlActiveDrawBuffers( int count ); // Activate multiple draw color buffers // General render state RLAPI void rlEnableColorBlend( void ); // Enable color blending RLAPI void rlDisableColorBlend( void ); // Disable color blending RLAPI void rlEnableDepthTest( void ); // Enable depth test RLAPI void rlDisableDepthTest( void ); // Disable depth test RLAPI void rlEnableDepthMask( void ); // Enable depth write RLAPI void rlDisableDepthMask( void ); // Disable depth write RLAPI void rlEnableBackfaceCulling( void ); // Enable backface culling RLAPI void rlDisableBackfaceCulling( void ); // Disable backface culling RLAPI void rlSetCullFace( int mode ); // Set face culling mode RLAPI void rlEnableScissorTest( void ); // Enable scissor test RLAPI void rlDisableScissorTest( void ); // Disable scissor test RLAPI void rlScissor( int x, int y, int width, int height ); // Scissor test RLAPI void rlEnableWireMode( void ); // Enable wire mode RLAPI void rlDisableWireMode( void ); // Disable wire mode RLAPI void rlSetLineWidth( float width ); // Set the line drawing width RLAPI float rlGetLineWidth( void ); // Get the line drawing width RLAPI void rlEnableSmoothLines( void ); // Enable line aliasing RLAPI void rlDisableSmoothLines( void ); // Disable line aliasing RLAPI void rlEnableStereoRender( void ); // Enable stereo rendering RLAPI void rlDisableStereoRender( void ); // Disable stereo rendering RLAPI bool rlIsStereoRenderEnabled( void ); // Check if stereo render is enabled RLAPI void rlClearColor( unsigned char r, unsigned char g, unsigned char b, unsigned char a ); // Clear color buffer with color RLAPI void rlClearScreenBuffers( void ); // Clear used screen buffers (color and depth) RLAPI void rlCheckErrors( void ); // Check and log OpenGL error codes RLAPI void rlSetBlendMode( int mode ); // Set blending mode RLAPI void rlSetBlendFactors( int glSrcFactor, int glDstFactor, int glEquation ); // Set blending mode factor and equation (using OpenGL factors) RLAPI void rlSetBlendFactorsSeparate( int glSrcRGB, int glDstRGB, int glSrcAlpha, int glDstAlpha, int glEqRGB, int glEqAlpha ); // Set blending mode factors and equations separately (using OpenGL factors) //------------------------------------------------------------------------------------ // Functions Declaration - rlgl functionality //------------------------------------------------------------------------------------ // rlgl initialization functions RLAPI void rlglInit( int width, int height ); // Initialize rlgl (buffers, shaders, textures, states) RLAPI void rlglClose( void ); // De-initialize rlgl (buffers, shaders, textures) RLAPI void rlLoadExtensions( void* loader ); // Load OpenGL extensions (loader function required) RLAPI int rlGetVersion( void ); // Get current OpenGL version RLAPI void rlSetFramebufferWidth( int width ); // Set current framebuffer width RLAPI int rlGetFramebufferWidth( void ); // Get default framebuffer width RLAPI void rlSetFramebufferHeight( int height ); // Set current framebuffer height RLAPI int rlGetFramebufferHeight( void ); // Get default framebuffer height RLAPI unsigned int rlGetTextureIdDefault( void ); // Get default texture id RLAPI unsigned int rlGetShaderIdDefault( void ); // Get default shader id RLAPI int* rlGetShaderLocsDefault( void ); // Get default shader locations // Render batch management // NOTE: rlgl provides a default render batch to behave like OpenGL 1.1 immediate mode // but this render batch API is exposed in case of custom batches are required RLAPI rlRenderBatch rlLoadRenderBatch( int numBuffers, int bufferElements ); // Load a render batch system RLAPI void rlUnloadRenderBatch( rlRenderBatch batch ); // Unload render batch system RLAPI void rlDrawRenderBatch( rlRenderBatch* batch ); // Draw render batch data (Update->Draw->Reset) RLAPI void rlSetRenderBatchActive( rlRenderBatch* batch ); // Set the active render batch for rlgl (NULL for default internal) RLAPI void rlDrawRenderBatchActive( void ); // Update and draw internal render batch RLAPI bool rlCheckRenderBatchLimit( int vCount ); // Check internal buffer overflow for a given number of vertex RLAPI void rlSetTexture( unsigned int id ); // Set current texture for render batch and check buffers limits //------------------------------------------------------------------------------------------------------------------------ // Vertex buffers management RLAPI unsigned int rlLoadVertexArray( void ); // Load vertex array (vao) if supported RLAPI unsigned int rlLoadVertexBuffer( const void* buffer, int size, bool dynamic ); // Load a vertex buffer attribute RLAPI unsigned int rlLoadVertexBufferElement( const void* buffer, int size, bool dynamic ); // Load a new attributes element buffer RLAPI void rlUpdateVertexBuffer( unsigned int bufferId, const void* data, int dataSize, int offset ); // Update GPU buffer with new data RLAPI void rlUpdateVertexBufferElements( unsigned int id, const void* data, int dataSize, int offset ); // Update vertex buffer elements with new data RLAPI void rlUnloadVertexArray( unsigned int vaoId ); RLAPI void rlUnloadVertexBuffer( unsigned int vboId ); RLAPI void rlSetVertexAttribute( unsigned int index, int compSize, int type, bool normalized, int stride, const void* pointer ); RLAPI void rlSetVertexAttributeDivisor( unsigned int index, int divisor ); RLAPI void rlSetVertexAttributeDefault( int locIndex, const void* value, int attribType, int count ); // Set vertex attribute default value RLAPI void rlDrawVertexArray( int offset, int count ); RLAPI void rlDrawVertexArrayElements( int offset, int count, const void* buffer ); RLAPI void rlDrawVertexArrayInstanced( int offset, int count, int instances ); RLAPI void rlDrawVertexArrayElementsInstanced( int offset, int count, const void* buffer, int instances ); // Textures management RLAPI unsigned int rlLoadTexture( const void* data, int width, int height, int format, int mipmapCount ); // Load texture in GPU RLAPI unsigned int rlLoadTextureDepth( int width, int height, bool useRenderBuffer ); // Load depth texture/renderbuffer (to be attached to fbo) RLAPI unsigned int rlLoadTextureCubemap( const void* data, int size, int format ); // Load texture cubemap RLAPI void rlUpdateTexture( unsigned int id, int offsetX, int offsetY, int width, int height, int format, const void* data ); // Update GPU texture with // new data RLAPI void rlGetGlTextureFormats( int format, unsigned int* glInternalFormat, unsigned int* glFormat, unsigned int* glType ); // Get OpenGL internal formats RLAPI const char* rlGetPixelFormatName( unsigned int format ); // Get name string for pixel format RLAPI void rlUnloadTexture( unsigned int id ); // Unload texture from GPU memory RLAPI void rlGenTextureMipmaps( unsigned int id, int width, int height, int format, int* mipmaps ); // Generate mipmap data for selected texture RLAPI void* rlReadTexturePixels( unsigned int id, int width, int height, int format ); // Read texture pixel data RLAPI unsigned char* rlReadScreenPixels( int width, int height ); // Read screen pixel data (color buffer) // Framebuffer management (fbo) RLAPI unsigned int rlLoadFramebuffer( int width, int height ); // Load an empty framebuffer RLAPI void rlFramebufferAttach( unsigned int fboId, unsigned int texId, int attachType, int texType, int mipLevel ); // Attach texture/renderbuffer to a // framebuffer RLAPI bool rlFramebufferComplete( unsigned int id ); // Verify framebuffer is complete RLAPI void rlUnloadFramebuffer( unsigned int id ); // Delete framebuffer from GPU // Shaders management RLAPI unsigned int rlLoadShaderCode( const char* vsCode, const char* fsCode ); // Load shader from code strings RLAPI unsigned int rlCompileShader( const char* shaderCode, int type ); // Compile custom shader and return shader id (type: RL_VERTEX_SHADER, RL_FRAGMENT_SHADER, RL_COMPUTE_SHADER) RLAPI unsigned int rlLoadShaderProgram( unsigned int vShaderId, unsigned int fShaderId ); // Load custom shader program RLAPI void rlUnloadShaderProgram( unsigned int id ); // Unload shader program RLAPI int rlGetLocationUniform( unsigned int shaderId, const char* uniformName ); // Get shader location uniform RLAPI int rlGetLocationAttrib( unsigned int shaderId, const char* attribName ); // Get shader location attribute RLAPI void rlSetUniform( int locIndex, const void* value, int uniformType, int count ); // Set shader value uniform RLAPI void rlSetUniformMatrix( int locIndex, Matrix mat ); // Set shader value matrix RLAPI void rlSetUniformSampler( int locIndex, unsigned int textureId ); // Set shader value sampler RLAPI void rlSetShader( unsigned int id, int* locs ); // Set shader currently active (id and locations) // Compute shader management RLAPI unsigned int rlLoadComputeShaderProgram( unsigned int shaderId ); // Load compute shader program RLAPI void rlComputeShaderDispatch( unsigned int groupX, unsigned int groupY, unsigned int groupZ ); // Dispatch compute shader (equivalent to *draw* for graphics pipeline) // Shader buffer storage object management (ssbo) RLAPI unsigned int rlLoadShaderBuffer( unsigned int size, const void* data, int usageHint ); // Load shader storage buffer object (SSBO) RLAPI void rlUnloadShaderBuffer( unsigned int ssboId ); // Unload shader storage buffer object (SSBO) RLAPI void rlUpdateShaderBuffer( unsigned int id, const void* data, unsigned int dataSize, unsigned int offset ); // Update SSBO buffer data RLAPI void rlBindShaderBuffer( unsigned int id, unsigned int index ); // Bind SSBO buffer RLAPI void rlReadShaderBuffer( unsigned int id, void* dest, unsigned int count, unsigned int offset ); // Read SSBO buffer data (GPU->CPU) RLAPI void rlCopyShaderBuffer( unsigned int destId, unsigned int srcId, unsigned int destOffset, unsigned int srcOffset, unsigned int count ); // Copy SSBO data between buffers RLAPI unsigned int rlGetShaderBufferSize( unsigned int id ); // Get SSBO buffer size // Buffer management RLAPI void rlBindImageTexture( unsigned int id, unsigned int index, int format, bool readonly ); // Bind image texture // Matrix state management RLAPI Matrix rlGetMatrixModelview( void ); // Get internal modelview matrix RLAPI Matrix rlGetMatrixProjection( void ); // Get internal projection matrix RLAPI Matrix rlGetMatrixTransform( void ); // Get internal accumulated transform matrix RLAPI Matrix rlGetMatrixProjectionStereo( int eye ); // Get internal projection matrix for stereo render (selected eye) RLAPI Matrix rlGetMatrixViewOffsetStereo( int eye ); // Get internal view offset matrix for stereo render (selected eye) RLAPI void rlSetMatrixProjection( Matrix proj ); // Set a custom projection matrix (replaces internal projection matrix) RLAPI void rlSetMatrixModelview( Matrix view ); // Set a custom modelview matrix (replaces internal modelview matrix) RLAPI void rlSetMatrixProjectionStereo( Matrix right, Matrix left ); // Set eyes projection matrices for stereo rendering RLAPI void rlSetMatrixViewOffsetStereo( Matrix right, Matrix left ); // Set eyes view offsets matrices for stereo rendering // Quick and dirty cube/quad buffers load->draw->unload RLAPI void rlLoadDrawCube( void ); // Load and draw a cube RLAPI void rlLoadDrawQuad( void ); // Load and draw a quad #if defined( __cplusplus ) } #endif #endif // RLGL_H /*********************************************************************************** * * RLGL IMPLEMENTATION * ************************************************************************************/ #if defined( RLGL_IMPLEMENTATION ) #if defined( GRAPHICS_API_OPENGL_11 ) #if defined( __APPLE__ ) #include // OpenGL 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_ES2 ) // NOTE: OpenGL ES 2.0 can be enabled on PLATFORM_DESKTOP, // in that case, functions are loaded from a custom glad for OpenGL ES 2.0 #if defined( PLATFORM_DESKTOP ) #define GLAD_GLES2_IMPLEMENTATION #include "external/glad_gles2.h" #else #define GL_GLEXT_PROTOTYPES // #include // EGL 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 rlglInit(), 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 #define GL_READ_FRAMEBUFFER GL_FRAMEBUFFER #define GL_DRAW_FRAMEBUFFER GL_FRAMEBUFFER #endif // Default shader vertex attribute names to set location points #ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_POSITION #define RL_DEFAULT_SHADER_ATTRIB_NAME_POSITION "vertexPosition" // Bound by default to shader location: 0 #endif #ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD #define RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD "vertexTexCoord" // Bound by default to shader location: 1 #endif #ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_NORMAL #define RL_DEFAULT_SHADER_ATTRIB_NAME_NORMAL "vertexNormal" // Bound by default to shader location: 2 #endif #ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR #define RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR "vertexColor" // Bound by default to shader location: 3 #endif #ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_TANGENT #define RL_DEFAULT_SHADER_ATTRIB_NAME_TANGENT "vertexTangent" // Bound by default to shader location: 4 #endif #ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2 #define RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2 "vertexTexCoord2" // Bound by default to shader location: 5 #endif #ifndef RL_DEFAULT_SHADER_UNIFORM_NAME_MVP #define RL_DEFAULT_SHADER_UNIFORM_NAME_MVP "mvp" // model-view-projection matrix #endif #ifndef RL_DEFAULT_SHADER_UNIFORM_NAME_VIEW #define RL_DEFAULT_SHADER_UNIFORM_NAME_VIEW "matView" // view matrix #endif #ifndef RL_DEFAULT_SHADER_UNIFORM_NAME_PROJECTION #define RL_DEFAULT_SHADER_UNIFORM_NAME_PROJECTION "matProjection" // projection matrix #endif #ifndef RL_DEFAULT_SHADER_UNIFORM_NAME_MODEL #define RL_DEFAULT_SHADER_UNIFORM_NAME_MODEL "matModel" // model matrix #endif #ifndef RL_DEFAULT_SHADER_UNIFORM_NAME_NORMAL #define RL_DEFAULT_SHADER_UNIFORM_NAME_NORMAL "matNormal" // normal matrix (transpose(inverse(matModelView)) #endif #ifndef RL_DEFAULT_SHADER_UNIFORM_NAME_COLOR #define RL_DEFAULT_SHADER_UNIFORM_NAME_COLOR "colDiffuse" // color diffuse (base tint color, multiplied by texture color) #endif #ifndef RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE0 #define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE0 "texture0" // texture0 (texture slot active 0) #endif #ifndef RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE1 #define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE1 "texture1" // texture1 (texture slot active 1) #endif #ifndef RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE2 #define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE2 "texture2" // texture2 (texture slot active 2) #endif //---------------------------------------------------------------------------------- // Types and Structures Definition //---------------------------------------------------------------------------------- #if defined( GRAPHICS_API_OPENGL_33 ) || defined( GRAPHICS_API_OPENGL_ES2 ) typedef struct rlglData { rlRenderBatch* currentBatch; // Current render batch rlRenderBatch defaultBatch; // Default internal render batch struct { int vertexCounter; // Current active render batch vertex counter (generic, used for all batches) float texcoordx, texcoordy; // Current active texture coordinate (added on glVertex*()) float normalx, normaly, normalz; // Current active normal (added on glVertex*()) unsigned char colorr, colorg, colorb, colora; // Current active color (added on glVertex*()) int currentMatrixMode; // Current matrix mode Matrix* currentMatrix; // Current matrix pointer Matrix modelview; // Default modelview matrix Matrix projection; // Default projection matrix Matrix transform; // Transform matrix to be used with rlTranslate, rlRotate, rlScale bool transformRequired; // Require transform matrix application to current draw-call vertex (if required) Matrix stack[ RL_MAX_MATRIX_STACK_SIZE ]; // Matrix stack for push/pop int stackCounter; // Matrix stack counter unsigned int defaultTextureId; // Default texture used on shapes/poly drawing (required by shader) unsigned int activeTextureId[ RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS ]; // Active texture ids to be enabled on batch drawing (0 active by default) unsigned int defaultVShaderId; // Default vertex shader id (used by default shader program) unsigned int defaultFShaderId; // Default fragment shader id (used by default shader program) unsigned int defaultShaderId; // Default shader program id, supports vertex color and diffuse texture int* defaultShaderLocs; // Default shader locations pointer to be used on rendering unsigned int currentShaderId; // Current shader id to be used on rendering (by default, defaultShaderId) int* currentShaderLocs; // Current shader locations pointer to be used on rendering (by default, defaultShaderLocs) bool stereoRender; // Stereo rendering flag Matrix projectionStereo[ 2 ]; // VR stereo rendering eyes projection matrices Matrix viewOffsetStereo[ 2 ]; // VR stereo rendering eyes view offset matrices // Blending variables int currentBlendMode; // Blending mode active int glBlendSrcFactor; // Blending source factor int glBlendDstFactor; // Blending destination factor int glBlendEquation; // Blending equation int glBlendSrcFactorRGB; // Blending source RGB factor int glBlendDestFactorRGB; // Blending destination RGB factor int glBlendSrcFactorAlpha; // Blending source alpha factor int glBlendDestFactorAlpha; // Blending destination alpha factor int glBlendEquationRGB; // Blending equation for RGB int glBlendEquationAlpha; // Blending equation for alpha bool glCustomBlendModeModified; // Custom blending factor and equation modification status int framebufferWidth; // Current framebuffer width int framebufferHeight; // Current framebuffer height } State; // Renderer state struct { bool vao; // VAO support (OpenGL ES2 could not support VAO extension) (GL_ARB_vertex_array_object) bool instancing; // Instancing supported (GL_ANGLE_instanced_arrays, GL_EXT_draw_instanced + GL_EXT_instanced_arrays) bool texNPOT; // NPOT textures full support (GL_ARB_texture_non_power_of_two, GL_OES_texture_npot) bool texDepth; // Depth textures supported (GL_ARB_depth_texture, GL_OES_depth_texture) bool texDepthWebGL; // Depth textures supported WebGL specific (GL_WEBGL_depth_texture) bool texFloat32; // float textures support (32 bit per channel) (GL_OES_texture_float) bool 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 } rlglData; typedef void* ( *rlglLoadProc )( const char* name ); // OpenGL extension functions loader signature (same as GLADloadproc) #endif // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2 //---------------------------------------------------------------------------------- // Global Variables Definition //---------------------------------------------------------------------------------- #if defined( GRAPHICS_API_OPENGL_33 ) || defined( GRAPHICS_API_OPENGL_ES2 ) static rlglData RLGL = { 0 }; #endif // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2 #if defined( GRAPHICS_API_OPENGL_ES2 ) // NOTE: VAO functionality is exposed through extensions (OES) static PFNGLGENVERTEXARRAYSOESPROC glGenVertexArrays = NULL; static PFNGLBINDVERTEXARRAYOESPROC glBindVertexArray = NULL; static PFNGLDELETEVERTEXARRAYSOESPROC glDeleteVertexArrays = NULL; // NOTE: Instancing functionality could also be available through extension static PFNGLDRAWARRAYSINSTANCEDEXTPROC glDrawArraysInstanced = NULL; static PFNGLDRAWELEMENTSINSTANCEDEXTPROC glDrawElementsInstanced = NULL; static PFNGLVERTEXATTRIBDIVISOREXTPROC glVertexAttribDivisor = NULL; #endif //---------------------------------------------------------------------------------- // Module specific Functions Declaration //---------------------------------------------------------------------------------- #if defined( GRAPHICS_API_OPENGL_33 ) || defined( GRAPHICS_API_OPENGL_ES2 ) static void rlLoadShaderDefault( void ); // Load default shader static void rlUnloadShaderDefault( void ); // Unload default shader #if defined( RLGL_SHOW_GL_DETAILS_INFO ) static char* rlGetCompressedFormatName( int format ); // Get compressed format official GL identifier name #endif // RLGL_SHOW_GL_DETAILS_INFO #endif // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2 static int rlGetPixelDataSize( int width, int height, int format ); // Get pixel data size in bytes (image or texture) // Auxiliar matrix math functions static Matrix rlMatrixIdentity( void ); // Get identity matrix static Matrix rlMatrixMultiply( Matrix left, Matrix right ); // Multiply two matrices //---------------------------------------------------------------------------------- // Module Functions Definition - Matrix operations //---------------------------------------------------------------------------------- #if defined( GRAPHICS_API_OPENGL_11 ) // Fallback to OpenGL 1.1 function calls //--------------------------------------- void rlMatrixMode( int mode ) { switch ( mode ) { case RL_PROJECTION : glMatrixMode( GL_PROJECTION ); break; case RL_MODELVIEW : glMatrixMode( GL_MODELVIEW ); break; case RL_TEXTURE : glMatrixMode( GL_TEXTURE ); break; default : break; } } void rlFrustum( double left, double right, double bottom, double top, double znear, double zfar ) { glFrustum( left, right, bottom, top, znear, zfar ); } void rlOrtho( double left, double right, double bottom, double top, double znear, double zfar ) { glOrtho( left, right, bottom, top, znear, zfar ); } void rlPushMatrix( void ) { glPushMatrix(); } void rlPopMatrix( void ) { glPopMatrix(); } void rlLoadIdentity( void ) { glLoadIdentity(); } void rlTranslatef( float x, float y, float z ) { glTranslatef( x, y, z ); } void rlRotatef( float angle, float x, float y, float z ) { glRotatef( angle, x, y, z ); } void rlScalef( float x, float y, float z ) { glScalef( x, y, z ); } void rlMultMatrixf( const float* matf ) { glMultMatrixf( matf ); } #endif #if defined( GRAPHICS_API_OPENGL_33 ) || defined( GRAPHICS_API_OPENGL_ES2 ) // Choose the current matrix to be transformed void rlMatrixMode( int mode ) { if ( mode == RL_PROJECTION ) RLGL.State.currentMatrix = &RLGL.State.projection; else if ( mode == RL_MODELVIEW ) RLGL.State.currentMatrix = &RLGL.State.modelview; // else if (mode == RL_TEXTURE) // Not supported RLGL.State.currentMatrixMode = mode; } // Push the current matrix into RLGL.State.stack void rlPushMatrix( void ) { if ( RLGL.State.stackCounter >= RL_MAX_MATRIX_STACK_SIZE ) TRACELOG( RL_LOG_ERROR, "RLGL: Matrix stack overflow (RL_MAX_MATRIX_STACK_SIZE)" ); if ( RLGL.State.currentMatrixMode == RL_MODELVIEW ) { RLGL.State.transformRequired = true; RLGL.State.currentMatrix = &RLGL.State.transform; } RLGL.State.stack[ RLGL.State.stackCounter ] = *RLGL.State.currentMatrix; RLGL.State.stackCounter++; } // Pop lattest inserted matrix from RLGL.State.stack void rlPopMatrix( void ) { if ( RLGL.State.stackCounter > 0 ) { Matrix mat = RLGL.State.stack[ RLGL.State.stackCounter - 1 ]; *RLGL.State.currentMatrix = mat; RLGL.State.stackCounter--; } if ( ( RLGL.State.stackCounter == 0 ) && ( RLGL.State.currentMatrixMode == RL_MODELVIEW ) ) { RLGL.State.currentMatrix = &RLGL.State.modelview; RLGL.State.transformRequired = false; } } // Reset current matrix to identity matrix void rlLoadIdentity( void ) { *RLGL.State.currentMatrix = rlMatrixIdentity(); } // Multiply the current matrix by a translation matrix void rlTranslatef( float x, float y, float z ) { Matrix matTranslation = { 1.0f, 0.0f, 0.0f, x, 0.0f, 1.0f, 0.0f, y, 0.0f, 0.0f, 1.0f, z, 0.0f, 0.0f, 0.0f, 1.0f }; // NOTE: We transpose matrix with multiplication order *RLGL.State.currentMatrix = rlMatrixMultiply( matTranslation, *RLGL.State.currentMatrix ); } // Multiply the current matrix by a rotation matrix // NOTE: The provided angle must be in degrees void rlRotatef( float angle, float x, float y, float z ) { Matrix matRotation = rlMatrixIdentity(); // Axis vector (x, y, z) normalization float lengthSquared = x * x + y * y + z * z; if ( ( lengthSquared != 1.0f ) && ( lengthSquared != 0.0f ) ) { float inverseLength = 1.0f / sqrtf( lengthSquared ); x *= inverseLength; y *= inverseLength; z *= inverseLength; } // Rotation matrix generation float sinres = sinf( DEG2RAD * angle ); float cosres = cosf( DEG2RAD * angle ); float t = 1.0f - cosres; matRotation.m0 = x * x * t + cosres; matRotation.m1 = y * x * t + z * sinres; matRotation.m2 = z * x * t - y * sinres; matRotation.m3 = 0.0f; matRotation.m4 = x * y * t - z * sinres; matRotation.m5 = y * y * t + cosres; matRotation.m6 = z * y * t + x * sinres; matRotation.m7 = 0.0f; matRotation.m8 = x * z * t + y * sinres; matRotation.m9 = y * z * t - x * sinres; matRotation.m10 = z * z * t + cosres; matRotation.m11 = 0.0f; matRotation.m12 = 0.0f; matRotation.m13 = 0.0f; matRotation.m14 = 0.0f; matRotation.m15 = 1.0f; // NOTE: We transpose matrix with multiplication order *RLGL.State.currentMatrix = rlMatrixMultiply( matRotation, *RLGL.State.currentMatrix ); } // Multiply the current matrix by a scaling matrix void rlScalef( float x, float y, float z ) { Matrix matScale = { x, 0.0f, 0.0f, 0.0f, 0.0f, y, 0.0f, 0.0f, 0.0f, 0.0f, z, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f }; // NOTE: We transpose matrix with multiplication order *RLGL.State.currentMatrix = rlMatrixMultiply( matScale, *RLGL.State.currentMatrix ); } // Multiply the current matrix by another matrix void rlMultMatrixf( const float* matf ) { // Matrix creation from array Matrix mat = { matf[ 0 ], matf[ 4 ], matf[ 8 ], matf[ 12 ], matf[ 1 ], matf[ 5 ], matf[ 9 ], matf[ 13 ], matf[ 2 ], matf[ 6 ], matf[ 10 ], matf[ 14 ], matf[ 3 ], matf[ 7 ], matf[ 11 ], matf[ 15 ] }; *RLGL.State.currentMatrix = rlMatrixMultiply( *RLGL.State.currentMatrix, mat ); } // Multiply the current matrix by a perspective matrix generated by parameters void rlFrustum( double left, double right, double bottom, double top, double znear, double zfar ) { Matrix matFrustum = { 0 }; float rl = ( float )( right - left ); float tb = ( float )( top - bottom ); float fn = ( float )( zfar - znear ); matFrustum.m0 = ( ( float )znear * 2.0f ) / rl; matFrustum.m1 = 0.0f; matFrustum.m2 = 0.0f; matFrustum.m3 = 0.0f; matFrustum.m4 = 0.0f; matFrustum.m5 = ( ( float )znear * 2.0f ) / tb; matFrustum.m6 = 0.0f; matFrustum.m7 = 0.0f; matFrustum.m8 = ( ( float )right + ( float )left ) / rl; matFrustum.m9 = ( ( float )top + ( float )bottom ) / tb; matFrustum.m10 = -( ( float )zfar + ( float )znear ) / fn; matFrustum.m11 = -1.0f; matFrustum.m12 = 0.0f; matFrustum.m13 = 0.0f; matFrustum.m14 = -( ( float )zfar * ( float )znear * 2.0f ) / fn; matFrustum.m15 = 0.0f; *RLGL.State.currentMatrix = rlMatrixMultiply( *RLGL.State.currentMatrix, matFrustum ); } // Multiply the current matrix by an orthographic matrix generated by parameters void rlOrtho( double left, double right, double bottom, double top, double znear, double zfar ) { // NOTE: If left-right and top-botton values are equal it could create a division by zero, // response to it is platform/compiler dependant Matrix matOrtho = { 0 }; float rl = ( float )( right - left ); float tb = ( float )( top - bottom ); float fn = ( float )( zfar - znear ); matOrtho.m0 = 2.0f / rl; matOrtho.m1 = 0.0f; matOrtho.m2 = 0.0f; matOrtho.m3 = 0.0f; matOrtho.m4 = 0.0f; matOrtho.m5 = 2.0f / tb; matOrtho.m6 = 0.0f; matOrtho.m7 = 0.0f; matOrtho.m8 = 0.0f; matOrtho.m9 = 0.0f; matOrtho.m10 = -2.0f / fn; matOrtho.m11 = 0.0f; matOrtho.m12 = -( ( float )left + ( float )right ) / rl; matOrtho.m13 = -( ( float )top + ( float )bottom ) / tb; matOrtho.m14 = -( ( float )zfar + ( float )znear ) / fn; matOrtho.m15 = 1.0f; *RLGL.State.currentMatrix = rlMatrixMultiply( *RLGL.State.currentMatrix, matOrtho ); } #endif // Set the viewport area (transformation from normalized device coordinates to window coordinates) // NOTE: We store current viewport dimensions void rlViewport( int x, int y, int width, int height ) { glViewport( x, y, width, height ); } //---------------------------------------------------------------------------------- // Module Functions Definition - Vertex level operations //---------------------------------------------------------------------------------- #if defined( GRAPHICS_API_OPENGL_11 ) // Fallback to OpenGL 1.1 function calls //--------------------------------------- void rlBegin( int mode ) { switch ( mode ) { case RL_LINES : glBegin( GL_LINES ); break; case RL_TRIANGLES : glBegin( GL_TRIANGLES ); break; case RL_QUADS : glBegin( GL_QUADS ); break; default : break; } } void rlEnd() { glEnd(); } void rlVertex2i( int x, int y ) { glVertex2i( x, y ); } void rlVertex2f( float x, float y ) { glVertex2f( x, y ); } void rlVertex3f( float x, float y, float z ) { glVertex3f( x, y, z ); } void rlTexCoord2f( float x, float y ) { glTexCoord2f( x, y ); } void rlNormal3f( float x, float y, float z ) { glNormal3f( x, y, z ); } void rlColor4ub( unsigned char r, unsigned char g, unsigned char b, unsigned char a ) { glColor4ub( r, g, b, a ); } void rlColor3f( float x, float y, float z ) { glColor3f( x, y, z ); } void rlColor4f( float x, float y, float z, float w ) { glColor4f( x, y, z, w ); } #endif #if defined( GRAPHICS_API_OPENGL_33 ) || defined( GRAPHICS_API_OPENGL_ES2 ) // Initialize drawing mode (how to organize vertex) void rlBegin( int mode ) { // Draw mode can be RL_LINES, RL_TRIANGLES and RL_QUADS // NOTE: In all three cases, vertex are accumulated over default internal vertex buffer if ( RLGL.currentBatch->draws[ RLGL.currentBatch->drawCounter - 1 ].mode != mode ) { if ( RLGL.currentBatch->draws[ RLGL.currentBatch->drawCounter - 1 ].vertexCount > 0 ) { // Make sure current RLGL.currentBatch->draws[i].vertexCount is aligned a multiple of 4, // that way, following QUADS drawing will keep aligned with index processing // It implies adding some extra alignment vertex at the end of the draw, // those vertex are not processed but they are considered as an additional offset // for the next set of vertex to be drawn if ( RLGL.currentBatch->draws[ RLGL.currentBatch->drawCounter - 1 ].mode == RL_LINES ) RLGL.currentBatch->draws[ RLGL.currentBatch->drawCounter - 1 ].vertexAlignment = ( ( RLGL.currentBatch->draws[ RLGL.currentBatch->drawCounter - 1 ].vertexCount < 4 ) ? RLGL.currentBatch->draws[ RLGL.currentBatch->drawCounter - 1 ].vertexCount : RLGL.currentBatch->draws[ RLGL.currentBatch->drawCounter - 1 ].vertexCount % 4 ); else if ( RLGL.currentBatch->draws[ RLGL.currentBatch->drawCounter - 1 ].mode == RL_TRIANGLES ) RLGL.currentBatch->draws[ RLGL.currentBatch->drawCounter - 1 ].vertexAlignment = ( ( RLGL.currentBatch->draws[ RLGL.currentBatch->drawCounter - 1 ].vertexCount < 4 ) ? 1 : ( 4 - ( RLGL.currentBatch->draws[ RLGL.currentBatch->drawCounter - 1 ].vertexCount % 4 ) ) ); else RLGL.currentBatch->draws[ RLGL.currentBatch->drawCounter - 1 ].vertexAlignment = 0; if ( ! rlCheckRenderBatchLimit( RLGL.currentBatch->draws[ RLGL.currentBatch->drawCounter - 1 ].vertexAlignment ) ) { RLGL.State.vertexCounter += RLGL.currentBatch->draws[ RLGL.currentBatch->drawCounter - 1 ].vertexAlignment; RLGL.currentBatch->drawCounter++; } } if ( RLGL.currentBatch->drawCounter >= RL_DEFAULT_BATCH_DRAWCALLS ) rlDrawRenderBatch( RLGL.currentBatch ); RLGL.currentBatch->draws[ RLGL.currentBatch->drawCounter - 1 ].mode = mode; RLGL.currentBatch->draws[ RLGL.currentBatch->drawCounter - 1 ].vertexCount = 0; RLGL.currentBatch->draws[ RLGL.currentBatch->drawCounter - 1 ].textureId = RLGL.State.defaultTextureId; } } // Finish vertex providing void rlEnd( void ) { // NOTE: Depth increment is dependant on rlOrtho(): z-near and z-far values, // as well as depth buffer bit-depth (16bit or 24bit or 32bit) // Correct increment formula would be: depthInc = (zfar - znear)/pow(2, bits) RLGL.currentBatch->currentDepth += ( 1.0f / 20000.0f ); } // Define one vertex (position) // NOTE: Vertex position data is the basic information required for drawing void rlVertex3f( float x, float y, float z ) { float tx = x; float ty = y; float tz = z; // Transform provided vector if required if ( RLGL.State.transformRequired ) { tx = RLGL.State.transform.m0 * x + RLGL.State.transform.m4 * y + RLGL.State.transform.m8 * z + RLGL.State.transform.m12; ty = RLGL.State.transform.m1 * x + RLGL.State.transform.m5 * y + RLGL.State.transform.m9 * z + RLGL.State.transform.m13; tz = RLGL.State.transform.m2 * x + RLGL.State.transform.m6 * y + RLGL.State.transform.m10 * z + RLGL.State.transform.m14; } // WARNING: We can't break primitives when launching a new batch. // RL_LINES comes in pairs, RL_TRIANGLES come in groups of 3 vertices and RL_QUADS come in groups of 4 vertices. // We must check current draw.mode when a new vertex is required and finish the batch only if the draw.mode draw.vertexCount is %2, %3 or %4 if ( RLGL.State.vertexCounter > ( RLGL.currentBatch->vertexBuffer[ RLGL.currentBatch->currentBuffer ].elementCount * 4 - 4 ) ) { if ( ( RLGL.currentBatch->draws[ RLGL.currentBatch->drawCounter - 1 ].mode == RL_LINES ) && ( RLGL.currentBatch->draws[ RLGL.currentBatch->drawCounter - 1 ].vertexCount % 2 == 0 ) ) { // Reached the maximum number of vertices for RL_LINES drawing // Launch a draw call but keep current state for next vertices comming // NOTE: We add +1 vertex to the check for security rlCheckRenderBatchLimit( 2 + 1 ); } else if ((RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].mode == RL_TRIANGLES) && (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount%3 == 0)) { rlCheckRenderBatchLimit( 3 + 1 ); } else if ((RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].mode == RL_QUADS) && (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount%4 == 0)) { rlCheckRenderBatchLimit( 4 + 1 ); } } // Add vertices RLGL.currentBatch->vertexBuffer[ RLGL.currentBatch->currentBuffer ].vertices[ 3 * RLGL.State.vertexCounter ] = tx; RLGL.currentBatch->vertexBuffer[ RLGL.currentBatch->currentBuffer ].vertices[ 3 * RLGL.State.vertexCounter + 1 ] = ty; RLGL.currentBatch->vertexBuffer[ RLGL.currentBatch->currentBuffer ].vertices[ 3 * RLGL.State.vertexCounter + 2 ] = tz; // Add current texcoord RLGL.currentBatch->vertexBuffer[ RLGL.currentBatch->currentBuffer ].texcoords[ 2 * RLGL.State.vertexCounter ] = RLGL.State.texcoordx; RLGL.currentBatch->vertexBuffer[ RLGL.currentBatch->currentBuffer ].texcoords[ 2 * RLGL.State.vertexCounter + 1 ] = RLGL.State.texcoordy; // WARNING: By default rlVertexBuffer struct does not store normals // Add current color RLGL.currentBatch->vertexBuffer[ RLGL.currentBatch->currentBuffer ].colors[ 4 * RLGL.State.vertexCounter ] = RLGL.State.colorr; RLGL.currentBatch->vertexBuffer[ RLGL.currentBatch->currentBuffer ].colors[ 4 * RLGL.State.vertexCounter + 1 ] = RLGL.State.colorg; RLGL.currentBatch->vertexBuffer[ RLGL.currentBatch->currentBuffer ].colors[ 4 * RLGL.State.vertexCounter + 2 ] = RLGL.State.colorb; RLGL.currentBatch->vertexBuffer[ RLGL.currentBatch->currentBuffer ].colors[ 4 * RLGL.State.vertexCounter + 3 ] = RLGL.State.colora; RLGL.State.vertexCounter++; RLGL.currentBatch->draws[ RLGL.currentBatch->drawCounter - 1 ].vertexCount++; } // Define one vertex (position) void rlVertex2f( float x, float y ) { rlVertex3f( x, y, RLGL.currentBatch->currentDepth ); } // Define one vertex (position) void rlVertex2i( int x, int y ) { rlVertex3f( ( float )x, ( float )y, RLGL.currentBatch->currentDepth ); } // Define one vertex (texture coordinate) // NOTE: Texture coordinates are limited to QUADS only void rlTexCoord2f( float x, float y ) { RLGL.State.texcoordx = x; RLGL.State.texcoordy = y; } // Define one vertex (normal) // NOTE: Normals limited to TRIANGLES only? void rlNormal3f( float x, float y, float z ) { RLGL.State.normalx = x; RLGL.State.normaly = y; RLGL.State.normalz = z; } // Define one vertex (color) void rlColor4ub( unsigned char x, unsigned char y, unsigned char z, unsigned char w ) { RLGL.State.colorr = x; RLGL.State.colorg = y; RLGL.State.colorb = z; RLGL.State.colora = w; } // Define one vertex (color) void rlColor4f( float r, float g, float b, float a ) { rlColor4ub( ( unsigned char )( r * 255 ), ( unsigned char )( g * 255 ), ( unsigned char )( b * 255 ), ( unsigned char )( a * 255 ) ); } // Define one vertex (color) void rlColor3f( float x, float y, float z ) { rlColor4ub( ( unsigned char )( x * 255 ), ( unsigned char )( y * 255 ), ( unsigned char )( z * 255 ), 255 ); } #endif //-------------------------------------------------------------------------------------- // Module Functions Definition - OpenGL style functions (common to 1.1, 3.3+, ES2) //-------------------------------------------------------------------------------------- // Set current texture to use void rlSetTexture( unsigned int id ) { if ( id == 0 ) { #if defined( GRAPHICS_API_OPENGL_11 ) rlDisableTexture(); #else // NOTE: If quads batch limit is reached, we force a draw call and next batch starts if ( RLGL.State.vertexCounter >= RLGL.currentBatch->vertexBuffer[ RLGL.currentBatch->currentBuffer ].elementCount * 4 ) { rlDrawRenderBatch( RLGL.currentBatch ); } #endif } else { #if defined( GRAPHICS_API_OPENGL_11 ) rlEnableTexture( id ); #else if ( RLGL.currentBatch->draws[ RLGL.currentBatch->drawCounter - 1 ].textureId != id ) { if ( RLGL.currentBatch->draws[ RLGL.currentBatch->drawCounter - 1 ].vertexCount > 0 ) { // Make sure current RLGL.currentBatch->draws[i].vertexCount is aligned a multiple of 4, // that way, following QUADS drawing will keep aligned with index processing // It implies adding some extra alignment vertex at the end of the draw, // those vertex are not processed but they are considered as an additional offset // for the next set of vertex to be drawn if ( RLGL.currentBatch->draws[ RLGL.currentBatch->drawCounter - 1 ].mode == RL_LINES ) RLGL.currentBatch->draws[ RLGL.currentBatch->drawCounter - 1 ].vertexAlignment = ( ( RLGL.currentBatch->draws[ RLGL.currentBatch->drawCounter - 1 ].vertexCount < 4 ) ? RLGL.currentBatch->draws[ RLGL.currentBatch->drawCounter - 1 ].vertexCount : RLGL.currentBatch->draws[ RLGL.currentBatch->drawCounter - 1 ].vertexCount % 4 ); else if ( RLGL.currentBatch->draws[ RLGL.currentBatch->drawCounter - 1 ].mode == RL_TRIANGLES ) RLGL.currentBatch->draws[ RLGL.currentBatch->drawCounter - 1 ].vertexAlignment = ( ( RLGL.currentBatch->draws[ RLGL.currentBatch->drawCounter - 1 ].vertexCount < 4 ) ? 1 : ( 4 - ( RLGL.currentBatch->draws[ RLGL.currentBatch->drawCounter - 1 ].vertexCount % 4 ) ) ); else RLGL.currentBatch->draws[ RLGL.currentBatch->drawCounter - 1 ].vertexAlignment = 0; if ( ! rlCheckRenderBatchLimit( RLGL.currentBatch->draws[ RLGL.currentBatch->drawCounter - 1 ].vertexAlignment ) ) { RLGL.State.vertexCounter += RLGL.currentBatch->draws[ RLGL.currentBatch->drawCounter - 1 ].vertexAlignment; RLGL.currentBatch->drawCounter++; } } if ( RLGL.currentBatch->drawCounter >= RL_DEFAULT_BATCH_DRAWCALLS ) rlDrawRenderBatch( RLGL.currentBatch ); RLGL.currentBatch->draws[ RLGL.currentBatch->drawCounter - 1 ].textureId = id; RLGL.currentBatch->draws[ RLGL.currentBatch->drawCounter - 1 ].vertexCount = 0; } #endif } } // Select and active a texture slot void rlActiveTextureSlot( int slot ) { #if defined( GRAPHICS_API_OPENGL_33 ) || defined( GRAPHICS_API_OPENGL_ES2 ) glActiveTexture( GL_TEXTURE0 + slot ); #endif } // Enable texture void rlEnableTexture( unsigned int id ) { #if defined( GRAPHICS_API_OPENGL_11 ) glEnable( GL_TEXTURE_2D ); #endif glBindTexture( GL_TEXTURE_2D, id ); } // Disable texture void rlDisableTexture( void ) { #if defined( GRAPHICS_API_OPENGL_11 ) glDisable( GL_TEXTURE_2D ); #endif glBindTexture( GL_TEXTURE_2D, 0 ); } // Enable texture cubemap void rlEnableTextureCubemap( unsigned int id ) { #if defined( GRAPHICS_API_OPENGL_33 ) || defined( GRAPHICS_API_OPENGL_ES2 ) glBindTexture( GL_TEXTURE_CUBE_MAP, id ); #endif } // Disable texture cubemap void rlDisableTextureCubemap( void ) { #if defined( GRAPHICS_API_OPENGL_33 ) || defined( GRAPHICS_API_OPENGL_ES2 ) glBindTexture( GL_TEXTURE_CUBE_MAP, 0 ); #endif } // Set texture parameters (wrap mode/filter mode) void rlTextureParameters( unsigned int id, int param, int value ) { glBindTexture( GL_TEXTURE_2D, id ); #if ! defined( GRAPHICS_API_OPENGL_11 ) // Reset anisotropy filter, in case it was set glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, 1.0f ); #endif switch ( param ) { case RL_TEXTURE_WRAP_S : case RL_TEXTURE_WRAP_T : { if ( value == RL_TEXTURE_WRAP_MIRROR_CLAMP ) { #if ! defined( GRAPHICS_API_OPENGL_11 ) if ( RLGL.ExtSupported.texMirrorClamp ) glTexParameteri( GL_TEXTURE_2D, param, value ); else TRACELOG( RL_LOG_WARNING, "GL: Clamp mirror wrap mode not supported (GL_MIRROR_CLAMP_EXT)" ); #endif } else glTexParameteri( GL_TEXTURE_2D, param, value ); } break; case RL_TEXTURE_MAG_FILTER : case RL_TEXTURE_MIN_FILTER : glTexParameteri( GL_TEXTURE_2D, param, value ); break; case RL_TEXTURE_FILTER_ANISOTROPIC : { #if ! defined( GRAPHICS_API_OPENGL_11 ) if ( value <= RLGL.ExtSupported.maxAnisotropyLevel ) glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, ( float )value ); else if ( RLGL.ExtSupported.maxAnisotropyLevel > 0.0f ) { TRACELOG( RL_LOG_WARNING, "GL: Maximum anisotropic filter level supported is %iX", id, ( int )RLGL.ExtSupported.maxAnisotropyLevel ); glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, ( float )value ); } else TRACELOG( RL_LOG_WARNING, "GL: Anisotropic filtering not supported" ); #endif } break; #if defined( GRAPHICS_API_OPENGL_33 ) case RL_TEXTURE_MIPMAP_BIAS_RATIO : glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_LOD_BIAS, value / 100.0f ); #endif default : break; } glBindTexture( GL_TEXTURE_2D, 0 ); } // Set cubemap parameters (wrap mode/filter mode) void rlCubemapParameters( unsigned int id, int param, int value ) { #if ! defined( GRAPHICS_API_OPENGL_11 ) glBindTexture( GL_TEXTURE_CUBE_MAP, id ); // Reset anisotropy filter, in case it was set glTexParameterf( GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAX_ANISOTROPY_EXT, 1.0f ); switch ( param ) { case RL_TEXTURE_WRAP_S : case RL_TEXTURE_WRAP_T : { if ( value == RL_TEXTURE_WRAP_MIRROR_CLAMP ) { if ( RLGL.ExtSupported.texMirrorClamp ) glTexParameteri( GL_TEXTURE_CUBE_MAP, param, value ); else TRACELOG( RL_LOG_WARNING, "GL: Clamp mirror wrap mode not supported (GL_MIRROR_CLAMP_EXT)" ); } else glTexParameteri( GL_TEXTURE_CUBE_MAP, param, value ); } break; case RL_TEXTURE_MAG_FILTER : case RL_TEXTURE_MIN_FILTER : glTexParameteri( GL_TEXTURE_CUBE_MAP, param, value ); break; case RL_TEXTURE_FILTER_ANISOTROPIC : { if ( value <= RLGL.ExtSupported.maxAnisotropyLevel ) glTexParameterf( GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAX_ANISOTROPY_EXT, ( float )value ); else if ( RLGL.ExtSupported.maxAnisotropyLevel > 0.0f ) { TRACELOG( RL_LOG_WARNING, "GL: Maximum anisotropic filter level supported is %iX", id, ( int )RLGL.ExtSupported.maxAnisotropyLevel ); glTexParameterf( GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAX_ANISOTROPY_EXT, ( float )value ); } else TRACELOG( RL_LOG_WARNING, "GL: Anisotropic filtering not supported" ); } break; #if defined( GRAPHICS_API_OPENGL_33 ) case RL_TEXTURE_MIPMAP_BIAS_RATIO : glTexParameterf( GL_TEXTURE_CUBE_MAP, GL_TEXTURE_LOD_BIAS, value / 100.0f ); #endif default : break; } glBindTexture( GL_TEXTURE_CUBE_MAP, 0 ); #endif } // Enable shader program void rlEnableShader( unsigned int id ) { #if ( defined( GRAPHICS_API_OPENGL_33 ) || defined( GRAPHICS_API_OPENGL_ES2 ) ) glUseProgram( id ); #endif } // Disable shader program void rlDisableShader( void ) { #if ( defined( GRAPHICS_API_OPENGL_33 ) || defined( GRAPHICS_API_OPENGL_ES2 ) ) glUseProgram( 0 ); #endif } // Enable rendering to texture (fbo) void rlEnableFramebuffer( unsigned int id ) { #if ( defined( GRAPHICS_API_OPENGL_33 ) || defined( GRAPHICS_API_OPENGL_ES2 ) ) && defined( RLGL_RENDER_TEXTURES_HINT ) glBindFramebuffer( GL_FRAMEBUFFER, id ); #endif } // Disable rendering to texture void rlDisableFramebuffer( void ) { #if ( defined( GRAPHICS_API_OPENGL_33 ) || defined( GRAPHICS_API_OPENGL_ES2 ) ) && defined( RLGL_RENDER_TEXTURES_HINT ) glBindFramebuffer( GL_FRAMEBUFFER, 0 ); #endif } // Activate multiple draw color buffers // NOTE: One color buffer is always active by default void rlActiveDrawBuffers( int count ) { #if ( ( defined( GRAPHICS_API_OPENGL_33 ) || defined( 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 ) 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 TRACELOG( LOG_WARNING, "GL: One color buffer active by default" ); #endif } //---------------------------------------------------------------------------------- // General render state configuration //---------------------------------------------------------------------------------- // Enable color blending void rlEnableColorBlend( void ) { glEnable( GL_BLEND ); } // Disable color blending void rlDisableColorBlend( void ) { glDisable( GL_BLEND ); } // Enable depth test void rlEnableDepthTest( void ) { glEnable( GL_DEPTH_TEST ); } // Disable depth test void rlDisableDepthTest( void ) { glDisable( GL_DEPTH_TEST ); } // Enable depth write void rlEnableDepthMask( void ) { glDepthMask( GL_TRUE ); } // Disable depth write void rlDisableDepthMask( void ) { glDepthMask( GL_FALSE ); } // Enable backface culling void rlEnableBackfaceCulling( void ) { glEnable( GL_CULL_FACE ); } // Disable backface culling void rlDisableBackfaceCulling( void ) { glDisable( GL_CULL_FACE ); } // Set face culling mode void rlSetCullFace( int mode ) { switch ( mode ) { case RL_CULL_FACE_BACK : glCullFace( GL_BACK ); break; case RL_CULL_FACE_FRONT : glCullFace( GL_FRONT ); break; default : break; } } // Enable scissor test void rlEnableScissorTest( void ) { glEnable( GL_SCISSOR_TEST ); } // Disable scissor test void rlDisableScissorTest( void ) { glDisable( GL_SCISSOR_TEST ); } // Scissor test void rlScissor( int x, int y, int width, int height ) { glScissor( x, y, width, height ); } // Enable wire mode void rlEnableWireMode( void ) { #if defined( GRAPHICS_API_OPENGL_11 ) || defined( GRAPHICS_API_OPENGL_33 ) // NOTE: glPolygonMode() not available on OpenGL ES glPolygonMode( GL_FRONT_AND_BACK, GL_LINE ); #endif } // Disable wire mode void rlDisableWireMode( void ) { #if defined( GRAPHICS_API_OPENGL_11 ) || defined( GRAPHICS_API_OPENGL_33 ) // NOTE: glPolygonMode() not available on OpenGL ES glPolygonMode( GL_FRONT_AND_BACK, GL_FILL ); #endif } // Set the line drawing width void rlSetLineWidth( float width ) { glLineWidth( width ); } // Get the line drawing width float rlGetLineWidth( void ) { float width = 0; glGetFloatv( GL_LINE_WIDTH, &width ); return width; } // Enable line aliasing void rlEnableSmoothLines( void ) { #if defined( GRAPHICS_API_OPENGL_33 ) || defined( GRAPHICS_API_OPENGL_11 ) glEnable( GL_LINE_SMOOTH ); #endif } // Disable line aliasing void rlDisableSmoothLines( void ) { #if defined( GRAPHICS_API_OPENGL_33 ) || defined( GRAPHICS_API_OPENGL_11 ) glDisable( GL_LINE_SMOOTH ); #endif } // Enable stereo rendering void rlEnableStereoRender( void ) { #if ( defined( GRAPHICS_API_OPENGL_33 ) || defined( GRAPHICS_API_OPENGL_ES2 ) ) RLGL.State.stereoRender = true; #endif } // Disable stereo rendering void rlDisableStereoRender( void ) { #if ( defined( GRAPHICS_API_OPENGL_33 ) || defined( GRAPHICS_API_OPENGL_ES2 ) ) RLGL.State.stereoRender = false; #endif } // Check if stereo render is enabled bool rlIsStereoRenderEnabled( void ) { #if ( defined( GRAPHICS_API_OPENGL_33 ) || defined( GRAPHICS_API_OPENGL_ES2 ) ) return RLGL.State.stereoRender; #else return false; #endif } // Clear color buffer with color void rlClearColor( unsigned char r, unsigned char g, unsigned char b, unsigned char a ) { // Color values clamp to 0.0f(0) and 1.0f(255) float cr = ( float )r / 255; float cg = ( float )g / 255; float cb = ( float )b / 255; float ca = ( float )a / 255; glClearColor( cr, cg, cb, ca ); } // Clear used screen buffers (color and depth) void rlClearScreenBuffers( void ) { glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); // Clear used buffers: Color and Depth (Depth is used for 3D) // glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); // Stencil buffer not used... } // Check and log OpenGL error codes void rlCheckErrors() { #if defined( GRAPHICS_API_OPENGL_33 ) || defined( GRAPHICS_API_OPENGL_ES2 ) int check = 1; while ( check ) { const GLenum err = glGetError(); switch ( err ) { case GL_NO_ERROR : check = 0; break; case 0x0500 : TRACELOG( RL_LOG_WARNING, "GL: Error detected: GL_INVALID_ENUM" ); break; case 0x0501 : TRACELOG( RL_LOG_WARNING, "GL: Error detected: GL_INVALID_VALUE" ); break; case 0x0502 : TRACELOG( RL_LOG_WARNING, "GL: Error detected: GL_INVALID_OPERATION" ); break; case 0x0503 : TRACELOG( RL_LOG_WARNING, "GL: Error detected: GL_STACK_OVERFLOW" ); break; case 0x0504 : TRACELOG( RL_LOG_WARNING, "GL: Error detected: GL_STACK_UNDERFLOW" ); break; case 0x0505 : TRACELOG( RL_LOG_WARNING, "GL: Error detected: GL_OUT_OF_MEMORY" ); break; case 0x0506 : TRACELOG( RL_LOG_WARNING, "GL: Error detected: GL_INVALID_FRAMEBUFFER_OPERATION" ); break; default : TRACELOG( RL_LOG_WARNING, "GL: Error detected: Unknown error code: %x", err ); break; } } #endif } // Set blend mode void rlSetBlendMode( int mode ) { #if defined( GRAPHICS_API_OPENGL_33 ) || defined( GRAPHICS_API_OPENGL_ES2 ) if ( ( RLGL.State.currentBlendMode != mode ) || ( ( mode == RL_BLEND_CUSTOM || mode == RL_BLEND_CUSTOM_SEPARATE ) && RLGL.State.glCustomBlendModeModified ) ) { rlDrawRenderBatch( RLGL.currentBatch ); switch ( mode ) { case RL_BLEND_ALPHA : glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ); glBlendEquation( GL_FUNC_ADD ); break; case RL_BLEND_ADDITIVE : glBlendFunc( GL_SRC_ALPHA, GL_ONE ); glBlendEquation( GL_FUNC_ADD ); break; case RL_BLEND_MULTIPLIED : glBlendFunc( GL_DST_COLOR, GL_ONE_MINUS_SRC_ALPHA ); glBlendEquation( GL_FUNC_ADD ); break; case RL_BLEND_ADD_COLORS : glBlendFunc( GL_ONE, GL_ONE ); glBlendEquation( GL_FUNC_ADD ); break; case RL_BLEND_SUBTRACT_COLORS : glBlendFunc( GL_ONE, GL_ONE ); glBlendEquation( GL_FUNC_SUBTRACT ); break; case RL_BLEND_ALPHA_PREMULTIPLY : glBlendFunc( GL_ONE, GL_ONE_MINUS_SRC_ALPHA ); glBlendEquation( GL_FUNC_ADD ); break; case RL_BLEND_CUSTOM : { // NOTE: Using GL blend src/dst factors and GL equation configured with rlSetBlendFactors() glBlendFunc( RLGL.State.glBlendSrcFactor, RLGL.State.glBlendDstFactor ); glBlendEquation( RLGL.State.glBlendEquation ); } break; case RL_BLEND_CUSTOM_SEPARATE : { // NOTE: Using GL blend src/dst factors and GL equation configured with rlSetBlendFactorsSeparate() glBlendFuncSeparate( RLGL.State.glBlendSrcFactorRGB, RLGL.State.glBlendDestFactorRGB, RLGL.State.glBlendSrcFactorAlpha, RLGL.State.glBlendDestFactorAlpha ); glBlendEquationSeparate( RLGL.State.glBlendEquationRGB, RLGL.State.glBlendEquationAlpha ); } break; default : break; } RLGL.State.currentBlendMode = mode; RLGL.State.glCustomBlendModeModified = false; } #endif } // Set blending mode factor and equation void rlSetBlendFactors( int glSrcFactor, int glDstFactor, int glEquation ) { #if defined( GRAPHICS_API_OPENGL_33 ) || defined( GRAPHICS_API_OPENGL_ES2 ) if ( ( RLGL.State.glBlendSrcFactor != glSrcFactor ) || ( RLGL.State.glBlendDstFactor != glDstFactor ) || ( RLGL.State.glBlendEquation != glEquation ) ) { RLGL.State.glBlendSrcFactor = glSrcFactor; RLGL.State.glBlendDstFactor = glDstFactor; RLGL.State.glBlendEquation = glEquation; RLGL.State.glCustomBlendModeModified = true; } #endif } // Set blending mode factor and equation separately for RGB and alpha void rlSetBlendFactorsSeparate( int glSrcRGB, int glDstRGB, int glSrcAlpha, int glDstAlpha, int glEqRGB, int glEqAlpha ) { #if defined( GRAPHICS_API_OPENGL_33 ) || defined( GRAPHICS_API_OPENGL_ES2 ) if ( ( RLGL.State.glBlendSrcFactorRGB != glSrcRGB ) || ( RLGL.State.glBlendDestFactorRGB != glDstRGB ) || ( RLGL.State.glBlendSrcFactorAlpha != glSrcAlpha ) || ( RLGL.State.glBlendDestFactorAlpha != glDstAlpha ) || ( RLGL.State.glBlendEquationRGB != glEqRGB ) || ( RLGL.State.glBlendEquationAlpha != glEqAlpha ) ) { RLGL.State.glBlendSrcFactorRGB = glSrcRGB; RLGL.State.glBlendDestFactorRGB = glDstRGB; RLGL.State.glBlendSrcFactorAlpha = glSrcAlpha; RLGL.State.glBlendDestFactorAlpha = glDstAlpha; RLGL.State.glBlendEquationRGB = glEqRGB; RLGL.State.glBlendEquationAlpha = glEqAlpha; RLGL.State.glCustomBlendModeModified = true; } #endif } //---------------------------------------------------------------------------------- // Module Functions Definition - OpenGL Debug //---------------------------------------------------------------------------------- #if defined( RLGL_ENABLE_OPENGL_DEBUG_CONTEXT ) && defined( GRAPHICS_API_OPENGL_43 ) static void GLAPIENTRY rlDebugMessageCallback( GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar* message, const void* userParam ) { // Ignore non-significant error/warning codes (NVidia drivers) // NOTE: Here there are the details with a sample output: // - #131169 - Framebuffer detailed info: The driver allocated storage for renderbuffer 2. (severity: low) // - #131185 - Buffer detailed info: Buffer object 1 (bound to GL_ELEMENT_ARRAY_BUFFER_ARB, usage hint is GL_ENUM_88e4) // will use VIDEO memory as the source for buffer object operations. (severity: low) // - #131218 - Program/shader state performance warning: Vertex shader in program 7 is being recompiled based on GL state. (severity: medium) // - #131204 - Texture state usage warning: The texture object (0) bound to texture image unit 0 does not have // a defined base level and cannot be used for texture mapping. (severity: low) if ( ( id == 131169 ) || ( id == 131185 ) || ( id == 131218 ) || ( id == 131204 ) ) return; const char* msgSource = NULL; switch ( source ) { case GL_DEBUG_SOURCE_API : msgSource = "API"; break; case GL_DEBUG_SOURCE_WINDOW_SYSTEM : msgSource = "WINDOW_SYSTEM"; break; case GL_DEBUG_SOURCE_SHADER_COMPILER : msgSource = "SHADER_COMPILER"; break; case GL_DEBUG_SOURCE_THIRD_PARTY : msgSource = "THIRD_PARTY"; break; case GL_DEBUG_SOURCE_APPLICATION : msgSource = "APPLICATION"; break; case GL_DEBUG_SOURCE_OTHER : msgSource = "OTHER"; break; default : break; } const char* msgType = NULL; switch ( type ) { case GL_DEBUG_TYPE_ERROR : msgType = "ERROR"; break; case GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR : msgType = "DEPRECATED_BEHAVIOR"; break; case GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR : msgType = "UNDEFINED_BEHAVIOR"; break; case GL_DEBUG_TYPE_PORTABILITY : msgType = "PORTABILITY"; break; case GL_DEBUG_TYPE_PERFORMANCE : msgType = "PERFORMANCE"; break; case GL_DEBUG_TYPE_MARKER : msgType = "MARKER"; break; case GL_DEBUG_TYPE_PUSH_GROUP : msgType = "PUSH_GROUP"; break; case GL_DEBUG_TYPE_POP_GROUP : msgType = "POP_GROUP"; break; case GL_DEBUG_TYPE_OTHER : msgType = "OTHER"; break; default : break; } const char* msgSeverity = "DEFAULT"; switch ( severity ) { case GL_DEBUG_SEVERITY_LOW : msgSeverity = "LOW"; break; case GL_DEBUG_SEVERITY_MEDIUM : msgSeverity = "MEDIUM"; break; case GL_DEBUG_SEVERITY_HIGH : msgSeverity = "HIGH"; break; case GL_DEBUG_SEVERITY_NOTIFICATION : msgSeverity = "NOTIFICATION"; break; default : break; } TRACELOG( LOG_WARNING, "GL: OpenGL debug message: %s", message ); TRACELOG( LOG_WARNING, " > Type: %s", msgType ); TRACELOG( LOG_WARNING, " > Source = %s", msgSource ); TRACELOG( LOG_WARNING, " > Severity = %s", msgSeverity ); } #endif //---------------------------------------------------------------------------------- // Module Functions Definition - rlgl functionality //---------------------------------------------------------------------------------- // Initialize rlgl: OpenGL extensions, default buffers/shaders/textures, OpenGL states void rlglInit( int width, int height ) { // Enable OpenGL debug context if required #if defined( RLGL_ENABLE_OPENGL_DEBUG_CONTEXT ) && defined( GRAPHICS_API_OPENGL_43 ) if ( ( glDebugMessageCallback != NULL ) && ( glDebugMessageControl != NULL ) ) { glDebugMessageCallback( rlDebugMessageCallback, 0 ); // glDebugMessageControl(GL_DEBUG_SOURCE_API, GL_DEBUG_TYPE_ERROR, GL_DEBUG_SEVERITY_HIGH, 0, 0, GL_TRUE); // Debug context options: // - GL_DEBUG_OUTPUT - Faster version but not useful for breakpoints // - GL_DEBUG_OUTPUT_SYNCHRONUS - Callback is in sync with errors, so a breakpoint can be placed on the callback in order to get a stacktrace for the // GL error glEnable( GL_DEBUG_OUTPUT ); glEnable( GL_DEBUG_OUTPUT_SYNCHRONOUS ); } #endif #if defined( GRAPHICS_API_OPENGL_33 ) || defined( GRAPHICS_API_OPENGL_ES2 ) // Init default white texture unsigned char pixels[ 4 ] = { 255, 255, 255, 255 }; // 1 pixel RGBA (4 bytes) RLGL.State.defaultTextureId = rlLoadTexture( pixels, 1, 1, RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8A8, 1 ); if ( RLGL.State.defaultTextureId != 0 ) TRACELOG( RL_LOG_INFO, "TEXTURE: [ID %i] Default texture loaded successfully", RLGL.State.defaultTextureId ); else TRACELOG( RL_LOG_WARNING, "TEXTURE: Failed to load default texture" ); // Init default Shader (customized for GL 3.3 and ES2) // Loaded: RLGL.State.defaultShaderId + RLGL.State.defaultShaderLocs rlLoadShaderDefault(); RLGL.State.currentShaderId = RLGL.State.defaultShaderId; RLGL.State.currentShaderLocs = RLGL.State.defaultShaderLocs; // Init default vertex arrays buffers RLGL.defaultBatch = rlLoadRenderBatch( RL_DEFAULT_BATCH_BUFFERS, RL_DEFAULT_BATCH_BUFFER_ELEMENTS ); RLGL.currentBatch = &RLGL.defaultBatch; // Init stack matrices (emulating OpenGL 1.1) for ( int i = 0; i < RL_MAX_MATRIX_STACK_SIZE; i++ ) RLGL.State.stack[ i ] = rlMatrixIdentity(); // Init internal matrices RLGL.State.transform = rlMatrixIdentity(); RLGL.State.projection = rlMatrixIdentity(); RLGL.State.modelview = rlMatrixIdentity(); RLGL.State.currentMatrix = &RLGL.State.modelview; #endif // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2 // Initialize OpenGL default states //---------------------------------------------------------- // Init state: Depth test glDepthFunc( GL_LEQUAL ); // Type of depth testing to apply glDisable( GL_DEPTH_TEST ); // Disable depth testing for 2D (only used for 3D) // Init state: Blending mode glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ); // Color blending function (how colors are mixed) glEnable( GL_BLEND ); // Enable color blending (required to work with transparencies) // Init state: Culling // NOTE: All shapes/models triangles are drawn CCW glCullFace( GL_BACK ); // Cull the back face (default) glFrontFace( GL_CCW ); // Front face are defined counter clockwise (default) glEnable( GL_CULL_FACE ); // Enable backface culling // Init state: Cubemap seamless #if defined( GRAPHICS_API_OPENGL_33 ) glEnable( GL_TEXTURE_CUBE_MAP_SEAMLESS ); // Seamless cubemaps (not supported on OpenGL ES 2.0) #endif #if defined( GRAPHICS_API_OPENGL_11 ) // Init state: Color hints (deprecated in OpenGL 3.0+) glHint( GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST ); // Improve quality of color and texture coordinate interpolation glShadeModel( GL_SMOOTH ); // Smooth shading between vertex (vertex colors interpolation) #endif #if defined( GRAPHICS_API_OPENGL_33 ) || defined( GRAPHICS_API_OPENGL_ES2 ) // Store screen size into global variables RLGL.State.framebufferWidth = width; RLGL.State.framebufferHeight = height; TRACELOG( RL_LOG_INFO, "RLGL: Default OpenGL state initialized successfully" ); //---------------------------------------------------------- #endif // Init state: Color/Depth buffers clear glClearColor( 0.0f, 0.0f, 0.0f, 1.0f ); // Set clear color (black) glClearDepth( 1.0f ); // Set clear depth value (default) glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); // Clear color and depth buffers (depth buffer required for 3D) } // Vertex Buffer Object deinitialization (memory free) void rlglClose( void ) { #if defined( GRAPHICS_API_OPENGL_33 ) || defined( GRAPHICS_API_OPENGL_ES2 ) rlUnloadRenderBatch( RLGL.defaultBatch ); rlUnloadShaderDefault(); // Unload default shader glDeleteTextures( 1, &RLGL.State.defaultTextureId ); // Unload default texture TRACELOG( RL_LOG_INFO, "TEXTURE: [ID %i] Default texture unloaded successfully", RLGL.State.defaultTextureId ); #endif } // Load OpenGL extensions // NOTE: External loader function must be provided void rlLoadExtensions( void* loader ) { #if defined( GRAPHICS_API_OPENGL_33 ) // Also defined for GRAPHICS_API_OPENGL_21 // NOTE: glad is generated and contains only required OpenGL 3.3 Core extensions (and lower versions) if ( gladLoadGL( ( GLADloadfunc )loader ) == 0 ) TRACELOG( RL_LOG_WARNING, "GLAD: Cannot load OpenGL extensions" ); else TRACELOG( RL_LOG_INFO, "GLAD: OpenGL extensions loaded successfully" ); // Get number of supported extensions GLint numExt = 0; glGetIntegerv( GL_NUM_EXTENSIONS, &numExt ); TRACELOG( RL_LOG_INFO, "GL: Supported extensions count: %i", numExt ); #if defined( RLGL_SHOW_GL_DETAILS_INFO ) // Get supported extensions list // WARNING: glGetStringi() not available on OpenGL 2.1 TRACELOG( RL_LOG_INFO, "GL: OpenGL extensions:" ); for ( int i = 0; i < numExt; i++ ) TRACELOG( RL_LOG_INFO, " %s", glGetStringi( GL_EXTENSIONS, i ) ); #endif #if defined( GRAPHICS_API_OPENGL_21 ) // Register supported extensions flags // Optional OpenGL 2.1 extensions RLGL.ExtSupported.vao = GLAD_GL_ARB_vertex_array_object; RLGL.ExtSupported.instancing = ( GLAD_GL_EXT_draw_instanced && GLAD_GL_ARB_instanced_arrays ); RLGL.ExtSupported.texNPOT = GLAD_GL_ARB_texture_non_power_of_two; RLGL.ExtSupported.texFloat32 = GLAD_GL_ARB_texture_float; RLGL.ExtSupported.texFloat16 = GLAD_GL_ARB_texture_float; RLGL.ExtSupported.texDepth = GLAD_GL_ARB_depth_texture; RLGL.ExtSupported.maxDepthBits = 32; RLGL.ExtSupported.texAnisoFilter = GLAD_GL_EXT_texture_filter_anisotropic; RLGL.ExtSupported.texMirrorClamp = GLAD_GL_EXT_texture_mirror_clamp; #else // Register supported extensions flags // OpenGL 3.3 extensions supported by default (core) RLGL.ExtSupported.vao = true; RLGL.ExtSupported.instancing = true; RLGL.ExtSupported.texNPOT = true; RLGL.ExtSupported.texFloat32 = true; RLGL.ExtSupported.texFloat16 = true; RLGL.ExtSupported.texDepth = true; RLGL.ExtSupported.maxDepthBits = 32; RLGL.ExtSupported.texAnisoFilter = true; RLGL.ExtSupported.texMirrorClamp = true; #endif // Optional OpenGL 3.3 extensions RLGL.ExtSupported.texCompASTC = GLAD_GL_KHR_texture_compression_astc_hdr && GLAD_GL_KHR_texture_compression_astc_ldr; RLGL.ExtSupported.texCompDXT = GLAD_GL_EXT_texture_compression_s3tc; // Texture compression: DXT RLGL.ExtSupported.texCompETC2 = GLAD_GL_ARB_ES3_compatibility; // Texture compression: ETC2/EAC #if defined( GRAPHICS_API_OPENGL_43 ) RLGL.ExtSupported.computeShader = GLAD_GL_ARB_compute_shader; RLGL.ExtSupported.ssbo = GLAD_GL_ARB_shader_storage_buffer_object; #endif #endif // GRAPHICS_API_OPENGL_33 #if defined( GRAPHICS_API_OPENGL_ES3 ) // Register supported extensions flags // OpenGL ES 3.0 extensions supported by default RLGL.ExtSupported.vao = true; RLGL.ExtSupported.instancing = true; RLGL.ExtSupported.texNPOT = true; RLGL.ExtSupported.texFloat32 = true; RLGL.ExtSupported.texFloat16 = true; RLGL.ExtSupported.texDepth = true; RLGL.ExtSupported.texDepthWebGL = true; RLGL.ExtSupported.maxDepthBits = 24; RLGL.ExtSupported.texAnisoFilter = true; RLGL.ExtSupported.texMirrorClamp = true; // TODO: Make sure that the ones above are actually present by default // TODO: Check for these... // RLGL.ExtSupported.texCompDXT // RLGL.ExtSupported.texCompETC1 // RLGL.ExtSupported.texCompETC2 // RLGL.ExtSupported.texCompPVRT // RLGL.ExtSupported.texCompASTC // RLGL.ExtSupported.computeShader // RLGL.ExtSupported.ssbo // RLGL.ExtSupported.maxAnisotropyLevel #elif defined( GRAPHICS_API_OPENGL_ES2 ) #if defined( PLATFORM_DESKTOP ) // TODO: Support OpenGL ES 3.0 if ( gladLoadGLES2( ( GLADloadfunc )loader ) == 0 ) TRACELOG( RL_LOG_WARNING, "GLAD: Cannot load OpenGL ES2.0 functions" ); else TRACELOG( RL_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 ]; } } TRACELOG( RL_LOG_INFO, "GL: Supported extensions count: %i", numExt ); #if defined( RLGL_SHOW_GL_DETAILS_INFO ) TRACELOG( RL_LOG_INFO, "GL: OpenGL extensions:" ); for ( int i = 0; i < numExt; i++ ) TRACELOG( RL_LOG_INFO, " %s", extList[ i ] ); #endif // Check required extensions for ( int i = 0; i < numExt; i++ ) { // Check VAO support // NOTE: Only check on OpenGL ES, OpenGL 3.3 has VAO support as core feature if ( strcmp( extList[ i ], ( const char* )"GL_OES_vertex_array_object" ) == 0 ) { // The extension is supported by our hardware and driver, try to get related functions pointers // NOTE: emscripten does not support VAOs natively, it uses emulation and it reduces overall performance... glGenVertexArrays = ( PFNGLGENVERTEXARRAYSOESPROC )( ( rlglLoadProc )loader )( "glGenVertexArraysOES" ); glBindVertexArray = ( PFNGLBINDVERTEXARRAYOESPROC )( ( rlglLoadProc )loader )( "glBindVertexArrayOES" ); glDeleteVertexArrays = ( PFNGLDELETEVERTEXARRAYSOESPROC )( ( rlglLoadProc )loader )( "glDeleteVertexArraysOES" ); // glIsVertexArray = (PFNGLISVERTEXARRAYOESPROC)loader("glIsVertexArrayOES"); // NOTE: Fails in WebGL, omitted if ( ( glGenVertexArrays != NULL ) && ( glBindVertexArray != NULL ) && ( glDeleteVertexArrays != NULL ) ) RLGL.ExtSupported.vao = true; } // Check instanced rendering support if ( strcmp( extList[ i ], ( const char* )"GL_ANGLE_instanced_arrays" ) == 0 ) // Web ANGLE { glDrawArraysInstanced = ( PFNGLDRAWARRAYSINSTANCEDEXTPROC )( ( rlglLoadProc )loader )( "glDrawArraysInstancedANGLE" ); glDrawElementsInstanced = ( PFNGLDRAWELEMENTSINSTANCEDEXTPROC )( ( rlglLoadProc )loader )( "glDrawElementsInstancedANGLE" ); glVertexAttribDivisor = ( PFNGLVERTEXATTRIBDIVISOREXTPROC )( ( rlglLoadProc )loader )( "glVertexAttribDivisorANGLE" ); if ( ( glDrawArraysInstanced != NULL ) && ( glDrawElementsInstanced != NULL ) && ( glVertexAttribDivisor != NULL ) ) RLGL.ExtSupported.instancing = true; } else { if ( ( strcmp( extList[ i ], ( const char* )"GL_EXT_draw_instanced" ) == 0 ) && // Standard EXT ( strcmp( extList[ i ], ( const char* )"GL_EXT_instanced_arrays" ) == 0 ) ) { glDrawArraysInstanced = ( PFNGLDRAWARRAYSINSTANCEDEXTPROC )( ( rlglLoadProc )loader )( "glDrawArraysInstancedEXT" ); glDrawElementsInstanced = ( PFNGLDRAWELEMENTSINSTANCEDEXTPROC )( ( rlglLoadProc )loader )( "glDrawElementsInstancedEXT" ); glVertexAttribDivisor = ( PFNGLVERTEXATTRIBDIVISOREXTPROC )( ( rlglLoadProc )loader )( "glVertexAttribDivisorEXT" ); if ( ( glDrawArraysInstanced != NULL ) && ( glDrawElementsInstanced != NULL ) && ( glVertexAttribDivisor != NULL ) ) RLGL.ExtSupported.instancing = true; } } // Check NPOT textures support // NOTE: Only check on OpenGL ES, OpenGL 3.3 has NPOT textures full support as core feature if ( strcmp( extList[ i ], ( const char* )"GL_OES_texture_npot" ) == 0 ) RLGL.ExtSupported.texNPOT = true; // Check texture float support if ( strcmp( extList[ i ], ( const char* )"GL_OES_texture_float" ) == 0 ) RLGL.ExtSupported.texFloat32 = true; if ( strcmp( extList[ i ], ( const char* )"GL_OES_texture_half_float" ) == 0 ) RLGL.ExtSupported.texFloat16 = true; // Check depth texture support if ( strcmp( extList[ i ], ( const char* )"GL_OES_depth_texture" ) == 0 ) RLGL.ExtSupported.texDepth = true; if ( strcmp( extList[ i ], ( const char* )"GL_WEBGL_depth_texture" ) == 0 ) RLGL.ExtSupported.texDepthWebGL = true; // WebGL requires unsized internal format if ( RLGL.ExtSupported.texDepthWebGL ) RLGL.ExtSupported.texDepth = true; if ( strcmp( extList[ i ], ( const char* )"GL_OES_depth24" ) == 0 ) RLGL.ExtSupported.maxDepthBits = 24; // Not available on WebGL if ( strcmp( extList[ i ], ( const char* )"GL_OES_depth32" ) == 0 ) RLGL.ExtSupported.maxDepthBits = 32; // Not available on WebGL // Check texture compression support: DXT if ( ( strcmp( extList[ i ], ( const char* )"GL_EXT_texture_compression_s3tc" ) == 0 ) || ( strcmp( extList[ i ], ( const char* )"GL_WEBGL_compressed_texture_s3tc" ) == 0 ) || ( strcmp( extList[ i ], ( const char* )"GL_WEBKIT_WEBGL_compressed_texture_s3tc" ) == 0 ) ) RLGL.ExtSupported.texCompDXT = true; // Check texture compression support: ETC1 if ( ( strcmp( extList[ i ], ( const char* )"GL_OES_compressed_ETC1_RGB8_texture" ) == 0 ) || ( strcmp( extList[ i ], ( const char* )"GL_WEBGL_compressed_texture_etc1" ) == 0 ) ) RLGL.ExtSupported.texCompETC1 = true; // Check texture compression support: ETC2/EAC if ( strcmp( extList[ i ], ( const char* )"GL_ARB_ES3_compatibility" ) == 0 ) RLGL.ExtSupported.texCompETC2 = true; // Check texture compression support: PVR if ( strcmp( extList[ i ], ( const char* )"GL_IMG_texture_compression_pvrtc" ) == 0 ) RLGL.ExtSupported.texCompPVRT = true; // Check texture compression support: ASTC if ( strcmp( extList[ i ], ( const char* )"GL_KHR_texture_compression_astc_hdr" ) == 0 ) RLGL.ExtSupported.texCompASTC = true; // Check anisotropic texture filter support if ( strcmp( extList[ i ], ( const char* )"GL_EXT_texture_filter_anisotropic" ) == 0 ) RLGL.ExtSupported.texAnisoFilter = true; // Check clamp mirror wrap mode support if ( strcmp( extList[ i ], ( const char* )"GL_EXT_texture_mirror_clamp" ) == 0 ) RLGL.ExtSupported.texMirrorClamp = true; } // Free extensions pointers RL_FREE( extList ); RL_FREE( extensionsDup ); // Duplicated string must be deallocated #endif // GRAPHICS_API_OPENGL_ES2 // Check OpenGL information and capabilities //------------------------------------------------------------------------------ // Show current OpenGL and GLSL version TRACELOG( RL_LOG_INFO, "GL: OpenGL device information:" ); TRACELOG( RL_LOG_INFO, " > Vendor: %s", glGetString( GL_VENDOR ) ); TRACELOG( RL_LOG_INFO, " > Renderer: %s", glGetString( GL_RENDERER ) ); TRACELOG( RL_LOG_INFO, " > Version: %s", glGetString( GL_VERSION ) ); TRACELOG( RL_LOG_INFO, " > GLSL: %s", glGetString( GL_SHADING_LANGUAGE_VERSION ) ); #if defined( GRAPHICS_API_OPENGL_33 ) || defined( GRAPHICS_API_OPENGL_ES2 ) // NOTE: Anisotropy levels capability is an extension #ifndef GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT #define GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT 0x84FF #endif glGetFloatv( GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &RLGL.ExtSupported.maxAnisotropyLevel ); #if defined( RLGL_SHOW_GL_DETAILS_INFO ) // Show some OpenGL GPU capabilities TRACELOG( RL_LOG_INFO, "GL: OpenGL capabilities:" ); GLint capability = 0; glGetIntegerv( GL_MAX_TEXTURE_SIZE, &capability ); TRACELOG( RL_LOG_INFO, " GL_MAX_TEXTURE_SIZE: %i", capability ); glGetIntegerv( GL_MAX_CUBE_MAP_TEXTURE_SIZE, &capability ); TRACELOG( RL_LOG_INFO, " GL_MAX_CUBE_MAP_TEXTURE_SIZE: %i", capability ); glGetIntegerv( GL_MAX_TEXTURE_IMAGE_UNITS, &capability ); TRACELOG( RL_LOG_INFO, " GL_MAX_TEXTURE_IMAGE_UNITS: %i", capability ); glGetIntegerv( GL_MAX_VERTEX_ATTRIBS, &capability ); TRACELOG( RL_LOG_INFO, " GL_MAX_VERTEX_ATTRIBS: %i", capability ); #if ! defined( GRAPHICS_API_OPENGL_ES2 ) glGetIntegerv( GL_MAX_UNIFORM_BLOCK_SIZE, &capability ); TRACELOG( RL_LOG_INFO, " GL_MAX_UNIFORM_BLOCK_SIZE: %i", capability ); glGetIntegerv( GL_MAX_DRAW_BUFFERS, &capability ); TRACELOG( RL_LOG_INFO, " GL_MAX_DRAW_BUFFERS: %i", capability ); if ( RLGL.ExtSupported.texAnisoFilter ) TRACELOG( RL_LOG_INFO, " GL_MAX_TEXTURE_MAX_ANISOTROPY: %.0f", RLGL.ExtSupported.maxAnisotropyLevel ); #endif glGetIntegerv( GL_NUM_COMPRESSED_TEXTURE_FORMATS, &capability ); TRACELOG( RL_LOG_INFO, " GL_NUM_COMPRESSED_TEXTURE_FORMATS: %i", capability ); GLint* compFormats = ( GLint* )RL_CALLOC( capability, sizeof( GLint ) ); glGetIntegerv( GL_COMPRESSED_TEXTURE_FORMATS, compFormats ); for ( int i = 0; i < capability; i++ ) TRACELOG( RL_LOG_INFO, " %s", rlGetCompressedFormatName( compFormats[ i ] ) ); RL_FREE( compFormats ); #if defined( GRAPHICS_API_OPENGL_43 ) glGetIntegerv( GL_MAX_VERTEX_ATTRIB_BINDINGS, &capability ); TRACELOG( RL_LOG_INFO, " GL_MAX_VERTEX_ATTRIB_BINDINGS: %i", capability ); glGetIntegerv( GL_MAX_UNIFORM_LOCATIONS, &capability ); TRACELOG( RL_LOG_INFO, " GL_MAX_UNIFORM_LOCATIONS: %i", capability ); #endif // GRAPHICS_API_OPENGL_43 #else // RLGL_SHOW_GL_DETAILS_INFO // Show some basic info about GL supported features if ( RLGL.ExtSupported.vao ) TRACELOG( RL_LOG_INFO, "GL: VAO extension detected, VAO functions loaded successfully" ); else TRACELOG( RL_LOG_WARNING, "GL: VAO extension not found, VAO not supported" ); if ( RLGL.ExtSupported.texNPOT ) TRACELOG( RL_LOG_INFO, "GL: NPOT textures extension detected, full NPOT textures supported" ); else TRACELOG( RL_LOG_WARNING, "GL: NPOT textures extension not found, limited NPOT support (no-mipmaps, no-repeat)" ); if ( RLGL.ExtSupported.texCompDXT ) TRACELOG( RL_LOG_INFO, "GL: DXT compressed textures supported" ); if ( RLGL.ExtSupported.texCompETC1 ) TRACELOG( RL_LOG_INFO, "GL: ETC1 compressed textures supported" ); if ( RLGL.ExtSupported.texCompETC2 ) TRACELOG( RL_LOG_INFO, "GL: ETC2/EAC compressed textures supported" ); if ( RLGL.ExtSupported.texCompPVRT ) TRACELOG( RL_LOG_INFO, "GL: PVRT compressed textures supported" ); if ( RLGL.ExtSupported.texCompASTC ) TRACELOG( RL_LOG_INFO, "GL: ASTC compressed textures supported" ); if ( RLGL.ExtSupported.computeShader ) TRACELOG( RL_LOG_INFO, "GL: Compute shaders supported" ); if ( RLGL.ExtSupported.ssbo ) TRACELOG( RL_LOG_INFO, "GL: Shader storage buffer objects supported" ); #endif // RLGL_SHOW_GL_DETAILS_INFO #endif // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2 } // Get current OpenGL version int rlGetVersion( void ) { int glVersion = 0; #if defined( GRAPHICS_API_OPENGL_11 ) glVersion = RL_OPENGL_11; #endif #if defined( GRAPHICS_API_OPENGL_21 ) glVersion = RL_OPENGL_21; #elif defined( GRAPHICS_API_OPENGL_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 rlSetFramebufferWidth( int width ) { #if defined( GRAPHICS_API_OPENGL_33 ) || defined( GRAPHICS_API_OPENGL_ES2 ) RLGL.State.framebufferWidth = width; #endif } // Set current framebuffer height void rlSetFramebufferHeight( int height ) { #if defined( GRAPHICS_API_OPENGL_33 ) || defined( GRAPHICS_API_OPENGL_ES2 ) RLGL.State.framebufferHeight = height; #endif } // Get default framebuffer width int rlGetFramebufferWidth( void ) { int width = 0; #if defined( GRAPHICS_API_OPENGL_33 ) || defined( GRAPHICS_API_OPENGL_ES2 ) width = RLGL.State.framebufferWidth; #endif return width; } // Get default framebuffer height int rlGetFramebufferHeight( void ) { int height = 0; #if defined( GRAPHICS_API_OPENGL_33 ) || defined( GRAPHICS_API_OPENGL_ES2 ) height = RLGL.State.framebufferHeight; #endif return height; } // Get default internal texture (white texture) // NOTE: Default texture is a 1x1 pixel UNCOMPRESSED_R8G8B8A8 unsigned int rlGetTextureIdDefault( void ) { unsigned int id = 0; #if defined( GRAPHICS_API_OPENGL_33 ) || defined( GRAPHICS_API_OPENGL_ES2 ) id = RLGL.State.defaultTextureId; #endif return id; } // Get default shader id unsigned int rlGetShaderIdDefault( void ) { unsigned int id = 0; #if defined( GRAPHICS_API_OPENGL_33 ) || defined( GRAPHICS_API_OPENGL_ES2 ) id = RLGL.State.defaultShaderId; #endif return id; } // Get default shader locs int* rlGetShaderLocsDefault( void ) { int* locs = NULL; #if defined( GRAPHICS_API_OPENGL_33 ) || defined( GRAPHICS_API_OPENGL_ES2 ) locs = RLGL.State.defaultShaderLocs; #endif return locs; } // Render batch management //------------------------------------------------------------------------------------------------ // Load render batch rlRenderBatch rlLoadRenderBatch( int numBuffers, int bufferElements ) { rlRenderBatch batch = { 0 }; #if defined( GRAPHICS_API_OPENGL_33 ) || defined( GRAPHICS_API_OPENGL_ES2 ) // Initialize CPU (RAM) vertex buffers (position, texcoord, color data and indexes) //-------------------------------------------------------------------------------------------- batch.vertexBuffer = ( rlVertexBuffer* )RL_MALLOC( numBuffers * sizeof( rlVertexBuffer ) ); for ( int i = 0; i < numBuffers; i++ ) { batch.vertexBuffer[ i ].elementCount = bufferElements; batch.vertexBuffer[ i ].vertices = ( float* )RL_MALLOC( bufferElements * 3 * 4 * sizeof( float ) ); // 3 float by vertex, 4 vertex by quad batch.vertexBuffer[ i ].texcoords = ( float* )RL_MALLOC( bufferElements * 2 * 4 * sizeof( float ) ); // 2 float by texcoord, 4 texcoord by quad batch.vertexBuffer[ i ].colors = ( unsigned char* )RL_MALLOC( bufferElements * 4 * 4 * sizeof( unsigned char ) ); // 4 float by color, 4 colors by quad #if defined( GRAPHICS_API_OPENGL_33 ) batch.vertexBuffer[ i ].indices = ( unsigned int* )RL_MALLOC( bufferElements * 6 * sizeof( unsigned int ) ); // 6 int by quad (indices) #endif #if defined( GRAPHICS_API_OPENGL_ES2 ) batch.vertexBuffer[ i ].indices = ( unsigned short* )RL_MALLOC( bufferElements * 6 * sizeof( unsigned short ) ); // 6 int by quad (indices) #endif for ( int j = 0; j < ( 3 * 4 * bufferElements ); j++ ) batch.vertexBuffer[ i ].vertices[ j ] = 0.0f; for ( int j = 0; j < ( 2 * 4 * bufferElements ); j++ ) batch.vertexBuffer[ i ].texcoords[ j ] = 0.0f; for ( int j = 0; j < ( 4 * 4 * bufferElements ); j++ ) batch.vertexBuffer[ i ].colors[ j ] = 0; int k = 0; // Indices can be initialized right now for ( int j = 0; j < ( 6 * bufferElements ); j += 6 ) { batch.vertexBuffer[ i ].indices[ j ] = 4 * k; batch.vertexBuffer[ i ].indices[ j + 1 ] = 4 * k + 1; batch.vertexBuffer[ i ].indices[ j + 2 ] = 4 * k + 2; batch.vertexBuffer[ i ].indices[ j + 3 ] = 4 * k; batch.vertexBuffer[ i ].indices[ j + 4 ] = 4 * k + 2; batch.vertexBuffer[ i ].indices[ j + 5 ] = 4 * k + 3; k++; } RLGL.State.vertexCounter = 0; } TRACELOG( RL_LOG_INFO, "RLGL: Render batch vertex buffers loaded successfully in RAM (CPU)" ); //-------------------------------------------------------------------------------------------- // Upload to GPU (VRAM) vertex data and initialize VAOs/VBOs //-------------------------------------------------------------------------------------------- for ( int i = 0; i < numBuffers; i++ ) { if ( RLGL.ExtSupported.vao ) { // Initialize Quads VAO glGenVertexArrays( 1, &batch.vertexBuffer[ i ].vaoId ); glBindVertexArray( batch.vertexBuffer[ i ].vaoId ); } // Quads - Vertex buffers binding and attributes enable // Vertex position buffer (shader-location = 0) glGenBuffers( 1, &batch.vertexBuffer[ i ].vboId[ 0 ] ); glBindBuffer( GL_ARRAY_BUFFER, batch.vertexBuffer[ i ].vboId[ 0 ] ); glBufferData( GL_ARRAY_BUFFER, bufferElements * 3 * 4 * sizeof( float ), batch.vertexBuffer[ i ].vertices, GL_DYNAMIC_DRAW ); glEnableVertexAttribArray( RLGL.State.currentShaderLocs[ RL_SHADER_LOC_VERTEX_POSITION ] ); glVertexAttribPointer( RLGL.State.currentShaderLocs[ RL_SHADER_LOC_VERTEX_POSITION ], 3, GL_FLOAT, 0, 0, 0 ); // Vertex texcoord buffer (shader-location = 1) glGenBuffers( 1, &batch.vertexBuffer[ i ].vboId[ 1 ] ); glBindBuffer( GL_ARRAY_BUFFER, batch.vertexBuffer[ i ].vboId[ 1 ] ); glBufferData( GL_ARRAY_BUFFER, bufferElements * 2 * 4 * sizeof( float ), batch.vertexBuffer[ i ].texcoords, GL_DYNAMIC_DRAW ); glEnableVertexAttribArray( RLGL.State.currentShaderLocs[ RL_SHADER_LOC_VERTEX_TEXCOORD01 ] ); glVertexAttribPointer( RLGL.State.currentShaderLocs[ RL_SHADER_LOC_VERTEX_TEXCOORD01 ], 2, GL_FLOAT, 0, 0, 0 ); // Vertex color buffer (shader-location = 3) glGenBuffers( 1, &batch.vertexBuffer[ i ].vboId[ 2 ] ); glBindBuffer( GL_ARRAY_BUFFER, batch.vertexBuffer[ i ].vboId[ 2 ] ); glBufferData( GL_ARRAY_BUFFER, bufferElements * 4 * 4 * sizeof( unsigned char ), batch.vertexBuffer[ i ].colors, GL_DYNAMIC_DRAW ); glEnableVertexAttribArray( RLGL.State.currentShaderLocs[ RL_SHADER_LOC_VERTEX_COLOR ] ); glVertexAttribPointer( RLGL.State.currentShaderLocs[ RL_SHADER_LOC_VERTEX_COLOR ], 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0 ); // Fill index buffer glGenBuffers( 1, &batch.vertexBuffer[ i ].vboId[ 3 ] ); glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, batch.vertexBuffer[ i ].vboId[ 3 ] ); #if defined( GRAPHICS_API_OPENGL_33 ) glBufferData( GL_ELEMENT_ARRAY_BUFFER, bufferElements * 6 * sizeof( int ), batch.vertexBuffer[ i ].indices, GL_STATIC_DRAW ); #endif #if defined( GRAPHICS_API_OPENGL_ES2 ) glBufferData( GL_ELEMENT_ARRAY_BUFFER, bufferElements * 6 * sizeof( short ), batch.vertexBuffer[ i ].indices, GL_STATIC_DRAW ); #endif } TRACELOG( RL_LOG_INFO, "RLGL: Render batch vertex buffers loaded successfully in VRAM (GPU)" ); // Unbind the current VAO if ( RLGL.ExtSupported.vao ) glBindVertexArray( 0 ); //-------------------------------------------------------------------------------------------- // Init draw calls tracking system //-------------------------------------------------------------------------------------------- batch.draws = ( rlDrawCall* )RL_MALLOC( RL_DEFAULT_BATCH_DRAWCALLS * sizeof( rlDrawCall ) ); for ( int i = 0; i < RL_DEFAULT_BATCH_DRAWCALLS; i++ ) { batch.draws[ i ].mode = RL_QUADS; batch.draws[ i ].vertexCount = 0; batch.draws[ i ].vertexAlignment = 0; // batch.draws[i].vaoId = 0; // batch.draws[i].shaderId = 0; batch.draws[ i ].textureId = RLGL.State.defaultTextureId; // batch.draws[i].RLGL.State.projection = rlMatrixIdentity(); // batch.draws[i].RLGL.State.modelview = rlMatrixIdentity(); } batch.bufferCount = numBuffers; // Record buffer count batch.drawCounter = 1; // Reset draws counter batch.currentDepth = -1.0f; // Reset depth value //-------------------------------------------------------------------------------------------- #endif return batch; } // Unload default internal buffers vertex data from CPU and GPU void rlUnloadRenderBatch( rlRenderBatch batch ) { #if defined( GRAPHICS_API_OPENGL_33 ) || defined( GRAPHICS_API_OPENGL_ES2 ) // Unbind everything glBindBuffer( GL_ARRAY_BUFFER, 0 ); glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, 0 ); // Unload all vertex buffers data for ( int i = 0; i < batch.bufferCount; i++ ) { // Unbind VAO attribs data if ( RLGL.ExtSupported.vao ) { glBindVertexArray( batch.vertexBuffer[ i ].vaoId ); glDisableVertexAttribArray( 0 ); glDisableVertexAttribArray( 1 ); glDisableVertexAttribArray( 2 ); glDisableVertexAttribArray( 3 ); glBindVertexArray( 0 ); } // Delete VBOs from GPU (VRAM) glDeleteBuffers( 1, &batch.vertexBuffer[ i ].vboId[ 0 ] ); glDeleteBuffers( 1, &batch.vertexBuffer[ i ].vboId[ 1 ] ); glDeleteBuffers( 1, &batch.vertexBuffer[ i ].vboId[ 2 ] ); glDeleteBuffers( 1, &batch.vertexBuffer[ i ].vboId[ 3 ] ); // Delete VAOs from GPU (VRAM) if ( RLGL.ExtSupported.vao ) glDeleteVertexArrays( 1, &batch.vertexBuffer[ i ].vaoId ); // Free vertex arrays memory from CPU (RAM) RL_FREE( batch.vertexBuffer[ i ].vertices ); RL_FREE( batch.vertexBuffer[ i ].texcoords ); RL_FREE( batch.vertexBuffer[ i ].colors ); RL_FREE( batch.vertexBuffer[ i ].indices ); } // Unload arrays RL_FREE( batch.vertexBuffer ); RL_FREE( batch.draws ); #endif } // Draw render batch // NOTE: We require a pointer to reset batch and increase current buffer (multi-buffer) void rlDrawRenderBatch( rlRenderBatch* batch ) { #if defined( GRAPHICS_API_OPENGL_33 ) || defined( GRAPHICS_API_OPENGL_ES2 ) // Update batch vertex buffers //------------------------------------------------------------------------------------------------------------ // NOTE: If there is not vertex data, buffers doesn't need to be updated (vertexCount > 0) // TODO: If no data changed on the CPU arrays --> No need to re-update GPU arrays (use a change detector flag?) if ( RLGL.State.vertexCounter > 0 ) { // Activate elements VAO if ( RLGL.ExtSupported.vao ) glBindVertexArray( batch->vertexBuffer[ batch->currentBuffer ].vaoId ); // Vertex positions buffer glBindBuffer( GL_ARRAY_BUFFER, batch->vertexBuffer[ batch->currentBuffer ].vboId[ 0 ] ); glBufferSubData( GL_ARRAY_BUFFER, 0, RLGL.State.vertexCounter * 3 * sizeof( float ), batch->vertexBuffer[ batch->currentBuffer ].vertices ); // glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*4*batch->vertexBuffer[batch->currentBuffer].elementCount, // batch->vertexBuffer[batch->currentBuffer].vertices, GL_DYNAMIC_DRAW); // Update all buffer // Texture coordinates buffer glBindBuffer( GL_ARRAY_BUFFER, batch->vertexBuffer[ batch->currentBuffer ].vboId[ 1 ] ); glBufferSubData( GL_ARRAY_BUFFER, 0, RLGL.State.vertexCounter * 2 * sizeof( float ), batch->vertexBuffer[ batch->currentBuffer ].texcoords ); // glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*4*batch->vertexBuffer[batch->currentBuffer].elementCount, // batch->vertexBuffer[batch->currentBuffer].texcoords, GL_DYNAMIC_DRAW); // Update all buffer // Colors buffer glBindBuffer( GL_ARRAY_BUFFER, batch->vertexBuffer[ batch->currentBuffer ].vboId[ 2 ] ); glBufferSubData( GL_ARRAY_BUFFER, 0, RLGL.State.vertexCounter * 4 * sizeof( unsigned char ), batch->vertexBuffer[ batch->currentBuffer ].colors ); // glBufferData(GL_ARRAY_BUFFER, sizeof(float)*4*4*batch->vertexBuffer[batch->currentBuffer].elementCount, // batch->vertexBuffer[batch->currentBuffer].colors, GL_DYNAMIC_DRAW); // Update all buffer // NOTE: glMapBuffer() causes sync issue. // If GPU is working with this buffer, glMapBuffer() will wait(stall) until GPU to finish its job. // To avoid waiting (idle), you can call first glBufferData() with NULL pointer before glMapBuffer(). // If you do that, the previous data in PBO will be discarded and glMapBuffer() returns a new // allocated pointer immediately even if GPU is still working with the previous data. // Another option: map the buffer object into client's memory // Probably this code could be moved somewhere else... // batch->vertexBuffer[batch->currentBuffer].vertices = (float *)glMapBuffer(GL_ARRAY_BUFFER, GL_READ_WRITE); // if (batch->vertexBuffer[batch->currentBuffer].vertices) // { // Update vertex data // } // glUnmapBuffer(GL_ARRAY_BUFFER); // Unbind the current VAO if ( RLGL.ExtSupported.vao ) glBindVertexArray( 0 ); } //------------------------------------------------------------------------------------------------------------ // Draw batch vertex buffers (considering VR stereo if required) //------------------------------------------------------------------------------------------------------------ Matrix matProjection = RLGL.State.projection; Matrix matModelView = RLGL.State.modelview; int eyeCount = 1; if ( RLGL.State.stereoRender ) eyeCount = 2; for ( int eye = 0; eye < eyeCount; eye++ ) { if ( eyeCount == 2 ) { // Setup current eye viewport (half screen width) rlViewport( eye * RLGL.State.framebufferWidth / 2, 0, RLGL.State.framebufferWidth / 2, RLGL.State.framebufferHeight ); // Set current eye view offset to modelview matrix rlSetMatrixModelview( rlMatrixMultiply( matModelView, RLGL.State.viewOffsetStereo[ eye ] ) ); // Set current eye projection matrix rlSetMatrixProjection( RLGL.State.projectionStereo[ eye ] ); } // Draw buffers if ( RLGL.State.vertexCounter > 0 ) { // Set current shader and upload current MVP matrix glUseProgram( RLGL.State.currentShaderId ); // Create modelview-projection matrix and upload to shader Matrix matMVP = rlMatrixMultiply( RLGL.State.modelview, RLGL.State.projection ); float matMVPfloat[ 16 ] = { matMVP.m0, matMVP.m1, matMVP.m2, matMVP.m3, matMVP.m4, matMVP.m5, matMVP.m6, matMVP.m7, matMVP.m8, matMVP.m9, matMVP.m10, matMVP.m11, matMVP.m12, matMVP.m13, matMVP.m14, matMVP.m15 }; glUniformMatrix4fv( RLGL.State.currentShaderLocs[ RL_SHADER_LOC_MATRIX_MVP ], 1, false, matMVPfloat ); if ( RLGL.ExtSupported.vao ) glBindVertexArray( batch->vertexBuffer[ batch->currentBuffer ].vaoId ); else { // Bind vertex attrib: position (shader-location = 0) glBindBuffer( GL_ARRAY_BUFFER, batch->vertexBuffer[ batch->currentBuffer ].vboId[ 0 ] ); glVertexAttribPointer( RLGL.State.currentShaderLocs[ RL_SHADER_LOC_VERTEX_POSITION ], 3, GL_FLOAT, 0, 0, 0 ); glEnableVertexAttribArray( RLGL.State.currentShaderLocs[ RL_SHADER_LOC_VERTEX_POSITION ] ); // Bind vertex attrib: texcoord (shader-location = 1) glBindBuffer( GL_ARRAY_BUFFER, batch->vertexBuffer[ batch->currentBuffer ].vboId[ 1 ] ); glVertexAttribPointer( RLGL.State.currentShaderLocs[ RL_SHADER_LOC_VERTEX_TEXCOORD01 ], 2, GL_FLOAT, 0, 0, 0 ); glEnableVertexAttribArray( RLGL.State.currentShaderLocs[ RL_SHADER_LOC_VERTEX_TEXCOORD01 ] ); // Bind vertex attrib: color (shader-location = 3) glBindBuffer( GL_ARRAY_BUFFER, batch->vertexBuffer[ batch->currentBuffer ].vboId[ 2 ] ); glVertexAttribPointer( RLGL.State.currentShaderLocs[ RL_SHADER_LOC_VERTEX_COLOR ], 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0 ); glEnableVertexAttribArray( RLGL.State.currentShaderLocs[ RL_SHADER_LOC_VERTEX_COLOR ] ); glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, batch->vertexBuffer[ batch->currentBuffer ].vboId[ 3 ] ); } // Setup some default shader values glUniform4f( RLGL.State.currentShaderLocs[ RL_SHADER_LOC_COLOR_DIFFUSE ], 1.0f, 1.0f, 1.0f, 1.0f ); glUniform1i( RLGL.State.currentShaderLocs[ RL_SHADER_LOC_MAP_DIFFUSE ], 0 ); // Active default sampler2D: texture0 // Activate additional sampler textures // Those additional textures will be common for all draw calls of the batch for ( int i = 0; i < RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS; i++ ) { if ( RLGL.State.activeTextureId[ i ] > 0 ) { glActiveTexture( GL_TEXTURE0 + 1 + i ); glBindTexture( GL_TEXTURE_2D, RLGL.State.activeTextureId[ i ] ); } } // Activate default sampler2D texture0 (one texture is always active for default batch shader) // NOTE: Batch system accumulates calls by texture0 changes, additional textures are enabled for all the draw calls glActiveTexture( GL_TEXTURE0 ); for ( int i = 0, vertexOffset = 0; i < batch->drawCounter; i++ ) { // Bind current draw call texture, activated as GL_TEXTURE0 and Bound to sampler2D texture0 by default glBindTexture( GL_TEXTURE_2D, batch->draws[ i ].textureId ); if ( ( batch->draws[ i ].mode == RL_LINES ) || ( batch->draws[ i ].mode == RL_TRIANGLES ) ) glDrawArrays( batch->draws[ i ].mode, vertexOffset, batch->draws[ i ].vertexCount ); else { #if defined( GRAPHICS_API_OPENGL_33 ) // We need to define the number of indices to be processed: elementCount*6 // NOTE: The final parameter tells the GPU the offset in bytes from the // start of the index buffer to the location of the first index to process glDrawElements( GL_TRIANGLES, batch->draws[ i ].vertexCount / 4 * 6, GL_UNSIGNED_INT, ( GLvoid* )( vertexOffset / 4 * 6 * sizeof( GLuint ) ) ); #endif #if defined( GRAPHICS_API_OPENGL_ES2 ) glDrawElements( GL_TRIANGLES, batch->draws[ i ].vertexCount / 4 * 6, GL_UNSIGNED_SHORT, ( GLvoid* )( vertexOffset / 4 * 6 * sizeof( GLushort ) ) ); #endif } vertexOffset += ( batch->draws[ i ].vertexCount + batch->draws[ i ].vertexAlignment ); } if ( ! RLGL.ExtSupported.vao ) { glBindBuffer( GL_ARRAY_BUFFER, 0 ); glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, 0 ); } glBindTexture( GL_TEXTURE_2D, 0 ); // Unbind textures } if ( RLGL.ExtSupported.vao ) glBindVertexArray( 0 ); // Unbind VAO glUseProgram( 0 ); // Unbind shader program } // Restore viewport to default measures if ( eyeCount == 2 ) rlViewport( 0, 0, RLGL.State.framebufferWidth, RLGL.State.framebufferHeight ); //------------------------------------------------------------------------------------------------------------ // Reset batch buffers //------------------------------------------------------------------------------------------------------------ // Reset vertex counter for next frame RLGL.State.vertexCounter = 0; // Reset depth for next draw batch->currentDepth = -1.0f; // Restore projection/modelview matrices RLGL.State.projection = matProjection; RLGL.State.modelview = matModelView; // Reset RLGL.currentBatch->draws array for ( int i = 0; i < RL_DEFAULT_BATCH_DRAWCALLS; i++ ) { batch->draws[ i ].mode = RL_QUADS; batch->draws[ i ].vertexCount = 0; batch->draws[ i ].textureId = RLGL.State.defaultTextureId; } // Reset active texture units for next batch for ( int i = 0; i < RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS; i++ ) RLGL.State.activeTextureId[ i ] = 0; // Reset draws counter to one draw for the batch batch->drawCounter = 1; //------------------------------------------------------------------------------------------------------------ // Change to next buffer in the list (in case of multi-buffering) batch->currentBuffer++; if ( batch->currentBuffer >= batch->bufferCount ) batch->currentBuffer = 0; #endif } // Set the active render batch for rlgl void rlSetRenderBatchActive( rlRenderBatch* batch ) { #if defined( GRAPHICS_API_OPENGL_33 ) || defined( GRAPHICS_API_OPENGL_ES2 ) rlDrawRenderBatch( RLGL.currentBatch ); if ( batch != NULL ) RLGL.currentBatch = batch; else RLGL.currentBatch = &RLGL.defaultBatch; #endif } // Update and draw internal render batch void rlDrawRenderBatchActive( void ) { #if defined( GRAPHICS_API_OPENGL_33 ) || defined( GRAPHICS_API_OPENGL_ES2 ) rlDrawRenderBatch( RLGL.currentBatch ); // NOTE: Stereo rendering is checked inside #endif } // Check internal buffer overflow for a given number of vertex // and force a rlRenderBatch draw call if required bool rlCheckRenderBatchLimit( int vCount ) { bool overflow = false; #if defined( GRAPHICS_API_OPENGL_33 ) || defined( GRAPHICS_API_OPENGL_ES2 ) if ( ( RLGL.State.vertexCounter + vCount ) >= ( RLGL.currentBatch->vertexBuffer[ RLGL.currentBatch->currentBuffer ].elementCount * 4 ) ) { overflow = true; // Store current primitive drawing mode and texture id int currentMode = RLGL.currentBatch->draws[ RLGL.currentBatch->drawCounter - 1 ].mode; int currentTexture = RLGL.currentBatch->draws[ RLGL.currentBatch->drawCounter - 1 ].textureId; rlDrawRenderBatch( RLGL.currentBatch ); // NOTE: Stereo rendering is checked inside // Restore state of last batch so we can continue adding vertices RLGL.currentBatch->draws[ RLGL.currentBatch->drawCounter - 1 ].mode = currentMode; RLGL.currentBatch->draws[ RLGL.currentBatch->drawCounter - 1 ].textureId = currentTexture; } #endif return overflow; } // Textures data management //----------------------------------------------------------------------------------------- // Convert image data to OpenGL texture (returns OpenGL valid Id) unsigned int rlLoadTexture( const void* data, int width, int height, int format, int mipmapCount ) { unsigned int id = 0; glBindTexture( GL_TEXTURE_2D, 0 ); // Free any old binding // Check texture format support by OpenGL 1.1 (compressed textures not supported) #if defined( GRAPHICS_API_OPENGL_11 ) if ( format >= RL_PIXELFORMAT_COMPRESSED_DXT1_RGB ) { TRACELOG( RL_LOG_WARNING, "GL: OpenGL 1.1 does not support GPU compressed texture formats" ); return id; } #else if ( ( ! RLGL.ExtSupported.texCompDXT ) && ( ( format == RL_PIXELFORMAT_COMPRESSED_DXT1_RGB ) || ( format == RL_PIXELFORMAT_COMPRESSED_DXT1_RGBA ) || ( format == RL_PIXELFORMAT_COMPRESSED_DXT3_RGBA ) || ( format == RL_PIXELFORMAT_COMPRESSED_DXT5_RGBA ) ) ) { TRACELOG( RL_LOG_WARNING, "GL: DXT compressed texture format not supported" ); return id; } #if defined( GRAPHICS_API_OPENGL_33 ) || defined( GRAPHICS_API_OPENGL_ES2 ) if ( ( ! RLGL.ExtSupported.texCompETC1 ) && ( format == RL_PIXELFORMAT_COMPRESSED_ETC1_RGB ) ) { TRACELOG( RL_LOG_WARNING, "GL: ETC1 compressed texture format not supported" ); return id; } if ( ( ! RLGL.ExtSupported.texCompETC2 ) && ( ( format == RL_PIXELFORMAT_COMPRESSED_ETC2_RGB ) || ( format == RL_PIXELFORMAT_COMPRESSED_ETC2_EAC_RGBA ) ) ) { TRACELOG( RL_LOG_WARNING, "GL: ETC2 compressed texture format not supported" ); return id; } if ( ( ! RLGL.ExtSupported.texCompPVRT ) && ( ( format == RL_PIXELFORMAT_COMPRESSED_PVRT_RGB ) || ( format == RL_PIXELFORMAT_COMPRESSED_PVRT_RGBA ) ) ) { TRACELOG( RL_LOG_WARNING, "GL: PVRT compressed texture format not supported" ); return id; } if ( ( ! RLGL.ExtSupported.texCompASTC ) && ( ( format == RL_PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA ) || ( format == RL_PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA ) ) ) { TRACELOG( RL_LOG_WARNING, "GL: ASTC compressed texture format not supported" ); return id; } #endif #endif // GRAPHICS_API_OPENGL_11 glPixelStorei( GL_UNPACK_ALIGNMENT, 1 ); glGenTextures( 1, &id ); // Generate texture id glBindTexture( GL_TEXTURE_2D, id ); int mipWidth = width; int mipHeight = height; int mipOffset = 0; // Mipmap data offset, 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 = rlGetPixelDataSize( mipWidth, mipHeight, format ); unsigned int glInternalFormat, glFormat, glType; rlGetGlTextureFormats( format, &glInternalFormat, &glFormat, &glType ); TRACELOGD( "TEXTURE: Load mipmap level %i (%i x %i), size: %i, offset: %i", i, mipWidth, mipHeight, mipSize, mipOffset ); if ( glInternalFormat != 0 ) { if ( format < RL_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 == RL_PIXELFORMAT_UNCOMPRESSED_GRAYSCALE ) { GLint swizzleMask[] = { GL_RED, GL_RED, GL_RED, GL_ONE }; glTexParameteriv( GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask ); } else if ( format == RL_PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA ) { #if defined( GRAPHICS_API_OPENGL_21 ) GLint swizzleMask[] = { GL_RED, GL_RED, GL_RED, GL_ALPHA }; #elif defined( GRAPHICS_API_OPENGL_33 ) GLint swizzleMask[] = { GL_RED, GL_RED, GL_RED, GL_GREEN }; #endif glTexParameteriv( GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask ); } #endif } mipWidth /= 2; mipHeight /= 2; mipOffset += mipSize; // 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 ( RLGL.ExtSupported.texNPOT ) { glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT ); // Set texture to repeat on x-axis glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT ); // Set texture to repeat on y-axis } else { // NOTE: If using negative texture coordinates (LoadOBJ()), it does not work! glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE ); // Set texture to clamp on x-axis glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE ); // Set texture to clamp on y-axis } #else glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT ); // Set texture to repeat on x-axis glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT ); // Set texture to repeat on y-axis #endif // Magnification and minification filters glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST ); // Alternative: GL_LINEAR glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST ); // Alternative: GL_LINEAR #if defined( GRAPHICS_API_OPENGL_33 ) if ( mipmapCount > 1 ) { // Activate Trilinear filtering if mipmaps are available glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR ); glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR ); } #endif // At this point we have the texture loaded in GPU and texture parameters configured // NOTE: If mipmaps were not in data, they are not generated automatically // Unbind current texture glBindTexture( GL_TEXTURE_2D, 0 ); if ( id > 0 ) TRACELOG( RL_LOG_INFO, "TEXTURE: [ID %i] Texture loaded successfully (%ix%i | %s | %i mipmaps)", id, width, height, rlGetPixelFormatName( format ), mipmapCount ); else TRACELOG( RL_LOG_WARNING, "TEXTURE: Failed to load texture" ); return id; } // Load depth texture/renderbuffer (to be attached to fbo) // WARNING: OpenGL ES 2.0 requires GL_OES_depth_texture and WebGL requires WEBGL_depth_texture extensions unsigned int rlLoadTextureDepth( int width, int height, bool useRenderBuffer ) { unsigned int id = 0; #if defined( GRAPHICS_API_OPENGL_33 ) || defined( GRAPHICS_API_OPENGL_ES2 ) // In case depth textures not supported, we force renderbuffer usage if ( ! RLGL.ExtSupported.texDepth ) useRenderBuffer = true; // NOTE: We let the implementation to choose the best bit-depth // Possible formats: GL_DEPTH_COMPONENT16, GL_DEPTH_COMPONENT24, GL_DEPTH_COMPONENT32 and GL_DEPTH_COMPONENT32F unsigned int glInternalFormat = GL_DEPTH_COMPONENT; #if ( defined( GRAPHICS_API_OPENGL_ES2 ) || 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 ( ! RLGL.ExtSupported.texDepthWebGL || useRenderBuffer ) { if ( RLGL.ExtSupported.maxDepthBits == 32 ) glInternalFormat = GL_DEPTH_COMPONENT32_OES; else if ( RLGL.ExtSupported.maxDepthBits == 24 ) glInternalFormat = GL_DEPTH_COMPONENT24_OES; else glInternalFormat = GL_DEPTH_COMPONENT16; } #endif if ( ! useRenderBuffer && RLGL.ExtSupported.texDepth ) { glGenTextures( 1, &id ); glBindTexture( GL_TEXTURE_2D, id ); glTexImage2D( GL_TEXTURE_2D, 0, glInternalFormat, width, height, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL ); glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST ); glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST ); glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE ); glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE ); glBindTexture( GL_TEXTURE_2D, 0 ); TRACELOG( RL_LOG_INFO, "TEXTURE: Depth texture loaded successfully" ); } else { // Create the renderbuffer that will serve as the depth attachment for the framebuffer // NOTE: A renderbuffer is simpler than a texture and could offer better performance on embedded devices glGenRenderbuffers( 1, &id ); glBindRenderbuffer( GL_RENDERBUFFER, id ); glRenderbufferStorage( GL_RENDERBUFFER, glInternalFormat, width, height ); glBindRenderbuffer( GL_RENDERBUFFER, 0 ); TRACELOG( RL_LOG_INFO, "TEXTURE: [ID %i] Depth renderbuffer loaded successfully (%i bits)", id, ( RLGL.ExtSupported.maxDepthBits >= 24 ) ? RLGL.ExtSupported.maxDepthBits : 16 ); } #endif return id; } // Load texture cubemap // NOTE: Cubemap data is expected to be 6 images in a single data array (one after the other), // expected the following convention: +X, -X, +Y, -Y, +Z, -Z unsigned int rlLoadTextureCubemap( const void* data, int size, int format ) { unsigned int id = 0; #if defined( GRAPHICS_API_OPENGL_33 ) || defined( GRAPHICS_API_OPENGL_ES2 ) unsigned int dataSize = rlGetPixelDataSize( size, size, format ); glGenTextures( 1, &id ); glBindTexture( GL_TEXTURE_CUBE_MAP, id ); unsigned int glInternalFormat, glFormat, glType; rlGetGlTextureFormats( format, &glInternalFormat, &glFormat, &glType ); if ( glInternalFormat != 0 ) { // Load cubemap faces for ( unsigned int i = 0; i < 6; i++ ) { if ( data == NULL ) { if ( format < RL_PIXELFORMAT_COMPRESSED_DXT1_RGB ) { if ( ( format == RL_PIXELFORMAT_UNCOMPRESSED_R32 ) || ( format == RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32A32 ) || ( format == RL_PIXELFORMAT_UNCOMPRESSED_R16 ) || ( format == RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16A16 ) ) TRACELOG( RL_LOG_WARNING, "TEXTURES: Cubemap requested format not supported" ); else glTexImage2D( GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glInternalFormat, size, size, 0, glFormat, glType, NULL ); } else TRACELOG( RL_LOG_WARNING, "TEXTURES: Empty cubemap creation does not support compressed format" ); } else { if ( format < RL_PIXELFORMAT_COMPRESSED_DXT1_RGB ) glTexImage2D( GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glInternalFormat, size, size, 0, glFormat, glType, ( unsigned char* )data + i * dataSize ); else glCompressedTexImage2D( GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glInternalFormat, size, size, 0, dataSize, ( unsigned char* )data + i * dataSize ); } #if defined( GRAPHICS_API_OPENGL_33 ) if ( format == RL_PIXELFORMAT_UNCOMPRESSED_GRAYSCALE ) { GLint swizzleMask[] = { GL_RED, GL_RED, GL_RED, GL_ONE }; glTexParameteriv( GL_TEXTURE_CUBE_MAP, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask ); } else if ( format == RL_PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA ) { #if defined( GRAPHICS_API_OPENGL_21 ) GLint swizzleMask[] = { GL_RED, GL_RED, GL_RED, GL_ALPHA }; #elif defined( GRAPHICS_API_OPENGL_33 ) GLint swizzleMask[] = { GL_RED, GL_RED, GL_RED, GL_GREEN }; #endif glTexParameteriv( GL_TEXTURE_CUBE_MAP, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask ); } #endif } } // Set cubemap texture sampling parameters glTexParameteri( GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR ); glTexParameteri( GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR ); glTexParameteri( GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE ); glTexParameteri( GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE ); #if defined( GRAPHICS_API_OPENGL_33 ) glTexParameteri( GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE ); // Flag not supported on OpenGL ES 2.0 #endif glBindTexture( GL_TEXTURE_CUBE_MAP, 0 ); #endif if ( id > 0 ) TRACELOG( RL_LOG_INFO, "TEXTURE: [ID %i] Cubemap texture loaded successfully (%ix%i)", id, size, size ); else TRACELOG( RL_LOG_WARNING, "TEXTURE: Failed to load cubemap texture" ); return id; } // Update already loaded texture in GPU with new data // NOTE: We don't know safely if internal texture format is the expected one... void rlUpdateTexture( unsigned int id, int offsetX, int offsetY, int width, int height, int format, const void* data ) { glBindTexture( GL_TEXTURE_2D, id ); unsigned int glInternalFormat, glFormat, glType; rlGetGlTextureFormats( format, &glInternalFormat, &glFormat, &glType ); if ( ( glInternalFormat != 0 ) && ( format < RL_PIXELFORMAT_COMPRESSED_DXT1_RGB ) ) { glTexSubImage2D( GL_TEXTURE_2D, 0, offsetX, offsetY, width, height, glFormat, glType, data ); } else TRACELOG( RL_LOG_WARNING, "TEXTURE: [ID %i] Failed to update for current texture format (%i)", id, format ); } // Get OpenGL internal formats and data type from raylib PixelFormat void rlGetGlTextureFormats( int format, unsigned int* glInternalFormat, unsigned int* glFormat, unsigned int* glType ) { *glInternalFormat = 0; *glFormat = 0; *glType = 0; switch ( format ) { #if defined( GRAPHICS_API_OPENGL_11 ) || defined( GRAPHICS_API_OPENGL_21 ) || defined( GRAPHICS_API_OPENGL_ES2 ) // NOTE: on OpenGL ES 2.0 (WebGL), internalFormat must match format and options allowed are: GL_LUMINANCE, GL_RGB, GL_RGBA case RL_PIXELFORMAT_UNCOMPRESSED_GRAYSCALE : *glInternalFormat = GL_LUMINANCE; *glFormat = GL_LUMINANCE; *glType = GL_UNSIGNED_BYTE; break; case RL_PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA : *glInternalFormat = GL_LUMINANCE_ALPHA; *glFormat = GL_LUMINANCE_ALPHA; *glType = GL_UNSIGNED_BYTE; break; case RL_PIXELFORMAT_UNCOMPRESSED_R5G6B5 : *glInternalFormat = GL_RGB; *glFormat = GL_RGB; *glType = GL_UNSIGNED_SHORT_5_6_5; break; case RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8 : *glInternalFormat = GL_RGB; *glFormat = GL_RGB; *glType = GL_UNSIGNED_BYTE; break; case RL_PIXELFORMAT_UNCOMPRESSED_R5G5B5A1 : *glInternalFormat = GL_RGBA; *glFormat = GL_RGBA; *glType = GL_UNSIGNED_SHORT_5_5_5_1; break; case RL_PIXELFORMAT_UNCOMPRESSED_R4G4B4A4 : *glInternalFormat = GL_RGBA; *glFormat = GL_RGBA; *glType = GL_UNSIGNED_SHORT_4_4_4_4; break; case RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8A8 : *glInternalFormat = GL_RGBA; *glFormat = GL_RGBA; *glType = GL_UNSIGNED_BYTE; break; #if ! defined( GRAPHICS_API_OPENGL_11 ) #if defined( GRAPHICS_API_OPENGL_ES3 ) case RL_PIXELFORMAT_UNCOMPRESSED_R32 : if ( RLGL.ExtSupported.texFloat32 ) *glInternalFormat = GL_R32F_EXT; *glFormat = GL_RED_EXT; *glType = GL_FLOAT; break; case RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32 : if ( RLGL.ExtSupported.texFloat32 ) *glInternalFormat = GL_RGB32F_EXT; *glFormat = GL_RGB; *glType = GL_FLOAT; break; case RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32A32 : if ( RLGL.ExtSupported.texFloat32 ) *glInternalFormat = GL_RGBA32F_EXT; *glFormat = GL_RGBA; *glType = GL_FLOAT; break; case RL_PIXELFORMAT_UNCOMPRESSED_R16 : if ( RLGL.ExtSupported.texFloat16 ) *glInternalFormat = GL_R16F_EXT; *glFormat = GL_RED_EXT; *glType = GL_HALF_FLOAT; break; case RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16 : if ( RLGL.ExtSupported.texFloat16 ) *glInternalFormat = GL_RGB16F_EXT; *glFormat = GL_RGB; *glType = GL_HALF_FLOAT; break; case RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16A16 : if ( RLGL.ExtSupported.texFloat16 ) *glInternalFormat = GL_RGBA16F_EXT; *glFormat = GL_RGBA; *glType = GL_HALF_FLOAT; break; #else case RL_PIXELFORMAT_UNCOMPRESSED_R32 : if ( RLGL.ExtSupported.texFloat32 ) *glInternalFormat = GL_LUMINANCE; *glFormat = GL_LUMINANCE; *glType = GL_FLOAT; break; // NOTE: Requires extension OES_texture_float case RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32 : if ( RLGL.ExtSupported.texFloat32 ) *glInternalFormat = GL_RGB; *glFormat = GL_RGB; *glType = GL_FLOAT; break; // NOTE: Requires extension OES_texture_float case RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32A32 : if ( RLGL.ExtSupported.texFloat32 ) *glInternalFormat = GL_RGBA; *glFormat = GL_RGBA; *glType = GL_FLOAT; break; // NOTE: Requires extension OES_texture_float #if defined( GRAPHICS_API_OPENGL_21 ) case RL_PIXELFORMAT_UNCOMPRESSED_R16 : if ( RLGL.ExtSupported.texFloat16 ) *glInternalFormat = GL_LUMINANCE; *glFormat = GL_LUMINANCE; *glType = GL_HALF_FLOAT_ARB; break; case RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16 : if ( RLGL.ExtSupported.texFloat16 ) *glInternalFormat = GL_RGB; *glFormat = GL_RGB; *glType = GL_HALF_FLOAT_ARB; break; case RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16A16 : if ( RLGL.ExtSupported.texFloat16 ) *glInternalFormat = GL_RGBA; *glFormat = GL_RGBA; *glType = GL_HALF_FLOAT_ARB; break; #else // defined(GRAPHICS_API_OPENGL_ES2) case RL_PIXELFORMAT_UNCOMPRESSED_R16 : if ( RLGL.ExtSupported.texFloat16 ) *glInternalFormat = GL_LUMINANCE; *glFormat = GL_LUMINANCE; *glType = GL_HALF_FLOAT_OES; break; // NOTE: Requires extension OES_texture_half_float case RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16 : if ( RLGL.ExtSupported.texFloat16 ) *glInternalFormat = GL_RGB; *glFormat = GL_RGB; *glType = GL_HALF_FLOAT_OES; break; // NOTE: Requires extension OES_texture_half_float case RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16A16 : if ( RLGL.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 RL_PIXELFORMAT_UNCOMPRESSED_GRAYSCALE : *glInternalFormat = GL_R8; *glFormat = GL_RED; *glType = GL_UNSIGNED_BYTE; break; case RL_PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA : *glInternalFormat = GL_RG8; *glFormat = GL_RG; *glType = GL_UNSIGNED_BYTE; break; case RL_PIXELFORMAT_UNCOMPRESSED_R5G6B5 : *glInternalFormat = GL_RGB565; *glFormat = GL_RGB; *glType = GL_UNSIGNED_SHORT_5_6_5; break; case RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8 : *glInternalFormat = GL_RGB8; *glFormat = GL_RGB; *glType = GL_UNSIGNED_BYTE; break; case RL_PIXELFORMAT_UNCOMPRESSED_R5G5B5A1 : *glInternalFormat = GL_RGB5_A1; *glFormat = GL_RGBA; *glType = GL_UNSIGNED_SHORT_5_5_5_1; break; case RL_PIXELFORMAT_UNCOMPRESSED_R4G4B4A4 : *glInternalFormat = GL_RGBA4; *glFormat = GL_RGBA; *glType = GL_UNSIGNED_SHORT_4_4_4_4; break; case RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8A8 : *glInternalFormat = GL_RGBA8; *glFormat = GL_RGBA; *glType = GL_UNSIGNED_BYTE; break; case RL_PIXELFORMAT_UNCOMPRESSED_R32 : if ( RLGL.ExtSupported.texFloat32 ) *glInternalFormat = GL_R32F; *glFormat = GL_RED; *glType = GL_FLOAT; break; case RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32 : if ( RLGL.ExtSupported.texFloat32 ) *glInternalFormat = GL_RGB32F; *glFormat = GL_RGB; *glType = GL_FLOAT; break; case RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32A32 : if ( RLGL.ExtSupported.texFloat32 ) *glInternalFormat = GL_RGBA32F; *glFormat = GL_RGBA; *glType = GL_FLOAT; break; case RL_PIXELFORMAT_UNCOMPRESSED_R16 : if ( RLGL.ExtSupported.texFloat16 ) *glInternalFormat = GL_R16F; *glFormat = GL_RED; *glType = GL_HALF_FLOAT; break; case RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16 : if ( RLGL.ExtSupported.texFloat16 ) *glInternalFormat = GL_RGB16F; *glFormat = GL_RGB; *glType = GL_HALF_FLOAT; break; case RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16A16 : if ( RLGL.ExtSupported.texFloat16 ) *glInternalFormat = GL_RGBA16F; *glFormat = GL_RGBA; *glType = GL_HALF_FLOAT; break; #endif #if ! defined( GRAPHICS_API_OPENGL_11 ) case RL_PIXELFORMAT_COMPRESSED_DXT1_RGB : if ( RLGL.ExtSupported.texCompDXT ) *glInternalFormat = GL_COMPRESSED_RGB_S3TC_DXT1_EXT; break; case RL_PIXELFORMAT_COMPRESSED_DXT1_RGBA : if ( RLGL.ExtSupported.texCompDXT ) *glInternalFormat = GL_COMPRESSED_RGBA_S3TC_DXT1_EXT; break; case RL_PIXELFORMAT_COMPRESSED_DXT3_RGBA : if ( RLGL.ExtSupported.texCompDXT ) *glInternalFormat = GL_COMPRESSED_RGBA_S3TC_DXT3_EXT; break; case RL_PIXELFORMAT_COMPRESSED_DXT5_RGBA : if ( RLGL.ExtSupported.texCompDXT ) *glInternalFormat = GL_COMPRESSED_RGBA_S3TC_DXT5_EXT; break; case RL_PIXELFORMAT_COMPRESSED_ETC1_RGB : if ( RLGL.ExtSupported.texCompETC1 ) *glInternalFormat = GL_ETC1_RGB8_OES; break; // NOTE: Requires OpenGL ES 2.0 or OpenGL 4.3 case RL_PIXELFORMAT_COMPRESSED_ETC2_RGB : if ( RLGL.ExtSupported.texCompETC2 ) *glInternalFormat = GL_COMPRESSED_RGB8_ETC2; break; // NOTE: Requires OpenGL ES 3.0 or OpenGL 4.3 case RL_PIXELFORMAT_COMPRESSED_ETC2_EAC_RGBA : if ( RLGL.ExtSupported.texCompETC2 ) *glInternalFormat = GL_COMPRESSED_RGBA8_ETC2_EAC; break; // NOTE: Requires OpenGL ES 3.0 or OpenGL 4.3 case RL_PIXELFORMAT_COMPRESSED_PVRT_RGB : if ( RLGL.ExtSupported.texCompPVRT ) *glInternalFormat = GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG; break; // NOTE: Requires PowerVR GPU case RL_PIXELFORMAT_COMPRESSED_PVRT_RGBA : if ( RLGL.ExtSupported.texCompPVRT ) *glInternalFormat = GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG; break; // NOTE: Requires PowerVR GPU case RL_PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA : if ( RLGL.ExtSupported.texCompASTC ) *glInternalFormat = GL_COMPRESSED_RGBA_ASTC_4x4_KHR; break; // NOTE: Requires OpenGL ES 3.1 or OpenGL 4.3 case RL_PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA : if ( RLGL.ExtSupported.texCompASTC ) *glInternalFormat = GL_COMPRESSED_RGBA_ASTC_8x8_KHR; break; // NOTE: Requires OpenGL ES 3.1 or OpenGL 4.3 #endif default : TRACELOG( RL_LOG_WARNING, "TEXTURE: Current format not supported (%i)", format ); break; } } // Unload texture from GPU memory void rlUnloadTexture( unsigned int id ) { glDeleteTextures( 1, &id ); } // Generate mipmap data for selected texture // NOTE: Only supports GPU mipmap generation void rlGenTextureMipmaps( unsigned int id, int width, int height, int format, int* mipmaps ) { #if defined( GRAPHICS_API_OPENGL_33 ) || defined( GRAPHICS_API_OPENGL_ES2 ) glBindTexture( GL_TEXTURE_2D, id ); // Check if texture is power-of-two (POT) bool texIsPOT = false; if ( ( ( width > 0 ) && ( ( width & ( width - 1 ) ) == 0 ) ) && ( ( height > 0 ) && ( ( height & ( height - 1 ) ) == 0 ) ) ) texIsPOT = true; if ( ( texIsPOT ) || ( RLGL.ExtSupported.texNPOT ) ) { // glHint(GL_GENERATE_MIPMAP_HINT, GL_DONT_CARE); // Hint for mipmaps generation algorithm: GL_FASTEST, GL_NICEST, GL_DONT_CARE glGenerateMipmap( GL_TEXTURE_2D ); // Generate mipmaps automatically #define MIN( a, b ) ( ( ( a ) < ( b ) ) ? ( a ) : ( b ) ) #define MAX( a, b ) ( ( ( a ) > ( b ) ) ? ( a ) : ( b ) ) *mipmaps = 1 + ( int )floor( log( MAX( width, height ) ) / log( 2 ) ); TRACELOG( RL_LOG_INFO, "TEXTURE: [ID %i] Mipmaps generated automatically, total: %i", id, *mipmaps ); } else TRACELOG( RL_LOG_WARNING, "TEXTURE: [ID %i] Failed to generate mipmaps", id ); glBindTexture( GL_TEXTURE_2D, 0 ); #else TRACELOG( RL_LOG_WARNING, "TEXTURE: [ID %i] GPU mipmap generation not supported", id ); #endif } // Read texture pixel data void* rlReadTexturePixels( unsigned int id, int width, int height, int format ) { void* pixels = NULL; #if defined( GRAPHICS_API_OPENGL_11 ) || defined( GRAPHICS_API_OPENGL_33 ) glBindTexture( GL_TEXTURE_2D, id ); // NOTE: Using texture id, we can retrieve some texture info (but not on OpenGL ES 2.0) // Possible texture info: GL_TEXTURE_RED_SIZE, GL_TEXTURE_GREEN_SIZE, GL_TEXTURE_BLUE_SIZE, GL_TEXTURE_ALPHA_SIZE // int width, height, format; // glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_WIDTH, &width); // glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_HEIGHT, &height); // glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_INTERNAL_FORMAT, &format); // NOTE: Each row written to or read from by OpenGL pixel operations like glGetTexImage are aligned to a 4 byte boundary by default, which may add some // padding. Use glPixelStorei to modify padding with the GL_[UN]PACK_ALIGNMENT setting. GL_PACK_ALIGNMENT affects operations that read from OpenGL memory // (glReadPixels, glGetTexImage, etc.) GL_UNPACK_ALIGNMENT affects operations that write to OpenGL memory (glTexImage, etc.) glPixelStorei( GL_PACK_ALIGNMENT, 1 ); unsigned int glInternalFormat, glFormat, glType; rlGetGlTextureFormats( format, &glInternalFormat, &glFormat, &glType ); unsigned int size = rlGetPixelDataSize( width, height, format ); if ( ( glInternalFormat != 0 ) && ( format < RL_PIXELFORMAT_COMPRESSED_DXT1_RGB ) ) { pixels = RL_MALLOC( size ); glGetTexImage( GL_TEXTURE_2D, 0, glFormat, glType, pixels ); } else TRACELOG( RL_LOG_WARNING, "TEXTURE: [ID %i] Data retrieval not suported for pixel format (%i)", id, format ); glBindTexture( GL_TEXTURE_2D, 0 ); #endif #if defined( GRAPHICS_API_OPENGL_ES2 ) // glGetTexImage() is not available on OpenGL ES 2.0 // Texture width and height are required on OpenGL ES 2.0. There is no way to get it from texture id. // Two possible Options: // 1 - Bind texture to color fbo attachment and glReadPixels() // 2 - Create an fbo, activate it, render quad with texture, glReadPixels() // We are using Option 1, just need to care for texture format on retrieval // NOTE: This behaviour could be conditioned by graphic driver... unsigned int fboId = rlLoadFramebuffer( width, height ); glBindFramebuffer( GL_FRAMEBUFFER, fboId ); glBindTexture( GL_TEXTURE_2D, 0 ); // Attach our texture to FBO glFramebufferTexture2D( GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, id, 0 ); // We read data as RGBA because FBO texture is configured as RGBA, despite binding another texture format pixels = ( unsigned char* )RL_MALLOC( rlGetPixelDataSize( width, height, RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8A8 ) ); glReadPixels( 0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, pixels ); glBindFramebuffer( GL_FRAMEBUFFER, 0 ); // Clean up temporal fbo rlUnloadFramebuffer( fboId ); #endif return pixels; } // Read screen pixel data (color buffer) unsigned char* rlReadScreenPixels( int width, int height ) { unsigned char* screenData = ( unsigned char* )RL_CALLOC( width * height * 4, sizeof( unsigned char ) ); // NOTE 1: glReadPixels returns image flipped vertically -> (0,0) is the bottom left corner of the framebuffer // NOTE 2: We are getting alpha channel! Be careful, it can be transparent if not cleared properly! glReadPixels( 0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, screenData ); // Flip image vertically! unsigned char* imgData = ( unsigned char* )RL_MALLOC( width * height * 4 * sizeof( unsigned char ) ); for ( int y = height - 1; y >= 0; y-- ) { for ( int x = 0; x < ( width * 4 ); x++ ) { imgData[ ( ( height - 1 ) - y ) * width * 4 + x ] = screenData[ ( y * width * 4 ) + x ]; // Flip line // Set alpha component value to 255 (no trasparent image retrieval) // NOTE: Alpha value has already been applied to RGB in framebuffer, we don't need it! if ( ( ( x + 1 ) % 4 ) == 0 ) imgData[ ( ( height - 1 ) - y ) * width * 4 + x ] = 255; } } RL_FREE( screenData ); return imgData; // NOTE: image data should be freed } // Framebuffer management (fbo) //----------------------------------------------------------------------------------------- // Load a framebuffer to be used for rendering // NOTE: No textures attached unsigned int rlLoadFramebuffer( int width, int height ) { unsigned int fboId = 0; #if ( defined( GRAPHICS_API_OPENGL_33 ) || defined( GRAPHICS_API_OPENGL_ES2 ) ) && defined( RLGL_RENDER_TEXTURES_HINT ) glGenFramebuffers( 1, &fboId ); // Create the framebuffer object glBindFramebuffer( GL_FRAMEBUFFER, 0 ); // Unbind any framebuffer #endif return fboId; } // Attach color buffer texture to an fbo (unloads previous attachment) // NOTE: Attach type: 0-Color, 1-Depth renderbuffer, 2-Depth texture void rlFramebufferAttach( unsigned int fboId, unsigned int texId, int attachType, int texType, int mipLevel ) { #if ( defined( GRAPHICS_API_OPENGL_33 ) || defined( GRAPHICS_API_OPENGL_ES2 ) ) && defined( RLGL_RENDER_TEXTURES_HINT ) glBindFramebuffer( GL_FRAMEBUFFER, fboId ); switch ( attachType ) { case RL_ATTACHMENT_COLOR_CHANNEL0 : case RL_ATTACHMENT_COLOR_CHANNEL1 : case RL_ATTACHMENT_COLOR_CHANNEL2 : case RL_ATTACHMENT_COLOR_CHANNEL3 : case RL_ATTACHMENT_COLOR_CHANNEL4 : case RL_ATTACHMENT_COLOR_CHANNEL5 : case RL_ATTACHMENT_COLOR_CHANNEL6 : case RL_ATTACHMENT_COLOR_CHANNEL7 : { if ( texType == RL_ATTACHMENT_TEXTURE2D ) glFramebufferTexture2D( GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + attachType, GL_TEXTURE_2D, texId, mipLevel ); else if ( texType == RL_ATTACHMENT_RENDERBUFFER ) glFramebufferRenderbuffer( GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + attachType, GL_RENDERBUFFER, texId ); else if ( texType >= RL_ATTACHMENT_CUBEMAP_POSITIVE_X ) glFramebufferTexture2D( GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + attachType, GL_TEXTURE_CUBE_MAP_POSITIVE_X + texType, texId, mipLevel ); } break; case RL_ATTACHMENT_DEPTH : { if ( texType == RL_ATTACHMENT_TEXTURE2D ) glFramebufferTexture2D( GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, texId, mipLevel ); else if ( texType == RL_ATTACHMENT_RENDERBUFFER ) glFramebufferRenderbuffer( GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, texId ); } break; case RL_ATTACHMENT_STENCIL : { if ( texType == RL_ATTACHMENT_TEXTURE2D ) glFramebufferTexture2D( GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, texId, mipLevel ); else if ( texType == RL_ATTACHMENT_RENDERBUFFER ) glFramebufferRenderbuffer( GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, texId ); } break; default : break; } glBindFramebuffer( GL_FRAMEBUFFER, 0 ); #endif } // Verify render texture is complete bool rlFramebufferComplete( unsigned int id ) { bool result = false; #if ( defined( GRAPHICS_API_OPENGL_33 ) || defined( GRAPHICS_API_OPENGL_ES2 ) ) && defined( RLGL_RENDER_TEXTURES_HINT ) glBindFramebuffer( GL_FRAMEBUFFER, id ); GLenum status = glCheckFramebufferStatus( GL_FRAMEBUFFER ); if ( status != GL_FRAMEBUFFER_COMPLETE ) { switch ( status ) { case GL_FRAMEBUFFER_UNSUPPORTED : TRACELOG( RL_LOG_WARNING, "FBO: [ID %i] Framebuffer is unsupported", id ); break; case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT : TRACELOG( RL_LOG_WARNING, "FBO: [ID %i] Framebuffer has incomplete attachment", id ); break; #if defined( GRAPHICS_API_OPENGL_ES2 ) case GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS : TRACELOG( RL_LOG_WARNING, "FBO: [ID %i] Framebuffer has incomplete dimensions", id ); break; #endif case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT : TRACELOG( RL_LOG_WARNING, "FBO: [ID %i] Framebuffer has a missing attachment", id ); break; default : break; } } glBindFramebuffer( GL_FRAMEBUFFER, 0 ); result = ( status == GL_FRAMEBUFFER_COMPLETE ); #endif return result; } // Unload framebuffer from GPU memory // NOTE: All attached textures/cubemaps/renderbuffers are also deleted void rlUnloadFramebuffer( unsigned int id ) { #if ( defined( GRAPHICS_API_OPENGL_33 ) || defined( GRAPHICS_API_OPENGL_ES2 ) ) && defined( RLGL_RENDER_TEXTURES_HINT ) // Query depth attachment to automatically delete texture/renderbuffer int depthType = 0, depthId = 0; glBindFramebuffer( GL_FRAMEBUFFER, id ); // Bind framebuffer to query depth texture type glGetFramebufferAttachmentParameteriv( GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE, &depthType ); // 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 ); TRACELOG( RL_LOG_INFO, "FBO: [ID %i] Unloaded framebuffer from VRAM (GPU)", id ); #endif } // Vertex data management //----------------------------------------------------------------------------------------- // Load a new attributes buffer unsigned int rlLoadVertexBuffer( const void* buffer, int size, bool dynamic ) { unsigned int id = 0; #if defined( GRAPHICS_API_OPENGL_33 ) || defined( GRAPHICS_API_OPENGL_ES2 ) glGenBuffers( 1, &id ); glBindBuffer( GL_ARRAY_BUFFER, id ); glBufferData( GL_ARRAY_BUFFER, size, buffer, dynamic ? GL_DYNAMIC_DRAW : GL_STATIC_DRAW ); #endif return id; } // Load a new attributes element buffer unsigned int rlLoadVertexBufferElement( const void* buffer, int size, bool dynamic ) { unsigned int id = 0; #if defined( GRAPHICS_API_OPENGL_33 ) || defined( GRAPHICS_API_OPENGL_ES2 ) glGenBuffers( 1, &id ); glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, id ); glBufferData( GL_ELEMENT_ARRAY_BUFFER, size, buffer, dynamic ? GL_DYNAMIC_DRAW : GL_STATIC_DRAW ); #endif return id; } // Enable vertex buffer (VBO) void rlEnableVertexBuffer( unsigned int id ) { #if defined( GRAPHICS_API_OPENGL_33 ) || defined( GRAPHICS_API_OPENGL_ES2 ) glBindBuffer( GL_ARRAY_BUFFER, id ); #endif } // Disable vertex buffer (VBO) void rlDisableVertexBuffer( void ) { #if defined( GRAPHICS_API_OPENGL_33 ) || defined( GRAPHICS_API_OPENGL_ES2 ) glBindBuffer( GL_ARRAY_BUFFER, 0 ); #endif } // Enable vertex buffer element (VBO element) void rlEnableVertexBufferElement( unsigned int id ) { #if defined( GRAPHICS_API_OPENGL_33 ) || defined( GRAPHICS_API_OPENGL_ES2 ) glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, id ); #endif } // Disable vertex buffer element (VBO element) void rlDisableVertexBufferElement( void ) { #if defined( GRAPHICS_API_OPENGL_33 ) || defined( GRAPHICS_API_OPENGL_ES2 ) glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, 0 ); #endif } // Update vertex buffer with new data // NOTE: dataSize and offset must be provided in bytes void rlUpdateVertexBuffer( unsigned int id, const void* data, int dataSize, int offset ) { #if defined( GRAPHICS_API_OPENGL_33 ) || defined( GRAPHICS_API_OPENGL_ES2 ) glBindBuffer( GL_ARRAY_BUFFER, id ); glBufferSubData( GL_ARRAY_BUFFER, offset, dataSize, data ); #endif } // Update vertex buffer elements with new data // NOTE: dataSize and offset must be provided in bytes void rlUpdateVertexBufferElements( unsigned int id, const void* data, int dataSize, int offset ) { #if defined( GRAPHICS_API_OPENGL_33 ) || defined( GRAPHICS_API_OPENGL_ES2 ) glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, id ); glBufferSubData( GL_ELEMENT_ARRAY_BUFFER, offset, dataSize, data ); #endif } // Enable vertex array object (VAO) bool rlEnableVertexArray( unsigned int vaoId ) { bool result = false; #if defined( GRAPHICS_API_OPENGL_33 ) || defined( GRAPHICS_API_OPENGL_ES2 ) if ( RLGL.ExtSupported.vao ) { glBindVertexArray( vaoId ); result = true; } #endif return result; } // Disable vertex array object (VAO) void rlDisableVertexArray( void ) { #if defined( GRAPHICS_API_OPENGL_33 ) || defined( GRAPHICS_API_OPENGL_ES2 ) if ( RLGL.ExtSupported.vao ) glBindVertexArray( 0 ); #endif } // Enable vertex attribute index void rlEnableVertexAttribute( unsigned int index ) { #if defined( GRAPHICS_API_OPENGL_33 ) || defined( GRAPHICS_API_OPENGL_ES2 ) glEnableVertexAttribArray( index ); #endif } // Disable vertex attribute index void rlDisableVertexAttribute( unsigned int index ) { #if defined( GRAPHICS_API_OPENGL_33 ) || defined( GRAPHICS_API_OPENGL_ES2 ) glDisableVertexAttribArray( index ); #endif } // Draw vertex array void rlDrawVertexArray( int offset, int count ) { glDrawArrays( GL_TRIANGLES, offset, count ); } // Draw vertex array elements void rlDrawVertexArrayElements( int offset, int count, const void* buffer ) { // 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 rlDrawVertexArrayInstanced( int offset, int count, int instances ) { #if defined( GRAPHICS_API_OPENGL_33 ) || defined( GRAPHICS_API_OPENGL_ES2 ) glDrawArraysInstanced( GL_TRIANGLES, 0, count, instances ); #endif } // Draw vertex array elements instanced void rlDrawVertexArrayElementsInstanced( int offset, int count, const void* buffer, int instances ) { #if defined( GRAPHICS_API_OPENGL_33 ) || defined( GRAPHICS_API_OPENGL_ES2 ) // 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 rlEnableStatePointer( int vertexAttribType, void* buffer ) { if ( buffer != NULL ) glEnableClientState( vertexAttribType ); switch ( vertexAttribType ) { case GL_VERTEX_ARRAY : glVertexPointer( 3, GL_FLOAT, 0, buffer ); break; case GL_TEXTURE_COORD_ARRAY : glTexCoordPointer( 2, GL_FLOAT, 0, buffer ); break; case GL_NORMAL_ARRAY : if ( buffer != NULL ) glNormalPointer( GL_FLOAT, 0, buffer ); break; case GL_COLOR_ARRAY : if ( buffer != NULL ) glColorPointer( 4, GL_UNSIGNED_BYTE, 0, buffer ); break; // case GL_INDEX_ARRAY: if (buffer != NULL) glIndexPointer(GL_SHORT, 0, buffer); break; // Indexed colors default : break; } } // Disable vertex state pointer void rlDisableStatePointer( int vertexAttribType ) { glDisableClientState( vertexAttribType ); } #endif // Load vertex array object (VAO) unsigned int rlLoadVertexArray( void ) { unsigned int vaoId = 0; #if defined( GRAPHICS_API_OPENGL_33 ) || defined( GRAPHICS_API_OPENGL_ES2 ) if ( RLGL.ExtSupported.vao ) { glGenVertexArrays( 1, &vaoId ); } #endif return vaoId; } // Set vertex attribute void rlSetVertexAttribute( unsigned int index, int compSize, int type, bool normalized, int stride, const void* pointer ) { #if defined( GRAPHICS_API_OPENGL_33 ) || defined( GRAPHICS_API_OPENGL_ES2 ) glVertexAttribPointer( index, compSize, type, normalized, stride, pointer ); #endif } // Set vertex attribute divisor void rlSetVertexAttributeDivisor( unsigned int index, int divisor ) { #if defined( GRAPHICS_API_OPENGL_33 ) || defined( GRAPHICS_API_OPENGL_ES2 ) glVertexAttribDivisor( index, divisor ); #endif } // Unload vertex array object (VAO) void rlUnloadVertexArray( unsigned int vaoId ) { #if defined( GRAPHICS_API_OPENGL_33 ) || defined( GRAPHICS_API_OPENGL_ES2 ) if ( RLGL.ExtSupported.vao ) { glBindVertexArray( 0 ); glDeleteVertexArrays( 1, &vaoId ); TRACELOG( RL_LOG_INFO, "VAO: [ID %i] Unloaded vertex array data from VRAM (GPU)", vaoId ); } #endif } // Unload vertex buffer (VBO) void rlUnloadVertexBuffer( unsigned int vboId ) { #if defined( GRAPHICS_API_OPENGL_33 ) || defined( GRAPHICS_API_OPENGL_ES2 ) glDeleteBuffers( 1, &vboId ); // TRACELOG(RL_LOG_INFO, "VBO: Unloaded vertex data from VRAM (GPU)"); #endif } // Shaders management //----------------------------------------------------------------------------------------------- // Load shader from code strings // NOTE: If shader string is NULL, using default vertex/fragment shaders unsigned int rlLoadShaderCode( const char* vsCode, const char* fsCode ) { unsigned int id = 0; #if defined( GRAPHICS_API_OPENGL_33 ) || defined( GRAPHICS_API_OPENGL_ES2 ) unsigned int vertexShaderId = 0; unsigned int fragmentShaderId = 0; // Compile vertex shader (if provided) if ( vsCode != NULL ) vertexShaderId = rlCompileShader( vsCode, GL_VERTEX_SHADER ); // In case no vertex shader was provided or compilation failed, we use default vertex shader if ( vertexShaderId == 0 ) vertexShaderId = RLGL.State.defaultVShaderId; // Compile fragment shader (if provided) if ( fsCode != NULL ) fragmentShaderId = rlCompileShader( fsCode, GL_FRAGMENT_SHADER ); // In case no fragment shader was provided or compilation failed, we use default fragment shader if ( fragmentShaderId == 0 ) fragmentShaderId = RLGL.State.defaultFShaderId; // In case vertex and fragment shader are the default ones, no need to recompile, we can just assign the default shader program id if ( ( vertexShaderId == RLGL.State.defaultVShaderId ) && ( fragmentShaderId == RLGL.State.defaultFShaderId ) ) id = RLGL.State.defaultShaderId; else { // One of or both shader are new, we need to compile a new shader program id = rlLoadShaderProgram( vertexShaderId, fragmentShaderId ); // We can detach and delete vertex/fragment shaders (if not default ones) // NOTE: We detach shader before deletion to make sure memory is freed if ( vertexShaderId != RLGL.State.defaultVShaderId ) { // WARNING: Shader program linkage could fail and returned id is 0 if ( id > 0 ) glDetachShader( id, vertexShaderId ); glDeleteShader( vertexShaderId ); } if ( fragmentShaderId != RLGL.State.defaultFShaderId ) { // WARNING: Shader program linkage could fail and returned id is 0 if ( id > 0 ) glDetachShader( id, fragmentShaderId ); glDeleteShader( fragmentShaderId ); } // In case shader program loading failed, we assign default shader if ( id == 0 ) { // In case shader loading fails, we return the default shader TRACELOG( RL_LOG_WARNING, "SHADER: Failed to load custom shader code, using default shader" ); id = RLGL.State.defaultShaderId; } /* else { // Get available shader uniforms // NOTE: This information is useful for debug... int uniformCount = -1; glGetProgramiv(id, GL_ACTIVE_UNIFORMS, &uniformCount); for (int i = 0; i < uniformCount; i++) { int namelen = -1; int num = -1; char name[256] = { 0 }; // Assume no variable names longer than 256 GLenum type = GL_ZERO; // Get the name of the uniforms glGetActiveUniform(id, i, sizeof(name) - 1, &namelen, &num, &type, name); name[namelen] = 0; TRACELOGD("SHADER: [ID %i] Active uniform (%s) set at location: %i", id, name, glGetUniformLocation(id, name)); } } */ } #endif return id; } // Compile custom shader and return shader id unsigned int rlCompileShader( const char* shaderCode, int type ) { unsigned int shader = 0; #if defined( GRAPHICS_API_OPENGL_33 ) || defined( GRAPHICS_API_OPENGL_ES2 ) shader = glCreateShader( type ); glShaderSource( shader, 1, &shaderCode, NULL ); GLint success = 0; glCompileShader( shader ); glGetShaderiv( shader, GL_COMPILE_STATUS, &success ); if ( success == GL_FALSE ) { switch ( type ) { case GL_VERTEX_SHADER : TRACELOG( RL_LOG_WARNING, "SHADER: [ID %i] Failed to compile vertex shader code", shader ); break; case GL_FRAGMENT_SHADER : TRACELOG( RL_LOG_WARNING, "SHADER: [ID %i] Failed to compile fragment shader code", shader ); break; // case GL_GEOMETRY_SHADER: #if defined( GRAPHICS_API_OPENGL_43 ) case GL_COMPUTE_SHADER : TRACELOG( RL_LOG_WARNING, "SHADER: [ID %i] Failed to compile compute shader code", shader ); break; #endif default : break; } int maxLength = 0; glGetShaderiv( shader, GL_INFO_LOG_LENGTH, &maxLength ); if ( maxLength > 0 ) { int length = 0; char* log = ( char* )RL_CALLOC( maxLength, sizeof( char ) ); glGetShaderInfoLog( shader, maxLength, &length, log ); TRACELOG( RL_LOG_WARNING, "SHADER: [ID %i] Compile error: %s", shader, log ); RL_FREE( log ); } } else { switch ( type ) { case GL_VERTEX_SHADER : TRACELOG( RL_LOG_INFO, "SHADER: [ID %i] Vertex shader compiled successfully", shader ); break; case GL_FRAGMENT_SHADER : TRACELOG( RL_LOG_INFO, "SHADER: [ID %i] Fragment shader compiled successfully", shader ); break; // case GL_GEOMETRY_SHADER: #if defined( GRAPHICS_API_OPENGL_43 ) case GL_COMPUTE_SHADER : TRACELOG( RL_LOG_INFO, "SHADER: [ID %i] Compute shader compiled successfully", shader ); break; #endif default : break; } } #endif return shader; } // Load custom shader strings and return program id unsigned int rlLoadShaderProgram( unsigned int vShaderId, unsigned int fShaderId ) { unsigned int program = 0; #if defined( GRAPHICS_API_OPENGL_33 ) || defined( GRAPHICS_API_OPENGL_ES2 ) GLint success = 0; program = glCreateProgram(); glAttachShader( program, vShaderId ); glAttachShader( program, fShaderId ); // NOTE: Default attribute shader locations must be Bound before linking glBindAttribLocation( program, 0, RL_DEFAULT_SHADER_ATTRIB_NAME_POSITION ); glBindAttribLocation( program, 1, RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD ); glBindAttribLocation( program, 2, RL_DEFAULT_SHADER_ATTRIB_NAME_NORMAL ); glBindAttribLocation( program, 3, RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR ); glBindAttribLocation( program, 4, RL_DEFAULT_SHADER_ATTRIB_NAME_TANGENT ); glBindAttribLocation( program, 5, RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2 ); // NOTE: If some attrib name is no found on the shader, it locations becomes -1 glLinkProgram( program ); // NOTE: All uniform variables are intitialised to 0 when a program links glGetProgramiv( program, GL_LINK_STATUS, &success ); if ( success == GL_FALSE ) { TRACELOG( RL_LOG_WARNING, "SHADER: [ID %i] Failed to link shader program", program ); int maxLength = 0; glGetProgramiv( program, GL_INFO_LOG_LENGTH, &maxLength ); if ( maxLength > 0 ) { int length = 0; char* log = ( char* )RL_CALLOC( maxLength, sizeof( char ) ); glGetProgramInfoLog( program, maxLength, &length, log ); TRACELOG( RL_LOG_WARNING, "SHADER: [ID %i] Link error: %s", program, log ); RL_FREE( log ); } glDeleteProgram( program ); program = 0; } else { // Get the size of compiled shader program (not available on OpenGL ES 2.0) // NOTE: If GL_LINK_STATUS is GL_FALSE, program binary length is zero. // GLint binarySize = 0; // glGetProgramiv(id, GL_PROGRAM_BINARY_LENGTH, &binarySize); TRACELOG( RL_LOG_INFO, "SHADER: [ID %i] Program shader loaded successfully", program ); } #endif return program; } // Unload shader program void rlUnloadShaderProgram( unsigned int id ) { #if defined( GRAPHICS_API_OPENGL_33 ) || defined( GRAPHICS_API_OPENGL_ES2 ) glDeleteProgram( id ); TRACELOG( RL_LOG_INFO, "SHADER: [ID %i] Unloaded shader program data from VRAM (GPU)", id ); #endif } // Get shader location uniform int rlGetLocationUniform( unsigned int shaderId, const char* uniformName ) { int location = -1; #if defined( GRAPHICS_API_OPENGL_33 ) || defined( GRAPHICS_API_OPENGL_ES2 ) location = glGetUniformLocation( shaderId, uniformName ); // if (location == -1) TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Failed to find shader uniform: %s", shaderId, uniformName); // else TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Shader uniform (%s) set at location: %i", shaderId, uniformName, location); #endif return location; } // Get shader location attribute int rlGetLocationAttrib( unsigned int shaderId, const char* attribName ) { int location = -1; #if defined( GRAPHICS_API_OPENGL_33 ) || defined( GRAPHICS_API_OPENGL_ES2 ) location = glGetAttribLocation( shaderId, attribName ); // if (location == -1) TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Failed to find shader attribute: %s", shaderId, attribName); // else TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Shader attribute (%s) set at location: %i", shaderId, attribName, location); #endif return location; } // Set shader value uniform void rlSetUniform( int locIndex, const void* value, int uniformType, int count ) { #if defined( GRAPHICS_API_OPENGL_33 ) || defined( GRAPHICS_API_OPENGL_ES2 ) switch ( uniformType ) { case RL_SHADER_UNIFORM_FLOAT : glUniform1fv( locIndex, count, ( float* )value ); break; case RL_SHADER_UNIFORM_VEC2 : glUniform2fv( locIndex, count, ( float* )value ); break; case RL_SHADER_UNIFORM_VEC3 : glUniform3fv( locIndex, count, ( float* )value ); break; case RL_SHADER_UNIFORM_VEC4 : glUniform4fv( locIndex, count, ( float* )value ); break; case RL_SHADER_UNIFORM_INT : glUniform1iv( locIndex, count, ( int* )value ); break; case RL_SHADER_UNIFORM_IVEC2 : glUniform2iv( locIndex, count, ( int* )value ); break; case RL_SHADER_UNIFORM_IVEC3 : glUniform3iv( locIndex, count, ( int* )value ); break; case RL_SHADER_UNIFORM_IVEC4 : glUniform4iv( locIndex, count, ( int* )value ); break; case RL_SHADER_UNIFORM_SAMPLER2D : glUniform1iv( locIndex, count, ( int* )value ); break; default : TRACELOG( RL_LOG_WARNING, "SHADER: Failed to set uniform value, data type not recognized" ); } #endif } // Set shader value attribute void rlSetVertexAttributeDefault( int locIndex, const void* value, int attribType, int count ) { #if defined( GRAPHICS_API_OPENGL_33 ) || defined( GRAPHICS_API_OPENGL_ES2 ) switch ( attribType ) { case RL_SHADER_ATTRIB_FLOAT : if ( count == 1 ) glVertexAttrib1fv( locIndex, ( float* )value ); break; case RL_SHADER_ATTRIB_VEC2 : if ( count == 2 ) glVertexAttrib2fv( locIndex, ( float* )value ); break; case RL_SHADER_ATTRIB_VEC3 : if ( count == 3 ) glVertexAttrib3fv( locIndex, ( float* )value ); break; case RL_SHADER_ATTRIB_VEC4 : if ( count == 4 ) glVertexAttrib4fv( locIndex, ( float* )value ); break; default : TRACELOG( RL_LOG_WARNING, "SHADER: Failed to set attrib default value, data type not recognized" ); } #endif } // Set shader value uniform matrix void rlSetUniformMatrix( int locIndex, Matrix mat ) { #if defined( GRAPHICS_API_OPENGL_33 ) || defined( GRAPHICS_API_OPENGL_ES2 ) float matfloat[ 16 ] = { mat.m0, mat.m1, mat.m2, mat.m3, mat.m4, mat.m5, mat.m6, mat.m7, mat.m8, mat.m9, mat.m10, mat.m11, mat.m12, mat.m13, mat.m14, mat.m15 }; glUniformMatrix4fv( locIndex, 1, false, matfloat ); #endif } // Set shader value uniform sampler void rlSetUniformSampler( int locIndex, unsigned int textureId ) { #if defined( GRAPHICS_API_OPENGL_33 ) || defined( GRAPHICS_API_OPENGL_ES2 ) // Check if texture is already active for ( int i = 0; i < RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS; i++ ) if ( RLGL.State.activeTextureId[ i ] == textureId ) return; // Register a new active texture for the internal batch system // NOTE: Default texture is always activated as GL_TEXTURE0 for ( int i = 0; i < RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS; i++ ) { if ( RLGL.State.activeTextureId[ i ] == 0 ) { glUniform1i( locIndex, 1 + i ); // Activate new texture unit RLGL.State.activeTextureId[ i ] = textureId; // Save texture id for binding on drawing break; } } #endif } // Set shader currently active (id and locations) void rlSetShader( unsigned int id, int* locs ) { #if defined( GRAPHICS_API_OPENGL_33 ) || defined( GRAPHICS_API_OPENGL_ES2 ) if ( RLGL.State.currentShaderId != id ) { rlDrawRenderBatch( RLGL.currentBatch ); RLGL.State.currentShaderId = id; RLGL.State.currentShaderLocs = locs; } #endif } // Load compute shader program unsigned int rlLoadComputeShaderProgram( unsigned int shaderId ) { unsigned int program = 0; #if defined( GRAPHICS_API_OPENGL_43 ) GLint success = 0; program = glCreateProgram(); glAttachShader( program, shaderId ); glLinkProgram( program ); // NOTE: All uniform variables are intitialised to 0 when a program links glGetProgramiv( program, GL_LINK_STATUS, &success ); if ( success == GL_FALSE ) { TRACELOG( RL_LOG_WARNING, "SHADER: [ID %i] Failed to link compute shader program", program ); int maxLength = 0; glGetProgramiv( program, GL_INFO_LOG_LENGTH, &maxLength ); if ( maxLength > 0 ) { int length = 0; char* log = ( char* )RL_CALLOC( maxLength, sizeof( char ) ); glGetProgramInfoLog( program, maxLength, &length, log ); TRACELOG( RL_LOG_WARNING, "SHADER: [ID %i] Link error: %s", program, log ); RL_FREE( log ); } glDeleteProgram( program ); program = 0; } else { // Get the size of compiled shader program (not available on OpenGL ES 2.0) // NOTE: If GL_LINK_STATUS is GL_FALSE, program binary length is zero. // GLint binarySize = 0; // glGetProgramiv(id, GL_PROGRAM_BINARY_LENGTH, &binarySize); TRACELOG( RL_LOG_INFO, "SHADER: [ID %i] Compute shader program loaded successfully", program ); } #endif return program; } // Dispatch compute shader (equivalent to *draw* for graphics pilepine) void rlComputeShaderDispatch( unsigned int groupX, unsigned int groupY, unsigned int groupZ ) { #if defined( GRAPHICS_API_OPENGL_43 ) glDispatchCompute( groupX, groupY, groupZ ); #endif } // Load shader storage buffer object (SSBO) unsigned int rlLoadShaderBuffer( unsigned int size, const void* data, int usageHint ) { unsigned int ssbo = 0; #if defined( GRAPHICS_API_OPENGL_43 ) glGenBuffers( 1, &ssbo ); glBindBuffer( GL_SHADER_STORAGE_BUFFER, ssbo ); glBufferData( GL_SHADER_STORAGE_BUFFER, size, data, usageHint ? usageHint : RL_STREAM_COPY ); 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 rlUnloadShaderBuffer( unsigned int ssboId ) { #if defined( GRAPHICS_API_OPENGL_43 ) glDeleteBuffers( 1, &ssboId ); #endif } // Update SSBO buffer data void rlUpdateShaderBuffer( unsigned int id, const void* data, unsigned int dataSize, unsigned int offset ) { #if defined( GRAPHICS_API_OPENGL_43 ) glBindBuffer( GL_SHADER_STORAGE_BUFFER, id ); glBufferSubData( GL_SHADER_STORAGE_BUFFER, offset, dataSize, data ); #endif } // Get SSBO buffer size unsigned int rlGetShaderBufferSize( unsigned int id ) { long long size = 0; #if defined( GRAPHICS_API_OPENGL_43 ) glBindBuffer( GL_SHADER_STORAGE_BUFFER, id ); glGetInteger64v( GL_SHADER_STORAGE_BUFFER_SIZE, &size ); #endif return ( size > 0 ) ? ( unsigned int )size : 0; } // Read SSBO buffer data (GPU->CPU) void rlReadShaderBuffer( unsigned int id, void* dest, unsigned int count, unsigned int offset ) { #if defined( GRAPHICS_API_OPENGL_43 ) glBindBuffer( GL_SHADER_STORAGE_BUFFER, id ); glGetBufferSubData( GL_SHADER_STORAGE_BUFFER, offset, count, dest ); #endif } // Bind SSBO buffer void rlBindShaderBuffer( unsigned int id, unsigned int index ) { #if defined( GRAPHICS_API_OPENGL_43 ) glBindBufferBase( GL_SHADER_STORAGE_BUFFER, index, id ); #endif } // Copy SSBO buffer data void rlCopyShaderBuffer( unsigned int destId, unsigned int srcId, unsigned int destOffset, unsigned int srcOffset, unsigned int count ) { #if defined( GRAPHICS_API_OPENGL_43 ) glBindBuffer( GL_COPY_READ_BUFFER, srcId ); glBindBuffer( GL_COPY_WRITE_BUFFER, destId ); glCopyBufferSubData( GL_COPY_READ_BUFFER, GL_COPY_WRITE_BUFFER, srcOffset, destOffset, count ); #endif } // Bind image texture void rlBindImageTexture( unsigned int id, unsigned int index, int format, bool readonly ) { #if defined( GRAPHICS_API_OPENGL_43 ) unsigned int glInternalFormat = 0, glFormat = 0, glType = 0; rlGetGlTextureFormats( format, &glInternalFormat, &glFormat, &glType ); glBindImageTexture( index, id, 0, 0, 0, readonly ? GL_READ_ONLY : GL_READ_WRITE, glInternalFormat ); #endif } // Matrix state management //----------------------------------------------------------------------------------------- // Get internal modelview matrix Matrix rlGetMatrixModelview( void ) { Matrix matrix = rlMatrixIdentity(); #if defined( GRAPHICS_API_OPENGL_11 ) float mat[ 16 ]; glGetFloatv( GL_MODELVIEW_MATRIX, mat ); matrix.m0 = mat[ 0 ]; matrix.m1 = mat[ 1 ]; matrix.m2 = mat[ 2 ]; matrix.m3 = mat[ 3 ]; matrix.m4 = mat[ 4 ]; matrix.m5 = mat[ 5 ]; matrix.m6 = mat[ 6 ]; matrix.m7 = mat[ 7 ]; matrix.m8 = mat[ 8 ]; matrix.m9 = mat[ 9 ]; matrix.m10 = mat[ 10 ]; matrix.m11 = mat[ 11 ]; matrix.m12 = mat[ 12 ]; matrix.m13 = mat[ 13 ]; matrix.m14 = mat[ 14 ]; matrix.m15 = mat[ 15 ]; #else matrix = RLGL.State.modelview; #endif return matrix; } // Get internal projection matrix Matrix rlGetMatrixProjection( void ) { #if defined( GRAPHICS_API_OPENGL_11 ) float mat[ 16 ]; glGetFloatv( GL_PROJECTION_MATRIX, mat ); Matrix m; m.m0 = mat[ 0 ]; m.m1 = mat[ 1 ]; m.m2 = mat[ 2 ]; m.m3 = mat[ 3 ]; m.m4 = mat[ 4 ]; m.m5 = mat[ 5 ]; m.m6 = mat[ 6 ]; m.m7 = mat[ 7 ]; m.m8 = mat[ 8 ]; m.m9 = mat[ 9 ]; m.m10 = mat[ 10 ]; m.m11 = mat[ 11 ]; m.m12 = mat[ 12 ]; m.m13 = mat[ 13 ]; m.m14 = mat[ 14 ]; m.m15 = mat[ 15 ]; return m; #else return RLGL.State.projection; #endif } // Get internal accumulated transform matrix Matrix rlGetMatrixTransform( void ) { Matrix mat = rlMatrixIdentity(); #if defined( GRAPHICS_API_OPENGL_33 ) || defined( GRAPHICS_API_OPENGL_ES2 ) // TODO: Consider possible transform matrices in the RLGL.State.stack // Is this the right order? or should we start with the first stored matrix instead of the last one? // Matrix matStackTransform = rlMatrixIdentity(); // for (int i = RLGL.State.stackCounter; i > 0; i--) matStackTransform = rlMatrixMultiply(RLGL.State.stack[i], matStackTransform); mat = RLGL.State.transform; #endif return mat; } // Get internal projection matrix for stereo render (selected eye) RLAPI Matrix rlGetMatrixProjectionStereo( int eye ) { Matrix mat = rlMatrixIdentity(); #if defined( GRAPHICS_API_OPENGL_33 ) || defined( GRAPHICS_API_OPENGL_ES2 ) mat = RLGL.State.projectionStereo[ eye ]; #endif return mat; } // Get internal view offset matrix for stereo render (selected eye) RLAPI Matrix rlGetMatrixViewOffsetStereo( int eye ) { Matrix mat = rlMatrixIdentity(); #if defined( GRAPHICS_API_OPENGL_33 ) || defined( GRAPHICS_API_OPENGL_ES2 ) mat = RLGL.State.viewOffsetStereo[ eye ]; #endif return mat; } // Set a custom modelview matrix (replaces internal modelview matrix) void rlSetMatrixModelview( Matrix view ) { #if defined( GRAPHICS_API_OPENGL_33 ) || defined( GRAPHICS_API_OPENGL_ES2 ) RLGL.State.modelview = view; #endif } // Set a custom projection matrix (replaces internal projection matrix) void rlSetMatrixProjection( Matrix projection ) { #if defined( GRAPHICS_API_OPENGL_33 ) || defined( GRAPHICS_API_OPENGL_ES2 ) RLGL.State.projection = projection; #endif } // Set eyes projection matrices for stereo rendering void rlSetMatrixProjectionStereo( Matrix right, Matrix left ) { #if defined( GRAPHICS_API_OPENGL_33 ) || defined( GRAPHICS_API_OPENGL_ES2 ) RLGL.State.projectionStereo[ 0 ] = right; RLGL.State.projectionStereo[ 1 ] = left; #endif } // Set eyes view offsets matrices for stereo rendering void rlSetMatrixViewOffsetStereo( Matrix right, Matrix left ) { #if defined( GRAPHICS_API_OPENGL_33 ) || defined( GRAPHICS_API_OPENGL_ES2 ) RLGL.State.viewOffsetStereo[ 0 ] = right; RLGL.State.viewOffsetStereo[ 1 ] = left; #endif } // Load and draw a quad in NDC void rlLoadDrawQuad( void ) { #if defined( GRAPHICS_API_OPENGL_33 ) || defined( GRAPHICS_API_OPENGL_ES2 ) unsigned int quadVAO = 0; unsigned int quadVBO = 0; float vertices[] = { // Positions Texcoords -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, }; // Gen VAO to contain VBO glGenVertexArrays( 1, &quadVAO ); glBindVertexArray( quadVAO ); // Gen and fill vertex buffer (VBO) glGenBuffers( 1, &quadVBO ); glBindBuffer( GL_ARRAY_BUFFER, quadVBO ); glBufferData( GL_ARRAY_BUFFER, sizeof( vertices ), &vertices, GL_STATIC_DRAW ); // Bind vertex attributes (position, texcoords) glEnableVertexAttribArray( 0 ); glVertexAttribPointer( 0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof( float ), ( void* )0 ); // Positions glEnableVertexAttribArray( 1 ); glVertexAttribPointer( 1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof( float ), ( void* )( 3 * sizeof( float ) ) ); // Texcoords // Draw quad glBindVertexArray( quadVAO ); glDrawArrays( GL_TRIANGLE_STRIP, 0, 4 ); glBindVertexArray( 0 ); // Delete buffers (VBO and VAO) glDeleteBuffers( 1, &quadVBO ); glDeleteVertexArrays( 1, &quadVAO ); #endif } // Load and draw a cube in NDC void rlLoadDrawCube( void ) { #if defined( GRAPHICS_API_OPENGL_33 ) || defined( GRAPHICS_API_OPENGL_ES2 ) unsigned int cubeVAO = 0; unsigned int cubeVBO = 0; float vertices[] = { // Positions Normals Texcoords -1.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f, 1.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 1.0f, 0.0f, 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f, -1.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, -1.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f, -1.0f, 1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 1.0f, -1.0f, -1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f, -1.0f, -1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f, -1.0f, -1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, -1.0f, -1.0f, -1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f, 1.0f, -1.0f, -1.0f, 0.0f, -1.0f, 0.0f, 1.0f, 1.0f, 1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f, 1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f, -1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 0.0f, -1.0f, -1.0f, -1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f, -1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, -1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f }; // Gen VAO to contain VBO glGenVertexArrays( 1, &cubeVAO ); glBindVertexArray( cubeVAO ); // Gen and fill vertex buffer (VBO) glGenBuffers( 1, &cubeVBO ); glBindBuffer( GL_ARRAY_BUFFER, cubeVBO ); glBufferData( GL_ARRAY_BUFFER, sizeof( vertices ), vertices, GL_STATIC_DRAW ); // Bind vertex attributes (position, normals, texcoords) glBindVertexArray( cubeVAO ); glEnableVertexAttribArray( 0 ); glVertexAttribPointer( 0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof( float ), ( void* )0 ); // Positions glEnableVertexAttribArray( 1 ); glVertexAttribPointer( 1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof( float ), ( void* )( 3 * sizeof( float ) ) ); // Normals glEnableVertexAttribArray( 2 ); glVertexAttribPointer( 2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof( float ), ( void* )( 6 * sizeof( float ) ) ); // Texcoords glBindBuffer( GL_ARRAY_BUFFER, 0 ); glBindVertexArray( 0 ); // Draw cube glBindVertexArray( cubeVAO ); glDrawArrays( GL_TRIANGLES, 0, 36 ); glBindVertexArray( 0 ); // Delete VBO and VAO glDeleteBuffers( 1, &cubeVBO ); glDeleteVertexArrays( 1, &cubeVAO ); #endif } // Get name string for pixel format const char* rlGetPixelFormatName( unsigned int format ) { switch ( format ) { case RL_PIXELFORMAT_UNCOMPRESSED_GRAYSCALE : return "GRAYSCALE"; break; // 8 bit per pixel (no alpha) case RL_PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA : return "GRAY_ALPHA"; break; // 8*2 bpp (2 channels) case RL_PIXELFORMAT_UNCOMPRESSED_R5G6B5 : return "R5G6B5"; break; // 16 bpp case RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8 : return "R8G8B8"; break; // 24 bpp case RL_PIXELFORMAT_UNCOMPRESSED_R5G5B5A1 : return "R5G5B5A1"; break; // 16 bpp (1 bit alpha) case RL_PIXELFORMAT_UNCOMPRESSED_R4G4B4A4 : return "R4G4B4A4"; break; // 16 bpp (4 bit alpha) case RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8A8 : return "R8G8B8A8"; break; // 32 bpp case RL_PIXELFORMAT_UNCOMPRESSED_R32 : return "R32"; break; // 32 bpp (1 channel - float) case RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32 : return "R32G32B32"; break; // 32*3 bpp (3 channels - float) case RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32A32 : return "R32G32B32A32"; break; // 32*4 bpp (4 channels - float) case RL_PIXELFORMAT_UNCOMPRESSED_R16 : return "R16"; break; // 16 bpp (1 channel - half float) case RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16 : return "R16G16B16"; break; // 16*3 bpp (3 channels - half float) case RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16A16 : return "R16G16B16A16"; break; // 16*4 bpp (4 channels - half float) case RL_PIXELFORMAT_COMPRESSED_DXT1_RGB : return "DXT1_RGB"; break; // 4 bpp (no alpha) case RL_PIXELFORMAT_COMPRESSED_DXT1_RGBA : return "DXT1_RGBA"; break; // 4 bpp (1 bit alpha) case RL_PIXELFORMAT_COMPRESSED_DXT3_RGBA : return "DXT3_RGBA"; break; // 8 bpp case RL_PIXELFORMAT_COMPRESSED_DXT5_RGBA : return "DXT5_RGBA"; break; // 8 bpp case RL_PIXELFORMAT_COMPRESSED_ETC1_RGB : return "ETC1_RGB"; break; // 4 bpp case RL_PIXELFORMAT_COMPRESSED_ETC2_RGB : return "ETC2_RGB"; break; // 4 bpp case RL_PIXELFORMAT_COMPRESSED_ETC2_EAC_RGBA : return "ETC2_RGBA"; break; // 8 bpp case RL_PIXELFORMAT_COMPRESSED_PVRT_RGB : return "PVRT_RGB"; break; // 4 bpp case RL_PIXELFORMAT_COMPRESSED_PVRT_RGBA : return "PVRT_RGBA"; break; // 4 bpp case RL_PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA : return "ASTC_4x4_RGBA"; break; // 8 bpp case RL_PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA : return "ASTC_8x8_RGBA"; break; // 2 bpp default : return "UNKNOWN"; break; } } //---------------------------------------------------------------------------------- // Module specific Functions Definition //---------------------------------------------------------------------------------- #if defined( GRAPHICS_API_OPENGL_33 ) || defined( GRAPHICS_API_OPENGL_ES2 ) // Load default shader (just vertex positioning and texture coloring) // NOTE: This shader program is used for internal buffers // NOTE: Loaded: RLGL.State.defaultShaderId, RLGL.State.defaultShaderLocs static void rlLoadShaderDefault( void ) { RLGL.State.defaultShaderLocs = ( int* )RL_CALLOC( RL_MAX_SHADER_LOCATIONS, sizeof( int ) ); // NOTE: All locations must be reseted to -1 (no location) for ( int i = 0; i < RL_MAX_SHADER_LOCATIONS; i++ ) RLGL.State.defaultShaderLocs[ i ] = -1; // Vertex shader directly defined, no external file required const char* defaultVShaderCode = #if defined( GRAPHICS_API_OPENGL_21 ) "#version 120 \n" "attribute vec3 vertexPosition; \n" "attribute vec2 vertexTexCoord; \n" "attribute vec4 vertexColor; \n" "varying vec2 fragTexCoord; \n" "varying vec4 fragColor; \n" #elif defined( GRAPHICS_API_OPENGL_33 ) "#version 330 \n" "in vec3 vertexPosition; \n" "in vec2 vertexTexCoord; \n" "in vec4 vertexColor; \n" "out vec2 fragTexCoord; \n" "out vec4 fragColor; \n" #endif #if defined( GRAPHICS_API_OPENGL_ES2 ) "#version 100 \n" "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 RLGL.State.defaultVShaderId = rlCompileShader( defaultVShaderCode, GL_VERTEX_SHADER ); // Compile default vertex shader RLGL.State.defaultFShaderId = rlCompileShader( defaultFShaderCode, GL_FRAGMENT_SHADER ); // Compile default fragment shader RLGL.State.defaultShaderId = rlLoadShaderProgram( RLGL.State.defaultVShaderId, RLGL.State.defaultFShaderId ); if ( RLGL.State.defaultShaderId > 0 ) { TRACELOG( RL_LOG_INFO, "SHADER: [ID %i] Default shader loaded successfully", RLGL.State.defaultShaderId ); // Set default shader locations: attributes locations RLGL.State.defaultShaderLocs[ RL_SHADER_LOC_VERTEX_POSITION ] = glGetAttribLocation( RLGL.State.defaultShaderId, "vertexPosition" ); RLGL.State.defaultShaderLocs[ RL_SHADER_LOC_VERTEX_TEXCOORD01 ] = glGetAttribLocation( RLGL.State.defaultShaderId, "vertexTexCoord" ); RLGL.State.defaultShaderLocs[ RL_SHADER_LOC_VERTEX_COLOR ] = glGetAttribLocation( RLGL.State.defaultShaderId, "vertexColor" ); // Set default shader locations: uniform locations RLGL.State.defaultShaderLocs[ RL_SHADER_LOC_MATRIX_MVP ] = glGetUniformLocation( RLGL.State.defaultShaderId, "mvp" ); RLGL.State.defaultShaderLocs[ RL_SHADER_LOC_COLOR_DIFFUSE ] = glGetUniformLocation( RLGL.State.defaultShaderId, "colDiffuse" ); RLGL.State.defaultShaderLocs[ RL_SHADER_LOC_MAP_DIFFUSE ] = glGetUniformLocation( RLGL.State.defaultShaderId, "texture0" ); } else TRACELOG( RL_LOG_WARNING, "SHADER: [ID %i] Failed to load default shader", RLGL.State.defaultShaderId ); } // Unload default shader // NOTE: Unloads: RLGL.State.defaultShaderId, RLGL.State.defaultShaderLocs static void rlUnloadShaderDefault( void ) { glUseProgram( 0 ); glDetachShader( RLGL.State.defaultShaderId, RLGL.State.defaultVShaderId ); glDetachShader( RLGL.State.defaultShaderId, RLGL.State.defaultFShaderId ); glDeleteShader( RLGL.State.defaultVShaderId ); glDeleteShader( RLGL.State.defaultFShaderId ); glDeleteProgram( RLGL.State.defaultShaderId ); RL_FREE( RLGL.State.defaultShaderLocs ); TRACELOG( RL_LOG_INFO, "SHADER: [ID %i] Default shader unloaded successfully", RLGL.State.defaultShaderId ); } #if defined( RLGL_SHOW_GL_DETAILS_INFO ) // Get compressed format official GL identifier name static char* rlGetCompressedFormatName( int format ) { switch ( format ) { // GL_EXT_texture_compression_s3tc case 0x83F0 : return "GL_COMPRESSED_RGB_S3TC_DXT1_EXT"; break; case 0x83F1 : return "GL_COMPRESSED_RGBA_S3TC_DXT1_EXT"; break; case 0x83F2 : return "GL_COMPRESSED_RGBA_S3TC_DXT3_EXT"; break; case 0x83F3 : return "GL_COMPRESSED_RGBA_S3TC_DXT5_EXT"; break; // GL_3DFX_texture_compression_FXT1 case 0x86B0 : return "GL_COMPRESSED_RGB_FXT1_3DFX"; break; case 0x86B1 : return "GL_COMPRESSED_RGBA_FXT1_3DFX"; break; // GL_IMG_texture_compression_pvrtc case 0x8C00 : return "GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG"; break; case 0x8C01 : return "GL_COMPRESSED_RGB_PVRTC_2BPPV1_IMG"; break; case 0x8C02 : return "GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG"; break; case 0x8C03 : return "GL_COMPRESSED_RGBA_PVRTC_2BPPV1_IMG"; break; // GL_OES_compressed_ETC1_RGB8_texture case 0x8D64 : return "GL_ETC1_RGB8_OES"; break; // GL_ARB_texture_compression_rgtc case 0x8DBB : return "GL_COMPRESSED_RED_RGTC1"; break; case 0x8DBC : return "GL_COMPRESSED_SIGNED_RED_RGTC1"; break; case 0x8DBD : return "GL_COMPRESSED_RG_RGTC2"; break; case 0x8DBE : return "GL_COMPRESSED_SIGNED_RG_RGTC2"; break; // GL_ARB_texture_compression_bptc case 0x8E8C : return "GL_COMPRESSED_RGBA_BPTC_UNORM_ARB"; break; case 0x8E8D : return "GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM_ARB"; break; case 0x8E8E : return "GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT_ARB"; break; case 0x8E8F : return "GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT_ARB"; break; // GL_ARB_ES3_compatibility case 0x9274 : return "GL_COMPRESSED_RGB8_ETC2"; break; case 0x9275 : return "GL_COMPRESSED_SRGB8_ETC2"; break; case 0x9276 : return "GL_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2"; break; case 0x9277 : return "GL_COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2"; break; case 0x9278 : return "GL_COMPRESSED_RGBA8_ETC2_EAC"; break; case 0x9279 : return "GL_COMPRESSED_SRGB8_ALPHA8_ETC2_EAC"; break; case 0x9270 : return "GL_COMPRESSED_R11_EAC"; break; case 0x9271 : return "GL_COMPRESSED_SIGNED_R11_EAC"; break; case 0x9272 : return "GL_COMPRESSED_RG11_EAC"; break; case 0x9273 : return "GL_COMPRESSED_SIGNED_RG11_EAC"; break; // GL_KHR_texture_compression_astc_hdr case 0x93B0 : return "GL_COMPRESSED_RGBA_ASTC_4x4_KHR"; break; case 0x93B1 : return "GL_COMPRESSED_RGBA_ASTC_5x4_KHR"; break; case 0x93B2 : return "GL_COMPRESSED_RGBA_ASTC_5x5_KHR"; break; case 0x93B3 : return "GL_COMPRESSED_RGBA_ASTC_6x5_KHR"; break; case 0x93B4 : return "GL_COMPRESSED_RGBA_ASTC_6x6_KHR"; break; case 0x93B5 : return "GL_COMPRESSED_RGBA_ASTC_8x5_KHR"; break; case 0x93B6 : return "GL_COMPRESSED_RGBA_ASTC_8x6_KHR"; break; case 0x93B7 : return "GL_COMPRESSED_RGBA_ASTC_8x8_KHR"; break; case 0x93B8 : return "GL_COMPRESSED_RGBA_ASTC_10x5_KHR"; break; case 0x93B9 : return "GL_COMPRESSED_RGBA_ASTC_10x6_KHR"; break; case 0x93BA : return "GL_COMPRESSED_RGBA_ASTC_10x8_KHR"; break; case 0x93BB : return "GL_COMPRESSED_RGBA_ASTC_10x10_KHR"; break; case 0x93BC : return "GL_COMPRESSED_RGBA_ASTC_12x10_KHR"; break; case 0x93BD : return "GL_COMPRESSED_RGBA_ASTC_12x12_KHR"; break; case 0x93D0 : return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_4x4_KHR"; break; case 0x93D1 : return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x4_KHR"; break; case 0x93D2 : return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x5_KHR"; break; case 0x93D3 : return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x5_KHR"; break; case 0x93D4 : return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x6_KHR"; break; case 0x93D5 : return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x5_KHR"; break; case 0x93D6 : return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x6_KHR"; break; case 0x93D7 : return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x8_KHR"; break; case 0x93D8 : return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x5_KHR"; break; case 0x93D9 : return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x6_KHR"; break; case 0x93DA : return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x8_KHR"; break; case 0x93DB : return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x10_KHR"; break; case 0x93DC : return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_12x10_KHR"; break; case 0x93DD : return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_12x12_KHR"; break; default : return "GL_COMPRESSED_UNKNOWN"; break; } } #endif // RLGL_SHOW_GL_DETAILS_INFO #endif // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2 // Get pixel data size in bytes (image or texture) // NOTE: Size depends on pixel format static int rlGetPixelDataSize( int width, int height, int format ) { int dataSize = 0; // Size in bytes int bpp = 0; // Bits per pixel switch ( format ) { case RL_PIXELFORMAT_UNCOMPRESSED_GRAYSCALE : bpp = 8; break; case RL_PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA : case RL_PIXELFORMAT_UNCOMPRESSED_R5G6B5 : case RL_PIXELFORMAT_UNCOMPRESSED_R5G5B5A1 : case RL_PIXELFORMAT_UNCOMPRESSED_R4G4B4A4 : bpp = 16; break; case RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8A8 : bpp = 32; break; case RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8 : bpp = 24; break; case RL_PIXELFORMAT_UNCOMPRESSED_R32 : bpp = 32; break; case RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32 : bpp = 32 * 3; break; case RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32A32 : bpp = 32 * 4; break; case RL_PIXELFORMAT_UNCOMPRESSED_R16 : bpp = 16; break; case RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16 : bpp = 16 * 3; break; case RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16A16 : bpp = 16 * 4; break; case RL_PIXELFORMAT_COMPRESSED_DXT1_RGB : case RL_PIXELFORMAT_COMPRESSED_DXT1_RGBA : case RL_PIXELFORMAT_COMPRESSED_ETC1_RGB : case RL_PIXELFORMAT_COMPRESSED_ETC2_RGB : case RL_PIXELFORMAT_COMPRESSED_PVRT_RGB : case RL_PIXELFORMAT_COMPRESSED_PVRT_RGBA : bpp = 4; break; case RL_PIXELFORMAT_COMPRESSED_DXT3_RGBA : case RL_PIXELFORMAT_COMPRESSED_DXT5_RGBA : case RL_PIXELFORMAT_COMPRESSED_ETC2_EAC_RGBA : case RL_PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA : bpp = 8; break; case RL_PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA : bpp = 2; break; default : break; } dataSize = width * height * bpp / 8; // Total data size in bytes // Most compressed formats works on 4x4 blocks, // if texture is smaller, minimum dataSize is 8 or 16 if ( ( width < 4 ) && ( height < 4 ) ) { if ( ( format >= RL_PIXELFORMAT_COMPRESSED_DXT1_RGB ) && ( format < RL_PIXELFORMAT_COMPRESSED_DXT3_RGBA ) ) dataSize = 8; else if ( ( format >= RL_PIXELFORMAT_COMPRESSED_DXT3_RGBA ) && ( format < RL_PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA ) ) dataSize = 16; } return dataSize; } // Auxiliar math functions // Get identity matrix static Matrix rlMatrixIdentity( void ) { Matrix result = { 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f }; return result; } // Get two matrix multiplication // NOTE: When multiplying matrices... the order matters! static Matrix rlMatrixMultiply( Matrix left, Matrix right ) { Matrix result = { 0 }; result.m0 = left.m0 * right.m0 + left.m1 * right.m4 + left.m2 * right.m8 + left.m3 * right.m12; result.m1 = left.m0 * right.m1 + left.m1 * right.m5 + left.m2 * right.m9 + left.m3 * right.m13; result.m2 = left.m0 * right.m2 + left.m1 * right.m6 + left.m2 * right.m10 + left.m3 * right.m14; result.m3 = left.m0 * right.m3 + left.m1 * right.m7 + left.m2 * right.m11 + left.m3 * right.m15; result.m4 = left.m4 * right.m0 + left.m5 * right.m4 + left.m6 * right.m8 + left.m7 * right.m12; result.m5 = left.m4 * right.m1 + left.m5 * right.m5 + left.m6 * right.m9 + left.m7 * right.m13; result.m6 = left.m4 * right.m2 + left.m5 * right.m6 + left.m6 * right.m10 + left.m7 * right.m14; result.m7 = left.m4 * right.m3 + left.m5 * right.m7 + left.m6 * right.m11 + left.m7 * right.m15; result.m8 = left.m8 * right.m0 + left.m9 * right.m4 + left.m10 * right.m8 + left.m11 * right.m12; result.m9 = left.m8 * right.m1 + left.m9 * right.m5 + left.m10 * right.m9 + left.m11 * right.m13; result.m10 = left.m8 * right.m2 + left.m9 * right.m6 + left.m10 * right.m10 + left.m11 * right.m14; result.m11 = left.m8 * right.m3 + left.m9 * right.m7 + left.m10 * right.m11 + left.m11 * right.m15; result.m12 = left.m12 * right.m0 + left.m13 * right.m4 + left.m14 * right.m8 + left.m15 * right.m12; result.m13 = left.m12 * right.m1 + left.m13 * right.m5 + left.m14 * right.m9 + left.m15 * right.m13; result.m14 = left.m12 * right.m2 + left.m13 * right.m6 + left.m14 * right.m10 + left.m15 * right.m14; result.m15 = left.m12 * right.m3 + left.m13 * right.m7 + left.m14 * right.m11 + left.m15 * right.m15; return result; } #endif // RLGL_IMPLEMENTATION