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-/**********************************************************************************************
-*
-* 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 auxiliary resources
-* rlglClose() - De-initialize internal buffers data and other auxiliar resources
-*
-* CONFIGURATION:
-*
-* #define GRAPHICS_API_OPENGL_11
-* #define GRAPHICS_API_OPENGL_21
-* #define GRAPHICS_API_OPENGL_33
-* #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() to check it
-*
-* #define RLGL_IMPLEMENTATION
-* Generates the implementation of the library into the included file.
-* If not defined, the library is in header only mode and can be included in other headers
-* or source files without problems. But only ONE file should hold the implementation.
-*
-* #define RLGL_STANDALONE
-* Use rlgl as standalone library (no raylib dependency)
-*
-* #define SUPPORT_GL_DETAILS_INFO
-* Show OpenGL extensions and capabilities detailed logs on init
-*
-* DEPENDENCIES:
-* raymath - 3D math functionality (Vector3, Matrix, Quaternion)
-* GLAD - OpenGL extensions loading (OpenGL 3.3 Core only)
-*
-*
-* LICENSE: zlib/libpng
-*
-* 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.
-*
-* Permission is granted to anyone to use this software for any purpose, including commercial
-* applications, and to alter it and redistribute it freely, subject to the following restrictions:
-*
-* 1. The origin of this software must not be misrepresented; you must not claim that you
-* wrote the original software. If you use this software in a product, an acknowledgment
-* in the product documentation would be appreciated but is not required.
-*
-* 2. Altered source versions must be plainly marked as such, and must not be misrepresented
-* as being the original software.
-*
-* 3. This notice may not be removed or altered from any source distribution.
-*
-**********************************************************************************************/
-
-#ifndef RLGL_H
-#define RLGL_H
-
-#if defined(RLGL_STANDALONE)
- #define RAYMATH_STANDALONE
- #define RAYMATH_HEADER_ONLY
-
- #define RLAPI // We are building or using rlgl as a static library (or Linux shared library)
-
- #if defined(_WIN32)
- #if defined(BUILD_LIBTYPE_SHARED)
- #define RLAPI __declspec(dllexport) // We are building raylib as a Win32 shared library (.dll)
- #elif defined(USE_LIBTYPE_SHARED)
- #define RLAPI __declspec(dllimport) // We are using raylib as a Win32 shared library (.dll)
- #endif
- #endif
-
- // Support TRACELOG macros
- #if !defined(TRACELOG)
- #define TRACELOG(level, ...) (void)0
- #define TRACELOGD(...) (void)0
- #endif
-
- // Allow custom memory allocators
- #ifndef RL_MALLOC
- #define RL_MALLOC(sz) malloc(sz)
- #endif
- #ifndef RL_CALLOC
- #define RL_CALLOC(n,sz) calloc(n,sz)
- #endif
- #ifndef RL_REALLOC
- #define RL_REALLOC(n,sz) realloc(n,sz)
- #endif
- #ifndef RL_FREE
- #define RL_FREE(p) free(p)
- #endif
-#else
- #include "raylib.h" // Required for: Shader, Texture2D
-#endif
-
-#include "raymath.h" // Required for: Vector3, Matrix
-
-// Security check in case no GRAPHICS_API_OPENGL_* defined
-#if !defined(GRAPHICS_API_OPENGL_11) && \
- !defined(GRAPHICS_API_OPENGL_21) && \
- !defined(GRAPHICS_API_OPENGL_33) && \
- !defined(GRAPHICS_API_OPENGL_ES2)
- #define GRAPHICS_API_OPENGL_33
-#endif
-
-// Security check in case multiple GRAPHICS_API_OPENGL_* defined
-#if defined(GRAPHICS_API_OPENGL_11)
- #if defined(GRAPHICS_API_OPENGL_21)
- #undef GRAPHICS_API_OPENGL_21
- #endif
- #if defined(GRAPHICS_API_OPENGL_33)
- #undef GRAPHICS_API_OPENGL_33
- #endif
- #if defined(GRAPHICS_API_OPENGL_ES2)
- #undef GRAPHICS_API_OPENGL_ES2
- #endif
-#endif
-
-// OpenGL 2.1 uses most of OpenGL 3.3 Core functionality
-// WARNING: Specific parts are checked with #if defines
-#if defined(GRAPHICS_API_OPENGL_21)
- #define GRAPHICS_API_OPENGL_33
-#endif
-
-#define SUPPORT_RENDER_TEXTURES_HINT
-
-//----------------------------------------------------------------------------------
-// Defines and Macros
-//----------------------------------------------------------------------------------
-// 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 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
-
-// Internal Matrix stack
-#ifndef MAX_MATRIX_STACK_SIZE
- #define MAX_MATRIX_STACK_SIZE 32 // Maximum size of Matrix stack
-#endif
-
-// 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
-#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_FILTER_NEAREST 0x2600 // GL_NEAREST
-#define RL_TEXTURE_FILTER_LINEAR 0x2601 // GL_LINEAR
-#define RL_TEXTURE_FILTER_MIP_NEAREST 0x2700 // GL_NEAREST_MIPMAP_NEAREST
-#define RL_TEXTURE_FILTER_NEAREST_MIP_LINEAR 0x2702 // GL_NEAREST_MIPMAP_LINEAR
-#define RL_TEXTURE_FILTER_LINEAR_MIP_NEAREST 0x2701 // GL_LINEAR_MIPMAP_NEAREST
-#define RL_TEXTURE_FILTER_MIP_LINEAR 0x2703 // GL_LINEAR_MIPMAP_LINEAR
-#define RL_TEXTURE_FILTER_ANISOTROPIC 0x3000 // Anisotropic filter (custom identifier)
-
-#define RL_TEXTURE_WRAP_REPEAT 0x2901 // GL_REPEAT
-#define RL_TEXTURE_WRAP_CLAMP 0x812F // GL_CLAMP_TO_EDGE
-#define RL_TEXTURE_WRAP_MIRROR_REPEAT 0x8370 // GL_MIRRORED_REPEAT
-#define RL_TEXTURE_WRAP_MIRROR_CLAMP 0x8742 // GL_MIRROR_CLAMP_EXT
-
-// Matrix modes (equivalent to OpenGL)
-#define RL_MODELVIEW 0x1700 // GL_MODELVIEW
-#define RL_PROJECTION 0x1701 // GL_PROJECTION
-#define RL_TEXTURE 0x1702 // GL_TEXTURE
-
-// Primitive assembly draw modes
-#define RL_LINES 0x0001 // GL_LINES
-#define RL_TRIANGLES 0x0004 // GL_TRIANGLES
-#define RL_QUADS 0x0007 // GL_QUADS
-
-// GL equivalent data types
-#define RL_UNSIGNED_BYTE 0x1401 // GL_UNSIGNED_BYTE
-#define RL_FLOAT 0x1406 // GL_FLOAT
-
-//----------------------------------------------------------------------------------
-// Types and Structures Definition
-//----------------------------------------------------------------------------------
-typedef enum { OPENGL_11 = 1, OPENGL_21, OPENGL_33, OPENGL_ES_20 } GlVersion;
-
-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
- // Boolean type
- typedef enum { false, true } bool;
- #endif
-
- // Color type, RGBA (32bit)
- typedef struct Color {
- unsigned char r;
- unsigned char g;
- unsigned char b;
- unsigned char a;
- } Color;
-
- // Texture type
- // NOTE: Data stored in GPU memory
- typedef struct Texture2D {
- unsigned int id; // OpenGL texture id
- int width; // Texture base width
- int height; // Texture base height
- int mipmaps; // Mipmap levels, 1 by default
- int format; // Data format (PixelFormat)
- } Texture2D;
-
- // Shader type (generic)
- typedef struct Shader {
- unsigned int id; // Shader program id
- int *locs; // Shader locations array (MAX_SHADER_LOCATIONS)
- } Shader;
-
- // TraceLog message types
- typedef enum {
- LOG_ALL,
- LOG_TRACE,
- LOG_DEBUG,
- LOG_INFO,
- LOG_WARNING,
- LOG_ERROR,
- LOG_FATAL,
- LOG_NONE
- } TraceLogLevel;
-
- // Texture formats (support depends on OpenGL version)
- typedef enum {
- 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 {
- 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 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 {
- 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 {
- 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;
-#endif
-
-#if defined(__cplusplus)
-extern "C" { // Prevents name mangling of functions
-#endif
-
-//------------------------------------------------------------------------------------
-// Functions Declaration - Matrix operations
-//------------------------------------------------------------------------------------
-RLAPI void rlMatrixMode(int mode); // Choose the current matrix to be transformed
-RLAPI void rlPushMatrix(void); // Push the current matrix to stack
-RLAPI void rlPopMatrix(void); // Pop lattest inserted matrix from stack
-RLAPI void rlLoadIdentity(void); // Reset current matrix to identity matrix
-RLAPI void rlTranslatef(float x, float y, float z); // Multiply the current matrix by a translation matrix
-RLAPI void rlRotatef(float angleDeg, float x, float y, float z); // Multiply the current matrix by a rotation matrix
-RLAPI void rlScalef(float x, float y, float z); // Multiply the current matrix by a scaling matrix
-RLAPI void rlMultMatrixf(float *matf); // Multiply the current matrix by another matrix
-RLAPI void rlFrustum(double left, double right, double bottom, double top, double znear, double zfar);
-RLAPI void rlOrtho(double left, double right, double bottom, double top, double znear, double zfar);
-RLAPI void rlViewport(int x, int y, int width, int height); // Set the viewport area
-
-//------------------------------------------------------------------------------------
-// Functions Declaration - Vertex level operations
-//------------------------------------------------------------------------------------
-RLAPI void rlBegin(int mode); // Initialize drawing mode (how to organize vertex)
-RLAPI void rlEnd(void); // Finish vertex providing
-RLAPI void rlVertex2i(int x, int y); // Define one vertex (position) - 2 int
-RLAPI void rlVertex2f(float x, float y); // Define one vertex (position) - 2 float
-RLAPI void rlVertex3f(float x, float y, float z); // Define one vertex (position) - 3 float
-RLAPI void rlTexCoord2f(float x, float y); // Define one vertex (texture coordinate) - 2 float
-RLAPI void rlNormal3f(float x, float y, float z); // Define one vertex (normal) - 3 float
-RLAPI void rlColor4ub(unsigned char r, unsigned char g, unsigned char b, unsigned char a); // Define one vertex (color) - 4 byte
-RLAPI void rlColor3f(float x, float y, float z); // Define one vertex (color) - 3 float
-RLAPI void rlColor4f(float x, float y, float z, float w); // Define one vertex (color) - 4 float
-
-//------------------------------------------------------------------------------------
-// Functions Declaration - OpenGL style functions (common to 1.1, 3.3+, ES2)
-// NOTE: This functions are used to completely abstract raylib code from OpenGL layer,
-// some of them are direct wrappers over OpenGL calls, some others are custom
-//------------------------------------------------------------------------------------
-
-// Vertex buffers state
-RLAPI bool rlEnableVertexArray(unsigned int vaoId); // Enable vertex array (VAO, if supported)
-RLAPI void rlDisableVertexArray(void); // Disable vertex array (VAO, if supported)
-RLAPI void rlEnableVertexBuffer(unsigned int id); // Enable vertex buffer (VBO)
-RLAPI void rlDisableVertexBuffer(void); // Disable vertex buffer (VBO)
-RLAPI void rlEnableVertexBufferElement(unsigned int id);// Enable vertex buffer element (VBO element)
-RLAPI void rlDisableVertexBufferElement(void); // Disable vertex buffer element (VBO element)
-RLAPI void rlEnableVertexAttribute(unsigned int index); // Enable vertex attribute index
-RLAPI void rlDisableVertexAttribute(unsigned int index);// Disable vertex attribute index
-#if defined(GRAPHICS_API_OPENGL_11)
-RLAPI void rlEnableStatePointer(int vertexAttribType, void *buffer);
-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)
-
-// 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 rlLoadExtensions(void* loader); // Load OpenGL extensions (loader function pointer required)
-RLAPI int rlGetVersion(void); // Returns current OpenGL version
-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, 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 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)
-
-// 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
-
-#endif // RLGL_H
-
-/***********************************************************************************
-*
-* RLGL IMPLEMENTATION
-*
-************************************************************************************/
-
-#if defined(RLGL_IMPLEMENTATION)
-
-#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
- #endif
- #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]
-
-#if defined(GRAPHICS_API_OPENGL_11)
- #if defined(__APPLE__)
- #include <OpenGL/gl.h> // OpenGL 1.1 library for OSX
- #include <OpenGL/glext.h>
- #else
- // APIENTRY for OpenGL function pointer declarations is required
- #ifndef APIENTRY
- #if defined(_WIN32)
- #define APIENTRY __stdcall
- #else
- #define APIENTRY
- #endif
- #endif
- // WINGDIAPI definition. Some Windows OpenGL headers need it
- #if !defined(WINGDIAPI) && defined(_WIN32)
- #define WINGDIAPI __declspec(dllimport)
- #endif
-
- #include <GL/gl.h> // OpenGL 1.1 library
- #endif
-#endif
-
-#if defined(GRAPHICS_API_OPENGL_33)
- #if defined(__APPLE__)
- #include <OpenGL/gl3.h> // OpenGL 3 library for OSX
- #include <OpenGL/gl3ext.h> // OpenGL 3 extensions library for OSX
- #else
- #define GLAD_REALLOC RL_REALLOC
- #define GLAD_FREE RL_FREE
-
- #define GLAD_IMPLEMENTATION
- #if defined(RLGL_STANDALONE)
- #include "glad.h" // GLAD extensions loading library, includes OpenGL headers
- #else
- #include "external/glad.h" // GLAD extensions loading library, includes OpenGL headers
- #endif
- #endif
-#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
-
-//----------------------------------------------------------------------------------
-// Defines and Macros
-//----------------------------------------------------------------------------------
-#ifndef GL_SHADING_LANGUAGE_VERSION
- #define GL_SHADING_LANGUAGE_VERSION 0x8B8C
-#endif
-
-#ifndef GL_COMPRESSED_RGB_S3TC_DXT1_EXT
- #define GL_COMPRESSED_RGB_S3TC_DXT1_EXT 0x83F0
-#endif
-#ifndef GL_COMPRESSED_RGBA_S3TC_DXT1_EXT
- #define GL_COMPRESSED_RGBA_S3TC_DXT1_EXT 0x83F1
-#endif
-#ifndef GL_COMPRESSED_RGBA_S3TC_DXT3_EXT
- #define GL_COMPRESSED_RGBA_S3TC_DXT3_EXT 0x83F2
-#endif
-#ifndef GL_COMPRESSED_RGBA_S3TC_DXT5_EXT
- #define GL_COMPRESSED_RGBA_S3TC_DXT5_EXT 0x83F3
-#endif
-#ifndef GL_ETC1_RGB8_OES
- #define GL_ETC1_RGB8_OES 0x8D64
-#endif
-#ifndef GL_COMPRESSED_RGB8_ETC2
- #define GL_COMPRESSED_RGB8_ETC2 0x9274
-#endif
-#ifndef GL_COMPRESSED_RGBA8_ETC2_EAC
- #define GL_COMPRESSED_RGBA8_ETC2_EAC 0x9278
-#endif
-#ifndef GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG
- #define GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG 0x8C00
-#endif
-#ifndef GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG
- #define GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG 0x8C02
-#endif
-#ifndef GL_COMPRESSED_RGBA_ASTC_4x4_KHR
- #define GL_COMPRESSED_RGBA_ASTC_4x4_KHR 0x93b0
-#endif
-#ifndef GL_COMPRESSED_RGBA_ASTC_8x8_KHR
- #define GL_COMPRESSED_RGBA_ASTC_8x8_KHR 0x93b7
-#endif
-
-#ifndef GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT
- #define GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT 0x84FF
-#endif
-#ifndef GL_TEXTURE_MAX_ANISOTROPY_EXT
- #define GL_TEXTURE_MAX_ANISOTROPY_EXT 0x84FE
-#endif
-
-#if defined(GRAPHICS_API_OPENGL_11)
- #define GL_UNSIGNED_SHORT_5_6_5 0x8363
- #define GL_UNSIGNED_SHORT_5_5_5_1 0x8034
- #define GL_UNSIGNED_SHORT_4_4_4_4 0x8033
-#endif
-
-#if defined(GRAPHICS_API_OPENGL_21)
- #define GL_LUMINANCE 0x1909
- #define GL_LUMINANCE_ALPHA 0x190A
-#endif
-
-#if defined(GRAPHICS_API_OPENGL_ES2)
- #define glClearDepth glClearDepthf
- #define GL_READ_FRAMEBUFFER GL_FRAMEBUFFER
- #define GL_DRAW_FRAMEBUFFER GL_FRAMEBUFFER
-#endif
-
-// Default shader vertex attribute names to set location points
-#ifndef 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
-//----------------------------------------------------------------------------------
-#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 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
-
- 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)
-
- 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; // Renderer state
- struct {
- bool vao; // VAO support (OpenGL ES2 could not support VAO extension) (GL_ARB_vertex_array_object)
- bool instancing; // Instancing supported (GL_ANGLE_instanced_arrays, GL_EXT_draw_instanced + GL_EXT_instanced_arrays)
- bool texNPOT; // NPOT textures full support (GL_ARB_texture_non_power_of_two, GL_OES_texture_npot)
- bool texDepth; // Depth textures supported (GL_ARB_depth_texture, GL_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
-} rlglData;
-#endif // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2
-
-//----------------------------------------------------------------------------------
-// Global Variables Definition
-//----------------------------------------------------------------------------------
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
-static rlglData RLGL = { 0 };
-#endif // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2
-
-#if defined(GRAPHICS_API_OPENGL_ES2)
-// NOTE: VAO functionality is exposed through extensions (OES)
-static PFNGLGENVERTEXARRAYSOESPROC glGenVertexArrays = NULL;
-static PFNGLBINDVERTEXARRAYOESPROC glBindVertexArray = NULL;
-static PFNGLDELETEVERTEXARRAYSOESPROC glDeleteVertexArrays = NULL;
-
-// NOTE: Instancing functionality could also be available through extension
-static PFNGLDRAWARRAYSINSTANCEDEXTPROC glDrawArraysInstanced = NULL;
-static PFNGLDRAWELEMENTSINSTANCEDEXTPROC glDrawElementsInstanced = NULL;
-static PFNGLVERTEXATTRIBDIVISOREXTPROC glVertexAttribDivisor = NULL;
-#endif
-
-//----------------------------------------------------------------------------------
-// Module specific Functions Declaration
-//----------------------------------------------------------------------------------
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
-static void rlLoadShaderDefault(void); // Load default shader (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 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)
-{
- switch (mode)
- {
- case RL_PROJECTION: glMatrixMode(GL_PROJECTION); break;
- case RL_MODELVIEW: glMatrixMode(GL_MODELVIEW); break;
- case RL_TEXTURE: glMatrixMode(GL_TEXTURE); break;
- default: break;
- }
-}
-
-void rlFrustum(double left, double right, double bottom, double top, double znear, double zfar)
-{
- glFrustum(left, right, bottom, top, znear, zfar);
-}
-
-void rlOrtho(double left, double right, double bottom, double top, double znear, double zfar)
-{
- glOrtho(left, right, bottom, top, znear, zfar);
-}
-
-void rlPushMatrix(void) { glPushMatrix(); }
-void rlPopMatrix(void) { glPopMatrix(); }
-void rlLoadIdentity(void) { glLoadIdentity(); }
-void rlTranslatef(float x, float y, float z) { glTranslatef(x, y, z); }
-void rlRotatef(float 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); }
-#endif
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
-// Choose the current matrix to be transformed
-void rlMatrixMode(int mode)
-{
- if (mode == RL_PROJECTION) RLGL.State.currentMatrix = &RLGL.State.projection;
- else if (mode == RL_MODELVIEW) RLGL.State.currentMatrix = &RLGL.State.modelview;
- //else if (mode == RL_TEXTURE) // Not supported
-
- RLGL.State.currentMatrixMode = mode;
-}
-
-// Push the current matrix into RLGL.State.stack
-void rlPushMatrix(void)
-{
- if (RLGL.State.stackCounter >= MAX_MATRIX_STACK_SIZE) TRACELOG(LOG_ERROR, "RLGL: Matrix stack overflow (MAX_MATRIX_STACK_SIZE)");
-
- if (RLGL.State.currentMatrixMode == RL_MODELVIEW)
- {
- RLGL.State.transformRequired = true;
- RLGL.State.currentMatrix = &RLGL.State.transform;
- }
-
- RLGL.State.stack[RLGL.State.stackCounter] = *RLGL.State.currentMatrix;
- RLGL.State.stackCounter++;
-}
-
-// Pop lattest inserted matrix from RLGL.State.stack
-void rlPopMatrix(void)
-{
- if (RLGL.State.stackCounter > 0)
- {
- Matrix mat = RLGL.State.stack[RLGL.State.stackCounter - 1];
- *RLGL.State.currentMatrix = mat;
- RLGL.State.stackCounter--;
- }
-
- if ((RLGL.State.stackCounter == 0) && (RLGL.State.currentMatrixMode == RL_MODELVIEW))
- {
- RLGL.State.currentMatrix = &RLGL.State.modelview;
- RLGL.State.transformRequired = false;
- }
-}
-
-// Reset current matrix to identity matrix
-void rlLoadIdentity(void)
-{
- *RLGL.State.currentMatrix = MatrixIdentity();
-}
-
-// Multiply the current matrix by a translation matrix
-void rlTranslatef(float x, float y, float z)
-{
- Matrix matTranslation = MatrixTranslate(x, y, z);
-
- // NOTE: We transpose matrix with multiplication order
- *RLGL.State.currentMatrix = MatrixMultiply(matTranslation, *RLGL.State.currentMatrix);
-}
-
-// Multiply the current matrix by a rotation matrix
-void rlRotatef(float angleDeg, float x, float y, float z)
-{
- Matrix matRotation = MatrixIdentity();
-
- Vector3 axis = (Vector3){ x, y, z };
- matRotation = MatrixRotate(Vector3Normalize(axis), angleDeg*DEG2RAD);
-
- // NOTE: We transpose matrix with multiplication order
- *RLGL.State.currentMatrix = MatrixMultiply(matRotation, *RLGL.State.currentMatrix);
-}
-
-// Multiply the current matrix by a scaling matrix
-void rlScalef(float x, float y, float z)
-{
- Matrix matScale = MatrixScale(x, y, z);
-
- // NOTE: We transpose matrix with multiplication order
- *RLGL.State.currentMatrix = MatrixMultiply(matScale, *RLGL.State.currentMatrix);
-}
-
-// Multiply the current matrix by another matrix
-void rlMultMatrixf(float *matf)
-{
- // Matrix creation from array
- Matrix mat = { matf[0], matf[4], matf[8], matf[12],
- matf[1], matf[5], matf[9], matf[13],
- matf[2], matf[6], matf[10], matf[14],
- matf[3], matf[7], matf[11], matf[15] };
-
- *RLGL.State.currentMatrix = MatrixMultiply(*RLGL.State.currentMatrix, mat);
-}
-
-// Multiply the current matrix by a perspective matrix generated by parameters
-void rlFrustum(double left, double right, double bottom, double top, double znear, double zfar)
-{
- Matrix matPerps = MatrixFrustum(left, right, bottom, top, znear, zfar);
-
- *RLGL.State.currentMatrix = MatrixMultiply(*RLGL.State.currentMatrix, matPerps);
-}
-
-// 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)
-void rlViewport(int x, int y, int width, int height)
-{
- glViewport(x, y, width, height);
-}
-
-//----------------------------------------------------------------------------------
-// Module Functions Definition - Vertex level operations
-//----------------------------------------------------------------------------------
-#if defined(GRAPHICS_API_OPENGL_11)
-// Fallback to OpenGL 1.1 function calls
-//---------------------------------------
-void rlBegin(int mode)
-{
- switch (mode)
- {
- case RL_LINES: glBegin(GL_LINES); break;
- case RL_TRIANGLES: glBegin(GL_TRIANGLES); break;
- case RL_QUADS: glBegin(GL_QUADS); break;
- default: break;
- }
-}
-
-void rlEnd() { glEnd(); }
-void rlVertex2i(int x, int y) { glVertex2i(x, y); }
-void rlVertex2f(float x, float y) { glVertex2f(x, y); }
-void rlVertex3f(float x, float y, float z) { glVertex3f(x, y, z); }
-void rlTexCoord2f(float x, float y) { glTexCoord2f(x, y); }
-void rlNormal3f(float x, float y, float z) { glNormal3f(x, y, z); }
-void rlColor4ub(unsigned char r, unsigned char g, unsigned char b, unsigned char a) { glColor4ub(r, g, b, a); }
-void rlColor3f(float x, float y, float z) { glColor3f(x, y, z); }
-void rlColor4f(float x, float y, float z, float w) { glColor4f(x, y, z, w); }
-#endif
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
-// Initialize drawing mode (how to organize vertex)
-void rlBegin(int mode)
-{
- // Draw mode can be RL_LINES, RL_TRIANGLES and RL_QUADS
- // NOTE: In all three cases, vertex are accumulated over default internal vertex buffer
- if (RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].mode != mode)
- {
- if (RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexCount > 0)
- {
- // Make sure current RLGL.currentBatch->draws[i].vertexCount is aligned a multiple of 4,
- // that way, following QUADS drawing will keep aligned with index processing
- // It implies adding some extra alignment vertex at the end of the draw,
- // those vertex are not processed but they are considered as an additional offset
- // for the next set of vertex to be drawn
- if (RLGL.currentBatch->draws[RLGL.currentBatch->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.currentBatch->drawsCounter++;
- }
- }
-
- if (RLGL.currentBatch->drawsCounter >= DEFAULT_BATCH_DRAWCALLS) rlDrawRenderBatch(RLGL.currentBatch);
-
- 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;
- }
-}
-
-// Finish vertex providing
-void rlEnd(void)
-{
- // Make sure vertexCount is the same for vertices, texcoords, colors and normals
- // 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.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vCounter != RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->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.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.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vCounter != RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->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.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++;
- }
- }
-
- // TODO: Make sure normals count match vertex count... if normals support is added in a future... :P
-
- // NOTE: Depth increment is dependant on rlOrtho(): z-near and z-far values,
- // as well as depth buffer bit-depth (16bit or 24bit or 32bit)
- // Correct increment formula would be: depthInc = (zfar - znear)/pow(2, bits)
- RLGL.currentBatch->currentDepth += (1.0f/20000.0f);
-
- // Verify internal buffers limits
- // 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 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();
- rlDrawRenderBatch(RLGL.currentBatch);
- }
-}
-
-// Define one vertex (position)
-// NOTE: Vertex position data is the basic information required for drawing
-void rlVertex3f(float x, float y, float z)
-{
- Vector3 vec = { x, y, z };
-
- // Transform provided vector if required
- if (RLGL.State.transformRequired) vec = Vector3Transform(vec, RLGL.State.transform);
-
- // 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.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.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexCount++;
- }
- else TRACELOG(LOG_ERROR, "RLGL: Batch elements overflow");
-}
-
-// Define one vertex (position)
-void rlVertex2f(float x, float y)
-{
- rlVertex3f(x, y, RLGL.currentBatch->currentDepth);
-}
-
-// Define one vertex (position)
-void rlVertex2i(int x, int y)
-{
- rlVertex3f((float)x, (float)y, RLGL.currentBatch->currentDepth);
-}
-
-// Define one vertex (texture coordinate)
-// NOTE: Texture coordinates are limited to QUADS only
-void rlTexCoord2f(float x, float y)
-{
- RLGL.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)
-// NOTE: Normals limited to TRIANGLES only?
-void rlNormal3f(float x, float y, float z)
-{
- // TODO: Normals usage...
-}
-
-// Define one vertex (color)
-void rlColor4ub(unsigned char x, unsigned char y, unsigned char z, unsigned char w)
-{
- 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((unsigned char)(r*255), (unsigned char)(g*255), (unsigned char)(b*255), (unsigned char)(a*255));
-}
-
-// Define one vertex (color)
-void rlColor3f(float x, float y, float z)
-{
- rlColor4ub((unsigned char)(x*255), (unsigned char)(y*255), (unsigned char)(z*255), 255);
-}
-
-#endif
-
-//--------------------------------------------------------------------------------------
-// Module Functions Definition - OpenGL style functions (common to 1.1, 3.3+, ES2)
-//--------------------------------------------------------------------------------------
-
-// Set current texture to use
-void rlSetTexture(unsigned int id)
-{
- if (id == 0)
- {
-#if defined(GRAPHICS_API_OPENGL_11)
- rlDisableTexture();
-#else
- // NOTE: If quads batch limit is reached, we force a draw call and next batch starts
- if (RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vCounter >=
- RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].elementsCount*4)
- {
- rlDrawRenderBatch(RLGL.currentBatch);
- }
-#endif
- }
- else
- {
-#if defined(GRAPHICS_API_OPENGL_11)
- rlEnableTexture(id);
-#else
- if (RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].textureId != id)
- {
- if (RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexCount > 0)
- {
- // Make sure current RLGL.currentBatch->draws[i].vertexCount is aligned a multiple of 4,
- // that way, following QUADS drawing will keep aligned with index processing
- // It implies adding some extra alignment vertex at the end of the draw,
- // those vertex are not processed but they are considered as an additional offset
- // for the next set of vertex to be drawn
- if (RLGL.currentBatch->draws[RLGL.currentBatch->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.currentBatch->drawsCounter++;
- }
- }
-
- if (RLGL.currentBatch->drawsCounter >= DEFAULT_BATCH_DRAWCALLS) rlDrawRenderBatch(RLGL.currentBatch);
-
- 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
-}
-
-// Enable texture
-void rlEnableTexture(unsigned int id)
-{
-#if defined(GRAPHICS_API_OPENGL_11)
- glEnable(GL_TEXTURE_2D);
-#endif
- glBindTexture(GL_TEXTURE_2D, id);
-}
-
-// Disable texture
-void rlDisableTexture(void)
-{
-#if defined(GRAPHICS_API_OPENGL_11)
- glDisable(GL_TEXTURE_2D);
-#endif
- glBindTexture(GL_TEXTURE_2D, 0);
-}
-
-// Enable texture cubemap
-void rlEnableTextureCubemap(unsigned int id)
-{
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- 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
-}
-
-// Set texture parameters (wrap mode/filter mode)
-void rlTextureParameters(unsigned int id, int param, int value)
-{
- glBindTexture(GL_TEXTURE_2D, id);
-
- switch (param)
- {
- case RL_TEXTURE_WRAP_S:
- case RL_TEXTURE_WRAP_T:
- {
- if (value == RL_TEXTURE_WRAP_MIRROR_CLAMP)
- {
-#if !defined(GRAPHICS_API_OPENGL_11)
- if (RLGL.ExtSupported.texMirrorClamp) glTexParameteri(GL_TEXTURE_2D, param, value);
- else TRACELOG(LOG_WARNING, "GL: Clamp mirror wrap mode not supported (GL_MIRROR_CLAMP_EXT)");
-#endif
- }
- else glTexParameteri(GL_TEXTURE_2D, param, value);
-
- } break;
- case RL_TEXTURE_MAG_FILTER:
- case RL_TEXTURE_MIN_FILTER: glTexParameteri(GL_TEXTURE_2D, param, value); break;
- case RL_TEXTURE_FILTER_ANISOTROPIC:
- {
-#if !defined(GRAPHICS_API_OPENGL_11)
- if (value <= RLGL.ExtSupported.maxAnisotropyLevel) glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, (float)value);
- else if (RLGL.ExtSupported.maxAnisotropyLevel > 0.0f)
- {
- TRACELOG(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");
-#endif
- } break;
- default: break;
- }
-
- 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 rlEnableFramebuffer(unsigned int id)
-{
-#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)) && defined(SUPPORT_RENDER_TEXTURES_HINT)
- glBindFramebuffer(GL_FRAMEBUFFER, id);
-#endif
-}
-
-// Disable rendering to texture
-void rlDisableFramebuffer(void)
-{
-#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)) && defined(SUPPORT_RENDER_TEXTURES_HINT)
- glBindFramebuffer(GL_FRAMEBUFFER, 0);
-#endif
-}
-
-// Enable depth test
-void rlEnableDepthTest(void) { glEnable(GL_DEPTH_TEST); }
-
-// Disable depth test
-void rlDisableDepthTest(void) { glDisable(GL_DEPTH_TEST); }
-
-// Enable depth write
-void rlEnableDepthMask(void) { glDepthMask(GL_TRUE); }
-
-// Disable depth write
-void rlDisableDepthMask(void) { glDepthMask(GL_FALSE); }
-
-// Enable backface culling
-void rlEnableBackfaceCulling(void) { glEnable(GL_CULL_FACE); }
-
-// Disable backface culling
-void rlDisableBackfaceCulling(void) { glDisable(GL_CULL_FACE); }
-
-// Enable scissor test
-void rlEnableScissorTest(void) { glEnable(GL_SCISSOR_TEST); }
-
-// Disable scissor test
-void rlDisableScissorTest(void) { glDisable(GL_SCISSOR_TEST); }
-
-// Scissor test
-void rlScissor(int x, int y, int width, int height) { glScissor(x, y, width, height); }
-
-// Enable wire mode
-void rlEnableWireMode(void)
-{
-#if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33)
- // NOTE: glPolygonMode() not available on OpenGL ES
- glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
-#endif
-}
-
-// Disable wire mode
-void rlDisableWireMode(void)
-{
-#if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33)
- // NOTE: glPolygonMode() not available on OpenGL ES
- glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
-#endif
-}
-// Set the line drawing width
-void rlSetLineWidth(float width)
-{
- glLineWidth(width);
-}
-
-// Get the line drawing width
-float rlGetLineWidth(void)
-{
- float width = 0;
- glGetFloatv(GL_LINE_WIDTH, &width);
- return width;
-}
-
-// Enable line aliasing
-void rlEnableSmoothLines(void)
-{
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_11)
- glEnable(GL_LINE_SMOOTH);
-#endif
-}
-
-// Disable line aliasing
-void rlDisableSmoothLines(void)
-{
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_11)
- glDisable(GL_LINE_SMOOTH);
-#endif
-}
-
-// Enable stereo rendering
-void rlEnableStereoRender(void)
-{
-#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2))
- RLGL.State.stereoRender = true;
-#endif
-}
-
-// Disable stereo rendering
-void rlDisableStereoRender(void)
-{
-#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2))
- RLGL.State.stereoRender = false;
-#endif
-}
-
-// Check if stereo render is enabled
-bool rlIsStereoRenderEnabled(void)
-{
-#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2))
- return RLGL.State.stereoRender;
-#else
- return false;
-#endif
-}
-
-// Clear color buffer with color
-void rlClearColor(unsigned char r, unsigned char g, unsigned char b, unsigned char a)
-{
- // Color values clamp to 0.0f(0) and 1.0f(255)
- float cr = (float)r/255;
- float cg = (float)g/255;
- float cb = (float)b/255;
- float ca = (float)a/255;
-
- glClearColor(cr, cg, cb, ca);
-}
-
-// Clear used screen buffers (color and depth)
-void rlClearScreenBuffers(void)
-{
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear used buffers: Color and Depth (Depth is used for 3D)
- //glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); // Stencil buffer not used...
-}
-
-// Check and log OpenGL error codes
-void rlCheckErrors()
-{
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- int check = 1;
- while (check)
- {
- const GLenum err = glGetError();
- switch (err)
- {
- case GL_NO_ERROR: check = 0; break;
- case 0x0500: TRACELOG(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 functionality
-//----------------------------------------------------------------------------------
-
-// Initialize rlgl: OpenGL extensions, default buffers/shaders/textures, OpenGL states
-void rlglInit(int width, int height)
-{
-#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");
-
- // Init default Shader (customized for GL 3.3 and ES2)
- rlLoadShaderDefault(); // RLGL.State.defaultShader
- RLGL.State.currentShader = RLGL.State.defaultShader;
-
- // Init default vertex arrays buffers
- RLGL.defaultBatch = rlLoadRenderBatch(DEFAULT_BATCH_BUFFERS, DEFAULT_BATCH_BUFFER_ELEMENTS);
- RLGL.currentBatch = &RLGL.defaultBatch;
-
- // Init stack matrices (emulating OpenGL 1.1)
- for (int i = 0; i < MAX_MATRIX_STACK_SIZE; i++) RLGL.State.stack[i] = MatrixIdentity();
-
- // 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
-
- // Initialize OpenGL default states
- //----------------------------------------------------------
- // Init state: Depth test
- glDepthFunc(GL_LEQUAL); // Type of depth testing to apply
- glDisable(GL_DEPTH_TEST); // Disable depth testing for 2D (only used for 3D)
-
- // Init state: Blending mode
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // Color blending function (how colors are mixed)
- glEnable(GL_BLEND); // Enable color blending (required to work with transparencies)
-
- // Init state: Culling
- // NOTE: All shapes/models triangles are drawn CCW
- glCullFace(GL_BACK); // Cull the back face (default)
- glFrontFace(GL_CCW); // Front face are defined counter clockwise (default)
- glEnable(GL_CULL_FACE); // Enable backface culling
-
- // Init state: Cubemap seamless
-#if defined(GRAPHICS_API_OPENGL_33)
- glEnable(GL_TEXTURE_CUBE_MAP_SEAMLESS); // Seamless cubemaps (not supported on OpenGL ES 2.0)
-#endif
-
-#if defined(GRAPHICS_API_OPENGL_11)
- // Init state: Color hints (deprecated in OpenGL 3.0+)
- glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Improve quality of color and texture coordinate interpolation
- glShadeModel(GL_SMOOTH); // Smooth shading between vertex (vertex colors interpolation)
-#endif
-
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- // Store screen size into global variables
- RLGL.State.framebufferWidth = width;
- RLGL.State.framebufferHeight = height;
-
- TRACELOG(LOG_INFO, "RLGL: Default OpenGL state initialized successfully");
- //----------------------------------------------------------
-#endif
-
- // Init state: Color/Depth buffers clear
- glClearColor(0.0f, 0.0f, 0.0f, 1.0f); // Set clear color (black)
- glClearDepth(1.0f); // Set clear depth value (default)
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear color and depth buffers (depth buffer required for 3D)
-}
-
-// Vertex Buffer Object deinitialization (memory free)
-void rlglClose(void)
-{
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- rlUnloadRenderBatch(RLGL.defaultBatch);
-
- rlUnloadShaderDefault(); // Unload default shader
-
- glDeleteTextures(1, &RLGL.State.defaultTextureId); // Unload default texture
- TRACELOG(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++)
- {
- if (extensionsDup[i] == ' ')
- {
- extensionsDup[i] = '\0';
- numExt++;
- extList[numExt] = &extensionsDup[i + 1];
- }
- }
-
- TRACELOG(LOG_INFO, "GL: Supported extensions count: %i", numExt);
-
-#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++)
- {
- // Check VAO support
- // NOTE: Only check on OpenGL ES, OpenGL 3.3 has VAO support as core feature
- if (strcmp(extList[i], (const char *)"GL_OES_vertex_array_object") == 0)
- {
- // The extension is supported by our hardware and driver, try to get related functions pointers
- // NOTE: emscripten does not support VAOs natively, it uses emulation and it reduces overall performance...
- glGenVertexArrays = (PFNGLGENVERTEXARRAYSOESPROC)eglGetProcAddress("glGenVertexArraysOES");
- glBindVertexArray = (PFNGLBINDVERTEXARRAYOESPROC)eglGetProcAddress("glBindVertexArrayOES");
- glDeleteVertexArrays = (PFNGLDELETEVERTEXARRAYSOESPROC)eglGetProcAddress("glDeleteVertexArraysOES");
- //glIsVertexArray = (PFNGLISVERTEXARRAYOESPROC)eglGetProcAddress("glIsVertexArrayOES"); // NOTE: Fails in WebGL, omitted
-
- if ((glGenVertexArrays != NULL) && (glBindVertexArray != NULL) && (glDeleteVertexArrays != NULL)) RLGL.ExtSupported.vao = true;
- }
-
- // Check instanced rendering support
- if (strcmp(extList[i], (const char *)"GL_ANGLE_instanced_arrays") == 0) // Web ANGLE
- {
- glDrawArraysInstanced = (PFNGLDRAWARRAYSINSTANCEDEXTPROC)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;
-
- // Check texture float support
- if (strcmp(extList[i], (const char *)"GL_OES_texture_float") == 0) RLGL.ExtSupported.texFloat32 = true;
-
- // Check depth texture support
- if ((strcmp(extList[i], (const char *)"GL_OES_depth_texture") == 0) ||
- (strcmp(extList[i], (const char *)"GL_WEBGL_depth_texture") == 0)) RLGL.ExtSupported.texDepth = true;
-
- 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;
-
- // Check texture compression support: DXT
- if ((strcmp(extList[i], (const char *)"GL_EXT_texture_compression_s3tc") == 0) ||
- (strcmp(extList[i], (const char *)"GL_WEBGL_compressed_texture_s3tc") == 0) ||
- (strcmp(extList[i], (const char *)"GL_WEBKIT_WEBGL_compressed_texture_s3tc") == 0)) RLGL.ExtSupported.texCompDXT = true;
-
- // Check texture compression support: ETC1
- if ((strcmp(extList[i], (const char *)"GL_OES_compressed_ETC1_RGB8_texture") == 0) ||
- (strcmp(extList[i], (const char *)"GL_WEBGL_compressed_texture_etc1") == 0)) RLGL.ExtSupported.texCompETC1 = true;
-
- // Check texture compression support: ETC2/EAC
- if (strcmp(extList[i], (const char *)"GL_ARB_ES3_compatibility") == 0) RLGL.ExtSupported.texCompETC2 = true;
-
- // Check texture compression support: PVR
- if (strcmp(extList[i], (const char *)"GL_IMG_texture_compression_pvrtc") == 0) RLGL.ExtSupported.texCompPVRT = true;
-
- // Check texture compression support: ASTC
- if (strcmp(extList[i], (const char *)"GL_KHR_texture_compression_astc_hdr") == 0) RLGL.ExtSupported.texCompASTC = true;
-
- // Check anisotropic texture filter support
- if (strcmp(extList[i], (const char *)"GL_EXT_texture_filter_anisotropic") == 0) RLGL.ExtSupported.texAnisoFilter = true;
-
- // Check clamp mirror wrap mode support
- if (strcmp(extList[i], (const char *)"GL_EXT_texture_mirror_clamp") == 0) RLGL.ExtSupported.texMirrorClamp = true;
- }
-
- // Free extensions pointers
- RL_FREE(extList);
- RL_FREE(extensionsDup); // Duplicated string must be deallocated
-#endif // GRAPHICS_API_OPENGL_ES2
-
- // Check OpenGL information and capabilities
- //------------------------------------------------------------------------------
- // Show current OpenGL and GLSL version
- TRACELOG(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
- 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
-
-#endif // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2
-}
-
-// 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
-}
-
-// 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
-}
-
-// 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
-}
-
-// 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
-}
-
-// 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;
-}
-
-// Render batch management
-//------------------------------------------------------------------------------------------------
-// Load render batch
-RenderBatch rlLoadRenderBatch(int numBuffers, int bufferElements)
-{
- RenderBatch batch = { 0 };
-
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- // Initialize CPU (RAM) vertex buffers (position, texcoord, color data and indexes)
- //--------------------------------------------------------------------------------------------
- batch.vertexBuffer = (VertexBuffer *)RL_MALLOC(sizeof(VertexBuffer)*numBuffers);
-
- for (int i = 0; i < numBuffers; i++)
- {
- batch.vertexBuffer[i].elementsCount = bufferElements;
-
- batch.vertexBuffer[i].vertices = (float *)RL_MALLOC(bufferElements*3*4*sizeof(float)); // 3 float by vertex, 4 vertex by quad
- batch.vertexBuffer[i].texcoords = (float *)RL_MALLOC(bufferElements*2*4*sizeof(float)); // 2 float by texcoord, 4 texcoord by quad
- batch.vertexBuffer[i].colors = (unsigned char *)RL_MALLOC(bufferElements*4*4*sizeof(unsigned char)); // 4 float by color, 4 colors by quad
-#if defined(GRAPHICS_API_OPENGL_33)
- batch.vertexBuffer[i].indices = (unsigned int *)RL_MALLOC(bufferElements*6*sizeof(unsigned int)); // 6 int by quad (indices)
-#endif
-#if defined(GRAPHICS_API_OPENGL_ES2)
- batch.vertexBuffer[i].indices = (unsigned short *)RL_MALLOC(bufferElements*6*sizeof(unsigned short)); // 6 int by quad (indices)
-#endif
-
- for (int j = 0; j < (3*4*bufferElements); j++) batch.vertexBuffer[i].vertices[j] = 0.0f;
- for (int j = 0; j < (2*4*bufferElements); j++) batch.vertexBuffer[i].texcoords[j] = 0.0f;
- for (int j = 0; j < (4*4*bufferElements); j++) batch.vertexBuffer[i].colors[j] = 0;
-
- int k = 0;
-
- // Indices can be initialized right now
- for (int j = 0; j < (6*bufferElements); j += 6)
- {
- batch.vertexBuffer[i].indices[j] = 4*k;
- batch.vertexBuffer[i].indices[j + 1] = 4*k + 1;
- batch.vertexBuffer[i].indices[j + 2] = 4*k + 2;
- batch.vertexBuffer[i].indices[j + 3] = 4*k;
- batch.vertexBuffer[i].indices[j + 4] = 4*k + 2;
- batch.vertexBuffer[i].indices[j + 5] = 4*k + 3;
-
- k++;
- }
-
- batch.vertexBuffer[i].vCounter = 0;
- batch.vertexBuffer[i].tcCounter = 0;
- batch.vertexBuffer[i].cCounter = 0;
- }
-
- 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
- }
-
- TRACELOG(LOG_INFO, "RLGL: Render batch vertex buffers loaded successfully in VRAM (GPU)");
-
- // Unbind the current VAO
- if (RLGL.ExtSupported.vao) glBindVertexArray(0);
- //--------------------------------------------------------------------------------------------
-
- // Init draw calls tracking system
- //--------------------------------------------------------------------------------------------
- batch.draws = (DrawCall *)RL_MALLOC(DEFAULT_BATCH_DRAWCALLS*sizeof(DrawCall));
-
- 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;
-}
-
-// 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)
- // 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);
-
- // 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);
- }
-
- // Unload arrays
- RL_FREE(batch.vertexBuffer);
- RL_FREE(batch.draws);
-#endif
-}
-
-// Draw render batch
-// NOTE: We require a pointer to reset batch and increase current buffer (multi-buffer)
-void rlDrawRenderBatch(RenderBatch *batch)
-{
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- // Update batch vertex buffers
- //------------------------------------------------------------------------------------------------------------
- // NOTE: If there is not vertex data, buffers doesn't need to be updated (vertexCount > 0)
- // TODO: If no data changed on the CPU arrays --> No need to re-update GPU arrays (change flag required)
- if (batch->vertexBuffer[batch->currentBuffer].vCounter > 0)
- {
- // Activate elements VAO
- if (RLGL.ExtSupported.vao) glBindVertexArray(batch->vertexBuffer[batch->currentBuffer].vaoId);
-
- // Vertex positions buffer
- glBindBuffer(GL_ARRAY_BUFFER, batch->vertexBuffer[batch->currentBuffer].vboId[0]);
- glBufferSubData(GL_ARRAY_BUFFER, 0, 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
- }
-
- 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
-}
-
-// Set the active render batch for rlgl
-void rlSetRenderBatchActive(RenderBatch *batch)
-{
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- rlDrawRenderBatch(RLGL.currentBatch);
-
- if (batch != NULL) RLGL.currentBatch = batch;
- else RLGL.currentBatch = &RLGL.defaultBatch;
-#endif
-}
-
-// Update and draw internal render batch
-void rlDrawRenderBatchActive(void)
-{
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- rlDrawRenderBatch(RLGL.currentBatch); // NOTE: Stereo rendering is checked inside
-#endif
-}
-
-// Check internal buffer overflow for a given number of vertex
-// and force a RenderBatch draw call if required
-bool rlCheckRenderBatchLimit(int vCount)
-{
- bool overflow = false;
-
-#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 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)
-{
- glBindTexture(GL_TEXTURE_2D, 0); // Free any old binding
-
- unsigned int id = 0;
-
- // Check texture format support by OpenGL 1.1 (compressed textures not supported)
-#if defined(GRAPHICS_API_OPENGL_11)
- 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 == 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 == PIXELFORMAT_COMPRESSED_ETC1_RGB))
- {
- TRACELOG(LOG_WARNING, "GL: ETC1 compressed texture format not supported");
- return id;
- }
-
- 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 == 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 == 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
-
- glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
-
- glGenTextures(1, &id); // Generate texture id
-
- glBindTexture(GL_TEXTURE_2D, id);
-
- int mipWidth = width;
- int mipHeight = height;
- int mipOffset = 0; // Mipmap data offset
-
- // Load the different mipmap levels
- for (int i = 0; i < mipmapCount; i++)
- {
- unsigned int mipSize = rlGetPixelDataSize(mipWidth, mipHeight, format);
-
- unsigned int glInternalFormat, glFormat, glType;
- rlGetGlTextureFormats(format, &glInternalFormat, &glFormat, &glType);
-
- TRACELOGD("TEXTURE: Load mipmap level %i (%i x %i), size: %i, offset: %i", i, mipWidth, mipHeight, mipSize, mipOffset);
-
- if (glInternalFormat != -1)
- {
- 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
-
-#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 == PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA)
- {
-#if defined(GRAPHICS_API_OPENGL_21)
- GLint swizzleMask[] = { GL_RED, GL_RED, GL_RED, GL_ALPHA };
-#elif defined(GRAPHICS_API_OPENGL_33)
- GLint swizzleMask[] = { GL_RED, GL_RED, GL_RED, GL_GREEN };
-#endif
- glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
- }
-#endif
- }
-
- mipWidth /= 2;
- mipHeight /= 2;
- mipOffset += mipSize;
-
- // Security check for NPOT textures
- if (mipWidth < 1) mipWidth = 1;
- if (mipHeight < 1) mipHeight = 1;
- }
-
- // Texture parameters configuration
- // NOTE: glTexParameteri does NOT affect texture uploading, just the way it's used
-#if defined(GRAPHICS_API_OPENGL_ES2)
- // NOTE: OpenGL ES 2.0 with no GL_OES_texture_npot support (i.e. WebGL) has limited NPOT support, so CLAMP_TO_EDGE must be used
- if (RLGL.ExtSupported.texNPOT)
- {
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); // Set texture to repeat on x-axis
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); // Set texture to repeat on y-axis
- }
- else
- {
- // NOTE: If using negative texture coordinates (LoadOBJ()), it does not work!
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); // Set texture to clamp on x-axis
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); // Set texture to clamp on y-axis
- }
-#else
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); // Set texture to repeat on x-axis
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); // Set texture to repeat on y-axis
-#endif
-
- // Magnification and minification filters
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); // Alternative: GL_LINEAR
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); // Alternative: GL_LINEAR
-
-#if defined(GRAPHICS_API_OPENGL_33)
- if (mipmapCount > 1)
- {
- // Activate Trilinear filtering if mipmaps are available
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
- }
-#endif
-
- // At this point we have the texture loaded in GPU and texture parameters configured
-
- // NOTE: If mipmaps were not in data, they are not generated automatically
-
- // Unbind current texture
- glBindTexture(GL_TEXTURE_2D, 0);
-
- if (id > 0) TRACELOG(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;
-}
-
-// 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, bool useRenderBuffer)
-{
- unsigned int id = 0;
-
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- // In case depth textures not supported, we force renderbuffer usage
- if (!RLGL.ExtSupported.texDepth) useRenderBuffer = true;
-
- // NOTE: We let the implementation to choose the best bit-depth
- // Possible formats: GL_DEPTH_COMPONENT16, GL_DEPTH_COMPONENT24, GL_DEPTH_COMPONENT32 and GL_DEPTH_COMPONENT32F
- unsigned int glInternalFormat = GL_DEPTH_COMPONENT;
-
-#if defined(GRAPHICS_API_OPENGL_ES2)
- if (RLGL.ExtSupported.maxDepthBits == 32) glInternalFormat = GL_DEPTH_COMPONENT32_OES;
- else if (RLGL.ExtSupported.maxDepthBits == 24) glInternalFormat = GL_DEPTH_COMPONENT24_OES;
- else glInternalFormat = GL_DEPTH_COMPONENT16;
-#endif
-
- if (!useRenderBuffer && RLGL.ExtSupported.texDepth)
- {
- glGenTextures(1, &id);
- glBindTexture(GL_TEXTURE_2D, id);
- glTexImage2D(GL_TEXTURE_2D, 0, glInternalFormat, width, height, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL);
-
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
-
- glBindTexture(GL_TEXTURE_2D, 0);
-
- TRACELOG(LOG_INFO, "TEXTURE: Depth texture loaded successfully");
- }
- else
- {
- // Create the renderbuffer that will serve as the depth attachment for the framebuffer
- // NOTE: A renderbuffer is simpler than a texture and could offer better performance on embedded devices
- glGenRenderbuffers(1, &id);
- glBindRenderbuffer(GL_RENDERBUFFER, id);
- glRenderbufferStorage(GL_RENDERBUFFER, glInternalFormat, width, height);
-
- glBindRenderbuffer(GL_RENDERBUFFER, 0);
-
- TRACELOG(LOG_INFO, "TEXTURE: [ID %i] Depth renderbuffer loaded successfully (%i bits)", id, (RLGL.ExtSupported.maxDepthBits >= 24)? RLGL.ExtSupported.maxDepthBits : 16);
- }
-#endif
-
- return id;
-}
-
-// Load texture cubemap
-// NOTE: Cubemap data is expected to be 6 images in a single data array (one after the other),
-// expected the following convention: +X, -X, +Y, -Y, +Z, -Z
-unsigned int rlLoadTextureCubemap(void *data, int size, int format)
-{
- unsigned int id = 0;
-
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- unsigned int dataSize = rlGetPixelDataSize(size, size, format);
-
- glGenTextures(1, &id);
- glBindTexture(GL_TEXTURE_CUBE_MAP, id);
-
- unsigned int glInternalFormat, glFormat, glType;
- rlGetGlTextureFormats(format, &glInternalFormat, &glFormat, &glType);
-
- if (glInternalFormat != -1)
- {
- // Load cubemap faces
- for (unsigned int i = 0; i < 6; i++)
- {
- 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 == 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 == PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA)
- {
-#if defined(GRAPHICS_API_OPENGL_21)
- GLint swizzleMask[] = { GL_RED, GL_RED, GL_RED, GL_ALPHA };
-#elif defined(GRAPHICS_API_OPENGL_33)
- GLint swizzleMask[] = { GL_RED, GL_RED, GL_RED, GL_GREEN };
-#endif
- glTexParameteriv(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
- }
-#endif
- }
- }
-
- // Set cubemap texture sampling parameters
- glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
- glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
-#if defined(GRAPHICS_API_OPENGL_33)
- glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE); // Flag not supported on OpenGL ES 2.0
-#endif
-
- glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
-#endif
-
- if (id > 0) TRACELOG(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 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 < PIXELFORMAT_COMPRESSED_DXT1_RGB))
- {
- 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);
-}
-
-// Get OpenGL internal formats and data type from raylib PixelFormat
-void rlGetGlTextureFormats(int format, unsigned int *glInternalFormat, unsigned int *glFormat, unsigned int *glType)
-{
- *glInternalFormat = -1;
- *glFormat = -1;
- *glType = -1;
-
- switch (format)
- {
- #if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_21) || defined(GRAPHICS_API_OPENGL_ES2)
- // NOTE: on OpenGL ES 2.0 (WebGL), internalFormat must match format and options allowed are: GL_LUMINANCE, GL_RGB, GL_RGBA
- case 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 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 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
- default: TRACELOG(LOG_WARNING, "TEXTURE: Current format not supported (%i)", format); break;
- }
-}
-
-// Unload texture from GPU memory
-void rlUnloadTexture(unsigned int id)
-{
- glDeleteTextures(1, &id);
-}
-
-// Generate mipmap data for selected texture
-void rlGenerateMipmaps(Texture2D *texture)
-{
- glBindTexture(GL_TEXTURE_2D, texture->id);
-
- // Check if texture is power-of-two (POT)
- bool texIsPOT = false;
-
- if (((texture->width > 0) && ((texture->width & (texture->width - 1)) == 0)) &&
- ((texture->height > 0) && ((texture->height & (texture->height - 1)) == 0))) texIsPOT = true;
-
-#if defined(GRAPHICS_API_OPENGL_11)
- if (texIsPOT)
- {
- // WARNING: Manual mipmap generation only works for RGBA 32bit textures!
- if (texture->format == PIXELFORMAT_UNCOMPRESSED_R8G8B8A8)
- {
- // Retrieve texture data from VRAM
- void *texData = rlReadTexturePixels(*texture);
-
- // NOTE: Texture data size is reallocated to fit mipmaps data
- // NOTE: CPU mipmap generation only supports RGBA 32bit data
- int mipmapCount = rlGenerateMipmapsData(texData, texture->width, texture->height);
-
- int size = texture->width*texture->height*4;
- int offset = size;
-
- int mipWidth = texture->width/2;
- int mipHeight = texture->height/2;
-
- // 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 *)texData + offset);
-
- size = mipWidth*mipHeight*4;
- offset += size;
-
- mipWidth /= 2;
- mipHeight /= 2;
- }
-
- texture->mipmaps = mipmapCount + 1;
- 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);
- }
-#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
- glGenerateMipmap(GL_TEXTURE_2D); // Generate mipmaps automatically
-
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); // Activate Trilinear filtering for mipmaps
-
- #define MIN(a,b) (((a)<(b))?(a):(b))
- #define MAX(a,b) (((a)>(b))?(a):(b))
-
- texture->mipmaps = 1 + (int)floor(log(MAX(texture->width, texture->height))/log(2));
- TRACELOG(LOG_INFO, "TEXTURE: [ID %i] Mipmaps generated automatically, total: %i", texture->id, texture->mipmaps);
- }
-#endif
- else TRACELOG(LOG_WARNING, "TEXTURE: [ID %i] Failed to generate mipmaps", texture->id);
-
- glBindTexture(GL_TEXTURE_2D, 0);
-}
-
-
-// Read texture pixel data
-void *rlReadTexturePixels(Texture2D texture)
-{
- void *pixels = NULL;
-
-#if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33)
- glBindTexture(GL_TEXTURE_2D, texture.id);
-
- // NOTE: Using texture.id, we can retrieve some texture info (but not on OpenGL ES 2.0)
- // Possible texture info: GL_TEXTURE_RED_SIZE, GL_TEXTURE_GREEN_SIZE, GL_TEXTURE_BLUE_SIZE, GL_TEXTURE_ALPHA_SIZE
- //int width, height, format;
- //glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_WIDTH, &width);
- //glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_HEIGHT, &height);
- //glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_INTERNAL_FORMAT, &format);
-
- // NOTE: Each row written to or read from by OpenGL pixel operations like glGetTexImage are aligned to a 4 byte boundary by default, which may add some padding.
- // Use glPixelStorei to modify padding with the GL_[UN]PACK_ALIGNMENT setting.
- // GL_PACK_ALIGNMENT affects operations that read from OpenGL memory (glReadPixels, glGetTexImage, etc.)
- // GL_UNPACK_ALIGNMENT affects operations that write to OpenGL memory (glTexImage, etc.)
- glPixelStorei(GL_PACK_ALIGNMENT, 1);
-
- unsigned int glInternalFormat, glFormat, glType;
- rlGetGlTextureFormats(texture.format, &glInternalFormat, &glFormat, &glType);
- unsigned int size = rlGetPixelDataSize(texture.width, texture.height, texture.format);
-
- if ((glInternalFormat != -1) && (texture.format < PIXELFORMAT_COMPRESSED_DXT1_RGB))
- {
- 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);
-
- glBindTexture(GL_TEXTURE_2D, 0);
-#endif
-
-#if defined(GRAPHICS_API_OPENGL_ES2)
- // glGetTexImage() is not available on OpenGL ES 2.0
- // Texture width and height are required on OpenGL ES 2.0. There is no way to get it from texture id.
- // Two possible Options:
- // 1 - Bind texture to color fbo attachment and glReadPixels()
- // 2 - Create an fbo, activate it, render quad with texture, glReadPixels()
- // We are using Option 1, just need to care for texture format on retrieval
- // NOTE: This behaviour could be conditioned by graphic driver...
- unsigned int fboId = rlLoadFramebuffer(texture.width, texture.height);
-
- // TODO: Create depth texture/renderbuffer for fbo?
-
- glBindFramebuffer(GL_FRAMEBUFFER, fboId);
- glBindTexture(GL_TEXTURE_2D, 0);
-
- // Attach our texture to FBO
- 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(rlGetPixelDataSize(texture.width, texture.height, PIXELFORMAT_UNCOMPRESSED_R8G8B8A8));
- glReadPixels(0, 0, texture.width, texture.height, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
-
- glBindFramebuffer(GL_FRAMEBUFFER, 0);
-
- // Clean up temporal fbo
- rlUnloadFramebuffer(fboId);
-#endif
-
- return pixels;
-}
-
-
-// Read screen pixel data (color buffer)
-unsigned char *rlReadScreenPixels(int width, int height)
-{
- unsigned char *screenData = (unsigned char *)RL_CALLOC(width*height*4, sizeof(unsigned char));
-
- // NOTE 1: glReadPixels returns image flipped vertically -> (0,0) is the bottom left corner of the framebuffer
- // NOTE 2: We are getting alpha channel! Be careful, it can be transparent if not cleared properly!
- glReadPixels(0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, screenData);
-
- // Flip image vertically!
- unsigned char *imgData = (unsigned char *)RL_MALLOC(width*height*4*sizeof(unsigned char));
-
- for (int y = height - 1; y >= 0; y--)
- {
- for (int x = 0; x < (width*4); x++)
- {
- imgData[((height - 1) - y)*width*4 + x] = screenData[(y*width*4) + x]; // Flip line
-
- // Set alpha component value to 255 (no trasparent image retrieval)
- // NOTE: Alpha value has already been applied to RGB in framebuffer, we don't need it!
- if (((x + 1)%4) == 0) imgData[((height - 1) - y)*width*4 + x] = 255;
- }
- }
-
- RL_FREE(screenData);
-
- return imgData; // NOTE: image data should be freed
-}
-
-// Framebuffer management (fbo)
-//-----------------------------------------------------------------------------------------
-// Load a framebuffer to be used for rendering
-// NOTE: No textures attached
-unsigned int rlLoadFramebuffer(int width, int height)
-{
- unsigned int fboId = 0;
-
-#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)) && defined(SUPPORT_RENDER_TEXTURES_HINT)
- glGenFramebuffers(1, &fboId); // Create the framebuffer object
- glBindFramebuffer(GL_FRAMEBUFFER, 0); // Unbind any framebuffer
-#endif
-
- return fboId;
-}
-
-// Attach color buffer texture to an fbo (unloads previous attachment)
-// NOTE: Attach type: 0-Color, 1-Depth renderbuffer, 2-Depth texture
-void rlFramebufferAttach(unsigned int fboId, unsigned int texId, int attachType, int texType, int mipLevel)
-{
-#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)) && defined(SUPPORT_RENDER_TEXTURES_HINT)
- glBindFramebuffer(GL_FRAMEBUFFER, fboId);
-
- switch (attachType)
- {
- case RL_ATTACHMENT_COLOR_CHANNEL0:
- case RL_ATTACHMENT_COLOR_CHANNEL1:
- case RL_ATTACHMENT_COLOR_CHANNEL2:
- case RL_ATTACHMENT_COLOR_CHANNEL3:
- case RL_ATTACHMENT_COLOR_CHANNEL4:
- case RL_ATTACHMENT_COLOR_CHANNEL5:
- case RL_ATTACHMENT_COLOR_CHANNEL6:
- case RL_ATTACHMENT_COLOR_CHANNEL7:
- {
- if (texType == RL_ATTACHMENT_TEXTURE2D) glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + attachType, GL_TEXTURE_2D, texId, mipLevel);
- else if (texType == RL_ATTACHMENT_RENDERBUFFER) glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + attachType, GL_RENDERBUFFER, texId);
- else if (texType >= RL_ATTACHMENT_CUBEMAP_POSITIVE_X) glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + attachType, GL_TEXTURE_CUBE_MAP_POSITIVE_X + texType, texId, mipLevel);
-
- } break;
- case RL_ATTACHMENT_DEPTH:
- {
- if (texType == RL_ATTACHMENT_TEXTURE2D) glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, texId, mipLevel);
- else if (texType == RL_ATTACHMENT_RENDERBUFFER) glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, texId);
-
- } break;
- case RL_ATTACHMENT_STENCIL:
- {
- if (texType == RL_ATTACHMENT_TEXTURE2D) glFramebufferTexture2D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, texId, mipLevel);
- else if (texType == RL_ATTACHMENT_RENDERBUFFER) glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, texId);
-
- } break;
- default: break;
- }
-
- glBindFramebuffer(GL_FRAMEBUFFER, 0);
-#endif
-}
-
-// Verify render texture is complete
-bool rlFramebufferComplete(unsigned int id)
-{
- bool result = false;
-
-#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)) && defined(SUPPORT_RENDER_TEXTURES_HINT)
- glBindFramebuffer(GL_FRAMEBUFFER, 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", 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;
- }
- }
-
- glBindFramebuffer(GL_FRAMEBUFFER, 0);
-
- result = (status == GL_FRAMEBUFFER_COMPLETE);
-#endif
-
- return result;
-}
-
-// Unload framebuffer from GPU memory
-// NOTE: All attached textures/cubemaps/renderbuffers are also deleted
-void rlUnloadFramebuffer(unsigned int id)
-{
-#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)) && defined(SUPPORT_RENDER_TEXTURES_HINT)
-
- // Query depth attachment to automatically delete texture/renderbuffer
- int depthType = 0, depthId = 0;
- glBindFramebuffer(GL_FRAMEBUFFER, id); // Bind framebuffer to query depth texture type
- glGetFramebufferAttachmentParameteriv(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE, &depthType);
- glGetFramebufferAttachmentParameteriv(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME, &depthId);
-
- unsigned int depthIdU = (unsigned int)depthId;
- if (depthType == GL_RENDERBUFFER) glDeleteRenderbuffers(1, &depthIdU);
- else if (depthType == GL_RENDERBUFFER) glDeleteTextures(1, &depthIdU);
-
- // NOTE: If a texture object is deleted while its image is attached to the *currently bound* framebuffer,
- // the texture image is automatically detached from the currently bound framebuffer.
-
- glBindFramebuffer(GL_FRAMEBUFFER, 0);
- glDeleteFramebuffers(1, &id);
-
- TRACELOG(LOG_INFO, "FBO: [ID %i] Unloaded framebuffer from VRAM (GPU)", id);
-#endif
-}
-
-// 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)
- glGenBuffers(1, &id);
- glBindBuffer(GL_ARRAY_BUFFER, id);
- glBufferData(GL_ARRAY_BUFFER, size, buffer, dynamic? GL_DYNAMIC_DRAW : GL_STATIC_DRAW);
-#endif
-
- return id;
-}
-
-// Load a new attributes element buffer
-unsigned int rlLoadVertexBufferElement(void *buffer, int size, bool dynamic)
-{
- unsigned int id = 0;
-
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- glGenBuffers(1, &id);
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, id);
- glBufferData(GL_ELEMENT_ARRAY_BUFFER, size, buffer, dynamic? GL_DYNAMIC_DRAW : GL_STATIC_DRAW);
-#endif
-
- return id;
-}
-
-void rlEnableVertexBuffer(unsigned int id)
-{
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- glBindBuffer(GL_ARRAY_BUFFER, id);
-#endif
-}
-
-void rlDisableVertexBuffer(void)
-{
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- glBindBuffer(GL_ARRAY_BUFFER, 0);
-#endif
-}
-
-void rlEnableVertexBufferElement(unsigned int id)
-{
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, id);
-#endif
-}
-
-void rlDisableVertexBufferElement(void)
-{
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
-#endif
-}
-
-// 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)
- glBindBuffer(GL_ARRAY_BUFFER, bufferId);
- glBufferSubData(GL_ARRAY_BUFFER, offset, dataSize, data);
-#endif
-}
-
-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;
-}
-
-void rlDisableVertexArray(void)
-{
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- if (RLGL.ExtSupported.vao) glBindVertexArray(0);
-#endif
-}
-
-void rlEnableVertexAttribute(unsigned int index)
-{
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- glEnableVertexAttribArray(index);
-#endif
-}
-
-void rlDisableVertexAttribute(unsigned int index)
-{
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- glDisableVertexAttribArray(index);
-#endif
-}
-
-void rlDrawVertexArray(int offset, int count)
-{
- glDrawArrays(GL_TRIANGLES, offset, count);
-}
-
-void rlDrawVertexArrayElements(int offset, int count, void *buffer)
-{
- glDrawElements(GL_TRIANGLES, count, GL_UNSIGNED_SHORT, (unsigned short*)buffer + offset);
-}
-
-void rlDrawVertexArrayInstanced(int offset, int count, int instances)
-{
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- glDrawArraysInstanced(GL_TRIANGLES, 0, count, instances);
-#endif
-}
-
-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
-}
-
-#if defined(GRAPHICS_API_OPENGL_11)
-void rlEnableStatePointer(int vertexAttribType, void *buffer)
-{
- if (buffer != NULL) glEnableClientState(vertexAttribType);
- switch (vertexAttribType)
- {
- case GL_VERTEX_ARRAY: glVertexPointer(3, GL_FLOAT, 0, buffer); break;
- case GL_TEXTURE_COORD_ARRAY: glTexCoordPointer(2, GL_FLOAT, 0, buffer); break;
- case GL_NORMAL_ARRAY: if (buffer != NULL) glNormalPointer(GL_FLOAT, 0, buffer); break;
- case GL_COLOR_ARRAY: if (buffer != NULL) glColorPointer(4, GL_UNSIGNED_BYTE, 0, buffer); break;
- //case GL_INDEX_ARRAY: if (buffer != NULL) glIndexPointer(GL_SHORT, 0, buffer); break; // Indexed colors
- default: break;
- }
-}
-
-void rlDisableStatePointer(int vertexAttribType)
-{
- glDisableClientState(vertexAttribType);
-}
-#endif
-
-unsigned int rlLoadVertexArray(void)
-{
- unsigned int vaoId = 0;
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- glGenVertexArrays(1, &vaoId);
-#endif
- return vaoId;
-}
-
-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)
- glVertexAttribPointer(index, compSize, type, normalized, stride, pointer);
-#endif
-}
-
-void rlSetVertexAttributeDivisor(unsigned int index, int divisor)
-{
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- glVertexAttribDivisor(index, divisor);
-#endif
-}
-
-void rlUnloadVertexArray(unsigned int vaoId)
-{
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- if (RLGL.ExtSupported.vao)
- {
- glBindVertexArray(0);
- glDeleteVertexArrays(1, &vaoId);
- TRACELOG(LOG_INFO, "VAO: [ID %i] Unloaded vertex array data from VRAM (GPU)", vaoId);
- }
-#endif
-}
-
-void rlUnloadVertexBuffer(unsigned int vboId)
-{
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- glDeleteBuffers(1, &vboId);
- //TRACELOG(LOG_INFO, "VBO: Unloaded vertex data from VRAM (GPU)");
-#endif
-}
-
-// Shaders management
-//-----------------------------------------------------------------------------------------------
-// Load shader from code strings
-// NOTE: If shader string is NULL, using default vertex/fragment shaders
-unsigned int rlLoadShaderCode(const char *vsCode, const char *fsCode)
-{
- unsigned int id = 0;
-
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- unsigned int vertexShaderId = RLGL.State.defaultVShaderId;
- unsigned int fragmentShaderId = RLGL.State.defaultFShaderId;
-
- if (vsCode != NULL) vertexShaderId = rlCompileShader(vsCode, GL_VERTEX_SHADER);
- if (fsCode != NULL) fragmentShaderId = rlCompileShader(fsCode, GL_FRAGMENT_SHADER);
-
- if ((vertexShaderId == RLGL.State.defaultVShaderId) && (fragmentShaderId == RLGL.State.defaultFShaderId)) id = RLGL.State.defaultShader.id;
- else
- {
- id = rlLoadShaderProgram(vertexShaderId, fragmentShaderId);
-
- 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);
- }
-
- if (id == 0)
- {
- TRACELOG(LOG_WARNING, "SHADER: Failed to load custom shader code");
- id = RLGL.State.defaultShader.id;
- }
- }
-
- // Get available shader uniforms
- // NOTE: This information is useful for debug...
- int uniformCount = -1;
-
- glGetProgramiv(id, GL_ACTIVE_UNIFORMS, &uniformCount);
-
- for (int i = 0; i < uniformCount; i++)
- {
- int namelen = -1;
- int num = -1;
- char name[256]; // Assume no variable names longer than 256
- GLenum type = GL_ZERO;
-
- // Get the name of the uniforms
- glGetActiveUniform(id, i, sizeof(name) - 1, &namelen, &num, &type, name);
-
- name[namelen] = 0;
-
- TRACELOGD("SHADER: [ID %i] Active uniform (%s) set at location: %i", id, name, glGetUniformLocation(id, name));
- }
-#endif
-
- return id;
-}
-
-// Compile custom shader and return shader id
-unsigned int rlCompileShader(const char *shaderCode, int type)
-{
- unsigned int shader = 0;
-
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- shader = glCreateShader(type);
- glShaderSource(shader, 1, &shaderCode, NULL);
-
- GLint success = 0;
- glCompileShader(shader);
- glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
-
- if (success == GL_FALSE)
- {
- switch (type)
- {
- case GL_VERTEX_SHADER: TRACELOG(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;
- glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &maxLength);
-
- 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
- {
- 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
-unsigned int rlLoadShaderProgram(unsigned int vShaderId, unsigned int fShaderId)
-{
- unsigned int program = 0;
-
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- GLint success = 0;
- program = glCreateProgram();
-
- glAttachShader(program, vShaderId);
- glAttachShader(program, fShaderId);
-
- // NOTE: Default attribute shader locations must be binded before linking
- 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
-
- glLinkProgram(program);
-
- // NOTE: All uniform variables are intitialised to 0 when a program links
-
- glGetProgramiv(program, GL_LINK_STATUS, &success);
-
- if (success == GL_FALSE)
- {
- TRACELOG(LOG_WARNING, "SHADER: [ID %i] Failed to link shader program", program);
-
- int maxLength = 0;
- glGetProgramiv(program, GL_INFO_LOG_LENGTH, &maxLength);
-
- if (maxLength > 0)
- {
- int length = 0;
- char *log = RL_CALLOC(maxLength, sizeof(char));
- glGetProgramInfoLog(program, maxLength, &length, log);
- TRACELOG(LOG_WARNING, "SHADER: [ID %i] Link error: %s", program, log);
- RL_FREE(log);
- }
-
- glDeleteProgram(program);
-
- program = 0;
- }
- else TRACELOG(LOG_INFO, "SHADER: [ID %i] Program shader loaded successfully", program);
-#endif
- return program;
-}
-
-// Unload shader program
-void rlUnloadShaderProgram(unsigned int id)
-{
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- glDeleteProgram(id);
-
- TRACELOG(LOG_INFO, "SHADER: [ID %i] Unloaded shader program data from VRAM (GPU)", id);
-#endif
-}
-
-// Get shader location uniform
-int rlGetLocationUniform(unsigned int shaderId, const char *uniformName)
-{
- int location = -1;
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- location = glGetUniformLocation(shaderId, uniformName);
-
- if (location == -1) TRACELOG(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
- return location;
-}
-
-// Get shader location attribute
-int rlGetLocationAttrib(unsigned int shaderId, const char *attribName)
-{
- int location = -1;
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- location = glGetAttribLocation(shaderId, attribName);
-
- if (location == -1) TRACELOG(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;
-}
-
-// Set shader value uniform
-void rlSetUniform(int locIndex, const void *value, int uniformType, int count)
-{
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- switch (uniformType)
- {
- case 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");
- }
-#endif
-}
-
-// Set shader value attribute
-void rlSetVertexAttributeDefault(int locIndex, const void *value, int attribType, int count)
-{
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- switch (attribType)
- {
- case 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
-}
-
-// Set shader value uniform matrix
-void rlSetUniformMatrix(int locIndex, Matrix mat)
-{
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- glUniformMatrix4fv(locIndex, 1, false, MatrixToFloat(mat));
-#endif
-}
-
-// Set shader value uniform sampler
-void rlSetUniformSampler(int locIndex, unsigned int textureId)
-{
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- // Check if texture is already active
- for (int i = 0; i < MAX_BATCH_ACTIVE_TEXTURES; i++) if (RLGL.State.activeTextureId[i] == textureId) return;
-
- // Register a new active texture for the internal batch system
- // NOTE: Default texture is always activated as GL_TEXTURE0
- for (int i = 0; i < MAX_BATCH_ACTIVE_TEXTURES; i++)
- {
- if (RLGL.State.activeTextureId[i] == 0)
- {
- glUniform1i(locIndex, 1 + i); // Activate new texture unit
- RLGL.State.activeTextureId[i] = textureId; // Save texture id for binding on drawing
- break;
- }
- }
-#endif
-}
-
-// Set shader currently active
-void rlSetShader(Shader shader)
-{
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- if (RLGL.State.currentShader.id != shader.id)
- {
- rlDrawRenderBatch(RLGL.currentBatch);
- RLGL.State.currentShader = shader;
- }
-#endif
-}
-
-// Matrix state management
-//-----------------------------------------------------------------------------------------
-// Return internal modelview matrix
-Matrix rlGetMatrixModelview(void)
-{
- 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;
-}
-
-// 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
-}
-
-// 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
- return mat;
-}
-
-// 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;
-}
-
-// 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;
-}
-
-// Set a custom modelview matrix (replaces internal modelview matrix)
-void rlSetMatrixModelview(Matrix view)
-{
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- RLGL.State.modelview = view;
-#endif
-}
-
-// Set a custom projection matrix (replaces internal projection matrix)
-void rlSetMatrixProjection(Matrix projection)
-{
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- RLGL.State.projection = projection;
-#endif
-}
-
-// Set eyes projection matrices for stereo rendering
-void rlSetMatrixProjectionStereo(Matrix right, Matrix left)
-{
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- RLGL.State.projectionStereo[0] = right;
- RLGL.State.projectionStereo[1] = left;
-#endif
-}
-
-// Set eyes view offsets matrices for stereo rendering
-void rlSetMatrixViewOffsetStereo(Matrix right, Matrix left)
-{
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- RLGL.State.viewOffsetStereo[0] = right;
- RLGL.State.viewOffsetStereo[1] = left;
-#endif
-}
-
-// Load and draw a 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 Texcoords
- -1.0f, 1.0f, 0.0f, 0.0f, 1.0f,
- -1.0f, -1.0f, 0.0f, 0.0f, 0.0f,
- 1.0f, 1.0f, 0.0f, 1.0f, 1.0f,
- 1.0f, -1.0f, 0.0f, 1.0f, 0.0f,
- };
-
- // Gen VAO to contain VBO
- glGenVertexArrays(1, &quadVAO);
- glBindVertexArray(quadVAO);
-
- // Gen and fill vertex buffer (VBO)
- glGenBuffers(1, &quadVBO);
- glBindBuffer(GL_ARRAY_BUFFER, quadVBO);
- glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), &vertices, GL_STATIC_DRAW);
-
- // Bind vertex attributes (position, texcoords)
- glEnableVertexAttribArray(0);
- glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5*sizeof(float), (void *)0); // Positions
- glEnableVertexAttribArray(1);
- glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5*sizeof(float), (void *)(3*sizeof(float))); // Texcoords
-
- // Draw quad
- glBindVertexArray(quadVAO);
- glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
- glBindVertexArray(0);
-
- // Delete buffers (VBO and VAO)
- glDeleteBuffers(1, &quadVBO);
- glDeleteVertexArrays(1, &quadVAO);
-#endif
-}
-
-// Load and draw a 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[] = {
- // Positions Normals Texcoords
- -1.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f,
- 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f,
- 1.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 1.0f, 0.0f,
- 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f,
- -1.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f,
- -1.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 1.0f,
- -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f,
- 1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f,
- 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f,
- 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f,
- -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f,
- -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f,
- -1.0f, 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
- -1.0f, 1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 1.0f,
- -1.0f, -1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
- -1.0f, -1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
- -1.0f, -1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f,
- -1.0f, 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
- 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
- 1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
- 1.0f, 1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f,
- 1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
- 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
- 1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f,
- -1.0f, -1.0f, -1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f,
- 1.0f, -1.0f, -1.0f, 0.0f, -1.0f, 0.0f, 1.0f, 1.0f,
- 1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f,
- 1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f,
- -1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 0.0f,
- -1.0f, -1.0f, -1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f,
- -1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f,
- 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f,
- 1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f,
- 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f,
- -1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f,
- -1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f
- };
-
- // Gen VAO to contain VBO
- glGenVertexArrays(1, &cubeVAO);
- glBindVertexArray(cubeVAO);
-
- // Gen and fill vertex buffer (VBO)
- glGenBuffers(1, &cubeVBO);
- glBindBuffer(GL_ARRAY_BUFFER, cubeVBO);
- glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
-
- // Bind vertex attributes (position, normals, texcoords)
- glBindVertexArray(cubeVAO);
- glEnableVertexAttribArray(0);
- glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8*sizeof(float), (void *)0); // Positions
- glEnableVertexAttribArray(1);
- glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8*sizeof(float), (void *)(3*sizeof(float))); // Normals
- glEnableVertexAttribArray(2);
- glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8*sizeof(float), (void *)(6*sizeof(float))); // Texcoords
- glBindBuffer(GL_ARRAY_BUFFER, 0);
- glBindVertexArray(0);
-
- // Draw cube
- glBindVertexArray(cubeVAO);
- glDrawArrays(GL_TRIANGLES, 0, 36);
- glBindVertexArray(0);
-
- // Delete VBO and VAO
- glDeleteBuffers(1, &cubeVBO);
- glDeleteVertexArrays(1, &cubeVAO);
-#endif
-}
-
-//----------------------------------------------------------------------------------
-// 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);
-}
-
-// Unload default shader
-// NOTE: It uses global variable: RLGL.State.defaultShader
-static void rlUnloadShaderDefault(void)
-{
- 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);
-
- RL_FREE(RLGL.State.defaultShader.locs);
-
- TRACELOG(LOG_INFO, "SHADER: [ID %i] Default shader unloaded successfully", RLGL.State.defaultShader.id);
-}
-
-#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 rlGenerateMipmapsData(unsigned char *data, int baseWidth, int baseHeight)
-{
- int mipmapCount = 1; // Required mipmap levels count (including base level)
- int width = baseWidth;
- int height = baseHeight;
- int size = baseWidth*baseHeight*4; // Size in bytes (will include mipmaps...), RGBA only
-
- // Count mipmap levels required
- while ((width != 1) && (height != 1))
- {
- width /= 2;
- height /= 2;
-
- TRACELOGD("TEXTURE: Next mipmap size: %i x %i", width, height);
-
- mipmapCount++;
-
- size += (width*height*4); // Add mipmap size (in bytes)
- }
-
- TRACELOGD("TEXTURE: Total mipmaps required: %i", mipmapCount);
- TRACELOGD("TEXTURE: Total size of data required: %i", size);
-
- unsigned char *temp = RL_REALLOC(data, size);
-
- if (temp != NULL) data = temp;
- else TRACELOG(LOG_WARNING, "TEXTURE: Failed to re-allocate required mipmaps memory");
-
- width = baseWidth;
- height = baseHeight;
- size = (width*height*4);
-
- // Generate mipmaps
- // NOTE: Every mipmap data is stored after data
- Color *image = (Color *)RL_MALLOC(width*height*sizeof(Color));
- Color *mipmap = NULL;
- int offset = 0;
- int j = 0;
-
- for (int i = 0; i < size; i += 4)
- {
- image[j].r = data[i];
- image[j].g = data[i + 1];
- image[j].b = data[i + 2];
- image[j].a = data[i + 3];
- j++;
- }
-
- TRACELOGD("TEXTURE: Mipmap base size (%ix%i)", width, height);
-
- for (int mip = 1; mip < mipmapCount; mip++)
- {
- mipmap = rlGenNextMipmapData(image, width, height);
-
- offset += (width*height*4); // Size of last mipmap
- j = 0;
-
- width /= 2;
- height /= 2;
- size = (width*height*4); // Mipmap size to store after offset
-
- // Add mipmap to data
- for (int i = 0; i < size; i += 4)
- {
- data[offset + i] = mipmap[j].r;
- data[offset + i + 1] = mipmap[j].g;
- data[offset + i + 2] = mipmap[j].b;
- data[offset + i + 3] = mipmap[j].a;
- j++;
- }
-
- RL_FREE(image);
-
- image = mipmap;
- mipmap = NULL;
- }
-
- RL_FREE(mipmap); // free mipmap data
-
- return mipmapCount;
-}
-
-// Manual mipmap generation (basic scaling algorithm)
-static Color *rlGenNextMipmapData(Color *srcData, int srcWidth, int srcHeight)
-{
- int x2, y2;
- Color prow, pcol;
-
- int width = srcWidth/2;
- int height = srcHeight/2;
-
- Color *mipmap = (Color *)RL_MALLOC(width*height*sizeof(Color));
-
- // Scaling algorithm works perfectly (box-filter)
- for (int y = 0; y < height; y++)
- {
- y2 = 2*y;
-
- for (int x = 0; x < width; x++)
- {
- x2 = 2*x;
-
- prow.r = (srcData[y2*srcWidth + x2].r + srcData[y2*srcWidth + x2 + 1].r)/2;
- prow.g = (srcData[y2*srcWidth + x2].g + srcData[y2*srcWidth + x2 + 1].g)/2;
- prow.b = (srcData[y2*srcWidth + x2].b + srcData[y2*srcWidth + x2 + 1].b)/2;
- prow.a = (srcData[y2*srcWidth + x2].a + srcData[y2*srcWidth + x2 + 1].a)/2;
-
- pcol.r = (srcData[(y2+1)*srcWidth + x2].r + srcData[(y2+1)*srcWidth + x2 + 1].r)/2;
- pcol.g = (srcData[(y2+1)*srcWidth + x2].g + srcData[(y2+1)*srcWidth + x2 + 1].g)/2;
- pcol.b = (srcData[(y2+1)*srcWidth + x2].b + srcData[(y2+1)*srcWidth + x2 + 1].b)/2;
- pcol.a = (srcData[(y2+1)*srcWidth + x2].a + srcData[(y2+1)*srcWidth + x2 + 1].a)/2;
-
- mipmap[y*width + x].r = (prow.r + pcol.r)/2;
- mipmap[y*width + x].g = (prow.g + pcol.g)/2;
- mipmap[y*width + x].b = (prow.b + pcol.b)/2;
- mipmap[y*width + x].a = (prow.a + pcol.a)/2;
- }
- }
-
- TRACELOGD("TEXTURE: Mipmap generated successfully (%ix%i)", width, height);
-
- return mipmap;
-}
-#endif // GRAPHICS_API_OPENGL_11
-
-// Get pixel data size in bytes (image or texture)
-// NOTE: Size depends on pixel format
-static int rlGetPixelDataSize(int width, int height, int format)
-{
- int dataSize = 0; // Size in bytes
- int bpp = 0; // Bits per pixel
-
- switch (format)
- {
- case 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;
- }
-
- dataSize = width*height*bpp/8; // Total data size in bytes
-
- // Most compressed formats works on 4x4 blocks,
- // if texture is smaller, minimum dataSize is 8 or 16
- if ((width < 4) && (height < 4))
- {
- if ((format >= 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_IMPLEMENTATION