summaryrefslogtreecommitdiff
path: root/libs/raylib/src/rlgl.h
diff options
context:
space:
mode:
Diffstat (limited to 'libs/raylib/src/rlgl.h')
-rw-r--r--libs/raylib/src/rlgl.h4696
1 files changed, 0 insertions, 4696 deletions
diff --git a/libs/raylib/src/rlgl.h b/libs/raylib/src/rlgl.h
deleted file mode 100644
index 2560f36..0000000
--- a/libs/raylib/src/rlgl.h
+++ /dev/null
@@ -1,4696 +0,0 @@
-/**********************************************************************************************
-*
-* rlgl - raylib OpenGL abstraction layer
-*
-* rlgl is a wrapper for multiple OpenGL versions (1.1, 2.1, 3.3 Core, ES 2.0) to
-* pseudo-OpenGL 1.1 style functions (rlVertex, rlTranslate, rlRotate...).
-*
-* When chosing an OpenGL version greater than OpenGL 1.1, rlgl stores vertex data on internal
-* VBO buffers (and VAOs if available). It requires calling 3 functions:
-* rlglInit() - Initialize internal buffers and auxiliar resources
-* rlglDraw() - Process internal buffers and send required draw calls
-* 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() tocheck 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_VR_SIMULATOR
-* Support VR simulation functionality (stereo rendering)
-*
-* DEPENDENCIES:
-* raymath - 3D math functionality (Vector3, Matrix, Quaternion)
-* GLAD - OpenGL extensions loading (OpenGL 3.3 Core only)
-*
-*
-* LICENSE: zlib/libpng
-*
-* Copyright (c) 2014-2020 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: Model, Shader, Texture2D, TRACELOG()
-#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
-
-#if defined(GRAPHICS_API_OPENGL_21)
- #define GRAPHICS_API_OPENGL_33
-#endif
-
-//----------------------------------------------------------------------------------
-// Defines and Macros
-//----------------------------------------------------------------------------------
-#if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33)
- // This is the maximum amount of elements (quads) per batch
- // NOTE: Be careful with text, every letter maps to a quad
- #define MAX_BATCH_ELEMENTS 8192
-#elif defined(GRAPHICS_API_OPENGL_ES2)
- // We reduce memory sizes for embedded systems (RPI and HTML5)
- // NOTE: On HTML5 (emscripten) this is allocated on heap, by default it's only 16MB!...just take care...
- #define MAX_BATCH_ELEMENTS 2048
-#endif
-
-#ifndef MAX_BATCH_BUFFERING
- #define MAX_BATCH_BUFFERING 1 // Max number of buffers for batching (multi-buffering)
-#endif
-#define MAX_MATRIX_STACK_SIZE 32 // Max size of Matrix stack
-#define MAX_DRAWCALL_REGISTERED 256 // Max draws by state changes (mode, texture)
-
-#ifndef DEFAULT_NEAR_CULL_DISTANCE
- #define DEFAULT_NEAR_CULL_DISTANCE 0.01 // Default near cull distance
-#endif
-#ifndef DEFAULT_FAR_CULL_DISTANCE
- #define DEFAULT_FAR_CULL_DISTANCE 1000.0 // Default far cull distance
-#endif
-
-// Shader and material limits
-#define MAX_SHADER_LOCATIONS 32 // Maximum number of predefined locations stored in shader struct
-#define MAX_MATERIAL_MAPS 12 // Maximum number of texture maps stored in shader struct
-
-// Texture parameters (equivalent to OpenGL defines)
-#define RL_TEXTURE_WRAP_S 0x2802 // GL_TEXTURE_WRAP_S
-#define RL_TEXTURE_WRAP_T 0x2803 // GL_TEXTURE_WRAP_T
-#define RL_TEXTURE_MAG_FILTER 0x2800 // GL_TEXTURE_MAG_FILTER
-#define RL_TEXTURE_MIN_FILTER 0x2801 // GL_TEXTURE_MIN_FILTER
-#define RL_TEXTURE_ANISOTROPIC_FILTER 0x3000 // Anisotropic filter (custom identifier)
-
-#define RL_FILTER_NEAREST 0x2600 // GL_NEAREST
-#define RL_FILTER_LINEAR 0x2601 // GL_LINEAR
-#define RL_FILTER_MIP_NEAREST 0x2700 // GL_NEAREST_MIPMAP_NEAREST
-#define RL_FILTER_NEAREST_MIP_LINEAR 0x2702 // GL_NEAREST_MIPMAP_LINEAR
-#define RL_FILTER_LINEAR_MIP_NEAREST 0x2701 // GL_LINEAR_MIPMAP_NEAREST
-#define RL_FILTER_MIP_LINEAR 0x2703 // GL_LINEAR_MIPMAP_LINEAR
-
-#define RL_WRAP_REPEAT 0x2901 // GL_REPEAT
-#define RL_WRAP_CLAMP 0x812F // GL_CLAMP_TO_EDGE
-#define RL_WRAP_MIRROR_REPEAT 0x8370 // GL_MIRRORED_REPEAT
-#define RL_WRAP_MIRROR_CLAMP 0x8742 // GL_MIRROR_CLAMP_EXT
-
-// 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
-
-//----------------------------------------------------------------------------------
-// Types and Structures Definition
-//----------------------------------------------------------------------------------
-typedef enum { OPENGL_11 = 1, OPENGL_21, OPENGL_33, OPENGL_ES_20 } GlVersion;
-
-typedef unsigned char byte;
-
-#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;
-
- // Rectangle type
- typedef struct Rectangle {
- float x;
- float y;
- float width;
- float height;
- } Rectangle;
-
- // Texture2D 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;
-
- // Texture type, same as Texture2D
- typedef Texture2D Texture;
-
- // TextureCubemap type, actually, same as Texture2D
- typedef Texture2D TextureCubemap;
-
- // RenderTexture2D type, for texture rendering
- typedef struct RenderTexture2D {
- unsigned int id; // OpenGL framebuffer (fbo) id
- Texture2D texture; // Color buffer attachment texture
- Texture2D depth; // Depth buffer attachment texture
- bool depthTexture; // Track if depth attachment is a texture or renderbuffer
- } RenderTexture2D;
-
- // RenderTexture type, same as RenderTexture2D
- typedef RenderTexture2D RenderTexture;
-
- // Vertex data definning a mesh
- typedef struct Mesh {
- int vertexCount; // number of vertices stored in arrays
- int triangleCount; // number of triangles stored (indexed or not)
- float *vertices; // vertex position (XYZ - 3 components per vertex) (shader-location = 0)
- float *texcoords; // vertex texture coordinates (UV - 2 components per vertex) (shader-location = 1)
- float *texcoords2; // vertex second texture coordinates (useful for lightmaps) (shader-location = 5)
- float *normals; // vertex normals (XYZ - 3 components per vertex) (shader-location = 2)
- float *tangents; // vertex tangents (XYZW - 4 components per vertex) (shader-location = 4)
- unsigned char *colors; // vertex colors (RGBA - 4 components per vertex) (shader-location = 3)
- unsigned short *indices;// vertex indices (in case vertex data comes indexed)
-
- // Animation vertex data
- float *animVertices; // Animated vertex positions (after bones transformations)
- float *animNormals; // Animated normals (after bones transformations)
- int *boneIds; // Vertex bone ids, up to 4 bones influence by vertex (skinning)
- float *boneWeights; // Vertex bone weight, up to 4 bones influence by vertex (skinning)
-
- // OpenGL identifiers
- unsigned int vaoId; // OpenGL Vertex Array Object id
- unsigned int *vboId; // OpenGL Vertex Buffer Objects id (7 types of vertex data)
- } Mesh;
-
- // Shader and material limits
- #define MAX_SHADER_LOCATIONS 32
- #define MAX_MATERIAL_MAPS 12
-
- // Shader type (generic)
- typedef struct Shader {
- unsigned int id; // Shader program id
- int *locs; // Shader locations array (MAX_SHADER_LOCATIONS)
- } Shader;
-
- // Material texture map
- typedef struct MaterialMap {
- Texture2D texture; // Material map texture
- Color color; // Material map color
- float value; // Material map value
- } MaterialMap;
-
- // Material type (generic)
- typedef struct Material {
- Shader shader; // Material shader
- MaterialMap *maps; // Material maps (MAX_MATERIAL_MAPS)
- float *params; // Material generic parameters (if required)
- } Material;
-
- // Camera type, defines a camera position/orientation in 3d space
- typedef struct Camera {
- Vector3 position; // Camera position
- Vector3 target; // Camera target it looks-at
- Vector3 up; // Camera up vector (rotation over its axis)
- float fovy; // Camera field-of-view apperture in Y (degrees)
- } Camera;
-
- // Head-Mounted-Display device parameters
- typedef struct VrDeviceInfo {
- int hResolution; // HMD horizontal resolution in pixels
- int vResolution; // HMD vertical resolution in pixels
- float hScreenSize; // HMD horizontal size in meters
- float vScreenSize; // HMD vertical size in meters
- float vScreenCenter; // HMD screen center in meters
- float eyeToScreenDistance; // HMD distance between eye and display in meters
- float lensSeparationDistance; // HMD lens separation distance in meters
- float interpupillaryDistance; // HMD IPD (distance between pupils) in meters
- float lensDistortionValues[4]; // HMD lens distortion constant parameters
- float chromaAbCorrection[4]; // HMD chromatic aberration correction parameters
- } VrDeviceInfo;
-
- // VR Stereo rendering configuration for simulator
- typedef struct VrStereoConfig {
- Shader distortionShader; // VR stereo rendering distortion shader
- Matrix eyesProjection[2]; // VR stereo rendering eyes projection matrices
- Matrix eyesViewOffset[2]; // VR stereo rendering eyes view offset matrices
- int eyeViewportRight[4]; // VR stereo rendering right eye viewport [x, y, w, h]
- int eyeViewportLeft[4]; // VR stereo rendering left eye viewport [x, y, w, h]
- } VrStereoConfig;
-
-
- // TraceLog message types
- typedef enum {
- LOG_ALL,
- LOG_TRACE,
- LOG_DEBUG,
- LOG_INFO,
- LOG_WARNING,
- LOG_ERROR,
- LOG_FATAL,
- LOG_NONE
- } TraceLogType;
-
- // Texture formats (support depends on OpenGL version)
- typedef enum {
- UNCOMPRESSED_GRAYSCALE = 1, // 8 bit per pixel (no alpha)
- UNCOMPRESSED_GRAY_ALPHA,
- UNCOMPRESSED_R5G6B5, // 16 bpp
- UNCOMPRESSED_R8G8B8, // 24 bpp
- UNCOMPRESSED_R5G5B5A1, // 16 bpp (1 bit alpha)
- UNCOMPRESSED_R4G4B4A4, // 16 bpp (4 bit alpha)
- UNCOMPRESSED_R8G8B8A8, // 32 bpp
- UNCOMPRESSED_R32, // 32 bpp (1 channel - float)
- UNCOMPRESSED_R32G32B32, // 32*3 bpp (3 channels - float)
- UNCOMPRESSED_R32G32B32A32, // 32*4 bpp (4 channels - float)
- COMPRESSED_DXT1_RGB, // 4 bpp (no alpha)
- COMPRESSED_DXT1_RGBA, // 4 bpp (1 bit alpha)
- COMPRESSED_DXT3_RGBA, // 8 bpp
- COMPRESSED_DXT5_RGBA, // 8 bpp
- COMPRESSED_ETC1_RGB, // 4 bpp
- COMPRESSED_ETC2_RGB, // 4 bpp
- COMPRESSED_ETC2_EAC_RGBA, // 8 bpp
- COMPRESSED_PVRT_RGB, // 4 bpp
- COMPRESSED_PVRT_RGBA, // 4 bpp
- COMPRESSED_ASTC_4x4_RGBA, // 8 bpp
- COMPRESSED_ASTC_8x8_RGBA // 2 bpp
- } PixelFormat;
-
- // Texture parameters: filter mode
- // NOTE 1: Filtering considers mipmaps if available in the texture
- // NOTE 2: Filter is accordingly set for minification and magnification
- typedef enum {
- FILTER_POINT = 0, // No filter, just pixel aproximation
- FILTER_BILINEAR, // Linear filtering
- FILTER_TRILINEAR, // Trilinear filtering (linear with mipmaps)
- FILTER_ANISOTROPIC_4X, // Anisotropic filtering 4x
- FILTER_ANISOTROPIC_8X, // Anisotropic filtering 8x
- FILTER_ANISOTROPIC_16X, // Anisotropic filtering 16x
- } TextureFilterMode;
-
- // Color blending modes (pre-defined)
- typedef enum {
- BLEND_ALPHA = 0,
- BLEND_ADDITIVE,
- BLEND_MULTIPLIED
- } BlendMode;
-
- // Shader location point type
- typedef enum {
- LOC_VERTEX_POSITION = 0,
- LOC_VERTEX_TEXCOORD01,
- LOC_VERTEX_TEXCOORD02,
- LOC_VERTEX_NORMAL,
- LOC_VERTEX_TANGENT,
- LOC_VERTEX_COLOR,
- LOC_MATRIX_MVP,
- LOC_MATRIX_MODEL,
- LOC_MATRIX_VIEW,
- LOC_MATRIX_PROJECTION,
- LOC_VECTOR_VIEW,
- LOC_COLOR_DIFFUSE,
- LOC_COLOR_SPECULAR,
- LOC_COLOR_AMBIENT,
- LOC_MAP_ALBEDO, // LOC_MAP_DIFFUSE
- LOC_MAP_METALNESS, // LOC_MAP_SPECULAR
- LOC_MAP_NORMAL,
- LOC_MAP_ROUGHNESS,
- LOC_MAP_OCCLUSION,
- LOC_MAP_EMISSION,
- LOC_MAP_HEIGHT,
- LOC_MAP_CUBEMAP,
- LOC_MAP_IRRADIANCE,
- LOC_MAP_PREFILTER,
- LOC_MAP_BRDF
- } ShaderLocationIndex;
-
- // Shader uniform data types
- typedef enum {
- UNIFORM_FLOAT = 0,
- UNIFORM_VEC2,
- UNIFORM_VEC3,
- UNIFORM_VEC4,
- UNIFORM_INT,
- UNIFORM_IVEC2,
- UNIFORM_IVEC3,
- UNIFORM_IVEC4,
- UNIFORM_SAMPLER2D
- } ShaderUniformDataType;
-
- #define LOC_MAP_DIFFUSE LOC_MAP_ALBEDO
- #define LOC_MAP_SPECULAR LOC_MAP_METALNESS
-
- // Material map type
- typedef enum {
- MAP_ALBEDO = 0, // MAP_DIFFUSE
- MAP_METALNESS = 1, // MAP_SPECULAR
- MAP_NORMAL = 2,
- MAP_ROUGHNESS = 3,
- MAP_OCCLUSION,
- MAP_EMISSION,
- MAP_HEIGHT,
- MAP_CUBEMAP, // NOTE: Uses GL_TEXTURE_CUBE_MAP
- MAP_IRRADIANCE, // NOTE: Uses GL_TEXTURE_CUBE_MAP
- MAP_PREFILTER, // NOTE: Uses GL_TEXTURE_CUBE_MAP
- MAP_BRDF
- } MaterialMapType;
-
- #define MAP_DIFFUSE MAP_ALBEDO
- #define MAP_SPECULAR MAP_METALNESS
-#endif
-
-#if defined(__cplusplus)
-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(byte r, byte g, byte b, byte a); // Define one vertex (color) - 4 byte
-RLAPI void rlColor3f(float x, float y, float z); // Define one vertex (color) - 3 float
-RLAPI void rlColor4f(float x, float y, float z, float w); // Define one vertex (color) - 4 float
-
-//------------------------------------------------------------------------------------
-// Functions Declaration - OpenGL equivalent functions (common to 1.1, 3.3+, ES2)
-// NOTE: This functions are used to completely abstract raylib code from OpenGL layer
-//------------------------------------------------------------------------------------
-RLAPI void rlEnableTexture(unsigned int id); // Enable texture usage
-RLAPI void rlDisableTexture(void); // Disable texture usage
-RLAPI void rlTextureParameters(unsigned int id, int param, int value); // Set texture parameters (filter, wrap)
-RLAPI void rlEnableRenderTexture(unsigned int id); // Enable render texture (fbo)
-RLAPI void rlDisableRenderTexture(void); // Disable render texture (fbo), return to default framebuffer
-RLAPI void rlEnableDepthTest(void); // Enable depth test
-RLAPI void rlDisableDepthTest(void); // Disable depth test
-RLAPI void rlEnableBackfaceCulling(void); // Enable backface culling
-RLAPI void rlDisableBackfaceCulling(void); // Disable backface culling
-RLAPI void rlEnableScissorTest(void); // Enable scissor test
-RLAPI void rlDisableScissorTest(void); // Disable scissor test
-RLAPI void rlScissor(int x, int y, int width, int height); // Scissor test
-RLAPI void rlEnableWireMode(void); // Enable wire mode
-RLAPI void rlDisableWireMode(void); // Disable wire mode
-RLAPI void rlDeleteTextures(unsigned int id); // Delete OpenGL texture from GPU
-RLAPI void rlDeleteRenderTextures(RenderTexture2D target); // Delete render textures (fbo) from GPU
-RLAPI void rlDeleteShader(unsigned int id); // Delete OpenGL shader program from GPU
-RLAPI void rlDeleteVertexArrays(unsigned int id); // Unload vertex data (VAO) from GPU memory
-RLAPI void rlDeleteBuffers(unsigned int id); // Unload vertex data (VBO) from GPU memory
-RLAPI void rlClearColor(byte r, byte g, byte b, byte a); // Clear color buffer with color
-RLAPI void rlClearScreenBuffers(void); // Clear used screen buffers (color and depth)
-RLAPI void rlUpdateBuffer(int bufferId, void *data, int dataSize); // Update GPU buffer with new data
-RLAPI unsigned int rlLoadAttribBuffer(unsigned int vaoId, int shaderLoc, void *buffer, int size, bool dynamic); // Load a new attributes buffer
-
-//------------------------------------------------------------------------------------
-// Functions Declaration - rlgl functionality
-//------------------------------------------------------------------------------------
-RLAPI void rlglInit(int width, int height); // Initialize rlgl (buffers, shaders, textures, states)
-RLAPI void rlglClose(void); // De-inititialize rlgl (buffers, shaders, textures)
-RLAPI void rlglDraw(void); // Update and draw default internal buffers
-
-RLAPI int rlGetVersion(void); // Returns current OpenGL version
-RLAPI bool rlCheckBufferLimit(int vCount); // Check internal buffer overflow for a given number of vertex
-RLAPI void rlSetDebugMarker(const char *text); // Set debug marker for analysis
-RLAPI void rlLoadExtensions(void *loader); // Load OpenGL extensions
-RLAPI Vector3 rlUnproject(Vector3 source, Matrix proj, Matrix view); // Get world coordinates from screen coordinates
-
-// Textures data management
-RLAPI unsigned int rlLoadTexture(void *data, int width, int height, int format, int mipmapCount); // Load texture in GPU
-RLAPI unsigned int rlLoadTextureDepth(int width, int height, int bits, bool useRenderBuffer); // Load depth texture/renderbuffer (to be attached to fbo)
-RLAPI unsigned int rlLoadTextureCubemap(void *data, int size, int format); // Load texture cubemap
-RLAPI void rlUpdateTexture(unsigned int id, int width, int height, int format, const void *data); // Update GPU texture with new data
-RLAPI void rlGetGlTextureFormats(int format, unsigned int *glInternalFormat, unsigned int *glFormat, unsigned int *glType); // Get OpenGL internal formats
-RLAPI void rlUnloadTexture(unsigned int id); // Unload texture from GPU memory
-
-RLAPI void rlGenerateMipmaps(Texture2D *texture); // Generate mipmap data for selected texture
-RLAPI void *rlReadTexturePixels(Texture2D texture); // Read texture pixel data
-RLAPI unsigned char *rlReadScreenPixels(int width, int height); // Read screen pixel data (color buffer)
-
-// Render texture management (fbo)
-RLAPI RenderTexture2D rlLoadRenderTexture(int width, int height, int format, int depthBits, bool useDepthTexture); // Load a render texture (with color and depth attachments)
-RLAPI void rlRenderTextureAttach(RenderTexture target, unsigned int id, int attachType); // Attach texture/renderbuffer to an fbo
-RLAPI bool rlRenderTextureComplete(RenderTexture target); // Verify render texture is complete
-
-// Vertex data management
-RLAPI void rlLoadMesh(Mesh *mesh, bool dynamic); // Upload vertex data into GPU and provided VAO/VBO ids
-RLAPI void rlUpdateMesh(Mesh mesh, int buffer, int num); // Update vertex or index data on GPU (upload new data to one buffer)
-RLAPI void rlUpdateMeshAt(Mesh mesh, int buffer, int num, int index); // Update vertex or index data on GPU, at index
-RLAPI void rlDrawMesh(Mesh mesh, Material material, Matrix transform); // Draw a 3d mesh with material and transform
-RLAPI void rlUnloadMesh(Mesh mesh); // Unload mesh data from CPU and GPU
-
-// NOTE: There is a set of shader related functions that are available to end user,
-// to avoid creating function wrappers through core module, they have been directly declared in raylib.h
-
-#if defined(RLGL_STANDALONE)
-//------------------------------------------------------------------------------------
-// Shaders System Functions (Module: rlgl)
-// NOTE: This functions are useless when using OpenGL 1.1
-//------------------------------------------------------------------------------------
-// Shader loading/unloading functions
-RLAPI Shader LoadShader(const char *vsFileName, const char *fsFileName); // Load shader from files and bind default locations
-RLAPI Shader LoadShaderCode(const char *vsCode, const char *fsCode); // Load shader from code strings and bind default locations
-RLAPI void UnloadShader(Shader shader); // Unload shader from GPU memory (VRAM)
-
-RLAPI Shader GetShaderDefault(void); // Get default shader
-RLAPI Texture2D GetTextureDefault(void); // Get default texture
-RLAPI Texture2D GetShapesTexture(void); // Get texture to draw shapes
-RLAPI Rectangle GetShapesTextureRec(void); // Get texture rectangle to draw shapes
-
-// Shader configuration functions
-RLAPI int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location
-RLAPI void SetShaderValue(Shader shader, int uniformLoc, const void *value, int uniformType); // Set shader uniform value
-RLAPI void SetShaderValueV(Shader shader, int uniformLoc, const void *value, int uniformType, int count); // Set shader uniform value vector
-RLAPI void SetShaderValueMatrix(Shader shader, int uniformLoc, Matrix mat); // Set shader uniform value (matrix 4x4)
-RLAPI void SetMatrixProjection(Matrix proj); // Set a custom projection matrix (replaces internal projection matrix)
-RLAPI void SetMatrixModelview(Matrix view); // Set a custom modelview matrix (replaces internal modelview matrix)
-RLAPI Matrix GetMatrixModelview(void); // Get internal modelview matrix
-
-// Texture maps generation (PBR)
-// NOTE: Required shaders should be provided
-RLAPI Texture2D GenTextureCubemap(Shader shader, Texture2D map, int size); // Generate cubemap texture from HDR texture
-RLAPI Texture2D GenTextureIrradiance(Shader shader, Texture2D cubemap, int size); // Generate irradiance texture using cubemap data
-RLAPI Texture2D GenTexturePrefilter(Shader shader, Texture2D cubemap, int size); // Generate prefilter texture using cubemap data
-RLAPI Texture2D GenTextureBRDF(Shader shader, int size); // Generate BRDF texture using cubemap data
-
-// Shading begin/end functions
-RLAPI void BeginShaderMode(Shader shader); // Begin custom shader drawing
-RLAPI void EndShaderMode(void); // End custom shader drawing (use default shader)
-RLAPI void BeginBlendMode(int mode); // Begin blending mode (alpha, additive, multiplied)
-RLAPI void EndBlendMode(void); // End blending mode (reset to default: alpha blending)
-
-// VR control functions
-RLAPI void InitVrSimulator(void); // Init VR simulator for selected device parameters
-RLAPI void CloseVrSimulator(void); // Close VR simulator for current device
-RLAPI void UpdateVrTracking(Camera *camera); // Update VR tracking (position and orientation) and camera
-RLAPI void SetVrConfiguration(VrDeviceInfo info, Shader distortion); // Set stereo rendering configuration parameters
-RLAPI bool IsVrSimulatorReady(void); // Detect if VR simulator is ready
-RLAPI void ToggleVrMode(void); // Enable/Disable VR experience
-RLAPI void BeginVrDrawing(void); // Begin VR simulator stereo rendering
-RLAPI void EndVrDrawing(void); // End VR simulator stereo rendering
-
-RLAPI char *LoadFileText(const char *fileName); // Load chars array from text file
-RLAPI int GetPixelDataSize(int width, int height, int format);// Get pixel data size in bytes (image or texture)
-#endif
-
-#if defined(__cplusplus)
-}
-#endif
-
-#endif // RLGL_H
-
-/***********************************************************************************
-*
-* RLGL IMPLEMENTATION
-*
-************************************************************************************/
-
-#if defined(RLGL_IMPLEMENTATION)
-
-#if defined(RLGL_STANDALONE)
- #include <stdio.h> // Required for: fopen(), fseek(), fread(), fclose() [LoadFileText]
-#else
- // 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]
-#include <math.h> // Required for: atan2f(), fabs()
-
-#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_21)
- #define GRAPHICS_API_OPENGL_33 // OpenGL 2.1 uses mostly OpenGL 3.3 Core functionality
-#endif
-
-#if defined(GRAPHICS_API_OPENGL_33)
- #if defined(__APPLE__)
- #include <OpenGL/gl3.h> // OpenGL 3 library for OSX
- #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)
- #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
-#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 vertex attribute names on shader to set location points
-#define DEFAULT_ATTRIB_POSITION_NAME "vertexPosition" // shader-location = 0
-#define DEFAULT_ATTRIB_TEXCOORD_NAME "vertexTexCoord" // shader-location = 1
-#define DEFAULT_ATTRIB_NORMAL_NAME "vertexNormal" // shader-location = 2
-#define DEFAULT_ATTRIB_COLOR_NAME "vertexColor" // shader-location = 3
-#define DEFAULT_ATTRIB_TANGENT_NAME "vertexTangent" // shader-location = 4
-#define DEFAULT_ATTRIB_TEXCOORD2_NAME "vertexTexCoord2" // shader-location = 5
-
-//----------------------------------------------------------------------------------
-// Types and Structures Definition
-//----------------------------------------------------------------------------------
-
-// Dynamic vertex buffers (position + texcoords + colors + indices arrays)
-typedef struct DynamicBuffer {
- int vCounter; // vertex position counter to process (and draw) from full buffer
- int tcCounter; // vertex texcoord counter to process (and draw) from full buffer
- int cCounter; // vertex color counter to process (and draw) from full buffer
-
- float *vertices; // vertex position (XYZ - 3 components per vertex) (shader-location = 0)
- float *texcoords; // vertex texture coordinates (UV - 2 components per vertex) (shader-location = 1)
- unsigned char *colors; // vertex colors (RGBA - 4 components per vertex) (shader-location = 3)
-#if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33)
- unsigned int *indices; // vertex indices (in case vertex data comes indexed) (6 indices per quad)
-#elif defined(GRAPHICS_API_OPENGL_ES2)
- unsigned short *indices; // vertex indices (in case vertex data comes indexed) (6 indices per quad)
-#endif
- unsigned int vaoId; // OpenGL Vertex Array Object id
- unsigned int vboId[4]; // OpenGL Vertex Buffer Objects id (4 types of vertex data)
-} DynamicBuffer;
-
-// Draw call type
-typedef struct DrawCall {
- int mode; // Drawing mode: LINES, TRIANGLES, QUADS
- int vertexCount; // Number of vertex of the draw
- int vertexAlignment; // Number of vertex required for index alignment (LINES, TRIANGLES)
- //unsigned int vaoId; // Vertex array id to be used on the draw
- //unsigned int shaderId; // Shader id to be used on the draw
- unsigned int textureId; // Texture id to be used on the draw
-
- //Matrix projection; // Projection matrix for this draw
- //Matrix modelview; // Modelview matrix for this draw
-} DrawCall;
-
-#if defined(SUPPORT_VR_SIMULATOR)
-// VR Stereo rendering configuration for simulator
-typedef struct VrStereoConfig {
- Shader distortionShader; // VR stereo rendering distortion shader
- Matrix eyesProjection[2]; // VR stereo rendering eyes projection matrices
- Matrix eyesViewOffset[2]; // VR stereo rendering eyes view offset matrices
- int eyeViewportRight[4]; // VR stereo rendering right eye viewport [x, y, w, h]
- int eyeViewportLeft[4]; // VR stereo rendering left eye viewport [x, y, w, h]
-} VrStereoConfig;
-#endif
-
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
-typedef struct rlglData {
- struct {
- int currentMatrixMode; // Current matrix mode
- Matrix *currentMatrix; // Current matrix pointer
- Matrix modelview; // Default modelview matrix
- Matrix projection; // Default projection matrix
- Matrix transform; // Transform matrix to be used with rlTranslate, rlRotate, rlScale
- bool doTransform; // Use transform matrix against vertex (if required)
- Matrix stack[MAX_MATRIX_STACK_SIZE];// Matrix stack for push/pop
- int stackCounter; // Matrix stack counter
-
- DynamicBuffer vertexData[MAX_BATCH_BUFFERING];// Default dynamic buffer for elements data
- int currentBuffer; // Current buffer tracking, multi-buffering system is supported
- DrawCall *draws; // Draw calls array
- int drawsCounter; // Draw calls counter
-
- Texture2D shapesTexture; // Texture used on shapes drawing (usually a white)
- Rectangle shapesTextureRec; // Texture source rectangle used on shapes drawing
- unsigned int defaultTextureId; // Default texture used on shapes/poly drawing (required by shader)
- unsigned int defaultVShaderId; // Default vertex shader id (used by default shader program)
- unsigned int defaultFShaderId; // Default fragment shader Id (used by default shader program)
- Shader defaultShader; // Basic shader, support vertex color and diffuse texture
- Shader currentShader; // Shader to be used on rendering (by default, defaultShader)
- float currentDepth; // Current depth value
-
- int framebufferWidth; // Default framebuffer width
- int framebufferHeight; // Default framebuffer height
-
- } State;
- struct {
- bool vao; // VAO support (OpenGL ES2 could not support VAO extension)
- bool texNPOT; // NPOT textures full support
- bool texDepth; // Depth textures supported
- bool texFloat32; // float textures support (32 bit per channel)
- bool texCompDXT; // DDS texture compression support
- bool texCompETC1; // ETC1 texture compression support
- bool texCompETC2; // ETC2/EAC texture compression support
- bool texCompPVRT; // PVR texture compression support
- bool texCompASTC; // ASTC texture compression support
- bool texMirrorClamp; // Clamp mirror wrap mode supported
- bool texAnisoFilter; // Anisotropic texture filtering support
- bool debugMarker; // Debug marker support
-
- float maxAnisotropicLevel; // Maximum anisotropy level supported (minimum is 2.0f)
- int maxDepthBits; // Maximum bits for depth component
-
- } ExtSupported; // Extensions supported flags
-#if defined(SUPPORT_VR_SIMULATOR)
- struct {
- VrStereoConfig config; // VR stereo configuration for simulator
- RenderTexture2D stereoFbo; // VR stereo rendering framebuffer
- bool simulatorReady; // VR simulator ready flag
- bool stereoRender; // VR stereo rendering enabled/disabled flag
- } Vr;
-#endif // SUPPORT_VR_SIMULATOR
-} rlglData;
-#endif // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2
-
-//----------------------------------------------------------------------------------
-// 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; // Entry point pointer to function glGenVertexArrays()
-static PFNGLBINDVERTEXARRAYOESPROC glBindVertexArray; // Entry point pointer to function glBindVertexArray()
-static PFNGLDELETEVERTEXARRAYSOESPROC glDeleteVertexArrays; // Entry point pointer to function glDeleteVertexArrays()
-#endif
-
-//----------------------------------------------------------------------------------
-// Module specific Functions Declaration
-//----------------------------------------------------------------------------------
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
-static unsigned int CompileShader(const char *shaderStr, int type); // Compile custom shader and return shader id
-static unsigned int LoadShaderProgram(unsigned int vShaderId, unsigned int fShaderId); // Load custom shader program
-
-static Shader LoadShaderDefault(void); // Load default shader (just vertex positioning and texture coloring)
-static void SetShaderDefaultLocations(Shader *shader); // Bind default shader locations (attributes and uniforms)
-static void UnloadShaderDefault(void); // Unload default shader
-
-static void LoadBuffersDefault(void); // Load default internal buffers
-static void UpdateBuffersDefault(void); // Update default internal buffers (VAOs/VBOs) with vertex data
-static void DrawBuffersDefault(void); // Draw default internal buffers vertex data
-static void UnloadBuffersDefault(void); // Unload default internal buffers vertex data from CPU and GPU
-
-static void GenDrawCube(void); // Generate and draw cube
-static void GenDrawQuad(void); // Generate and draw quad
-
-#if defined(SUPPORT_VR_SIMULATOR)
-static void SetStereoView(int eye, Matrix matProjection, Matrix matModelView); // Set internal projection and modelview matrix depending on eye
-#endif
-
-#endif // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2
-
-#if defined(GRAPHICS_API_OPENGL_11)
-static int GenerateMipmaps(unsigned char *data, int baseWidth, int baseHeight);
-static Color *GenNextMipmap(Color *srcData, int srcWidth, int srcHeight);
-#endif
-
-//----------------------------------------------------------------------------------
-// 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); }
-
-#elif 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.doTransform = 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.doTransform = 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)
-{
- Matrix matOrtho = MatrixOrtho(left, right, bottom, top, znear, zfar);
-
- *RLGL.State.currentMatrix = MatrixMultiply(*RLGL.State.currentMatrix, matOrtho);
-}
-
-#endif
-
-// Set the viewport area (transformation from normalized device coordinates to window coordinates)
-// NOTE: Updates global variables: RLGL.State.framebufferWidth, RLGL.State.framebufferHeight
-void rlViewport(int x, int y, int width, int height)
-{
- glViewport(x, y, width, height);
-}
-
-//----------------------------------------------------------------------------------
-// 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(byte r, byte g, byte b, byte a) { glColor4ub(r, g, b, a); }
-void rlColor3f(float x, float y, float z) { glColor3f(x, y, z); }
-void rlColor4f(float x, float y, float z, float w) { glColor4f(x, y, z, w); }
-
-#elif defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
-
-// Initialize drawing mode (how to organize vertex)
-void rlBegin(int mode)
-{
- // Draw mode can be RL_LINES, RL_TRIANGLES and RL_QUADS
- // NOTE: In all three cases, vertex are accumulated over default internal vertex buffer
- if (RLGL.State.draws[RLGL.State.drawsCounter - 1].mode != mode)
- {
- if (RLGL.State.draws[RLGL.State.drawsCounter - 1].vertexCount > 0)
- {
- // Make sure current RLGL.State.draws[i].vertexCount is aligned a multiple of 4,
- // that way, following QUADS drawing will keep aligned with index processing
- // It implies adding some extra alignment vertex at the end of the draw,
- // those vertex are not processed but they are considered as an additional offset
- // for the next set of vertex to be drawn
- if (RLGL.State.draws[RLGL.State.drawsCounter - 1].mode == RL_LINES) RLGL.State.draws[RLGL.State.drawsCounter - 1].vertexAlignment = ((RLGL.State.draws[RLGL.State.drawsCounter - 1].vertexCount < 4)? RLGL.State.draws[RLGL.State.drawsCounter - 1].vertexCount : RLGL.State.draws[RLGL.State.drawsCounter - 1].vertexCount%4);
- else if (RLGL.State.draws[RLGL.State.drawsCounter - 1].mode == RL_TRIANGLES) RLGL.State.draws[RLGL.State.drawsCounter - 1].vertexAlignment = ((RLGL.State.draws[RLGL.State.drawsCounter - 1].vertexCount < 4)? 1 : (4 - (RLGL.State.draws[RLGL.State.drawsCounter - 1].vertexCount%4)));
-
- else RLGL.State.draws[RLGL.State.drawsCounter - 1].vertexAlignment = 0;
-
- if (rlCheckBufferLimit(RLGL.State.draws[RLGL.State.drawsCounter - 1].vertexAlignment)) rlglDraw();
- else
- {
- RLGL.State.vertexData[RLGL.State.currentBuffer].vCounter += RLGL.State.draws[RLGL.State.drawsCounter - 1].vertexAlignment;
- RLGL.State.vertexData[RLGL.State.currentBuffer].cCounter += RLGL.State.draws[RLGL.State.drawsCounter - 1].vertexAlignment;
- RLGL.State.vertexData[RLGL.State.currentBuffer].tcCounter += RLGL.State.draws[RLGL.State.drawsCounter - 1].vertexAlignment;
-
- RLGL.State.drawsCounter++;
- }
- }
-
- if (RLGL.State.drawsCounter >= MAX_DRAWCALL_REGISTERED) rlglDraw();
-
- RLGL.State.draws[RLGL.State.drawsCounter - 1].mode = mode;
- RLGL.State.draws[RLGL.State.drawsCounter - 1].vertexCount = 0;
- RLGL.State.draws[RLGL.State.drawsCounter - 1].textureId = RLGL.State.defaultTextureId;
- }
-}
-
-// 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.State.vertexData[RLGL.State.currentBuffer].vCounter != RLGL.State.vertexData[RLGL.State.currentBuffer].cCounter)
- {
- int addColors = RLGL.State.vertexData[RLGL.State.currentBuffer].vCounter - RLGL.State.vertexData[RLGL.State.currentBuffer].cCounter;
-
- for (int i = 0; i < addColors; i++)
- {
- RLGL.State.vertexData[RLGL.State.currentBuffer].colors[4*RLGL.State.vertexData[RLGL.State.currentBuffer].cCounter] = RLGL.State.vertexData[RLGL.State.currentBuffer].colors[4*RLGL.State.vertexData[RLGL.State.currentBuffer].cCounter - 4];
- RLGL.State.vertexData[RLGL.State.currentBuffer].colors[4*RLGL.State.vertexData[RLGL.State.currentBuffer].cCounter + 1] = RLGL.State.vertexData[RLGL.State.currentBuffer].colors[4*RLGL.State.vertexData[RLGL.State.currentBuffer].cCounter - 3];
- RLGL.State.vertexData[RLGL.State.currentBuffer].colors[4*RLGL.State.vertexData[RLGL.State.currentBuffer].cCounter + 2] = RLGL.State.vertexData[RLGL.State.currentBuffer].colors[4*RLGL.State.vertexData[RLGL.State.currentBuffer].cCounter - 2];
- RLGL.State.vertexData[RLGL.State.currentBuffer].colors[4*RLGL.State.vertexData[RLGL.State.currentBuffer].cCounter + 3] = RLGL.State.vertexData[RLGL.State.currentBuffer].colors[4*RLGL.State.vertexData[RLGL.State.currentBuffer].cCounter - 1];
- RLGL.State.vertexData[RLGL.State.currentBuffer].cCounter++;
- }
- }
-
- // Make sure texcoords count match vertex count
- if (RLGL.State.vertexData[RLGL.State.currentBuffer].vCounter != RLGL.State.vertexData[RLGL.State.currentBuffer].tcCounter)
- {
- int addTexCoords = RLGL.State.vertexData[RLGL.State.currentBuffer].vCounter - RLGL.State.vertexData[RLGL.State.currentBuffer].tcCounter;
-
- for (int i = 0; i < addTexCoords; i++)
- {
- RLGL.State.vertexData[RLGL.State.currentBuffer].texcoords[2*RLGL.State.vertexData[RLGL.State.currentBuffer].tcCounter] = 0.0f;
- RLGL.State.vertexData[RLGL.State.currentBuffer].texcoords[2*RLGL.State.vertexData[RLGL.State.currentBuffer].tcCounter + 1] = 0.0f;
- RLGL.State.vertexData[RLGL.State.currentBuffer].tcCounter++;
- }
- }
-
- // 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.State.currentDepth += (1.0f/20000.0f);
-
- // Verify internal buffers limits
- // NOTE: This check is combined with usage of rlCheckBufferLimit()
- if ((RLGL.State.vertexData[RLGL.State.currentBuffer].vCounter) >= (MAX_BATCH_ELEMENTS*4 - 4))
- {
- // WARNING: If we are between rlPushMatrix() and rlPopMatrix() and we need to force a rlglDraw(),
- // we need to call rlPopMatrix() before to recover *RLGL.State.currentMatrix (RLGL.State.modelview) for the next forced draw call!
- // If we have multiple matrix pushed, it will require "RLGL.State.stackCounter" pops before launching the draw
- for (int i = RLGL.State.stackCounter; i >= 0; i--) rlPopMatrix();
- rlglDraw();
- }
-}
-
-// 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.doTransform) vec = Vector3Transform(vec, RLGL.State.transform);
-
- // Verify that MAX_BATCH_ELEMENTS limit not reached
- if (RLGL.State.vertexData[RLGL.State.currentBuffer].vCounter < (MAX_BATCH_ELEMENTS*4))
- {
- RLGL.State.vertexData[RLGL.State.currentBuffer].vertices[3*RLGL.State.vertexData[RLGL.State.currentBuffer].vCounter] = vec.x;
- RLGL.State.vertexData[RLGL.State.currentBuffer].vertices[3*RLGL.State.vertexData[RLGL.State.currentBuffer].vCounter + 1] = vec.y;
- RLGL.State.vertexData[RLGL.State.currentBuffer].vertices[3*RLGL.State.vertexData[RLGL.State.currentBuffer].vCounter + 2] = vec.z;
- RLGL.State.vertexData[RLGL.State.currentBuffer].vCounter++;
-
- RLGL.State.draws[RLGL.State.drawsCounter - 1].vertexCount++;
- }
- else TRACELOG(LOG_ERROR, "RLGL: Batch elements overflow (MAX_BATCH_ELEMENTS)");
-}
-
-// Define one vertex (position)
-void rlVertex2f(float x, float y)
-{
- rlVertex3f(x, y, RLGL.State.currentDepth);
-}
-
-// Define one vertex (position)
-void rlVertex2i(int x, int y)
-{
- rlVertex3f((float)x, (float)y, RLGL.State.currentDepth);
-}
-
-// Define one vertex (texture coordinate)
-// NOTE: Texture coordinates are limited to QUADS only
-void rlTexCoord2f(float x, float y)
-{
- RLGL.State.vertexData[RLGL.State.currentBuffer].texcoords[2*RLGL.State.vertexData[RLGL.State.currentBuffer].tcCounter] = x;
- RLGL.State.vertexData[RLGL.State.currentBuffer].texcoords[2*RLGL.State.vertexData[RLGL.State.currentBuffer].tcCounter + 1] = y;
- RLGL.State.vertexData[RLGL.State.currentBuffer].tcCounter++;
-}
-
-// 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(byte x, byte y, byte z, byte w)
-{
- RLGL.State.vertexData[RLGL.State.currentBuffer].colors[4*RLGL.State.vertexData[RLGL.State.currentBuffer].cCounter] = x;
- RLGL.State.vertexData[RLGL.State.currentBuffer].colors[4*RLGL.State.vertexData[RLGL.State.currentBuffer].cCounter + 1] = y;
- RLGL.State.vertexData[RLGL.State.currentBuffer].colors[4*RLGL.State.vertexData[RLGL.State.currentBuffer].cCounter + 2] = z;
- RLGL.State.vertexData[RLGL.State.currentBuffer].colors[4*RLGL.State.vertexData[RLGL.State.currentBuffer].cCounter + 3] = w;
- RLGL.State.vertexData[RLGL.State.currentBuffer].cCounter++;
-}
-
-// Define one vertex (color)
-void rlColor4f(float r, float g, float b, float a)
-{
- rlColor4ub((byte)(r*255), (byte)(g*255), (byte)(b*255), (byte)(a*255));
-}
-
-// Define one vertex (color)
-void rlColor3f(float x, float y, float z)
-{
- rlColor4ub((byte)(x*255), (byte)(y*255), (byte)(z*255), 255);
-}
-
-#endif
-
-//----------------------------------------------------------------------------------
-// Module Functions Definition - OpenGL equivalent functions (common to 1.1, 3.3+, ES2)
-//----------------------------------------------------------------------------------
-
-// Enable texture usage
-void rlEnableTexture(unsigned int id)
-{
-#if defined(GRAPHICS_API_OPENGL_11)
- glEnable(GL_TEXTURE_2D);
- glBindTexture(GL_TEXTURE_2D, id);
-#endif
-
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- if (RLGL.State.draws[RLGL.State.drawsCounter - 1].textureId != id)
- {
- if (RLGL.State.draws[RLGL.State.drawsCounter - 1].vertexCount > 0)
- {
- // Make sure current RLGL.State.draws[i].vertexCount is aligned a multiple of 4,
- // that way, following QUADS drawing will keep aligned with index processing
- // It implies adding some extra alignment vertex at the end of the draw,
- // those vertex are not processed but they are considered as an additional offset
- // for the next set of vertex to be drawn
- if (RLGL.State.draws[RLGL.State.drawsCounter - 1].mode == RL_LINES) RLGL.State.draws[RLGL.State.drawsCounter - 1].vertexAlignment = ((RLGL.State.draws[RLGL.State.drawsCounter - 1].vertexCount < 4)? RLGL.State.draws[RLGL.State.drawsCounter - 1].vertexCount : RLGL.State.draws[RLGL.State.drawsCounter - 1].vertexCount%4);
- else if (RLGL.State.draws[RLGL.State.drawsCounter - 1].mode == RL_TRIANGLES) RLGL.State.draws[RLGL.State.drawsCounter - 1].vertexAlignment = ((RLGL.State.draws[RLGL.State.drawsCounter - 1].vertexCount < 4)? 1 : (4 - (RLGL.State.draws[RLGL.State.drawsCounter - 1].vertexCount%4)));
-
- else RLGL.State.draws[RLGL.State.drawsCounter - 1].vertexAlignment = 0;
-
- if (rlCheckBufferLimit(RLGL.State.draws[RLGL.State.drawsCounter - 1].vertexAlignment)) rlglDraw();
- else
- {
- RLGL.State.vertexData[RLGL.State.currentBuffer].vCounter += RLGL.State.draws[RLGL.State.drawsCounter - 1].vertexAlignment;
- RLGL.State.vertexData[RLGL.State.currentBuffer].cCounter += RLGL.State.draws[RLGL.State.drawsCounter - 1].vertexAlignment;
- RLGL.State.vertexData[RLGL.State.currentBuffer].tcCounter += RLGL.State.draws[RLGL.State.drawsCounter - 1].vertexAlignment;
-
- RLGL.State.drawsCounter++;
- }
- }
-
- if (RLGL.State.drawsCounter >= MAX_DRAWCALL_REGISTERED) rlglDraw();
-
- RLGL.State.draws[RLGL.State.drawsCounter - 1].textureId = id;
- RLGL.State.draws[RLGL.State.drawsCounter - 1].vertexCount = 0;
- }
-#endif
-}
-
-// Disable texture usage
-void rlDisableTexture(void)
-{
-#if defined(GRAPHICS_API_OPENGL_11)
- glDisable(GL_TEXTURE_2D);
- glBindTexture(GL_TEXTURE_2D, 0);
-#else
- // NOTE: If quads batch limit is reached,
- // we force a draw call and next batch starts
- if (RLGL.State.vertexData[RLGL.State.currentBuffer].vCounter >= (MAX_BATCH_ELEMENTS*4)) rlglDraw();
-#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_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_ANISOTROPIC_FILTER:
- {
-#if !defined(GRAPHICS_API_OPENGL_11)
- if (value <= RLGL.ExtSupported.maxAnisotropicLevel) glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, (float)value);
- else if (RLGL.ExtSupported.maxAnisotropicLevel > 0.0f)
- {
- TRACELOG(LOG_WARNING, "GL: Maximum anisotropic filter level supported is %iX", id, RLGL.ExtSupported.maxAnisotropicLevel);
- 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 rendering to texture (fbo)
-void rlEnableRenderTexture(unsigned int id)
-{
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- glBindFramebuffer(GL_FRAMEBUFFER, id);
-
- //glDisable(GL_CULL_FACE); // Allow double side drawing for texture flipping
- //glCullFace(GL_FRONT);
-#endif
-}
-
-// Disable rendering to texture
-void rlDisableRenderTexture(void)
-{
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- glBindFramebuffer(GL_FRAMEBUFFER, 0);
-
- //glEnable(GL_CULL_FACE);
- //glCullFace(GL_BACK);
-#endif
-}
-
-// Enable depth test
-void rlEnableDepthTest(void) { glEnable(GL_DEPTH_TEST); }
-
-// Disable depth test
-void rlDisableDepthTest(void) { glDisable(GL_DEPTH_TEST); }
-
-// Enable backface culling
-void rlEnableBackfaceCulling(void) { glEnable(GL_CULL_FACE); }
-
-// Disable backface culling
-void rlDisableBackfaceCulling(void) { glDisable(GL_CULL_FACE); }
-
-// Enable scissor test
-RLAPI void rlEnableScissorTest(void) { glEnable(GL_SCISSOR_TEST); }
-
-// Disable scissor test
-RLAPI void rlDisableScissorTest(void) { glDisable(GL_SCISSOR_TEST); }
-
-// Scissor test
-RLAPI void rlScissor(int x, int y, int width, int height) { glScissor(x, y, width, height); }
-
-// 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
-}
-
-// Unload texture from GPU memory
-void rlDeleteTextures(unsigned int id)
-{
- if (id > 0) glDeleteTextures(1, &id);
-}
-
-// Unload render texture from GPU memory
-void rlDeleteRenderTextures(RenderTexture2D target)
-{
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- if (target.texture.id > 0) glDeleteTextures(1, &target.texture.id);
- if (target.depth.id > 0)
- {
- if (target.depthTexture) glDeleteTextures(1, &target.depth.id);
- else glDeleteRenderbuffers(1, &target.depth.id);
- }
-
- if (target.id > 0) glDeleteFramebuffers(1, &target.id);
-
- TRACELOG(LOG_INFO, "FBO: [ID %i] Unloaded render texture data from VRAM (GPU)", target.id);
-#endif
-}
-
-// Unload shader from GPU memory
-void rlDeleteShader(unsigned int id)
-{
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- if (id != 0) glDeleteProgram(id);
-#endif
-}
-
-// Unload vertex data (VAO) from GPU memory
-void rlDeleteVertexArrays(unsigned int id)
-{
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- if (RLGL.ExtSupported.vao)
- {
- if (id != 0) glDeleteVertexArrays(1, &id);
- TRACELOG(LOG_INFO, "VAO: [ID %i] Unloaded vertex data from VRAM (GPU)", id);
- }
-#endif
-}
-
-// Unload vertex data (VBO) from GPU memory
-void rlDeleteBuffers(unsigned int id)
-{
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- if (id != 0)
- {
- glDeleteBuffers(1, &id);
- if (!RLGL.ExtSupported.vao) TRACELOG(LOG_INFO, "VBO: [ID %i] Unloaded vertex data from VRAM (GPU)", id);
- }
-#endif
-}
-
-// Clear color buffer with color
-void rlClearColor(byte r, byte g, byte b, byte 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...
-}
-
-// Update GPU buffer with new data
-void rlUpdateBuffer(int bufferId, void *data, int dataSize)
-{
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- glBindBuffer(GL_ARRAY_BUFFER, bufferId);
- glBufferSubData(GL_ARRAY_BUFFER, 0, dataSize, data);
-#endif
-}
-
-//----------------------------------------------------------------------------------
-// Module Functions Definition - rlgl Functions
-//----------------------------------------------------------------------------------
-
-// Initialize rlgl: OpenGL extensions, default buffers/shaders/textures, OpenGL states
-void rlglInit(int width, int height)
-{
- // Check OpenGL information and capabilities
- //------------------------------------------------------------------------------
- // Print current OpenGL and GLSL version
- TRACELOG(LOG_INFO, "GL: OpenGL device information:");
- TRACELOG(LOG_INFO, " > Vendor: %s", glGetString(GL_VENDOR));
- TRACELOG(LOG_INFO, " > Renderer: %s", glGetString(GL_RENDERER));
- TRACELOG(LOG_INFO, " > Version: %s", glGetString(GL_VERSION));
- TRACELOG(LOG_INFO, " > GLSL: %s", glGetString(GL_SHADING_LANGUAGE_VERSION));
-
- // NOTE: We can get a bunch of extra information about GPU capabilities (glGet*)
- //int maxTexSize;
- //glGetIntegerv(GL_MAX_TEXTURE_SIZE, &maxTexSize);
- //TRACELOG(LOG_INFO, "GL: Maximum texture size: %i", maxTexSize);
-
- //GL_MAX_TEXTURE_IMAGE_UNITS
- //GL_MAX_VIEWPORT_DIMS
-
- //int numAuxBuffers;
- //glGetIntegerv(GL_AUX_BUFFERS, &numAuxBuffers);
- //TRACELOG(LOG_INFO, "GL: Number of aixiliar buffers: %i", numAuxBuffers);
-
- //GLint numComp = 0;
- //GLint format[32] = { 0 };
- //glGetIntegerv(GL_NUM_COMPRESSED_TEXTURE_FORMATS, &numComp);
- //glGetIntegerv(GL_COMPRESSED_TEXTURE_FORMATS, format);
- //for (int i = 0; i < numComp; i++) TRACELOG(LOG_INFO, "GL: Supported compressed format: 0x%x", format[i]);
-
- // NOTE: We don't need that much data on screen... right now...
-
- // TODO: Automatize extensions loading using rlLoadExtensions() and GLAD
- // Actually, when rlglInit() is called in InitWindow() in core.c,
- // OpenGL required extensions have already been loaded (PLATFORM_DESKTOP)
-
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- // Get supported extensions list
- GLint numExt = 0;
-
-#if defined(GRAPHICS_API_OPENGL_33)
- // NOTE: On OpenGL 3.3 VAO and NPOT are supported by default
- RLGL.ExtSupported.vao = true;
-
- // Multiple texture extensions supported by default
- RLGL.ExtSupported.texNPOT = true;
- RLGL.ExtSupported.texFloat32 = true;
- RLGL.ExtSupported.texDepth = true;
-
- // We get a list of available extensions and we check for some of them (compressed textures)
- // NOTE: We don't need to check again supported extensions but we do (GLAD already dealt with that)
- glGetIntegerv(GL_NUM_EXTENSIONS, &numExt);
-
- // Allocate numExt strings pointers
- const char **extList = RL_MALLOC(sizeof(const char *)*numExt);
-
- // Get extensions strings
- for (int i = 0; i < numExt; i++) extList[i] = (const char *)glGetStringi(GL_EXTENSIONS, i);
-
-#elif defined(GRAPHICS_API_OPENGL_ES2)
- // Allocate 512 strings pointers (2 KB)
- const char **extList = RL_MALLOC(sizeof(const char *)*512);
-
- 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];
- }
- }
-
- // NOTE: Duplicated string (extensionsDup) must be deallocated
-#endif
-
- TRACELOG(LOG_INFO, "GL: Supported extensions count: %i", numExt);
-
- // Show supported extensions
- //for (int i = 0; i < numExt; i++) TRACELOG(LOG_INFO, "Supported extension: %s", extList[i]);
-
- // Check required extensions
- for (int i = 0; i < numExt; i++)
- {
-#if defined(GRAPHICS_API_OPENGL_ES2)
- // Check VAO support
- // NOTE: Only check on OpenGL ES, OpenGL 3.3 has VAO support as core feature
- if (strcmp(extList[i], (const char *)"GL_OES_vertex_array_object") == 0)
- {
- // 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 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;
-#endif
- // DDS texture compression support
- if ((strcmp(extList[i], (const char *)"GL_EXT_texture_compression_s3tc") == 0) ||
- (strcmp(extList[i], (const char *)"GL_WEBGL_compressed_texture_s3tc") == 0) ||
- (strcmp(extList[i], (const char *)"GL_WEBKIT_WEBGL_compressed_texture_s3tc") == 0)) RLGL.ExtSupported.texCompDXT = true;
-
- // ETC1 texture compression support
- if ((strcmp(extList[i], (const char *)"GL_OES_compressed_ETC1_RGB8_texture") == 0) ||
- (strcmp(extList[i], (const char *)"GL_WEBGL_compressed_texture_etc1") == 0)) RLGL.ExtSupported.texCompETC1 = true;
-
- // ETC2/EAC texture compression support
- if (strcmp(extList[i], (const char *)"GL_ARB_ES3_compatibility") == 0) RLGL.ExtSupported.texCompETC2 = true;
-
- // PVR texture compression support
- if (strcmp(extList[i], (const char *)"GL_IMG_texture_compression_pvrtc") == 0) RLGL.ExtSupported.texCompPVRT = true;
-
- // ASTC texture compression support
- if (strcmp(extList[i], (const char *)"GL_KHR_texture_compression_astc_hdr") == 0) RLGL.ExtSupported.texCompASTC = true;
-
- // Anisotropic texture filter support
- if (strcmp(extList[i], (const char *)"GL_EXT_texture_filter_anisotropic") == 0)
- {
- RLGL.ExtSupported.texAnisoFilter = true;
- glGetFloatv(0x84FF, &RLGL.ExtSupported.maxAnisotropicLevel); // GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT
- }
-
- // Clamp mirror wrap mode supported
- if (strcmp(extList[i], (const char *)"GL_EXT_texture_mirror_clamp") == 0) RLGL.ExtSupported.texMirrorClamp = true;
-
- // Debug marker support
- if (strcmp(extList[i], (const char *)"GL_EXT_debug_marker") == 0) RLGL.ExtSupported.debugMarker = true;
- }
-
- // Free extensions pointers
- RL_FREE(extList);
-
-#if defined(GRAPHICS_API_OPENGL_ES2)
- RL_FREE(extensionsDup); // Duplicated string must be deallocated
-
- if (RLGL.ExtSupported.vao) TRACELOG(LOG_INFO, "GL: VAO extension detected, VAO functions initialized successfully");
- else TRACELOG(LOG_WARNING, "GL: VAO extension not found, VAO usage not supported");
-
- 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");
-
- if (RLGL.ExtSupported.texAnisoFilter) TRACELOG(LOG_INFO, "GL: Anisotropic textures filtering supported (max: %.0fX)", RLGL.ExtSupported.maxAnisotropicLevel);
- if (RLGL.ExtSupported.texMirrorClamp) TRACELOG(LOG_INFO, "GL: Mirror clamp wrap texture mode supported");
-
- if (RLGL.ExtSupported.debugMarker) TRACELOG(LOG_INFO, "GL: Debug Marker supported");
-
- // Initialize buffers, default shaders and default textures
- //----------------------------------------------------------
- // Init default white texture
- unsigned char pixels[4] = { 255, 255, 255, 255 }; // 1 pixel RGBA (4 bytes)
- RLGL.State.defaultTextureId = rlLoadTexture(pixels, 1, 1, UNCOMPRESSED_R8G8B8A8, 1);
-
- 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)
- RLGL.State.defaultShader = LoadShaderDefault();
- RLGL.State.currentShader = RLGL.State.defaultShader;
-
- // Init default vertex arrays buffers
- LoadBuffersDefault();
-
- // Init transformations matrix accumulator
- RLGL.State.transform = MatrixIdentity();
-
- // Init draw calls tracking system
- RLGL.State.draws = (DrawCall *)RL_MALLOC(sizeof(DrawCall)*MAX_DRAWCALL_REGISTERED);
-
- for (int i = 0; i < MAX_DRAWCALL_REGISTERED; i++)
- {
- RLGL.State.draws[i].mode = RL_QUADS;
- RLGL.State.draws[i].vertexCount = 0;
- RLGL.State.draws[i].vertexAlignment = 0;
- //RLGL.State.draws[i].vaoId = 0;
- //RLGL.State.draws[i].shaderId = 0;
- RLGL.State.draws[i].textureId = RLGL.State.defaultTextureId;
- //RLGL.State.draws[i].RLGL.State.projection = MatrixIdentity();
- //RLGL.State.draws[i].RLGL.State.modelview = MatrixIdentity();
- }
-
- RLGL.State.drawsCounter = 1;
-
- // Init RLGL.State.stack matrices (emulating OpenGL 1.1)
- for (int i = 0; i < MAX_MATRIX_STACK_SIZE; i++) RLGL.State.stack[i] = MatrixIdentity();
-
- // Init RLGL.State.projection and RLGL.State.modelview matrices
- RLGL.State.projection = MatrixIdentity();
- RLGL.State.modelview = MatrixIdentity();
- RLGL.State.currentMatrix = &RLGL.State.modelview;
-#endif // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2
-
- // 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
-
-#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
-
- // 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)
-
- // Store screen size into global variables
- RLGL.State.framebufferWidth = width;
- RLGL.State.framebufferHeight = height;
-
- // Init texture and rectangle used on basic shapes drawing
- RLGL.State.shapesTexture = GetTextureDefault();
- RLGL.State.shapesTextureRec = (Rectangle){ 0.0f, 0.0f, 1.0f, 1.0f };
-
- TRACELOG(LOG_INFO, "RLGL: Default state initialized successfully");
-}
-
-// Vertex Buffer Object deinitialization (memory free)
-void rlglClose(void)
-{
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- UnloadShaderDefault(); // Unload default shader
- UnloadBuffersDefault(); // Unload default buffers
- glDeleteTextures(1, &RLGL.State.defaultTextureId); // Unload default texture
-
- TRACELOG(LOG_INFO, "TEXTURE: [ID %i] Unloaded default texture data from VRAM (GPU)", RLGL.State.defaultTextureId);
-
- RL_FREE(RLGL.State.draws);
-#endif
-}
-
-// Update and draw internal buffers
-void rlglDraw(void)
-{
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- // Only process data if we have data to process
- if (RLGL.State.vertexData[RLGL.State.currentBuffer].vCounter > 0)
- {
- UpdateBuffersDefault();
- DrawBuffersDefault(); // NOTE: Stereo rendering is checked inside
- }
-#endif
-}
-
-// Returns current OpenGL version
-int rlGetVersion(void)
-{
-#if defined(GRAPHICS_API_OPENGL_11)
- return OPENGL_11;
-#elif defined(GRAPHICS_API_OPENGL_21)
- #if defined(__APPLE__)
- return OPENGL_33; // NOTE: Force OpenGL 3.3 on OSX
- #else
- return OPENGL_21;
- #endif
-#elif defined(GRAPHICS_API_OPENGL_33)
- return OPENGL_33;
-#elif defined(GRAPHICS_API_OPENGL_ES2)
- return OPENGL_ES_20;
-#endif
-}
-
-// Check internal buffer overflow for a given number of vertex
-bool rlCheckBufferLimit(int vCount)
-{
- bool overflow = false;
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- if ((RLGL.State.vertexData[RLGL.State.currentBuffer].vCounter + vCount) >= (MAX_BATCH_ELEMENTS*4)) overflow = true;
-#endif
- return overflow;
-}
-
-// Set debug marker
-void rlSetDebugMarker(const char *text)
-{
-#if defined(GRAPHICS_API_OPENGL_33)
- if (RLGL.ExtSupported.debugMarker) glInsertEventMarkerEXT(0, text);
-#endif
-}
-
-// Load OpenGL extensions
-// NOTE: External loader function could be passed as a pointer
-void rlLoadExtensions(void *loader)
-{
-#if defined(GRAPHICS_API_OPENGL_33)
- // NOTE: glad is generated and contains only required OpenGL 3.3 Core extensions (and lower versions)
- #if !defined(__APPLE__)
- if (!gladLoadGLLoader((GLADloadproc)loader)) TRACELOG(LOG_WARNING, "GLAD: Cannot load OpenGL extensions");
- else TRACELOG(LOG_INFO, "GLAD: OpenGL extensions loaded successfully");
-
- #if defined(GRAPHICS_API_OPENGL_21)
- if (GLAD_GL_VERSION_2_1) TRACELOG(LOG_INFO, "GL: OpenGL 2.1 profile supported");
- #elif defined(GRAPHICS_API_OPENGL_33)
- if (GLAD_GL_VERSION_3_3) TRACELOG(LOG_INFO, "GL: OpenGL 3.3 Core profile supported");
- else TRACELOG(LOG_ERROR, "GL: OpenGL 3.3 Core profile not supported");
- #endif
- #endif
-
- // With GLAD, we can check if an extension is supported using the GLAD_GL_xxx booleans
- //if (GLAD_GL_ARB_vertex_array_object) // Use GL_ARB_vertex_array_object
-#endif
-}
-
-// Get world coordinates from screen coordinates
-Vector3 rlUnproject(Vector3 source, Matrix proj, Matrix view)
-{
- Vector3 result = { 0.0f, 0.0f, 0.0f };
-
- // Calculate unproject matrix (multiply view patrix by projection matrix) and invert it
- Matrix matViewProj = MatrixMultiply(view, proj);
- matViewProj = MatrixInvert(matViewProj);
-
- // Create quaternion from source point
- Quaternion quat = { source.x, source.y, source.z, 1.0f };
-
- // Multiply quat point by unproject matrix
- quat = QuaternionTransform(quat, matViewProj);
-
- // Normalized world points in vectors
- result.x = quat.x/quat.w;
- result.y = quat.y/quat.w;
- result.z = quat.z/quat.w;
-
- return result;
-}
-
-// 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 >= COMPRESSED_DXT1_RGB)
- {
- TRACELOG(LOG_WARNING, "GL: OpenGL 1.1 does not support GPU compressed texture formats");
- return id;
- }
-#else
- if ((!RLGL.ExtSupported.texCompDXT) && ((format == COMPRESSED_DXT1_RGB) || (format == COMPRESSED_DXT1_RGBA) ||
- (format == COMPRESSED_DXT3_RGBA) || (format == COMPRESSED_DXT5_RGBA)))
- {
- TRACELOG(LOG_WARNING, "GL: DXT compressed texture format not supported");
- return id;
- }
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- if ((!RLGL.ExtSupported.texCompETC1) && (format == COMPRESSED_ETC1_RGB))
- {
- TRACELOG(LOG_WARNING, "GL: ETC1 compressed texture format not supported");
- return id;
- }
-
- if ((!RLGL.ExtSupported.texCompETC2) && ((format == COMPRESSED_ETC2_RGB) || (format == COMPRESSED_ETC2_EAC_RGBA)))
- {
- TRACELOG(LOG_WARNING, "GL: ETC2 compressed texture format not supported");
- return id;
- }
-
- if ((!RLGL.ExtSupported.texCompPVRT) && ((format == COMPRESSED_PVRT_RGB) || (format == COMPRESSED_PVRT_RGBA)))
- {
- TRACELOG(LOG_WARNING, "GL: PVRT compressed texture format not supported");
- return id;
- }
-
- if ((!RLGL.ExtSupported.texCompASTC) && ((format == COMPRESSED_ASTC_4x4_RGBA) || (format == COMPRESSED_ASTC_8x8_RGBA)))
- {
- 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
-
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- //glActiveTexture(GL_TEXTURE0); // If not defined, using GL_TEXTURE0 by default (shader texture)
-#endif
-
- glBindTexture(GL_TEXTURE_2D, id);
-
- int mipWidth = width;
- int mipHeight = height;
- int mipOffset = 0; // Mipmap data offset
-
- TRACELOGD("TEXTURE: Load texture from data memory address: 0x%x", data);
-
- // Load the different mipmap levels
- for (int i = 0; i < mipmapCount; i++)
- {
- unsigned int mipSize = GetPixelDataSize(mipWidth, mipHeight, format);
-
- unsigned int 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 < 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 == UNCOMPRESSED_GRAYSCALE)
- {
- GLint swizzleMask[] = { GL_RED, GL_RED, GL_RED, GL_ONE };
- glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
- }
- else if (format == UNCOMPRESSED_GRAY_ALPHA)
- {
- #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 created 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, int bits, bool useRenderBuffer)
-{
- unsigned int id = 0;
-
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- unsigned int glInternalFormat = GL_DEPTH_COMPONENT16;
-
- if ((bits != 16) && (bits != 24) && (bits != 32)) bits = 16;
-
- if (bits == 24)
- {
-#if defined(GRAPHICS_API_OPENGL_33)
- glInternalFormat = GL_DEPTH_COMPONENT24;
-#elif defined(GRAPHICS_API_OPENGL_ES2)
- if (RLGL.ExtSupported.maxDepthBits >= 24) glInternalFormat = GL_DEPTH_COMPONENT24_OES;
-#endif
- }
-
- if (bits == 32)
- {
-#if defined(GRAPHICS_API_OPENGL_33)
- glInternalFormat = GL_DEPTH_COMPONENT32;
-#elif defined(GRAPHICS_API_OPENGL_ES2)
- if (RLGL.ExtSupported.maxDepthBits == 32) glInternalFormat = GL_DEPTH_COMPONENT32_OES;
-#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);
- }
- 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);
- }
-#endif
-
- return id;
-}
-
-// Load texture cubemap
-// NOTE: Cubemap data is expected to be 6 images in a single column,
-// expected the following convention: +X, -X, +Y, -Y, +Z, -Z
-unsigned int rlLoadTextureCubemap(void *data, int size, int format)
-{
- unsigned int cubemapId = 0;
-
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- unsigned int dataSize = GetPixelDataSize(size, size, format);
-
- glGenTextures(1, &cubemapId);
- glBindTexture(GL_TEXTURE_CUBE_MAP, cubemapId);
-
- 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 (format < COMPRESSED_DXT1_RGB) glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glInternalFormat, size, size, 0, glFormat, glType, (unsigned char *)data + i*dataSize);
- else glCompressedTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glInternalFormat, size, size, 0, dataSize, (unsigned char *)data + i*dataSize);
-
-#if defined(GRAPHICS_API_OPENGL_33)
- if (format == UNCOMPRESSED_GRAYSCALE)
- {
- GLint swizzleMask[] = { GL_RED, GL_RED, GL_RED, GL_ONE };
- glTexParameteriv(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
- }
- else if (format == UNCOMPRESSED_GRAY_ALPHA)
- {
-#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
-
- return cubemapId;
-}
-
-// Update already loaded texture in GPU with new data
-// NOTE: We don't know safely if internal texture format is the expected one...
-void rlUpdateTexture(unsigned int id, int width, int height, int format, const void *data)
-{
- glBindTexture(GL_TEXTURE_2D, id);
-
- unsigned int glInternalFormat, glFormat, glType;
- rlGetGlTextureFormats(format, &glInternalFormat, &glFormat, &glType);
-
- if ((glInternalFormat != -1) && (format < COMPRESSED_DXT1_RGB))
- {
- glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 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 UNCOMPRESSED_GRAYSCALE: *glInternalFormat = GL_LUMINANCE; *glFormat = GL_LUMINANCE; *glType = GL_UNSIGNED_BYTE; break;
- case UNCOMPRESSED_GRAY_ALPHA: *glInternalFormat = GL_LUMINANCE_ALPHA; *glFormat = GL_LUMINANCE_ALPHA; *glType = GL_UNSIGNED_BYTE; break;
- case UNCOMPRESSED_R5G6B5: *glInternalFormat = GL_RGB; *glFormat = GL_RGB; *glType = GL_UNSIGNED_SHORT_5_6_5; break;
- case UNCOMPRESSED_R8G8B8: *glInternalFormat = GL_RGB; *glFormat = GL_RGB; *glType = GL_UNSIGNED_BYTE; break;
- case UNCOMPRESSED_R5G5B5A1: *glInternalFormat = GL_RGBA; *glFormat = GL_RGBA; *glType = GL_UNSIGNED_SHORT_5_5_5_1; break;
- case UNCOMPRESSED_R4G4B4A4: *glInternalFormat = GL_RGBA; *glFormat = GL_RGBA; *glType = GL_UNSIGNED_SHORT_4_4_4_4; break;
- case UNCOMPRESSED_R8G8B8A8: *glInternalFormat = GL_RGBA; *glFormat = GL_RGBA; *glType = GL_UNSIGNED_BYTE; break;
- #if !defined(GRAPHICS_API_OPENGL_11)
- case UNCOMPRESSED_R32: if (RLGL.ExtSupported.texFloat32) *glInternalFormat = GL_LUMINANCE; *glFormat = GL_LUMINANCE; *glType = GL_FLOAT; break; // NOTE: Requires extension OES_texture_float
- case UNCOMPRESSED_R32G32B32: if (RLGL.ExtSupported.texFloat32) *glInternalFormat = GL_RGB; *glFormat = GL_RGB; *glType = GL_FLOAT; break; // NOTE: Requires extension OES_texture_float
- case UNCOMPRESSED_R32G32B32A32: if (RLGL.ExtSupported.texFloat32) *glInternalFormat = GL_RGBA; *glFormat = GL_RGBA; *glType = GL_FLOAT; break; // NOTE: Requires extension OES_texture_float
- #endif
- #elif defined(GRAPHICS_API_OPENGL_33)
- case UNCOMPRESSED_GRAYSCALE: *glInternalFormat = GL_R8; *glFormat = GL_RED; *glType = GL_UNSIGNED_BYTE; break;
- case UNCOMPRESSED_GRAY_ALPHA: *glInternalFormat = GL_RG8; *glFormat = GL_RG; *glType = GL_UNSIGNED_BYTE; break;
- case UNCOMPRESSED_R5G6B5: *glInternalFormat = GL_RGB565; *glFormat = GL_RGB; *glType = GL_UNSIGNED_SHORT_5_6_5; break;
- case UNCOMPRESSED_R8G8B8: *glInternalFormat = GL_RGB8; *glFormat = GL_RGB; *glType = GL_UNSIGNED_BYTE; break;
- case UNCOMPRESSED_R5G5B5A1: *glInternalFormat = GL_RGB5_A1; *glFormat = GL_RGBA; *glType = GL_UNSIGNED_SHORT_5_5_5_1; break;
- case UNCOMPRESSED_R4G4B4A4: *glInternalFormat = GL_RGBA4; *glFormat = GL_RGBA; *glType = GL_UNSIGNED_SHORT_4_4_4_4; break;
- case UNCOMPRESSED_R8G8B8A8: *glInternalFormat = GL_RGBA8; *glFormat = GL_RGBA; *glType = GL_UNSIGNED_BYTE; break;
- case UNCOMPRESSED_R32: if (RLGL.ExtSupported.texFloat32) *glInternalFormat = GL_R32F; *glFormat = GL_RED; *glType = GL_FLOAT; break;
- case UNCOMPRESSED_R32G32B32: if (RLGL.ExtSupported.texFloat32) *glInternalFormat = GL_RGB32F; *glFormat = GL_RGB; *glType = GL_FLOAT; break;
- case UNCOMPRESSED_R32G32B32A32: if (RLGL.ExtSupported.texFloat32) *glInternalFormat = GL_RGBA32F; *glFormat = GL_RGBA; *glType = GL_FLOAT; break;
- #endif
- #if !defined(GRAPHICS_API_OPENGL_11)
- case COMPRESSED_DXT1_RGB: if (RLGL.ExtSupported.texCompDXT) *glInternalFormat = GL_COMPRESSED_RGB_S3TC_DXT1_EXT; break;
- case COMPRESSED_DXT1_RGBA: if (RLGL.ExtSupported.texCompDXT) *glInternalFormat = GL_COMPRESSED_RGBA_S3TC_DXT1_EXT; break;
- case COMPRESSED_DXT3_RGBA: if (RLGL.ExtSupported.texCompDXT) *glInternalFormat = GL_COMPRESSED_RGBA_S3TC_DXT3_EXT; break;
- case COMPRESSED_DXT5_RGBA: if (RLGL.ExtSupported.texCompDXT) *glInternalFormat = GL_COMPRESSED_RGBA_S3TC_DXT5_EXT; break;
- case COMPRESSED_ETC1_RGB: if (RLGL.ExtSupported.texCompETC1) *glInternalFormat = GL_ETC1_RGB8_OES; break; // NOTE: Requires OpenGL ES 2.0 or OpenGL 4.3
- case COMPRESSED_ETC2_RGB: if (RLGL.ExtSupported.texCompETC2) *glInternalFormat = GL_COMPRESSED_RGB8_ETC2; break; // NOTE: Requires OpenGL ES 3.0 or OpenGL 4.3
- case COMPRESSED_ETC2_EAC_RGBA: if (RLGL.ExtSupported.texCompETC2) *glInternalFormat = GL_COMPRESSED_RGBA8_ETC2_EAC; break; // NOTE: Requires OpenGL ES 3.0 or OpenGL 4.3
- case COMPRESSED_PVRT_RGB: if (RLGL.ExtSupported.texCompPVRT) *glInternalFormat = GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG; break; // NOTE: Requires PowerVR GPU
- case COMPRESSED_PVRT_RGBA: if (RLGL.ExtSupported.texCompPVRT) *glInternalFormat = GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG; break; // NOTE: Requires PowerVR GPU
- case COMPRESSED_ASTC_4x4_RGBA: if (RLGL.ExtSupported.texCompASTC) *glInternalFormat = GL_COMPRESSED_RGBA_ASTC_4x4_KHR; break; // NOTE: Requires OpenGL ES 3.1 or OpenGL 4.3
- case COMPRESSED_ASTC_8x8_RGBA: if (RLGL.ExtSupported.texCompASTC) *glInternalFormat = GL_COMPRESSED_RGBA_ASTC_8x8_KHR; break; // NOTE: Requires OpenGL ES 3.1 or OpenGL 4.3
- #endif
- default: TRACELOG(LOG_WARNING, "TEXTURE: Current format not supported (%i)", format); break;
- }
-}
-
-// Unload texture from GPU memory
-void rlUnloadTexture(unsigned int id)
-{
- if (id > 0) glDeleteTextures(1, &id);
-}
-
-// Load a texture to be used for rendering (fbo with default color and depth attachments)
-// NOTE: If colorFormat or depthBits are no supported, no attachment is done
-RenderTexture2D rlLoadRenderTexture(int width, int height, int format, int depthBits, bool useDepthTexture)
-{
- RenderTexture2D target = { 0 };
-
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- if (useDepthTexture && RLGL.ExtSupported.texDepth) target.depthTexture = true;
-
- // Create the framebuffer object
- glGenFramebuffers(1, &target.id);
- glBindFramebuffer(GL_FRAMEBUFFER, target.id);
-
- // Create fbo color texture attachment
- //-----------------------------------------------------------------------------------------------------
- if ((format != -1) && (format < COMPRESSED_DXT1_RGB))
- {
- // WARNING: Some texture formats are not supported for fbo color attachment
- target.texture.id = rlLoadTexture(NULL, width, height, format, 1);
- target.texture.width = width;
- target.texture.height = height;
- target.texture.format = format;
- target.texture.mipmaps = 1;
- }
- //-----------------------------------------------------------------------------------------------------
-
- // Create fbo depth renderbuffer/texture
- //-----------------------------------------------------------------------------------------------------
- if (depthBits > 0)
- {
- target.depth.id = rlLoadTextureDepth(width, height, depthBits, !useDepthTexture);
- target.depth.width = width;
- target.depth.height = height;
- target.depth.format = 19; //DEPTH_COMPONENT_24BIT?
- target.depth.mipmaps = 1;
- }
- //-----------------------------------------------------------------------------------------------------
-
- // Attach color texture and depth renderbuffer to FBO
- //-----------------------------------------------------------------------------------------------------
- rlRenderTextureAttach(target, target.texture.id, 0); // COLOR attachment
- rlRenderTextureAttach(target, target.depth.id, 1); // DEPTH attachment
- //-----------------------------------------------------------------------------------------------------
-
- // Check if fbo is complete with attachments (valid)
- //-----------------------------------------------------------------------------------------------------
- if (rlRenderTextureComplete(target)) TRACELOG(LOG_INFO, "FBO: [ID %i] Framebuffer object created successfully", target.id);
- //-----------------------------------------------------------------------------------------------------
-
- glBindFramebuffer(GL_FRAMEBUFFER, 0);
-#endif
-
- return target;
-}
-
-// Attach color buffer texture to an fbo (unloads previous attachment)
-// NOTE: Attach type: 0-Color, 1-Depth renderbuffer, 2-Depth texture
-void rlRenderTextureAttach(RenderTexture2D target, unsigned int id, int attachType)
-{
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- glBindFramebuffer(GL_FRAMEBUFFER, target.id);
-
- if (attachType == 0) glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, id, 0);
- else if (attachType == 1)
- {
- if (target.depthTexture) glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, id, 0);
- else glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, id);
- }
-
- glBindFramebuffer(GL_FRAMEBUFFER, 0);
-#endif
-}
-
-// Verify render texture is complete
-bool rlRenderTextureComplete(RenderTexture target)
-{
- bool result = false;
-
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- glBindFramebuffer(GL_FRAMEBUFFER, target.id);
-
- GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
-
- if (status != GL_FRAMEBUFFER_COMPLETE)
- {
- switch (status)
- {
- case GL_FRAMEBUFFER_UNSUPPORTED: TRACELOG(LOG_WARNING, "FBO: [ID %i] Framebuffer is unsupported", target.id); break;
- case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT: TRACELOG(LOG_WARNING, "FBO: [ID %i] Framebuffer has incomplete attachment", target.id); break;
-#if defined(GRAPHICS_API_OPENGL_ES2)
- case GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS: TRACELOG(LOG_WARNING, "FBO: [ID %i] Framebuffer has incomplete dimensions", target.id); break;
-#endif
- case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT: TRACELOG(LOG_WARNING, "FBO: [ID %i] Framebuffer has a missing attachment", target.id); break;
- default: break;
- }
- }
-
- glBindFramebuffer(GL_FRAMEBUFFER, 0);
-
- result = (status == GL_FRAMEBUFFER_COMPLETE);
-#endif
-
- return result;
-}
-
-// 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 == UNCOMPRESSED_R8G8B8A8)
- {
- // Retrieve texture data from VRAM
- void *data = rlReadTexturePixels(*texture);
-
- // NOTE: data size is reallocated to fit mipmaps data
- // NOTE: CPU mipmap generation only supports RGBA 32bit data
- int mipmapCount = GenerateMipmaps(data, texture->width, texture->height);
-
- int 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 *)data + offset);
-
- size = mipWidth*mipHeight*4;
- offset += size;
-
- mipWidth /= 2;
- mipHeight /= 2;
- }
-
- texture->mipmaps = mipmapCount + 1;
- RL_FREE(data); // Once mipmaps have been generated and data has been uploaded to GPU VRAM, we can discard RAM data
-
- TRACELOG(LOG_WARNING, "TEXTURE: [ID %i] Mipmaps generated manually on CPU side, total: %i", texture->id, texture->mipmaps);
- }
- else TRACELOG(LOG_WARNING, "TEXTURE: [ID %i] Failed to generate mipmaps for provided texture format", texture->id);
- }
-#elif defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- 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);
-}
-
-// Upload vertex data into a VAO (if supported) and VBO
-void rlLoadMesh(Mesh *mesh, bool dynamic)
-{
- if (mesh->vaoId > 0)
- {
- // Check if mesh has already been loaded in GPU
- TRACELOG(LOG_WARNING, "VAO: [ID %i] Trying to re-load an already loaded mesh", mesh->vaoId);
- return;
- }
-
- mesh->vaoId = 0; // Vertex Array Object
- mesh->vboId[0] = 0; // Vertex positions VBO
- mesh->vboId[1] = 0; // Vertex texcoords VBO
- mesh->vboId[2] = 0; // Vertex normals VBO
- mesh->vboId[3] = 0; // Vertex colors VBO
- mesh->vboId[4] = 0; // Vertex tangents VBO
- mesh->vboId[5] = 0; // Vertex texcoords2 VBO
- mesh->vboId[6] = 0; // Vertex indices VBO
-
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- int drawHint = GL_STATIC_DRAW;
- if (dynamic) drawHint = GL_DYNAMIC_DRAW;
-
- if (RLGL.ExtSupported.vao)
- {
- // Initialize Quads VAO (Buffer A)
- glGenVertexArrays(1, &mesh->vaoId);
- glBindVertexArray(mesh->vaoId);
- }
-
- // NOTE: Attributes must be uploaded considering default locations points
-
- // Enable vertex attributes: position (shader-location = 0)
- glGenBuffers(1, &mesh->vboId[0]);
- glBindBuffer(GL_ARRAY_BUFFER, mesh->vboId[0]);
- glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*mesh->vertexCount, mesh->vertices, drawHint);
- glVertexAttribPointer(0, 3, GL_FLOAT, 0, 0, 0);
- glEnableVertexAttribArray(0);
-
- // Enable vertex attributes: texcoords (shader-location = 1)
- glGenBuffers(1, &mesh->vboId[1]);
- glBindBuffer(GL_ARRAY_BUFFER, mesh->vboId[1]);
- glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*mesh->vertexCount, mesh->texcoords, drawHint);
- glVertexAttribPointer(1, 2, GL_FLOAT, 0, 0, 0);
- glEnableVertexAttribArray(1);
-
- // Enable vertex attributes: normals (shader-location = 2)
- if (mesh->normals != NULL)
- {
- glGenBuffers(1, &mesh->vboId[2]);
- glBindBuffer(GL_ARRAY_BUFFER, mesh->vboId[2]);
- glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*mesh->vertexCount, mesh->normals, drawHint);
- glVertexAttribPointer(2, 3, GL_FLOAT, 0, 0, 0);
- glEnableVertexAttribArray(2);
- }
- else
- {
- // Default color vertex attribute set to WHITE
- glVertexAttrib3f(2, 1.0f, 1.0f, 1.0f);
- glDisableVertexAttribArray(2);
- }
-
- // Default color vertex attribute (shader-location = 3)
- if (mesh->colors != NULL)
- {
- glGenBuffers(1, &mesh->vboId[3]);
- glBindBuffer(GL_ARRAY_BUFFER, mesh->vboId[3]);
- glBufferData(GL_ARRAY_BUFFER, sizeof(unsigned char)*4*mesh->vertexCount, mesh->colors, drawHint);
- glVertexAttribPointer(3, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
- glEnableVertexAttribArray(3);
- }
- else
- {
- // Default color vertex attribute set to WHITE
- glVertexAttrib4f(3, 1.0f, 1.0f, 1.0f, 1.0f);
- glDisableVertexAttribArray(3);
- }
-
- // Default tangent vertex attribute (shader-location = 4)
- if (mesh->tangents != NULL)
- {
- glGenBuffers(1, &mesh->vboId[4]);
- glBindBuffer(GL_ARRAY_BUFFER, mesh->vboId[4]);
- glBufferData(GL_ARRAY_BUFFER, sizeof(float)*4*mesh->vertexCount, mesh->tangents, drawHint);
- glVertexAttribPointer(4, 4, GL_FLOAT, 0, 0, 0);
- glEnableVertexAttribArray(4);
- }
- else
- {
- // Default tangents vertex attribute
- glVertexAttrib4f(4, 0.0f, 0.0f, 0.0f, 0.0f);
- glDisableVertexAttribArray(4);
- }
-
- // Default texcoord2 vertex attribute (shader-location = 5)
- if (mesh->texcoords2 != NULL)
- {
- glGenBuffers(1, &mesh->vboId[5]);
- glBindBuffer(GL_ARRAY_BUFFER, mesh->vboId[5]);
- glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*mesh->vertexCount, mesh->texcoords2, drawHint);
- glVertexAttribPointer(5, 2, GL_FLOAT, 0, 0, 0);
- glEnableVertexAttribArray(5);
- }
- else
- {
- // Default texcoord2 vertex attribute
- glVertexAttrib2f(5, 0.0f, 0.0f);
- glDisableVertexAttribArray(5);
- }
-
- if (mesh->indices != NULL)
- {
- glGenBuffers(1, &mesh->vboId[6]);
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mesh->vboId[6]);
- glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(unsigned short)*mesh->triangleCount*3, mesh->indices, drawHint);
- }
-
- if (RLGL.ExtSupported.vao)
- {
- if (mesh->vaoId > 0) TRACELOG(LOG_INFO, "VAO: [ID %i] Mesh uploaded successfully to VRAM (GPU)", mesh->vaoId);
- else TRACELOG(LOG_WARNING, "VAO: Failed to load mesh to VRAM (GPU)");
- }
- else
- {
- TRACELOG(LOG_INFO, "VBO: Mesh uploaded successfully to VRAM (GPU)");
- }
-#endif
-}
-
-// Load a new attributes buffer
-unsigned int rlLoadAttribBuffer(unsigned int vaoId, int shaderLoc, void *buffer, int size, bool dynamic)
-{
- unsigned int id = 0;
-
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- int drawHint = GL_STATIC_DRAW;
- if (dynamic) drawHint = GL_DYNAMIC_DRAW;
-
- if (RLGL.ExtSupported.vao) glBindVertexArray(vaoId);
-
- glGenBuffers(1, &id);
- glBindBuffer(GL_ARRAY_BUFFER, id);
- glBufferData(GL_ARRAY_BUFFER, size, buffer, drawHint);
- glVertexAttribPointer(shaderLoc, 2, GL_FLOAT, 0, 0, 0);
- glEnableVertexAttribArray(shaderLoc);
-
- if (RLGL.ExtSupported.vao) glBindVertexArray(0);
-#endif
-
- return id;
-}
-
-// Update vertex or index data on GPU (upload new data to one buffer)
-void rlUpdateMesh(Mesh mesh, int buffer, int num)
-{
- rlUpdateMeshAt(mesh, buffer, num, 0);
-}
-
-// Update vertex or index data on GPU, at index
-// WARNING: error checking is in place that will cause the data to not be
-// updated if offset + size exceeds what the buffer can hold
-void rlUpdateMeshAt(Mesh mesh, int buffer, int num, int index)
-{
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- // Activate mesh VAO
- if (RLGL.ExtSupported.vao) glBindVertexArray(mesh.vaoId);
-
- switch (buffer)
- {
- case 0: // Update vertices (vertex position)
- {
- glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[0]);
- if (index == 0 && num >= mesh.vertexCount) glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*num, mesh.vertices, GL_DYNAMIC_DRAW);
- else if (index + num >= mesh.vertexCount) break;
- else glBufferSubData(GL_ARRAY_BUFFER, sizeof(float)*3*index, sizeof(float)*3*num, mesh.vertices);
-
- } break;
- case 1: // Update texcoords (vertex texture coordinates)
- {
- glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[1]);
- if (index == 0 && num >= mesh.vertexCount) glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*num, mesh.texcoords, GL_DYNAMIC_DRAW);
- else if (index + num >= mesh.vertexCount) break;
- else glBufferSubData(GL_ARRAY_BUFFER, sizeof(float)*2*index, sizeof(float)*2*num, mesh.texcoords);
-
- } break;
- case 2: // Update normals (vertex normals)
- {
- glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[2]);
- if (index == 0 && num >= mesh.vertexCount) glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*num, mesh.normals, GL_DYNAMIC_DRAW);
- else if (index + num >= mesh.vertexCount) break;
- else glBufferSubData(GL_ARRAY_BUFFER, sizeof(float)*3*index, sizeof(float)*3*num, mesh.normals);
-
- } break;
- case 3: // Update colors (vertex colors)
- {
- glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[3]);
- if (index == 0 && num >= mesh.vertexCount) glBufferData(GL_ARRAY_BUFFER, sizeof(float)*4*num, mesh.colors, GL_DYNAMIC_DRAW);
- else if (index + num >= mesh.vertexCount) break;
- else glBufferSubData(GL_ARRAY_BUFFER, sizeof(unsigned char)*4*index, sizeof(unsigned char)*4*num, mesh.colors);
-
- } break;
- case 4: // Update tangents (vertex tangents)
- {
- glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[4]);
- if (index == 0 && num >= mesh.vertexCount) glBufferData(GL_ARRAY_BUFFER, sizeof(float)*4*num, mesh.tangents, GL_DYNAMIC_DRAW);
- else if (index + num >= mesh.vertexCount) break;
- else glBufferSubData(GL_ARRAY_BUFFER, sizeof(float)*4*index, sizeof(float)*4*num, mesh.tangents);
- } break;
- case 5: // Update texcoords2 (vertex second texture coordinates)
- {
- glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[5]);
- if (index == 0 && num >= mesh.vertexCount) glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*num, mesh.texcoords2, GL_DYNAMIC_DRAW);
- else if (index + num >= mesh.vertexCount) break;
- else glBufferSubData(GL_ARRAY_BUFFER, sizeof(float)*2*index, sizeof(float)*2*num, mesh.texcoords2);
- } break;
- case 6: // Update indices (triangle index buffer)
- {
- // the * 3 is because each triangle has 3 indices
- unsigned short *indices = mesh.indices;
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mesh.vboId[6]);
- if (index == 0 && num >= mesh.triangleCount)
- glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(*indices)*num*3, indices, GL_DYNAMIC_DRAW);
- else if (index + num >= mesh.triangleCount)
- break;
- else
- glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, sizeof(*indices)*index*3, sizeof(*indices)*num*3, indices);
- } break;
- default: break;
- }
-
- // Unbind the current VAO
- if (RLGL.ExtSupported.vao) glBindVertexArray(0);
-
- // Another option would be using buffer mapping...
- //mesh.vertices = glMapBuffer(GL_ARRAY_BUFFER, GL_READ_WRITE);
- // Now we can modify vertices
- //glUnmapBuffer(GL_ARRAY_BUFFER);
-#endif
-}
-
-// Draw a 3d mesh with material and transform
-void rlDrawMesh(Mesh mesh, Material material, Matrix transform)
-{
-#if defined(GRAPHICS_API_OPENGL_11)
- glEnable(GL_TEXTURE_2D);
- glBindTexture(GL_TEXTURE_2D, material.maps[MAP_DIFFUSE].texture.id);
-
- // NOTE: On OpenGL 1.1 we use Vertex Arrays to draw model
- glEnableClientState(GL_VERTEX_ARRAY); // Enable vertex array
- glEnableClientState(GL_TEXTURE_COORD_ARRAY); // Enable texture coords array
- if (mesh.normals != NULL) glEnableClientState(GL_NORMAL_ARRAY); // Enable normals array
- if (mesh.colors != NULL) glEnableClientState(GL_COLOR_ARRAY); // Enable colors array
-
- glVertexPointer(3, GL_FLOAT, 0, mesh.vertices); // Pointer to vertex coords array
- glTexCoordPointer(2, GL_FLOAT, 0, mesh.texcoords); // Pointer to texture coords array
- if (mesh.normals != NULL) glNormalPointer(GL_FLOAT, 0, mesh.normals); // Pointer to normals array
- if (mesh.colors != NULL) glColorPointer(4, GL_UNSIGNED_BYTE, 0, mesh.colors); // Pointer to colors array
-
- rlPushMatrix();
- rlMultMatrixf(MatrixToFloat(transform));
- rlColor4ub(material.maps[MAP_DIFFUSE].color.r, material.maps[MAP_DIFFUSE].color.g, material.maps[MAP_DIFFUSE].color.b, material.maps[MAP_DIFFUSE].color.a);
-
- if (mesh.indices != NULL) glDrawElements(GL_TRIANGLES, mesh.triangleCount*3, GL_UNSIGNED_SHORT, mesh.indices);
- else glDrawArrays(GL_TRIANGLES, 0, mesh.vertexCount);
- rlPopMatrix();
-
- glDisableClientState(GL_VERTEX_ARRAY); // Disable vertex array
- glDisableClientState(GL_TEXTURE_COORD_ARRAY); // Disable texture coords array
- if (mesh.normals != NULL) glDisableClientState(GL_NORMAL_ARRAY); // Disable normals array
- if (mesh.colors != NULL) glDisableClientState(GL_NORMAL_ARRAY); // Disable colors array
-
- glDisable(GL_TEXTURE_2D);
- glBindTexture(GL_TEXTURE_2D, 0);
-#endif
-
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- // Bind shader program
- glUseProgram(material.shader.id);
-
- // Matrices and other values required by shader
- //-----------------------------------------------------
- // Calculate and send to shader model matrix (used by PBR shader)
- if (material.shader.locs[LOC_MATRIX_MODEL] != -1) SetShaderValueMatrix(material.shader, material.shader.locs[LOC_MATRIX_MODEL], transform);
-
- // Upload to shader material.colDiffuse
- if (material.shader.locs[LOC_COLOR_DIFFUSE] != -1)
- glUniform4f(material.shader.locs[LOC_COLOR_DIFFUSE], (float)material.maps[MAP_DIFFUSE].color.r/255.0f,
- (float)material.maps[MAP_DIFFUSE].color.g/255.0f,
- (float)material.maps[MAP_DIFFUSE].color.b/255.0f,
- (float)material.maps[MAP_DIFFUSE].color.a/255.0f);
-
- // Upload to shader material.colSpecular (if available)
- if (material.shader.locs[LOC_COLOR_SPECULAR] != -1)
- glUniform4f(material.shader.locs[LOC_COLOR_SPECULAR], (float)material.maps[MAP_SPECULAR].color.r/255.0f,
- (float)material.maps[MAP_SPECULAR].color.g/255.0f,
- (float)material.maps[MAP_SPECULAR].color.b/255.0f,
- (float)material.maps[MAP_SPECULAR].color.a/255.0f);
-
- if (material.shader.locs[LOC_MATRIX_VIEW] != -1) SetShaderValueMatrix(material.shader, material.shader.locs[LOC_MATRIX_VIEW], RLGL.State.modelview);
- if (material.shader.locs[LOC_MATRIX_PROJECTION] != -1) SetShaderValueMatrix(material.shader, material.shader.locs[LOC_MATRIX_PROJECTION], RLGL.State.projection);
-
- // At this point the modelview matrix just contains the view matrix (camera)
- // That's because BeginMode3D() sets it an no model-drawing function modifies it, all use rlPushMatrix() and rlPopMatrix()
- Matrix matView = RLGL.State.modelview; // View matrix (camera)
- Matrix matProjection = RLGL.State.projection; // Projection matrix (perspective)
-
- // TODO: Consider possible transform matrices in the RLGL.State.stack
- // Is this the right order? or should we start with the first stored matrix instead of the last one?
- //Matrix matStackTransform = MatrixIdentity();
- //for (int i = RLGL.State.stackCounter; i > 0; i--) matStackTransform = MatrixMultiply(RLGL.State.stack[i], matStackTransform);
-
- // Transform to camera-space coordinates
- Matrix matModelView = MatrixMultiply(transform, MatrixMultiply(RLGL.State.transform, matView));
- //-----------------------------------------------------
-
- // Bind active texture maps (if available)
- for (int i = 0; i < MAX_MATERIAL_MAPS; i++)
- {
- if (material.maps[i].texture.id > 0)
- {
- glActiveTexture(GL_TEXTURE0 + i);
- if ((i == MAP_IRRADIANCE) || (i == MAP_PREFILTER) || (i == MAP_CUBEMAP)) glBindTexture(GL_TEXTURE_CUBE_MAP, material.maps[i].texture.id);
- else glBindTexture(GL_TEXTURE_2D, material.maps[i].texture.id);
-
- glUniform1i(material.shader.locs[LOC_MAP_DIFFUSE + i], i);
- }
- }
-
- // Bind vertex array objects (or VBOs)
- if (RLGL.ExtSupported.vao) glBindVertexArray(mesh.vaoId);
- else
- {
- // Bind mesh VBO data: vertex position (shader-location = 0)
- glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[0]);
- glVertexAttribPointer(material.shader.locs[LOC_VERTEX_POSITION], 3, GL_FLOAT, 0, 0, 0);
- glEnableVertexAttribArray(material.shader.locs[LOC_VERTEX_POSITION]);
-
- // Bind mesh VBO data: vertex texcoords (shader-location = 1)
- glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[1]);
- glVertexAttribPointer(material.shader.locs[LOC_VERTEX_TEXCOORD01], 2, GL_FLOAT, 0, 0, 0);
- glEnableVertexAttribArray(material.shader.locs[LOC_VERTEX_TEXCOORD01]);
-
- // Bind mesh VBO data: vertex normals (shader-location = 2, if available)
- if (material.shader.locs[LOC_VERTEX_NORMAL] != -1)
- {
- glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[2]);
- glVertexAttribPointer(material.shader.locs[LOC_VERTEX_NORMAL], 3, GL_FLOAT, 0, 0, 0);
- glEnableVertexAttribArray(material.shader.locs[LOC_VERTEX_NORMAL]);
- }
-
- // Bind mesh VBO data: vertex colors (shader-location = 3, if available)
- if (material.shader.locs[LOC_VERTEX_COLOR] != -1)
- {
- if (mesh.vboId[3] != 0)
- {
- glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[3]);
- glVertexAttribPointer(material.shader.locs[LOC_VERTEX_COLOR], 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
- glEnableVertexAttribArray(material.shader.locs[LOC_VERTEX_COLOR]);
- }
- else
- {
- // Set default value for unused attribute
- // NOTE: Required when using default shader and no VAO support
- glVertexAttrib4f(material.shader.locs[LOC_VERTEX_COLOR], 1.0f, 1.0f, 1.0f, 1.0f);
- glDisableVertexAttribArray(material.shader.locs[LOC_VERTEX_COLOR]);
- }
- }
-
- // Bind mesh VBO data: vertex tangents (shader-location = 4, if available)
- if (material.shader.locs[LOC_VERTEX_TANGENT] != -1)
- {
- glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[4]);
- glVertexAttribPointer(material.shader.locs[LOC_VERTEX_TANGENT], 4, GL_FLOAT, 0, 0, 0);
- glEnableVertexAttribArray(material.shader.locs[LOC_VERTEX_TANGENT]);
- }
-
- // Bind mesh VBO data: vertex texcoords2 (shader-location = 5, if available)
- if (material.shader.locs[LOC_VERTEX_TEXCOORD02] != -1)
- {
- glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[5]);
- glVertexAttribPointer(material.shader.locs[LOC_VERTEX_TEXCOORD02], 2, GL_FLOAT, 0, 0, 0);
- glEnableVertexAttribArray(material.shader.locs[LOC_VERTEX_TEXCOORD02]);
- }
-
- if (mesh.indices != NULL) glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mesh.vboId[6]);
- }
-
- int eyesCount = 1;
-#if defined(SUPPORT_VR_SIMULATOR)
- if (RLGL.Vr.stereoRender) eyesCount = 2;
-#endif
-
- for (int eye = 0; eye < eyesCount; eye++)
- {
- if (eyesCount == 1) RLGL.State.modelview = matModelView;
- #if defined(SUPPORT_VR_SIMULATOR)
- else SetStereoView(eye, matProjection, matModelView);
- #endif
-
- // Calculate model-view-projection matrix (MVP)
- Matrix matMVP = MatrixMultiply(RLGL.State.modelview, RLGL.State.projection); // Transform to screen-space coordinates
-
- // Send combined model-view-projection matrix to shader
- glUniformMatrix4fv(material.shader.locs[LOC_MATRIX_MVP], 1, false, MatrixToFloat(matMVP));
-
- // Draw call!
- if (mesh.indices != NULL) glDrawElements(GL_TRIANGLES, mesh.triangleCount*3, GL_UNSIGNED_SHORT, 0); // Indexed vertices draw
- else glDrawArrays(GL_TRIANGLES, 0, mesh.vertexCount);
- }
-
- // Unbind all binded texture maps
- for (int i = 0; i < MAX_MATERIAL_MAPS; i++)
- {
- glActiveTexture(GL_TEXTURE0 + i); // Set shader active texture
- if ((i == MAP_IRRADIANCE) || (i == MAP_PREFILTER) || (i == MAP_CUBEMAP)) glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
- else glBindTexture(GL_TEXTURE_2D, 0); // Unbind current active texture
- }
-
- // Unind vertex array objects (or VBOs)
- if (RLGL.ExtSupported.vao) glBindVertexArray(0);
- else
- {
- glBindBuffer(GL_ARRAY_BUFFER, 0);
- if (mesh.indices != NULL) glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
- }
-
- // Unbind shader program
- glUseProgram(0);
-
- // Restore RLGL.State.projection/RLGL.State.modelview matrices
- // NOTE: In stereo rendering matrices are being modified to fit every eye
- RLGL.State.projection = matProjection;
- RLGL.State.modelview = matView;
-#endif
-}
-
-// Unload mesh data from CPU and GPU
-void rlUnloadMesh(Mesh mesh)
-{
- RL_FREE(mesh.vertices);
- RL_FREE(mesh.texcoords);
- RL_FREE(mesh.normals);
- RL_FREE(mesh.colors);
- RL_FREE(mesh.tangents);
- RL_FREE(mesh.texcoords2);
- RL_FREE(mesh.indices);
-
- RL_FREE(mesh.animVertices);
- RL_FREE(mesh.animNormals);
- RL_FREE(mesh.boneWeights);
- RL_FREE(mesh.boneIds);
-
- rlDeleteBuffers(mesh.vboId[0]); // vertex
- rlDeleteBuffers(mesh.vboId[1]); // texcoords
- rlDeleteBuffers(mesh.vboId[2]); // normals
- rlDeleteBuffers(mesh.vboId[3]); // colors
- rlDeleteBuffers(mesh.vboId[4]); // tangents
- rlDeleteBuffers(mesh.vboId[5]); // texcoords2
- rlDeleteBuffers(mesh.vboId[6]); // indices
-
- rlDeleteVertexArrays(mesh.vaoId);
-}
-
-// Read screen pixel data (color buffer)
-unsigned char *rlReadScreenPixels(int width, int height)
-{
- unsigned char *screenData = (unsigned char *)RL_CALLOC(width*height*4, sizeof(unsigned char));
-
- // NOTE 1: glReadPixels returns image flipped vertically -> (0,0) is the bottom left corner of the framebuffer
- // NOTE 2: We are getting alpha channel! Be careful, it can be transparent if not cleared properly!
- glReadPixels(0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, screenData);
-
- // Flip image vertically!
- unsigned char *imgData = (unsigned char *)RL_MALLOC(width*height*sizeof(unsigned char)*4);
-
- for (int y = height - 1; y >= 0; y--)
- {
- for (int x = 0; x < (width*4); x++)
- {
- imgData[((height - 1) - y)*width*4 + x] = screenData[(y*width*4) + x]; // Flip line
-
- // Set alpha component value to 255 (no trasparent image retrieval)
- // NOTE: Alpha value has already been applied to RGB in framebuffer, we don't need it!
- if (((x + 1)%4) == 0) imgData[((height - 1) - y)*width*4 + x] = 255;
- }
- }
-
- RL_FREE(screenData);
-
- return imgData; // NOTE: image data should be freed
-}
-
-// Read texture pixel data
-void *rlReadTexturePixels(Texture2D texture)
-{
- 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 = GetPixelDataSize(texture.width, texture.height, texture.format);
-
- if ((glInternalFormat != -1) && (texture.format < COMPRESSED_DXT1_RGB))
- {
- pixels = (unsigned char *)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
- // Texture2D width and height are required on OpenGL ES 2.0. There is no way to get it from texture id.
- // Two possible Options:
- // 1 - Bind texture to color fbo attachment and glReadPixels()
- // 2 - Create an fbo, activate it, render quad with texture, glReadPixels()
- // We are using Option 1, just need to care for texture format on retrieval
- // NOTE: This behaviour could be conditioned by graphic driver...
- RenderTexture2D fbo = rlLoadRenderTexture(texture.width, texture.height, UNCOMPRESSED_R8G8B8A8, 16, false);
-
- glBindFramebuffer(GL_FRAMEBUFFER, fbo.id);
- glBindTexture(GL_TEXTURE_2D, 0);
-
- // Attach our texture to FBO
- // NOTE: Previoust attached texture is automatically detached
- glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture.id, 0);
-
- // We read data as RGBA because FBO texture is configured as RGBA, despite binding another texture format
- pixels = (unsigned char *)RL_MALLOC(GetPixelDataSize(texture.width, texture.height, UNCOMPRESSED_R8G8B8A8));
- glReadPixels(0, 0, texture.width, texture.height, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
-
- // Re-attach internal FBO color texture before deleting it
- glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, fbo.texture.id, 0);
-
- glBindFramebuffer(GL_FRAMEBUFFER, 0);
-
- // Clean up temporal fbo
- rlDeleteRenderTextures(fbo);
-#endif
-
- return pixels;
-}
-
-//----------------------------------------------------------------------------------
-// Module Functions Definition - Shaders Functions
-// NOTE: Those functions are exposed directly to the user in raylib.h
-//----------------------------------------------------------------------------------
-
-// Get default internal texture (white texture)
-Texture2D GetTextureDefault(void)
-{
- Texture2D texture = { 0 };
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- texture.id = RLGL.State.defaultTextureId;
- texture.width = 1;
- texture.height = 1;
- texture.mipmaps = 1;
- texture.format = UNCOMPRESSED_R8G8B8A8;
-#endif
- return texture;
-}
-
-// Get texture to draw shapes (RAII)
-Texture2D GetShapesTexture(void)
-{
- return RLGL.State.shapesTexture;
-}
-
-// Get texture rectangle to draw shapes
-Rectangle GetShapesTextureRec(void)
-{
- return RLGL.State.shapesTextureRec;
-}
-
-// Define default texture used to draw shapes
-void SetShapesTexture(Texture2D texture, Rectangle source)
-{
- RLGL.State.shapesTexture = texture;
- RLGL.State.shapesTextureRec = source;
-}
-
-// Get default shader
-Shader GetShaderDefault(void)
-{
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- return RLGL.State.defaultShader;
-#else
- Shader shader = { 0 };
- return shader;
-#endif
-}
-
-// Load shader from files and bind default locations
-// NOTE: If shader string is NULL, using default vertex/fragment shaders
-Shader LoadShader(const char *vsFileName, const char *fsFileName)
-{
- Shader shader = { 0 };
-
- // NOTE: Shader.locs is allocated by LoadShaderCode()
-
- char *vShaderStr = NULL;
- char *fShaderStr = NULL;
-
- if (vsFileName != NULL) vShaderStr = LoadFileText(vsFileName);
- if (fsFileName != NULL) fShaderStr = LoadFileText(fsFileName);
-
- shader = LoadShaderCode(vShaderStr, fShaderStr);
-
- if (vShaderStr != NULL) RL_FREE(vShaderStr);
- if (fShaderStr != NULL) RL_FREE(fShaderStr);
-
- return shader;
-}
-
-// Load shader from code strings
-// NOTE: If shader string is NULL, using default vertex/fragment shaders
-Shader LoadShaderCode(const char *vsCode, const char *fsCode)
-{
- Shader shader = { 0 };
- shader.locs = (int *)RL_CALLOC(MAX_SHADER_LOCATIONS, sizeof(int));
-
- // NOTE: All locations must be reseted to -1 (no location)
- for (int i = 0; i < MAX_SHADER_LOCATIONS; i++) shader.locs[i] = -1;
-
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- unsigned int vertexShaderId = RLGL.State.defaultVShaderId;
- unsigned int fragmentShaderId = RLGL.State.defaultFShaderId;
-
- if (vsCode != NULL) vertexShaderId = CompileShader(vsCode, GL_VERTEX_SHADER);
- if (fsCode != NULL) fragmentShaderId = CompileShader(fsCode, GL_FRAGMENT_SHADER);
-
- if ((vertexShaderId == RLGL.State.defaultVShaderId) && (fragmentShaderId == RLGL.State.defaultFShaderId)) shader = RLGL.State.defaultShader;
- else
- {
- shader.id = LoadShaderProgram(vertexShaderId, fragmentShaderId);
-
- if (vertexShaderId != RLGL.State.defaultVShaderId) glDeleteShader(vertexShaderId);
- if (fragmentShaderId != RLGL.State.defaultFShaderId) glDeleteShader(fragmentShaderId);
-
- if (shader.id == 0)
- {
- TRACELOG(LOG_WARNING, "SHADER: Failed to load custom shader code");
- shader = RLGL.State.defaultShader;
- }
-
- // After shader loading, we TRY to set default location names
- if (shader.id > 0) SetShaderDefaultLocations(&shader);
- }
-
- // Get available shader uniforms
- // NOTE: This information is useful for debug...
- int uniformCount = -1;
-
- glGetProgramiv(shader.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(shader.id, i,sizeof(name) - 1, &namelen, &num, &type, name);
-
- name[namelen] = 0;
-
- TRACELOGD("SHADER: [ID %i] Active uniform (%s) set at location: %i", shader.id, name, glGetUniformLocation(shader.id, name));
- }
-#endif
-
- return shader;
-}
-
-// Unload shader from GPU memory (VRAM)
-void UnloadShader(Shader shader)
-{
- if (shader.id > 0)
- {
- rlDeleteShader(shader.id);
- TRACELOG(LOG_INFO, "SHADER: [ID %i] Unloaded shader program data from VRAM (GPU)", shader.id);
- }
-
- RL_FREE(shader.locs);
-}
-
-// Begin custom shader mode
-void BeginShaderMode(Shader shader)
-{
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- if (RLGL.State.currentShader.id != shader.id)
- {
- rlglDraw();
- RLGL.State.currentShader = shader;
- }
-#endif
-}
-
-// End custom shader mode (returns to default shader)
-void EndShaderMode(void)
-{
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- BeginShaderMode(RLGL.State.defaultShader);
-#endif
-}
-
-// Get shader uniform location
-int GetShaderLocation(Shader shader, const char *uniformName)
-{
- int location = -1;
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- location = glGetUniformLocation(shader.id, uniformName);
-
- if (location == -1) TRACELOG(LOG_WARNING, "SHADER: [ID %i] Failed to find shader uniform: %s", shader.id, uniformName);
- else TRACELOG(LOG_INFO, "SHADER: [ID %i] Shader uniform (%s) set at location: %i", shader.id, uniformName, location);
-#endif
- return location;
-}
-
-// Set shader uniform value
-void SetShaderValue(Shader shader, int uniformLoc, const void *value, int uniformType)
-{
- SetShaderValueV(shader, uniformLoc, value, uniformType, 1);
-}
-
-// Set shader uniform value vector
-void SetShaderValueV(Shader shader, int uniformLoc, const void *value, int uniformType, int count)
-{
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- glUseProgram(shader.id);
-
- switch (uniformType)
- {
- case UNIFORM_FLOAT: glUniform1fv(uniformLoc, count, (float *)value); break;
- case UNIFORM_VEC2: glUniform2fv(uniformLoc, count, (float *)value); break;
- case UNIFORM_VEC3: glUniform3fv(uniformLoc, count, (float *)value); break;
- case UNIFORM_VEC4: glUniform4fv(uniformLoc, count, (float *)value); break;
- case UNIFORM_INT: glUniform1iv(uniformLoc, count, (int *)value); break;
- case UNIFORM_IVEC2: glUniform2iv(uniformLoc, count, (int *)value); break;
- case UNIFORM_IVEC3: glUniform3iv(uniformLoc, count, (int *)value); break;
- case UNIFORM_IVEC4: glUniform4iv(uniformLoc, count, (int *)value); break;
- case UNIFORM_SAMPLER2D: glUniform1iv(uniformLoc, count, (int *)value); break;
- default: TRACELOG(LOG_WARNING, "SHADER: [ID %i] Failed to set uniform, data type not recognized", shader.id);
- }
-
- //glUseProgram(0); // Avoid reseting current shader program, in case other uniforms are set
-#endif
-}
-
-
-// Set shader uniform value (matrix 4x4)
-void SetShaderValueMatrix(Shader shader, int uniformLoc, Matrix mat)
-{
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- glUseProgram(shader.id);
-
- glUniformMatrix4fv(uniformLoc, 1, false, MatrixToFloat(mat));
-
- //glUseProgram(0);
-#endif
-}
-
-// Set shader uniform value for texture
-void SetShaderValueTexture(Shader shader, int uniformLoc, Texture2D texture)
-{
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- glUseProgram(shader.id);
-
- glUniform1i(uniformLoc, texture.id);
-
- //glUseProgram(0);
-#endif
-}
-
-// Set a custom projection matrix (replaces internal projection matrix)
-void SetMatrixProjection(Matrix projection)
-{
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- RLGL.State.projection = projection;
-#endif
-}
-
-// Return internal projection matrix
-Matrix GetMatrixProjection(void) {
-#if defined(GRAPHICS_API_OPENGL_11)
- float mat[16];
- glGetFloatv(GL_PROJECTION_MATRIX,mat);
- Matrix m;
- m.m0 = mat[0]; m.m1 = mat[1]; m.m2 = mat[2]; m.m3 = mat[3];
- m.m4 = mat[4]; m.m5 = mat[5]; m.m6 = mat[6]; m.m7 = mat[7];
- m.m8 = mat[8]; m.m9 = mat[9]; m.m10 = mat[10]; m.m11 = mat[11];
- m.m12 = mat[12]; m.m13 = mat[13]; m.m14 = mat[14]; m.m15 = mat[15];
- return m;
-#else
- return RLGL.State.projection;
-#endif
-#
-}
-
-// Set a custom modelview matrix (replaces internal modelview matrix)
-void SetMatrixModelview(Matrix view)
-{
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- RLGL.State.modelview = view;
-#endif
-}
-
-// Return internal modelview matrix
-Matrix GetMatrixModelview(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;
-}
-
-// Generate cubemap texture from HDR texture
-// TODO: OpenGL ES 2.0 does not support GL_RGB16F texture format, neither GL_DEPTH_COMPONENT24
-Texture2D GenTextureCubemap(Shader shader, Texture2D map, int size)
-{
- Texture2D cubemap = { 0 };
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- // NOTE: SetShaderDefaultLocations() already setups locations for projection and view Matrix in shader
- // Other locations should be setup externally in shader before calling the function
-
- // Set up depth face culling and cubemap seamless
- glDisable(GL_CULL_FACE);
-#if defined(GRAPHICS_API_OPENGL_33)
- glEnable(GL_TEXTURE_CUBE_MAP_SEAMLESS); // Flag not supported on OpenGL ES 2.0
-#endif
-
- // Setup framebuffer
- unsigned int fbo, rbo;
- glGenFramebuffers(1, &fbo);
- glGenRenderbuffers(1, &rbo);
- glBindFramebuffer(GL_FRAMEBUFFER, fbo);
- glBindRenderbuffer(GL_RENDERBUFFER, rbo);
-#if defined(GRAPHICS_API_OPENGL_33)
- glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, size, size);
-#elif defined(GRAPHICS_API_OPENGL_ES2)
- glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, size, size);
-#endif
- glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rbo);
-
- // Set up cubemap to render and attach to framebuffer
- // NOTE: Faces are stored as 32 bit floating point values
- glGenTextures(1, &cubemap.id);
- glBindTexture(GL_TEXTURE_CUBE_MAP, cubemap.id);
- for (unsigned int i = 0; i < 6; i++)
- {
-#if defined(GRAPHICS_API_OPENGL_33)
- glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_RGB32F, size, size, 0, GL_RGB, GL_FLOAT, NULL);
-#elif defined(GRAPHICS_API_OPENGL_ES2)
- if (RLGL.ExtSupported.texFloat32) glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_RGB, size, size, 0, GL_RGB, GL_FLOAT, NULL);
-#endif
- }
-
- glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
- glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
-#if defined(GRAPHICS_API_OPENGL_33)
- glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE); // Flag not supported on OpenGL ES 2.0
-#endif
- glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
-
- // Create projection and different views for each face
- Matrix fboProjection = MatrixPerspective(90.0*DEG2RAD, 1.0, DEFAULT_NEAR_CULL_DISTANCE, DEFAULT_FAR_CULL_DISTANCE);
- Matrix fboViews[6] = {
- MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 1.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
- MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ -1.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
- MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 1.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, 1.0f }),
- MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, -1.0f }),
- MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, 1.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
- MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, -1.0f }, (Vector3){ 0.0f, -1.0f, 0.0f })
- };
-
- // Convert HDR equirectangular environment map to cubemap equivalent
- glUseProgram(shader.id);
- glActiveTexture(GL_TEXTURE0);
- glBindTexture(GL_TEXTURE_2D, map.id);
- SetShaderValueMatrix(shader, shader.locs[LOC_MATRIX_PROJECTION], fboProjection);
-
- // Note: don't forget to configure the viewport to the capture dimensions
- glViewport(0, 0, size, size);
- glBindFramebuffer(GL_FRAMEBUFFER, fbo);
-
- for (int i = 0; i < 6; i++)
- {
- SetShaderValueMatrix(shader, shader.locs[LOC_MATRIX_VIEW], fboViews[i]);
- glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, cubemap.id, 0);
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
- GenDrawCube();
- }
-
- // Unbind framebuffer and textures
- glBindFramebuffer(GL_FRAMEBUFFER, 0);
-
- // Reset viewport dimensions to default
- glViewport(0, 0, RLGL.State.framebufferWidth, RLGL.State.framebufferHeight);
- //glEnable(GL_CULL_FACE);
-
- // NOTE: Texture2D is a GL_TEXTURE_CUBE_MAP, not a GL_TEXTURE_2D!
- cubemap.width = size;
- cubemap.height = size;
- cubemap.mipmaps = 1;
- cubemap.format = UNCOMPRESSED_R32G32B32;
-#endif
- return cubemap;
-}
-
-// Generate irradiance texture using cubemap data
-// TODO: OpenGL ES 2.0 does not support GL_RGB16F texture format, neither GL_DEPTH_COMPONENT24
-Texture2D GenTextureIrradiance(Shader shader, Texture2D cubemap, int size)
-{
- Texture2D irradiance = { 0 };
-
-#if defined(GRAPHICS_API_OPENGL_33) // || defined(GRAPHICS_API_OPENGL_ES2)
- // NOTE: SetShaderDefaultLocations() already setups locations for projection and view Matrix in shader
- // Other locations should be setup externally in shader before calling the function
-
- // Setup framebuffer
- unsigned int fbo, rbo;
- glGenFramebuffers(1, &fbo);
- glGenRenderbuffers(1, &rbo);
- glBindFramebuffer(GL_FRAMEBUFFER, fbo);
- glBindRenderbuffer(GL_RENDERBUFFER, rbo);
- glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, size, size);
- glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rbo);
-
- // Create an irradiance cubemap, and re-scale capture FBO to irradiance scale
- glGenTextures(1, &irradiance.id);
- glBindTexture(GL_TEXTURE_CUBE_MAP, irradiance.id);
- for (unsigned int i = 0; i < 6; i++)
- {
- glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_RGB16F, size, size, 0, GL_RGB, GL_FLOAT, NULL);
- }
-
- glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
- glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
- glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
- glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
-
- // Create projection (transposed) and different views for each face
- Matrix fboProjection = MatrixPerspective(90.0*DEG2RAD, 1.0, DEFAULT_NEAR_CULL_DISTANCE, DEFAULT_FAR_CULL_DISTANCE);
- Matrix fboViews[6] = {
- MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 1.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
- MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ -1.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
- MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 1.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, 1.0f }),
- MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, -1.0f }),
- MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, 1.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
- MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, -1.0f }, (Vector3){ 0.0f, -1.0f, 0.0f })
- };
-
- // Solve diffuse integral by convolution to create an irradiance cubemap
- glUseProgram(shader.id);
- glActiveTexture(GL_TEXTURE0);
- glBindTexture(GL_TEXTURE_CUBE_MAP, cubemap.id);
- SetShaderValueMatrix(shader, shader.locs[LOC_MATRIX_PROJECTION], fboProjection);
-
- // Note: don't forget to configure the viewport to the capture dimensions
- glViewport(0, 0, size, size);
- glBindFramebuffer(GL_FRAMEBUFFER, fbo);
-
- for (int i = 0; i < 6; i++)
- {
- SetShaderValueMatrix(shader, shader.locs[LOC_MATRIX_VIEW], fboViews[i]);
- glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, irradiance.id, 0);
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
- GenDrawCube();
- }
-
- // Unbind framebuffer and textures
- glBindFramebuffer(GL_FRAMEBUFFER, 0);
-
- // Reset viewport dimensions to default
- glViewport(0, 0, RLGL.State.framebufferWidth, RLGL.State.framebufferHeight);
-
- irradiance.width = size;
- irradiance.height = size;
- irradiance.mipmaps = 1;
- //irradiance.format = UNCOMPRESSED_R16G16B16;
-#endif
- return irradiance;
-}
-
-// Generate prefilter texture using cubemap data
-// TODO: OpenGL ES 2.0 does not support GL_RGB16F texture format, neither GL_DEPTH_COMPONENT24
-Texture2D GenTexturePrefilter(Shader shader, Texture2D cubemap, int size)
-{
- Texture2D prefilter = { 0 };
-
-#if defined(GRAPHICS_API_OPENGL_33) // || defined(GRAPHICS_API_OPENGL_ES2)
- // NOTE: SetShaderDefaultLocations() already setups locations for projection and view Matrix in shader
- // Other locations should be setup externally in shader before calling the function
- // TODO: Locations should be taken out of this function... too shader dependant...
- int roughnessLoc = GetShaderLocation(shader, "roughness");
-
- // Setup framebuffer
- unsigned int fbo, rbo;
- glGenFramebuffers(1, &fbo);
- glGenRenderbuffers(1, &rbo);
- glBindFramebuffer(GL_FRAMEBUFFER, fbo);
- glBindRenderbuffer(GL_RENDERBUFFER, rbo);
- glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, size, size);
- glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rbo);
-
- // Create a prefiltered HDR environment map
- glGenTextures(1, &prefilter.id);
- glBindTexture(GL_TEXTURE_CUBE_MAP, prefilter.id);
- for (unsigned int i = 0; i < 6; i++)
- {
- glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_RGB16F, size, size, 0, GL_RGB, GL_FLOAT, NULL);
- }
-
- glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
- glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
- glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
- glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
- glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
-
- // Generate mipmaps for the prefiltered HDR texture
- glGenerateMipmap(GL_TEXTURE_CUBE_MAP);
-
- // Create projection (transposed) and different views for each face
- Matrix fboProjection = MatrixPerspective(90.0*DEG2RAD, 1.0, DEFAULT_NEAR_CULL_DISTANCE, DEFAULT_FAR_CULL_DISTANCE);
- Matrix fboViews[6] = {
- MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 1.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
- MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ -1.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
- MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 1.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, 1.0f }),
- MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, -1.0f }),
- MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, 1.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
- MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, -1.0f }, (Vector3){ 0.0f, -1.0f, 0.0f })
- };
-
- // Prefilter HDR and store data into mipmap levels
- glUseProgram(shader.id);
- glActiveTexture(GL_TEXTURE0);
- glBindTexture(GL_TEXTURE_CUBE_MAP, cubemap.id);
- SetShaderValueMatrix(shader, shader.locs[LOC_MATRIX_PROJECTION], fboProjection);
-
- glBindFramebuffer(GL_FRAMEBUFFER, fbo);
-
- #define MAX_MIPMAP_LEVELS 5 // Max number of prefilter texture mipmaps
-
- for (int mip = 0; mip < MAX_MIPMAP_LEVELS; mip++)
- {
- // Resize framebuffer according to mip-level size.
- unsigned int mipWidth = size*(int)powf(0.5f, (float)mip);
- unsigned int mipHeight = size*(int)powf(0.5f, (float)mip);
-
- glBindRenderbuffer(GL_RENDERBUFFER, rbo);
- glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, mipWidth, mipHeight);
- glViewport(0, 0, mipWidth, mipHeight);
-
- float roughness = (float)mip/(float)(MAX_MIPMAP_LEVELS - 1);
- glUniform1f(roughnessLoc, roughness);
-
- for (int i = 0; i < 6; i++)
- {
- SetShaderValueMatrix(shader, shader.locs[LOC_MATRIX_VIEW], fboViews[i]);
- glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, prefilter.id, mip);
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
- GenDrawCube();
- }
- }
-
- // Unbind framebuffer and textures
- glBindFramebuffer(GL_FRAMEBUFFER, 0);
-
- // Reset viewport dimensions to default
- glViewport(0, 0, RLGL.State.framebufferWidth, RLGL.State.framebufferHeight);
-
- prefilter.width = size;
- prefilter.height = size;
- //prefilter.mipmaps = 1 + (int)floor(log(size)/log(2));
- //prefilter.format = UNCOMPRESSED_R16G16B16;
-#endif
- return prefilter;
-}
-
-// Generate BRDF texture using cubemap data
-// NOTE: OpenGL ES 2.0 does not support GL_RGB16F texture format, neither GL_DEPTH_COMPONENT24
-// TODO: Review implementation: https://github.com/HectorMF/BRDFGenerator
-Texture2D GenTextureBRDF(Shader shader, int size)
-{
- Texture2D brdf = { 0 };
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- // Generate BRDF convolution texture
- glGenTextures(1, &brdf.id);
- glBindTexture(GL_TEXTURE_2D, brdf.id);
-#if defined(GRAPHICS_API_OPENGL_33)
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB32F, size, size, 0, GL_RGB, GL_FLOAT, NULL);
-#elif defined(GRAPHICS_API_OPENGL_ES2)
- if (RLGL.ExtSupported.texFloat32) glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, size, size, 0, GL_RGB, GL_FLOAT, NULL);
-#endif
-
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
-
- // Render BRDF LUT into a quad using FBO
- unsigned int fbo, rbo;
- glGenFramebuffers(1, &fbo);
- glGenRenderbuffers(1, &rbo);
- glBindFramebuffer(GL_FRAMEBUFFER, fbo);
- glBindRenderbuffer(GL_RENDERBUFFER, rbo);
-#if defined(GRAPHICS_API_OPENGL_33)
- glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, size, size);
-#elif defined(GRAPHICS_API_OPENGL_ES2)
- glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, size, size);
-#endif
- glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, brdf.id, 0);
-
- glViewport(0, 0, size, size);
- glUseProgram(shader.id);
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
- GenDrawQuad();
-
- // Unbind framebuffer and textures
- glBindFramebuffer(GL_FRAMEBUFFER, 0);
-
- // Unload framebuffer but keep color texture
- glDeleteRenderbuffers(1, &rbo);
- glDeleteFramebuffers(1, &fbo);
-
- // Reset viewport dimensions to default
- glViewport(0, 0, RLGL.State.framebufferWidth, RLGL.State.framebufferHeight);
-
- brdf.width = size;
- brdf.height = size;
- brdf.mipmaps = 1;
- brdf.format = UNCOMPRESSED_R32G32B32;
-#endif
- return brdf;
-}
-
-// Begin blending mode (alpha, additive, multiplied)
-// NOTE: Only 3 blending modes supported, default blend mode is alpha
-void BeginBlendMode(int mode)
-{
- static int blendMode = 0; // Track current blending mode
-
- if ((blendMode != mode) && (mode < 3))
- {
- rlglDraw();
-
- switch (mode)
- {
- case BLEND_ALPHA: glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); break;
- case BLEND_ADDITIVE: glBlendFunc(GL_SRC_ALPHA, GL_ONE); break; // Alternative: glBlendFunc(GL_ONE, GL_ONE);
- case BLEND_MULTIPLIED: glBlendFunc(GL_DST_COLOR, GL_ONE_MINUS_SRC_ALPHA); break;
- default: break;
- }
-
- blendMode = mode;
- }
-}
-
-// End blending mode (reset to default: alpha blending)
-void EndBlendMode(void)
-{
- BeginBlendMode(BLEND_ALPHA);
-}
-
-#if defined(SUPPORT_VR_SIMULATOR)
-// Init VR simulator for selected device parameters
-// NOTE: It modifies the global variable: RLGL.Vr.stereoFbo
-void InitVrSimulator(void)
-{
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- // Initialize framebuffer and textures for stereo rendering
- // NOTE: Screen size should match HMD aspect ratio
- RLGL.Vr.stereoFbo = rlLoadRenderTexture(RLGL.State.framebufferWidth, RLGL.State.framebufferHeight, UNCOMPRESSED_R8G8B8A8, 24, false);
-
- RLGL.Vr.simulatorReady = true;
-#else
- TRACELOG(LOG_WARNING, "RLGL: VR Simulator not supported on OpenGL 1.1");
-#endif
-}
-
-// Update VR tracking (position and orientation) and camera
-// NOTE: Camera (position, target, up) gets update with head tracking information
-void UpdateVrTracking(Camera *camera)
-{
- // TODO: Simulate 1st person camera system
-}
-
-// Close VR simulator for current device
-void CloseVrSimulator(void)
-{
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- if (RLGL.Vr.simulatorReady) rlDeleteRenderTextures(RLGL.Vr.stereoFbo); // Unload stereo framebuffer and texture
-#endif
-}
-
-// Set stereo rendering configuration parameters
-void SetVrConfiguration(VrDeviceInfo hmd, Shader distortion)
-{
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- // Reset RLGL.Vr.config for a new values assignment
- memset(&RLGL.Vr.config, 0, sizeof(RLGL.Vr.config));
-
- // Assign distortion shader
- RLGL.Vr.config.distortionShader = distortion;
-
- // Compute aspect ratio
- float aspect = ((float)hmd.hResolution*0.5f)/(float)hmd.vResolution;
-
- // Compute lens parameters
- float lensShift = (hmd.hScreenSize*0.25f - hmd.lensSeparationDistance*0.5f)/hmd.hScreenSize;
- float leftLensCenter[2] = { 0.25f + lensShift, 0.5f };
- float rightLensCenter[2] = { 0.75f - lensShift, 0.5f };
- float leftScreenCenter[2] = { 0.25f, 0.5f };
- float rightScreenCenter[2] = { 0.75f, 0.5f };
-
- // Compute distortion scale parameters
- // NOTE: To get lens max radius, lensShift must be normalized to [-1..1]
- float lensRadius = fabsf(-1.0f - 4.0f*lensShift);
- float lensRadiusSq = lensRadius*lensRadius;
- float distortionScale = hmd.lensDistortionValues[0] +
- hmd.lensDistortionValues[1]*lensRadiusSq +
- hmd.lensDistortionValues[2]*lensRadiusSq*lensRadiusSq +
- hmd.lensDistortionValues[3]*lensRadiusSq*lensRadiusSq*lensRadiusSq;
-
- TRACELOGD("RLGL: VR device configuration:");
- TRACELOGD(" > Distortion Scale: %f", distortionScale);
-
- float normScreenWidth = 0.5f;
- float normScreenHeight = 1.0f;
- float scaleIn[2] = { 2.0f/normScreenWidth, 2.0f/normScreenHeight/aspect };
- float scale[2] = { normScreenWidth*0.5f/distortionScale, normScreenHeight*0.5f*aspect/distortionScale };
-
- TRACELOGD(" > Distortion Shader: LeftLensCenter = { %f, %f }", leftLensCenter[0], leftLensCenter[1]);
- TRACELOGD(" > Distortion Shader: RightLensCenter = { %f, %f }", rightLensCenter[0], rightLensCenter[1]);
- TRACELOGD(" > Distortion Shader: Scale = { %f, %f }", scale[0], scale[1]);
- TRACELOGD(" > Distortion Shader: ScaleIn = { %f, %f }", scaleIn[0], scaleIn[1]);
-
- // Fovy is normally computed with: 2*atan2f(hmd.vScreenSize, 2*hmd.eyeToScreenDistance)
- // ...but with lens distortion it is increased (see Oculus SDK Documentation)
- //float fovy = 2.0f*atan2f(hmd.vScreenSize*0.5f*distortionScale, hmd.eyeToScreenDistance); // Really need distortionScale?
- float fovy = 2.0f*(float)atan2f(hmd.vScreenSize*0.5f, hmd.eyeToScreenDistance);
-
- // Compute camera projection matrices
- float projOffset = 4.0f*lensShift; // Scaled to projection space coordinates [-1..1]
- Matrix proj = MatrixPerspective(fovy, aspect, DEFAULT_NEAR_CULL_DISTANCE, DEFAULT_FAR_CULL_DISTANCE);
- RLGL.Vr.config.eyesProjection[0] = MatrixMultiply(proj, MatrixTranslate(projOffset, 0.0f, 0.0f));
- RLGL.Vr.config.eyesProjection[1] = MatrixMultiply(proj, MatrixTranslate(-projOffset, 0.0f, 0.0f));
-
- // Compute camera transformation matrices
- // NOTE: Camera movement might seem more natural if we model the head.
- // Our axis of rotation is the base of our head, so we might want to add
- // some y (base of head to eye level) and -z (center of head to eye protrusion) to the camera positions.
- RLGL.Vr.config.eyesViewOffset[0] = MatrixTranslate(-hmd.interpupillaryDistance*0.5f, 0.075f, 0.045f);
- RLGL.Vr.config.eyesViewOffset[1] = MatrixTranslate(hmd.interpupillaryDistance*0.5f, 0.075f, 0.045f);
-
- // Compute eyes Viewports
- RLGL.Vr.config.eyeViewportRight[2] = hmd.hResolution/2;
- RLGL.Vr.config.eyeViewportRight[3] = hmd.vResolution;
-
- RLGL.Vr.config.eyeViewportLeft[0] = hmd.hResolution/2;
- RLGL.Vr.config.eyeViewportLeft[1] = 0;
- RLGL.Vr.config.eyeViewportLeft[2] = hmd.hResolution/2;
- RLGL.Vr.config.eyeViewportLeft[3] = hmd.vResolution;
-
- if (RLGL.Vr.config.distortionShader.id > 0)
- {
- // Update distortion shader with lens and distortion-scale parameters
- SetShaderValue(RLGL.Vr.config.distortionShader, GetShaderLocation(RLGL.Vr.config.distortionShader, "leftLensCenter"), leftLensCenter, UNIFORM_VEC2);
- SetShaderValue(RLGL.Vr.config.distortionShader, GetShaderLocation(RLGL.Vr.config.distortionShader, "rightLensCenter"), rightLensCenter, UNIFORM_VEC2);
- SetShaderValue(RLGL.Vr.config.distortionShader, GetShaderLocation(RLGL.Vr.config.distortionShader, "leftScreenCenter"), leftScreenCenter, UNIFORM_VEC2);
- SetShaderValue(RLGL.Vr.config.distortionShader, GetShaderLocation(RLGL.Vr.config.distortionShader, "rightScreenCenter"), rightScreenCenter, UNIFORM_VEC2);
-
- SetShaderValue(RLGL.Vr.config.distortionShader, GetShaderLocation(RLGL.Vr.config.distortionShader, "scale"), scale, UNIFORM_VEC2);
- SetShaderValue(RLGL.Vr.config.distortionShader, GetShaderLocation(RLGL.Vr.config.distortionShader, "scaleIn"), scaleIn, UNIFORM_VEC2);
- SetShaderValue(RLGL.Vr.config.distortionShader, GetShaderLocation(RLGL.Vr.config.distortionShader, "hmdWarpParam"), hmd.lensDistortionValues, UNIFORM_VEC4);
- SetShaderValue(RLGL.Vr.config.distortionShader, GetShaderLocation(RLGL.Vr.config.distortionShader, "chromaAbParam"), hmd.chromaAbCorrection, UNIFORM_VEC4);
- }
-#endif
-}
-
-// Detect if VR simulator is running
-bool IsVrSimulatorReady(void)
-{
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- return RLGL.Vr.simulatorReady;
-#else
- return false;
-#endif
-}
-
-// Enable/Disable VR experience (device or simulator)
-void ToggleVrMode(void)
-{
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- RLGL.Vr.simulatorReady = !RLGL.Vr.simulatorReady;
-
- if (!RLGL.Vr.simulatorReady)
- {
- RLGL.Vr.stereoRender = false;
-
- // Reset viewport and default projection-modelview matrices
- rlViewport(0, 0, RLGL.State.framebufferWidth, RLGL.State.framebufferHeight);
- RLGL.State.projection = MatrixOrtho(0.0, RLGL.State.framebufferWidth, RLGL.State.framebufferHeight, 0.0, 0.0, 1.0);
- RLGL.State.modelview = MatrixIdentity();
- }
- else RLGL.Vr.stereoRender = true;
-#endif
-}
-
-// Begin VR drawing configuration
-void BeginVrDrawing(void)
-{
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- if (RLGL.Vr.simulatorReady)
- {
- rlEnableRenderTexture(RLGL.Vr.stereoFbo.id); // Setup framebuffer for stereo rendering
- //glEnable(GL_FRAMEBUFFER_SRGB); // Enable SRGB framebuffer (only if required)
-
- //glViewport(0, 0, buffer.width, buffer.height); // Useful if rendering to separate framebuffers (every eye)
- rlClearScreenBuffers(); // Clear current framebuffer
-
- RLGL.Vr.stereoRender = true;
- }
-#endif
-}
-
-// End VR drawing process (and desktop mirror)
-void EndVrDrawing(void)
-{
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- if (RLGL.Vr.simulatorReady)
- {
- RLGL.Vr.stereoRender = false; // Disable stereo render
-
- rlDisableRenderTexture(); // Unbind current framebuffer
-
- rlClearScreenBuffers(); // Clear current framebuffer
-
- // Set viewport to default framebuffer size (screen size)
- rlViewport(0, 0, RLGL.State.framebufferWidth, RLGL.State.framebufferHeight);
-
- // Let rlgl reconfigure internal matrices
- rlMatrixMode(RL_PROJECTION); // Enable internal projection matrix
- rlLoadIdentity(); // Reset internal projection matrix
- rlOrtho(0.0, RLGL.State.framebufferWidth, RLGL.State.framebufferHeight, 0.0, 0.0, 1.0); // Recalculate internal RLGL.State.projection matrix
- rlMatrixMode(RL_MODELVIEW); // Enable internal modelview matrix
- rlLoadIdentity(); // Reset internal modelview matrix
-
- // Draw RenderTexture (RLGL.Vr.stereoFbo) using distortion shader if available
- if (RLGL.Vr.config.distortionShader.id > 0) RLGL.State.currentShader = RLGL.Vr.config.distortionShader;
- else RLGL.State.currentShader = GetShaderDefault();
-
- rlEnableTexture(RLGL.Vr.stereoFbo.texture.id);
-
- rlPushMatrix();
- rlBegin(RL_QUADS);
- rlColor4ub(255, 255, 255, 255);
- rlNormal3f(0.0f, 0.0f, 1.0f);
-
- // Bottom-left corner for texture and quad
- rlTexCoord2f(0.0f, 1.0f);
- rlVertex2f(0.0f, 0.0f);
-
- // Bottom-right corner for texture and quad
- rlTexCoord2f(0.0f, 0.0f);
- rlVertex2f(0.0f, (float)RLGL.Vr.stereoFbo.texture.height);
-
- // Top-right corner for texture and quad
- rlTexCoord2f(1.0f, 0.0f);
- rlVertex2f((float)RLGL.Vr.stereoFbo.texture.width, (float)RLGL.Vr.stereoFbo.texture.height);
-
- // Top-left corner for texture and quad
- rlTexCoord2f(1.0f, 1.0f);
- rlVertex2f((float)RLGL.Vr.stereoFbo.texture.width, 0.0f);
- rlEnd();
- rlPopMatrix();
-
- rlDisableTexture();
-
- // Update and draw render texture fbo with distortion to backbuffer
- UpdateBuffersDefault();
- DrawBuffersDefault();
-
- // Restore RLGL.State.defaultShader
- RLGL.State.currentShader = RLGL.State.defaultShader;
-
- // Reset viewport and default projection-modelview matrices
- rlViewport(0, 0, RLGL.State.framebufferWidth, RLGL.State.framebufferHeight);
- RLGL.State.projection = MatrixOrtho(0.0, RLGL.State.framebufferWidth, RLGL.State.framebufferHeight, 0.0, 0.0, 1.0);
- RLGL.State.modelview = MatrixIdentity();
-
- rlDisableDepthTest();
- }
-#endif
-}
-#endif // SUPPORT_VR_SIMULATOR
-
-//----------------------------------------------------------------------------------
-// Module specific Functions Definition
-//----------------------------------------------------------------------------------
-
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
-// Compile custom shader and return shader id
-static unsigned int CompileShader(const char *shaderStr, int type)
-{
- unsigned int shader = glCreateShader(type);
- glShaderSource(shader, 1, &shaderStr, NULL);
-
- GLint success = 0;
- glCompileShader(shader);
- glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
-
- if (success != GL_TRUE)
- {
- TRACELOG(LOG_WARNING, "SHADER: [ID %i] Failed to compile shader code", shader);
- int maxLength = 0;
- int length;
- glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &maxLength);
-
-#if defined(_MSC_VER)
- char *log = RL_MALLOC(maxLength);
-#else
- char log[maxLength];
-#endif
- glGetShaderInfoLog(shader, maxLength, &length, log);
-
- TRACELOG(LOG_WARNING, "SHADER: [ID %i] Compile error: %s", shader, log);
-
-#if defined(_MSC_VER)
- RL_FREE(log);
-#endif
- }
- else TRACELOG(LOG_INFO, "SHADER: [ID %i] Compiled successfully", shader);
-
- return shader;
-}
-
-// Load custom shader strings and return program id
-static unsigned int LoadShaderProgram(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_ATTRIB_POSITION_NAME);
- glBindAttribLocation(program, 1, DEFAULT_ATTRIB_TEXCOORD_NAME);
- glBindAttribLocation(program, 2, DEFAULT_ATTRIB_NORMAL_NAME);
- glBindAttribLocation(program, 3, DEFAULT_ATTRIB_COLOR_NAME);
- glBindAttribLocation(program, 4, DEFAULT_ATTRIB_TANGENT_NAME);
- glBindAttribLocation(program, 5, DEFAULT_ATTRIB_TEXCOORD2_NAME);
-
- // 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;
- int length;
-
- glGetProgramiv(program, GL_INFO_LOG_LENGTH, &maxLength);
-
-#if defined(_MSC_VER)
- char *log = RL_MALLOC(maxLength);
-#else
- char log[maxLength];
-#endif
- glGetProgramInfoLog(program, maxLength, &length, log);
-
- TRACELOG(LOG_WARNING, "SHADER: [ID %i] Link error: %s", program, log);
-
-#if defined(_MSC_VER)
- RL_FREE(log);
-#endif
- glDeleteProgram(program);
-
- program = 0;
- }
- else TRACELOG(LOG_INFO, "SHADER: [ID %i] Program loaded successfully", program);
-#endif
- return program;
-}
-
-
-// Load default shader (just vertex positioning and texture coloring)
-// NOTE: This shader program is used for internal buffers
-static Shader LoadShaderDefault(void)
-{
- Shader shader = { 0 };
- shader.locs = (int *)RL_CALLOC(MAX_SHADER_LOCATIONS, sizeof(int));
-
- // NOTE: All locations must be reseted to -1 (no location)
- for (int i = 0; i < MAX_SHADER_LOCATIONS; i++) shader.locs[i] = -1;
-
- // Vertex shader directly defined, no external file required
- const char *defaultVShaderStr =
-#if defined(GRAPHICS_API_OPENGL_21)
- "#version 120 \n"
-#elif defined(GRAPHICS_API_OPENGL_ES2)
- "#version 100 \n"
-#endif
-#if defined(GRAPHICS_API_OPENGL_ES2) || defined(GRAPHICS_API_OPENGL_21)
- "attribute vec3 vertexPosition; \n"
- "attribute vec2 vertexTexCoord; \n"
- "attribute vec4 vertexColor; \n"
- "varying vec2 fragTexCoord; \n"
- "varying vec4 fragColor; \n"
-#elif defined(GRAPHICS_API_OPENGL_33)
- "#version 330 \n"
- "in vec3 vertexPosition; \n"
- "in vec2 vertexTexCoord; \n"
- "in vec4 vertexColor; \n"
- "out vec2 fragTexCoord; \n"
- "out vec4 fragColor; \n"
-#endif
- "uniform mat4 mvp; \n"
- "void main() \n"
- "{ \n"
- " fragTexCoord = vertexTexCoord; \n"
- " fragColor = vertexColor; \n"
- " gl_Position = mvp*vec4(vertexPosition, 1.0); \n"
- "} \n";
-
- // Fragment shader directly defined, no external file required
- const char *defaultFShaderStr =
-#if defined(GRAPHICS_API_OPENGL_21)
- "#version 120 \n"
-#elif defined(GRAPHICS_API_OPENGL_ES2)
- "#version 100 \n"
- "precision mediump float; \n" // precision required for OpenGL ES2 (WebGL)
-#endif
-#if defined(GRAPHICS_API_OPENGL_ES2) || defined(GRAPHICS_API_OPENGL_21)
- "varying vec2 fragTexCoord; \n"
- "varying vec4 fragColor; \n"
-#elif defined(GRAPHICS_API_OPENGL_33)
- "#version 330 \n"
- "in vec2 fragTexCoord; \n"
- "in vec4 fragColor; \n"
- "out vec4 finalColor; \n"
-#endif
- "uniform sampler2D texture0; \n"
- "uniform vec4 colDiffuse; \n"
- "void main() \n"
- "{ \n"
-#if defined(GRAPHICS_API_OPENGL_ES2) || defined(GRAPHICS_API_OPENGL_21)
- " vec4 texelColor = texture2D(texture0, fragTexCoord); \n" // NOTE: texture2D() is deprecated on OpenGL 3.3 and ES 3.0
- " gl_FragColor = texelColor*colDiffuse*fragColor; \n"
-#elif defined(GRAPHICS_API_OPENGL_33)
- " vec4 texelColor = texture(texture0, fragTexCoord); \n"
- " finalColor = texelColor*colDiffuse*fragColor; \n"
-#endif
- "} \n";
-
- // NOTE: Compiled vertex/fragment shaders are kept for re-use
- RLGL.State.defaultVShaderId = CompileShader(defaultVShaderStr, GL_VERTEX_SHADER); // Compile default vertex shader
- RLGL.State.defaultFShaderId = CompileShader(defaultFShaderStr, GL_FRAGMENT_SHADER); // Compile default fragment shader
-
- shader.id = LoadShaderProgram(RLGL.State.defaultVShaderId, RLGL.State.defaultFShaderId);
-
- if (shader.id > 0)
- {
- TRACELOG(LOG_INFO, "SHADER: [ID %i] Default shader loaded successfully", shader.id);
-
- // Set default shader locations: attributes locations
- shader.locs[LOC_VERTEX_POSITION] = glGetAttribLocation(shader.id, "vertexPosition");
- shader.locs[LOC_VERTEX_TEXCOORD01] = glGetAttribLocation(shader.id, "vertexTexCoord");
- shader.locs[LOC_VERTEX_COLOR] = glGetAttribLocation(shader.id, "vertexColor");
-
- // Set default shader locations: uniform locations
- shader.locs[LOC_MATRIX_MVP] = glGetUniformLocation(shader.id, "mvp");
- shader.locs[LOC_COLOR_DIFFUSE] = glGetUniformLocation(shader.id, "colDiffuse");
- shader.locs[LOC_MAP_DIFFUSE] = glGetUniformLocation(shader.id, "texture0");
-
- // NOTE: We could also use below function but in case DEFAULT_ATTRIB_* points are
- // changed for external custom shaders, we just use direct bindings above
- //SetShaderDefaultLocations(&shader);
- }
- else TRACELOG(LOG_WARNING, "SHADER: [ID %i] Failed to load default shader", shader.id);
-
- return shader;
-}
-
-// Get location handlers to for shader attributes and uniforms
-// NOTE: If any location is not found, loc point becomes -1
-static void SetShaderDefaultLocations(Shader *shader)
-{
- // NOTE: Default shader attrib locations have been fixed before linking:
- // vertex position location = 0
- // vertex texcoord location = 1
- // vertex normal location = 2
- // vertex color location = 3
- // vertex tangent location = 4
- // vertex texcoord2 location = 5
-
- // Get handles to GLSL input attibute locations
- shader->locs[LOC_VERTEX_POSITION] = glGetAttribLocation(shader->id, DEFAULT_ATTRIB_POSITION_NAME);
- shader->locs[LOC_VERTEX_TEXCOORD01] = glGetAttribLocation(shader->id, DEFAULT_ATTRIB_TEXCOORD_NAME);
- shader->locs[LOC_VERTEX_TEXCOORD02] = glGetAttribLocation(shader->id, DEFAULT_ATTRIB_TEXCOORD2_NAME);
- shader->locs[LOC_VERTEX_NORMAL] = glGetAttribLocation(shader->id, DEFAULT_ATTRIB_NORMAL_NAME);
- shader->locs[LOC_VERTEX_TANGENT] = glGetAttribLocation(shader->id, DEFAULT_ATTRIB_TANGENT_NAME);
- shader->locs[LOC_VERTEX_COLOR] = glGetAttribLocation(shader->id, DEFAULT_ATTRIB_COLOR_NAME);
-
- // Get handles to GLSL uniform locations (vertex shader)
- shader->locs[LOC_MATRIX_MVP] = glGetUniformLocation(shader->id, "mvp");
- shader->locs[LOC_MATRIX_PROJECTION] = glGetUniformLocation(shader->id, "projection");
- shader->locs[LOC_MATRIX_VIEW] = glGetUniformLocation(shader->id, "view");
-
- // Get handles to GLSL uniform locations (fragment shader)
- shader->locs[LOC_COLOR_DIFFUSE] = glGetUniformLocation(shader->id, "colDiffuse");
- shader->locs[LOC_MAP_DIFFUSE] = glGetUniformLocation(shader->id, "texture0");
- shader->locs[LOC_MAP_SPECULAR] = glGetUniformLocation(shader->id, "texture1");
- shader->locs[LOC_MAP_NORMAL] = glGetUniformLocation(shader->id, "texture2");
-}
-
-// Unload default shader
-static void UnloadShaderDefault(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);
-}
-
-// Load default internal buffers
-static void LoadBuffersDefault(void)
-{
- // Initialize CPU (RAM) arrays (vertex position, texcoord, color data and indexes)
- //--------------------------------------------------------------------------------------------
- for (int i = 0; i < MAX_BATCH_BUFFERING; i++)
- {
- RLGL.State.vertexData[i].vertices = (float *)RL_MALLOC(sizeof(float)*3*4*MAX_BATCH_ELEMENTS); // 3 float by vertex, 4 vertex by quad
- RLGL.State.vertexData[i].texcoords = (float *)RL_MALLOC(sizeof(float)*2*4*MAX_BATCH_ELEMENTS); // 2 float by texcoord, 4 texcoord by quad
- RLGL.State.vertexData[i].colors = (unsigned char *)RL_MALLOC(sizeof(unsigned char)*4*4*MAX_BATCH_ELEMENTS); // 4 float by color, 4 colors by quad
-#if defined(GRAPHICS_API_OPENGL_33)
- RLGL.State.vertexData[i].indices = (unsigned int *)RL_MALLOC(sizeof(unsigned int)*6*MAX_BATCH_ELEMENTS); // 6 int by quad (indices)
-#elif defined(GRAPHICS_API_OPENGL_ES2)
- RLGL.State.vertexData[i].indices = (unsigned short *)RL_MALLOC(sizeof(unsigned short)*6*MAX_BATCH_ELEMENTS); // 6 int by quad (indices)
-#endif
-
- for (int j = 0; j < (3*4*MAX_BATCH_ELEMENTS); j++) RLGL.State.vertexData[i].vertices[j] = 0.0f;
- for (int j = 0; j < (2*4*MAX_BATCH_ELEMENTS); j++) RLGL.State.vertexData[i].texcoords[j] = 0.0f;
- for (int j = 0; j < (4*4*MAX_BATCH_ELEMENTS); j++) RLGL.State.vertexData[i].colors[j] = 0;
-
- int k = 0;
-
- // Indices can be initialized right now
- for (int j = 0; j < (6*MAX_BATCH_ELEMENTS); j += 6)
- {
- RLGL.State.vertexData[i].indices[j] = 4*k;
- RLGL.State.vertexData[i].indices[j + 1] = 4*k + 1;
- RLGL.State.vertexData[i].indices[j + 2] = 4*k + 2;
- RLGL.State.vertexData[i].indices[j + 3] = 4*k;
- RLGL.State.vertexData[i].indices[j + 4] = 4*k + 2;
- RLGL.State.vertexData[i].indices[j + 5] = 4*k + 3;
-
- k++;
- }
-
- RLGL.State.vertexData[i].vCounter = 0;
- RLGL.State.vertexData[i].tcCounter = 0;
- RLGL.State.vertexData[i].cCounter = 0;
- }
-
- TRACELOG(LOG_INFO, "RLGL: Internal vertex buffers initialized successfully in RAM (CPU)");
- //--------------------------------------------------------------------------------------------
-
- // Upload to GPU (VRAM) vertex data and initialize VAOs/VBOs
- //--------------------------------------------------------------------------------------------
- for (int i = 0; i < MAX_BATCH_BUFFERING; i++)
- {
- if (RLGL.ExtSupported.vao)
- {
- // Initialize Quads VAO
- glGenVertexArrays(1, &RLGL.State.vertexData[i].vaoId);
- glBindVertexArray(RLGL.State.vertexData[i].vaoId);
- }
-
- // Quads - Vertex buffers binding and attributes enable
- // Vertex position buffer (shader-location = 0)
- glGenBuffers(1, &RLGL.State.vertexData[i].vboId[0]);
- glBindBuffer(GL_ARRAY_BUFFER, RLGL.State.vertexData[i].vboId[0]);
- glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*4*MAX_BATCH_ELEMENTS, RLGL.State.vertexData[i].vertices, GL_DYNAMIC_DRAW);
- glEnableVertexAttribArray(RLGL.State.currentShader.locs[LOC_VERTEX_POSITION]);
- glVertexAttribPointer(RLGL.State.currentShader.locs[LOC_VERTEX_POSITION], 3, GL_FLOAT, 0, 0, 0);
-
- // Vertex texcoord buffer (shader-location = 1)
- glGenBuffers(1, &RLGL.State.vertexData[i].vboId[1]);
- glBindBuffer(GL_ARRAY_BUFFER, RLGL.State.vertexData[i].vboId[1]);
- glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*4*MAX_BATCH_ELEMENTS, RLGL.State.vertexData[i].texcoords, GL_DYNAMIC_DRAW);
- glEnableVertexAttribArray(RLGL.State.currentShader.locs[LOC_VERTEX_TEXCOORD01]);
- glVertexAttribPointer(RLGL.State.currentShader.locs[LOC_VERTEX_TEXCOORD01], 2, GL_FLOAT, 0, 0, 0);
-
- // Vertex color buffer (shader-location = 3)
- glGenBuffers(1, &RLGL.State.vertexData[i].vboId[2]);
- glBindBuffer(GL_ARRAY_BUFFER, RLGL.State.vertexData[i].vboId[2]);
- glBufferData(GL_ARRAY_BUFFER, sizeof(unsigned char)*4*4*MAX_BATCH_ELEMENTS, RLGL.State.vertexData[i].colors, GL_DYNAMIC_DRAW);
- glEnableVertexAttribArray(RLGL.State.currentShader.locs[LOC_VERTEX_COLOR]);
- glVertexAttribPointer(RLGL.State.currentShader.locs[LOC_VERTEX_COLOR], 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
-
- // Fill index buffer
- glGenBuffers(1, &RLGL.State.vertexData[i].vboId[3]);
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, RLGL.State.vertexData[i].vboId[3]);
-#if defined(GRAPHICS_API_OPENGL_33)
- glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(int)*6*MAX_BATCH_ELEMENTS, RLGL.State.vertexData[i].indices, GL_STATIC_DRAW);
-#elif defined(GRAPHICS_API_OPENGL_ES2)
- glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(short)*6*MAX_BATCH_ELEMENTS, RLGL.State.vertexData[i].indices, GL_STATIC_DRAW);
-#endif
- }
-
- TRACELOG(LOG_INFO, "RLGL: Internal vertex buffers uploaded successfully to VRAM (GPU)");
-
- // Unbind the current VAO
- if (RLGL.ExtSupported.vao) glBindVertexArray(0);
- //--------------------------------------------------------------------------------------------
-}
-
-// Update default internal buffers (VAOs/VBOs) with vertex array data
-// NOTE: If there is not vertex data, buffers doesn't need to be updated (vertexCount > 0)
-// TODO: If no data changed on the CPU arrays --> No need to re-update GPU arrays (change flag required)
-static void UpdateBuffersDefault(void)
-{
- // Update vertex buffers data
- if (RLGL.State.vertexData[RLGL.State.currentBuffer].vCounter > 0)
- {
- // Activate elements VAO
- if (RLGL.ExtSupported.vao) glBindVertexArray(RLGL.State.vertexData[RLGL.State.currentBuffer].vaoId);
-
- // Vertex positions buffer
- glBindBuffer(GL_ARRAY_BUFFER, RLGL.State.vertexData[RLGL.State.currentBuffer].vboId[0]);
- glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*3*RLGL.State.vertexData[RLGL.State.currentBuffer].vCounter, RLGL.State.vertexData[RLGL.State.currentBuffer].vertices);
- //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*4*MAX_BATCH_ELEMENTS, RLGL.State.vertexData[RLGL.State.currentBuffer].vertices, GL_DYNAMIC_DRAW); // Update all buffer
-
- // Texture coordinates buffer
- glBindBuffer(GL_ARRAY_BUFFER, RLGL.State.vertexData[RLGL.State.currentBuffer].vboId[1]);
- glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*2*RLGL.State.vertexData[RLGL.State.currentBuffer].vCounter, RLGL.State.vertexData[RLGL.State.currentBuffer].texcoords);
- //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*4*MAX_BATCH_ELEMENTS, RLGL.State.vertexData[RLGL.State.currentBuffer].texcoords, GL_DYNAMIC_DRAW); // Update all buffer
-
- // Colors buffer
- glBindBuffer(GL_ARRAY_BUFFER, RLGL.State.vertexData[RLGL.State.currentBuffer].vboId[2]);
- glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(unsigned char)*4*RLGL.State.vertexData[RLGL.State.currentBuffer].vCounter, RLGL.State.vertexData[RLGL.State.currentBuffer].colors);
- //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*4*4*MAX_BATCH_ELEMENTS, RLGL.State.vertexData[RLGL.State.currentBuffer].colors, GL_DYNAMIC_DRAW); // Update all buffer
-
- // NOTE: glMapBuffer() causes sync issue.
- // If GPU is working with this buffer, glMapBuffer() will wait(stall) until GPU to finish its job.
- // To avoid waiting (idle), you can call first glBufferData() with NULL pointer before glMapBuffer().
- // If you do that, the previous data in PBO will be discarded and glMapBuffer() returns a new
- // allocated pointer immediately even if GPU is still working with the previous data.
-
- // Another option: map the buffer object into client's memory
- // Probably this code could be moved somewhere else...
- // RLGL.State.vertexData[RLGL.State.currentBuffer].vertices = (float *)glMapBuffer(GL_ARRAY_BUFFER, GL_READ_WRITE);
- // if (RLGL.State.vertexData[RLGL.State.currentBuffer].vertices)
- // {
- // Update vertex data
- // }
- // glUnmapBuffer(GL_ARRAY_BUFFER);
-
- // Unbind the current VAO
- if (RLGL.ExtSupported.vao) glBindVertexArray(0);
- }
-}
-
-// Draw default internal buffers vertex data
-static void DrawBuffersDefault(void)
-{
- Matrix matProjection = RLGL.State.projection;
- Matrix matModelView = RLGL.State.modelview;
-
- int eyesCount = 1;
-#if defined(SUPPORT_VR_SIMULATOR)
- if (RLGL.Vr.stereoRender) eyesCount = 2;
-#endif
-
- for (int eye = 0; eye < eyesCount; eye++)
- {
-#if defined(SUPPORT_VR_SIMULATOR)
- if (eyesCount == 2) SetStereoView(eye, matProjection, matModelView);
-#endif
-
- // Draw buffers
- if (RLGL.State.vertexData[RLGL.State.currentBuffer].vCounter > 0)
- {
- // Set current shader and upload current MVP matrix
- glUseProgram(RLGL.State.currentShader.id);
-
- // Create modelview-projection matrix
- Matrix matMVP = MatrixMultiply(RLGL.State.modelview, RLGL.State.projection);
-
- glUniformMatrix4fv(RLGL.State.currentShader.locs[LOC_MATRIX_MVP], 1, false, MatrixToFloat(matMVP));
- glUniform4f(RLGL.State.currentShader.locs[LOC_COLOR_DIFFUSE], 1.0f, 1.0f, 1.0f, 1.0f);
- glUniform1i(RLGL.State.currentShader.locs[LOC_MAP_DIFFUSE], 0); // Provided value refers to the texture unit (active)
-
- // TODO: Support additional texture units on custom shader
- //if (RLGL.State.currentShader->locs[LOC_MAP_SPECULAR] > 0) glUniform1i(RLGL.State.currentShader.locs[LOC_MAP_SPECULAR], 1);
- //if (RLGL.State.currentShader->locs[LOC_MAP_NORMAL] > 0) glUniform1i(RLGL.State.currentShader.locs[LOC_MAP_NORMAL], 2);
-
- // NOTE: Right now additional map textures not considered for default buffers drawing
-
- int vertexOffset = 0;
-
- if (RLGL.ExtSupported.vao) glBindVertexArray(RLGL.State.vertexData[RLGL.State.currentBuffer].vaoId);
- else
- {
- // Bind vertex attrib: position (shader-location = 0)
- glBindBuffer(GL_ARRAY_BUFFER, RLGL.State.vertexData[RLGL.State.currentBuffer].vboId[0]);
- glVertexAttribPointer(RLGL.State.currentShader.locs[LOC_VERTEX_POSITION], 3, GL_FLOAT, 0, 0, 0);
- glEnableVertexAttribArray(RLGL.State.currentShader.locs[LOC_VERTEX_POSITION]);
-
- // Bind vertex attrib: texcoord (shader-location = 1)
- glBindBuffer(GL_ARRAY_BUFFER, RLGL.State.vertexData[RLGL.State.currentBuffer].vboId[1]);
- glVertexAttribPointer(RLGL.State.currentShader.locs[LOC_VERTEX_TEXCOORD01], 2, GL_FLOAT, 0, 0, 0);
- glEnableVertexAttribArray(RLGL.State.currentShader.locs[LOC_VERTEX_TEXCOORD01]);
-
- // Bind vertex attrib: color (shader-location = 3)
- glBindBuffer(GL_ARRAY_BUFFER, RLGL.State.vertexData[RLGL.State.currentBuffer].vboId[2]);
- glVertexAttribPointer(RLGL.State.currentShader.locs[LOC_VERTEX_COLOR], 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
- glEnableVertexAttribArray(RLGL.State.currentShader.locs[LOC_VERTEX_COLOR]);
-
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, RLGL.State.vertexData[RLGL.State.currentBuffer].vboId[3]);
- }
-
- glActiveTexture(GL_TEXTURE0);
-
- for (int i = 0; i < RLGL.State.drawsCounter; i++)
- {
- glBindTexture(GL_TEXTURE_2D, RLGL.State.draws[i].textureId);
-
- // TODO: Find some way to bind additional textures --> Use global texture IDs? Register them on draw[i]?
- //if (RLGL.State.currentShader->locs[LOC_MAP_SPECULAR] > 0) { glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_2D, textureUnit1_id); }
- //if (RLGL.State.currentShader->locs[LOC_MAP_SPECULAR] > 0) { glActiveTexture(GL_TEXTURE2); glBindTexture(GL_TEXTURE_2D, textureUnit2_id); }
-
- if ((RLGL.State.draws[i].mode == RL_LINES) || (RLGL.State.draws[i].mode == RL_TRIANGLES)) glDrawArrays(RLGL.State.draws[i].mode, vertexOffset, RLGL.State.draws[i].vertexCount);
- else
- {
-#if defined(GRAPHICS_API_OPENGL_33)
- // We need to define the number of indices to be processed: quadsCount*6
- // NOTE: The final parameter tells the GPU the offset in bytes from the
- // start of the index buffer to the location of the first index to process
- glDrawElements(GL_TRIANGLES, RLGL.State.draws[i].vertexCount/4*6, GL_UNSIGNED_INT, (GLvoid *)(sizeof(GLuint)*vertexOffset/4*6));
-#elif defined(GRAPHICS_API_OPENGL_ES2)
- glDrawElements(GL_TRIANGLES, RLGL.State.draws[i].vertexCount/4*6, GL_UNSIGNED_SHORT, (GLvoid *)(sizeof(GLushort)*vertexOffset/4*6));
-#endif
- }
-
- vertexOffset += (RLGL.State.draws[i].vertexCount + RLGL.State.draws[i].vertexAlignment);
- }
-
- if (!RLGL.ExtSupported.vao)
- {
- glBindBuffer(GL_ARRAY_BUFFER, 0);
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
- }
-
- glBindTexture(GL_TEXTURE_2D, 0); // Unbind textures
- }
-
- if (RLGL.ExtSupported.vao) glBindVertexArray(0); // Unbind VAO
-
- glUseProgram(0); // Unbind shader program
- }
-
- // Reset vertex counters for next frame
- RLGL.State.vertexData[RLGL.State.currentBuffer].vCounter = 0;
- RLGL.State.vertexData[RLGL.State.currentBuffer].tcCounter = 0;
- RLGL.State.vertexData[RLGL.State.currentBuffer].cCounter = 0;
-
- // Reset depth for next draw
- RLGL.State.currentDepth = -1.0f;
-
- // Restore projection/modelview matrices
- RLGL.State.projection = matProjection;
- RLGL.State.modelview = matModelView;
-
- // Reset RLGL.State.draws array
- for (int i = 0; i < MAX_DRAWCALL_REGISTERED; i++)
- {
- RLGL.State.draws[i].mode = RL_QUADS;
- RLGL.State.draws[i].vertexCount = 0;
- RLGL.State.draws[i].textureId = RLGL.State.defaultTextureId;
- }
-
- RLGL.State.drawsCounter = 1;
-
- // Change to next buffer in the list
- RLGL.State.currentBuffer++;
- if (RLGL.State.currentBuffer >= MAX_BATCH_BUFFERING) RLGL.State.currentBuffer = 0;
-}
-
-// Unload default internal buffers vertex data from CPU and GPU
-static void UnloadBuffersDefault(void)
-{
- // 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);
-
- for (int i = 0; i < MAX_BATCH_BUFFERING; i++)
- {
- // Delete VBOs from GPU (VRAM)
- glDeleteBuffers(1, &RLGL.State.vertexData[i].vboId[0]);
- glDeleteBuffers(1, &RLGL.State.vertexData[i].vboId[1]);
- glDeleteBuffers(1, &RLGL.State.vertexData[i].vboId[2]);
- glDeleteBuffers(1, &RLGL.State.vertexData[i].vboId[3]);
-
- // Delete VAOs from GPU (VRAM)
- if (RLGL.ExtSupported.vao) glDeleteVertexArrays(1, &RLGL.State.vertexData[i].vaoId);
-
- // Free vertex arrays memory from CPU (RAM)
- RL_FREE(RLGL.State.vertexData[i].vertices);
- RL_FREE(RLGL.State.vertexData[i].texcoords);
- RL_FREE(RLGL.State.vertexData[i].colors);
- RL_FREE(RLGL.State.vertexData[i].indices);
- }
-}
-
-// Renders a 1x1 XY quad in NDC
-static void GenDrawQuad(void)
-{
- unsigned int quadVAO = 0;
- unsigned int quadVBO = 0;
-
- float vertices[] = {
- // Positions // Texture Coords
- -1.0f, 1.0f, 0.0f, 0.0f, 1.0f,
- -1.0f, -1.0f, 0.0f, 0.0f, 0.0f,
- 1.0f, 1.0f, 0.0f, 1.0f, 1.0f,
- 1.0f, -1.0f, 0.0f, 1.0f, 0.0f,
- };
-
- // Set up plane VAO
- glGenVertexArrays(1, &quadVAO);
- glGenBuffers(1, &quadVBO);
- glBindVertexArray(quadVAO);
-
- // Fill buffer
- glBindBuffer(GL_ARRAY_BUFFER, quadVBO);
- glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), &vertices, GL_STATIC_DRAW);
-
- // Link vertex attributes
- glEnableVertexAttribArray(0);
- glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5*sizeof(float), (void *)0);
- glEnableVertexAttribArray(1);
- glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5*sizeof(float), (void *)(3*sizeof(float)));
-
- // Draw quad
- glBindVertexArray(quadVAO);
- glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
- glBindVertexArray(0);
-
- glDeleteBuffers(1, &quadVBO);
- glDeleteVertexArrays(1, &quadVAO);
-}
-
-// Renders a 1x1 3D cube in NDC
-static void GenDrawCube(void)
-{
- unsigned int cubeVAO = 0;
- unsigned int cubeVBO = 0;
-
- float vertices[] = {
- -1.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f,
- 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f,
- 1.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 1.0f, 0.0f,
- 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f,
- -1.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f,
- -1.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 1.0f,
- -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f,
- 1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f,
- 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f,
- 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f,
- -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f,
- -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f,
- -1.0f, 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
- -1.0f, 1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 1.0f,
- -1.0f, -1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
- -1.0f, -1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
- -1.0f, -1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f,
- -1.0f, 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
- 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
- 1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
- 1.0f, 1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f,
- 1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
- 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
- 1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f,
- -1.0f, -1.0f, -1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f,
- 1.0f, -1.0f, -1.0f, 0.0f, -1.0f, 0.0f, 1.0f, 1.0f,
- 1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f,
- 1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f,
- -1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 0.0f,
- -1.0f, -1.0f, -1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f,
- -1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f,
- 1.0f, 1.0f , 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f,
- 1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f,
- 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f,
- -1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f,
- -1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f
- };
-
- // Set up cube VAO
- glGenVertexArrays(1, &cubeVAO);
- glGenBuffers(1, &cubeVBO);
-
- // Fill buffer
- glBindBuffer(GL_ARRAY_BUFFER, cubeVBO);
- glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
-
- // Link vertex attributes
- glBindVertexArray(cubeVAO);
- glEnableVertexAttribArray(0);
- glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8*sizeof(float), (void *)0);
- glEnableVertexAttribArray(1);
- glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8*sizeof(float), (void *)(3*sizeof(float)));
- glEnableVertexAttribArray(2);
- glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8*sizeof(float), (void *)(6*sizeof(float)));
- glBindBuffer(GL_ARRAY_BUFFER, 0);
- glBindVertexArray(0);
-
- // Draw cube
- glBindVertexArray(cubeVAO);
- glDrawArrays(GL_TRIANGLES, 0, 36);
- glBindVertexArray(0);
-
- glDeleteBuffers(1, &cubeVBO);
- glDeleteVertexArrays(1, &cubeVAO);
-}
-
-#if defined(SUPPORT_VR_SIMULATOR)
-// Set internal projection and modelview matrix depending on eyes tracking data
-static void SetStereoView(int eye, Matrix matProjection, Matrix matModelView)
-{
- Matrix eyeProjection = matProjection;
- Matrix eyeModelView = matModelView;
-
- // Setup viewport and projection/modelview matrices using tracking data
- rlViewport(eye*RLGL.State.framebufferWidth/2, 0, RLGL.State.framebufferWidth/2, RLGL.State.framebufferHeight);
-
- // Apply view offset to modelview matrix
- eyeModelView = MatrixMultiply(matModelView, RLGL.Vr.config.eyesViewOffset[eye]);
-
- // Set current eye projection matrix
- eyeProjection = RLGL.Vr.config.eyesProjection[eye];
-
- SetMatrixModelview(eyeModelView);
- SetMatrixProjection(eyeProjection);
-}
-#endif // SUPPORT_VR_SIMULATOR
-
-#endif // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2
-
-#if defined(GRAPHICS_API_OPENGL_11)
-// Mipmaps data is generated after image data
-// NOTE: Only works with RGBA (4 bytes) data!
-static int GenerateMipmaps(unsigned char *data, int baseWidth, int baseHeight)
-{
- 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))
- {
- if (width != 1) width /= 2;
- if (height != 1) 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 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 = GenNextMipmap(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 *GenNextMipmap(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
-
-#if defined(RLGL_STANDALONE)
-// Load text data from file, returns a '\0' terminated string
-// NOTE: text chars array should be freed manually
-char *LoadFileText(const char *fileName)
-{
- char *text = NULL;
-
- if (fileName != NULL)
- {
- FILE *textFile = fopen(fileName, "rt");
-
- if (textFile != NULL)
- {
- // WARNING: When reading a file as 'text' file,
- // text mode causes carriage return-linefeed translation...
- // ...but using fseek() should return correct byte-offset
- fseek(textFile, 0, SEEK_END);
- int size = ftell(textFile);
- fseek(textFile, 0, SEEK_SET);
-
- if (size > 0)
- {
- text = (char *)RL_MALLOC(sizeof(char)*(size + 1));
- int count = fread(text, sizeof(char), size, textFile);
-
- // WARNING: \r\n is converted to \n on reading, so,
- // read bytes count gets reduced by the number of lines
- if (count < size) text = RL_REALLOC(text, count + 1);
-
- // Zero-terminate the string
- text[count] = '\0';
-
- TRACELOG(LOG_INFO, "FILEIO: [%s] Text file loaded successfully", fileName);
- }
- else TRACELOG(LOG_WARNING, "FILEIO: [%s] Failed to read text file", fileName);
-
- fclose(textFile);
- }
- else TRACELOG(LOG_WARNING, "FILEIO: [%s] Failed to open text file", fileName);
- }
- else TRACELOG(LOG_WARNING, "FILEIO: File name provided is not valid");
-
- return text;
-}
-
-// Get pixel data size in bytes (image or texture)
-// NOTE: Size depends on pixel format
-int GetPixelDataSize(int width, int height, int format)
-{
- int dataSize = 0; // Size in bytes
- int bpp = 0; // Bits per pixel
-
- switch (format)
- {
- case UNCOMPRESSED_GRAYSCALE: bpp = 8; break;
- case UNCOMPRESSED_GRAY_ALPHA:
- case UNCOMPRESSED_R5G6B5:
- case UNCOMPRESSED_R5G5B5A1:
- case UNCOMPRESSED_R4G4B4A4: bpp = 16; break;
- case UNCOMPRESSED_R8G8B8A8: bpp = 32; break;
- case UNCOMPRESSED_R8G8B8: bpp = 24; break;
- case UNCOMPRESSED_R32: bpp = 32; break;
- case UNCOMPRESSED_R32G32B32: bpp = 32*3; break;
- case UNCOMPRESSED_R32G32B32A32: bpp = 32*4; break;
- case COMPRESSED_DXT1_RGB:
- case COMPRESSED_DXT1_RGBA:
- case COMPRESSED_ETC1_RGB:
- case COMPRESSED_ETC2_RGB:
- case COMPRESSED_PVRT_RGB:
- case COMPRESSED_PVRT_RGBA: bpp = 4; break;
- case COMPRESSED_DXT3_RGBA:
- case COMPRESSED_DXT5_RGBA:
- case COMPRESSED_ETC2_EAC_RGBA:
- case COMPRESSED_ASTC_4x4_RGBA: bpp = 8; break;
- case COMPRESSED_ASTC_8x8_RGBA: bpp = 2; break;
- 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 >= COMPRESSED_DXT1_RGB) && (format < COMPRESSED_DXT3_RGBA)) dataSize = 8;
- else if ((format >= COMPRESSED_DXT3_RGBA) && (format < COMPRESSED_ASTC_8x8_RGBA)) dataSize = 16;
- }
-
- return dataSize;
-}
-#endif // RLGL_STANDALONE
-
-#endif // RLGL_IMPLEMENTATION