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authorThomas <mail.thomasclement@gmail.com>2021-08-15 10:03:09 +0200
committerThomas <mail.thomasclement@gmail.com>2021-08-15 10:03:09 +0200
commit3a1d97f556bc4c5384799ac121640984b590c05c (patch)
tree20aeab4c18d76c344e2ce1f16913b39c447659b1 /libs/raylib/src/rlgl.h
parenteebaddf29efad9bc7b82d8745d839931f08ef887 (diff)
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Updated to raylib 3.7
Diffstat (limited to 'libs/raylib/src/rlgl.h')
-rw-r--r--libs/raylib/src/rlgl.h5049
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