mirror of
https://github.com/Ed94/gencpp.git
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5680 lines
220 KiB
C
5680 lines
220 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 (rlVertex, rlTranslate, rlRotate...)
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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 rlglInit() 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, rlDrawRenderBatchActive() 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 (RLGL.defaultBatch): RenderBatch system to accumulate vertex data
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* - Default texture (RLGL.defaultTextureId): 1x1 white pixel R8G8B8A8
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* - Default shader (RLGL.State.defaultShaderId, RLGL.State.defaultShaderLocs)
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*
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* Internal buffer (and resources) must be manually unloaded calling rlglClose().
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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 rlGetVersion() 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 RL_CULL_DISTANCE_NEAR 0.01 // Default projection matrix near cull distance
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* #define RL_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 attribute 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_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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// 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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// Support TRACELOG macros
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#ifndef TRACELOG
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#define 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 ) && ! defined( GRAPHICS_API_OPENGL_21 ) && ! defined( GRAPHICS_API_OPENGL_33 ) && ! defined( GRAPHICS_API_OPENGL_43 ) \
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&& ! defined( GRAPHICS_API_OPENGL_ES2 ) && ! 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 RL_CULL_DISTANCE_NEAR
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#define RL_CULL_DISTANCE_NEAR 0.01 // Default near cull distance
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#endif
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#ifndef RL_CULL_DISTANCE_FAR
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#define RL_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 RL_TEXTURE_WRAP_S 0x2802 // GL_TEXTURE_WRAP_S
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#define RL_TEXTURE_WRAP_T 0x2803 // GL_TEXTURE_WRAP_T
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#define RL_TEXTURE_MAG_FILTER 0x2800 // GL_TEXTURE_MAG_FILTER
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#define RL_TEXTURE_MIN_FILTER 0x2801 // GL_TEXTURE_MIN_FILTER
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#define RL_TEXTURE_FILTER_NEAREST 0x2600 // GL_NEAREST
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#define RL_TEXTURE_FILTER_LINEAR 0x2601 // GL_LINEAR
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#define RL_TEXTURE_FILTER_MIP_NEAREST 0x2700 // GL_NEAREST_MIPMAP_NEAREST
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#define RL_TEXTURE_FILTER_NEAREST_MIP_LINEAR 0x2702 // GL_NEAREST_MIPMAP_LINEAR
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#define RL_TEXTURE_FILTER_LINEAR_MIP_NEAREST 0x2701 // GL_LINEAR_MIPMAP_NEAREST
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#define RL_TEXTURE_FILTER_MIP_LINEAR 0x2703 // GL_LINEAR_MIPMAP_LINEAR
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#define RL_TEXTURE_FILTER_ANISOTROPIC 0x3000 // Anisotropic filter (custom identifier)
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#define RL_TEXTURE_MIPMAP_BIAS_RATIO 0x4000 // Texture mipmap bias, percentage ratio (custom identifier)
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#define RL_TEXTURE_WRAP_REPEAT 0x2901 // GL_REPEAT
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#define RL_TEXTURE_WRAP_CLAMP 0x812F // GL_CLAMP_TO_EDGE
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#define RL_TEXTURE_WRAP_MIRROR_REPEAT 0x8370 // GL_MIRRORED_REPEAT
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#define RL_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 RL_BLEND_EQUATION 0x8009 // GL_BLEND_EQUATION
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#define RL_BLEND_EQUATION_RGB 0x8009 // GL_BLEND_EQUATION_RGB // (Same as BLEND_EQUATION)
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#define RL_BLEND_EQUATION_ALPHA 0x883D // GL_BLEND_EQUATION_ALPHA
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#define RL_BLEND_DST_RGB 0x80C8 // GL_BLEND_DST_RGB
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#define RL_BLEND_SRC_RGB 0x80C9 // GL_BLEND_SRC_RGB
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#define RL_BLEND_DST_ALPHA 0x80CA // GL_BLEND_DST_ALPHA
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#define RL_BLEND_SRC_ALPHA 0x80CB // GL_BLEND_SRC_ALPHA
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#define RL_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
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{
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false = 0,
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true = ! false
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} bool;
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#endif
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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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{
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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 rlVertexBuffer
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{
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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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} rlVertexBuffer;
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// Draw call type
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// NOTE: Only texture changes register a new draw, other state-change-related elements are not
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// used at this moment (vaoId, shaderId, matrices), raylib just forces a batch draw call if any
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// of those state-change happens (this is done in core module)
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typedef struct rlDrawCall
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{
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int mode; // Drawing mode: LINES, TRIANGLES, QUADS
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int vertexCount; // Number of vertex of the draw
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int vertexAlignment; // Number of vertex required for index alignment (LINES, TRIANGLES)
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// unsigned int vaoId; // Vertex array id to be used on the draw -> Using RLGL.currentBatch->vertexBuffer.vaoId
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// unsigned int shaderId; // Shader id to be used on the draw -> Using RLGL.currentShaderId
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unsigned int textureId; // Texture id to be used on the draw -> Use to create new draw call if changes
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// Matrix projection; // Projection matrix for this draw -> Using RLGL.projection by default
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// Matrix modelview; // Modelview matrix for this draw -> Using RLGL.modelview by default
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} rlDrawCall;
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// rlRenderBatch type
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typedef struct rlRenderBatch
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{
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int bufferCount; // Number of vertex buffers (multi-buffering support)
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int currentBuffer; // Current buffer tracking in case of multi-buffering
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rlVertexBuffer* vertexBuffer; // Dynamic buffer(s) for vertex data
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rlDrawCall* draws; // Draw calls array, depends on textureId
|
|
int drawCounter; // Draw calls counter
|
|
float currentDepth; // Current depth value for next draw
|
|
} rlRenderBatch;
|
|
|
|
// OpenGL version
|
|
typedef enum
|
|
{
|
|
RL_OPENGL_11 = 1, // OpenGL 1.1
|
|
RL_OPENGL_21, // OpenGL 2.1 (GLSL 120)
|
|
RL_OPENGL_33, // OpenGL 3.3 (GLSL 330)
|
|
RL_OPENGL_43, // OpenGL 4.3 (using GLSL 330)
|
|
RL_OPENGL_ES_20, // OpenGL ES 2.0 (GLSL 100)
|
|
RL_OPENGL_ES_30 // OpenGL ES 3.0 (GLSL 300 es)
|
|
} rlGlVersion;
|
|
|
|
// Trace log level
|
|
// NOTE: Organized by priority level
|
|
typedef enum
|
|
{
|
|
RL_LOG_ALL = 0, // Display all logs
|
|
RL_LOG_TRACE, // Trace logging, intended for internal use only
|
|
RL_LOG_DEBUG, // Debug logging, used for internal debugging, it should be disabled on release builds
|
|
RL_LOG_INFO, // Info logging, used for program execution info
|
|
RL_LOG_WARNING, // Warning logging, used on recoverable failures
|
|
RL_LOG_ERROR, // Error logging, used on unrecoverable failures
|
|
RL_LOG_FATAL, // Fatal logging, used to abort program: exit(EXIT_FAILURE)
|
|
RL_LOG_NONE // Disable logging
|
|
} rlTraceLogLevel;
|
|
|
|
// Texture pixel formats
|
|
// NOTE: Support depends on OpenGL version
|
|
typedef enum
|
|
{
|
|
RL_PIXELFORMAT_UNCOMPRESSED_GRAYSCALE = 1, // 8 bit per pixel (no alpha)
|
|
RL_PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA, // 8*2 bpp (2 channels)
|
|
RL_PIXELFORMAT_UNCOMPRESSED_R5G6B5, // 16 bpp
|
|
RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8, // 24 bpp
|
|
RL_PIXELFORMAT_UNCOMPRESSED_R5G5B5A1, // 16 bpp (1 bit alpha)
|
|
RL_PIXELFORMAT_UNCOMPRESSED_R4G4B4A4, // 16 bpp (4 bit alpha)
|
|
RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8A8, // 32 bpp
|
|
RL_PIXELFORMAT_UNCOMPRESSED_R32, // 32 bpp (1 channel - float)
|
|
RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32, // 32*3 bpp (3 channels - float)
|
|
RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32A32, // 32*4 bpp (4 channels - float)
|
|
RL_PIXELFORMAT_UNCOMPRESSED_R16, // 16 bpp (1 channel - half float)
|
|
RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16, // 16*3 bpp (3 channels - half float)
|
|
RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16A16, // 16*4 bpp (4 channels - half float)
|
|
RL_PIXELFORMAT_COMPRESSED_DXT1_RGB, // 4 bpp (no alpha)
|
|
RL_PIXELFORMAT_COMPRESSED_DXT1_RGBA, // 4 bpp (1 bit alpha)
|
|
RL_PIXELFORMAT_COMPRESSED_DXT3_RGBA, // 8 bpp
|
|
RL_PIXELFORMAT_COMPRESSED_DXT5_RGBA, // 8 bpp
|
|
RL_PIXELFORMAT_COMPRESSED_ETC1_RGB, // 4 bpp
|
|
RL_PIXELFORMAT_COMPRESSED_ETC2_RGB, // 4 bpp
|
|
RL_PIXELFORMAT_COMPRESSED_ETC2_EAC_RGBA, // 8 bpp
|
|
RL_PIXELFORMAT_COMPRESSED_PVRT_RGB, // 4 bpp
|
|
RL_PIXELFORMAT_COMPRESSED_PVRT_RGBA, // 4 bpp
|
|
RL_PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA, // 8 bpp
|
|
RL_PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA // 2 bpp
|
|
} rlPixelFormat;
|
|
|
|
// Texture parameters: filter mode
|
|
// NOTE 1: Filtering considers mipmaps if available in the texture
|
|
// NOTE 2: Filter is accordingly set for minification and magnification
|
|
typedef enum
|
|
{
|
|
RL_TEXTURE_FILTER_POINT = 0, // No filter, just pixel approximation
|
|
RL_TEXTURE_FILTER_BILINEAR, // Linear filtering
|
|
RL_TEXTURE_FILTER_TRILINEAR, // Trilinear filtering (linear with mipmaps)
|
|
RL_TEXTURE_FILTER_ANISOTROPIC_4X, // Anisotropic filtering 4x
|
|
RL_TEXTURE_FILTER_ANISOTROPIC_8X, // Anisotropic filtering 8x
|
|
RL_TEXTURE_FILTER_ANISOTROPIC_16X, // Anisotropic filtering 16x
|
|
} rlTextureFilter;
|
|
|
|
// Color blending modes (pre-defined)
|
|
typedef enum
|
|
{
|
|
RL_BLEND_ALPHA = 0, // Blend textures considering alpha (default)
|
|
RL_BLEND_ADDITIVE, // Blend textures adding colors
|
|
RL_BLEND_MULTIPLIED, // Blend textures multiplying colors
|
|
RL_BLEND_ADD_COLORS, // Blend textures adding colors (alternative)
|
|
RL_BLEND_SUBTRACT_COLORS, // Blend textures subtracting colors (alternative)
|
|
RL_BLEND_ALPHA_PREMULTIPLY, // Blend premultiplied textures considering alpha
|
|
RL_BLEND_CUSTOM, // Blend textures using custom src/dst factors (use rlSetBlendFactors())
|
|
RL_BLEND_CUSTOM_SEPARATE // Blend textures using custom src/dst factors (use rlSetBlendFactorsSeparate())
|
|
} rlBlendMode;
|
|
|
|
// Shader location point type
|
|
typedef enum
|
|
{
|
|
RL_SHADER_LOC_VERTEX_POSITION = 0, // Shader location: vertex attribute: position
|
|
RL_SHADER_LOC_VERTEX_TEXCOORD01, // Shader location: vertex attribute: texcoord01
|
|
RL_SHADER_LOC_VERTEX_TEXCOORD02, // Shader location: vertex attribute: texcoord02
|
|
RL_SHADER_LOC_VERTEX_NORMAL, // Shader location: vertex attribute: normal
|
|
RL_SHADER_LOC_VERTEX_TANGENT, // Shader location: vertex attribute: tangent
|
|
RL_SHADER_LOC_VERTEX_COLOR, // Shader location: vertex attribute: color
|
|
RL_SHADER_LOC_MATRIX_MVP, // Shader location: matrix uniform: model-view-projection
|
|
RL_SHADER_LOC_MATRIX_VIEW, // Shader location: matrix uniform: view (camera transform)
|
|
RL_SHADER_LOC_MATRIX_PROJECTION, // Shader location: matrix uniform: projection
|
|
RL_SHADER_LOC_MATRIX_MODEL, // Shader location: matrix uniform: model (transform)
|
|
RL_SHADER_LOC_MATRIX_NORMAL, // Shader location: matrix uniform: normal
|
|
RL_SHADER_LOC_VECTOR_VIEW, // Shader location: vector uniform: view
|
|
RL_SHADER_LOC_COLOR_DIFFUSE, // Shader location: vector uniform: diffuse color
|
|
RL_SHADER_LOC_COLOR_SPECULAR, // Shader location: vector uniform: specular color
|
|
RL_SHADER_LOC_COLOR_AMBIENT, // Shader location: vector uniform: ambient color
|
|
RL_SHADER_LOC_MAP_ALBEDO, // Shader location: sampler2d texture: albedo (same as: RL_SHADER_LOC_MAP_DIFFUSE)
|
|
RL_SHADER_LOC_MAP_METALNESS, // Shader location: sampler2d texture: metalness (same as: RL_SHADER_LOC_MAP_SPECULAR)
|
|
RL_SHADER_LOC_MAP_NORMAL, // Shader location: sampler2d texture: normal
|
|
RL_SHADER_LOC_MAP_ROUGHNESS, // Shader location: sampler2d texture: roughness
|
|
RL_SHADER_LOC_MAP_OCCLUSION, // Shader location: sampler2d texture: occlusion
|
|
RL_SHADER_LOC_MAP_EMISSION, // Shader location: sampler2d texture: emission
|
|
RL_SHADER_LOC_MAP_HEIGHT, // Shader location: sampler2d texture: height
|
|
RL_SHADER_LOC_MAP_CUBEMAP, // Shader location: samplerCube texture: cubemap
|
|
RL_SHADER_LOC_MAP_IRRADIANCE, // Shader location: samplerCube texture: irradiance
|
|
RL_SHADER_LOC_MAP_PREFILTER, // Shader location: samplerCube texture: prefilter
|
|
RL_SHADER_LOC_MAP_BRDF // Shader location: sampler2d texture: brdf
|
|
} rlShaderLocationIndex;
|
|
|
|
#define RL_SHADER_LOC_MAP_DIFFUSE RL_SHADER_LOC_MAP_ALBEDO
|
|
#define RL_SHADER_LOC_MAP_SPECULAR RL_SHADER_LOC_MAP_METALNESS
|
|
|
|
// Shader uniform data type
|
|
typedef enum
|
|
{
|
|
RL_SHADER_UNIFORM_FLOAT = 0, // Shader uniform type: float
|
|
RL_SHADER_UNIFORM_VEC2, // Shader uniform type: vec2 (2 float)
|
|
RL_SHADER_UNIFORM_VEC3, // Shader uniform type: vec3 (3 float)
|
|
RL_SHADER_UNIFORM_VEC4, // Shader uniform type: vec4 (4 float)
|
|
RL_SHADER_UNIFORM_INT, // Shader uniform type: int
|
|
RL_SHADER_UNIFORM_IVEC2, // Shader uniform type: ivec2 (2 int)
|
|
RL_SHADER_UNIFORM_IVEC3, // Shader uniform type: ivec3 (3 int)
|
|
RL_SHADER_UNIFORM_IVEC4, // Shader uniform type: ivec4 (4 int)
|
|
RL_SHADER_UNIFORM_SAMPLER2D // Shader uniform type: sampler2d
|
|
} rlShaderUniformDataType;
|
|
|
|
// Shader attribute data types
|
|
typedef enum
|
|
{
|
|
RL_SHADER_ATTRIB_FLOAT = 0, // Shader attribute type: float
|
|
RL_SHADER_ATTRIB_VEC2, // Shader attribute type: vec2 (2 float)
|
|
RL_SHADER_ATTRIB_VEC3, // Shader attribute type: vec3 (3 float)
|
|
RL_SHADER_ATTRIB_VEC4 // Shader attribute type: vec4 (4 float)
|
|
} rlShaderAttributeDataType;
|
|
|
|
// Framebuffer attachment type
|
|
// NOTE: By default up to 8 color channels defined, but it can be more
|
|
typedef enum
|
|
{
|
|
RL_ATTACHMENT_COLOR_CHANNEL0 = 0, // Framebuffer attachment type: color 0
|
|
RL_ATTACHMENT_COLOR_CHANNEL1, // Framebuffer attachment type: color 1
|
|
RL_ATTACHMENT_COLOR_CHANNEL2, // Framebuffer attachment type: color 2
|
|
RL_ATTACHMENT_COLOR_CHANNEL3, // Framebuffer attachment type: color 3
|
|
RL_ATTACHMENT_COLOR_CHANNEL4, // Framebuffer attachment type: color 4
|
|
RL_ATTACHMENT_COLOR_CHANNEL5, // Framebuffer attachment type: color 5
|
|
RL_ATTACHMENT_COLOR_CHANNEL6, // Framebuffer attachment type: color 6
|
|
RL_ATTACHMENT_COLOR_CHANNEL7, // Framebuffer attachment type: color 7
|
|
RL_ATTACHMENT_DEPTH = 100, // Framebuffer attachment type: depth
|
|
RL_ATTACHMENT_STENCIL = 200, // Framebuffer attachment type: stencil
|
|
} rlFramebufferAttachType;
|
|
|
|
// Framebuffer texture attachment type
|
|
typedef enum
|
|
{
|
|
RL_ATTACHMENT_CUBEMAP_POSITIVE_X = 0, // Framebuffer texture attachment type: cubemap, +X side
|
|
RL_ATTACHMENT_CUBEMAP_NEGATIVE_X, // Framebuffer texture attachment type: cubemap, -X side
|
|
RL_ATTACHMENT_CUBEMAP_POSITIVE_Y, // Framebuffer texture attachment type: cubemap, +Y side
|
|
RL_ATTACHMENT_CUBEMAP_NEGATIVE_Y, // Framebuffer texture attachment type: cubemap, -Y side
|
|
RL_ATTACHMENT_CUBEMAP_POSITIVE_Z, // Framebuffer texture attachment type: cubemap, +Z side
|
|
RL_ATTACHMENT_CUBEMAP_NEGATIVE_Z, // Framebuffer texture attachment type: cubemap, -Z side
|
|
RL_ATTACHMENT_TEXTURE2D = 100, // Framebuffer texture attachment type: texture2d
|
|
RL_ATTACHMENT_RENDERBUFFER = 200, // Framebuffer texture attachment type: renderbuffer
|
|
} rlFramebufferAttachTextureType;
|
|
|
|
// Face culling mode
|
|
typedef enum
|
|
{
|
|
RL_CULL_FACE_FRONT = 0,
|
|
RL_CULL_FACE_BACK
|
|
} rlCullMode;
|
|
|
|
//------------------------------------------------------------------------------------
|
|
// Functions Declaration - Matrix operations
|
|
//------------------------------------------------------------------------------------
|
|
|
|
#if defined( __cplusplus )
|
|
extern "C"
|
|
{ // Prevents name mangling of functions
|
|
#endif
|
|
|
|
RLAPI void rlMatrixMode( int mode ); // Choose the current matrix to be transformed
|
|
RLAPI void rlPushMatrix( void ); // Push the current matrix to stack
|
|
RLAPI void rlPopMatrix( void ); // Pop latest inserted matrix from stack
|
|
RLAPI void rlLoadIdentity( void ); // Reset current matrix to identity matrix
|
|
RLAPI void rlTranslatef( float x, float y, float z ); // Multiply the current matrix by a translation matrix
|
|
RLAPI void rlRotatef( float angle, float x, float y, float z ); // Multiply the current matrix by a rotation matrix
|
|
RLAPI void rlScalef( float x, float y, float z ); // Multiply the current matrix by a scaling matrix
|
|
RLAPI void rlMultMatrixf( const float* matf ); // Multiply the current matrix by another matrix
|
|
RLAPI void rlFrustum( double left, double right, double bottom, double top, double znear, double zfar );
|
|
RLAPI void rlOrtho( double left, double right, double bottom, double top, double znear, double zfar );
|
|
RLAPI void rlViewport( int x, int y, int width, int height ); // Set the viewport area
|
|
|
|
//------------------------------------------------------------------------------------
|
|
// Functions Declaration - Vertex level operations
|
|
//------------------------------------------------------------------------------------
|
|
RLAPI void rlBegin( int mode ); // Initialize drawing mode (how to organize vertex)
|
|
RLAPI void rlEnd( void ); // Finish vertex providing
|
|
RLAPI void rlVertex2i( int x, int y ); // Define one vertex (position) - 2 int
|
|
RLAPI void rlVertex2f( float x, float y ); // Define one vertex (position) - 2 float
|
|
RLAPI void rlVertex3f( float x, float y, float z ); // Define one vertex (position) - 3 float
|
|
RLAPI void rlTexCoord2f( float x, float y ); // Define one vertex (texture coordinate) - 2 float
|
|
RLAPI void rlNormal3f( float x, float y, float z ); // Define one vertex (normal) - 3 float
|
|
RLAPI void rlColor4ub( unsigned char r, unsigned char g, unsigned char b, unsigned char a ); // Define one vertex (color) - 4 byte
|
|
RLAPI void rlColor3f( float x, float y, float z ); // Define one vertex (color) - 3 float
|
|
RLAPI void rlColor4f( float x, float y, float z, float w ); // Define one vertex (color) - 4 float
|
|
|
|
//------------------------------------------------------------------------------------
|
|
// Functions Declaration - OpenGL style functions (common to 1.1, 3.3+, ES2)
|
|
// NOTE: This functions are used to completely abstract raylib code from OpenGL layer,
|
|
// some of them are direct wrappers over OpenGL calls, some others are custom
|
|
//------------------------------------------------------------------------------------
|
|
|
|
// Vertex buffers state
|
|
RLAPI bool rlEnableVertexArray( unsigned int vaoId ); // Enable vertex array (VAO, if supported)
|
|
RLAPI void rlDisableVertexArray( void ); // Disable vertex array (VAO, if supported)
|
|
RLAPI void rlEnableVertexBuffer( unsigned int id ); // Enable vertex buffer (VBO)
|
|
RLAPI void rlDisableVertexBuffer( void ); // Disable vertex buffer (VBO)
|
|
RLAPI void rlEnableVertexBufferElement( unsigned int id ); // Enable vertex buffer element (VBO element)
|
|
RLAPI void rlDisableVertexBufferElement( void ); // Disable vertex buffer element (VBO element)
|
|
RLAPI void rlEnableVertexAttribute( unsigned int index ); // Enable vertex attribute index
|
|
RLAPI void rlDisableVertexAttribute( unsigned int index ); // Disable vertex attribute index
|
|
#if defined( GRAPHICS_API_OPENGL_11 )
|
|
RLAPI void rlEnableStatePointer( int vertexAttribType, void* buffer ); // Enable attribute state pointer
|
|
RLAPI void rlDisableStatePointer( int vertexAttribType ); // Disable attribute state pointer
|
|
#endif
|
|
|
|
// Textures state
|
|
RLAPI void rlActiveTextureSlot( int slot ); // Select and active a texture slot
|
|
RLAPI void rlEnableTexture( unsigned int id ); // Enable texture
|
|
RLAPI void rlDisableTexture( void ); // Disable texture
|
|
RLAPI void rlEnableTextureCubemap( unsigned int id ); // Enable texture cubemap
|
|
RLAPI void rlDisableTextureCubemap( void ); // Disable texture cubemap
|
|
RLAPI void rlTextureParameters( unsigned int id, int param, int value ); // Set texture parameters (filter, wrap)
|
|
RLAPI void rlCubemapParameters( unsigned int id, int param, int value ); // Set cubemap parameters (filter, wrap)
|
|
|
|
// Shader state
|
|
RLAPI void rlEnableShader( unsigned int id ); // Enable shader program
|
|
RLAPI void rlDisableShader( void ); // Disable shader program
|
|
|
|
// Framebuffer state
|
|
RLAPI void rlEnableFramebuffer( unsigned int id ); // Enable render texture (fbo)
|
|
RLAPI void rlDisableFramebuffer( void ); // Disable render texture (fbo), return to default framebuffer
|
|
RLAPI void rlActiveDrawBuffers( int count ); // Activate multiple draw color buffers
|
|
|
|
// General render state
|
|
RLAPI void rlEnableColorBlend( void ); // Enable color blending
|
|
RLAPI void rlDisableColorBlend( void ); // Disable color blending
|
|
RLAPI void rlEnableDepthTest( void ); // Enable depth test
|
|
RLAPI void rlDisableDepthTest( void ); // Disable depth test
|
|
RLAPI void rlEnableDepthMask( void ); // Enable depth write
|
|
RLAPI void rlDisableDepthMask( void ); // Disable depth write
|
|
RLAPI void rlEnableBackfaceCulling( void ); // Enable backface culling
|
|
RLAPI void rlDisableBackfaceCulling( void ); // Disable backface culling
|
|
RLAPI void rlSetCullFace( int mode ); // Set face culling mode
|
|
RLAPI void rlEnableScissorTest( void ); // Enable scissor test
|
|
RLAPI void rlDisableScissorTest( void ); // Disable scissor test
|
|
RLAPI void rlScissor( int x, int y, int width, int height ); // Scissor test
|
|
RLAPI void rlEnableWireMode( void ); // Enable wire mode
|
|
RLAPI void rlDisableWireMode( void ); // Disable wire mode
|
|
RLAPI void rlSetLineWidth( float width ); // Set the line drawing width
|
|
RLAPI float rlGetLineWidth( void ); // Get the line drawing width
|
|
RLAPI void rlEnableSmoothLines( void ); // Enable line aliasing
|
|
RLAPI void rlDisableSmoothLines( void ); // Disable line aliasing
|
|
RLAPI void rlEnableStereoRender( void ); // Enable stereo rendering
|
|
RLAPI void rlDisableStereoRender( void ); // Disable stereo rendering
|
|
RLAPI bool rlIsStereoRenderEnabled( void ); // Check if stereo render is enabled
|
|
|
|
RLAPI void rlClearColor( unsigned char r, unsigned char g, unsigned char b, unsigned char a ); // Clear color buffer with color
|
|
RLAPI void rlClearScreenBuffers( void ); // Clear used screen buffers (color and depth)
|
|
RLAPI void rlCheckErrors( void ); // Check and log OpenGL error codes
|
|
RLAPI void rlSetBlendMode( int mode ); // Set blending mode
|
|
RLAPI void rlSetBlendFactors( int glSrcFactor, int glDstFactor, int glEquation ); // Set blending mode factor and equation (using OpenGL factors)
|
|
RLAPI void rlSetBlendFactorsSeparate(
|
|
int glSrcRGB,
|
|
int glDstRGB,
|
|
int glSrcAlpha,
|
|
int glDstAlpha,
|
|
int glEqRGB,
|
|
int glEqAlpha
|
|
); // Set blending mode factors and equations separately (using OpenGL factors)
|
|
|
|
//------------------------------------------------------------------------------------
|
|
// Functions Declaration - rlgl functionality
|
|
//------------------------------------------------------------------------------------
|
|
// rlgl initialization functions
|
|
RLAPI void rlglInit( int width, int height ); // Initialize rlgl (buffers, shaders, textures, states)
|
|
RLAPI void rlglClose( void ); // De-initialize rlgl (buffers, shaders, textures)
|
|
RLAPI void rlLoadExtensions( void* loader ); // Load OpenGL extensions (loader function required)
|
|
RLAPI int rlGetVersion( void ); // Get current OpenGL version
|
|
RLAPI void rlSetFramebufferWidth( int width ); // Set current framebuffer width
|
|
RLAPI int rlGetFramebufferWidth( void ); // Get default framebuffer width
|
|
RLAPI void rlSetFramebufferHeight( int height ); // Set current framebuffer height
|
|
RLAPI int rlGetFramebufferHeight( void ); // Get default framebuffer height
|
|
|
|
RLAPI unsigned int rlGetTextureIdDefault( void ); // Get default texture id
|
|
RLAPI unsigned int rlGetShaderIdDefault( void ); // Get default shader id
|
|
RLAPI int* rlGetShaderLocsDefault( void ); // Get default shader locations
|
|
|
|
// Render batch management
|
|
// NOTE: rlgl provides a default render batch to behave like OpenGL 1.1 immediate mode
|
|
// but this render batch API is exposed in case of custom batches are required
|
|
RLAPI rlRenderBatch rlLoadRenderBatch( int numBuffers, int bufferElements ); // Load a render batch system
|
|
RLAPI void rlUnloadRenderBatch( rlRenderBatch batch ); // Unload render batch system
|
|
RLAPI void rlDrawRenderBatch( rlRenderBatch* batch ); // Draw render batch data (Update->Draw->Reset)
|
|
RLAPI void rlSetRenderBatchActive( rlRenderBatch* batch ); // Set the active render batch for rlgl (NULL for default internal)
|
|
RLAPI void rlDrawRenderBatchActive( void ); // Update and draw internal render batch
|
|
RLAPI bool rlCheckRenderBatchLimit( int vCount ); // Check internal buffer overflow for a given number of vertex
|
|
|
|
RLAPI void rlSetTexture( unsigned int id ); // Set current texture for render batch and check buffers limits
|
|
|
|
//------------------------------------------------------------------------------------------------------------------------
|
|
|
|
// Vertex buffers management
|
|
RLAPI unsigned int rlLoadVertexArray( void ); // Load vertex array (vao) if supported
|
|
RLAPI unsigned int rlLoadVertexBuffer( const void* buffer, int size, bool dynamic ); // Load a vertex buffer attribute
|
|
RLAPI unsigned int rlLoadVertexBufferElement( const void* buffer, int size, bool dynamic ); // Load a new attributes element buffer
|
|
RLAPI void rlUpdateVertexBuffer( unsigned int bufferId, const void* data, int dataSize, int offset ); // Update GPU buffer with new data
|
|
RLAPI void rlUpdateVertexBufferElements( unsigned int id, const void* data, int dataSize, int offset ); // Update vertex buffer elements with new data
|
|
RLAPI void rlUnloadVertexArray( unsigned int vaoId );
|
|
RLAPI void rlUnloadVertexBuffer( unsigned int vboId );
|
|
RLAPI void rlSetVertexAttribute( unsigned int index, int compSize, int type, bool normalized, int stride, const void* pointer );
|
|
RLAPI void rlSetVertexAttributeDivisor( unsigned int index, int divisor );
|
|
RLAPI void rlSetVertexAttributeDefault( int locIndex, const void* value, int attribType, int count ); // Set vertex attribute default value
|
|
RLAPI void rlDrawVertexArray( int offset, int count );
|
|
RLAPI void rlDrawVertexArrayElements( int offset, int count, const void* buffer );
|
|
RLAPI void rlDrawVertexArrayInstanced( int offset, int count, int instances );
|
|
RLAPI void rlDrawVertexArrayElementsInstanced( int offset, int count, const void* buffer, int instances );
|
|
|
|
// Textures management
|
|
RLAPI unsigned int rlLoadTexture( const void* data, int width, int height, int format, int mipmapCount ); // Load texture in GPU
|
|
RLAPI unsigned int rlLoadTextureDepth( int width, int height, bool useRenderBuffer ); // Load depth texture/renderbuffer (to be attached to fbo)
|
|
RLAPI unsigned int rlLoadTextureCubemap( const void* data, int size, int format ); // Load texture cubemap
|
|
RLAPI void rlUpdateTexture( unsigned int id, int offsetX, int offsetY, int width, int height, int format, const void* data ); // Update GPU texture with
|
|
// new data
|
|
RLAPI void
|
|
rlGetGlTextureFormats( int format, unsigned int* glInternalFormat, unsigned int* glFormat, unsigned int* glType ); // Get OpenGL internal formats
|
|
RLAPI const char* rlGetPixelFormatName( unsigned int format ); // Get name string for pixel format
|
|
RLAPI void rlUnloadTexture( unsigned int id ); // Unload texture from GPU memory
|
|
RLAPI void rlGenTextureMipmaps( unsigned int id, int width, int height, int format, int* mipmaps ); // Generate mipmap data for selected texture
|
|
RLAPI void* rlReadTexturePixels( unsigned int id, int width, int height, int format ); // Read texture pixel data
|
|
RLAPI unsigned char* rlReadScreenPixels( int width, int height ); // Read screen pixel data (color buffer)
|
|
|
|
// Framebuffer management (fbo)
|
|
RLAPI unsigned int rlLoadFramebuffer( int width, int height ); // Load an empty framebuffer
|
|
RLAPI void rlFramebufferAttach( unsigned int fboId, unsigned int texId, int attachType, int texType, int mipLevel ); // Attach texture/renderbuffer to a
|
|
// framebuffer
|
|
RLAPI bool rlFramebufferComplete( unsigned int id ); // Verify framebuffer is complete
|
|
RLAPI void rlUnloadFramebuffer( unsigned int id ); // Delete framebuffer from GPU
|
|
|
|
// Shaders management
|
|
RLAPI unsigned int rlLoadShaderCode( const char* vsCode, const char* fsCode ); // Load shader from code strings
|
|
RLAPI unsigned int rlCompileShader(
|
|
const char* shaderCode,
|
|
int type
|
|
); // Compile custom shader and return shader id (type: RL_VERTEX_SHADER, RL_FRAGMENT_SHADER, RL_COMPUTE_SHADER)
|
|
RLAPI unsigned int rlLoadShaderProgram( unsigned int vShaderId, unsigned int fShaderId ); // Load custom shader program
|
|
RLAPI void rlUnloadShaderProgram( unsigned int id ); // Unload shader program
|
|
RLAPI int rlGetLocationUniform( unsigned int shaderId, const char* uniformName ); // Get shader location uniform
|
|
RLAPI int rlGetLocationAttrib( unsigned int shaderId, const char* attribName ); // Get shader location attribute
|
|
RLAPI void rlSetUniform( int locIndex, const void* value, int uniformType, int count ); // Set shader value uniform
|
|
RLAPI void rlSetUniformMatrix( int locIndex, Matrix mat ); // Set shader value matrix
|
|
RLAPI void rlSetUniformSampler( int locIndex, unsigned int textureId ); // Set shader value sampler
|
|
RLAPI void rlSetShader( unsigned int id, int* locs ); // Set shader currently active (id and locations)
|
|
|
|
// Compute shader management
|
|
RLAPI unsigned int rlLoadComputeShaderProgram( unsigned int shaderId ); // Load compute shader program
|
|
RLAPI void rlComputeShaderDispatch(
|
|
unsigned int groupX,
|
|
unsigned int groupY,
|
|
unsigned int groupZ
|
|
); // Dispatch compute shader (equivalent to *draw* for graphics pipeline)
|
|
|
|
// Shader buffer storage object management (ssbo)
|
|
RLAPI unsigned int rlLoadShaderBuffer( unsigned int size, const void* data, int usageHint ); // Load shader storage buffer object (SSBO)
|
|
RLAPI void rlUnloadShaderBuffer( unsigned int ssboId ); // Unload shader storage buffer object (SSBO)
|
|
RLAPI void rlUpdateShaderBuffer( unsigned int id, const void* data, unsigned int dataSize, unsigned int offset ); // Update SSBO buffer data
|
|
RLAPI void rlBindShaderBuffer( unsigned int id, unsigned int index ); // Bind SSBO buffer
|
|
RLAPI void rlReadShaderBuffer( unsigned int id, void* dest, unsigned int count, unsigned int offset ); // Read SSBO buffer data (GPU->CPU)
|
|
RLAPI void rlCopyShaderBuffer(
|
|
unsigned int destId,
|
|
unsigned int srcId,
|
|
unsigned int destOffset,
|
|
unsigned int srcOffset,
|
|
unsigned int count
|
|
); // Copy SSBO data between buffers
|
|
RLAPI unsigned int rlGetShaderBufferSize( unsigned int id ); // Get SSBO buffer size
|
|
|
|
// Buffer management
|
|
RLAPI void rlBindImageTexture( unsigned int id, unsigned int index, int format, bool readonly ); // Bind image texture
|
|
|
|
// Matrix state management
|
|
RLAPI Matrix rlGetMatrixModelview( void ); // Get internal modelview matrix
|
|
RLAPI Matrix rlGetMatrixProjection( void ); // Get internal projection matrix
|
|
RLAPI Matrix rlGetMatrixTransform( void ); // Get internal accumulated transform matrix
|
|
RLAPI Matrix rlGetMatrixProjectionStereo( int eye ); // Get internal projection matrix for stereo render (selected eye)
|
|
RLAPI Matrix rlGetMatrixViewOffsetStereo( int eye ); // Get internal view offset matrix for stereo render (selected eye)
|
|
RLAPI void rlSetMatrixProjection( Matrix proj ); // Set a custom projection matrix (replaces internal projection matrix)
|
|
RLAPI void rlSetMatrixModelview( Matrix view ); // Set a custom modelview matrix (replaces internal modelview matrix)
|
|
RLAPI void rlSetMatrixProjectionStereo( Matrix right, Matrix left ); // Set eyes projection matrices for stereo rendering
|
|
RLAPI void rlSetMatrixViewOffsetStereo( Matrix right, Matrix left ); // Set eyes view offsets matrices for stereo rendering
|
|
|
|
// Quick and dirty cube/quad buffers load->draw->unload
|
|
RLAPI void rlLoadDrawCube( void ); // Load and draw a cube
|
|
RLAPI void rlLoadDrawQuad( void ); // Load and draw a quad
|
|
|
|
#if defined( __cplusplus )
|
|
}
|
|
#endif
|
|
|
|
#endif // RLGL_H
|
|
|
|
/***********************************************************************************
|
|
*
|
|
* RLGL IMPLEMENTATION
|
|
*
|
|
************************************************************************************/
|
|
|
|
#if defined( RLGL_IMPLEMENTATION )
|
|
|
|
#if defined( GRAPHICS_API_OPENGL_11 )
|
|
#if defined( __APPLE__ )
|
|
#include <OpenGL/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_ES2 )
|
|
// NOTE: OpenGL ES 2.0 can be enabled on PLATFORM_DESKTOP,
|
|
// in that case, functions are loaded from a custom glad for OpenGL ES 2.0
|
|
#if defined( PLATFORM_DESKTOP )
|
|
#define GLAD_GLES2_IMPLEMENTATION
|
|
#include "external/glad_gles2.h"
|
|
#else
|
|
#define GL_GLEXT_PROTOTYPES
|
|
// #include <EGL/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 rlglInit(), 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
|
|
#define GL_READ_FRAMEBUFFER GL_FRAMEBUFFER
|
|
#define GL_DRAW_FRAMEBUFFER GL_FRAMEBUFFER
|
|
#endif
|
|
|
|
// Default shader vertex attribute names to set location points
|
|
#ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_POSITION
|
|
#define RL_DEFAULT_SHADER_ATTRIB_NAME_POSITION "vertexPosition" // Bound by default to shader location: 0
|
|
#endif
|
|
#ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD
|
|
#define RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD "vertexTexCoord" // Bound by default to shader location: 1
|
|
#endif
|
|
#ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_NORMAL
|
|
#define RL_DEFAULT_SHADER_ATTRIB_NAME_NORMAL "vertexNormal" // Bound by default to shader location: 2
|
|
#endif
|
|
#ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR
|
|
#define RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR "vertexColor" // Bound by default to shader location: 3
|
|
#endif
|
|
#ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_TANGENT
|
|
#define RL_DEFAULT_SHADER_ATTRIB_NAME_TANGENT "vertexTangent" // Bound by default to shader location: 4
|
|
#endif
|
|
#ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2
|
|
#define RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2 "vertexTexCoord2" // Bound by default to shader location: 5
|
|
#endif
|
|
|
|
#ifndef RL_DEFAULT_SHADER_UNIFORM_NAME_MVP
|
|
#define RL_DEFAULT_SHADER_UNIFORM_NAME_MVP "mvp" // model-view-projection matrix
|
|
#endif
|
|
#ifndef RL_DEFAULT_SHADER_UNIFORM_NAME_VIEW
|
|
#define RL_DEFAULT_SHADER_UNIFORM_NAME_VIEW "matView" // view matrix
|
|
#endif
|
|
#ifndef RL_DEFAULT_SHADER_UNIFORM_NAME_PROJECTION
|
|
#define RL_DEFAULT_SHADER_UNIFORM_NAME_PROJECTION "matProjection" // projection matrix
|
|
#endif
|
|
#ifndef RL_DEFAULT_SHADER_UNIFORM_NAME_MODEL
|
|
#define RL_DEFAULT_SHADER_UNIFORM_NAME_MODEL "matModel" // model matrix
|
|
#endif
|
|
#ifndef RL_DEFAULT_SHADER_UNIFORM_NAME_NORMAL
|
|
#define RL_DEFAULT_SHADER_UNIFORM_NAME_NORMAL "matNormal" // normal matrix (transpose(inverse(matModelView))
|
|
#endif
|
|
#ifndef RL_DEFAULT_SHADER_UNIFORM_NAME_COLOR
|
|
#define RL_DEFAULT_SHADER_UNIFORM_NAME_COLOR "colDiffuse" // color diffuse (base tint color, multiplied by texture color)
|
|
#endif
|
|
#ifndef RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE0
|
|
#define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE0 "texture0" // texture0 (texture slot active 0)
|
|
#endif
|
|
#ifndef RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE1
|
|
#define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE1 "texture1" // texture1 (texture slot active 1)
|
|
#endif
|
|
#ifndef RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE2
|
|
#define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE2 "texture2" // texture2 (texture slot active 2)
|
|
#endif
|
|
|
|
//----------------------------------------------------------------------------------
|
|
// Types and Structures Definition
|
|
//----------------------------------------------------------------------------------
|
|
#if defined( GRAPHICS_API_OPENGL_33 ) || defined( GRAPHICS_API_OPENGL_ES2 )
|
|
typedef struct rlglData
|
|
{
|
|
rlRenderBatch* currentBatch; // Current render batch
|
|
rlRenderBatch defaultBatch; // Default internal render batch
|
|
|
|
struct
|
|
{
|
|
int vertexCounter; // Current active render batch vertex counter (generic, used for all batches)
|
|
float texcoordx, texcoordy; // Current active texture coordinate (added on glVertex*())
|
|
float normalx, normaly, normalz; // Current active normal (added on glVertex*())
|
|
unsigned char colorr, colorg, colorb, colora; // Current active color (added on glVertex*())
|
|
|
|
int currentMatrixMode; // Current matrix mode
|
|
Matrix* currentMatrix; // Current matrix pointer
|
|
Matrix modelview; // Default modelview matrix
|
|
Matrix projection; // Default projection matrix
|
|
Matrix transform; // Transform matrix to be used with rlTranslate, rlRotate, rlScale
|
|
bool transformRequired; // Require transform matrix application to current draw-call vertex (if required)
|
|
Matrix stack[ RL_MAX_MATRIX_STACK_SIZE ]; // Matrix stack for push/pop
|
|
int stackCounter; // Matrix stack counter
|
|
|
|
unsigned int defaultTextureId; // Default texture used on shapes/poly drawing (required by shader)
|
|
unsigned int activeTextureId[ RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS ]; // Active texture ids to be enabled on batch drawing (0 active by default)
|
|
unsigned int defaultVShaderId; // Default vertex shader id (used by default shader program)
|
|
unsigned int defaultFShaderId; // Default fragment shader id (used by default shader program)
|
|
unsigned int defaultShaderId; // Default shader program id, supports vertex color and diffuse texture
|
|
int* defaultShaderLocs; // Default shader locations pointer to be used on rendering
|
|
unsigned int currentShaderId; // Current shader id to be used on rendering (by default, defaultShaderId)
|
|
int* currentShaderLocs; // Current shader locations pointer to be used on rendering (by default, defaultShaderLocs)
|
|
|
|
bool stereoRender; // Stereo rendering flag
|
|
Matrix projectionStereo[ 2 ]; // VR stereo rendering eyes projection matrices
|
|
Matrix viewOffsetStereo[ 2 ]; // VR stereo rendering eyes view offset matrices
|
|
|
|
// Blending variables
|
|
int currentBlendMode; // Blending mode active
|
|
int glBlendSrcFactor; // Blending source factor
|
|
int glBlendDstFactor; // Blending destination factor
|
|
int glBlendEquation; // Blending equation
|
|
int glBlendSrcFactorRGB; // Blending source RGB factor
|
|
int glBlendDestFactorRGB; // Blending destination RGB factor
|
|
int glBlendSrcFactorAlpha; // Blending source alpha factor
|
|
int glBlendDestFactorAlpha; // Blending destination alpha factor
|
|
int glBlendEquationRGB; // Blending equation for RGB
|
|
int glBlendEquationAlpha; // Blending equation for alpha
|
|
bool glCustomBlendModeModified; // Custom blending factor and equation modification status
|
|
|
|
int framebufferWidth; // Current framebuffer width
|
|
int framebufferHeight; // Current framebuffer height
|
|
|
|
} State; // Renderer state
|
|
|
|
struct
|
|
{
|
|
bool vao; // VAO support (OpenGL ES2 could not support VAO extension) (GL_ARB_vertex_array_object)
|
|
bool instancing; // Instancing supported (GL_ANGLE_instanced_arrays, GL_EXT_draw_instanced + GL_EXT_instanced_arrays)
|
|
bool texNPOT; // NPOT textures full support (GL_ARB_texture_non_power_of_two, GL_OES_texture_npot)
|
|
bool texDepth; // Depth textures supported (GL_ARB_depth_texture, GL_OES_depth_texture)
|
|
bool texDepthWebGL; // Depth textures supported WebGL specific (GL_WEBGL_depth_texture)
|
|
bool texFloat32; // float textures support (32 bit per channel) (GL_OES_texture_float)
|
|
bool texFloat16; // half float textures support (16 bit per channel) (GL_OES_texture_half_float)
|
|
bool texCompDXT; // DDS texture compression support (GL_EXT_texture_compression_s3tc, GL_WEBGL_compressed_texture_s3tc,
|
|
// GL_WEBKIT_WEBGL_compressed_texture_s3tc)
|
|
bool texCompETC1; // ETC1 texture compression support (GL_OES_compressed_ETC1_RGB8_texture, GL_WEBGL_compressed_texture_etc1)
|
|
bool texCompETC2; // ETC2/EAC texture compression support (GL_ARB_ES3_compatibility)
|
|
bool texCompPVRT; // PVR texture compression support (GL_IMG_texture_compression_pvrtc)
|
|
bool texCompASTC; // ASTC texture compression support (GL_KHR_texture_compression_astc_hdr, GL_KHR_texture_compression_astc_ldr)
|
|
bool texMirrorClamp; // Clamp mirror wrap mode supported (GL_EXT_texture_mirror_clamp)
|
|
bool texAnisoFilter; // Anisotropic texture filtering support (GL_EXT_texture_filter_anisotropic)
|
|
bool computeShader; // Compute shaders support (GL_ARB_compute_shader)
|
|
bool ssbo; // Shader storage buffer object support (GL_ARB_shader_storage_buffer_object)
|
|
|
|
float maxAnisotropyLevel; // Maximum anisotropy level supported (minimum is 2.0f)
|
|
int maxDepthBits; // Maximum bits for depth component
|
|
|
|
} ExtSupported; // Extensions supported flags
|
|
} rlglData;
|
|
|
|
typedef void* ( *rlglLoadProc )( const char* name ); // OpenGL extension functions loader signature (same as GLADloadproc)
|
|
|
|
#endif // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2
|
|
|
|
//----------------------------------------------------------------------------------
|
|
// Global Variables Definition
|
|
//----------------------------------------------------------------------------------
|
|
#if defined( GRAPHICS_API_OPENGL_33 ) || defined( GRAPHICS_API_OPENGL_ES2 )
|
|
static rlglData RLGL = { 0 };
|
|
#endif // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2
|
|
|
|
#if defined( GRAPHICS_API_OPENGL_ES2 )
|
|
// NOTE: VAO functionality is exposed through extensions (OES)
|
|
static PFNGLGENVERTEXARRAYSOESPROC glGenVertexArrays = NULL;
|
|
static PFNGLBINDVERTEXARRAYOESPROC glBindVertexArray = NULL;
|
|
static PFNGLDELETEVERTEXARRAYSOESPROC glDeleteVertexArrays = NULL;
|
|
|
|
// NOTE: Instancing functionality could also be available through extension
|
|
static PFNGLDRAWARRAYSINSTANCEDEXTPROC glDrawArraysInstanced = NULL;
|
|
static PFNGLDRAWELEMENTSINSTANCEDEXTPROC glDrawElementsInstanced = NULL;
|
|
static PFNGLVERTEXATTRIBDIVISOREXTPROC glVertexAttribDivisor = NULL;
|
|
#endif
|
|
|
|
//----------------------------------------------------------------------------------
|
|
// Module specific Functions Declaration
|
|
//----------------------------------------------------------------------------------
|
|
#if defined( GRAPHICS_API_OPENGL_33 ) || defined( GRAPHICS_API_OPENGL_ES2 )
|
|
static void rlLoadShaderDefault( void ); // Load default shader
|
|
static void rlUnloadShaderDefault( void ); // Unload default shader
|
|
#if defined( RLGL_SHOW_GL_DETAILS_INFO )
|
|
static char* rlGetCompressedFormatName( int format ); // Get compressed format official GL identifier name
|
|
#endif // RLGL_SHOW_GL_DETAILS_INFO
|
|
#endif // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2
|
|
|
|
static int rlGetPixelDataSize( int width, int height, int format ); // Get pixel data size in bytes (image or texture)
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|
|
|
// Auxiliar matrix math functions
|
|
static Matrix rlMatrixIdentity( void ); // Get identity matrix
|
|
static Matrix rlMatrixMultiply( Matrix left, Matrix right ); // Multiply two matrices
|
|
|
|
//----------------------------------------------------------------------------------
|
|
// Module Functions Definition - Matrix operations
|
|
//----------------------------------------------------------------------------------
|
|
|
|
#if defined( GRAPHICS_API_OPENGL_11 )
|
|
// Fallback to OpenGL 1.1 function calls
|
|
//---------------------------------------
|
|
void rlMatrixMode( int mode )
|
|
{
|
|
switch ( mode )
|
|
{
|
|
case RL_PROJECTION :
|
|
glMatrixMode( GL_PROJECTION );
|
|
break;
|
|
case RL_MODELVIEW :
|
|
glMatrixMode( GL_MODELVIEW );
|
|
break;
|
|
case RL_TEXTURE :
|
|
glMatrixMode( GL_TEXTURE );
|
|
break;
|
|
default :
|
|
break;
|
|
}
|
|
}
|
|
|
|
void rlFrustum( double left, double right, double bottom, double top, double znear, double zfar )
|
|
{
|
|
glFrustum( left, right, bottom, top, znear, zfar );
|
|
}
|
|
|
|
void rlOrtho( double left, double right, double bottom, double top, double znear, double zfar )
|
|
{
|
|
glOrtho( left, right, bottom, top, znear, zfar );
|
|
}
|
|
|
|
void rlPushMatrix( void )
|
|
{
|
|
glPushMatrix();
|
|
}
|
|
|
|
void rlPopMatrix( void )
|
|
{
|
|
glPopMatrix();
|
|
}
|
|
|
|
void rlLoadIdentity( void )
|
|
{
|
|
glLoadIdentity();
|
|
}
|
|
|
|
void rlTranslatef( float x, float y, float z )
|
|
{
|
|
glTranslatef( x, y, z );
|
|
}
|
|
|
|
void rlRotatef( float angle, float x, float y, float z )
|
|
{
|
|
glRotatef( angle, x, y, z );
|
|
}
|
|
|
|
void rlScalef( float x, float y, float z )
|
|
{
|
|
glScalef( x, y, z );
|
|
}
|
|
|
|
void rlMultMatrixf( const float* matf )
|
|
{
|
|
glMultMatrixf( matf );
|
|
}
|
|
#endif
|
|
#if defined( GRAPHICS_API_OPENGL_33 ) || defined( GRAPHICS_API_OPENGL_ES2 )
|
|
// Choose the current matrix to be transformed
|
|
void rlMatrixMode( int mode )
|
|
{
|
|
if ( mode == RL_PROJECTION )
|
|
RLGL.State.currentMatrix = &RLGL.State.projection;
|
|
else if ( mode == RL_MODELVIEW )
|
|
RLGL.State.currentMatrix = &RLGL.State.modelview;
|
|
// else if (mode == RL_TEXTURE) // Not supported
|
|
|
|
RLGL.State.currentMatrixMode = mode;
|
|
}
|
|
|
|
// Push the current matrix into RLGL.State.stack
|
|
void rlPushMatrix( void )
|
|
{
|
|
if ( RLGL.State.stackCounter >= RL_MAX_MATRIX_STACK_SIZE )
|
|
TRACELOG( RL_LOG_ERROR, "RLGL: Matrix stack overflow (RL_MAX_MATRIX_STACK_SIZE)" );
|
|
|
|
if ( RLGL.State.currentMatrixMode == RL_MODELVIEW )
|
|
{
|
|
RLGL.State.transformRequired = true;
|
|
RLGL.State.currentMatrix = &RLGL.State.transform;
|
|
}
|
|
|
|
RLGL.State.stack[ RLGL.State.stackCounter ] = *RLGL.State.currentMatrix;
|
|
RLGL.State.stackCounter++;
|
|
}
|
|
|
|
// Pop lattest inserted matrix from RLGL.State.stack
|
|
void rlPopMatrix( void )
|
|
{
|
|
if ( RLGL.State.stackCounter > 0 )
|
|
{
|
|
Matrix mat = RLGL.State.stack[ RLGL.State.stackCounter - 1 ];
|
|
*RLGL.State.currentMatrix = mat;
|
|
RLGL.State.stackCounter--;
|
|
}
|
|
|
|
if ( ( RLGL.State.stackCounter == 0 ) && ( RLGL.State.currentMatrixMode == RL_MODELVIEW ) )
|
|
{
|
|
RLGL.State.currentMatrix = &RLGL.State.modelview;
|
|
RLGL.State.transformRequired = false;
|
|
}
|
|
}
|
|
|
|
// Reset current matrix to identity matrix
|
|
void rlLoadIdentity( void )
|
|
{
|
|
*RLGL.State.currentMatrix = rlMatrixIdentity();
|
|
}
|
|
|
|
// Multiply the current matrix by a translation matrix
|
|
void rlTranslatef( float x, float y, float z )
|
|
{
|
|
Matrix matTranslation = { 1.0f, 0.0f, 0.0f, x, 0.0f, 1.0f, 0.0f, y, 0.0f, 0.0f, 1.0f, z, 0.0f, 0.0f, 0.0f, 1.0f };
|
|
|
|
// NOTE: We transpose matrix with multiplication order
|
|
*RLGL.State.currentMatrix = rlMatrixMultiply( matTranslation, *RLGL.State.currentMatrix );
|
|
}
|
|
|
|
// Multiply the current matrix by a rotation matrix
|
|
// NOTE: The provided angle must be in degrees
|
|
void rlRotatef( float angle, float x, float y, float z )
|
|
{
|
|
Matrix matRotation = rlMatrixIdentity();
|
|
|
|
// Axis vector (x, y, z) normalization
|
|
float lengthSquared = x * x + y * y + z * z;
|
|
if ( ( lengthSquared != 1.0f ) && ( lengthSquared != 0.0f ) )
|
|
{
|
|
float inverseLength = 1.0f / sqrtf( lengthSquared );
|
|
x *= inverseLength;
|
|
y *= inverseLength;
|
|
z *= inverseLength;
|
|
}
|
|
|
|
// Rotation matrix generation
|
|
float sinres = sinf( DEG2RAD * angle );
|
|
float cosres = cosf( DEG2RAD * angle );
|
|
float t = 1.0f - cosres;
|
|
|
|
matRotation.m0 = x * x * t + cosres;
|
|
matRotation.m1 = y * x * t + z * sinres;
|
|
matRotation.m2 = z * x * t - y * sinres;
|
|
matRotation.m3 = 0.0f;
|
|
|
|
matRotation.m4 = x * y * t - z * sinres;
|
|
matRotation.m5 = y * y * t + cosres;
|
|
matRotation.m6 = z * y * t + x * sinres;
|
|
matRotation.m7 = 0.0f;
|
|
|
|
matRotation.m8 = x * z * t + y * sinres;
|
|
matRotation.m9 = y * z * t - x * sinres;
|
|
matRotation.m10 = z * z * t + cosres;
|
|
matRotation.m11 = 0.0f;
|
|
|
|
matRotation.m12 = 0.0f;
|
|
matRotation.m13 = 0.0f;
|
|
matRotation.m14 = 0.0f;
|
|
matRotation.m15 = 1.0f;
|
|
|
|
// NOTE: We transpose matrix with multiplication order
|
|
*RLGL.State.currentMatrix = rlMatrixMultiply( matRotation, *RLGL.State.currentMatrix );
|
|
}
|
|
|
|
// Multiply the current matrix by a scaling matrix
|
|
void rlScalef( float x, float y, float z )
|
|
{
|
|
Matrix matScale = { x, 0.0f, 0.0f, 0.0f, 0.0f, y, 0.0f, 0.0f, 0.0f, 0.0f, z, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f };
|
|
|
|
// NOTE: We transpose matrix with multiplication order
|
|
*RLGL.State.currentMatrix = rlMatrixMultiply( matScale, *RLGL.State.currentMatrix );
|
|
}
|
|
|
|
// Multiply the current matrix by another matrix
|
|
void rlMultMatrixf( const float* matf )
|
|
{
|
|
// Matrix creation from array
|
|
Matrix mat = { matf[ 0 ], matf[ 4 ], matf[ 8 ], matf[ 12 ], matf[ 1 ], matf[ 5 ], matf[ 9 ], matf[ 13 ],
|
|
matf[ 2 ], matf[ 6 ], matf[ 10 ], matf[ 14 ], matf[ 3 ], matf[ 7 ], matf[ 11 ], matf[ 15 ] };
|
|
|
|
*RLGL.State.currentMatrix = rlMatrixMultiply( *RLGL.State.currentMatrix, mat );
|
|
}
|
|
|
|
// Multiply the current matrix by a perspective matrix generated by parameters
|
|
void rlFrustum( double left, double right, double bottom, double top, double znear, double zfar )
|
|
{
|
|
Matrix matFrustum = { 0 };
|
|
|
|
float rl = ( float )( right - left );
|
|
float tb = ( float )( top - bottom );
|
|
float fn = ( float )( zfar - znear );
|
|
|
|
matFrustum.m0 = ( ( float )znear * 2.0f ) / rl;
|
|
matFrustum.m1 = 0.0f;
|
|
matFrustum.m2 = 0.0f;
|
|
matFrustum.m3 = 0.0f;
|
|
|
|
matFrustum.m4 = 0.0f;
|
|
matFrustum.m5 = ( ( float )znear * 2.0f ) / tb;
|
|
matFrustum.m6 = 0.0f;
|
|
matFrustum.m7 = 0.0f;
|
|
|
|
matFrustum.m8 = ( ( float )right + ( float )left ) / rl;
|
|
matFrustum.m9 = ( ( float )top + ( float )bottom ) / tb;
|
|
matFrustum.m10 = -( ( float )zfar + ( float )znear ) / fn;
|
|
matFrustum.m11 = -1.0f;
|
|
|
|
matFrustum.m12 = 0.0f;
|
|
matFrustum.m13 = 0.0f;
|
|
matFrustum.m14 = -( ( float )zfar * ( float )znear * 2.0f ) / fn;
|
|
matFrustum.m15 = 0.0f;
|
|
|
|
*RLGL.State.currentMatrix = rlMatrixMultiply( *RLGL.State.currentMatrix, matFrustum );
|
|
}
|
|
|
|
// Multiply the current matrix by an orthographic matrix generated by parameters
|
|
void rlOrtho( double left, double right, double bottom, double top, double znear, double zfar )
|
|
{
|
|
// NOTE: If left-right and top-botton values are equal it could create a division by zero,
|
|
// response to it is platform/compiler dependant
|
|
Matrix matOrtho = { 0 };
|
|
|
|
float rl = ( float )( right - left );
|
|
float tb = ( float )( top - bottom );
|
|
float fn = ( float )( zfar - znear );
|
|
|
|
matOrtho.m0 = 2.0f / rl;
|
|
matOrtho.m1 = 0.0f;
|
|
matOrtho.m2 = 0.0f;
|
|
matOrtho.m3 = 0.0f;
|
|
matOrtho.m4 = 0.0f;
|
|
matOrtho.m5 = 2.0f / tb;
|
|
matOrtho.m6 = 0.0f;
|
|
matOrtho.m7 = 0.0f;
|
|
matOrtho.m8 = 0.0f;
|
|
matOrtho.m9 = 0.0f;
|
|
matOrtho.m10 = -2.0f / fn;
|
|
matOrtho.m11 = 0.0f;
|
|
matOrtho.m12 = -( ( float )left + ( float )right ) / rl;
|
|
matOrtho.m13 = -( ( float )top + ( float )bottom ) / tb;
|
|
matOrtho.m14 = -( ( float )zfar + ( float )znear ) / fn;
|
|
matOrtho.m15 = 1.0f;
|
|
|
|
*RLGL.State.currentMatrix = rlMatrixMultiply( *RLGL.State.currentMatrix, matOrtho );
|
|
}
|
|
#endif
|
|
|
|
// Set the viewport area (transformation from normalized device coordinates to window coordinates)
|
|
// NOTE: We store current viewport dimensions
|
|
void rlViewport( int x, int y, int width, int height )
|
|
{
|
|
glViewport( x, y, width, height );
|
|
}
|
|
|
|
//----------------------------------------------------------------------------------
|
|
// Module Functions Definition - Vertex level operations
|
|
//----------------------------------------------------------------------------------
|
|
#if defined( GRAPHICS_API_OPENGL_11 )
|
|
// Fallback to OpenGL 1.1 function calls
|
|
//---------------------------------------
|
|
void rlBegin( int mode )
|
|
{
|
|
switch ( mode )
|
|
{
|
|
case RL_LINES :
|
|
glBegin( GL_LINES );
|
|
break;
|
|
case RL_TRIANGLES :
|
|
glBegin( GL_TRIANGLES );
|
|
break;
|
|
case RL_QUADS :
|
|
glBegin( GL_QUADS );
|
|
break;
|
|
default :
|
|
break;
|
|
}
|
|
}
|
|
|
|
void rlEnd()
|
|
{
|
|
glEnd();
|
|
}
|
|
|
|
void rlVertex2i( int x, int y )
|
|
{
|
|
glVertex2i( x, y );
|
|
}
|
|
|
|
void rlVertex2f( float x, float y )
|
|
{
|
|
glVertex2f( x, y );
|
|
}
|
|
|
|
void rlVertex3f( float x, float y, float z )
|
|
{
|
|
glVertex3f( x, y, z );
|
|
}
|
|
|
|
void rlTexCoord2f( float x, float y )
|
|
{
|
|
glTexCoord2f( x, y );
|
|
}
|
|
|
|
void rlNormal3f( float x, float y, float z )
|
|
{
|
|
glNormal3f( x, y, z );
|
|
}
|
|
|
|
void rlColor4ub( unsigned char r, unsigned char g, unsigned char b, unsigned char a )
|
|
{
|
|
glColor4ub( r, g, b, a );
|
|
}
|
|
|
|
void rlColor3f( float x, float y, float z )
|
|
{
|
|
glColor3f( x, y, z );
|
|
}
|
|
|
|
void rlColor4f( float x, float y, float z, float w )
|
|
{
|
|
glColor4f( x, y, z, w );
|
|
}
|
|
#endif
|
|
#if defined( GRAPHICS_API_OPENGL_33 ) || defined( GRAPHICS_API_OPENGL_ES2 )
|
|
// Initialize drawing mode (how to organize vertex)
|
|
void rlBegin( int mode )
|
|
{
|
|
// Draw mode can be RL_LINES, RL_TRIANGLES and RL_QUADS
|
|
// NOTE: In all three cases, vertex are accumulated over default internal vertex buffer
|
|
if ( RLGL.currentBatch->draws[ RLGL.currentBatch->drawCounter - 1 ].mode != mode )
|
|
{
|
|
if ( RLGL.currentBatch->draws[ RLGL.currentBatch->drawCounter - 1 ].vertexCount > 0 )
|
|
{
|
|
// Make sure current RLGL.currentBatch->draws[i].vertexCount is aligned a multiple of 4,
|
|
// that way, following QUADS drawing will keep aligned with index processing
|
|
// It implies adding some extra alignment vertex at the end of the draw,
|
|
// those vertex are not processed but they are considered as an additional offset
|
|
// for the next set of vertex to be drawn
|
|
if ( RLGL.currentBatch->draws[ RLGL.currentBatch->drawCounter - 1 ].mode == RL_LINES )
|
|
RLGL.currentBatch->draws[ RLGL.currentBatch->drawCounter - 1 ].vertexAlignment =
|
|
( ( RLGL.currentBatch->draws[ RLGL.currentBatch->drawCounter - 1 ].vertexCount < 4 )
|
|
? RLGL.currentBatch->draws[ RLGL.currentBatch->drawCounter - 1 ].vertexCount
|
|
: RLGL.currentBatch->draws[ RLGL.currentBatch->drawCounter - 1 ].vertexCount % 4 );
|
|
else if ( RLGL.currentBatch->draws[ RLGL.currentBatch->drawCounter - 1 ].mode == RL_TRIANGLES )
|
|
RLGL.currentBatch->draws[ RLGL.currentBatch->drawCounter - 1 ].vertexAlignment =
|
|
( ( RLGL.currentBatch->draws[ RLGL.currentBatch->drawCounter - 1 ].vertexCount < 4 )
|
|
? 1
|
|
: ( 4 - ( RLGL.currentBatch->draws[ RLGL.currentBatch->drawCounter - 1 ].vertexCount % 4 ) ) );
|
|
else
|
|
RLGL.currentBatch->draws[ RLGL.currentBatch->drawCounter - 1 ].vertexAlignment = 0;
|
|
|
|
if ( ! rlCheckRenderBatchLimit( RLGL.currentBatch->draws[ RLGL.currentBatch->drawCounter - 1 ].vertexAlignment ) )
|
|
{
|
|
RLGL.State.vertexCounter += RLGL.currentBatch->draws[ RLGL.currentBatch->drawCounter - 1 ].vertexAlignment;
|
|
RLGL.currentBatch->drawCounter++;
|
|
}
|
|
}
|
|
|
|
if ( RLGL.currentBatch->drawCounter >= RL_DEFAULT_BATCH_DRAWCALLS )
|
|
rlDrawRenderBatch( RLGL.currentBatch );
|
|
|
|
RLGL.currentBatch->draws[ RLGL.currentBatch->drawCounter - 1 ].mode = mode;
|
|
RLGL.currentBatch->draws[ RLGL.currentBatch->drawCounter - 1 ].vertexCount = 0;
|
|
RLGL.currentBatch->draws[ RLGL.currentBatch->drawCounter - 1 ].textureId = RLGL.State.defaultTextureId;
|
|
}
|
|
}
|
|
|
|
// Finish vertex providing
|
|
void rlEnd( void )
|
|
{
|
|
// NOTE: Depth increment is dependant on rlOrtho(): z-near and z-far values,
|
|
// as well as depth buffer bit-depth (16bit or 24bit or 32bit)
|
|
// Correct increment formula would be: depthInc = (zfar - znear)/pow(2, bits)
|
|
RLGL.currentBatch->currentDepth += ( 1.0f / 20000.0f );
|
|
}
|
|
|
|
// Define one vertex (position)
|
|
// NOTE: Vertex position data is the basic information required for drawing
|
|
void rlVertex3f( float x, float y, float z )
|
|
{
|
|
float tx = x;
|
|
float ty = y;
|
|
float tz = z;
|
|
|
|
// Transform provided vector if required
|
|
if ( RLGL.State.transformRequired )
|
|
{
|
|
tx = RLGL.State.transform.m0 * x + RLGL.State.transform.m4 * y + RLGL.State.transform.m8 * z + RLGL.State.transform.m12;
|
|
ty = RLGL.State.transform.m1 * x + RLGL.State.transform.m5 * y + RLGL.State.transform.m9 * z + RLGL.State.transform.m13;
|
|
tz = RLGL.State.transform.m2 * x + RLGL.State.transform.m6 * y + RLGL.State.transform.m10 * z + RLGL.State.transform.m14;
|
|
}
|
|
|
|
// WARNING: We can't break primitives when launching a new batch.
|
|
// RL_LINES comes in pairs, RL_TRIANGLES come in groups of 3 vertices and RL_QUADS come in groups of 4 vertices.
|
|
// We must check current draw.mode when a new vertex is required and finish the batch only if the draw.mode draw.vertexCount is %2, %3 or %4
|
|
if ( RLGL.State.vertexCounter > ( RLGL.currentBatch->vertexBuffer[ RLGL.currentBatch->currentBuffer ].elementCount * 4 - 4 ) )
|
|
{
|
|
if ( ( RLGL.currentBatch->draws[ RLGL.currentBatch->drawCounter - 1 ].mode == RL_LINES )
|
|
&& ( RLGL.currentBatch->draws[ RLGL.currentBatch->drawCounter - 1 ].vertexCount % 2 == 0 ) )
|
|
{
|
|
// Reached the maximum number of vertices for RL_LINES drawing
|
|
// Launch a draw call but keep current state for next vertices comming
|
|
// NOTE: We add +1 vertex to the check for security
|
|
rlCheckRenderBatchLimit( 2 + 1 );
|
|
}
|
|
else if ((RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].mode == RL_TRIANGLES) &&
|
|
(RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount%3 == 0))
|
|
{
|
|
rlCheckRenderBatchLimit( 3 + 1 );
|
|
}
|
|
else if ((RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].mode == RL_QUADS) &&
|
|
(RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount%4 == 0))
|
|
{
|
|
rlCheckRenderBatchLimit( 4 + 1 );
|
|
}
|
|
}
|
|
|
|
// Add vertices
|
|
RLGL.currentBatch->vertexBuffer[ RLGL.currentBatch->currentBuffer ].vertices[ 3 * RLGL.State.vertexCounter ] = tx;
|
|
RLGL.currentBatch->vertexBuffer[ RLGL.currentBatch->currentBuffer ].vertices[ 3 * RLGL.State.vertexCounter + 1 ] = ty;
|
|
RLGL.currentBatch->vertexBuffer[ RLGL.currentBatch->currentBuffer ].vertices[ 3 * RLGL.State.vertexCounter + 2 ] = tz;
|
|
|
|
// Add current texcoord
|
|
RLGL.currentBatch->vertexBuffer[ RLGL.currentBatch->currentBuffer ].texcoords[ 2 * RLGL.State.vertexCounter ] = RLGL.State.texcoordx;
|
|
RLGL.currentBatch->vertexBuffer[ RLGL.currentBatch->currentBuffer ].texcoords[ 2 * RLGL.State.vertexCounter + 1 ] = RLGL.State.texcoordy;
|
|
|
|
// WARNING: By default rlVertexBuffer struct does not store normals
|
|
|
|
// Add current color
|
|
RLGL.currentBatch->vertexBuffer[ RLGL.currentBatch->currentBuffer ].colors[ 4 * RLGL.State.vertexCounter ] = RLGL.State.colorr;
|
|
RLGL.currentBatch->vertexBuffer[ RLGL.currentBatch->currentBuffer ].colors[ 4 * RLGL.State.vertexCounter + 1 ] = RLGL.State.colorg;
|
|
RLGL.currentBatch->vertexBuffer[ RLGL.currentBatch->currentBuffer ].colors[ 4 * RLGL.State.vertexCounter + 2 ] = RLGL.State.colorb;
|
|
RLGL.currentBatch->vertexBuffer[ RLGL.currentBatch->currentBuffer ].colors[ 4 * RLGL.State.vertexCounter + 3 ] = RLGL.State.colora;
|
|
|
|
RLGL.State.vertexCounter++;
|
|
RLGL.currentBatch->draws[ RLGL.currentBatch->drawCounter - 1 ].vertexCount++;
|
|
}
|
|
|
|
// Define one vertex (position)
|
|
void rlVertex2f( float x, float y )
|
|
{
|
|
rlVertex3f( x, y, RLGL.currentBatch->currentDepth );
|
|
}
|
|
|
|
// Define one vertex (position)
|
|
void rlVertex2i( int x, int y )
|
|
{
|
|
rlVertex3f( ( float )x, ( float )y, RLGL.currentBatch->currentDepth );
|
|
}
|
|
|
|
// Define one vertex (texture coordinate)
|
|
// NOTE: Texture coordinates are limited to QUADS only
|
|
void rlTexCoord2f( float x, float y )
|
|
{
|
|
RLGL.State.texcoordx = x;
|
|
RLGL.State.texcoordy = y;
|
|
}
|
|
|
|
// Define one vertex (normal)
|
|
// NOTE: Normals limited to TRIANGLES only?
|
|
void rlNormal3f( float x, float y, float z )
|
|
{
|
|
RLGL.State.normalx = x;
|
|
RLGL.State.normaly = y;
|
|
RLGL.State.normalz = z;
|
|
}
|
|
|
|
// Define one vertex (color)
|
|
void rlColor4ub( unsigned char x, unsigned char y, unsigned char z, unsigned char w )
|
|
{
|
|
RLGL.State.colorr = x;
|
|
RLGL.State.colorg = y;
|
|
RLGL.State.colorb = z;
|
|
RLGL.State.colora = w;
|
|
}
|
|
|
|
// Define one vertex (color)
|
|
void rlColor4f( float r, float g, float b, float a )
|
|
{
|
|
rlColor4ub( ( unsigned char )( r * 255 ), ( unsigned char )( g * 255 ), ( unsigned char )( b * 255 ), ( unsigned char )( a * 255 ) );
|
|
}
|
|
|
|
// Define one vertex (color)
|
|
void rlColor3f( float x, float y, float z )
|
|
{
|
|
rlColor4ub( ( unsigned char )( x * 255 ), ( unsigned char )( y * 255 ), ( unsigned char )( z * 255 ), 255 );
|
|
}
|
|
|
|
#endif
|
|
|
|
//--------------------------------------------------------------------------------------
|
|
// Module Functions Definition - OpenGL style functions (common to 1.1, 3.3+, ES2)
|
|
//--------------------------------------------------------------------------------------
|
|
|
|
// Set current texture to use
|
|
void rlSetTexture( unsigned int id )
|
|
{
|
|
if ( id == 0 )
|
|
{
|
|
#if defined( GRAPHICS_API_OPENGL_11 )
|
|
rlDisableTexture();
|
|
#else
|
|
// NOTE: If quads batch limit is reached, we force a draw call and next batch starts
|
|
if ( RLGL.State.vertexCounter >= RLGL.currentBatch->vertexBuffer[ RLGL.currentBatch->currentBuffer ].elementCount * 4 )
|
|
{
|
|
rlDrawRenderBatch( RLGL.currentBatch );
|
|
}
|
|
#endif
|
|
}
|
|
else
|
|
{
|
|
#if defined( GRAPHICS_API_OPENGL_11 )
|
|
rlEnableTexture( id );
|
|
#else
|
|
if ( RLGL.currentBatch->draws[ RLGL.currentBatch->drawCounter - 1 ].textureId != id )
|
|
{
|
|
if ( RLGL.currentBatch->draws[ RLGL.currentBatch->drawCounter - 1 ].vertexCount > 0 )
|
|
{
|
|
// Make sure current RLGL.currentBatch->draws[i].vertexCount is aligned a multiple of 4,
|
|
// that way, following QUADS drawing will keep aligned with index processing
|
|
// It implies adding some extra alignment vertex at the end of the draw,
|
|
// those vertex are not processed but they are considered as an additional offset
|
|
// for the next set of vertex to be drawn
|
|
if ( RLGL.currentBatch->draws[ RLGL.currentBatch->drawCounter - 1 ].mode == RL_LINES )
|
|
RLGL.currentBatch->draws[ RLGL.currentBatch->drawCounter - 1 ].vertexAlignment =
|
|
( ( RLGL.currentBatch->draws[ RLGL.currentBatch->drawCounter - 1 ].vertexCount < 4 )
|
|
? RLGL.currentBatch->draws[ RLGL.currentBatch->drawCounter - 1 ].vertexCount
|
|
: RLGL.currentBatch->draws[ RLGL.currentBatch->drawCounter - 1 ].vertexCount % 4 );
|
|
else if ( RLGL.currentBatch->draws[ RLGL.currentBatch->drawCounter - 1 ].mode == RL_TRIANGLES )
|
|
RLGL.currentBatch->draws[ RLGL.currentBatch->drawCounter - 1 ].vertexAlignment =
|
|
( ( RLGL.currentBatch->draws[ RLGL.currentBatch->drawCounter - 1 ].vertexCount < 4 )
|
|
? 1
|
|
: ( 4 - ( RLGL.currentBatch->draws[ RLGL.currentBatch->drawCounter - 1 ].vertexCount % 4 ) ) );
|
|
else
|
|
RLGL.currentBatch->draws[ RLGL.currentBatch->drawCounter - 1 ].vertexAlignment = 0;
|
|
|
|
if ( ! rlCheckRenderBatchLimit( RLGL.currentBatch->draws[ RLGL.currentBatch->drawCounter - 1 ].vertexAlignment ) )
|
|
{
|
|
RLGL.State.vertexCounter += RLGL.currentBatch->draws[ RLGL.currentBatch->drawCounter - 1 ].vertexAlignment;
|
|
|
|
RLGL.currentBatch->drawCounter++;
|
|
}
|
|
}
|
|
|
|
if ( RLGL.currentBatch->drawCounter >= RL_DEFAULT_BATCH_DRAWCALLS )
|
|
rlDrawRenderBatch( RLGL.currentBatch );
|
|
|
|
RLGL.currentBatch->draws[ RLGL.currentBatch->drawCounter - 1 ].textureId = id;
|
|
RLGL.currentBatch->draws[ RLGL.currentBatch->drawCounter - 1 ].vertexCount = 0;
|
|
}
|
|
#endif
|
|
}
|
|
}
|
|
|
|
// Select and active a texture slot
|
|
void rlActiveTextureSlot( int slot )
|
|
{
|
|
#if defined( GRAPHICS_API_OPENGL_33 ) || defined( GRAPHICS_API_OPENGL_ES2 )
|
|
glActiveTexture( GL_TEXTURE0 + slot );
|
|
#endif
|
|
}
|
|
|
|
// Enable texture
|
|
void rlEnableTexture( unsigned int id )
|
|
{
|
|
#if defined( GRAPHICS_API_OPENGL_11 )
|
|
glEnable( GL_TEXTURE_2D );
|
|
#endif
|
|
glBindTexture( GL_TEXTURE_2D, id );
|
|
}
|
|
|
|
// Disable texture
|
|
void rlDisableTexture( void )
|
|
{
|
|
#if defined( GRAPHICS_API_OPENGL_11 )
|
|
glDisable( GL_TEXTURE_2D );
|
|
#endif
|
|
glBindTexture( GL_TEXTURE_2D, 0 );
|
|
}
|
|
|
|
// Enable texture cubemap
|
|
void rlEnableTextureCubemap( unsigned int id )
|
|
{
|
|
#if defined( GRAPHICS_API_OPENGL_33 ) || defined( GRAPHICS_API_OPENGL_ES2 )
|
|
glBindTexture( GL_TEXTURE_CUBE_MAP, id );
|
|
#endif
|
|
}
|
|
|
|
// Disable texture cubemap
|
|
void rlDisableTextureCubemap( void )
|
|
{
|
|
#if defined( GRAPHICS_API_OPENGL_33 ) || defined( GRAPHICS_API_OPENGL_ES2 )
|
|
glBindTexture( GL_TEXTURE_CUBE_MAP, 0 );
|
|
#endif
|
|
}
|
|
|
|
// Set texture parameters (wrap mode/filter mode)
|
|
void rlTextureParameters( unsigned int id, int param, int value )
|
|
{
|
|
glBindTexture( GL_TEXTURE_2D, id );
|
|
|
|
#if ! defined( GRAPHICS_API_OPENGL_11 )
|
|
// Reset anisotropy filter, in case it was set
|
|
glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, 1.0f );
|
|
#endif
|
|
|
|
switch ( param )
|
|
{
|
|
case RL_TEXTURE_WRAP_S :
|
|
case RL_TEXTURE_WRAP_T :
|
|
{
|
|
if ( value == RL_TEXTURE_WRAP_MIRROR_CLAMP )
|
|
{
|
|
#if ! defined( GRAPHICS_API_OPENGL_11 )
|
|
if ( RLGL.ExtSupported.texMirrorClamp )
|
|
glTexParameteri( GL_TEXTURE_2D, param, value );
|
|
else
|
|
TRACELOG( RL_LOG_WARNING, "GL: Clamp mirror wrap mode not supported (GL_MIRROR_CLAMP_EXT)" );
|
|
#endif
|
|
}
|
|
else
|
|
glTexParameteri( GL_TEXTURE_2D, param, value );
|
|
}
|
|
break;
|
|
case RL_TEXTURE_MAG_FILTER :
|
|
case RL_TEXTURE_MIN_FILTER :
|
|
glTexParameteri( GL_TEXTURE_2D, param, value );
|
|
break;
|
|
case RL_TEXTURE_FILTER_ANISOTROPIC :
|
|
{
|
|
#if ! defined( GRAPHICS_API_OPENGL_11 )
|
|
if ( value <= RLGL.ExtSupported.maxAnisotropyLevel )
|
|
glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, ( float )value );
|
|
else if ( RLGL.ExtSupported.maxAnisotropyLevel > 0.0f )
|
|
{
|
|
TRACELOG( RL_LOG_WARNING, "GL: Maximum anisotropic filter level supported is %iX", id, ( int )RLGL.ExtSupported.maxAnisotropyLevel );
|
|
glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, ( float )value );
|
|
}
|
|
else
|
|
TRACELOG( RL_LOG_WARNING, "GL: Anisotropic filtering not supported" );
|
|
#endif
|
|
}
|
|
break;
|
|
#if defined( GRAPHICS_API_OPENGL_33 )
|
|
case RL_TEXTURE_MIPMAP_BIAS_RATIO :
|
|
glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_LOD_BIAS, value / 100.0f );
|
|
#endif
|
|
default :
|
|
break;
|
|
}
|
|
|
|
glBindTexture( GL_TEXTURE_2D, 0 );
|
|
}
|
|
|
|
// Set cubemap parameters (wrap mode/filter mode)
|
|
void rlCubemapParameters( unsigned int id, int param, int value )
|
|
{
|
|
#if ! defined( GRAPHICS_API_OPENGL_11 )
|
|
glBindTexture( GL_TEXTURE_CUBE_MAP, id );
|
|
|
|
// Reset anisotropy filter, in case it was set
|
|
glTexParameterf( GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAX_ANISOTROPY_EXT, 1.0f );
|
|
|
|
switch ( param )
|
|
{
|
|
case RL_TEXTURE_WRAP_S :
|
|
case RL_TEXTURE_WRAP_T :
|
|
{
|
|
if ( value == RL_TEXTURE_WRAP_MIRROR_CLAMP )
|
|
{
|
|
if ( RLGL.ExtSupported.texMirrorClamp )
|
|
glTexParameteri( GL_TEXTURE_CUBE_MAP, param, value );
|
|
else
|
|
TRACELOG( RL_LOG_WARNING, "GL: Clamp mirror wrap mode not supported (GL_MIRROR_CLAMP_EXT)" );
|
|
}
|
|
else
|
|
glTexParameteri( GL_TEXTURE_CUBE_MAP, param, value );
|
|
}
|
|
break;
|
|
case RL_TEXTURE_MAG_FILTER :
|
|
case RL_TEXTURE_MIN_FILTER :
|
|
glTexParameteri( GL_TEXTURE_CUBE_MAP, param, value );
|
|
break;
|
|
case RL_TEXTURE_FILTER_ANISOTROPIC :
|
|
{
|
|
if ( value <= RLGL.ExtSupported.maxAnisotropyLevel )
|
|
glTexParameterf( GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAX_ANISOTROPY_EXT, ( float )value );
|
|
else if ( RLGL.ExtSupported.maxAnisotropyLevel > 0.0f )
|
|
{
|
|
TRACELOG( RL_LOG_WARNING, "GL: Maximum anisotropic filter level supported is %iX", id, ( int )RLGL.ExtSupported.maxAnisotropyLevel );
|
|
glTexParameterf( GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAX_ANISOTROPY_EXT, ( float )value );
|
|
}
|
|
else
|
|
TRACELOG( RL_LOG_WARNING, "GL: Anisotropic filtering not supported" );
|
|
}
|
|
break;
|
|
#if defined( GRAPHICS_API_OPENGL_33 )
|
|
case RL_TEXTURE_MIPMAP_BIAS_RATIO :
|
|
glTexParameterf( GL_TEXTURE_CUBE_MAP, GL_TEXTURE_LOD_BIAS, value / 100.0f );
|
|
#endif
|
|
default :
|
|
break;
|
|
}
|
|
|
|
glBindTexture( GL_TEXTURE_CUBE_MAP, 0 );
|
|
#endif
|
|
}
|
|
|
|
// Enable shader program
|
|
void rlEnableShader( unsigned int id )
|
|
{
|
|
#if ( defined( GRAPHICS_API_OPENGL_33 ) || defined( GRAPHICS_API_OPENGL_ES2 ) )
|
|
glUseProgram( id );
|
|
#endif
|
|
}
|
|
|
|
// Disable shader program
|
|
void rlDisableShader( void )
|
|
{
|
|
#if ( defined( GRAPHICS_API_OPENGL_33 ) || defined( GRAPHICS_API_OPENGL_ES2 ) )
|
|
glUseProgram( 0 );
|
|
#endif
|
|
}
|
|
|
|
// Enable rendering to texture (fbo)
|
|
void rlEnableFramebuffer( unsigned int id )
|
|
{
|
|
#if ( defined( GRAPHICS_API_OPENGL_33 ) || defined( GRAPHICS_API_OPENGL_ES2 ) ) && defined( RLGL_RENDER_TEXTURES_HINT )
|
|
glBindFramebuffer( GL_FRAMEBUFFER, id );
|
|
#endif
|
|
}
|
|
|
|
// Disable rendering to texture
|
|
void rlDisableFramebuffer( void )
|
|
{
|
|
#if ( defined( GRAPHICS_API_OPENGL_33 ) || defined( GRAPHICS_API_OPENGL_ES2 ) ) && defined( RLGL_RENDER_TEXTURES_HINT )
|
|
glBindFramebuffer( GL_FRAMEBUFFER, 0 );
|
|
#endif
|
|
}
|
|
|
|
// Activate multiple draw color buffers
|
|
// NOTE: One color buffer is always active by default
|
|
void rlActiveDrawBuffers( int count )
|
|
{
|
|
#if ( ( defined( GRAPHICS_API_OPENGL_33 ) || defined( GRAPHICS_API_OPENGL_ES3 ) ) && defined( RLGL_RENDER_TEXTURES_HINT ) )
|
|
// NOTE: Maximum number of draw buffers supported is implementation dependant,
|
|
// it can be queried with glGet*() but it must be at least 8
|
|
// GLint maxDrawBuffers = 0;
|
|
// glGetIntegerv(GL_MAX_DRAW_BUFFERS, &maxDrawBuffers);
|
|
|
|
if ( count > 0 )
|
|
{
|
|
if ( count > 8 )
|
|
TRACELOG( LOG_WARNING, "GL: Max color buffers limited to 8" );
|
|
else
|
|
{
|
|
unsigned int buffers[ 8 ] = {
|
|
#if defined( GRAPHICS_API_OPENGL_ES3 )
|
|
GL_COLOR_ATTACHMENT0_EXT,
|
|
GL_COLOR_ATTACHMENT1_EXT,
|
|
GL_COLOR_ATTACHMENT2_EXT,
|
|
GL_COLOR_ATTACHMENT3_EXT,
|
|
GL_COLOR_ATTACHMENT4_EXT,
|
|
GL_COLOR_ATTACHMENT5_EXT,
|
|
GL_COLOR_ATTACHMENT6_EXT,
|
|
GL_COLOR_ATTACHMENT7_EXT,
|
|
#else
|
|
GL_COLOR_ATTACHMENT0,
|
|
GL_COLOR_ATTACHMENT1,
|
|
GL_COLOR_ATTACHMENT2,
|
|
GL_COLOR_ATTACHMENT3,
|
|
GL_COLOR_ATTACHMENT4,
|
|
GL_COLOR_ATTACHMENT5,
|
|
GL_COLOR_ATTACHMENT6,
|
|
GL_COLOR_ATTACHMENT7,
|
|
#endif
|
|
};
|
|
|
|
#if defined( GRAPHICS_API_OPENGL_ES3 )
|
|
glDrawBuffersEXT( count, buffers );
|
|
#else
|
|
glDrawBuffers( count, buffers );
|
|
#endif
|
|
}
|
|
}
|
|
else
|
|
TRACELOG( LOG_WARNING, "GL: One color buffer active by default" );
|
|
#endif
|
|
}
|
|
|
|
//----------------------------------------------------------------------------------
|
|
// General render state configuration
|
|
//----------------------------------------------------------------------------------
|
|
|
|
// Enable color blending
|
|
void rlEnableColorBlend( void )
|
|
{
|
|
glEnable( GL_BLEND );
|
|
}
|
|
|
|
// Disable color blending
|
|
void rlDisableColorBlend( void )
|
|
{
|
|
glDisable( GL_BLEND );
|
|
}
|
|
|
|
// Enable depth test
|
|
void rlEnableDepthTest( void )
|
|
{
|
|
glEnable( GL_DEPTH_TEST );
|
|
}
|
|
|
|
// Disable depth test
|
|
void rlDisableDepthTest( void )
|
|
{
|
|
glDisable( GL_DEPTH_TEST );
|
|
}
|
|
|
|
// Enable depth write
|
|
void rlEnableDepthMask( void )
|
|
{
|
|
glDepthMask( GL_TRUE );
|
|
}
|
|
|
|
// Disable depth write
|
|
void rlDisableDepthMask( void )
|
|
{
|
|
glDepthMask( GL_FALSE );
|
|
}
|
|
|
|
// Enable backface culling
|
|
void rlEnableBackfaceCulling( void )
|
|
{
|
|
glEnable( GL_CULL_FACE );
|
|
}
|
|
|
|
// Disable backface culling
|
|
void rlDisableBackfaceCulling( void )
|
|
{
|
|
glDisable( GL_CULL_FACE );
|
|
}
|
|
|
|
// Set face culling mode
|
|
void rlSetCullFace( int mode )
|
|
{
|
|
switch ( mode )
|
|
{
|
|
case RL_CULL_FACE_BACK :
|
|
glCullFace( GL_BACK );
|
|
break;
|
|
case RL_CULL_FACE_FRONT :
|
|
glCullFace( GL_FRONT );
|
|
break;
|
|
default :
|
|
break;
|
|
}
|
|
}
|
|
|
|
// Enable scissor test
|
|
void rlEnableScissorTest( void )
|
|
{
|
|
glEnable( GL_SCISSOR_TEST );
|
|
}
|
|
|
|
// Disable scissor test
|
|
void rlDisableScissorTest( void )
|
|
{
|
|
glDisable( GL_SCISSOR_TEST );
|
|
}
|
|
|
|
// Scissor test
|
|
void rlScissor( int x, int y, int width, int height )
|
|
{
|
|
glScissor( x, y, width, height );
|
|
}
|
|
|
|
// Enable wire mode
|
|
void rlEnableWireMode( void )
|
|
{
|
|
#if defined( GRAPHICS_API_OPENGL_11 ) || defined( GRAPHICS_API_OPENGL_33 )
|
|
// NOTE: glPolygonMode() not available on OpenGL ES
|
|
glPolygonMode( GL_FRONT_AND_BACK, GL_LINE );
|
|
#endif
|
|
}
|
|
|
|
// Disable wire mode
|
|
void rlDisableWireMode( void )
|
|
{
|
|
#if defined( GRAPHICS_API_OPENGL_11 ) || defined( GRAPHICS_API_OPENGL_33 )
|
|
// NOTE: glPolygonMode() not available on OpenGL ES
|
|
glPolygonMode( GL_FRONT_AND_BACK, GL_FILL );
|
|
#endif
|
|
}
|
|
|
|
// Set the line drawing width
|
|
void rlSetLineWidth( float width )
|
|
{
|
|
glLineWidth( width );
|
|
}
|
|
|
|
// Get the line drawing width
|
|
float rlGetLineWidth( void )
|
|
{
|
|
float width = 0;
|
|
glGetFloatv( GL_LINE_WIDTH, &width );
|
|
return width;
|
|
}
|
|
|
|
// Enable line aliasing
|
|
void rlEnableSmoothLines( void )
|
|
{
|
|
#if defined( GRAPHICS_API_OPENGL_33 ) || defined( GRAPHICS_API_OPENGL_11 )
|
|
glEnable( GL_LINE_SMOOTH );
|
|
#endif
|
|
}
|
|
|
|
// Disable line aliasing
|
|
void rlDisableSmoothLines( void )
|
|
{
|
|
#if defined( GRAPHICS_API_OPENGL_33 ) || defined( GRAPHICS_API_OPENGL_11 )
|
|
glDisable( GL_LINE_SMOOTH );
|
|
#endif
|
|
}
|
|
|
|
// Enable stereo rendering
|
|
void rlEnableStereoRender( void )
|
|
{
|
|
#if ( defined( GRAPHICS_API_OPENGL_33 ) || defined( GRAPHICS_API_OPENGL_ES2 ) )
|
|
RLGL.State.stereoRender = true;
|
|
#endif
|
|
}
|
|
|
|
// Disable stereo rendering
|
|
void rlDisableStereoRender( void )
|
|
{
|
|
#if ( defined( GRAPHICS_API_OPENGL_33 ) || defined( GRAPHICS_API_OPENGL_ES2 ) )
|
|
RLGL.State.stereoRender = false;
|
|
#endif
|
|
}
|
|
|
|
// Check if stereo render is enabled
|
|
bool rlIsStereoRenderEnabled( void )
|
|
{
|
|
#if ( defined( GRAPHICS_API_OPENGL_33 ) || defined( GRAPHICS_API_OPENGL_ES2 ) )
|
|
return RLGL.State.stereoRender;
|
|
#else
|
|
return false;
|
|
#endif
|
|
}
|
|
|
|
// Clear color buffer with color
|
|
void rlClearColor( unsigned char r, unsigned char g, unsigned char b, unsigned char a )
|
|
{
|
|
// Color values clamp to 0.0f(0) and 1.0f(255)
|
|
float cr = ( float )r / 255;
|
|
float cg = ( float )g / 255;
|
|
float cb = ( float )b / 255;
|
|
float ca = ( float )a / 255;
|
|
|
|
glClearColor( cr, cg, cb, ca );
|
|
}
|
|
|
|
// Clear used screen buffers (color and depth)
|
|
void rlClearScreenBuffers( void )
|
|
{
|
|
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); // Clear used buffers: Color and Depth (Depth is used for 3D)
|
|
// glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); // Stencil buffer not used...
|
|
}
|
|
|
|
// Check and log OpenGL error codes
|
|
void rlCheckErrors()
|
|
{
|
|
#if defined( GRAPHICS_API_OPENGL_33 ) || defined( GRAPHICS_API_OPENGL_ES2 )
|
|
int check = 1;
|
|
while ( check )
|
|
{
|
|
const GLenum err = glGetError();
|
|
switch ( err )
|
|
{
|
|
case GL_NO_ERROR :
|
|
check = 0;
|
|
break;
|
|
case 0x0500 :
|
|
TRACELOG( RL_LOG_WARNING, "GL: Error detected: GL_INVALID_ENUM" );
|
|
break;
|
|
case 0x0501 :
|
|
TRACELOG( RL_LOG_WARNING, "GL: Error detected: GL_INVALID_VALUE" );
|
|
break;
|
|
case 0x0502 :
|
|
TRACELOG( RL_LOG_WARNING, "GL: Error detected: GL_INVALID_OPERATION" );
|
|
break;
|
|
case 0x0503 :
|
|
TRACELOG( RL_LOG_WARNING, "GL: Error detected: GL_STACK_OVERFLOW" );
|
|
break;
|
|
case 0x0504 :
|
|
TRACELOG( RL_LOG_WARNING, "GL: Error detected: GL_STACK_UNDERFLOW" );
|
|
break;
|
|
case 0x0505 :
|
|
TRACELOG( RL_LOG_WARNING, "GL: Error detected: GL_OUT_OF_MEMORY" );
|
|
break;
|
|
case 0x0506 :
|
|
TRACELOG( RL_LOG_WARNING, "GL: Error detected: GL_INVALID_FRAMEBUFFER_OPERATION" );
|
|
break;
|
|
default :
|
|
TRACELOG( RL_LOG_WARNING, "GL: Error detected: Unknown error code: %x", err );
|
|
break;
|
|
}
|
|
}
|
|
#endif
|
|
}
|
|
|
|
// Set blend mode
|
|
void rlSetBlendMode( int mode )
|
|
{
|
|
#if defined( GRAPHICS_API_OPENGL_33 ) || defined( GRAPHICS_API_OPENGL_ES2 )
|
|
if ( ( RLGL.State.currentBlendMode != mode )
|
|
|| ( ( mode == RL_BLEND_CUSTOM || mode == RL_BLEND_CUSTOM_SEPARATE ) && RLGL.State.glCustomBlendModeModified ) )
|
|
{
|
|
rlDrawRenderBatch( RLGL.currentBatch );
|
|
|
|
switch ( mode )
|
|
{
|
|
case RL_BLEND_ALPHA :
|
|
glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
|
|
glBlendEquation( GL_FUNC_ADD );
|
|
break;
|
|
case RL_BLEND_ADDITIVE :
|
|
glBlendFunc( GL_SRC_ALPHA, GL_ONE );
|
|
glBlendEquation( GL_FUNC_ADD );
|
|
break;
|
|
case RL_BLEND_MULTIPLIED :
|
|
glBlendFunc( GL_DST_COLOR, GL_ONE_MINUS_SRC_ALPHA );
|
|
glBlendEquation( GL_FUNC_ADD );
|
|
break;
|
|
case RL_BLEND_ADD_COLORS :
|
|
glBlendFunc( GL_ONE, GL_ONE );
|
|
glBlendEquation( GL_FUNC_ADD );
|
|
break;
|
|
case RL_BLEND_SUBTRACT_COLORS :
|
|
glBlendFunc( GL_ONE, GL_ONE );
|
|
glBlendEquation( GL_FUNC_SUBTRACT );
|
|
break;
|
|
case RL_BLEND_ALPHA_PREMULTIPLY :
|
|
glBlendFunc( GL_ONE, GL_ONE_MINUS_SRC_ALPHA );
|
|
glBlendEquation( GL_FUNC_ADD );
|
|
break;
|
|
case RL_BLEND_CUSTOM :
|
|
{
|
|
// NOTE: Using GL blend src/dst factors and GL equation configured with rlSetBlendFactors()
|
|
glBlendFunc( RLGL.State.glBlendSrcFactor, RLGL.State.glBlendDstFactor );
|
|
glBlendEquation( RLGL.State.glBlendEquation );
|
|
}
|
|
break;
|
|
case RL_BLEND_CUSTOM_SEPARATE :
|
|
{
|
|
// NOTE: Using GL blend src/dst factors and GL equation configured with rlSetBlendFactorsSeparate()
|
|
glBlendFuncSeparate(
|
|
RLGL.State.glBlendSrcFactorRGB,
|
|
RLGL.State.glBlendDestFactorRGB,
|
|
RLGL.State.glBlendSrcFactorAlpha,
|
|
RLGL.State.glBlendDestFactorAlpha
|
|
);
|
|
glBlendEquationSeparate( RLGL.State.glBlendEquationRGB, RLGL.State.glBlendEquationAlpha );
|
|
}
|
|
break;
|
|
default :
|
|
break;
|
|
}
|
|
|
|
RLGL.State.currentBlendMode = mode;
|
|
RLGL.State.glCustomBlendModeModified = false;
|
|
}
|
|
#endif
|
|
}
|
|
|
|
// Set blending mode factor and equation
|
|
void rlSetBlendFactors( int glSrcFactor, int glDstFactor, int glEquation )
|
|
{
|
|
#if defined( GRAPHICS_API_OPENGL_33 ) || defined( GRAPHICS_API_OPENGL_ES2 )
|
|
if ( ( RLGL.State.glBlendSrcFactor != glSrcFactor ) || ( RLGL.State.glBlendDstFactor != glDstFactor ) || ( RLGL.State.glBlendEquation != glEquation ) )
|
|
{
|
|
RLGL.State.glBlendSrcFactor = glSrcFactor;
|
|
RLGL.State.glBlendDstFactor = glDstFactor;
|
|
RLGL.State.glBlendEquation = glEquation;
|
|
|
|
RLGL.State.glCustomBlendModeModified = true;
|
|
}
|
|
#endif
|
|
}
|
|
|
|
// Set blending mode factor and equation separately for RGB and alpha
|
|
void rlSetBlendFactorsSeparate( int glSrcRGB, int glDstRGB, int glSrcAlpha, int glDstAlpha, int glEqRGB, int glEqAlpha )
|
|
{
|
|
#if defined( GRAPHICS_API_OPENGL_33 ) || defined( GRAPHICS_API_OPENGL_ES2 )
|
|
if ( ( RLGL.State.glBlendSrcFactorRGB != glSrcRGB ) || ( RLGL.State.glBlendDestFactorRGB != glDstRGB ) || ( RLGL.State.glBlendSrcFactorAlpha != glSrcAlpha )
|
|
|| ( RLGL.State.glBlendDestFactorAlpha != glDstAlpha ) || ( RLGL.State.glBlendEquationRGB != glEqRGB )
|
|
|| ( RLGL.State.glBlendEquationAlpha != glEqAlpha ) )
|
|
{
|
|
RLGL.State.glBlendSrcFactorRGB = glSrcRGB;
|
|
RLGL.State.glBlendDestFactorRGB = glDstRGB;
|
|
RLGL.State.glBlendSrcFactorAlpha = glSrcAlpha;
|
|
RLGL.State.glBlendDestFactorAlpha = glDstAlpha;
|
|
RLGL.State.glBlendEquationRGB = glEqRGB;
|
|
RLGL.State.glBlendEquationAlpha = glEqAlpha;
|
|
|
|
RLGL.State.glCustomBlendModeModified = true;
|
|
}
|
|
#endif
|
|
}
|
|
|
|
//----------------------------------------------------------------------------------
|
|
// Module Functions Definition - OpenGL Debug
|
|
//----------------------------------------------------------------------------------
|
|
#if defined( RLGL_ENABLE_OPENGL_DEBUG_CONTEXT ) && defined( GRAPHICS_API_OPENGL_43 )
|
|
static void GLAPIENTRY
|
|
rlDebugMessageCallback( GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar* message, const void* userParam )
|
|
{
|
|
// Ignore non-significant error/warning codes (NVidia drivers)
|
|
// NOTE: Here there are the details with a sample output:
|
|
// - #131169 - Framebuffer detailed info: The driver allocated storage for renderbuffer 2. (severity: low)
|
|
// - #131185 - Buffer detailed info: Buffer object 1 (bound to GL_ELEMENT_ARRAY_BUFFER_ARB, usage hint is GL_ENUM_88e4)
|
|
// will use VIDEO memory as the source for buffer object operations. (severity: low)
|
|
// - #131218 - Program/shader state performance warning: Vertex shader in program 7 is being recompiled based on GL state. (severity: medium)
|
|
// - #131204 - Texture state usage warning: The texture object (0) bound to texture image unit 0 does not have
|
|
// a defined base level and cannot be used for texture mapping. (severity: low)
|
|
if ( ( id == 131169 ) || ( id == 131185 ) || ( id == 131218 ) || ( id == 131204 ) )
|
|
return;
|
|
|
|
const char* msgSource = NULL;
|
|
switch ( source )
|
|
{
|
|
case GL_DEBUG_SOURCE_API :
|
|
msgSource = "API";
|
|
break;
|
|
case GL_DEBUG_SOURCE_WINDOW_SYSTEM :
|
|
msgSource = "WINDOW_SYSTEM";
|
|
break;
|
|
case GL_DEBUG_SOURCE_SHADER_COMPILER :
|
|
msgSource = "SHADER_COMPILER";
|
|
break;
|
|
case GL_DEBUG_SOURCE_THIRD_PARTY :
|
|
msgSource = "THIRD_PARTY";
|
|
break;
|
|
case GL_DEBUG_SOURCE_APPLICATION :
|
|
msgSource = "APPLICATION";
|
|
break;
|
|
case GL_DEBUG_SOURCE_OTHER :
|
|
msgSource = "OTHER";
|
|
break;
|
|
default :
|
|
break;
|
|
}
|
|
|
|
const char* msgType = NULL;
|
|
switch ( type )
|
|
{
|
|
case GL_DEBUG_TYPE_ERROR :
|
|
msgType = "ERROR";
|
|
break;
|
|
case GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR :
|
|
msgType = "DEPRECATED_BEHAVIOR";
|
|
break;
|
|
case GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR :
|
|
msgType = "UNDEFINED_BEHAVIOR";
|
|
break;
|
|
case GL_DEBUG_TYPE_PORTABILITY :
|
|
msgType = "PORTABILITY";
|
|
break;
|
|
case GL_DEBUG_TYPE_PERFORMANCE :
|
|
msgType = "PERFORMANCE";
|
|
break;
|
|
case GL_DEBUG_TYPE_MARKER :
|
|
msgType = "MARKER";
|
|
break;
|
|
case GL_DEBUG_TYPE_PUSH_GROUP :
|
|
msgType = "PUSH_GROUP";
|
|
break;
|
|
case GL_DEBUG_TYPE_POP_GROUP :
|
|
msgType = "POP_GROUP";
|
|
break;
|
|
case GL_DEBUG_TYPE_OTHER :
|
|
msgType = "OTHER";
|
|
break;
|
|
default :
|
|
break;
|
|
}
|
|
|
|
const char* msgSeverity = "DEFAULT";
|
|
switch ( severity )
|
|
{
|
|
case GL_DEBUG_SEVERITY_LOW :
|
|
msgSeverity = "LOW";
|
|
break;
|
|
case GL_DEBUG_SEVERITY_MEDIUM :
|
|
msgSeverity = "MEDIUM";
|
|
break;
|
|
case GL_DEBUG_SEVERITY_HIGH :
|
|
msgSeverity = "HIGH";
|
|
break;
|
|
case GL_DEBUG_SEVERITY_NOTIFICATION :
|
|
msgSeverity = "NOTIFICATION";
|
|
break;
|
|
default :
|
|
break;
|
|
}
|
|
|
|
TRACELOG( LOG_WARNING, "GL: OpenGL debug message: %s", message );
|
|
TRACELOG( LOG_WARNING, " > Type: %s", msgType );
|
|
TRACELOG( LOG_WARNING, " > Source = %s", msgSource );
|
|
TRACELOG( LOG_WARNING, " > Severity = %s", msgSeverity );
|
|
}
|
|
#endif
|
|
|
|
//----------------------------------------------------------------------------------
|
|
// Module Functions Definition - rlgl functionality
|
|
//----------------------------------------------------------------------------------
|
|
|
|
// Initialize rlgl: OpenGL extensions, default buffers/shaders/textures, OpenGL states
|
|
void rlglInit( int width, int height )
|
|
{
|
|
// Enable OpenGL debug context if required
|
|
#if defined( RLGL_ENABLE_OPENGL_DEBUG_CONTEXT ) && defined( GRAPHICS_API_OPENGL_43 )
|
|
if ( ( glDebugMessageCallback != NULL ) && ( glDebugMessageControl != NULL ) )
|
|
{
|
|
glDebugMessageCallback( rlDebugMessageCallback, 0 );
|
|
// glDebugMessageControl(GL_DEBUG_SOURCE_API, GL_DEBUG_TYPE_ERROR, GL_DEBUG_SEVERITY_HIGH, 0, 0, GL_TRUE);
|
|
|
|
// Debug context options:
|
|
// - GL_DEBUG_OUTPUT - Faster version but not useful for breakpoints
|
|
// - GL_DEBUG_OUTPUT_SYNCHRONUS - Callback is in sync with errors, so a breakpoint can be placed on the callback in order to get a stacktrace for the
|
|
// GL error
|
|
glEnable( GL_DEBUG_OUTPUT );
|
|
glEnable( GL_DEBUG_OUTPUT_SYNCHRONOUS );
|
|
}
|
|
#endif
|
|
|
|
#if defined( GRAPHICS_API_OPENGL_33 ) || defined( GRAPHICS_API_OPENGL_ES2 )
|
|
// Init default white texture
|
|
unsigned char pixels[ 4 ] = { 255, 255, 255, 255 }; // 1 pixel RGBA (4 bytes)
|
|
RLGL.State.defaultTextureId = rlLoadTexture( pixels, 1, 1, RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8A8, 1 );
|
|
|
|
if ( RLGL.State.defaultTextureId != 0 )
|
|
TRACELOG( RL_LOG_INFO, "TEXTURE: [ID %i] Default texture loaded successfully", RLGL.State.defaultTextureId );
|
|
else
|
|
TRACELOG( RL_LOG_WARNING, "TEXTURE: Failed to load default texture" );
|
|
|
|
// Init default Shader (customized for GL 3.3 and ES2)
|
|
// Loaded: RLGL.State.defaultShaderId + RLGL.State.defaultShaderLocs
|
|
rlLoadShaderDefault();
|
|
RLGL.State.currentShaderId = RLGL.State.defaultShaderId;
|
|
RLGL.State.currentShaderLocs = RLGL.State.defaultShaderLocs;
|
|
|
|
// Init default vertex arrays buffers
|
|
RLGL.defaultBatch = rlLoadRenderBatch( RL_DEFAULT_BATCH_BUFFERS, RL_DEFAULT_BATCH_BUFFER_ELEMENTS );
|
|
RLGL.currentBatch = &RLGL.defaultBatch;
|
|
|
|
// Init stack matrices (emulating OpenGL 1.1)
|
|
for ( int i = 0; i < RL_MAX_MATRIX_STACK_SIZE; i++ )
|
|
RLGL.State.stack[ i ] = rlMatrixIdentity();
|
|
|
|
// Init internal matrices
|
|
RLGL.State.transform = rlMatrixIdentity();
|
|
RLGL.State.projection = rlMatrixIdentity();
|
|
RLGL.State.modelview = rlMatrixIdentity();
|
|
RLGL.State.currentMatrix = &RLGL.State.modelview;
|
|
#endif // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2
|
|
|
|
// Initialize OpenGL default states
|
|
//----------------------------------------------------------
|
|
// Init state: Depth test
|
|
glDepthFunc( GL_LEQUAL ); // Type of depth testing to apply
|
|
glDisable( GL_DEPTH_TEST ); // Disable depth testing for 2D (only used for 3D)
|
|
|
|
// Init state: Blending mode
|
|
glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ); // Color blending function (how colors are mixed)
|
|
glEnable( GL_BLEND ); // Enable color blending (required to work with transparencies)
|
|
|
|
// Init state: Culling
|
|
// NOTE: All shapes/models triangles are drawn CCW
|
|
glCullFace( GL_BACK ); // Cull the back face (default)
|
|
glFrontFace( GL_CCW ); // Front face are defined counter clockwise (default)
|
|
glEnable( GL_CULL_FACE ); // Enable backface culling
|
|
|
|
// Init state: Cubemap seamless
|
|
#if defined( GRAPHICS_API_OPENGL_33 )
|
|
glEnable( GL_TEXTURE_CUBE_MAP_SEAMLESS ); // Seamless cubemaps (not supported on OpenGL ES 2.0)
|
|
#endif
|
|
|
|
#if defined( GRAPHICS_API_OPENGL_11 )
|
|
// Init state: Color hints (deprecated in OpenGL 3.0+)
|
|
glHint( GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST ); // Improve quality of color and texture coordinate interpolation
|
|
glShadeModel( GL_SMOOTH ); // Smooth shading between vertex (vertex colors interpolation)
|
|
#endif
|
|
|
|
#if defined( GRAPHICS_API_OPENGL_33 ) || defined( GRAPHICS_API_OPENGL_ES2 )
|
|
// Store screen size into global variables
|
|
RLGL.State.framebufferWidth = width;
|
|
RLGL.State.framebufferHeight = height;
|
|
|
|
TRACELOG( RL_LOG_INFO, "RLGL: Default OpenGL state initialized successfully" );
|
|
//----------------------------------------------------------
|
|
#endif
|
|
|
|
// Init state: Color/Depth buffers clear
|
|
glClearColor( 0.0f, 0.0f, 0.0f, 1.0f ); // Set clear color (black)
|
|
glClearDepth( 1.0f ); // Set clear depth value (default)
|
|
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); // Clear color and depth buffers (depth buffer required for 3D)
|
|
}
|
|
|
|
// Vertex Buffer Object deinitialization (memory free)
|
|
void rlglClose( void )
|
|
{
|
|
#if defined( GRAPHICS_API_OPENGL_33 ) || defined( GRAPHICS_API_OPENGL_ES2 )
|
|
rlUnloadRenderBatch( RLGL.defaultBatch );
|
|
|
|
rlUnloadShaderDefault(); // Unload default shader
|
|
|
|
glDeleteTextures( 1, &RLGL.State.defaultTextureId ); // Unload default texture
|
|
TRACELOG( RL_LOG_INFO, "TEXTURE: [ID %i] Default texture unloaded successfully", RLGL.State.defaultTextureId );
|
|
#endif
|
|
}
|
|
|
|
// Load OpenGL extensions
|
|
// NOTE: External loader function must be provided
|
|
void rlLoadExtensions( void* loader )
|
|
{
|
|
#if defined( GRAPHICS_API_OPENGL_33 ) // Also defined for GRAPHICS_API_OPENGL_21
|
|
// NOTE: glad is generated and contains only required OpenGL 3.3 Core extensions (and lower versions)
|
|
if ( gladLoadGL( ( GLADloadfunc )loader ) == 0 )
|
|
TRACELOG( RL_LOG_WARNING, "GLAD: Cannot load OpenGL extensions" );
|
|
else
|
|
TRACELOG( RL_LOG_INFO, "GLAD: OpenGL extensions loaded successfully" );
|
|
|
|
// Get number of supported extensions
|
|
GLint numExt = 0;
|
|
glGetIntegerv( GL_NUM_EXTENSIONS, &numExt );
|
|
TRACELOG( RL_LOG_INFO, "GL: Supported extensions count: %i", numExt );
|
|
|
|
#if defined( RLGL_SHOW_GL_DETAILS_INFO )
|
|
// Get supported extensions list
|
|
// WARNING: glGetStringi() not available on OpenGL 2.1
|
|
TRACELOG( RL_LOG_INFO, "GL: OpenGL extensions:" );
|
|
for ( int i = 0; i < numExt; i++ )
|
|
TRACELOG( RL_LOG_INFO, " %s", glGetStringi( GL_EXTENSIONS, i ) );
|
|
#endif
|
|
|
|
#if defined( GRAPHICS_API_OPENGL_21 )
|
|
// Register supported extensions flags
|
|
// Optional OpenGL 2.1 extensions
|
|
RLGL.ExtSupported.vao = GLAD_GL_ARB_vertex_array_object;
|
|
RLGL.ExtSupported.instancing = ( GLAD_GL_EXT_draw_instanced && GLAD_GL_ARB_instanced_arrays );
|
|
RLGL.ExtSupported.texNPOT = GLAD_GL_ARB_texture_non_power_of_two;
|
|
RLGL.ExtSupported.texFloat32 = GLAD_GL_ARB_texture_float;
|
|
RLGL.ExtSupported.texFloat16 = GLAD_GL_ARB_texture_float;
|
|
RLGL.ExtSupported.texDepth = GLAD_GL_ARB_depth_texture;
|
|
RLGL.ExtSupported.maxDepthBits = 32;
|
|
RLGL.ExtSupported.texAnisoFilter = GLAD_GL_EXT_texture_filter_anisotropic;
|
|
RLGL.ExtSupported.texMirrorClamp = GLAD_GL_EXT_texture_mirror_clamp;
|
|
#else
|
|
// Register supported extensions flags
|
|
// OpenGL 3.3 extensions supported by default (core)
|
|
RLGL.ExtSupported.vao = true;
|
|
RLGL.ExtSupported.instancing = true;
|
|
RLGL.ExtSupported.texNPOT = true;
|
|
RLGL.ExtSupported.texFloat32 = true;
|
|
RLGL.ExtSupported.texFloat16 = true;
|
|
RLGL.ExtSupported.texDepth = true;
|
|
RLGL.ExtSupported.maxDepthBits = 32;
|
|
RLGL.ExtSupported.texAnisoFilter = true;
|
|
RLGL.ExtSupported.texMirrorClamp = true;
|
|
#endif
|
|
|
|
// Optional OpenGL 3.3 extensions
|
|
RLGL.ExtSupported.texCompASTC = GLAD_GL_KHR_texture_compression_astc_hdr && GLAD_GL_KHR_texture_compression_astc_ldr;
|
|
RLGL.ExtSupported.texCompDXT = GLAD_GL_EXT_texture_compression_s3tc; // Texture compression: DXT
|
|
RLGL.ExtSupported.texCompETC2 = GLAD_GL_ARB_ES3_compatibility; // Texture compression: ETC2/EAC
|
|
#if defined( GRAPHICS_API_OPENGL_43 )
|
|
RLGL.ExtSupported.computeShader = GLAD_GL_ARB_compute_shader;
|
|
RLGL.ExtSupported.ssbo = GLAD_GL_ARB_shader_storage_buffer_object;
|
|
#endif
|
|
|
|
#endif // GRAPHICS_API_OPENGL_33
|
|
|
|
#if defined( GRAPHICS_API_OPENGL_ES3 )
|
|
// Register supported extensions flags
|
|
// OpenGL ES 3.0 extensions supported by default
|
|
RLGL.ExtSupported.vao = true;
|
|
RLGL.ExtSupported.instancing = true;
|
|
RLGL.ExtSupported.texNPOT = true;
|
|
RLGL.ExtSupported.texFloat32 = true;
|
|
RLGL.ExtSupported.texFloat16 = true;
|
|
RLGL.ExtSupported.texDepth = true;
|
|
RLGL.ExtSupported.texDepthWebGL = true;
|
|
RLGL.ExtSupported.maxDepthBits = 24;
|
|
RLGL.ExtSupported.texAnisoFilter = true;
|
|
RLGL.ExtSupported.texMirrorClamp = true;
|
|
// TODO: Make sure that the ones above are actually present by default
|
|
// TODO: Check for these...
|
|
// RLGL.ExtSupported.texCompDXT
|
|
// RLGL.ExtSupported.texCompETC1
|
|
// RLGL.ExtSupported.texCompETC2
|
|
// RLGL.ExtSupported.texCompPVRT
|
|
// RLGL.ExtSupported.texCompASTC
|
|
// RLGL.ExtSupported.computeShader
|
|
// RLGL.ExtSupported.ssbo
|
|
// RLGL.ExtSupported.maxAnisotropyLevel
|
|
#elif defined( GRAPHICS_API_OPENGL_ES2 )
|
|
|
|
#if defined( PLATFORM_DESKTOP )
|
|
// TODO: Support OpenGL ES 3.0
|
|
if ( gladLoadGLES2( ( GLADloadfunc )loader ) == 0 )
|
|
TRACELOG( RL_LOG_WARNING, "GLAD: Cannot load OpenGL ES2.0 functions" );
|
|
else
|
|
TRACELOG( RL_LOG_INFO, "GLAD: OpenGL ES 2.0 loaded successfully" );
|
|
#endif
|
|
|
|
// Get supported extensions list
|
|
GLint numExt = 0;
|
|
const char** extList = RL_MALLOC( 512 * sizeof( const char* ) ); // Allocate 512 strings pointers (2 KB)
|
|
const char* extensions = ( const char* )glGetString( GL_EXTENSIONS ); // One big const string
|
|
|
|
// NOTE: We have to duplicate string because glGetString() returns a const string
|
|
int size = strlen( extensions ) + 1; // Get extensions string size in bytes
|
|
char* extensionsDup = ( char* )RL_CALLOC( size, sizeof( char ) );
|
|
strcpy( extensionsDup, extensions );
|
|
extList[ numExt ] = extensionsDup;
|
|
|
|
for ( int i = 0; i < size; i++ )
|
|
{
|
|
if ( extensionsDup[ i ] == ' ' )
|
|
{
|
|
extensionsDup[ i ] = '\0';
|
|
numExt++;
|
|
extList[ numExt ] = &extensionsDup[ i + 1 ];
|
|
}
|
|
}
|
|
|
|
TRACELOG( RL_LOG_INFO, "GL: Supported extensions count: %i", numExt );
|
|
|
|
#if defined( RLGL_SHOW_GL_DETAILS_INFO )
|
|
TRACELOG( RL_LOG_INFO, "GL: OpenGL extensions:" );
|
|
for ( int i = 0; i < numExt; i++ )
|
|
TRACELOG( RL_LOG_INFO, " %s", extList[ i ] );
|
|
#endif
|
|
|
|
// Check required extensions
|
|
for ( int i = 0; i < numExt; i++ )
|
|
{
|
|
// Check VAO support
|
|
// NOTE: Only check on OpenGL ES, OpenGL 3.3 has VAO support as core feature
|
|
if ( strcmp( extList[ i ], ( const char* )"GL_OES_vertex_array_object" ) == 0 )
|
|
{
|
|
// The extension is supported by our hardware and driver, try to get related functions pointers
|
|
// NOTE: emscripten does not support VAOs natively, it uses emulation and it reduces overall performance...
|
|
glGenVertexArrays = ( PFNGLGENVERTEXARRAYSOESPROC )( ( rlglLoadProc )loader )( "glGenVertexArraysOES" );
|
|
glBindVertexArray = ( PFNGLBINDVERTEXARRAYOESPROC )( ( rlglLoadProc )loader )( "glBindVertexArrayOES" );
|
|
glDeleteVertexArrays = ( PFNGLDELETEVERTEXARRAYSOESPROC )( ( rlglLoadProc )loader )( "glDeleteVertexArraysOES" );
|
|
// glIsVertexArray = (PFNGLISVERTEXARRAYOESPROC)loader("glIsVertexArrayOES"); // NOTE: Fails in WebGL, omitted
|
|
|
|
if ( ( glGenVertexArrays != NULL ) && ( glBindVertexArray != NULL ) && ( glDeleteVertexArrays != NULL ) )
|
|
RLGL.ExtSupported.vao = true;
|
|
}
|
|
|
|
// Check instanced rendering support
|
|
if ( strcmp( extList[ i ], ( const char* )"GL_ANGLE_instanced_arrays" ) == 0 ) // Web ANGLE
|
|
{
|
|
glDrawArraysInstanced = ( PFNGLDRAWARRAYSINSTANCEDEXTPROC )( ( rlglLoadProc )loader )( "glDrawArraysInstancedANGLE" );
|
|
glDrawElementsInstanced = ( PFNGLDRAWELEMENTSINSTANCEDEXTPROC )( ( rlglLoadProc )loader )( "glDrawElementsInstancedANGLE" );
|
|
glVertexAttribDivisor = ( PFNGLVERTEXATTRIBDIVISOREXTPROC )( ( rlglLoadProc )loader )( "glVertexAttribDivisorANGLE" );
|
|
|
|
if ( ( glDrawArraysInstanced != NULL ) && ( glDrawElementsInstanced != NULL ) && ( glVertexAttribDivisor != NULL ) )
|
|
RLGL.ExtSupported.instancing = true;
|
|
}
|
|
else
|
|
{
|
|
if ( ( strcmp( extList[ i ], ( const char* )"GL_EXT_draw_instanced" ) == 0 ) && // Standard EXT
|
|
( strcmp( extList[ i ], ( const char* )"GL_EXT_instanced_arrays" ) == 0 ) )
|
|
{
|
|
glDrawArraysInstanced = ( PFNGLDRAWARRAYSINSTANCEDEXTPROC )( ( rlglLoadProc )loader )( "glDrawArraysInstancedEXT" );
|
|
glDrawElementsInstanced = ( PFNGLDRAWELEMENTSINSTANCEDEXTPROC )( ( rlglLoadProc )loader )( "glDrawElementsInstancedEXT" );
|
|
glVertexAttribDivisor = ( PFNGLVERTEXATTRIBDIVISOREXTPROC )( ( rlglLoadProc )loader )( "glVertexAttribDivisorEXT" );
|
|
|
|
if ( ( glDrawArraysInstanced != NULL ) && ( glDrawElementsInstanced != NULL ) && ( glVertexAttribDivisor != NULL ) )
|
|
RLGL.ExtSupported.instancing = true;
|
|
}
|
|
}
|
|
|
|
// Check NPOT textures support
|
|
// NOTE: Only check on OpenGL ES, OpenGL 3.3 has NPOT textures full support as core feature
|
|
if ( strcmp( extList[ i ], ( const char* )"GL_OES_texture_npot" ) == 0 )
|
|
RLGL.ExtSupported.texNPOT = true;
|
|
|
|
// Check texture float support
|
|
if ( strcmp( extList[ i ], ( const char* )"GL_OES_texture_float" ) == 0 )
|
|
RLGL.ExtSupported.texFloat32 = true;
|
|
if ( strcmp( extList[ i ], ( const char* )"GL_OES_texture_half_float" ) == 0 )
|
|
RLGL.ExtSupported.texFloat16 = true;
|
|
|
|
// Check depth texture support
|
|
if ( strcmp( extList[ i ], ( const char* )"GL_OES_depth_texture" ) == 0 )
|
|
RLGL.ExtSupported.texDepth = true;
|
|
if ( strcmp( extList[ i ], ( const char* )"GL_WEBGL_depth_texture" ) == 0 )
|
|
RLGL.ExtSupported.texDepthWebGL = true; // WebGL requires unsized internal format
|
|
if ( RLGL.ExtSupported.texDepthWebGL )
|
|
RLGL.ExtSupported.texDepth = true;
|
|
|
|
if ( strcmp( extList[ i ], ( const char* )"GL_OES_depth24" ) == 0 )
|
|
RLGL.ExtSupported.maxDepthBits = 24; // Not available on WebGL
|
|
if ( strcmp( extList[ i ], ( const char* )"GL_OES_depth32" ) == 0 )
|
|
RLGL.ExtSupported.maxDepthBits = 32; // Not available on WebGL
|
|
|
|
// Check texture compression support: DXT
|
|
if ( ( strcmp( extList[ i ], ( const char* )"GL_EXT_texture_compression_s3tc" ) == 0 )
|
|
|| ( strcmp( extList[ i ], ( const char* )"GL_WEBGL_compressed_texture_s3tc" ) == 0 )
|
|
|| ( strcmp( extList[ i ], ( const char* )"GL_WEBKIT_WEBGL_compressed_texture_s3tc" ) == 0 ) )
|
|
RLGL.ExtSupported.texCompDXT = true;
|
|
|
|
// Check texture compression support: ETC1
|
|
if ( ( strcmp( extList[ i ], ( const char* )"GL_OES_compressed_ETC1_RGB8_texture" ) == 0 )
|
|
|| ( strcmp( extList[ i ], ( const char* )"GL_WEBGL_compressed_texture_etc1" ) == 0 ) )
|
|
RLGL.ExtSupported.texCompETC1 = true;
|
|
|
|
// Check texture compression support: ETC2/EAC
|
|
if ( strcmp( extList[ i ], ( const char* )"GL_ARB_ES3_compatibility" ) == 0 )
|
|
RLGL.ExtSupported.texCompETC2 = true;
|
|
|
|
// Check texture compression support: PVR
|
|
if ( strcmp( extList[ i ], ( const char* )"GL_IMG_texture_compression_pvrtc" ) == 0 )
|
|
RLGL.ExtSupported.texCompPVRT = true;
|
|
|
|
// Check texture compression support: ASTC
|
|
if ( strcmp( extList[ i ], ( const char* )"GL_KHR_texture_compression_astc_hdr" ) == 0 )
|
|
RLGL.ExtSupported.texCompASTC = true;
|
|
|
|
// Check anisotropic texture filter support
|
|
if ( strcmp( extList[ i ], ( const char* )"GL_EXT_texture_filter_anisotropic" ) == 0 )
|
|
RLGL.ExtSupported.texAnisoFilter = true;
|
|
|
|
// Check clamp mirror wrap mode support
|
|
if ( strcmp( extList[ i ], ( const char* )"GL_EXT_texture_mirror_clamp" ) == 0 )
|
|
RLGL.ExtSupported.texMirrorClamp = true;
|
|
}
|
|
|
|
// Free extensions pointers
|
|
RL_FREE( extList );
|
|
RL_FREE( extensionsDup ); // Duplicated string must be deallocated
|
|
#endif // GRAPHICS_API_OPENGL_ES2
|
|
|
|
// Check OpenGL information and capabilities
|
|
//------------------------------------------------------------------------------
|
|
// Show current OpenGL and GLSL version
|
|
TRACELOG( RL_LOG_INFO, "GL: OpenGL device information:" );
|
|
TRACELOG( RL_LOG_INFO, " > Vendor: %s", glGetString( GL_VENDOR ) );
|
|
TRACELOG( RL_LOG_INFO, " > Renderer: %s", glGetString( GL_RENDERER ) );
|
|
TRACELOG( RL_LOG_INFO, " > Version: %s", glGetString( GL_VERSION ) );
|
|
TRACELOG( RL_LOG_INFO, " > GLSL: %s", glGetString( GL_SHADING_LANGUAGE_VERSION ) );
|
|
|
|
#if defined( GRAPHICS_API_OPENGL_33 ) || defined( GRAPHICS_API_OPENGL_ES2 )
|
|
// NOTE: Anisotropy levels capability is an extension
|
|
#ifndef GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT
|
|
#define GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT 0x84FF
|
|
#endif
|
|
glGetFloatv( GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &RLGL.ExtSupported.maxAnisotropyLevel );
|
|
|
|
#if defined( RLGL_SHOW_GL_DETAILS_INFO )
|
|
// Show some OpenGL GPU capabilities
|
|
TRACELOG( RL_LOG_INFO, "GL: OpenGL capabilities:" );
|
|
GLint capability = 0;
|
|
glGetIntegerv( GL_MAX_TEXTURE_SIZE, &capability );
|
|
TRACELOG( RL_LOG_INFO, " GL_MAX_TEXTURE_SIZE: %i", capability );
|
|
glGetIntegerv( GL_MAX_CUBE_MAP_TEXTURE_SIZE, &capability );
|
|
TRACELOG( RL_LOG_INFO, " GL_MAX_CUBE_MAP_TEXTURE_SIZE: %i", capability );
|
|
glGetIntegerv( GL_MAX_TEXTURE_IMAGE_UNITS, &capability );
|
|
TRACELOG( RL_LOG_INFO, " GL_MAX_TEXTURE_IMAGE_UNITS: %i", capability );
|
|
glGetIntegerv( GL_MAX_VERTEX_ATTRIBS, &capability );
|
|
TRACELOG( RL_LOG_INFO, " GL_MAX_VERTEX_ATTRIBS: %i", capability );
|
|
#if ! defined( GRAPHICS_API_OPENGL_ES2 )
|
|
glGetIntegerv( GL_MAX_UNIFORM_BLOCK_SIZE, &capability );
|
|
TRACELOG( RL_LOG_INFO, " GL_MAX_UNIFORM_BLOCK_SIZE: %i", capability );
|
|
glGetIntegerv( GL_MAX_DRAW_BUFFERS, &capability );
|
|
TRACELOG( RL_LOG_INFO, " GL_MAX_DRAW_BUFFERS: %i", capability );
|
|
if ( RLGL.ExtSupported.texAnisoFilter )
|
|
TRACELOG( RL_LOG_INFO, " GL_MAX_TEXTURE_MAX_ANISOTROPY: %.0f", RLGL.ExtSupported.maxAnisotropyLevel );
|
|
#endif
|
|
glGetIntegerv( GL_NUM_COMPRESSED_TEXTURE_FORMATS, &capability );
|
|
TRACELOG( RL_LOG_INFO, " GL_NUM_COMPRESSED_TEXTURE_FORMATS: %i", capability );
|
|
GLint* compFormats = ( GLint* )RL_CALLOC( capability, sizeof( GLint ) );
|
|
glGetIntegerv( GL_COMPRESSED_TEXTURE_FORMATS, compFormats );
|
|
for ( int i = 0; i < capability; i++ )
|
|
TRACELOG( RL_LOG_INFO, " %s", rlGetCompressedFormatName( compFormats[ i ] ) );
|
|
RL_FREE( compFormats );
|
|
|
|
#if defined( GRAPHICS_API_OPENGL_43 )
|
|
glGetIntegerv( GL_MAX_VERTEX_ATTRIB_BINDINGS, &capability );
|
|
TRACELOG( RL_LOG_INFO, " GL_MAX_VERTEX_ATTRIB_BINDINGS: %i", capability );
|
|
glGetIntegerv( GL_MAX_UNIFORM_LOCATIONS, &capability );
|
|
TRACELOG( RL_LOG_INFO, " GL_MAX_UNIFORM_LOCATIONS: %i", capability );
|
|
#endif // GRAPHICS_API_OPENGL_43
|
|
#else // RLGL_SHOW_GL_DETAILS_INFO
|
|
|
|
// Show some basic info about GL supported features
|
|
if ( RLGL.ExtSupported.vao )
|
|
TRACELOG( RL_LOG_INFO, "GL: VAO extension detected, VAO functions loaded successfully" );
|
|
else
|
|
TRACELOG( RL_LOG_WARNING, "GL: VAO extension not found, VAO not supported" );
|
|
if ( RLGL.ExtSupported.texNPOT )
|
|
TRACELOG( RL_LOG_INFO, "GL: NPOT textures extension detected, full NPOT textures supported" );
|
|
else
|
|
TRACELOG( RL_LOG_WARNING, "GL: NPOT textures extension not found, limited NPOT support (no-mipmaps, no-repeat)" );
|
|
if ( RLGL.ExtSupported.texCompDXT )
|
|
TRACELOG( RL_LOG_INFO, "GL: DXT compressed textures supported" );
|
|
if ( RLGL.ExtSupported.texCompETC1 )
|
|
TRACELOG( RL_LOG_INFO, "GL: ETC1 compressed textures supported" );
|
|
if ( RLGL.ExtSupported.texCompETC2 )
|
|
TRACELOG( RL_LOG_INFO, "GL: ETC2/EAC compressed textures supported" );
|
|
if ( RLGL.ExtSupported.texCompPVRT )
|
|
TRACELOG( RL_LOG_INFO, "GL: PVRT compressed textures supported" );
|
|
if ( RLGL.ExtSupported.texCompASTC )
|
|
TRACELOG( RL_LOG_INFO, "GL: ASTC compressed textures supported" );
|
|
if ( RLGL.ExtSupported.computeShader )
|
|
TRACELOG( RL_LOG_INFO, "GL: Compute shaders supported" );
|
|
if ( RLGL.ExtSupported.ssbo )
|
|
TRACELOG( RL_LOG_INFO, "GL: Shader storage buffer objects supported" );
|
|
#endif // RLGL_SHOW_GL_DETAILS_INFO
|
|
|
|
#endif // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2
|
|
}
|
|
|
|
// Get current OpenGL version
|
|
int rlGetVersion( void )
|
|
{
|
|
int glVersion = 0;
|
|
#if defined( GRAPHICS_API_OPENGL_11 )
|
|
glVersion = RL_OPENGL_11;
|
|
#endif
|
|
#if defined( GRAPHICS_API_OPENGL_21 )
|
|
glVersion = RL_OPENGL_21;
|
|
#elif defined( GRAPHICS_API_OPENGL_43 )
|
|
glVersion = RL_OPENGL_43;
|
|
#elif defined( GRAPHICS_API_OPENGL_33 )
|
|
glVersion = RL_OPENGL_33;
|
|
#endif
|
|
#if defined( GRAPHICS_API_OPENGL_ES3 )
|
|
glVersion = RL_OPENGL_ES_30;
|
|
#elif defined( GRAPHICS_API_OPENGL_ES2 )
|
|
glVersion = RL_OPENGL_ES_20;
|
|
#endif
|
|
|
|
return glVersion;
|
|
}
|
|
|
|
// Set current framebuffer width
|
|
void rlSetFramebufferWidth( int width )
|
|
{
|
|
#if defined( GRAPHICS_API_OPENGL_33 ) || defined( GRAPHICS_API_OPENGL_ES2 )
|
|
RLGL.State.framebufferWidth = width;
|
|
#endif
|
|
}
|
|
|
|
// Set current framebuffer height
|
|
void rlSetFramebufferHeight( int height )
|
|
{
|
|
#if defined( GRAPHICS_API_OPENGL_33 ) || defined( GRAPHICS_API_OPENGL_ES2 )
|
|
RLGL.State.framebufferHeight = height;
|
|
#endif
|
|
}
|
|
|
|
// Get default framebuffer width
|
|
int rlGetFramebufferWidth( void )
|
|
{
|
|
int width = 0;
|
|
#if defined( GRAPHICS_API_OPENGL_33 ) || defined( GRAPHICS_API_OPENGL_ES2 )
|
|
width = RLGL.State.framebufferWidth;
|
|
#endif
|
|
return width;
|
|
}
|
|
|
|
// Get default framebuffer height
|
|
int rlGetFramebufferHeight( void )
|
|
{
|
|
int height = 0;
|
|
#if defined( GRAPHICS_API_OPENGL_33 ) || defined( GRAPHICS_API_OPENGL_ES2 )
|
|
height = RLGL.State.framebufferHeight;
|
|
#endif
|
|
return height;
|
|
}
|
|
|
|
// Get default internal texture (white texture)
|
|
// NOTE: Default texture is a 1x1 pixel UNCOMPRESSED_R8G8B8A8
|
|
unsigned int rlGetTextureIdDefault( void )
|
|
{
|
|
unsigned int id = 0;
|
|
#if defined( GRAPHICS_API_OPENGL_33 ) || defined( GRAPHICS_API_OPENGL_ES2 )
|
|
id = RLGL.State.defaultTextureId;
|
|
#endif
|
|
return id;
|
|
}
|
|
|
|
// Get default shader id
|
|
unsigned int rlGetShaderIdDefault( void )
|
|
{
|
|
unsigned int id = 0;
|
|
#if defined( GRAPHICS_API_OPENGL_33 ) || defined( GRAPHICS_API_OPENGL_ES2 )
|
|
id = RLGL.State.defaultShaderId;
|
|
#endif
|
|
return id;
|
|
}
|
|
|
|
// Get default shader locs
|
|
int* rlGetShaderLocsDefault( void )
|
|
{
|
|
int* locs = NULL;
|
|
#if defined( GRAPHICS_API_OPENGL_33 ) || defined( GRAPHICS_API_OPENGL_ES2 )
|
|
locs = RLGL.State.defaultShaderLocs;
|
|
#endif
|
|
return locs;
|
|
}
|
|
|
|
// Render batch management
|
|
//------------------------------------------------------------------------------------------------
|
|
// Load render batch
|
|
rlRenderBatch rlLoadRenderBatch( int numBuffers, int bufferElements )
|
|
{
|
|
rlRenderBatch batch = { 0 };
|
|
|
|
#if defined( GRAPHICS_API_OPENGL_33 ) || defined( GRAPHICS_API_OPENGL_ES2 )
|
|
// Initialize CPU (RAM) vertex buffers (position, texcoord, color data and indexes)
|
|
//--------------------------------------------------------------------------------------------
|
|
batch.vertexBuffer = ( rlVertexBuffer* )RL_MALLOC( numBuffers * sizeof( rlVertexBuffer ) );
|
|
|
|
for ( int i = 0; i < numBuffers; i++ )
|
|
{
|
|
batch.vertexBuffer[ i ].elementCount = bufferElements;
|
|
|
|
batch.vertexBuffer[ i ].vertices = ( float* )RL_MALLOC( bufferElements * 3 * 4 * sizeof( float ) ); // 3 float by vertex, 4 vertex by quad
|
|
batch.vertexBuffer[ i ].texcoords = ( float* )RL_MALLOC( bufferElements * 2 * 4 * sizeof( float ) ); // 2 float by texcoord, 4 texcoord by quad
|
|
batch.vertexBuffer[ i ].colors =
|
|
( unsigned char* )RL_MALLOC( bufferElements * 4 * 4 * sizeof( unsigned char ) ); // 4 float by color, 4 colors by quad
|
|
#if defined( GRAPHICS_API_OPENGL_33 )
|
|
batch.vertexBuffer[ i ].indices = ( unsigned int* )RL_MALLOC( bufferElements * 6 * sizeof( unsigned int ) ); // 6 int by quad (indices)
|
|
#endif
|
|
#if defined( GRAPHICS_API_OPENGL_ES2 )
|
|
batch.vertexBuffer[ i ].indices = ( unsigned short* )RL_MALLOC( bufferElements * 6 * sizeof( unsigned short ) ); // 6 int by quad (indices)
|
|
#endif
|
|
|
|
for ( int j = 0; j < ( 3 * 4 * bufferElements ); j++ )
|
|
batch.vertexBuffer[ i ].vertices[ j ] = 0.0f;
|
|
for ( int j = 0; j < ( 2 * 4 * bufferElements ); j++ )
|
|
batch.vertexBuffer[ i ].texcoords[ j ] = 0.0f;
|
|
for ( int j = 0; j < ( 4 * 4 * bufferElements ); j++ )
|
|
batch.vertexBuffer[ i ].colors[ j ] = 0;
|
|
|
|
int k = 0;
|
|
|
|
// Indices can be initialized right now
|
|
for ( int j = 0; j < ( 6 * bufferElements ); j += 6 )
|
|
{
|
|
batch.vertexBuffer[ i ].indices[ j ] = 4 * k;
|
|
batch.vertexBuffer[ i ].indices[ j + 1 ] = 4 * k + 1;
|
|
batch.vertexBuffer[ i ].indices[ j + 2 ] = 4 * k + 2;
|
|
batch.vertexBuffer[ i ].indices[ j + 3 ] = 4 * k;
|
|
batch.vertexBuffer[ i ].indices[ j + 4 ] = 4 * k + 2;
|
|
batch.vertexBuffer[ i ].indices[ j + 5 ] = 4 * k + 3;
|
|
|
|
k++;
|
|
}
|
|
|
|
RLGL.State.vertexCounter = 0;
|
|
}
|
|
|
|
TRACELOG( RL_LOG_INFO, "RLGL: Render batch vertex buffers loaded successfully in RAM (CPU)" );
|
|
//--------------------------------------------------------------------------------------------
|
|
|
|
// Upload to GPU (VRAM) vertex data and initialize VAOs/VBOs
|
|
//--------------------------------------------------------------------------------------------
|
|
for ( int i = 0; i < numBuffers; i++ )
|
|
{
|
|
if ( RLGL.ExtSupported.vao )
|
|
{
|
|
// Initialize Quads VAO
|
|
glGenVertexArrays( 1, &batch.vertexBuffer[ i ].vaoId );
|
|
glBindVertexArray( batch.vertexBuffer[ i ].vaoId );
|
|
}
|
|
|
|
// Quads - Vertex buffers binding and attributes enable
|
|
// Vertex position buffer (shader-location = 0)
|
|
glGenBuffers( 1, &batch.vertexBuffer[ i ].vboId[ 0 ] );
|
|
glBindBuffer( GL_ARRAY_BUFFER, batch.vertexBuffer[ i ].vboId[ 0 ] );
|
|
glBufferData( GL_ARRAY_BUFFER, bufferElements * 3 * 4 * sizeof( float ), batch.vertexBuffer[ i ].vertices, GL_DYNAMIC_DRAW );
|
|
glEnableVertexAttribArray( RLGL.State.currentShaderLocs[ RL_SHADER_LOC_VERTEX_POSITION ] );
|
|
glVertexAttribPointer( RLGL.State.currentShaderLocs[ RL_SHADER_LOC_VERTEX_POSITION ], 3, GL_FLOAT, 0, 0, 0 );
|
|
|
|
// Vertex texcoord buffer (shader-location = 1)
|
|
glGenBuffers( 1, &batch.vertexBuffer[ i ].vboId[ 1 ] );
|
|
glBindBuffer( GL_ARRAY_BUFFER, batch.vertexBuffer[ i ].vboId[ 1 ] );
|
|
glBufferData( GL_ARRAY_BUFFER, bufferElements * 2 * 4 * sizeof( float ), batch.vertexBuffer[ i ].texcoords, GL_DYNAMIC_DRAW );
|
|
glEnableVertexAttribArray( RLGL.State.currentShaderLocs[ RL_SHADER_LOC_VERTEX_TEXCOORD01 ] );
|
|
glVertexAttribPointer( RLGL.State.currentShaderLocs[ RL_SHADER_LOC_VERTEX_TEXCOORD01 ], 2, GL_FLOAT, 0, 0, 0 );
|
|
|
|
// Vertex color buffer (shader-location = 3)
|
|
glGenBuffers( 1, &batch.vertexBuffer[ i ].vboId[ 2 ] );
|
|
glBindBuffer( GL_ARRAY_BUFFER, batch.vertexBuffer[ i ].vboId[ 2 ] );
|
|
glBufferData( GL_ARRAY_BUFFER, bufferElements * 4 * 4 * sizeof( unsigned char ), batch.vertexBuffer[ i ].colors, GL_DYNAMIC_DRAW );
|
|
glEnableVertexAttribArray( RLGL.State.currentShaderLocs[ RL_SHADER_LOC_VERTEX_COLOR ] );
|
|
glVertexAttribPointer( RLGL.State.currentShaderLocs[ RL_SHADER_LOC_VERTEX_COLOR ], 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0 );
|
|
|
|
// Fill index buffer
|
|
glGenBuffers( 1, &batch.vertexBuffer[ i ].vboId[ 3 ] );
|
|
glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, batch.vertexBuffer[ i ].vboId[ 3 ] );
|
|
#if defined( GRAPHICS_API_OPENGL_33 )
|
|
glBufferData( GL_ELEMENT_ARRAY_BUFFER, bufferElements * 6 * sizeof( int ), batch.vertexBuffer[ i ].indices, GL_STATIC_DRAW );
|
|
#endif
|
|
#if defined( GRAPHICS_API_OPENGL_ES2 )
|
|
glBufferData( GL_ELEMENT_ARRAY_BUFFER, bufferElements * 6 * sizeof( short ), batch.vertexBuffer[ i ].indices, GL_STATIC_DRAW );
|
|
#endif
|
|
}
|
|
|
|
TRACELOG( RL_LOG_INFO, "RLGL: Render batch vertex buffers loaded successfully in VRAM (GPU)" );
|
|
|
|
// Unbind the current VAO
|
|
if ( RLGL.ExtSupported.vao )
|
|
glBindVertexArray( 0 );
|
|
//--------------------------------------------------------------------------------------------
|
|
|
|
// Init draw calls tracking system
|
|
//--------------------------------------------------------------------------------------------
|
|
batch.draws = ( rlDrawCall* )RL_MALLOC( RL_DEFAULT_BATCH_DRAWCALLS * sizeof( rlDrawCall ) );
|
|
|
|
for ( int i = 0; i < RL_DEFAULT_BATCH_DRAWCALLS; i++ )
|
|
{
|
|
batch.draws[ i ].mode = RL_QUADS;
|
|
batch.draws[ i ].vertexCount = 0;
|
|
batch.draws[ i ].vertexAlignment = 0;
|
|
// batch.draws[i].vaoId = 0;
|
|
// batch.draws[i].shaderId = 0;
|
|
batch.draws[ i ].textureId = RLGL.State.defaultTextureId;
|
|
// batch.draws[i].RLGL.State.projection = rlMatrixIdentity();
|
|
// batch.draws[i].RLGL.State.modelview = rlMatrixIdentity();
|
|
}
|
|
|
|
batch.bufferCount = numBuffers; // Record buffer count
|
|
batch.drawCounter = 1; // Reset draws counter
|
|
batch.currentDepth = -1.0f; // Reset depth value
|
|
//--------------------------------------------------------------------------------------------
|
|
#endif
|
|
|
|
return batch;
|
|
}
|
|
|
|
// Unload default internal buffers vertex data from CPU and GPU
|
|
void rlUnloadRenderBatch( rlRenderBatch batch )
|
|
{
|
|
#if defined( GRAPHICS_API_OPENGL_33 ) || defined( GRAPHICS_API_OPENGL_ES2 )
|
|
// Unbind everything
|
|
glBindBuffer( GL_ARRAY_BUFFER, 0 );
|
|
glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, 0 );
|
|
|
|
// Unload all vertex buffers data
|
|
for ( int i = 0; i < batch.bufferCount; i++ )
|
|
{
|
|
// Unbind VAO attribs data
|
|
if ( RLGL.ExtSupported.vao )
|
|
{
|
|
glBindVertexArray( batch.vertexBuffer[ i ].vaoId );
|
|
glDisableVertexAttribArray( 0 );
|
|
glDisableVertexAttribArray( 1 );
|
|
glDisableVertexAttribArray( 2 );
|
|
glDisableVertexAttribArray( 3 );
|
|
glBindVertexArray( 0 );
|
|
}
|
|
|
|
// Delete VBOs from GPU (VRAM)
|
|
glDeleteBuffers( 1, &batch.vertexBuffer[ i ].vboId[ 0 ] );
|
|
glDeleteBuffers( 1, &batch.vertexBuffer[ i ].vboId[ 1 ] );
|
|
glDeleteBuffers( 1, &batch.vertexBuffer[ i ].vboId[ 2 ] );
|
|
glDeleteBuffers( 1, &batch.vertexBuffer[ i ].vboId[ 3 ] );
|
|
|
|
// Delete VAOs from GPU (VRAM)
|
|
if ( RLGL.ExtSupported.vao )
|
|
glDeleteVertexArrays( 1, &batch.vertexBuffer[ i ].vaoId );
|
|
|
|
// Free vertex arrays memory from CPU (RAM)
|
|
RL_FREE( batch.vertexBuffer[ i ].vertices );
|
|
RL_FREE( batch.vertexBuffer[ i ].texcoords );
|
|
RL_FREE( batch.vertexBuffer[ i ].colors );
|
|
RL_FREE( batch.vertexBuffer[ i ].indices );
|
|
}
|
|
|
|
// Unload arrays
|
|
RL_FREE( batch.vertexBuffer );
|
|
RL_FREE( batch.draws );
|
|
#endif
|
|
}
|
|
|
|
// Draw render batch
|
|
// NOTE: We require a pointer to reset batch and increase current buffer (multi-buffer)
|
|
void rlDrawRenderBatch( rlRenderBatch* batch )
|
|
{
|
|
#if defined( GRAPHICS_API_OPENGL_33 ) || defined( GRAPHICS_API_OPENGL_ES2 )
|
|
// Update batch vertex buffers
|
|
//------------------------------------------------------------------------------------------------------------
|
|
// NOTE: If there is not vertex data, buffers doesn't need to be updated (vertexCount > 0)
|
|
// TODO: If no data changed on the CPU arrays --> No need to re-update GPU arrays (use a change detector flag?)
|
|
if ( RLGL.State.vertexCounter > 0 )
|
|
{
|
|
// Activate elements VAO
|
|
if ( RLGL.ExtSupported.vao )
|
|
glBindVertexArray( batch->vertexBuffer[ batch->currentBuffer ].vaoId );
|
|
|
|
// Vertex positions buffer
|
|
glBindBuffer( GL_ARRAY_BUFFER, batch->vertexBuffer[ batch->currentBuffer ].vboId[ 0 ] );
|
|
glBufferSubData( GL_ARRAY_BUFFER, 0, RLGL.State.vertexCounter * 3 * sizeof( float ), batch->vertexBuffer[ batch->currentBuffer ].vertices );
|
|
// glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*4*batch->vertexBuffer[batch->currentBuffer].elementCount,
|
|
// batch->vertexBuffer[batch->currentBuffer].vertices, GL_DYNAMIC_DRAW); // Update all buffer
|
|
|
|
// Texture coordinates buffer
|
|
glBindBuffer( GL_ARRAY_BUFFER, batch->vertexBuffer[ batch->currentBuffer ].vboId[ 1 ] );
|
|
glBufferSubData( GL_ARRAY_BUFFER, 0, RLGL.State.vertexCounter * 2 * sizeof( float ), batch->vertexBuffer[ batch->currentBuffer ].texcoords );
|
|
// glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*4*batch->vertexBuffer[batch->currentBuffer].elementCount,
|
|
// batch->vertexBuffer[batch->currentBuffer].texcoords, GL_DYNAMIC_DRAW); // Update all buffer
|
|
|
|
// Colors buffer
|
|
glBindBuffer( GL_ARRAY_BUFFER, batch->vertexBuffer[ batch->currentBuffer ].vboId[ 2 ] );
|
|
glBufferSubData( GL_ARRAY_BUFFER, 0, RLGL.State.vertexCounter * 4 * sizeof( unsigned char ), batch->vertexBuffer[ batch->currentBuffer ].colors );
|
|
// glBufferData(GL_ARRAY_BUFFER, sizeof(float)*4*4*batch->vertexBuffer[batch->currentBuffer].elementCount,
|
|
// batch->vertexBuffer[batch->currentBuffer].colors, GL_DYNAMIC_DRAW); // Update all buffer
|
|
|
|
// NOTE: glMapBuffer() causes sync issue.
|
|
// If GPU is working with this buffer, glMapBuffer() will wait(stall) until GPU to finish its job.
|
|
// To avoid waiting (idle), you can call first glBufferData() with NULL pointer before glMapBuffer().
|
|
// If you do that, the previous data in PBO will be discarded and glMapBuffer() returns a new
|
|
// allocated pointer immediately even if GPU is still working with the previous data.
|
|
|
|
// Another option: map the buffer object into client's memory
|
|
// Probably this code could be moved somewhere else...
|
|
// batch->vertexBuffer[batch->currentBuffer].vertices = (float *)glMapBuffer(GL_ARRAY_BUFFER, GL_READ_WRITE);
|
|
// if (batch->vertexBuffer[batch->currentBuffer].vertices)
|
|
// {
|
|
// Update vertex data
|
|
// }
|
|
// glUnmapBuffer(GL_ARRAY_BUFFER);
|
|
|
|
// Unbind the current VAO
|
|
if ( RLGL.ExtSupported.vao )
|
|
glBindVertexArray( 0 );
|
|
}
|
|
//------------------------------------------------------------------------------------------------------------
|
|
|
|
// Draw batch vertex buffers (considering VR stereo if required)
|
|
//------------------------------------------------------------------------------------------------------------
|
|
Matrix matProjection = RLGL.State.projection;
|
|
Matrix matModelView = RLGL.State.modelview;
|
|
|
|
int eyeCount = 1;
|
|
if ( RLGL.State.stereoRender )
|
|
eyeCount = 2;
|
|
|
|
for ( int eye = 0; eye < eyeCount; eye++ )
|
|
{
|
|
if ( eyeCount == 2 )
|
|
{
|
|
// Setup current eye viewport (half screen width)
|
|
rlViewport( eye * RLGL.State.framebufferWidth / 2, 0, RLGL.State.framebufferWidth / 2, RLGL.State.framebufferHeight );
|
|
|
|
// Set current eye view offset to modelview matrix
|
|
rlSetMatrixModelview( rlMatrixMultiply( matModelView, RLGL.State.viewOffsetStereo[ eye ] ) );
|
|
// Set current eye projection matrix
|
|
rlSetMatrixProjection( RLGL.State.projectionStereo[ eye ] );
|
|
}
|
|
|
|
// Draw buffers
|
|
if ( RLGL.State.vertexCounter > 0 )
|
|
{
|
|
// Set current shader and upload current MVP matrix
|
|
glUseProgram( RLGL.State.currentShaderId );
|
|
|
|
// Create modelview-projection matrix and upload to shader
|
|
Matrix matMVP = rlMatrixMultiply( RLGL.State.modelview, RLGL.State.projection );
|
|
float matMVPfloat[ 16 ] = { matMVP.m0, matMVP.m1, matMVP.m2, matMVP.m3, matMVP.m4, matMVP.m5, matMVP.m6, matMVP.m7,
|
|
matMVP.m8, matMVP.m9, matMVP.m10, matMVP.m11, matMVP.m12, matMVP.m13, matMVP.m14, matMVP.m15 };
|
|
glUniformMatrix4fv( RLGL.State.currentShaderLocs[ RL_SHADER_LOC_MATRIX_MVP ], 1, false, matMVPfloat );
|
|
|
|
if ( RLGL.ExtSupported.vao )
|
|
glBindVertexArray( batch->vertexBuffer[ batch->currentBuffer ].vaoId );
|
|
else
|
|
{
|
|
// Bind vertex attrib: position (shader-location = 0)
|
|
glBindBuffer( GL_ARRAY_BUFFER, batch->vertexBuffer[ batch->currentBuffer ].vboId[ 0 ] );
|
|
glVertexAttribPointer( RLGL.State.currentShaderLocs[ RL_SHADER_LOC_VERTEX_POSITION ], 3, GL_FLOAT, 0, 0, 0 );
|
|
glEnableVertexAttribArray( RLGL.State.currentShaderLocs[ RL_SHADER_LOC_VERTEX_POSITION ] );
|
|
|
|
// Bind vertex attrib: texcoord (shader-location = 1)
|
|
glBindBuffer( GL_ARRAY_BUFFER, batch->vertexBuffer[ batch->currentBuffer ].vboId[ 1 ] );
|
|
glVertexAttribPointer( RLGL.State.currentShaderLocs[ RL_SHADER_LOC_VERTEX_TEXCOORD01 ], 2, GL_FLOAT, 0, 0, 0 );
|
|
glEnableVertexAttribArray( RLGL.State.currentShaderLocs[ RL_SHADER_LOC_VERTEX_TEXCOORD01 ] );
|
|
|
|
// Bind vertex attrib: color (shader-location = 3)
|
|
glBindBuffer( GL_ARRAY_BUFFER, batch->vertexBuffer[ batch->currentBuffer ].vboId[ 2 ] );
|
|
glVertexAttribPointer( RLGL.State.currentShaderLocs[ RL_SHADER_LOC_VERTEX_COLOR ], 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0 );
|
|
glEnableVertexAttribArray( RLGL.State.currentShaderLocs[ RL_SHADER_LOC_VERTEX_COLOR ] );
|
|
|
|
glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, batch->vertexBuffer[ batch->currentBuffer ].vboId[ 3 ] );
|
|
}
|
|
|
|
// Setup some default shader values
|
|
glUniform4f( RLGL.State.currentShaderLocs[ RL_SHADER_LOC_COLOR_DIFFUSE ], 1.0f, 1.0f, 1.0f, 1.0f );
|
|
glUniform1i( RLGL.State.currentShaderLocs[ RL_SHADER_LOC_MAP_DIFFUSE ], 0 ); // Active default sampler2D: texture0
|
|
|
|
// Activate additional sampler textures
|
|
// Those additional textures will be common for all draw calls of the batch
|
|
for ( int i = 0; i < RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS; i++ )
|
|
{
|
|
if ( RLGL.State.activeTextureId[ i ] > 0 )
|
|
{
|
|
glActiveTexture( GL_TEXTURE0 + 1 + i );
|
|
glBindTexture( GL_TEXTURE_2D, RLGL.State.activeTextureId[ i ] );
|
|
}
|
|
}
|
|
|
|
// Activate default sampler2D texture0 (one texture is always active for default batch shader)
|
|
// NOTE: Batch system accumulates calls by texture0 changes, additional textures are enabled for all the draw calls
|
|
glActiveTexture( GL_TEXTURE0 );
|
|
|
|
for ( int i = 0, vertexOffset = 0; i < batch->drawCounter; i++ )
|
|
{
|
|
// Bind current draw call texture, activated as GL_TEXTURE0 and Bound to sampler2D texture0 by default
|
|
glBindTexture( GL_TEXTURE_2D, batch->draws[ i ].textureId );
|
|
|
|
if ( ( batch->draws[ i ].mode == RL_LINES ) || ( batch->draws[ i ].mode == RL_TRIANGLES ) )
|
|
glDrawArrays( batch->draws[ i ].mode, vertexOffset, batch->draws[ i ].vertexCount );
|
|
else
|
|
{
|
|
#if defined( GRAPHICS_API_OPENGL_33 )
|
|
// We need to define the number of indices to be processed: elementCount*6
|
|
// NOTE: The final parameter tells the GPU the offset in bytes from the
|
|
// start of the index buffer to the location of the first index to process
|
|
glDrawElements(
|
|
GL_TRIANGLES,
|
|
batch->draws[ i ].vertexCount / 4 * 6,
|
|
GL_UNSIGNED_INT,
|
|
( GLvoid* )( vertexOffset / 4 * 6 * sizeof( GLuint ) )
|
|
);
|
|
#endif
|
|
#if defined( GRAPHICS_API_OPENGL_ES2 )
|
|
glDrawElements(
|
|
GL_TRIANGLES,
|
|
batch->draws[ i ].vertexCount / 4 * 6,
|
|
GL_UNSIGNED_SHORT,
|
|
( GLvoid* )( vertexOffset / 4 * 6 * sizeof( GLushort ) )
|
|
);
|
|
#endif
|
|
}
|
|
|
|
vertexOffset += ( batch->draws[ i ].vertexCount + batch->draws[ i ].vertexAlignment );
|
|
}
|
|
|
|
if ( ! RLGL.ExtSupported.vao )
|
|
{
|
|
glBindBuffer( GL_ARRAY_BUFFER, 0 );
|
|
glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, 0 );
|
|
}
|
|
|
|
glBindTexture( GL_TEXTURE_2D, 0 ); // Unbind textures
|
|
}
|
|
|
|
if ( RLGL.ExtSupported.vao )
|
|
glBindVertexArray( 0 ); // Unbind VAO
|
|
|
|
glUseProgram( 0 ); // Unbind shader program
|
|
}
|
|
|
|
// Restore viewport to default measures
|
|
if ( eyeCount == 2 )
|
|
rlViewport( 0, 0, RLGL.State.framebufferWidth, RLGL.State.framebufferHeight );
|
|
//------------------------------------------------------------------------------------------------------------
|
|
|
|
// Reset batch buffers
|
|
//------------------------------------------------------------------------------------------------------------
|
|
// Reset vertex counter for next frame
|
|
RLGL.State.vertexCounter = 0;
|
|
|
|
// Reset depth for next draw
|
|
batch->currentDepth = -1.0f;
|
|
|
|
// Restore projection/modelview matrices
|
|
RLGL.State.projection = matProjection;
|
|
RLGL.State.modelview = matModelView;
|
|
|
|
// Reset RLGL.currentBatch->draws array
|
|
for ( int i = 0; i < RL_DEFAULT_BATCH_DRAWCALLS; i++ )
|
|
{
|
|
batch->draws[ i ].mode = RL_QUADS;
|
|
batch->draws[ i ].vertexCount = 0;
|
|
batch->draws[ i ].textureId = RLGL.State.defaultTextureId;
|
|
}
|
|
|
|
// Reset active texture units for next batch
|
|
for ( int i = 0; i < RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS; i++ )
|
|
RLGL.State.activeTextureId[ i ] = 0;
|
|
|
|
// Reset draws counter to one draw for the batch
|
|
batch->drawCounter = 1;
|
|
//------------------------------------------------------------------------------------------------------------
|
|
|
|
// Change to next buffer in the list (in case of multi-buffering)
|
|
batch->currentBuffer++;
|
|
if ( batch->currentBuffer >= batch->bufferCount )
|
|
batch->currentBuffer = 0;
|
|
#endif
|
|
}
|
|
|
|
// Set the active render batch for rlgl
|
|
void rlSetRenderBatchActive( rlRenderBatch* batch )
|
|
{
|
|
#if defined( GRAPHICS_API_OPENGL_33 ) || defined( GRAPHICS_API_OPENGL_ES2 )
|
|
rlDrawRenderBatch( RLGL.currentBatch );
|
|
|
|
if ( batch != NULL )
|
|
RLGL.currentBatch = batch;
|
|
else
|
|
RLGL.currentBatch = &RLGL.defaultBatch;
|
|
#endif
|
|
}
|
|
|
|
// Update and draw internal render batch
|
|
void rlDrawRenderBatchActive( void )
|
|
{
|
|
#if defined( GRAPHICS_API_OPENGL_33 ) || defined( GRAPHICS_API_OPENGL_ES2 )
|
|
rlDrawRenderBatch( RLGL.currentBatch ); // NOTE: Stereo rendering is checked inside
|
|
#endif
|
|
}
|
|
|
|
// Check internal buffer overflow for a given number of vertex
|
|
// and force a rlRenderBatch draw call if required
|
|
bool rlCheckRenderBatchLimit( int vCount )
|
|
{
|
|
bool overflow = false;
|
|
|
|
#if defined( GRAPHICS_API_OPENGL_33 ) || defined( GRAPHICS_API_OPENGL_ES2 )
|
|
if ( ( RLGL.State.vertexCounter + vCount ) >= ( RLGL.currentBatch->vertexBuffer[ RLGL.currentBatch->currentBuffer ].elementCount * 4 ) )
|
|
{
|
|
overflow = true;
|
|
|
|
// Store current primitive drawing mode and texture id
|
|
int currentMode = RLGL.currentBatch->draws[ RLGL.currentBatch->drawCounter - 1 ].mode;
|
|
int currentTexture = RLGL.currentBatch->draws[ RLGL.currentBatch->drawCounter - 1 ].textureId;
|
|
|
|
rlDrawRenderBatch( RLGL.currentBatch ); // NOTE: Stereo rendering is checked inside
|
|
|
|
// Restore state of last batch so we can continue adding vertices
|
|
RLGL.currentBatch->draws[ RLGL.currentBatch->drawCounter - 1 ].mode = currentMode;
|
|
RLGL.currentBatch->draws[ RLGL.currentBatch->drawCounter - 1 ].textureId = currentTexture;
|
|
}
|
|
#endif
|
|
|
|
return overflow;
|
|
}
|
|
|
|
// Textures data management
|
|
//-----------------------------------------------------------------------------------------
|
|
// Convert image data to OpenGL texture (returns OpenGL valid Id)
|
|
unsigned int rlLoadTexture( const void* data, int width, int height, int format, int mipmapCount )
|
|
{
|
|
unsigned int id = 0;
|
|
|
|
glBindTexture( GL_TEXTURE_2D, 0 ); // Free any old binding
|
|
|
|
// Check texture format support by OpenGL 1.1 (compressed textures not supported)
|
|
#if defined( GRAPHICS_API_OPENGL_11 )
|
|
if ( format >= RL_PIXELFORMAT_COMPRESSED_DXT1_RGB )
|
|
{
|
|
TRACELOG( RL_LOG_WARNING, "GL: OpenGL 1.1 does not support GPU compressed texture formats" );
|
|
return id;
|
|
}
|
|
#else
|
|
if ( ( ! RLGL.ExtSupported.texCompDXT )
|
|
&& ( ( format == RL_PIXELFORMAT_COMPRESSED_DXT1_RGB ) || ( format == RL_PIXELFORMAT_COMPRESSED_DXT1_RGBA )
|
|
|| ( format == RL_PIXELFORMAT_COMPRESSED_DXT3_RGBA ) || ( format == RL_PIXELFORMAT_COMPRESSED_DXT5_RGBA ) ) )
|
|
{
|
|
TRACELOG( RL_LOG_WARNING, "GL: DXT compressed texture format not supported" );
|
|
return id;
|
|
}
|
|
#if defined( GRAPHICS_API_OPENGL_33 ) || defined( GRAPHICS_API_OPENGL_ES2 )
|
|
if ( ( ! RLGL.ExtSupported.texCompETC1 ) && ( format == RL_PIXELFORMAT_COMPRESSED_ETC1_RGB ) )
|
|
{
|
|
TRACELOG( RL_LOG_WARNING, "GL: ETC1 compressed texture format not supported" );
|
|
return id;
|
|
}
|
|
|
|
if ( ( ! RLGL.ExtSupported.texCompETC2 ) && ( ( format == RL_PIXELFORMAT_COMPRESSED_ETC2_RGB ) || ( format == RL_PIXELFORMAT_COMPRESSED_ETC2_EAC_RGBA ) ) )
|
|
{
|
|
TRACELOG( RL_LOG_WARNING, "GL: ETC2 compressed texture format not supported" );
|
|
return id;
|
|
}
|
|
|
|
if ( ( ! RLGL.ExtSupported.texCompPVRT ) && ( ( format == RL_PIXELFORMAT_COMPRESSED_PVRT_RGB ) || ( format == RL_PIXELFORMAT_COMPRESSED_PVRT_RGBA ) ) )
|
|
{
|
|
TRACELOG( RL_LOG_WARNING, "GL: PVRT compressed texture format not supported" );
|
|
return id;
|
|
}
|
|
|
|
if ( ( ! RLGL.ExtSupported.texCompASTC )
|
|
&& ( ( format == RL_PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA ) || ( format == RL_PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA ) ) )
|
|
{
|
|
TRACELOG( RL_LOG_WARNING, "GL: ASTC compressed texture format not supported" );
|
|
return id;
|
|
}
|
|
#endif
|
|
#endif // GRAPHICS_API_OPENGL_11
|
|
|
|
glPixelStorei( GL_UNPACK_ALIGNMENT, 1 );
|
|
|
|
glGenTextures( 1, &id ); // Generate texture id
|
|
|
|
glBindTexture( GL_TEXTURE_2D, id );
|
|
|
|
int mipWidth = width;
|
|
int mipHeight = height;
|
|
int mipOffset = 0; // Mipmap data offset, only used for tracelog
|
|
|
|
// NOTE: Added pointer math separately from function to avoid UBSAN complaining
|
|
unsigned char* dataPtr = NULL;
|
|
if ( data != NULL )
|
|
dataPtr = ( unsigned char* )data;
|
|
|
|
// Load the different mipmap levels
|
|
for ( int i = 0; i < mipmapCount; i++ )
|
|
{
|
|
unsigned int mipSize = rlGetPixelDataSize( mipWidth, mipHeight, format );
|
|
|
|
unsigned int glInternalFormat, glFormat, glType;
|
|
rlGetGlTextureFormats( format, &glInternalFormat, &glFormat, &glType );
|
|
|
|
TRACELOGD( "TEXTURE: Load mipmap level %i (%i x %i), size: %i, offset: %i", i, mipWidth, mipHeight, mipSize, mipOffset );
|
|
|
|
if ( glInternalFormat != 0 )
|
|
{
|
|
if ( format < RL_PIXELFORMAT_COMPRESSED_DXT1_RGB )
|
|
glTexImage2D( GL_TEXTURE_2D, i, glInternalFormat, mipWidth, mipHeight, 0, glFormat, glType, dataPtr );
|
|
#if ! defined( GRAPHICS_API_OPENGL_11 )
|
|
else
|
|
glCompressedTexImage2D( GL_TEXTURE_2D, i, glInternalFormat, mipWidth, mipHeight, 0, mipSize, dataPtr );
|
|
#endif
|
|
|
|
#if defined( GRAPHICS_API_OPENGL_33 )
|
|
if ( format == RL_PIXELFORMAT_UNCOMPRESSED_GRAYSCALE )
|
|
{
|
|
GLint swizzleMask[] = { GL_RED, GL_RED, GL_RED, GL_ONE };
|
|
glTexParameteriv( GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask );
|
|
}
|
|
else if ( format == RL_PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA )
|
|
{
|
|
#if defined( GRAPHICS_API_OPENGL_21 )
|
|
GLint swizzleMask[] = { GL_RED, GL_RED, GL_RED, GL_ALPHA };
|
|
#elif defined( GRAPHICS_API_OPENGL_33 )
|
|
GLint swizzleMask[] = { GL_RED, GL_RED, GL_RED, GL_GREEN };
|
|
#endif
|
|
glTexParameteriv( GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask );
|
|
}
|
|
#endif
|
|
}
|
|
|
|
mipWidth /= 2;
|
|
mipHeight /= 2;
|
|
mipOffset += mipSize; // Increment offset position to next mipmap
|
|
if ( data != NULL )
|
|
dataPtr += mipSize; // Increment data pointer to next mipmap
|
|
|
|
// Security check for NPOT textures
|
|
if ( mipWidth < 1 )
|
|
mipWidth = 1;
|
|
if ( mipHeight < 1 )
|
|
mipHeight = 1;
|
|
}
|
|
|
|
// Texture parameters configuration
|
|
// NOTE: glTexParameteri does NOT affect texture uploading, just the way it's used
|
|
#if defined( GRAPHICS_API_OPENGL_ES2 )
|
|
// NOTE: OpenGL ES 2.0 with no GL_OES_texture_npot support (i.e. WebGL) has limited NPOT support, so CLAMP_TO_EDGE must be used
|
|
if ( RLGL.ExtSupported.texNPOT )
|
|
{
|
|
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT ); // Set texture to repeat on x-axis
|
|
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT ); // Set texture to repeat on y-axis
|
|
}
|
|
else
|
|
{
|
|
// NOTE: If using negative texture coordinates (LoadOBJ()), it does not work!
|
|
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE ); // Set texture to clamp on x-axis
|
|
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE ); // Set texture to clamp on y-axis
|
|
}
|
|
#else
|
|
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT ); // Set texture to repeat on x-axis
|
|
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT ); // Set texture to repeat on y-axis
|
|
#endif
|
|
|
|
// Magnification and minification filters
|
|
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST ); // Alternative: GL_LINEAR
|
|
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST ); // Alternative: GL_LINEAR
|
|
|
|
#if defined( GRAPHICS_API_OPENGL_33 )
|
|
if ( mipmapCount > 1 )
|
|
{
|
|
// Activate Trilinear filtering if mipmaps are available
|
|
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
|
|
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR );
|
|
}
|
|
#endif
|
|
|
|
// At this point we have the texture loaded in GPU and texture parameters configured
|
|
|
|
// NOTE: If mipmaps were not in data, they are not generated automatically
|
|
|
|
// Unbind current texture
|
|
glBindTexture( GL_TEXTURE_2D, 0 );
|
|
|
|
if ( id > 0 )
|
|
TRACELOG(
|
|
RL_LOG_INFO,
|
|
"TEXTURE: [ID %i] Texture loaded successfully (%ix%i | %s | %i mipmaps)",
|
|
id,
|
|
width,
|
|
height,
|
|
rlGetPixelFormatName( format ),
|
|
mipmapCount
|
|
);
|
|
else
|
|
TRACELOG( RL_LOG_WARNING, "TEXTURE: Failed to load texture" );
|
|
|
|
return id;
|
|
}
|
|
|
|
// Load depth texture/renderbuffer (to be attached to fbo)
|
|
// WARNING: OpenGL ES 2.0 requires GL_OES_depth_texture and WebGL requires WEBGL_depth_texture extensions
|
|
unsigned int rlLoadTextureDepth( int width, int height, bool useRenderBuffer )
|
|
{
|
|
unsigned int id = 0;
|
|
|
|
#if defined( GRAPHICS_API_OPENGL_33 ) || defined( GRAPHICS_API_OPENGL_ES2 )
|
|
// In case depth textures not supported, we force renderbuffer usage
|
|
if ( ! RLGL.ExtSupported.texDepth )
|
|
useRenderBuffer = true;
|
|
|
|
// NOTE: We let the implementation to choose the best bit-depth
|
|
// Possible formats: GL_DEPTH_COMPONENT16, GL_DEPTH_COMPONENT24, GL_DEPTH_COMPONENT32 and GL_DEPTH_COMPONENT32F
|
|
unsigned int glInternalFormat = GL_DEPTH_COMPONENT;
|
|
|
|
#if ( defined( GRAPHICS_API_OPENGL_ES2 ) || defined( GRAPHICS_API_OPENGL_ES3 ) )
|
|
// WARNING: WebGL platform requires unsized internal format definition (GL_DEPTH_COMPONENT)
|
|
// while other platforms using OpenGL ES 2.0 require/support sized internal formats depending on the GPU capabilities
|
|
if ( ! RLGL.ExtSupported.texDepthWebGL || useRenderBuffer )
|
|
{
|
|
if ( RLGL.ExtSupported.maxDepthBits == 32 )
|
|
glInternalFormat = GL_DEPTH_COMPONENT32_OES;
|
|
else if ( RLGL.ExtSupported.maxDepthBits == 24 )
|
|
glInternalFormat = GL_DEPTH_COMPONENT24_OES;
|
|
else
|
|
glInternalFormat = GL_DEPTH_COMPONENT16;
|
|
}
|
|
#endif
|
|
|
|
if ( ! useRenderBuffer && RLGL.ExtSupported.texDepth )
|
|
{
|
|
glGenTextures( 1, &id );
|
|
glBindTexture( GL_TEXTURE_2D, id );
|
|
glTexImage2D( GL_TEXTURE_2D, 0, glInternalFormat, width, height, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL );
|
|
|
|
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST );
|
|
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST );
|
|
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
|
|
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
|
|
|
|
glBindTexture( GL_TEXTURE_2D, 0 );
|
|
|
|
TRACELOG( RL_LOG_INFO, "TEXTURE: Depth texture loaded successfully" );
|
|
}
|
|
else
|
|
{
|
|
// Create the renderbuffer that will serve as the depth attachment for the framebuffer
|
|
// NOTE: A renderbuffer is simpler than a texture and could offer better performance on embedded devices
|
|
glGenRenderbuffers( 1, &id );
|
|
glBindRenderbuffer( GL_RENDERBUFFER, id );
|
|
glRenderbufferStorage( GL_RENDERBUFFER, glInternalFormat, width, height );
|
|
|
|
glBindRenderbuffer( GL_RENDERBUFFER, 0 );
|
|
|
|
TRACELOG(
|
|
RL_LOG_INFO,
|
|
"TEXTURE: [ID %i] Depth renderbuffer loaded successfully (%i bits)",
|
|
id,
|
|
( RLGL.ExtSupported.maxDepthBits >= 24 ) ? RLGL.ExtSupported.maxDepthBits : 16
|
|
);
|
|
}
|
|
#endif
|
|
|
|
return id;
|
|
}
|
|
|
|
// Load texture cubemap
|
|
// NOTE: Cubemap data is expected to be 6 images in a single data array (one after the other),
|
|
// expected the following convention: +X, -X, +Y, -Y, +Z, -Z
|
|
unsigned int rlLoadTextureCubemap( const void* data, int size, int format )
|
|
{
|
|
unsigned int id = 0;
|
|
|
|
#if defined( GRAPHICS_API_OPENGL_33 ) || defined( GRAPHICS_API_OPENGL_ES2 )
|
|
unsigned int dataSize = rlGetPixelDataSize( size, size, format );
|
|
|
|
glGenTextures( 1, &id );
|
|
glBindTexture( GL_TEXTURE_CUBE_MAP, id );
|
|
|
|
unsigned int glInternalFormat, glFormat, glType;
|
|
rlGetGlTextureFormats( format, &glInternalFormat, &glFormat, &glType );
|
|
|
|
if ( glInternalFormat != 0 )
|
|
{
|
|
// Load cubemap faces
|
|
for ( unsigned int i = 0; i < 6; i++ )
|
|
{
|
|
if ( data == NULL )
|
|
{
|
|
if ( format < RL_PIXELFORMAT_COMPRESSED_DXT1_RGB )
|
|
{
|
|
if ( ( format == RL_PIXELFORMAT_UNCOMPRESSED_R32 ) || ( format == RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32A32 )
|
|
|| ( format == RL_PIXELFORMAT_UNCOMPRESSED_R16 ) || ( format == RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16A16 ) )
|
|
TRACELOG( RL_LOG_WARNING, "TEXTURES: Cubemap requested format not supported" );
|
|
else
|
|
glTexImage2D( GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glInternalFormat, size, size, 0, glFormat, glType, NULL );
|
|
}
|
|
else
|
|
TRACELOG( RL_LOG_WARNING, "TEXTURES: Empty cubemap creation does not support compressed format" );
|
|
}
|
|
else
|
|
{
|
|
if ( format < RL_PIXELFORMAT_COMPRESSED_DXT1_RGB )
|
|
glTexImage2D(
|
|
GL_TEXTURE_CUBE_MAP_POSITIVE_X + i,
|
|
0,
|
|
glInternalFormat,
|
|
size,
|
|
size,
|
|
0,
|
|
glFormat,
|
|
glType,
|
|
( unsigned char* )data + i * dataSize
|
|
);
|
|
else
|
|
glCompressedTexImage2D(
|
|
GL_TEXTURE_CUBE_MAP_POSITIVE_X + i,
|
|
0,
|
|
glInternalFormat,
|
|
size,
|
|
size,
|
|
0,
|
|
dataSize,
|
|
( unsigned char* )data + i * dataSize
|
|
);
|
|
}
|
|
|
|
#if defined( GRAPHICS_API_OPENGL_33 )
|
|
if ( format == RL_PIXELFORMAT_UNCOMPRESSED_GRAYSCALE )
|
|
{
|
|
GLint swizzleMask[] = { GL_RED, GL_RED, GL_RED, GL_ONE };
|
|
glTexParameteriv( GL_TEXTURE_CUBE_MAP, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask );
|
|
}
|
|
else if ( format == RL_PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA )
|
|
{
|
|
#if defined( GRAPHICS_API_OPENGL_21 )
|
|
GLint swizzleMask[] = { GL_RED, GL_RED, GL_RED, GL_ALPHA };
|
|
#elif defined( GRAPHICS_API_OPENGL_33 )
|
|
GLint swizzleMask[] = { GL_RED, GL_RED, GL_RED, GL_GREEN };
|
|
#endif
|
|
glTexParameteriv( GL_TEXTURE_CUBE_MAP, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask );
|
|
}
|
|
#endif
|
|
}
|
|
}
|
|
|
|
// Set cubemap texture sampling parameters
|
|
glTexParameteri( GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
|
|
glTexParameteri( GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
|
|
glTexParameteri( GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
|
|
glTexParameteri( GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
|
|
#if defined( GRAPHICS_API_OPENGL_33 )
|
|
glTexParameteri( GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE ); // Flag not supported on OpenGL ES 2.0
|
|
#endif
|
|
|
|
glBindTexture( GL_TEXTURE_CUBE_MAP, 0 );
|
|
#endif
|
|
|
|
if ( id > 0 )
|
|
TRACELOG( RL_LOG_INFO, "TEXTURE: [ID %i] Cubemap texture loaded successfully (%ix%i)", id, size, size );
|
|
else
|
|
TRACELOG( RL_LOG_WARNING, "TEXTURE: Failed to load cubemap texture" );
|
|
|
|
return id;
|
|
}
|
|
|
|
// Update already loaded texture in GPU with new data
|
|
// NOTE: We don't know safely if internal texture format is the expected one...
|
|
void rlUpdateTexture( unsigned int id, int offsetX, int offsetY, int width, int height, int format, const void* data )
|
|
{
|
|
glBindTexture( GL_TEXTURE_2D, id );
|
|
|
|
unsigned int glInternalFormat, glFormat, glType;
|
|
rlGetGlTextureFormats( format, &glInternalFormat, &glFormat, &glType );
|
|
|
|
if ( ( glInternalFormat != 0 ) && ( format < RL_PIXELFORMAT_COMPRESSED_DXT1_RGB ) )
|
|
{
|
|
glTexSubImage2D( GL_TEXTURE_2D, 0, offsetX, offsetY, width, height, glFormat, glType, data );
|
|
}
|
|
else
|
|
TRACELOG( RL_LOG_WARNING, "TEXTURE: [ID %i] Failed to update for current texture format (%i)", id, format );
|
|
}
|
|
|
|
// Get OpenGL internal formats and data type from raylib PixelFormat
|
|
void rlGetGlTextureFormats( int format, unsigned int* glInternalFormat, unsigned int* glFormat, unsigned int* glType )
|
|
{
|
|
*glInternalFormat = 0;
|
|
*glFormat = 0;
|
|
*glType = 0;
|
|
|
|
switch ( format )
|
|
{
|
|
#if defined( GRAPHICS_API_OPENGL_11 ) || defined( GRAPHICS_API_OPENGL_21 ) || defined( GRAPHICS_API_OPENGL_ES2 )
|
|
// NOTE: on OpenGL ES 2.0 (WebGL), internalFormat must match format and options allowed are: GL_LUMINANCE, GL_RGB, GL_RGBA
|
|
case RL_PIXELFORMAT_UNCOMPRESSED_GRAYSCALE :
|
|
*glInternalFormat = GL_LUMINANCE;
|
|
*glFormat = GL_LUMINANCE;
|
|
*glType = GL_UNSIGNED_BYTE;
|
|
break;
|
|
case RL_PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA :
|
|
*glInternalFormat = GL_LUMINANCE_ALPHA;
|
|
*glFormat = GL_LUMINANCE_ALPHA;
|
|
*glType = GL_UNSIGNED_BYTE;
|
|
break;
|
|
case RL_PIXELFORMAT_UNCOMPRESSED_R5G6B5 :
|
|
*glInternalFormat = GL_RGB;
|
|
*glFormat = GL_RGB;
|
|
*glType = GL_UNSIGNED_SHORT_5_6_5;
|
|
break;
|
|
case RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8 :
|
|
*glInternalFormat = GL_RGB;
|
|
*glFormat = GL_RGB;
|
|
*glType = GL_UNSIGNED_BYTE;
|
|
break;
|
|
case RL_PIXELFORMAT_UNCOMPRESSED_R5G5B5A1 :
|
|
*glInternalFormat = GL_RGBA;
|
|
*glFormat = GL_RGBA;
|
|
*glType = GL_UNSIGNED_SHORT_5_5_5_1;
|
|
break;
|
|
case RL_PIXELFORMAT_UNCOMPRESSED_R4G4B4A4 :
|
|
*glInternalFormat = GL_RGBA;
|
|
*glFormat = GL_RGBA;
|
|
*glType = GL_UNSIGNED_SHORT_4_4_4_4;
|
|
break;
|
|
case RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8A8 :
|
|
*glInternalFormat = GL_RGBA;
|
|
*glFormat = GL_RGBA;
|
|
*glType = GL_UNSIGNED_BYTE;
|
|
break;
|
|
#if ! defined( GRAPHICS_API_OPENGL_11 )
|
|
#if defined( GRAPHICS_API_OPENGL_ES3 )
|
|
case RL_PIXELFORMAT_UNCOMPRESSED_R32 :
|
|
if ( RLGL.ExtSupported.texFloat32 )
|
|
*glInternalFormat = GL_R32F_EXT;
|
|
*glFormat = GL_RED_EXT;
|
|
*glType = GL_FLOAT;
|
|
break;
|
|
case RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32 :
|
|
if ( RLGL.ExtSupported.texFloat32 )
|
|
*glInternalFormat = GL_RGB32F_EXT;
|
|
*glFormat = GL_RGB;
|
|
*glType = GL_FLOAT;
|
|
break;
|
|
case RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32A32 :
|
|
if ( RLGL.ExtSupported.texFloat32 )
|
|
*glInternalFormat = GL_RGBA32F_EXT;
|
|
*glFormat = GL_RGBA;
|
|
*glType = GL_FLOAT;
|
|
break;
|
|
case RL_PIXELFORMAT_UNCOMPRESSED_R16 :
|
|
if ( RLGL.ExtSupported.texFloat16 )
|
|
*glInternalFormat = GL_R16F_EXT;
|
|
*glFormat = GL_RED_EXT;
|
|
*glType = GL_HALF_FLOAT;
|
|
break;
|
|
case RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16 :
|
|
if ( RLGL.ExtSupported.texFloat16 )
|
|
*glInternalFormat = GL_RGB16F_EXT;
|
|
*glFormat = GL_RGB;
|
|
*glType = GL_HALF_FLOAT;
|
|
break;
|
|
case RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16A16 :
|
|
if ( RLGL.ExtSupported.texFloat16 )
|
|
*glInternalFormat = GL_RGBA16F_EXT;
|
|
*glFormat = GL_RGBA;
|
|
*glType = GL_HALF_FLOAT;
|
|
break;
|
|
#else
|
|
case RL_PIXELFORMAT_UNCOMPRESSED_R32 :
|
|
if ( RLGL.ExtSupported.texFloat32 )
|
|
*glInternalFormat = GL_LUMINANCE;
|
|
*glFormat = GL_LUMINANCE;
|
|
*glType = GL_FLOAT;
|
|
break; // NOTE: Requires extension OES_texture_float
|
|
case RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32 :
|
|
if ( RLGL.ExtSupported.texFloat32 )
|
|
*glInternalFormat = GL_RGB;
|
|
*glFormat = GL_RGB;
|
|
*glType = GL_FLOAT;
|
|
break; // NOTE: Requires extension OES_texture_float
|
|
case RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32A32 :
|
|
if ( RLGL.ExtSupported.texFloat32 )
|
|
*glInternalFormat = GL_RGBA;
|
|
*glFormat = GL_RGBA;
|
|
*glType = GL_FLOAT;
|
|
break; // NOTE: Requires extension OES_texture_float
|
|
#if defined( GRAPHICS_API_OPENGL_21 )
|
|
case RL_PIXELFORMAT_UNCOMPRESSED_R16 :
|
|
if ( RLGL.ExtSupported.texFloat16 )
|
|
*glInternalFormat = GL_LUMINANCE;
|
|
*glFormat = GL_LUMINANCE;
|
|
*glType = GL_HALF_FLOAT_ARB;
|
|
break;
|
|
case RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16 :
|
|
if ( RLGL.ExtSupported.texFloat16 )
|
|
*glInternalFormat = GL_RGB;
|
|
*glFormat = GL_RGB;
|
|
*glType = GL_HALF_FLOAT_ARB;
|
|
break;
|
|
case RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16A16 :
|
|
if ( RLGL.ExtSupported.texFloat16 )
|
|
*glInternalFormat = GL_RGBA;
|
|
*glFormat = GL_RGBA;
|
|
*glType = GL_HALF_FLOAT_ARB;
|
|
break;
|
|
#else // defined(GRAPHICS_API_OPENGL_ES2)
|
|
case RL_PIXELFORMAT_UNCOMPRESSED_R16 :
|
|
if ( RLGL.ExtSupported.texFloat16 )
|
|
*glInternalFormat = GL_LUMINANCE;
|
|
*glFormat = GL_LUMINANCE;
|
|
*glType = GL_HALF_FLOAT_OES;
|
|
break; // NOTE: Requires extension OES_texture_half_float
|
|
case RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16 :
|
|
if ( RLGL.ExtSupported.texFloat16 )
|
|
*glInternalFormat = GL_RGB;
|
|
*glFormat = GL_RGB;
|
|
*glType = GL_HALF_FLOAT_OES;
|
|
break; // NOTE: Requires extension OES_texture_half_float
|
|
case RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16A16 :
|
|
if ( RLGL.ExtSupported.texFloat16 )
|
|
*glInternalFormat = GL_RGBA;
|
|
*glFormat = GL_RGBA;
|
|
*glType = GL_HALF_FLOAT_OES;
|
|
break; // NOTE: Requires extension OES_texture_half_float
|
|
#endif
|
|
#endif
|
|
#endif
|
|
#elif defined( GRAPHICS_API_OPENGL_33 )
|
|
case RL_PIXELFORMAT_UNCOMPRESSED_GRAYSCALE :
|
|
*glInternalFormat = GL_R8;
|
|
*glFormat = GL_RED;
|
|
*glType = GL_UNSIGNED_BYTE;
|
|
break;
|
|
case RL_PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA :
|
|
*glInternalFormat = GL_RG8;
|
|
*glFormat = GL_RG;
|
|
*glType = GL_UNSIGNED_BYTE;
|
|
break;
|
|
case RL_PIXELFORMAT_UNCOMPRESSED_R5G6B5 :
|
|
*glInternalFormat = GL_RGB565;
|
|
*glFormat = GL_RGB;
|
|
*glType = GL_UNSIGNED_SHORT_5_6_5;
|
|
break;
|
|
case RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8 :
|
|
*glInternalFormat = GL_RGB8;
|
|
*glFormat = GL_RGB;
|
|
*glType = GL_UNSIGNED_BYTE;
|
|
break;
|
|
case RL_PIXELFORMAT_UNCOMPRESSED_R5G5B5A1 :
|
|
*glInternalFormat = GL_RGB5_A1;
|
|
*glFormat = GL_RGBA;
|
|
*glType = GL_UNSIGNED_SHORT_5_5_5_1;
|
|
break;
|
|
case RL_PIXELFORMAT_UNCOMPRESSED_R4G4B4A4 :
|
|
*glInternalFormat = GL_RGBA4;
|
|
*glFormat = GL_RGBA;
|
|
*glType = GL_UNSIGNED_SHORT_4_4_4_4;
|
|
break;
|
|
case RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8A8 :
|
|
*glInternalFormat = GL_RGBA8;
|
|
*glFormat = GL_RGBA;
|
|
*glType = GL_UNSIGNED_BYTE;
|
|
break;
|
|
case RL_PIXELFORMAT_UNCOMPRESSED_R32 :
|
|
if ( RLGL.ExtSupported.texFloat32 )
|
|
*glInternalFormat = GL_R32F;
|
|
*glFormat = GL_RED;
|
|
*glType = GL_FLOAT;
|
|
break;
|
|
case RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32 :
|
|
if ( RLGL.ExtSupported.texFloat32 )
|
|
*glInternalFormat = GL_RGB32F;
|
|
*glFormat = GL_RGB;
|
|
*glType = GL_FLOAT;
|
|
break;
|
|
case RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32A32 :
|
|
if ( RLGL.ExtSupported.texFloat32 )
|
|
*glInternalFormat = GL_RGBA32F;
|
|
*glFormat = GL_RGBA;
|
|
*glType = GL_FLOAT;
|
|
break;
|
|
case RL_PIXELFORMAT_UNCOMPRESSED_R16 :
|
|
if ( RLGL.ExtSupported.texFloat16 )
|
|
*glInternalFormat = GL_R16F;
|
|
*glFormat = GL_RED;
|
|
*glType = GL_HALF_FLOAT;
|
|
break;
|
|
case RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16 :
|
|
if ( RLGL.ExtSupported.texFloat16 )
|
|
*glInternalFormat = GL_RGB16F;
|
|
*glFormat = GL_RGB;
|
|
*glType = GL_HALF_FLOAT;
|
|
break;
|
|
case RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16A16 :
|
|
if ( RLGL.ExtSupported.texFloat16 )
|
|
*glInternalFormat = GL_RGBA16F;
|
|
*glFormat = GL_RGBA;
|
|
*glType = GL_HALF_FLOAT;
|
|
break;
|
|
#endif
|
|
#if ! defined( GRAPHICS_API_OPENGL_11 )
|
|
case RL_PIXELFORMAT_COMPRESSED_DXT1_RGB :
|
|
if ( RLGL.ExtSupported.texCompDXT )
|
|
*glInternalFormat = GL_COMPRESSED_RGB_S3TC_DXT1_EXT;
|
|
break;
|
|
case RL_PIXELFORMAT_COMPRESSED_DXT1_RGBA :
|
|
if ( RLGL.ExtSupported.texCompDXT )
|
|
*glInternalFormat = GL_COMPRESSED_RGBA_S3TC_DXT1_EXT;
|
|
break;
|
|
case RL_PIXELFORMAT_COMPRESSED_DXT3_RGBA :
|
|
if ( RLGL.ExtSupported.texCompDXT )
|
|
*glInternalFormat = GL_COMPRESSED_RGBA_S3TC_DXT3_EXT;
|
|
break;
|
|
case RL_PIXELFORMAT_COMPRESSED_DXT5_RGBA :
|
|
if ( RLGL.ExtSupported.texCompDXT )
|
|
*glInternalFormat = GL_COMPRESSED_RGBA_S3TC_DXT5_EXT;
|
|
break;
|
|
case RL_PIXELFORMAT_COMPRESSED_ETC1_RGB :
|
|
if ( RLGL.ExtSupported.texCompETC1 )
|
|
*glInternalFormat = GL_ETC1_RGB8_OES;
|
|
break; // NOTE: Requires OpenGL ES 2.0 or OpenGL 4.3
|
|
case RL_PIXELFORMAT_COMPRESSED_ETC2_RGB :
|
|
if ( RLGL.ExtSupported.texCompETC2 )
|
|
*glInternalFormat = GL_COMPRESSED_RGB8_ETC2;
|
|
break; // NOTE: Requires OpenGL ES 3.0 or OpenGL 4.3
|
|
case RL_PIXELFORMAT_COMPRESSED_ETC2_EAC_RGBA :
|
|
if ( RLGL.ExtSupported.texCompETC2 )
|
|
*glInternalFormat = GL_COMPRESSED_RGBA8_ETC2_EAC;
|
|
break; // NOTE: Requires OpenGL ES 3.0 or OpenGL 4.3
|
|
case RL_PIXELFORMAT_COMPRESSED_PVRT_RGB :
|
|
if ( RLGL.ExtSupported.texCompPVRT )
|
|
*glInternalFormat = GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG;
|
|
break; // NOTE: Requires PowerVR GPU
|
|
case RL_PIXELFORMAT_COMPRESSED_PVRT_RGBA :
|
|
if ( RLGL.ExtSupported.texCompPVRT )
|
|
*glInternalFormat = GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG;
|
|
break; // NOTE: Requires PowerVR GPU
|
|
case RL_PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA :
|
|
if ( RLGL.ExtSupported.texCompASTC )
|
|
*glInternalFormat = GL_COMPRESSED_RGBA_ASTC_4x4_KHR;
|
|
break; // NOTE: Requires OpenGL ES 3.1 or OpenGL 4.3
|
|
case RL_PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA :
|
|
if ( RLGL.ExtSupported.texCompASTC )
|
|
*glInternalFormat = GL_COMPRESSED_RGBA_ASTC_8x8_KHR;
|
|
break; // NOTE: Requires OpenGL ES 3.1 or OpenGL 4.3
|
|
#endif
|
|
default :
|
|
TRACELOG( RL_LOG_WARNING, "TEXTURE: Current format not supported (%i)", format );
|
|
break;
|
|
}
|
|
}
|
|
|
|
// Unload texture from GPU memory
|
|
void rlUnloadTexture( unsigned int id )
|
|
{
|
|
glDeleteTextures( 1, &id );
|
|
}
|
|
|
|
// Generate mipmap data for selected texture
|
|
// NOTE: Only supports GPU mipmap generation
|
|
void rlGenTextureMipmaps( unsigned int id, int width, int height, int format, int* mipmaps )
|
|
{
|
|
#if defined( GRAPHICS_API_OPENGL_33 ) || defined( GRAPHICS_API_OPENGL_ES2 )
|
|
glBindTexture( GL_TEXTURE_2D, id );
|
|
|
|
// Check if texture is power-of-two (POT)
|
|
bool texIsPOT = false;
|
|
|
|
if ( ( ( width > 0 ) && ( ( width & ( width - 1 ) ) == 0 ) ) && ( ( height > 0 ) && ( ( height & ( height - 1 ) ) == 0 ) ) )
|
|
texIsPOT = true;
|
|
|
|
if ( ( texIsPOT ) || ( RLGL.ExtSupported.texNPOT ) )
|
|
{
|
|
// glHint(GL_GENERATE_MIPMAP_HINT, GL_DONT_CARE); // Hint for mipmaps generation algorithm: GL_FASTEST, GL_NICEST, GL_DONT_CARE
|
|
glGenerateMipmap( GL_TEXTURE_2D ); // Generate mipmaps automatically
|
|
|
|
#define MIN( a, b ) ( ( ( a ) < ( b ) ) ? ( a ) : ( b ) )
|
|
#define MAX( a, b ) ( ( ( a ) > ( b ) ) ? ( a ) : ( b ) )
|
|
|
|
*mipmaps = 1 + ( int )floor( log( MAX( width, height ) ) / log( 2 ) );
|
|
TRACELOG( RL_LOG_INFO, "TEXTURE: [ID %i] Mipmaps generated automatically, total: %i", id, *mipmaps );
|
|
}
|
|
else
|
|
TRACELOG( RL_LOG_WARNING, "TEXTURE: [ID %i] Failed to generate mipmaps", id );
|
|
|
|
glBindTexture( GL_TEXTURE_2D, 0 );
|
|
#else
|
|
TRACELOG( RL_LOG_WARNING, "TEXTURE: [ID %i] GPU mipmap generation not supported", id );
|
|
#endif
|
|
}
|
|
|
|
// Read texture pixel data
|
|
void* rlReadTexturePixels( unsigned int id, int width, int height, int format )
|
|
{
|
|
void* pixels = NULL;
|
|
|
|
#if defined( GRAPHICS_API_OPENGL_11 ) || defined( GRAPHICS_API_OPENGL_33 )
|
|
glBindTexture( GL_TEXTURE_2D, id );
|
|
|
|
// NOTE: Using texture id, we can retrieve some texture info (but not on OpenGL ES 2.0)
|
|
// Possible texture info: GL_TEXTURE_RED_SIZE, GL_TEXTURE_GREEN_SIZE, GL_TEXTURE_BLUE_SIZE, GL_TEXTURE_ALPHA_SIZE
|
|
// int width, height, format;
|
|
// glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_WIDTH, &width);
|
|
// glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_HEIGHT, &height);
|
|
// glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_INTERNAL_FORMAT, &format);
|
|
|
|
// NOTE: Each row written to or read from by OpenGL pixel operations like glGetTexImage are aligned to a 4 byte boundary by default, which may add some
|
|
// padding. Use glPixelStorei to modify padding with the GL_[UN]PACK_ALIGNMENT setting. GL_PACK_ALIGNMENT affects operations that read from OpenGL memory
|
|
// (glReadPixels, glGetTexImage, etc.) GL_UNPACK_ALIGNMENT affects operations that write to OpenGL memory (glTexImage, etc.)
|
|
glPixelStorei( GL_PACK_ALIGNMENT, 1 );
|
|
|
|
unsigned int glInternalFormat, glFormat, glType;
|
|
rlGetGlTextureFormats( format, &glInternalFormat, &glFormat, &glType );
|
|
unsigned int size = rlGetPixelDataSize( width, height, format );
|
|
|
|
if ( ( glInternalFormat != 0 ) && ( format < RL_PIXELFORMAT_COMPRESSED_DXT1_RGB ) )
|
|
{
|
|
pixels = RL_MALLOC( size );
|
|
glGetTexImage( GL_TEXTURE_2D, 0, glFormat, glType, pixels );
|
|
}
|
|
else
|
|
TRACELOG( RL_LOG_WARNING, "TEXTURE: [ID %i] Data retrieval not suported for pixel format (%i)", id, format );
|
|
|
|
glBindTexture( GL_TEXTURE_2D, 0 );
|
|
#endif
|
|
|
|
#if defined( GRAPHICS_API_OPENGL_ES2 )
|
|
// glGetTexImage() is not available on OpenGL ES 2.0
|
|
// Texture width and height are required on OpenGL ES 2.0. There is no way to get it from texture id.
|
|
// Two possible Options:
|
|
// 1 - Bind texture to color fbo attachment and glReadPixels()
|
|
// 2 - Create an fbo, activate it, render quad with texture, glReadPixels()
|
|
// We are using Option 1, just need to care for texture format on retrieval
|
|
// NOTE: This behaviour could be conditioned by graphic driver...
|
|
unsigned int fboId = rlLoadFramebuffer( width, height );
|
|
|
|
glBindFramebuffer( GL_FRAMEBUFFER, fboId );
|
|
glBindTexture( GL_TEXTURE_2D, 0 );
|
|
|
|
// Attach our texture to FBO
|
|
glFramebufferTexture2D( GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, id, 0 );
|
|
|
|
// We read data as RGBA because FBO texture is configured as RGBA, despite binding another texture format
|
|
pixels = ( unsigned char* )RL_MALLOC( rlGetPixelDataSize( width, height, RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8A8 ) );
|
|
glReadPixels( 0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, pixels );
|
|
|
|
glBindFramebuffer( GL_FRAMEBUFFER, 0 );
|
|
|
|
// Clean up temporal fbo
|
|
rlUnloadFramebuffer( fboId );
|
|
#endif
|
|
|
|
return pixels;
|
|
}
|
|
|
|
// Read screen pixel data (color buffer)
|
|
unsigned char* rlReadScreenPixels( int width, int height )
|
|
{
|
|
unsigned char* screenData = ( unsigned char* )RL_CALLOC( width * height * 4, sizeof( unsigned char ) );
|
|
|
|
// NOTE 1: glReadPixels returns image flipped vertically -> (0,0) is the bottom left corner of the framebuffer
|
|
// NOTE 2: We are getting alpha channel! Be careful, it can be transparent if not cleared properly!
|
|
glReadPixels( 0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, screenData );
|
|
|
|
// Flip image vertically!
|
|
unsigned char* imgData = ( unsigned char* )RL_MALLOC( width * height * 4 * sizeof( unsigned char ) );
|
|
|
|
for ( int y = height - 1; y >= 0; y-- )
|
|
{
|
|
for ( int x = 0; x < ( width * 4 ); x++ )
|
|
{
|
|
imgData[ ( ( height - 1 ) - y ) * width * 4 + x ] = screenData[ ( y * width * 4 ) + x ]; // Flip line
|
|
|
|
// Set alpha component value to 255 (no trasparent image retrieval)
|
|
// NOTE: Alpha value has already been applied to RGB in framebuffer, we don't need it!
|
|
if ( ( ( x + 1 ) % 4 ) == 0 )
|
|
imgData[ ( ( height - 1 ) - y ) * width * 4 + x ] = 255;
|
|
}
|
|
}
|
|
|
|
RL_FREE( screenData );
|
|
|
|
return imgData; // NOTE: image data should be freed
|
|
}
|
|
|
|
// Framebuffer management (fbo)
|
|
//-----------------------------------------------------------------------------------------
|
|
// Load a framebuffer to be used for rendering
|
|
// NOTE: No textures attached
|
|
unsigned int rlLoadFramebuffer( int width, int height )
|
|
{
|
|
unsigned int fboId = 0;
|
|
|
|
#if ( defined( GRAPHICS_API_OPENGL_33 ) || defined( GRAPHICS_API_OPENGL_ES2 ) ) && defined( RLGL_RENDER_TEXTURES_HINT )
|
|
glGenFramebuffers( 1, &fboId ); // Create the framebuffer object
|
|
glBindFramebuffer( GL_FRAMEBUFFER, 0 ); // Unbind any framebuffer
|
|
#endif
|
|
|
|
return fboId;
|
|
}
|
|
|
|
// Attach color buffer texture to an fbo (unloads previous attachment)
|
|
// NOTE: Attach type: 0-Color, 1-Depth renderbuffer, 2-Depth texture
|
|
void rlFramebufferAttach( unsigned int fboId, unsigned int texId, int attachType, int texType, int mipLevel )
|
|
{
|
|
#if ( defined( GRAPHICS_API_OPENGL_33 ) || defined( GRAPHICS_API_OPENGL_ES2 ) ) && defined( RLGL_RENDER_TEXTURES_HINT )
|
|
glBindFramebuffer( GL_FRAMEBUFFER, fboId );
|
|
|
|
switch ( attachType )
|
|
{
|
|
case RL_ATTACHMENT_COLOR_CHANNEL0 :
|
|
case RL_ATTACHMENT_COLOR_CHANNEL1 :
|
|
case RL_ATTACHMENT_COLOR_CHANNEL2 :
|
|
case RL_ATTACHMENT_COLOR_CHANNEL3 :
|
|
case RL_ATTACHMENT_COLOR_CHANNEL4 :
|
|
case RL_ATTACHMENT_COLOR_CHANNEL5 :
|
|
case RL_ATTACHMENT_COLOR_CHANNEL6 :
|
|
case RL_ATTACHMENT_COLOR_CHANNEL7 :
|
|
{
|
|
if ( texType == RL_ATTACHMENT_TEXTURE2D )
|
|
glFramebufferTexture2D( GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + attachType, GL_TEXTURE_2D, texId, mipLevel );
|
|
else if ( texType == RL_ATTACHMENT_RENDERBUFFER )
|
|
glFramebufferRenderbuffer( GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + attachType, GL_RENDERBUFFER, texId );
|
|
else if ( texType >= RL_ATTACHMENT_CUBEMAP_POSITIVE_X )
|
|
glFramebufferTexture2D( GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + attachType, GL_TEXTURE_CUBE_MAP_POSITIVE_X + texType, texId, mipLevel );
|
|
}
|
|
break;
|
|
case RL_ATTACHMENT_DEPTH :
|
|
{
|
|
if ( texType == RL_ATTACHMENT_TEXTURE2D )
|
|
glFramebufferTexture2D( GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, texId, mipLevel );
|
|
else if ( texType == RL_ATTACHMENT_RENDERBUFFER )
|
|
glFramebufferRenderbuffer( GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, texId );
|
|
}
|
|
break;
|
|
case RL_ATTACHMENT_STENCIL :
|
|
{
|
|
if ( texType == RL_ATTACHMENT_TEXTURE2D )
|
|
glFramebufferTexture2D( GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, texId, mipLevel );
|
|
else if ( texType == RL_ATTACHMENT_RENDERBUFFER )
|
|
glFramebufferRenderbuffer( GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, texId );
|
|
}
|
|
break;
|
|
default :
|
|
break;
|
|
}
|
|
|
|
glBindFramebuffer( GL_FRAMEBUFFER, 0 );
|
|
#endif
|
|
}
|
|
|
|
// Verify render texture is complete
|
|
bool rlFramebufferComplete( unsigned int id )
|
|
{
|
|
bool result = false;
|
|
|
|
#if ( defined( GRAPHICS_API_OPENGL_33 ) || defined( GRAPHICS_API_OPENGL_ES2 ) ) && defined( RLGL_RENDER_TEXTURES_HINT )
|
|
glBindFramebuffer( GL_FRAMEBUFFER, id );
|
|
|
|
GLenum status = glCheckFramebufferStatus( GL_FRAMEBUFFER );
|
|
|
|
if ( status != GL_FRAMEBUFFER_COMPLETE )
|
|
{
|
|
switch ( status )
|
|
{
|
|
case GL_FRAMEBUFFER_UNSUPPORTED :
|
|
TRACELOG( RL_LOG_WARNING, "FBO: [ID %i] Framebuffer is unsupported", id );
|
|
break;
|
|
case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT :
|
|
TRACELOG( RL_LOG_WARNING, "FBO: [ID %i] Framebuffer has incomplete attachment", id );
|
|
break;
|
|
#if defined( GRAPHICS_API_OPENGL_ES2 )
|
|
case GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS :
|
|
TRACELOG( RL_LOG_WARNING, "FBO: [ID %i] Framebuffer has incomplete dimensions", id );
|
|
break;
|
|
#endif
|
|
case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT :
|
|
TRACELOG( RL_LOG_WARNING, "FBO: [ID %i] Framebuffer has a missing attachment", id );
|
|
break;
|
|
default :
|
|
break;
|
|
}
|
|
}
|
|
|
|
glBindFramebuffer( GL_FRAMEBUFFER, 0 );
|
|
|
|
result = ( status == GL_FRAMEBUFFER_COMPLETE );
|
|
#endif
|
|
|
|
return result;
|
|
}
|
|
|
|
// Unload framebuffer from GPU memory
|
|
// NOTE: All attached textures/cubemaps/renderbuffers are also deleted
|
|
void rlUnloadFramebuffer( unsigned int id )
|
|
{
|
|
#if ( defined( GRAPHICS_API_OPENGL_33 ) || defined( GRAPHICS_API_OPENGL_ES2 ) ) && defined( RLGL_RENDER_TEXTURES_HINT )
|
|
// Query depth attachment to automatically delete texture/renderbuffer
|
|
int depthType = 0, depthId = 0;
|
|
glBindFramebuffer( GL_FRAMEBUFFER, id ); // Bind framebuffer to query depth texture type
|
|
glGetFramebufferAttachmentParameteriv( GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE, &depthType );
|
|
|
|
// TODO: Review warning retrieving object name in WebGL
|
|
// WARNING: WebGL: INVALID_ENUM: getFramebufferAttachmentParameter: invalid parameter name
|
|
// https://registry.khronos.org/webgl/specs/latest/1.0/
|
|
glGetFramebufferAttachmentParameteriv( GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME, &depthId );
|
|
|
|
unsigned int depthIdU = ( unsigned int )depthId;
|
|
if ( depthType == GL_RENDERBUFFER )
|
|
glDeleteRenderbuffers( 1, &depthIdU );
|
|
else if ( depthType == GL_TEXTURE )
|
|
glDeleteTextures( 1, &depthIdU );
|
|
|
|
// NOTE: If a texture object is deleted while its image is attached to the *currently bound* framebuffer,
|
|
// the texture image is automatically detached from the currently bound framebuffer.
|
|
|
|
glBindFramebuffer( GL_FRAMEBUFFER, 0 );
|
|
glDeleteFramebuffers( 1, &id );
|
|
|
|
TRACELOG( RL_LOG_INFO, "FBO: [ID %i] Unloaded framebuffer from VRAM (GPU)", id );
|
|
#endif
|
|
}
|
|
|
|
// Vertex data management
|
|
//-----------------------------------------------------------------------------------------
|
|
// Load a new attributes buffer
|
|
unsigned int rlLoadVertexBuffer( const void* buffer, int size, bool dynamic )
|
|
{
|
|
unsigned int id = 0;
|
|
|
|
#if defined( GRAPHICS_API_OPENGL_33 ) || defined( GRAPHICS_API_OPENGL_ES2 )
|
|
glGenBuffers( 1, &id );
|
|
glBindBuffer( GL_ARRAY_BUFFER, id );
|
|
glBufferData( GL_ARRAY_BUFFER, size, buffer, dynamic ? GL_DYNAMIC_DRAW : GL_STATIC_DRAW );
|
|
#endif
|
|
|
|
return id;
|
|
}
|
|
|
|
// Load a new attributes element buffer
|
|
unsigned int rlLoadVertexBufferElement( const void* buffer, int size, bool dynamic )
|
|
{
|
|
unsigned int id = 0;
|
|
|
|
#if defined( GRAPHICS_API_OPENGL_33 ) || defined( GRAPHICS_API_OPENGL_ES2 )
|
|
glGenBuffers( 1, &id );
|
|
glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, id );
|
|
glBufferData( GL_ELEMENT_ARRAY_BUFFER, size, buffer, dynamic ? GL_DYNAMIC_DRAW : GL_STATIC_DRAW );
|
|
#endif
|
|
|
|
return id;
|
|
}
|
|
|
|
// Enable vertex buffer (VBO)
|
|
void rlEnableVertexBuffer( unsigned int id )
|
|
{
|
|
#if defined( GRAPHICS_API_OPENGL_33 ) || defined( GRAPHICS_API_OPENGL_ES2 )
|
|
glBindBuffer( GL_ARRAY_BUFFER, id );
|
|
#endif
|
|
}
|
|
|
|
// Disable vertex buffer (VBO)
|
|
void rlDisableVertexBuffer( void )
|
|
{
|
|
#if defined( GRAPHICS_API_OPENGL_33 ) || defined( GRAPHICS_API_OPENGL_ES2 )
|
|
glBindBuffer( GL_ARRAY_BUFFER, 0 );
|
|
#endif
|
|
}
|
|
|
|
// Enable vertex buffer element (VBO element)
|
|
void rlEnableVertexBufferElement( unsigned int id )
|
|
{
|
|
#if defined( GRAPHICS_API_OPENGL_33 ) || defined( GRAPHICS_API_OPENGL_ES2 )
|
|
glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, id );
|
|
#endif
|
|
}
|
|
|
|
// Disable vertex buffer element (VBO element)
|
|
void rlDisableVertexBufferElement( void )
|
|
{
|
|
#if defined( GRAPHICS_API_OPENGL_33 ) || defined( GRAPHICS_API_OPENGL_ES2 )
|
|
glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, 0 );
|
|
#endif
|
|
}
|
|
|
|
// Update vertex buffer with new data
|
|
// NOTE: dataSize and offset must be provided in bytes
|
|
void rlUpdateVertexBuffer( unsigned int id, const void* data, int dataSize, int offset )
|
|
{
|
|
#if defined( GRAPHICS_API_OPENGL_33 ) || defined( GRAPHICS_API_OPENGL_ES2 )
|
|
glBindBuffer( GL_ARRAY_BUFFER, id );
|
|
glBufferSubData( GL_ARRAY_BUFFER, offset, dataSize, data );
|
|
#endif
|
|
}
|
|
|
|
// Update vertex buffer elements with new data
|
|
// NOTE: dataSize and offset must be provided in bytes
|
|
void rlUpdateVertexBufferElements( unsigned int id, const void* data, int dataSize, int offset )
|
|
{
|
|
#if defined( GRAPHICS_API_OPENGL_33 ) || defined( GRAPHICS_API_OPENGL_ES2 )
|
|
glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, id );
|
|
glBufferSubData( GL_ELEMENT_ARRAY_BUFFER, offset, dataSize, data );
|
|
#endif
|
|
}
|
|
|
|
// Enable vertex array object (VAO)
|
|
bool rlEnableVertexArray( unsigned int vaoId )
|
|
{
|
|
bool result = false;
|
|
#if defined( GRAPHICS_API_OPENGL_33 ) || defined( GRAPHICS_API_OPENGL_ES2 )
|
|
if ( RLGL.ExtSupported.vao )
|
|
{
|
|
glBindVertexArray( vaoId );
|
|
result = true;
|
|
}
|
|
#endif
|
|
return result;
|
|
}
|
|
|
|
// Disable vertex array object (VAO)
|
|
void rlDisableVertexArray( void )
|
|
{
|
|
#if defined( GRAPHICS_API_OPENGL_33 ) || defined( GRAPHICS_API_OPENGL_ES2 )
|
|
if ( RLGL.ExtSupported.vao )
|
|
glBindVertexArray( 0 );
|
|
#endif
|
|
}
|
|
|
|
// Enable vertex attribute index
|
|
void rlEnableVertexAttribute( unsigned int index )
|
|
{
|
|
#if defined( GRAPHICS_API_OPENGL_33 ) || defined( GRAPHICS_API_OPENGL_ES2 )
|
|
glEnableVertexAttribArray( index );
|
|
#endif
|
|
}
|
|
|
|
// Disable vertex attribute index
|
|
void rlDisableVertexAttribute( unsigned int index )
|
|
{
|
|
#if defined( GRAPHICS_API_OPENGL_33 ) || defined( GRAPHICS_API_OPENGL_ES2 )
|
|
glDisableVertexAttribArray( index );
|
|
#endif
|
|
}
|
|
|
|
// Draw vertex array
|
|
void rlDrawVertexArray( int offset, int count )
|
|
{
|
|
glDrawArrays( GL_TRIANGLES, offset, count );
|
|
}
|
|
|
|
// Draw vertex array elements
|
|
void rlDrawVertexArrayElements( int offset, int count, const void* buffer )
|
|
{
|
|
// NOTE: Added pointer math separately from function to avoid UBSAN complaining
|
|
unsigned short* bufferPtr = ( unsigned short* )buffer;
|
|
if ( offset > 0 )
|
|
bufferPtr += offset;
|
|
|
|
glDrawElements( GL_TRIANGLES, count, GL_UNSIGNED_SHORT, ( const unsigned short* )bufferPtr );
|
|
}
|
|
|
|
// Draw vertex array instanced
|
|
void rlDrawVertexArrayInstanced( int offset, int count, int instances )
|
|
{
|
|
#if defined( GRAPHICS_API_OPENGL_33 ) || defined( GRAPHICS_API_OPENGL_ES2 )
|
|
glDrawArraysInstanced( GL_TRIANGLES, 0, count, instances );
|
|
#endif
|
|
}
|
|
|
|
// Draw vertex array elements instanced
|
|
void rlDrawVertexArrayElementsInstanced( int offset, int count, const void* buffer, int instances )
|
|
{
|
|
#if defined( GRAPHICS_API_OPENGL_33 ) || defined( GRAPHICS_API_OPENGL_ES2 )
|
|
// NOTE: Added pointer math separately from function to avoid UBSAN complaining
|
|
unsigned short* bufferPtr = ( unsigned short* )buffer;
|
|
if ( offset > 0 )
|
|
bufferPtr += offset;
|
|
|
|
glDrawElementsInstanced( GL_TRIANGLES, count, GL_UNSIGNED_SHORT, ( const unsigned short* )bufferPtr, instances );
|
|
#endif
|
|
}
|
|
|
|
#if defined( GRAPHICS_API_OPENGL_11 )
|
|
// Enable vertex state pointer
|
|
void rlEnableStatePointer( int vertexAttribType, void* buffer )
|
|
{
|
|
if ( buffer != NULL )
|
|
glEnableClientState( vertexAttribType );
|
|
switch ( vertexAttribType )
|
|
{
|
|
case GL_VERTEX_ARRAY :
|
|
glVertexPointer( 3, GL_FLOAT, 0, buffer );
|
|
break;
|
|
case GL_TEXTURE_COORD_ARRAY :
|
|
glTexCoordPointer( 2, GL_FLOAT, 0, buffer );
|
|
break;
|
|
case GL_NORMAL_ARRAY :
|
|
if ( buffer != NULL )
|
|
glNormalPointer( GL_FLOAT, 0, buffer );
|
|
break;
|
|
case GL_COLOR_ARRAY :
|
|
if ( buffer != NULL )
|
|
glColorPointer( 4, GL_UNSIGNED_BYTE, 0, buffer );
|
|
break;
|
|
// case GL_INDEX_ARRAY: if (buffer != NULL) glIndexPointer(GL_SHORT, 0, buffer); break; // Indexed colors
|
|
default :
|
|
break;
|
|
}
|
|
}
|
|
|
|
// Disable vertex state pointer
|
|
void rlDisableStatePointer( int vertexAttribType )
|
|
{
|
|
glDisableClientState( vertexAttribType );
|
|
}
|
|
#endif
|
|
|
|
// Load vertex array object (VAO)
|
|
unsigned int rlLoadVertexArray( void )
|
|
{
|
|
unsigned int vaoId = 0;
|
|
#if defined( GRAPHICS_API_OPENGL_33 ) || defined( GRAPHICS_API_OPENGL_ES2 )
|
|
if ( RLGL.ExtSupported.vao )
|
|
{
|
|
glGenVertexArrays( 1, &vaoId );
|
|
}
|
|
#endif
|
|
return vaoId;
|
|
}
|
|
|
|
// Set vertex attribute
|
|
void rlSetVertexAttribute( unsigned int index, int compSize, int type, bool normalized, int stride, const void* pointer )
|
|
{
|
|
#if defined( GRAPHICS_API_OPENGL_33 ) || defined( GRAPHICS_API_OPENGL_ES2 )
|
|
glVertexAttribPointer( index, compSize, type, normalized, stride, pointer );
|
|
#endif
|
|
}
|
|
|
|
// Set vertex attribute divisor
|
|
void rlSetVertexAttributeDivisor( unsigned int index, int divisor )
|
|
{
|
|
#if defined( GRAPHICS_API_OPENGL_33 ) || defined( GRAPHICS_API_OPENGL_ES2 )
|
|
glVertexAttribDivisor( index, divisor );
|
|
#endif
|
|
}
|
|
|
|
// Unload vertex array object (VAO)
|
|
void rlUnloadVertexArray( unsigned int vaoId )
|
|
{
|
|
#if defined( GRAPHICS_API_OPENGL_33 ) || defined( GRAPHICS_API_OPENGL_ES2 )
|
|
if ( RLGL.ExtSupported.vao )
|
|
{
|
|
glBindVertexArray( 0 );
|
|
glDeleteVertexArrays( 1, &vaoId );
|
|
TRACELOG( RL_LOG_INFO, "VAO: [ID %i] Unloaded vertex array data from VRAM (GPU)", vaoId );
|
|
}
|
|
#endif
|
|
}
|
|
|
|
// Unload vertex buffer (VBO)
|
|
void rlUnloadVertexBuffer( unsigned int vboId )
|
|
{
|
|
#if defined( GRAPHICS_API_OPENGL_33 ) || defined( GRAPHICS_API_OPENGL_ES2 )
|
|
glDeleteBuffers( 1, &vboId );
|
|
// TRACELOG(RL_LOG_INFO, "VBO: Unloaded vertex data from VRAM (GPU)");
|
|
#endif
|
|
}
|
|
|
|
// Shaders management
|
|
//-----------------------------------------------------------------------------------------------
|
|
// Load shader from code strings
|
|
// NOTE: If shader string is NULL, using default vertex/fragment shaders
|
|
unsigned int rlLoadShaderCode( const char* vsCode, const char* fsCode )
|
|
{
|
|
unsigned int id = 0;
|
|
|
|
#if defined( GRAPHICS_API_OPENGL_33 ) || defined( GRAPHICS_API_OPENGL_ES2 )
|
|
unsigned int vertexShaderId = 0;
|
|
unsigned int fragmentShaderId = 0;
|
|
|
|
// Compile vertex shader (if provided)
|
|
if ( vsCode != NULL )
|
|
vertexShaderId = rlCompileShader( vsCode, GL_VERTEX_SHADER );
|
|
// In case no vertex shader was provided or compilation failed, we use default vertex shader
|
|
if ( vertexShaderId == 0 )
|
|
vertexShaderId = RLGL.State.defaultVShaderId;
|
|
|
|
// Compile fragment shader (if provided)
|
|
if ( fsCode != NULL )
|
|
fragmentShaderId = rlCompileShader( fsCode, GL_FRAGMENT_SHADER );
|
|
// In case no fragment shader was provided or compilation failed, we use default fragment shader
|
|
if ( fragmentShaderId == 0 )
|
|
fragmentShaderId = RLGL.State.defaultFShaderId;
|
|
|
|
// In case vertex and fragment shader are the default ones, no need to recompile, we can just assign the default shader program id
|
|
if ( ( vertexShaderId == RLGL.State.defaultVShaderId ) && ( fragmentShaderId == RLGL.State.defaultFShaderId ) )
|
|
id = RLGL.State.defaultShaderId;
|
|
else
|
|
{
|
|
// One of or both shader are new, we need to compile a new shader program
|
|
id = rlLoadShaderProgram( vertexShaderId, fragmentShaderId );
|
|
|
|
// We can detach and delete vertex/fragment shaders (if not default ones)
|
|
// NOTE: We detach shader before deletion to make sure memory is freed
|
|
if ( vertexShaderId != RLGL.State.defaultVShaderId )
|
|
{
|
|
// WARNING: Shader program linkage could fail and returned id is 0
|
|
if ( id > 0 )
|
|
glDetachShader( id, vertexShaderId );
|
|
glDeleteShader( vertexShaderId );
|
|
}
|
|
if ( fragmentShaderId != RLGL.State.defaultFShaderId )
|
|
{
|
|
// WARNING: Shader program linkage could fail and returned id is 0
|
|
if ( id > 0 )
|
|
glDetachShader( id, fragmentShaderId );
|
|
glDeleteShader( fragmentShaderId );
|
|
}
|
|
|
|
// In case shader program loading failed, we assign default shader
|
|
if ( id == 0 )
|
|
{
|
|
// In case shader loading fails, we return the default shader
|
|
TRACELOG( RL_LOG_WARNING, "SHADER: Failed to load custom shader code, using default shader" );
|
|
id = RLGL.State.defaultShaderId;
|
|
}
|
|
/*
|
|
else
|
|
{
|
|
// Get available shader uniforms
|
|
// NOTE: This information is useful for debug...
|
|
int uniformCount = -1;
|
|
glGetProgramiv(id, GL_ACTIVE_UNIFORMS, &uniformCount);
|
|
|
|
for (int i = 0; i < uniformCount; i++)
|
|
{
|
|
int namelen = -1;
|
|
int num = -1;
|
|
char name[256] = { 0 }; // Assume no variable names longer than 256
|
|
GLenum type = GL_ZERO;
|
|
|
|
// Get the name of the uniforms
|
|
glGetActiveUniform(id, i, sizeof(name) - 1, &namelen, &num, &type, name);
|
|
|
|
name[namelen] = 0;
|
|
TRACELOGD("SHADER: [ID %i] Active uniform (%s) set at location: %i", id, name, glGetUniformLocation(id, name));
|
|
}
|
|
}
|
|
*/
|
|
}
|
|
#endif
|
|
|
|
return id;
|
|
}
|
|
|
|
// Compile custom shader and return shader id
|
|
unsigned int rlCompileShader( const char* shaderCode, int type )
|
|
{
|
|
unsigned int shader = 0;
|
|
|
|
#if defined( GRAPHICS_API_OPENGL_33 ) || defined( GRAPHICS_API_OPENGL_ES2 )
|
|
shader = glCreateShader( type );
|
|
glShaderSource( shader, 1, &shaderCode, NULL );
|
|
|
|
GLint success = 0;
|
|
glCompileShader( shader );
|
|
glGetShaderiv( shader, GL_COMPILE_STATUS, &success );
|
|
|
|
if ( success == GL_FALSE )
|
|
{
|
|
switch ( type )
|
|
{
|
|
case GL_VERTEX_SHADER :
|
|
TRACELOG( RL_LOG_WARNING, "SHADER: [ID %i] Failed to compile vertex shader code", shader );
|
|
break;
|
|
case GL_FRAGMENT_SHADER :
|
|
TRACELOG( RL_LOG_WARNING, "SHADER: [ID %i] Failed to compile fragment shader code", shader );
|
|
break;
|
|
// case GL_GEOMETRY_SHADER:
|
|
#if defined( GRAPHICS_API_OPENGL_43 )
|
|
case GL_COMPUTE_SHADER :
|
|
TRACELOG( RL_LOG_WARNING, "SHADER: [ID %i] Failed to compile compute shader code", shader );
|
|
break;
|
|
#endif
|
|
default :
|
|
break;
|
|
}
|
|
|
|
int maxLength = 0;
|
|
glGetShaderiv( shader, GL_INFO_LOG_LENGTH, &maxLength );
|
|
|
|
if ( maxLength > 0 )
|
|
{
|
|
int length = 0;
|
|
char* log = ( char* )RL_CALLOC( maxLength, sizeof( char ) );
|
|
glGetShaderInfoLog( shader, maxLength, &length, log );
|
|
TRACELOG( RL_LOG_WARNING, "SHADER: [ID %i] Compile error: %s", shader, log );
|
|
RL_FREE( log );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
switch ( type )
|
|
{
|
|
case GL_VERTEX_SHADER :
|
|
TRACELOG( RL_LOG_INFO, "SHADER: [ID %i] Vertex shader compiled successfully", shader );
|
|
break;
|
|
case GL_FRAGMENT_SHADER :
|
|
TRACELOG( RL_LOG_INFO, "SHADER: [ID %i] Fragment shader compiled successfully", shader );
|
|
break;
|
|
// case GL_GEOMETRY_SHADER:
|
|
#if defined( GRAPHICS_API_OPENGL_43 )
|
|
case GL_COMPUTE_SHADER :
|
|
TRACELOG( RL_LOG_INFO, "SHADER: [ID %i] Compute shader compiled successfully", shader );
|
|
break;
|
|
#endif
|
|
default :
|
|
break;
|
|
}
|
|
}
|
|
#endif
|
|
|
|
return shader;
|
|
}
|
|
|
|
// Load custom shader strings and return program id
|
|
unsigned int rlLoadShaderProgram( unsigned int vShaderId, unsigned int fShaderId )
|
|
{
|
|
unsigned int program = 0;
|
|
|
|
#if defined( GRAPHICS_API_OPENGL_33 ) || defined( GRAPHICS_API_OPENGL_ES2 )
|
|
GLint success = 0;
|
|
program = glCreateProgram();
|
|
|
|
glAttachShader( program, vShaderId );
|
|
glAttachShader( program, fShaderId );
|
|
|
|
// NOTE: Default attribute shader locations must be Bound before linking
|
|
glBindAttribLocation( program, 0, RL_DEFAULT_SHADER_ATTRIB_NAME_POSITION );
|
|
glBindAttribLocation( program, 1, RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD );
|
|
glBindAttribLocation( program, 2, RL_DEFAULT_SHADER_ATTRIB_NAME_NORMAL );
|
|
glBindAttribLocation( program, 3, RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR );
|
|
glBindAttribLocation( program, 4, RL_DEFAULT_SHADER_ATTRIB_NAME_TANGENT );
|
|
glBindAttribLocation( program, 5, RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2 );
|
|
|
|
// NOTE: If some attrib name is no found on the shader, it locations becomes -1
|
|
|
|
glLinkProgram( program );
|
|
|
|
// NOTE: All uniform variables are intitialised to 0 when a program links
|
|
|
|
glGetProgramiv( program, GL_LINK_STATUS, &success );
|
|
|
|
if ( success == GL_FALSE )
|
|
{
|
|
TRACELOG( RL_LOG_WARNING, "SHADER: [ID %i] Failed to link shader program", program );
|
|
|
|
int maxLength = 0;
|
|
glGetProgramiv( program, GL_INFO_LOG_LENGTH, &maxLength );
|
|
|
|
if ( maxLength > 0 )
|
|
{
|
|
int length = 0;
|
|
char* log = ( char* )RL_CALLOC( maxLength, sizeof( char ) );
|
|
glGetProgramInfoLog( program, maxLength, &length, log );
|
|
TRACELOG( RL_LOG_WARNING, "SHADER: [ID %i] Link error: %s", program, log );
|
|
RL_FREE( log );
|
|
}
|
|
|
|
glDeleteProgram( program );
|
|
|
|
program = 0;
|
|
}
|
|
else
|
|
{
|
|
// Get the size of compiled shader program (not available on OpenGL ES 2.0)
|
|
// NOTE: If GL_LINK_STATUS is GL_FALSE, program binary length is zero.
|
|
// GLint binarySize = 0;
|
|
// glGetProgramiv(id, GL_PROGRAM_BINARY_LENGTH, &binarySize);
|
|
|
|
TRACELOG( RL_LOG_INFO, "SHADER: [ID %i] Program shader loaded successfully", program );
|
|
}
|
|
#endif
|
|
return program;
|
|
}
|
|
|
|
// Unload shader program
|
|
void rlUnloadShaderProgram( unsigned int id )
|
|
{
|
|
#if defined( GRAPHICS_API_OPENGL_33 ) || defined( GRAPHICS_API_OPENGL_ES2 )
|
|
glDeleteProgram( id );
|
|
|
|
TRACELOG( RL_LOG_INFO, "SHADER: [ID %i] Unloaded shader program data from VRAM (GPU)", id );
|
|
#endif
|
|
}
|
|
|
|
// Get shader location uniform
|
|
int rlGetLocationUniform( unsigned int shaderId, const char* uniformName )
|
|
{
|
|
int location = -1;
|
|
#if defined( GRAPHICS_API_OPENGL_33 ) || defined( GRAPHICS_API_OPENGL_ES2 )
|
|
location = glGetUniformLocation( shaderId, uniformName );
|
|
|
|
// if (location == -1) TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Failed to find shader uniform: %s", shaderId, uniformName);
|
|
// else TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Shader uniform (%s) set at location: %i", shaderId, uniformName, location);
|
|
#endif
|
|
return location;
|
|
}
|
|
|
|
// Get shader location attribute
|
|
int rlGetLocationAttrib( unsigned int shaderId, const char* attribName )
|
|
{
|
|
int location = -1;
|
|
#if defined( GRAPHICS_API_OPENGL_33 ) || defined( GRAPHICS_API_OPENGL_ES2 )
|
|
location = glGetAttribLocation( shaderId, attribName );
|
|
|
|
// if (location == -1) TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Failed to find shader attribute: %s", shaderId, attribName);
|
|
// else TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Shader attribute (%s) set at location: %i", shaderId, attribName, location);
|
|
#endif
|
|
return location;
|
|
}
|
|
|
|
// Set shader value uniform
|
|
void rlSetUniform( int locIndex, const void* value, int uniformType, int count )
|
|
{
|
|
#if defined( GRAPHICS_API_OPENGL_33 ) || defined( GRAPHICS_API_OPENGL_ES2 )
|
|
switch ( uniformType )
|
|
{
|
|
case RL_SHADER_UNIFORM_FLOAT :
|
|
glUniform1fv( locIndex, count, ( float* )value );
|
|
break;
|
|
case RL_SHADER_UNIFORM_VEC2 :
|
|
glUniform2fv( locIndex, count, ( float* )value );
|
|
break;
|
|
case RL_SHADER_UNIFORM_VEC3 :
|
|
glUniform3fv( locIndex, count, ( float* )value );
|
|
break;
|
|
case RL_SHADER_UNIFORM_VEC4 :
|
|
glUniform4fv( locIndex, count, ( float* )value );
|
|
break;
|
|
case RL_SHADER_UNIFORM_INT :
|
|
glUniform1iv( locIndex, count, ( int* )value );
|
|
break;
|
|
case RL_SHADER_UNIFORM_IVEC2 :
|
|
glUniform2iv( locIndex, count, ( int* )value );
|
|
break;
|
|
case RL_SHADER_UNIFORM_IVEC3 :
|
|
glUniform3iv( locIndex, count, ( int* )value );
|
|
break;
|
|
case RL_SHADER_UNIFORM_IVEC4 :
|
|
glUniform4iv( locIndex, count, ( int* )value );
|
|
break;
|
|
case RL_SHADER_UNIFORM_SAMPLER2D :
|
|
glUniform1iv( locIndex, count, ( int* )value );
|
|
break;
|
|
default :
|
|
TRACELOG( RL_LOG_WARNING, "SHADER: Failed to set uniform value, data type not recognized" );
|
|
}
|
|
#endif
|
|
}
|
|
|
|
// Set shader value attribute
|
|
void rlSetVertexAttributeDefault( int locIndex, const void* value, int attribType, int count )
|
|
{
|
|
#if defined( GRAPHICS_API_OPENGL_33 ) || defined( GRAPHICS_API_OPENGL_ES2 )
|
|
switch ( attribType )
|
|
{
|
|
case RL_SHADER_ATTRIB_FLOAT :
|
|
if ( count == 1 )
|
|
glVertexAttrib1fv( locIndex, ( float* )value );
|
|
break;
|
|
case RL_SHADER_ATTRIB_VEC2 :
|
|
if ( count == 2 )
|
|
glVertexAttrib2fv( locIndex, ( float* )value );
|
|
break;
|
|
case RL_SHADER_ATTRIB_VEC3 :
|
|
if ( count == 3 )
|
|
glVertexAttrib3fv( locIndex, ( float* )value );
|
|
break;
|
|
case RL_SHADER_ATTRIB_VEC4 :
|
|
if ( count == 4 )
|
|
glVertexAttrib4fv( locIndex, ( float* )value );
|
|
break;
|
|
default :
|
|
TRACELOG( RL_LOG_WARNING, "SHADER: Failed to set attrib default value, data type not recognized" );
|
|
}
|
|
#endif
|
|
}
|
|
|
|
// Set shader value uniform matrix
|
|
void rlSetUniformMatrix( int locIndex, Matrix mat )
|
|
{
|
|
#if defined( GRAPHICS_API_OPENGL_33 ) || defined( GRAPHICS_API_OPENGL_ES2 )
|
|
float matfloat[ 16 ] = { mat.m0, mat.m1, mat.m2, mat.m3, mat.m4, mat.m5, mat.m6, mat.m7,
|
|
mat.m8, mat.m9, mat.m10, mat.m11, mat.m12, mat.m13, mat.m14, mat.m15 };
|
|
glUniformMatrix4fv( locIndex, 1, false, matfloat );
|
|
#endif
|
|
}
|
|
|
|
// Set shader value uniform sampler
|
|
void rlSetUniformSampler( int locIndex, unsigned int textureId )
|
|
{
|
|
#if defined( GRAPHICS_API_OPENGL_33 ) || defined( GRAPHICS_API_OPENGL_ES2 )
|
|
// Check if texture is already active
|
|
for ( int i = 0; i < RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS; i++ )
|
|
if ( RLGL.State.activeTextureId[ i ] == textureId )
|
|
return;
|
|
|
|
// Register a new active texture for the internal batch system
|
|
// NOTE: Default texture is always activated as GL_TEXTURE0
|
|
for ( int i = 0; i < RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS; i++ )
|
|
{
|
|
if ( RLGL.State.activeTextureId[ i ] == 0 )
|
|
{
|
|
glUniform1i( locIndex, 1 + i ); // Activate new texture unit
|
|
RLGL.State.activeTextureId[ i ] = textureId; // Save texture id for binding on drawing
|
|
break;
|
|
}
|
|
}
|
|
#endif
|
|
}
|
|
|
|
// Set shader currently active (id and locations)
|
|
void rlSetShader( unsigned int id, int* locs )
|
|
{
|
|
#if defined( GRAPHICS_API_OPENGL_33 ) || defined( GRAPHICS_API_OPENGL_ES2 )
|
|
if ( RLGL.State.currentShaderId != id )
|
|
{
|
|
rlDrawRenderBatch( RLGL.currentBatch );
|
|
RLGL.State.currentShaderId = id;
|
|
RLGL.State.currentShaderLocs = locs;
|
|
}
|
|
#endif
|
|
}
|
|
|
|
// Load compute shader program
|
|
unsigned int rlLoadComputeShaderProgram( unsigned int shaderId )
|
|
{
|
|
unsigned int program = 0;
|
|
|
|
#if defined( GRAPHICS_API_OPENGL_43 )
|
|
GLint success = 0;
|
|
program = glCreateProgram();
|
|
glAttachShader( program, shaderId );
|
|
glLinkProgram( program );
|
|
|
|
// NOTE: All uniform variables are intitialised to 0 when a program links
|
|
|
|
glGetProgramiv( program, GL_LINK_STATUS, &success );
|
|
|
|
if ( success == GL_FALSE )
|
|
{
|
|
TRACELOG( RL_LOG_WARNING, "SHADER: [ID %i] Failed to link compute shader program", program );
|
|
|
|
int maxLength = 0;
|
|
glGetProgramiv( program, GL_INFO_LOG_LENGTH, &maxLength );
|
|
|
|
if ( maxLength > 0 )
|
|
{
|
|
int length = 0;
|
|
char* log = ( char* )RL_CALLOC( maxLength, sizeof( char ) );
|
|
glGetProgramInfoLog( program, maxLength, &length, log );
|
|
TRACELOG( RL_LOG_WARNING, "SHADER: [ID %i] Link error: %s", program, log );
|
|
RL_FREE( log );
|
|
}
|
|
|
|
glDeleteProgram( program );
|
|
|
|
program = 0;
|
|
}
|
|
else
|
|
{
|
|
// Get the size of compiled shader program (not available on OpenGL ES 2.0)
|
|
// NOTE: If GL_LINK_STATUS is GL_FALSE, program binary length is zero.
|
|
// GLint binarySize = 0;
|
|
// glGetProgramiv(id, GL_PROGRAM_BINARY_LENGTH, &binarySize);
|
|
|
|
TRACELOG( RL_LOG_INFO, "SHADER: [ID %i] Compute shader program loaded successfully", program );
|
|
}
|
|
#endif
|
|
|
|
return program;
|
|
}
|
|
|
|
// Dispatch compute shader (equivalent to *draw* for graphics pilepine)
|
|
void rlComputeShaderDispatch( unsigned int groupX, unsigned int groupY, unsigned int groupZ )
|
|
{
|
|
#if defined( GRAPHICS_API_OPENGL_43 )
|
|
glDispatchCompute( groupX, groupY, groupZ );
|
|
#endif
|
|
}
|
|
|
|
// Load shader storage buffer object (SSBO)
|
|
unsigned int rlLoadShaderBuffer( unsigned int size, const void* data, int usageHint )
|
|
{
|
|
unsigned int ssbo = 0;
|
|
|
|
#if defined( GRAPHICS_API_OPENGL_43 )
|
|
glGenBuffers( 1, &ssbo );
|
|
glBindBuffer( GL_SHADER_STORAGE_BUFFER, ssbo );
|
|
glBufferData( GL_SHADER_STORAGE_BUFFER, size, data, usageHint ? usageHint : RL_STREAM_COPY );
|
|
if ( data == NULL )
|
|
glClearBufferData( GL_SHADER_STORAGE_BUFFER, GL_R8UI, GL_RED_INTEGER, GL_UNSIGNED_BYTE, NULL ); // Clear buffer data to 0
|
|
glBindBuffer( GL_SHADER_STORAGE_BUFFER, 0 );
|
|
#endif
|
|
|
|
return ssbo;
|
|
}
|
|
|
|
// Unload shader storage buffer object (SSBO)
|
|
void rlUnloadShaderBuffer( unsigned int ssboId )
|
|
{
|
|
#if defined( GRAPHICS_API_OPENGL_43 )
|
|
glDeleteBuffers( 1, &ssboId );
|
|
#endif
|
|
}
|
|
|
|
// Update SSBO buffer data
|
|
void rlUpdateShaderBuffer( unsigned int id, const void* data, unsigned int dataSize, unsigned int offset )
|
|
{
|
|
#if defined( GRAPHICS_API_OPENGL_43 )
|
|
glBindBuffer( GL_SHADER_STORAGE_BUFFER, id );
|
|
glBufferSubData( GL_SHADER_STORAGE_BUFFER, offset, dataSize, data );
|
|
#endif
|
|
}
|
|
|
|
// Get SSBO buffer size
|
|
unsigned int rlGetShaderBufferSize( unsigned int id )
|
|
{
|
|
long long size = 0;
|
|
|
|
#if defined( GRAPHICS_API_OPENGL_43 )
|
|
glBindBuffer( GL_SHADER_STORAGE_BUFFER, id );
|
|
glGetInteger64v( GL_SHADER_STORAGE_BUFFER_SIZE, &size );
|
|
#endif
|
|
|
|
return ( size > 0 ) ? ( unsigned int )size : 0;
|
|
}
|
|
|
|
// Read SSBO buffer data (GPU->CPU)
|
|
void rlReadShaderBuffer( unsigned int id, void* dest, unsigned int count, unsigned int offset )
|
|
{
|
|
#if defined( GRAPHICS_API_OPENGL_43 )
|
|
glBindBuffer( GL_SHADER_STORAGE_BUFFER, id );
|
|
glGetBufferSubData( GL_SHADER_STORAGE_BUFFER, offset, count, dest );
|
|
#endif
|
|
}
|
|
|
|
// Bind SSBO buffer
|
|
void rlBindShaderBuffer( unsigned int id, unsigned int index )
|
|
{
|
|
#if defined( GRAPHICS_API_OPENGL_43 )
|
|
glBindBufferBase( GL_SHADER_STORAGE_BUFFER, index, id );
|
|
#endif
|
|
}
|
|
|
|
// Copy SSBO buffer data
|
|
void rlCopyShaderBuffer( unsigned int destId, unsigned int srcId, unsigned int destOffset, unsigned int srcOffset, unsigned int count )
|
|
{
|
|
#if defined( GRAPHICS_API_OPENGL_43 )
|
|
glBindBuffer( GL_COPY_READ_BUFFER, srcId );
|
|
glBindBuffer( GL_COPY_WRITE_BUFFER, destId );
|
|
glCopyBufferSubData( GL_COPY_READ_BUFFER, GL_COPY_WRITE_BUFFER, srcOffset, destOffset, count );
|
|
#endif
|
|
}
|
|
|
|
// Bind image texture
|
|
void rlBindImageTexture( unsigned int id, unsigned int index, int format, bool readonly )
|
|
{
|
|
#if defined( GRAPHICS_API_OPENGL_43 )
|
|
unsigned int glInternalFormat = 0, glFormat = 0, glType = 0;
|
|
|
|
rlGetGlTextureFormats( format, &glInternalFormat, &glFormat, &glType );
|
|
glBindImageTexture( index, id, 0, 0, 0, readonly ? GL_READ_ONLY : GL_READ_WRITE, glInternalFormat );
|
|
#endif
|
|
}
|
|
|
|
// Matrix state management
|
|
//-----------------------------------------------------------------------------------------
|
|
// Get internal modelview matrix
|
|
Matrix rlGetMatrixModelview( void )
|
|
{
|
|
Matrix matrix = rlMatrixIdentity();
|
|
#if defined( GRAPHICS_API_OPENGL_11 )
|
|
float mat[ 16 ];
|
|
glGetFloatv( GL_MODELVIEW_MATRIX, mat );
|
|
matrix.m0 = mat[ 0 ];
|
|
matrix.m1 = mat[ 1 ];
|
|
matrix.m2 = mat[ 2 ];
|
|
matrix.m3 = mat[ 3 ];
|
|
matrix.m4 = mat[ 4 ];
|
|
matrix.m5 = mat[ 5 ];
|
|
matrix.m6 = mat[ 6 ];
|
|
matrix.m7 = mat[ 7 ];
|
|
matrix.m8 = mat[ 8 ];
|
|
matrix.m9 = mat[ 9 ];
|
|
matrix.m10 = mat[ 10 ];
|
|
matrix.m11 = mat[ 11 ];
|
|
matrix.m12 = mat[ 12 ];
|
|
matrix.m13 = mat[ 13 ];
|
|
matrix.m14 = mat[ 14 ];
|
|
matrix.m15 = mat[ 15 ];
|
|
#else
|
|
matrix = RLGL.State.modelview;
|
|
#endif
|
|
return matrix;
|
|
}
|
|
|
|
// Get internal projection matrix
|
|
Matrix rlGetMatrixProjection( void )
|
|
{
|
|
#if defined( GRAPHICS_API_OPENGL_11 )
|
|
float mat[ 16 ];
|
|
glGetFloatv( GL_PROJECTION_MATRIX, mat );
|
|
Matrix m;
|
|
m.m0 = mat[ 0 ];
|
|
m.m1 = mat[ 1 ];
|
|
m.m2 = mat[ 2 ];
|
|
m.m3 = mat[ 3 ];
|
|
m.m4 = mat[ 4 ];
|
|
m.m5 = mat[ 5 ];
|
|
m.m6 = mat[ 6 ];
|
|
m.m7 = mat[ 7 ];
|
|
m.m8 = mat[ 8 ];
|
|
m.m9 = mat[ 9 ];
|
|
m.m10 = mat[ 10 ];
|
|
m.m11 = mat[ 11 ];
|
|
m.m12 = mat[ 12 ];
|
|
m.m13 = mat[ 13 ];
|
|
m.m14 = mat[ 14 ];
|
|
m.m15 = mat[ 15 ];
|
|
return m;
|
|
#else
|
|
return RLGL.State.projection;
|
|
#endif
|
|
}
|
|
|
|
// Get internal accumulated transform matrix
|
|
Matrix rlGetMatrixTransform( void )
|
|
{
|
|
Matrix mat = rlMatrixIdentity();
|
|
#if defined( GRAPHICS_API_OPENGL_33 ) || defined( GRAPHICS_API_OPENGL_ES2 )
|
|
// TODO: Consider possible transform matrices in the RLGL.State.stack
|
|
// Is this the right order? or should we start with the first stored matrix instead of the last one?
|
|
// Matrix matStackTransform = rlMatrixIdentity();
|
|
// for (int i = RLGL.State.stackCounter; i > 0; i--) matStackTransform = rlMatrixMultiply(RLGL.State.stack[i], matStackTransform);
|
|
mat = RLGL.State.transform;
|
|
#endif
|
|
return mat;
|
|
}
|
|
|
|
// Get internal projection matrix for stereo render (selected eye)
|
|
RLAPI Matrix rlGetMatrixProjectionStereo( int eye )
|
|
{
|
|
Matrix mat = rlMatrixIdentity();
|
|
#if defined( GRAPHICS_API_OPENGL_33 ) || defined( GRAPHICS_API_OPENGL_ES2 )
|
|
mat = RLGL.State.projectionStereo[ eye ];
|
|
#endif
|
|
return mat;
|
|
}
|
|
|
|
// Get internal view offset matrix for stereo render (selected eye)
|
|
RLAPI Matrix rlGetMatrixViewOffsetStereo( int eye )
|
|
{
|
|
Matrix mat = rlMatrixIdentity();
|
|
#if defined( GRAPHICS_API_OPENGL_33 ) || defined( GRAPHICS_API_OPENGL_ES2 )
|
|
mat = RLGL.State.viewOffsetStereo[ eye ];
|
|
#endif
|
|
return mat;
|
|
}
|
|
|
|
// Set a custom modelview matrix (replaces internal modelview matrix)
|
|
void rlSetMatrixModelview( Matrix view )
|
|
{
|
|
#if defined( GRAPHICS_API_OPENGL_33 ) || defined( GRAPHICS_API_OPENGL_ES2 )
|
|
RLGL.State.modelview = view;
|
|
#endif
|
|
}
|
|
|
|
// Set a custom projection matrix (replaces internal projection matrix)
|
|
void rlSetMatrixProjection( Matrix projection )
|
|
{
|
|
#if defined( GRAPHICS_API_OPENGL_33 ) || defined( GRAPHICS_API_OPENGL_ES2 )
|
|
RLGL.State.projection = projection;
|
|
#endif
|
|
}
|
|
|
|
// Set eyes projection matrices for stereo rendering
|
|
void rlSetMatrixProjectionStereo( Matrix right, Matrix left )
|
|
{
|
|
#if defined( GRAPHICS_API_OPENGL_33 ) || defined( GRAPHICS_API_OPENGL_ES2 )
|
|
RLGL.State.projectionStereo[ 0 ] = right;
|
|
RLGL.State.projectionStereo[ 1 ] = left;
|
|
#endif
|
|
}
|
|
|
|
// Set eyes view offsets matrices for stereo rendering
|
|
void rlSetMatrixViewOffsetStereo( Matrix right, Matrix left )
|
|
{
|
|
#if defined( GRAPHICS_API_OPENGL_33 ) || defined( GRAPHICS_API_OPENGL_ES2 )
|
|
RLGL.State.viewOffsetStereo[ 0 ] = right;
|
|
RLGL.State.viewOffsetStereo[ 1 ] = left;
|
|
#endif
|
|
}
|
|
|
|
// Load and draw a quad in NDC
|
|
void rlLoadDrawQuad( void )
|
|
{
|
|
#if defined( GRAPHICS_API_OPENGL_33 ) || defined( GRAPHICS_API_OPENGL_ES2 )
|
|
unsigned int quadVAO = 0;
|
|
unsigned int quadVBO = 0;
|
|
|
|
float vertices[] = {
|
|
// Positions Texcoords
|
|
-1.0f, 1.0f, 0.0f, 0.0f, 1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f,
|
|
};
|
|
|
|
// Gen VAO to contain VBO
|
|
glGenVertexArrays( 1, &quadVAO );
|
|
glBindVertexArray( quadVAO );
|
|
|
|
// Gen and fill vertex buffer (VBO)
|
|
glGenBuffers( 1, &quadVBO );
|
|
glBindBuffer( GL_ARRAY_BUFFER, quadVBO );
|
|
glBufferData( GL_ARRAY_BUFFER, sizeof( vertices ), &vertices, GL_STATIC_DRAW );
|
|
|
|
// Bind vertex attributes (position, texcoords)
|
|
glEnableVertexAttribArray( 0 );
|
|
glVertexAttribPointer( 0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof( float ), ( void* )0 ); // Positions
|
|
glEnableVertexAttribArray( 1 );
|
|
glVertexAttribPointer( 1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof( float ), ( void* )( 3 * sizeof( float ) ) ); // Texcoords
|
|
|
|
// Draw quad
|
|
glBindVertexArray( quadVAO );
|
|
glDrawArrays( GL_TRIANGLE_STRIP, 0, 4 );
|
|
glBindVertexArray( 0 );
|
|
|
|
// Delete buffers (VBO and VAO)
|
|
glDeleteBuffers( 1, &quadVBO );
|
|
glDeleteVertexArrays( 1, &quadVAO );
|
|
#endif
|
|
}
|
|
|
|
// Load and draw a cube in NDC
|
|
void rlLoadDrawCube( void )
|
|
{
|
|
#if defined( GRAPHICS_API_OPENGL_33 ) || defined( GRAPHICS_API_OPENGL_ES2 )
|
|
unsigned int cubeVAO = 0;
|
|
unsigned int cubeVBO = 0;
|
|
|
|
float vertices[] = {
|
|
// Positions Normals Texcoords
|
|
-1.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f, 1.0f, -1.0f, -1.0f, 0.0f, 0.0f,
|
|
-1.0f, 1.0f, 0.0f, 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f, -1.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, -1.0f, 1.0f,
|
|
-1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f,
|
|
0.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, -1.0f, 1.0f, 1.0f, 0.0f,
|
|
0.0f, 1.0f, 0.0f, 1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f, -1.0f,
|
|
1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 1.0f, -1.0f, -1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f, -1.0f, -1.0f, -1.0f, -1.0f, 0.0f, 0.0f,
|
|
0.0f, 1.0f, -1.0f, -1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f,
|
|
1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f,
|
|
1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, -1.0f, 1.0f, 1.0f, 0.0f,
|
|
0.0f, 0.0f, 0.0f, -1.0f, -1.0f, -1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f, 1.0f, -1.0f, -1.0f, 0.0f, -1.0f, 0.0f, 1.0f, 1.0f, 1.0f, -1.0f,
|
|
1.0f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f, 1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f, -1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 0.0f,
|
|
0.0f, -1.0f, -1.0f, -1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f, -1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f,
|
|
1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, -1.0f,
|
|
1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f
|
|
};
|
|
|
|
// Gen VAO to contain VBO
|
|
glGenVertexArrays( 1, &cubeVAO );
|
|
glBindVertexArray( cubeVAO );
|
|
|
|
// Gen and fill vertex buffer (VBO)
|
|
glGenBuffers( 1, &cubeVBO );
|
|
glBindBuffer( GL_ARRAY_BUFFER, cubeVBO );
|
|
glBufferData( GL_ARRAY_BUFFER, sizeof( vertices ), vertices, GL_STATIC_DRAW );
|
|
|
|
// Bind vertex attributes (position, normals, texcoords)
|
|
glBindVertexArray( cubeVAO );
|
|
glEnableVertexAttribArray( 0 );
|
|
glVertexAttribPointer( 0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof( float ), ( void* )0 ); // Positions
|
|
glEnableVertexAttribArray( 1 );
|
|
glVertexAttribPointer( 1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof( float ), ( void* )( 3 * sizeof( float ) ) ); // Normals
|
|
glEnableVertexAttribArray( 2 );
|
|
glVertexAttribPointer( 2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof( float ), ( void* )( 6 * sizeof( float ) ) ); // Texcoords
|
|
glBindBuffer( GL_ARRAY_BUFFER, 0 );
|
|
glBindVertexArray( 0 );
|
|
|
|
// Draw cube
|
|
glBindVertexArray( cubeVAO );
|
|
glDrawArrays( GL_TRIANGLES, 0, 36 );
|
|
glBindVertexArray( 0 );
|
|
|
|
// Delete VBO and VAO
|
|
glDeleteBuffers( 1, &cubeVBO );
|
|
glDeleteVertexArrays( 1, &cubeVAO );
|
|
#endif
|
|
}
|
|
|
|
// Get name string for pixel format
|
|
const char* rlGetPixelFormatName( unsigned int format )
|
|
{
|
|
switch ( format )
|
|
{
|
|
case RL_PIXELFORMAT_UNCOMPRESSED_GRAYSCALE :
|
|
return "GRAYSCALE";
|
|
break; // 8 bit per pixel (no alpha)
|
|
case RL_PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA :
|
|
return "GRAY_ALPHA";
|
|
break; // 8*2 bpp (2 channels)
|
|
case RL_PIXELFORMAT_UNCOMPRESSED_R5G6B5 :
|
|
return "R5G6B5";
|
|
break; // 16 bpp
|
|
case RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8 :
|
|
return "R8G8B8";
|
|
break; // 24 bpp
|
|
case RL_PIXELFORMAT_UNCOMPRESSED_R5G5B5A1 :
|
|
return "R5G5B5A1";
|
|
break; // 16 bpp (1 bit alpha)
|
|
case RL_PIXELFORMAT_UNCOMPRESSED_R4G4B4A4 :
|
|
return "R4G4B4A4";
|
|
break; // 16 bpp (4 bit alpha)
|
|
case RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8A8 :
|
|
return "R8G8B8A8";
|
|
break; // 32 bpp
|
|
case RL_PIXELFORMAT_UNCOMPRESSED_R32 :
|
|
return "R32";
|
|
break; // 32 bpp (1 channel - float)
|
|
case RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32 :
|
|
return "R32G32B32";
|
|
break; // 32*3 bpp (3 channels - float)
|
|
case RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32A32 :
|
|
return "R32G32B32A32";
|
|
break; // 32*4 bpp (4 channels - float)
|
|
case RL_PIXELFORMAT_UNCOMPRESSED_R16 :
|
|
return "R16";
|
|
break; // 16 bpp (1 channel - half float)
|
|
case RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16 :
|
|
return "R16G16B16";
|
|
break; // 16*3 bpp (3 channels - half float)
|
|
case RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16A16 :
|
|
return "R16G16B16A16";
|
|
break; // 16*4 bpp (4 channels - half float)
|
|
case RL_PIXELFORMAT_COMPRESSED_DXT1_RGB :
|
|
return "DXT1_RGB";
|
|
break; // 4 bpp (no alpha)
|
|
case RL_PIXELFORMAT_COMPRESSED_DXT1_RGBA :
|
|
return "DXT1_RGBA";
|
|
break; // 4 bpp (1 bit alpha)
|
|
case RL_PIXELFORMAT_COMPRESSED_DXT3_RGBA :
|
|
return "DXT3_RGBA";
|
|
break; // 8 bpp
|
|
case RL_PIXELFORMAT_COMPRESSED_DXT5_RGBA :
|
|
return "DXT5_RGBA";
|
|
break; // 8 bpp
|
|
case RL_PIXELFORMAT_COMPRESSED_ETC1_RGB :
|
|
return "ETC1_RGB";
|
|
break; // 4 bpp
|
|
case RL_PIXELFORMAT_COMPRESSED_ETC2_RGB :
|
|
return "ETC2_RGB";
|
|
break; // 4 bpp
|
|
case RL_PIXELFORMAT_COMPRESSED_ETC2_EAC_RGBA :
|
|
return "ETC2_RGBA";
|
|
break; // 8 bpp
|
|
case RL_PIXELFORMAT_COMPRESSED_PVRT_RGB :
|
|
return "PVRT_RGB";
|
|
break; // 4 bpp
|
|
case RL_PIXELFORMAT_COMPRESSED_PVRT_RGBA :
|
|
return "PVRT_RGBA";
|
|
break; // 4 bpp
|
|
case RL_PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA :
|
|
return "ASTC_4x4_RGBA";
|
|
break; // 8 bpp
|
|
case RL_PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA :
|
|
return "ASTC_8x8_RGBA";
|
|
break; // 2 bpp
|
|
default :
|
|
return "UNKNOWN";
|
|
break;
|
|
}
|
|
}
|
|
|
|
//----------------------------------------------------------------------------------
|
|
// Module specific Functions Definition
|
|
//----------------------------------------------------------------------------------
|
|
#if defined( GRAPHICS_API_OPENGL_33 ) || defined( GRAPHICS_API_OPENGL_ES2 )
|
|
// Load default shader (just vertex positioning and texture coloring)
|
|
// NOTE: This shader program is used for internal buffers
|
|
// NOTE: Loaded: RLGL.State.defaultShaderId, RLGL.State.defaultShaderLocs
|
|
static void rlLoadShaderDefault( void )
|
|
{
|
|
RLGL.State.defaultShaderLocs = ( int* )RL_CALLOC( RL_MAX_SHADER_LOCATIONS, sizeof( int ) );
|
|
|
|
// NOTE: All locations must be reseted to -1 (no location)
|
|
for ( int i = 0; i < RL_MAX_SHADER_LOCATIONS; i++ )
|
|
RLGL.State.defaultShaderLocs[ i ] = -1;
|
|
|
|
// Vertex shader directly defined, no external file required
|
|
const char* defaultVShaderCode =
|
|
#if defined( GRAPHICS_API_OPENGL_21 )
|
|
"#version 120 \n"
|
|
"attribute vec3 vertexPosition; \n"
|
|
"attribute vec2 vertexTexCoord; \n"
|
|
"attribute vec4 vertexColor; \n"
|
|
"varying vec2 fragTexCoord; \n"
|
|
"varying vec4 fragColor; \n"
|
|
#elif defined( GRAPHICS_API_OPENGL_33 )
|
|
"#version 330 \n"
|
|
"in vec3 vertexPosition; \n"
|
|
"in vec2 vertexTexCoord; \n"
|
|
"in vec4 vertexColor; \n"
|
|
"out vec2 fragTexCoord; \n"
|
|
"out vec4 fragColor; \n"
|
|
#endif
|
|
#if defined( GRAPHICS_API_OPENGL_ES2 )
|
|
"#version 100 \n"
|
|
"precision mediump float; \n" // Precision required for OpenGL ES2 (WebGL) (on some browsers)
|
|
"attribute vec3 vertexPosition; \n"
|
|
"attribute vec2 vertexTexCoord; \n"
|
|
"attribute vec4 vertexColor; \n"
|
|
"varying vec2 fragTexCoord; \n"
|
|
"varying vec4 fragColor; \n"
|
|
#endif
|
|
"uniform mat4 mvp; \n"
|
|
"void main() \n"
|
|
"{ \n"
|
|
" fragTexCoord = vertexTexCoord; \n"
|
|
" fragColor = vertexColor; \n"
|
|
" gl_Position = mvp*vec4(vertexPosition, 1.0); \n"
|
|
"} \n";
|
|
|
|
// Fragment shader directly defined, no external file required
|
|
const char* defaultFShaderCode =
|
|
#if defined( GRAPHICS_API_OPENGL_21 )
|
|
"#version 120 \n"
|
|
"varying vec2 fragTexCoord; \n"
|
|
"varying vec4 fragColor; \n"
|
|
"uniform sampler2D texture0; \n"
|
|
"uniform vec4 colDiffuse; \n"
|
|
"void main() \n"
|
|
"{ \n"
|
|
" vec4 texelColor = texture2D(texture0, fragTexCoord); \n"
|
|
" gl_FragColor = texelColor*colDiffuse*fragColor; \n"
|
|
"} \n";
|
|
#elif defined( GRAPHICS_API_OPENGL_33 )
|
|
"#version 330 \n"
|
|
"in vec2 fragTexCoord; \n"
|
|
"in vec4 fragColor; \n"
|
|
"out vec4 finalColor; \n"
|
|
"uniform sampler2D texture0; \n"
|
|
"uniform vec4 colDiffuse; \n"
|
|
"void main() \n"
|
|
"{ \n"
|
|
" vec4 texelColor = texture(texture0, fragTexCoord); \n"
|
|
" finalColor = texelColor*colDiffuse*fragColor; \n"
|
|
"} \n";
|
|
#endif
|
|
#if defined( GRAPHICS_API_OPENGL_ES2 )
|
|
"#version 100 \n"
|
|
"precision mediump float; \n" // Precision required for OpenGL ES2 (WebGL)
|
|
"varying vec2 fragTexCoord; \n"
|
|
"varying vec4 fragColor; \n"
|
|
"uniform sampler2D texture0; \n"
|
|
"uniform vec4 colDiffuse; \n"
|
|
"void main() \n"
|
|
"{ \n"
|
|
" vec4 texelColor = texture2D(texture0, fragTexCoord); \n"
|
|
" gl_FragColor = texelColor*colDiffuse*fragColor; \n"
|
|
"} \n";
|
|
#endif
|
|
|
|
// NOTE: Compiled vertex/fragment shaders are not deleted,
|
|
// they are kept for re-use as default shaders in case some shader loading fails
|
|
RLGL.State.defaultVShaderId = rlCompileShader( defaultVShaderCode, GL_VERTEX_SHADER ); // Compile default vertex shader
|
|
RLGL.State.defaultFShaderId = rlCompileShader( defaultFShaderCode, GL_FRAGMENT_SHADER ); // Compile default fragment shader
|
|
|
|
RLGL.State.defaultShaderId = rlLoadShaderProgram( RLGL.State.defaultVShaderId, RLGL.State.defaultFShaderId );
|
|
|
|
if ( RLGL.State.defaultShaderId > 0 )
|
|
{
|
|
TRACELOG( RL_LOG_INFO, "SHADER: [ID %i] Default shader loaded successfully", RLGL.State.defaultShaderId );
|
|
|
|
// Set default shader locations: attributes locations
|
|
RLGL.State.defaultShaderLocs[ RL_SHADER_LOC_VERTEX_POSITION ] = glGetAttribLocation( RLGL.State.defaultShaderId, "vertexPosition" );
|
|
RLGL.State.defaultShaderLocs[ RL_SHADER_LOC_VERTEX_TEXCOORD01 ] = glGetAttribLocation( RLGL.State.defaultShaderId, "vertexTexCoord" );
|
|
RLGL.State.defaultShaderLocs[ RL_SHADER_LOC_VERTEX_COLOR ] = glGetAttribLocation( RLGL.State.defaultShaderId, "vertexColor" );
|
|
|
|
// Set default shader locations: uniform locations
|
|
RLGL.State.defaultShaderLocs[ RL_SHADER_LOC_MATRIX_MVP ] = glGetUniformLocation( RLGL.State.defaultShaderId, "mvp" );
|
|
RLGL.State.defaultShaderLocs[ RL_SHADER_LOC_COLOR_DIFFUSE ] = glGetUniformLocation( RLGL.State.defaultShaderId, "colDiffuse" );
|
|
RLGL.State.defaultShaderLocs[ RL_SHADER_LOC_MAP_DIFFUSE ] = glGetUniformLocation( RLGL.State.defaultShaderId, "texture0" );
|
|
}
|
|
else
|
|
TRACELOG( RL_LOG_WARNING, "SHADER: [ID %i] Failed to load default shader", RLGL.State.defaultShaderId );
|
|
}
|
|
|
|
// Unload default shader
|
|
// NOTE: Unloads: RLGL.State.defaultShaderId, RLGL.State.defaultShaderLocs
|
|
static void rlUnloadShaderDefault( void )
|
|
{
|
|
glUseProgram( 0 );
|
|
|
|
glDetachShader( RLGL.State.defaultShaderId, RLGL.State.defaultVShaderId );
|
|
glDetachShader( RLGL.State.defaultShaderId, RLGL.State.defaultFShaderId );
|
|
glDeleteShader( RLGL.State.defaultVShaderId );
|
|
glDeleteShader( RLGL.State.defaultFShaderId );
|
|
|
|
glDeleteProgram( RLGL.State.defaultShaderId );
|
|
|
|
RL_FREE( RLGL.State.defaultShaderLocs );
|
|
|
|
TRACELOG( RL_LOG_INFO, "SHADER: [ID %i] Default shader unloaded successfully", RLGL.State.defaultShaderId );
|
|
}
|
|
|
|
#if defined( RLGL_SHOW_GL_DETAILS_INFO )
|
|
// Get compressed format official GL identifier name
|
|
static char* rlGetCompressedFormatName( int format )
|
|
{
|
|
switch ( format )
|
|
{
|
|
// GL_EXT_texture_compression_s3tc
|
|
case 0x83F0 :
|
|
return "GL_COMPRESSED_RGB_S3TC_DXT1_EXT";
|
|
break;
|
|
case 0x83F1 :
|
|
return "GL_COMPRESSED_RGBA_S3TC_DXT1_EXT";
|
|
break;
|
|
case 0x83F2 :
|
|
return "GL_COMPRESSED_RGBA_S3TC_DXT3_EXT";
|
|
break;
|
|
case 0x83F3 :
|
|
return "GL_COMPRESSED_RGBA_S3TC_DXT5_EXT";
|
|
break;
|
|
// GL_3DFX_texture_compression_FXT1
|
|
case 0x86B0 :
|
|
return "GL_COMPRESSED_RGB_FXT1_3DFX";
|
|
break;
|
|
case 0x86B1 :
|
|
return "GL_COMPRESSED_RGBA_FXT1_3DFX";
|
|
break;
|
|
// GL_IMG_texture_compression_pvrtc
|
|
case 0x8C00 :
|
|
return "GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG";
|
|
break;
|
|
case 0x8C01 :
|
|
return "GL_COMPRESSED_RGB_PVRTC_2BPPV1_IMG";
|
|
break;
|
|
case 0x8C02 :
|
|
return "GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG";
|
|
break;
|
|
case 0x8C03 :
|
|
return "GL_COMPRESSED_RGBA_PVRTC_2BPPV1_IMG";
|
|
break;
|
|
// GL_OES_compressed_ETC1_RGB8_texture
|
|
case 0x8D64 :
|
|
return "GL_ETC1_RGB8_OES";
|
|
break;
|
|
// GL_ARB_texture_compression_rgtc
|
|
case 0x8DBB :
|
|
return "GL_COMPRESSED_RED_RGTC1";
|
|
break;
|
|
case 0x8DBC :
|
|
return "GL_COMPRESSED_SIGNED_RED_RGTC1";
|
|
break;
|
|
case 0x8DBD :
|
|
return "GL_COMPRESSED_RG_RGTC2";
|
|
break;
|
|
case 0x8DBE :
|
|
return "GL_COMPRESSED_SIGNED_RG_RGTC2";
|
|
break;
|
|
// GL_ARB_texture_compression_bptc
|
|
case 0x8E8C :
|
|
return "GL_COMPRESSED_RGBA_BPTC_UNORM_ARB";
|
|
break;
|
|
case 0x8E8D :
|
|
return "GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM_ARB";
|
|
break;
|
|
case 0x8E8E :
|
|
return "GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT_ARB";
|
|
break;
|
|
case 0x8E8F :
|
|
return "GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT_ARB";
|
|
break;
|
|
// GL_ARB_ES3_compatibility
|
|
case 0x9274 :
|
|
return "GL_COMPRESSED_RGB8_ETC2";
|
|
break;
|
|
case 0x9275 :
|
|
return "GL_COMPRESSED_SRGB8_ETC2";
|
|
break;
|
|
case 0x9276 :
|
|
return "GL_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2";
|
|
break;
|
|
case 0x9277 :
|
|
return "GL_COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2";
|
|
break;
|
|
case 0x9278 :
|
|
return "GL_COMPRESSED_RGBA8_ETC2_EAC";
|
|
break;
|
|
case 0x9279 :
|
|
return "GL_COMPRESSED_SRGB8_ALPHA8_ETC2_EAC";
|
|
break;
|
|
case 0x9270 :
|
|
return "GL_COMPRESSED_R11_EAC";
|
|
break;
|
|
case 0x9271 :
|
|
return "GL_COMPRESSED_SIGNED_R11_EAC";
|
|
break;
|
|
case 0x9272 :
|
|
return "GL_COMPRESSED_RG11_EAC";
|
|
break;
|
|
case 0x9273 :
|
|
return "GL_COMPRESSED_SIGNED_RG11_EAC";
|
|
break;
|
|
// GL_KHR_texture_compression_astc_hdr
|
|
case 0x93B0 :
|
|
return "GL_COMPRESSED_RGBA_ASTC_4x4_KHR";
|
|
break;
|
|
case 0x93B1 :
|
|
return "GL_COMPRESSED_RGBA_ASTC_5x4_KHR";
|
|
break;
|
|
case 0x93B2 :
|
|
return "GL_COMPRESSED_RGBA_ASTC_5x5_KHR";
|
|
break;
|
|
case 0x93B3 :
|
|
return "GL_COMPRESSED_RGBA_ASTC_6x5_KHR";
|
|
break;
|
|
case 0x93B4 :
|
|
return "GL_COMPRESSED_RGBA_ASTC_6x6_KHR";
|
|
break;
|
|
case 0x93B5 :
|
|
return "GL_COMPRESSED_RGBA_ASTC_8x5_KHR";
|
|
break;
|
|
case 0x93B6 :
|
|
return "GL_COMPRESSED_RGBA_ASTC_8x6_KHR";
|
|
break;
|
|
case 0x93B7 :
|
|
return "GL_COMPRESSED_RGBA_ASTC_8x8_KHR";
|
|
break;
|
|
case 0x93B8 :
|
|
return "GL_COMPRESSED_RGBA_ASTC_10x5_KHR";
|
|
break;
|
|
case 0x93B9 :
|
|
return "GL_COMPRESSED_RGBA_ASTC_10x6_KHR";
|
|
break;
|
|
case 0x93BA :
|
|
return "GL_COMPRESSED_RGBA_ASTC_10x8_KHR";
|
|
break;
|
|
case 0x93BB :
|
|
return "GL_COMPRESSED_RGBA_ASTC_10x10_KHR";
|
|
break;
|
|
case 0x93BC :
|
|
return "GL_COMPRESSED_RGBA_ASTC_12x10_KHR";
|
|
break;
|
|
case 0x93BD :
|
|
return "GL_COMPRESSED_RGBA_ASTC_12x12_KHR";
|
|
break;
|
|
case 0x93D0 :
|
|
return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_4x4_KHR";
|
|
break;
|
|
case 0x93D1 :
|
|
return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x4_KHR";
|
|
break;
|
|
case 0x93D2 :
|
|
return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x5_KHR";
|
|
break;
|
|
case 0x93D3 :
|
|
return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x5_KHR";
|
|
break;
|
|
case 0x93D4 :
|
|
return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x6_KHR";
|
|
break;
|
|
case 0x93D5 :
|
|
return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x5_KHR";
|
|
break;
|
|
case 0x93D6 :
|
|
return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x6_KHR";
|
|
break;
|
|
case 0x93D7 :
|
|
return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x8_KHR";
|
|
break;
|
|
case 0x93D8 :
|
|
return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x5_KHR";
|
|
break;
|
|
case 0x93D9 :
|
|
return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x6_KHR";
|
|
break;
|
|
case 0x93DA :
|
|
return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x8_KHR";
|
|
break;
|
|
case 0x93DB :
|
|
return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x10_KHR";
|
|
break;
|
|
case 0x93DC :
|
|
return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_12x10_KHR";
|
|
break;
|
|
case 0x93DD :
|
|
return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_12x12_KHR";
|
|
break;
|
|
default :
|
|
return "GL_COMPRESSED_UNKNOWN";
|
|
break;
|
|
}
|
|
}
|
|
#endif // RLGL_SHOW_GL_DETAILS_INFO
|
|
|
|
#endif // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2
|
|
|
|
// Get pixel data size in bytes (image or texture)
|
|
// NOTE: Size depends on pixel format
|
|
static int rlGetPixelDataSize( int width, int height, int format )
|
|
{
|
|
int dataSize = 0; // Size in bytes
|
|
int bpp = 0; // Bits per pixel
|
|
|
|
switch ( format )
|
|
{
|
|
case RL_PIXELFORMAT_UNCOMPRESSED_GRAYSCALE :
|
|
bpp = 8;
|
|
break;
|
|
case RL_PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA :
|
|
case RL_PIXELFORMAT_UNCOMPRESSED_R5G6B5 :
|
|
case RL_PIXELFORMAT_UNCOMPRESSED_R5G5B5A1 :
|
|
case RL_PIXELFORMAT_UNCOMPRESSED_R4G4B4A4 :
|
|
bpp = 16;
|
|
break;
|
|
case RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8A8 :
|
|
bpp = 32;
|
|
break;
|
|
case RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8 :
|
|
bpp = 24;
|
|
break;
|
|
case RL_PIXELFORMAT_UNCOMPRESSED_R32 :
|
|
bpp = 32;
|
|
break;
|
|
case RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32 :
|
|
bpp = 32 * 3;
|
|
break;
|
|
case RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32A32 :
|
|
bpp = 32 * 4;
|
|
break;
|
|
case RL_PIXELFORMAT_UNCOMPRESSED_R16 :
|
|
bpp = 16;
|
|
break;
|
|
case RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16 :
|
|
bpp = 16 * 3;
|
|
break;
|
|
case RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16A16 :
|
|
bpp = 16 * 4;
|
|
break;
|
|
case RL_PIXELFORMAT_COMPRESSED_DXT1_RGB :
|
|
case RL_PIXELFORMAT_COMPRESSED_DXT1_RGBA :
|
|
case RL_PIXELFORMAT_COMPRESSED_ETC1_RGB :
|
|
case RL_PIXELFORMAT_COMPRESSED_ETC2_RGB :
|
|
case RL_PIXELFORMAT_COMPRESSED_PVRT_RGB :
|
|
case RL_PIXELFORMAT_COMPRESSED_PVRT_RGBA :
|
|
bpp = 4;
|
|
break;
|
|
case RL_PIXELFORMAT_COMPRESSED_DXT3_RGBA :
|
|
case RL_PIXELFORMAT_COMPRESSED_DXT5_RGBA :
|
|
case RL_PIXELFORMAT_COMPRESSED_ETC2_EAC_RGBA :
|
|
case RL_PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA :
|
|
bpp = 8;
|
|
break;
|
|
case RL_PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA :
|
|
bpp = 2;
|
|
break;
|
|
default :
|
|
break;
|
|
}
|
|
|
|
dataSize = width * height * bpp / 8; // Total data size in bytes
|
|
|
|
// Most compressed formats works on 4x4 blocks,
|
|
// if texture is smaller, minimum dataSize is 8 or 16
|
|
if ( ( width < 4 ) && ( height < 4 ) )
|
|
{
|
|
if ( ( format >= RL_PIXELFORMAT_COMPRESSED_DXT1_RGB ) && ( format < RL_PIXELFORMAT_COMPRESSED_DXT3_RGBA ) )
|
|
dataSize = 8;
|
|
else if ( ( format >= RL_PIXELFORMAT_COMPRESSED_DXT3_RGBA ) && ( format < RL_PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA ) )
|
|
dataSize = 16;
|
|
}
|
|
|
|
return dataSize;
|
|
}
|
|
|
|
// Auxiliar math functions
|
|
|
|
// Get identity matrix
|
|
static Matrix rlMatrixIdentity( void )
|
|
{
|
|
Matrix result = { 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f };
|
|
|
|
return result;
|
|
}
|
|
|
|
// Get two matrix multiplication
|
|
// NOTE: When multiplying matrices... the order matters!
|
|
static Matrix rlMatrixMultiply( Matrix left, Matrix right )
|
|
{
|
|
Matrix result = { 0 };
|
|
|
|
result.m0 = left.m0 * right.m0 + left.m1 * right.m4 + left.m2 * right.m8 + left.m3 * right.m12;
|
|
result.m1 = left.m0 * right.m1 + left.m1 * right.m5 + left.m2 * right.m9 + left.m3 * right.m13;
|
|
result.m2 = left.m0 * right.m2 + left.m1 * right.m6 + left.m2 * right.m10 + left.m3 * right.m14;
|
|
result.m3 = left.m0 * right.m3 + left.m1 * right.m7 + left.m2 * right.m11 + left.m3 * right.m15;
|
|
result.m4 = left.m4 * right.m0 + left.m5 * right.m4 + left.m6 * right.m8 + left.m7 * right.m12;
|
|
result.m5 = left.m4 * right.m1 + left.m5 * right.m5 + left.m6 * right.m9 + left.m7 * right.m13;
|
|
result.m6 = left.m4 * right.m2 + left.m5 * right.m6 + left.m6 * right.m10 + left.m7 * right.m14;
|
|
result.m7 = left.m4 * right.m3 + left.m5 * right.m7 + left.m6 * right.m11 + left.m7 * right.m15;
|
|
result.m8 = left.m8 * right.m0 + left.m9 * right.m4 + left.m10 * right.m8 + left.m11 * right.m12;
|
|
result.m9 = left.m8 * right.m1 + left.m9 * right.m5 + left.m10 * right.m9 + left.m11 * right.m13;
|
|
result.m10 = left.m8 * right.m2 + left.m9 * right.m6 + left.m10 * right.m10 + left.m11 * right.m14;
|
|
result.m11 = left.m8 * right.m3 + left.m9 * right.m7 + left.m10 * right.m11 + left.m11 * right.m15;
|
|
result.m12 = left.m12 * right.m0 + left.m13 * right.m4 + left.m14 * right.m8 + left.m15 * right.m12;
|
|
result.m13 = left.m12 * right.m1 + left.m13 * right.m5 + left.m14 * right.m9 + left.m15 * right.m13;
|
|
result.m14 = left.m12 * right.m2 + left.m13 * right.m6 + left.m14 * right.m10 + left.m15 * right.m14;
|
|
result.m15 = left.m12 * right.m3 + left.m13 * right.m7 + left.m14 * right.m11 + left.m15 * right.m15;
|
|
|
|
return result;
|
|
}
|
|
|
|
#endif // RLGL_IMPLEMENTATION
|