mirror of
https://github.com/Ed94/gencpp.git
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4911 lines
228 KiB
C
4911 lines
228 KiB
C
/**********************************************************************************************
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*
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* rlgl v4.5 - A multi-OpenGL abstraction layer with an immediate-mode style API
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*
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* DESCRIPTION:
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* An abstraction layer for multiple OpenGL versions (1.1, 2.1, 3.3 Core, 4.3 Core, ES 2.0)
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* that provides a pseudo-OpenGL 1.1 immediate-mode style API (Vertex, Translate, Rotate...)
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*
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* ADDITIONAL NOTES:
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* When choosing an OpenGL backend different than OpenGL 1.1, some internal buffer are
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* initialized on init() to accumulate vertex data.
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*
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* When an internal state change is required all the stored vertex data is renderer in batch,
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* additionally, draw_render_batch_active() could be called to force flushing of the batch.
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*
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* Some resources are also loaded for convenience, here the complete list:
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* - Default batch (GLOBAL_DATA.defaultBatch): RenderBatch system to accumulate vertex data
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* - Default texture (GLOBAL_DATA.defaultTextureId): 1x1 white pixel R8G8B8A8
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* - Default shader (GLOBAL_DATA.State.defaultShaderId, GLOBAL_DATA.State.defaultShaderLocs)
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*
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* Internal buffer (and resources) must be manually unloaded calling close().
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*
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* CONFIGURATION:
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* #define GRAPHICS_API_OPENGL_11
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* #define GRAPHICS_API_OPENGL_21
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* #define GRAPHICS_API_OPENGL_33
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* #define GRAPHICS_API_OPENGL_43
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* #define GRAPHICS_API_OPENGL_ES2
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* #define GRAPHICS_API_OPENGL_ES3
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* Use selected OpenGL graphics backend, should be supported by platform
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* Those preprocessor defines are only used on rlgl module, if OpenGL version is
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* required by any other module, use get_version() to check it
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*
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* #define RLGL_IMPLEMENTATION
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* Generates the implementation of the library into the included file.
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* If not defined, the library is in header only mode and can be included in other headers
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* or source files without problems. But only ONE file should hold the implementation.
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*
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* #define RLGL_RENDER_TEXTURES_HINT
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* Enable framebuffer objects (fbo) support (enabled by default)
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* Some GPUs could not support them despite the OpenGL version
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*
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* #define RLGL_SHOW_GL_DETAILS_INFO
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* Show OpenGL extensions and capabilities detailed logs on init
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*
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* #define RLGL_ENABLE_OPENGL_DEBUG_CONTEXT
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* Enable debug context (only available on OpenGL 4.3)
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*
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* rlgl capabilities could be customized just defining some internal
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* values before library inclusion (default values listed):
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*
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* #define RL_DEFAULT_BATCH_BUFFER_ELEMENTS 8192 // Default internal render batch elements limits
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* #define RL_DEFAULT_BATCH_BUFFERS 1 // Default number of batch buffers (multi-buffering)
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* #define RL_DEFAULT_BATCH_DRAWCALLS 256 // Default number of batch draw calls (by state changes: mode, texture)
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* #define RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS 4 // Maximum number of textures units that can be activated on batch drawing (SetShaderValueTexture())
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*
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* #define RL_MAX_MATRIX_STACK_SIZE 32 // Maximum size of internal Matrix stack
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* #define RL_MAX_SHADER_LOCATIONS 32 // Maximum number of shader locations supported
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* #define CULL_DISTANCE_NEAR 0.01 // Default projection matrix near cull distance
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* #define CULL_DISTANCE_FAR 1000.0 // Default projection matrix far cull distance
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*
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* When loading a shader, the following vertex attributes and uniform
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* location names are tried to be set automatically:
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*
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* #define RL_DEFAULT_SHADER_ATTRIB_NAME_POSITION "vertexPosition" // Bound by default to shader location: 0
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* #define RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD "vertexTexCoord" // Bound by default to shader location: 1
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* #define RL_DEFAULT_SHADER_ATTRIB_NAME_NORMAL "vertexNormal" // Bound by default to shader location: 2
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* #define RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR "vertexColor" // Bound by default to shader location: 3
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* #define RL_DEFAULT_SHADER_ATTRIB_NAME_TANGENT "vertexTangent" // Bound by default to shader location: 4
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* #define RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2 "vertexTexCoord2" // Bound by default to shader location: 5
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* #define RL_DEFAULT_SHADER_UNIFORM_NAME_MVP "mvp" // model-view-projection matrix
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* #define RL_DEFAULT_SHADER_UNIFORM_NAME_VIEW "matView" // view matrix
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* #define RL_DEFAULT_SHADER_UNIFORM_NAME_PROJECTION "matProjection" // projection matrix
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* #define RL_DEFAULT_SHADER_UNIFORM_NAME_MODEL "matModel" // model matrix
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* #define RL_DEFAULT_SHADER_UNIFORM_NAME_NORMAL "matNormal" // normal matrix (transpose(inverse(matModelView))
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* #define RL_DEFAULT_SHADER_UNIFORM_NAME_COLOR "colDiffuse" // color diffuse (base tint color, multiplied by texture color)
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* #define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE0 "texture0" // texture0 (texture slot active 0)
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* #define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE1 "texture1" // texture1 (texture slot active 1)
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* #define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE2 "texture2" // texture2 (texture slot active 2)
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*
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* DEPENDENCIES:
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* - OpenGL libraries (depending on platform and OpenGL version selected)
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* - GLAD OpenGL extensions loading library (only for OpenGL 3.3 Core, 4.3 Core)
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*
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*
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* LICENSE: zlib/libpng
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*
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* Copyright (c) 2014-2023 Ramon Santamaria (@raysan5)
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*
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* This software is provided "as-is", without any express or implied warranty. In no event
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* will the authors be held liable for any damages arising from the use of this software.
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*
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* Permission is granted to anyone to use this software for any purpose, including commercial
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* applications, and to alter it and redistribute it freely, subject to the following restrictions:
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*
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* 1. The origin of this software must not be misrepresented; you must not claim that you
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* wrote the original software. If you use this software in a product, an acknowledgment
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* in the product documentation would be appreciated but is not required.
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*
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* 2. Altered source versions must be plainly marked as such, and must not be misrepresented
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* as being the original software.
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*
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* 3. This notice may not be removed or altered from any source distribution.
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*
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**********************************************************************************************/
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#ifndef RLGL_H
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#define RLGL_H
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#define RLGL_VERSION "4.5"
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#ifndef RAYLIB_H
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// Function specifiers in case library is build/used as a shared library (Windows)
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// NOTE: Microsoft specifiers to tell compiler that symbols are imported/exported from a .dll
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#if defined(_WIN32)
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#if defined(BUILD_LIBTYPE_SHARED)
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#define RLAPI __declspec(dllexport) // We are building the library as a Win32 shared library (.dll)
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#elif defined(USE_LIBTYPE_SHARED)
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#define RLAPI __declspec(dllimport) // We are using the library as a Win32 shared library (.dll)
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#endif
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#endif
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// Function specifiers definition
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#ifndef RLAPI
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#define RLAPI // Functions defined as 'extern' by default (implicit specifiers)
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#endif
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#endif
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// Indicates of raylib has been refactored
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#ifndef RL_REFACTORED_CPP
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#define RL_REFACTORED_CPP
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#endif
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#define RLGL_USE_CPP_NAMESPACE 1
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#define RLGL_USE_CPP_MANGLING 1
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#if RLGL_USE_CPP_NAMESPACE && defined(__cplusplus)
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#pragma message("USING CPP MANGLING")
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#define RLGL_NS_BEGIN namespace rl {
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#define RLGL_NS_END }
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#else
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#define RLGL_NS_BEGIN
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#define RLGL_NS_END
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#endif
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#if RLGL_USE_CPP_MANGLING && defined(__cplusplus)
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#pragma message("USING CPP MANGALING")
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#define RLGL_EXTERN_C_BEGIN
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#define RLGL_EXTERN_C_END
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#else
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#ifdef __cplusplus
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#define RLGL_EXTERN_C_BEGIN extern "C" {
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#define RLGL_EXTERN_C_END }
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#else
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#define RLGL_EXTERN_C_BEGIN
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#define RLGL_EXTERN_C_END
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#endif
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#endif
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// Support RL_TRACELOG macros
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#ifndef RL_TRACELOG
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#define RL_TRACELOG(level, ...) (void)0
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#define TRACELOGD(...) (void)0
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#endif
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// Allow custom memory allocators
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#ifndef RL_MALLOC
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#define RL_MALLOC(sz) malloc(sz)
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#endif
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#ifndef RL_CALLOC
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#define RL_CALLOC(n,sz) calloc(n,sz)
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#endif
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#ifndef RL_REALLOC
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#define RL_REALLOC(n,sz) realloc(n,sz)
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#endif
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#ifndef RL_FREE
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#define RL_FREE(p) free(p)
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#endif
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// Security check in case no GRAPHICS_API_OPENGL_* defined
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#if !defined(GRAPHICS_API_OPENGL_11) && \
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!defined(GRAPHICS_API_OPENGL_21) && \
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!defined(GRAPHICS_API_OPENGL_33) && \
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!defined(GRAPHICS_API_OPENGL_43) && \
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!defined(GRAPHICS_API_OPENGL_ES2) && \
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!defined(GRAPHICS_API_OPENGL_ES3)
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#define GRAPHICS_API_OPENGL_33
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#endif
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// Security check in case multiple GRAPHICS_API_OPENGL_* defined
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#if defined(GRAPHICS_API_OPENGL_11)
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#if defined(GRAPHICS_API_OPENGL_21)
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#undef GRAPHICS_API_OPENGL_21
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#endif
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#if defined(GRAPHICS_API_OPENGL_33)
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#undef GRAPHICS_API_OPENGL_33
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#endif
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#if defined(GRAPHICS_API_OPENGL_43)
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#undef GRAPHICS_API_OPENGL_43
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#endif
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#if defined(GRAPHICS_API_OPENGL_ES2)
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#undef GRAPHICS_API_OPENGL_ES2
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#endif
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#endif
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// OpenGL 2.1 uses most of OpenGL 3.3 Core functionality
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// WARNING: Specific parts are checked with #if defines
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#if defined(GRAPHICS_API_OPENGL_21)
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#define GRAPHICS_API_OPENGL_33
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#endif
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// OpenGL 4.3 uses OpenGL 3.3 Core functionality
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#if defined(GRAPHICS_API_OPENGL_43)
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#define GRAPHICS_API_OPENGL_33
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#endif
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// OpenGL ES 3.0 uses OpenGL ES 2.0 functionality (and more)
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#if defined(GRAPHICS_API_OPENGL_ES3)
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#define GRAPHICS_API_OPENGL_ES2
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#endif
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// Support framebuffer objects by default
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// NOTE: Some driver implementation do not support it, despite they should
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#define RLGL_RENDER_TEXTURES_HINT
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//----------------------------------------------------------------------------------
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// Defines and Macros
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//----------------------------------------------------------------------------------
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// Default internal render batch elements limits
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#ifndef RL_DEFAULT_BATCH_BUFFER_ELEMENTS
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#if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33)
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// This is the maximum amount of elements (quads) per batch
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// NOTE: Be careful with text, every letter maps to a quad
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#define RL_DEFAULT_BATCH_BUFFER_ELEMENTS 8192
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#endif
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#if defined(GRAPHICS_API_OPENGL_ES2)
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// We reduce memory sizes for embedded systems (RPI and HTML5)
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// NOTE: On HTML5 (emscripten) this is allocated on heap,
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// by default it's only 16MB!...just take care...
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#define RL_DEFAULT_BATCH_BUFFER_ELEMENTS 2048
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#endif
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#endif
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#ifndef RL_DEFAULT_BATCH_BUFFERS
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#define RL_DEFAULT_BATCH_BUFFERS 1 // Default number of batch buffers (multi-buffering)
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#endif
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#ifndef RL_DEFAULT_BATCH_DRAWCALLS
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#define RL_DEFAULT_BATCH_DRAWCALLS 256 // Default number of batch draw calls (by state changes: mode, texture)
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#endif
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#ifndef RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS
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#define RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS 4 // Maximum number of textures units that can be activated on batch drawing (SetShaderValueTexture())
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#endif
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// Internal Matrix stack
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#ifndef RL_MAX_MATRIX_STACK_SIZE
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#define RL_MAX_MATRIX_STACK_SIZE 32 // Maximum size of Matrix stack
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#endif
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// Shader limits
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#ifndef RL_MAX_SHADER_LOCATIONS
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#define RL_MAX_SHADER_LOCATIONS 32 // Maximum number of shader locations supported
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#endif
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// Projection matrix culling
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#ifndef CULL_DISTANCE_NEAR
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#define CULL_DISTANCE_NEAR 0.01 // Default near cull distance
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#endif
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#ifndef CULL_DISTANCE_FAR
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#define CULL_DISTANCE_FAR 1000.0 // Default far cull distance
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#endif
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// Texture parameters (equivalent to OpenGL defines)
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#define TEXTURE_WRAP_S 0x2802 // GL_TEXTURE_WRAP_S
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#define TEXTURE_WRAP_T 0x2803 // GL_TEXTURE_WRAP_T
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#define TEXTURE_MAG_FILTER 0x2800 // GL_TEXTURE_MAG_FILTER
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#define TEXTURE_MIN_FILTER 0x2801 // GL_TEXTURE_MIN_FILTER
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#define TEXTURE_FILTER_NEAREST 0x2600 // GL_NEAREST
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#define TEXTURE_FILTER_LINEAR 0x2601 // GL_LINEAR
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#define TEXTURE_FILTER_MIP_NEAREST 0x2700 // GL_NEAREST_MIPMAP_NEAREST
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#define TEXTURE_FILTER_NEAREST_MIP_LINEAR 0x2702 // GL_NEAREST_MIPMAP_LINEAR
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#define TEXTURE_FILTER_LINEAR_MIP_NEAREST 0x2701 // GL_LINEAR_MIPMAP_NEAREST
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#define TEXTURE_FILTER_MIP_LINEAR 0x2703 // GL_LINEAR_MIPMAP_LINEAR
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#define TEXTURE_FILTER_ANISOTROPIC 0x3000 // Anisotropic filter (custom identifier)
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#define TEXTURE_MIPMAP_BIAS_RATIO 0x4000 // Texture mipmap bias, percentage ratio (custom identifier)
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#define TEXTURE_WRAP_REPEAT 0x2901 // GL_REPEAT
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#define TEXTURE_WRAP_CLAMP 0x812F // GL_CLAMP_TO_EDGE
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#define TEXTURE_WRAP_MIRROR_REPEAT 0x8370 // GL_MIRRORED_REPEAT
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#define TEXTURE_WRAP_MIRROR_CLAMP 0x8742 // GL_MIRROR_CLAMP_EXT
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// Matrix modes (equivalent to OpenGL)
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#define RL_MODELVIEW 0x1700 // GL_MODELVIEW
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#define RL_PROJECTION 0x1701 // GL_PROJECTION
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#define RL_TEXTURE 0x1702 // GL_TEXTURE
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// Primitive assembly draw modes
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#define RL_LINES 0x0001 // GL_LINES
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#define RL_TRIANGLES 0x0004 // GL_TRIANGLES
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#define RL_QUADS 0x0007 // GL_QUADS
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// GL equivalent data types
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#define RL_UNSIGNED_BYTE 0x1401 // GL_UNSIGNED_BYTE
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#define RL_FLOAT 0x1406 // GL_FLOAT
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// GL buffer usage hint
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#define RL_STREAM_DRAW 0x88E0 // GL_STREAM_DRAW
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#define RL_STREAM_READ 0x88E1 // GL_STREAM_READ
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#define RL_STREAM_COPY 0x88E2 // GL_STREAM_COPY
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#define RL_STATIC_DRAW 0x88E4 // GL_STATIC_DRAW
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#define RL_STATIC_READ 0x88E5 // GL_STATIC_READ
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#define RL_STATIC_COPY 0x88E6 // GL_STATIC_COPY
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#define RL_DYNAMIC_DRAW 0x88E8 // GL_DYNAMIC_DRAW
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#define RL_DYNAMIC_READ 0x88E9 // GL_DYNAMIC_READ
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#define RL_DYNAMIC_COPY 0x88EA // GL_DYNAMIC_COPY
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// GL Shader type
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#define RL_FRAGMENT_SHADER 0x8B30 // GL_FRAGMENT_SHADER
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#define RL_VERTEX_SHADER 0x8B31 // GL_VERTEX_SHADER
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#define RL_COMPUTE_SHADER 0x91B9 // GL_COMPUTE_SHADER
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// GL blending factors
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#define RL_ZERO 0 // GL_ZERO
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#define RL_ONE 1 // GL_ONE
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#define RL_SRC_COLOR 0x0300 // GL_SRC_COLOR
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#define RL_ONE_MINUS_SRC_COLOR 0x0301 // GL_ONE_MINUS_SRC_COLOR
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#define RL_SRC_ALPHA 0x0302 // GL_SRC_ALPHA
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#define RL_ONE_MINUS_SRC_ALPHA 0x0303 // GL_ONE_MINUS_SRC_ALPHA
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#define RL_DST_ALPHA 0x0304 // GL_DST_ALPHA
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#define RL_ONE_MINUS_DST_ALPHA 0x0305 // GL_ONE_MINUS_DST_ALPHA
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#define RL_DST_COLOR 0x0306 // GL_DST_COLOR
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#define RL_ONE_MINUS_DST_COLOR 0x0307 // GL_ONE_MINUS_DST_COLOR
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#define RL_SRC_ALPHA_SATURATE 0x0308 // GL_SRC_ALPHA_SATURATE
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#define RL_CONSTANT_COLOR 0x8001 // GL_CONSTANT_COLOR
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#define RL_ONE_MINUS_CONSTANT_COLOR 0x8002 // GL_ONE_MINUS_CONSTANT_COLOR
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#define RL_CONSTANT_ALPHA 0x8003 // GL_CONSTANT_ALPHA
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#define RL_ONE_MINUS_CONSTANT_ALPHA 0x8004 // GL_ONE_MINUS_CONSTANT_ALPHA
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// GL blending functions/equations
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#define RL_FUNC_ADD 0x8006 // GL_FUNC_ADD
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#define RL_MIN 0x8007 // GL_MIN
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#define RL_MAX 0x8008 // GL_MAX
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#define RL_FUNC_SUBTRACT 0x800A // GL_FUNC_SUBTRACT
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#define RL_FUNC_REVERSE_SUBTRACT 0x800B // GL_FUNC_REVERSE_SUBTRACT
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#define BLEND_EQUATION 0x8009 // GL_BLEND_EQUATION
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#define BLEND_EQUATION_RGB 0x8009 // GL_BLEND_EQUATION_RGB // (Same as BLEND_EQUATION)
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#define BLEND_EQUATION_ALPHA 0x883D // GL_BLEND_EQUATION_ALPHA
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#define BLEND_DST_RGB 0x80C8 // GL_BLEND_DST_RGB
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#define BLEND_SRC_RGB 0x80C9 // GL_BLEND_SRC_RGB
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#define BLEND_DST_ALPHA 0x80CA // GL_BLEND_DST_ALPHA
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#define BLEND_SRC_ALPHA 0x80CB // GL_BLEND_SRC_ALPHA
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#define BLEND_COLOR 0x8005 // GL_BLEND_COLOR
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//----------------------------------------------------------------------------------
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// Types and Structures Definition
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//----------------------------------------------------------------------------------
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#if (defined(__STDC__) && __STDC_VERSION__ >= 199901L) || (defined(_MSC_VER) && _MSC_VER >= 1800)
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#include <stdbool.h>
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#elif !defined(__cplusplus) && !defined(bool) && !defined(RL_BOOL_TYPE)
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// Boolean type
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typedef enum bool { false = 0, true = !false } bool;
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#endif
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RLGL_NS_BEGIN
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#if !defined(RL_MATRIX_TYPE)
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// Matrix, 4x4 components, column major, OpenGL style, right handed
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typedef struct Matrix {
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float m0, m4, m8, m12; // Matrix first row (4 components)
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float m1, m5, m9, m13; // Matrix second row (4 components)
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float m2, m6, m10, m14; // Matrix third row (4 components)
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float m3, m7, m11, m15; // Matrix fourth row (4 components)
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} Matrix;
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#define RL_MATRIX_TYPE
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#endif
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// Dynamic vertex buffers (position + texcoords + colors + indices arrays)
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typedef struct vertex_buffer {
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int elementCount; // Number of elements in the buffer (QUADS)
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float *vertices; // Vertex position (XYZ - 3 components per vertex) (shader-location = 0)
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float *texcoords; // Vertex texture coordinates (UV - 2 components per vertex) (shader-location = 1)
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unsigned char *colors; // Vertex colors (RGBA - 4 components per vertex) (shader-location = 3)
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#if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33)
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unsigned int *indices; // Vertex indices (in case vertex data comes indexed) (6 indices per quad)
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#endif
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#if defined(GRAPHICS_API_OPENGL_ES2)
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unsigned short *indices; // Vertex indices (in case vertex data comes indexed) (6 indices per quad)
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#endif
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unsigned int vaoId; // OpenGL Vertex Array Object id
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unsigned int vboId[4]; // OpenGL Vertex Buffer Objects id (4 types of vertex data)
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} vertex_buffer;
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|
|
|
// Draw call type
|
|
// NOTE: Only texture changes register a new draw, other state-change-related elements are not
|
|
// used at this moment (vaoId, shaderId, matrices), raylib just forces a batch draw call if any
|
|
// of those state-change happens (this is done in core module)
|
|
typedef struct draw_call {
|
|
int mode; // Drawing mode: LINES, TRIANGLES, QUADS
|
|
int vertexCount; // Number of vertex of the draw
|
|
int vertexAlignment; // Number of vertex required for index alignment (LINES, TRIANGLES)
|
|
//unsigned int vaoId; // Vertex array id to be used on the draw -> Using GLOBAL_DATA.currentBatch->vertexBuffer.vaoId
|
|
//unsigned int shaderId; // Shader id to be used on the draw -> Using GLOBAL_DATA.currentShaderId
|
|
unsigned int textureId; // Texture id to be used on the draw -> Use to create new draw call if changes
|
|
|
|
//Matrix projection; // Projection matrix for this draw -> Using GLOBAL_DATA.projection by default
|
|
//Matrix modelview; // Modelview matrix for this draw -> Using GLOBAL_DATA.modelview by default
|
|
} draw_call;
|
|
|
|
// render_batch type
|
|
typedef struct render_batch {
|
|
int bufferCount; // Number of vertex buffers (multi-buffering support)
|
|
int currentBuffer; // Current buffer tracking in case of multi-buffering
|
|
vertex_buffer *vertexBuffer; // Dynamic buffer(s) for vertex data
|
|
|
|
draw_call *draws; // Draw calls array, depends on textureId
|
|
int drawCounter; // Draw calls counter
|
|
float currentDepth; // Current depth value for next draw
|
|
} render_batch;
|
|
|
|
// OpenGL version
|
|
typedef enum {
|
|
RL_OPENGL_11 = 1, // OpenGL 1.1
|
|
RL_OPENGL_21, // OpenGL 2.1 (GLSL 120)
|
|
RL_OPENGL_33, // OpenGL 3.3 (GLSL 330)
|
|
RL_OPENGL_43, // OpenGL 4.3 (using GLSL 330)
|
|
RL_OPENGL_ES_20, // OpenGL ES 2.0 (GLSL 100)
|
|
RL_OPENGL_ES_30 // OpenGL ES 3.0 (GLSL 300 es)
|
|
} gl_version;
|
|
|
|
// Will not define these if not built standalone OR RLAPI is defined which means this file was not refactored
|
|
#if !defined(RL_REFACTORED_C) && !defined(RL_REFACTORED_CPP)
|
|
// Trace log level
|
|
// NOTE: Organized by priority level
|
|
typedef enum {
|
|
LOG_ALL = 0, // Display all logs
|
|
LOG_TRACE, // Trace logging, intended for internal use only
|
|
LOG_DEBUG, // Debug logging, used for internal debugging, it should be disabled on release builds
|
|
LOG_INFO, // Info logging, used for program execution info
|
|
LOG_WARNING, // Warning logging, used on recoverable failures
|
|
LOG_ERROR, // Error logging, used on unrecoverable failures
|
|
LOG_FATAL, // Fatal logging, used to abort program: exit(EXIT_FAILURE)
|
|
LOG_NONE // Disable logging
|
|
} trace_log_level;
|
|
|
|
// Texture pixel formats
|
|
// NOTE: Support depends on OpenGL version
|
|
typedef enum {
|
|
PIXELFORMAT_UNCOMPRESSED_GRAYSCALE = 1, // 8 bit per pixel (no alpha)
|
|
PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA, // 8*2 bpp (2 channels)
|
|
PIXELFORMAT_UNCOMPRESSED_R5G6B5, // 16 bpp
|
|
PIXELFORMAT_UNCOMPRESSED_R8G8B8, // 24 bpp
|
|
PIXELFORMAT_UNCOMPRESSED_R5G5B5A1, // 16 bpp (1 bit alpha)
|
|
PIXELFORMAT_UNCOMPRESSED_R4G4B4A4, // 16 bpp (4 bit alpha)
|
|
PIXELFORMAT_UNCOMPRESSED_R8G8B8A8, // 32 bpp
|
|
PIXELFORMAT_UNCOMPRESSED_R32, // 32 bpp (1 channel - float)
|
|
PIXELFORMAT_UNCOMPRESSED_R32G32B32, // 32*3 bpp (3 channels - float)
|
|
PIXELFORMAT_UNCOMPRESSED_R32G32B32A32, // 32*4 bpp (4 channels - float)
|
|
PIXELFORMAT_UNCOMPRESSED_R16, // 16 bpp (1 channel - half float)
|
|
PIXELFORMAT_UNCOMPRESSED_R16G16B16, // 16*3 bpp (3 channels - half float)
|
|
PIXELFORMAT_UNCOMPRESSED_R16G16B16A16, // 16*4 bpp (4 channels - half float)
|
|
PIXELFORMAT_COMPRESSED_DXT1_RGB, // 4 bpp (no alpha)
|
|
PIXELFORMAT_COMPRESSED_DXT1_RGBA, // 4 bpp (1 bit alpha)
|
|
PIXELFORMAT_COMPRESSED_DXT3_RGBA, // 8 bpp
|
|
PIXELFORMAT_COMPRESSED_DXT5_RGBA, // 8 bpp
|
|
PIXELFORMAT_COMPRESSED_ETC1_RGB, // 4 bpp
|
|
PIXELFORMAT_COMPRESSED_ETC2_RGB, // 4 bpp
|
|
PIXELFORMAT_COMPRESSED_ETC2_EAC_RGBA, // 8 bpp
|
|
PIXELFORMAT_COMPRESSED_PVRT_RGB, // 4 bpp
|
|
PIXELFORMAT_COMPRESSED_PVRT_RGBA, // 4 bpp
|
|
PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA, // 8 bpp
|
|
PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA // 2 bpp
|
|
} pixel_format;
|
|
|
|
// Texture parameters: filter mode
|
|
// NOTE 1: Filtering considers mipmaps if available in the texture
|
|
// NOTE 2: Filter is accordingly set for minification and magnification
|
|
typedef enum {
|
|
TEXTURE_FILTER_POINT = 0, // No filter, just pixel approximation
|
|
TEXTURE_FILTER_BILINEAR, // Linear filtering
|
|
TEXTURE_FILTER_TRILINEAR, // Trilinear filtering (linear with mipmaps)
|
|
TEXTURE_FILTER_ANISOTROPIC_4X, // Anisotropic filtering 4x
|
|
TEXTURE_FILTER_ANISOTROPIC_8X, // Anisotropic filtering 8x
|
|
TEXTURE_FILTER_ANISOTROPIC_16X, // Anisotropic filtering 16x
|
|
} texture_filter;
|
|
|
|
|
|
// Shader location point type
|
|
typedef enum {
|
|
SHADER_LOC_VERTEX_POSITION = 0, // Shader location: vertex attribute: position
|
|
SHADER_LOC_VERTEX_TEXCOORD01, // Shader location: vertex attribute: texcoord01
|
|
SHADER_LOC_VERTEX_TEXCOORD02, // Shader location: vertex attribute: texcoord02
|
|
SHADER_LOC_VERTEX_NORMAL, // Shader location: vertex attribute: normal
|
|
SHADER_LOC_VERTEX_TANGENT, // Shader location: vertex attribute: tangent
|
|
SHADER_LOC_VERTEX_COLOR, // Shader location: vertex attribute: color
|
|
SHADER_LOC_MATRIX_MVP, // Shader location: matrix uniform: model-view-projection
|
|
SHADER_LOC_MATRIX_VIEW, // Shader location: matrix uniform: view (camera transform)
|
|
SHADER_LOC_MATRIX_PROJECTION, // Shader location: matrix uniform: projection
|
|
SHADER_LOC_MATRIX_MODEL, // Shader location: matrix uniform: model (transform)
|
|
SHADER_LOC_MATRIX_NORMAL, // Shader location: matrix uniform: normal
|
|
SHADER_LOC_VECTOR_VIEW, // Shader location: vector uniform: view
|
|
SHADER_LOC_COLOR_DIFFUSE, // Shader location: vector uniform: diffuse color
|
|
SHADER_LOC_COLOR_SPECULAR, // Shader location: vector uniform: specular color
|
|
SHADER_LOC_COLOR_AMBIENT, // Shader location: vector uniform: ambient color
|
|
SHADER_LOC_MAP_ALBEDO, // Shader location: sampler2d texture: albedo (same as: SHADER_LOC_MAP_DIFFUSE)
|
|
SHADER_LOC_MAP_METALNESS, // Shader location: sampler2d texture: metalness (same as: SHADER_LOC_MAP_SPECULAR)
|
|
SHADER_LOC_MAP_NORMAL, // Shader location: sampler2d texture: normal
|
|
SHADER_LOC_MAP_ROUGHNESS, // Shader location: sampler2d texture: roughness
|
|
SHADER_LOC_MAP_OCCLUSION, // Shader location: sampler2d texture: occlusion
|
|
SHADER_LOC_MAP_EMISSION, // Shader location: sampler2d texture: emission
|
|
SHADER_LOC_MAP_HEIGHT, // Shader location: sampler2d texture: height
|
|
SHADER_LOC_MAP_CUBEMAP, // Shader location: samplerCube texture: cubemap
|
|
SHADER_LOC_MAP_IRRADIANCE, // Shader location: samplerCube texture: irradiance
|
|
SHADER_LOC_MAP_PREFILTER, // Shader location: samplerCube texture: prefilter
|
|
SHADER_LOC_MAP_BRDF // Shader location: sampler2d texture: brdf
|
|
} shader_location_index;
|
|
|
|
#define SHADER_LOC_MAP_DIFFUSE RL_NS(SHADER_LOC_MAP_ALBEDO)
|
|
#define SHADER_LOC_MAP_SPECULAR RL_NS(SHADER_LOC_MAP_METALNESS)
|
|
|
|
// Shader uniform data type
|
|
typedef enum {
|
|
SHADER_UNIFORM_FLOAT = 0, // Shader uniform type: float
|
|
SHADER_UNIFORM_VEC2, // Shader uniform type: vec2 (2 float)
|
|
SHADER_UNIFORM_VEC3, // Shader uniform type: vec3 (3 float)
|
|
SHADER_UNIFORM_VEC4, // Shader uniform type: vec4 (4 float)
|
|
SHADER_UNIFORM_INT, // Shader uniform type: int
|
|
SHADER_UNIFORM_IVEC2, // Shader uniform type: ivec2 (2 int)
|
|
SHADER_UNIFORM_IVEC3, // Shader uniform type: ivec3 (3 int)
|
|
SHADER_UNIFORM_IVEC4, // Shader uniform type: ivec4 (4 int)
|
|
SHADER_UNIFORM_SAMPLER2D // Shader uniform type: sampler2d
|
|
} shader_uniform_data_type;
|
|
|
|
// Shader attribute data types
|
|
typedef enum {
|
|
SHADER_ATTRIB_FLOAT = 0, // Shader attribute type: float
|
|
SHADER_ATTRIB_VEC2, // Shader attribute type: vec2 (2 float)
|
|
SHADER_ATTRIB_VEC3, // Shader attribute type: vec3 (3 float)
|
|
SHADER_ATTRIB_VEC4 // Shader attribute type: vec4 (4 float)
|
|
} shader_attribute_data_type;
|
|
|
|
// Color blending modes (pre-defined)
|
|
typedef enum {
|
|
BLEND_ALPHA = 0, // Blend textures considering alpha (default)
|
|
BLEND_ADDITIVE, // Blend textures adding colors
|
|
BLEND_MULTIPLIED, // Blend textures multiplying colors
|
|
BLEND_ADD_COLORS, // Blend textures adding colors (alternative)
|
|
BLEND_SUBTRACT_COLORS, // Blend textures subtracting colors (alternative)
|
|
BLEND_ALPHA_PREMULTIPLY, // Blend premultiplied textures considering alpha
|
|
BLEND_CUSTOM, // Blend textures using custom src/dst factors (use set_blend_factors())
|
|
BLEND_CUSTOM_SEPARATE // Blend textures using custom src/dst factors (use set_blend_factors_separate())
|
|
} blend_mode;
|
|
#endif //ifndef RAYLIB_H
|
|
|
|
// Framebuffer attachment type
|
|
// NOTE: By default up to 8 color channels defined, but it can be more
|
|
typedef enum {
|
|
ATTACHMENT_COLOR_CHANNEL0 = 0, // Framebuffer attachment type: color 0
|
|
ATTACHMENT_COLOR_CHANNEL1 = 1, // Framebuffer attachment type: color 1
|
|
ATTACHMENT_COLOR_CHANNEL2 = 2, // Framebuffer attachment type: color 2
|
|
ATTACHMENT_COLOR_CHANNEL3 = 3, // Framebuffer attachment type: color 3
|
|
ATTACHMENT_COLOR_CHANNEL4 = 4, // Framebuffer attachment type: color 4
|
|
ATTACHMENT_COLOR_CHANNEL5 = 5, // Framebuffer attachment type: color 5
|
|
ATTACHMENT_COLOR_CHANNEL6 = 6, // Framebuffer attachment type: color 6
|
|
ATTACHMENT_COLOR_CHANNEL7 = 7, // Framebuffer attachment type: color 7
|
|
ATTACHMENT_DEPTH = 100, // Framebuffer attachment type: depth
|
|
ATTACHMENT_STENCIL = 200, // Framebuffer attachment type: stencil
|
|
} framebuffer_attach_type;
|
|
|
|
// Framebuffer texture attachment type
|
|
typedef enum {
|
|
ATTACHMENT_CUBEMAP_POSITIVE_X = 0, // Framebuffer texture attachment type: cubemap, +X side
|
|
ATTACHMENT_CUBEMAP_NEGATIVE_X = 1, // Framebuffer texture attachment type: cubemap, -X side
|
|
ATTACHMENT_CUBEMAP_POSITIVE_Y = 2, // Framebuffer texture attachment type: cubemap, +Y side
|
|
ATTACHMENT_CUBEMAP_NEGATIVE_Y = 3, // Framebuffer texture attachment type: cubemap, -Y side
|
|
ATTACHMENT_CUBEMAP_POSITIVE_Z = 4, // Framebuffer texture attachment type: cubemap, +Z side
|
|
ATTACHMENT_CUBEMAP_NEGATIVE_Z = 5, // Framebuffer texture attachment type: cubemap, -Z side
|
|
ATTACHMENT_TEXTURE2D = 100, // Framebuffer texture attachment type: texture2d
|
|
ATTACHMENT_RENDERBUFFER = 200, // Framebuffer texture attachment type: renderbuffer
|
|
} framebuffer_attach_texture_type;
|
|
|
|
// Face culling mode
|
|
typedef enum {
|
|
CULL_FACE_FRONT = 0,
|
|
CULL_FACE_BACK
|
|
} cull_mode;
|
|
|
|
//------------------------------------------------------------------------------------
|
|
// Functions Declaration - Matrix operations
|
|
//------------------------------------------------------------------------------------
|
|
|
|
RLGL_EXTERN_C_BEGIN
|
|
|
|
RLAPI void matrix_mode(int mode); // Choose the current matrix to be transformed
|
|
RLAPI void push_matrix(void); // Push the current matrix to stack
|
|
RLAPI void pop_matrix(void); // Pop latest inserted matrix from stack
|
|
RLAPI void load_identity(void); // Reset current matrix to identity matrix
|
|
RLAPI void translatef(float x, float y, float z); // Multiply the current matrix by a translation matrix
|
|
RLAPI void rotatef(float angle, float x, float y, float z); // Multiply the current matrix by a rotation matrix
|
|
RLAPI void scalef(float x, float y, float z); // Multiply the current matrix by a scaling matrix
|
|
RLAPI void mult_matrixf(const float *matf); // Multiply the current matrix by another matrix
|
|
RLAPI void frustum(double left, double right, double bottom, double top, double znear, double zfar);
|
|
RLAPI void ortho(double left, double right, double bottom, double top, double znear, double zfar);
|
|
RLAPI void viewport(int x, int y, int width, int height); // Set the viewport area
|
|
|
|
//------------------------------------------------------------------------------------
|
|
// Functions Declaration - Vertex level operations
|
|
//------------------------------------------------------------------------------------
|
|
RLAPI void begin(int mode); // Initialize drawing mode (how to organize vertex)
|
|
RLAPI void end(void); // Finish vertex providing
|
|
RLAPI void vertex2i(int x, int y); // Define one vertex (position) - 2 int
|
|
RLAPI void vertex2f(float x, float y); // Define one vertex (position) - 2 float
|
|
RLAPI void vertex3f(float x, float y, float z); // Define one vertex (position) - 3 float
|
|
RLAPI void tex_coord2f(float x, float y); // Define one vertex (texture coordinate) - 2 float
|
|
RLAPI void normal3f(float x, float y, float z); // Define one vertex (normal) - 3 float
|
|
RLAPI void color4ub(unsigned char r, unsigned char g, unsigned char b, unsigned char a); // Define one vertex (color) - 4 byte
|
|
RLAPI void color3f(float x, float y, float z); // Define one vertex (color) - 3 float
|
|
RLAPI void color4f(float x, float y, float z, float w); // Define one vertex (color) - 4 float
|
|
|
|
//------------------------------------------------------------------------------------
|
|
// Functions Declaration - OpenGL style functions (common to 1.1, 3.3+, ES2)
|
|
// NOTE: This functions are used to completely abstract raylib code from OpenGL layer,
|
|
// some of them are direct wrappers over OpenGL calls, some others are custom
|
|
//------------------------------------------------------------------------------------
|
|
|
|
// Vertex buffers state
|
|
RLAPI bool enable_vertex_array(unsigned int vaoId); // Enable vertex array (VAO, if supported)
|
|
RLAPI void disable_vertex_array(void); // Disable vertex array (VAO, if supported)
|
|
RLAPI void enable_vertex_buffer(unsigned int id); // Enable vertex buffer (VBO)
|
|
RLAPI void disable_vertex_buffer(void); // Disable vertex buffer (VBO)
|
|
RLAPI void enable_vertex_buffer_element(unsigned int id);// Enable vertex buffer element (VBO element)
|
|
RLAPI void disable_vertex_buffer_element(void); // Disable vertex buffer element (VBO element)
|
|
RLAPI void enable_vertex_attribute(unsigned int index); // Enable vertex attribute index
|
|
RLAPI void disable_vertex_attribute(unsigned int index);// Disable vertex attribute index
|
|
#if defined(GRAPHICS_API_OPENGL_11)
|
|
RLAPI void enable_state_pointer(int vertexAttribType, void *buffer); // Enable attribute state pointer
|
|
RLAPI void disable_state_pointer(int vertexAttribType); // Disable attribute state pointer
|
|
#endif
|
|
|
|
// Textures state
|
|
RLAPI void active_texture_slot(int slot); // Select and active a texture slot
|
|
RLAPI void enable_texture(unsigned int id); // Enable texture
|
|
RLAPI void disable_texture(void); // Disable texture
|
|
RLAPI void enable_texture_cubemap(unsigned int id); // Enable texture cubemap
|
|
RLAPI void disable_texture_cubemap(void); // Disable texture cubemap
|
|
RLAPI void texture_parameters(unsigned int id, int param, int value); // Set texture parameters (filter, wrap)
|
|
RLAPI void cubemap_parameters(unsigned int id, int param, int value); // Set cubemap parameters (filter, wrap)
|
|
|
|
// Shader state
|
|
RLAPI void enable_shader(unsigned int id); // Enable shader program
|
|
RLAPI void disable_shader(void); // Disable shader program
|
|
|
|
// Framebuffer state
|
|
RLAPI void enable_framebuffer(unsigned int id); // Enable render texture (fbo)
|
|
RLAPI void disable_framebuffer(void); // Disable render texture (fbo), return to default framebuffer
|
|
RLAPI void active_draw_buffers(int count); // Activate multiple draw color buffers
|
|
RLAPI void blit_framebuffer(int srcX, int srcY, int srcWidth, int srcHeight, int dstX, int dstY, int dstWidth, int dstHeight, int bufferMask); // Blit active framebuffer to main framebuffer
|
|
|
|
// General render state
|
|
RLAPI void enable_color_blend(void); // Enable color blending
|
|
RLAPI void disable_color_blend(void); // Disable color blending
|
|
RLAPI void enable_depth_test(void); // Enable depth test
|
|
RLAPI void disable_depth_test(void); // Disable depth test
|
|
RLAPI void enable_depth_mask(void); // Enable depth write
|
|
RLAPI void disable_depth_mask(void); // Disable depth write
|
|
RLAPI void enable_backface_culling(void); // Enable backface culling
|
|
RLAPI void disable_backface_culling(void); // Disable backface culling
|
|
RLAPI void set_cull_face(int mode); // Set face culling mode
|
|
RLAPI void enable_scissor_test(void); // Enable scissor test
|
|
RLAPI void disable_scissor_test(void); // Disable scissor test
|
|
RLAPI void scissor(int x, int y, int width, int height); // Scissor test
|
|
RLAPI void enable_wire_mode(void); // Enable wire mode
|
|
RLAPI void enable_point_mode(void); // Enable point mode
|
|
RLAPI void disable_wire_mode(void); // Disable wire mode ( and point ) maybe rename
|
|
RLAPI void set_line_width(float width); // Set the line drawing width
|
|
RLAPI float get_line_width(void); // Get the line drawing width
|
|
RLAPI void enable_smooth_lines(void); // Enable line aliasing
|
|
RLAPI void disable_smooth_lines(void); // Disable line aliasing
|
|
RLAPI void enable_stereo_render(void); // Enable stereo rendering
|
|
RLAPI void disable_stereo_render(void); // Disable stereo rendering
|
|
RLAPI bool is_stereo_render_enabled(void); // Check if stereo render is enabled
|
|
|
|
RLAPI void clear_color(unsigned char r, unsigned char g, unsigned char b, unsigned char a); // Clear color buffer with color
|
|
RLAPI void clear_screen_buffers(void); // Clear used screen buffers (color and depth)
|
|
RLAPI void check_errors(void); // Check and log OpenGL error codes
|
|
RLAPI void set_blend_mode(int mode); // Set blending mode
|
|
RLAPI void set_blend_factors(int glSrcFactor, int glDstFactor, int glEquation); // Set blending mode factor and equation (using OpenGL factors)
|
|
RLAPI void set_blend_factors_separate(int glSrcRGB, int glDstRGB, int glSrcAlpha, int glDstAlpha, int glEqRGB, int glEqAlpha); // Set blending mode factors and equations separately (using OpenGL factors)
|
|
|
|
//------------------------------------------------------------------------------------
|
|
// Functions Declaration - rlgl functionality
|
|
//------------------------------------------------------------------------------------
|
|
// rlgl initialization functions
|
|
RLAPI void init(int width, int height); // Initialize rlgl (buffers, shaders, textures, states)
|
|
RLAPI void close(void); // De-initialize rlgl (buffers, shaders, textures)
|
|
RLAPI void load_extensions(void *loader); // Load OpenGL extensions (loader function required)
|
|
RLAPI int get_version(void); // Get current OpenGL version
|
|
RLAPI void set_framebuffer_width(int width); // Set current framebuffer width
|
|
RLAPI int get_framebuffer_width(void); // Get default framebuffer width
|
|
RLAPI void set_framebuffer_height(int height); // Set current framebuffer height
|
|
RLAPI int get_framebuffer_height(void); // Get default framebuffer height
|
|
|
|
RLAPI unsigned int get_texture_id_default(void); // Get default texture id
|
|
RLAPI unsigned int get_shader_id_default(void); // Get default shader id
|
|
RLAPI int *get_shader_locs_default(void); // Get default shader locations
|
|
|
|
// Render batch management
|
|
// NOTE: rlgl provides a default render batch to behave like OpenGL 1.1 immediate mode
|
|
// but this render batch API is exposed in case of custom batches are required
|
|
RLAPI render_batch load_render_batch(int numBuffers, int bufferElements); // Load a render batch system
|
|
RLAPI void unload_render_batch(render_batch batch); // Unload render batch system
|
|
RLAPI void draw_render_batch(render_batch *batch); // Draw render batch data (Update->Draw->Reset)
|
|
RLAPI void set_render_batch_active(render_batch *batch); // Set the active render batch for rlgl (NULL for default internal)
|
|
RLAPI void draw_render_batch_active(void); // Update and draw internal render batch
|
|
RLAPI bool check_render_batch_limit(int vCount); // Check internal buffer overflow for a given number of vertex
|
|
|
|
RLAPI void set_texture(unsigned int id); // Set current texture for render batch and check buffers limits
|
|
|
|
//------------------------------------------------------------------------------------------------------------------------
|
|
|
|
// Vertex buffers management
|
|
RLAPI unsigned int load_vertex_array(void); // Load vertex array (vao) if supported
|
|
RLAPI unsigned int load_vertex_buffer(const void *buffer, int size, bool dynamic); // Load a vertex buffer attribute
|
|
RLAPI unsigned int load_vertex_buffer_element(const void *buffer, int size, bool dynamic); // Load a new attributes element buffer
|
|
RLAPI void update_vertex_buffer(unsigned int bufferId, const void *data, int dataSize, int offset); // Update GPU buffer with new data
|
|
RLAPI void update_vertex_buffer_elements(unsigned int id, const void *data, int dataSize, int offset); // Update vertex buffer elements with new data
|
|
RLAPI void unload_vertex_array(unsigned int vaoId);
|
|
RLAPI void unload_vertex_buffer(unsigned int vboId);
|
|
RLAPI void set_vertex_attribute(unsigned int index, int compSize, int type, bool normalized, int stride, const void *pointer);
|
|
RLAPI void set_vertex_attribute_divisor(unsigned int index, int divisor);
|
|
RLAPI void set_vertex_attribute_default(int locIndex, const void *value, int attribType, int count); // Set vertex attribute default value
|
|
RLAPI void draw_vertex_array(int offset, int count);
|
|
RLAPI void draw_vertex_array_elements(int offset, int count, const void *buffer);
|
|
RLAPI void draw_vertex_array_instanced(int offset, int count, int instances);
|
|
RLAPI void draw_vertex_array_elements_instanced(int offset, int count, const void *buffer, int instances);
|
|
|
|
// Textures management
|
|
RLAPI unsigned int load_texture(const void *data, int width, int height, int format, int mipmapCount); // Load texture in GPU
|
|
RLAPI unsigned int load_texture_depth(int width, int height, bool useRenderBuffer); // Load depth texture/renderbuffer (to be attached to fbo)
|
|
RLAPI unsigned int load_texture_cubemap(const void *data, int size, int format); // Load texture cubemap
|
|
RLAPI void update_texture(unsigned int id, int offsetX, int offsetY, int width, int height, int format, const void *data); // Update GPU texture with new data
|
|
RLAPI void get_gl_texture_formats(int format, unsigned int *glInternalFormat, unsigned int *glFormat, unsigned int *glType); // Get OpenGL internal formats
|
|
RLAPI const char *get_pixel_format_name(unsigned int format); // Get name string for pixel format
|
|
RLAPI void unload_texture(unsigned int id); // Unload texture from GPU memory
|
|
RLAPI void gen_texture_mipmaps(unsigned int id, int width, int height, int format, int *mipmaps); // Generate mipmap data for selected texture
|
|
RLAPI void *read_texture_pixels(unsigned int id, int width, int height, int format); // Read texture pixel data
|
|
RLAPI unsigned char *read_screen_pixels(int width, int height); // Read screen pixel data (color buffer)
|
|
|
|
// Framebuffer management (fbo)
|
|
RLAPI unsigned int load_framebuffer(int width, int height); // Load an empty framebuffer
|
|
RLAPI void framebuffer_attach(unsigned int fboId, unsigned int texId, int attachType, int texType, int mipLevel); // Attach texture/renderbuffer to a framebuffer
|
|
RLAPI bool framebuffer_complete(unsigned int id); // Verify framebuffer is complete
|
|
RLAPI void unload_framebuffer(unsigned int id); // Delete framebuffer from GPU
|
|
|
|
// Shaders management
|
|
RLAPI unsigned int load_shader_code(const char *vsCode, const char *fsCode); // Load shader from code strings
|
|
RLAPI unsigned int compile_shader(const char *shaderCode, int type); // Compile custom shader and return shader id (type: RL_VERTEX_SHADER, RL_FRAGMENT_SHADER, RL_COMPUTE_SHADER)
|
|
RLAPI unsigned int load_shader_program(unsigned int vShaderId, unsigned int fShaderId); // Load custom shader program
|
|
RLAPI void unload_shader_program(unsigned int id); // Unload shader program
|
|
RLAPI int get_location_uniform(unsigned int shaderId, const char *uniformName); // Get shader location uniform
|
|
RLAPI int get_location_attrib(unsigned int shaderId, const char *attribName); // Get shader location attribute
|
|
RLAPI void set_uniform(int locIndex, const void *value, int uniformType, int count); // Set shader value uniform
|
|
RLAPI void set_uniform_matrix(int locIndex, Matrix mat); // Set shader value matrix
|
|
RLAPI void set_uniform_sampler(int locIndex, unsigned int textureId); // Set shader value sampler
|
|
RLAPI void set_shader(unsigned int id, int *locs); // Set shader currently active (id and locations)
|
|
|
|
// Compute shader management
|
|
RLAPI unsigned int load_compute_shader_program(unsigned int shaderId); // Load compute shader program
|
|
RLAPI void compute_shader_dispatch(unsigned int groupX, unsigned int groupY, unsigned int groupZ); // Dispatch compute shader (equivalent to *draw* for graphics pipeline)
|
|
|
|
// Shader buffer storage object management (ssbo)
|
|
RLAPI unsigned int load_shader_buffer(unsigned int size, const void *data, int usageHint); // Load shader storage buffer object (SSBO)
|
|
RLAPI void unload_shader_buffer(unsigned int ssboId); // Unload shader storage buffer object (SSBO)
|
|
RLAPI void update_shader_buffer(unsigned int id, const void *data, unsigned int dataSize, unsigned int offset); // Update SSBO buffer data
|
|
RLAPI void bind_shader_buffer(unsigned int id, unsigned int index); // Bind SSBO buffer
|
|
RLAPI void read_shader_buffer(unsigned int id, void *dest, unsigned int count, unsigned int offset); // Read SSBO buffer data (GPU->CPU)
|
|
RLAPI void copy_shader_buffer(unsigned int destId, unsigned int srcId, unsigned int destOffset, unsigned int srcOffset, unsigned int count); // Copy SSBO data between buffers
|
|
RLAPI unsigned int get_shader_buffer_size(unsigned int id); // Get SSBO buffer size
|
|
|
|
// Buffer management
|
|
RLAPI void bind_image_texture(unsigned int id, unsigned int index, int format, bool readonly); // Bind image texture
|
|
|
|
// Matrix state management
|
|
RLAPI Matrix get_matrix_modelview(void); // Get internal modelview matrix
|
|
RLAPI Matrix get_matrix_projection(void); // Get internal projection matrix
|
|
RLAPI Matrix get_matrix_transform(void); // Get internal accumulated transform matrix
|
|
RLAPI Matrix get_matrix_projection_stereo(int eye); // Get internal projection matrix for stereo render (selected eye)
|
|
RLAPI Matrix get_matrix_view_offset_stereo(int eye); // Get internal view offset matrix for stereo render (selected eye)
|
|
RLAPI void set_matrix_projection(Matrix proj); // Set a custom projection matrix (replaces internal projection matrix)
|
|
RLAPI void set_matrix_modelview(Matrix view); // Set a custom modelview matrix (replaces internal modelview matrix)
|
|
RLAPI void set_matrix_projection_stereo(Matrix right, Matrix left); // Set eyes projection matrices for stereo rendering
|
|
RLAPI void set_matrix_view_offset_stereo(Matrix right, Matrix left); // Set eyes view offsets matrices for stereo rendering
|
|
|
|
// Quick and dirty cube/quad buffers load->draw->unload
|
|
RLAPI void load_draw_cube(void); // Load and draw a cube
|
|
RLAPI void load_draw_quad(void); // Load and draw a quad
|
|
|
|
RLGL_EXTERN_C_END
|
|
|
|
RLGL_NS_END
|
|
|
|
#endif // RLGL_H
|
|
|
|
/***********************************************************************************
|
|
*
|
|
* GLOBAL_DATA IMPLEMENTATION
|
|
*
|
|
************************************************************************************/
|
|
|
|
#if defined(RLGL_IMPLEMENTATION)
|
|
|
|
#if defined(GRAPHICS_API_OPENGL_11)
|
|
#if defined(__APPLE__)
|
|
#include <OpenGL/gl.h> // OpenGL 1.1 library for OSX
|
|
#include <OpenGL/glext.h> // OpenGL extensions library
|
|
#else
|
|
// APIENTRY for OpenGL function pointer declarations is required
|
|
#if !defined(APIENTRY)
|
|
#if defined(_WIN32)
|
|
#define APIENTRY __stdcall
|
|
#else
|
|
#define APIENTRY
|
|
#endif
|
|
#endif
|
|
// WINGDIAPI definition. Some Windows OpenGL headers need it
|
|
#if !defined(WINGDIAPI) && defined(_WIN32)
|
|
#define WINGDIAPI __declspec(dllimport)
|
|
#endif
|
|
|
|
#include <GL/gl.h> // OpenGL 1.1 library
|
|
#endif
|
|
#endif
|
|
|
|
#if defined(GRAPHICS_API_OPENGL_33)
|
|
#define GLAD_MALLOC RL_MALLOC
|
|
#define GLAD_FREE RL_FREE
|
|
|
|
#define GLAD_GL_IMPLEMENTATION
|
|
#include "external/glad.h" // GLAD extensions loading library, includes OpenGL headers
|
|
#endif
|
|
|
|
#if defined(GRAPHICS_API_OPENGL_ES3)
|
|
#include <GLES3/gl3.h> // OpenGL ES 3.0 library
|
|
#define GL_GLEXT_PROTOTYPES
|
|
#include <GLES2/gl2ext.h> // OpenGL ES 2.0 extensions library
|
|
#elif defined(GRAPHICS_API_OPENGL_ES2)
|
|
// NOTE: OpenGL ES 2.0 can be enabled on PLATFORM_DESKTOP,
|
|
// in that case, functions are loaded from a custom glad for OpenGL ES 2.0
|
|
#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_DESKTOP_SDL)
|
|
#define GLAD_GLES2_IMPLEMENTATION
|
|
#include "external/glad_gles2.h"
|
|
#else
|
|
#define GL_GLEXT_PROTOTYPES
|
|
//#include <EGL/egl.h> // EGL library -> not required, platform layer
|
|
#include <GLES2/gl2.h> // OpenGL ES 2.0 library
|
|
#include <GLES2/gl2ext.h> // OpenGL ES 2.0 extensions library
|
|
#endif
|
|
|
|
// It seems OpenGL ES 2.0 instancing entry points are not defined on Raspberry Pi
|
|
// provided headers (despite being defined in official Khronos GLES2 headers)
|
|
#if defined(PLATFORM_DRM)
|
|
typedef void (GL_APIENTRYP PFNGLDRAWARRAYSINSTANCEDEXTPROC) (GLenum mode, GLint start, GLsizei count, GLsizei primcount);
|
|
typedef void (GL_APIENTRYP PFNGLDRAWELEMENTSINSTANCEDEXTPROC) (GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei primcount);
|
|
typedef void (GL_APIENTRYP PFNGLVERTEXATTRIBDIVISOREXTPROC) (GLuint index, GLuint divisor);
|
|
#endif
|
|
#endif
|
|
|
|
#include <stdlib.h> // Required for: malloc(), free()
|
|
#include <string.h> // Required for: strcmp(), strlen() [Used in init(), on extensions loading]
|
|
#include <math.h> // Required for: sqrtf(), sinf(), cosf(), floor(), log()
|
|
|
|
//----------------------------------------------------------------------------------
|
|
// Defines and Macros
|
|
//----------------------------------------------------------------------------------
|
|
#ifndef PI
|
|
#define PI 3.14159265358979323846f
|
|
#endif
|
|
#ifndef DEG2RAD
|
|
#define DEG2RAD (PI/180.0f)
|
|
#endif
|
|
#ifndef RAD2DEG
|
|
#define RAD2DEG (180.0f/PI)
|
|
#endif
|
|
|
|
#ifndef GL_SHADING_LANGUAGE_VERSION
|
|
#define GL_SHADING_LANGUAGE_VERSION 0x8B8C
|
|
#endif
|
|
|
|
#ifndef GL_COMPRESSED_RGB_S3TC_DXT1_EXT
|
|
#define GL_COMPRESSED_RGB_S3TC_DXT1_EXT 0x83F0
|
|
#endif
|
|
#ifndef GL_COMPRESSED_RGBA_S3TC_DXT1_EXT
|
|
#define GL_COMPRESSED_RGBA_S3TC_DXT1_EXT 0x83F1
|
|
#endif
|
|
#ifndef GL_COMPRESSED_RGBA_S3TC_DXT3_EXT
|
|
#define GL_COMPRESSED_RGBA_S3TC_DXT3_EXT 0x83F2
|
|
#endif
|
|
#ifndef GL_COMPRESSED_RGBA_S3TC_DXT5_EXT
|
|
#define GL_COMPRESSED_RGBA_S3TC_DXT5_EXT 0x83F3
|
|
#endif
|
|
#ifndef GL_ETC1_RGB8_OES
|
|
#define GL_ETC1_RGB8_OES 0x8D64
|
|
#endif
|
|
#ifndef GL_COMPRESSED_RGB8_ETC2
|
|
#define GL_COMPRESSED_RGB8_ETC2 0x9274
|
|
#endif
|
|
#ifndef GL_COMPRESSED_RGBA8_ETC2_EAC
|
|
#define GL_COMPRESSED_RGBA8_ETC2_EAC 0x9278
|
|
#endif
|
|
#ifndef GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG
|
|
#define GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG 0x8C00
|
|
#endif
|
|
#ifndef GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG
|
|
#define GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG 0x8C02
|
|
#endif
|
|
#ifndef GL_COMPRESSED_RGBA_ASTC_4x4_KHR
|
|
#define GL_COMPRESSED_RGBA_ASTC_4x4_KHR 0x93b0
|
|
#endif
|
|
#ifndef GL_COMPRESSED_RGBA_ASTC_8x8_KHR
|
|
#define GL_COMPRESSED_RGBA_ASTC_8x8_KHR 0x93b7
|
|
#endif
|
|
|
|
#ifndef GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT
|
|
#define GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT 0x84FF
|
|
#endif
|
|
#ifndef GL_TEXTURE_MAX_ANISOTROPY_EXT
|
|
#define GL_TEXTURE_MAX_ANISOTROPY_EXT 0x84FE
|
|
#endif
|
|
|
|
#if defined(GRAPHICS_API_OPENGL_11)
|
|
#define GL_UNSIGNED_SHORT_5_6_5 0x8363
|
|
#define GL_UNSIGNED_SHORT_5_5_5_1 0x8034
|
|
#define GL_UNSIGNED_SHORT_4_4_4_4 0x8033
|
|
#endif
|
|
|
|
#if defined(GRAPHICS_API_OPENGL_21)
|
|
#define GL_LUMINANCE 0x1909
|
|
#define GL_LUMINANCE_ALPHA 0x190A
|
|
#endif
|
|
|
|
#if defined(GRAPHICS_API_OPENGL_ES2)
|
|
#define glClearDepth glClearDepthf
|
|
#if !defined(GRAPHICS_API_OPENGL_ES3)
|
|
#define GL_READ_FRAMEBUFFER GL_FRAMEBUFFER
|
|
#define GL_DRAW_FRAMEBUFFER GL_FRAMEBUFFER
|
|
#endif
|
|
#endif
|
|
|
|
// Default shader vertex attribute names to set location points
|
|
#ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_POSITION
|
|
#define RL_DEFAULT_SHADER_ATTRIB_NAME_POSITION "vertexPosition" // Bound by default to shader location: 0
|
|
#endif
|
|
#ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD
|
|
#define RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD "vertexTexCoord" // Bound by default to shader location: 1
|
|
#endif
|
|
#ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_NORMAL
|
|
#define RL_DEFAULT_SHADER_ATTRIB_NAME_NORMAL "vertexNormal" // Bound by default to shader location: 2
|
|
#endif
|
|
#ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR
|
|
#define RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR "vertexColor" // Bound by default to shader location: 3
|
|
#endif
|
|
#ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_TANGENT
|
|
#define RL_DEFAULT_SHADER_ATTRIB_NAME_TANGENT "vertexTangent" // Bound by default to shader location: 4
|
|
#endif
|
|
#ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2
|
|
#define RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2 "vertexTexCoord2" // Bound by default to shader location: 5
|
|
#endif
|
|
|
|
#ifndef RL_DEFAULT_SHADER_UNIFORM_NAME_MVP
|
|
#define RL_DEFAULT_SHADER_UNIFORM_NAME_MVP "mvp" // model-view-projection matrix
|
|
#endif
|
|
#ifndef RL_DEFAULT_SHADER_UNIFORM_NAME_VIEW
|
|
#define RL_DEFAULT_SHADER_UNIFORM_NAME_VIEW "matView" // view matrix
|
|
#endif
|
|
#ifndef RL_DEFAULT_SHADER_UNIFORM_NAME_PROJECTION
|
|
#define RL_DEFAULT_SHADER_UNIFORM_NAME_PROJECTION "matProjection" // projection matrix
|
|
#endif
|
|
#ifndef RL_DEFAULT_SHADER_UNIFORM_NAME_MODEL
|
|
#define RL_DEFAULT_SHADER_UNIFORM_NAME_MODEL "matModel" // model matrix
|
|
#endif
|
|
#ifndef RL_DEFAULT_SHADER_UNIFORM_NAME_NORMAL
|
|
#define RL_DEFAULT_SHADER_UNIFORM_NAME_NORMAL "matNormal" // normal matrix (transpose(inverse(matModelView))
|
|
#endif
|
|
#ifndef RL_DEFAULT_SHADER_UNIFORM_NAME_COLOR
|
|
#define RL_DEFAULT_SHADER_UNIFORM_NAME_COLOR "colDiffuse" // color diffuse (base tint color, multiplied by texture color)
|
|
#endif
|
|
#ifndef RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE0
|
|
#define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE0 "texture0" // texture0 (texture slot active 0)
|
|
#endif
|
|
#ifndef RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE1
|
|
#define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE1 "texture1" // texture1 (texture slot active 1)
|
|
#endif
|
|
#ifndef RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE2
|
|
#define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE2 "texture2" // texture2 (texture slot active 2)
|
|
#endif
|
|
|
|
RLGL_NS_BEGIN
|
|
|
|
//----------------------------------------------------------------------------------
|
|
// Types and Structures Definition
|
|
//----------------------------------------------------------------------------------
|
|
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
typedef struct glData {
|
|
render_batch *currentBatch; // Current render batch
|
|
render_batch defaultBatch; // Default internal render batch
|
|
|
|
struct {
|
|
int vertexCounter; // Current active render batch vertex counter (generic, used for all batches)
|
|
float texcoordx, texcoordy; // Current active texture coordinate (added on glVertex*())
|
|
float normalx, normaly, normalz; // Current active normal (added on glVertex*())
|
|
unsigned char colorr, colorg, colorb, colora; // Current active color (added on glVertex*())
|
|
|
|
int currentMatrixMode; // Current matrix mode
|
|
Matrix *currentMatrix; // Current matrix pointer
|
|
Matrix modelview; // Default modelview matrix
|
|
Matrix projection; // Default projection matrix
|
|
Matrix transform; // Transform matrix to be used with Translate, Rotate, Scale
|
|
bool transformRequired; // Require transform matrix application to current draw-call vertex (if required)
|
|
Matrix stack[RL_MAX_MATRIX_STACK_SIZE];// Matrix stack for push/pop
|
|
int stackCounter; // Matrix stack counter
|
|
|
|
unsigned int defaultTextureId; // Default texture used on shapes/poly drawing (required by shader)
|
|
unsigned int activeTextureId[RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS]; // Active texture ids to be enabled on batch drawing (0 active by default)
|
|
unsigned int defaultVShaderId; // Default vertex shader id (used by default shader program)
|
|
unsigned int defaultFShaderId; // Default fragment shader id (used by default shader program)
|
|
unsigned int defaultShaderId; // Default shader program id, supports vertex color and diffuse texture
|
|
int *defaultShaderLocs; // Default shader locations pointer to be used on rendering
|
|
unsigned int currentShaderId; // Current shader id to be used on rendering (by default, defaultShaderId)
|
|
int *currentShaderLocs; // Current shader locations pointer to be used on rendering (by default, defaultShaderLocs)
|
|
|
|
bool stereoRender; // Stereo rendering flag
|
|
Matrix projectionStereo[2]; // VR stereo rendering eyes projection matrices
|
|
Matrix viewOffsetStereo[2]; // VR stereo rendering eyes view offset matrices
|
|
|
|
// Blending variables
|
|
int currentBlendMode; // Blending mode active
|
|
int glBlendSrcFactor; // Blending source factor
|
|
int glBlendDstFactor; // Blending destination factor
|
|
int glBlendEquation; // Blending equation
|
|
int glBlendSrcFactorRGB; // Blending source RGB factor
|
|
int glBlendDestFactorRGB; // Blending destination RGB factor
|
|
int glBlendSrcFactorAlpha; // Blending source alpha factor
|
|
int glBlendDestFactorAlpha; // Blending destination alpha factor
|
|
int glBlendEquationRGB; // Blending equation for RGB
|
|
int glBlendEquationAlpha; // Blending equation for alpha
|
|
bool glCustomBlendModeModified; // Custom blending factor and equation modification status
|
|
|
|
int framebufferWidth; // Current framebuffer width
|
|
int framebufferHeight; // Current framebuffer height
|
|
|
|
} State; // Renderer state
|
|
struct {
|
|
bool vao; // VAO support (OpenGL ES2 could not support VAO extension) (GL_ARB_vertex_array_object)
|
|
bool instancing; // Instancing supported (GL_ANGLE_instanced_arrays, GL_EXT_draw_instanced + GL_EXT_instanced_arrays)
|
|
bool texNPOT; // NPOT textures full support (GL_ARB_texture_non_power_of_two, GL_OES_texture_npot)
|
|
bool texDepth; // Depth textures supported (GL_ARB_depth_texture, GL_OES_depth_texture)
|
|
bool texDepthWebGL; // Depth textures supported WebGL specific (GL_WEBGL_depth_texture)
|
|
bool texFloat32; // float textures support (32 bit per channel) (GL_OES_texture_float)
|
|
bool texFloat16; // half float textures support (16 bit per channel) (GL_OES_texture_half_float)
|
|
bool texCompDXT; // DDS texture compression support (GL_EXT_texture_compression_s3tc, GL_WEBGL_compressed_texture_s3tc, GL_WEBKIT_WEBGL_compressed_texture_s3tc)
|
|
bool texCompETC1; // ETC1 texture compression support (GL_OES_compressed_ETC1_RGB8_texture, GL_WEBGL_compressed_texture_etc1)
|
|
bool texCompETC2; // ETC2/EAC texture compression support (GL_ARB_ES3_compatibility)
|
|
bool texCompPVRT; // PVR texture compression support (GL_IMG_texture_compression_pvrtc)
|
|
bool texCompASTC; // ASTC texture compression support (GL_KHR_texture_compression_astc_hdr, GL_KHR_texture_compression_astc_ldr)
|
|
bool texMirrorClamp; // Clamp mirror wrap mode supported (GL_EXT_texture_mirror_clamp)
|
|
bool texAnisoFilter; // Anisotropic texture filtering support (GL_EXT_texture_filter_anisotropic)
|
|
bool computeShader; // Compute shaders support (GL_ARB_compute_shader)
|
|
bool ssbo; // Shader storage buffer object support (GL_ARB_shader_storage_buffer_object)
|
|
|
|
float maxAnisotropyLevel; // Maximum anisotropy level supported (minimum is 2.0f)
|
|
int maxDepthBits; // Maximum bits for depth component
|
|
|
|
} ExtSupported; // Extensions supported flags
|
|
} glData;
|
|
|
|
typedef void *(*glLoadProc)(const char *name); // OpenGL extension functions loader signature (same as GLADloadproc)
|
|
|
|
#endif // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2
|
|
|
|
//----------------------------------------------------------------------------------
|
|
// Global Variables Definition
|
|
//----------------------------------------------------------------------------------
|
|
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
static glData GLOBAL_DATA = { 0 };
|
|
#endif // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2
|
|
|
|
#if defined(GRAPHICS_API_OPENGL_ES2) && !defined(GRAPHICS_API_OPENGL_ES3)
|
|
// NOTE: VAO functionality is exposed through extensions (OES)
|
|
static PFNGLGENVERTEXARRAYSOESPROC glGenVertexArrays = NULL;
|
|
static PFNGLBINDVERTEXARRAYOESPROC glBindVertexArray = NULL;
|
|
static PFNGLDELETEVERTEXARRAYSOESPROC glDeleteVertexArrays = NULL;
|
|
|
|
// NOTE: Instancing functionality could also be available through extension
|
|
static PFNGLDRAWARRAYSINSTANCEDEXTPROC glDrawArraysInstanced = NULL;
|
|
static PFNGLDRAWELEMENTSINSTANCEDEXTPROC glDrawElementsInstanced = NULL;
|
|
static PFNGLVERTEXATTRIBDIVISOREXTPROC glVertexAttribDivisor = NULL;
|
|
#endif
|
|
|
|
RLGL_EXTERN_C_BEGIN
|
|
|
|
//----------------------------------------------------------------------------------
|
|
// Module specific Functions Declaration
|
|
//----------------------------------------------------------------------------------
|
|
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
static void load_shader_default(void); // Load default shader
|
|
static void unload_shader_default(void); // Unload default shader
|
|
#if defined(RLGL_SHOW_GL_DETAILS_INFO)
|
|
static const char *GetCompressedFormatName(int format); // Get compressed format official GL identifier name
|
|
#endif // RLGL_SHOW_GL_DETAILS_INFO
|
|
#endif // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2
|
|
|
|
static int internal_get_pixel_data_size(int width, int height, int format); // Get pixel data size in bytes (image or texture)
|
|
|
|
#if !defined(RAYMATH_H)
|
|
// Auxiliar matrix math functions
|
|
static Matrix internal_matrix_identity(void); // Get identity matrix
|
|
static Matrix internal_matrix_multiply(Matrix left, Matrix right); // Multiply two matrices
|
|
#endif
|
|
|
|
//----------------------------------------------------------------------------------
|
|
// Module Functions Definition - Matrix operations
|
|
//----------------------------------------------------------------------------------
|
|
|
|
#if defined(GRAPHICS_API_OPENGL_11)
|
|
// Fallback to OpenGL 1.1 function calls
|
|
//---------------------------------------
|
|
void matrix_mode(int mode)
|
|
{
|
|
switch (mode)
|
|
{
|
|
case RL_PROJECTION: glMatrixMode(GL_PROJECTION); break;
|
|
case RL_MODELVIEW: glMatrixMode(GL_MODELVIEW); break;
|
|
case RL_TEXTURE: glMatrixMode(GL_TEXTURE); break;
|
|
default: break;
|
|
}
|
|
}
|
|
|
|
void frustum(double left, double right, double bottom, double top, double znear, double zfar)
|
|
{
|
|
glFrustum(left, right, bottom, top, znear, zfar);
|
|
}
|
|
|
|
void ortho(double left, double right, double bottom, double top, double znear, double zfar)
|
|
{
|
|
glOrtho(left, right, bottom, top, znear, zfar);
|
|
}
|
|
|
|
void push_matrix(void) { glPushMatrix(); }
|
|
void pop_matrix(void) { glPopMatrix(); }
|
|
void load_identity(void) { glLoadIdentity(); }
|
|
void translatef(float x, float y, float z) { glTranslatef(x, y, z); }
|
|
void rotatef(float angle, float x, float y, float z) { glRotatef(angle, x, y, z); }
|
|
void scalef(float x, float y, float z) { glScalef(x, y, z); }
|
|
void mult_matrixf(const float *matf) { glMultMatrixf(matf); }
|
|
#endif
|
|
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
// Choose the current matrix to be transformed
|
|
void matrix_mode(int mode)
|
|
{
|
|
if (mode == RL_PROJECTION) GLOBAL_DATA.State.currentMatrix = &GLOBAL_DATA.State.projection;
|
|
else if (mode == RL_MODELVIEW) GLOBAL_DATA.State.currentMatrix = &GLOBAL_DATA.State.modelview;
|
|
//else if (mode == RL_TEXTURE) // Not supported
|
|
|
|
GLOBAL_DATA.State.currentMatrixMode = mode;
|
|
}
|
|
|
|
// Push the current matrix into GLOBAL_DATA.State.stack
|
|
void push_matrix(void)
|
|
{
|
|
if (GLOBAL_DATA.State.stackCounter >= RL_MAX_MATRIX_STACK_SIZE) RL_TRACELOG(LOG_ERROR, "GLOBAL_DATA: Matrix stack overflow (RL_MAX_MATRIX_STACK_SIZE)");
|
|
|
|
if (GLOBAL_DATA.State.currentMatrixMode == RL_MODELVIEW)
|
|
{
|
|
GLOBAL_DATA.State.transformRequired = true;
|
|
GLOBAL_DATA.State.currentMatrix = &GLOBAL_DATA.State.transform;
|
|
}
|
|
|
|
GLOBAL_DATA.State.stack[GLOBAL_DATA.State.stackCounter] = *GLOBAL_DATA.State.currentMatrix;
|
|
GLOBAL_DATA.State.stackCounter++;
|
|
}
|
|
|
|
// Pop lattest inserted matrix from GLOBAL_DATA.State.stack
|
|
void pop_matrix(void)
|
|
{
|
|
if (GLOBAL_DATA.State.stackCounter > 0)
|
|
{
|
|
Matrix mat = GLOBAL_DATA.State.stack[GLOBAL_DATA.State.stackCounter - 1];
|
|
*GLOBAL_DATA.State.currentMatrix = mat;
|
|
GLOBAL_DATA.State.stackCounter--;
|
|
}
|
|
|
|
if ((GLOBAL_DATA.State.stackCounter == 0) && (GLOBAL_DATA.State.currentMatrixMode == RL_MODELVIEW))
|
|
{
|
|
GLOBAL_DATA.State.currentMatrix = &GLOBAL_DATA.State.modelview;
|
|
GLOBAL_DATA.State.transformRequired = false;
|
|
}
|
|
}
|
|
|
|
// Reset current matrix to identity matrix
|
|
void load_identity(void)
|
|
{
|
|
*GLOBAL_DATA.State.currentMatrix = internal_matrix_identity();
|
|
}
|
|
|
|
// Multiply the current matrix by a translation matrix
|
|
void translatef(float x, float y, float z)
|
|
{
|
|
Matrix matTranslation = {
|
|
1.0f, 0.0f, 0.0f, x,
|
|
0.0f, 1.0f, 0.0f, y,
|
|
0.0f, 0.0f, 1.0f, z,
|
|
0.0f, 0.0f, 0.0f, 1.0f
|
|
};
|
|
|
|
// NOTE: We transpose matrix with multiplication order
|
|
*GLOBAL_DATA.State.currentMatrix = internal_matrix_multiply(matTranslation, *GLOBAL_DATA.State.currentMatrix);
|
|
}
|
|
|
|
// Multiply the current matrix by a rotation matrix
|
|
// NOTE: The provided angle must be in degrees
|
|
void rotatef(float angle, float x, float y, float z)
|
|
{
|
|
Matrix matRotation = internal_matrix_identity();
|
|
|
|
// Axis vector (x, y, z) normalization
|
|
float lengthSquared = x*x + y*y + z*z;
|
|
if ((lengthSquared != 1.0f) && (lengthSquared != 0.0f))
|
|
{
|
|
float inverseLength = 1.0f/sqrtf(lengthSquared);
|
|
x *= inverseLength;
|
|
y *= inverseLength;
|
|
z *= inverseLength;
|
|
}
|
|
|
|
// Rotation matrix generation
|
|
float sinres = sinf(DEG2RAD*angle);
|
|
float cosres = cosf(DEG2RAD*angle);
|
|
float t = 1.0f - cosres;
|
|
|
|
matRotation.m0 = x*x*t + cosres;
|
|
matRotation.m1 = y*x*t + z*sinres;
|
|
matRotation.m2 = z*x*t - y*sinres;
|
|
matRotation.m3 = 0.0f;
|
|
|
|
matRotation.m4 = x*y*t - z*sinres;
|
|
matRotation.m5 = y*y*t + cosres;
|
|
matRotation.m6 = z*y*t + x*sinres;
|
|
matRotation.m7 = 0.0f;
|
|
|
|
matRotation.m8 = x*z*t + y*sinres;
|
|
matRotation.m9 = y*z*t - x*sinres;
|
|
matRotation.m10 = z*z*t + cosres;
|
|
matRotation.m11 = 0.0f;
|
|
|
|
matRotation.m12 = 0.0f;
|
|
matRotation.m13 = 0.0f;
|
|
matRotation.m14 = 0.0f;
|
|
matRotation.m15 = 1.0f;
|
|
|
|
// NOTE: We transpose matrix with multiplication order
|
|
*GLOBAL_DATA.State.currentMatrix = internal_matrix_multiply(matRotation, *GLOBAL_DATA.State.currentMatrix);
|
|
}
|
|
|
|
// Multiply the current matrix by a scaling matrix
|
|
void scalef(float x, float y, float z)
|
|
{
|
|
Matrix matScale = {
|
|
x, 0.0f, 0.0f, 0.0f,
|
|
0.0f, y, 0.0f, 0.0f,
|
|
0.0f, 0.0f, z, 0.0f,
|
|
0.0f, 0.0f, 0.0f, 1.0f
|
|
};
|
|
|
|
// NOTE: We transpose matrix with multiplication order
|
|
*GLOBAL_DATA.State.currentMatrix = internal_matrix_multiply(matScale, *GLOBAL_DATA.State.currentMatrix);
|
|
}
|
|
|
|
// Multiply the current matrix by another matrix
|
|
void mult_matrixf(const float *matf)
|
|
{
|
|
// Matrix creation from array
|
|
Matrix mat = { matf[0], matf[4], matf[8], matf[12],
|
|
matf[1], matf[5], matf[9], matf[13],
|
|
matf[2], matf[6], matf[10], matf[14],
|
|
matf[3], matf[7], matf[11], matf[15] };
|
|
|
|
*GLOBAL_DATA.State.currentMatrix = internal_matrix_multiply(*GLOBAL_DATA.State.currentMatrix, mat);
|
|
}
|
|
|
|
// Multiply the current matrix by a perspective matrix generated by parameters
|
|
void frustum(double left, double right, double bottom, double top, double znear, double zfar)
|
|
{
|
|
Matrix matFrustum = { 0 };
|
|
|
|
float rl = (float)(right - left);
|
|
float tb = (float)(top - bottom);
|
|
float fn = (float)(zfar - znear);
|
|
|
|
matFrustum.m0 = ((float) znear*2.0f)/rl;
|
|
matFrustum.m1 = 0.0f;
|
|
matFrustum.m2 = 0.0f;
|
|
matFrustum.m3 = 0.0f;
|
|
|
|
matFrustum.m4 = 0.0f;
|
|
matFrustum.m5 = ((float) znear*2.0f)/tb;
|
|
matFrustum.m6 = 0.0f;
|
|
matFrustum.m7 = 0.0f;
|
|
|
|
matFrustum.m8 = ((float)right + (float)left)/rl;
|
|
matFrustum.m9 = ((float)top + (float)bottom)/tb;
|
|
matFrustum.m10 = -((float)zfar + (float)znear)/fn;
|
|
matFrustum.m11 = -1.0f;
|
|
|
|
matFrustum.m12 = 0.0f;
|
|
matFrustum.m13 = 0.0f;
|
|
matFrustum.m14 = -((float)zfar*(float)znear*2.0f)/fn;
|
|
matFrustum.m15 = 0.0f;
|
|
|
|
*GLOBAL_DATA.State.currentMatrix = internal_matrix_multiply(*GLOBAL_DATA.State.currentMatrix, matFrustum);
|
|
}
|
|
|
|
// Multiply the current matrix by an orthographic matrix generated by parameters
|
|
void ortho(double left, double right, double bottom, double top, double znear, double zfar)
|
|
{
|
|
// NOTE: If left-right and top-botton values are equal it could create a division by zero,
|
|
// response to it is platform/compiler dependant
|
|
Matrix matOrtho = { 0 };
|
|
|
|
float rl = (float)(right - left);
|
|
float tb = (float)(top - bottom);
|
|
float fn = (float)(zfar - znear);
|
|
|
|
matOrtho.m0 = 2.0f/rl;
|
|
matOrtho.m1 = 0.0f;
|
|
matOrtho.m2 = 0.0f;
|
|
matOrtho.m3 = 0.0f;
|
|
matOrtho.m4 = 0.0f;
|
|
matOrtho.m5 = 2.0f/tb;
|
|
matOrtho.m6 = 0.0f;
|
|
matOrtho.m7 = 0.0f;
|
|
matOrtho.m8 = 0.0f;
|
|
matOrtho.m9 = 0.0f;
|
|
matOrtho.m10 = -2.0f/fn;
|
|
matOrtho.m11 = 0.0f;
|
|
matOrtho.m12 = -((float)left + (float)right)/rl;
|
|
matOrtho.m13 = -((float)top + (float)bottom)/tb;
|
|
matOrtho.m14 = -((float)zfar + (float)znear)/fn;
|
|
matOrtho.m15 = 1.0f;
|
|
|
|
*GLOBAL_DATA.State.currentMatrix = internal_matrix_multiply(*GLOBAL_DATA.State.currentMatrix, matOrtho);
|
|
}
|
|
#endif
|
|
|
|
// Set the viewport area (transformation from normalized device coordinates to window coordinates)
|
|
// NOTE: We store current viewport dimensions
|
|
void viewport(int x, int y, int width, int height)
|
|
{
|
|
glViewport(x, y, width, height);
|
|
}
|
|
|
|
//----------------------------------------------------------------------------------
|
|
// Module Functions Definition - Vertex level operations
|
|
//----------------------------------------------------------------------------------
|
|
#if defined(GRAPHICS_API_OPENGL_11)
|
|
// Fallback to OpenGL 1.1 function calls
|
|
//---------------------------------------
|
|
void begin(int mode)
|
|
{
|
|
switch (mode)
|
|
{
|
|
case RL_LINES: glBegin(GL_LINES); break;
|
|
case RL_TRIANGLES: glBegin(GL_TRIANGLES); break;
|
|
case RL_QUADS: glBegin(GL_QUADS); break;
|
|
default: break;
|
|
}
|
|
}
|
|
|
|
void end() { glEnd(); }
|
|
void vertex2i(int x, int y) { glVertex2i(x, y); }
|
|
void vertex2f(float x, float y) { glVertex2f(x, y); }
|
|
void vertex3f(float x, float y, float z) { glVertex3f(x, y, z); }
|
|
void tex_coord2f(float x, float y) { glTexCoord2f(x, y); }
|
|
void normal3f(float x, float y, float z) { glNormal3f(x, y, z); }
|
|
void color4ub(unsigned char r, unsigned char g, unsigned char b, unsigned char a) { glColor4ub(r, g, b, a); }
|
|
void color3f(float x, float y, float z) { glColor3f(x, y, z); }
|
|
void color4f(float x, float y, float z, float w) { glColor4f(x, y, z, w); }
|
|
#endif
|
|
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
// Initialize drawing mode (how to organize vertex)
|
|
void begin(int mode)
|
|
{
|
|
// Draw mode can be RL_LINES, RL_TRIANGLES and RL_QUADS
|
|
// NOTE: In all three cases, vertex are accumulated over default internal vertex buffer
|
|
if (GLOBAL_DATA.currentBatch->draws[GLOBAL_DATA.currentBatch->drawCounter - 1].mode != mode)
|
|
{
|
|
if (GLOBAL_DATA.currentBatch->draws[GLOBAL_DATA.currentBatch->drawCounter - 1].vertexCount > 0)
|
|
{
|
|
// Make sure current GLOBAL_DATA.currentBatch->draws[i].vertexCount is aligned a multiple of 4,
|
|
// that way, following QUADS drawing will keep aligned with index processing
|
|
// It implies adding some extra alignment vertex at the end of the draw,
|
|
// those vertex are not processed but they are considered as an additional offset
|
|
// for the next set of vertex to be drawn
|
|
if (GLOBAL_DATA.currentBatch->draws[GLOBAL_DATA.currentBatch->drawCounter - 1].mode == RL_LINES) GLOBAL_DATA.currentBatch->draws[GLOBAL_DATA.currentBatch->drawCounter - 1].vertexAlignment = ((GLOBAL_DATA.currentBatch->draws[GLOBAL_DATA.currentBatch->drawCounter - 1].vertexCount < 4)? GLOBAL_DATA.currentBatch->draws[GLOBAL_DATA.currentBatch->drawCounter - 1].vertexCount : GLOBAL_DATA.currentBatch->draws[GLOBAL_DATA.currentBatch->drawCounter - 1].vertexCount%4);
|
|
else if (GLOBAL_DATA.currentBatch->draws[GLOBAL_DATA.currentBatch->drawCounter - 1].mode == RL_TRIANGLES) GLOBAL_DATA.currentBatch->draws[GLOBAL_DATA.currentBatch->drawCounter - 1].vertexAlignment = ((GLOBAL_DATA.currentBatch->draws[GLOBAL_DATA.currentBatch->drawCounter - 1].vertexCount < 4)? 1 : (4 - (GLOBAL_DATA.currentBatch->draws[GLOBAL_DATA.currentBatch->drawCounter - 1].vertexCount%4)));
|
|
else GLOBAL_DATA.currentBatch->draws[GLOBAL_DATA.currentBatch->drawCounter - 1].vertexAlignment = 0;
|
|
|
|
if (!check_render_batch_limit(GLOBAL_DATA.currentBatch->draws[GLOBAL_DATA.currentBatch->drawCounter - 1].vertexAlignment))
|
|
{
|
|
GLOBAL_DATA.State.vertexCounter += GLOBAL_DATA.currentBatch->draws[GLOBAL_DATA.currentBatch->drawCounter - 1].vertexAlignment;
|
|
GLOBAL_DATA.currentBatch->drawCounter++;
|
|
}
|
|
}
|
|
|
|
if (GLOBAL_DATA.currentBatch->drawCounter >= RL_DEFAULT_BATCH_DRAWCALLS) draw_render_batch(GLOBAL_DATA.currentBatch);
|
|
|
|
GLOBAL_DATA.currentBatch->draws[GLOBAL_DATA.currentBatch->drawCounter - 1].mode = mode;
|
|
GLOBAL_DATA.currentBatch->draws[GLOBAL_DATA.currentBatch->drawCounter - 1].vertexCount = 0;
|
|
GLOBAL_DATA.currentBatch->draws[GLOBAL_DATA.currentBatch->drawCounter - 1].textureId = GLOBAL_DATA.State.defaultTextureId;
|
|
}
|
|
}
|
|
|
|
// Finish vertex providing
|
|
void end(void)
|
|
{
|
|
// NOTE: Depth increment is dependant on ortho(): z-near and z-far values,
|
|
// as well as depth buffer bit-depth (16bit or 24bit or 32bit)
|
|
// Correct increment formula would be: depthInc = (zfar - znear)/pow(2, bits)
|
|
GLOBAL_DATA.currentBatch->currentDepth += (1.0f/20000.0f);
|
|
}
|
|
|
|
// Define one vertex (position)
|
|
// NOTE: Vertex position data is the basic information required for drawing
|
|
void vertex3f(float x, float y, float z)
|
|
{
|
|
float tx = x;
|
|
float ty = y;
|
|
float tz = z;
|
|
|
|
// Transform provided vector if required
|
|
if (GLOBAL_DATA.State.transformRequired)
|
|
{
|
|
tx = GLOBAL_DATA.State.transform.m0*x + GLOBAL_DATA.State.transform.m4*y + GLOBAL_DATA.State.transform.m8*z + GLOBAL_DATA.State.transform.m12;
|
|
ty = GLOBAL_DATA.State.transform.m1*x + GLOBAL_DATA.State.transform.m5*y + GLOBAL_DATA.State.transform.m9*z + GLOBAL_DATA.State.transform.m13;
|
|
tz = GLOBAL_DATA.State.transform.m2*x + GLOBAL_DATA.State.transform.m6*y + GLOBAL_DATA.State.transform.m10*z + GLOBAL_DATA.State.transform.m14;
|
|
}
|
|
|
|
// WARNING: We can't break primitives when launching a new batch.
|
|
// RL_LINES comes in pairs, RL_TRIANGLES come in groups of 3 vertices and RL_QUADS come in groups of 4 vertices.
|
|
// We must check current draw.mode when a new vertex is required and finish the batch only if the draw.mode draw.vertexCount is %2, %3 or %4
|
|
if (GLOBAL_DATA.State.vertexCounter > (GLOBAL_DATA.currentBatch->vertexBuffer[GLOBAL_DATA.currentBatch->currentBuffer].elementCount*4 - 4))
|
|
{
|
|
if ((GLOBAL_DATA.currentBatch->draws[GLOBAL_DATA.currentBatch->drawCounter - 1].mode == RL_LINES) &&
|
|
(GLOBAL_DATA.currentBatch->draws[GLOBAL_DATA.currentBatch->drawCounter - 1].vertexCount%2 == 0))
|
|
{
|
|
// Reached the maximum number of vertices for RL_LINES drawing
|
|
// Launch a draw call but keep current state for next vertices comming
|
|
// NOTE: We add +1 vertex to the check for security
|
|
check_render_batch_limit(2 + 1);
|
|
}
|
|
else if ((GLOBAL_DATA.currentBatch->draws[GLOBAL_DATA.currentBatch->drawCounter - 1].mode == RL_TRIANGLES) &&
|
|
(GLOBAL_DATA.currentBatch->draws[GLOBAL_DATA.currentBatch->drawCounter - 1].vertexCount%3 == 0))
|
|
{
|
|
check_render_batch_limit(3 + 1);
|
|
}
|
|
else if ((GLOBAL_DATA.currentBatch->draws[GLOBAL_DATA.currentBatch->drawCounter - 1].mode == RL_QUADS) &&
|
|
(GLOBAL_DATA.currentBatch->draws[GLOBAL_DATA.currentBatch->drawCounter - 1].vertexCount%4 == 0))
|
|
{
|
|
check_render_batch_limit(4 + 1);
|
|
}
|
|
}
|
|
|
|
// Add vertices
|
|
GLOBAL_DATA.currentBatch->vertexBuffer[GLOBAL_DATA.currentBatch->currentBuffer].vertices[3*GLOBAL_DATA.State.vertexCounter] = tx;
|
|
GLOBAL_DATA.currentBatch->vertexBuffer[GLOBAL_DATA.currentBatch->currentBuffer].vertices[3*GLOBAL_DATA.State.vertexCounter + 1] = ty;
|
|
GLOBAL_DATA.currentBatch->vertexBuffer[GLOBAL_DATA.currentBatch->currentBuffer].vertices[3*GLOBAL_DATA.State.vertexCounter + 2] = tz;
|
|
|
|
// Add current texcoord
|
|
GLOBAL_DATA.currentBatch->vertexBuffer[GLOBAL_DATA.currentBatch->currentBuffer].texcoords[2*GLOBAL_DATA.State.vertexCounter] = GLOBAL_DATA.State.texcoordx;
|
|
GLOBAL_DATA.currentBatch->vertexBuffer[GLOBAL_DATA.currentBatch->currentBuffer].texcoords[2*GLOBAL_DATA.State.vertexCounter + 1] = GLOBAL_DATA.State.texcoordy;
|
|
|
|
// WARNING: By default vertex_buffer struct does not store normals
|
|
|
|
// Add current color
|
|
GLOBAL_DATA.currentBatch->vertexBuffer[GLOBAL_DATA.currentBatch->currentBuffer].colors[4*GLOBAL_DATA.State.vertexCounter] = GLOBAL_DATA.State.colorr;
|
|
GLOBAL_DATA.currentBatch->vertexBuffer[GLOBAL_DATA.currentBatch->currentBuffer].colors[4*GLOBAL_DATA.State.vertexCounter + 1] = GLOBAL_DATA.State.colorg;
|
|
GLOBAL_DATA.currentBatch->vertexBuffer[GLOBAL_DATA.currentBatch->currentBuffer].colors[4*GLOBAL_DATA.State.vertexCounter + 2] = GLOBAL_DATA.State.colorb;
|
|
GLOBAL_DATA.currentBatch->vertexBuffer[GLOBAL_DATA.currentBatch->currentBuffer].colors[4*GLOBAL_DATA.State.vertexCounter + 3] = GLOBAL_DATA.State.colora;
|
|
|
|
GLOBAL_DATA.State.vertexCounter++;
|
|
GLOBAL_DATA.currentBatch->draws[GLOBAL_DATA.currentBatch->drawCounter - 1].vertexCount++;
|
|
}
|
|
|
|
// Define one vertex (position)
|
|
void vertex2f(float x, float y)
|
|
{
|
|
vertex3f(x, y, GLOBAL_DATA.currentBatch->currentDepth);
|
|
}
|
|
|
|
// Define one vertex (position)
|
|
void vertex2i(int x, int y)
|
|
{
|
|
vertex3f((float)x, (float)y, GLOBAL_DATA.currentBatch->currentDepth);
|
|
}
|
|
|
|
// Define one vertex (texture coordinate)
|
|
// NOTE: Texture coordinates are limited to QUADS only
|
|
void tex_coord2f(float x, float y)
|
|
{
|
|
GLOBAL_DATA.State.texcoordx = x;
|
|
GLOBAL_DATA.State.texcoordy = y;
|
|
}
|
|
|
|
// Define one vertex (normal)
|
|
// NOTE: Normals limited to TRIANGLES only?
|
|
void normal3f(float x, float y, float z)
|
|
{
|
|
GLOBAL_DATA.State.normalx = x;
|
|
GLOBAL_DATA.State.normaly = y;
|
|
GLOBAL_DATA.State.normalz = z;
|
|
}
|
|
|
|
// Define one vertex (color)
|
|
void color4ub(unsigned char x, unsigned char y, unsigned char z, unsigned char w)
|
|
{
|
|
GLOBAL_DATA.State.colorr = x;
|
|
GLOBAL_DATA.State.colorg = y;
|
|
GLOBAL_DATA.State.colorb = z;
|
|
GLOBAL_DATA.State.colora = w;
|
|
}
|
|
|
|
// Define one vertex (color)
|
|
void color4f(float r, float g, float b, float a)
|
|
{
|
|
color4ub((unsigned char)(r*255), (unsigned char)(g*255), (unsigned char)(b*255), (unsigned char)(a*255));
|
|
}
|
|
|
|
// Define one vertex (color)
|
|
void color3f(float x, float y, float z)
|
|
{
|
|
color4ub((unsigned char)(x*255), (unsigned char)(y*255), (unsigned char)(z*255), 255);
|
|
}
|
|
|
|
#endif
|
|
|
|
//--------------------------------------------------------------------------------------
|
|
// Module Functions Definition - OpenGL style functions (common to 1.1, 3.3+, ES2)
|
|
//--------------------------------------------------------------------------------------
|
|
|
|
// Set current texture to use
|
|
void set_texture(unsigned int id)
|
|
{
|
|
if (id == 0)
|
|
{
|
|
#if defined(GRAPHICS_API_OPENGL_11)
|
|
disable_texture();
|
|
#else
|
|
// NOTE: If quads batch limit is reached, we force a draw call and next batch starts
|
|
if (GLOBAL_DATA.State.vertexCounter >=
|
|
GLOBAL_DATA.currentBatch->vertexBuffer[GLOBAL_DATA.currentBatch->currentBuffer].elementCount*4)
|
|
{
|
|
draw_render_batch(GLOBAL_DATA.currentBatch);
|
|
}
|
|
#endif
|
|
}
|
|
else
|
|
{
|
|
#if defined(GRAPHICS_API_OPENGL_11)
|
|
enable_texture(id);
|
|
#else
|
|
if (GLOBAL_DATA.currentBatch->draws[GLOBAL_DATA.currentBatch->drawCounter - 1].textureId != id)
|
|
{
|
|
if (GLOBAL_DATA.currentBatch->draws[GLOBAL_DATA.currentBatch->drawCounter - 1].vertexCount > 0)
|
|
{
|
|
// Make sure current GLOBAL_DATA.currentBatch->draws[i].vertexCount is aligned a multiple of 4,
|
|
// that way, following QUADS drawing will keep aligned with index processing
|
|
// It implies adding some extra alignment vertex at the end of the draw,
|
|
// those vertex are not processed but they are considered as an additional offset
|
|
// for the next set of vertex to be drawn
|
|
if (GLOBAL_DATA.currentBatch->draws[GLOBAL_DATA.currentBatch->drawCounter - 1].mode == RL_LINES) GLOBAL_DATA.currentBatch->draws[GLOBAL_DATA.currentBatch->drawCounter - 1].vertexAlignment = ((GLOBAL_DATA.currentBatch->draws[GLOBAL_DATA.currentBatch->drawCounter - 1].vertexCount < 4)? GLOBAL_DATA.currentBatch->draws[GLOBAL_DATA.currentBatch->drawCounter - 1].vertexCount : GLOBAL_DATA.currentBatch->draws[GLOBAL_DATA.currentBatch->drawCounter - 1].vertexCount%4);
|
|
else if (GLOBAL_DATA.currentBatch->draws[GLOBAL_DATA.currentBatch->drawCounter - 1].mode == RL_TRIANGLES) GLOBAL_DATA.currentBatch->draws[GLOBAL_DATA.currentBatch->drawCounter - 1].vertexAlignment = ((GLOBAL_DATA.currentBatch->draws[GLOBAL_DATA.currentBatch->drawCounter - 1].vertexCount < 4)? 1 : (4 - (GLOBAL_DATA.currentBatch->draws[GLOBAL_DATA.currentBatch->drawCounter - 1].vertexCount%4)));
|
|
else GLOBAL_DATA.currentBatch->draws[GLOBAL_DATA.currentBatch->drawCounter - 1].vertexAlignment = 0;
|
|
|
|
if (!check_render_batch_limit(GLOBAL_DATA.currentBatch->draws[GLOBAL_DATA.currentBatch->drawCounter - 1].vertexAlignment))
|
|
{
|
|
GLOBAL_DATA.State.vertexCounter += GLOBAL_DATA.currentBatch->draws[GLOBAL_DATA.currentBatch->drawCounter - 1].vertexAlignment;
|
|
|
|
GLOBAL_DATA.currentBatch->drawCounter++;
|
|
}
|
|
}
|
|
|
|
if (GLOBAL_DATA.currentBatch->drawCounter >= RL_DEFAULT_BATCH_DRAWCALLS) draw_render_batch(GLOBAL_DATA.currentBatch);
|
|
|
|
GLOBAL_DATA.currentBatch->draws[GLOBAL_DATA.currentBatch->drawCounter - 1].textureId = id;
|
|
GLOBAL_DATA.currentBatch->draws[GLOBAL_DATA.currentBatch->drawCounter - 1].vertexCount = 0;
|
|
}
|
|
#endif
|
|
}
|
|
}
|
|
|
|
// Select and active a texture slot
|
|
void active_texture_slot(int slot)
|
|
{
|
|
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
glActiveTexture(GL_TEXTURE0 + slot);
|
|
#endif
|
|
}
|
|
|
|
// Enable texture
|
|
void enable_texture(unsigned int id)
|
|
{
|
|
#if defined(GRAPHICS_API_OPENGL_11)
|
|
glEnable(GL_TEXTURE_2D);
|
|
#endif
|
|
glBindTexture(GL_TEXTURE_2D, id);
|
|
}
|
|
|
|
// Disable texture
|
|
void disable_texture(void)
|
|
{
|
|
#if defined(GRAPHICS_API_OPENGL_11)
|
|
glDisable(GL_TEXTURE_2D);
|
|
#endif
|
|
glBindTexture(GL_TEXTURE_2D, 0);
|
|
}
|
|
|
|
// Enable texture cubemap
|
|
void enable_texture_cubemap(unsigned int id)
|
|
{
|
|
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
glBindTexture(GL_TEXTURE_CUBE_MAP, id);
|
|
#endif
|
|
}
|
|
|
|
// Disable texture cubemap
|
|
void disable_texture_cubemap(void)
|
|
{
|
|
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
|
|
#endif
|
|
}
|
|
|
|
// Set texture parameters (wrap mode/filter mode)
|
|
void texture_parameters(unsigned int id, int param, int value)
|
|
{
|
|
glBindTexture(GL_TEXTURE_2D, id);
|
|
|
|
#if !defined(GRAPHICS_API_OPENGL_11)
|
|
// Reset anisotropy filter, in case it was set
|
|
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, 1.0f);
|
|
#endif
|
|
|
|
switch (param)
|
|
{
|
|
case TEXTURE_WRAP_S:
|
|
case TEXTURE_WRAP_T:
|
|
{
|
|
if (value == TEXTURE_WRAP_MIRROR_CLAMP)
|
|
{
|
|
#if !defined(GRAPHICS_API_OPENGL_11)
|
|
if (GLOBAL_DATA.ExtSupported.texMirrorClamp) glTexParameteri(GL_TEXTURE_2D, param, value);
|
|
else RL_TRACELOG(LOG_WARNING, "GL: Clamp mirror wrap mode not supported (GL_MIRROR_CLAMP_EXT)");
|
|
#endif
|
|
}
|
|
else glTexParameteri(GL_TEXTURE_2D, param, value);
|
|
|
|
} break;
|
|
case TEXTURE_MAG_FILTER:
|
|
case TEXTURE_MIN_FILTER: glTexParameteri(GL_TEXTURE_2D, param, value); break;
|
|
case TEXTURE_FILTER_ANISOTROPIC:
|
|
{
|
|
#if !defined(GRAPHICS_API_OPENGL_11)
|
|
if (value <= GLOBAL_DATA.ExtSupported.maxAnisotropyLevel) glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, (float)value);
|
|
else if (GLOBAL_DATA.ExtSupported.maxAnisotropyLevel > 0.0f)
|
|
{
|
|
RL_TRACELOG(LOG_WARNING, "GL: Maximum anisotropic filter level supported is %iX", id, (int)GLOBAL_DATA.ExtSupported.maxAnisotropyLevel);
|
|
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, (float)value);
|
|
}
|
|
else RL_TRACELOG(LOG_WARNING, "GL: Anisotropic filtering not supported");
|
|
#endif
|
|
} break;
|
|
#if defined(GRAPHICS_API_OPENGL_33)
|
|
case TEXTURE_MIPMAP_BIAS_RATIO: glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_LOD_BIAS, value/100.0f);
|
|
#endif
|
|
default: break;
|
|
}
|
|
|
|
glBindTexture(GL_TEXTURE_2D, 0);
|
|
}
|
|
|
|
// Set cubemap parameters (wrap mode/filter mode)
|
|
void cubemap_parameters(unsigned int id, int param, int value)
|
|
{
|
|
#if !defined(GRAPHICS_API_OPENGL_11)
|
|
glBindTexture(GL_TEXTURE_CUBE_MAP, id);
|
|
|
|
// Reset anisotropy filter, in case it was set
|
|
glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAX_ANISOTROPY_EXT, 1.0f);
|
|
|
|
switch (param)
|
|
{
|
|
case TEXTURE_WRAP_S:
|
|
case TEXTURE_WRAP_T:
|
|
{
|
|
if (value == TEXTURE_WRAP_MIRROR_CLAMP)
|
|
{
|
|
if (GLOBAL_DATA.ExtSupported.texMirrorClamp) glTexParameteri(GL_TEXTURE_CUBE_MAP, param, value);
|
|
else RL_TRACELOG(LOG_WARNING, "GL: Clamp mirror wrap mode not supported (GL_MIRROR_CLAMP_EXT)");
|
|
}
|
|
else glTexParameteri(GL_TEXTURE_CUBE_MAP, param, value);
|
|
|
|
} break;
|
|
case TEXTURE_MAG_FILTER:
|
|
case TEXTURE_MIN_FILTER: glTexParameteri(GL_TEXTURE_CUBE_MAP, param, value); break;
|
|
case TEXTURE_FILTER_ANISOTROPIC:
|
|
{
|
|
if (value <= GLOBAL_DATA.ExtSupported.maxAnisotropyLevel) glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAX_ANISOTROPY_EXT, (float)value);
|
|
else if (GLOBAL_DATA.ExtSupported.maxAnisotropyLevel > 0.0f)
|
|
{
|
|
RL_TRACELOG(LOG_WARNING, "GL: Maximum anisotropic filter level supported is %iX", id, (int)GLOBAL_DATA.ExtSupported.maxAnisotropyLevel);
|
|
glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAX_ANISOTROPY_EXT, (float)value);
|
|
}
|
|
else RL_TRACELOG(LOG_WARNING, "GL: Anisotropic filtering not supported");
|
|
} break;
|
|
#if defined(GRAPHICS_API_OPENGL_33)
|
|
case TEXTURE_MIPMAP_BIAS_RATIO: glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_LOD_BIAS, value/100.0f);
|
|
#endif
|
|
default: break;
|
|
}
|
|
|
|
glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
|
|
#endif
|
|
}
|
|
|
|
// Enable shader program
|
|
void enable_shader(unsigned int id)
|
|
{
|
|
#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2))
|
|
glUseProgram(id);
|
|
#endif
|
|
}
|
|
|
|
// Disable shader program
|
|
void disable_shader(void)
|
|
{
|
|
#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2))
|
|
glUseProgram(0);
|
|
#endif
|
|
}
|
|
|
|
// Enable rendering to texture (fbo)
|
|
void enable_framebuffer(unsigned int id)
|
|
{
|
|
#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)) && defined(RLGL_RENDER_TEXTURES_HINT)
|
|
glBindFramebuffer(GL_FRAMEBUFFER, id);
|
|
#endif
|
|
}
|
|
|
|
// Disable rendering to texture
|
|
void disable_framebuffer(void)
|
|
{
|
|
#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)) && defined(RLGL_RENDER_TEXTURES_HINT)
|
|
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
|
#endif
|
|
}
|
|
|
|
// Blit active framebuffer to main framebuffer
|
|
void blit_framebuffer(int srcX, int srcY, int srcWidth, int srcHeight, int dstX, int dstY, int dstWidth, int dstHeight, int bufferMask)
|
|
{
|
|
#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES3)) && defined(RLGL_RENDER_TEXTURES_HINT)
|
|
glBlitFramebuffer(srcX, srcY, srcWidth, srcHeight, dstX, dstY, dstWidth, dstHeight, bufferMask, GL_NEAREST);
|
|
#endif
|
|
}
|
|
|
|
// Activate multiple draw color buffers
|
|
// NOTE: One color buffer is always active by default
|
|
void active_draw_buffers(int count)
|
|
{
|
|
#if ((defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES3)) && defined(RLGL_RENDER_TEXTURES_HINT))
|
|
// NOTE: Maximum number of draw buffers supported is implementation dependant,
|
|
// it can be queried with glGet*() but it must be at least 8
|
|
//GLint maxDrawBuffers = 0;
|
|
//glGetIntegerv(GL_MAX_DRAW_BUFFERS, &maxDrawBuffers);
|
|
|
|
if (count > 0)
|
|
{
|
|
if (count > 8) RL_TRACELOG(LOG_WARNING, "GL: Max color buffers limited to 8");
|
|
else
|
|
{
|
|
unsigned int buffers[8] = {
|
|
#if defined(GRAPHICS_API_OPENGL_ES3)
|
|
GL_COLOR_ATTACHMENT0_EXT,
|
|
GL_COLOR_ATTACHMENT1_EXT,
|
|
GL_COLOR_ATTACHMENT2_EXT,
|
|
GL_COLOR_ATTACHMENT3_EXT,
|
|
GL_COLOR_ATTACHMENT4_EXT,
|
|
GL_COLOR_ATTACHMENT5_EXT,
|
|
GL_COLOR_ATTACHMENT6_EXT,
|
|
GL_COLOR_ATTACHMENT7_EXT,
|
|
#else
|
|
GL_COLOR_ATTACHMENT0,
|
|
GL_COLOR_ATTACHMENT1,
|
|
GL_COLOR_ATTACHMENT2,
|
|
GL_COLOR_ATTACHMENT3,
|
|
GL_COLOR_ATTACHMENT4,
|
|
GL_COLOR_ATTACHMENT5,
|
|
GL_COLOR_ATTACHMENT6,
|
|
GL_COLOR_ATTACHMENT7,
|
|
#endif
|
|
};
|
|
|
|
#if defined(GRAPHICS_API_OPENGL_ES3)
|
|
glDrawBuffersEXT(count, buffers);
|
|
#else
|
|
glDrawBuffers(count, buffers);
|
|
#endif
|
|
}
|
|
}
|
|
else RL_TRACELOG(LOG_WARNING, "GL: One color buffer active by default");
|
|
#endif
|
|
}
|
|
|
|
//----------------------------------------------------------------------------------
|
|
// General render state configuration
|
|
//----------------------------------------------------------------------------------
|
|
|
|
// Enable color blending
|
|
void enable_color_blend(void) { glEnable(GL_BLEND); }
|
|
|
|
// Disable color blending
|
|
void disable_color_blend(void) { glDisable(GL_BLEND); }
|
|
|
|
// Enable depth test
|
|
void enable_depth_test(void) { glEnable(GL_DEPTH_TEST); }
|
|
|
|
// Disable depth test
|
|
void disable_depth_test(void) { glDisable(GL_DEPTH_TEST); }
|
|
|
|
// Enable depth write
|
|
void enable_depth_mask(void) { glDepthMask(GL_TRUE); }
|
|
|
|
// Disable depth write
|
|
void disable_depth_mask(void) { glDepthMask(GL_FALSE); }
|
|
|
|
// Enable backface culling
|
|
void enable_backface_culling(void) { glEnable(GL_CULL_FACE); }
|
|
|
|
// Disable backface culling
|
|
void disable_backface_culling(void) { glDisable(GL_CULL_FACE); }
|
|
|
|
// Set face culling mode
|
|
void set_cull_face(int mode)
|
|
{
|
|
switch (mode)
|
|
{
|
|
case CULL_FACE_BACK: glCullFace(GL_BACK); break;
|
|
case CULL_FACE_FRONT: glCullFace(GL_FRONT); break;
|
|
default: break;
|
|
}
|
|
}
|
|
|
|
// Enable scissor test
|
|
void enable_scissor_test(void) { glEnable(GL_SCISSOR_TEST); }
|
|
|
|
// Disable scissor test
|
|
void disable_scissor_test(void) { glDisable(GL_SCISSOR_TEST); }
|
|
|
|
// Scissor test
|
|
void scissor(int x, int y, int width, int height) { glScissor(x, y, width, height); }
|
|
|
|
// Enable wire mode
|
|
void enable_wire_mode(void)
|
|
{
|
|
#if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33)
|
|
// NOTE: glPolygonMode() not available on OpenGL ES
|
|
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
|
|
#endif
|
|
}
|
|
|
|
void enable_point_mode(void)
|
|
{
|
|
#if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33)
|
|
// NOTE: glPolygonMode() not available on OpenGL ES
|
|
glPolygonMode(GL_FRONT_AND_BACK, GL_POINT);
|
|
glEnable(GL_PROGRAM_POINT_SIZE);
|
|
#endif
|
|
}
|
|
// Disable wire mode
|
|
void disable_wire_mode(void)
|
|
{
|
|
#if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33)
|
|
// NOTE: glPolygonMode() not available on OpenGL ES
|
|
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
|
|
#endif
|
|
}
|
|
|
|
// Set the line drawing width
|
|
void set_line_width(float width) { glLineWidth(width); }
|
|
|
|
// Get the line drawing width
|
|
float get_line_width(void)
|
|
{
|
|
float width = 0;
|
|
glGetFloatv(GL_LINE_WIDTH, &width);
|
|
return width;
|
|
}
|
|
|
|
// Enable line aliasing
|
|
void enable_smooth_lines(void)
|
|
{
|
|
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_11)
|
|
glEnable(GL_LINE_SMOOTH);
|
|
#endif
|
|
}
|
|
|
|
// Disable line aliasing
|
|
void disable_smooth_lines(void)
|
|
{
|
|
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_11)
|
|
glDisable(GL_LINE_SMOOTH);
|
|
#endif
|
|
}
|
|
|
|
// Enable stereo rendering
|
|
void enable_stereo_render(void)
|
|
{
|
|
#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2))
|
|
GLOBAL_DATA.State.stereoRender = true;
|
|
#endif
|
|
}
|
|
|
|
// Disable stereo rendering
|
|
void disable_stereo_render(void)
|
|
{
|
|
#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2))
|
|
GLOBAL_DATA.State.stereoRender = false;
|
|
#endif
|
|
}
|
|
|
|
// Check if stereo render is enabled
|
|
bool is_stereo_render_enabled(void)
|
|
{
|
|
#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2))
|
|
return GLOBAL_DATA.State.stereoRender;
|
|
#else
|
|
return false;
|
|
#endif
|
|
}
|
|
|
|
// Clear color buffer with color
|
|
void clear_color(unsigned char r, unsigned char g, unsigned char b, unsigned char a)
|
|
{
|
|
// Color values clamp to 0.0f(0) and 1.0f(255)
|
|
float cr = (float)r/255;
|
|
float cg = (float)g/255;
|
|
float cb = (float)b/255;
|
|
float ca = (float)a/255;
|
|
|
|
glClearColor(cr, cg, cb, ca);
|
|
}
|
|
|
|
// Clear used screen buffers (color and depth)
|
|
void clear_screen_buffers(void)
|
|
{
|
|
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear used buffers: Color and Depth (Depth is used for 3D)
|
|
//glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); // Stencil buffer not used...
|
|
}
|
|
|
|
// Check and log OpenGL error codes
|
|
void check_errors()
|
|
{
|
|
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
int check = 1;
|
|
while (check)
|
|
{
|
|
const GLenum err = glGetError();
|
|
switch (err)
|
|
{
|
|
case GL_NO_ERROR: check = 0; break;
|
|
case 0x0500: RL_TRACELOG(LOG_WARNING, "GL: Error detected: GL_INVALID_ENUM"); break;
|
|
case 0x0501: RL_TRACELOG(LOG_WARNING, "GL: Error detected: GL_INVALID_VALUE"); break;
|
|
case 0x0502: RL_TRACELOG(LOG_WARNING, "GL: Error detected: GL_INVALID_OPERATION"); break;
|
|
case 0x0503: RL_TRACELOG(LOG_WARNING, "GL: Error detected: GL_STACK_OVERFLOW"); break;
|
|
case 0x0504: RL_TRACELOG(LOG_WARNING, "GL: Error detected: GL_STACK_UNDERFLOW"); break;
|
|
case 0x0505: RL_TRACELOG(LOG_WARNING, "GL: Error detected: GL_OUT_OF_MEMORY"); break;
|
|
case 0x0506: RL_TRACELOG(LOG_WARNING, "GL: Error detected: GL_INVALID_FRAMEBUFFER_OPERATION"); break;
|
|
default: RL_TRACELOG(LOG_WARNING, "GL: Error detected: Unknown error code: %x", err); break;
|
|
}
|
|
}
|
|
#endif
|
|
}
|
|
|
|
// Set blend mode
|
|
void set_blend_mode(int mode)
|
|
{
|
|
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
if ((GLOBAL_DATA.State.currentBlendMode != mode) || ((mode == BLEND_CUSTOM || mode == BLEND_CUSTOM_SEPARATE) && GLOBAL_DATA.State.glCustomBlendModeModified))
|
|
{
|
|
draw_render_batch(GLOBAL_DATA.currentBatch);
|
|
|
|
switch (mode)
|
|
{
|
|
case BLEND_ALPHA: glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glBlendEquation(GL_FUNC_ADD); break;
|
|
case BLEND_ADDITIVE: glBlendFunc(GL_SRC_ALPHA, GL_ONE); glBlendEquation(GL_FUNC_ADD); break;
|
|
case BLEND_MULTIPLIED: glBlendFunc(GL_DST_COLOR, GL_ONE_MINUS_SRC_ALPHA); glBlendEquation(GL_FUNC_ADD); break;
|
|
case BLEND_ADD_COLORS: glBlendFunc(GL_ONE, GL_ONE); glBlendEquation(GL_FUNC_ADD); break;
|
|
case BLEND_SUBTRACT_COLORS: glBlendFunc(GL_ONE, GL_ONE); glBlendEquation(GL_FUNC_SUBTRACT); break;
|
|
case BLEND_ALPHA_PREMULTIPLY: glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA); glBlendEquation(GL_FUNC_ADD); break;
|
|
case BLEND_CUSTOM:
|
|
{
|
|
// NOTE: Using GL blend src/dst factors and GL equation configured with set_blend_factors()
|
|
glBlendFunc(GLOBAL_DATA.State.glBlendSrcFactor, GLOBAL_DATA.State.glBlendDstFactor); glBlendEquation(GLOBAL_DATA.State.glBlendEquation);
|
|
|
|
} break;
|
|
case BLEND_CUSTOM_SEPARATE:
|
|
{
|
|
// NOTE: Using GL blend src/dst factors and GL equation configured with set_blend_factors_separate()
|
|
glBlendFuncSeparate(GLOBAL_DATA.State.glBlendSrcFactorRGB, GLOBAL_DATA.State.glBlendDestFactorRGB, GLOBAL_DATA.State.glBlendSrcFactorAlpha, GLOBAL_DATA.State.glBlendDestFactorAlpha);
|
|
glBlendEquationSeparate(GLOBAL_DATA.State.glBlendEquationRGB, GLOBAL_DATA.State.glBlendEquationAlpha);
|
|
|
|
} break;
|
|
default: break;
|
|
}
|
|
|
|
GLOBAL_DATA.State.currentBlendMode = mode;
|
|
GLOBAL_DATA.State.glCustomBlendModeModified = false;
|
|
}
|
|
#endif
|
|
}
|
|
|
|
// Set blending mode factor and equation
|
|
void set_blend_factors(int glSrcFactor, int glDstFactor, int glEquation)
|
|
{
|
|
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
if ((GLOBAL_DATA.State.glBlendSrcFactor != glSrcFactor) ||
|
|
(GLOBAL_DATA.State.glBlendDstFactor != glDstFactor) ||
|
|
(GLOBAL_DATA.State.glBlendEquation != glEquation))
|
|
{
|
|
GLOBAL_DATA.State.glBlendSrcFactor = glSrcFactor;
|
|
GLOBAL_DATA.State.glBlendDstFactor = glDstFactor;
|
|
GLOBAL_DATA.State.glBlendEquation = glEquation;
|
|
|
|
GLOBAL_DATA.State.glCustomBlendModeModified = true;
|
|
}
|
|
#endif
|
|
}
|
|
|
|
// Set blending mode factor and equation separately for RGB and alpha
|
|
void set_blend_factors_separate(int glSrcRGB, int glDstRGB, int glSrcAlpha, int glDstAlpha, int glEqRGB, int glEqAlpha)
|
|
{
|
|
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
if ((GLOBAL_DATA.State.glBlendSrcFactorRGB != glSrcRGB) ||
|
|
(GLOBAL_DATA.State.glBlendDestFactorRGB != glDstRGB) ||
|
|
(GLOBAL_DATA.State.glBlendSrcFactorAlpha != glSrcAlpha) ||
|
|
(GLOBAL_DATA.State.glBlendDestFactorAlpha != glDstAlpha) ||
|
|
(GLOBAL_DATA.State.glBlendEquationRGB != glEqRGB) ||
|
|
(GLOBAL_DATA.State.glBlendEquationAlpha != glEqAlpha))
|
|
{
|
|
GLOBAL_DATA.State.glBlendSrcFactorRGB = glSrcRGB;
|
|
GLOBAL_DATA.State.glBlendDestFactorRGB = glDstRGB;
|
|
GLOBAL_DATA.State.glBlendSrcFactorAlpha = glSrcAlpha;
|
|
GLOBAL_DATA.State.glBlendDestFactorAlpha = glDstAlpha;
|
|
GLOBAL_DATA.State.glBlendEquationRGB = glEqRGB;
|
|
GLOBAL_DATA.State.glBlendEquationAlpha = glEqAlpha;
|
|
|
|
GLOBAL_DATA.State.glCustomBlendModeModified = true;
|
|
}
|
|
#endif
|
|
}
|
|
|
|
//----------------------------------------------------------------------------------
|
|
// Module Functions Definition - OpenGL Debug
|
|
//----------------------------------------------------------------------------------
|
|
#if defined(RLGL_ENABLE_OPENGL_DEBUG_CONTEXT) && defined(GRAPHICS_API_OPENGL_43)
|
|
static void GLAPIENTRY DebugMessageCallback(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar *message, const void *userParam)
|
|
{
|
|
// Ignore non-significant error/warning codes (NVidia drivers)
|
|
// NOTE: Here there are the details with a sample output:
|
|
// - #131169 - Framebuffer detailed info: The driver allocated storage for renderbuffer 2. (severity: low)
|
|
// - #131185 - Buffer detailed info: Buffer object 1 (bound to GL_ELEMENT_ARRAY_BUFFER_ARB, usage hint is GL_ENUM_88e4)
|
|
// will use VIDEO memory as the source for buffer object operations. (severity: low)
|
|
// - #131218 - Program/shader state performance warning: Vertex shader in program 7 is being recompiled based on GL state. (severity: medium)
|
|
// - #131204 - Texture state usage warning: The texture object (0) bound to texture image unit 0 does not have
|
|
// a defined base level and cannot be used for texture mapping. (severity: low)
|
|
if ((id == 131169) || (id == 131185) || (id == 131218) || (id == 131204)) return;
|
|
|
|
const char *msgSource = NULL;
|
|
switch (source)
|
|
{
|
|
case GL_DEBUG_SOURCE_API: msgSource = "API"; break;
|
|
case GL_DEBUG_SOURCE_WINDOW_SYSTEM: msgSource = "WINDOW_SYSTEM"; break;
|
|
case GL_DEBUG_SOURCE_SHADER_COMPILER: msgSource = "SHADER_COMPILER"; break;
|
|
case GL_DEBUG_SOURCE_THIRD_PARTY: msgSource = "THIRD_PARTY"; break;
|
|
case GL_DEBUG_SOURCE_APPLICATION: msgSource = "APPLICATION"; break;
|
|
case GL_DEBUG_SOURCE_OTHER: msgSource = "OTHER"; break;
|
|
default: break;
|
|
}
|
|
|
|
const char *msgType = NULL;
|
|
switch (type)
|
|
{
|
|
case GL_DEBUG_TYPE_ERROR: msgType = "ERROR"; break;
|
|
case GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR: msgType = "DEPRECATED_BEHAVIOR"; break;
|
|
case GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR: msgType = "UNDEFINED_BEHAVIOR"; break;
|
|
case GL_DEBUG_TYPE_PORTABILITY: msgType = "PORTABILITY"; break;
|
|
case GL_DEBUG_TYPE_PERFORMANCE: msgType = "PERFORMANCE"; break;
|
|
case GL_DEBUG_TYPE_MARKER: msgType = "MARKER"; break;
|
|
case GL_DEBUG_TYPE_PUSH_GROUP: msgType = "PUSH_GROUP"; break;
|
|
case GL_DEBUG_TYPE_POP_GROUP: msgType = "POP_GROUP"; break;
|
|
case GL_DEBUG_TYPE_OTHER: msgType = "OTHER"; break;
|
|
default: break;
|
|
}
|
|
|
|
const char *msgSeverity = "DEFAULT";
|
|
switch (severity)
|
|
{
|
|
case GL_DEBUG_SEVERITY_LOW: msgSeverity = "LOW"; break;
|
|
case GL_DEBUG_SEVERITY_MEDIUM: msgSeverity = "MEDIUM"; break;
|
|
case GL_DEBUG_SEVERITY_HIGH: msgSeverity = "HIGH"; break;
|
|
case GL_DEBUG_SEVERITY_NOTIFICATION: msgSeverity = "NOTIFICATION"; break;
|
|
default: break;
|
|
}
|
|
|
|
RL_TRACELOG(LOG_WARNING, "GL: OpenGL debug message: %s", message);
|
|
RL_TRACELOG(LOG_WARNING, " > Type: %s", msgType);
|
|
RL_TRACELOG(LOG_WARNING, " > Source = %s", msgSource);
|
|
RL_TRACELOG(LOG_WARNING, " > Severity = %s", msgSeverity);
|
|
}
|
|
#endif
|
|
|
|
//----------------------------------------------------------------------------------
|
|
// Module Functions Definition - rlgl functionality
|
|
//----------------------------------------------------------------------------------
|
|
|
|
// Initialize rlgl: OpenGL extensions, default buffers/shaders/textures, OpenGL states
|
|
void init(int width, int height)
|
|
{
|
|
// Enable OpenGL debug context if required
|
|
#if defined(RLGL_ENABLE_OPENGL_DEBUG_CONTEXT) && defined(GRAPHICS_API_OPENGL_43)
|
|
if ((glDebugMessageCallback != NULL) && (glDebugMessageControl != NULL))
|
|
{
|
|
glDebugMessageCallback(DebugMessageCallback, 0);
|
|
// glDebugMessageControl(GL_DEBUG_SOURCE_API, GL_DEBUG_TYPE_ERROR, GL_DEBUG_SEVERITY_HIGH, 0, 0, GL_TRUE);
|
|
|
|
// Debug context options:
|
|
// - GL_DEBUG_OUTPUT - Faster version but not useful for breakpoints
|
|
// - GL_DEBUG_OUTPUT_SYNCHRONUS - Callback is in sync with errors, so a breakpoint can be placed on the callback in order to get a stacktrace for the GL error
|
|
glEnable(GL_DEBUG_OUTPUT);
|
|
glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS);
|
|
}
|
|
#endif
|
|
|
|
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
// Init default white texture
|
|
unsigned char pixels[4] = { 255, 255, 255, 255 }; // 1 pixel RGBA (4 bytes)
|
|
GLOBAL_DATA.State.defaultTextureId = load_texture(pixels, 1, 1, PIXELFORMAT_UNCOMPRESSED_R8G8B8A8, 1);
|
|
|
|
if (GLOBAL_DATA.State.defaultTextureId != 0) RL_TRACELOG(LOG_INFO, "TEXTURE: [ID %i] Default texture loaded successfully", GLOBAL_DATA.State.defaultTextureId);
|
|
else RL_TRACELOG(LOG_WARNING, "TEXTURE: Failed to load default texture");
|
|
|
|
// Init default Shader (customized for GL 3.3 and ES2)
|
|
// Loaded: GLOBAL_DATA.State.defaultShaderId + GLOBAL_DATA.State.defaultShaderLocs
|
|
load_shader_default();
|
|
GLOBAL_DATA.State.currentShaderId = GLOBAL_DATA.State.defaultShaderId;
|
|
GLOBAL_DATA.State.currentShaderLocs = GLOBAL_DATA.State.defaultShaderLocs;
|
|
|
|
// Init default vertex arrays buffers
|
|
GLOBAL_DATA.defaultBatch = load_render_batch(RL_DEFAULT_BATCH_BUFFERS, RL_DEFAULT_BATCH_BUFFER_ELEMENTS);
|
|
GLOBAL_DATA.currentBatch = &GLOBAL_DATA.defaultBatch;
|
|
|
|
// Init stack matrices (emulating OpenGL 1.1)
|
|
for (int i = 0; i < RL_MAX_MATRIX_STACK_SIZE; i++) GLOBAL_DATA.State.stack[i] = internal_matrix_identity();
|
|
|
|
// Init internal matrices
|
|
GLOBAL_DATA.State.transform = internal_matrix_identity();
|
|
GLOBAL_DATA.State.projection = internal_matrix_identity();
|
|
GLOBAL_DATA.State.modelview = internal_matrix_identity();
|
|
GLOBAL_DATA.State.currentMatrix = &GLOBAL_DATA.State.modelview;
|
|
#endif // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2
|
|
|
|
// Initialize OpenGL default states
|
|
//----------------------------------------------------------
|
|
// Init state: Depth test
|
|
glDepthFunc(GL_LEQUAL); // Type of depth testing to apply
|
|
glDisable(GL_DEPTH_TEST); // Disable depth testing for 2D (only used for 3D)
|
|
|
|
// Init state: Blending mode
|
|
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // Color blending function (how colors are mixed)
|
|
glEnable(GL_BLEND); // Enable color blending (required to work with transparencies)
|
|
|
|
// Init state: Culling
|
|
// NOTE: All shapes/models triangles are drawn CCW
|
|
glCullFace(GL_BACK); // Cull the back face (default)
|
|
glFrontFace(GL_CCW); // Front face are defined counter clockwise (default)
|
|
glEnable(GL_CULL_FACE); // Enable backface culling
|
|
|
|
// Init state: Cubemap seamless
|
|
#if defined(GRAPHICS_API_OPENGL_33)
|
|
glEnable(GL_TEXTURE_CUBE_MAP_SEAMLESS); // Seamless cubemaps (not supported on OpenGL ES 2.0)
|
|
#endif
|
|
|
|
#if defined(GRAPHICS_API_OPENGL_11)
|
|
// Init state: Color hints (deprecated in OpenGL 3.0+)
|
|
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Improve quality of color and texture coordinate interpolation
|
|
glShadeModel(GL_SMOOTH); // Smooth shading between vertex (vertex colors interpolation)
|
|
#endif
|
|
|
|
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
// Store screen size into global variables
|
|
GLOBAL_DATA.State.framebufferWidth = width;
|
|
GLOBAL_DATA.State.framebufferHeight = height;
|
|
|
|
RL_TRACELOG(LOG_INFO, "GLOBAL_DATA: Default OpenGL state initialized successfully");
|
|
//----------------------------------------------------------
|
|
#endif
|
|
|
|
// Init state: Color/Depth buffers clear
|
|
glClearColor(0.0f, 0.0f, 0.0f, 1.0f); // Set clear color (black)
|
|
glClearDepth(1.0f); // Set clear depth value (default)
|
|
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear color and depth buffers (depth buffer required for 3D)
|
|
}
|
|
|
|
// Vertex Buffer Object deinitialization (memory free)
|
|
void close(void)
|
|
{
|
|
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
unload_render_batch(GLOBAL_DATA.defaultBatch);
|
|
|
|
unload_shader_default(); // Unload default shader
|
|
|
|
glDeleteTextures(1, &GLOBAL_DATA.State.defaultTextureId); // Unload default texture
|
|
RL_TRACELOG(LOG_INFO, "TEXTURE: [ID %i] Default texture unloaded successfully", GLOBAL_DATA.State.defaultTextureId);
|
|
#endif
|
|
}
|
|
|
|
// Load OpenGL extensions
|
|
// NOTE: External loader function must be provided
|
|
void load_extensions(void *loader)
|
|
{
|
|
#if defined(GRAPHICS_API_OPENGL_33) // Also defined for GRAPHICS_API_OPENGL_21
|
|
// NOTE: glad is generated and contains only required OpenGL 3.3 Core extensions (and lower versions)
|
|
if (gladLoadGL((GLADloadfunc)loader) == 0) RL_TRACELOG(LOG_WARNING, "GLAD: Cannot load OpenGL extensions");
|
|
else RL_TRACELOG(LOG_INFO, "GLAD: OpenGL extensions loaded successfully");
|
|
|
|
// Get number of supported extensions
|
|
GLint numExt = 0;
|
|
glGetIntegerv(GL_NUM_EXTENSIONS, &numExt);
|
|
RL_TRACELOG(LOG_INFO, "GL: Supported extensions count: %i", numExt);
|
|
|
|
#if defined(RLGL_SHOW_GL_DETAILS_INFO)
|
|
// Get supported extensions list
|
|
// WARNING: glGetStringi() not available on OpenGL 2.1
|
|
RL_TRACELOG(LOG_INFO, "GL: OpenGL extensions:");
|
|
for (int i = 0; i < numExt; i++) RL_TRACELOG(LOG_INFO, " %s", glGetStringi(GL_EXTENSIONS, i));
|
|
#endif
|
|
|
|
#if defined(GRAPHICS_API_OPENGL_21)
|
|
// Register supported extensions flags
|
|
// Optional OpenGL 2.1 extensions
|
|
GLOBAL_DATA.ExtSupported.vao = GLAD_GL_ARB_vertex_array_object;
|
|
GLOBAL_DATA.ExtSupported.instancing = (GLAD_GL_EXT_draw_instanced && GLAD_GL_ARB_instanced_arrays);
|
|
GLOBAL_DATA.ExtSupported.texNPOT = GLAD_GL_ARB_texture_non_power_of_two;
|
|
GLOBAL_DATA.ExtSupported.texFloat32 = GLAD_GL_ARB_texture_float;
|
|
GLOBAL_DATA.ExtSupported.texFloat16 = GLAD_GL_ARB_texture_float;
|
|
GLOBAL_DATA.ExtSupported.texDepth = GLAD_GL_ARB_depth_texture;
|
|
GLOBAL_DATA.ExtSupported.maxDepthBits = 32;
|
|
GLOBAL_DATA.ExtSupported.texAnisoFilter = GLAD_GL_EXT_texture_filter_anisotropic;
|
|
GLOBAL_DATA.ExtSupported.texMirrorClamp = GLAD_GL_EXT_texture_mirror_clamp;
|
|
#else
|
|
// Register supported extensions flags
|
|
// OpenGL 3.3 extensions supported by default (core)
|
|
GLOBAL_DATA.ExtSupported.vao = true;
|
|
GLOBAL_DATA.ExtSupported.instancing = true;
|
|
GLOBAL_DATA.ExtSupported.texNPOT = true;
|
|
GLOBAL_DATA.ExtSupported.texFloat32 = true;
|
|
GLOBAL_DATA.ExtSupported.texFloat16 = true;
|
|
GLOBAL_DATA.ExtSupported.texDepth = true;
|
|
GLOBAL_DATA.ExtSupported.maxDepthBits = 32;
|
|
GLOBAL_DATA.ExtSupported.texAnisoFilter = true;
|
|
GLOBAL_DATA.ExtSupported.texMirrorClamp = true;
|
|
#endif
|
|
|
|
// Optional OpenGL 3.3 extensions
|
|
GLOBAL_DATA.ExtSupported.texCompASTC = GLAD_GL_KHR_texture_compression_astc_hdr && GLAD_GL_KHR_texture_compression_astc_ldr;
|
|
GLOBAL_DATA.ExtSupported.texCompDXT = GLAD_GL_EXT_texture_compression_s3tc; // Texture compression: DXT
|
|
GLOBAL_DATA.ExtSupported.texCompETC2 = GLAD_GL_ARB_ES3_compatibility; // Texture compression: ETC2/EAC
|
|
#if defined(GRAPHICS_API_OPENGL_43)
|
|
GLOBAL_DATA.ExtSupported.computeShader = GLAD_GL_ARB_compute_shader;
|
|
GLOBAL_DATA.ExtSupported.ssbo = GLAD_GL_ARB_shader_storage_buffer_object;
|
|
#endif
|
|
|
|
#endif // GRAPHICS_API_OPENGL_33
|
|
|
|
#if defined(GRAPHICS_API_OPENGL_ES3)
|
|
// Register supported extensions flags
|
|
// OpenGL ES 3.0 extensions supported by default (or it should be)
|
|
GLOBAL_DATA.ExtSupported.vao = true;
|
|
GLOBAL_DATA.ExtSupported.instancing = true;
|
|
GLOBAL_DATA.ExtSupported.texNPOT = true;
|
|
GLOBAL_DATA.ExtSupported.texFloat32 = true;
|
|
GLOBAL_DATA.ExtSupported.texFloat16 = true;
|
|
GLOBAL_DATA.ExtSupported.texDepth = true;
|
|
GLOBAL_DATA.ExtSupported.texDepthWebGL = true;
|
|
GLOBAL_DATA.ExtSupported.maxDepthBits = 24;
|
|
GLOBAL_DATA.ExtSupported.texAnisoFilter = true;
|
|
GLOBAL_DATA.ExtSupported.texMirrorClamp = true;
|
|
// TODO: Check for additional OpenGL ES 3.0 supported extensions:
|
|
//GLOBAL_DATA.ExtSupported.texCompDXT = true;
|
|
//GLOBAL_DATA.ExtSupported.texCompETC1 = true;
|
|
//GLOBAL_DATA.ExtSupported.texCompETC2 = true;
|
|
//GLOBAL_DATA.ExtSupported.texCompPVRT = true;
|
|
//GLOBAL_DATA.ExtSupported.texCompASTC = true;
|
|
//GLOBAL_DATA.ExtSupported.maxAnisotropyLevel = true;
|
|
//GLOBAL_DATA.ExtSupported.computeShader = true;
|
|
//GLOBAL_DATA.ExtSupported.ssbo = true;
|
|
|
|
#elif defined(GRAPHICS_API_OPENGL_ES2)
|
|
|
|
#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_DESKTOP_SDL)
|
|
// TODO: Support GLAD loader for OpenGL ES 3.0
|
|
if (gladLoadGLES2((GLADloadfunc)loader) == 0) RL_TRACELOG(LOG_WARNING, "GLAD: Cannot load OpenGL ES2.0 functions");
|
|
else RL_TRACELOG(LOG_INFO, "GLAD: OpenGL ES 2.0 loaded successfully");
|
|
#endif
|
|
|
|
// Get supported extensions list
|
|
GLint numExt = 0;
|
|
const char **extList = RL_MALLOC(512*sizeof(const char *)); // Allocate 512 strings pointers (2 KB)
|
|
const char *extensions = (const char *)glGetString(GL_EXTENSIONS); // One big const string
|
|
|
|
// NOTE: We have to duplicate string because glGetString() returns a const string
|
|
int size = strlen(extensions) + 1; // Get extensions string size in bytes
|
|
char *extensionsDup = (char *)RL_CALLOC(size, sizeof(char));
|
|
strcpy(extensionsDup, extensions);
|
|
extList[numExt] = extensionsDup;
|
|
|
|
for (int i = 0; i < size; i++)
|
|
{
|
|
if (extensionsDup[i] == ' ')
|
|
{
|
|
extensionsDup[i] = '\0';
|
|
numExt++;
|
|
extList[numExt] = &extensionsDup[i + 1];
|
|
}
|
|
}
|
|
|
|
RL_TRACELOG(LOG_INFO, "GL: Supported extensions count: %i", numExt);
|
|
|
|
#if defined(RLGL_SHOW_GL_DETAILS_INFO)
|
|
RL_TRACELOG(LOG_INFO, "GL: OpenGL extensions:");
|
|
for (int i = 0; i < numExt; i++) RL_TRACELOG(LOG_INFO, " %s", extList[i]);
|
|
#endif
|
|
|
|
// Check required extensions
|
|
for (int i = 0; i < numExt; i++)
|
|
{
|
|
// Check VAO support
|
|
// NOTE: Only check on OpenGL ES, OpenGL 3.3 has VAO support as core feature
|
|
if (strcmp(extList[i], (const char *)"GL_OES_vertex_array_object") == 0)
|
|
{
|
|
// The extension is supported by our hardware and driver, try to get related functions pointers
|
|
// NOTE: emscripten does not support VAOs natively, it uses emulation and it reduces overall performance...
|
|
glGenVertexArrays = (PFNGLGENVERTEXARRAYSOESPROC)((glLoadProc)loader)("glGenVertexArraysOES");
|
|
glBindVertexArray = (PFNGLBINDVERTEXARRAYOESPROC)((glLoadProc)loader)("glBindVertexArrayOES");
|
|
glDeleteVertexArrays = (PFNGLDELETEVERTEXARRAYSOESPROC)((glLoadProc)loader)("glDeleteVertexArraysOES");
|
|
//glIsVertexArray = (PFNGLISVERTEXARRAYOESPROC)loader("glIsVertexArrayOES"); // NOTE: Fails in WebGL, omitted
|
|
|
|
if ((glGenVertexArrays != NULL) && (glBindVertexArray != NULL) && (glDeleteVertexArrays != NULL)) GLOBAL_DATA.ExtSupported.vao = true;
|
|
}
|
|
|
|
// Check instanced rendering support
|
|
if (strcmp(extList[i], (const char *)"GL_ANGLE_instanced_arrays") == 0) // Web ANGLE
|
|
{
|
|
glDrawArraysInstanced = (PFNGLDRAWARRAYSINSTANCEDEXTPROC)((glLoadProc)loader)("glDrawArraysInstancedANGLE");
|
|
glDrawElementsInstanced = (PFNGLDRAWELEMENTSINSTANCEDEXTPROC)((glLoadProc)loader)("glDrawElementsInstancedANGLE");
|
|
glVertexAttribDivisor = (PFNGLVERTEXATTRIBDIVISOREXTPROC)((glLoadProc)loader)("glVertexAttribDivisorANGLE");
|
|
|
|
if ((glDrawArraysInstanced != NULL) && (glDrawElementsInstanced != NULL) && (glVertexAttribDivisor != NULL)) GLOBAL_DATA.ExtSupported.instancing = true;
|
|
}
|
|
else
|
|
{
|
|
if ((strcmp(extList[i], (const char *)"GL_EXT_draw_instanced") == 0) && // Standard EXT
|
|
(strcmp(extList[i], (const char *)"GL_EXT_instanced_arrays") == 0))
|
|
{
|
|
glDrawArraysInstanced = (PFNGLDRAWARRAYSINSTANCEDEXTPROC)((glLoadProc)loader)("glDrawArraysInstancedEXT");
|
|
glDrawElementsInstanced = (PFNGLDRAWELEMENTSINSTANCEDEXTPROC)((glLoadProc)loader)("glDrawElementsInstancedEXT");
|
|
glVertexAttribDivisor = (PFNGLVERTEXATTRIBDIVISOREXTPROC)((glLoadProc)loader)("glVertexAttribDivisorEXT");
|
|
|
|
if ((glDrawArraysInstanced != NULL) && (glDrawElementsInstanced != NULL) && (glVertexAttribDivisor != NULL)) GLOBAL_DATA.ExtSupported.instancing = true;
|
|
}
|
|
}
|
|
|
|
// Check NPOT textures support
|
|
// NOTE: Only check on OpenGL ES, OpenGL 3.3 has NPOT textures full support as core feature
|
|
if (strcmp(extList[i], (const char *)"GL_OES_texture_npot") == 0) GLOBAL_DATA.ExtSupported.texNPOT = true;
|
|
|
|
// Check texture float support
|
|
if (strcmp(extList[i], (const char *)"GL_OES_texture_float") == 0) GLOBAL_DATA.ExtSupported.texFloat32 = true;
|
|
if (strcmp(extList[i], (const char *)"GL_OES_texture_half_float") == 0) GLOBAL_DATA.ExtSupported.texFloat16 = true;
|
|
|
|
// Check depth texture support
|
|
if (strcmp(extList[i], (const char *)"GL_OES_depth_texture") == 0) GLOBAL_DATA.ExtSupported.texDepth = true;
|
|
if (strcmp(extList[i], (const char *)"GL_WEBGL_depth_texture") == 0) GLOBAL_DATA.ExtSupported.texDepthWebGL = true; // WebGL requires unsized internal format
|
|
if (GLOBAL_DATA.ExtSupported.texDepthWebGL) GLOBAL_DATA.ExtSupported.texDepth = true;
|
|
|
|
if (strcmp(extList[i], (const char *)"GL_OES_depth24") == 0) GLOBAL_DATA.ExtSupported.maxDepthBits = 24; // Not available on WebGL
|
|
if (strcmp(extList[i], (const char *)"GL_OES_depth32") == 0) GLOBAL_DATA.ExtSupported.maxDepthBits = 32; // Not available on WebGL
|
|
|
|
// Check texture compression support: DXT
|
|
if ((strcmp(extList[i], (const char *)"GL_EXT_texture_compression_s3tc") == 0) ||
|
|
(strcmp(extList[i], (const char *)"GL_WEBGL_compressed_texture_s3tc") == 0) ||
|
|
(strcmp(extList[i], (const char *)"GL_WEBKIT_WEBGL_compressed_texture_s3tc") == 0)) GLOBAL_DATA.ExtSupported.texCompDXT = true;
|
|
|
|
// Check texture compression support: ETC1
|
|
if ((strcmp(extList[i], (const char *)"GL_OES_compressed_ETC1_RGB8_texture") == 0) ||
|
|
(strcmp(extList[i], (const char *)"GL_WEBGL_compressed_texture_etc1") == 0)) GLOBAL_DATA.ExtSupported.texCompETC1 = true;
|
|
|
|
// Check texture compression support: ETC2/EAC
|
|
if (strcmp(extList[i], (const char *)"GL_ARB_ES3_compatibility") == 0) GLOBAL_DATA.ExtSupported.texCompETC2 = true;
|
|
|
|
// Check texture compression support: PVR
|
|
if (strcmp(extList[i], (const char *)"GL_IMG_texture_compression_pvrtc") == 0) GLOBAL_DATA.ExtSupported.texCompPVRT = true;
|
|
|
|
// Check texture compression support: ASTC
|
|
if (strcmp(extList[i], (const char *)"GL_KHR_texture_compression_astc_hdr") == 0) GLOBAL_DATA.ExtSupported.texCompASTC = true;
|
|
|
|
// Check anisotropic texture filter support
|
|
if (strcmp(extList[i], (const char *)"GL_EXT_texture_filter_anisotropic") == 0) GLOBAL_DATA.ExtSupported.texAnisoFilter = true;
|
|
|
|
// Check clamp mirror wrap mode support
|
|
if (strcmp(extList[i], (const char *)"GL_EXT_texture_mirror_clamp") == 0) GLOBAL_DATA.ExtSupported.texMirrorClamp = true;
|
|
}
|
|
|
|
// Free extensions pointers
|
|
RL_FREE(extList);
|
|
RL_FREE(extensionsDup); // Duplicated string must be deallocated
|
|
#endif // GRAPHICS_API_OPENGL_ES2
|
|
|
|
// Check OpenGL information and capabilities
|
|
//------------------------------------------------------------------------------
|
|
// Show current OpenGL and GLSL version
|
|
RL_TRACELOG(LOG_INFO, "GL: OpenGL device information:");
|
|
RL_TRACELOG(LOG_INFO, " > Vendor: %s", glGetString(GL_VENDOR));
|
|
RL_TRACELOG(LOG_INFO, " > Renderer: %s", glGetString(GL_RENDERER));
|
|
RL_TRACELOG(LOG_INFO, " > Version: %s", glGetString(GL_VERSION));
|
|
RL_TRACELOG(LOG_INFO, " > GLSL: %s", glGetString(GL_SHADING_LANGUAGE_VERSION));
|
|
|
|
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
// NOTE: Anisotropy levels capability is an extension
|
|
#ifndef GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT
|
|
#define GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT 0x84FF
|
|
#endif
|
|
glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &GLOBAL_DATA.ExtSupported.maxAnisotropyLevel);
|
|
|
|
#if defined(RLGL_SHOW_GL_DETAILS_INFO)
|
|
// Show some OpenGL GPU capabilities
|
|
RL_TRACELOG(LOG_INFO, "GL: OpenGL capabilities:");
|
|
GLint capability = 0;
|
|
glGetIntegerv(GL_MAX_TEXTURE_SIZE, &capability);
|
|
RL_TRACELOG(LOG_INFO, " GL_MAX_TEXTURE_SIZE: %i", capability);
|
|
glGetIntegerv(GL_MAX_CUBE_MAP_TEXTURE_SIZE, &capability);
|
|
RL_TRACELOG(LOG_INFO, " GL_MAX_CUBE_MAP_TEXTURE_SIZE: %i", capability);
|
|
glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &capability);
|
|
RL_TRACELOG(LOG_INFO, " GL_MAX_TEXTURE_IMAGE_UNITS: %i", capability);
|
|
glGetIntegerv(GL_MAX_VERTEX_ATTRIBS, &capability);
|
|
RL_TRACELOG(LOG_INFO, " GL_MAX_VERTEX_ATTRIBS: %i", capability);
|
|
#if !defined(GRAPHICS_API_OPENGL_ES2)
|
|
glGetIntegerv(GL_MAX_UNIFORM_BLOCK_SIZE, &capability);
|
|
RL_TRACELOG(LOG_INFO, " GL_MAX_UNIFORM_BLOCK_SIZE: %i", capability);
|
|
glGetIntegerv(GL_MAX_DRAW_BUFFERS, &capability);
|
|
RL_TRACELOG(LOG_INFO, " GL_MAX_DRAW_BUFFERS: %i", capability);
|
|
if (GLOBAL_DATA.ExtSupported.texAnisoFilter) RL_TRACELOG(LOG_INFO, " GL_MAX_TEXTURE_MAX_ANISOTROPY: %.0f", GLOBAL_DATA.ExtSupported.maxAnisotropyLevel);
|
|
#endif
|
|
glGetIntegerv(GL_NUM_COMPRESSED_TEXTURE_FORMATS, &capability);
|
|
RL_TRACELOG(LOG_INFO, " GL_NUM_COMPRESSED_TEXTURE_FORMATS: %i", capability);
|
|
GLint *compFormats = (GLint *)RL_CALLOC(capability, sizeof(GLint));
|
|
glGetIntegerv(GL_COMPRESSED_TEXTURE_FORMATS, compFormats);
|
|
for (int i = 0; i < capability; i++) RL_TRACELOG(LOG_INFO, " %s", GetCompressedFormatName(compFormats[i]));
|
|
RL_FREE(compFormats);
|
|
|
|
#if defined(GRAPHICS_API_OPENGL_43)
|
|
glGetIntegerv(GL_MAX_VERTEX_ATTRIB_BINDINGS, &capability);
|
|
RL_TRACELOG(LOG_INFO, " GL_MAX_VERTEX_ATTRIB_BINDINGS: %i", capability);
|
|
glGetIntegerv(GL_MAX_UNIFORM_LOCATIONS, &capability);
|
|
RL_TRACELOG(LOG_INFO, " GL_MAX_UNIFORM_LOCATIONS: %i", capability);
|
|
#endif // GRAPHICS_API_OPENGL_43
|
|
#else // RLGL_SHOW_GL_DETAILS_INFO
|
|
|
|
// Show some basic info about GL supported features
|
|
if (GLOBAL_DATA.ExtSupported.vao) RL_TRACELOG(LOG_INFO, "GL: VAO extension detected, VAO functions loaded successfully");
|
|
else RL_TRACELOG(LOG_WARNING, "GL: VAO extension not found, VAO not supported");
|
|
if (GLOBAL_DATA.ExtSupported.texNPOT) RL_TRACELOG(LOG_INFO, "GL: NPOT textures extension detected, full NPOT textures supported");
|
|
else RL_TRACELOG(LOG_WARNING, "GL: NPOT textures extension not found, limited NPOT support (no-mipmaps, no-repeat)");
|
|
if (GLOBAL_DATA.ExtSupported.texCompDXT) RL_TRACELOG(LOG_INFO, "GL: DXT compressed textures supported");
|
|
if (GLOBAL_DATA.ExtSupported.texCompETC1) RL_TRACELOG(LOG_INFO, "GL: ETC1 compressed textures supported");
|
|
if (GLOBAL_DATA.ExtSupported.texCompETC2) RL_TRACELOG(LOG_INFO, "GL: ETC2/EAC compressed textures supported");
|
|
if (GLOBAL_DATA.ExtSupported.texCompPVRT) RL_TRACELOG(LOG_INFO, "GL: PVRT compressed textures supported");
|
|
if (GLOBAL_DATA.ExtSupported.texCompASTC) RL_TRACELOG(LOG_INFO, "GL: ASTC compressed textures supported");
|
|
if (GLOBAL_DATA.ExtSupported.computeShader) RL_TRACELOG(LOG_INFO, "GL: Compute shaders supported");
|
|
if (GLOBAL_DATA.ExtSupported.ssbo) RL_TRACELOG(LOG_INFO, "GL: Shader storage buffer objects supported");
|
|
#endif // RLGL_SHOW_GL_DETAILS_INFO
|
|
|
|
#endif // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2
|
|
}
|
|
|
|
// Get current OpenGL version
|
|
int get_version(void)
|
|
{
|
|
int glVersion = 0;
|
|
#if defined(GRAPHICS_API_OPENGL_11)
|
|
glVersion = RL_OPENGL_11;
|
|
#endif
|
|
#if defined(GRAPHICS_API_OPENGL_21)
|
|
glVersion = RL_OPENGL_21;
|
|
#elif defined(GRAPHICS_API_OPENGL_43)
|
|
glVersion = RL_OPENGL_43;
|
|
#elif defined(GRAPHICS_API_OPENGL_33)
|
|
glVersion = RL_OPENGL_33;
|
|
#endif
|
|
#if defined(GRAPHICS_API_OPENGL_ES3)
|
|
glVersion = RL_OPENGL_ES_30;
|
|
#elif defined(GRAPHICS_API_OPENGL_ES2)
|
|
glVersion = RL_OPENGL_ES_20;
|
|
#endif
|
|
|
|
return glVersion;
|
|
}
|
|
|
|
// Set current framebuffer width
|
|
void set_framebuffer_width(int width)
|
|
{
|
|
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
GLOBAL_DATA.State.framebufferWidth = width;
|
|
#endif
|
|
}
|
|
|
|
// Set current framebuffer height
|
|
void set_framebuffer_height(int height)
|
|
{
|
|
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
GLOBAL_DATA.State.framebufferHeight = height;
|
|
#endif
|
|
}
|
|
|
|
// Get default framebuffer width
|
|
int get_framebuffer_width(void)
|
|
{
|
|
int width = 0;
|
|
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
width = GLOBAL_DATA.State.framebufferWidth;
|
|
#endif
|
|
return width;
|
|
}
|
|
|
|
// Get default framebuffer height
|
|
int get_framebuffer_height(void)
|
|
{
|
|
int height = 0;
|
|
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
height = GLOBAL_DATA.State.framebufferHeight;
|
|
#endif
|
|
return height;
|
|
}
|
|
|
|
// Get default internal texture (white texture)
|
|
// NOTE: Default texture is a 1x1 pixel UNCOMPRESSED_R8G8B8A8
|
|
unsigned int get_texture_id_default(void)
|
|
{
|
|
unsigned int id = 0;
|
|
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
id = GLOBAL_DATA.State.defaultTextureId;
|
|
#endif
|
|
return id;
|
|
}
|
|
|
|
// Get default shader id
|
|
unsigned int get_shader_id_default(void)
|
|
{
|
|
unsigned int id = 0;
|
|
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
id = GLOBAL_DATA.State.defaultShaderId;
|
|
#endif
|
|
return id;
|
|
}
|
|
|
|
// Get default shader locs
|
|
int *get_shader_locs_default(void)
|
|
{
|
|
int *locs = NULL;
|
|
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
locs = GLOBAL_DATA.State.defaultShaderLocs;
|
|
#endif
|
|
return locs;
|
|
}
|
|
|
|
// Render batch management
|
|
//------------------------------------------------------------------------------------------------
|
|
// Load render batch
|
|
render_batch load_render_batch(int numBuffers, int bufferElements)
|
|
{
|
|
render_batch batch = { 0 };
|
|
|
|
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
// Initialize CPU (RAM) vertex buffers (position, texcoord, color data and indexes)
|
|
//--------------------------------------------------------------------------------------------
|
|
batch.vertexBuffer = (vertex_buffer *)RL_MALLOC(numBuffers*sizeof(vertex_buffer));
|
|
|
|
for (int i = 0; i < numBuffers; i++)
|
|
{
|
|
batch.vertexBuffer[i].elementCount = bufferElements;
|
|
|
|
batch.vertexBuffer[i].vertices = (float *)RL_MALLOC(bufferElements*3*4*sizeof(float)); // 3 float by vertex, 4 vertex by quad
|
|
batch.vertexBuffer[i].texcoords = (float *)RL_MALLOC(bufferElements*2*4*sizeof(float)); // 2 float by texcoord, 4 texcoord by quad
|
|
batch.vertexBuffer[i].colors = (unsigned char *)RL_MALLOC(bufferElements*4*4*sizeof(unsigned char)); // 4 float by color, 4 colors by quad
|
|
#if defined(GRAPHICS_API_OPENGL_33)
|
|
batch.vertexBuffer[i].indices = (unsigned int *)RL_MALLOC(bufferElements*6*sizeof(unsigned int)); // 6 int by quad (indices)
|
|
#endif
|
|
#if defined(GRAPHICS_API_OPENGL_ES2)
|
|
batch.vertexBuffer[i].indices = (unsigned short *)RL_MALLOC(bufferElements*6*sizeof(unsigned short)); // 6 int by quad (indices)
|
|
#endif
|
|
|
|
for (int j = 0; j < (3*4*bufferElements); j++) batch.vertexBuffer[i].vertices[j] = 0.0f;
|
|
for (int j = 0; j < (2*4*bufferElements); j++) batch.vertexBuffer[i].texcoords[j] = 0.0f;
|
|
for (int j = 0; j < (4*4*bufferElements); j++) batch.vertexBuffer[i].colors[j] = 0;
|
|
|
|
int k = 0;
|
|
|
|
// Indices can be initialized right now
|
|
for (int j = 0; j < (6*bufferElements); j += 6)
|
|
{
|
|
batch.vertexBuffer[i].indices[j] = 4*k;
|
|
batch.vertexBuffer[i].indices[j + 1] = 4*k + 1;
|
|
batch.vertexBuffer[i].indices[j + 2] = 4*k + 2;
|
|
batch.vertexBuffer[i].indices[j + 3] = 4*k;
|
|
batch.vertexBuffer[i].indices[j + 4] = 4*k + 2;
|
|
batch.vertexBuffer[i].indices[j + 5] = 4*k + 3;
|
|
|
|
k++;
|
|
}
|
|
|
|
GLOBAL_DATA.State.vertexCounter = 0;
|
|
}
|
|
|
|
RL_TRACELOG(LOG_INFO, "GLOBAL_DATA: Render batch vertex buffers loaded successfully in RAM (CPU)");
|
|
//--------------------------------------------------------------------------------------------
|
|
|
|
// Upload to GPU (VRAM) vertex data and initialize VAOs/VBOs
|
|
//--------------------------------------------------------------------------------------------
|
|
for (int i = 0; i < numBuffers; i++)
|
|
{
|
|
if (GLOBAL_DATA.ExtSupported.vao)
|
|
{
|
|
// Initialize Quads VAO
|
|
glGenVertexArrays(1, &batch.vertexBuffer[i].vaoId);
|
|
glBindVertexArray(batch.vertexBuffer[i].vaoId);
|
|
}
|
|
|
|
// Quads - Vertex buffers binding and attributes enable
|
|
// Vertex position buffer (shader-location = 0)
|
|
glGenBuffers(1, &batch.vertexBuffer[i].vboId[0]);
|
|
glBindBuffer(GL_ARRAY_BUFFER, batch.vertexBuffer[i].vboId[0]);
|
|
glBufferData(GL_ARRAY_BUFFER, bufferElements*3*4*sizeof(float), batch.vertexBuffer[i].vertices, GL_DYNAMIC_DRAW);
|
|
glEnableVertexAttribArray(GLOBAL_DATA.State.currentShaderLocs[SHADER_LOC_VERTEX_POSITION]);
|
|
glVertexAttribPointer(GLOBAL_DATA.State.currentShaderLocs[SHADER_LOC_VERTEX_POSITION], 3, GL_FLOAT, 0, 0, 0);
|
|
|
|
// Vertex texcoord buffer (shader-location = 1)
|
|
glGenBuffers(1, &batch.vertexBuffer[i].vboId[1]);
|
|
glBindBuffer(GL_ARRAY_BUFFER, batch.vertexBuffer[i].vboId[1]);
|
|
glBufferData(GL_ARRAY_BUFFER, bufferElements*2*4*sizeof(float), batch.vertexBuffer[i].texcoords, GL_DYNAMIC_DRAW);
|
|
glEnableVertexAttribArray(GLOBAL_DATA.State.currentShaderLocs[SHADER_LOC_VERTEX_TEXCOORD01]);
|
|
glVertexAttribPointer(GLOBAL_DATA.State.currentShaderLocs[SHADER_LOC_VERTEX_TEXCOORD01], 2, GL_FLOAT, 0, 0, 0);
|
|
|
|
// Vertex color buffer (shader-location = 3)
|
|
glGenBuffers(1, &batch.vertexBuffer[i].vboId[2]);
|
|
glBindBuffer(GL_ARRAY_BUFFER, batch.vertexBuffer[i].vboId[2]);
|
|
glBufferData(GL_ARRAY_BUFFER, bufferElements*4*4*sizeof(unsigned char), batch.vertexBuffer[i].colors, GL_DYNAMIC_DRAW);
|
|
glEnableVertexAttribArray(GLOBAL_DATA.State.currentShaderLocs[SHADER_LOC_VERTEX_COLOR]);
|
|
glVertexAttribPointer(GLOBAL_DATA.State.currentShaderLocs[SHADER_LOC_VERTEX_COLOR], 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
|
|
|
|
// Fill index buffer
|
|
glGenBuffers(1, &batch.vertexBuffer[i].vboId[3]);
|
|
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, batch.vertexBuffer[i].vboId[3]);
|
|
#if defined(GRAPHICS_API_OPENGL_33)
|
|
glBufferData(GL_ELEMENT_ARRAY_BUFFER, bufferElements*6*sizeof(int), batch.vertexBuffer[i].indices, GL_STATIC_DRAW);
|
|
#endif
|
|
#if defined(GRAPHICS_API_OPENGL_ES2)
|
|
glBufferData(GL_ELEMENT_ARRAY_BUFFER, bufferElements*6*sizeof(short), batch.vertexBuffer[i].indices, GL_STATIC_DRAW);
|
|
#endif
|
|
}
|
|
|
|
RL_TRACELOG(LOG_INFO, "GLOBAL_DATA: Render batch vertex buffers loaded successfully in VRAM (GPU)");
|
|
|
|
// Unbind the current VAO
|
|
if (GLOBAL_DATA.ExtSupported.vao) glBindVertexArray(0);
|
|
//--------------------------------------------------------------------------------------------
|
|
|
|
// Init draw calls tracking system
|
|
//--------------------------------------------------------------------------------------------
|
|
batch.draws = (draw_call *)RL_MALLOC(RL_DEFAULT_BATCH_DRAWCALLS*sizeof(draw_call));
|
|
|
|
for (int i = 0; i < RL_DEFAULT_BATCH_DRAWCALLS; i++)
|
|
{
|
|
batch.draws[i].mode = RL_QUADS;
|
|
batch.draws[i].vertexCount = 0;
|
|
batch.draws[i].vertexAlignment = 0;
|
|
//batch.draws[i].vaoId = 0;
|
|
//batch.draws[i].shaderId = 0;
|
|
batch.draws[i].textureId = GLOBAL_DATA.State.defaultTextureId;
|
|
//batch.draws[i].GLOBAL_DATA.State.projection = internal_matrix_identity();
|
|
//batch.draws[i].GLOBAL_DATA.State.modelview = internal_matrix_identity();
|
|
}
|
|
|
|
batch.bufferCount = numBuffers; // Record buffer count
|
|
batch.drawCounter = 1; // Reset draws counter
|
|
batch.currentDepth = -1.0f; // Reset depth value
|
|
//--------------------------------------------------------------------------------------------
|
|
#endif
|
|
|
|
return batch;
|
|
}
|
|
|
|
// Unload default internal buffers vertex data from CPU and GPU
|
|
void unload_render_batch(render_batch batch)
|
|
{
|
|
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
// Unbind everything
|
|
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
|
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
|
|
|
|
// Unload all vertex buffers data
|
|
for (int i = 0; i < batch.bufferCount; i++)
|
|
{
|
|
// Unbind VAO attribs data
|
|
if (GLOBAL_DATA.ExtSupported.vao)
|
|
{
|
|
glBindVertexArray(batch.vertexBuffer[i].vaoId);
|
|
glDisableVertexAttribArray(0);
|
|
glDisableVertexAttribArray(1);
|
|
glDisableVertexAttribArray(2);
|
|
glDisableVertexAttribArray(3);
|
|
glBindVertexArray(0);
|
|
}
|
|
|
|
// Delete VBOs from GPU (VRAM)
|
|
glDeleteBuffers(1, &batch.vertexBuffer[i].vboId[0]);
|
|
glDeleteBuffers(1, &batch.vertexBuffer[i].vboId[1]);
|
|
glDeleteBuffers(1, &batch.vertexBuffer[i].vboId[2]);
|
|
glDeleteBuffers(1, &batch.vertexBuffer[i].vboId[3]);
|
|
|
|
// Delete VAOs from GPU (VRAM)
|
|
if (GLOBAL_DATA.ExtSupported.vao) glDeleteVertexArrays(1, &batch.vertexBuffer[i].vaoId);
|
|
|
|
// Free vertex arrays memory from CPU (RAM)
|
|
RL_FREE(batch.vertexBuffer[i].vertices);
|
|
RL_FREE(batch.vertexBuffer[i].texcoords);
|
|
RL_FREE(batch.vertexBuffer[i].colors);
|
|
RL_FREE(batch.vertexBuffer[i].indices);
|
|
}
|
|
|
|
// Unload arrays
|
|
RL_FREE(batch.vertexBuffer);
|
|
RL_FREE(batch.draws);
|
|
#endif
|
|
}
|
|
|
|
// Draw render batch
|
|
// NOTE: We require a pointer to reset batch and increase current buffer (multi-buffer)
|
|
void draw_render_batch(render_batch *batch)
|
|
{
|
|
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
// Update batch vertex buffers
|
|
//------------------------------------------------------------------------------------------------------------
|
|
// NOTE: If there is not vertex data, buffers doesn't need to be updated (vertexCount > 0)
|
|
// TODO: If no data changed on the CPU arrays --> No need to re-update GPU arrays (use a change detector flag?)
|
|
if (GLOBAL_DATA.State.vertexCounter > 0)
|
|
{
|
|
// Activate elements VAO
|
|
if (GLOBAL_DATA.ExtSupported.vao) glBindVertexArray(batch->vertexBuffer[batch->currentBuffer].vaoId);
|
|
|
|
// Vertex positions buffer
|
|
glBindBuffer(GL_ARRAY_BUFFER, batch->vertexBuffer[batch->currentBuffer].vboId[0]);
|
|
glBufferSubData(GL_ARRAY_BUFFER, 0, GLOBAL_DATA.State.vertexCounter*3*sizeof(float), batch->vertexBuffer[batch->currentBuffer].vertices);
|
|
//glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*4*batch->vertexBuffer[batch->currentBuffer].elementCount, batch->vertexBuffer[batch->currentBuffer].vertices, GL_DYNAMIC_DRAW); // Update all buffer
|
|
|
|
// Texture coordinates buffer
|
|
glBindBuffer(GL_ARRAY_BUFFER, batch->vertexBuffer[batch->currentBuffer].vboId[1]);
|
|
glBufferSubData(GL_ARRAY_BUFFER, 0, GLOBAL_DATA.State.vertexCounter*2*sizeof(float), batch->vertexBuffer[batch->currentBuffer].texcoords);
|
|
//glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*4*batch->vertexBuffer[batch->currentBuffer].elementCount, batch->vertexBuffer[batch->currentBuffer].texcoords, GL_DYNAMIC_DRAW); // Update all buffer
|
|
|
|
// Colors buffer
|
|
glBindBuffer(GL_ARRAY_BUFFER, batch->vertexBuffer[batch->currentBuffer].vboId[2]);
|
|
glBufferSubData(GL_ARRAY_BUFFER, 0, GLOBAL_DATA.State.vertexCounter*4*sizeof(unsigned char), batch->vertexBuffer[batch->currentBuffer].colors);
|
|
//glBufferData(GL_ARRAY_BUFFER, sizeof(float)*4*4*batch->vertexBuffer[batch->currentBuffer].elementCount, batch->vertexBuffer[batch->currentBuffer].colors, GL_DYNAMIC_DRAW); // Update all buffer
|
|
|
|
// NOTE: glMapBuffer() causes sync issue.
|
|
// If GPU is working with this buffer, glMapBuffer() will wait(stall) until GPU to finish its job.
|
|
// To avoid waiting (idle), you can call first glBufferData() with NULL pointer before glMapBuffer().
|
|
// If you do that, the previous data in PBO will be discarded and glMapBuffer() returns a new
|
|
// allocated pointer immediately even if GPU is still working with the previous data.
|
|
|
|
// Another option: map the buffer object into client's memory
|
|
// Probably this code could be moved somewhere else...
|
|
// batch->vertexBuffer[batch->currentBuffer].vertices = (float *)glMapBuffer(GL_ARRAY_BUFFER, GL_READ_WRITE);
|
|
// if (batch->vertexBuffer[batch->currentBuffer].vertices)
|
|
// {
|
|
// Update vertex data
|
|
// }
|
|
// glUnmapBuffer(GL_ARRAY_BUFFER);
|
|
|
|
// Unbind the current VAO
|
|
if (GLOBAL_DATA.ExtSupported.vao) glBindVertexArray(0);
|
|
}
|
|
//------------------------------------------------------------------------------------------------------------
|
|
|
|
// Draw batch vertex buffers (considering VR stereo if required)
|
|
//------------------------------------------------------------------------------------------------------------
|
|
Matrix matProjection = GLOBAL_DATA.State.projection;
|
|
Matrix matModelView = GLOBAL_DATA.State.modelview;
|
|
|
|
int eyeCount = 1;
|
|
if (GLOBAL_DATA.State.stereoRender) eyeCount = 2;
|
|
|
|
for (int eye = 0; eye < eyeCount; eye++)
|
|
{
|
|
if (eyeCount == 2)
|
|
{
|
|
// Setup current eye viewport (half screen width)
|
|
viewport(eye*GLOBAL_DATA.State.framebufferWidth/2, 0, GLOBAL_DATA.State.framebufferWidth/2, GLOBAL_DATA.State.framebufferHeight);
|
|
|
|
// Set current eye view offset to modelview matrix
|
|
set_matrix_modelview(internal_matrix_multiply(matModelView, GLOBAL_DATA.State.viewOffsetStereo[eye]));
|
|
// Set current eye projection matrix
|
|
set_matrix_projection(GLOBAL_DATA.State.projectionStereo[eye]);
|
|
}
|
|
|
|
// Draw buffers
|
|
if (GLOBAL_DATA.State.vertexCounter > 0)
|
|
{
|
|
// Set current shader and upload current MVP matrix
|
|
glUseProgram(GLOBAL_DATA.State.currentShaderId);
|
|
|
|
// Create modelview-projection matrix and upload to shader
|
|
Matrix matMVP = internal_matrix_multiply(GLOBAL_DATA.State.modelview, GLOBAL_DATA.State.projection);
|
|
float matMVPfloat[16] = {
|
|
matMVP.m0, matMVP.m1, matMVP.m2, matMVP.m3,
|
|
matMVP.m4, matMVP.m5, matMVP.m6, matMVP.m7,
|
|
matMVP.m8, matMVP.m9, matMVP.m10, matMVP.m11,
|
|
matMVP.m12, matMVP.m13, matMVP.m14, matMVP.m15
|
|
};
|
|
glUniformMatrix4fv(GLOBAL_DATA.State.currentShaderLocs[SHADER_LOC_MATRIX_MVP], 1, false, matMVPfloat);
|
|
|
|
if (GLOBAL_DATA.ExtSupported.vao) glBindVertexArray(batch->vertexBuffer[batch->currentBuffer].vaoId);
|
|
else
|
|
{
|
|
// Bind vertex attrib: position (shader-location = 0)
|
|
glBindBuffer(GL_ARRAY_BUFFER, batch->vertexBuffer[batch->currentBuffer].vboId[0]);
|
|
glVertexAttribPointer(GLOBAL_DATA.State.currentShaderLocs[SHADER_LOC_VERTEX_POSITION], 3, GL_FLOAT, 0, 0, 0);
|
|
glEnableVertexAttribArray(GLOBAL_DATA.State.currentShaderLocs[SHADER_LOC_VERTEX_POSITION]);
|
|
|
|
// Bind vertex attrib: texcoord (shader-location = 1)
|
|
glBindBuffer(GL_ARRAY_BUFFER, batch->vertexBuffer[batch->currentBuffer].vboId[1]);
|
|
glVertexAttribPointer(GLOBAL_DATA.State.currentShaderLocs[SHADER_LOC_VERTEX_TEXCOORD01], 2, GL_FLOAT, 0, 0, 0);
|
|
glEnableVertexAttribArray(GLOBAL_DATA.State.currentShaderLocs[SHADER_LOC_VERTEX_TEXCOORD01]);
|
|
|
|
// Bind vertex attrib: color (shader-location = 3)
|
|
glBindBuffer(GL_ARRAY_BUFFER, batch->vertexBuffer[batch->currentBuffer].vboId[2]);
|
|
glVertexAttribPointer(GLOBAL_DATA.State.currentShaderLocs[SHADER_LOC_VERTEX_COLOR], 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
|
|
glEnableVertexAttribArray(GLOBAL_DATA.State.currentShaderLocs[SHADER_LOC_VERTEX_COLOR]);
|
|
|
|
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, batch->vertexBuffer[batch->currentBuffer].vboId[3]);
|
|
}
|
|
|
|
// Setup some default shader values
|
|
glUniform4f(GLOBAL_DATA.State.currentShaderLocs[SHADER_LOC_COLOR_DIFFUSE], 1.0f, 1.0f, 1.0f, 1.0f);
|
|
glUniform1i(GLOBAL_DATA.State.currentShaderLocs[SHADER_LOC_MAP_DIFFUSE], 0); // Active default sampler2D: texture0
|
|
|
|
// Activate additional sampler textures
|
|
// Those additional textures will be common for all draw calls of the batch
|
|
for (int i = 0; i < RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS; i++)
|
|
{
|
|
if (GLOBAL_DATA.State.activeTextureId[i] > 0)
|
|
{
|
|
glActiveTexture(GL_TEXTURE0 + 1 + i);
|
|
glBindTexture(GL_TEXTURE_2D, GLOBAL_DATA.State.activeTextureId[i]);
|
|
}
|
|
}
|
|
|
|
// Activate default sampler2D texture0 (one texture is always active for default batch shader)
|
|
// NOTE: Batch system accumulates calls by texture0 changes, additional textures are enabled for all the draw calls
|
|
glActiveTexture(GL_TEXTURE0);
|
|
|
|
for (int i = 0, vertexOffset = 0; i < batch->drawCounter; i++)
|
|
{
|
|
// Bind current draw call texture, activated as GL_TEXTURE0 and Bound to sampler2D texture0 by default
|
|
glBindTexture(GL_TEXTURE_2D, batch->draws[i].textureId);
|
|
|
|
if ((batch->draws[i].mode == RL_LINES) || (batch->draws[i].mode == RL_TRIANGLES)) glDrawArrays(batch->draws[i].mode, vertexOffset, batch->draws[i].vertexCount);
|
|
else
|
|
{
|
|
#if defined(GRAPHICS_API_OPENGL_33)
|
|
// We need to define the number of indices to be processed: elementCount*6
|
|
// NOTE: The final parameter tells the GPU the offset in bytes from the
|
|
// start of the index buffer to the location of the first index to process
|
|
glDrawElements(GL_TRIANGLES, batch->draws[i].vertexCount/4*6, GL_UNSIGNED_INT, (GLvoid *)(vertexOffset/4*6*sizeof(GLuint)));
|
|
#endif
|
|
#if defined(GRAPHICS_API_OPENGL_ES2)
|
|
glDrawElements(GL_TRIANGLES, batch->draws[i].vertexCount/4*6, GL_UNSIGNED_SHORT, (GLvoid *)(vertexOffset/4*6*sizeof(GLushort)));
|
|
#endif
|
|
}
|
|
|
|
vertexOffset += (batch->draws[i].vertexCount + batch->draws[i].vertexAlignment);
|
|
}
|
|
|
|
if (!GLOBAL_DATA.ExtSupported.vao)
|
|
{
|
|
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
|
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
|
|
}
|
|
|
|
glBindTexture(GL_TEXTURE_2D, 0); // Unbind textures
|
|
}
|
|
|
|
if (GLOBAL_DATA.ExtSupported.vao) glBindVertexArray(0); // Unbind VAO
|
|
|
|
glUseProgram(0); // Unbind shader program
|
|
}
|
|
|
|
// Restore viewport to default measures
|
|
if (eyeCount == 2) viewport(0, 0, GLOBAL_DATA.State.framebufferWidth, GLOBAL_DATA.State.framebufferHeight);
|
|
//------------------------------------------------------------------------------------------------------------
|
|
|
|
// Reset batch buffers
|
|
//------------------------------------------------------------------------------------------------------------
|
|
// Reset vertex counter for next frame
|
|
GLOBAL_DATA.State.vertexCounter = 0;
|
|
|
|
// Reset depth for next draw
|
|
batch->currentDepth = -1.0f;
|
|
|
|
// Restore projection/modelview matrices
|
|
GLOBAL_DATA.State.projection = matProjection;
|
|
GLOBAL_DATA.State.modelview = matModelView;
|
|
|
|
// Reset GLOBAL_DATA.currentBatch->draws array
|
|
for (int i = 0; i < RL_DEFAULT_BATCH_DRAWCALLS; i++)
|
|
{
|
|
batch->draws[i].mode = RL_QUADS;
|
|
batch->draws[i].vertexCount = 0;
|
|
batch->draws[i].textureId = GLOBAL_DATA.State.defaultTextureId;
|
|
}
|
|
|
|
// Reset active texture units for next batch
|
|
for (int i = 0; i < RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS; i++) GLOBAL_DATA.State.activeTextureId[i] = 0;
|
|
|
|
// Reset draws counter to one draw for the batch
|
|
batch->drawCounter = 1;
|
|
//------------------------------------------------------------------------------------------------------------
|
|
|
|
// Change to next buffer in the list (in case of multi-buffering)
|
|
batch->currentBuffer++;
|
|
if (batch->currentBuffer >= batch->bufferCount) batch->currentBuffer = 0;
|
|
#endif
|
|
}
|
|
|
|
// Set the active render batch for rlgl
|
|
void set_render_batch_active(render_batch *batch)
|
|
{
|
|
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
draw_render_batch(GLOBAL_DATA.currentBatch);
|
|
|
|
if (batch != NULL) GLOBAL_DATA.currentBatch = batch;
|
|
else GLOBAL_DATA.currentBatch = &GLOBAL_DATA.defaultBatch;
|
|
#endif
|
|
}
|
|
|
|
// Update and draw internal render batch
|
|
void draw_render_batch_active(void)
|
|
{
|
|
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
draw_render_batch(GLOBAL_DATA.currentBatch); // NOTE: Stereo rendering is checked inside
|
|
#endif
|
|
}
|
|
|
|
// Check internal buffer overflow for a given number of vertex
|
|
// and force a render_batch draw call if required
|
|
bool check_render_batch_limit(int vCount)
|
|
{
|
|
bool overflow = false;
|
|
|
|
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
if ((GLOBAL_DATA.State.vertexCounter + vCount) >=
|
|
(GLOBAL_DATA.currentBatch->vertexBuffer[GLOBAL_DATA.currentBatch->currentBuffer].elementCount*4))
|
|
{
|
|
overflow = true;
|
|
|
|
// Store current primitive drawing mode and texture id
|
|
int currentMode = GLOBAL_DATA.currentBatch->draws[GLOBAL_DATA.currentBatch->drawCounter - 1].mode;
|
|
int currentTexture = GLOBAL_DATA.currentBatch->draws[GLOBAL_DATA.currentBatch->drawCounter - 1].textureId;
|
|
|
|
draw_render_batch(GLOBAL_DATA.currentBatch); // NOTE: Stereo rendering is checked inside
|
|
|
|
// Restore state of last batch so we can continue adding vertices
|
|
GLOBAL_DATA.currentBatch->draws[GLOBAL_DATA.currentBatch->drawCounter - 1].mode = currentMode;
|
|
GLOBAL_DATA.currentBatch->draws[GLOBAL_DATA.currentBatch->drawCounter - 1].textureId = currentTexture;
|
|
}
|
|
#endif
|
|
|
|
return overflow;
|
|
}
|
|
|
|
// Textures data management
|
|
//-----------------------------------------------------------------------------------------
|
|
// Convert image data to OpenGL texture (returns OpenGL valid Id)
|
|
unsigned int load_texture(const void *data, int width, int height, int format, int mipmapCount)
|
|
{
|
|
unsigned int id = 0;
|
|
|
|
glBindTexture(GL_TEXTURE_2D, 0); // Free any old binding
|
|
|
|
// Check texture format support by OpenGL 1.1 (compressed textures not supported)
|
|
#if defined(GRAPHICS_API_OPENGL_11)
|
|
if (format >= PIXELFORMAT_COMPRESSED_DXT1_RGB)
|
|
{
|
|
RL_TRACELOG(LOG_WARNING, "GL: OpenGL 1.1 does not support GPU compressed texture formats");
|
|
return id;
|
|
}
|
|
#else
|
|
if ((!GLOBAL_DATA.ExtSupported.texCompDXT) && ((format == PIXELFORMAT_COMPRESSED_DXT1_RGB) || (format == PIXELFORMAT_COMPRESSED_DXT1_RGBA) ||
|
|
(format == PIXELFORMAT_COMPRESSED_DXT3_RGBA) || (format == PIXELFORMAT_COMPRESSED_DXT5_RGBA)))
|
|
{
|
|
RL_TRACELOG(LOG_WARNING, "GL: DXT compressed texture format not supported");
|
|
return id;
|
|
}
|
|
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
if ((!GLOBAL_DATA.ExtSupported.texCompETC1) && (format == PIXELFORMAT_COMPRESSED_ETC1_RGB))
|
|
{
|
|
RL_TRACELOG(LOG_WARNING, "GL: ETC1 compressed texture format not supported");
|
|
return id;
|
|
}
|
|
|
|
if ((!GLOBAL_DATA.ExtSupported.texCompETC2) && ((format == PIXELFORMAT_COMPRESSED_ETC2_RGB) || (format == PIXELFORMAT_COMPRESSED_ETC2_EAC_RGBA)))
|
|
{
|
|
RL_TRACELOG(LOG_WARNING, "GL: ETC2 compressed texture format not supported");
|
|
return id;
|
|
}
|
|
|
|
if ((!GLOBAL_DATA.ExtSupported.texCompPVRT) && ((format == PIXELFORMAT_COMPRESSED_PVRT_RGB) || (format == PIXELFORMAT_COMPRESSED_PVRT_RGBA)))
|
|
{
|
|
RL_TRACELOG(LOG_WARNING, "GL: PVRT compressed texture format not supported");
|
|
return id;
|
|
}
|
|
|
|
if ((!GLOBAL_DATA.ExtSupported.texCompASTC) && ((format == PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA) || (format == PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA)))
|
|
{
|
|
RL_TRACELOG(LOG_WARNING, "GL: ASTC compressed texture format not supported");
|
|
return id;
|
|
}
|
|
#endif
|
|
#endif // GRAPHICS_API_OPENGL_11
|
|
|
|
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
|
|
|
|
glGenTextures(1, &id); // Generate texture id
|
|
|
|
glBindTexture(GL_TEXTURE_2D, id);
|
|
|
|
int mipWidth = width;
|
|
int mipHeight = height;
|
|
int mipOffset = 0; // Mipmap data offset, only used for tracelog
|
|
|
|
// NOTE: Added pointer math separately from function to avoid UBSAN complaining
|
|
unsigned char *dataPtr = NULL;
|
|
if (data != NULL) dataPtr = (unsigned char *)data;
|
|
|
|
// Load the different mipmap levels
|
|
for (int i = 0; i < mipmapCount; i++)
|
|
{
|
|
unsigned int mipSize = internal_get_pixel_data_size(mipWidth, mipHeight, format);
|
|
|
|
unsigned int glInternalFormat, glFormat, glType;
|
|
get_gl_texture_formats(format, &glInternalFormat, &glFormat, &glType);
|
|
|
|
TRACELOGD("TEXTURE: Load mipmap level %i (%i x %i), size: %i, offset: %i", i, mipWidth, mipHeight, mipSize, mipOffset);
|
|
|
|
if (glInternalFormat != 0)
|
|
{
|
|
if (format < PIXELFORMAT_COMPRESSED_DXT1_RGB) glTexImage2D(GL_TEXTURE_2D, i, glInternalFormat, mipWidth, mipHeight, 0, glFormat, glType, dataPtr);
|
|
#if !defined(GRAPHICS_API_OPENGL_11)
|
|
else glCompressedTexImage2D(GL_TEXTURE_2D, i, glInternalFormat, mipWidth, mipHeight, 0, mipSize, dataPtr);
|
|
#endif
|
|
|
|
#if defined(GRAPHICS_API_OPENGL_33)
|
|
if (format == PIXELFORMAT_UNCOMPRESSED_GRAYSCALE)
|
|
{
|
|
GLint swizzleMask[] = { GL_RED, GL_RED, GL_RED, GL_ONE };
|
|
glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
|
|
}
|
|
else if (format == PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA)
|
|
{
|
|
#if defined(GRAPHICS_API_OPENGL_21)
|
|
GLint swizzleMask[] = { GL_RED, GL_RED, GL_RED, GL_ALPHA };
|
|
#elif defined(GRAPHICS_API_OPENGL_33)
|
|
GLint swizzleMask[] = { GL_RED, GL_RED, GL_RED, GL_GREEN };
|
|
#endif
|
|
glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
|
|
}
|
|
#endif
|
|
}
|
|
|
|
mipWidth /= 2;
|
|
mipHeight /= 2;
|
|
mipOffset += mipSize; // Increment offset position to next mipmap
|
|
if (data != NULL) dataPtr += mipSize; // Increment data pointer to next mipmap
|
|
|
|
// Security check for NPOT textures
|
|
if (mipWidth < 1) mipWidth = 1;
|
|
if (mipHeight < 1) mipHeight = 1;
|
|
}
|
|
|
|
// Texture parameters configuration
|
|
// NOTE: glTexParameteri does NOT affect texture uploading, just the way it's used
|
|
#if defined(GRAPHICS_API_OPENGL_ES2)
|
|
// NOTE: OpenGL ES 2.0 with no GL_OES_texture_npot support (i.e. WebGL) has limited NPOT support, so CLAMP_TO_EDGE must be used
|
|
if (GLOBAL_DATA.ExtSupported.texNPOT)
|
|
{
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); // Set texture to repeat on x-axis
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); // Set texture to repeat on y-axis
|
|
}
|
|
else
|
|
{
|
|
// NOTE: If using negative texture coordinates (LoadOBJ()), it does not work!
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); // Set texture to clamp on x-axis
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); // Set texture to clamp on y-axis
|
|
}
|
|
#else
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); // Set texture to repeat on x-axis
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); // Set texture to repeat on y-axis
|
|
#endif
|
|
|
|
// Magnification and minification filters
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); // Alternative: GL_LINEAR
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); // Alternative: GL_LINEAR
|
|
|
|
#if defined(GRAPHICS_API_OPENGL_33)
|
|
if (mipmapCount > 1)
|
|
{
|
|
// Activate Trilinear filtering if mipmaps are available
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
|
|
}
|
|
#endif
|
|
|
|
// At this point we have the texture loaded in GPU and texture parameters configured
|
|
|
|
// NOTE: If mipmaps were not in data, they are not generated automatically
|
|
|
|
// Unbind current texture
|
|
glBindTexture(GL_TEXTURE_2D, 0);
|
|
|
|
if (id > 0) RL_TRACELOG(LOG_INFO, "TEXTURE: [ID %i] Texture loaded successfully (%ix%i | %s | %i mipmaps)", id, width, height, get_pixel_format_name(format), mipmapCount);
|
|
else RL_TRACELOG(LOG_WARNING, "TEXTURE: Failed to load texture");
|
|
|
|
return id;
|
|
}
|
|
|
|
// Load depth texture/renderbuffer (to be attached to fbo)
|
|
// WARNING: OpenGL ES 2.0 requires GL_OES_depth_texture and WebGL requires WEBGL_depth_texture extensions
|
|
unsigned int load_texture_depth(int width, int height, bool useRenderBuffer)
|
|
{
|
|
unsigned int id = 0;
|
|
|
|
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
// In case depth textures not supported, we force renderbuffer usage
|
|
if (!GLOBAL_DATA.ExtSupported.texDepth) useRenderBuffer = true;
|
|
|
|
// NOTE: We let the implementation to choose the best bit-depth
|
|
// Possible formats: GL_DEPTH_COMPONENT16, GL_DEPTH_COMPONENT24, GL_DEPTH_COMPONENT32 and GL_DEPTH_COMPONENT32F
|
|
unsigned int glInternalFormat = GL_DEPTH_COMPONENT;
|
|
|
|
#if (defined(GRAPHICS_API_OPENGL_ES2) || defined(GRAPHICS_API_OPENGL_ES3))
|
|
// WARNING: WebGL platform requires unsized internal format definition (GL_DEPTH_COMPONENT)
|
|
// while other platforms using OpenGL ES 2.0 require/support sized internal formats depending on the GPU capabilities
|
|
if (!GLOBAL_DATA.ExtSupported.texDepthWebGL || useRenderBuffer)
|
|
{
|
|
if (GLOBAL_DATA.ExtSupported.maxDepthBits == 32) glInternalFormat = GL_DEPTH_COMPONENT32_OES;
|
|
else if (GLOBAL_DATA.ExtSupported.maxDepthBits == 24) glInternalFormat = GL_DEPTH_COMPONENT24_OES;
|
|
else glInternalFormat = GL_DEPTH_COMPONENT16;
|
|
}
|
|
#endif
|
|
|
|
if (!useRenderBuffer && GLOBAL_DATA.ExtSupported.texDepth)
|
|
{
|
|
glGenTextures(1, &id);
|
|
glBindTexture(GL_TEXTURE_2D, id);
|
|
glTexImage2D(GL_TEXTURE_2D, 0, glInternalFormat, width, height, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL);
|
|
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
|
|
|
glBindTexture(GL_TEXTURE_2D, 0);
|
|
|
|
RL_TRACELOG(LOG_INFO, "TEXTURE: Depth texture loaded successfully");
|
|
}
|
|
else
|
|
{
|
|
// Create the renderbuffer that will serve as the depth attachment for the framebuffer
|
|
// NOTE: A renderbuffer is simpler than a texture and could offer better performance on embedded devices
|
|
glGenRenderbuffers(1, &id);
|
|
glBindRenderbuffer(GL_RENDERBUFFER, id);
|
|
glRenderbufferStorage(GL_RENDERBUFFER, glInternalFormat, width, height);
|
|
|
|
glBindRenderbuffer(GL_RENDERBUFFER, 0);
|
|
|
|
RL_TRACELOG(LOG_INFO, "TEXTURE: [ID %i] Depth renderbuffer loaded successfully (%i bits)", id, (GLOBAL_DATA.ExtSupported.maxDepthBits >= 24)? GLOBAL_DATA.ExtSupported.maxDepthBits : 16);
|
|
}
|
|
#endif
|
|
|
|
return id;
|
|
}
|
|
|
|
// Load texture cubemap
|
|
// NOTE: Cubemap data is expected to be 6 images in a single data array (one after the other),
|
|
// expected the following convention: +X, -X, +Y, -Y, +Z, -Z
|
|
unsigned int load_texture_cubemap(const void *data, int size, int format)
|
|
{
|
|
unsigned int id = 0;
|
|
|
|
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
unsigned int dataSize = internal_get_pixel_data_size(size, size, format);
|
|
|
|
glGenTextures(1, &id);
|
|
glBindTexture(GL_TEXTURE_CUBE_MAP, id);
|
|
|
|
unsigned int glInternalFormat, glFormat, glType;
|
|
get_gl_texture_formats(format, &glInternalFormat, &glFormat, &glType);
|
|
|
|
if (glInternalFormat != 0)
|
|
{
|
|
// Load cubemap faces
|
|
for (unsigned int i = 0; i < 6; i++)
|
|
{
|
|
if (data == NULL)
|
|
{
|
|
if (format < PIXELFORMAT_COMPRESSED_DXT1_RGB)
|
|
{
|
|
if ((format == PIXELFORMAT_UNCOMPRESSED_R32) || (format == PIXELFORMAT_UNCOMPRESSED_R32G32B32A32)
|
|
|| (format == PIXELFORMAT_UNCOMPRESSED_R16) || (format == PIXELFORMAT_UNCOMPRESSED_R16G16B16A16))
|
|
RL_TRACELOG(LOG_WARNING, "TEXTURES: Cubemap requested format not supported");
|
|
else glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glInternalFormat, size, size, 0, glFormat, glType, NULL);
|
|
}
|
|
else RL_TRACELOG(LOG_WARNING, "TEXTURES: Empty cubemap creation does not support compressed format");
|
|
}
|
|
else
|
|
{
|
|
if (format < PIXELFORMAT_COMPRESSED_DXT1_RGB) glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glInternalFormat, size, size, 0, glFormat, glType, (unsigned char *)data + i*dataSize);
|
|
else glCompressedTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glInternalFormat, size, size, 0, dataSize, (unsigned char *)data + i*dataSize);
|
|
}
|
|
|
|
#if defined(GRAPHICS_API_OPENGL_33)
|
|
if (format == PIXELFORMAT_UNCOMPRESSED_GRAYSCALE)
|
|
{
|
|
GLint swizzleMask[] = { GL_RED, GL_RED, GL_RED, GL_ONE };
|
|
glTexParameteriv(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
|
|
}
|
|
else if (format == PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA)
|
|
{
|
|
#if defined(GRAPHICS_API_OPENGL_21)
|
|
GLint swizzleMask[] = { GL_RED, GL_RED, GL_RED, GL_ALPHA };
|
|
#elif defined(GRAPHICS_API_OPENGL_33)
|
|
GLint swizzleMask[] = { GL_RED, GL_RED, GL_RED, GL_GREEN };
|
|
#endif
|
|
glTexParameteriv(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
|
|
}
|
|
#endif
|
|
}
|
|
}
|
|
|
|
// Set cubemap texture sampling parameters
|
|
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
|
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
|
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
|
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
|
#if defined(GRAPHICS_API_OPENGL_33)
|
|
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE); // Flag not supported on OpenGL ES 2.0
|
|
#endif
|
|
|
|
glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
|
|
#endif
|
|
|
|
if (id > 0) RL_TRACELOG(LOG_INFO, "TEXTURE: [ID %i] Cubemap texture loaded successfully (%ix%i)", id, size, size);
|
|
else RL_TRACELOG(LOG_WARNING, "TEXTURE: Failed to load cubemap texture");
|
|
|
|
return id;
|
|
}
|
|
|
|
// Update already loaded texture in GPU with new data
|
|
// NOTE: We don't know safely if internal texture format is the expected one...
|
|
void update_texture(unsigned int id, int offsetX, int offsetY, int width, int height, int format, const void *data)
|
|
{
|
|
glBindTexture(GL_TEXTURE_2D, id);
|
|
|
|
unsigned int glInternalFormat, glFormat, glType;
|
|
get_gl_texture_formats(format, &glInternalFormat, &glFormat, &glType);
|
|
|
|
if ((glInternalFormat != 0) && (format < PIXELFORMAT_COMPRESSED_DXT1_RGB))
|
|
{
|
|
glTexSubImage2D(GL_TEXTURE_2D, 0, offsetX, offsetY, width, height, glFormat, glType, data);
|
|
}
|
|
else RL_TRACELOG(LOG_WARNING, "TEXTURE: [ID %i] Failed to update for current texture format (%i)", id, format);
|
|
}
|
|
|
|
// Get OpenGL internal formats and data type from raylib PixelFormat
|
|
void get_gl_texture_formats(int format, unsigned int *glInternalFormat, unsigned int *glFormat, unsigned int *glType)
|
|
{
|
|
*glInternalFormat = 0;
|
|
*glFormat = 0;
|
|
*glType = 0;
|
|
|
|
switch (format)
|
|
{
|
|
#if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_21) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
// NOTE: on OpenGL ES 2.0 (WebGL), internalFormat must match format and options allowed are: GL_LUMINANCE, GL_RGB, GL_RGBA
|
|
case PIXELFORMAT_UNCOMPRESSED_GRAYSCALE: *glInternalFormat = GL_LUMINANCE; *glFormat = GL_LUMINANCE; *glType = GL_UNSIGNED_BYTE; break;
|
|
case PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA: *glInternalFormat = GL_LUMINANCE_ALPHA; *glFormat = GL_LUMINANCE_ALPHA; *glType = GL_UNSIGNED_BYTE; break;
|
|
case PIXELFORMAT_UNCOMPRESSED_R5G6B5: *glInternalFormat = GL_RGB; *glFormat = GL_RGB; *glType = GL_UNSIGNED_SHORT_5_6_5; break;
|
|
case PIXELFORMAT_UNCOMPRESSED_R8G8B8: *glInternalFormat = GL_RGB; *glFormat = GL_RGB; *glType = GL_UNSIGNED_BYTE; break;
|
|
case PIXELFORMAT_UNCOMPRESSED_R5G5B5A1: *glInternalFormat = GL_RGBA; *glFormat = GL_RGBA; *glType = GL_UNSIGNED_SHORT_5_5_5_1; break;
|
|
case PIXELFORMAT_UNCOMPRESSED_R4G4B4A4: *glInternalFormat = GL_RGBA; *glFormat = GL_RGBA; *glType = GL_UNSIGNED_SHORT_4_4_4_4; break;
|
|
case PIXELFORMAT_UNCOMPRESSED_R8G8B8A8: *glInternalFormat = GL_RGBA; *glFormat = GL_RGBA; *glType = GL_UNSIGNED_BYTE; break;
|
|
#if !defined(GRAPHICS_API_OPENGL_11)
|
|
#if defined(GRAPHICS_API_OPENGL_ES3)
|
|
case PIXELFORMAT_UNCOMPRESSED_R32: if (GLOBAL_DATA.ExtSupported.texFloat32) *glInternalFormat = GL_R32F_EXT; *glFormat = GL_RED_EXT; *glType = GL_FLOAT; break;
|
|
case PIXELFORMAT_UNCOMPRESSED_R32G32B32: if (GLOBAL_DATA.ExtSupported.texFloat32) *glInternalFormat = GL_RGB32F_EXT; *glFormat = GL_RGB; *glType = GL_FLOAT; break;
|
|
case PIXELFORMAT_UNCOMPRESSED_R32G32B32A32: if (GLOBAL_DATA.ExtSupported.texFloat32) *glInternalFormat = GL_RGBA32F_EXT; *glFormat = GL_RGBA; *glType = GL_FLOAT; break;
|
|
case PIXELFORMAT_UNCOMPRESSED_R16: if (GLOBAL_DATA.ExtSupported.texFloat16) *glInternalFormat = GL_R16F_EXT; *glFormat = GL_RED_EXT; *glType = GL_HALF_FLOAT; break;
|
|
case PIXELFORMAT_UNCOMPRESSED_R16G16B16: if (GLOBAL_DATA.ExtSupported.texFloat16) *glInternalFormat = GL_RGB16F_EXT; *glFormat = GL_RGB; *glType = GL_HALF_FLOAT; break;
|
|
case PIXELFORMAT_UNCOMPRESSED_R16G16B16A16: if (GLOBAL_DATA.ExtSupported.texFloat16) *glInternalFormat = GL_RGBA16F_EXT; *glFormat = GL_RGBA; *glType = GL_HALF_FLOAT; break;
|
|
#else
|
|
case PIXELFORMAT_UNCOMPRESSED_R32: if (GLOBAL_DATA.ExtSupported.texFloat32) *glInternalFormat = GL_LUMINANCE; *glFormat = GL_LUMINANCE; *glType = GL_FLOAT; break; // NOTE: Requires extension OES_texture_float
|
|
case PIXELFORMAT_UNCOMPRESSED_R32G32B32: if (GLOBAL_DATA.ExtSupported.texFloat32) *glInternalFormat = GL_RGB; *glFormat = GL_RGB; *glType = GL_FLOAT; break; // NOTE: Requires extension OES_texture_float
|
|
case PIXELFORMAT_UNCOMPRESSED_R32G32B32A32: if (GLOBAL_DATA.ExtSupported.texFloat32) *glInternalFormat = GL_RGBA; *glFormat = GL_RGBA; *glType = GL_FLOAT; break; // NOTE: Requires extension OES_texture_float
|
|
#if defined(GRAPHICS_API_OPENGL_21)
|
|
case PIXELFORMAT_UNCOMPRESSED_R16: if (GLOBAL_DATA.ExtSupported.texFloat16) *glInternalFormat = GL_LUMINANCE; *glFormat = GL_LUMINANCE; *glType = GL_HALF_FLOAT_ARB; break;
|
|
case PIXELFORMAT_UNCOMPRESSED_R16G16B16: if (GLOBAL_DATA.ExtSupported.texFloat16) *glInternalFormat = GL_RGB; *glFormat = GL_RGB; *glType = GL_HALF_FLOAT_ARB; break;
|
|
case PIXELFORMAT_UNCOMPRESSED_R16G16B16A16: if (GLOBAL_DATA.ExtSupported.texFloat16) *glInternalFormat = GL_RGBA; *glFormat = GL_RGBA; *glType = GL_HALF_FLOAT_ARB; break;
|
|
#else // defined(GRAPHICS_API_OPENGL_ES2)
|
|
case PIXELFORMAT_UNCOMPRESSED_R16: if (GLOBAL_DATA.ExtSupported.texFloat16) *glInternalFormat = GL_LUMINANCE; *glFormat = GL_LUMINANCE; *glType = GL_HALF_FLOAT_OES; break; // NOTE: Requires extension OES_texture_half_float
|
|
case PIXELFORMAT_UNCOMPRESSED_R16G16B16: if (GLOBAL_DATA.ExtSupported.texFloat16) *glInternalFormat = GL_RGB; *glFormat = GL_RGB; *glType = GL_HALF_FLOAT_OES; break; // NOTE: Requires extension OES_texture_half_float
|
|
case PIXELFORMAT_UNCOMPRESSED_R16G16B16A16: if (GLOBAL_DATA.ExtSupported.texFloat16) *glInternalFormat = GL_RGBA; *glFormat = GL_RGBA; *glType = GL_HALF_FLOAT_OES; break; // NOTE: Requires extension OES_texture_half_float
|
|
#endif
|
|
#endif
|
|
#endif
|
|
#elif defined(GRAPHICS_API_OPENGL_33)
|
|
case PIXELFORMAT_UNCOMPRESSED_GRAYSCALE: *glInternalFormat = GL_R8; *glFormat = GL_RED; *glType = GL_UNSIGNED_BYTE; break;
|
|
case PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA: *glInternalFormat = GL_RG8; *glFormat = GL_RG; *glType = GL_UNSIGNED_BYTE; break;
|
|
case PIXELFORMAT_UNCOMPRESSED_R5G6B5: *glInternalFormat = GL_RGB565; *glFormat = GL_RGB; *glType = GL_UNSIGNED_SHORT_5_6_5; break;
|
|
case PIXELFORMAT_UNCOMPRESSED_R8G8B8: *glInternalFormat = GL_RGB8; *glFormat = GL_RGB; *glType = GL_UNSIGNED_BYTE; break;
|
|
case PIXELFORMAT_UNCOMPRESSED_R5G5B5A1: *glInternalFormat = GL_RGB5_A1; *glFormat = GL_RGBA; *glType = GL_UNSIGNED_SHORT_5_5_5_1; break;
|
|
case PIXELFORMAT_UNCOMPRESSED_R4G4B4A4: *glInternalFormat = GL_RGBA4; *glFormat = GL_RGBA; *glType = GL_UNSIGNED_SHORT_4_4_4_4; break;
|
|
case PIXELFORMAT_UNCOMPRESSED_R8G8B8A8: *glInternalFormat = GL_RGBA8; *glFormat = GL_RGBA; *glType = GL_UNSIGNED_BYTE; break;
|
|
case PIXELFORMAT_UNCOMPRESSED_R32: if (GLOBAL_DATA.ExtSupported.texFloat32) *glInternalFormat = GL_R32F; *glFormat = GL_RED; *glType = GL_FLOAT; break;
|
|
case PIXELFORMAT_UNCOMPRESSED_R32G32B32: if (GLOBAL_DATA.ExtSupported.texFloat32) *glInternalFormat = GL_RGB32F; *glFormat = GL_RGB; *glType = GL_FLOAT; break;
|
|
case PIXELFORMAT_UNCOMPRESSED_R32G32B32A32: if (GLOBAL_DATA.ExtSupported.texFloat32) *glInternalFormat = GL_RGBA32F; *glFormat = GL_RGBA; *glType = GL_FLOAT; break;
|
|
case PIXELFORMAT_UNCOMPRESSED_R16: if (GLOBAL_DATA.ExtSupported.texFloat16) *glInternalFormat = GL_R16F; *glFormat = GL_RED; *glType = GL_HALF_FLOAT; break;
|
|
case PIXELFORMAT_UNCOMPRESSED_R16G16B16: if (GLOBAL_DATA.ExtSupported.texFloat16) *glInternalFormat = GL_RGB16F; *glFormat = GL_RGB; *glType = GL_HALF_FLOAT; break;
|
|
case PIXELFORMAT_UNCOMPRESSED_R16G16B16A16: if (GLOBAL_DATA.ExtSupported.texFloat16) *glInternalFormat = GL_RGBA16F; *glFormat = GL_RGBA; *glType = GL_HALF_FLOAT; break;
|
|
#endif
|
|
#if !defined(GRAPHICS_API_OPENGL_11)
|
|
case PIXELFORMAT_COMPRESSED_DXT1_RGB: if (GLOBAL_DATA.ExtSupported.texCompDXT) *glInternalFormat = GL_COMPRESSED_RGB_S3TC_DXT1_EXT; break;
|
|
case PIXELFORMAT_COMPRESSED_DXT1_RGBA: if (GLOBAL_DATA.ExtSupported.texCompDXT) *glInternalFormat = GL_COMPRESSED_RGBA_S3TC_DXT1_EXT; break;
|
|
case PIXELFORMAT_COMPRESSED_DXT3_RGBA: if (GLOBAL_DATA.ExtSupported.texCompDXT) *glInternalFormat = GL_COMPRESSED_RGBA_S3TC_DXT3_EXT; break;
|
|
case PIXELFORMAT_COMPRESSED_DXT5_RGBA: if (GLOBAL_DATA.ExtSupported.texCompDXT) *glInternalFormat = GL_COMPRESSED_RGBA_S3TC_DXT5_EXT; break;
|
|
case PIXELFORMAT_COMPRESSED_ETC1_RGB: if (GLOBAL_DATA.ExtSupported.texCompETC1) *glInternalFormat = GL_ETC1_RGB8_OES; break; // NOTE: Requires OpenGL ES 2.0 or OpenGL 4.3
|
|
case PIXELFORMAT_COMPRESSED_ETC2_RGB: if (GLOBAL_DATA.ExtSupported.texCompETC2) *glInternalFormat = GL_COMPRESSED_RGB8_ETC2; break; // NOTE: Requires OpenGL ES 3.0 or OpenGL 4.3
|
|
case PIXELFORMAT_COMPRESSED_ETC2_EAC_RGBA: if (GLOBAL_DATA.ExtSupported.texCompETC2) *glInternalFormat = GL_COMPRESSED_RGBA8_ETC2_EAC; break; // NOTE: Requires OpenGL ES 3.0 or OpenGL 4.3
|
|
case PIXELFORMAT_COMPRESSED_PVRT_RGB: if (GLOBAL_DATA.ExtSupported.texCompPVRT) *glInternalFormat = GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG; break; // NOTE: Requires PowerVR GPU
|
|
case PIXELFORMAT_COMPRESSED_PVRT_RGBA: if (GLOBAL_DATA.ExtSupported.texCompPVRT) *glInternalFormat = GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG; break; // NOTE: Requires PowerVR GPU
|
|
case PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA: if (GLOBAL_DATA.ExtSupported.texCompASTC) *glInternalFormat = GL_COMPRESSED_RGBA_ASTC_4x4_KHR; break; // NOTE: Requires OpenGL ES 3.1 or OpenGL 4.3
|
|
case PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA: if (GLOBAL_DATA.ExtSupported.texCompASTC) *glInternalFormat = GL_COMPRESSED_RGBA_ASTC_8x8_KHR; break; // NOTE: Requires OpenGL ES 3.1 or OpenGL 4.3
|
|
#endif
|
|
default: RL_TRACELOG(LOG_WARNING, "TEXTURE: Current format not supported (%i)", format); break;
|
|
}
|
|
}
|
|
|
|
// Unload texture from GPU memory
|
|
void unload_texture(unsigned int id)
|
|
{
|
|
glDeleteTextures(1, &id);
|
|
}
|
|
|
|
// Generate mipmap data for selected texture
|
|
// NOTE: Only supports GPU mipmap generation
|
|
void gen_texture_mipmaps(unsigned int id, int width, int height, int format, int *mipmaps)
|
|
{
|
|
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
glBindTexture(GL_TEXTURE_2D, id);
|
|
|
|
// Check if texture is power-of-two (POT)
|
|
bool texIsPOT = false;
|
|
|
|
if (((width > 0) && ((width & (width - 1)) == 0)) &&
|
|
((height > 0) && ((height & (height - 1)) == 0))) texIsPOT = true;
|
|
|
|
if ((texIsPOT) || (GLOBAL_DATA.ExtSupported.texNPOT))
|
|
{
|
|
//glHint(GL_GENERATE_MIPMAP_HINT, GL_DONT_CARE); // Hint for mipmaps generation algorithm: GL_FASTEST, GL_NICEST, GL_DONT_CARE
|
|
glGenerateMipmap(GL_TEXTURE_2D); // Generate mipmaps automatically
|
|
|
|
#define MIN(a,b) (((a)<(b))? (a):(b))
|
|
#define MAX(a,b) (((a)>(b))? (a):(b))
|
|
|
|
*mipmaps = 1 + (int)floor(log(MAX(width, height))/log(2));
|
|
RL_TRACELOG(LOG_INFO, "TEXTURE: [ID %i] Mipmaps generated automatically, total: %i", id, *mipmaps);
|
|
}
|
|
else RL_TRACELOG(LOG_WARNING, "TEXTURE: [ID %i] Failed to generate mipmaps", id);
|
|
|
|
glBindTexture(GL_TEXTURE_2D, 0);
|
|
#else
|
|
RL_TRACELOG(LOG_WARNING, "TEXTURE: [ID %i] GPU mipmap generation not supported", id);
|
|
#endif
|
|
}
|
|
|
|
|
|
// Read texture pixel data
|
|
void *read_texture_pixels(unsigned int id, int width, int height, int format)
|
|
{
|
|
void *pixels = NULL;
|
|
|
|
#if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33)
|
|
glBindTexture(GL_TEXTURE_2D, id);
|
|
|
|
// NOTE: Using texture id, we can retrieve some texture info (but not on OpenGL ES 2.0)
|
|
// Possible texture info: GL_TEXTURE_RED_SIZE, GL_TEXTURE_GREEN_SIZE, GL_TEXTURE_BLUE_SIZE, GL_TEXTURE_ALPHA_SIZE
|
|
//int width, height, format;
|
|
//glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_WIDTH, &width);
|
|
//glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_HEIGHT, &height);
|
|
//glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_INTERNAL_FORMAT, &format);
|
|
|
|
// NOTE: Each row written to or read from by OpenGL pixel operations like glGetTexImage are aligned to a 4 byte boundary by default, which may add some padding.
|
|
// Use glPixelStorei to modify padding with the GL_[UN]PACK_ALIGNMENT setting.
|
|
// GL_PACK_ALIGNMENT affects operations that read from OpenGL memory (glReadPixels, glGetTexImage, etc.)
|
|
// GL_UNPACK_ALIGNMENT affects operations that write to OpenGL memory (glTexImage, etc.)
|
|
glPixelStorei(GL_PACK_ALIGNMENT, 1);
|
|
|
|
unsigned int glInternalFormat, glFormat, glType;
|
|
get_gl_texture_formats(format, &glInternalFormat, &glFormat, &glType);
|
|
unsigned int size = internal_get_pixel_data_size(width, height, format);
|
|
|
|
if ((glInternalFormat != 0) && (format < PIXELFORMAT_COMPRESSED_DXT1_RGB))
|
|
{
|
|
pixels = RL_MALLOC(size);
|
|
glGetTexImage(GL_TEXTURE_2D, 0, glFormat, glType, pixels);
|
|
}
|
|
else RL_TRACELOG(LOG_WARNING, "TEXTURE: [ID %i] Data retrieval not suported for pixel format (%i)", id, format);
|
|
|
|
glBindTexture(GL_TEXTURE_2D, 0);
|
|
#endif
|
|
|
|
#if defined(GRAPHICS_API_OPENGL_ES2)
|
|
// glGetTexImage() is not available on OpenGL ES 2.0
|
|
// Texture width and height are required on OpenGL ES 2.0. There is no way to get it from texture id.
|
|
// Two possible Options:
|
|
// 1 - Bind texture to color fbo attachment and glReadPixels()
|
|
// 2 - Create an fbo, activate it, render quad with texture, glReadPixels()
|
|
// We are using Option 1, just need to care for texture format on retrieval
|
|
// NOTE: This behaviour could be conditioned by graphic driver...
|
|
unsigned int fboId = load_framebuffer(width, height);
|
|
|
|
glBindFramebuffer(GL_FRAMEBUFFER, fboId);
|
|
glBindTexture(GL_TEXTURE_2D, 0);
|
|
|
|
// Attach our texture to FBO
|
|
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, id, 0);
|
|
|
|
// We read data as RGBA because FBO texture is configured as RGBA, despite binding another texture format
|
|
pixels = (unsigned char *)RL_MALLOC(internal_get_pixel_data_size(width, height, PIXELFORMAT_UNCOMPRESSED_R8G8B8A8));
|
|
glReadPixels(0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
|
|
|
|
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
|
|
|
// Clean up temporal fbo
|
|
unload_framebuffer(fboId);
|
|
#endif
|
|
|
|
return pixels;
|
|
}
|
|
|
|
// Read screen pixel data (color buffer)
|
|
unsigned char *read_screen_pixels(int width, int height)
|
|
{
|
|
unsigned char *screenData = (unsigned char *)RL_CALLOC(width*height*4, sizeof(unsigned char));
|
|
|
|
// NOTE 1: glReadPixels returns image flipped vertically -> (0,0) is the bottom left corner of the framebuffer
|
|
// NOTE 2: We are getting alpha channel! Be careful, it can be transparent if not cleared properly!
|
|
glReadPixels(0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, screenData);
|
|
|
|
// Flip image vertically!
|
|
unsigned char *imgData = (unsigned char *)RL_MALLOC(width*height*4*sizeof(unsigned char));
|
|
|
|
for (int y = height - 1; y >= 0; y--)
|
|
{
|
|
for (int x = 0; x < (width*4); x++)
|
|
{
|
|
imgData[((height - 1) - y)*width*4 + x] = screenData[(y*width*4) + x]; // Flip line
|
|
|
|
// Set alpha component value to 255 (no trasparent image retrieval)
|
|
// NOTE: Alpha value has already been applied to RGB in framebuffer, we don't need it!
|
|
if (((x + 1)%4) == 0) imgData[((height - 1) - y)*width*4 + x] = 255;
|
|
}
|
|
}
|
|
|
|
RL_FREE(screenData);
|
|
|
|
return imgData; // NOTE: image data should be freed
|
|
}
|
|
|
|
// Framebuffer management (fbo)
|
|
//-----------------------------------------------------------------------------------------
|
|
// Load a framebuffer to be used for rendering
|
|
// NOTE: No textures attached
|
|
unsigned int load_framebuffer(int width, int height)
|
|
{
|
|
unsigned int fboId = 0;
|
|
|
|
#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)) && defined(RLGL_RENDER_TEXTURES_HINT)
|
|
glGenFramebuffers(1, &fboId); // Create the framebuffer object
|
|
glBindFramebuffer(GL_FRAMEBUFFER, 0); // Unbind any framebuffer
|
|
#endif
|
|
|
|
return fboId;
|
|
}
|
|
|
|
// Attach color buffer texture to an fbo (unloads previous attachment)
|
|
// NOTE: Attach type: 0-Color, 1-Depth renderbuffer, 2-Depth texture
|
|
void framebuffer_attach(unsigned int fboId, unsigned int texId, int attachType, int texType, int mipLevel)
|
|
{
|
|
#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)) && defined(RLGL_RENDER_TEXTURES_HINT)
|
|
glBindFramebuffer(GL_FRAMEBUFFER, fboId);
|
|
|
|
switch (attachType)
|
|
{
|
|
case ATTACHMENT_COLOR_CHANNEL0:
|
|
case ATTACHMENT_COLOR_CHANNEL1:
|
|
case ATTACHMENT_COLOR_CHANNEL2:
|
|
case ATTACHMENT_COLOR_CHANNEL3:
|
|
case ATTACHMENT_COLOR_CHANNEL4:
|
|
case ATTACHMENT_COLOR_CHANNEL5:
|
|
case ATTACHMENT_COLOR_CHANNEL6:
|
|
case ATTACHMENT_COLOR_CHANNEL7:
|
|
{
|
|
if (texType == ATTACHMENT_TEXTURE2D) glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + attachType, GL_TEXTURE_2D, texId, mipLevel);
|
|
else if (texType == ATTACHMENT_RENDERBUFFER) glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + attachType, GL_RENDERBUFFER, texId);
|
|
else if (texType >= ATTACHMENT_CUBEMAP_POSITIVE_X) glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + attachType, GL_TEXTURE_CUBE_MAP_POSITIVE_X + texType, texId, mipLevel);
|
|
|
|
} break;
|
|
case ATTACHMENT_DEPTH:
|
|
{
|
|
if (texType == ATTACHMENT_TEXTURE2D) glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, texId, mipLevel);
|
|
else if (texType == ATTACHMENT_RENDERBUFFER) glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, texId);
|
|
|
|
} break;
|
|
case ATTACHMENT_STENCIL:
|
|
{
|
|
if (texType == ATTACHMENT_TEXTURE2D) glFramebufferTexture2D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, texId, mipLevel);
|
|
else if (texType == ATTACHMENT_RENDERBUFFER) glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, texId);
|
|
|
|
} break;
|
|
default: break;
|
|
}
|
|
|
|
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
|
#endif
|
|
}
|
|
|
|
// Verify render texture is complete
|
|
bool framebuffer_complete(unsigned int id)
|
|
{
|
|
bool result = false;
|
|
|
|
#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)) && defined(RLGL_RENDER_TEXTURES_HINT)
|
|
glBindFramebuffer(GL_FRAMEBUFFER, id);
|
|
|
|
GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
|
|
|
|
if (status != GL_FRAMEBUFFER_COMPLETE)
|
|
{
|
|
switch (status)
|
|
{
|
|
case GL_FRAMEBUFFER_UNSUPPORTED: RL_TRACELOG(LOG_WARNING, "FBO: [ID %i] Framebuffer is unsupported", id); break;
|
|
case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT: RL_TRACELOG(LOG_WARNING, "FBO: [ID %i] Framebuffer has incomplete attachment", id); break;
|
|
#if defined(GRAPHICS_API_OPENGL_ES2)
|
|
case GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS: RL_TRACELOG(LOG_WARNING, "FBO: [ID %i] Framebuffer has incomplete dimensions", id); break;
|
|
#endif
|
|
case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT: RL_TRACELOG(LOG_WARNING, "FBO: [ID %i] Framebuffer has a missing attachment", id); break;
|
|
default: break;
|
|
}
|
|
}
|
|
|
|
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
|
|
|
result = (status == GL_FRAMEBUFFER_COMPLETE);
|
|
#endif
|
|
|
|
return result;
|
|
}
|
|
|
|
// Unload framebuffer from GPU memory
|
|
// NOTE: All attached textures/cubemaps/renderbuffers are also deleted
|
|
void unload_framebuffer(unsigned int id)
|
|
{
|
|
#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)) && defined(RLGL_RENDER_TEXTURES_HINT)
|
|
// Query depth attachment to automatically delete texture/renderbuffer
|
|
int depthType = 0, depthId = 0;
|
|
glBindFramebuffer(GL_FRAMEBUFFER, id); // Bind framebuffer to query depth texture type
|
|
glGetFramebufferAttachmentParameteriv(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE, &depthType);
|
|
|
|
// TODO: Review warning retrieving object name in WebGL
|
|
// WARNING: WebGL: INVALID_ENUM: getFramebufferAttachmentParameter: invalid parameter name
|
|
// https://registry.khronos.org/webgl/specs/latest/1.0/
|
|
glGetFramebufferAttachmentParameteriv(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME, &depthId);
|
|
|
|
unsigned int depthIdU = (unsigned int)depthId;
|
|
if (depthType == GL_RENDERBUFFER) glDeleteRenderbuffers(1, &depthIdU);
|
|
else if (depthType == GL_TEXTURE) glDeleteTextures(1, &depthIdU);
|
|
|
|
// NOTE: If a texture object is deleted while its image is attached to the *currently bound* framebuffer,
|
|
// the texture image is automatically detached from the currently bound framebuffer.
|
|
|
|
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
|
glDeleteFramebuffers(1, &id);
|
|
|
|
RL_TRACELOG(LOG_INFO, "FBO: [ID %i] Unloaded framebuffer from VRAM (GPU)", id);
|
|
#endif
|
|
}
|
|
|
|
// Vertex data management
|
|
//-----------------------------------------------------------------------------------------
|
|
// Load a new attributes buffer
|
|
unsigned int load_vertex_buffer(const void *buffer, int size, bool dynamic)
|
|
{
|
|
unsigned int id = 0;
|
|
|
|
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
glGenBuffers(1, &id);
|
|
glBindBuffer(GL_ARRAY_BUFFER, id);
|
|
glBufferData(GL_ARRAY_BUFFER, size, buffer, dynamic? GL_DYNAMIC_DRAW : GL_STATIC_DRAW);
|
|
#endif
|
|
|
|
return id;
|
|
}
|
|
|
|
// Load a new attributes element buffer
|
|
unsigned int load_vertex_buffer_element(const void *buffer, int size, bool dynamic)
|
|
{
|
|
unsigned int id = 0;
|
|
|
|
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
glGenBuffers(1, &id);
|
|
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, id);
|
|
glBufferData(GL_ELEMENT_ARRAY_BUFFER, size, buffer, dynamic? GL_DYNAMIC_DRAW : GL_STATIC_DRAW);
|
|
#endif
|
|
|
|
return id;
|
|
}
|
|
|
|
// Enable vertex buffer (VBO)
|
|
void enable_vertex_buffer(unsigned int id)
|
|
{
|
|
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
glBindBuffer(GL_ARRAY_BUFFER, id);
|
|
#endif
|
|
}
|
|
|
|
// Disable vertex buffer (VBO)
|
|
void disable_vertex_buffer(void)
|
|
{
|
|
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
|
#endif
|
|
}
|
|
|
|
// Enable vertex buffer element (VBO element)
|
|
void enable_vertex_buffer_element(unsigned int id)
|
|
{
|
|
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, id);
|
|
#endif
|
|
}
|
|
|
|
// Disable vertex buffer element (VBO element)
|
|
void disable_vertex_buffer_element(void)
|
|
{
|
|
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
|
|
#endif
|
|
}
|
|
|
|
// Update vertex buffer with new data
|
|
// NOTE: dataSize and offset must be provided in bytes
|
|
void update_vertex_buffer(unsigned int id, const void *data, int dataSize, int offset)
|
|
{
|
|
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
glBindBuffer(GL_ARRAY_BUFFER, id);
|
|
glBufferSubData(GL_ARRAY_BUFFER, offset, dataSize, data);
|
|
#endif
|
|
}
|
|
|
|
// Update vertex buffer elements with new data
|
|
// NOTE: dataSize and offset must be provided in bytes
|
|
void update_vertex_buffer_elements(unsigned int id, const void *data, int dataSize, int offset)
|
|
{
|
|
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, id);
|
|
glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, offset, dataSize, data);
|
|
#endif
|
|
}
|
|
|
|
// Enable vertex array object (VAO)
|
|
bool enable_vertex_array(unsigned int vaoId)
|
|
{
|
|
bool result = false;
|
|
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
if (GLOBAL_DATA.ExtSupported.vao)
|
|
{
|
|
glBindVertexArray(vaoId);
|
|
result = true;
|
|
}
|
|
#endif
|
|
return result;
|
|
}
|
|
|
|
// Disable vertex array object (VAO)
|
|
void disable_vertex_array(void)
|
|
{
|
|
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
if (GLOBAL_DATA.ExtSupported.vao) glBindVertexArray(0);
|
|
#endif
|
|
}
|
|
|
|
// Enable vertex attribute index
|
|
void enable_vertex_attribute(unsigned int index)
|
|
{
|
|
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
glEnableVertexAttribArray(index);
|
|
#endif
|
|
}
|
|
|
|
// Disable vertex attribute index
|
|
void disable_vertex_attribute(unsigned int index)
|
|
{
|
|
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
glDisableVertexAttribArray(index);
|
|
#endif
|
|
}
|
|
|
|
// Draw vertex array
|
|
void draw_vertex_array(int offset, int count)
|
|
{
|
|
glDrawArrays(GL_TRIANGLES, offset, count);
|
|
}
|
|
|
|
// Draw vertex array elements
|
|
void draw_vertex_array_elements(int offset, int count, const void *buffer)
|
|
{
|
|
// NOTE: Added pointer math separately from function to avoid UBSAN complaining
|
|
unsigned short *bufferPtr = (unsigned short *)buffer;
|
|
if (offset > 0) bufferPtr += offset;
|
|
|
|
glDrawElements(GL_TRIANGLES, count, GL_UNSIGNED_SHORT, (const unsigned short *)bufferPtr);
|
|
}
|
|
|
|
// Draw vertex array instanced
|
|
void draw_vertex_array_instanced(int offset, int count, int instances)
|
|
{
|
|
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
glDrawArraysInstanced(GL_TRIANGLES, 0, count, instances);
|
|
#endif
|
|
}
|
|
|
|
// Draw vertex array elements instanced
|
|
void draw_vertex_array_elements_instanced(int offset, int count, const void *buffer, int instances)
|
|
{
|
|
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
// NOTE: Added pointer math separately from function to avoid UBSAN complaining
|
|
unsigned short *bufferPtr = (unsigned short *)buffer;
|
|
if (offset > 0) bufferPtr += offset;
|
|
|
|
glDrawElementsInstanced(GL_TRIANGLES, count, GL_UNSIGNED_SHORT, (const unsigned short *)bufferPtr, instances);
|
|
#endif
|
|
}
|
|
|
|
#if defined(GRAPHICS_API_OPENGL_11)
|
|
// Enable vertex state pointer
|
|
void enable_state_pointer(int vertexAttribType, void *buffer)
|
|
{
|
|
if (buffer != NULL) glEnableClientState(vertexAttribType);
|
|
switch (vertexAttribType)
|
|
{
|
|
case GL_VERTEX_ARRAY: glVertexPointer(3, GL_FLOAT, 0, buffer); break;
|
|
case GL_TEXTURE_COORD_ARRAY: glTexCoordPointer(2, GL_FLOAT, 0, buffer); break;
|
|
case GL_NORMAL_ARRAY: if (buffer != NULL) glNormalPointer(GL_FLOAT, 0, buffer); break;
|
|
case GL_COLOR_ARRAY: if (buffer != NULL) glColorPointer(4, GL_UNSIGNED_BYTE, 0, buffer); break;
|
|
//case GL_INDEX_ARRAY: if (buffer != NULL) glIndexPointer(GL_SHORT, 0, buffer); break; // Indexed colors
|
|
default: break;
|
|
}
|
|
}
|
|
|
|
// Disable vertex state pointer
|
|
void disable_state_pointer(int vertexAttribType)
|
|
{
|
|
glDisableClientState(vertexAttribType);
|
|
}
|
|
#endif
|
|
|
|
// Load vertex array object (VAO)
|
|
unsigned int load_vertex_array(void)
|
|
{
|
|
unsigned int vaoId = 0;
|
|
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
if (GLOBAL_DATA.ExtSupported.vao)
|
|
{
|
|
glGenVertexArrays(1, &vaoId);
|
|
}
|
|
#endif
|
|
return vaoId;
|
|
}
|
|
|
|
// Set vertex attribute
|
|
void set_vertex_attribute(unsigned int index, int compSize, int type, bool normalized, int stride, const void *pointer)
|
|
{
|
|
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
glVertexAttribPointer(index, compSize, type, normalized, stride, pointer);
|
|
#endif
|
|
}
|
|
|
|
// Set vertex attribute divisor
|
|
void set_vertex_attribute_divisor(unsigned int index, int divisor)
|
|
{
|
|
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
glVertexAttribDivisor(index, divisor);
|
|
#endif
|
|
}
|
|
|
|
// Unload vertex array object (VAO)
|
|
void unload_vertex_array(unsigned int vaoId)
|
|
{
|
|
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
if (GLOBAL_DATA.ExtSupported.vao)
|
|
{
|
|
glBindVertexArray(0);
|
|
glDeleteVertexArrays(1, &vaoId);
|
|
RL_TRACELOG(LOG_INFO, "VAO: [ID %i] Unloaded vertex array data from VRAM (GPU)", vaoId);
|
|
}
|
|
#endif
|
|
}
|
|
|
|
// Unload vertex buffer (VBO)
|
|
void unload_vertex_buffer(unsigned int vboId)
|
|
{
|
|
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
glDeleteBuffers(1, &vboId);
|
|
//RL_TRACELOG(LOG_INFO, "VBO: Unloaded vertex data from VRAM (GPU)");
|
|
#endif
|
|
}
|
|
|
|
// Shaders management
|
|
//-----------------------------------------------------------------------------------------------
|
|
// Load shader from code strings
|
|
// NOTE: If shader string is NULL, using default vertex/fragment shaders
|
|
unsigned int load_shader_code(const char *vsCode, const char *fsCode)
|
|
{
|
|
unsigned int id = 0;
|
|
|
|
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
unsigned int vertexShaderId = 0;
|
|
unsigned int fragmentShaderId = 0;
|
|
|
|
// Compile vertex shader (if provided)
|
|
if (vsCode != NULL) vertexShaderId = compile_shader(vsCode, GL_VERTEX_SHADER);
|
|
// In case no vertex shader was provided or compilation failed, we use default vertex shader
|
|
if (vertexShaderId == 0) vertexShaderId = GLOBAL_DATA.State.defaultVShaderId;
|
|
|
|
// Compile fragment shader (if provided)
|
|
if (fsCode != NULL) fragmentShaderId = compile_shader(fsCode, GL_FRAGMENT_SHADER);
|
|
// In case no fragment shader was provided or compilation failed, we use default fragment shader
|
|
if (fragmentShaderId == 0) fragmentShaderId = GLOBAL_DATA.State.defaultFShaderId;
|
|
|
|
// In case vertex and fragment shader are the default ones, no need to recompile, we can just assign the default shader program id
|
|
if ((vertexShaderId == GLOBAL_DATA.State.defaultVShaderId) && (fragmentShaderId == GLOBAL_DATA.State.defaultFShaderId)) id = GLOBAL_DATA.State.defaultShaderId;
|
|
else
|
|
{
|
|
// One of or both shader are new, we need to compile a new shader program
|
|
id = load_shader_program(vertexShaderId, fragmentShaderId);
|
|
|
|
// We can detach and delete vertex/fragment shaders (if not default ones)
|
|
// NOTE: We detach shader before deletion to make sure memory is freed
|
|
if (vertexShaderId != GLOBAL_DATA.State.defaultVShaderId)
|
|
{
|
|
// WARNING: Shader program linkage could fail and returned id is 0
|
|
if (id > 0) glDetachShader(id, vertexShaderId);
|
|
glDeleteShader(vertexShaderId);
|
|
}
|
|
if (fragmentShaderId != GLOBAL_DATA.State.defaultFShaderId)
|
|
{
|
|
// WARNING: Shader program linkage could fail and returned id is 0
|
|
if (id > 0) glDetachShader(id, fragmentShaderId);
|
|
glDeleteShader(fragmentShaderId);
|
|
}
|
|
|
|
// In case shader program loading failed, we assign default shader
|
|
if (id == 0)
|
|
{
|
|
// In case shader loading fails, we return the default shader
|
|
RL_TRACELOG(LOG_WARNING, "SHADER: Failed to load custom shader code, using default shader");
|
|
id = GLOBAL_DATA.State.defaultShaderId;
|
|
}
|
|
/*
|
|
else
|
|
{
|
|
// Get available shader uniforms
|
|
// NOTE: This information is useful for debug...
|
|
int uniformCount = -1;
|
|
glGetProgramiv(id, GL_ACTIVE_UNIFORMS, &uniformCount);
|
|
|
|
for (int i = 0; i < uniformCount; i++)
|
|
{
|
|
int namelen = -1;
|
|
int num = -1;
|
|
char name[256] = { 0 }; // Assume no variable names longer than 256
|
|
GLenum type = GL_ZERO;
|
|
|
|
// Get the name of the uniforms
|
|
glGetActiveUniform(id, i, sizeof(name) - 1, &namelen, &num, &type, name);
|
|
|
|
name[namelen] = 0;
|
|
TRACELOGD("SHADER: [ID %i] Active uniform (%s) set at location: %i", id, name, glGetUniformLocation(id, name));
|
|
}
|
|
}
|
|
*/
|
|
}
|
|
#endif
|
|
|
|
return id;
|
|
}
|
|
|
|
// Compile custom shader and return shader id
|
|
unsigned int compile_shader(const char *shaderCode, int type)
|
|
{
|
|
unsigned int shader = 0;
|
|
|
|
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
shader = glCreateShader(type);
|
|
glShaderSource(shader, 1, &shaderCode, NULL);
|
|
|
|
GLint success = 0;
|
|
glCompileShader(shader);
|
|
glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
|
|
|
|
if (success == GL_FALSE)
|
|
{
|
|
switch (type)
|
|
{
|
|
case GL_VERTEX_SHADER: RL_TRACELOG(LOG_WARNING, "SHADER: [ID %i] Failed to compile vertex shader code", shader); break;
|
|
case GL_FRAGMENT_SHADER: RL_TRACELOG(LOG_WARNING, "SHADER: [ID %i] Failed to compile fragment shader code", shader); break;
|
|
//case GL_GEOMETRY_SHADER:
|
|
#if defined(GRAPHICS_API_OPENGL_43)
|
|
case GL_COMPUTE_SHADER: RL_TRACELOG(LOG_WARNING, "SHADER: [ID %i] Failed to compile compute shader code", shader); break;
|
|
#endif
|
|
default: break;
|
|
}
|
|
|
|
int maxLength = 0;
|
|
glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &maxLength);
|
|
|
|
if (maxLength > 0)
|
|
{
|
|
int length = 0;
|
|
char *log = (char *)RL_CALLOC(maxLength, sizeof(char));
|
|
glGetShaderInfoLog(shader, maxLength, &length, log);
|
|
RL_TRACELOG(LOG_WARNING, "SHADER: [ID %i] Compile error: %s", shader, log);
|
|
RL_FREE(log);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
switch (type)
|
|
{
|
|
case GL_VERTEX_SHADER: RL_TRACELOG(LOG_INFO, "SHADER: [ID %i] Vertex shader compiled successfully", shader); break;
|
|
case GL_FRAGMENT_SHADER: RL_TRACELOG(LOG_INFO, "SHADER: [ID %i] Fragment shader compiled successfully", shader); break;
|
|
//case GL_GEOMETRY_SHADER:
|
|
#if defined(GRAPHICS_API_OPENGL_43)
|
|
case GL_COMPUTE_SHADER: RL_TRACELOG(LOG_INFO, "SHADER: [ID %i] Compute shader compiled successfully", shader); break;
|
|
#endif
|
|
default: break;
|
|
}
|
|
}
|
|
#endif
|
|
|
|
return shader;
|
|
}
|
|
|
|
// Load custom shader strings and return program id
|
|
unsigned int load_shader_program(unsigned int vShaderId, unsigned int fShaderId)
|
|
{
|
|
unsigned int program = 0;
|
|
|
|
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
GLint success = 0;
|
|
program = glCreateProgram();
|
|
|
|
glAttachShader(program, vShaderId);
|
|
glAttachShader(program, fShaderId);
|
|
|
|
// NOTE: Default attribute shader locations must be Bound before linking
|
|
glBindAttribLocation(program, 0, RL_DEFAULT_SHADER_ATTRIB_NAME_POSITION);
|
|
glBindAttribLocation(program, 1, RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD);
|
|
glBindAttribLocation(program, 2, RL_DEFAULT_SHADER_ATTRIB_NAME_NORMAL);
|
|
glBindAttribLocation(program, 3, RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR);
|
|
glBindAttribLocation(program, 4, RL_DEFAULT_SHADER_ATTRIB_NAME_TANGENT);
|
|
glBindAttribLocation(program, 5, RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2);
|
|
|
|
// NOTE: If some attrib name is no found on the shader, it locations becomes -1
|
|
|
|
glLinkProgram(program);
|
|
|
|
// NOTE: All uniform variables are intitialised to 0 when a program links
|
|
|
|
glGetProgramiv(program, GL_LINK_STATUS, &success);
|
|
|
|
if (success == GL_FALSE)
|
|
{
|
|
RL_TRACELOG(LOG_WARNING, "SHADER: [ID %i] Failed to link shader program", program);
|
|
|
|
int maxLength = 0;
|
|
glGetProgramiv(program, GL_INFO_LOG_LENGTH, &maxLength);
|
|
|
|
if (maxLength > 0)
|
|
{
|
|
int length = 0;
|
|
char *log = (char *)RL_CALLOC(maxLength, sizeof(char));
|
|
glGetProgramInfoLog(program, maxLength, &length, log);
|
|
RL_TRACELOG(LOG_WARNING, "SHADER: [ID %i] Link error: %s", program, log);
|
|
RL_FREE(log);
|
|
}
|
|
|
|
glDeleteProgram(program);
|
|
|
|
program = 0;
|
|
}
|
|
else
|
|
{
|
|
// Get the size of compiled shader program (not available on OpenGL ES 2.0)
|
|
// NOTE: If GL_LINK_STATUS is GL_FALSE, program binary length is zero.
|
|
//GLint binarySize = 0;
|
|
//glGetProgramiv(id, GL_PROGRAM_BINARY_LENGTH, &binarySize);
|
|
|
|
RL_TRACELOG(LOG_INFO, "SHADER: [ID %i] Program shader loaded successfully", program);
|
|
}
|
|
#endif
|
|
return program;
|
|
}
|
|
|
|
// Unload shader program
|
|
void unload_shader_program(unsigned int id)
|
|
{
|
|
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
glDeleteProgram(id);
|
|
|
|
RL_TRACELOG(LOG_INFO, "SHADER: [ID %i] Unloaded shader program data from VRAM (GPU)", id);
|
|
#endif
|
|
}
|
|
|
|
// Get shader location uniform
|
|
int get_location_uniform(unsigned int shaderId, const char *uniformName)
|
|
{
|
|
int location = -1;
|
|
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
location = glGetUniformLocation(shaderId, uniformName);
|
|
|
|
//if (location == -1) RL_TRACELOG(LOG_WARNING, "SHADER: [ID %i] Failed to find shader uniform: %s", shaderId, uniformName);
|
|
//else RL_TRACELOG(LOG_INFO, "SHADER: [ID %i] Shader uniform (%s) set at location: %i", shaderId, uniformName, location);
|
|
#endif
|
|
return location;
|
|
}
|
|
|
|
// Get shader location attribute
|
|
int get_location_attrib(unsigned int shaderId, const char *attribName)
|
|
{
|
|
int location = -1;
|
|
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
location = glGetAttribLocation(shaderId, attribName);
|
|
|
|
//if (location == -1) RL_TRACELOG(LOG_WARNING, "SHADER: [ID %i] Failed to find shader attribute: %s", shaderId, attribName);
|
|
//else RL_TRACELOG(LOG_INFO, "SHADER: [ID %i] Shader attribute (%s) set at location: %i", shaderId, attribName, location);
|
|
#endif
|
|
return location;
|
|
}
|
|
|
|
// Set shader value uniform
|
|
void set_uniform(int locIndex, const void *value, int uniformType, int count)
|
|
{
|
|
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
switch (uniformType)
|
|
{
|
|
case SHADER_UNIFORM_FLOAT: glUniform1fv(locIndex, count, (float *)value); break;
|
|
case SHADER_UNIFORM_VEC2: glUniform2fv(locIndex, count, (float *)value); break;
|
|
case SHADER_UNIFORM_VEC3: glUniform3fv(locIndex, count, (float *)value); break;
|
|
case SHADER_UNIFORM_VEC4: glUniform4fv(locIndex, count, (float *)value); break;
|
|
case SHADER_UNIFORM_INT: glUniform1iv(locIndex, count, (int *)value); break;
|
|
case SHADER_UNIFORM_IVEC2: glUniform2iv(locIndex, count, (int *)value); break;
|
|
case SHADER_UNIFORM_IVEC3: glUniform3iv(locIndex, count, (int *)value); break;
|
|
case SHADER_UNIFORM_IVEC4: glUniform4iv(locIndex, count, (int *)value); break;
|
|
case SHADER_UNIFORM_SAMPLER2D: glUniform1iv(locIndex, count, (int *)value); break;
|
|
default: RL_TRACELOG(LOG_WARNING, "SHADER: Failed to set uniform value, data type not recognized");
|
|
}
|
|
#endif
|
|
}
|
|
|
|
// Set shader value attribute
|
|
void set_vertex_attribute_default(int locIndex, const void *value, int attribType, int count)
|
|
{
|
|
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
switch (attribType)
|
|
{
|
|
case SHADER_ATTRIB_FLOAT: if (count == 1) glVertexAttrib1fv(locIndex, (float *)value); break;
|
|
case SHADER_ATTRIB_VEC2: if (count == 2) glVertexAttrib2fv(locIndex, (float *)value); break;
|
|
case SHADER_ATTRIB_VEC3: if (count == 3) glVertexAttrib3fv(locIndex, (float *)value); break;
|
|
case SHADER_ATTRIB_VEC4: if (count == 4) glVertexAttrib4fv(locIndex, (float *)value); break;
|
|
default: RL_TRACELOG(LOG_WARNING, "SHADER: Failed to set attrib default value, data type not recognized");
|
|
}
|
|
#endif
|
|
}
|
|
|
|
// Set shader value uniform matrix
|
|
void set_uniform_matrix(int locIndex, Matrix mat)
|
|
{
|
|
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
float matfloat[16] = {
|
|
mat.m0, mat.m1, mat.m2, mat.m3,
|
|
mat.m4, mat.m5, mat.m6, mat.m7,
|
|
mat.m8, mat.m9, mat.m10, mat.m11,
|
|
mat.m12, mat.m13, mat.m14, mat.m15
|
|
};
|
|
glUniformMatrix4fv(locIndex, 1, false, matfloat);
|
|
#endif
|
|
}
|
|
|
|
// Set shader value uniform sampler
|
|
void set_uniform_sampler(int locIndex, unsigned int textureId)
|
|
{
|
|
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
// Check if texture is already active
|
|
for (int i = 0; i < RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS; i++) if (GLOBAL_DATA.State.activeTextureId[i] == textureId) return;
|
|
|
|
// Register a new active texture for the internal batch system
|
|
// NOTE: Default texture is always activated as GL_TEXTURE0
|
|
for (int i = 0; i < RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS; i++)
|
|
{
|
|
if (GLOBAL_DATA.State.activeTextureId[i] == 0)
|
|
{
|
|
glUniform1i(locIndex, 1 + i); // Activate new texture unit
|
|
GLOBAL_DATA.State.activeTextureId[i] = textureId; // Save texture id for binding on drawing
|
|
break;
|
|
}
|
|
}
|
|
#endif
|
|
}
|
|
|
|
// Set shader currently active (id and locations)
|
|
void set_shader(unsigned int id, int *locs)
|
|
{
|
|
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
if (GLOBAL_DATA.State.currentShaderId != id)
|
|
{
|
|
draw_render_batch(GLOBAL_DATA.currentBatch);
|
|
GLOBAL_DATA.State.currentShaderId = id;
|
|
GLOBAL_DATA.State.currentShaderLocs = locs;
|
|
}
|
|
#endif
|
|
}
|
|
|
|
// Load compute shader program
|
|
unsigned int load_compute_shader_program(unsigned int shaderId)
|
|
{
|
|
unsigned int program = 0;
|
|
|
|
#if defined(GRAPHICS_API_OPENGL_43)
|
|
GLint success = 0;
|
|
program = glCreateProgram();
|
|
glAttachShader(program, shaderId);
|
|
glLinkProgram(program);
|
|
|
|
// NOTE: All uniform variables are intitialised to 0 when a program links
|
|
|
|
glGetProgramiv(program, GL_LINK_STATUS, &success);
|
|
|
|
if (success == GL_FALSE)
|
|
{
|
|
RL_TRACELOG(LOG_WARNING, "SHADER: [ID %i] Failed to link compute shader program", program);
|
|
|
|
int maxLength = 0;
|
|
glGetProgramiv(program, GL_INFO_LOG_LENGTH, &maxLength);
|
|
|
|
if (maxLength > 0)
|
|
{
|
|
int length = 0;
|
|
char *log = (char *)RL_CALLOC(maxLength, sizeof(char));
|
|
glGetProgramInfoLog(program, maxLength, &length, log);
|
|
RL_TRACELOG(LOG_WARNING, "SHADER: [ID %i] Link error: %s", program, log);
|
|
RL_FREE(log);
|
|
}
|
|
|
|
glDeleteProgram(program);
|
|
|
|
program = 0;
|
|
}
|
|
else
|
|
{
|
|
// Get the size of compiled shader program (not available on OpenGL ES 2.0)
|
|
// NOTE: If GL_LINK_STATUS is GL_FALSE, program binary length is zero.
|
|
//GLint binarySize = 0;
|
|
//glGetProgramiv(id, GL_PROGRAM_BINARY_LENGTH, &binarySize);
|
|
|
|
RL_TRACELOG(LOG_INFO, "SHADER: [ID %i] Compute shader program loaded successfully", program);
|
|
}
|
|
#endif
|
|
|
|
return program;
|
|
}
|
|
|
|
// Dispatch compute shader (equivalent to *draw* for graphics pilepine)
|
|
void compute_shader_dispatch(unsigned int groupX, unsigned int groupY, unsigned int groupZ)
|
|
{
|
|
#if defined(GRAPHICS_API_OPENGL_43)
|
|
glDispatchCompute(groupX, groupY, groupZ);
|
|
#endif
|
|
}
|
|
|
|
// Load shader storage buffer object (SSBO)
|
|
unsigned int load_shader_buffer(unsigned int size, const void *data, int usageHint)
|
|
{
|
|
unsigned int ssbo = 0;
|
|
|
|
#if defined(GRAPHICS_API_OPENGL_43)
|
|
glGenBuffers(1, &ssbo);
|
|
glBindBuffer(GL_SHADER_STORAGE_BUFFER, ssbo);
|
|
glBufferData(GL_SHADER_STORAGE_BUFFER, size, data, usageHint? usageHint : RL_STREAM_COPY);
|
|
if (data == NULL) glClearBufferData(GL_SHADER_STORAGE_BUFFER, GL_R8UI, GL_RED_INTEGER, GL_UNSIGNED_BYTE, NULL); // Clear buffer data to 0
|
|
glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
|
|
#endif
|
|
|
|
return ssbo;
|
|
}
|
|
|
|
// Unload shader storage buffer object (SSBO)
|
|
void unload_shader_buffer(unsigned int ssboId)
|
|
{
|
|
#if defined(GRAPHICS_API_OPENGL_43)
|
|
glDeleteBuffers(1, &ssboId);
|
|
#endif
|
|
}
|
|
|
|
// Update SSBO buffer data
|
|
void update_shader_buffer(unsigned int id, const void *data, unsigned int dataSize, unsigned int offset)
|
|
{
|
|
#if defined(GRAPHICS_API_OPENGL_43)
|
|
glBindBuffer(GL_SHADER_STORAGE_BUFFER, id);
|
|
glBufferSubData(GL_SHADER_STORAGE_BUFFER, offset, dataSize, data);
|
|
#endif
|
|
}
|
|
|
|
// Get SSBO buffer size
|
|
unsigned int get_shader_buffer_size(unsigned int id)
|
|
{
|
|
long long size = 0;
|
|
|
|
#if defined(GRAPHICS_API_OPENGL_43)
|
|
glBindBuffer(GL_SHADER_STORAGE_BUFFER, id);
|
|
glGetInteger64v(GL_SHADER_STORAGE_BUFFER_SIZE, &size);
|
|
#endif
|
|
|
|
return (size > 0)? (unsigned int)size : 0;
|
|
}
|
|
|
|
// Read SSBO buffer data (GPU->CPU)
|
|
void read_shader_buffer(unsigned int id, void *dest, unsigned int count, unsigned int offset)
|
|
{
|
|
#if defined(GRAPHICS_API_OPENGL_43)
|
|
glBindBuffer(GL_SHADER_STORAGE_BUFFER, id);
|
|
glGetBufferSubData(GL_SHADER_STORAGE_BUFFER, offset, count, dest);
|
|
#endif
|
|
}
|
|
|
|
// Bind SSBO buffer
|
|
void bind_shader_buffer(unsigned int id, unsigned int index)
|
|
{
|
|
#if defined(GRAPHICS_API_OPENGL_43)
|
|
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, index, id);
|
|
#endif
|
|
}
|
|
|
|
// Copy SSBO buffer data
|
|
void copy_shader_buffer(unsigned int destId, unsigned int srcId, unsigned int destOffset, unsigned int srcOffset, unsigned int count)
|
|
{
|
|
#if defined(GRAPHICS_API_OPENGL_43)
|
|
glBindBuffer(GL_COPY_READ_BUFFER, srcId);
|
|
glBindBuffer(GL_COPY_WRITE_BUFFER, destId);
|
|
glCopyBufferSubData(GL_COPY_READ_BUFFER, GL_COPY_WRITE_BUFFER, srcOffset, destOffset, count);
|
|
#endif
|
|
}
|
|
|
|
// Bind image texture
|
|
void bind_image_texture(unsigned int id, unsigned int index, int format, bool readonly)
|
|
{
|
|
#if defined(GRAPHICS_API_OPENGL_43)
|
|
unsigned int glInternalFormat = 0, glFormat = 0, glType = 0;
|
|
|
|
get_gl_texture_formats(format, &glInternalFormat, &glFormat, &glType);
|
|
glBindImageTexture(index, id, 0, 0, 0, readonly? GL_READ_ONLY : GL_READ_WRITE, glInternalFormat);
|
|
#endif
|
|
}
|
|
|
|
// Matrix state management
|
|
//-----------------------------------------------------------------------------------------
|
|
// Get internal modelview matrix
|
|
Matrix get_matrix_modelview(void)
|
|
{
|
|
Matrix matrix = internal_matrix_identity();
|
|
#if defined(GRAPHICS_API_OPENGL_11)
|
|
float mat[16];
|
|
glGetFloatv(GL_MODELVIEW_MATRIX, mat);
|
|
matrix.m0 = mat[0];
|
|
matrix.m1 = mat[1];
|
|
matrix.m2 = mat[2];
|
|
matrix.m3 = mat[3];
|
|
matrix.m4 = mat[4];
|
|
matrix.m5 = mat[5];
|
|
matrix.m6 = mat[6];
|
|
matrix.m7 = mat[7];
|
|
matrix.m8 = mat[8];
|
|
matrix.m9 = mat[9];
|
|
matrix.m10 = mat[10];
|
|
matrix.m11 = mat[11];
|
|
matrix.m12 = mat[12];
|
|
matrix.m13 = mat[13];
|
|
matrix.m14 = mat[14];
|
|
matrix.m15 = mat[15];
|
|
#else
|
|
matrix = GLOBAL_DATA.State.modelview;
|
|
#endif
|
|
return matrix;
|
|
}
|
|
|
|
// Get internal projection matrix
|
|
Matrix get_matrix_projection(void)
|
|
{
|
|
#if defined(GRAPHICS_API_OPENGL_11)
|
|
float mat[16];
|
|
glGetFloatv(GL_PROJECTION_MATRIX,mat);
|
|
Matrix m;
|
|
m.m0 = mat[0];
|
|
m.m1 = mat[1];
|
|
m.m2 = mat[2];
|
|
m.m3 = mat[3];
|
|
m.m4 = mat[4];
|
|
m.m5 = mat[5];
|
|
m.m6 = mat[6];
|
|
m.m7 = mat[7];
|
|
m.m8 = mat[8];
|
|
m.m9 = mat[9];
|
|
m.m10 = mat[10];
|
|
m.m11 = mat[11];
|
|
m.m12 = mat[12];
|
|
m.m13 = mat[13];
|
|
m.m14 = mat[14];
|
|
m.m15 = mat[15];
|
|
return m;
|
|
#else
|
|
return GLOBAL_DATA.State.projection;
|
|
#endif
|
|
}
|
|
|
|
// Get internal accumulated transform matrix
|
|
Matrix get_matrix_transform(void)
|
|
{
|
|
Matrix mat = internal_matrix_identity();
|
|
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
// TODO: Consider possible transform matrices in the GLOBAL_DATA.State.stack
|
|
// Is this the right order? or should we start with the first stored matrix instead of the last one?
|
|
//Matrix matStackTransform = internal_matrix_identity();
|
|
//for (int i = GLOBAL_DATA.State.stackCounter; i > 0; i--) matStackTransform = internal_matrix_multiply(GLOBAL_DATA.State.stack[i], matStackTransform);
|
|
mat = GLOBAL_DATA.State.transform;
|
|
#endif
|
|
return mat;
|
|
}
|
|
|
|
// Get internal projection matrix for stereo render (selected eye)
|
|
RLAPI Matrix get_matrix_projection_stereo(int eye)
|
|
{
|
|
Matrix mat = internal_matrix_identity();
|
|
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
mat = GLOBAL_DATA.State.projectionStereo[eye];
|
|
#endif
|
|
return mat;
|
|
}
|
|
|
|
// Get internal view offset matrix for stereo render (selected eye)
|
|
RLAPI Matrix get_matrix_view_offset_stereo(int eye)
|
|
{
|
|
Matrix mat = internal_matrix_identity();
|
|
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
mat = GLOBAL_DATA.State.viewOffsetStereo[eye];
|
|
#endif
|
|
return mat;
|
|
}
|
|
|
|
// Set a custom modelview matrix (replaces internal modelview matrix)
|
|
void set_matrix_modelview(Matrix view)
|
|
{
|
|
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
GLOBAL_DATA.State.modelview = view;
|
|
#endif
|
|
}
|
|
|
|
// Set a custom projection matrix (replaces internal projection matrix)
|
|
void set_matrix_projection(Matrix projection)
|
|
{
|
|
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
GLOBAL_DATA.State.projection = projection;
|
|
#endif
|
|
}
|
|
|
|
// Set eyes projection matrices for stereo rendering
|
|
void set_matrix_projection_stereo(Matrix right, Matrix left)
|
|
{
|
|
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
GLOBAL_DATA.State.projectionStereo[0] = right;
|
|
GLOBAL_DATA.State.projectionStereo[1] = left;
|
|
#endif
|
|
}
|
|
|
|
// Set eyes view offsets matrices for stereo rendering
|
|
void set_matrix_view_offset_stereo(Matrix right, Matrix left)
|
|
{
|
|
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
GLOBAL_DATA.State.viewOffsetStereo[0] = right;
|
|
GLOBAL_DATA.State.viewOffsetStereo[1] = left;
|
|
#endif
|
|
}
|
|
|
|
// Load and draw a quad in NDC
|
|
void load_draw_quad(void)
|
|
{
|
|
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
unsigned int quadVAO = 0;
|
|
unsigned int quadVBO = 0;
|
|
|
|
float vertices[] = {
|
|
// Positions Texcoords
|
|
-1.0f, 1.0f, 0.0f, 0.0f, 1.0f,
|
|
-1.0f, -1.0f, 0.0f, 0.0f, 0.0f,
|
|
1.0f, 1.0f, 0.0f, 1.0f, 1.0f,
|
|
1.0f, -1.0f, 0.0f, 1.0f, 0.0f,
|
|
};
|
|
|
|
// Gen VAO to contain VBO
|
|
glGenVertexArrays(1, &quadVAO);
|
|
glBindVertexArray(quadVAO);
|
|
|
|
// Gen and fill vertex buffer (VBO)
|
|
glGenBuffers(1, &quadVBO);
|
|
glBindBuffer(GL_ARRAY_BUFFER, quadVBO);
|
|
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), &vertices, GL_STATIC_DRAW);
|
|
|
|
// Bind vertex attributes (position, texcoords)
|
|
glEnableVertexAttribArray(0);
|
|
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5*sizeof(float), (void *)0); // Positions
|
|
glEnableVertexAttribArray(1);
|
|
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5*sizeof(float), (void *)(3*sizeof(float))); // Texcoords
|
|
|
|
// Draw quad
|
|
glBindVertexArray(quadVAO);
|
|
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
|
|
glBindVertexArray(0);
|
|
|
|
// Delete buffers (VBO and VAO)
|
|
glDeleteBuffers(1, &quadVBO);
|
|
glDeleteVertexArrays(1, &quadVAO);
|
|
#endif
|
|
}
|
|
|
|
// Load and draw a cube in NDC
|
|
void load_draw_cube(void)
|
|
{
|
|
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
unsigned int cubeVAO = 0;
|
|
unsigned int cubeVBO = 0;
|
|
|
|
float vertices[] = {
|
|
// Positions Normals Texcoords
|
|
-1.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f,
|
|
1.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f,
|
|
1.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 1.0f, 0.0f,
|
|
1.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f,
|
|
-1.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f,
|
|
-1.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 1.0f,
|
|
-1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f,
|
|
1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f,
|
|
1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f,
|
|
1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f,
|
|
-1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f,
|
|
-1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f,
|
|
-1.0f, 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
|
|
-1.0f, 1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 1.0f,
|
|
-1.0f, -1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
|
|
-1.0f, -1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
|
|
-1.0f, -1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f,
|
|
-1.0f, 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
|
|
1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
|
|
1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
|
|
1.0f, 1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f,
|
|
1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
|
|
1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
|
|
1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f,
|
|
-1.0f, -1.0f, -1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f,
|
|
1.0f, -1.0f, -1.0f, 0.0f, -1.0f, 0.0f, 1.0f, 1.0f,
|
|
1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f,
|
|
1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f,
|
|
-1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 0.0f,
|
|
-1.0f, -1.0f, -1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f,
|
|
-1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f,
|
|
1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f,
|
|
1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f,
|
|
1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f,
|
|
-1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f,
|
|
-1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f
|
|
};
|
|
|
|
// Gen VAO to contain VBO
|
|
glGenVertexArrays(1, &cubeVAO);
|
|
glBindVertexArray(cubeVAO);
|
|
|
|
// Gen and fill vertex buffer (VBO)
|
|
glGenBuffers(1, &cubeVBO);
|
|
glBindBuffer(GL_ARRAY_BUFFER, cubeVBO);
|
|
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
|
|
|
|
// Bind vertex attributes (position, normals, texcoords)
|
|
glBindVertexArray(cubeVAO);
|
|
glEnableVertexAttribArray(0);
|
|
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8*sizeof(float), (void *)0); // Positions
|
|
glEnableVertexAttribArray(1);
|
|
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8*sizeof(float), (void *)(3*sizeof(float))); // Normals
|
|
glEnableVertexAttribArray(2);
|
|
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8*sizeof(float), (void *)(6*sizeof(float))); // Texcoords
|
|
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
|
glBindVertexArray(0);
|
|
|
|
// Draw cube
|
|
glBindVertexArray(cubeVAO);
|
|
glDrawArrays(GL_TRIANGLES, 0, 36);
|
|
glBindVertexArray(0);
|
|
|
|
// Delete VBO and VAO
|
|
glDeleteBuffers(1, &cubeVBO);
|
|
glDeleteVertexArrays(1, &cubeVAO);
|
|
#endif
|
|
}
|
|
|
|
// Get name string for pixel format
|
|
const char *get_pixel_format_name(unsigned int format)
|
|
{
|
|
switch (format)
|
|
{
|
|
case PIXELFORMAT_UNCOMPRESSED_GRAYSCALE: return "GRAYSCALE"; break; // 8 bit per pixel (no alpha)
|
|
case PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA: return "GRAY_ALPHA"; break; // 8*2 bpp (2 channels)
|
|
case PIXELFORMAT_UNCOMPRESSED_R5G6B5: return "R5G6B5"; break; // 16 bpp
|
|
case PIXELFORMAT_UNCOMPRESSED_R8G8B8: return "R8G8B8"; break; // 24 bpp
|
|
case PIXELFORMAT_UNCOMPRESSED_R5G5B5A1: return "R5G5B5A1"; break; // 16 bpp (1 bit alpha)
|
|
case PIXELFORMAT_UNCOMPRESSED_R4G4B4A4: return "R4G4B4A4"; break; // 16 bpp (4 bit alpha)
|
|
case PIXELFORMAT_UNCOMPRESSED_R8G8B8A8: return "R8G8B8A8"; break; // 32 bpp
|
|
case PIXELFORMAT_UNCOMPRESSED_R32: return "R32"; break; // 32 bpp (1 channel - float)
|
|
case PIXELFORMAT_UNCOMPRESSED_R32G32B32: return "R32G32B32"; break; // 32*3 bpp (3 channels - float)
|
|
case PIXELFORMAT_UNCOMPRESSED_R32G32B32A32: return "R32G32B32A32"; break; // 32*4 bpp (4 channels - float)
|
|
case PIXELFORMAT_UNCOMPRESSED_R16: return "R16"; break; // 16 bpp (1 channel - half float)
|
|
case PIXELFORMAT_UNCOMPRESSED_R16G16B16: return "R16G16B16"; break; // 16*3 bpp (3 channels - half float)
|
|
case PIXELFORMAT_UNCOMPRESSED_R16G16B16A16: return "R16G16B16A16"; break; // 16*4 bpp (4 channels - half float)
|
|
case PIXELFORMAT_COMPRESSED_DXT1_RGB: return "DXT1_RGB"; break; // 4 bpp (no alpha)
|
|
case PIXELFORMAT_COMPRESSED_DXT1_RGBA: return "DXT1_RGBA"; break; // 4 bpp (1 bit alpha)
|
|
case PIXELFORMAT_COMPRESSED_DXT3_RGBA: return "DXT3_RGBA"; break; // 8 bpp
|
|
case PIXELFORMAT_COMPRESSED_DXT5_RGBA: return "DXT5_RGBA"; break; // 8 bpp
|
|
case PIXELFORMAT_COMPRESSED_ETC1_RGB: return "ETC1_RGB"; break; // 4 bpp
|
|
case PIXELFORMAT_COMPRESSED_ETC2_RGB: return "ETC2_RGB"; break; // 4 bpp
|
|
case PIXELFORMAT_COMPRESSED_ETC2_EAC_RGBA: return "ETC2_RGBA"; break; // 8 bpp
|
|
case PIXELFORMAT_COMPRESSED_PVRT_RGB: return "PVRT_RGB"; break; // 4 bpp
|
|
case PIXELFORMAT_COMPRESSED_PVRT_RGBA: return "PVRT_RGBA"; break; // 4 bpp
|
|
case PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA: return "ASTC_4x4_RGBA"; break; // 8 bpp
|
|
case PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA: return "ASTC_8x8_RGBA"; break; // 2 bpp
|
|
default: return "UNKNOWN"; break;
|
|
}
|
|
}
|
|
|
|
//----------------------------------------------------------------------------------
|
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// Module specific Functions Definition
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//----------------------------------------------------------------------------------
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#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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// Load default shader (just vertex positioning and texture coloring)
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// NOTE: This shader program is used for internal buffers
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// NOTE: Loaded: GLOBAL_DATA.State.defaultShaderId, GLOBAL_DATA.State.defaultShaderLocs
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static void load_shader_default(void)
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{
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GLOBAL_DATA.State.defaultShaderLocs = (int *)RL_CALLOC(RL_MAX_SHADER_LOCATIONS, sizeof(int));
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// NOTE: All locations must be reseted to -1 (no location)
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for (int i = 0; i < RL_MAX_SHADER_LOCATIONS; i++) GLOBAL_DATA.State.defaultShaderLocs[i] = -1;
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// Vertex shader directly defined, no external file required
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const char *defaultVShaderCode =
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#if defined(GRAPHICS_API_OPENGL_21)
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"#version 120 \n"
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"attribute vec3 vertexPosition; \n"
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"attribute vec2 vertexTexCoord; \n"
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"attribute vec4 vertexColor; \n"
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"varying vec2 fragTexCoord; \n"
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"varying vec4 fragColor; \n"
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#elif defined(GRAPHICS_API_OPENGL_33)
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"#version 330 \n"
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"in vec3 vertexPosition; \n"
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"in vec2 vertexTexCoord; \n"
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"in vec4 vertexColor; \n"
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"out vec2 fragTexCoord; \n"
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"out vec4 fragColor; \n"
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#endif
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#if defined(GRAPHICS_API_OPENGL_ES2)
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"#version 100 \n"
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"precision mediump float; \n" // Precision required for OpenGL ES2 (WebGL) (on some browsers)
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"attribute vec3 vertexPosition; \n"
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"attribute vec2 vertexTexCoord; \n"
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"attribute vec4 vertexColor; \n"
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"varying vec2 fragTexCoord; \n"
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"varying vec4 fragColor; \n"
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#endif
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"uniform mat4 mvp; \n"
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"void main() \n"
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"{ \n"
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" fragTexCoord = vertexTexCoord; \n"
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" fragColor = vertexColor; \n"
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" gl_Position = mvp*vec4(vertexPosition, 1.0); \n"
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"} \n";
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// Fragment shader directly defined, no external file required
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const char *defaultFShaderCode =
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#if defined(GRAPHICS_API_OPENGL_21)
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"#version 120 \n"
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"varying vec2 fragTexCoord; \n"
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"varying vec4 fragColor; \n"
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"uniform sampler2D texture0; \n"
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"uniform vec4 colDiffuse; \n"
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"void main() \n"
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"{ \n"
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" vec4 texelColor = texture2D(texture0, fragTexCoord); \n"
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" gl_FragColor = texelColor*colDiffuse*fragColor; \n"
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"} \n";
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#elif defined(GRAPHICS_API_OPENGL_33)
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"#version 330 \n"
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"in vec2 fragTexCoord; \n"
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"in vec4 fragColor; \n"
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"out vec4 finalColor; \n"
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"uniform sampler2D texture0; \n"
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"uniform vec4 colDiffuse; \n"
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"void main() \n"
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"{ \n"
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" vec4 texelColor = texture(texture0, fragTexCoord); \n"
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" finalColor = texelColor*colDiffuse*fragColor; \n"
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"} \n";
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#endif
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#if defined(GRAPHICS_API_OPENGL_ES2)
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"#version 100 \n"
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"precision mediump float; \n" // Precision required for OpenGL ES2 (WebGL)
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"varying vec2 fragTexCoord; \n"
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"varying vec4 fragColor; \n"
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"uniform sampler2D texture0; \n"
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"uniform vec4 colDiffuse; \n"
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"void main() \n"
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"{ \n"
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" vec4 texelColor = texture2D(texture0, fragTexCoord); \n"
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" gl_FragColor = texelColor*colDiffuse*fragColor; \n"
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"} \n";
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#endif
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// NOTE: Compiled vertex/fragment shaders are not deleted,
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// they are kept for re-use as default shaders in case some shader loading fails
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GLOBAL_DATA.State.defaultVShaderId = compile_shader(defaultVShaderCode, GL_VERTEX_SHADER); // Compile default vertex shader
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GLOBAL_DATA.State.defaultFShaderId = compile_shader(defaultFShaderCode, GL_FRAGMENT_SHADER); // Compile default fragment shader
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GLOBAL_DATA.State.defaultShaderId = load_shader_program(GLOBAL_DATA.State.defaultVShaderId, GLOBAL_DATA.State.defaultFShaderId);
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if (GLOBAL_DATA.State.defaultShaderId > 0)
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{
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RL_TRACELOG(LOG_INFO, "SHADER: [ID %i] Default shader loaded successfully", GLOBAL_DATA.State.defaultShaderId);
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// Set default shader locations: attributes locations
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GLOBAL_DATA.State.defaultShaderLocs[SHADER_LOC_VERTEX_POSITION] = glGetAttribLocation(GLOBAL_DATA.State.defaultShaderId, "vertexPosition");
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GLOBAL_DATA.State.defaultShaderLocs[SHADER_LOC_VERTEX_TEXCOORD01] = glGetAttribLocation(GLOBAL_DATA.State.defaultShaderId, "vertexTexCoord");
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GLOBAL_DATA.State.defaultShaderLocs[SHADER_LOC_VERTEX_COLOR] = glGetAttribLocation(GLOBAL_DATA.State.defaultShaderId, "vertexColor");
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// Set default shader locations: uniform locations
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GLOBAL_DATA.State.defaultShaderLocs[SHADER_LOC_MATRIX_MVP] = glGetUniformLocation(GLOBAL_DATA.State.defaultShaderId, "mvp");
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GLOBAL_DATA.State.defaultShaderLocs[SHADER_LOC_COLOR_DIFFUSE] = glGetUniformLocation(GLOBAL_DATA.State.defaultShaderId, "colDiffuse");
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GLOBAL_DATA.State.defaultShaderLocs[SHADER_LOC_MAP_DIFFUSE] = glGetUniformLocation(GLOBAL_DATA.State.defaultShaderId, "texture0");
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}
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else RL_TRACELOG(LOG_WARNING, "SHADER: [ID %i] Failed to load default shader", GLOBAL_DATA.State.defaultShaderId);
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}
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// Unload default shader
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// NOTE: Unloads: GLOBAL_DATA.State.defaultShaderId, GLOBAL_DATA.State.defaultShaderLocs
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static void unload_shader_default(void)
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{
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glUseProgram(0);
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glDetachShader(GLOBAL_DATA.State.defaultShaderId, GLOBAL_DATA.State.defaultVShaderId);
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glDetachShader(GLOBAL_DATA.State.defaultShaderId, GLOBAL_DATA.State.defaultFShaderId);
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glDeleteShader(GLOBAL_DATA.State.defaultVShaderId);
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glDeleteShader(GLOBAL_DATA.State.defaultFShaderId);
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glDeleteProgram(GLOBAL_DATA.State.defaultShaderId);
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RL_FREE(GLOBAL_DATA.State.defaultShaderLocs);
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RL_TRACELOG(LOG_INFO, "SHADER: [ID %i] Default shader unloaded successfully", GLOBAL_DATA.State.defaultShaderId);
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}
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#if defined(RLGL_SHOW_GL_DETAILS_INFO)
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// Get compressed format official GL identifier name
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static const char *GetCompressedFormatName(int format)
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{
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switch (format)
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{
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// GL_EXT_texture_compression_s3tc
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case 0x83F0: return "GL_COMPRESSED_RGB_S3TC_DXT1_EXT"; break;
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case 0x83F1: return "GL_COMPRESSED_RGBA_S3TC_DXT1_EXT"; break;
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case 0x83F2: return "GL_COMPRESSED_RGBA_S3TC_DXT3_EXT"; break;
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case 0x83F3: return "GL_COMPRESSED_RGBA_S3TC_DXT5_EXT"; break;
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// GL_3DFX_texture_compression_FXT1
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case 0x86B0: return "GL_COMPRESSED_RGB_FXT1_3DFX"; break;
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case 0x86B1: return "GL_COMPRESSED_RGBA_FXT1_3DFX"; break;
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// GL_IMG_texture_compression_pvrtc
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case 0x8C00: return "GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG"; break;
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case 0x8C01: return "GL_COMPRESSED_RGB_PVRTC_2BPPV1_IMG"; break;
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case 0x8C02: return "GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG"; break;
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case 0x8C03: return "GL_COMPRESSED_RGBA_PVRTC_2BPPV1_IMG"; break;
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// GL_OES_compressed_ETC1_RGB8_texture
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case 0x8D64: return "GL_ETC1_RGB8_OES"; break;
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// GL_ARB_texture_compression_rgtc
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case 0x8DBB: return "GL_COMPRESSED_RED_RGTC1"; break;
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case 0x8DBC: return "GL_COMPRESSED_SIGNED_RED_RGTC1"; break;
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case 0x8DBD: return "GL_COMPRESSED_RG_RGTC2"; break;
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case 0x8DBE: return "GL_COMPRESSED_SIGNED_RG_RGTC2"; break;
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// GL_ARB_texture_compression_bptc
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case 0x8E8C: return "GL_COMPRESSED_RGBA_BPTC_UNORM_ARB"; break;
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case 0x8E8D: return "GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM_ARB"; break;
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case 0x8E8E: return "GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT_ARB"; break;
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case 0x8E8F: return "GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT_ARB"; break;
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// GL_ARB_ES3_compatibility
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case 0x9274: return "GL_COMPRESSED_RGB8_ETC2"; break;
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case 0x9275: return "GL_COMPRESSED_SRGB8_ETC2"; break;
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case 0x9276: return "GL_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2"; break;
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case 0x9277: return "GL_COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2"; break;
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case 0x9278: return "GL_COMPRESSED_RGBA8_ETC2_EAC"; break;
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case 0x9279: return "GL_COMPRESSED_SRGB8_ALPHA8_ETC2_EAC"; break;
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case 0x9270: return "GL_COMPRESSED_R11_EAC"; break;
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case 0x9271: return "GL_COMPRESSED_SIGNED_R11_EAC"; break;
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case 0x9272: return "GL_COMPRESSED_RG11_EAC"; break;
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case 0x9273: return "GL_COMPRESSED_SIGNED_RG11_EAC"; break;
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// GL_KHR_texture_compression_astc_hdr
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case 0x93B0: return "GL_COMPRESSED_RGBA_ASTC_4x4_KHR"; break;
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case 0x93B1: return "GL_COMPRESSED_RGBA_ASTC_5x4_KHR"; break;
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case 0x93B2: return "GL_COMPRESSED_RGBA_ASTC_5x5_KHR"; break;
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case 0x93B3: return "GL_COMPRESSED_RGBA_ASTC_6x5_KHR"; break;
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case 0x93B4: return "GL_COMPRESSED_RGBA_ASTC_6x6_KHR"; break;
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case 0x93B5: return "GL_COMPRESSED_RGBA_ASTC_8x5_KHR"; break;
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case 0x93B6: return "GL_COMPRESSED_RGBA_ASTC_8x6_KHR"; break;
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case 0x93B7: return "GL_COMPRESSED_RGBA_ASTC_8x8_KHR"; break;
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case 0x93B8: return "GL_COMPRESSED_RGBA_ASTC_10x5_KHR"; break;
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case 0x93B9: return "GL_COMPRESSED_RGBA_ASTC_10x6_KHR"; break;
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case 0x93BA: return "GL_COMPRESSED_RGBA_ASTC_10x8_KHR"; break;
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case 0x93BB: return "GL_COMPRESSED_RGBA_ASTC_10x10_KHR"; break;
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case 0x93BC: return "GL_COMPRESSED_RGBA_ASTC_12x10_KHR"; break;
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case 0x93BD: return "GL_COMPRESSED_RGBA_ASTC_12x12_KHR"; break;
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case 0x93D0: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_4x4_KHR"; break;
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case 0x93D1: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x4_KHR"; break;
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case 0x93D2: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x5_KHR"; break;
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case 0x93D3: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x5_KHR"; break;
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case 0x93D4: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x6_KHR"; break;
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case 0x93D5: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x5_KHR"; break;
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case 0x93D6: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x6_KHR"; break;
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case 0x93D7: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x8_KHR"; break;
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case 0x93D8: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x5_KHR"; break;
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case 0x93D9: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x6_KHR"; break;
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case 0x93DA: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x8_KHR"; break;
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case 0x93DB: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x10_KHR"; break;
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case 0x93DC: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_12x10_KHR"; break;
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case 0x93DD: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_12x12_KHR"; break;
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default: return "GL_COMPRESSED_UNKNOWN"; break;
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}
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}
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#endif // RLGL_SHOW_GL_DETAILS_INFO
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#endif // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2
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// Get pixel data size in bytes (image or texture)
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// NOTE: Size depends on pixel format
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static int internal_get_pixel_data_size(int width, int height, int format)
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{
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int dataSize = 0; // Size in bytes
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int bpp = 0; // Bits per pixel
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switch (format)
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{
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case PIXELFORMAT_UNCOMPRESSED_GRAYSCALE: bpp = 8; break;
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case PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA:
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case PIXELFORMAT_UNCOMPRESSED_R5G6B5:
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case PIXELFORMAT_UNCOMPRESSED_R5G5B5A1:
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case PIXELFORMAT_UNCOMPRESSED_R4G4B4A4: bpp = 16; break;
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case PIXELFORMAT_UNCOMPRESSED_R8G8B8A8: bpp = 32; break;
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case PIXELFORMAT_UNCOMPRESSED_R8G8B8: bpp = 24; break;
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case PIXELFORMAT_UNCOMPRESSED_R32: bpp = 32; break;
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case PIXELFORMAT_UNCOMPRESSED_R32G32B32: bpp = 32*3; break;
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case PIXELFORMAT_UNCOMPRESSED_R32G32B32A32: bpp = 32*4; break;
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case PIXELFORMAT_UNCOMPRESSED_R16: bpp = 16; break;
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case PIXELFORMAT_UNCOMPRESSED_R16G16B16: bpp = 16*3; break;
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case PIXELFORMAT_UNCOMPRESSED_R16G16B16A16: bpp = 16*4; break;
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case PIXELFORMAT_COMPRESSED_DXT1_RGB:
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case PIXELFORMAT_COMPRESSED_DXT1_RGBA:
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case PIXELFORMAT_COMPRESSED_ETC1_RGB:
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case PIXELFORMAT_COMPRESSED_ETC2_RGB:
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case PIXELFORMAT_COMPRESSED_PVRT_RGB:
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case PIXELFORMAT_COMPRESSED_PVRT_RGBA: bpp = 4; break;
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case PIXELFORMAT_COMPRESSED_DXT3_RGBA:
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case PIXELFORMAT_COMPRESSED_DXT5_RGBA:
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case PIXELFORMAT_COMPRESSED_ETC2_EAC_RGBA:
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case PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA: bpp = 8; break;
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case PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA: bpp = 2; break;
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default: break;
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}
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dataSize = width*height*bpp/8; // Total data size in bytes
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// Most compressed formats works on 4x4 blocks,
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// if texture is smaller, minimum dataSize is 8 or 16
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if ((width < 4) && (height < 4))
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{
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if ((format >= PIXELFORMAT_COMPRESSED_DXT1_RGB) && (format < PIXELFORMAT_COMPRESSED_DXT3_RGBA)) dataSize = 8;
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else if ((format >= PIXELFORMAT_COMPRESSED_DXT3_RGBA) && (format < PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA)) dataSize = 16;
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}
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return dataSize;
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}
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// Auxiliar math functions
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// #if !defined(RAYMATH_H) && !defined(RL_REFACTORED_C) && !defined(RL_REFACTORED_CPP)
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// Get identity matrix
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static Matrix internal_matrix_identity(void)
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{
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Matrix result = {
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1.0f, 0.0f, 0.0f, 0.0f,
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0.0f, 1.0f, 0.0f, 0.0f,
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0.0f, 0.0f, 1.0f, 0.0f,
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0.0f, 0.0f, 0.0f, 1.0f
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};
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return result;
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}
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// Get two matrix multiplication
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// NOTE: When multiplying matrices... the order matters!
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static Matrix internal_matrix_multiply(Matrix left, Matrix right)
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{
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Matrix result = { 0 };
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result.m0 = left.m0*right.m0 + left.m1*right.m4 + left.m2*right.m8 + left.m3*right.m12;
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result.m1 = left.m0*right.m1 + left.m1*right.m5 + left.m2*right.m9 + left.m3*right.m13;
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result.m2 = left.m0*right.m2 + left.m1*right.m6 + left.m2*right.m10 + left.m3*right.m14;
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result.m3 = left.m0*right.m3 + left.m1*right.m7 + left.m2*right.m11 + left.m3*right.m15;
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result.m4 = left.m4*right.m0 + left.m5*right.m4 + left.m6*right.m8 + left.m7*right.m12;
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result.m5 = left.m4*right.m1 + left.m5*right.m5 + left.m6*right.m9 + left.m7*right.m13;
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result.m6 = left.m4*right.m2 + left.m5*right.m6 + left.m6*right.m10 + left.m7*right.m14;
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result.m7 = left.m4*right.m3 + left.m5*right.m7 + left.m6*right.m11 + left.m7*right.m15;
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result.m8 = left.m8*right.m0 + left.m9*right.m4 + left.m10*right.m8 + left.m11*right.m12;
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result.m9 = left.m8*right.m1 + left.m9*right.m5 + left.m10*right.m9 + left.m11*right.m13;
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result.m10 = left.m8*right.m2 + left.m9*right.m6 + left.m10*right.m10 + left.m11*right.m14;
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result.m11 = left.m8*right.m3 + left.m9*right.m7 + left.m10*right.m11 + left.m11*right.m15;
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result.m12 = left.m12*right.m0 + left.m13*right.m4 + left.m14*right.m8 + left.m15*right.m12;
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result.m13 = left.m12*right.m1 + left.m13*right.m5 + left.m14*right.m9 + left.m15*right.m13;
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result.m14 = left.m12*right.m2 + left.m13*right.m6 + left.m14*right.m10 + left.m15*right.m14;
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result.m15 = left.m12*right.m3 + left.m13*right.m7 + left.m14*right.m11 + left.m15*right.m15;
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return result;
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}
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// #endif
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RLGL_EXTERN_C_END
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RLGL_NS_END
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#endif // RLGL_IMPLEMENTATION
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