diff --git a/lab16 with raylib/include/rlgl.h b/lab16 with raylib/include/rlgl.h deleted file mode 100644 index 508960d..0000000 --- a/lab16 with raylib/include/rlgl.h +++ /dev/null @@ -1,5262 +0,0 @@ -/********************************************************************************************** -* -* rlgl v5.0 - 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 attributes and uniform -* location names are tried to be set automatically: -* -* #define RL_DEFAULT_SHADER_ATTRIB_NAME_POSITION "vertexPosition" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_LOCATION_POSITION -* #define RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD "vertexTexCoord" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD -* #define RL_DEFAULT_SHADER_ATTRIB_NAME_NORMAL "vertexNormal" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_LOCATION_NORMAL -* #define RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR "vertexColor" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_LOCATION_COLOR -* #define RL_DEFAULT_SHADER_ATTRIB_NAME_TANGENT "vertexTangent" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_LOCATION_TANGENT -* #define RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2 "vertexTexCoord2" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD2 -* #define RL_DEFAULT_SHADER_ATTRIB_NAME_BONEIDS "vertexBoneIds" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEIDS -* #define RL_DEFAULT_SHADER_ATTRIB_NAME_BONEWEIGHTS "vertexBoneWeights" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEWEIGHTS -* #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_UNIFORM_NAME_BONE_MATRICES "boneMatrices" // bone matrices -* #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) 2014-2024 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 "5.0" - -// Function specifiers in case library is build/used as a shared library -// NOTE: Microsoft specifiers to tell compiler that symbols are imported/exported from a .dll -// NOTE: visibility(default) attribute makes symbols "visible" when compiled with -fvisibility=hidden -#if defined(_WIN32) && defined(BUILD_LIBTYPE_SHARED) - #define RLAPI __declspec(dllexport) // We are building the library as a Win32 shared library (.dll) -#elif defined(BUILD_LIBTYPE_SHARED) - #define RLAPI __attribute__((visibility("default"))) // We are building the library as a Unix shared library (.so/.dylib) -#elif defined(_WIN32) && defined(USE_LIBTYPE_SHARED) - #define RLAPI __declspec(dllimport) // We are using the library as a Win32 shared library (.dll) -#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 - -#define RL_READ_FRAMEBUFFER 0x8CA8 // GL_READ_FRAMEBUFFER -#define RL_DRAW_FRAMEBUFFER 0x8CA9 // GL_DRAW_FRAMEBUFFER - -// Default shader vertex attribute locations -#ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_POSITION - #define RL_DEFAULT_SHADER_ATTRIB_LOCATION_POSITION 0 -#endif -#ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD - #define RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD 1 -#endif -#ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_NORMAL - #define RL_DEFAULT_SHADER_ATTRIB_LOCATION_NORMAL 2 -#endif -#ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_COLOR - #define RL_DEFAULT_SHADER_ATTRIB_LOCATION_COLOR 3 -#endif - #ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_TANGENT -#define RL_DEFAULT_SHADER_ATTRIB_LOCATION_TANGENT 4 -#endif -#ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD2 - #define RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD2 5 -#endif -#ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_INDICES - #define RL_DEFAULT_SHADER_ATTRIB_LOCATION_INDICES 6 -#endif -#ifdef RL_SUPPORT_MESH_GPU_SKINNING -#ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEIDS - #define RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEIDS 7 -#endif -#ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEWEIGHTS - #define RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEWEIGHTS 8 -#endif -#endif - -//---------------------------------------------------------------------------------- -// Types and Structures Definition -//---------------------------------------------------------------------------------- -#if (defined(__STDC__) && __STDC_VERSION__ >= 199901L) || (defined(_MSC_VER) && _MSC_VER >= 1800) - #include -#elif !defined(__cplusplus) && !defined(bool) && !defined(RL_BOOL_TYPE) - // Boolean type -typedef enum bool { false = 0, true = !false } bool; -#endif - -#if !defined(RL_MATRIX_TYPE) -// Matrix, 4x4 components, column major, OpenGL style, right handed -typedef struct Matrix { - float m0, m4, m8, m12; // Matrix first row (4 components) - float m1, m5, m9, m13; // Matrix second row (4 components) - float m2, m6, m10, m14; // Matrix third row (4 components) - float m3, m7, m11, m15; // Matrix fourth row (4 components) -} Matrix; -#define RL_MATRIX_TYPE -#endif - -// Dynamic vertex buffers (position + texcoords + colors + indices arrays) -typedef struct rlVertexBuffer { - int elementCount; // Number of elements in the buffer (QUADS) - - float *vertices; // Vertex position (XYZ - 3 components per vertex) (shader-location = 0) - float *texcoords; // Vertex texture coordinates (UV - 2 components per vertex) (shader-location = 1) - float *normals; // Vertex normal (XYZ - 3 components per vertex) (shader-location = 2) - 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[5]; // OpenGL Vertex Buffer Objects id (5 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_UINT, // Shader uniform type: unsigned int - RL_SHADER_UNIFORM_UIVEC2, // Shader uniform type: uivec2 (2 unsigned int) - RL_SHADER_UNIFORM_UIVEC3, // Shader uniform type: uivec3 (3 unsigned int) - RL_SHADER_UNIFORM_UIVEC4, // Shader uniform type: uivec4 (4 unsigned 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 = 1, // Framebuffer attachment type: color 1 - RL_ATTACHMENT_COLOR_CHANNEL2 = 2, // Framebuffer attachment type: color 2 - RL_ATTACHMENT_COLOR_CHANNEL3 = 3, // Framebuffer attachment type: color 3 - RL_ATTACHMENT_COLOR_CHANNEL4 = 4, // Framebuffer attachment type: color 4 - RL_ATTACHMENT_COLOR_CHANNEL5 = 5, // Framebuffer attachment type: color 5 - RL_ATTACHMENT_COLOR_CHANNEL6 = 6, // Framebuffer attachment type: color 6 - RL_ATTACHMENT_COLOR_CHANNEL7 = 7, // 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 = 1, // Framebuffer texture attachment type: cubemap, -X side - RL_ATTACHMENT_CUBEMAP_POSITIVE_Y = 2, // Framebuffer texture attachment type: cubemap, +Y side - RL_ATTACHMENT_CUBEMAP_NEGATIVE_Y = 3, // Framebuffer texture attachment type: cubemap, -Y side - RL_ATTACHMENT_CUBEMAP_POSITIVE_Z = 4, // Framebuffer texture attachment type: cubemap, +Z side - RL_ATTACHMENT_CUBEMAP_NEGATIVE_Z = 5, // 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 -RLAPI void rlSetClipPlanes(double nearPlane, double farPlane); // Set clip planes distances -RLAPI double rlGetCullDistanceNear(void); // Get cull plane distance near -RLAPI double rlGetCullDistanceFar(void); // Get cull plane distance far - -//------------------------------------------------------------------------------------ -// 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 unsigned int rlGetActiveFramebuffer(void); // Get the currently active render texture (fbo), 0 for default framebuffer -RLAPI void rlActiveDrawBuffers(int count); // Activate multiple draw color buffers -RLAPI void rlBlitFramebuffer(int srcX, int srcY, int srcWidth, int srcHeight, int dstX, int dstY, int dstWidth, int dstHeight, int bufferMask); // Blit active framebuffer to main framebuffer -RLAPI void rlBindFramebuffer(unsigned int target, unsigned int framebuffer); // Bind framebuffer (FBO) - -// 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 rlColorMask(bool r, bool g, bool b, bool a); // Color mask control -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 rlEnablePointMode(void); // Enable point mode -RLAPI void rlDisableWireMode(void); // Disable wire (and point) 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 object -RLAPI unsigned int rlLoadVertexBufferElement(const void *buffer, int size, bool dynamic); // Load vertex buffer elements object -RLAPI void rlUpdateVertexBuffer(unsigned int bufferId, const void *data, int dataSize, int offset); // Update vertex buffer object data on GPU buffer -RLAPI void rlUpdateVertexBufferElements(unsigned int id, const void *data, int dataSize, int offset); // Update vertex buffer elements data on GPU buffer -RLAPI void rlUnloadVertexArray(unsigned int vaoId); // Unload vertex array (vao) -RLAPI void rlUnloadVertexBuffer(unsigned int vboId); // Unload vertex buffer object -RLAPI void rlSetVertexAttribute(unsigned int index, int compSize, int type, bool normalized, int stride, int offset); // Set vertex attribute data configuration -RLAPI void rlSetVertexAttributeDivisor(unsigned int index, int divisor); // Set vertex attribute data divisor -RLAPI void rlSetVertexAttributeDefault(int locIndex, const void *value, int attribType, int count); // Set vertex attribute default value, when attribute to provided -RLAPI void rlDrawVertexArray(int offset, int count); // Draw vertex array (currently active vao) -RLAPI void rlDrawVertexArrayElements(int offset, int count, const void *buffer); // Draw vertex array elements -RLAPI void rlDrawVertexArrayInstanced(int offset, int count, int instances); // Draw vertex array (currently active vao) with instancing -RLAPI void rlDrawVertexArrayElementsInstanced(int offset, int count, const void *buffer, int instances); // Draw vertex array elements with instancing - -// Textures management -RLAPI unsigned int rlLoadTexture(const void *data, int width, int height, int format, int mipmapCount); // Load texture data -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, int mipmapCount); // Load texture cubemap data -RLAPI void rlUpdateTexture(unsigned int id, int offsetX, int offsetY, int width, int height, int format, const void *data); // Update texture with new data on GPU -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(void); // 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 rlSetUniformMatrices(int locIndex, const Matrix *mat, int count); // Set shader value matrices -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) - -// Expose OpenGL functions from glad in raylib -#if defined(BUILD_LIBTYPE_SHARED) - #define GLAD_API_CALL_EXPORT - #define GLAD_API_CALL_EXPORT_BUILD -#endif - -#if defined(GRAPHICS_API_OPENGL_11) - #if defined(__APPLE__) - #include // OpenGL 1.1 library for OSX - #include // OpenGL extensions library - #else - // APIENTRY for OpenGL function pointer declarations is required - #if !defined(APIENTRY) - #if defined(_WIN32) - #define APIENTRY __stdcall - #else - #define APIENTRY - #endif - #endif - // WINGDIAPI definition. Some Windows OpenGL headers need it - #if !defined(WINGDIAPI) && defined(_WIN32) - #define WINGDIAPI __declspec(dllimport) - #endif - - #include // OpenGL 1.1 library - #endif -#endif - -#if defined(GRAPHICS_API_OPENGL_33) - #define GLAD_MALLOC RL_MALLOC - #define GLAD_FREE RL_FREE - - #define GLAD_GL_IMPLEMENTATION - #include "external/glad.h" // GLAD extensions loading library, includes OpenGL headers -#endif - -#if defined(GRAPHICS_API_OPENGL_ES3) - #include // OpenGL ES 3.0 library - #define GL_GLEXT_PROTOTYPES - #include // OpenGL ES 2.0 extensions library -#elif defined(GRAPHICS_API_OPENGL_ES2) - // NOTE: OpenGL ES 2.0 can be enabled on Desktop platforms, - // in that case, functions are loaded from a custom glad for OpenGL ES 2.0 - #if defined(PLATFORM_DESKTOP_GLFW) || defined(PLATFORM_DESKTOP_SDL) - #define GLAD_GLES2_IMPLEMENTATION - #include "external/glad_gles2.h" - #else - #define GL_GLEXT_PROTOTYPES - //#include // EGL library -> not required, platform layer - #include // OpenGL ES 2.0 library - #include // OpenGL ES 2.0 extensions library - #endif - - // It seems OpenGL ES 2.0 instancing entry points are not defined on Raspberry Pi - // provided headers (despite being defined in official Khronos GLES2 headers) - #if defined(PLATFORM_DRM) - typedef void (GL_APIENTRYP PFNGLDRAWARRAYSINSTANCEDEXTPROC) (GLenum mode, GLint start, GLsizei count, GLsizei primcount); - typedef void (GL_APIENTRYP PFNGLDRAWELEMENTSINSTANCEDEXTPROC) (GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei primcount); - typedef void (GL_APIENTRYP PFNGLVERTEXATTRIBDIVISOREXTPROC) (GLuint index, GLuint divisor); - #endif -#endif - -#include // Required for: malloc(), free() -#include // Required for: strcmp(), strlen() [Used in rlglInit(), on extensions loading] -#include // Required for: sqrtf(), sinf(), cosf(), floor(), log() - -//---------------------------------------------------------------------------------- -// Defines and Macros -//---------------------------------------------------------------------------------- -#ifndef PI - #define PI 3.14159265358979323846f -#endif -#ifndef DEG2RAD - #define DEG2RAD (PI/180.0f) -#endif -#ifndef RAD2DEG - #define RAD2DEG (180.0f/PI) -#endif - -#ifndef GL_SHADING_LANGUAGE_VERSION - #define GL_SHADING_LANGUAGE_VERSION 0x8B8C -#endif - -#ifndef GL_COMPRESSED_RGB_S3TC_DXT1_EXT - #define GL_COMPRESSED_RGB_S3TC_DXT1_EXT 0x83F0 -#endif -#ifndef GL_COMPRESSED_RGBA_S3TC_DXT1_EXT - #define GL_COMPRESSED_RGBA_S3TC_DXT1_EXT 0x83F1 -#endif -#ifndef GL_COMPRESSED_RGBA_S3TC_DXT3_EXT - #define GL_COMPRESSED_RGBA_S3TC_DXT3_EXT 0x83F2 -#endif -#ifndef GL_COMPRESSED_RGBA_S3TC_DXT5_EXT - #define GL_COMPRESSED_RGBA_S3TC_DXT5_EXT 0x83F3 -#endif -#ifndef GL_ETC1_RGB8_OES - #define GL_ETC1_RGB8_OES 0x8D64 -#endif -#ifndef GL_COMPRESSED_RGB8_ETC2 - #define GL_COMPRESSED_RGB8_ETC2 0x9274 -#endif -#ifndef GL_COMPRESSED_RGBA8_ETC2_EAC - #define GL_COMPRESSED_RGBA8_ETC2_EAC 0x9278 -#endif -#ifndef GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG - #define GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG 0x8C00 -#endif -#ifndef GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG - #define GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG 0x8C02 -#endif -#ifndef GL_COMPRESSED_RGBA_ASTC_4x4_KHR - #define GL_COMPRESSED_RGBA_ASTC_4x4_KHR 0x93b0 -#endif -#ifndef GL_COMPRESSED_RGBA_ASTC_8x8_KHR - #define GL_COMPRESSED_RGBA_ASTC_8x8_KHR 0x93b7 -#endif - -#ifndef GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT - #define GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT 0x84FF -#endif -#ifndef GL_TEXTURE_MAX_ANISOTROPY_EXT - #define GL_TEXTURE_MAX_ANISOTROPY_EXT 0x84FE -#endif - -#ifndef GL_PROGRAM_POINT_SIZE - #define GL_PROGRAM_POINT_SIZE 0x8642 -#endif - -#ifndef GL_LINE_WIDTH - #define GL_LINE_WIDTH 0x0B21 -#endif - -#if defined(GRAPHICS_API_OPENGL_11) - #define GL_UNSIGNED_SHORT_5_6_5 0x8363 - #define GL_UNSIGNED_SHORT_5_5_5_1 0x8034 - #define GL_UNSIGNED_SHORT_4_4_4_4 0x8033 -#endif - -#if defined(GRAPHICS_API_OPENGL_21) - #define GL_LUMINANCE 0x1909 - #define GL_LUMINANCE_ALPHA 0x190A -#endif - -#if defined(GRAPHICS_API_OPENGL_ES2) - #define glClearDepth glClearDepthf - #if !defined(GRAPHICS_API_OPENGL_ES3) - #define GL_READ_FRAMEBUFFER GL_FRAMEBUFFER - #define GL_DRAW_FRAMEBUFFER GL_FRAMEBUFFER - #endif -#endif - -// Default shader vertex attribute names to set location points -#ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_POSITION - #define RL_DEFAULT_SHADER_ATTRIB_NAME_POSITION "vertexPosition" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_NAME_POSITION -#endif -#ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD - #define RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD "vertexTexCoord" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD -#endif -#ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_NORMAL - #define RL_DEFAULT_SHADER_ATTRIB_NAME_NORMAL "vertexNormal" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_NAME_NORMAL -#endif -#ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR - #define RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR "vertexColor" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR -#endif -#ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_TANGENT - #define RL_DEFAULT_SHADER_ATTRIB_NAME_TANGENT "vertexTangent" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_NAME_TANGENT -#endif -#ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2 - #define RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2 "vertexTexCoord2" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2 -#endif -#ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_BONEIDS - #define RL_DEFAULT_SHADER_ATTRIB_NAME_BONEIDS "vertexBoneIds" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_NAME_BONEIDS -#endif -#ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_BONEWEIGHTS - #define RL_DEFAULT_SHADER_ATTRIB_NAME_BONEWEIGHTS "vertexBoneWeights" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_NAME_BONEWEIGHTS -#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_UNIFORM_NAME_BONE_MATRICES - #define RL_DEFAULT_SHADER_UNIFORM_NAME_BONE_MATRICES "boneMatrices" // bone matrices -#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 -//---------------------------------------------------------------------------------- -static double rlCullDistanceNear = RL_CULL_DISTANCE_NEAR; -static double rlCullDistanceFar = RL_CULL_DISTANCE_FAR; - -#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) && !defined(GRAPHICS_API_OPENGL_ES3) -// NOTE: VAO functionality is exposed through extensions (OES) -static PFNGLGENVERTEXARRAYSOESPROC glGenVertexArrays = NULL; -static PFNGLBINDVERTEXARRAYOESPROC glBindVertexArray = NULL; -static PFNGLDELETEVERTEXARRAYSOESPROC glDeleteVertexArrays = NULL; - -// NOTE: Instancing functionality could also be available through extension -static PFNGLDRAWARRAYSINSTANCEDEXTPROC glDrawArraysInstanced = NULL; -static PFNGLDRAWELEMENTSINSTANCEDEXTPROC glDrawElementsInstanced = NULL; -static PFNGLVERTEXATTRIBDIVISOREXTPROC glVertexAttribDivisor = NULL; -#endif - -//---------------------------------------------------------------------------------- -// 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 const 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 -typedef struct rl_float16 { - float v[16]; -} rl_float16; -static rl_float16 rlMatrixToFloatV(Matrix mat); // Get float array of matrix data -#define rlMatrixToFloat(mat) (rlMatrixToFloatV(mat).v) // Get float vector for Matrix -static Matrix rlMatrixIdentity(void); // Get identity matrix -static Matrix rlMatrixMultiply(Matrix left, Matrix right); // Multiply two matrices -static Matrix rlMatrixTranspose(Matrix mat); // Transposes provided matrix -static Matrix rlMatrixInvert(Matrix mat); // Invert provided matrix - -//---------------------------------------------------------------------------------- -// 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(mat, *RLGL.State.currentMatrix); -} - -// 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); -} - -// Set clip planes distances -void rlSetClipPlanes(double nearPlane, double farPlane) -{ - rlCullDistanceNear = nearPlane; - rlCullDistanceFar = farPlane; -} - -// Get cull plane distance near -double rlGetCullDistanceNear(void) -{ - return rlCullDistanceNear; -} - -// Get cull plane distance far -double rlGetCullDistanceFar(void) -{ - return rlCullDistanceFar; -} - -//---------------------------------------------------------------------------------- -// 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(void) { 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; - - // Add current normal - RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].normals[3*RLGL.State.vertexCounter] = RLGL.State.normalx; - RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].normals[3*RLGL.State.vertexCounter + 1] = RLGL.State.normaly; - RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].normals[3*RLGL.State.vertexCounter + 2] = RLGL.State.normalz; - - // 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) -{ - float normalx = x; - float normaly = y; - float normalz = z; - if (RLGL.State.transformRequired) - { - normalx = RLGL.State.transform.m0*x + RLGL.State.transform.m4*y + RLGL.State.transform.m8*z; - normaly = RLGL.State.transform.m1*x + RLGL.State.transform.m5*y + RLGL.State.transform.m9*z; - normalz = RLGL.State.transform.m2*x + RLGL.State.transform.m6*y + RLGL.State.transform.m10*z; - } - float length = sqrtf(normalx*normalx + normaly*normaly + normalz*normalz); - if (length != 0.0f) - { - float ilength = 1.0f/length; - normalx *= ilength; - normaly *= ilength; - normalz *= ilength; - } - RLGL.State.normalx = normalx; - RLGL.State.normaly = normaly; - RLGL.State.normalz = normalz; -} - -// 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 -} - -// return the active render texture (fbo) -unsigned int rlGetActiveFramebuffer(void) -{ - GLint fboId = 0; -#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES3)) && defined(RLGL_RENDER_TEXTURES_HINT) - glGetIntegerv(GL_DRAW_FRAMEBUFFER_BINDING, &fboId); -#endif - return fboId; -} - -// 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 -} - -// Blit active framebuffer to main framebuffer -void rlBlitFramebuffer(int srcX, int srcY, int srcWidth, int srcHeight, int dstX, int dstY, int dstWidth, int dstHeight, int bufferMask) -{ -#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES3)) && defined(RLGL_RENDER_TEXTURES_HINT) - glBlitFramebuffer(srcX, srcY, srcWidth, srcHeight, dstX, dstY, dstWidth, dstHeight, bufferMask, GL_NEAREST); -#endif -} - -// Bind framebuffer object (fbo) -void rlBindFramebuffer(unsigned int target, unsigned int framebuffer) -{ -#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)) && defined(RLGL_RENDER_TEXTURES_HINT) - glBindFramebuffer(target, framebuffer); -#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 color mask active for screen read/draw -void rlColorMask(bool r, bool g, bool b, bool a) { glColorMask(r, g, b, a); } - -// 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 -} - -// Enable point mode -void rlEnablePointMode(void) -{ -#if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33) - // NOTE: glPolygonMode() not available on OpenGL ES - glPolygonMode(GL_FRONT_AND_BACK, GL_POINT); - glEnable(GL_PROGRAM_POINT_SIZE); -#endif -} - -// Disable wire mode -void 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(void) -{ -#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 - // Simulate that the default shader has the location RL_SHADER_LOC_VERTEX_NORMAL to bind the normal buffer for the default render batch - RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_NORMAL] = RL_DEFAULT_SHADER_ATTRIB_LOCATION_NORMAL; - RLGL.defaultBatch = rlLoadRenderBatch(RL_DEFAULT_BATCH_BUFFERS, RL_DEFAULT_BATCH_BUFFER_ELEMENTS); - RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_NORMAL] = -1; - 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 (or it should be) - 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: Check for additional OpenGL ES 3.0 supported extensions: - //RLGL.ExtSupported.texCompDXT = true; - //RLGL.ExtSupported.texCompETC1 = true; - //RLGL.ExtSupported.texCompETC2 = true; - //RLGL.ExtSupported.texCompPVRT = true; - //RLGL.ExtSupported.texCompASTC = true; - //RLGL.ExtSupported.maxAnisotropyLevel = true; - //RLGL.ExtSupported.computeShader = true; - //RLGL.ExtSupported.ssbo = true; - -#elif defined(GRAPHICS_API_OPENGL_ES2) - - #if defined(PLATFORM_DESKTOP_GLFW) || defined(PLATFORM_DESKTOP_SDL) - // TODO: Support GLAD loader for 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 (strstr(extList[i], (const char*)"instanced_arrays") != NULL) // Broad check for instanced_arrays - { - // Specific check - if (strcmp(extList[i], (const char *)"GL_ANGLE_instanced_arrays") == 0) // ANGLE - { - glDrawArraysInstanced = (PFNGLDRAWARRAYSINSTANCEDEXTPROC)((rlglLoadProc)loader)("glDrawArraysInstancedANGLE"); - glDrawElementsInstanced = (PFNGLDRAWELEMENTSINSTANCEDEXTPROC)((rlglLoadProc)loader)("glDrawElementsInstancedANGLE"); - glVertexAttribDivisor = (PFNGLVERTEXATTRIBDIVISOREXTPROC)((rlglLoadProc)loader)("glVertexAttribDivisorANGLE"); - } - else if (strcmp(extList[i], (const char *)"GL_EXT_instanced_arrays") == 0) // EXT - { - glDrawArraysInstanced = (PFNGLDRAWARRAYSINSTANCEDEXTPROC)((rlglLoadProc)loader)("glDrawArraysInstancedEXT"); - glDrawElementsInstanced = (PFNGLDRAWELEMENTSINSTANCEDEXTPROC)((rlglLoadProc)loader)("glDrawElementsInstancedEXT"); - glVertexAttribDivisor = (PFNGLVERTEXATTRIBDIVISOREXTPROC)((rlglLoadProc)loader)("glVertexAttribDivisorEXT"); - } - else if (strcmp(extList[i], (const char *)"GL_NV_instanced_arrays") == 0) // NVIDIA GLES - { - glDrawArraysInstanced = (PFNGLDRAWARRAYSINSTANCEDEXTPROC)((rlglLoadProc)loader)("glDrawArraysInstancedNV"); - glDrawElementsInstanced = (PFNGLDRAWELEMENTSINSTANCEDEXTPROC)((rlglLoadProc)loader)("glDrawElementsInstancedNV"); - glVertexAttribDivisor = (PFNGLVERTEXATTRIBDIVISOREXTPROC)((rlglLoadProc)loader)("glVertexAttribDivisorNV"); - } - - // The feature will only be marked as supported if the elements from GL_XXX_instanced_arrays are present - if ((glDrawArraysInstanced != NULL) && (glDrawElementsInstanced != NULL) && (glVertexAttribDivisor != NULL)) RLGL.ExtSupported.instancing = true; - } - else if (strstr(extList[i], (const char *)"draw_instanced") != NULL) - { - // GL_ANGLE_draw_instanced doesn't exist - if (strcmp(extList[i], (const char *)"GL_EXT_draw_instanced") == 0) - { - glDrawArraysInstanced = (PFNGLDRAWARRAYSINSTANCEDEXTPROC)((rlglLoadProc)loader)("glDrawArraysInstancedEXT"); - glDrawElementsInstanced = (PFNGLDRAWELEMENTSINSTANCEDEXTPROC)((rlglLoadProc)loader)("glDrawElementsInstancedEXT"); - } - else if (strcmp(extList[i], (const char*)"GL_NV_draw_instanced") == 0) - { - glDrawArraysInstanced = (PFNGLDRAWARRAYSINSTANCEDEXTPROC)((rlglLoadProc)loader)("glDrawArraysInstancedNV"); - glDrawElementsInstanced = (PFNGLDRAWELEMENTSINSTANCEDEXTPROC)((rlglLoadProc)loader)("glDrawElementsInstancedNV"); - } - - // But the functions will at least be loaded if only GL_XX_EXT_draw_instanced exist - 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].normals = (float *)RL_MALLOC(bufferElements*3*4*sizeof(float)); // 3 float by vertex, 4 vertex 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 < (3*4*bufferElements); j++) batch.vertexBuffer[i].normals[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 normal buffer (shader-location = 2) - glGenBuffers(1, &batch.vertexBuffer[i].vboId[2]); - glBindBuffer(GL_ARRAY_BUFFER, batch.vertexBuffer[i].vboId[2]); - glBufferData(GL_ARRAY_BUFFER, bufferElements*3*4*sizeof(float), batch.vertexBuffer[i].normals, GL_DYNAMIC_DRAW); - glEnableVertexAttribArray(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_NORMAL]); - glVertexAttribPointer(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_NORMAL], 3, GL_FLOAT, 0, 0, 0); - - // Vertex color buffer (shader-location = 3) - glGenBuffers(1, &batch.vertexBuffer[i].vboId[3]); - glBindBuffer(GL_ARRAY_BUFFER, batch.vertexBuffer[i].vboId[3]); - 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[4]); - glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, batch.vertexBuffer[i].vboId[4]); -#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(RL_DEFAULT_SHADER_ATTRIB_LOCATION_POSITION); - glDisableVertexAttribArray(RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD); - glDisableVertexAttribArray(RL_DEFAULT_SHADER_ATTRIB_LOCATION_NORMAL); - glDisableVertexAttribArray(RL_DEFAULT_SHADER_ATTRIB_LOCATION_COLOR); - 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]); - glDeleteBuffers(1, &batch.vertexBuffer[i].vboId[4]); - - // 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].normals); - 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 - - // Normals buffer - glBindBuffer(GL_ARRAY_BUFFER, batch->vertexBuffer[batch->currentBuffer].vboId[2]); - glBufferSubData(GL_ARRAY_BUFFER, 0, RLGL.State.vertexCounter*3*sizeof(float), batch->vertexBuffer[batch->currentBuffer].normals); - //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*4*batch->vertexBuffer[batch->currentBuffer].elementCount, batch->vertexBuffer[batch->currentBuffer].normals, GL_DYNAMIC_DRAW); // Update all buffer - - // Colors buffer - glBindBuffer(GL_ARRAY_BUFFER, batch->vertexBuffer[batch->currentBuffer].vboId[3]); - 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); - glUniformMatrix4fv(RLGL.State.currentShaderLocs[RL_SHADER_LOC_MATRIX_MVP], 1, false, rlMatrixToFloat(matMVP)); - - if (RLGL.State.currentShaderLocs[RL_SHADER_LOC_MATRIX_PROJECTION] != -1) - { - glUniformMatrix4fv(RLGL.State.currentShaderLocs[RL_SHADER_LOC_MATRIX_PROJECTION], 1, false, rlMatrixToFloat(RLGL.State.projection)); - } - - // WARNING: For the following setup of the view, model, and normal matrices, it is expected that - // transformations and rendering occur between rlPushMatrix() and rlPopMatrix() - - if (RLGL.State.currentShaderLocs[RL_SHADER_LOC_MATRIX_VIEW] != -1) - { - glUniformMatrix4fv(RLGL.State.currentShaderLocs[RL_SHADER_LOC_MATRIX_VIEW], 1, false, rlMatrixToFloat(RLGL.State.modelview)); - } - - if (RLGL.State.currentShaderLocs[RL_SHADER_LOC_MATRIX_MODEL] != -1) - { - glUniformMatrix4fv(RLGL.State.currentShaderLocs[RL_SHADER_LOC_MATRIX_MODEL], 1, false, rlMatrixToFloat(RLGL.State.transform)); - } - - if (RLGL.State.currentShaderLocs[RL_SHADER_LOC_MATRIX_NORMAL] != -1) - { - glUniformMatrix4fv(RLGL.State.currentShaderLocs[RL_SHADER_LOC_MATRIX_NORMAL], 1, false, rlMatrixToFloat(rlMatrixTranspose(rlMatrixInvert(RLGL.State.transform)))); - } - - 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: normal (shader-location = 2) - glBindBuffer(GL_ARRAY_BUFFER, batch->vertexBuffer[batch->currentBuffer].vboId[2]); - glVertexAttribPointer(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_NORMAL], 3, GL_FLOAT, 0, 0, 0); - glEnableVertexAttribArray(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_NORMAL]); - - // Bind vertex attrib: color (shader-location = 3) - glBindBuffer(GL_ARRAY_BUFFER, batch->vertexBuffer[batch->currentBuffer].vboId[3]); - 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[4]); - } - - // 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, int mipmapCount) -{ - unsigned int id = 0; - -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - int mipSize = size; - - // NOTE: Added pointer math separately from function to avoid UBSAN complaining - unsigned char *dataPtr = NULL; - if (data != NULL) dataPtr = (unsigned char *)data; - - 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/mipmaps - for (int i = 0; i < 6*mipmapCount; i++) - { - int mipmapLevel = i/6; - int face = i%6; - - 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 + face, mipmapLevel, glInternalFormat, mipSize, mipSize, 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 + face, mipmapLevel, glInternalFormat, mipSize, mipSize, 0, glFormat, glType, (unsigned char *)dataPtr + face*dataSize); - else glCompressedTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, mipmapLevel, glInternalFormat, mipSize, mipSize, 0, dataSize, (unsigned char *)dataPtr + face*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 - if (face == 5) - { - mipSize /= 2; - if (data != NULL) dataPtr += dataSize*6; // Increment data pointer to next mipmap - - // Security check for NPOT textures - if (mipSize < 1) mipSize = 1; - - dataSize = rlGetPixelDataSize(mipSize, mipSize, format); - } - } - } - - // Set cubemap texture sampling parameters - if (mipmapCount > 1) glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); - else 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(); - - 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(void) -{ - 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, int offset) -{ -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - // NOTE: Data type could be: GL_BYTE, GL_UNSIGNED_BYTE, GL_SHORT, GL_UNSIGNED_SHORT, GL_INT, GL_UNSIGNED_INT - // Additional types (depends on OpenGL version or extensions): - // - GL_HALF_FLOAT, GL_FLOAT, GL_DOUBLE, GL_FIXED, - // - GL_INT_2_10_10_10_REV, GL_UNSIGNED_INT_2_10_10_10_REV, GL_UNSIGNED_INT_10F_11F_11F_REV - - size_t offsetNative = offset; - glVertexAttribPointer(index, compSize, type, normalized, stride, (void *)offsetNative); -#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) - // NOTE: If not vertex shader is provided, use default one - if (vsCode != NULL) vertexShaderId = rlCompileShader(vsCode, GL_VERTEX_SHADER); - else vertexShaderId = RLGL.State.defaultVShaderId; - - // Compile fragment shader (if provided) - // NOTE: If not vertex shader is provided, use default one - if (fsCode != NULL) fragmentShaderId = rlCompileShader(fsCode, GL_FRAGMENT_SHADER); - else 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 if ((vertexShaderId > 0) && (fragmentShaderId > 0)) - { - // 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; - #elif defined(GRAPHICS_API_OPENGL_33) - case GL_COMPUTE_SHADER: TRACELOG(RL_LOG_WARNING, "SHADER: Compute shaders not enabled. Define GRAPHICS_API_OPENGL_43", 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); - } - - shader = 0; - } - 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; - #elif defined(GRAPHICS_API_OPENGL_33) - case GL_COMPUTE_SHADER: TRACELOG(RL_LOG_WARNING, "SHADER: Compute shaders not enabled. Define GRAPHICS_API_OPENGL_43", 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, RL_DEFAULT_SHADER_ATTRIB_LOCATION_POSITION, RL_DEFAULT_SHADER_ATTRIB_NAME_POSITION); - glBindAttribLocation(program, RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD, RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD); - glBindAttribLocation(program, RL_DEFAULT_SHADER_ATTRIB_LOCATION_NORMAL, RL_DEFAULT_SHADER_ATTRIB_NAME_NORMAL); - glBindAttribLocation(program, RL_DEFAULT_SHADER_ATTRIB_LOCATION_COLOR, RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR); - glBindAttribLocation(program, RL_DEFAULT_SHADER_ATTRIB_LOCATION_TANGENT, RL_DEFAULT_SHADER_ATTRIB_NAME_TANGENT); - glBindAttribLocation(program, RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD2, RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2); - -#ifdef RL_SUPPORT_MESH_GPU_SKINNING - glBindAttribLocation(program, RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEIDS, RL_DEFAULT_SHADER_ATTRIB_NAME_BONEIDS); - glBindAttribLocation(program, RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEWEIGHTS, RL_DEFAULT_SHADER_ATTRIB_NAME_BONEWEIGHTS); -#endif - - // 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; - #if !defined(GRAPHICS_API_OPENGL_ES2) - case RL_SHADER_UNIFORM_UINT: glUniform1uiv(locIndex, count, (unsigned int *)value); break; - case RL_SHADER_UNIFORM_UIVEC2: glUniform2uiv(locIndex, count, (unsigned int *)value); break; - case RL_SHADER_UNIFORM_UIVEC3: glUniform3uiv(locIndex, count, (unsigned int *)value); break; - case RL_SHADER_UNIFORM_UIVEC4: glUniform4uiv(locIndex, count, (unsigned int *)value); break; - #endif - 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"); - - // TODO: Support glUniform1uiv(), glUniform2uiv(), glUniform3uiv(), glUniform4uiv() - } -#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 matrix -void rlSetUniformMatrices(int locIndex, const Matrix *matrices, int count) -{ -#if defined(GRAPHICS_API_OPENGL_33) - glUniformMatrix4fv(locIndex, count, true, (const float *)matrices); -#elif defined(GRAPHICS_API_OPENGL_ES2) - // WARNING: WebGL does not support Matrix transpose ("true" parameter) - // REF: https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/uniformMatrix - glUniformMatrix4fv(locIndex, count, false, (const float *)matrices); -#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) - { - glUniform1i(locIndex, 1 + i); - 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); - } -#else - TRACELOG(RL_LOG_WARNING, "SHADER: Compute shaders not enabled. Define GRAPHICS_API_OPENGL_43"); -#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); -#else - TRACELOG(RL_LOG_WARNING, "SSBO: SSBO not enabled. Define GRAPHICS_API_OPENGL_43"); -#endif - - return ssbo; -} - -// Unload shader storage buffer object (SSBO) -void rlUnloadShaderBuffer(unsigned int ssboId) -{ -#if defined(GRAPHICS_API_OPENGL_43) - glDeleteBuffers(1, &ssboId); -#else - TRACELOG(RL_LOG_WARNING, "SSBO: SSBO not enabled. Define GRAPHICS_API_OPENGL_43"); -#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) -{ -#if defined(GRAPHICS_API_OPENGL_43) - GLint64 size = 0; - glBindBuffer(GL_SHADER_STORAGE_BUFFER, id); - glGetBufferParameteri64v(GL_SHADER_STORAGE_BUFFER, GL_BUFFER_SIZE, &size); - return (size > 0)? (unsigned int)size : 0; -#else - return 0; -#endif -} - -// 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); -#else - TRACELOG(RL_LOG_WARNING, "TEXTURE: Image texture binding not enabled. Define GRAPHICS_API_OPENGL_43"); -#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) -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) -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(RL_DEFAULT_SHADER_ATTRIB_LOCATION_POSITION); - glVertexAttribPointer(RL_DEFAULT_SHADER_ATTRIB_LOCATION_POSITION, 3, GL_FLOAT, GL_FALSE, 5*sizeof(float), (void *)0); // Positions - glEnableVertexAttribArray(RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD); - glVertexAttribPointer(RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD, 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(RL_DEFAULT_SHADER_ATTRIB_LOCATION_POSITION); - glVertexAttribPointer(RL_DEFAULT_SHADER_ATTRIB_LOCATION_POSITION, 3, GL_FLOAT, GL_FALSE, 8*sizeof(float), (void *)0); // Positions - glEnableVertexAttribArray(RL_DEFAULT_SHADER_ATTRIB_LOCATION_NORMAL); - glVertexAttribPointer(RL_DEFAULT_SHADER_ATTRIB_LOCATION_NORMAL, 3, GL_FLOAT, GL_FALSE, 8*sizeof(float), (void *)(3*sizeof(float))); // Normals - glEnableVertexAttribArray(RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD); - glVertexAttribPointer(RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD, 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_ES3) - "#version 300 es \n" - "precision mediump float; \n" // Precision required for OpenGL ES3 (WebGL 2) (on some browsers) - "in vec3 vertexPosition; \n" - "in vec2 vertexTexCoord; \n" - "in vec4 vertexColor; \n" - "out vec2 fragTexCoord; \n" - "out vec4 fragColor; \n" -#elif 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_ES3) - "#version 300 es \n" - "precision mediump float; \n" // Precision required for OpenGL ES3 (WebGL 2) - "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"; -#elif 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, RL_DEFAULT_SHADER_ATTRIB_NAME_POSITION); - RLGL.State.defaultShaderLocs[RL_SHADER_LOC_VERTEX_TEXCOORD01] = glGetAttribLocation(RLGL.State.defaultShaderId, RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD); - RLGL.State.defaultShaderLocs[RL_SHADER_LOC_VERTEX_COLOR] = glGetAttribLocation(RLGL.State.defaultShaderId, RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR); - - // Set default shader locations: uniform locations - RLGL.State.defaultShaderLocs[RL_SHADER_LOC_MATRIX_MVP] = glGetUniformLocation(RLGL.State.defaultShaderId, RL_DEFAULT_SHADER_UNIFORM_NAME_MVP); - RLGL.State.defaultShaderLocs[RL_SHADER_LOC_COLOR_DIFFUSE] = glGetUniformLocation(RLGL.State.defaultShaderId, RL_DEFAULT_SHADER_UNIFORM_NAME_COLOR); - RLGL.State.defaultShaderLocs[RL_SHADER_LOC_MAP_DIFFUSE] = glGetUniformLocation(RLGL.State.defaultShaderId, RL_DEFAULT_SHADER_SAMPLER2D_NAME_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 const 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; - } - - double bytesPerPixel = (double)bpp/8.0; - dataSize = (int)(bytesPerPixel*width*height); // 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 float array of matrix data -static rl_float16 rlMatrixToFloatV(Matrix mat) -{ - rl_float16 result = { 0 }; - - result.v[0] = mat.m0; - result.v[1] = mat.m1; - result.v[2] = mat.m2; - result.v[3] = mat.m3; - result.v[4] = mat.m4; - result.v[5] = mat.m5; - result.v[6] = mat.m6; - result.v[7] = mat.m7; - result.v[8] = mat.m8; - result.v[9] = mat.m9; - result.v[10] = mat.m10; - result.v[11] = mat.m11; - result.v[12] = mat.m12; - result.v[13] = mat.m13; - result.v[14] = mat.m14; - result.v[15] = mat.m15; - - return result; -} - -// 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; -} - -// Transposes provided matrix -static Matrix rlMatrixTranspose(Matrix mat) -{ - Matrix result = { 0 }; - - result.m0 = mat.m0; - result.m1 = mat.m4; - result.m2 = mat.m8; - result.m3 = mat.m12; - result.m4 = mat.m1; - result.m5 = mat.m5; - result.m6 = mat.m9; - result.m7 = mat.m13; - result.m8 = mat.m2; - result.m9 = mat.m6; - result.m10 = mat.m10; - result.m11 = mat.m14; - result.m12 = mat.m3; - result.m13 = mat.m7; - result.m14 = mat.m11; - result.m15 = mat.m15; - - return result; -} - -// Invert provided matrix -static Matrix rlMatrixInvert(Matrix mat) -{ - Matrix result = { 0 }; - - // Cache the matrix values (speed optimization) - float a00 = mat.m0, a01 = mat.m1, a02 = mat.m2, a03 = mat.m3; - float a10 = mat.m4, a11 = mat.m5, a12 = mat.m6, a13 = mat.m7; - float a20 = mat.m8, a21 = mat.m9, a22 = mat.m10, a23 = mat.m11; - float a30 = mat.m12, a31 = mat.m13, a32 = mat.m14, a33 = mat.m15; - - float b00 = a00*a11 - a01*a10; - float b01 = a00*a12 - a02*a10; - float b02 = a00*a13 - a03*a10; - float b03 = a01*a12 - a02*a11; - float b04 = a01*a13 - a03*a11; - float b05 = a02*a13 - a03*a12; - float b06 = a20*a31 - a21*a30; - float b07 = a20*a32 - a22*a30; - float b08 = a20*a33 - a23*a30; - float b09 = a21*a32 - a22*a31; - float b10 = a21*a33 - a23*a31; - float b11 = a22*a33 - a23*a32; - - // Calculate the invert determinant (inlined to avoid double-caching) - float invDet = 1.0f/(b00*b11 - b01*b10 + b02*b09 + b03*b08 - b04*b07 + b05*b06); - - result.m0 = (a11*b11 - a12*b10 + a13*b09)*invDet; - result.m1 = (-a01*b11 + a02*b10 - a03*b09)*invDet; - result.m2 = (a31*b05 - a32*b04 + a33*b03)*invDet; - result.m3 = (-a21*b05 + a22*b04 - a23*b03)*invDet; - result.m4 = (-a10*b11 + a12*b08 - a13*b07)*invDet; - result.m5 = (a00*b11 - a02*b08 + a03*b07)*invDet; - result.m6 = (-a30*b05 + a32*b02 - a33*b01)*invDet; - result.m7 = (a20*b05 - a22*b02 + a23*b01)*invDet; - result.m8 = (a10*b10 - a11*b08 + a13*b06)*invDet; - result.m9 = (-a00*b10 + a01*b08 - a03*b06)*invDet; - result.m10 = (a30*b04 - a31*b02 + a33*b00)*invDet; - result.m11 = (-a20*b04 + a21*b02 - a23*b00)*invDet; - result.m12 = (-a10*b09 + a11*b07 - a12*b06)*invDet; - result.m13 = (a00*b09 - a01*b07 + a02*b06)*invDet; - result.m14 = (-a30*b03 + a31*b01 - a32*b00)*invDet; - result.m15 = (a20*b03 - a21*b01 + a22*b00)*invDet; - - return result; -} - -#endif // RLGL_IMPLEMENTATION diff --git a/lab16 with raylib/lab16 with raylib/lab16 with raylib.vcxproj b/lab16 with raylib/lab16 with raylib/lab16 with raylib.vcxproj index 60a341f..50328ce 100644 --- a/lab16 with raylib/lab16 with raylib/lab16 with raylib.vcxproj +++ b/lab16 with raylib/lab16 with raylib/lab16 with raylib.vcxproj @@ -140,6 +140,7 @@ + diff --git a/lab16 with raylib/lab16 with raylib/lab16 with raylib.vcxproj.filters b/lab16 with raylib/lab16 with raylib/lab16 with raylib.vcxproj.filters index baa190f..33e015f 100644 --- a/lab16 with raylib/lab16 with raylib/lab16 with raylib.vcxproj.filters +++ b/lab16 with raylib/lab16 with raylib/lab16 with raylib.vcxproj.filters @@ -42,6 +42,9 @@ Файлы заголовков + + Файлы заголовков + diff --git a/lab16 with raylib/resources/blur.frag b/lab16 with raylib/resources/blur.frag index 6aa854a..7eba3d7 100644 --- a/lab16 with raylib/resources/blur.frag +++ b/lab16 with raylib/resources/blur.frag @@ -14,7 +14,7 @@ out vec4 finalColor; // NOTE: Add here your custom variables // NOTE: values must be passed from code -uniform float renderWidth; +uniform float renderWidth = 750; uniform float renderHeight; uniform float seconds; @@ -28,17 +28,17 @@ void main() for (int i = 1; i < 3; i++) { - texelColor += texture(texture0, fragTexCoord + vec2(offset[i], offset[i]) / renderWidth).rgba * weight[i] / 2; - texelColor += texture(texture0, fragTexCoord - vec2(offset[i], offset[i]) / renderWidth).rgba * weight[i] / 2; - texelColor += texture(texture0, fragTexCoord + vec2(-offset[i], offset[i]) / renderWidth).rgba * weight[i] / 2; - texelColor += texture(texture0, fragTexCoord - vec2(-offset[i], offset[i]) / renderWidth).rgba * weight[i] / 2; + texelColor += texture(texture0, fragTexCoord + vec2(offset[i], 0.0) / renderWidth).rgba * weight[i] / 2; + texelColor += texture(texture0, fragTexCoord + vec2(-offset[i], 0.0) / renderWidth).rgba * weight[i] / 2; + texelColor += texture(texture0, fragTexCoord + vec2(0.0, offset[i]) / renderWidth).rgba * weight[i] / 2; + texelColor += texture(texture0, fragTexCoord + vec2(0.0, -offset[i]) / renderWidth).rgba * weight[i] / 2; } vec4 red = vec4(1.0, 0.5, 0.5, 1.0); vec4 blue = vec4(0.0, 0.5, 0.5, 1.0); - finalColor = mix(red, blue, (sin(fragTexCoord.x * 24 + seconds * 4.0) + 1.0) / 2.0); + //finalColor = mix(red, blue, (sin(fragTexCoord.x * 24 + seconds * 4.0) + 1.0) / 2.0); - //finalColor = texelColor; + finalColor = texelColor; //finalColor = vec4((sin(fragTexCoord.x * 24 + seconds * 4.0) + 1.0) / 2.0, 0.5, 0.5, 1.0); } \ No newline at end of file diff --git a/lab16 with raylib/resources/color_mix.fs b/lab16 with raylib/resources/color_mix.fs new file mode 100644 index 0000000..e794d32 --- /dev/null +++ b/lab16 with raylib/resources/color_mix.fs @@ -0,0 +1,27 @@ +#version 330 + +// Input vertex attributes (from vertex shader) +in vec3 vertexPos; +in vec2 fragTexCoord; +in vec4 fragColor; + +// Input uniform values +uniform sampler2D texture0; +uniform sampler2D texture1; +uniform vec4 colDiffuse; + +uniform float divider = 0.5; + +out vec4 finalColor; + +void main() +{ + // Texel color fetching from texture sampler + vec4 texelColor0 = texture(texture0, fragTexCoord); + vec4 texelColor1 = texture(texture1, fragTexCoord); + + float x = fract(fragTexCoord.s); + float final = smoothstep(divider - 0.1, divider + 0.1, x); + + finalColor = mix(texelColor0, texelColor1, final); +} \ No newline at end of file diff --git a/lab16 with raylib/resources/distortnormals.png b/lab16 with raylib/resources/distortnormals.png new file mode 100644 index 0000000..38127d3 Binary files /dev/null and b/lab16 with raylib/resources/distortnormals.png differ diff --git a/lab16 with raylib/resources/water.frag b/lab16 with raylib/resources/water.frag new file mode 100644 index 0000000..40aa9f1 --- /dev/null +++ b/lab16 with raylib/resources/water.frag @@ -0,0 +1,32 @@ +#version 330 + +// Input vertex attributes (from vertex shader) +in vec2 fragTexCoord; +in vec4 fragColor; + +// Input uniform values +uniform sampler2D texture0; +uniform vec4 colDiffuse; + +// Output fragment color +out vec4 finalColor; + +// Custom variables +uniform float renderWidth; +uniform float renderHeight; +uniform float seconds; +uniform float intensity; +uniform float waves; +uniform float speedV; +uniform float speedH; + +void main() +{ + vec2 texelCoord = fragTexCoord; + vec2 pixelSize = vec2(1.0 / renderWidth, 1.0 / renderHeight); + + texelCoord.x += sin(fragTexCoord.y * waves + seconds * speedV * 2.0 * 3.14) * pixelSize.x * intensity; + texelCoord.y += sin(fragTexCoord.x * waves + seconds * -speedH * 2.0 * 3.14) * pixelSize.y * intensity; + + finalColor = texture(texture0, texelCoord).rgba*colDiffuse*fragColor; +} diff --git a/lab16 with raylib/resources/waterbump.png b/lab16 with raylib/resources/waterbump.png new file mode 100644 index 0000000..c19e9e9 Binary files /dev/null and b/lab16 with raylib/resources/waterbump.png differ diff --git a/lab16 with raylib/resources/watershader.frag b/lab16 with raylib/resources/watershader.frag new file mode 100644 index 0000000..7e2695a --- /dev/null +++ b/lab16 with raylib/resources/watershader.frag @@ -0,0 +1,48 @@ +#version 330 + +in vec2 fragTexCoord; // Fragment input attribute: texture coordinate +in vec4 fragColor; // Fragment input attribute: color +out vec4 finalColor; // Fragment output: color +uniform sampler2D texture0; // Fragment input texture (always required, could be a white pixel) +uniform vec4 colDiffuse; // Fragment input color diffuse (multiplied by texture color) + +// Custom variables +uniform sampler2D texture1; // water bump map +//uniform vec2 xBumpPos; +//uniform vec2 xBumpScale; +//uniform vec2 xUvOffset; + +uniform float xBlurDistance = 0.6 / 750; +uniform float xWaveWidth = 0.1; +uniform float xWaveHeight = 0.1; +uniform float seconds; + +uniform vec4 waterColor = vec4(180.0 / 255.0, 230.0 / 255.0, 255.0 / 255.0, 255.0 / 255.0); + +void main() +{ + //vec4 bumpColor = texture(xWaterBumpMap, xUvOffset + xBumpPos * xBumpScale); + //bumpColor = (bumpColor + texture(xWaterBumpMap, xUvOffset + xBumpPos*2 * xBumpScale)) * 0.5; + vec4 bumpColor = texture(texture1, fragTexCoord + sin(seconds / 2.0) / 20.0); + bumpColor = (bumpColor + texture(texture1, fragTexCoord*2 + cos(seconds / 2.0) / 20.0)) * 0.5; + + vec2 samplePos = fragTexCoord; + + samplePos.x += (bumpColor.r - 0.5) * xWaveWidth * fragColor.r; + samplePos.y += (bumpColor.g - 0.5) * xWaveHeight * fragColor.g; + + vec4 result; + result = texture(texture0, vec2(samplePos.x + xBlurDistance, samplePos.y + xBlurDistance)); + result += texture(texture0, vec2(samplePos.x - xBlurDistance, samplePos.y - xBlurDistance)); + result += texture(texture0, vec2(samplePos.x + xBlurDistance, samplePos.y - xBlurDistance)); + result += texture(texture0, vec2(samplePos.x - xBlurDistance, samplePos.y + xBlurDistance)); + + result = result * 0.25; + + //vec4 result = texture(texture0, samplePos); + + result.a = fragColor.a; + result = mix(result, result * waterColor, fragColor.b); + + finalColor = result; +} diff --git a/lab16 with raylib/resources/watershader.fx b/lab16 with raylib/resources/watershader.fx new file mode 100644 index 0000000..a8f053e --- /dev/null +++ b/lab16 with raylib/resources/watershader.fx @@ -0,0 +1,143 @@ +float xBlurDistance; + +Texture2D xWaterBumpMap; +sampler WaterBumpSampler = +sampler_state +{ + Texture = ; + MagFilter = LINEAR; + MinFilter = LINEAR; + MipFilter = LINEAR; + AddressU = WRAP; + AddressV = WRAP; +}; + +Texture2D xTexture; +sampler TextureSampler = sampler_state { Texture = ; }; + +float4x4 xTransform; +float4x4 xUvTransform; + +struct VertexShaderInput +{ + float4 Position : POSITION0; + float4 Color : COLOR0; + float2 TexCoords: TEXCOORD0; // added +}; + +struct VertexShaderOutput +{ + float4 Position : POSITION0; + float4 Color : COLOR0; + float2 TexCoords: TEXCOORD0; // added +}; + + +float xWaveWidth; +float xWaveHeight; +float2 xBumpPos; +float2 xBumpScale; + +float2 xUvOffset; + +float4 waterColor; + +VertexShaderOutput mainVS(in VertexShaderInput input) +{ + VertexShaderOutput output = (VertexShaderOutput)0; + + output.Position = mul(input.Position, xTransform); + output.Color = input.Color; + output.TexCoords = mul(input.Position, xUvTransform).xy; + + return output; +} + +float4 mainPS(VertexShaderOutput input) : COLOR +{ + float4 bumpColor = xWaterBumpMap.Sample(WaterBumpSampler, xUvOffset + (input.TexCoords+xBumpPos) * xBumpScale); + bumpColor = (bumpColor + xWaterBumpMap.Sample(WaterBumpSampler, xUvOffset + (input.TexCoords-xBumpPos*2) * xBumpScale)) * 0.5f; + + float2 samplePos = input.TexCoords; + + samplePos.x += (bumpColor.r - 0.5f) * xWaveWidth * input.Color.r; + samplePos.y += (bumpColor.g - 0.5f) * xWaveHeight * input.Color.g; + + float4 sample = xTexture.Sample(TextureSampler, samplePos); + + sample.a = input.Color.a; + sample = lerp(sample, sample * waterColor, input.Color.b); + + return sample; +} + +float4 mainPSBlurred(VertexShaderOutput input) : COLOR +{ + float4 bumpColor = xWaterBumpMap.Sample(WaterBumpSampler, xUvOffset + (input.TexCoords + xBumpPos) * xBumpScale); + bumpColor = (bumpColor + xWaterBumpMap.Sample(WaterBumpSampler, xUvOffset + (input.TexCoords - xBumpPos * 2) * xBumpScale)) * 0.5f; + + float2 samplePos = input.TexCoords; + + samplePos.x += (bumpColor.r - 0.5f) * xWaveWidth * input.Color.r; + samplePos.y += (bumpColor.g - 0.5f) * xWaveHeight * input.Color.g; + + float4 sample; + sample = xTexture.Sample(TextureSampler, float2(samplePos.x + xBlurDistance, samplePos.y + xBlurDistance)); + sample += xTexture.Sample(TextureSampler, float2(samplePos.x - xBlurDistance, samplePos.y - xBlurDistance)); + sample += xTexture.Sample(TextureSampler, float2(samplePos.x + xBlurDistance, samplePos.y - xBlurDistance)); + sample += xTexture.Sample(TextureSampler, float2(samplePos.x - xBlurDistance, samplePos.y + xBlurDistance)); + + sample = sample * 0.25; + + sample.a = input.Color.a; + sample = lerp(sample, sample * waterColor, input.Color.b); + + return sample; +} + +float4 mainPostProcess(float4 position : POSITION0, float4 color : COLOR0, float2 texCoord : TEXCOORD0) : COLOR0 +{ + float4 bumpColor = tex2D(WaterBumpSampler, texCoord + xUvOffset + xBumpPos); + bumpColor = (bumpColor + tex2D(WaterBumpSampler, texCoord - xUvOffset * 2.0f + xBumpPos)) * 0.5f; + + float2 samplePos = texCoord; + + samplePos.x += (bumpColor.r - 0.5f) * xWaveWidth; + samplePos.y += (bumpColor.g - 0.5f) * xWaveHeight; + + float4 sample; + sample = tex2D(TextureSampler, float2(samplePos.x + xBlurDistance, samplePos.y + xBlurDistance)); + sample += tex2D(TextureSampler, float2(samplePos.x - xBlurDistance, samplePos.y - xBlurDistance)); + sample += tex2D(TextureSampler, float2(samplePos.x + xBlurDistance, samplePos.y - xBlurDistance)); + sample += tex2D(TextureSampler, float2(samplePos.x - xBlurDistance, samplePos.y + xBlurDistance)); + + sample = sample * 0.25; + + return sample; +} + +technique WaterShader +{ + pass Pass1 + { + VertexShader = compile vs_4_0_level_9_1 mainVS(); + PixelShader = compile ps_4_0_level_9_1 mainPS(); + } +} + +technique WaterShaderBlurred +{ + pass Pass1 + { + VertexShader = compile vs_4_0_level_9_1 mainVS(); + PixelShader = compile ps_4_0_level_9_1 mainPSBlurred(); + } +} + +technique WaterShaderPostProcess +{ + pass Pass1 + { + PixelShader = compile ps_4_0_level_9_1 mainPostProcess(); + } +} diff --git a/lab16 with raylib/src/main.c b/lab16 with raylib/src/main.c index 45d65a5..b7be954 100644 --- a/lab16 with raylib/src/main.c +++ b/lab16 with raylib/src/main.c @@ -24,7 +24,7 @@ #define N 15 #define HEIGHT 50 #define WIDTH 50 -#define VOFFSET 50 +#define VOFFSET 52 #define FWIDTH (float)WIDTH #define FHEIGHT (float)HEIGHT @@ -528,13 +528,39 @@ int main() //SetTextureFilter(Arial.texture, TEXTURE_FILTER_BILINEAR); RenderTexture2D canvas = LoadRenderTexture(screenWidth, screenHeight); + SetTextureFilter(canvas.texture, TEXTURE_FILTER_BILINEAR); + SetTextureWrap(canvas.texture, TEXTURE_WRAP_CLAMP); Shader blur = LoadShader(0, "blur.frag"); - int renderWidthLoc = GetShaderLocation(blur, "renderWidth"); - int renderHeightLoc = GetShaderLocation(blur, "renderHeight"); - int secondsLoc = GetShaderLocation(blur, "seconds"); - SetShaderValue(blur, renderWidthLoc, &screenWidthF, SHADER_UNIFORM_FLOAT); - SetShaderValue(blur, renderHeightLoc, &screenHeightF, SHADER_UNIFORM_FLOAT); + int blurRenderWidthLoc = GetShaderLocation(blur, "renderWidth"); + int blurRenderHeightLoc = GetShaderLocation(blur, "renderHeight"); + int blurSecondsLoc = GetShaderLocation(blur, "seconds"); + SetShaderValue(blur, blurRenderWidthLoc, &screenWidthF, SHADER_UNIFORM_FLOAT); + SetShaderValue(blur, blurRenderHeightLoc, &screenHeightF, SHADER_UNIFORM_FLOAT); + + Shader water = LoadShader(0, "water.frag"); + int waterRenderWidthLoc = GetShaderLocation(water, "renderWidth"); + int waterRenderHeightLoc = GetShaderLocation(water, "renderHeight"); + int intensityLoc = GetShaderLocation(water, "intensity"); + int wavesLoc = GetShaderLocation(water, "waves"); + int speedVLoc = GetShaderLocation(water, "speedV"); + int speedHLoc = GetShaderLocation(water, "speedH"); + int waterSecondsLoc = GetShaderLocation(water, "seconds"); + float waves = 60.0f; + float intensity = 1.0f; + float speedV = 2.0f; + float speedH = 2.0f; + SetShaderValue(water, wavesLoc, &waves, SHADER_UNIFORM_FLOAT); + SetShaderValue(water, intensityLoc, &intensity, SHADER_UNIFORM_FLOAT); + SetShaderValue(water, speedVLoc, &speedV, SHADER_UNIFORM_FLOAT); + SetShaderValue(water, speedHLoc, &speedH, SHADER_UNIFORM_FLOAT); + SetShaderValue(water, waterRenderWidthLoc, &screenWidthF, SHADER_UNIFORM_FLOAT); + SetShaderValue(water, waterRenderHeightLoc, &screenHeightF, SHADER_UNIFORM_FLOAT); + + Texture waterbump = LoadTexture("waterbump.png"); + Shader watershader = LoadShader(0, "watershader.frag"); + int xWaterBumpMapLoc = GetShaderLocation(watershader, "texture1"); + int watershaderSecondsLoc = GetShaderLocation(watershader, "seconds"); GuiSetFont(InconsolataBold); GuiSetStyle(DEFAULT, TEXT_SIZE, 24); @@ -556,6 +582,24 @@ int main() // Update game logic //------------------------------------------------------------------ + float frametime = GetFrameTime(); + + if (IsKeyPressed(KEY_I)) { + speedV -= 1.0f; + } + if (IsKeyPressed(KEY_K)) { + speedV += 1.0f; + } + if (IsKeyPressed(KEY_J)) { + speedH -= 1.0f; + } + if (IsKeyPressed(KEY_L)) { + speedH += 1.0f; + } + SetShaderValue(water, speedVLoc, &speedV, SHADER_UNIFORM_FLOAT); + SetShaderValue(water, speedHLoc, &speedH, SHADER_UNIFORM_FLOAT); + + if (errorCode == OK) { handleKeys(); @@ -590,9 +634,9 @@ int main() //------------------------------------------------------------------ BeginDrawing(); // Setup the back buffer for drawing (clear color and depth buffers) - //ClearBackground(WHITE); + //ClearBackground(BLACK); - //BeginTextureMode(canvas); + BeginTextureMode(canvas); drawMap(); drawPlayer(); @@ -627,9 +671,9 @@ int main() //drawRayguiErrorBoxes(); } - BeginTextureMode(canvas); + //BeginTextureMode(canvas); { - ClearBackground((Color) { 255, 255, 255, 0 }); + //ClearBackground((Color) { 255, 255, 255, 0 }); //ClearBackground(BLANK); Rectangle roundRect = { 100, 260, 185, 36 }; DrawRectangleRounded(roundRect, 0.5f, 6, BLACK); @@ -638,18 +682,21 @@ int main() EndTextureMode(); float timeF = (float)GetTime(); - SetShaderValue(blur, secondsLoc, &timeF, SHADER_UNIFORM_FLOAT); + SetShaderValue(blur, blurSecondsLoc, &timeF, SHADER_UNIFORM_FLOAT); + SetShaderValue(water, waterSecondsLoc, &timeF, SHADER_UNIFORM_FLOAT); + SetShaderValue(watershader, watershaderSecondsLoc, &timeF, SHADER_UNIFORM_FLOAT); - BeginShaderMode(blur); + Rectangle rec = { 0, 0, (float)canvas.texture.width, (float)(-canvas.texture.height) }; + BeginShaderMode(watershader); { - Rectangle rec = { 0, 0, canvas.texture.width, -canvas.texture.height }; + SetShaderValueTexture(watershader, xWaterBumpMapLoc, waterbump); DrawTextureRec(canvas.texture, rec, (Vector2) { 0.0f, 0.0f }, WHITE); } EndShaderMode(); //drawBottomBar(InconsolataBold, 24); - //DrawTextureEx(canvas.texture, (Vector2) { 0.0f, 0.0f }, 0.0f, 1.0f, WHITE); + //DrawTextureRec(canvas.texture, rec, (Vector2) { 0.0f, 0.0f }, SKYBLUE); //DrawTextEx(Consolas, u8"Файл не найден\nПопробуйте сначала сохранить игру", (Vector2) { 100, 100 }, 24, 0, BLACK); @@ -670,9 +717,13 @@ int main() //UnloadFont(Arial); //UnloadFont(InconsolataBold); - UnloadShader(blur); UnloadRenderTexture(canvas); + UnloadShader(blur); + UnloadShader(water); + UnloadShader(watershader); + UnloadTexture(waterbump); + // De-initialize the Nuklear GUI UnloadNuklear(ctx);