gencpp/project/auxillary/vis_ast/dependencies/raylib/include/rlgl.h

5680 lines
220 KiB
C

/**********************************************************************************************
*
* rlgl v4.5 - A multi-OpenGL abstraction layer with an immediate-mode style API
*
* DESCRIPTION:
* An abstraction layer for multiple OpenGL versions (1.1, 2.1, 3.3 Core, 4.3 Core, ES 2.0)
* that provides a pseudo-OpenGL 1.1 immediate-mode style API (rlVertex, rlTranslate, rlRotate...)
*
* ADDITIONAL NOTES:
* When choosing an OpenGL backend different than OpenGL 1.1, some internal buffer are
* initialized on rlglInit() to accumulate vertex data.
*
* When an internal state change is required all the stored vertex data is renderer in batch,
* additionally, rlDrawRenderBatchActive() could be called to force flushing of the batch.
*
* Some resources are also loaded for convenience, here the complete list:
* - Default batch (RLGL.defaultBatch): RenderBatch system to accumulate vertex data
* - Default texture (RLGL.defaultTextureId): 1x1 white pixel R8G8B8A8
* - Default shader (RLGL.State.defaultShaderId, RLGL.State.defaultShaderLocs)
*
* Internal buffer (and resources) must be manually unloaded calling rlglClose().
*
* CONFIGURATION:
* #define GRAPHICS_API_OPENGL_11
* #define GRAPHICS_API_OPENGL_21
* #define GRAPHICS_API_OPENGL_33
* #define GRAPHICS_API_OPENGL_43
* #define GRAPHICS_API_OPENGL_ES2
* #define GRAPHICS_API_OPENGL_ES3
* Use selected OpenGL graphics backend, should be supported by platform
* Those preprocessor defines are only used on rlgl module, if OpenGL version is
* required by any other module, use rlGetVersion() to check it
*
* #define RLGL_IMPLEMENTATION
* Generates the implementation of the library into the included file.
* If not defined, the library is in header only mode and can be included in other headers
* or source files without problems. But only ONE file should hold the implementation.
*
* #define RLGL_RENDER_TEXTURES_HINT
* Enable framebuffer objects (fbo) support (enabled by default)
* Some GPUs could not support them despite the OpenGL version
*
* #define RLGL_SHOW_GL_DETAILS_INFO
* Show OpenGL extensions and capabilities detailed logs on init
*
* #define RLGL_ENABLE_OPENGL_DEBUG_CONTEXT
* Enable debug context (only available on OpenGL 4.3)
*
* rlgl capabilities could be customized just defining some internal
* values before library inclusion (default values listed):
*
* #define RL_DEFAULT_BATCH_BUFFER_ELEMENTS 8192 // Default internal render batch elements limits
* #define RL_DEFAULT_BATCH_BUFFERS 1 // Default number of batch buffers (multi-buffering)
* #define RL_DEFAULT_BATCH_DRAWCALLS 256 // Default number of batch draw calls (by state changes: mode, texture)
* #define RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS 4 // Maximum number of textures units that can be activated on batch drawing (SetShaderValueTexture())
*
* #define RL_MAX_MATRIX_STACK_SIZE 32 // Maximum size of internal Matrix stack
* #define RL_MAX_SHADER_LOCATIONS 32 // Maximum number of shader locations supported
* #define RL_CULL_DISTANCE_NEAR 0.01 // Default projection matrix near cull distance
* #define RL_CULL_DISTANCE_FAR 1000.0 // Default projection matrix far cull distance
*
* When loading a shader, the following vertex attribute and uniform
* location names are tried to be set automatically:
*
* #define RL_DEFAULT_SHADER_ATTRIB_NAME_POSITION "vertexPosition" // Bound by default to shader location: 0
* #define RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD "vertexTexCoord" // Bound by default to shader location: 1
* #define RL_DEFAULT_SHADER_ATTRIB_NAME_NORMAL "vertexNormal" // Bound by default to shader location: 2
* #define RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR "vertexColor" // Bound by default to shader location: 3
* #define RL_DEFAULT_SHADER_ATTRIB_NAME_TANGENT "vertexTangent" // Bound by default to shader location: 4
* #define RL_DEFAULT_SHADER_UNIFORM_NAME_MVP "mvp" // model-view-projection matrix
* #define RL_DEFAULT_SHADER_UNIFORM_NAME_VIEW "matView" // view matrix
* #define RL_DEFAULT_SHADER_UNIFORM_NAME_PROJECTION "matProjection" // projection matrix
* #define RL_DEFAULT_SHADER_UNIFORM_NAME_MODEL "matModel" // model matrix
* #define RL_DEFAULT_SHADER_UNIFORM_NAME_NORMAL "matNormal" // normal matrix (transpose(inverse(matModelView))
* #define RL_DEFAULT_SHADER_UNIFORM_NAME_COLOR "colDiffuse" // color diffuse (base tint color, multiplied by texture color)
* #define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE0 "texture0" // texture0 (texture slot active 0)
* #define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE1 "texture1" // texture1 (texture slot active 1)
* #define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE2 "texture2" // texture2 (texture slot active 2)
*
* DEPENDENCIES:
* - OpenGL libraries (depending on platform and OpenGL version selected)
* - GLAD OpenGL extensions loading library (only for OpenGL 3.3 Core, 4.3 Core)
*
*
* LICENSE: zlib/libpng
*
* Copyright (c) 2014-2023 Ramon Santamaria (@raysan5)
*
* This software is provided "as-is", without any express or implied warranty. In no event
* will the authors be held liable for any damages arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose, including commercial
* applications, and to alter it and redistribute it freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not claim that you
* wrote the original software. If you use this software in a product, an acknowledgment
* in the product documentation would be appreciated but is not required.
*
* 2. Altered source versions must be plainly marked as such, and must not be misrepresented
* as being the original software.
*
* 3. This notice may not be removed or altered from any source distribution.
*
**********************************************************************************************/
#ifndef RLGL_H
#define RLGL_H
#define RLGL_VERSION "4.5"
// Function specifiers in case library is build/used as a shared library (Windows)
// NOTE: Microsoft specifiers to tell compiler that symbols are imported/exported from a .dll
#if defined( _WIN32 )
#if defined( BUILD_LIBTYPE_SHARED )
#define RLAPI __declspec( dllexport ) // We are building the library as a Win32 shared library (.dll)
#elif defined( USE_LIBTYPE_SHARED )
#define RLAPI __declspec( dllimport ) // We are using the library as a Win32 shared library (.dll)
#endif
#endif
// Function specifiers definition
#ifndef RLAPI
#define RLAPI // Functions defined as 'extern' by default (implicit specifiers)
#endif
// Support TRACELOG macros
#ifndef TRACELOG
#define TRACELOG( level, ... ) ( void )0
#define TRACELOGD( ... ) ( void )0
#endif
// Allow custom memory allocators
#ifndef RL_MALLOC
#define RL_MALLOC( sz ) malloc( sz )
#endif
#ifndef RL_CALLOC
#define RL_CALLOC( n, sz ) calloc( n, sz )
#endif
#ifndef RL_REALLOC
#define RL_REALLOC( n, sz ) realloc( n, sz )
#endif
#ifndef RL_FREE
#define RL_FREE( p ) free( p )
#endif
// Security check in case no GRAPHICS_API_OPENGL_* defined
#if ! defined( GRAPHICS_API_OPENGL_11 ) && ! defined( GRAPHICS_API_OPENGL_21 ) && ! defined( GRAPHICS_API_OPENGL_33 ) && ! defined( GRAPHICS_API_OPENGL_43 ) \
&& ! defined( GRAPHICS_API_OPENGL_ES2 ) && ! defined( GRAPHICS_API_OPENGL_ES3 )
#define GRAPHICS_API_OPENGL_33
#endif
// Security check in case multiple GRAPHICS_API_OPENGL_* defined
#if defined( GRAPHICS_API_OPENGL_11 )
#if defined( GRAPHICS_API_OPENGL_21 )
#undef GRAPHICS_API_OPENGL_21
#endif
#if defined( GRAPHICS_API_OPENGL_33 )
#undef GRAPHICS_API_OPENGL_33
#endif
#if defined( GRAPHICS_API_OPENGL_43 )
#undef GRAPHICS_API_OPENGL_43
#endif
#if defined( GRAPHICS_API_OPENGL_ES2 )
#undef GRAPHICS_API_OPENGL_ES2
#endif
#endif
// OpenGL 2.1 uses most of OpenGL 3.3 Core functionality
// WARNING: Specific parts are checked with #if defines
#if defined( GRAPHICS_API_OPENGL_21 )
#define GRAPHICS_API_OPENGL_33
#endif
// OpenGL 4.3 uses OpenGL 3.3 Core functionality
#if defined( GRAPHICS_API_OPENGL_43 )
#define GRAPHICS_API_OPENGL_33
#endif
// OpenGL ES 3.0 uses OpenGL ES 2.0 functionality (and more)
#if defined( GRAPHICS_API_OPENGL_ES3 )
#define GRAPHICS_API_OPENGL_ES2
#endif
// Support framebuffer objects by default
// NOTE: Some driver implementation do not support it, despite they should
#define RLGL_RENDER_TEXTURES_HINT
//----------------------------------------------------------------------------------
// Defines and Macros
//----------------------------------------------------------------------------------
// Default internal render batch elements limits
#ifndef RL_DEFAULT_BATCH_BUFFER_ELEMENTS
#if defined( GRAPHICS_API_OPENGL_11 ) || defined( GRAPHICS_API_OPENGL_33 )
// This is the maximum amount of elements (quads) per batch
// NOTE: Be careful with text, every letter maps to a quad
#define RL_DEFAULT_BATCH_BUFFER_ELEMENTS 8192
#endif
#if defined( GRAPHICS_API_OPENGL_ES2 )
// We reduce memory sizes for embedded systems (RPI and HTML5)
// NOTE: On HTML5 (emscripten) this is allocated on heap,
// by default it's only 16MB!...just take care...
#define RL_DEFAULT_BATCH_BUFFER_ELEMENTS 2048
#endif
#endif
#ifndef RL_DEFAULT_BATCH_BUFFERS
#define RL_DEFAULT_BATCH_BUFFERS 1 // Default number of batch buffers (multi-buffering)
#endif
#ifndef RL_DEFAULT_BATCH_DRAWCALLS
#define RL_DEFAULT_BATCH_DRAWCALLS 256 // Default number of batch draw calls (by state changes: mode, texture)
#endif
#ifndef RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS
#define RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS 4 // Maximum number of textures units that can be activated on batch drawing (SetShaderValueTexture())
#endif
// Internal Matrix stack
#ifndef RL_MAX_MATRIX_STACK_SIZE
#define RL_MAX_MATRIX_STACK_SIZE 32 // Maximum size of Matrix stack
#endif
// Shader limits
#ifndef RL_MAX_SHADER_LOCATIONS
#define RL_MAX_SHADER_LOCATIONS 32 // Maximum number of shader locations supported
#endif
// Projection matrix culling
#ifndef RL_CULL_DISTANCE_NEAR
#define RL_CULL_DISTANCE_NEAR 0.01 // Default near cull distance
#endif
#ifndef RL_CULL_DISTANCE_FAR
#define RL_CULL_DISTANCE_FAR 1000.0 // Default far cull distance
#endif
// Texture parameters (equivalent to OpenGL defines)
#define RL_TEXTURE_WRAP_S 0x2802 // GL_TEXTURE_WRAP_S
#define RL_TEXTURE_WRAP_T 0x2803 // GL_TEXTURE_WRAP_T
#define RL_TEXTURE_MAG_FILTER 0x2800 // GL_TEXTURE_MAG_FILTER
#define RL_TEXTURE_MIN_FILTER 0x2801 // GL_TEXTURE_MIN_FILTER
#define RL_TEXTURE_FILTER_NEAREST 0x2600 // GL_NEAREST
#define RL_TEXTURE_FILTER_LINEAR 0x2601 // GL_LINEAR
#define RL_TEXTURE_FILTER_MIP_NEAREST 0x2700 // GL_NEAREST_MIPMAP_NEAREST
#define RL_TEXTURE_FILTER_NEAREST_MIP_LINEAR 0x2702 // GL_NEAREST_MIPMAP_LINEAR
#define RL_TEXTURE_FILTER_LINEAR_MIP_NEAREST 0x2701 // GL_LINEAR_MIPMAP_NEAREST
#define RL_TEXTURE_FILTER_MIP_LINEAR 0x2703 // GL_LINEAR_MIPMAP_LINEAR
#define RL_TEXTURE_FILTER_ANISOTROPIC 0x3000 // Anisotropic filter (custom identifier)
#define RL_TEXTURE_MIPMAP_BIAS_RATIO 0x4000 // Texture mipmap bias, percentage ratio (custom identifier)
#define RL_TEXTURE_WRAP_REPEAT 0x2901 // GL_REPEAT
#define RL_TEXTURE_WRAP_CLAMP 0x812F // GL_CLAMP_TO_EDGE
#define RL_TEXTURE_WRAP_MIRROR_REPEAT 0x8370 // GL_MIRRORED_REPEAT
#define RL_TEXTURE_WRAP_MIRROR_CLAMP 0x8742 // GL_MIRROR_CLAMP_EXT
// Matrix modes (equivalent to OpenGL)
#define RL_MODELVIEW 0x1700 // GL_MODELVIEW
#define RL_PROJECTION 0x1701 // GL_PROJECTION
#define RL_TEXTURE 0x1702 // GL_TEXTURE
// Primitive assembly draw modes
#define RL_LINES 0x0001 // GL_LINES
#define RL_TRIANGLES 0x0004 // GL_TRIANGLES
#define RL_QUADS 0x0007 // GL_QUADS
// GL equivalent data types
#define RL_UNSIGNED_BYTE 0x1401 // GL_UNSIGNED_BYTE
#define RL_FLOAT 0x1406 // GL_FLOAT
// GL buffer usage hint
#define RL_STREAM_DRAW 0x88E0 // GL_STREAM_DRAW
#define RL_STREAM_READ 0x88E1 // GL_STREAM_READ
#define RL_STREAM_COPY 0x88E2 // GL_STREAM_COPY
#define RL_STATIC_DRAW 0x88E4 // GL_STATIC_DRAW
#define RL_STATIC_READ 0x88E5 // GL_STATIC_READ
#define RL_STATIC_COPY 0x88E6 // GL_STATIC_COPY
#define RL_DYNAMIC_DRAW 0x88E8 // GL_DYNAMIC_DRAW
#define RL_DYNAMIC_READ 0x88E9 // GL_DYNAMIC_READ
#define RL_DYNAMIC_COPY 0x88EA // GL_DYNAMIC_COPY
// GL Shader type
#define RL_FRAGMENT_SHADER 0x8B30 // GL_FRAGMENT_SHADER
#define RL_VERTEX_SHADER 0x8B31 // GL_VERTEX_SHADER
#define RL_COMPUTE_SHADER 0x91B9 // GL_COMPUTE_SHADER
// GL blending factors
#define RL_ZERO 0 // GL_ZERO
#define RL_ONE 1 // GL_ONE
#define RL_SRC_COLOR 0x0300 // GL_SRC_COLOR
#define RL_ONE_MINUS_SRC_COLOR 0x0301 // GL_ONE_MINUS_SRC_COLOR
#define RL_SRC_ALPHA 0x0302 // GL_SRC_ALPHA
#define RL_ONE_MINUS_SRC_ALPHA 0x0303 // GL_ONE_MINUS_SRC_ALPHA
#define RL_DST_ALPHA 0x0304 // GL_DST_ALPHA
#define RL_ONE_MINUS_DST_ALPHA 0x0305 // GL_ONE_MINUS_DST_ALPHA
#define RL_DST_COLOR 0x0306 // GL_DST_COLOR
#define RL_ONE_MINUS_DST_COLOR 0x0307 // GL_ONE_MINUS_DST_COLOR
#define RL_SRC_ALPHA_SATURATE 0x0308 // GL_SRC_ALPHA_SATURATE
#define RL_CONSTANT_COLOR 0x8001 // GL_CONSTANT_COLOR
#define RL_ONE_MINUS_CONSTANT_COLOR 0x8002 // GL_ONE_MINUS_CONSTANT_COLOR
#define RL_CONSTANT_ALPHA 0x8003 // GL_CONSTANT_ALPHA
#define RL_ONE_MINUS_CONSTANT_ALPHA 0x8004 // GL_ONE_MINUS_CONSTANT_ALPHA
// GL blending functions/equations
#define RL_FUNC_ADD 0x8006 // GL_FUNC_ADD
#define RL_MIN 0x8007 // GL_MIN
#define RL_MAX 0x8008 // GL_MAX
#define RL_FUNC_SUBTRACT 0x800A // GL_FUNC_SUBTRACT
#define RL_FUNC_REVERSE_SUBTRACT 0x800B // GL_FUNC_REVERSE_SUBTRACT
#define RL_BLEND_EQUATION 0x8009 // GL_BLEND_EQUATION
#define RL_BLEND_EQUATION_RGB 0x8009 // GL_BLEND_EQUATION_RGB // (Same as BLEND_EQUATION)
#define RL_BLEND_EQUATION_ALPHA 0x883D // GL_BLEND_EQUATION_ALPHA
#define RL_BLEND_DST_RGB 0x80C8 // GL_BLEND_DST_RGB
#define RL_BLEND_SRC_RGB 0x80C9 // GL_BLEND_SRC_RGB
#define RL_BLEND_DST_ALPHA 0x80CA // GL_BLEND_DST_ALPHA
#define RL_BLEND_SRC_ALPHA 0x80CB // GL_BLEND_SRC_ALPHA
#define RL_BLEND_COLOR 0x8005 // GL_BLEND_COLOR
//----------------------------------------------------------------------------------
// Types and Structures Definition
//----------------------------------------------------------------------------------
#if ( defined( __STDC__ ) && __STDC_VERSION__ >= 199901L ) || ( defined( _MSC_VER ) && _MSC_VER >= 1800 )
#include <stdbool.h>
#elif ! defined( __cplusplus ) && ! defined( bool ) && ! defined( RL_BOOL_TYPE )
// Boolean type
typedef enum bool
{
false = 0,
true = ! false
} bool;
#endif
#if ! defined( RL_MATRIX_TYPE )
// Matrix, 4x4 components, column major, OpenGL style, right handed
typedef struct Matrix
{
float m0, m4, m8, m12; // Matrix first row (4 components)
float m1, m5, m9, m13; // Matrix second row (4 components)
float m2, m6, m10, m14; // Matrix third row (4 components)
float m3, m7, m11, m15; // Matrix fourth row (4 components)
} Matrix;
#define RL_MATRIX_TYPE
#endif
// Dynamic vertex buffers (position + texcoords + colors + indices arrays)
typedef struct rlVertexBuffer
{
int elementCount; // Number of elements in the buffer (QUADS)
float* vertices; // Vertex position (XYZ - 3 components per vertex) (shader-location = 0)
float* texcoords; // Vertex texture coordinates (UV - 2 components per vertex) (shader-location = 1)
unsigned char* colors; // Vertex colors (RGBA - 4 components per vertex) (shader-location = 3)
#if defined( GRAPHICS_API_OPENGL_11 ) || defined( GRAPHICS_API_OPENGL_33 )
unsigned int* indices; // Vertex indices (in case vertex data comes indexed) (6 indices per quad)
#endif
#if defined( GRAPHICS_API_OPENGL_ES2 )
unsigned short* indices; // Vertex indices (in case vertex data comes indexed) (6 indices per quad)
#endif
unsigned int vaoId; // OpenGL Vertex Array Object id
unsigned int vboId[ 4 ]; // OpenGL Vertex Buffer Objects id (4 types of vertex data)
} rlVertexBuffer;
// Draw call type
// NOTE: Only texture changes register a new draw, other state-change-related elements are not
// used at this moment (vaoId, shaderId, matrices), raylib just forces a batch draw call if any
// of those state-change happens (this is done in core module)
typedef struct rlDrawCall
{
int mode; // Drawing mode: LINES, TRIANGLES, QUADS
int vertexCount; // Number of vertex of the draw
int vertexAlignment; // Number of vertex required for index alignment (LINES, TRIANGLES)
// unsigned int vaoId; // Vertex array id to be used on the draw -> Using RLGL.currentBatch->vertexBuffer.vaoId
// unsigned int shaderId; // Shader id to be used on the draw -> Using RLGL.currentShaderId
unsigned int textureId; // Texture id to be used on the draw -> Use to create new draw call if changes
// Matrix projection; // Projection matrix for this draw -> Using RLGL.projection by default
// Matrix modelview; // Modelview matrix for this draw -> Using RLGL.modelview by default
} rlDrawCall;
// rlRenderBatch type
typedef struct rlRenderBatch
{
int bufferCount; // Number of vertex buffers (multi-buffering support)
int currentBuffer; // Current buffer tracking in case of multi-buffering
rlVertexBuffer* vertexBuffer; // Dynamic buffer(s) for vertex data
rlDrawCall* draws; // Draw calls array, depends on textureId
int drawCounter; // Draw calls counter
float currentDepth; // Current depth value for next draw
} rlRenderBatch;
// OpenGL version
typedef enum
{
RL_OPENGL_11 = 1, // OpenGL 1.1
RL_OPENGL_21, // OpenGL 2.1 (GLSL 120)
RL_OPENGL_33, // OpenGL 3.3 (GLSL 330)
RL_OPENGL_43, // OpenGL 4.3 (using GLSL 330)
RL_OPENGL_ES_20, // OpenGL ES 2.0 (GLSL 100)
RL_OPENGL_ES_30 // OpenGL ES 3.0 (GLSL 300 es)
} rlGlVersion;
// Trace log level
// NOTE: Organized by priority level
typedef enum
{
RL_LOG_ALL = 0, // Display all logs
RL_LOG_TRACE, // Trace logging, intended for internal use only
RL_LOG_DEBUG, // Debug logging, used for internal debugging, it should be disabled on release builds
RL_LOG_INFO, // Info logging, used for program execution info
RL_LOG_WARNING, // Warning logging, used on recoverable failures
RL_LOG_ERROR, // Error logging, used on unrecoverable failures
RL_LOG_FATAL, // Fatal logging, used to abort program: exit(EXIT_FAILURE)
RL_LOG_NONE // Disable logging
} rlTraceLogLevel;
// Texture pixel formats
// NOTE: Support depends on OpenGL version
typedef enum
{
RL_PIXELFORMAT_UNCOMPRESSED_GRAYSCALE = 1, // 8 bit per pixel (no alpha)
RL_PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA, // 8*2 bpp (2 channels)
RL_PIXELFORMAT_UNCOMPRESSED_R5G6B5, // 16 bpp
RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8, // 24 bpp
RL_PIXELFORMAT_UNCOMPRESSED_R5G5B5A1, // 16 bpp (1 bit alpha)
RL_PIXELFORMAT_UNCOMPRESSED_R4G4B4A4, // 16 bpp (4 bit alpha)
RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8A8, // 32 bpp
RL_PIXELFORMAT_UNCOMPRESSED_R32, // 32 bpp (1 channel - float)
RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32, // 32*3 bpp (3 channels - float)
RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32A32, // 32*4 bpp (4 channels - float)
RL_PIXELFORMAT_UNCOMPRESSED_R16, // 16 bpp (1 channel - half float)
RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16, // 16*3 bpp (3 channels - half float)
RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16A16, // 16*4 bpp (4 channels - half float)
RL_PIXELFORMAT_COMPRESSED_DXT1_RGB, // 4 bpp (no alpha)
RL_PIXELFORMAT_COMPRESSED_DXT1_RGBA, // 4 bpp (1 bit alpha)
RL_PIXELFORMAT_COMPRESSED_DXT3_RGBA, // 8 bpp
RL_PIXELFORMAT_COMPRESSED_DXT5_RGBA, // 8 bpp
RL_PIXELFORMAT_COMPRESSED_ETC1_RGB, // 4 bpp
RL_PIXELFORMAT_COMPRESSED_ETC2_RGB, // 4 bpp
RL_PIXELFORMAT_COMPRESSED_ETC2_EAC_RGBA, // 8 bpp
RL_PIXELFORMAT_COMPRESSED_PVRT_RGB, // 4 bpp
RL_PIXELFORMAT_COMPRESSED_PVRT_RGBA, // 4 bpp
RL_PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA, // 8 bpp
RL_PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA // 2 bpp
} rlPixelFormat;
// Texture parameters: filter mode
// NOTE 1: Filtering considers mipmaps if available in the texture
// NOTE 2: Filter is accordingly set for minification and magnification
typedef enum
{
RL_TEXTURE_FILTER_POINT = 0, // No filter, just pixel approximation
RL_TEXTURE_FILTER_BILINEAR, // Linear filtering
RL_TEXTURE_FILTER_TRILINEAR, // Trilinear filtering (linear with mipmaps)
RL_TEXTURE_FILTER_ANISOTROPIC_4X, // Anisotropic filtering 4x
RL_TEXTURE_FILTER_ANISOTROPIC_8X, // Anisotropic filtering 8x
RL_TEXTURE_FILTER_ANISOTROPIC_16X, // Anisotropic filtering 16x
} rlTextureFilter;
// Color blending modes (pre-defined)
typedef enum
{
RL_BLEND_ALPHA = 0, // Blend textures considering alpha (default)
RL_BLEND_ADDITIVE, // Blend textures adding colors
RL_BLEND_MULTIPLIED, // Blend textures multiplying colors
RL_BLEND_ADD_COLORS, // Blend textures adding colors (alternative)
RL_BLEND_SUBTRACT_COLORS, // Blend textures subtracting colors (alternative)
RL_BLEND_ALPHA_PREMULTIPLY, // Blend premultiplied textures considering alpha
RL_BLEND_CUSTOM, // Blend textures using custom src/dst factors (use rlSetBlendFactors())
RL_BLEND_CUSTOM_SEPARATE // Blend textures using custom src/dst factors (use rlSetBlendFactorsSeparate())
} rlBlendMode;
// Shader location point type
typedef enum
{
RL_SHADER_LOC_VERTEX_POSITION = 0, // Shader location: vertex attribute: position
RL_SHADER_LOC_VERTEX_TEXCOORD01, // Shader location: vertex attribute: texcoord01
RL_SHADER_LOC_VERTEX_TEXCOORD02, // Shader location: vertex attribute: texcoord02
RL_SHADER_LOC_VERTEX_NORMAL, // Shader location: vertex attribute: normal
RL_SHADER_LOC_VERTEX_TANGENT, // Shader location: vertex attribute: tangent
RL_SHADER_LOC_VERTEX_COLOR, // Shader location: vertex attribute: color
RL_SHADER_LOC_MATRIX_MVP, // Shader location: matrix uniform: model-view-projection
RL_SHADER_LOC_MATRIX_VIEW, // Shader location: matrix uniform: view (camera transform)
RL_SHADER_LOC_MATRIX_PROJECTION, // Shader location: matrix uniform: projection
RL_SHADER_LOC_MATRIX_MODEL, // Shader location: matrix uniform: model (transform)
RL_SHADER_LOC_MATRIX_NORMAL, // Shader location: matrix uniform: normal
RL_SHADER_LOC_VECTOR_VIEW, // Shader location: vector uniform: view
RL_SHADER_LOC_COLOR_DIFFUSE, // Shader location: vector uniform: diffuse color
RL_SHADER_LOC_COLOR_SPECULAR, // Shader location: vector uniform: specular color
RL_SHADER_LOC_COLOR_AMBIENT, // Shader location: vector uniform: ambient color
RL_SHADER_LOC_MAP_ALBEDO, // Shader location: sampler2d texture: albedo (same as: RL_SHADER_LOC_MAP_DIFFUSE)
RL_SHADER_LOC_MAP_METALNESS, // Shader location: sampler2d texture: metalness (same as: RL_SHADER_LOC_MAP_SPECULAR)
RL_SHADER_LOC_MAP_NORMAL, // Shader location: sampler2d texture: normal
RL_SHADER_LOC_MAP_ROUGHNESS, // Shader location: sampler2d texture: roughness
RL_SHADER_LOC_MAP_OCCLUSION, // Shader location: sampler2d texture: occlusion
RL_SHADER_LOC_MAP_EMISSION, // Shader location: sampler2d texture: emission
RL_SHADER_LOC_MAP_HEIGHT, // Shader location: sampler2d texture: height
RL_SHADER_LOC_MAP_CUBEMAP, // Shader location: samplerCube texture: cubemap
RL_SHADER_LOC_MAP_IRRADIANCE, // Shader location: samplerCube texture: irradiance
RL_SHADER_LOC_MAP_PREFILTER, // Shader location: samplerCube texture: prefilter
RL_SHADER_LOC_MAP_BRDF // Shader location: sampler2d texture: brdf
} rlShaderLocationIndex;
#define RL_SHADER_LOC_MAP_DIFFUSE RL_SHADER_LOC_MAP_ALBEDO
#define RL_SHADER_LOC_MAP_SPECULAR RL_SHADER_LOC_MAP_METALNESS
// Shader uniform data type
typedef enum
{
RL_SHADER_UNIFORM_FLOAT = 0, // Shader uniform type: float
RL_SHADER_UNIFORM_VEC2, // Shader uniform type: vec2 (2 float)
RL_SHADER_UNIFORM_VEC3, // Shader uniform type: vec3 (3 float)
RL_SHADER_UNIFORM_VEC4, // Shader uniform type: vec4 (4 float)
RL_SHADER_UNIFORM_INT, // Shader uniform type: int
RL_SHADER_UNIFORM_IVEC2, // Shader uniform type: ivec2 (2 int)
RL_SHADER_UNIFORM_IVEC3, // Shader uniform type: ivec3 (3 int)
RL_SHADER_UNIFORM_IVEC4, // Shader uniform type: ivec4 (4 int)
RL_SHADER_UNIFORM_SAMPLER2D // Shader uniform type: sampler2d
} rlShaderUniformDataType;
// Shader attribute data types
typedef enum
{
RL_SHADER_ATTRIB_FLOAT = 0, // Shader attribute type: float
RL_SHADER_ATTRIB_VEC2, // Shader attribute type: vec2 (2 float)
RL_SHADER_ATTRIB_VEC3, // Shader attribute type: vec3 (3 float)
RL_SHADER_ATTRIB_VEC4 // Shader attribute type: vec4 (4 float)
} rlShaderAttributeDataType;
// Framebuffer attachment type
// NOTE: By default up to 8 color channels defined, but it can be more
typedef enum
{
RL_ATTACHMENT_COLOR_CHANNEL0 = 0, // Framebuffer attachment type: color 0
RL_ATTACHMENT_COLOR_CHANNEL1, // Framebuffer attachment type: color 1
RL_ATTACHMENT_COLOR_CHANNEL2, // Framebuffer attachment type: color 2
RL_ATTACHMENT_COLOR_CHANNEL3, // Framebuffer attachment type: color 3
RL_ATTACHMENT_COLOR_CHANNEL4, // Framebuffer attachment type: color 4
RL_ATTACHMENT_COLOR_CHANNEL5, // Framebuffer attachment type: color 5
RL_ATTACHMENT_COLOR_CHANNEL6, // Framebuffer attachment type: color 6
RL_ATTACHMENT_COLOR_CHANNEL7, // Framebuffer attachment type: color 7
RL_ATTACHMENT_DEPTH = 100, // Framebuffer attachment type: depth
RL_ATTACHMENT_STENCIL = 200, // Framebuffer attachment type: stencil
} rlFramebufferAttachType;
// Framebuffer texture attachment type
typedef enum
{
RL_ATTACHMENT_CUBEMAP_POSITIVE_X = 0, // Framebuffer texture attachment type: cubemap, +X side
RL_ATTACHMENT_CUBEMAP_NEGATIVE_X, // Framebuffer texture attachment type: cubemap, -X side
RL_ATTACHMENT_CUBEMAP_POSITIVE_Y, // Framebuffer texture attachment type: cubemap, +Y side
RL_ATTACHMENT_CUBEMAP_NEGATIVE_Y, // Framebuffer texture attachment type: cubemap, -Y side
RL_ATTACHMENT_CUBEMAP_POSITIVE_Z, // Framebuffer texture attachment type: cubemap, +Z side
RL_ATTACHMENT_CUBEMAP_NEGATIVE_Z, // Framebuffer texture attachment type: cubemap, -Z side
RL_ATTACHMENT_TEXTURE2D = 100, // Framebuffer texture attachment type: texture2d
RL_ATTACHMENT_RENDERBUFFER = 200, // Framebuffer texture attachment type: renderbuffer
} rlFramebufferAttachTextureType;
// Face culling mode
typedef enum
{
RL_CULL_FACE_FRONT = 0,
RL_CULL_FACE_BACK
} rlCullMode;
//------------------------------------------------------------------------------------
// Functions Declaration - Matrix operations
//------------------------------------------------------------------------------------
#if defined( __cplusplus )
extern "C"
{ // Prevents name mangling of functions
#endif
RLAPI void rlMatrixMode( int mode ); // Choose the current matrix to be transformed
RLAPI void rlPushMatrix( void ); // Push the current matrix to stack
RLAPI void rlPopMatrix( void ); // Pop latest inserted matrix from stack
RLAPI void rlLoadIdentity( void ); // Reset current matrix to identity matrix
RLAPI void rlTranslatef( float x, float y, float z ); // Multiply the current matrix by a translation matrix
RLAPI void rlRotatef( float angle, float x, float y, float z ); // Multiply the current matrix by a rotation matrix
RLAPI void rlScalef( float x, float y, float z ); // Multiply the current matrix by a scaling matrix
RLAPI void rlMultMatrixf( const float* matf ); // Multiply the current matrix by another matrix
RLAPI void rlFrustum( double left, double right, double bottom, double top, double znear, double zfar );
RLAPI void rlOrtho( double left, double right, double bottom, double top, double znear, double zfar );
RLAPI void rlViewport( int x, int y, int width, int height ); // Set the viewport area
//------------------------------------------------------------------------------------
// Functions Declaration - Vertex level operations
//------------------------------------------------------------------------------------
RLAPI void rlBegin( int mode ); // Initialize drawing mode (how to organize vertex)
RLAPI void rlEnd( void ); // Finish vertex providing
RLAPI void rlVertex2i( int x, int y ); // Define one vertex (position) - 2 int
RLAPI void rlVertex2f( float x, float y ); // Define one vertex (position) - 2 float
RLAPI void rlVertex3f( float x, float y, float z ); // Define one vertex (position) - 3 float
RLAPI void rlTexCoord2f( float x, float y ); // Define one vertex (texture coordinate) - 2 float
RLAPI void rlNormal3f( float x, float y, float z ); // Define one vertex (normal) - 3 float
RLAPI void rlColor4ub( unsigned char r, unsigned char g, unsigned char b, unsigned char a ); // Define one vertex (color) - 4 byte
RLAPI void rlColor3f( float x, float y, float z ); // Define one vertex (color) - 3 float
RLAPI void rlColor4f( float x, float y, float z, float w ); // Define one vertex (color) - 4 float
//------------------------------------------------------------------------------------
// Functions Declaration - OpenGL style functions (common to 1.1, 3.3+, ES2)
// NOTE: This functions are used to completely abstract raylib code from OpenGL layer,
// some of them are direct wrappers over OpenGL calls, some others are custom
//------------------------------------------------------------------------------------
// Vertex buffers state
RLAPI bool rlEnableVertexArray( unsigned int vaoId ); // Enable vertex array (VAO, if supported)
RLAPI void rlDisableVertexArray( void ); // Disable vertex array (VAO, if supported)
RLAPI void rlEnableVertexBuffer( unsigned int id ); // Enable vertex buffer (VBO)
RLAPI void rlDisableVertexBuffer( void ); // Disable vertex buffer (VBO)
RLAPI void rlEnableVertexBufferElement( unsigned int id ); // Enable vertex buffer element (VBO element)
RLAPI void rlDisableVertexBufferElement( void ); // Disable vertex buffer element (VBO element)
RLAPI void rlEnableVertexAttribute( unsigned int index ); // Enable vertex attribute index
RLAPI void rlDisableVertexAttribute( unsigned int index ); // Disable vertex attribute index
#if defined( GRAPHICS_API_OPENGL_11 )
RLAPI void rlEnableStatePointer( int vertexAttribType, void* buffer ); // Enable attribute state pointer
RLAPI void rlDisableStatePointer( int vertexAttribType ); // Disable attribute state pointer
#endif
// Textures state
RLAPI void rlActiveTextureSlot( int slot ); // Select and active a texture slot
RLAPI void rlEnableTexture( unsigned int id ); // Enable texture
RLAPI void rlDisableTexture( void ); // Disable texture
RLAPI void rlEnableTextureCubemap( unsigned int id ); // Enable texture cubemap
RLAPI void rlDisableTextureCubemap( void ); // Disable texture cubemap
RLAPI void rlTextureParameters( unsigned int id, int param, int value ); // Set texture parameters (filter, wrap)
RLAPI void rlCubemapParameters( unsigned int id, int param, int value ); // Set cubemap parameters (filter, wrap)
// Shader state
RLAPI void rlEnableShader( unsigned int id ); // Enable shader program
RLAPI void rlDisableShader( void ); // Disable shader program
// Framebuffer state
RLAPI void rlEnableFramebuffer( unsigned int id ); // Enable render texture (fbo)
RLAPI void rlDisableFramebuffer( void ); // Disable render texture (fbo), return to default framebuffer
RLAPI void rlActiveDrawBuffers( int count ); // Activate multiple draw color buffers
// General render state
RLAPI void rlEnableColorBlend( void ); // Enable color blending
RLAPI void rlDisableColorBlend( void ); // Disable color blending
RLAPI void rlEnableDepthTest( void ); // Enable depth test
RLAPI void rlDisableDepthTest( void ); // Disable depth test
RLAPI void rlEnableDepthMask( void ); // Enable depth write
RLAPI void rlDisableDepthMask( void ); // Disable depth write
RLAPI void rlEnableBackfaceCulling( void ); // Enable backface culling
RLAPI void rlDisableBackfaceCulling( void ); // Disable backface culling
RLAPI void rlSetCullFace( int mode ); // Set face culling mode
RLAPI void rlEnableScissorTest( void ); // Enable scissor test
RLAPI void rlDisableScissorTest( void ); // Disable scissor test
RLAPI void rlScissor( int x, int y, int width, int height ); // Scissor test
RLAPI void rlEnableWireMode( void ); // Enable wire mode
RLAPI void rlDisableWireMode( void ); // Disable wire mode
RLAPI void rlSetLineWidth( float width ); // Set the line drawing width
RLAPI float rlGetLineWidth( void ); // Get the line drawing width
RLAPI void rlEnableSmoothLines( void ); // Enable line aliasing
RLAPI void rlDisableSmoothLines( void ); // Disable line aliasing
RLAPI void rlEnableStereoRender( void ); // Enable stereo rendering
RLAPI void rlDisableStereoRender( void ); // Disable stereo rendering
RLAPI bool rlIsStereoRenderEnabled( void ); // Check if stereo render is enabled
RLAPI void rlClearColor( unsigned char r, unsigned char g, unsigned char b, unsigned char a ); // Clear color buffer with color
RLAPI void rlClearScreenBuffers( void ); // Clear used screen buffers (color and depth)
RLAPI void rlCheckErrors( void ); // Check and log OpenGL error codes
RLAPI void rlSetBlendMode( int mode ); // Set blending mode
RLAPI void rlSetBlendFactors( int glSrcFactor, int glDstFactor, int glEquation ); // Set blending mode factor and equation (using OpenGL factors)
RLAPI void rlSetBlendFactorsSeparate(
int glSrcRGB,
int glDstRGB,
int glSrcAlpha,
int glDstAlpha,
int glEqRGB,
int glEqAlpha
); // Set blending mode factors and equations separately (using OpenGL factors)
//------------------------------------------------------------------------------------
// Functions Declaration - rlgl functionality
//------------------------------------------------------------------------------------
// rlgl initialization functions
RLAPI void rlglInit( int width, int height ); // Initialize rlgl (buffers, shaders, textures, states)
RLAPI void rlglClose( void ); // De-initialize rlgl (buffers, shaders, textures)
RLAPI void rlLoadExtensions( void* loader ); // Load OpenGL extensions (loader function required)
RLAPI int rlGetVersion( void ); // Get current OpenGL version
RLAPI void rlSetFramebufferWidth( int width ); // Set current framebuffer width
RLAPI int rlGetFramebufferWidth( void ); // Get default framebuffer width
RLAPI void rlSetFramebufferHeight( int height ); // Set current framebuffer height
RLAPI int rlGetFramebufferHeight( void ); // Get default framebuffer height
RLAPI unsigned int rlGetTextureIdDefault( void ); // Get default texture id
RLAPI unsigned int rlGetShaderIdDefault( void ); // Get default shader id
RLAPI int* rlGetShaderLocsDefault( void ); // Get default shader locations
// Render batch management
// NOTE: rlgl provides a default render batch to behave like OpenGL 1.1 immediate mode
// but this render batch API is exposed in case of custom batches are required
RLAPI rlRenderBatch rlLoadRenderBatch( int numBuffers, int bufferElements ); // Load a render batch system
RLAPI void rlUnloadRenderBatch( rlRenderBatch batch ); // Unload render batch system
RLAPI void rlDrawRenderBatch( rlRenderBatch* batch ); // Draw render batch data (Update->Draw->Reset)
RLAPI void rlSetRenderBatchActive( rlRenderBatch* batch ); // Set the active render batch for rlgl (NULL for default internal)
RLAPI void rlDrawRenderBatchActive( void ); // Update and draw internal render batch
RLAPI bool rlCheckRenderBatchLimit( int vCount ); // Check internal buffer overflow for a given number of vertex
RLAPI void rlSetTexture( unsigned int id ); // Set current texture for render batch and check buffers limits
//------------------------------------------------------------------------------------------------------------------------
// Vertex buffers management
RLAPI unsigned int rlLoadVertexArray( void ); // Load vertex array (vao) if supported
RLAPI unsigned int rlLoadVertexBuffer( const void* buffer, int size, bool dynamic ); // Load a vertex buffer attribute
RLAPI unsigned int rlLoadVertexBufferElement( const void* buffer, int size, bool dynamic ); // Load a new attributes element buffer
RLAPI void rlUpdateVertexBuffer( unsigned int bufferId, const void* data, int dataSize, int offset ); // Update GPU buffer with new data
RLAPI void rlUpdateVertexBufferElements( unsigned int id, const void* data, int dataSize, int offset ); // Update vertex buffer elements with new data
RLAPI void rlUnloadVertexArray( unsigned int vaoId );
RLAPI void rlUnloadVertexBuffer( unsigned int vboId );
RLAPI void rlSetVertexAttribute( unsigned int index, int compSize, int type, bool normalized, int stride, const void* pointer );
RLAPI void rlSetVertexAttributeDivisor( unsigned int index, int divisor );
RLAPI void rlSetVertexAttributeDefault( int locIndex, const void* value, int attribType, int count ); // Set vertex attribute default value
RLAPI void rlDrawVertexArray( int offset, int count );
RLAPI void rlDrawVertexArrayElements( int offset, int count, const void* buffer );
RLAPI void rlDrawVertexArrayInstanced( int offset, int count, int instances );
RLAPI void rlDrawVertexArrayElementsInstanced( int offset, int count, const void* buffer, int instances );
// Textures management
RLAPI unsigned int rlLoadTexture( const void* data, int width, int height, int format, int mipmapCount ); // Load texture in GPU
RLAPI unsigned int rlLoadTextureDepth( int width, int height, bool useRenderBuffer ); // Load depth texture/renderbuffer (to be attached to fbo)
RLAPI unsigned int rlLoadTextureCubemap( const void* data, int size, int format ); // Load texture cubemap
RLAPI void rlUpdateTexture( unsigned int id, int offsetX, int offsetY, int width, int height, int format, const void* data ); // Update GPU texture with
// new data
RLAPI void
rlGetGlTextureFormats( int format, unsigned int* glInternalFormat, unsigned int* glFormat, unsigned int* glType ); // Get OpenGL internal formats
RLAPI const char* rlGetPixelFormatName( unsigned int format ); // Get name string for pixel format
RLAPI void rlUnloadTexture( unsigned int id ); // Unload texture from GPU memory
RLAPI void rlGenTextureMipmaps( unsigned int id, int width, int height, int format, int* mipmaps ); // Generate mipmap data for selected texture
RLAPI void* rlReadTexturePixels( unsigned int id, int width, int height, int format ); // Read texture pixel data
RLAPI unsigned char* rlReadScreenPixels( int width, int height ); // Read screen pixel data (color buffer)
// Framebuffer management (fbo)
RLAPI unsigned int rlLoadFramebuffer( int width, int height ); // Load an empty framebuffer
RLAPI void rlFramebufferAttach( unsigned int fboId, unsigned int texId, int attachType, int texType, int mipLevel ); // Attach texture/renderbuffer to a
// framebuffer
RLAPI bool rlFramebufferComplete( unsigned int id ); // Verify framebuffer is complete
RLAPI void rlUnloadFramebuffer( unsigned int id ); // Delete framebuffer from GPU
// Shaders management
RLAPI unsigned int rlLoadShaderCode( const char* vsCode, const char* fsCode ); // Load shader from code strings
RLAPI unsigned int rlCompileShader(
const char* shaderCode,
int type
); // Compile custom shader and return shader id (type: RL_VERTEX_SHADER, RL_FRAGMENT_SHADER, RL_COMPUTE_SHADER)
RLAPI unsigned int rlLoadShaderProgram( unsigned int vShaderId, unsigned int fShaderId ); // Load custom shader program
RLAPI void rlUnloadShaderProgram( unsigned int id ); // Unload shader program
RLAPI int rlGetLocationUniform( unsigned int shaderId, const char* uniformName ); // Get shader location uniform
RLAPI int rlGetLocationAttrib( unsigned int shaderId, const char* attribName ); // Get shader location attribute
RLAPI void rlSetUniform( int locIndex, const void* value, int uniformType, int count ); // Set shader value uniform
RLAPI void rlSetUniformMatrix( int locIndex, Matrix mat ); // Set shader value matrix
RLAPI void rlSetUniformSampler( int locIndex, unsigned int textureId ); // Set shader value sampler
RLAPI void rlSetShader( unsigned int id, int* locs ); // Set shader currently active (id and locations)
// Compute shader management
RLAPI unsigned int rlLoadComputeShaderProgram( unsigned int shaderId ); // Load compute shader program
RLAPI void rlComputeShaderDispatch(
unsigned int groupX,
unsigned int groupY,
unsigned int groupZ
); // Dispatch compute shader (equivalent to *draw* for graphics pipeline)
// Shader buffer storage object management (ssbo)
RLAPI unsigned int rlLoadShaderBuffer( unsigned int size, const void* data, int usageHint ); // Load shader storage buffer object (SSBO)
RLAPI void rlUnloadShaderBuffer( unsigned int ssboId ); // Unload shader storage buffer object (SSBO)
RLAPI void rlUpdateShaderBuffer( unsigned int id, const void* data, unsigned int dataSize, unsigned int offset ); // Update SSBO buffer data
RLAPI void rlBindShaderBuffer( unsigned int id, unsigned int index ); // Bind SSBO buffer
RLAPI void rlReadShaderBuffer( unsigned int id, void* dest, unsigned int count, unsigned int offset ); // Read SSBO buffer data (GPU->CPU)
RLAPI void rlCopyShaderBuffer(
unsigned int destId,
unsigned int srcId,
unsigned int destOffset,
unsigned int srcOffset,
unsigned int count
); // Copy SSBO data between buffers
RLAPI unsigned int rlGetShaderBufferSize( unsigned int id ); // Get SSBO buffer size
// Buffer management
RLAPI void rlBindImageTexture( unsigned int id, unsigned int index, int format, bool readonly ); // Bind image texture
// Matrix state management
RLAPI Matrix rlGetMatrixModelview( void ); // Get internal modelview matrix
RLAPI Matrix rlGetMatrixProjection( void ); // Get internal projection matrix
RLAPI Matrix rlGetMatrixTransform( void ); // Get internal accumulated transform matrix
RLAPI Matrix rlGetMatrixProjectionStereo( int eye ); // Get internal projection matrix for stereo render (selected eye)
RLAPI Matrix rlGetMatrixViewOffsetStereo( int eye ); // Get internal view offset matrix for stereo render (selected eye)
RLAPI void rlSetMatrixProjection( Matrix proj ); // Set a custom projection matrix (replaces internal projection matrix)
RLAPI void rlSetMatrixModelview( Matrix view ); // Set a custom modelview matrix (replaces internal modelview matrix)
RLAPI void rlSetMatrixProjectionStereo( Matrix right, Matrix left ); // Set eyes projection matrices for stereo rendering
RLAPI void rlSetMatrixViewOffsetStereo( Matrix right, Matrix left ); // Set eyes view offsets matrices for stereo rendering
// Quick and dirty cube/quad buffers load->draw->unload
RLAPI void rlLoadDrawCube( void ); // Load and draw a cube
RLAPI void rlLoadDrawQuad( void ); // Load and draw a quad
#if defined( __cplusplus )
}
#endif
#endif // RLGL_H
/***********************************************************************************
*
* RLGL IMPLEMENTATION
*
************************************************************************************/
#if defined( RLGL_IMPLEMENTATION )
#if defined( GRAPHICS_API_OPENGL_11 )
#if defined( __APPLE__ )
#include <OpenGL/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)
// 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