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author | Thomas <mail.thomasclement@gmail.com> | 2021-08-15 10:03:09 +0200 |
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committer | Thomas <mail.thomasclement@gmail.com> | 2021-08-15 10:03:09 +0200 |
commit | 3a1d97f556bc4c5384799ac121640984b590c05c (patch) | |
tree | 20aeab4c18d76c344e2ce1f16913b39c447659b1 /libs/raylib/src/rlgl.h | |
parent | eebaddf29efad9bc7b82d8745d839931f08ef887 (diff) | |
download | gamejam-slgj-2024-3a1d97f556bc4c5384799ac121640984b590c05c.tar.gz gamejam-slgj-2024-3a1d97f556bc4c5384799ac121640984b590c05c.tar.bz2 gamejam-slgj-2024-3a1d97f556bc4c5384799ac121640984b590c05c.zip |
Updated to raylib 3.7
Diffstat (limited to 'libs/raylib/src/rlgl.h')
-rw-r--r-- | libs/raylib/src/rlgl.h | 5049 |
1 files changed, 2211 insertions, 2838 deletions
diff --git a/libs/raylib/src/rlgl.h b/libs/raylib/src/rlgl.h index 2560f36..e67d743 100644 --- a/libs/raylib/src/rlgl.h +++ b/libs/raylib/src/rlgl.h @@ -1,14 +1,13 @@ /********************************************************************************************** * -* rlgl - raylib OpenGL abstraction layer +* rlgl v3.7 - raylib OpenGL abstraction layer * * rlgl is a wrapper for multiple OpenGL versions (1.1, 2.1, 3.3 Core, ES 2.0) to * pseudo-OpenGL 1.1 style functions (rlVertex, rlTranslate, rlRotate...). * * When chosing an OpenGL version greater than OpenGL 1.1, rlgl stores vertex data on internal * VBO buffers (and VAOs if available). It requires calling 3 functions: -* rlglInit() - Initialize internal buffers and auxiliar resources -* rlglDraw() - Process internal buffers and send required draw calls +* rlglInit() - Initialize internal buffers and auxiliary resources * rlglClose() - De-initialize internal buffers data and other auxiliar resources * * CONFIGURATION: @@ -19,7 +18,7 @@ * #define GRAPHICS_API_OPENGL_ES2 * 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() tocheck it +* required by any other module, use rlGetVersion() to check it * * #define RLGL_IMPLEMENTATION * Generates the implementation of the library into the included file. @@ -29,8 +28,8 @@ * #define RLGL_STANDALONE * Use rlgl as standalone library (no raylib dependency) * -* #define SUPPORT_VR_SIMULATOR -* Support VR simulation functionality (stereo rendering) +* #define SUPPORT_GL_DETAILS_INFO +* Show OpenGL extensions and capabilities detailed logs on init * * DEPENDENCIES: * raymath - 3D math functionality (Vector3, Matrix, Quaternion) @@ -39,7 +38,7 @@ * * LICENSE: zlib/libpng * -* Copyright (c) 2014-2020 Ramon Santamaria (@raysan5) +* Copyright (c) 2014-2021 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. @@ -95,7 +94,7 @@ #define RL_FREE(p) free(p) #endif #else - #include "raylib.h" // Required for: Model, Shader, Texture2D, TRACELOG() + #include "raylib.h" // Required for: Shader, Texture2D #endif #include "raymath.h" // Required for: Vector3, Matrix @@ -121,58 +120,85 @@ #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 +#define SUPPORT_RENDER_TEXTURES_HINT + //---------------------------------------------------------------------------------- // Defines and Macros //---------------------------------------------------------------------------------- -#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 MAX_BATCH_ELEMENTS 8192 -#elif 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 MAX_BATCH_ELEMENTS 2048 +// Default internal render batch limits +#ifndef 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 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 DEFAULT_BATCH_BUFFER_ELEMENTS 2048 + #endif #endif - -#ifndef MAX_BATCH_BUFFERING - #define MAX_BATCH_BUFFERING 1 // Max number of buffers for batching (multi-buffering) +#ifndef DEFAULT_BATCH_BUFFERS + #define DEFAULT_BATCH_BUFFERS 1 // Default number of batch buffers (multi-buffering) +#endif +#ifndef DEFAULT_BATCH_DRAWCALLS + #define DEFAULT_BATCH_DRAWCALLS 256 // Default number of batch draw calls (by state changes: mode, texture) +#endif +#ifndef MAX_BATCH_ACTIVE_TEXTURES + #define MAX_BATCH_ACTIVE_TEXTURES 4 // Maximum number of additional textures that can be activated on batch drawing (SetShaderValueTexture()) #endif -#define MAX_MATRIX_STACK_SIZE 32 // Max size of Matrix stack -#define MAX_DRAWCALL_REGISTERED 256 // Max draws by state changes (mode, texture) -#ifndef DEFAULT_NEAR_CULL_DISTANCE - #define DEFAULT_NEAR_CULL_DISTANCE 0.01 // Default near cull distance +// Internal Matrix stack +#ifndef MAX_MATRIX_STACK_SIZE + #define MAX_MATRIX_STACK_SIZE 32 // Maximum size of Matrix stack #endif -#ifndef DEFAULT_FAR_CULL_DISTANCE - #define DEFAULT_FAR_CULL_DISTANCE 1000.0 // Default far cull distance + +// Vertex buffers id limit +#ifndef MAX_MESH_VERTEX_BUFFERS + #define MAX_MESH_VERTEX_BUFFERS 7 // Maximum vertex buffers (VBO) per mesh #endif // Shader and material limits -#define MAX_SHADER_LOCATIONS 32 // Maximum number of predefined locations stored in shader struct -#define MAX_MATERIAL_MAPS 12 // Maximum number of texture maps stored in shader struct +#ifndef MAX_SHADER_LOCATIONS + #define MAX_SHADER_LOCATIONS 32 // Maximum number of shader locations supported +#endif +#ifndef MAX_MATERIAL_MAPS + #define MAX_MATERIAL_MAPS 12 // Maximum number of shader maps 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_ANISOTROPIC_FILTER 0x3000 // Anisotropic filter (custom identifier) -#define RL_FILTER_NEAREST 0x2600 // GL_NEAREST -#define RL_FILTER_LINEAR 0x2601 // GL_LINEAR -#define RL_FILTER_MIP_NEAREST 0x2700 // GL_NEAREST_MIPMAP_NEAREST -#define RL_FILTER_NEAREST_MIP_LINEAR 0x2702 // GL_NEAREST_MIPMAP_LINEAR -#define RL_FILTER_LINEAR_MIP_NEAREST 0x2701 // GL_LINEAR_MIPMAP_NEAREST -#define RL_FILTER_MIP_LINEAR 0x2703 // GL_LINEAR_MIPMAP_LINEAR +#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_WRAP_REPEAT 0x2901 // GL_REPEAT -#define RL_WRAP_CLAMP 0x812F // GL_CLAMP_TO_EDGE -#define RL_WRAP_MIRROR_REPEAT 0x8370 // GL_MIRRORED_REPEAT -#define RL_WRAP_MIRROR_CLAMP 0x8742 // GL_MIRROR_CLAMP_EXT +#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 @@ -184,12 +210,94 @@ #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 + //---------------------------------------------------------------------------------- // Types and Structures Definition //---------------------------------------------------------------------------------- typedef enum { OPENGL_11 = 1, OPENGL_21, OPENGL_33, OPENGL_ES_20 } GlVersion; -typedef unsigned char byte; +typedef enum { + RL_ATTACHMENT_COLOR_CHANNEL0 = 0, + RL_ATTACHMENT_COLOR_CHANNEL1, + RL_ATTACHMENT_COLOR_CHANNEL2, + RL_ATTACHMENT_COLOR_CHANNEL3, + RL_ATTACHMENT_COLOR_CHANNEL4, + RL_ATTACHMENT_COLOR_CHANNEL5, + RL_ATTACHMENT_COLOR_CHANNEL6, + RL_ATTACHMENT_COLOR_CHANNEL7, + RL_ATTACHMENT_DEPTH = 100, + RL_ATTACHMENT_STENCIL = 200, +} FramebufferAttachType; + +typedef enum { + RL_ATTACHMENT_CUBEMAP_POSITIVE_X = 0, + RL_ATTACHMENT_CUBEMAP_NEGATIVE_X, + RL_ATTACHMENT_CUBEMAP_POSITIVE_Y, + RL_ATTACHMENT_CUBEMAP_NEGATIVE_Y, + RL_ATTACHMENT_CUBEMAP_POSITIVE_Z, + RL_ATTACHMENT_CUBEMAP_NEGATIVE_Z, + RL_ATTACHMENT_TEXTURE2D = 100, + RL_ATTACHMENT_RENDERBUFFER = 200, +} FramebufferAttachTextureType; + +// Dynamic vertex buffers (position + texcoords + colors + indices arrays) +typedef struct VertexBuffer { + int elementsCount; // Number of elements in the buffer (QUADS) + + int vCounter; // Vertex position counter to process (and draw) from full buffer + int tcCounter; // Vertex texcoord counter to process (and draw) from full buffer + int cCounter; // Vertex color counter to process (and draw) from full buffer + + float *vertices; // Vertex position (XYZ - 3 components per vertex) (shader-location = 0) + float *texcoords; // Vertex texture coordinates (UV - 2 components per vertex) (shader-location = 1) + unsigned char *colors; // Vertex colors (RGBA - 4 components per vertex) (shader-location = 3) +#if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33) + unsigned int *indices; // Vertex indices (in case vertex data comes indexed) (6 indices per quad) +#endif +#if defined(GRAPHICS_API_OPENGL_ES2) + unsigned short *indices; // Vertex indices (in case vertex data comes indexed) (6 indices per quad) +#endif + unsigned int vaoId; // OpenGL Vertex Array Object id + unsigned int vboId[4]; // OpenGL Vertex Buffer Objects id (4 types of vertex data) +} VertexBuffer; + +// 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 DrawCall { + 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.currentShader.id + 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 +} DrawCall; + +// RenderBatch type +typedef struct RenderBatch { + int buffersCount; // Number of vertex buffers (multi-buffering support) + int currentBuffer; // Current buffer tracking in case of multi-buffering + VertexBuffer *vertexBuffer; // Dynamic buffer(s) for vertex data + + DrawCall *draws; // Draw calls array, depends on textureId + int drawsCounter; // Draw calls counter + float currentDepth; // Current depth value for next draw +} RenderBatch; + +// Shader attribute data types +typedef enum { + SHADER_ATTRIB_FLOAT = 0, + SHADER_ATTRIB_VEC2, + SHADER_ATTRIB_VEC3, + SHADER_ATTRIB_VEC4 +} ShaderAttributeDataType; #if defined(RLGL_STANDALONE) #ifndef __cplusplus @@ -205,15 +313,7 @@ typedef unsigned char byte; unsigned char a; } Color; - // Rectangle type - typedef struct Rectangle { - float x; - float y; - float width; - float height; - } Rectangle; - - // Texture2D type + // Texture type // NOTE: Data stored in GPU memory typedef struct Texture2D { unsigned int id; // OpenGL texture id @@ -223,102 +323,12 @@ typedef unsigned char byte; int format; // Data format (PixelFormat) } Texture2D; - // Texture type, same as Texture2D - typedef Texture2D Texture; - - // TextureCubemap type, actually, same as Texture2D - typedef Texture2D TextureCubemap; - - // RenderTexture2D type, for texture rendering - typedef struct RenderTexture2D { - unsigned int id; // OpenGL framebuffer (fbo) id - Texture2D texture; // Color buffer attachment texture - Texture2D depth; // Depth buffer attachment texture - bool depthTexture; // Track if depth attachment is a texture or renderbuffer - } RenderTexture2D; - - // RenderTexture type, same as RenderTexture2D - typedef RenderTexture2D RenderTexture; - - // Vertex data definning a mesh - typedef struct Mesh { - int vertexCount; // number of vertices stored in arrays - int triangleCount; // number of triangles stored (indexed or not) - 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 *texcoords2; // vertex second texture coordinates (useful for lightmaps) (shader-location = 5) - float *normals; // vertex normals (XYZ - 3 components per vertex) (shader-location = 2) - float *tangents; // vertex tangents (XYZW - 4 components per vertex) (shader-location = 4) - unsigned char *colors; // vertex colors (RGBA - 4 components per vertex) (shader-location = 3) - unsigned short *indices;// vertex indices (in case vertex data comes indexed) - - // Animation vertex data - float *animVertices; // Animated vertex positions (after bones transformations) - float *animNormals; // Animated normals (after bones transformations) - int *boneIds; // Vertex bone ids, up to 4 bones influence by vertex (skinning) - float *boneWeights; // Vertex bone weight, up to 4 bones influence by vertex (skinning) - - // OpenGL identifiers - unsigned int vaoId; // OpenGL Vertex Array Object id - unsigned int *vboId; // OpenGL Vertex Buffer Objects id (7 types of vertex data) - } Mesh; - - // Shader and material limits - #define MAX_SHADER_LOCATIONS 32 - #define MAX_MATERIAL_MAPS 12 - // Shader type (generic) typedef struct Shader { unsigned int id; // Shader program id int *locs; // Shader locations array (MAX_SHADER_LOCATIONS) } Shader; - // Material texture map - typedef struct MaterialMap { - Texture2D texture; // Material map texture - Color color; // Material map color - float value; // Material map value - } MaterialMap; - - // Material type (generic) - typedef struct Material { - Shader shader; // Material shader - MaterialMap *maps; // Material maps (MAX_MATERIAL_MAPS) - float *params; // Material generic parameters (if required) - } Material; - - // Camera type, defines a camera position/orientation in 3d space - typedef struct Camera { - Vector3 position; // Camera position - Vector3 target; // Camera target it looks-at - Vector3 up; // Camera up vector (rotation over its axis) - float fovy; // Camera field-of-view apperture in Y (degrees) - } Camera; - - // Head-Mounted-Display device parameters - typedef struct VrDeviceInfo { - int hResolution; // HMD horizontal resolution in pixels - int vResolution; // HMD vertical resolution in pixels - float hScreenSize; // HMD horizontal size in meters - float vScreenSize; // HMD vertical size in meters - float vScreenCenter; // HMD screen center in meters - float eyeToScreenDistance; // HMD distance between eye and display in meters - float lensSeparationDistance; // HMD lens separation distance in meters - float interpupillaryDistance; // HMD IPD (distance between pupils) in meters - float lensDistortionValues[4]; // HMD lens distortion constant parameters - float chromaAbCorrection[4]; // HMD chromatic aberration correction parameters - } VrDeviceInfo; - - // VR Stereo rendering configuration for simulator - typedef struct VrStereoConfig { - Shader distortionShader; // VR stereo rendering distortion shader - Matrix eyesProjection[2]; // VR stereo rendering eyes projection matrices - Matrix eyesViewOffset[2]; // VR stereo rendering eyes view offset matrices - int eyeViewportRight[4]; // VR stereo rendering right eye viewport [x, y, w, h] - int eyeViewportLeft[4]; // VR stereo rendering left eye viewport [x, y, w, h] - } VrStereoConfig; - - // TraceLog message types typedef enum { LOG_ALL, @@ -329,114 +339,108 @@ typedef unsigned char byte; LOG_ERROR, LOG_FATAL, LOG_NONE - } TraceLogType; + } TraceLogLevel; // Texture formats (support depends on OpenGL version) typedef enum { - UNCOMPRESSED_GRAYSCALE = 1, // 8 bit per pixel (no alpha) - UNCOMPRESSED_GRAY_ALPHA, - UNCOMPRESSED_R5G6B5, // 16 bpp - UNCOMPRESSED_R8G8B8, // 24 bpp - UNCOMPRESSED_R5G5B5A1, // 16 bpp (1 bit alpha) - UNCOMPRESSED_R4G4B4A4, // 16 bpp (4 bit alpha) - UNCOMPRESSED_R8G8B8A8, // 32 bpp - UNCOMPRESSED_R32, // 32 bpp (1 channel - float) - UNCOMPRESSED_R32G32B32, // 32*3 bpp (3 channels - float) - UNCOMPRESSED_R32G32B32A32, // 32*4 bpp (4 channels - float) - COMPRESSED_DXT1_RGB, // 4 bpp (no alpha) - COMPRESSED_DXT1_RGBA, // 4 bpp (1 bit alpha) - COMPRESSED_DXT3_RGBA, // 8 bpp - COMPRESSED_DXT5_RGBA, // 8 bpp - COMPRESSED_ETC1_RGB, // 4 bpp - COMPRESSED_ETC2_RGB, // 4 bpp - COMPRESSED_ETC2_EAC_RGBA, // 8 bpp - COMPRESSED_PVRT_RGB, // 4 bpp - COMPRESSED_PVRT_RGBA, // 4 bpp - COMPRESSED_ASTC_4x4_RGBA, // 8 bpp - COMPRESSED_ASTC_8x8_RGBA // 2 bpp + PIXELFORMAT_UNCOMPRESSED_GRAYSCALE = 1, // 8 bit per pixel (no alpha) + PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA, + PIXELFORMAT_UNCOMPRESSED_R5G6B5, // 16 bpp + PIXELFORMAT_UNCOMPRESSED_R8G8B8, // 24 bpp + PIXELFORMAT_UNCOMPRESSED_R5G5B5A1, // 16 bpp (1 bit alpha) + PIXELFORMAT_UNCOMPRESSED_R4G4B4A4, // 16 bpp (4 bit alpha) + PIXELFORMAT_UNCOMPRESSED_R8G8B8A8, // 32 bpp + PIXELFORMAT_UNCOMPRESSED_R32, // 32 bpp (1 channel - float) + PIXELFORMAT_UNCOMPRESSED_R32G32B32, // 32*3 bpp (3 channels - float) + PIXELFORMAT_UNCOMPRESSED_R32G32B32A32, // 32*4 bpp (4 channels - float) + PIXELFORMAT_COMPRESSED_DXT1_RGB, // 4 bpp (no alpha) + PIXELFORMAT_COMPRESSED_DXT1_RGBA, // 4 bpp (1 bit alpha) + PIXELFORMAT_COMPRESSED_DXT3_RGBA, // 8 bpp + PIXELFORMAT_COMPRESSED_DXT5_RGBA, // 8 bpp + PIXELFORMAT_COMPRESSED_ETC1_RGB, // 4 bpp + PIXELFORMAT_COMPRESSED_ETC2_RGB, // 4 bpp + PIXELFORMAT_COMPRESSED_ETC2_EAC_RGBA, // 8 bpp + PIXELFORMAT_COMPRESSED_PVRT_RGB, // 4 bpp + PIXELFORMAT_COMPRESSED_PVRT_RGBA, // 4 bpp + PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA, // 8 bpp + PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA // 2 bpp } PixelFormat; // 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 { - FILTER_POINT = 0, // No filter, just pixel aproximation - FILTER_BILINEAR, // Linear filtering - FILTER_TRILINEAR, // Trilinear filtering (linear with mipmaps) - FILTER_ANISOTROPIC_4X, // Anisotropic filtering 4x - FILTER_ANISOTROPIC_8X, // Anisotropic filtering 8x - FILTER_ANISOTROPIC_16X, // Anisotropic filtering 16x - } TextureFilterMode; + TEXTURE_FILTER_POINT = 0, // No filter, just pixel aproximation + TEXTURE_FILTER_BILINEAR, // Linear filtering + TEXTURE_FILTER_TRILINEAR, // Trilinear filtering (linear with mipmaps) + TEXTURE_FILTER_ANISOTROPIC_4X, // Anisotropic filtering 4x + TEXTURE_FILTER_ANISOTROPIC_8X, // Anisotropic filtering 8x + TEXTURE_FILTER_ANISOTROPIC_16X, // Anisotropic filtering 16x + } TextureFilter; + + // Texture parameters: wrap mode + typedef enum { + TEXTURE_WRAP_REPEAT = 0, // Repeats texture in tiled mode + TEXTURE_WRAP_CLAMP, // Clamps texture to edge pixel in tiled mode + TEXTURE_WRAP_MIRROR_REPEAT, // Mirrors and repeats the texture in tiled mode + TEXTURE_WRAP_MIRROR_CLAMP // Mirrors and clamps to border the texture in tiled mode + } TextureWrap; // Color blending modes (pre-defined) typedef enum { - BLEND_ALPHA = 0, - BLEND_ADDITIVE, - BLEND_MULTIPLIED + BLEND_ALPHA = 0, // Blend textures considering alpha (default) + BLEND_ADDITIVE, // Blend textures adding colors + BLEND_MULTIPLIED, // Blend textures multiplying colors + BLEND_ADD_COLORS, // Blend textures adding colors (alternative) + BLEND_SUBTRACT_COLORS, // Blend textures subtracting colors (alternative) + BLEND_CUSTOM // Belnd textures using custom src/dst factors (use SetBlendModeCustom()) } BlendMode; // Shader location point type typedef enum { - LOC_VERTEX_POSITION = 0, - LOC_VERTEX_TEXCOORD01, - LOC_VERTEX_TEXCOORD02, - LOC_VERTEX_NORMAL, - LOC_VERTEX_TANGENT, - LOC_VERTEX_COLOR, - LOC_MATRIX_MVP, - LOC_MATRIX_MODEL, - LOC_MATRIX_VIEW, - LOC_MATRIX_PROJECTION, - LOC_VECTOR_VIEW, - LOC_COLOR_DIFFUSE, - LOC_COLOR_SPECULAR, - LOC_COLOR_AMBIENT, - LOC_MAP_ALBEDO, // LOC_MAP_DIFFUSE - LOC_MAP_METALNESS, // LOC_MAP_SPECULAR - LOC_MAP_NORMAL, - LOC_MAP_ROUGHNESS, - LOC_MAP_OCCLUSION, - LOC_MAP_EMISSION, - LOC_MAP_HEIGHT, - LOC_MAP_CUBEMAP, - LOC_MAP_IRRADIANCE, - LOC_MAP_PREFILTER, - LOC_MAP_BRDF + SHADER_LOC_VERTEX_POSITION = 0, + SHADER_LOC_VERTEX_TEXCOORD01, + SHADER_LOC_VERTEX_TEXCOORD02, + SHADER_LOC_VERTEX_NORMAL, + SHADER_LOC_VERTEX_TANGENT, + SHADER_LOC_VERTEX_COLOR, + SHADER_LOC_MATRIX_MVP, + SHADER_LOC_MATRIX_MODEL, + SHADER_LOC_MATRIX_VIEW, + SHADER_LOC_MATRIX_NORMAL, + SHADER_LOC_MATRIX_PROJECTION, + SHADER_LOC_VECTOR_VIEW, + SHADER_LOC_COLOR_DIFFUSE, + SHADER_LOC_COLOR_SPECULAR, + SHADER_LOC_COLOR_AMBIENT, + SHADER_LOC_MAP_ALBEDO, // SHADER_LOC_MAP_DIFFUSE + SHADER_LOC_MAP_METALNESS, // SHADER_LOC_MAP_SPECULAR + SHADER_LOC_MAP_NORMAL, + SHADER_LOC_MAP_ROUGHNESS, + SHADER_LOC_MAP_OCCLUSION, + SHADER_LOC_MAP_EMISSION, + SHADER_LOC_MAP_HEIGHT, + SHADER_LOC_MAP_CUBEMAP, + SHADER_LOC_MAP_IRRADIANCE, + SHADER_LOC_MAP_PREFILTER, + SHADER_LOC_MAP_BRDF } ShaderLocationIndex; + #define SHADER_LOC_MAP_DIFFUSE SHADER_LOC_MAP_ALBEDO + #define SHADER_LOC_MAP_SPECULAR SHADER_LOC_MAP_METALNESS + // Shader uniform data types typedef enum { - UNIFORM_FLOAT = 0, - UNIFORM_VEC2, - UNIFORM_VEC3, - UNIFORM_VEC4, - UNIFORM_INT, - UNIFORM_IVEC2, - UNIFORM_IVEC3, - UNIFORM_IVEC4, - UNIFORM_SAMPLER2D + SHADER_UNIFORM_FLOAT = 0, + SHADER_UNIFORM_VEC2, + SHADER_UNIFORM_VEC3, + SHADER_UNIFORM_VEC4, + SHADER_UNIFORM_INT, + SHADER_UNIFORM_IVEC2, + SHADER_UNIFORM_IVEC3, + SHADER_UNIFORM_IVEC4, + SHADER_UNIFORM_SAMPLER2D } ShaderUniformDataType; - - #define LOC_MAP_DIFFUSE LOC_MAP_ALBEDO - #define LOC_MAP_SPECULAR LOC_MAP_METALNESS - - // Material map type - typedef enum { - MAP_ALBEDO = 0, // MAP_DIFFUSE - MAP_METALNESS = 1, // MAP_SPECULAR - MAP_NORMAL = 2, - MAP_ROUGHNESS = 3, - MAP_OCCLUSION, - MAP_EMISSION, - MAP_HEIGHT, - MAP_CUBEMAP, // NOTE: Uses GL_TEXTURE_CUBE_MAP - MAP_IRRADIANCE, // NOTE: Uses GL_TEXTURE_CUBE_MAP - MAP_PREFILTER, // NOTE: Uses GL_TEXTURE_CUBE_MAP - MAP_BRDF - } MaterialMapType; - - #define MAP_DIFFUSE MAP_ALBEDO - #define MAP_SPECULAR MAP_METALNESS #endif #if defined(__cplusplus) @@ -468,129 +472,157 @@ RLAPI void rlVertex2f(float x, float y); // Define one vertex (posi 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(byte r, byte g, byte b, byte a); // Define one vertex (color) - 4 byte +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 equivalent functions (common to 1.1, 3.3+, ES2) -// NOTE: This functions are used to completely abstract raylib code from OpenGL layer +// 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 //------------------------------------------------------------------------------------ -RLAPI void rlEnableTexture(unsigned int id); // Enable texture usage -RLAPI void rlDisableTexture(void); // Disable texture usage + +// 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); +RLAPI void rlDisableStatePointer(int vertexAttribType); +#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 rlEnableRenderTexture(unsigned int id); // Enable render texture (fbo) -RLAPI void rlDisableRenderTexture(void); // Disable render texture (fbo), return to default framebuffer -RLAPI void rlEnableDepthTest(void); // Enable depth test -RLAPI void rlDisableDepthTest(void); // Disable depth test -RLAPI void rlEnableBackfaceCulling(void); // Enable backface culling -RLAPI void rlDisableBackfaceCulling(void); // Disable backface culling -RLAPI void rlEnableScissorTest(void); // Enable scissor test -RLAPI void rlDisableScissorTest(void); // Disable scissor test -RLAPI void rlScissor(int x, int y, int width, int height); // Scissor test -RLAPI void rlEnableWireMode(void); // Enable wire mode -RLAPI void rlDisableWireMode(void); // Disable wire mode -RLAPI void rlDeleteTextures(unsigned int id); // Delete OpenGL texture from GPU -RLAPI void rlDeleteRenderTextures(RenderTexture2D target); // Delete render textures (fbo) from GPU -RLAPI void rlDeleteShader(unsigned int id); // Delete OpenGL shader program from GPU -RLAPI void rlDeleteVertexArrays(unsigned int id); // Unload vertex data (VAO) from GPU memory -RLAPI void rlDeleteBuffers(unsigned int id); // Unload vertex data (VBO) from GPU memory -RLAPI void rlClearColor(byte r, byte g, byte b, byte a); // Clear color buffer with color -RLAPI void rlClearScreenBuffers(void); // Clear used screen buffers (color and depth) -RLAPI void rlUpdateBuffer(int bufferId, void *data, int dataSize); // Update GPU buffer with new data -RLAPI unsigned int rlLoadAttribBuffer(unsigned int vaoId, int shaderLoc, void *buffer, int size, bool dynamic); // Load a new attributes buffer + +// 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 + +// General render state +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 rlEnableScissorTest(void); // Enable scissor test +RLAPI void rlDisableScissorTest(void); // Disable scissor test +RLAPI void rlScissor(int x, int y, int width, int height); // Scissor test +RLAPI void rlEnableWireMode(void); // Enable wire mode +RLAPI void rlDisableWireMode(void); // Disable wire mode +RLAPI void rlSetLineWidth(float width); // Set the line drawing width +RLAPI float rlGetLineWidth(void); // Get the line drawing width +RLAPI void rlEnableSmoothLines(void); // Enable line aliasing +RLAPI void rlDisableSmoothLines(void); // Disable line aliasing +RLAPI void rlEnableStereoRender(void); // Enable stereo rendering +RLAPI void rlDisableStereoRender(void); // Disable stereo rendering +RLAPI bool rlIsStereoRenderEnabled(void); // Check if stereo render is enabled + +RLAPI void rlClearColor(unsigned char r, unsigned char g, unsigned char b, unsigned char a); // Clear color buffer with color +RLAPI void rlClearScreenBuffers(void); // Clear used screen buffers (color and depth) +RLAPI void rlCheckErrors(void); // Check and log OpenGL error codes +RLAPI void rlSetBlendMode(int mode); // Set blending mode +RLAPI void rlSetBlendFactors(int glSrcFactor, int glDstFactor, int glEquation); // Set blending mode factor and equation (using OpenGL factors) //------------------------------------------------------------------------------------ // 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-inititialize rlgl (buffers, shaders, textures) -RLAPI void rlglDraw(void); // Update and draw default internal buffers - +RLAPI void rlLoadExtensions(void* loader); // Load OpenGL extensions (loader function pointer required) RLAPI int rlGetVersion(void); // Returns current OpenGL version -RLAPI bool rlCheckBufferLimit(int vCount); // Check internal buffer overflow for a given number of vertex -RLAPI void rlSetDebugMarker(const char *text); // Set debug marker for analysis -RLAPI void rlLoadExtensions(void *loader); // Load OpenGL extensions -RLAPI Vector3 rlUnproject(Vector3 source, Matrix proj, Matrix view); // Get world coordinates from screen coordinates - -// Textures data management +RLAPI int rlGetFramebufferWidth(void); // Get default framebuffer width +RLAPI int rlGetFramebufferHeight(void); // Get default framebuffer height + +RLAPI Shader rlGetShaderDefault(void); // Get default shader +RLAPI Texture2D rlGetTextureDefault(void); // Get default texture + +// 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 RenderBatch rlLoadRenderBatch(int numBuffers, int bufferElements); // Load a render batch system +RLAPI void rlUnloadRenderBatch(RenderBatch batch); // Unload render batch system +RLAPI void rlDrawRenderBatch(RenderBatch *batch); // Draw render batch data (Update->Draw->Reset) +RLAPI void rlSetRenderBatchActive(RenderBatch *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(void *buffer, int size, bool dynamic); // Load a vertex buffer attribute +RLAPI unsigned int rlLoadVertexBufferElement(void *buffer, int size, bool dynamic); // Load a new attributes element buffer +RLAPI void rlUpdateVertexBuffer(int bufferId, void *data, int dataSize, int offset); // Update GPU buffer with new data +RLAPI void rlUnloadVertexArray(unsigned int vaoId); +RLAPI void rlUnloadVertexBuffer(unsigned int vboId); +RLAPI void rlSetVertexAttribute(unsigned int index, int compSize, int type, bool normalized, int stride, void *pointer); +RLAPI void rlSetVertexAttributeDivisor(unsigned int index, int divisor); +RLAPI void rlSetVertexAttributeDefault(int locIndex, const void *value, int attribType, int count); // Set vertex attribute default value +RLAPI void rlDrawVertexArray(int offset, int count); +RLAPI void rlDrawVertexArrayElements(int offset, int count, void *buffer); +RLAPI void rlDrawVertexArrayInstanced(int offset, int count, int instances); +RLAPI void rlDrawVertexArrayElementsInstanced(int offset, int count, void *buffer, int instances); + +// Textures management RLAPI unsigned int rlLoadTexture(void *data, int width, int height, int format, int mipmapCount); // Load texture in GPU -RLAPI unsigned int rlLoadTextureDepth(int width, int height, int bits, bool useRenderBuffer); // Load depth texture/renderbuffer (to be attached to fbo) +RLAPI unsigned int rlLoadTextureDepth(int width, int height, bool useRenderBuffer); // Load depth texture/renderbuffer (to be attached to fbo) RLAPI unsigned int rlLoadTextureCubemap(void *data, int size, int format); // Load texture cubemap -RLAPI void rlUpdateTexture(unsigned int id, int width, int height, int format, const void *data); // Update GPU texture with new data +RLAPI void rlUpdateTexture(unsigned int id, int offsetX, int offsetY, int width, int height, int format, const void *data); // Update GPU texture with new data RLAPI void rlGetGlTextureFormats(int format, unsigned int *glInternalFormat, unsigned int *glFormat, unsigned int *glType); // Get OpenGL internal formats RLAPI void rlUnloadTexture(unsigned int id); // Unload texture from GPU memory - RLAPI void rlGenerateMipmaps(Texture2D *texture); // Generate mipmap data for selected texture RLAPI void *rlReadTexturePixels(Texture2D texture); // Read texture pixel data RLAPI unsigned char *rlReadScreenPixels(int width, int height); // Read screen pixel data (color buffer) -// Render texture management (fbo) -RLAPI RenderTexture2D rlLoadRenderTexture(int width, int height, int format, int depthBits, bool useDepthTexture); // Load a render texture (with color and depth attachments) -RLAPI void rlRenderTextureAttach(RenderTexture target, unsigned int id, int attachType); // Attach texture/renderbuffer to an fbo -RLAPI bool rlRenderTextureComplete(RenderTexture target); // Verify render texture is complete - -// Vertex data management -RLAPI void rlLoadMesh(Mesh *mesh, bool dynamic); // Upload vertex data into GPU and provided VAO/VBO ids -RLAPI void rlUpdateMesh(Mesh mesh, int buffer, int num); // Update vertex or index data on GPU (upload new data to one buffer) -RLAPI void rlUpdateMeshAt(Mesh mesh, int buffer, int num, int index); // Update vertex or index data on GPU, at index -RLAPI void rlDrawMesh(Mesh mesh, Material material, Matrix transform); // Draw a 3d mesh with material and transform -RLAPI void rlUnloadMesh(Mesh mesh); // Unload mesh data from CPU and GPU - -// NOTE: There is a set of shader related functions that are available to end user, -// to avoid creating function wrappers through core module, they have been directly declared in raylib.h - -#if defined(RLGL_STANDALONE) -//------------------------------------------------------------------------------------ -// Shaders System Functions (Module: rlgl) -// NOTE: This functions are useless when using OpenGL 1.1 -//------------------------------------------------------------------------------------ -// Shader loading/unloading functions -RLAPI Shader LoadShader(const char *vsFileName, const char *fsFileName); // Load shader from files and bind default locations -RLAPI Shader LoadShaderCode(const char *vsCode, const char *fsCode); // Load shader from code strings and bind default locations -RLAPI void UnloadShader(Shader shader); // Unload shader from GPU memory (VRAM) - -RLAPI Shader GetShaderDefault(void); // Get default shader -RLAPI Texture2D GetTextureDefault(void); // Get default texture -RLAPI Texture2D GetShapesTexture(void); // Get texture to draw shapes -RLAPI Rectangle GetShapesTextureRec(void); // Get texture rectangle to draw shapes - -// Shader configuration functions -RLAPI int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location -RLAPI void SetShaderValue(Shader shader, int uniformLoc, const void *value, int uniformType); // Set shader uniform value -RLAPI void SetShaderValueV(Shader shader, int uniformLoc, const void *value, int uniformType, int count); // Set shader uniform value vector -RLAPI void SetShaderValueMatrix(Shader shader, int uniformLoc, Matrix mat); // Set shader uniform value (matrix 4x4) -RLAPI void SetMatrixProjection(Matrix proj); // Set a custom projection matrix (replaces internal projection matrix) -RLAPI void SetMatrixModelview(Matrix view); // Set a custom modelview matrix (replaces internal modelview matrix) -RLAPI Matrix GetMatrixModelview(void); // Get internal modelview matrix - -// Texture maps generation (PBR) -// NOTE: Required shaders should be provided -RLAPI Texture2D GenTextureCubemap(Shader shader, Texture2D map, int size); // Generate cubemap texture from HDR texture -RLAPI Texture2D GenTextureIrradiance(Shader shader, Texture2D cubemap, int size); // Generate irradiance texture using cubemap data -RLAPI Texture2D GenTexturePrefilter(Shader shader, Texture2D cubemap, int size); // Generate prefilter texture using cubemap data -RLAPI Texture2D GenTextureBRDF(Shader shader, int size); // Generate BRDF texture using cubemap data - -// Shading begin/end functions -RLAPI void BeginShaderMode(Shader shader); // Begin custom shader drawing -RLAPI void EndShaderMode(void); // End custom shader drawing (use default shader) -RLAPI void BeginBlendMode(int mode); // Begin blending mode (alpha, additive, multiplied) -RLAPI void EndBlendMode(void); // End blending mode (reset to default: alpha blending) - -// VR control functions -RLAPI void InitVrSimulator(void); // Init VR simulator for selected device parameters -RLAPI void CloseVrSimulator(void); // Close VR simulator for current device -RLAPI void UpdateVrTracking(Camera *camera); // Update VR tracking (position and orientation) and camera -RLAPI void SetVrConfiguration(VrDeviceInfo info, Shader distortion); // Set stereo rendering configuration parameters -RLAPI bool IsVrSimulatorReady(void); // Detect if VR simulator is ready -RLAPI void ToggleVrMode(void); // Enable/Disable VR experience -RLAPI void BeginVrDrawing(void); // Begin VR simulator stereo rendering -RLAPI void EndVrDrawing(void); // End VR simulator stereo rendering - -RLAPI char *LoadFileText(const char *fileName); // Load chars array from text file -RLAPI int GetPixelDataSize(int width, int height, int format);// Get pixel data size in bytes (image or texture) -#endif - +// Framebuffer management (fbo) +RLAPI unsigned int rlLoadFramebuffer(int width, int height); // Load an empty framebuffer +RLAPI void rlFramebufferAttach(unsigned int fboId, unsigned int texId, int attachType, int texType, int mipLevel); // Attach texture/renderbuffer to a framebuffer +RLAPI bool rlFramebufferComplete(unsigned int id); // Verify framebuffer is complete +RLAPI void rlUnloadFramebuffer(unsigned int id); // Delete framebuffer from GPU + +// Shaders management +RLAPI unsigned int rlLoadShaderCode(const char *vsCode, const char *fsCode); // Load shader from code strings +RLAPI unsigned int rlCompileShader(const char *shaderCode, int type); // Compile custom shader and return shader id (type: GL_VERTEX_SHADER, GL_FRAGMENT_SHADER) +RLAPI unsigned int rlLoadShaderProgram(unsigned int vShaderId, unsigned int fShaderId); // Load custom shader program +RLAPI void rlUnloadShaderProgram(unsigned int id); // Unload shader program +RLAPI int rlGetLocationUniform(unsigned int shaderId, const char *uniformName); // Get shader location uniform +RLAPI int rlGetLocationAttrib(unsigned int shaderId, const char *attribName); // Get shader location attribute +RLAPI void rlSetUniform(int locIndex, const void *value, int uniformType, int count); // Set shader value uniform +RLAPI void rlSetUniformMatrix(int locIndex, Matrix mat); // Set shader value matrix +RLAPI void rlSetUniformSampler(int locIndex, unsigned int textureId); // Set shader value sampler +RLAPI void rlSetShader(Shader shader); // Set shader currently active + +// 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 @@ -605,23 +637,20 @@ RLAPI int GetPixelDataSize(int width, int height, int format);// Get pixel data #if defined(RLGL_IMPLEMENTATION) -#if defined(RLGL_STANDALONE) - #include <stdio.h> // Required for: fopen(), fseek(), fread(), fclose() [LoadFileText] -#else +#if !defined(RLGL_STANDALONE) // Check if config flags have been externally provided on compilation line #if !defined(EXTERNAL_CONFIG_FLAGS) - #include "config.h" // Defines module configuration flags + #include "config.h" // Defines module configuration flags #endif - #include "raymath.h" // Required for: Vector3 and Matrix functions + #include "raymath.h" // Required for: Vector3 and Matrix functions #endif -#include <stdlib.h> // Required for: malloc(), free() -#include <string.h> // Required for: strcmp(), strlen() [Used in rlglInit(), on extensions loading] -#include <math.h> // Required for: atan2f(), fabs() +#include <stdlib.h> // Required for: malloc(), free() +#include <string.h> // Required for: strcmp(), strlen() [Used in rlglInit(), on extensions loading] #if defined(GRAPHICS_API_OPENGL_11) #if defined(__APPLE__) - #include <OpenGL/gl.h> // OpenGL 1.1 library for OSX + #include <OpenGL/gl.h> // OpenGL 1.1 library for OSX #include <OpenGL/glext.h> #else // APIENTRY for OpenGL function pointer declarations is required @@ -641,10 +670,6 @@ RLAPI int GetPixelDataSize(int width, int height, int format);// Get pixel data #endif #endif -#if defined(GRAPHICS_API_OPENGL_21) - #define GRAPHICS_API_OPENGL_33 // OpenGL 2.1 uses mostly OpenGL 3.3 Core functionality -#endif - #if defined(GRAPHICS_API_OPENGL_33) #if defined(__APPLE__) #include <OpenGL/gl3.h> // OpenGL 3 library for OSX @@ -663,9 +688,18 @@ RLAPI int GetPixelDataSize(int width, int height, int format);// Get pixel data #endif #if defined(GRAPHICS_API_OPENGL_ES2) + #define GL_GLEXT_PROTOTYPES #include <EGL/egl.h> // EGL library #include <GLES2/gl2.h> // OpenGL ES 2.0 library #include <GLES2/gl2ext.h> // OpenGL ES 2.0 extensions library + + // 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_RPI) || 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 //---------------------------------------------------------------------------------- @@ -712,7 +746,6 @@ RLAPI int GetPixelDataSize(int width, int height, int format);// Get pixel data #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 @@ -729,121 +762,87 @@ RLAPI int GetPixelDataSize(int width, int height, int format);// Get pixel data #endif #if defined(GRAPHICS_API_OPENGL_ES2) - #define glClearDepth glClearDepthf + #define glClearDepth glClearDepthf #define GL_READ_FRAMEBUFFER GL_FRAMEBUFFER #define GL_DRAW_FRAMEBUFFER GL_FRAMEBUFFER #endif -// Default vertex attribute names on shader to set location points -#define DEFAULT_ATTRIB_POSITION_NAME "vertexPosition" // shader-location = 0 -#define DEFAULT_ATTRIB_TEXCOORD_NAME "vertexTexCoord" // shader-location = 1 -#define DEFAULT_ATTRIB_NORMAL_NAME "vertexNormal" // shader-location = 2 -#define DEFAULT_ATTRIB_COLOR_NAME "vertexColor" // shader-location = 3 -#define DEFAULT_ATTRIB_TANGENT_NAME "vertexTangent" // shader-location = 4 -#define DEFAULT_ATTRIB_TEXCOORD2_NAME "vertexTexCoord2" // shader-location = 5 +// Default shader vertex attribute names to set location points +#ifndef DEFAULT_SHADER_ATTRIB_NAME_POSITION + #define DEFAULT_SHADER_ATTRIB_NAME_POSITION "vertexPosition" // Binded by default to shader location: 0 +#endif +#ifndef DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD + #define DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD "vertexTexCoord" // Binded by default to shader location: 1 +#endif +#ifndef DEFAULT_SHADER_ATTRIB_NAME_NORMAL + #define DEFAULT_SHADER_ATTRIB_NAME_NORMAL "vertexNormal" // Binded by default to shader location: 2 +#endif +#ifndef DEFAULT_SHADER_ATTRIB_NAME_COLOR + #define DEFAULT_SHADER_ATTRIB_NAME_COLOR "vertexColor" // Binded by default to shader location: 3 +#endif +#ifndef DEFAULT_SHADER_ATTRIB_NAME_TANGENT + #define DEFAULT_SHADER_ATTRIB_NAME_TANGENT "vertexTangent" // Binded by default to shader location: 4 +#endif +#ifndef DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2 + #define DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2 "vertexTexCoord2" // Binded by default to shader location: 5 +#endif //---------------------------------------------------------------------------------- // Types and Structures Definition //---------------------------------------------------------------------------------- - -// Dynamic vertex buffers (position + texcoords + colors + indices arrays) -typedef struct DynamicBuffer { - int vCounter; // vertex position counter to process (and draw) from full buffer - int tcCounter; // vertex texcoord counter to process (and draw) from full buffer - int cCounter; // vertex color counter to process (and draw) from full buffer - - float *vertices; // vertex position (XYZ - 3 components per vertex) (shader-location = 0) - float *texcoords; // vertex texture coordinates (UV - 2 components per vertex) (shader-location = 1) - unsigned char *colors; // vertex colors (RGBA - 4 components per vertex) (shader-location = 3) -#if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33) - unsigned int *indices; // vertex indices (in case vertex data comes indexed) (6 indices per quad) -#elif defined(GRAPHICS_API_OPENGL_ES2) - unsigned short *indices; // vertex indices (in case vertex data comes indexed) (6 indices per quad) -#endif - unsigned int vaoId; // OpenGL Vertex Array Object id - unsigned int vboId[4]; // OpenGL Vertex Buffer Objects id (4 types of vertex data) -} DynamicBuffer; - -// Draw call type -typedef struct DrawCall { - 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 - //unsigned int shaderId; // Shader id to be used on the draw - unsigned int textureId; // Texture id to be used on the draw - - //Matrix projection; // Projection matrix for this draw - //Matrix modelview; // Modelview matrix for this draw -} DrawCall; - -#if defined(SUPPORT_VR_SIMULATOR) -// VR Stereo rendering configuration for simulator -typedef struct VrStereoConfig { - Shader distortionShader; // VR stereo rendering distortion shader - Matrix eyesProjection[2]; // VR stereo rendering eyes projection matrices - Matrix eyesViewOffset[2]; // VR stereo rendering eyes view offset matrices - int eyeViewportRight[4]; // VR stereo rendering right eye viewport [x, y, w, h] - int eyeViewportLeft[4]; // VR stereo rendering left eye viewport [x, y, w, h] -} VrStereoConfig; -#endif - #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) typedef struct rlglData { + RenderBatch *currentBatch; // Current render batch + RenderBatch defaultBatch; // Default internal render batch + struct { 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 doTransform; // Use transform matrix against vertex (if required) + bool transformRequired; // Require transform matrix application to current draw-call vertex (if required) Matrix stack[MAX_MATRIX_STACK_SIZE];// Matrix stack for push/pop int stackCounter; // Matrix stack counter - DynamicBuffer vertexData[MAX_BATCH_BUFFERING];// Default dynamic buffer for elements data - int currentBuffer; // Current buffer tracking, multi-buffering system is supported - DrawCall *draws; // Draw calls array - int drawsCounter; // Draw calls counter - - Texture2D shapesTexture; // Texture used on shapes drawing (usually a white) - Rectangle shapesTextureRec; // Texture source rectangle used on shapes drawing unsigned int defaultTextureId; // Default texture used on shapes/poly drawing (required by shader) + unsigned int activeTextureId[MAX_BATCH_ACTIVE_TEXTURES]; // 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) Shader defaultShader; // Basic shader, support vertex color and diffuse texture Shader currentShader; // Shader to be used on rendering (by default, defaultShader) - float currentDepth; // Current depth value + + bool stereoRender; // Stereo rendering flag + Matrix projectionStereo[2]; // VR stereo rendering eyes projection matrices + Matrix viewOffsetStereo[2]; // VR stereo rendering eyes view offset matrices + + int currentBlendMode; // Blending mode active + int glBlendSrcFactor; // Blending source factor + int glBlendDstFactor; // Blending destination factor + int glBlendEquation; // Blending equation int framebufferWidth; // Default framebuffer width int framebufferHeight; // Default framebuffer height - } State; + } State; // Renderer state struct { - bool vao; // VAO support (OpenGL ES2 could not support VAO extension) - bool texNPOT; // NPOT textures full support - bool texDepth; // Depth textures supported - bool texFloat32; // float textures support (32 bit per channel) - bool texCompDXT; // DDS texture compression support - bool texCompETC1; // ETC1 texture compression support - bool texCompETC2; // ETC2/EAC texture compression support - bool texCompPVRT; // PVR texture compression support - bool texCompASTC; // ASTC texture compression support - bool texMirrorClamp; // Clamp mirror wrap mode supported - bool texAnisoFilter; // Anisotropic texture filtering support - bool debugMarker; // Debug marker support - - float maxAnisotropicLevel; // Maximum anisotropy level supported (minimum is 2.0f) + 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_WEBGL_depth_texture, GL_OES_depth_texture) + bool texFloat32; // float textures support (32 bit per channel) (GL_OES_texture_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) + + float maxAnisotropyLevel; // Maximum anisotropy level supported (minimum is 2.0f) int maxDepthBits; // Maximum bits for depth component } ExtSupported; // Extensions supported flags -#if defined(SUPPORT_VR_SIMULATOR) - struct { - VrStereoConfig config; // VR stereo configuration for simulator - RenderTexture2D stereoFbo; // VR stereo rendering framebuffer - bool simulatorReady; // VR simulator ready flag - bool stereoRender; // VR stereo rendering enabled/disabled flag - } Vr; -#endif // SUPPORT_VR_SIMULATOR } rlglData; #endif // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2 @@ -856,47 +855,37 @@ static rlglData RLGL = { 0 }; #if defined(GRAPHICS_API_OPENGL_ES2) // NOTE: VAO functionality is exposed through extensions (OES) -static PFNGLGENVERTEXARRAYSOESPROC glGenVertexArrays; // Entry point pointer to function glGenVertexArrays() -static PFNGLBINDVERTEXARRAYOESPROC glBindVertexArray; // Entry point pointer to function glBindVertexArray() -static PFNGLDELETEVERTEXARRAYSOESPROC glDeleteVertexArrays; // Entry point pointer to function glDeleteVertexArrays() +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 unsigned int CompileShader(const char *shaderStr, int type); // Compile custom shader and return shader id -static unsigned int LoadShaderProgram(unsigned int vShaderId, unsigned int fShaderId); // Load custom shader program - -static Shader LoadShaderDefault(void); // Load default shader (just vertex positioning and texture coloring) -static void SetShaderDefaultLocations(Shader *shader); // Bind default shader locations (attributes and uniforms) -static void UnloadShaderDefault(void); // Unload default shader - -static void LoadBuffersDefault(void); // Load default internal buffers -static void UpdateBuffersDefault(void); // Update default internal buffers (VAOs/VBOs) with vertex data -static void DrawBuffersDefault(void); // Draw default internal buffers vertex data -static void UnloadBuffersDefault(void); // Unload default internal buffers vertex data from CPU and GPU - -static void GenDrawCube(void); // Generate and draw cube -static void GenDrawQuad(void); // Generate and draw quad - -#if defined(SUPPORT_VR_SIMULATOR) -static void SetStereoView(int eye, Matrix matProjection, Matrix matModelView); // Set internal projection and modelview matrix depending on eye -#endif - +static void rlLoadShaderDefault(void); // Load default shader (RLGL.State.defaultShader) +static void rlUnloadShaderDefault(void); // Unload default shader (RLGL.State.defaultShader) +#if defined(SUPPORT_GL_DETAILS_INFO) +static char *rlGetCompressedFormatName(int format); // Get compressed format official GL identifier name +#endif // SUPPORT_GL_DETAILS_INFO #endif // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2 - #if defined(GRAPHICS_API_OPENGL_11) -static int GenerateMipmaps(unsigned char *data, int baseWidth, int baseHeight); -static Color *GenNextMipmap(Color *srcData, int srcWidth, int srcHeight); +static int rlGenerateMipmapsData(unsigned char *data, int baseWidth, int baseHeight); // Generate mipmaps data on CPU side +static Color *rlGenNextMipmapData(Color *srcData, int srcWidth, int srcHeight); // Generate next mipmap level on CPU side #endif +static int rlGetPixelDataSize(int width, int height, int format); // Get pixel data size in bytes (image or texture) //---------------------------------------------------------------------------------- // Module Functions Definition - Matrix operations //---------------------------------------------------------------------------------- #if defined(GRAPHICS_API_OPENGL_11) - // Fallback to OpenGL 1.1 function calls //--------------------------------------- void rlMatrixMode(int mode) @@ -927,9 +916,8 @@ void rlTranslatef(float x, float y, float z) { glTranslatef(x, y, z); } void rlRotatef(float angleDeg, float x, float y, float z) { glRotatef(angleDeg, x, y, z); } void rlScalef(float x, float y, float z) { glScalef(x, y, z); } void rlMultMatrixf(float *matf) { glMultMatrixf(matf); } - -#elif defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - +#endif +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) // Choose the current matrix to be transformed void rlMatrixMode(int mode) { @@ -947,7 +935,7 @@ void rlPushMatrix(void) if (RLGL.State.currentMatrixMode == RL_MODELVIEW) { - RLGL.State.doTransform = true; + RLGL.State.transformRequired = true; RLGL.State.currentMatrix = &RLGL.State.transform; } @@ -968,7 +956,7 @@ void rlPopMatrix(void) if ((RLGL.State.stackCounter == 0) && (RLGL.State.currentMatrixMode == RL_MODELVIEW)) { RLGL.State.currentMatrix = &RLGL.State.modelview; - RLGL.State.doTransform = false; + RLGL.State.transformRequired = false; } } @@ -1031,15 +1019,15 @@ void rlFrustum(double left, double right, double bottom, double top, double znea // 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 on MatrixOrtho(), response to it is platform/compiler dependant Matrix matOrtho = MatrixOrtho(left, right, bottom, top, znear, zfar); *RLGL.State.currentMatrix = MatrixMultiply(*RLGL.State.currentMatrix, matOrtho); } - #endif // Set the viewport area (transformation from normalized device coordinates to window coordinates) -// NOTE: Updates global variables: RLGL.State.framebufferWidth, RLGL.State.framebufferHeight void rlViewport(int x, int y, int width, int height) { glViewport(x, y, width, height); @@ -1049,7 +1037,6 @@ void rlViewport(int x, int y, int width, int height) // Module Functions Definition - Vertex level operations //---------------------------------------------------------------------------------- #if defined(GRAPHICS_API_OPENGL_11) - // Fallback to OpenGL 1.1 function calls //--------------------------------------- void rlBegin(int mode) @@ -1069,47 +1056,44 @@ 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(byte r, byte g, byte b, byte a) { glColor4ub(r, g, b, a); } +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); } - -#elif defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - +#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.State.draws[RLGL.State.drawsCounter - 1].mode != mode) + if (RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].mode != mode) { - if (RLGL.State.draws[RLGL.State.drawsCounter - 1].vertexCount > 0) + if (RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexCount > 0) { - // Make sure current RLGL.State.draws[i].vertexCount is aligned a multiple of 4, + // 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.State.draws[RLGL.State.drawsCounter - 1].mode == RL_LINES) RLGL.State.draws[RLGL.State.drawsCounter - 1].vertexAlignment = ((RLGL.State.draws[RLGL.State.drawsCounter - 1].vertexCount < 4)? RLGL.State.draws[RLGL.State.drawsCounter - 1].vertexCount : RLGL.State.draws[RLGL.State.drawsCounter - 1].vertexCount%4); - else if (RLGL.State.draws[RLGL.State.drawsCounter - 1].mode == RL_TRIANGLES) RLGL.State.draws[RLGL.State.drawsCounter - 1].vertexAlignment = ((RLGL.State.draws[RLGL.State.drawsCounter - 1].vertexCount < 4)? 1 : (4 - (RLGL.State.draws[RLGL.State.drawsCounter - 1].vertexCount%4))); - - else RLGL.State.draws[RLGL.State.drawsCounter - 1].vertexAlignment = 0; + if (RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].mode == RL_LINES) RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexAlignment = ((RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexCount < 4)? RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexCount : RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexCount%4); + else if (RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].mode == RL_TRIANGLES) RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexAlignment = ((RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexCount < 4)? 1 : (4 - (RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexCount%4))); + else RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexAlignment = 0; - if (rlCheckBufferLimit(RLGL.State.draws[RLGL.State.drawsCounter - 1].vertexAlignment)) rlglDraw(); - else + if (!rlCheckRenderBatchLimit(RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexAlignment)) { - RLGL.State.vertexData[RLGL.State.currentBuffer].vCounter += RLGL.State.draws[RLGL.State.drawsCounter - 1].vertexAlignment; - RLGL.State.vertexData[RLGL.State.currentBuffer].cCounter += RLGL.State.draws[RLGL.State.drawsCounter - 1].vertexAlignment; - RLGL.State.vertexData[RLGL.State.currentBuffer].tcCounter += RLGL.State.draws[RLGL.State.drawsCounter - 1].vertexAlignment; + RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vCounter += RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexAlignment; + RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].cCounter += RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexAlignment; + RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].tcCounter += RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexAlignment; - RLGL.State.drawsCounter++; + RLGL.currentBatch->drawsCounter++; } } - if (RLGL.State.drawsCounter >= MAX_DRAWCALL_REGISTERED) rlglDraw(); + if (RLGL.currentBatch->drawsCounter >= DEFAULT_BATCH_DRAWCALLS) rlDrawRenderBatch(RLGL.currentBatch); - RLGL.State.draws[RLGL.State.drawsCounter - 1].mode = mode; - RLGL.State.draws[RLGL.State.drawsCounter - 1].vertexCount = 0; - RLGL.State.draws[RLGL.State.drawsCounter - 1].textureId = RLGL.State.defaultTextureId; + RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].mode = mode; + RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexCount = 0; + RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].textureId = RLGL.State.defaultTextureId; } } @@ -1120,30 +1104,30 @@ void rlEnd(void) // NOTE: In OpenGL 1.1, one glColor call can be made for all the subsequent glVertex calls // Make sure colors count match vertex count - if (RLGL.State.vertexData[RLGL.State.currentBuffer].vCounter != RLGL.State.vertexData[RLGL.State.currentBuffer].cCounter) + if (RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vCounter != RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].cCounter) { - int addColors = RLGL.State.vertexData[RLGL.State.currentBuffer].vCounter - RLGL.State.vertexData[RLGL.State.currentBuffer].cCounter; + int addColors = RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vCounter - RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].cCounter; for (int i = 0; i < addColors; i++) { - RLGL.State.vertexData[RLGL.State.currentBuffer].colors[4*RLGL.State.vertexData[RLGL.State.currentBuffer].cCounter] = RLGL.State.vertexData[RLGL.State.currentBuffer].colors[4*RLGL.State.vertexData[RLGL.State.currentBuffer].cCounter - 4]; - RLGL.State.vertexData[RLGL.State.currentBuffer].colors[4*RLGL.State.vertexData[RLGL.State.currentBuffer].cCounter + 1] = RLGL.State.vertexData[RLGL.State.currentBuffer].colors[4*RLGL.State.vertexData[RLGL.State.currentBuffer].cCounter - 3]; - RLGL.State.vertexData[RLGL.State.currentBuffer].colors[4*RLGL.State.vertexData[RLGL.State.currentBuffer].cCounter + 2] = RLGL.State.vertexData[RLGL.State.currentBuffer].colors[4*RLGL.State.vertexData[RLGL.State.currentBuffer].cCounter - 2]; - RLGL.State.vertexData[RLGL.State.currentBuffer].colors[4*RLGL.State.vertexData[RLGL.State.currentBuffer].cCounter + 3] = RLGL.State.vertexData[RLGL.State.currentBuffer].colors[4*RLGL.State.vertexData[RLGL.State.currentBuffer].cCounter - 1]; - RLGL.State.vertexData[RLGL.State.currentBuffer].cCounter++; + RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].colors[4*RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].cCounter] = RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].colors[4*RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].cCounter - 4]; + RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].colors[4*RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].cCounter + 1] = RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].colors[4*RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].cCounter - 3]; + RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].colors[4*RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].cCounter + 2] = RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].colors[4*RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].cCounter - 2]; + RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].colors[4*RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].cCounter + 3] = RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].colors[4*RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].cCounter - 1]; + RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].cCounter++; } } // Make sure texcoords count match vertex count - if (RLGL.State.vertexData[RLGL.State.currentBuffer].vCounter != RLGL.State.vertexData[RLGL.State.currentBuffer].tcCounter) + if (RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vCounter != RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].tcCounter) { - int addTexCoords = RLGL.State.vertexData[RLGL.State.currentBuffer].vCounter - RLGL.State.vertexData[RLGL.State.currentBuffer].tcCounter; + int addTexCoords = RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vCounter - RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].tcCounter; for (int i = 0; i < addTexCoords; i++) { - RLGL.State.vertexData[RLGL.State.currentBuffer].texcoords[2*RLGL.State.vertexData[RLGL.State.currentBuffer].tcCounter] = 0.0f; - RLGL.State.vertexData[RLGL.State.currentBuffer].texcoords[2*RLGL.State.vertexData[RLGL.State.currentBuffer].tcCounter + 1] = 0.0f; - RLGL.State.vertexData[RLGL.State.currentBuffer].tcCounter++; + RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].texcoords[2*RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].tcCounter] = 0.0f; + RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].texcoords[2*RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].tcCounter + 1] = 0.0f; + RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].tcCounter++; } } @@ -1152,17 +1136,18 @@ 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.State.currentDepth += (1.0f/20000.0f); + RLGL.currentBatch->currentDepth += (1.0f/20000.0f); // Verify internal buffers limits - // NOTE: This check is combined with usage of rlCheckBufferLimit() - if ((RLGL.State.vertexData[RLGL.State.currentBuffer].vCounter) >= (MAX_BATCH_ELEMENTS*4 - 4)) + // NOTE: This check is combined with usage of rlCheckRenderBatchLimit() + if ((RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vCounter) >= + (RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].elementsCount*4 - 4)) { - // WARNING: If we are between rlPushMatrix() and rlPopMatrix() and we need to force a rlglDraw(), + // WARNING: If we are between rlPushMatrix() and rlPopMatrix() and we need to force a rlDrawRenderBatch(), // we need to call rlPopMatrix() before to recover *RLGL.State.currentMatrix (RLGL.State.modelview) for the next forced draw call! // If we have multiple matrix pushed, it will require "RLGL.State.stackCounter" pops before launching the draw for (int i = RLGL.State.stackCounter; i >= 0; i--) rlPopMatrix(); - rlglDraw(); + rlDrawRenderBatch(RLGL.currentBatch); } } @@ -1173,40 +1158,40 @@ void rlVertex3f(float x, float y, float z) Vector3 vec = { x, y, z }; // Transform provided vector if required - if (RLGL.State.doTransform) vec = Vector3Transform(vec, RLGL.State.transform); + if (RLGL.State.transformRequired) vec = Vector3Transform(vec, RLGL.State.transform); - // Verify that MAX_BATCH_ELEMENTS limit not reached - if (RLGL.State.vertexData[RLGL.State.currentBuffer].vCounter < (MAX_BATCH_ELEMENTS*4)) + // Verify that current vertex buffer elements limit has not been reached + if (RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vCounter < (RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].elementsCount*4)) { - RLGL.State.vertexData[RLGL.State.currentBuffer].vertices[3*RLGL.State.vertexData[RLGL.State.currentBuffer].vCounter] = vec.x; - RLGL.State.vertexData[RLGL.State.currentBuffer].vertices[3*RLGL.State.vertexData[RLGL.State.currentBuffer].vCounter + 1] = vec.y; - RLGL.State.vertexData[RLGL.State.currentBuffer].vertices[3*RLGL.State.vertexData[RLGL.State.currentBuffer].vCounter + 2] = vec.z; - RLGL.State.vertexData[RLGL.State.currentBuffer].vCounter++; + RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vertices[3*RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vCounter] = vec.x; + RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vertices[3*RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vCounter + 1] = vec.y; + RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vertices[3*RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vCounter + 2] = vec.z; + RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vCounter++; - RLGL.State.draws[RLGL.State.drawsCounter - 1].vertexCount++; + RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexCount++; } - else TRACELOG(LOG_ERROR, "RLGL: Batch elements overflow (MAX_BATCH_ELEMENTS)"); + else TRACELOG(LOG_ERROR, "RLGL: Batch elements overflow"); } // Define one vertex (position) void rlVertex2f(float x, float y) { - rlVertex3f(x, y, RLGL.State.currentDepth); + rlVertex3f(x, y, RLGL.currentBatch->currentDepth); } // Define one vertex (position) void rlVertex2i(int x, int y) { - rlVertex3f((float)x, (float)y, RLGL.State.currentDepth); + 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.vertexData[RLGL.State.currentBuffer].texcoords[2*RLGL.State.vertexData[RLGL.State.currentBuffer].tcCounter] = x; - RLGL.State.vertexData[RLGL.State.currentBuffer].texcoords[2*RLGL.State.vertexData[RLGL.State.currentBuffer].tcCounter + 1] = y; - RLGL.State.vertexData[RLGL.State.currentBuffer].tcCounter++; + RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].texcoords[2*RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].tcCounter] = x; + RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].texcoords[2*RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].tcCounter + 1] = y; + RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].tcCounter++; } // Define one vertex (normal) @@ -1217,85 +1202,127 @@ void rlNormal3f(float x, float y, float z) } // Define one vertex (color) -void rlColor4ub(byte x, byte y, byte z, byte w) +void rlColor4ub(unsigned char x, unsigned char y, unsigned char z, unsigned char w) { - RLGL.State.vertexData[RLGL.State.currentBuffer].colors[4*RLGL.State.vertexData[RLGL.State.currentBuffer].cCounter] = x; - RLGL.State.vertexData[RLGL.State.currentBuffer].colors[4*RLGL.State.vertexData[RLGL.State.currentBuffer].cCounter + 1] = y; - RLGL.State.vertexData[RLGL.State.currentBuffer].colors[4*RLGL.State.vertexData[RLGL.State.currentBuffer].cCounter + 2] = z; - RLGL.State.vertexData[RLGL.State.currentBuffer].colors[4*RLGL.State.vertexData[RLGL.State.currentBuffer].cCounter + 3] = w; - RLGL.State.vertexData[RLGL.State.currentBuffer].cCounter++; + RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].colors[4*RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].cCounter] = x; + RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].colors[4*RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].cCounter + 1] = y; + RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].colors[4*RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].cCounter + 2] = z; + RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].colors[4*RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].cCounter + 3] = w; + RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].cCounter++; } // Define one vertex (color) void rlColor4f(float r, float g, float b, float a) { - rlColor4ub((byte)(r*255), (byte)(g*255), (byte)(b*255), (byte)(a*255)); + 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((byte)(x*255), (byte)(y*255), (byte)(z*255), 255); + rlColor4ub((unsigned char)(x*255), (unsigned char)(y*255), (unsigned char)(z*255), 255); } #endif -//---------------------------------------------------------------------------------- -// Module Functions Definition - OpenGL equivalent functions (common to 1.1, 3.3+, ES2) -//---------------------------------------------------------------------------------- +//-------------------------------------------------------------------------------------- +// Module Functions Definition - OpenGL style functions (common to 1.1, 3.3+, ES2) +//-------------------------------------------------------------------------------------- -// Enable texture usage -void rlEnableTexture(unsigned int id) +// Set current texture to use +void rlSetTexture(unsigned int id) { + if (id == 0) + { #if defined(GRAPHICS_API_OPENGL_11) - glEnable(GL_TEXTURE_2D); - glBindTexture(GL_TEXTURE_2D, id); + rlDisableTexture(); +#else + // NOTE: If quads batch limit is reached, we force a draw call and next batch starts + if (RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vCounter >= + RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].elementsCount*4) + { + rlDrawRenderBatch(RLGL.currentBatch); + } #endif - -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - if (RLGL.State.draws[RLGL.State.drawsCounter - 1].textureId != id) + } + else { - if (RLGL.State.draws[RLGL.State.drawsCounter - 1].vertexCount > 0) +#if defined(GRAPHICS_API_OPENGL_11) + rlEnableTexture(id); +#else + if (RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].textureId != id) { - // Make sure current RLGL.State.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.State.draws[RLGL.State.drawsCounter - 1].mode == RL_LINES) RLGL.State.draws[RLGL.State.drawsCounter - 1].vertexAlignment = ((RLGL.State.draws[RLGL.State.drawsCounter - 1].vertexCount < 4)? RLGL.State.draws[RLGL.State.drawsCounter - 1].vertexCount : RLGL.State.draws[RLGL.State.drawsCounter - 1].vertexCount%4); - else if (RLGL.State.draws[RLGL.State.drawsCounter - 1].mode == RL_TRIANGLES) RLGL.State.draws[RLGL.State.drawsCounter - 1].vertexAlignment = ((RLGL.State.draws[RLGL.State.drawsCounter - 1].vertexCount < 4)? 1 : (4 - (RLGL.State.draws[RLGL.State.drawsCounter - 1].vertexCount%4))); - - else RLGL.State.draws[RLGL.State.drawsCounter - 1].vertexAlignment = 0; - - if (rlCheckBufferLimit(RLGL.State.draws[RLGL.State.drawsCounter - 1].vertexAlignment)) rlglDraw(); - else + if (RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexCount > 0) { - RLGL.State.vertexData[RLGL.State.currentBuffer].vCounter += RLGL.State.draws[RLGL.State.drawsCounter - 1].vertexAlignment; - RLGL.State.vertexData[RLGL.State.currentBuffer].cCounter += RLGL.State.draws[RLGL.State.drawsCounter - 1].vertexAlignment; - RLGL.State.vertexData[RLGL.State.currentBuffer].tcCounter += RLGL.State.draws[RLGL.State.drawsCounter - 1].vertexAlignment; + // 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->drawsCounter - 1].mode == RL_LINES) RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexAlignment = ((RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexCount < 4)? RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexCount : RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexCount%4); + else if (RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].mode == RL_TRIANGLES) RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexAlignment = ((RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexCount < 4)? 1 : (4 - (RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexCount%4))); + else RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexAlignment = 0; + + if (!rlCheckRenderBatchLimit(RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexAlignment)) + { + RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vCounter += RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexAlignment; + RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].cCounter += RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexAlignment; + RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].tcCounter += RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexAlignment; - RLGL.State.drawsCounter++; + RLGL.currentBatch->drawsCounter++; + } } - } - if (RLGL.State.drawsCounter >= MAX_DRAWCALL_REGISTERED) rlglDraw(); + if (RLGL.currentBatch->drawsCounter >= DEFAULT_BATCH_DRAWCALLS) rlDrawRenderBatch(RLGL.currentBatch); - RLGL.State.draws[RLGL.State.drawsCounter - 1].textureId = id; - RLGL.State.draws[RLGL.State.drawsCounter - 1].vertexCount = 0; + RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].textureId = id; + RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 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 } -// Disable texture usage +// 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); -#else - // NOTE: If quads batch limit is reached, - // we force a draw call and next batch starts - if (RLGL.State.vertexData[RLGL.State.currentBuffer].vCounter >= (MAX_BATCH_ELEMENTS*4)) rlglDraw(); +} + +// Enable texture cubemap +void rlEnableTextureCubemap(unsigned int id) +{ +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) + glEnable(GL_TEXTURE_CUBE_MAP); // Core in OpenGL 1.4 + glBindTexture(GL_TEXTURE_CUBE_MAP, id); +#endif +} + +// Disable texture cubemap +void rlDisableTextureCubemap(void) +{ +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) + glDisable(GL_TEXTURE_CUBE_MAP); + glBindTexture(GL_TEXTURE_CUBE_MAP, 0); #endif } @@ -1309,7 +1336,7 @@ void rlTextureParameters(unsigned int id, int param, int value) case RL_TEXTURE_WRAP_S: case RL_TEXTURE_WRAP_T: { - if (value == RL_WRAP_MIRROR_CLAMP) + if (value == RL_TEXTURE_WRAP_MIRROR_CLAMP) { #if !defined(GRAPHICS_API_OPENGL_11) if (RLGL.ExtSupported.texMirrorClamp) glTexParameteri(GL_TEXTURE_2D, param, value); @@ -1321,13 +1348,13 @@ void rlTextureParameters(unsigned int id, int param, int value) } break; case RL_TEXTURE_MAG_FILTER: case RL_TEXTURE_MIN_FILTER: glTexParameteri(GL_TEXTURE_2D, param, value); break; - case RL_TEXTURE_ANISOTROPIC_FILTER: + case RL_TEXTURE_FILTER_ANISOTROPIC: { #if !defined(GRAPHICS_API_OPENGL_11) - if (value <= RLGL.ExtSupported.maxAnisotropicLevel) glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, (float)value); - else if (RLGL.ExtSupported.maxAnisotropicLevel > 0.0f) + if (value <= RLGL.ExtSupported.maxAnisotropyLevel) glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, (float)value); + else if (RLGL.ExtSupported.maxAnisotropyLevel > 0.0f) { - TRACELOG(LOG_WARNING, "GL: Maximum anisotropic filter level supported is %iX", id, RLGL.ExtSupported.maxAnisotropicLevel); + TRACELOG(LOG_WARNING, "GL: Maximum anisotropic filter level supported is %iX", id, RLGL.ExtSupported.maxAnisotropyLevel); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, (float)value); } else TRACELOG(LOG_WARNING, "GL: Anisotropic filtering not supported"); @@ -1339,25 +1366,35 @@ void rlTextureParameters(unsigned int id, int param, int value) glBindTexture(GL_TEXTURE_2D, 0); } +// 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 rlEnableRenderTexture(unsigned int id) +void rlEnableFramebuffer(unsigned int id) { -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) +#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)) && defined(SUPPORT_RENDER_TEXTURES_HINT) glBindFramebuffer(GL_FRAMEBUFFER, id); - - //glDisable(GL_CULL_FACE); // Allow double side drawing for texture flipping - //glCullFace(GL_FRONT); #endif } // Disable rendering to texture -void rlDisableRenderTexture(void) +void rlDisableFramebuffer(void) { -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) +#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)) && defined(SUPPORT_RENDER_TEXTURES_HINT) glBindFramebuffer(GL_FRAMEBUFFER, 0); - - //glEnable(GL_CULL_FACE); - //glCullFace(GL_BACK); #endif } @@ -1367,6 +1404,12 @@ 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); } @@ -1374,18 +1417,18 @@ void rlEnableBackfaceCulling(void) { glEnable(GL_CULL_FACE); } void rlDisableBackfaceCulling(void) { glDisable(GL_CULL_FACE); } // Enable scissor test -RLAPI void rlEnableScissorTest(void) { glEnable(GL_SCISSOR_TEST); } +void rlEnableScissorTest(void) { glEnable(GL_SCISSOR_TEST); } // Disable scissor test -RLAPI void rlDisableScissorTest(void) { glDisable(GL_SCISSOR_TEST); } +void rlDisableScissorTest(void) { glDisable(GL_SCISSOR_TEST); } // Scissor test -RLAPI void rlScissor(int x, int y, int width, int height) { glScissor(x, y, width, height); } +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) +#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 @@ -1394,69 +1437,69 @@ void rlEnableWireMode(void) // Disable wire mode void rlDisableWireMode(void) { -#if defined (GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33) +#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 } - -// Unload texture from GPU memory -void rlDeleteTextures(unsigned int id) +// Set the line drawing width +void rlSetLineWidth(float width) { - if (id > 0) glDeleteTextures(1, &id); + glLineWidth(width); } -// Unload render texture from GPU memory -void rlDeleteRenderTextures(RenderTexture2D target) +// Get the line drawing width +float rlGetLineWidth(void) { -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - if (target.texture.id > 0) glDeleteTextures(1, &target.texture.id); - if (target.depth.id > 0) - { - if (target.depthTexture) glDeleteTextures(1, &target.depth.id); - else glDeleteRenderbuffers(1, &target.depth.id); - } + float width = 0; + glGetFloatv(GL_LINE_WIDTH, &width); + return width; +} - if (target.id > 0) glDeleteFramebuffers(1, &target.id); +// Enable line aliasing +void rlEnableSmoothLines(void) +{ +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_11) + glEnable(GL_LINE_SMOOTH); +#endif +} - TRACELOG(LOG_INFO, "FBO: [ID %i] Unloaded render texture data from VRAM (GPU)", target.id); +// Disable line aliasing +void rlDisableSmoothLines(void) +{ +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_11) + glDisable(GL_LINE_SMOOTH); #endif } -// Unload shader from GPU memory -void rlDeleteShader(unsigned int id) +// Enable stereo rendering +void rlEnableStereoRender(void) { -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - if (id != 0) glDeleteProgram(id); +#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)) + RLGL.State.stereoRender = true; #endif } -// Unload vertex data (VAO) from GPU memory -void rlDeleteVertexArrays(unsigned int id) +// Disable stereo rendering +void rlDisableStereoRender(void) { -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - if (RLGL.ExtSupported.vao) - { - if (id != 0) glDeleteVertexArrays(1, &id); - TRACELOG(LOG_INFO, "VAO: [ID %i] Unloaded vertex data from VRAM (GPU)", id); - } +#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)) + RLGL.State.stereoRender = false; #endif } -// Unload vertex data (VBO) from GPU memory -void rlDeleteBuffers(unsigned int id) +// Check if stereo render is enabled +bool rlIsStereoRenderEnabled(void) { -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - if (id != 0) - { - glDeleteBuffers(1, &id); - if (!RLGL.ExtSupported.vao) TRACELOG(LOG_INFO, "VBO: [ID %i] Unloaded vertex data from VRAM (GPU)", id); - } +#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(byte r, byte g, byte b, byte a) +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; @@ -1474,89 +1517,208 @@ void rlClearScreenBuffers(void) //glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); // Stencil buffer not used... } -// Update GPU buffer with new data -void rlUpdateBuffer(int bufferId, void *data, int dataSize) +// Check and log OpenGL error codes +void rlCheckErrors() { #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - glBindBuffer(GL_ARRAY_BUFFER, bufferId); - glBufferSubData(GL_ARRAY_BUFFER, 0, dataSize, data); + int check = 1; + while (check) + { + const GLenum err = glGetError(); + switch (err) + { + case GL_NO_ERROR: check = 0; break; + case 0x0500: TRACELOG(LOG_WARNING, "GL: Error detected: GL_INVALID_ENUM"); break; + case 0x0501: TRACELOG(LOG_WARNING, "GL: Error detected: GL_INVALID_VALUE"); break; + case 0x0502: TRACELOG(LOG_WARNING, "GL: Error detected: GL_INVALID_OPERATION"); break; + case 0x0503: TRACELOG(LOG_WARNING, "GL: Error detected: GL_STACK_OVERFLOW"); break; + case 0x0504: TRACELOG(LOG_WARNING, "GL: Error detected: GL_STACK_UNDERFLOW"); break; + case 0x0505: TRACELOG(LOG_WARNING, "GL: Error detected: GL_OUT_OF_MEMORY"); break; + case 0x0506: TRACELOG(LOG_WARNING, "GL: Error detected: GL_INVALID_FRAMEBUFFER_OPERATION"); break; + default: TRACELOG(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) + { + rlDrawRenderBatch(RLGL.currentBatch); + + switch (mode) + { + case BLEND_ALPHA: glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glBlendEquation(GL_FUNC_ADD); break; + case BLEND_ADDITIVE: glBlendFunc(GL_SRC_ALPHA, GL_ONE); glBlendEquation(GL_FUNC_ADD); break; + case BLEND_MULTIPLIED: glBlendFunc(GL_DST_COLOR, GL_ONE_MINUS_SRC_ALPHA); glBlendEquation(GL_FUNC_ADD); break; + case BLEND_ADD_COLORS: glBlendFunc(GL_ONE, GL_ONE); glBlendEquation(GL_FUNC_ADD); break; + case BLEND_SUBTRACT_COLORS: glBlendFunc(GL_ONE, GL_ONE); glBlendEquation(GL_FUNC_SUBTRACT); break; + case BLEND_CUSTOM: glBlendFunc(RLGL.State.glBlendSrcFactor, RLGL.State.glBlendDstFactor); glBlendEquation(RLGL.State.glBlendEquation); break; + default: break; + } + + RLGL.State.currentBlendMode = mode; + } +#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) + RLGL.State.glBlendSrcFactor = glSrcFactor; + RLGL.State.glBlendDstFactor = glDstFactor; + RLGL.State.glBlendEquation = glEquation; #endif } //---------------------------------------------------------------------------------- -// Module Functions Definition - rlgl Functions +// Module Functions Definition - rlgl functionality //---------------------------------------------------------------------------------- // Initialize rlgl: OpenGL extensions, default buffers/shaders/textures, OpenGL states void rlglInit(int width, int height) { - // Check OpenGL information and capabilities - //------------------------------------------------------------------------------ - // Print current OpenGL and GLSL version - TRACELOG(LOG_INFO, "GL: OpenGL device information:"); - TRACELOG(LOG_INFO, " > Vendor: %s", glGetString(GL_VENDOR)); - TRACELOG(LOG_INFO, " > Renderer: %s", glGetString(GL_RENDERER)); - TRACELOG(LOG_INFO, " > Version: %s", glGetString(GL_VERSION)); - TRACELOG(LOG_INFO, " > GLSL: %s", glGetString(GL_SHADING_LANGUAGE_VERSION)); +#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, PIXELFORMAT_UNCOMPRESSED_R8G8B8A8, 1); + + if (RLGL.State.defaultTextureId != 0) TRACELOG(LOG_INFO, "TEXTURE: [ID %i] Default texture loaded successfully", RLGL.State.defaultTextureId); + else TRACELOG(LOG_WARNING, "TEXTURE: Failed to load default texture"); - // NOTE: We can get a bunch of extra information about GPU capabilities (glGet*) - //int maxTexSize; - //glGetIntegerv(GL_MAX_TEXTURE_SIZE, &maxTexSize); - //TRACELOG(LOG_INFO, "GL: Maximum texture size: %i", maxTexSize); + // Init default Shader (customized for GL 3.3 and ES2) + rlLoadShaderDefault(); // RLGL.State.defaultShader + RLGL.State.currentShader = RLGL.State.defaultShader; - //GL_MAX_TEXTURE_IMAGE_UNITS - //GL_MAX_VIEWPORT_DIMS + // Init default vertex arrays buffers + RLGL.defaultBatch = rlLoadRenderBatch(DEFAULT_BATCH_BUFFERS, DEFAULT_BATCH_BUFFER_ELEMENTS); + RLGL.currentBatch = &RLGL.defaultBatch; - //int numAuxBuffers; - //glGetIntegerv(GL_AUX_BUFFERS, &numAuxBuffers); - //TRACELOG(LOG_INFO, "GL: Number of aixiliar buffers: %i", numAuxBuffers); + // Init stack matrices (emulating OpenGL 1.1) + for (int i = 0; i < MAX_MATRIX_STACK_SIZE; i++) RLGL.State.stack[i] = MatrixIdentity(); - //GLint numComp = 0; - //GLint format[32] = { 0 }; - //glGetIntegerv(GL_NUM_COMPRESSED_TEXTURE_FORMATS, &numComp); - //glGetIntegerv(GL_COMPRESSED_TEXTURE_FORMATS, format); - //for (int i = 0; i < numComp; i++) TRACELOG(LOG_INFO, "GL: Supported compressed format: 0x%x", format[i]); + // Init internal matrices + RLGL.State.transform = MatrixIdentity(); + RLGL.State.projection = MatrixIdentity(); + RLGL.State.modelview = MatrixIdentity(); + RLGL.State.currentMatrix = &RLGL.State.modelview; +#endif // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2 - // NOTE: We don't need that much data on screen... right now... + // 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) - // TODO: Automatize extensions loading using rlLoadExtensions() and GLAD - // Actually, when rlglInit() is called in InitWindow() in core.c, - // OpenGL required extensions have already been loaded (PLATFORM_DESKTOP) + // 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) -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - // Get supported extensions list - GLint numExt = 0; + // 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) - // NOTE: On OpenGL 3.3 VAO and NPOT are supported by default - RLGL.ExtSupported.vao = true; + glEnable(GL_TEXTURE_CUBE_MAP_SEAMLESS); // Seamless cubemaps (not supported on OpenGL ES 2.0) +#endif - // Multiple texture extensions supported by default - RLGL.ExtSupported.texNPOT = true; - RLGL.ExtSupported.texFloat32 = true; - RLGL.ExtSupported.texDepth = true; +#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 - // We get a list of available extensions and we check for some of them (compressed textures) - // NOTE: We don't need to check again supported extensions but we do (GLAD already dealt with that) - glGetIntegerv(GL_NUM_EXTENSIONS, &numExt); +#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(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) +} - // Allocate numExt strings pointers - const char **extList = RL_MALLOC(sizeof(const char *)*numExt); +// Vertex Buffer Object deinitialization (memory free) +void rlglClose(void) +{ +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) + rlUnloadRenderBatch(RLGL.defaultBatch); - // Get extensions strings - for (int i = 0; i < numExt; i++) extList[i] = (const char *)glGetStringi(GL_EXTENSIONS, i); + rlUnloadShaderDefault(); // Unload default shader -#elif defined(GRAPHICS_API_OPENGL_ES2) - // Allocate 512 strings pointers (2 KB) - const char **extList = RL_MALLOC(sizeof(const char *)*512); + glDeleteTextures(1, &RLGL.State.defaultTextureId); // Unload default texture + TRACELOG(LOG_INFO, "TEXTURE: [ID %i] Default texture unloaded successfully", RLGL.State.defaultTextureId); +#endif +} +// Load OpenGL extensions +// NOTE: External loader function could be passed as a pointer +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 !defined(__APPLE__) + if (!gladLoadGLLoader((GLADloadproc)loader)) TRACELOG(LOG_WARNING, "GLAD: Cannot load OpenGL extensions"); + else TRACELOG(LOG_INFO, "GLAD: OpenGL extensions loaded successfully"); + #endif + + // Get number of supported extensions + GLint numExt = 0; + glGetIntegerv(GL_NUM_EXTENSIONS, &numExt); + TRACELOG(LOG_INFO, "GL: Supported extensions count: %i", numExt); + +#if defined(SUPPORT_GL_DETAILS_INFO) + // Get supported extensions list + // WARNING: glGetStringi() not available on OpenGL 2.1 + char **extList = RL_MALLOC(sizeof(char *)*numExt); + TRACELOG(LOG_INFO, "GL: OpenGL extensions:"); + for (int i = 0; i < numExt; i++) + { + extList[i] = (char *)glGetStringi(GL_EXTENSIONS, i); + TRACELOG(LOG_INFO, " %s", extList[i]); + } + RL_FREE(extList); // Free extensions pointers +#endif + + // 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.texDepth = true; + RLGL.ExtSupported.maxDepthBits = 32; + RLGL.ExtSupported.texAnisoFilter = true; + RLGL.ExtSupported.texMirrorClamp = true; + #if !defined(__APPLE__) + // NOTE: With GLAD, we can check if an extension is supported using the GLAD_GL_xxx booleans + if (GLAD_GL_EXT_texture_compression_s3tc) RLGL.ExtSupported.texCompDXT = true; // Texture compression: DXT + if (GLAD_GL_ARB_ES3_compatibility) RLGL.ExtSupported.texCompETC2 = true; // Texture compression: ETC2/EAC + #endif +#endif // GRAPHICS_API_OPENGL_33 + +#if defined(GRAPHICS_API_OPENGL_ES2) + // 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 len = strlen(extensions) + 1; char *extensionsDup = (char *)RL_CALLOC(len, sizeof(char)); strcpy(extensionsDup, extensions); - extList[numExt] = extensionsDup; for (int i = 0; i < len; i++) @@ -1564,24 +1726,21 @@ void rlglInit(int width, int height) if (extensionsDup[i] == ' ') { extensionsDup[i] = '\0'; - numExt++; extList[numExt] = &extensionsDup[i + 1]; } } - // NOTE: Duplicated string (extensionsDup) must be deallocated -#endif - TRACELOG(LOG_INFO, "GL: Supported extensions count: %i", numExt); - // Show supported extensions - //for (int i = 0; i < numExt; i++) TRACELOG(LOG_INFO, "Supported extension: %s", extList[i]); +#if defined(SUPPORT_GL_DETAILS_INFO) + TRACELOG(LOG_INFO, "GL: OpenGL extensions:"); + for (int i = 0; i < numExt; i++) TRACELOG(LOG_INFO, " %s", extList[i]); +#endif // Check required extensions for (int i = 0; i < numExt; i++) { -#if defined(GRAPHICS_API_OPENGL_ES2) // 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) @@ -1596,6 +1755,28 @@ void rlglInit(int width, int height) if ((glGenVertexArrays != NULL) && (glBindVertexArray != NULL) && (glDeleteVertexArrays != NULL)) RLGL.ExtSupported.vao = true; } + // Check instanced rendering support + if (strcmp(extList[i], (const char *)"GL_ANGLE_instanced_arrays") == 0) // Web ANGLE + { + glDrawArraysInstanced = (PFNGLDRAWARRAYSINSTANCEDEXTPROC)eglGetProcAddress("glDrawArraysInstancedANGLE"); + glDrawElementsInstanced = (PFNGLDRAWELEMENTSINSTANCEDEXTPROC)eglGetProcAddress("glDrawElementsInstancedANGLE"); + glVertexAttribDivisor = (PFNGLVERTEXATTRIBDIVISOREXTPROC)eglGetProcAddress("glVertexAttribDivisorANGLE"); + + if ((glDrawArraysInstanced != NULL) && (glDrawElementsInstanced != NULL) && (glVertexAttribDivisor != NULL)) RLGL.ExtSupported.instancing = true; + } + else + { + if ((strcmp(extList[i], (const char *)"GL_EXT_draw_instanced") == 0) && // Standard EXT + (strcmp(extList[i], (const char *)"GL_EXT_instanced_arrays") == 0)) + { + glDrawArraysInstanced = (PFNGLDRAWARRAYSINSTANCEDEXTPROC)eglGetProcAddress("glDrawArraysInstancedEXT"); + glDrawElementsInstanced = (PFNGLDRAWELEMENTSINSTANCEDEXTPROC)eglGetProcAddress("glDrawElementsInstancedEXT"); + glVertexAttribDivisor = (PFNGLVERTEXATTRIBDIVISOREXTPROC)eglGetProcAddress("glVertexAttribDivisorEXT"); + + if ((glDrawArraysInstanced != NULL) && (glDrawElementsInstanced != NULL) && (glVertexAttribDivisor != NULL)) RLGL.ExtSupported.instancing = true; + } + } + // Check NPOT textures support // NOTE: Only check on OpenGL ES, OpenGL 3.3 has NPOT textures full support as core feature if (strcmp(extList[i], (const char *)"GL_OES_texture_npot") == 0) RLGL.ExtSupported.texNPOT = true; @@ -1609,255 +1790,566 @@ void rlglInit(int width, int height) if (strcmp(extList[i], (const char *)"GL_OES_depth24") == 0) RLGL.ExtSupported.maxDepthBits = 24; if (strcmp(extList[i], (const char *)"GL_OES_depth32") == 0) RLGL.ExtSupported.maxDepthBits = 32; -#endif - // DDS texture compression support + + // 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; - // ETC1 texture compression support + // 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; - // ETC2/EAC texture compression support + // Check texture compression support: ETC2/EAC if (strcmp(extList[i], (const char *)"GL_ARB_ES3_compatibility") == 0) RLGL.ExtSupported.texCompETC2 = true; - // PVR texture compression support + // Check texture compression support: PVR if (strcmp(extList[i], (const char *)"GL_IMG_texture_compression_pvrtc") == 0) RLGL.ExtSupported.texCompPVRT = true; - // ASTC texture compression support + // Check texture compression support: ASTC if (strcmp(extList[i], (const char *)"GL_KHR_texture_compression_astc_hdr") == 0) RLGL.ExtSupported.texCompASTC = true; - // Anisotropic texture filter support - if (strcmp(extList[i], (const char *)"GL_EXT_texture_filter_anisotropic") == 0) - { - RLGL.ExtSupported.texAnisoFilter = true; - glGetFloatv(0x84FF, &RLGL.ExtSupported.maxAnisotropicLevel); // GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT - } + // Check anisotropic texture filter support + if (strcmp(extList[i], (const char *)"GL_EXT_texture_filter_anisotropic") == 0) RLGL.ExtSupported.texAnisoFilter = true; - // Clamp mirror wrap mode supported + // Check clamp mirror wrap mode support if (strcmp(extList[i], (const char *)"GL_EXT_texture_mirror_clamp") == 0) RLGL.ExtSupported.texMirrorClamp = true; - - // Debug marker support - if (strcmp(extList[i], (const char *)"GL_EXT_debug_marker") == 0) RLGL.ExtSupported.debugMarker = true; } // Free extensions pointers RL_FREE(extList); - -#if defined(GRAPHICS_API_OPENGL_ES2) RL_FREE(extensionsDup); // Duplicated string must be deallocated +#endif // GRAPHICS_API_OPENGL_ES2 - if (RLGL.ExtSupported.vao) TRACELOG(LOG_INFO, "GL: VAO extension detected, VAO functions initialized successfully"); - else TRACELOG(LOG_WARNING, "GL: VAO extension not found, VAO usage not supported"); + // Check OpenGL information and capabilities + //------------------------------------------------------------------------------ + // Show current OpenGL and GLSL version + TRACELOG(LOG_INFO, "GL: OpenGL device information:"); + TRACELOG(LOG_INFO, " > Vendor: %s", glGetString(GL_VENDOR)); + TRACELOG(LOG_INFO, " > Renderer: %s", glGetString(GL_RENDERER)); + TRACELOG(LOG_INFO, " > Version: %s", glGetString(GL_VERSION)); + TRACELOG(LOG_INFO, " > GLSL: %s", glGetString(GL_SHADING_LANGUAGE_VERSION)); +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) + // NOTE: Anisotropy levels capability is an extension + #ifndef GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT + #define GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT 0x84FF + #endif + glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &RLGL.ExtSupported.maxAnisotropyLevel); + +#if defined(SUPPORT_GL_DETAILS_INFO) + // Show some OpenGL GPU capabilities + TRACELOG(LOG_INFO, "GL: OpenGL capabilities:"); + GLint capability = 0; + glGetIntegerv(GL_MAX_TEXTURE_SIZE, &capability); + TRACELOG(LOG_INFO, " GL_MAX_TEXTURE_SIZE: %i", capability); + glGetIntegerv(GL_MAX_CUBE_MAP_TEXTURE_SIZE, &capability); + TRACELOG(LOG_INFO, " GL_MAX_CUBE_MAP_TEXTURE_SIZE: %i", capability); + glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &capability); + TRACELOG(LOG_INFO, " GL_MAX_TEXTURE_IMAGE_UNITS: %i", capability); + glGetIntegerv(GL_MAX_VERTEX_ATTRIBS, &capability); + TRACELOG(LOG_INFO, " GL_MAX_VERTEX_ATTRIBS: %i", capability); + #if !defined(GRAPHICS_API_OPENGL_ES2) + glGetIntegerv(GL_MAX_UNIFORM_BLOCK_SIZE, &capability); + TRACELOG(LOG_INFO, " GL_MAX_UNIFORM_BLOCK_SIZE: %i", capability); + glGetIntegerv(GL_MAX_DRAW_BUFFERS, &capability); + TRACELOG(LOG_INFO, " GL_MAX_DRAW_BUFFERS: %i", capability); + if (RLGL.ExtSupported.texAnisoFilter) TRACELOG(LOG_INFO, " GL_MAX_TEXTURE_MAX_ANISOTROPY: %.0f", RLGL.ExtSupported.maxAnisotropyLevel); + #endif + glGetIntegerv(GL_NUM_COMPRESSED_TEXTURE_FORMATS, &capability); + TRACELOG(LOG_INFO, " GL_NUM_COMPRESSED_TEXTURE_FORMATS: %i", capability); + GLint format[32] = { 0 }; + glGetIntegerv(GL_COMPRESSED_TEXTURE_FORMATS, format); + for (int i = 0; i < capability; i++) TRACELOG(LOG_INFO, " %s", rlGetCompressedFormatName(format[i])); + + /* + // Following capabilities are only supported by OpenGL 4.3 or greater + glGetIntegerv(GL_MAX_VERTEX_ATTRIB_BINDINGS, &capability); + TRACELOG(LOG_INFO, " GL_MAX_VERTEX_ATTRIB_BINDINGS: %i", capability); + glGetIntegerv(GL_MAX_UNIFORM_LOCATIONS, &capability); + TRACELOG(LOG_INFO, " GL_MAX_UNIFORM_LOCATIONS: %i", capability); + */ +#else // SUPPORT_GL_DETAILS_INFO + + // Show some basic info about GL supported features + #if defined(GRAPHICS_API_OPENGL_ES2) + if (RLGL.ExtSupported.vao) TRACELOG(LOG_INFO, "GL: VAO extension detected, VAO functions loaded successfully"); + else TRACELOG(LOG_WARNING, "GL: VAO extension not found, VAO not supported"); if (RLGL.ExtSupported.texNPOT) TRACELOG(LOG_INFO, "GL: NPOT textures extension detected, full NPOT textures supported"); else TRACELOG(LOG_WARNING, "GL: NPOT textures extension not found, limited NPOT support (no-mipmaps, no-repeat)"); -#endif - + #endif if (RLGL.ExtSupported.texCompDXT) TRACELOG(LOG_INFO, "GL: DXT compressed textures supported"); if (RLGL.ExtSupported.texCompETC1) TRACELOG(LOG_INFO, "GL: ETC1 compressed textures supported"); if (RLGL.ExtSupported.texCompETC2) TRACELOG(LOG_INFO, "GL: ETC2/EAC compressed textures supported"); if (RLGL.ExtSupported.texCompPVRT) TRACELOG(LOG_INFO, "GL: PVRT compressed textures supported"); if (RLGL.ExtSupported.texCompASTC) TRACELOG(LOG_INFO, "GL: ASTC compressed textures supported"); +#endif // SUPPORT_GL_DETAILS_INFO - if (RLGL.ExtSupported.texAnisoFilter) TRACELOG(LOG_INFO, "GL: Anisotropic textures filtering supported (max: %.0fX)", RLGL.ExtSupported.maxAnisotropicLevel); - if (RLGL.ExtSupported.texMirrorClamp) TRACELOG(LOG_INFO, "GL: Mirror clamp wrap texture mode supported"); +#endif // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2 +} - if (RLGL.ExtSupported.debugMarker) TRACELOG(LOG_INFO, "GL: Debug Marker supported"); +// Returns current OpenGL version +int rlGetVersion(void) +{ +#if defined(GRAPHICS_API_OPENGL_11) + return OPENGL_11; +#endif +#if defined(GRAPHICS_API_OPENGL_21) + #if defined(__APPLE__) + return OPENGL_33; // NOTE: Force OpenGL 3.3 on OSX + #else + return OPENGL_21; + #endif +#elif defined(GRAPHICS_API_OPENGL_33) + return OPENGL_33; +#endif +#if defined(GRAPHICS_API_OPENGL_ES2) + return OPENGL_ES_20; +#endif +} - // Initialize buffers, default shaders and default textures - //---------------------------------------------------------- - // Init default white texture - unsigned char pixels[4] = { 255, 255, 255, 255 }; // 1 pixel RGBA (4 bytes) - RLGL.State.defaultTextureId = rlLoadTexture(pixels, 1, 1, UNCOMPRESSED_R8G8B8A8, 1); +// Get default framebuffer width +int rlGetFramebufferWidth(void) +{ +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) + return RLGL.State.framebufferWidth; +#else + return 0; +#endif +} - if (RLGL.State.defaultTextureId != 0) TRACELOG(LOG_INFO, "TEXTURE: [ID %i] Default texture loaded successfully", RLGL.State.defaultTextureId); - else TRACELOG(LOG_WARNING, "TEXTURE: Failed to load default texture"); +// Get default framebuffer height +int rlGetFramebufferHeight(void) +{ +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) + return RLGL.State.framebufferHeight; +#else + return 0; +#endif +} - // Init default Shader (customized for GL 3.3 and ES2) - RLGL.State.defaultShader = LoadShaderDefault(); - RLGL.State.currentShader = RLGL.State.defaultShader; +// Get default internal shader (simple texture + tint color) +Shader rlGetShaderDefault(void) +{ +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) + return RLGL.State.defaultShader; +#else + Shader shader = { 0 }; + return shader; +#endif +} - // Init default vertex arrays buffers - LoadBuffersDefault(); +// Get default internal texture (white texture) +Texture2D rlGetTextureDefault(void) +{ + Texture2D texture = { 0 }; +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) + texture.id = RLGL.State.defaultTextureId; + texture.width = 1; + texture.height = 1; + texture.mipmaps = 1; + texture.format = PIXELFORMAT_UNCOMPRESSED_R8G8B8A8; +#endif + return texture; +} - // Init transformations matrix accumulator - RLGL.State.transform = MatrixIdentity(); +// Render batch management +//------------------------------------------------------------------------------------------------ +// Load render batch +RenderBatch rlLoadRenderBatch(int numBuffers, int bufferElements) +{ + RenderBatch batch = { 0 }; - // Init draw calls tracking system - RLGL.State.draws = (DrawCall *)RL_MALLOC(sizeof(DrawCall)*MAX_DRAWCALL_REGISTERED); +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) + // Initialize CPU (RAM) vertex buffers (position, texcoord, color data and indexes) + //-------------------------------------------------------------------------------------------- + batch.vertexBuffer = (VertexBuffer *)RL_MALLOC(sizeof(VertexBuffer)*numBuffers); - for (int i = 0; i < MAX_DRAWCALL_REGISTERED; i++) + for (int i = 0; i < numBuffers; i++) { - RLGL.State.draws[i].mode = RL_QUADS; - RLGL.State.draws[i].vertexCount = 0; - RLGL.State.draws[i].vertexAlignment = 0; - //RLGL.State.draws[i].vaoId = 0; - //RLGL.State.draws[i].shaderId = 0; - RLGL.State.draws[i].textureId = RLGL.State.defaultTextureId; - //RLGL.State.draws[i].RLGL.State.projection = MatrixIdentity(); - //RLGL.State.draws[i].RLGL.State.modelview = MatrixIdentity(); - } + batch.vertexBuffer[i].elementsCount = bufferElements; - RLGL.State.drawsCounter = 1; + batch.vertexBuffer[i].vertices = (float *)RL_MALLOC(bufferElements*3*4*sizeof(float)); // 3 float by vertex, 4 vertex by quad + batch.vertexBuffer[i].texcoords = (float *)RL_MALLOC(bufferElements*2*4*sizeof(float)); // 2 float by texcoord, 4 texcoord by quad + batch.vertexBuffer[i].colors = (unsigned char *)RL_MALLOC(bufferElements*4*4*sizeof(unsigned char)); // 4 float by color, 4 colors by quad +#if defined(GRAPHICS_API_OPENGL_33) + batch.vertexBuffer[i].indices = (unsigned int *)RL_MALLOC(bufferElements*6*sizeof(unsigned int)); // 6 int by quad (indices) +#endif +#if defined(GRAPHICS_API_OPENGL_ES2) + batch.vertexBuffer[i].indices = (unsigned short *)RL_MALLOC(bufferElements*6*sizeof(unsigned short)); // 6 int by quad (indices) +#endif - // Init RLGL.State.stack matrices (emulating OpenGL 1.1) - for (int i = 0; i < MAX_MATRIX_STACK_SIZE; i++) RLGL.State.stack[i] = MatrixIdentity(); + for (int j = 0; j < (3*4*bufferElements); j++) batch.vertexBuffer[i].vertices[j] = 0.0f; + for (int j = 0; j < (2*4*bufferElements); j++) batch.vertexBuffer[i].texcoords[j] = 0.0f; + for (int j = 0; j < (4*4*bufferElements); j++) batch.vertexBuffer[i].colors[j] = 0; - // Init RLGL.State.projection and RLGL.State.modelview matrices - RLGL.State.projection = MatrixIdentity(); - RLGL.State.modelview = MatrixIdentity(); - RLGL.State.currentMatrix = &RLGL.State.modelview; -#endif // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2 + int k = 0; - // 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) + // 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; - // 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) + k++; + } - // 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 + batch.vertexBuffer[i].vCounter = 0; + batch.vertexBuffer[i].tcCounter = 0; + batch.vertexBuffer[i].cCounter = 0; + } -#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) + TRACELOG(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.currentShader.locs[SHADER_LOC_VERTEX_POSITION]); + glVertexAttribPointer(RLGL.State.currentShader.locs[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.currentShader.locs[SHADER_LOC_VERTEX_TEXCOORD01]); + glVertexAttribPointer(RLGL.State.currentShader.locs[SHADER_LOC_VERTEX_TEXCOORD01], 2, GL_FLOAT, 0, 0, 0); + + // Vertex color buffer (shader-location = 3) + glGenBuffers(1, &batch.vertexBuffer[i].vboId[2]); + glBindBuffer(GL_ARRAY_BUFFER, batch.vertexBuffer[i].vboId[2]); + glBufferData(GL_ARRAY_BUFFER, bufferElements*4*4*sizeof(unsigned char), batch.vertexBuffer[i].colors, GL_DYNAMIC_DRAW); + glEnableVertexAttribArray(RLGL.State.currentShader.locs[SHADER_LOC_VERTEX_COLOR]); + glVertexAttribPointer(RLGL.State.currentShader.locs[SHADER_LOC_VERTEX_COLOR], 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0); + + // Fill index buffer + glGenBuffers(1, &batch.vertexBuffer[i].vboId[3]); + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, batch.vertexBuffer[i].vboId[3]); +#if defined(GRAPHICS_API_OPENGL_33) + glBufferData(GL_ELEMENT_ARRAY_BUFFER, bufferElements*6*sizeof(int), batch.vertexBuffer[i].indices, GL_STATIC_DRAW); +#endif +#if defined(GRAPHICS_API_OPENGL_ES2) + glBufferData(GL_ELEMENT_ARRAY_BUFFER, bufferElements*6*sizeof(short), batch.vertexBuffer[i].indices, GL_STATIC_DRAW); #endif + } - // 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) + TRACELOG(LOG_INFO, "RLGL: Render batch vertex buffers loaded successfully in VRAM (GPU)"); - // Store screen size into global variables - RLGL.State.framebufferWidth = width; - RLGL.State.framebufferHeight = height; + // Unbind the current VAO + if (RLGL.ExtSupported.vao) glBindVertexArray(0); + //-------------------------------------------------------------------------------------------- - // Init texture and rectangle used on basic shapes drawing - RLGL.State.shapesTexture = GetTextureDefault(); - RLGL.State.shapesTextureRec = (Rectangle){ 0.0f, 0.0f, 1.0f, 1.0f }; + // Init draw calls tracking system + //-------------------------------------------------------------------------------------------- + batch.draws = (DrawCall *)RL_MALLOC(DEFAULT_BATCH_DRAWCALLS*sizeof(DrawCall)); - TRACELOG(LOG_INFO, "RLGL: Default state initialized successfully"); + for (int i = 0; i < 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 = MatrixIdentity(); + //batch.draws[i].RLGL.State.modelview = MatrixIdentity(); + } + + batch.buffersCount = numBuffers; // Record buffer count + batch.drawsCounter = 1; // Reset draws counter + batch.currentDepth = -1.0f; // Reset depth value + //-------------------------------------------------------------------------------------------- +#endif + + return batch; } -// Vertex Buffer Object deinitialization (memory free) -void rlglClose(void) +// Unload default internal buffers vertex data from CPU and GPU +void rlUnloadRenderBatch(RenderBatch batch) { #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - UnloadShaderDefault(); // Unload default shader - UnloadBuffersDefault(); // Unload default buffers - glDeleteTextures(1, &RLGL.State.defaultTextureId); // Unload default texture + // Unbind everything + if (RLGL.ExtSupported.vao) glBindVertexArray(0); + glDisableVertexAttribArray(0); + glDisableVertexAttribArray(1); + glDisableVertexAttribArray(2); + glDisableVertexAttribArray(3); + glBindBuffer(GL_ARRAY_BUFFER, 0); + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); - TRACELOG(LOG_INFO, "TEXTURE: [ID %i] Unloaded default texture data from VRAM (GPU)", RLGL.State.defaultTextureId); + // Unload all vertex buffers data + for (int i = 0; i < batch.buffersCount; i++) + { + // Delete VBOs from GPU (VRAM) + glDeleteBuffers(1, &batch.vertexBuffer[i].vboId[0]); + glDeleteBuffers(1, &batch.vertexBuffer[i].vboId[1]); + glDeleteBuffers(1, &batch.vertexBuffer[i].vboId[2]); + glDeleteBuffers(1, &batch.vertexBuffer[i].vboId[3]); + + // Delete VAOs from GPU (VRAM) + if (RLGL.ExtSupported.vao) glDeleteVertexArrays(1, &batch.vertexBuffer[i].vaoId); + + // Free vertex arrays memory from CPU (RAM) + RL_FREE(batch.vertexBuffer[i].vertices); + RL_FREE(batch.vertexBuffer[i].texcoords); + RL_FREE(batch.vertexBuffer[i].colors); + RL_FREE(batch.vertexBuffer[i].indices); + } - RL_FREE(RLGL.State.draws); + // Unload arrays + RL_FREE(batch.vertexBuffer); + RL_FREE(batch.draws); #endif } -// Update and draw internal buffers -void rlglDraw(void) +// Draw render batch +// NOTE: We require a pointer to reset batch and increase current buffer (multi-buffer) +void rlDrawRenderBatch(RenderBatch *batch) { #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - // Only process data if we have data to process - if (RLGL.State.vertexData[RLGL.State.currentBuffer].vCounter > 0) + // 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 (change flag required) + if (batch->vertexBuffer[batch->currentBuffer].vCounter > 0) { - UpdateBuffersDefault(); - DrawBuffersDefault(); // NOTE: Stereo rendering is checked inside + // 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, batch->vertexBuffer[batch->currentBuffer].vCounter*3*sizeof(float), batch->vertexBuffer[batch->currentBuffer].vertices); + //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*4*batch->vertexBuffer[batch->currentBuffer].elementsCount, 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, batch->vertexBuffer[batch->currentBuffer].vCounter*2*sizeof(float), batch->vertexBuffer[batch->currentBuffer].texcoords); + //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*4*batch->vertexBuffer[batch->currentBuffer].elementsCount, batch->vertexBuffer[batch->currentBuffer].texcoords, GL_DYNAMIC_DRAW); // Update all buffer + + // Colors buffer + glBindBuffer(GL_ARRAY_BUFFER, batch->vertexBuffer[batch->currentBuffer].vboId[2]); + glBufferSubData(GL_ARRAY_BUFFER, 0, batch->vertexBuffer[batch->currentBuffer].vCounter*4*sizeof(unsigned char), batch->vertexBuffer[batch->currentBuffer].colors); + //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*4*4*batch->vertexBuffer[batch->currentBuffer].elementsCount, 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 eyesCount = 1; + if (RLGL.State.stereoRender) eyesCount = 2; + + for (int eye = 0; eye < eyesCount; eye++) + { + if (eyesCount == 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(MatrixMultiply(matModelView, RLGL.State.viewOffsetStereo[eye])); + // Set current eye projection matrix + rlSetMatrixProjection(RLGL.State.projectionStereo[eye]); + } + + // Draw buffers + if (batch->vertexBuffer[batch->currentBuffer].vCounter > 0) + { + // Set current shader and upload current MVP matrix + glUseProgram(RLGL.State.currentShader.id); + + // Create modelview-projection matrix and upload to shader + Matrix matMVP = MatrixMultiply(RLGL.State.modelview, RLGL.State.projection); + glUniformMatrix4fv(RLGL.State.currentShader.locs[SHADER_LOC_MATRIX_MVP], 1, false, MatrixToFloat(matMVP)); + + 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.currentShader.locs[SHADER_LOC_VERTEX_POSITION], 3, GL_FLOAT, 0, 0, 0); + glEnableVertexAttribArray(RLGL.State.currentShader.locs[SHADER_LOC_VERTEX_POSITION]); + + // Bind vertex attrib: texcoord (shader-location = 1) + glBindBuffer(GL_ARRAY_BUFFER, batch->vertexBuffer[batch->currentBuffer].vboId[1]); + glVertexAttribPointer(RLGL.State.currentShader.locs[SHADER_LOC_VERTEX_TEXCOORD01], 2, GL_FLOAT, 0, 0, 0); + glEnableVertexAttribArray(RLGL.State.currentShader.locs[SHADER_LOC_VERTEX_TEXCOORD01]); + + // Bind vertex attrib: color (shader-location = 3) + glBindBuffer(GL_ARRAY_BUFFER, batch->vertexBuffer[batch->currentBuffer].vboId[2]); + glVertexAttribPointer(RLGL.State.currentShader.locs[SHADER_LOC_VERTEX_COLOR], 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0); + glEnableVertexAttribArray(RLGL.State.currentShader.locs[SHADER_LOC_VERTEX_COLOR]); + + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, batch->vertexBuffer[batch->currentBuffer].vboId[3]); + } + + // Setup some default shader values + glUniform4f(RLGL.State.currentShader.locs[SHADER_LOC_COLOR_DIFFUSE], 1.0f, 1.0f, 1.0f, 1.0f); + glUniform1i(RLGL.State.currentShader.locs[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 < MAX_BATCH_ACTIVE_TEXTURES; 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->drawsCounter; i++) + { + // Bind current draw call texture, activated as GL_TEXTURE0 and binded 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: quadsCount*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 + } -// Returns current OpenGL version -int rlGetVersion(void) -{ -#if defined(GRAPHICS_API_OPENGL_11) - return OPENGL_11; -#elif defined(GRAPHICS_API_OPENGL_21) - #if defined(__APPLE__) - return OPENGL_33; // NOTE: Force OpenGL 3.3 on OSX - #else - return OPENGL_21; - #endif -#elif defined(GRAPHICS_API_OPENGL_33) - return OPENGL_33; -#elif defined(GRAPHICS_API_OPENGL_ES2) - return OPENGL_ES_20; + 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 + } + //------------------------------------------------------------------------------------------------------------ + + // Reset batch buffers + //------------------------------------------------------------------------------------------------------------ + // Reset vertex counters for next frame + batch->vertexBuffer[batch->currentBuffer].vCounter = 0; + batch->vertexBuffer[batch->currentBuffer].tcCounter = 0; + batch->vertexBuffer[batch->currentBuffer].cCounter = 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 < 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 < MAX_BATCH_ACTIVE_TEXTURES; i++) RLGL.State.activeTextureId[i] = 0; + + // Reset draws counter to one draw for the batch + batch->drawsCounter = 1; + //------------------------------------------------------------------------------------------------------------ + + // Change to next buffer in the list (in case of multi-buffering) + batch->currentBuffer++; + if (batch->currentBuffer >= batch->buffersCount) batch->currentBuffer = 0; #endif } -// Check internal buffer overflow for a given number of vertex -bool rlCheckBufferLimit(int vCount) +// Set the active render batch for rlgl +void rlSetRenderBatchActive(RenderBatch *batch) { - bool overflow = false; #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - if ((RLGL.State.vertexData[RLGL.State.currentBuffer].vCounter + vCount) >= (MAX_BATCH_ELEMENTS*4)) overflow = true; -#endif - return overflow; -} + rlDrawRenderBatch(RLGL.currentBatch); -// Set debug marker -void rlSetDebugMarker(const char *text) -{ -#if defined(GRAPHICS_API_OPENGL_33) - if (RLGL.ExtSupported.debugMarker) glInsertEventMarkerEXT(0, text); + if (batch != NULL) RLGL.currentBatch = batch; + else RLGL.currentBatch = &RLGL.defaultBatch; #endif } -// Load OpenGL extensions -// NOTE: External loader function could be passed as a pointer -void rlLoadExtensions(void *loader) +// Update and draw internal render batch +void rlDrawRenderBatchActive(void) { -#if defined(GRAPHICS_API_OPENGL_33) - // NOTE: glad is generated and contains only required OpenGL 3.3 Core extensions (and lower versions) - #if !defined(__APPLE__) - if (!gladLoadGLLoader((GLADloadproc)loader)) TRACELOG(LOG_WARNING, "GLAD: Cannot load OpenGL extensions"); - else TRACELOG(LOG_INFO, "GLAD: OpenGL extensions loaded successfully"); - - #if defined(GRAPHICS_API_OPENGL_21) - if (GLAD_GL_VERSION_2_1) TRACELOG(LOG_INFO, "GL: OpenGL 2.1 profile supported"); - #elif defined(GRAPHICS_API_OPENGL_33) - if (GLAD_GL_VERSION_3_3) TRACELOG(LOG_INFO, "GL: OpenGL 3.3 Core profile supported"); - else TRACELOG(LOG_ERROR, "GL: OpenGL 3.3 Core profile not supported"); - #endif - #endif - - // With GLAD, we can check if an extension is supported using the GLAD_GL_xxx booleans - //if (GLAD_GL_ARB_vertex_array_object) // Use GL_ARB_vertex_array_object +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) + rlDrawRenderBatch(RLGL.currentBatch); // NOTE: Stereo rendering is checked inside #endif } -// Get world coordinates from screen coordinates -Vector3 rlUnproject(Vector3 source, Matrix proj, Matrix view) +// Check internal buffer overflow for a given number of vertex +// and force a RenderBatch draw call if required +bool rlCheckRenderBatchLimit(int vCount) { - Vector3 result = { 0.0f, 0.0f, 0.0f }; - - // Calculate unproject matrix (multiply view patrix by projection matrix) and invert it - Matrix matViewProj = MatrixMultiply(view, proj); - matViewProj = MatrixInvert(matViewProj); - - // Create quaternion from source point - Quaternion quat = { source.x, source.y, source.z, 1.0f }; - - // Multiply quat point by unproject matrix - quat = QuaternionTransform(quat, matViewProj); + bool overflow = false; - // Normalized world points in vectors - result.x = quat.x/quat.w; - result.y = quat.y/quat.w; - result.z = quat.z/quat.w; +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) + if ((RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vCounter + vCount) >= + (RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].elementsCount*4)) + { + overflow = true; + rlDrawRenderBatch(RLGL.currentBatch); // NOTE: Stereo rendering is checked inside + } +#endif - return result; + return overflow; } +// Textures data management +//----------------------------------------------------------------------------------------- // Convert image data to OpenGL texture (returns OpenGL valid Id) unsigned int rlLoadTexture(void *data, int width, int height, int format, int mipmapCount) { @@ -1867,65 +2359,59 @@ unsigned int rlLoadTexture(void *data, int width, int height, int format, int mi // Check texture format support by OpenGL 1.1 (compressed textures not supported) #if defined(GRAPHICS_API_OPENGL_11) - if (format >= COMPRESSED_DXT1_RGB) + if (format >= PIXELFORMAT_COMPRESSED_DXT1_RGB) { TRACELOG(LOG_WARNING, "GL: OpenGL 1.1 does not support GPU compressed texture formats"); return id; } #else - if ((!RLGL.ExtSupported.texCompDXT) && ((format == COMPRESSED_DXT1_RGB) || (format == COMPRESSED_DXT1_RGBA) || - (format == COMPRESSED_DXT3_RGBA) || (format == COMPRESSED_DXT5_RGBA))) + if ((!RLGL.ExtSupported.texCompDXT) && ((format == PIXELFORMAT_COMPRESSED_DXT1_RGB) || (format == PIXELFORMAT_COMPRESSED_DXT1_RGBA) || + (format == PIXELFORMAT_COMPRESSED_DXT3_RGBA) || (format == PIXELFORMAT_COMPRESSED_DXT5_RGBA))) { TRACELOG(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 == COMPRESSED_ETC1_RGB)) + if ((!RLGL.ExtSupported.texCompETC1) && (format == PIXELFORMAT_COMPRESSED_ETC1_RGB)) { TRACELOG(LOG_WARNING, "GL: ETC1 compressed texture format not supported"); return id; } - if ((!RLGL.ExtSupported.texCompETC2) && ((format == COMPRESSED_ETC2_RGB) || (format == COMPRESSED_ETC2_EAC_RGBA))) + if ((!RLGL.ExtSupported.texCompETC2) && ((format == PIXELFORMAT_COMPRESSED_ETC2_RGB) || (format == PIXELFORMAT_COMPRESSED_ETC2_EAC_RGBA))) { TRACELOG(LOG_WARNING, "GL: ETC2 compressed texture format not supported"); return id; } - if ((!RLGL.ExtSupported.texCompPVRT) && ((format == COMPRESSED_PVRT_RGB) || (format == COMPRESSED_PVRT_RGBA))) + if ((!RLGL.ExtSupported.texCompPVRT) && ((format == PIXELFORMAT_COMPRESSED_PVRT_RGB) || (format == PIXELFORMAT_COMPRESSED_PVRT_RGBA))) { TRACELOG(LOG_WARNING, "GL: PVRT compressed texture format not supported"); return id; } - if ((!RLGL.ExtSupported.texCompASTC) && ((format == COMPRESSED_ASTC_4x4_RGBA) || (format == COMPRESSED_ASTC_8x8_RGBA))) + if ((!RLGL.ExtSupported.texCompASTC) && ((format == PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA) || (format == PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA))) { TRACELOG(LOG_WARNING, "GL: ASTC compressed texture format not supported"); return id; } #endif -#endif // GRAPHICS_API_OPENGL_11 +#endif // GRAPHICS_API_OPENGL_11 glPixelStorei(GL_UNPACK_ALIGNMENT, 1); glGenTextures(1, &id); // Generate texture id -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - //glActiveTexture(GL_TEXTURE0); // If not defined, using GL_TEXTURE0 by default (shader texture) -#endif - glBindTexture(GL_TEXTURE_2D, id); int mipWidth = width; int mipHeight = height; int mipOffset = 0; // Mipmap data offset - TRACELOGD("TEXTURE: Load texture from data memory address: 0x%x", data); - // Load the different mipmap levels for (int i = 0; i < mipmapCount; i++) { - unsigned int mipSize = GetPixelDataSize(mipWidth, mipHeight, format); + unsigned int mipSize = rlGetPixelDataSize(mipWidth, mipHeight, format); unsigned int glInternalFormat, glFormat, glType; rlGetGlTextureFormats(format, &glInternalFormat, &glFormat, &glType); @@ -1934,27 +2420,27 @@ unsigned int rlLoadTexture(void *data, int width, int height, int format, int mi if (glInternalFormat != -1) { - if (format < COMPRESSED_DXT1_RGB) glTexImage2D(GL_TEXTURE_2D, i, glInternalFormat, mipWidth, mipHeight, 0, glFormat, glType, (unsigned char *)data + mipOffset); - #if !defined(GRAPHICS_API_OPENGL_11) + if (format < PIXELFORMAT_COMPRESSED_DXT1_RGB) glTexImage2D(GL_TEXTURE_2D, i, glInternalFormat, mipWidth, mipHeight, 0, glFormat, glType, (unsigned char *)data + mipOffset); +#if !defined(GRAPHICS_API_OPENGL_11) else glCompressedTexImage2D(GL_TEXTURE_2D, i, glInternalFormat, mipWidth, mipHeight, 0, mipSize, (unsigned char *)data + mipOffset); - #endif +#endif - #if defined(GRAPHICS_API_OPENGL_33) - if (format == UNCOMPRESSED_GRAYSCALE) +#if defined(GRAPHICS_API_OPENGL_33) + if (format == PIXELFORMAT_UNCOMPRESSED_GRAYSCALE) { GLint swizzleMask[] = { GL_RED, GL_RED, GL_RED, GL_ONE }; glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask); } - else if (format == UNCOMPRESSED_GRAY_ALPHA) + else if (format == PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA) { - #if defined(GRAPHICS_API_OPENGL_21) +#if defined(GRAPHICS_API_OPENGL_21) GLint swizzleMask[] = { GL_RED, GL_RED, GL_RED, GL_ALPHA }; - #elif defined(GRAPHICS_API_OPENGL_33) +#elif defined(GRAPHICS_API_OPENGL_33) GLint swizzleMask[] = { GL_RED, GL_RED, GL_RED, GL_GREEN }; - #endif +#endif glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask); } - #endif +#endif } mipWidth /= 2; @@ -2006,7 +2492,7 @@ unsigned int rlLoadTexture(void *data, int width, int height, int format, int mi // Unbind current texture glBindTexture(GL_TEXTURE_2D, 0); - if (id > 0) TRACELOG(LOG_INFO, "TEXTURE: [ID %i] Texture created successfully (%ix%i - %i mipmaps)", id, width, height, mipmapCount); + if (id > 0) TRACELOG(LOG_INFO, "TEXTURE: [ID %i] Texture loaded successfully (%ix%i - %i mipmaps)", id, width, height, mipmapCount); else TRACELOG(LOG_WARNING, "TEXTURE: Failed to load texture"); return id; @@ -2014,32 +2500,23 @@ unsigned int rlLoadTexture(void *data, int width, int height, int format, int mi // Load depth texture/renderbuffer (to be attached to fbo) // WARNING: OpenGL ES 2.0 requires GL_OES_depth_texture/WEBGL_depth_texture extensions -unsigned int rlLoadTextureDepth(int width, int height, int bits, bool useRenderBuffer) +unsigned int rlLoadTextureDepth(int width, int height, bool useRenderBuffer) { unsigned int id = 0; #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - unsigned int glInternalFormat = GL_DEPTH_COMPONENT16; + // In case depth textures not supported, we force renderbuffer usage + if (!RLGL.ExtSupported.texDepth) useRenderBuffer = true; - if ((bits != 16) && (bits != 24) && (bits != 32)) bits = 16; - - if (bits == 24) - { -#if defined(GRAPHICS_API_OPENGL_33) - glInternalFormat = GL_DEPTH_COMPONENT24; -#elif defined(GRAPHICS_API_OPENGL_ES2) - if (RLGL.ExtSupported.maxDepthBits >= 24) glInternalFormat = GL_DEPTH_COMPONENT24_OES; -#endif - } + // 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 (bits == 32) - { -#if defined(GRAPHICS_API_OPENGL_33) - glInternalFormat = GL_DEPTH_COMPONENT32; -#elif defined(GRAPHICS_API_OPENGL_ES2) - if (RLGL.ExtSupported.maxDepthBits == 32) glInternalFormat = GL_DEPTH_COMPONENT32_OES; +#if defined(GRAPHICS_API_OPENGL_ES2) + 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) { @@ -2053,6 +2530,8 @@ unsigned int rlLoadTextureDepth(int width, int height, int bits, bool useRenderB glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glBindTexture(GL_TEXTURE_2D, 0); + + TRACELOG(LOG_INFO, "TEXTURE: Depth texture loaded successfully"); } else { @@ -2063,6 +2542,8 @@ unsigned int rlLoadTextureDepth(int width, int height, int bits, bool useRenderB glRenderbufferStorage(GL_RENDERBUFFER, glInternalFormat, width, height); glBindRenderbuffer(GL_RENDERBUFFER, 0); + + TRACELOG(LOG_INFO, "TEXTURE: [ID %i] Depth renderbuffer loaded successfully (%i bits)", id, (RLGL.ExtSupported.maxDepthBits >= 24)? RLGL.ExtSupported.maxDepthBits : 16); } #endif @@ -2070,17 +2551,17 @@ unsigned int rlLoadTextureDepth(int width, int height, int bits, bool useRenderB } // Load texture cubemap -// NOTE: Cubemap data is expected to be 6 images in a single column, +// 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(void *data, int size, int format) { - unsigned int cubemapId = 0; + unsigned int id = 0; #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - unsigned int dataSize = GetPixelDataSize(size, size, format); + unsigned int dataSize = rlGetPixelDataSize(size, size, format); - glGenTextures(1, &cubemapId); - glBindTexture(GL_TEXTURE_CUBE_MAP, cubemapId); + glGenTextures(1, &id); + glBindTexture(GL_TEXTURE_CUBE_MAP, id); unsigned int glInternalFormat, glFormat, glType; rlGetGlTextureFormats(format, &glInternalFormat, &glFormat, &glType); @@ -2090,16 +2571,34 @@ unsigned int rlLoadTextureCubemap(void *data, int size, int format) // Load cubemap faces for (unsigned int i = 0; i < 6; i++) { - if (format < COMPRESSED_DXT1_RGB) glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glInternalFormat, size, size, 0, glFormat, glType, (unsigned char *)data + i*dataSize); - else glCompressedTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glInternalFormat, size, size, 0, dataSize, (unsigned char *)data + i*dataSize); + if (data == NULL) + { + if (format < PIXELFORMAT_COMPRESSED_DXT1_RGB) + { + if (format == PIXELFORMAT_UNCOMPRESSED_R32G32B32) + { + // Instead of using a sized internal texture format (GL_RGB16F, GL_RGB32F), we let the driver to choose the better format for us (GL_RGB) + if (RLGL.ExtSupported.texFloat32) glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_RGB, size, size, 0, GL_RGB, GL_FLOAT, NULL); + else TRACELOG(LOG_WARNING, "TEXTURES: Cubemap requested format not supported"); + } + else if ((format == PIXELFORMAT_UNCOMPRESSED_R32) || (format == PIXELFORMAT_UNCOMPRESSED_R32G32B32A32)) TRACELOG(LOG_WARNING, "TEXTURES: Cubemap requested format not supported"); + else glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glInternalFormat, size, size, 0, glFormat, glType, NULL); + } + else TRACELOG(LOG_WARNING, "TEXTURES: Empty cubemap creation does not support compressed format"); + } + else + { + if (format < PIXELFORMAT_COMPRESSED_DXT1_RGB) glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glInternalFormat, size, size, 0, glFormat, glType, (unsigned char *)data + i*dataSize); + else glCompressedTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glInternalFormat, size, size, 0, dataSize, (unsigned char *)data + i*dataSize); + } #if defined(GRAPHICS_API_OPENGL_33) - if (format == UNCOMPRESSED_GRAYSCALE) + if (format == PIXELFORMAT_UNCOMPRESSED_GRAYSCALE) { GLint swizzleMask[] = { GL_RED, GL_RED, GL_RED, GL_ONE }; glTexParameteriv(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask); } - else if (format == UNCOMPRESSED_GRAY_ALPHA) + else if (format == PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA) { #if defined(GRAPHICS_API_OPENGL_21) GLint swizzleMask[] = { GL_RED, GL_RED, GL_RED, GL_ALPHA }; @@ -2124,21 +2623,24 @@ unsigned int rlLoadTextureCubemap(void *data, int size, int format) glBindTexture(GL_TEXTURE_CUBE_MAP, 0); #endif - return cubemapId; + if (id > 0) TRACELOG(LOG_INFO, "TEXTURE: [ID %i] Cubemap texture loaded successfully (%ix%i)", id, size, size); + else TRACELOG(LOG_WARNING, "TEXTURE: Failed to load cubemap texture"); + + return id; } // Update already loaded texture in GPU with new data // NOTE: We don't know safely if internal texture format is the expected one... -void rlUpdateTexture(unsigned int id, int width, int height, int format, const void *data) +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 != -1) && (format < COMPRESSED_DXT1_RGB)) + if ((glInternalFormat != -1) && (format < PIXELFORMAT_COMPRESSED_DXT1_RGB)) { - glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, glFormat, glType, (unsigned char *)data); + glTexSubImage2D(GL_TEXTURE_2D, 0, offsetX, offsetY, width, height, glFormat, glType, (unsigned char *)data); } else TRACELOG(LOG_WARNING, "TEXTURE: [ID %i] Failed to update for current texture format (%i)", id, format); } @@ -2154,43 +2656,43 @@ void rlGetGlTextureFormats(int format, unsigned int *glInternalFormat, unsigned { #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 UNCOMPRESSED_GRAYSCALE: *glInternalFormat = GL_LUMINANCE; *glFormat = GL_LUMINANCE; *glType = GL_UNSIGNED_BYTE; break; - case UNCOMPRESSED_GRAY_ALPHA: *glInternalFormat = GL_LUMINANCE_ALPHA; *glFormat = GL_LUMINANCE_ALPHA; *glType = GL_UNSIGNED_BYTE; break; - case UNCOMPRESSED_R5G6B5: *glInternalFormat = GL_RGB; *glFormat = GL_RGB; *glType = GL_UNSIGNED_SHORT_5_6_5; break; - case UNCOMPRESSED_R8G8B8: *glInternalFormat = GL_RGB; *glFormat = GL_RGB; *glType = GL_UNSIGNED_BYTE; break; - case UNCOMPRESSED_R5G5B5A1: *glInternalFormat = GL_RGBA; *glFormat = GL_RGBA; *glType = GL_UNSIGNED_SHORT_5_5_5_1; break; - case UNCOMPRESSED_R4G4B4A4: *glInternalFormat = GL_RGBA; *glFormat = GL_RGBA; *glType = GL_UNSIGNED_SHORT_4_4_4_4; break; - case UNCOMPRESSED_R8G8B8A8: *glInternalFormat = GL_RGBA; *glFormat = GL_RGBA; *glType = GL_UNSIGNED_BYTE; break; + case PIXELFORMAT_UNCOMPRESSED_GRAYSCALE: *glInternalFormat = GL_LUMINANCE; *glFormat = GL_LUMINANCE; *glType = GL_UNSIGNED_BYTE; break; + case PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA: *glInternalFormat = GL_LUMINANCE_ALPHA; *glFormat = GL_LUMINANCE_ALPHA; *glType = GL_UNSIGNED_BYTE; break; + case PIXELFORMAT_UNCOMPRESSED_R5G6B5: *glInternalFormat = GL_RGB; *glFormat = GL_RGB; *glType = GL_UNSIGNED_SHORT_5_6_5; break; + case PIXELFORMAT_UNCOMPRESSED_R8G8B8: *glInternalFormat = GL_RGB; *glFormat = GL_RGB; *glType = GL_UNSIGNED_BYTE; break; + case PIXELFORMAT_UNCOMPRESSED_R5G5B5A1: *glInternalFormat = GL_RGBA; *glFormat = GL_RGBA; *glType = GL_UNSIGNED_SHORT_5_5_5_1; break; + case PIXELFORMAT_UNCOMPRESSED_R4G4B4A4: *glInternalFormat = GL_RGBA; *glFormat = GL_RGBA; *glType = GL_UNSIGNED_SHORT_4_4_4_4; break; + case PIXELFORMAT_UNCOMPRESSED_R8G8B8A8: *glInternalFormat = GL_RGBA; *glFormat = GL_RGBA; *glType = GL_UNSIGNED_BYTE; break; #if !defined(GRAPHICS_API_OPENGL_11) - case UNCOMPRESSED_R32: if (RLGL.ExtSupported.texFloat32) *glInternalFormat = GL_LUMINANCE; *glFormat = GL_LUMINANCE; *glType = GL_FLOAT; break; // NOTE: Requires extension OES_texture_float - case UNCOMPRESSED_R32G32B32: if (RLGL.ExtSupported.texFloat32) *glInternalFormat = GL_RGB; *glFormat = GL_RGB; *glType = GL_FLOAT; break; // NOTE: Requires extension OES_texture_float - case UNCOMPRESSED_R32G32B32A32: if (RLGL.ExtSupported.texFloat32) *glInternalFormat = GL_RGBA; *glFormat = GL_RGBA; *glType = GL_FLOAT; break; // NOTE: Requires extension OES_texture_float + case PIXELFORMAT_UNCOMPRESSED_R32: if (RLGL.ExtSupported.texFloat32) *glInternalFormat = GL_LUMINANCE; *glFormat = GL_LUMINANCE; *glType = GL_FLOAT; break; // NOTE: Requires extension OES_texture_float + case PIXELFORMAT_UNCOMPRESSED_R32G32B32: if (RLGL.ExtSupported.texFloat32) *glInternalFormat = GL_RGB; *glFormat = GL_RGB; *glType = GL_FLOAT; break; // NOTE: Requires extension OES_texture_float + case PIXELFORMAT_UNCOMPRESSED_R32G32B32A32: if (RLGL.ExtSupported.texFloat32) *glInternalFormat = GL_RGBA; *glFormat = GL_RGBA; *glType = GL_FLOAT; break; // NOTE: Requires extension OES_texture_float #endif #elif defined(GRAPHICS_API_OPENGL_33) - case UNCOMPRESSED_GRAYSCALE: *glInternalFormat = GL_R8; *glFormat = GL_RED; *glType = GL_UNSIGNED_BYTE; break; - case UNCOMPRESSED_GRAY_ALPHA: *glInternalFormat = GL_RG8; *glFormat = GL_RG; *glType = GL_UNSIGNED_BYTE; break; - case UNCOMPRESSED_R5G6B5: *glInternalFormat = GL_RGB565; *glFormat = GL_RGB; *glType = GL_UNSIGNED_SHORT_5_6_5; break; - case UNCOMPRESSED_R8G8B8: *glInternalFormat = GL_RGB8; *glFormat = GL_RGB; *glType = GL_UNSIGNED_BYTE; break; - case UNCOMPRESSED_R5G5B5A1: *glInternalFormat = GL_RGB5_A1; *glFormat = GL_RGBA; *glType = GL_UNSIGNED_SHORT_5_5_5_1; break; - case UNCOMPRESSED_R4G4B4A4: *glInternalFormat = GL_RGBA4; *glFormat = GL_RGBA; *glType = GL_UNSIGNED_SHORT_4_4_4_4; break; - case UNCOMPRESSED_R8G8B8A8: *glInternalFormat = GL_RGBA8; *glFormat = GL_RGBA; *glType = GL_UNSIGNED_BYTE; break; - case UNCOMPRESSED_R32: if (RLGL.ExtSupported.texFloat32) *glInternalFormat = GL_R32F; *glFormat = GL_RED; *glType = GL_FLOAT; break; - case UNCOMPRESSED_R32G32B32: if (RLGL.ExtSupported.texFloat32) *glInternalFormat = GL_RGB32F; *glFormat = GL_RGB; *glType = GL_FLOAT; break; - case UNCOMPRESSED_R32G32B32A32: if (RLGL.ExtSupported.texFloat32) *glInternalFormat = GL_RGBA32F; *glFormat = GL_RGBA; *glType = GL_FLOAT; break; + case PIXELFORMAT_UNCOMPRESSED_GRAYSCALE: *glInternalFormat = GL_R8; *glFormat = GL_RED; *glType = GL_UNSIGNED_BYTE; break; + case PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA: *glInternalFormat = GL_RG8; *glFormat = GL_RG; *glType = GL_UNSIGNED_BYTE; break; + case PIXELFORMAT_UNCOMPRESSED_R5G6B5: *glInternalFormat = GL_RGB565; *glFormat = GL_RGB; *glType = GL_UNSIGNED_SHORT_5_6_5; break; + case PIXELFORMAT_UNCOMPRESSED_R8G8B8: *glInternalFormat = GL_RGB8; *glFormat = GL_RGB; *glType = GL_UNSIGNED_BYTE; break; + case PIXELFORMAT_UNCOMPRESSED_R5G5B5A1: *glInternalFormat = GL_RGB5_A1; *glFormat = GL_RGBA; *glType = GL_UNSIGNED_SHORT_5_5_5_1; break; + case PIXELFORMAT_UNCOMPRESSED_R4G4B4A4: *glInternalFormat = GL_RGBA4; *glFormat = GL_RGBA; *glType = GL_UNSIGNED_SHORT_4_4_4_4; break; + case PIXELFORMAT_UNCOMPRESSED_R8G8B8A8: *glInternalFormat = GL_RGBA8; *glFormat = GL_RGBA; *glType = GL_UNSIGNED_BYTE; break; + case PIXELFORMAT_UNCOMPRESSED_R32: if (RLGL.ExtSupported.texFloat32) *glInternalFormat = GL_R32F; *glFormat = GL_RED; *glType = GL_FLOAT; break; + case PIXELFORMAT_UNCOMPRESSED_R32G32B32: if (RLGL.ExtSupported.texFloat32) *glInternalFormat = GL_RGB32F; *glFormat = GL_RGB; *glType = GL_FLOAT; break; + case PIXELFORMAT_UNCOMPRESSED_R32G32B32A32: if (RLGL.ExtSupported.texFloat32) *glInternalFormat = GL_RGBA32F; *glFormat = GL_RGBA; *glType = GL_FLOAT; break; + #endif + #if !defined(GRAPHICS_API_OPENGL_11) + case PIXELFORMAT_COMPRESSED_DXT1_RGB: if (RLGL.ExtSupported.texCompDXT) *glInternalFormat = GL_COMPRESSED_RGB_S3TC_DXT1_EXT; break; + case PIXELFORMAT_COMPRESSED_DXT1_RGBA: if (RLGL.ExtSupported.texCompDXT) *glInternalFormat = GL_COMPRESSED_RGBA_S3TC_DXT1_EXT; break; + case PIXELFORMAT_COMPRESSED_DXT3_RGBA: if (RLGL.ExtSupported.texCompDXT) *glInternalFormat = GL_COMPRESSED_RGBA_S3TC_DXT3_EXT; break; + case PIXELFORMAT_COMPRESSED_DXT5_RGBA: if (RLGL.ExtSupported.texCompDXT) *glInternalFormat = GL_COMPRESSED_RGBA_S3TC_DXT5_EXT; break; + case 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 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 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 PIXELFORMAT_COMPRESSED_PVRT_RGB: if (RLGL.ExtSupported.texCompPVRT) *glInternalFormat = GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG; break; // NOTE: Requires PowerVR GPU + case PIXELFORMAT_COMPRESSED_PVRT_RGBA: if (RLGL.ExtSupported.texCompPVRT) *glInternalFormat = GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG; break; // NOTE: Requires PowerVR GPU + case 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 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 - #if !defined(GRAPHICS_API_OPENGL_11) - case COMPRESSED_DXT1_RGB: if (RLGL.ExtSupported.texCompDXT) *glInternalFormat = GL_COMPRESSED_RGB_S3TC_DXT1_EXT; break; - case COMPRESSED_DXT1_RGBA: if (RLGL.ExtSupported.texCompDXT) *glInternalFormat = GL_COMPRESSED_RGBA_S3TC_DXT1_EXT; break; - case COMPRESSED_DXT3_RGBA: if (RLGL.ExtSupported.texCompDXT) *glInternalFormat = GL_COMPRESSED_RGBA_S3TC_DXT3_EXT; break; - case COMPRESSED_DXT5_RGBA: if (RLGL.ExtSupported.texCompDXT) *glInternalFormat = GL_COMPRESSED_RGBA_S3TC_DXT5_EXT; break; - case COMPRESSED_ETC1_RGB: if (RLGL.ExtSupported.texCompETC1) *glInternalFormat = GL_ETC1_RGB8_OES; break; // NOTE: Requires OpenGL ES 2.0 or OpenGL 4.3 - case COMPRESSED_ETC2_RGB: if (RLGL.ExtSupported.texCompETC2) *glInternalFormat = GL_COMPRESSED_RGB8_ETC2; break; // NOTE: Requires OpenGL ES 3.0 or OpenGL 4.3 - case 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 COMPRESSED_PVRT_RGB: if (RLGL.ExtSupported.texCompPVRT) *glInternalFormat = GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG; break; // NOTE: Requires PowerVR GPU - case COMPRESSED_PVRT_RGBA: if (RLGL.ExtSupported.texCompPVRT) *glInternalFormat = GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG; break; // NOTE: Requires PowerVR GPU - case 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 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(LOG_WARNING, "TEXTURE: Current format not supported (%i)", format); break; } } @@ -2198,112 +2700,7 @@ void rlGetGlTextureFormats(int format, unsigned int *glInternalFormat, unsigned // Unload texture from GPU memory void rlUnloadTexture(unsigned int id) { - if (id > 0) glDeleteTextures(1, &id); -} - -// Load a texture to be used for rendering (fbo with default color and depth attachments) -// NOTE: If colorFormat or depthBits are no supported, no attachment is done -RenderTexture2D rlLoadRenderTexture(int width, int height, int format, int depthBits, bool useDepthTexture) -{ - RenderTexture2D target = { 0 }; - -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - if (useDepthTexture && RLGL.ExtSupported.texDepth) target.depthTexture = true; - - // Create the framebuffer object - glGenFramebuffers(1, &target.id); - glBindFramebuffer(GL_FRAMEBUFFER, target.id); - - // Create fbo color texture attachment - //----------------------------------------------------------------------------------------------------- - if ((format != -1) && (format < COMPRESSED_DXT1_RGB)) - { - // WARNING: Some texture formats are not supported for fbo color attachment - target.texture.id = rlLoadTexture(NULL, width, height, format, 1); - target.texture.width = width; - target.texture.height = height; - target.texture.format = format; - target.texture.mipmaps = 1; - } - //----------------------------------------------------------------------------------------------------- - - // Create fbo depth renderbuffer/texture - //----------------------------------------------------------------------------------------------------- - if (depthBits > 0) - { - target.depth.id = rlLoadTextureDepth(width, height, depthBits, !useDepthTexture); - target.depth.width = width; - target.depth.height = height; - target.depth.format = 19; //DEPTH_COMPONENT_24BIT? - target.depth.mipmaps = 1; - } - //----------------------------------------------------------------------------------------------------- - - // Attach color texture and depth renderbuffer to FBO - //----------------------------------------------------------------------------------------------------- - rlRenderTextureAttach(target, target.texture.id, 0); // COLOR attachment - rlRenderTextureAttach(target, target.depth.id, 1); // DEPTH attachment - //----------------------------------------------------------------------------------------------------- - - // Check if fbo is complete with attachments (valid) - //----------------------------------------------------------------------------------------------------- - if (rlRenderTextureComplete(target)) TRACELOG(LOG_INFO, "FBO: [ID %i] Framebuffer object created successfully", target.id); - //----------------------------------------------------------------------------------------------------- - - glBindFramebuffer(GL_FRAMEBUFFER, 0); -#endif - - return target; -} - -// Attach color buffer texture to an fbo (unloads previous attachment) -// NOTE: Attach type: 0-Color, 1-Depth renderbuffer, 2-Depth texture -void rlRenderTextureAttach(RenderTexture2D target, unsigned int id, int attachType) -{ -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - glBindFramebuffer(GL_FRAMEBUFFER, target.id); - - if (attachType == 0) glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, id, 0); - else if (attachType == 1) - { - if (target.depthTexture) glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, id, 0); - else glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, id); - } - - glBindFramebuffer(GL_FRAMEBUFFER, 0); -#endif -} - -// Verify render texture is complete -bool rlRenderTextureComplete(RenderTexture target) -{ - bool result = false; - -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - glBindFramebuffer(GL_FRAMEBUFFER, target.id); - - GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER); - - if (status != GL_FRAMEBUFFER_COMPLETE) - { - switch (status) - { - case GL_FRAMEBUFFER_UNSUPPORTED: TRACELOG(LOG_WARNING, "FBO: [ID %i] Framebuffer is unsupported", target.id); break; - case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT: TRACELOG(LOG_WARNING, "FBO: [ID %i] Framebuffer has incomplete attachment", target.id); break; -#if defined(GRAPHICS_API_OPENGL_ES2) - case GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS: TRACELOG(LOG_WARNING, "FBO: [ID %i] Framebuffer has incomplete dimensions", target.id); break; -#endif - case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT: TRACELOG(LOG_WARNING, "FBO: [ID %i] Framebuffer has a missing attachment", target.id); break; - default: break; - } - } - - glBindFramebuffer(GL_FRAMEBUFFER, 0); - - result = (status == GL_FRAMEBUFFER_COMPLETE); -#endif - - return result; + glDeleteTextures(1, &id); } // Generate mipmap data for selected texture @@ -2321,14 +2718,14 @@ void rlGenerateMipmaps(Texture2D *texture) if (texIsPOT) { // WARNING: Manual mipmap generation only works for RGBA 32bit textures! - if (texture->format == UNCOMPRESSED_R8G8B8A8) + if (texture->format == PIXELFORMAT_UNCOMPRESSED_R8G8B8A8) { // Retrieve texture data from VRAM - void *data = rlReadTexturePixels(*texture); + void *texData = rlReadTexturePixels(*texture); - // NOTE: data size is reallocated to fit mipmaps data + // NOTE: Texture data size is reallocated to fit mipmaps data // NOTE: CPU mipmap generation only supports RGBA 32bit data - int mipmapCount = GenerateMipmaps(data, texture->width, texture->height); + int mipmapCount = rlGenerateMipmapsData(texData, texture->width, texture->height); int size = texture->width*texture->height*4; int offset = size; @@ -2339,7 +2736,7 @@ void rlGenerateMipmaps(Texture2D *texture) // Load the mipmaps for (int level = 1; level < mipmapCount; level++) { - glTexImage2D(GL_TEXTURE_2D, level, GL_RGBA8, mipWidth, mipHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, (unsigned char *)data + offset); + glTexImage2D(GL_TEXTURE_2D, level, GL_RGBA8, mipWidth, mipHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, (unsigned char *)texData + offset); size = mipWidth*mipHeight*4; offset += size; @@ -2349,13 +2746,14 @@ void rlGenerateMipmaps(Texture2D *texture) } texture->mipmaps = mipmapCount + 1; - RL_FREE(data); // Once mipmaps have been generated and data has been uploaded to GPU VRAM, we can discard RAM data + RL_FREE(texData); // Once mipmaps have been generated and data has been uploaded to GPU VRAM, we can discard RAM data TRACELOG(LOG_WARNING, "TEXTURE: [ID %i] Mipmaps generated manually on CPU side, total: %i", texture->id, texture->mipmaps); } else TRACELOG(LOG_WARNING, "TEXTURE: [ID %i] Failed to generate mipmaps for provided texture format", texture->id); } -#elif defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) +#endif +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) if ((texIsPOT) || (RLGL.ExtSupported.texNPOT)) { //glHint(GL_GENERATE_MIPMAP_HINT, GL_DONT_CARE); // Hint for mipmaps generation algorythm: GL_FASTEST, GL_NICEST, GL_DONT_CARE @@ -2376,497 +2774,6 @@ void rlGenerateMipmaps(Texture2D *texture) glBindTexture(GL_TEXTURE_2D, 0); } -// Upload vertex data into a VAO (if supported) and VBO -void rlLoadMesh(Mesh *mesh, bool dynamic) -{ - if (mesh->vaoId > 0) - { - // Check if mesh has already been loaded in GPU - TRACELOG(LOG_WARNING, "VAO: [ID %i] Trying to re-load an already loaded mesh", mesh->vaoId); - return; - } - - mesh->vaoId = 0; // Vertex Array Object - mesh->vboId[0] = 0; // Vertex positions VBO - mesh->vboId[1] = 0; // Vertex texcoords VBO - mesh->vboId[2] = 0; // Vertex normals VBO - mesh->vboId[3] = 0; // Vertex colors VBO - mesh->vboId[4] = 0; // Vertex tangents VBO - mesh->vboId[5] = 0; // Vertex texcoords2 VBO - mesh->vboId[6] = 0; // Vertex indices VBO - -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - int drawHint = GL_STATIC_DRAW; - if (dynamic) drawHint = GL_DYNAMIC_DRAW; - - if (RLGL.ExtSupported.vao) - { - // Initialize Quads VAO (Buffer A) - glGenVertexArrays(1, &mesh->vaoId); - glBindVertexArray(mesh->vaoId); - } - - // NOTE: Attributes must be uploaded considering default locations points - - // Enable vertex attributes: position (shader-location = 0) - glGenBuffers(1, &mesh->vboId[0]); - glBindBuffer(GL_ARRAY_BUFFER, mesh->vboId[0]); - glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*mesh->vertexCount, mesh->vertices, drawHint); - glVertexAttribPointer(0, 3, GL_FLOAT, 0, 0, 0); - glEnableVertexAttribArray(0); - - // Enable vertex attributes: texcoords (shader-location = 1) - glGenBuffers(1, &mesh->vboId[1]); - glBindBuffer(GL_ARRAY_BUFFER, mesh->vboId[1]); - glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*mesh->vertexCount, mesh->texcoords, drawHint); - glVertexAttribPointer(1, 2, GL_FLOAT, 0, 0, 0); - glEnableVertexAttribArray(1); - - // Enable vertex attributes: normals (shader-location = 2) - if (mesh->normals != NULL) - { - glGenBuffers(1, &mesh->vboId[2]); - glBindBuffer(GL_ARRAY_BUFFER, mesh->vboId[2]); - glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*mesh->vertexCount, mesh->normals, drawHint); - glVertexAttribPointer(2, 3, GL_FLOAT, 0, 0, 0); - glEnableVertexAttribArray(2); - } - else - { - // Default color vertex attribute set to WHITE - glVertexAttrib3f(2, 1.0f, 1.0f, 1.0f); - glDisableVertexAttribArray(2); - } - - // Default color vertex attribute (shader-location = 3) - if (mesh->colors != NULL) - { - glGenBuffers(1, &mesh->vboId[3]); - glBindBuffer(GL_ARRAY_BUFFER, mesh->vboId[3]); - glBufferData(GL_ARRAY_BUFFER, sizeof(unsigned char)*4*mesh->vertexCount, mesh->colors, drawHint); - glVertexAttribPointer(3, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0); - glEnableVertexAttribArray(3); - } - else - { - // Default color vertex attribute set to WHITE - glVertexAttrib4f(3, 1.0f, 1.0f, 1.0f, 1.0f); - glDisableVertexAttribArray(3); - } - - // Default tangent vertex attribute (shader-location = 4) - if (mesh->tangents != NULL) - { - glGenBuffers(1, &mesh->vboId[4]); - glBindBuffer(GL_ARRAY_BUFFER, mesh->vboId[4]); - glBufferData(GL_ARRAY_BUFFER, sizeof(float)*4*mesh->vertexCount, mesh->tangents, drawHint); - glVertexAttribPointer(4, 4, GL_FLOAT, 0, 0, 0); - glEnableVertexAttribArray(4); - } - else - { - // Default tangents vertex attribute - glVertexAttrib4f(4, 0.0f, 0.0f, 0.0f, 0.0f); - glDisableVertexAttribArray(4); - } - - // Default texcoord2 vertex attribute (shader-location = 5) - if (mesh->texcoords2 != NULL) - { - glGenBuffers(1, &mesh->vboId[5]); - glBindBuffer(GL_ARRAY_BUFFER, mesh->vboId[5]); - glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*mesh->vertexCount, mesh->texcoords2, drawHint); - glVertexAttribPointer(5, 2, GL_FLOAT, 0, 0, 0); - glEnableVertexAttribArray(5); - } - else - { - // Default texcoord2 vertex attribute - glVertexAttrib2f(5, 0.0f, 0.0f); - glDisableVertexAttribArray(5); - } - - if (mesh->indices != NULL) - { - glGenBuffers(1, &mesh->vboId[6]); - glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mesh->vboId[6]); - glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(unsigned short)*mesh->triangleCount*3, mesh->indices, drawHint); - } - - if (RLGL.ExtSupported.vao) - { - if (mesh->vaoId > 0) TRACELOG(LOG_INFO, "VAO: [ID %i] Mesh uploaded successfully to VRAM (GPU)", mesh->vaoId); - else TRACELOG(LOG_WARNING, "VAO: Failed to load mesh to VRAM (GPU)"); - } - else - { - TRACELOG(LOG_INFO, "VBO: Mesh uploaded successfully to VRAM (GPU)"); - } -#endif -} - -// Load a new attributes buffer -unsigned int rlLoadAttribBuffer(unsigned int vaoId, int shaderLoc, void *buffer, int size, bool dynamic) -{ - unsigned int id = 0; - -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - int drawHint = GL_STATIC_DRAW; - if (dynamic) drawHint = GL_DYNAMIC_DRAW; - - if (RLGL.ExtSupported.vao) glBindVertexArray(vaoId); - - glGenBuffers(1, &id); - glBindBuffer(GL_ARRAY_BUFFER, id); - glBufferData(GL_ARRAY_BUFFER, size, buffer, drawHint); - glVertexAttribPointer(shaderLoc, 2, GL_FLOAT, 0, 0, 0); - glEnableVertexAttribArray(shaderLoc); - - if (RLGL.ExtSupported.vao) glBindVertexArray(0); -#endif - - return id; -} - -// Update vertex or index data on GPU (upload new data to one buffer) -void rlUpdateMesh(Mesh mesh, int buffer, int num) -{ - rlUpdateMeshAt(mesh, buffer, num, 0); -} - -// Update vertex or index data on GPU, at index -// WARNING: error checking is in place that will cause the data to not be -// updated if offset + size exceeds what the buffer can hold -void rlUpdateMeshAt(Mesh mesh, int buffer, int num, int index) -{ -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - // Activate mesh VAO - if (RLGL.ExtSupported.vao) glBindVertexArray(mesh.vaoId); - - switch (buffer) - { - case 0: // Update vertices (vertex position) - { - glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[0]); - if (index == 0 && num >= mesh.vertexCount) glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*num, mesh.vertices, GL_DYNAMIC_DRAW); - else if (index + num >= mesh.vertexCount) break; - else glBufferSubData(GL_ARRAY_BUFFER, sizeof(float)*3*index, sizeof(float)*3*num, mesh.vertices); - - } break; - case 1: // Update texcoords (vertex texture coordinates) - { - glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[1]); - if (index == 0 && num >= mesh.vertexCount) glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*num, mesh.texcoords, GL_DYNAMIC_DRAW); - else if (index + num >= mesh.vertexCount) break; - else glBufferSubData(GL_ARRAY_BUFFER, sizeof(float)*2*index, sizeof(float)*2*num, mesh.texcoords); - - } break; - case 2: // Update normals (vertex normals) - { - glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[2]); - if (index == 0 && num >= mesh.vertexCount) glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*num, mesh.normals, GL_DYNAMIC_DRAW); - else if (index + num >= mesh.vertexCount) break; - else glBufferSubData(GL_ARRAY_BUFFER, sizeof(float)*3*index, sizeof(float)*3*num, mesh.normals); - - } break; - case 3: // Update colors (vertex colors) - { - glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[3]); - if (index == 0 && num >= mesh.vertexCount) glBufferData(GL_ARRAY_BUFFER, sizeof(float)*4*num, mesh.colors, GL_DYNAMIC_DRAW); - else if (index + num >= mesh.vertexCount) break; - else glBufferSubData(GL_ARRAY_BUFFER, sizeof(unsigned char)*4*index, sizeof(unsigned char)*4*num, mesh.colors); - - } break; - case 4: // Update tangents (vertex tangents) - { - glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[4]); - if (index == 0 && num >= mesh.vertexCount) glBufferData(GL_ARRAY_BUFFER, sizeof(float)*4*num, mesh.tangents, GL_DYNAMIC_DRAW); - else if (index + num >= mesh.vertexCount) break; - else glBufferSubData(GL_ARRAY_BUFFER, sizeof(float)*4*index, sizeof(float)*4*num, mesh.tangents); - } break; - case 5: // Update texcoords2 (vertex second texture coordinates) - { - glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[5]); - if (index == 0 && num >= mesh.vertexCount) glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*num, mesh.texcoords2, GL_DYNAMIC_DRAW); - else if (index + num >= mesh.vertexCount) break; - else glBufferSubData(GL_ARRAY_BUFFER, sizeof(float)*2*index, sizeof(float)*2*num, mesh.texcoords2); - } break; - case 6: // Update indices (triangle index buffer) - { - // the * 3 is because each triangle has 3 indices - unsigned short *indices = mesh.indices; - glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mesh.vboId[6]); - if (index == 0 && num >= mesh.triangleCount) - glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(*indices)*num*3, indices, GL_DYNAMIC_DRAW); - else if (index + num >= mesh.triangleCount) - break; - else - glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, sizeof(*indices)*index*3, sizeof(*indices)*num*3, indices); - } break; - default: break; - } - - // Unbind the current VAO - if (RLGL.ExtSupported.vao) glBindVertexArray(0); - - // Another option would be using buffer mapping... - //mesh.vertices = glMapBuffer(GL_ARRAY_BUFFER, GL_READ_WRITE); - // Now we can modify vertices - //glUnmapBuffer(GL_ARRAY_BUFFER); -#endif -} - -// Draw a 3d mesh with material and transform -void rlDrawMesh(Mesh mesh, Material material, Matrix transform) -{ -#if defined(GRAPHICS_API_OPENGL_11) - glEnable(GL_TEXTURE_2D); - glBindTexture(GL_TEXTURE_2D, material.maps[MAP_DIFFUSE].texture.id); - - // NOTE: On OpenGL 1.1 we use Vertex Arrays to draw model - glEnableClientState(GL_VERTEX_ARRAY); // Enable vertex array - glEnableClientState(GL_TEXTURE_COORD_ARRAY); // Enable texture coords array - if (mesh.normals != NULL) glEnableClientState(GL_NORMAL_ARRAY); // Enable normals array - if (mesh.colors != NULL) glEnableClientState(GL_COLOR_ARRAY); // Enable colors array - - glVertexPointer(3, GL_FLOAT, 0, mesh.vertices); // Pointer to vertex coords array - glTexCoordPointer(2, GL_FLOAT, 0, mesh.texcoords); // Pointer to texture coords array - if (mesh.normals != NULL) glNormalPointer(GL_FLOAT, 0, mesh.normals); // Pointer to normals array - if (mesh.colors != NULL) glColorPointer(4, GL_UNSIGNED_BYTE, 0, mesh.colors); // Pointer to colors array - - rlPushMatrix(); - rlMultMatrixf(MatrixToFloat(transform)); - rlColor4ub(material.maps[MAP_DIFFUSE].color.r, material.maps[MAP_DIFFUSE].color.g, material.maps[MAP_DIFFUSE].color.b, material.maps[MAP_DIFFUSE].color.a); - - if (mesh.indices != NULL) glDrawElements(GL_TRIANGLES, mesh.triangleCount*3, GL_UNSIGNED_SHORT, mesh.indices); - else glDrawArrays(GL_TRIANGLES, 0, mesh.vertexCount); - rlPopMatrix(); - - glDisableClientState(GL_VERTEX_ARRAY); // Disable vertex array - glDisableClientState(GL_TEXTURE_COORD_ARRAY); // Disable texture coords array - if (mesh.normals != NULL) glDisableClientState(GL_NORMAL_ARRAY); // Disable normals array - if (mesh.colors != NULL) glDisableClientState(GL_NORMAL_ARRAY); // Disable colors array - - glDisable(GL_TEXTURE_2D); - glBindTexture(GL_TEXTURE_2D, 0); -#endif - -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - // Bind shader program - glUseProgram(material.shader.id); - - // Matrices and other values required by shader - //----------------------------------------------------- - // Calculate and send to shader model matrix (used by PBR shader) - if (material.shader.locs[LOC_MATRIX_MODEL] != -1) SetShaderValueMatrix(material.shader, material.shader.locs[LOC_MATRIX_MODEL], transform); - - // Upload to shader material.colDiffuse - if (material.shader.locs[LOC_COLOR_DIFFUSE] != -1) - glUniform4f(material.shader.locs[LOC_COLOR_DIFFUSE], (float)material.maps[MAP_DIFFUSE].color.r/255.0f, - (float)material.maps[MAP_DIFFUSE].color.g/255.0f, - (float)material.maps[MAP_DIFFUSE].color.b/255.0f, - (float)material.maps[MAP_DIFFUSE].color.a/255.0f); - - // Upload to shader material.colSpecular (if available) - if (material.shader.locs[LOC_COLOR_SPECULAR] != -1) - glUniform4f(material.shader.locs[LOC_COLOR_SPECULAR], (float)material.maps[MAP_SPECULAR].color.r/255.0f, - (float)material.maps[MAP_SPECULAR].color.g/255.0f, - (float)material.maps[MAP_SPECULAR].color.b/255.0f, - (float)material.maps[MAP_SPECULAR].color.a/255.0f); - - if (material.shader.locs[LOC_MATRIX_VIEW] != -1) SetShaderValueMatrix(material.shader, material.shader.locs[LOC_MATRIX_VIEW], RLGL.State.modelview); - if (material.shader.locs[LOC_MATRIX_PROJECTION] != -1) SetShaderValueMatrix(material.shader, material.shader.locs[LOC_MATRIX_PROJECTION], RLGL.State.projection); - - // At this point the modelview matrix just contains the view matrix (camera) - // That's because BeginMode3D() sets it an no model-drawing function modifies it, all use rlPushMatrix() and rlPopMatrix() - Matrix matView = RLGL.State.modelview; // View matrix (camera) - Matrix matProjection = RLGL.State.projection; // Projection matrix (perspective) - - // 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 = MatrixIdentity(); - //for (int i = RLGL.State.stackCounter; i > 0; i--) matStackTransform = MatrixMultiply(RLGL.State.stack[i], matStackTransform); - - // Transform to camera-space coordinates - Matrix matModelView = MatrixMultiply(transform, MatrixMultiply(RLGL.State.transform, matView)); - //----------------------------------------------------- - - // Bind active texture maps (if available) - for (int i = 0; i < MAX_MATERIAL_MAPS; i++) - { - if (material.maps[i].texture.id > 0) - { - glActiveTexture(GL_TEXTURE0 + i); - if ((i == MAP_IRRADIANCE) || (i == MAP_PREFILTER) || (i == MAP_CUBEMAP)) glBindTexture(GL_TEXTURE_CUBE_MAP, material.maps[i].texture.id); - else glBindTexture(GL_TEXTURE_2D, material.maps[i].texture.id); - - glUniform1i(material.shader.locs[LOC_MAP_DIFFUSE + i], i); - } - } - - // Bind vertex array objects (or VBOs) - if (RLGL.ExtSupported.vao) glBindVertexArray(mesh.vaoId); - else - { - // Bind mesh VBO data: vertex position (shader-location = 0) - glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[0]); - glVertexAttribPointer(material.shader.locs[LOC_VERTEX_POSITION], 3, GL_FLOAT, 0, 0, 0); - glEnableVertexAttribArray(material.shader.locs[LOC_VERTEX_POSITION]); - - // Bind mesh VBO data: vertex texcoords (shader-location = 1) - glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[1]); - glVertexAttribPointer(material.shader.locs[LOC_VERTEX_TEXCOORD01], 2, GL_FLOAT, 0, 0, 0); - glEnableVertexAttribArray(material.shader.locs[LOC_VERTEX_TEXCOORD01]); - - // Bind mesh VBO data: vertex normals (shader-location = 2, if available) - if (material.shader.locs[LOC_VERTEX_NORMAL] != -1) - { - glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[2]); - glVertexAttribPointer(material.shader.locs[LOC_VERTEX_NORMAL], 3, GL_FLOAT, 0, 0, 0); - glEnableVertexAttribArray(material.shader.locs[LOC_VERTEX_NORMAL]); - } - - // Bind mesh VBO data: vertex colors (shader-location = 3, if available) - if (material.shader.locs[LOC_VERTEX_COLOR] != -1) - { - if (mesh.vboId[3] != 0) - { - glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[3]); - glVertexAttribPointer(material.shader.locs[LOC_VERTEX_COLOR], 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0); - glEnableVertexAttribArray(material.shader.locs[LOC_VERTEX_COLOR]); - } - else - { - // Set default value for unused attribute - // NOTE: Required when using default shader and no VAO support - glVertexAttrib4f(material.shader.locs[LOC_VERTEX_COLOR], 1.0f, 1.0f, 1.0f, 1.0f); - glDisableVertexAttribArray(material.shader.locs[LOC_VERTEX_COLOR]); - } - } - - // Bind mesh VBO data: vertex tangents (shader-location = 4, if available) - if (material.shader.locs[LOC_VERTEX_TANGENT] != -1) - { - glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[4]); - glVertexAttribPointer(material.shader.locs[LOC_VERTEX_TANGENT], 4, GL_FLOAT, 0, 0, 0); - glEnableVertexAttribArray(material.shader.locs[LOC_VERTEX_TANGENT]); - } - - // Bind mesh VBO data: vertex texcoords2 (shader-location = 5, if available) - if (material.shader.locs[LOC_VERTEX_TEXCOORD02] != -1) - { - glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[5]); - glVertexAttribPointer(material.shader.locs[LOC_VERTEX_TEXCOORD02], 2, GL_FLOAT, 0, 0, 0); - glEnableVertexAttribArray(material.shader.locs[LOC_VERTEX_TEXCOORD02]); - } - - if (mesh.indices != NULL) glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mesh.vboId[6]); - } - - int eyesCount = 1; -#if defined(SUPPORT_VR_SIMULATOR) - if (RLGL.Vr.stereoRender) eyesCount = 2; -#endif - - for (int eye = 0; eye < eyesCount; eye++) - { - if (eyesCount == 1) RLGL.State.modelview = matModelView; - #if defined(SUPPORT_VR_SIMULATOR) - else SetStereoView(eye, matProjection, matModelView); - #endif - - // Calculate model-view-projection matrix (MVP) - Matrix matMVP = MatrixMultiply(RLGL.State.modelview, RLGL.State.projection); // Transform to screen-space coordinates - - // Send combined model-view-projection matrix to shader - glUniformMatrix4fv(material.shader.locs[LOC_MATRIX_MVP], 1, false, MatrixToFloat(matMVP)); - - // Draw call! - if (mesh.indices != NULL) glDrawElements(GL_TRIANGLES, mesh.triangleCount*3, GL_UNSIGNED_SHORT, 0); // Indexed vertices draw - else glDrawArrays(GL_TRIANGLES, 0, mesh.vertexCount); - } - - // Unbind all binded texture maps - for (int i = 0; i < MAX_MATERIAL_MAPS; i++) - { - glActiveTexture(GL_TEXTURE0 + i); // Set shader active texture - if ((i == MAP_IRRADIANCE) || (i == MAP_PREFILTER) || (i == MAP_CUBEMAP)) glBindTexture(GL_TEXTURE_CUBE_MAP, 0); - else glBindTexture(GL_TEXTURE_2D, 0); // Unbind current active texture - } - - // Unind vertex array objects (or VBOs) - if (RLGL.ExtSupported.vao) glBindVertexArray(0); - else - { - glBindBuffer(GL_ARRAY_BUFFER, 0); - if (mesh.indices != NULL) glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); - } - - // Unbind shader program - glUseProgram(0); - - // Restore RLGL.State.projection/RLGL.State.modelview matrices - // NOTE: In stereo rendering matrices are being modified to fit every eye - RLGL.State.projection = matProjection; - RLGL.State.modelview = matView; -#endif -} - -// Unload mesh data from CPU and GPU -void rlUnloadMesh(Mesh mesh) -{ - RL_FREE(mesh.vertices); - RL_FREE(mesh.texcoords); - RL_FREE(mesh.normals); - RL_FREE(mesh.colors); - RL_FREE(mesh.tangents); - RL_FREE(mesh.texcoords2); - RL_FREE(mesh.indices); - - RL_FREE(mesh.animVertices); - RL_FREE(mesh.animNormals); - RL_FREE(mesh.boneWeights); - RL_FREE(mesh.boneIds); - - rlDeleteBuffers(mesh.vboId[0]); // vertex - rlDeleteBuffers(mesh.vboId[1]); // texcoords - rlDeleteBuffers(mesh.vboId[2]); // normals - rlDeleteBuffers(mesh.vboId[3]); // colors - rlDeleteBuffers(mesh.vboId[4]); // tangents - rlDeleteBuffers(mesh.vboId[5]); // texcoords2 - rlDeleteBuffers(mesh.vboId[6]); // indices - - rlDeleteVertexArrays(mesh.vaoId); -} - -// 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*sizeof(unsigned char)*4); - - 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 -} // Read texture pixel data void *rlReadTexturePixels(Texture2D texture) @@ -2891,11 +2798,11 @@ void *rlReadTexturePixels(Texture2D texture) unsigned int glInternalFormat, glFormat, glType; rlGetGlTextureFormats(texture.format, &glInternalFormat, &glFormat, &glType); - unsigned int size = GetPixelDataSize(texture.width, texture.height, texture.format); + unsigned int size = rlGetPixelDataSize(texture.width, texture.height, texture.format); - if ((glInternalFormat != -1) && (texture.format < COMPRESSED_DXT1_RGB)) + if ((glInternalFormat != -1) && (texture.format < PIXELFORMAT_COMPRESSED_DXT1_RGB)) { - pixels = (unsigned char *)RL_MALLOC(size); + pixels = RL_MALLOC(size); glGetTexImage(GL_TEXTURE_2D, 0, glFormat, glType, pixels); } else TRACELOG(LOG_WARNING, "TEXTURE: [ID %i] Data retrieval not suported for pixel format (%i)", texture.id, texture.format); @@ -2905,948 +2812,494 @@ void *rlReadTexturePixels(Texture2D texture) #if defined(GRAPHICS_API_OPENGL_ES2) // glGetTexImage() is not available on OpenGL ES 2.0 - // Texture2D width and height are required on OpenGL ES 2.0. There is no way to get it from texture id. + // 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... - RenderTexture2D fbo = rlLoadRenderTexture(texture.width, texture.height, UNCOMPRESSED_R8G8B8A8, 16, false); + unsigned int fboId = rlLoadFramebuffer(texture.width, texture.height); + + // TODO: Create depth texture/renderbuffer for fbo? - glBindFramebuffer(GL_FRAMEBUFFER, fbo.id); + glBindFramebuffer(GL_FRAMEBUFFER, fboId); glBindTexture(GL_TEXTURE_2D, 0); // Attach our texture to FBO - // NOTE: Previoust attached texture is automatically detached glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture.id, 0); // We read data as RGBA because FBO texture is configured as RGBA, despite binding another texture format - pixels = (unsigned char *)RL_MALLOC(GetPixelDataSize(texture.width, texture.height, UNCOMPRESSED_R8G8B8A8)); + pixels = (unsigned char *)RL_MALLOC(rlGetPixelDataSize(texture.width, texture.height, PIXELFORMAT_UNCOMPRESSED_R8G8B8A8)); glReadPixels(0, 0, texture.width, texture.height, GL_RGBA, GL_UNSIGNED_BYTE, pixels); - // Re-attach internal FBO color texture before deleting it - glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, fbo.texture.id, 0); - glBindFramebuffer(GL_FRAMEBUFFER, 0); // Clean up temporal fbo - rlDeleteRenderTextures(fbo); + rlUnloadFramebuffer(fboId); #endif return pixels; } -//---------------------------------------------------------------------------------- -// Module Functions Definition - Shaders Functions -// NOTE: Those functions are exposed directly to the user in raylib.h -//---------------------------------------------------------------------------------- -// Get default internal texture (white texture) -Texture2D GetTextureDefault(void) +// Read screen pixel data (color buffer) +unsigned char *rlReadScreenPixels(int width, int height) { - Texture2D texture = { 0 }; -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - texture.id = RLGL.State.defaultTextureId; - texture.width = 1; - texture.height = 1; - texture.mipmaps = 1; - texture.format = UNCOMPRESSED_R8G8B8A8; -#endif - return texture; -} + unsigned char *screenData = (unsigned char *)RL_CALLOC(width*height*4, sizeof(unsigned char)); -// Get texture to draw shapes (RAII) -Texture2D GetShapesTexture(void) -{ - return RLGL.State.shapesTexture; -} + // 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); -// Get texture rectangle to draw shapes -Rectangle GetShapesTextureRec(void) -{ - return RLGL.State.shapesTextureRec; -} + // Flip image vertically! + unsigned char *imgData = (unsigned char *)RL_MALLOC(width*height*4*sizeof(unsigned char)); -// Define default texture used to draw shapes -void SetShapesTexture(Texture2D texture, Rectangle source) -{ - RLGL.State.shapesTexture = texture; - RLGL.State.shapesTextureRec = source; + 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 } -// Get default shader -Shader GetShaderDefault(void) +// Framebuffer management (fbo) +//----------------------------------------------------------------------------------------- +// Load a framebuffer to be used for rendering +// NOTE: No textures attached +unsigned int rlLoadFramebuffer(int width, int height) { -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - return RLGL.State.defaultShader; -#else - Shader shader = { 0 }; - return shader; + unsigned int fboId = 0; + +#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)) && defined(SUPPORT_RENDER_TEXTURES_HINT) + glGenFramebuffers(1, &fboId); // Create the framebuffer object + glBindFramebuffer(GL_FRAMEBUFFER, 0); // Unbind any framebuffer #endif + + return fboId; } -// Load shader from files and bind default locations -// NOTE: If shader string is NULL, using default vertex/fragment shaders -Shader LoadShader(const char *vsFileName, const char *fsFileName) +// 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) { - Shader shader = { 0 }; - - // NOTE: Shader.locs is allocated by LoadShaderCode() +#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)) && defined(SUPPORT_RENDER_TEXTURES_HINT) + glBindFramebuffer(GL_FRAMEBUFFER, fboId); - char *vShaderStr = NULL; - char *fShaderStr = NULL; + 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); - if (vsFileName != NULL) vShaderStr = LoadFileText(vsFileName); - if (fsFileName != NULL) fShaderStr = LoadFileText(fsFileName); + } 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); - shader = LoadShaderCode(vShaderStr, fShaderStr); + } 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); - if (vShaderStr != NULL) RL_FREE(vShaderStr); - if (fShaderStr != NULL) RL_FREE(fShaderStr); + } break; + default: break; + } - return shader; + glBindFramebuffer(GL_FRAMEBUFFER, 0); +#endif } -// Load shader from code strings -// NOTE: If shader string is NULL, using default vertex/fragment shaders -Shader LoadShaderCode(const char *vsCode, const char *fsCode) +// Verify render texture is complete +bool rlFramebufferComplete(unsigned int id) { - Shader shader = { 0 }; - shader.locs = (int *)RL_CALLOC(MAX_SHADER_LOCATIONS, sizeof(int)); - - // NOTE: All locations must be reseted to -1 (no location) - for (int i = 0; i < MAX_SHADER_LOCATIONS; i++) shader.locs[i] = -1; + bool result = false; -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - unsigned int vertexShaderId = RLGL.State.defaultVShaderId; - unsigned int fragmentShaderId = RLGL.State.defaultFShaderId; +#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)) && defined(SUPPORT_RENDER_TEXTURES_HINT) + glBindFramebuffer(GL_FRAMEBUFFER, id); - if (vsCode != NULL) vertexShaderId = CompileShader(vsCode, GL_VERTEX_SHADER); - if (fsCode != NULL) fragmentShaderId = CompileShader(fsCode, GL_FRAGMENT_SHADER); + GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER); - if ((vertexShaderId == RLGL.State.defaultVShaderId) && (fragmentShaderId == RLGL.State.defaultFShaderId)) shader = RLGL.State.defaultShader; - else + if (status != GL_FRAMEBUFFER_COMPLETE) { - shader.id = LoadShaderProgram(vertexShaderId, fragmentShaderId); - - if (vertexShaderId != RLGL.State.defaultVShaderId) glDeleteShader(vertexShaderId); - if (fragmentShaderId != RLGL.State.defaultFShaderId) glDeleteShader(fragmentShaderId); - - if (shader.id == 0) + switch (status) { - TRACELOG(LOG_WARNING, "SHADER: Failed to load custom shader code"); - shader = RLGL.State.defaultShader; + case GL_FRAMEBUFFER_UNSUPPORTED: TRACELOG(LOG_WARNING, "FBO: [ID %i] Framebuffer is unsupported", id); break; + case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT: TRACELOG(LOG_WARNING, "FBO: [ID %i] Framebuffer has incomplete attachment", id); break; +#if defined(GRAPHICS_API_OPENGL_ES2) + case GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS: TRACELOG(LOG_WARNING, "FBO: [ID %i] Framebuffer has incomplete dimensions", id); break; +#endif + case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT: TRACELOG(LOG_WARNING, "FBO: [ID %i] Framebuffer has a missing attachment", id); break; + default: break; } - - // After shader loading, we TRY to set default location names - if (shader.id > 0) SetShaderDefaultLocations(&shader); } - // Get available shader uniforms - // NOTE: This information is useful for debug... - int uniformCount = -1; + glBindFramebuffer(GL_FRAMEBUFFER, 0); - glGetProgramiv(shader.id, GL_ACTIVE_UNIFORMS, &uniformCount); + result = (status == GL_FRAMEBUFFER_COMPLETE); +#endif - for (int i = 0; i < uniformCount; i++) - { - int namelen = -1; - int num = -1; - char name[256]; // Assume no variable names longer than 256 - GLenum type = GL_ZERO; + return result; +} - // Get the name of the uniforms - glGetActiveUniform(shader.id, i,sizeof(name) - 1, &namelen, &num, &type, name); +// 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(SUPPORT_RENDER_TEXTURES_HINT) - name[namelen] = 0; + // 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); + glGetFramebufferAttachmentParameteriv(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME, &depthId); - TRACELOGD("SHADER: [ID %i] Active uniform (%s) set at location: %i", shader.id, name, glGetUniformLocation(shader.id, name)); - } -#endif + unsigned int depthIdU = (unsigned int)depthId; + if (depthType == GL_RENDERBUFFER) glDeleteRenderbuffers(1, &depthIdU); + else if (depthType == GL_RENDERBUFFER) glDeleteTextures(1, &depthIdU); - return shader; -} + // 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. -// Unload shader from GPU memory (VRAM) -void UnloadShader(Shader shader) -{ - if (shader.id > 0) - { - rlDeleteShader(shader.id); - TRACELOG(LOG_INFO, "SHADER: [ID %i] Unloaded shader program data from VRAM (GPU)", shader.id); - } + glBindFramebuffer(GL_FRAMEBUFFER, 0); + glDeleteFramebuffers(1, &id); - RL_FREE(shader.locs); + TRACELOG(LOG_INFO, "FBO: [ID %i] Unloaded framebuffer from VRAM (GPU)", id); +#endif } -// Begin custom shader mode -void BeginShaderMode(Shader shader) +// Vertex data management +//----------------------------------------------------------------------------------------- +// Load a new attributes buffer +unsigned int rlLoadVertexBuffer(void *buffer, int size, bool dynamic) { + unsigned int id = 0; + #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - if (RLGL.State.currentShader.id != shader.id) - { - rlglDraw(); - RLGL.State.currentShader = shader; - } + glGenBuffers(1, &id); + glBindBuffer(GL_ARRAY_BUFFER, id); + glBufferData(GL_ARRAY_BUFFER, size, buffer, dynamic? GL_DYNAMIC_DRAW : GL_STATIC_DRAW); #endif + + return id; } -// End custom shader mode (returns to default shader) -void EndShaderMode(void) +// Load a new attributes element buffer +unsigned int rlLoadVertexBufferElement(void *buffer, int size, bool dynamic) { + unsigned int id = 0; + #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - BeginShaderMode(RLGL.State.defaultShader); + 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; } -// Get shader uniform location -int GetShaderLocation(Shader shader, const char *uniformName) +void rlEnableVertexBuffer(unsigned int id) { - int location = -1; #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - location = glGetUniformLocation(shader.id, uniformName); - - if (location == -1) TRACELOG(LOG_WARNING, "SHADER: [ID %i] Failed to find shader uniform: %s", shader.id, uniformName); - else TRACELOG(LOG_INFO, "SHADER: [ID %i] Shader uniform (%s) set at location: %i", shader.id, uniformName, location); + glBindBuffer(GL_ARRAY_BUFFER, id); #endif - return location; -} - -// Set shader uniform value -void SetShaderValue(Shader shader, int uniformLoc, const void *value, int uniformType) -{ - SetShaderValueV(shader, uniformLoc, value, uniformType, 1); } -// Set shader uniform value vector -void SetShaderValueV(Shader shader, int uniformLoc, const void *value, int uniformType, int count) +void rlDisableVertexBuffer(void) { #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - glUseProgram(shader.id); - - switch (uniformType) - { - case UNIFORM_FLOAT: glUniform1fv(uniformLoc, count, (float *)value); break; - case UNIFORM_VEC2: glUniform2fv(uniformLoc, count, (float *)value); break; - case UNIFORM_VEC3: glUniform3fv(uniformLoc, count, (float *)value); break; - case UNIFORM_VEC4: glUniform4fv(uniformLoc, count, (float *)value); break; - case UNIFORM_INT: glUniform1iv(uniformLoc, count, (int *)value); break; - case UNIFORM_IVEC2: glUniform2iv(uniformLoc, count, (int *)value); break; - case UNIFORM_IVEC3: glUniform3iv(uniformLoc, count, (int *)value); break; - case UNIFORM_IVEC4: glUniform4iv(uniformLoc, count, (int *)value); break; - case UNIFORM_SAMPLER2D: glUniform1iv(uniformLoc, count, (int *)value); break; - default: TRACELOG(LOG_WARNING, "SHADER: [ID %i] Failed to set uniform, data type not recognized", shader.id); - } - - //glUseProgram(0); // Avoid reseting current shader program, in case other uniforms are set + glBindBuffer(GL_ARRAY_BUFFER, 0); #endif } - -// Set shader uniform value (matrix 4x4) -void SetShaderValueMatrix(Shader shader, int uniformLoc, Matrix mat) +void rlEnableVertexBufferElement(unsigned int id) { #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - glUseProgram(shader.id); - - glUniformMatrix4fv(uniformLoc, 1, false, MatrixToFloat(mat)); - - //glUseProgram(0); + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, id); #endif } -// Set shader uniform value for texture -void SetShaderValueTexture(Shader shader, int uniformLoc, Texture2D texture) +void rlDisableVertexBufferElement(void) { #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - glUseProgram(shader.id); - - glUniform1i(uniformLoc, texture.id); - - //glUseProgram(0); + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); #endif } -// Set a custom projection matrix (replaces internal projection matrix) -void SetMatrixProjection(Matrix projection) +// Update GPU buffer with new data +// NOTE: dataSize and offset must be provided in bytes +void rlUpdateVertexBuffer(int bufferId, void *data, int dataSize, int offset) { #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - RLGL.State.projection = projection; + glBindBuffer(GL_ARRAY_BUFFER, bufferId); + glBufferSubData(GL_ARRAY_BUFFER, offset, dataSize, data); #endif } -// Return internal projection matrix -Matrix GetMatrixProjection(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; +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; } -// Set a custom modelview matrix (replaces internal modelview matrix) -void SetMatrixModelview(Matrix view) +void rlDisableVertexArray(void) { #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - RLGL.State.modelview = view; + if (RLGL.ExtSupported.vao) glBindVertexArray(0); #endif } -// Return internal modelview matrix -Matrix GetMatrixModelview(void) +void rlEnableVertexAttribute(unsigned int index) { - Matrix matrix = MatrixIdentity(); -#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; +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) + glEnableVertexAttribArray(index); #endif - return matrix; } -// Generate cubemap texture from HDR texture -// TODO: OpenGL ES 2.0 does not support GL_RGB16F texture format, neither GL_DEPTH_COMPONENT24 -Texture2D GenTextureCubemap(Shader shader, Texture2D map, int size) +void rlDisableVertexAttribute(unsigned int index) { - Texture2D cubemap = { 0 }; #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - // NOTE: SetShaderDefaultLocations() already setups locations for projection and view Matrix in shader - // Other locations should be setup externally in shader before calling the function - - // Set up depth face culling and cubemap seamless - glDisable(GL_CULL_FACE); -#if defined(GRAPHICS_API_OPENGL_33) - glEnable(GL_TEXTURE_CUBE_MAP_SEAMLESS); // Flag not supported on OpenGL ES 2.0 + glDisableVertexAttribArray(index); #endif - - // Setup framebuffer - unsigned int fbo, rbo; - glGenFramebuffers(1, &fbo); - glGenRenderbuffers(1, &rbo); - glBindFramebuffer(GL_FRAMEBUFFER, fbo); - glBindRenderbuffer(GL_RENDERBUFFER, rbo); -#if defined(GRAPHICS_API_OPENGL_33) - glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, size, size); -#elif defined(GRAPHICS_API_OPENGL_ES2) - glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, size, size); -#endif - glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rbo); - - // Set up cubemap to render and attach to framebuffer - // NOTE: Faces are stored as 32 bit floating point values - glGenTextures(1, &cubemap.id); - glBindTexture(GL_TEXTURE_CUBE_MAP, cubemap.id); - for (unsigned int i = 0; i < 6; i++) - { -#if defined(GRAPHICS_API_OPENGL_33) - glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_RGB32F, size, size, 0, GL_RGB, GL_FLOAT, NULL); -#elif defined(GRAPHICS_API_OPENGL_ES2) - if (RLGL.ExtSupported.texFloat32) glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_RGB, size, size, 0, GL_RGB, GL_FLOAT, NULL); -#endif - } - - 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 - glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR); - glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR); - - // Create projection and different views for each face - Matrix fboProjection = MatrixPerspective(90.0*DEG2RAD, 1.0, DEFAULT_NEAR_CULL_DISTANCE, DEFAULT_FAR_CULL_DISTANCE); - Matrix fboViews[6] = { - MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 1.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }), - MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ -1.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }), - MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 1.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, 1.0f }), - MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, -1.0f }), - MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, 1.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }), - MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, -1.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }) - }; - - // Convert HDR equirectangular environment map to cubemap equivalent - glUseProgram(shader.id); - glActiveTexture(GL_TEXTURE0); - glBindTexture(GL_TEXTURE_2D, map.id); - SetShaderValueMatrix(shader, shader.locs[LOC_MATRIX_PROJECTION], fboProjection); - - // Note: don't forget to configure the viewport to the capture dimensions - glViewport(0, 0, size, size); - glBindFramebuffer(GL_FRAMEBUFFER, fbo); - - for (int i = 0; i < 6; i++) - { - SetShaderValueMatrix(shader, shader.locs[LOC_MATRIX_VIEW], fboViews[i]); - glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, cubemap.id, 0); - glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); - GenDrawCube(); - } - - // Unbind framebuffer and textures - glBindFramebuffer(GL_FRAMEBUFFER, 0); - - // Reset viewport dimensions to default - glViewport(0, 0, RLGL.State.framebufferWidth, RLGL.State.framebufferHeight); - //glEnable(GL_CULL_FACE); - - // NOTE: Texture2D is a GL_TEXTURE_CUBE_MAP, not a GL_TEXTURE_2D! - cubemap.width = size; - cubemap.height = size; - cubemap.mipmaps = 1; - cubemap.format = UNCOMPRESSED_R32G32B32; -#endif - return cubemap; } -// Generate irradiance texture using cubemap data -// TODO: OpenGL ES 2.0 does not support GL_RGB16F texture format, neither GL_DEPTH_COMPONENT24 -Texture2D GenTextureIrradiance(Shader shader, Texture2D cubemap, int size) +void rlDrawVertexArray(int offset, int count) { - Texture2D irradiance = { 0 }; - -#if defined(GRAPHICS_API_OPENGL_33) // || defined(GRAPHICS_API_OPENGL_ES2) - // NOTE: SetShaderDefaultLocations() already setups locations for projection and view Matrix in shader - // Other locations should be setup externally in shader before calling the function - - // Setup framebuffer - unsigned int fbo, rbo; - glGenFramebuffers(1, &fbo); - glGenRenderbuffers(1, &rbo); - glBindFramebuffer(GL_FRAMEBUFFER, fbo); - glBindRenderbuffer(GL_RENDERBUFFER, rbo); - glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, size, size); - glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rbo); - - // Create an irradiance cubemap, and re-scale capture FBO to irradiance scale - glGenTextures(1, &irradiance.id); - glBindTexture(GL_TEXTURE_CUBE_MAP, irradiance.id); - for (unsigned int i = 0; i < 6; i++) - { - glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_RGB16F, size, size, 0, GL_RGB, GL_FLOAT, NULL); - } - - 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); - glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE); - glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR); - glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR); - - // Create projection (transposed) and different views for each face - Matrix fboProjection = MatrixPerspective(90.0*DEG2RAD, 1.0, DEFAULT_NEAR_CULL_DISTANCE, DEFAULT_FAR_CULL_DISTANCE); - Matrix fboViews[6] = { - MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 1.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }), - MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ -1.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }), - MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 1.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, 1.0f }), - MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, -1.0f }), - MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, 1.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }), - MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, -1.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }) - }; - - // Solve diffuse integral by convolution to create an irradiance cubemap - glUseProgram(shader.id); - glActiveTexture(GL_TEXTURE0); - glBindTexture(GL_TEXTURE_CUBE_MAP, cubemap.id); - SetShaderValueMatrix(shader, shader.locs[LOC_MATRIX_PROJECTION], fboProjection); - - // Note: don't forget to configure the viewport to the capture dimensions - glViewport(0, 0, size, size); - glBindFramebuffer(GL_FRAMEBUFFER, fbo); - - for (int i = 0; i < 6; i++) - { - SetShaderValueMatrix(shader, shader.locs[LOC_MATRIX_VIEW], fboViews[i]); - glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, irradiance.id, 0); - glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); - GenDrawCube(); - } - - // Unbind framebuffer and textures - glBindFramebuffer(GL_FRAMEBUFFER, 0); - - // Reset viewport dimensions to default - glViewport(0, 0, RLGL.State.framebufferWidth, RLGL.State.framebufferHeight); - - irradiance.width = size; - irradiance.height = size; - irradiance.mipmaps = 1; - //irradiance.format = UNCOMPRESSED_R16G16B16; -#endif - return irradiance; + glDrawArrays(GL_TRIANGLES, offset, count); } -// Generate prefilter texture using cubemap data -// TODO: OpenGL ES 2.0 does not support GL_RGB16F texture format, neither GL_DEPTH_COMPONENT24 -Texture2D GenTexturePrefilter(Shader shader, Texture2D cubemap, int size) +void rlDrawVertexArrayElements(int offset, int count, void *buffer) { - Texture2D prefilter = { 0 }; - -#if defined(GRAPHICS_API_OPENGL_33) // || defined(GRAPHICS_API_OPENGL_ES2) - // NOTE: SetShaderDefaultLocations() already setups locations for projection and view Matrix in shader - // Other locations should be setup externally in shader before calling the function - // TODO: Locations should be taken out of this function... too shader dependant... - int roughnessLoc = GetShaderLocation(shader, "roughness"); - - // Setup framebuffer - unsigned int fbo, rbo; - glGenFramebuffers(1, &fbo); - glGenRenderbuffers(1, &rbo); - glBindFramebuffer(GL_FRAMEBUFFER, fbo); - glBindRenderbuffer(GL_RENDERBUFFER, rbo); - glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, size, size); - glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rbo); - - // Create a prefiltered HDR environment map - glGenTextures(1, &prefilter.id); - glBindTexture(GL_TEXTURE_CUBE_MAP, prefilter.id); - for (unsigned int i = 0; i < 6; i++) - { - glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_RGB16F, size, size, 0, GL_RGB, GL_FLOAT, NULL); - } - - 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); - glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE); - glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); - glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR); - - // Generate mipmaps for the prefiltered HDR texture - glGenerateMipmap(GL_TEXTURE_CUBE_MAP); - - // Create projection (transposed) and different views for each face - Matrix fboProjection = MatrixPerspective(90.0*DEG2RAD, 1.0, DEFAULT_NEAR_CULL_DISTANCE, DEFAULT_FAR_CULL_DISTANCE); - Matrix fboViews[6] = { - MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 1.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }), - MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ -1.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }), - MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 1.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, 1.0f }), - MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, -1.0f }), - MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, 1.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }), - MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, -1.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }) - }; - - // Prefilter HDR and store data into mipmap levels - glUseProgram(shader.id); - glActiveTexture(GL_TEXTURE0); - glBindTexture(GL_TEXTURE_CUBE_MAP, cubemap.id); - SetShaderValueMatrix(shader, shader.locs[LOC_MATRIX_PROJECTION], fboProjection); - - glBindFramebuffer(GL_FRAMEBUFFER, fbo); - - #define MAX_MIPMAP_LEVELS 5 // Max number of prefilter texture mipmaps - - for (int mip = 0; mip < MAX_MIPMAP_LEVELS; mip++) - { - // Resize framebuffer according to mip-level size. - unsigned int mipWidth = size*(int)powf(0.5f, (float)mip); - unsigned int mipHeight = size*(int)powf(0.5f, (float)mip); - - glBindRenderbuffer(GL_RENDERBUFFER, rbo); - glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, mipWidth, mipHeight); - glViewport(0, 0, mipWidth, mipHeight); - - float roughness = (float)mip/(float)(MAX_MIPMAP_LEVELS - 1); - glUniform1f(roughnessLoc, roughness); - - for (int i = 0; i < 6; i++) - { - SetShaderValueMatrix(shader, shader.locs[LOC_MATRIX_VIEW], fboViews[i]); - glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, prefilter.id, mip); - glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); - GenDrawCube(); - } - } - - // Unbind framebuffer and textures - glBindFramebuffer(GL_FRAMEBUFFER, 0); - - // Reset viewport dimensions to default - glViewport(0, 0, RLGL.State.framebufferWidth, RLGL.State.framebufferHeight); - - prefilter.width = size; - prefilter.height = size; - //prefilter.mipmaps = 1 + (int)floor(log(size)/log(2)); - //prefilter.format = UNCOMPRESSED_R16G16B16; -#endif - return prefilter; + glDrawElements(GL_TRIANGLES, count, GL_UNSIGNED_SHORT, (unsigned short*)buffer + offset); } -// Generate BRDF texture using cubemap data -// NOTE: OpenGL ES 2.0 does not support GL_RGB16F texture format, neither GL_DEPTH_COMPONENT24 -// TODO: Review implementation: https://github.com/HectorMF/BRDFGenerator -Texture2D GenTextureBRDF(Shader shader, int size) +void rlDrawVertexArrayInstanced(int offset, int count, int instances) { - Texture2D brdf = { 0 }; #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - // Generate BRDF convolution texture - glGenTextures(1, &brdf.id); - glBindTexture(GL_TEXTURE_2D, brdf.id); -#if defined(GRAPHICS_API_OPENGL_33) - glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB32F, size, size, 0, GL_RGB, GL_FLOAT, NULL); -#elif defined(GRAPHICS_API_OPENGL_ES2) - if (RLGL.ExtSupported.texFloat32) glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, size, size, 0, GL_RGB, GL_FLOAT, NULL); -#endif - - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); - - // Render BRDF LUT into a quad using FBO - unsigned int fbo, rbo; - glGenFramebuffers(1, &fbo); - glGenRenderbuffers(1, &rbo); - glBindFramebuffer(GL_FRAMEBUFFER, fbo); - glBindRenderbuffer(GL_RENDERBUFFER, rbo); -#if defined(GRAPHICS_API_OPENGL_33) - glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, size, size); -#elif defined(GRAPHICS_API_OPENGL_ES2) - glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, size, size); + glDrawArraysInstanced(GL_TRIANGLES, 0, count, instances); #endif - glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, brdf.id, 0); - - glViewport(0, 0, size, size); - glUseProgram(shader.id); - glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); - GenDrawQuad(); - - // Unbind framebuffer and textures - glBindFramebuffer(GL_FRAMEBUFFER, 0); - - // Unload framebuffer but keep color texture - glDeleteRenderbuffers(1, &rbo); - glDeleteFramebuffers(1, &fbo); - - // Reset viewport dimensions to default - glViewport(0, 0, RLGL.State.framebufferWidth, RLGL.State.framebufferHeight); +} - brdf.width = size; - brdf.height = size; - brdf.mipmaps = 1; - brdf.format = UNCOMPRESSED_R32G32B32; +void rlDrawVertexArrayElementsInstanced(int offset, int count, void *buffer, int instances) +{ +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) + glDrawElementsInstanced(GL_TRIANGLES, count, GL_UNSIGNED_SHORT, (unsigned short*)buffer + offset, instances); #endif - return brdf; } -// Begin blending mode (alpha, additive, multiplied) -// NOTE: Only 3 blending modes supported, default blend mode is alpha -void BeginBlendMode(int mode) +#if defined(GRAPHICS_API_OPENGL_11) +void rlEnableStatePointer(int vertexAttribType, void *buffer) { - static int blendMode = 0; // Track current blending mode - - if ((blendMode != mode) && (mode < 3)) + if (buffer != NULL) glEnableClientState(vertexAttribType); + switch (vertexAttribType) { - rlglDraw(); - - switch (mode) - { - case BLEND_ALPHA: glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); break; - case BLEND_ADDITIVE: glBlendFunc(GL_SRC_ALPHA, GL_ONE); break; // Alternative: glBlendFunc(GL_ONE, GL_ONE); - case BLEND_MULTIPLIED: glBlendFunc(GL_DST_COLOR, GL_ONE_MINUS_SRC_ALPHA); break; - default: break; - } - - blendMode = mode; + 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; } } -// End blending mode (reset to default: alpha blending) -void EndBlendMode(void) +void rlDisableStatePointer(int vertexAttribType) { - BeginBlendMode(BLEND_ALPHA); + glDisableClientState(vertexAttribType); } - -#if defined(SUPPORT_VR_SIMULATOR) -// Init VR simulator for selected device parameters -// NOTE: It modifies the global variable: RLGL.Vr.stereoFbo -void InitVrSimulator(void) -{ -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - // Initialize framebuffer and textures for stereo rendering - // NOTE: Screen size should match HMD aspect ratio - RLGL.Vr.stereoFbo = rlLoadRenderTexture(RLGL.State.framebufferWidth, RLGL.State.framebufferHeight, UNCOMPRESSED_R8G8B8A8, 24, false); - - RLGL.Vr.simulatorReady = true; -#else - TRACELOG(LOG_WARNING, "RLGL: VR Simulator not supported on OpenGL 1.1"); #endif -} -// Update VR tracking (position and orientation) and camera -// NOTE: Camera (position, target, up) gets update with head tracking information -void UpdateVrTracking(Camera *camera) -{ - // TODO: Simulate 1st person camera system -} - -// Close VR simulator for current device -void CloseVrSimulator(void) +unsigned int rlLoadVertexArray(void) { + unsigned int vaoId = 0; #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - if (RLGL.Vr.simulatorReady) rlDeleteRenderTextures(RLGL.Vr.stereoFbo); // Unload stereo framebuffer and texture + glGenVertexArrays(1, &vaoId); #endif + return vaoId; } -// Set stereo rendering configuration parameters -void SetVrConfiguration(VrDeviceInfo hmd, Shader distortion) +void rlSetVertexAttribute(unsigned int index, int compSize, int type, bool normalized, int stride, void *pointer) { #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - // Reset RLGL.Vr.config for a new values assignment - memset(&RLGL.Vr.config, 0, sizeof(RLGL.Vr.config)); - - // Assign distortion shader - RLGL.Vr.config.distortionShader = distortion; - - // Compute aspect ratio - float aspect = ((float)hmd.hResolution*0.5f)/(float)hmd.vResolution; - - // Compute lens parameters - float lensShift = (hmd.hScreenSize*0.25f - hmd.lensSeparationDistance*0.5f)/hmd.hScreenSize; - float leftLensCenter[2] = { 0.25f + lensShift, 0.5f }; - float rightLensCenter[2] = { 0.75f - lensShift, 0.5f }; - float leftScreenCenter[2] = { 0.25f, 0.5f }; - float rightScreenCenter[2] = { 0.75f, 0.5f }; - - // Compute distortion scale parameters - // NOTE: To get lens max radius, lensShift must be normalized to [-1..1] - float lensRadius = fabsf(-1.0f - 4.0f*lensShift); - float lensRadiusSq = lensRadius*lensRadius; - float distortionScale = hmd.lensDistortionValues[0] + - hmd.lensDistortionValues[1]*lensRadiusSq + - hmd.lensDistortionValues[2]*lensRadiusSq*lensRadiusSq + - hmd.lensDistortionValues[3]*lensRadiusSq*lensRadiusSq*lensRadiusSq; - - TRACELOGD("RLGL: VR device configuration:"); - TRACELOGD(" > Distortion Scale: %f", distortionScale); - - float normScreenWidth = 0.5f; - float normScreenHeight = 1.0f; - float scaleIn[2] = { 2.0f/normScreenWidth, 2.0f/normScreenHeight/aspect }; - float scale[2] = { normScreenWidth*0.5f/distortionScale, normScreenHeight*0.5f*aspect/distortionScale }; - - TRACELOGD(" > Distortion Shader: LeftLensCenter = { %f, %f }", leftLensCenter[0], leftLensCenter[1]); - TRACELOGD(" > Distortion Shader: RightLensCenter = { %f, %f }", rightLensCenter[0], rightLensCenter[1]); - TRACELOGD(" > Distortion Shader: Scale = { %f, %f }", scale[0], scale[1]); - TRACELOGD(" > Distortion Shader: ScaleIn = { %f, %f }", scaleIn[0], scaleIn[1]); - - // Fovy is normally computed with: 2*atan2f(hmd.vScreenSize, 2*hmd.eyeToScreenDistance) - // ...but with lens distortion it is increased (see Oculus SDK Documentation) - //float fovy = 2.0f*atan2f(hmd.vScreenSize*0.5f*distortionScale, hmd.eyeToScreenDistance); // Really need distortionScale? - float fovy = 2.0f*(float)atan2f(hmd.vScreenSize*0.5f, hmd.eyeToScreenDistance); - - // Compute camera projection matrices - float projOffset = 4.0f*lensShift; // Scaled to projection space coordinates [-1..1] - Matrix proj = MatrixPerspective(fovy, aspect, DEFAULT_NEAR_CULL_DISTANCE, DEFAULT_FAR_CULL_DISTANCE); - RLGL.Vr.config.eyesProjection[0] = MatrixMultiply(proj, MatrixTranslate(projOffset, 0.0f, 0.0f)); - RLGL.Vr.config.eyesProjection[1] = MatrixMultiply(proj, MatrixTranslate(-projOffset, 0.0f, 0.0f)); - - // Compute camera transformation matrices - // NOTE: Camera movement might seem more natural if we model the head. - // Our axis of rotation is the base of our head, so we might want to add - // some y (base of head to eye level) and -z (center of head to eye protrusion) to the camera positions. - RLGL.Vr.config.eyesViewOffset[0] = MatrixTranslate(-hmd.interpupillaryDistance*0.5f, 0.075f, 0.045f); - RLGL.Vr.config.eyesViewOffset[1] = MatrixTranslate(hmd.interpupillaryDistance*0.5f, 0.075f, 0.045f); - - // Compute eyes Viewports - RLGL.Vr.config.eyeViewportRight[2] = hmd.hResolution/2; - RLGL.Vr.config.eyeViewportRight[3] = hmd.vResolution; - - RLGL.Vr.config.eyeViewportLeft[0] = hmd.hResolution/2; - RLGL.Vr.config.eyeViewportLeft[1] = 0; - RLGL.Vr.config.eyeViewportLeft[2] = hmd.hResolution/2; - RLGL.Vr.config.eyeViewportLeft[3] = hmd.vResolution; - - if (RLGL.Vr.config.distortionShader.id > 0) - { - // Update distortion shader with lens and distortion-scale parameters - SetShaderValue(RLGL.Vr.config.distortionShader, GetShaderLocation(RLGL.Vr.config.distortionShader, "leftLensCenter"), leftLensCenter, UNIFORM_VEC2); - SetShaderValue(RLGL.Vr.config.distortionShader, GetShaderLocation(RLGL.Vr.config.distortionShader, "rightLensCenter"), rightLensCenter, UNIFORM_VEC2); - SetShaderValue(RLGL.Vr.config.distortionShader, GetShaderLocation(RLGL.Vr.config.distortionShader, "leftScreenCenter"), leftScreenCenter, UNIFORM_VEC2); - SetShaderValue(RLGL.Vr.config.distortionShader, GetShaderLocation(RLGL.Vr.config.distortionShader, "rightScreenCenter"), rightScreenCenter, UNIFORM_VEC2); - - SetShaderValue(RLGL.Vr.config.distortionShader, GetShaderLocation(RLGL.Vr.config.distortionShader, "scale"), scale, UNIFORM_VEC2); - SetShaderValue(RLGL.Vr.config.distortionShader, GetShaderLocation(RLGL.Vr.config.distortionShader, "scaleIn"), scaleIn, UNIFORM_VEC2); - SetShaderValue(RLGL.Vr.config.distortionShader, GetShaderLocation(RLGL.Vr.config.distortionShader, "hmdWarpParam"), hmd.lensDistortionValues, UNIFORM_VEC4); - SetShaderValue(RLGL.Vr.config.distortionShader, GetShaderLocation(RLGL.Vr.config.distortionShader, "chromaAbParam"), hmd.chromaAbCorrection, UNIFORM_VEC4); - } + glVertexAttribPointer(index, compSize, type, normalized, stride, pointer); #endif } -// Detect if VR simulator is running -bool IsVrSimulatorReady(void) +void rlSetVertexAttributeDivisor(unsigned int index, int divisor) { #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - return RLGL.Vr.simulatorReady; -#else - return false; + glVertexAttribDivisor(index, divisor); #endif } -// Enable/Disable VR experience (device or simulator) -void ToggleVrMode(void) +void rlUnloadVertexArray(unsigned int vaoId) { #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - RLGL.Vr.simulatorReady = !RLGL.Vr.simulatorReady; - - if (!RLGL.Vr.simulatorReady) + if (RLGL.ExtSupported.vao) { - RLGL.Vr.stereoRender = false; - - // Reset viewport and default projection-modelview matrices - rlViewport(0, 0, RLGL.State.framebufferWidth, RLGL.State.framebufferHeight); - RLGL.State.projection = MatrixOrtho(0.0, RLGL.State.framebufferWidth, RLGL.State.framebufferHeight, 0.0, 0.0, 1.0); - RLGL.State.modelview = MatrixIdentity(); + glBindVertexArray(0); + glDeleteVertexArrays(1, &vaoId); + TRACELOG(LOG_INFO, "VAO: [ID %i] Unloaded vertex array data from VRAM (GPU)", vaoId); } - else RLGL.Vr.stereoRender = true; #endif } -// Begin VR drawing configuration -void BeginVrDrawing(void) +void rlUnloadVertexBuffer(unsigned int vboId) { #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - if (RLGL.Vr.simulatorReady) - { - rlEnableRenderTexture(RLGL.Vr.stereoFbo.id); // Setup framebuffer for stereo rendering - //glEnable(GL_FRAMEBUFFER_SRGB); // Enable SRGB framebuffer (only if required) - - //glViewport(0, 0, buffer.width, buffer.height); // Useful if rendering to separate framebuffers (every eye) - rlClearScreenBuffers(); // Clear current framebuffer - - RLGL.Vr.stereoRender = true; - } + glDeleteBuffers(1, &vboId); + //TRACELOG(LOG_INFO, "VBO: Unloaded vertex data from VRAM (GPU)"); #endif } -// End VR drawing process (and desktop mirror) -void EndVrDrawing(void) +// 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) { -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - if (RLGL.Vr.simulatorReady) - { - RLGL.Vr.stereoRender = false; // Disable stereo render - - rlDisableRenderTexture(); // Unbind current framebuffer - - rlClearScreenBuffers(); // Clear current framebuffer - - // Set viewport to default framebuffer size (screen size) - rlViewport(0, 0, RLGL.State.framebufferWidth, RLGL.State.framebufferHeight); - - // Let rlgl reconfigure internal matrices - rlMatrixMode(RL_PROJECTION); // Enable internal projection matrix - rlLoadIdentity(); // Reset internal projection matrix - rlOrtho(0.0, RLGL.State.framebufferWidth, RLGL.State.framebufferHeight, 0.0, 0.0, 1.0); // Recalculate internal RLGL.State.projection matrix - rlMatrixMode(RL_MODELVIEW); // Enable internal modelview matrix - rlLoadIdentity(); // Reset internal modelview matrix - - // Draw RenderTexture (RLGL.Vr.stereoFbo) using distortion shader if available - if (RLGL.Vr.config.distortionShader.id > 0) RLGL.State.currentShader = RLGL.Vr.config.distortionShader; - else RLGL.State.currentShader = GetShaderDefault(); + unsigned int id = 0; - rlEnableTexture(RLGL.Vr.stereoFbo.texture.id); +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) + unsigned int vertexShaderId = RLGL.State.defaultVShaderId; + unsigned int fragmentShaderId = RLGL.State.defaultFShaderId; - rlPushMatrix(); - rlBegin(RL_QUADS); - rlColor4ub(255, 255, 255, 255); - rlNormal3f(0.0f, 0.0f, 1.0f); + if (vsCode != NULL) vertexShaderId = rlCompileShader(vsCode, GL_VERTEX_SHADER); + if (fsCode != NULL) fragmentShaderId = rlCompileShader(fsCode, GL_FRAGMENT_SHADER); - // Bottom-left corner for texture and quad - rlTexCoord2f(0.0f, 1.0f); - rlVertex2f(0.0f, 0.0f); + if ((vertexShaderId == RLGL.State.defaultVShaderId) && (fragmentShaderId == RLGL.State.defaultFShaderId)) id = RLGL.State.defaultShader.id; + else + { + id = rlLoadShaderProgram(vertexShaderId, fragmentShaderId); - // Bottom-right corner for texture and quad - rlTexCoord2f(0.0f, 0.0f); - rlVertex2f(0.0f, (float)RLGL.Vr.stereoFbo.texture.height); + if (vertexShaderId != RLGL.State.defaultVShaderId) + { + // Detach shader before deletion to make sure memory is freed + glDetachShader(id, vertexShaderId); + glDeleteShader(vertexShaderId); + } + if (fragmentShaderId != RLGL.State.defaultFShaderId) + { + // Detach shader before deletion to make sure memory is freed + glDetachShader(id, fragmentShaderId); + glDeleteShader(fragmentShaderId); + } - // Top-right corner for texture and quad - rlTexCoord2f(1.0f, 0.0f); - rlVertex2f((float)RLGL.Vr.stereoFbo.texture.width, (float)RLGL.Vr.stereoFbo.texture.height); + if (id == 0) + { + TRACELOG(LOG_WARNING, "SHADER: Failed to load custom shader code"); + id = RLGL.State.defaultShader.id; + } + } - // Top-left corner for texture and quad - rlTexCoord2f(1.0f, 1.0f); - rlVertex2f((float)RLGL.Vr.stereoFbo.texture.width, 0.0f); - rlEnd(); - rlPopMatrix(); + // Get available shader uniforms + // NOTE: This information is useful for debug... + int uniformCount = -1; - rlDisableTexture(); + glGetProgramiv(id, GL_ACTIVE_UNIFORMS, &uniformCount); - // Update and draw render texture fbo with distortion to backbuffer - UpdateBuffersDefault(); - DrawBuffersDefault(); + for (int i = 0; i < uniformCount; i++) + { + int namelen = -1; + int num = -1; + char name[256]; // Assume no variable names longer than 256 + GLenum type = GL_ZERO; - // Restore RLGL.State.defaultShader - RLGL.State.currentShader = RLGL.State.defaultShader; + // Get the name of the uniforms + glGetActiveUniform(id, i, sizeof(name) - 1, &namelen, &num, &type, name); - // Reset viewport and default projection-modelview matrices - rlViewport(0, 0, RLGL.State.framebufferWidth, RLGL.State.framebufferHeight); - RLGL.State.projection = MatrixOrtho(0.0, RLGL.State.framebufferWidth, RLGL.State.framebufferHeight, 0.0, 0.0, 1.0); - RLGL.State.modelview = MatrixIdentity(); + name[namelen] = 0; - rlDisableDepthTest(); + TRACELOGD("SHADER: [ID %i] Active uniform (%s) set at location: %i", id, name, glGetUniformLocation(id, name)); } #endif -} -#endif // SUPPORT_VR_SIMULATOR -//---------------------------------------------------------------------------------- -// Module specific Functions Definition -//---------------------------------------------------------------------------------- + return id; +} -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) // Compile custom shader and return shader id -static unsigned int CompileShader(const char *shaderStr, int type) +unsigned int rlCompileShader(const char *shaderCode, int type) { - unsigned int shader = glCreateShader(type); - glShaderSource(shader, 1, &shaderStr, NULL); + 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_TRUE) + if (success == GL_FALSE) { - TRACELOG(LOG_WARNING, "SHADER: [ID %i] Failed to compile shader code", shader); + switch (type) + { + case GL_VERTEX_SHADER: TRACELOG(LOG_WARNING, "SHADER: [ID %i] Failed to compile vertex shader code", shader); break; + case GL_FRAGMENT_SHADER: TRACELOG(LOG_WARNING, "SHADER: [ID %i] Failed to compile fragment shader code", shader); break; + //case GL_GEOMETRY_SHADER: + //case GL_COMPUTE_SHADER: + default: break; + } + int maxLength = 0; - int length; glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &maxLength); -#if defined(_MSC_VER) - char *log = RL_MALLOC(maxLength); -#else - char log[maxLength]; -#endif - glGetShaderInfoLog(shader, maxLength, &length, log); - - TRACELOG(LOG_WARNING, "SHADER: [ID %i] Compile error: %s", shader, log); - -#if defined(_MSC_VER) - RL_FREE(log); -#endif + if (maxLength > 0) + { + int length = 0; + char *log = RL_CALLOC(maxLength, sizeof(char)); + glGetShaderInfoLog(shader, maxLength, &length, log); + TRACELOG(LOG_WARNING, "SHADER: [ID %i] Compile error: %s", shader, log); + RL_FREE(log); + } } - else TRACELOG(LOG_INFO, "SHADER: [ID %i] Compiled successfully", shader); + else + { + switch (type) + { + case GL_VERTEX_SHADER: TRACELOG(LOG_INFO, "SHADER: [ID %i] Vertex shader compiled successfully", shader); break; + case GL_FRAGMENT_SHADER: TRACELOG(LOG_INFO, "SHADER: [ID %i] Fragment shader compiled successfully", shader); break; + //case GL_GEOMETRY_SHADER: + //case GL_COMPUTE_SHADER: + default: break; + } + } +#endif return shader; } // Load custom shader strings and return program id -static unsigned int LoadShaderProgram(unsigned int vShaderId, unsigned int fShaderId) +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(); @@ -3854,12 +3307,12 @@ static unsigned int LoadShaderProgram(unsigned int vShaderId, unsigned int fShad glAttachShader(program, fShaderId); // NOTE: Default attribute shader locations must be binded before linking - glBindAttribLocation(program, 0, DEFAULT_ATTRIB_POSITION_NAME); - glBindAttribLocation(program, 1, DEFAULT_ATTRIB_TEXCOORD_NAME); - glBindAttribLocation(program, 2, DEFAULT_ATTRIB_NORMAL_NAME); - glBindAttribLocation(program, 3, DEFAULT_ATTRIB_COLOR_NAME); - glBindAttribLocation(program, 4, DEFAULT_ATTRIB_TANGENT_NAME); - glBindAttribLocation(program, 5, DEFAULT_ATTRIB_TEXCOORD2_NAME); + glBindAttribLocation(program, 0, DEFAULT_SHADER_ATTRIB_NAME_POSITION); + glBindAttribLocation(program, 1, DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD); + glBindAttribLocation(program, 2, DEFAULT_SHADER_ATTRIB_NAME_NORMAL); + glBindAttribLocation(program, 3, DEFAULT_SHADER_ATTRIB_NAME_COLOR); + glBindAttribLocation(program, 4, DEFAULT_SHADER_ATTRIB_NAME_TANGENT); + glBindAttribLocation(program, 5, DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2); // NOTE: If some attrib name is no found on the shader, it locations becomes -1 @@ -3874,570 +3327,347 @@ static unsigned int LoadShaderProgram(unsigned int vShaderId, unsigned int fShad TRACELOG(LOG_WARNING, "SHADER: [ID %i] Failed to link shader program", program); int maxLength = 0; - int length; - glGetProgramiv(program, GL_INFO_LOG_LENGTH, &maxLength); -#if defined(_MSC_VER) - char *log = RL_MALLOC(maxLength); -#else - char log[maxLength]; -#endif - glGetProgramInfoLog(program, maxLength, &length, log); - - TRACELOG(LOG_WARNING, "SHADER: [ID %i] Link error: %s", program, log); + if (maxLength > 0) + { + int length = 0; + char *log = RL_CALLOC(maxLength, sizeof(char)); + glGetProgramInfoLog(program, maxLength, &length, log); + TRACELOG(LOG_WARNING, "SHADER: [ID %i] Link error: %s", program, log); + RL_FREE(log); + } -#if defined(_MSC_VER) - RL_FREE(log); -#endif glDeleteProgram(program); program = 0; } - else TRACELOG(LOG_INFO, "SHADER: [ID %i] Program loaded successfully", program); + else TRACELOG(LOG_INFO, "SHADER: [ID %i] Program shader loaded successfully", program); #endif return program; } - -// Load default shader (just vertex positioning and texture coloring) -// NOTE: This shader program is used for internal buffers -static Shader LoadShaderDefault(void) +// Unload shader program +void rlUnloadShaderProgram(unsigned int id) { - Shader shader = { 0 }; - shader.locs = (int *)RL_CALLOC(MAX_SHADER_LOCATIONS, sizeof(int)); - - // NOTE: All locations must be reseted to -1 (no location) - for (int i = 0; i < MAX_SHADER_LOCATIONS; i++) shader.locs[i] = -1; +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) + glDeleteProgram(id); - // Vertex shader directly defined, no external file required - const char *defaultVShaderStr = -#if defined(GRAPHICS_API_OPENGL_21) - "#version 120 \n" -#elif defined(GRAPHICS_API_OPENGL_ES2) - "#version 100 \n" -#endif -#if defined(GRAPHICS_API_OPENGL_ES2) || defined(GRAPHICS_API_OPENGL_21) - "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" + TRACELOG(LOG_INFO, "SHADER: [ID %i] Unloaded shader program data from VRAM (GPU)", id); #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 *defaultFShaderStr = -#if defined(GRAPHICS_API_OPENGL_21) - "#version 120 \n" -#elif defined(GRAPHICS_API_OPENGL_ES2) - "#version 100 \n" - "precision mediump float; \n" // precision required for OpenGL ES2 (WebGL) -#endif -#if defined(GRAPHICS_API_OPENGL_ES2) || defined(GRAPHICS_API_OPENGL_21) - "varying vec2 fragTexCoord; \n" - "varying vec4 fragColor; \n" -#elif defined(GRAPHICS_API_OPENGL_33) - "#version 330 \n" - "in vec2 fragTexCoord; \n" - "in vec4 fragColor; \n" - "out vec4 finalColor; \n" -#endif - "uniform sampler2D texture0; \n" - "uniform vec4 colDiffuse; \n" - "void main() \n" - "{ \n" -#if defined(GRAPHICS_API_OPENGL_ES2) || defined(GRAPHICS_API_OPENGL_21) - " vec4 texelColor = texture2D(texture0, fragTexCoord); \n" // NOTE: texture2D() is deprecated on OpenGL 3.3 and ES 3.0 - " gl_FragColor = texelColor*colDiffuse*fragColor; \n" -#elif defined(GRAPHICS_API_OPENGL_33) - " vec4 texelColor = texture(texture0, fragTexCoord); \n" - " finalColor = texelColor*colDiffuse*fragColor; \n" +// 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(LOG_WARNING, "SHADER: [ID %i] Failed to find shader uniform: %s", shaderId, uniformName); + else TRACELOG(LOG_INFO, "SHADER: [ID %i] Shader uniform (%s) set at location: %i", shaderId, uniformName, location); #endif - "} \n"; + return location; +} - // NOTE: Compiled vertex/fragment shaders are kept for re-use - RLGL.State.defaultVShaderId = CompileShader(defaultVShaderStr, GL_VERTEX_SHADER); // Compile default vertex shader - RLGL.State.defaultFShaderId = CompileShader(defaultFShaderStr, GL_FRAGMENT_SHADER); // Compile default fragment shader +// 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); - shader.id = LoadShaderProgram(RLGL.State.defaultVShaderId, RLGL.State.defaultFShaderId); + if (location == -1) TRACELOG(LOG_WARNING, "SHADER: [ID %i] Failed to find shader attribute: %s", shaderId, attribName); + else TRACELOG(LOG_INFO, "SHADER: [ID %i] Shader attribute (%s) set at location: %i", shaderId, attribName, location); +#endif + return location; +} - if (shader.id > 0) +// 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) { - TRACELOG(LOG_INFO, "SHADER: [ID %i] Default shader loaded successfully", shader.id); - - // Set default shader locations: attributes locations - shader.locs[LOC_VERTEX_POSITION] = glGetAttribLocation(shader.id, "vertexPosition"); - shader.locs[LOC_VERTEX_TEXCOORD01] = glGetAttribLocation(shader.id, "vertexTexCoord"); - shader.locs[LOC_VERTEX_COLOR] = glGetAttribLocation(shader.id, "vertexColor"); - - // Set default shader locations: uniform locations - shader.locs[LOC_MATRIX_MVP] = glGetUniformLocation(shader.id, "mvp"); - shader.locs[LOC_COLOR_DIFFUSE] = glGetUniformLocation(shader.id, "colDiffuse"); - shader.locs[LOC_MAP_DIFFUSE] = glGetUniformLocation(shader.id, "texture0"); - - // NOTE: We could also use below function but in case DEFAULT_ATTRIB_* points are - // changed for external custom shaders, we just use direct bindings above - //SetShaderDefaultLocations(&shader); + case SHADER_UNIFORM_FLOAT: glUniform1fv(locIndex, count, (float *)value); break; + case SHADER_UNIFORM_VEC2: glUniform2fv(locIndex, count, (float *)value); break; + case SHADER_UNIFORM_VEC3: glUniform3fv(locIndex, count, (float *)value); break; + case SHADER_UNIFORM_VEC4: glUniform4fv(locIndex, count, (float *)value); break; + case SHADER_UNIFORM_INT: glUniform1iv(locIndex, count, (int *)value); break; + case SHADER_UNIFORM_IVEC2: glUniform2iv(locIndex, count, (int *)value); break; + case SHADER_UNIFORM_IVEC3: glUniform3iv(locIndex, count, (int *)value); break; + case SHADER_UNIFORM_IVEC4: glUniform4iv(locIndex, count, (int *)value); break; + case SHADER_UNIFORM_SAMPLER2D: glUniform1iv(locIndex, count, (int *)value); break; + default: TRACELOG(LOG_WARNING, "SHADER: Failed to set uniform value, data type not recognized"); } - else TRACELOG(LOG_WARNING, "SHADER: [ID %i] Failed to load default shader", shader.id); - - return shader; +#endif } -// Get location handlers to for shader attributes and uniforms -// NOTE: If any location is not found, loc point becomes -1 -static void SetShaderDefaultLocations(Shader *shader) +// Set shader value attribute +void rlSetVertexAttributeDefault(int locIndex, const void *value, int attribType, int count) { - // NOTE: Default shader attrib locations have been fixed before linking: - // vertex position location = 0 - // vertex texcoord location = 1 - // vertex normal location = 2 - // vertex color location = 3 - // vertex tangent location = 4 - // vertex texcoord2 location = 5 - - // Get handles to GLSL input attibute locations - shader->locs[LOC_VERTEX_POSITION] = glGetAttribLocation(shader->id, DEFAULT_ATTRIB_POSITION_NAME); - shader->locs[LOC_VERTEX_TEXCOORD01] = glGetAttribLocation(shader->id, DEFAULT_ATTRIB_TEXCOORD_NAME); - shader->locs[LOC_VERTEX_TEXCOORD02] = glGetAttribLocation(shader->id, DEFAULT_ATTRIB_TEXCOORD2_NAME); - shader->locs[LOC_VERTEX_NORMAL] = glGetAttribLocation(shader->id, DEFAULT_ATTRIB_NORMAL_NAME); - shader->locs[LOC_VERTEX_TANGENT] = glGetAttribLocation(shader->id, DEFAULT_ATTRIB_TANGENT_NAME); - shader->locs[LOC_VERTEX_COLOR] = glGetAttribLocation(shader->id, DEFAULT_ATTRIB_COLOR_NAME); - - // Get handles to GLSL uniform locations (vertex shader) - shader->locs[LOC_MATRIX_MVP] = glGetUniformLocation(shader->id, "mvp"); - shader->locs[LOC_MATRIX_PROJECTION] = glGetUniformLocation(shader->id, "projection"); - shader->locs[LOC_MATRIX_VIEW] = glGetUniformLocation(shader->id, "view"); - - // Get handles to GLSL uniform locations (fragment shader) - shader->locs[LOC_COLOR_DIFFUSE] = glGetUniformLocation(shader->id, "colDiffuse"); - shader->locs[LOC_MAP_DIFFUSE] = glGetUniformLocation(shader->id, "texture0"); - shader->locs[LOC_MAP_SPECULAR] = glGetUniformLocation(shader->id, "texture1"); - shader->locs[LOC_MAP_NORMAL] = glGetUniformLocation(shader->id, "texture2"); +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) + switch (attribType) + { + case SHADER_ATTRIB_FLOAT: if (count == 1) glVertexAttrib1fv(locIndex, (float *)value); break; + case SHADER_ATTRIB_VEC2: if (count == 2) glVertexAttrib2fv(locIndex, (float *)value); break; + case SHADER_ATTRIB_VEC3: if (count == 3) glVertexAttrib3fv(locIndex, (float *)value); break; + case SHADER_ATTRIB_VEC4: if (count == 4) glVertexAttrib4fv(locIndex, (float *)value); break; + default: TRACELOG(LOG_WARNING, "SHADER: Failed to set attrib default value, data type not recognized"); + } +#endif } -// Unload default shader -static void UnloadShaderDefault(void) +// Set shader value uniform matrix +void rlSetUniformMatrix(int locIndex, Matrix mat) { - glUseProgram(0); - - glDetachShader(RLGL.State.defaultShader.id, RLGL.State.defaultVShaderId); - glDetachShader(RLGL.State.defaultShader.id, RLGL.State.defaultFShaderId); - glDeleteShader(RLGL.State.defaultVShaderId); - glDeleteShader(RLGL.State.defaultFShaderId); - - glDeleteProgram(RLGL.State.defaultShader.id); +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) + glUniformMatrix4fv(locIndex, 1, false, MatrixToFloat(mat)); +#endif } -// Load default internal buffers -static void LoadBuffersDefault(void) +// Set shader value uniform sampler +void rlSetUniformSampler(int locIndex, unsigned int textureId) { - // Initialize CPU (RAM) arrays (vertex position, texcoord, color data and indexes) - //-------------------------------------------------------------------------------------------- - for (int i = 0; i < MAX_BATCH_BUFFERING; i++) - { - RLGL.State.vertexData[i].vertices = (float *)RL_MALLOC(sizeof(float)*3*4*MAX_BATCH_ELEMENTS); // 3 float by vertex, 4 vertex by quad - RLGL.State.vertexData[i].texcoords = (float *)RL_MALLOC(sizeof(float)*2*4*MAX_BATCH_ELEMENTS); // 2 float by texcoord, 4 texcoord by quad - RLGL.State.vertexData[i].colors = (unsigned char *)RL_MALLOC(sizeof(unsigned char)*4*4*MAX_BATCH_ELEMENTS); // 4 float by color, 4 colors by quad -#if defined(GRAPHICS_API_OPENGL_33) - RLGL.State.vertexData[i].indices = (unsigned int *)RL_MALLOC(sizeof(unsigned int)*6*MAX_BATCH_ELEMENTS); // 6 int by quad (indices) -#elif defined(GRAPHICS_API_OPENGL_ES2) - RLGL.State.vertexData[i].indices = (unsigned short *)RL_MALLOC(sizeof(unsigned short)*6*MAX_BATCH_ELEMENTS); // 6 int by quad (indices) -#endif - - for (int j = 0; j < (3*4*MAX_BATCH_ELEMENTS); j++) RLGL.State.vertexData[i].vertices[j] = 0.0f; - for (int j = 0; j < (2*4*MAX_BATCH_ELEMENTS); j++) RLGL.State.vertexData[i].texcoords[j] = 0.0f; - for (int j = 0; j < (4*4*MAX_BATCH_ELEMENTS); j++) RLGL.State.vertexData[i].colors[j] = 0; - - int k = 0; - - // Indices can be initialized right now - for (int j = 0; j < (6*MAX_BATCH_ELEMENTS); j += 6) - { - RLGL.State.vertexData[i].indices[j] = 4*k; - RLGL.State.vertexData[i].indices[j + 1] = 4*k + 1; - RLGL.State.vertexData[i].indices[j + 2] = 4*k + 2; - RLGL.State.vertexData[i].indices[j + 3] = 4*k; - RLGL.State.vertexData[i].indices[j + 4] = 4*k + 2; - RLGL.State.vertexData[i].indices[j + 5] = 4*k + 3; - - k++; - } - - RLGL.State.vertexData[i].vCounter = 0; - RLGL.State.vertexData[i].tcCounter = 0; - RLGL.State.vertexData[i].cCounter = 0; - } - - TRACELOG(LOG_INFO, "RLGL: Internal vertex buffers initialized successfully in RAM (CPU)"); - //-------------------------------------------------------------------------------------------- +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) + // Check if texture is already active + for (int i = 0; i < MAX_BATCH_ACTIVE_TEXTURES; i++) if (RLGL.State.activeTextureId[i] == textureId) return; - // Upload to GPU (VRAM) vertex data and initialize VAOs/VBOs - //-------------------------------------------------------------------------------------------- - for (int i = 0; i < MAX_BATCH_BUFFERING; i++) + // Register a new active texture for the internal batch system + // NOTE: Default texture is always activated as GL_TEXTURE0 + for (int i = 0; i < MAX_BATCH_ACTIVE_TEXTURES; i++) { - if (RLGL.ExtSupported.vao) + if (RLGL.State.activeTextureId[i] == 0) { - // Initialize Quads VAO - glGenVertexArrays(1, &RLGL.State.vertexData[i].vaoId); - glBindVertexArray(RLGL.State.vertexData[i].vaoId); + glUniform1i(locIndex, 1 + i); // Activate new texture unit + RLGL.State.activeTextureId[i] = textureId; // Save texture id for binding on drawing + break; } - - // Quads - Vertex buffers binding and attributes enable - // Vertex position buffer (shader-location = 0) - glGenBuffers(1, &RLGL.State.vertexData[i].vboId[0]); - glBindBuffer(GL_ARRAY_BUFFER, RLGL.State.vertexData[i].vboId[0]); - glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*4*MAX_BATCH_ELEMENTS, RLGL.State.vertexData[i].vertices, GL_DYNAMIC_DRAW); - glEnableVertexAttribArray(RLGL.State.currentShader.locs[LOC_VERTEX_POSITION]); - glVertexAttribPointer(RLGL.State.currentShader.locs[LOC_VERTEX_POSITION], 3, GL_FLOAT, 0, 0, 0); - - // Vertex texcoord buffer (shader-location = 1) - glGenBuffers(1, &RLGL.State.vertexData[i].vboId[1]); - glBindBuffer(GL_ARRAY_BUFFER, RLGL.State.vertexData[i].vboId[1]); - glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*4*MAX_BATCH_ELEMENTS, RLGL.State.vertexData[i].texcoords, GL_DYNAMIC_DRAW); - glEnableVertexAttribArray(RLGL.State.currentShader.locs[LOC_VERTEX_TEXCOORD01]); - glVertexAttribPointer(RLGL.State.currentShader.locs[LOC_VERTEX_TEXCOORD01], 2, GL_FLOAT, 0, 0, 0); - - // Vertex color buffer (shader-location = 3) - glGenBuffers(1, &RLGL.State.vertexData[i].vboId[2]); - glBindBuffer(GL_ARRAY_BUFFER, RLGL.State.vertexData[i].vboId[2]); - glBufferData(GL_ARRAY_BUFFER, sizeof(unsigned char)*4*4*MAX_BATCH_ELEMENTS, RLGL.State.vertexData[i].colors, GL_DYNAMIC_DRAW); - glEnableVertexAttribArray(RLGL.State.currentShader.locs[LOC_VERTEX_COLOR]); - glVertexAttribPointer(RLGL.State.currentShader.locs[LOC_VERTEX_COLOR], 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0); - - // Fill index buffer - glGenBuffers(1, &RLGL.State.vertexData[i].vboId[3]); - glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, RLGL.State.vertexData[i].vboId[3]); -#if defined(GRAPHICS_API_OPENGL_33) - glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(int)*6*MAX_BATCH_ELEMENTS, RLGL.State.vertexData[i].indices, GL_STATIC_DRAW); -#elif defined(GRAPHICS_API_OPENGL_ES2) - glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(short)*6*MAX_BATCH_ELEMENTS, RLGL.State.vertexData[i].indices, GL_STATIC_DRAW); -#endif } - - TRACELOG(LOG_INFO, "RLGL: Internal vertex buffers uploaded successfully to VRAM (GPU)"); - - // Unbind the current VAO - if (RLGL.ExtSupported.vao) glBindVertexArray(0); - //-------------------------------------------------------------------------------------------- +#endif } -// Update default internal buffers (VAOs/VBOs) with vertex array data -// 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 (change flag required) -static void UpdateBuffersDefault(void) +// Set shader currently active +void rlSetShader(Shader shader) { - // Update vertex buffers data - if (RLGL.State.vertexData[RLGL.State.currentBuffer].vCounter > 0) +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) + if (RLGL.State.currentShader.id != shader.id) { - // Activate elements VAO - if (RLGL.ExtSupported.vao) glBindVertexArray(RLGL.State.vertexData[RLGL.State.currentBuffer].vaoId); - - // Vertex positions buffer - glBindBuffer(GL_ARRAY_BUFFER, RLGL.State.vertexData[RLGL.State.currentBuffer].vboId[0]); - glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*3*RLGL.State.vertexData[RLGL.State.currentBuffer].vCounter, RLGL.State.vertexData[RLGL.State.currentBuffer].vertices); - //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*4*MAX_BATCH_ELEMENTS, RLGL.State.vertexData[RLGL.State.currentBuffer].vertices, GL_DYNAMIC_DRAW); // Update all buffer - - // Texture coordinates buffer - glBindBuffer(GL_ARRAY_BUFFER, RLGL.State.vertexData[RLGL.State.currentBuffer].vboId[1]); - glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*2*RLGL.State.vertexData[RLGL.State.currentBuffer].vCounter, RLGL.State.vertexData[RLGL.State.currentBuffer].texcoords); - //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*4*MAX_BATCH_ELEMENTS, RLGL.State.vertexData[RLGL.State.currentBuffer].texcoords, GL_DYNAMIC_DRAW); // Update all buffer - - // Colors buffer - glBindBuffer(GL_ARRAY_BUFFER, RLGL.State.vertexData[RLGL.State.currentBuffer].vboId[2]); - glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(unsigned char)*4*RLGL.State.vertexData[RLGL.State.currentBuffer].vCounter, RLGL.State.vertexData[RLGL.State.currentBuffer].colors); - //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*4*4*MAX_BATCH_ELEMENTS, RLGL.State.vertexData[RLGL.State.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... - // RLGL.State.vertexData[RLGL.State.currentBuffer].vertices = (float *)glMapBuffer(GL_ARRAY_BUFFER, GL_READ_WRITE); - // if (RLGL.State.vertexData[RLGL.State.currentBuffer].vertices) - // { - // Update vertex data - // } - // glUnmapBuffer(GL_ARRAY_BUFFER); - - // Unbind the current VAO - if (RLGL.ExtSupported.vao) glBindVertexArray(0); + rlDrawRenderBatch(RLGL.currentBatch); + RLGL.State.currentShader = shader; } +#endif } -// Draw default internal buffers vertex data -static void DrawBuffersDefault(void) +// Matrix state management +//----------------------------------------------------------------------------------------- +// Return internal modelview matrix +Matrix rlGetMatrixModelview(void) { - Matrix matProjection = RLGL.State.projection; - Matrix matModelView = RLGL.State.modelview; - - int eyesCount = 1; -#if defined(SUPPORT_VR_SIMULATOR) - if (RLGL.Vr.stereoRender) eyesCount = 2; + Matrix matrix = MatrixIdentity(); +#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; +} - for (int eye = 0; eye < eyesCount; eye++) - { -#if defined(SUPPORT_VR_SIMULATOR) - if (eyesCount == 2) SetStereoView(eye, matProjection, matModelView); +// Return 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 +} - // Draw buffers - if (RLGL.State.vertexData[RLGL.State.currentBuffer].vCounter > 0) - { - // Set current shader and upload current MVP matrix - glUseProgram(RLGL.State.currentShader.id); - - // Create modelview-projection matrix - Matrix matMVP = MatrixMultiply(RLGL.State.modelview, RLGL.State.projection); - - glUniformMatrix4fv(RLGL.State.currentShader.locs[LOC_MATRIX_MVP], 1, false, MatrixToFloat(matMVP)); - glUniform4f(RLGL.State.currentShader.locs[LOC_COLOR_DIFFUSE], 1.0f, 1.0f, 1.0f, 1.0f); - glUniform1i(RLGL.State.currentShader.locs[LOC_MAP_DIFFUSE], 0); // Provided value refers to the texture unit (active) - - // TODO: Support additional texture units on custom shader - //if (RLGL.State.currentShader->locs[LOC_MAP_SPECULAR] > 0) glUniform1i(RLGL.State.currentShader.locs[LOC_MAP_SPECULAR], 1); - //if (RLGL.State.currentShader->locs[LOC_MAP_NORMAL] > 0) glUniform1i(RLGL.State.currentShader.locs[LOC_MAP_NORMAL], 2); - - // NOTE: Right now additional map textures not considered for default buffers drawing - - int vertexOffset = 0; - - if (RLGL.ExtSupported.vao) glBindVertexArray(RLGL.State.vertexData[RLGL.State.currentBuffer].vaoId); - else - { - // Bind vertex attrib: position (shader-location = 0) - glBindBuffer(GL_ARRAY_BUFFER, RLGL.State.vertexData[RLGL.State.currentBuffer].vboId[0]); - glVertexAttribPointer(RLGL.State.currentShader.locs[LOC_VERTEX_POSITION], 3, GL_FLOAT, 0, 0, 0); - glEnableVertexAttribArray(RLGL.State.currentShader.locs[LOC_VERTEX_POSITION]); - - // Bind vertex attrib: texcoord (shader-location = 1) - glBindBuffer(GL_ARRAY_BUFFER, RLGL.State.vertexData[RLGL.State.currentBuffer].vboId[1]); - glVertexAttribPointer(RLGL.State.currentShader.locs[LOC_VERTEX_TEXCOORD01], 2, GL_FLOAT, 0, 0, 0); - glEnableVertexAttribArray(RLGL.State.currentShader.locs[LOC_VERTEX_TEXCOORD01]); - - // Bind vertex attrib: color (shader-location = 3) - glBindBuffer(GL_ARRAY_BUFFER, RLGL.State.vertexData[RLGL.State.currentBuffer].vboId[2]); - glVertexAttribPointer(RLGL.State.currentShader.locs[LOC_VERTEX_COLOR], 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0); - glEnableVertexAttribArray(RLGL.State.currentShader.locs[LOC_VERTEX_COLOR]); - - glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, RLGL.State.vertexData[RLGL.State.currentBuffer].vboId[3]); - } - - glActiveTexture(GL_TEXTURE0); - - for (int i = 0; i < RLGL.State.drawsCounter; i++) - { - glBindTexture(GL_TEXTURE_2D, RLGL.State.draws[i].textureId); - - // TODO: Find some way to bind additional textures --> Use global texture IDs? Register them on draw[i]? - //if (RLGL.State.currentShader->locs[LOC_MAP_SPECULAR] > 0) { glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_2D, textureUnit1_id); } - //if (RLGL.State.currentShader->locs[LOC_MAP_SPECULAR] > 0) { glActiveTexture(GL_TEXTURE2); glBindTexture(GL_TEXTURE_2D, textureUnit2_id); } - - if ((RLGL.State.draws[i].mode == RL_LINES) || (RLGL.State.draws[i].mode == RL_TRIANGLES)) glDrawArrays(RLGL.State.draws[i].mode, vertexOffset, RLGL.State.draws[i].vertexCount); - else - { -#if defined(GRAPHICS_API_OPENGL_33) - // We need to define the number of indices to be processed: quadsCount*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, RLGL.State.draws[i].vertexCount/4*6, GL_UNSIGNED_INT, (GLvoid *)(sizeof(GLuint)*vertexOffset/4*6)); -#elif defined(GRAPHICS_API_OPENGL_ES2) - glDrawElements(GL_TRIANGLES, RLGL.State.draws[i].vertexCount/4*6, GL_UNSIGNED_SHORT, (GLvoid *)(sizeof(GLushort)*vertexOffset/4*6)); +// Get internal accumulated transform matrix +Matrix rlGetMatrixTransform(void) +{ + Matrix mat = MatrixIdentity(); +#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 = MatrixIdentity(); + //for (int i = RLGL.State.stackCounter; i > 0; i--) matStackTransform = MatrixMultiply(RLGL.State.stack[i], matStackTransform); + mat = RLGL.State.transform; #endif - } - - vertexOffset += (RLGL.State.draws[i].vertexCount + RLGL.State.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 - } - - // Reset vertex counters for next frame - RLGL.State.vertexData[RLGL.State.currentBuffer].vCounter = 0; - RLGL.State.vertexData[RLGL.State.currentBuffer].tcCounter = 0; - RLGL.State.vertexData[RLGL.State.currentBuffer].cCounter = 0; - - // Reset depth for next draw - RLGL.State.currentDepth = -1.0f; - - // Restore projection/modelview matrices - RLGL.State.projection = matProjection; - RLGL.State.modelview = matModelView; - - // Reset RLGL.State.draws array - for (int i = 0; i < MAX_DRAWCALL_REGISTERED; i++) - { - RLGL.State.draws[i].mode = RL_QUADS; - RLGL.State.draws[i].vertexCount = 0; - RLGL.State.draws[i].textureId = RLGL.State.defaultTextureId; - } + return mat; +} - RLGL.State.drawsCounter = 1; +// Get internal projection matrix for stereo render (selected eye) +RLAPI Matrix rlGetMatrixProjectionStereo(int eye) +{ + Matrix mat = MatrixIdentity(); +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) + mat = RLGL.State.projectionStereo[eye]; +#endif + return mat; +} - // Change to next buffer in the list - RLGL.State.currentBuffer++; - if (RLGL.State.currentBuffer >= MAX_BATCH_BUFFERING) RLGL.State.currentBuffer = 0; +// Get internal view offset matrix for stereo render (selected eye) +RLAPI Matrix rlGetMatrixViewOffsetStereo(int eye) +{ + Matrix mat = MatrixIdentity(); +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) + mat = RLGL.State.viewOffsetStereo[eye]; +#endif + return mat; } -// Unload default internal buffers vertex data from CPU and GPU -static void UnloadBuffersDefault(void) +// Set a custom modelview matrix (replaces internal modelview matrix) +void rlSetMatrixModelview(Matrix view) { - // Unbind everything - if (RLGL.ExtSupported.vao) glBindVertexArray(0); - glDisableVertexAttribArray(0); - glDisableVertexAttribArray(1); - glDisableVertexAttribArray(2); - glDisableVertexAttribArray(3); - glBindBuffer(GL_ARRAY_BUFFER, 0); - glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) + RLGL.State.modelview = view; +#endif +} - for (int i = 0; i < MAX_BATCH_BUFFERING; i++) - { - // Delete VBOs from GPU (VRAM) - glDeleteBuffers(1, &RLGL.State.vertexData[i].vboId[0]); - glDeleteBuffers(1, &RLGL.State.vertexData[i].vboId[1]); - glDeleteBuffers(1, &RLGL.State.vertexData[i].vboId[2]); - glDeleteBuffers(1, &RLGL.State.vertexData[i].vboId[3]); +// 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 +} - // Delete VAOs from GPU (VRAM) - if (RLGL.ExtSupported.vao) glDeleteVertexArrays(1, &RLGL.State.vertexData[i].vaoId); +// 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 +} - // Free vertex arrays memory from CPU (RAM) - RL_FREE(RLGL.State.vertexData[i].vertices); - RL_FREE(RLGL.State.vertexData[i].texcoords); - RL_FREE(RLGL.State.vertexData[i].colors); - RL_FREE(RLGL.State.vertexData[i].indices); - } +// 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 } -// Renders a 1x1 XY quad in NDC -static void GenDrawQuad(void) +// Load and draw a 1x1 XY 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 // Texture Coords - -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, + // 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, }; - // Set up plane VAO + // Gen VAO to contain VBO glGenVertexArrays(1, &quadVAO); - glGenBuffers(1, &quadVBO); glBindVertexArray(quadVAO); - // Fill buffer + // Gen and fill vertex buffer (VBO) + glGenBuffers(1, &quadVBO); glBindBuffer(GL_ARRAY_BUFFER, quadVBO); glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), &vertices, GL_STATIC_DRAW); - // Link vertex attributes + // Bind vertex attributes (position, texcoords) glEnableVertexAttribArray(0); - glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5*sizeof(float), (void *)0); + glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5*sizeof(float), (void *)0); // Positions glEnableVertexAttribArray(1); - glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5*sizeof(float), (void *)(3*sizeof(float))); + glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5*sizeof(float), (void *)(3*sizeof(float))); // Texcoords // Draw quad glBindVertexArray(quadVAO); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); glBindVertexArray(0); + // Delete buffers (VBO and VAO) glDeleteBuffers(1, &quadVBO); glDeleteVertexArrays(1, &quadVAO); +#endif } -// Renders a 1x1 3D cube in NDC -static void GenDrawCube(void) +// Load and draw a 1x1 3D 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[] = { - -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 + // 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 }; - // Set up cube VAO + // Gen VAO to contain VBO glGenVertexArrays(1, &cubeVAO); - glGenBuffers(1, &cubeVBO); + glBindVertexArray(cubeVAO); - // Fill buffer + // Gen and fill vertex buffer (VBO) + glGenBuffers(1, &cubeVBO); glBindBuffer(GL_ARRAY_BUFFER, cubeVBO); glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW); - // Link vertex attributes + // Bind vertex attributes (position, normals, texcoords) glBindVertexArray(cubeVAO); glEnableVertexAttribArray(0); - glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8*sizeof(float), (void *)0); + glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8*sizeof(float), (void *)0); // Positions glEnableVertexAttribArray(1); - glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8*sizeof(float), (void *)(3*sizeof(float))); + glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8*sizeof(float), (void *)(3*sizeof(float))); // Normals glEnableVertexAttribArray(2); - glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8*sizeof(float), (void *)(6*sizeof(float))); + glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8*sizeof(float), (void *)(6*sizeof(float))); // Texcoords glBindBuffer(GL_ARRAY_BUFFER, 0); glBindVertexArray(0); @@ -4446,37 +3676,227 @@ static void GenDrawCube(void) glDrawArrays(GL_TRIANGLES, 0, 36); glBindVertexArray(0); + // Delete VBO and VAO glDeleteBuffers(1, &cubeVBO); glDeleteVertexArrays(1, &cubeVAO); +#endif +} + +//---------------------------------------------------------------------------------- +// 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: It uses global variable: RLGL.State.defaultShader +static void rlLoadShaderDefault(void) +{ + RLGL.State.defaultShader.locs = (int *)RL_CALLOC(MAX_SHADER_LOCATIONS, sizeof(int)); + + // NOTE: All locations must be reseted to -1 (no location) + for (int i = 0; i < MAX_SHADER_LOCATIONS; i++) RLGL.State.defaultShader.locs[i] = -1; + + // Vertex shader directly defined, no external file required + const char *vShaderDefault = +#if defined(GRAPHICS_API_OPENGL_21) + "#version 120 \n" + "attribute vec3 vertexPosition; \n" + "attribute vec2 vertexTexCoord; \n" + "attribute vec4 vertexColor; \n" + "varying vec2 fragTexCoord; \n" + "varying vec4 fragColor; \n" +#elif defined(GRAPHICS_API_OPENGL_33) + "#version 330 \n" + "in vec3 vertexPosition; \n" + "in vec2 vertexTexCoord; \n" + "in vec4 vertexColor; \n" + "out vec2 fragTexCoord; \n" + "out vec4 fragColor; \n" +#endif +#if defined(GRAPHICS_API_OPENGL_ES2) + "#version 100 \n" + "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 *fShaderDefault = +#if defined(GRAPHICS_API_OPENGL_21) + "#version 120 \n" + "varying vec2 fragTexCoord; \n" + "varying vec4 fragColor; \n" + "uniform sampler2D texture0; \n" + "uniform vec4 colDiffuse; \n" + "void main() \n" + "{ \n" + " vec4 texelColor = texture2D(texture0, fragTexCoord); \n" + " gl_FragColor = texelColor*colDiffuse*fragColor; \n" + "} \n"; +#elif defined(GRAPHICS_API_OPENGL_33) + "#version 330 \n" + "in vec2 fragTexCoord; \n" + "in vec4 fragColor; \n" + "out vec4 finalColor; \n" + "uniform sampler2D texture0; \n" + "uniform vec4 colDiffuse; \n" + "void main() \n" + "{ \n" + " vec4 texelColor = texture(texture0, fragTexCoord); \n" + " finalColor = texelColor*colDiffuse*fragColor; \n" + "} \n"; +#endif +#if defined(GRAPHICS_API_OPENGL_ES2) + "#version 100 \n" + "precision mediump float; \n" // Precision required for OpenGL ES2 (WebGL) + "varying vec2 fragTexCoord; \n" + "varying vec4 fragColor; \n" + "uniform sampler2D texture0; \n" + "uniform vec4 colDiffuse; \n" + "void main() \n" + "{ \n" + " vec4 texelColor = texture2D(texture0, fragTexCoord); \n" + " gl_FragColor = texelColor*colDiffuse*fragColor; \n" + "} \n"; +#endif + + // NOTE: Compiled vertex/fragment shaders are kept for re-use + RLGL.State.defaultVShaderId = rlCompileShader(vShaderDefault, GL_VERTEX_SHADER); // Compile default vertex shader + RLGL.State.defaultFShaderId = rlCompileShader(fShaderDefault, GL_FRAGMENT_SHADER); // Compile default fragment shader + + RLGL.State.defaultShader.id = rlLoadShaderProgram(RLGL.State.defaultVShaderId, RLGL.State.defaultFShaderId); + + if (RLGL.State.defaultShader.id > 0) + { + TRACELOG(LOG_INFO, "SHADER: [ID %i] Default shader loaded successfully", RLGL.State.defaultShader.id); + + // Set default shader locations: attributes locations + RLGL.State.defaultShader.locs[SHADER_LOC_VERTEX_POSITION] = glGetAttribLocation(RLGL.State.defaultShader.id, "vertexPosition"); + RLGL.State.defaultShader.locs[SHADER_LOC_VERTEX_TEXCOORD01] = glGetAttribLocation(RLGL.State.defaultShader.id, "vertexTexCoord"); + RLGL.State.defaultShader.locs[SHADER_LOC_VERTEX_COLOR] = glGetAttribLocation(RLGL.State.defaultShader.id, "vertexColor"); + + // Set default shader locations: uniform locations + RLGL.State.defaultShader.locs[SHADER_LOC_MATRIX_MVP] = glGetUniformLocation(RLGL.State.defaultShader.id, "mvp"); + RLGL.State.defaultShader.locs[SHADER_LOC_COLOR_DIFFUSE] = glGetUniformLocation(RLGL.State.defaultShader.id, "colDiffuse"); + RLGL.State.defaultShader.locs[SHADER_LOC_MAP_DIFFUSE] = glGetUniformLocation(RLGL.State.defaultShader.id, "texture0"); + } + else TRACELOG(LOG_WARNING, "SHADER: [ID %i] Failed to load default shader", RLGL.State.defaultShader.id); } -#if defined(SUPPORT_VR_SIMULATOR) -// Set internal projection and modelview matrix depending on eyes tracking data -static void SetStereoView(int eye, Matrix matProjection, Matrix matModelView) +// Unload default shader +// NOTE: It uses global variable: RLGL.State.defaultShader +static void rlUnloadShaderDefault(void) { - Matrix eyeProjection = matProjection; - Matrix eyeModelView = matModelView; + glUseProgram(0); - // Setup viewport and projection/modelview matrices using tracking data - rlViewport(eye*RLGL.State.framebufferWidth/2, 0, RLGL.State.framebufferWidth/2, RLGL.State.framebufferHeight); + glDetachShader(RLGL.State.defaultShader.id, RLGL.State.defaultVShaderId); + glDetachShader(RLGL.State.defaultShader.id, RLGL.State.defaultFShaderId); + glDeleteShader(RLGL.State.defaultVShaderId); + glDeleteShader(RLGL.State.defaultFShaderId); - // Apply view offset to modelview matrix - eyeModelView = MatrixMultiply(matModelView, RLGL.Vr.config.eyesViewOffset[eye]); + glDeleteProgram(RLGL.State.defaultShader.id); - // Set current eye projection matrix - eyeProjection = RLGL.Vr.config.eyesProjection[eye]; + RL_FREE(RLGL.State.defaultShader.locs); - SetMatrixModelview(eyeModelView); - SetMatrixProjection(eyeProjection); + TRACELOG(LOG_INFO, "SHADER: [ID %i] Default shader unloaded successfully", RLGL.State.defaultShader.id); } -#endif // SUPPORT_VR_SIMULATOR + +#if defined(SUPPORT_GL_DETAILS_INFO) +// Get compressed format official GL identifier name +static char *rlGetCompressedFormatName(int format) +{ + static char compName[64] = { 0 }; + memset(compName, 0, 64); + + switch (format) + { + // GL_EXT_texture_compression_s3tc + case 0x83F0: strcpy(compName, "GL_COMPRESSED_RGB_S3TC_DXT1_EXT"); break; + case 0x83F1: strcpy(compName, "GL_COMPRESSED_RGBA_S3TC_DXT1_EXT"); break; + case 0x83F2: strcpy(compName, "GL_COMPRESSED_RGBA_S3TC_DXT3_EXT"); break; + case 0x83F3: strcpy(compName, "GL_COMPRESSED_RGBA_S3TC_DXT5_EXT"); break; + // GL_3DFX_texture_compression_FXT1 + case 0x86B0: strcpy(compName, "GL_COMPRESSED_RGB_FXT1_3DFX"); break; + case 0x86B1: strcpy(compName, "GL_COMPRESSED_RGBA_FXT1_3DFX"); break; + // GL_IMG_texture_compression_pvrtc + case 0x8C00: strcpy(compName, "GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG"); break; + case 0x8C01: strcpy(compName, "GL_COMPRESSED_RGB_PVRTC_2BPPV1_IMG"); break; + case 0x8C02: strcpy(compName, "GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG"); break; + case 0x8C03: strcpy(compName, "GL_COMPRESSED_RGBA_PVRTC_2BPPV1_IMG"); break; + // GL_OES_compressed_ETC1_RGB8_texture + case 0x8D64: strcpy(compName, "GL_ETC1_RGB8_OES"); break; + // GL_ARB_texture_compression_rgtc + case 0x8DBB: strcpy(compName, "GL_COMPRESSED_RED_RGTC1"); break; + case 0x8DBC: strcpy(compName, "GL_COMPRESSED_SIGNED_RED_RGTC1"); break; + case 0x8DBD: strcpy(compName, "GL_COMPRESSED_RG_RGTC2"); break; + case 0x8DBE: strcpy(compName, "GL_COMPRESSED_SIGNED_RG_RGTC2"); break; + // GL_ARB_texture_compression_bptc + case 0x8E8C: strcpy(compName, "GL_COMPRESSED_RGBA_BPTC_UNORM_ARB"); break; + case 0x8E8D: strcpy(compName, "GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM_ARB"); break; + case 0x8E8E: strcpy(compName, "GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT_ARB"); break; + case 0x8E8F: strcpy(compName, "GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT_ARB"); break; + // GL_ARB_ES3_compatibility + case 0x9274: strcpy(compName, "GL_COMPRESSED_RGB8_ETC2"); break; + case 0x9275: strcpy(compName, "GL_COMPRESSED_SRGB8_ETC2"); break; + case 0x9276: strcpy(compName, "GL_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2"); break; + case 0x9277: strcpy(compName, "GL_COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2"); break; + case 0x9278: strcpy(compName, "GL_COMPRESSED_RGBA8_ETC2_EAC"); break; + case 0x9279: strcpy(compName, "GL_COMPRESSED_SRGB8_ALPHA8_ETC2_EAC"); break; + case 0x9270: strcpy(compName, "GL_COMPRESSED_R11_EAC"); break; + case 0x9271: strcpy(compName, "GL_COMPRESSED_SIGNED_R11_EAC"); break; + case 0x9272: strcpy(compName, "GL_COMPRESSED_RG11_EAC"); break; + case 0x9273: strcpy(compName, "GL_COMPRESSED_SIGNED_RG11_EAC"); break; + // GL_KHR_texture_compression_astc_hdr + case 0x93B0: strcpy(compName, "GL_COMPRESSED_RGBA_ASTC_4x4_KHR"); break; + case 0x93B1: strcpy(compName, "GL_COMPRESSED_RGBA_ASTC_5x4_KHR"); break; + case 0x93B2: strcpy(compName, "GL_COMPRESSED_RGBA_ASTC_5x5_KHR"); break; + case 0x93B3: strcpy(compName, "GL_COMPRESSED_RGBA_ASTC_6x5_KHR"); break; + case 0x93B4: strcpy(compName, "GL_COMPRESSED_RGBA_ASTC_6x6_KHR"); break; + case 0x93B5: strcpy(compName, "GL_COMPRESSED_RGBA_ASTC_8x5_KHR"); break; + case 0x93B6: strcpy(compName, "GL_COMPRESSED_RGBA_ASTC_8x6_KHR"); break; + case 0x93B7: strcpy(compName, "GL_COMPRESSED_RGBA_ASTC_8x8_KHR"); break; + case 0x93B8: strcpy(compName, "GL_COMPRESSED_RGBA_ASTC_10x5_KHR"); break; + case 0x93B9: strcpy(compName, "GL_COMPRESSED_RGBA_ASTC_10x6_KHR"); break; + case 0x93BA: strcpy(compName, "GL_COMPRESSED_RGBA_ASTC_10x8_KHR"); break; + case 0x93BB: strcpy(compName, "GL_COMPRESSED_RGBA_ASTC_10x10_KHR"); break; + case 0x93BC: strcpy(compName, "GL_COMPRESSED_RGBA_ASTC_12x10_KHR"); break; + case 0x93BD: strcpy(compName, "GL_COMPRESSED_RGBA_ASTC_12x12_KHR"); break; + case 0x93D0: strcpy(compName, "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_4x4_KHR"); break; + case 0x93D1: strcpy(compName, "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x4_KHR"); break; + case 0x93D2: strcpy(compName, "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x5_KHR"); break; + case 0x93D3: strcpy(compName, "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x5_KHR"); break; + case 0x93D4: strcpy(compName, "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x6_KHR"); break; + case 0x93D5: strcpy(compName, "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x5_KHR"); break; + case 0x93D6: strcpy(compName, "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x6_KHR"); break; + case 0x93D7: strcpy(compName, "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x8_KHR"); break; + case 0x93D8: strcpy(compName, "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x5_KHR"); break; + case 0x93D9: strcpy(compName, "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x6_KHR"); break; + case 0x93DA: strcpy(compName, "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x8_KHR"); break; + case 0x93DB: strcpy(compName, "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x10_KHR"); break; + case 0x93DC: strcpy(compName, "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_12x10_KHR"); break; + case 0x93DD: strcpy(compName, "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_12x12_KHR"); break; + default: strcpy(compName, "GL_COMPRESSED_UNKNOWN"); break; + } + + return compName; +} +#endif // SUPPORT_GL_DETAILS_INFO #endif // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2 #if defined(GRAPHICS_API_OPENGL_11) // Mipmaps data is generated after image data // NOTE: Only works with RGBA (4 bytes) data! -static int GenerateMipmaps(unsigned char *data, int baseWidth, int baseHeight) +static int rlGenerateMipmapsData(unsigned char *data, int baseWidth, int baseHeight) { int mipmapCount = 1; // Required mipmap levels count (including base level) int width = baseWidth; @@ -4486,8 +3906,8 @@ static int GenerateMipmaps(unsigned char *data, int baseWidth, int baseHeight) // Count mipmap levels required while ((width != 1) && (height != 1)) { - if (width != 1) width /= 2; - if (height != 1) height /= 2; + width /= 2; + height /= 2; TRACELOGD("TEXTURE: Next mipmap size: %i x %i", width, height); @@ -4502,7 +3922,7 @@ static int GenerateMipmaps(unsigned char *data, int baseWidth, int baseHeight) unsigned char *temp = RL_REALLOC(data, size); if (temp != NULL) data = temp; - else TRACELOG(LOG_WARNING, "TEXTURE: Failed to allocate required mipmaps memory"); + else TRACELOG(LOG_WARNING, "TEXTURE: Failed to re-allocate required mipmaps memory"); width = baseWidth; height = baseHeight; @@ -4528,7 +3948,7 @@ static int GenerateMipmaps(unsigned char *data, int baseWidth, int baseHeight) for (int mip = 1; mip < mipmapCount; mip++) { - mipmap = GenNextMipmap(image, width, height); + mipmap = rlGenNextMipmapData(image, width, height); offset += (width*height*4); // Size of last mipmap j = 0; @@ -4559,7 +3979,7 @@ static int GenerateMipmaps(unsigned char *data, int baseWidth, int baseHeight) } // Manual mipmap generation (basic scaling algorithm) -static Color *GenNextMipmap(Color *srcData, int srcWidth, int srcHeight) +static Color *rlGenNextMipmapData(Color *srcData, int srcWidth, int srcHeight) { int x2, y2; Color prow, pcol; @@ -4599,83 +4019,38 @@ static Color *GenNextMipmap(Color *srcData, int srcWidth, int srcHeight) return mipmap; } -#endif - -#if defined(RLGL_STANDALONE) -// Load text data from file, returns a '\0' terminated string -// NOTE: text chars array should be freed manually -char *LoadFileText(const char *fileName) -{ - char *text = NULL; - - if (fileName != NULL) - { - FILE *textFile = fopen(fileName, "rt"); - - if (textFile != NULL) - { - // WARNING: When reading a file as 'text' file, - // text mode causes carriage return-linefeed translation... - // ...but using fseek() should return correct byte-offset - fseek(textFile, 0, SEEK_END); - int size = ftell(textFile); - fseek(textFile, 0, SEEK_SET); - - if (size > 0) - { - text = (char *)RL_MALLOC(sizeof(char)*(size + 1)); - int count = fread(text, sizeof(char), size, textFile); - - // WARNING: \r\n is converted to \n on reading, so, - // read bytes count gets reduced by the number of lines - if (count < size) text = RL_REALLOC(text, count + 1); - - // Zero-terminate the string - text[count] = '\0'; - - TRACELOG(LOG_INFO, "FILEIO: [%s] Text file loaded successfully", fileName); - } - else TRACELOG(LOG_WARNING, "FILEIO: [%s] Failed to read text file", fileName); - - fclose(textFile); - } - else TRACELOG(LOG_WARNING, "FILEIO: [%s] Failed to open text file", fileName); - } - else TRACELOG(LOG_WARNING, "FILEIO: File name provided is not valid"); - - return text; -} +#endif // GRAPHICS_API_OPENGL_11 // Get pixel data size in bytes (image or texture) // NOTE: Size depends on pixel format -int GetPixelDataSize(int width, int height, int 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 UNCOMPRESSED_GRAYSCALE: bpp = 8; break; - case UNCOMPRESSED_GRAY_ALPHA: - case UNCOMPRESSED_R5G6B5: - case UNCOMPRESSED_R5G5B5A1: - case UNCOMPRESSED_R4G4B4A4: bpp = 16; break; - case UNCOMPRESSED_R8G8B8A8: bpp = 32; break; - case UNCOMPRESSED_R8G8B8: bpp = 24; break; - case UNCOMPRESSED_R32: bpp = 32; break; - case UNCOMPRESSED_R32G32B32: bpp = 32*3; break; - case UNCOMPRESSED_R32G32B32A32: bpp = 32*4; break; - case COMPRESSED_DXT1_RGB: - case COMPRESSED_DXT1_RGBA: - case COMPRESSED_ETC1_RGB: - case COMPRESSED_ETC2_RGB: - case COMPRESSED_PVRT_RGB: - case COMPRESSED_PVRT_RGBA: bpp = 4; break; - case COMPRESSED_DXT3_RGBA: - case COMPRESSED_DXT5_RGBA: - case COMPRESSED_ETC2_EAC_RGBA: - case COMPRESSED_ASTC_4x4_RGBA: bpp = 8; break; - case COMPRESSED_ASTC_8x8_RGBA: bpp = 2; break; + case PIXELFORMAT_UNCOMPRESSED_GRAYSCALE: bpp = 8; break; + case PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA: + case PIXELFORMAT_UNCOMPRESSED_R5G6B5: + case PIXELFORMAT_UNCOMPRESSED_R5G5B5A1: + case PIXELFORMAT_UNCOMPRESSED_R4G4B4A4: bpp = 16; break; + case PIXELFORMAT_UNCOMPRESSED_R8G8B8A8: bpp = 32; break; + case PIXELFORMAT_UNCOMPRESSED_R8G8B8: bpp = 24; break; + case PIXELFORMAT_UNCOMPRESSED_R32: bpp = 32; break; + case PIXELFORMAT_UNCOMPRESSED_R32G32B32: bpp = 32*3; break; + case PIXELFORMAT_UNCOMPRESSED_R32G32B32A32: bpp = 32*4; break; + case PIXELFORMAT_COMPRESSED_DXT1_RGB: + case PIXELFORMAT_COMPRESSED_DXT1_RGBA: + case PIXELFORMAT_COMPRESSED_ETC1_RGB: + case PIXELFORMAT_COMPRESSED_ETC2_RGB: + case PIXELFORMAT_COMPRESSED_PVRT_RGB: + case PIXELFORMAT_COMPRESSED_PVRT_RGBA: bpp = 4; break; + case PIXELFORMAT_COMPRESSED_DXT3_RGBA: + case PIXELFORMAT_COMPRESSED_DXT5_RGBA: + case PIXELFORMAT_COMPRESSED_ETC2_EAC_RGBA: + case PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA: bpp = 8; break; + case PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA: bpp = 2; break; default: break; } @@ -4685,12 +4060,10 @@ int GetPixelDataSize(int width, int height, int format) // if texture is smaller, minimum dataSize is 8 or 16 if ((width < 4) && (height < 4)) { - if ((format >= COMPRESSED_DXT1_RGB) && (format < COMPRESSED_DXT3_RGBA)) dataSize = 8; - else if ((format >= COMPRESSED_DXT3_RGBA) && (format < COMPRESSED_ASTC_8x8_RGBA)) dataSize = 16; + if ((format >= PIXELFORMAT_COMPRESSED_DXT1_RGB) && (format < PIXELFORMAT_COMPRESSED_DXT3_RGBA)) dataSize = 8; + else if ((format >= PIXELFORMAT_COMPRESSED_DXT3_RGBA) && (format < PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA)) dataSize = 16; } return dataSize; } -#endif // RLGL_STANDALONE - #endif // RLGL_IMPLEMENTATION |