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|
/**********************************************************************************************
*
* 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
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