mirror of
https://github.com/raysan5/raylib.git
synced 2025-12-06 06:13:10 +00:00
* add base of rlsw.h * implement state support Also replace the triangle rasterization functions with macros that generate specific functions for each state of the rendering system. Also, add the OpenGL definitions in order to add a binding for rlgl. * branchless float saturation * apply perspective correction to colors * impl line clipping and rasterization + tweak function names * impl face culling * impl color blending * fixes and tweaks * add clear buffer bitmasks * small optimizations / tweaks * review ndc to screen projection * avoid to recalculate MVP when its not needed + tweaks * review the loading and management of textures to be closer to the OpenGL API * texture sampling optimization * review get pixel functions + review unorm/float conversion * add several buffer format support Several depth and color formats have been added for the framebuffer. 8-bit, 16-bit, and 24-bit formats are now available for depth. RGB 8-bit (332), RGB 16-bit (565), and RGB 24-bit (888) formats are now available for color. Alpha support is no longer present for the framebuffer at the moment, but it can easily be restored by adding the formats and reinterpolating the alpha in the areas that do not perform color blending. Additionally, this commit brings performance improvements. * tweaks * impl line width * impl points + point size * fix and improve polygon clipping functions * impl polygone modes * add some not planned functions - `glDepthMask` - `glColorMask` * framebuffer resizing + handle init failure * add quick notes about line clipping algorithms used * start to impl scissor test + review line clipping The support for the scissor test has been implemented for clearing as well as for triangle clipping. The implementation for lines and points is still missing. I also removed the 2D clipping of lines that used the Cohen-Sutherland algorithm, opting instead to always use the Liang-Barsky algorithm in all cases. This simplifies the implementation, and the 2D version would have caused issues when interpolating vertices in the future if we want to implement additional features. * review scissor clear * review `swScissor` * impl line scissor clipping * round screen coordinate (line rasterization) * impl point scissor clipping * remove unused defs * add getter functions * gl binding * add `glHint` and `glShadeModel` macros (not implmented) * binding tweaks * impl copy framebuffer function + glReadPixels * review `swCopyFramebuffer` * update rlgl.h * update rlgl.h * texture copy support * fix typo.. * add get error function * def sw alloc macros * reimpl get color buffer func just in case * remove normal interpolation * review texture wrap * fix ndc projection (viewport/scissor) * impl framebuffer blit function * reduce matrix compuations and memory usage * swBegin tweaks * preventing a possible division by zero * remove useless scissor related data * review color blending system * greatly improve float saturation * tweak lerp vertex function * use opitmized fract function in sw_texture_map * tweak framebuffer functions for better readability * optimized copy/blit functions for each dst format * review framebuffer filling functions * impl specific quad rendering func * use of a single global vertex buffer * fix 'sw_poly_point_render' * added `SW_RESTRICT` and redesigned `sw_lerp_vertex_PNCTH` * tweak the pipeline flow regarding the face culling avoids misprediction, improves vectorization if possible * new rendering path for axis aligned quads * oops, translating some comments * use of `restrict` for blending function parameters * update rlgl.h * adding `GRAPHICS_API_OPENGL_11_SOFTWARE` in `DrawMesh` * add `RL_OPENGL_11_SOFTWARE` enum * temp tweak * build fixes * fix DrawMesh for GL 1.1 * update swClose * review texture format + fix copy * set minimum req vertices to 3 (quads) * check swInit * review pixelformat * tweaks * fix animNormals (DrawMesh) * fallback color/texcoord (swDrawArrays) * review swMultMatrixf * fix texture pool alloc.. * review triangle scanlines increment all data * fix `sw_quad_sort_cw` * impl sdl platform * rm def * increase max clipped polygon vertices * improve triangle rasterization along Y axis improved robustness against numerical errors incremental interpolation along Y simplified function, fewer jumps * review current vertex data + increase max clipped polygon vertices (for extreme cases) * fix and improve polygon clipping Sets the vertex count to zero when the polygon is invalid Stops clipping when the vertex count drops below 3 * fix gradient calculation * cache texture size minus one + comments * tweaks * BGRA copy support * adding software backend option (cmake) * update Makefile * fix face culling * excluse some exemple with the software backend * review SW_CLAMP case in sw_texture_map * review sw_saturate * review line raster * fix sw_quad_is_aligned * review sw_raster_quad_axis_aligned * tweaks * codepoint fix (?) * fix var name... * rcore_drm software renderering * cleanup and tweaks * adding support for `GL_POINT_SIZE` and `GL_LINE_WIDTH` get * fix sampling issue * fix swBlendFunc --------- Co-authored-by: Ray <raysan5@gmail.com>
5363 lines
248 KiB
C
5363 lines
248 KiB
C
/**********************************************************************************************
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*
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* rlgl v5.0 - A multi-OpenGL abstraction layer with an immediate-mode style API
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*
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* DESCRIPTION:
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* An abstraction layer for multiple OpenGL versions (1.1, 2.1, 3.3 Core, 4.3 Core, ES 2.0, ES 3.0)
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* that provides a pseudo-OpenGL 1.1 immediate-mode style API (rlVertex, rlTranslate, rlRotate...)
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*
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* ADDITIONAL NOTES:
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* When choosing an OpenGL backend different than OpenGL 1.1, some internal buffer are
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* initialized on rlglInit() to accumulate vertex data
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*
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* When an internal state change is required all the stored vertex data is rendered in batch,
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* additionally, rlDrawRenderBatchActive() could be called to force flushing of the batch
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*
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* Some resources are also loaded for convenience, here the complete list:
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* - Default batch (RLGL.defaultBatch): RenderBatch system to accumulate vertex data
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* - Default texture (RLGL.defaultTextureId): 1x1 white pixel R8G8B8A8
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* - Default shader (RLGL.State.defaultShaderId, RLGL.State.defaultShaderLocs)
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*
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* Internal buffer (and resources) must be manually unloaded calling rlglClose()
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*
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* CONFIGURATION:
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* #define GRAPHICS_API_OPENGL_11
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* #define GRAPHICS_API_OPENGL_21
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* #define GRAPHICS_API_OPENGL_33
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* #define GRAPHICS_API_OPENGL_43
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* #define GRAPHICS_API_OPENGL_ES2
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* #define GRAPHICS_API_OPENGL_ES3
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* Use selected OpenGL graphics backend, should be supported by platform
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* Those preprocessor defines are only used on rlgl module, if OpenGL version is
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* required by any other module, use rlGetVersion() to check it
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*
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* #define RLGL_IMPLEMENTATION
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* Generates the implementation of the library into the included file
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* If not defined, the library is in header only mode and can be included in other headers
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* or source files without problems. But only ONE file should hold the implementation
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*
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* #define RLGL_RENDER_TEXTURES_HINT
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* Enable framebuffer objects (fbo) support (enabled by default)
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* Some GPUs could not support them despite the OpenGL version
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*
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* #define RLGL_SHOW_GL_DETAILS_INFO
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* Show OpenGL extensions and capabilities detailed logs on init
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*
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* #define RLGL_ENABLE_OPENGL_DEBUG_CONTEXT
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* Enable debug context (only available on OpenGL 4.3)
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*
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* rlgl capabilities could be customized just defining some internal
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* values before library inclusion (default values listed):
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*
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* #define RL_DEFAULT_BATCH_BUFFER_ELEMENTS 8192 // Default internal render batch elements limits
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* #define RL_DEFAULT_BATCH_BUFFERS 1 // Default number of batch buffers (multi-buffering)
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* #define RL_DEFAULT_BATCH_DRAWCALLS 256 // Default number of batch draw calls (by state changes: mode, texture)
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* #define RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS 4 // Maximum number of textures units that can be activated on batch drawing (SetShaderValueTexture())
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*
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* #define RL_MAX_MATRIX_STACK_SIZE 32 // Maximum size of internal Matrix stack
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* #define RL_MAX_SHADER_LOCATIONS 32 // Maximum number of shader locations supported
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* #define RL_CULL_DISTANCE_NEAR 0.05 // Default projection matrix near cull distance
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* #define RL_CULL_DISTANCE_FAR 4000.0 // Default projection matrix far cull distance
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*
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* When loading a shader, the following vertex attributes and uniform
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* location names are tried to be set automatically:
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*
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* #define RL_DEFAULT_SHADER_ATTRIB_NAME_POSITION "vertexPosition" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_LOCATION_POSITION
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* #define RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD "vertexTexCoord" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD
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* #define RL_DEFAULT_SHADER_ATTRIB_NAME_NORMAL "vertexNormal" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_LOCATION_NORMAL
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* #define RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR "vertexColor" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_LOCATION_COLOR
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* #define RL_DEFAULT_SHADER_ATTRIB_NAME_TANGENT "vertexTangent" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_LOCATION_TANGENT
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* #define RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2 "vertexTexCoord2" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD2
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* #define RL_DEFAULT_SHADER_ATTRIB_NAME_BONEIDS "vertexBoneIds" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEIDS
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* #define RL_DEFAULT_SHADER_ATTRIB_NAME_BONEWEIGHTS "vertexBoneWeights" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEWEIGHTS
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* #define RL_DEFAULT_SHADER_UNIFORM_NAME_MVP "mvp" // model-view-projection matrix
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* #define RL_DEFAULT_SHADER_UNIFORM_NAME_VIEW "matView" // view matrix
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* #define RL_DEFAULT_SHADER_UNIFORM_NAME_PROJECTION "matProjection" // projection matrix
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* #define RL_DEFAULT_SHADER_UNIFORM_NAME_MODEL "matModel" // model matrix
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* #define RL_DEFAULT_SHADER_UNIFORM_NAME_NORMAL "matNormal" // normal matrix (transpose(inverse(matModelView)))
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* #define RL_DEFAULT_SHADER_UNIFORM_NAME_COLOR "colDiffuse" // color diffuse (base tint color, multiplied by texture color)
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* #define RL_DEFAULT_SHADER_UNIFORM_NAME_BONE_MATRICES "boneMatrices" // bone matrices
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* #define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE0 "texture0" // texture0 (texture slot active 0)
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* #define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE1 "texture1" // texture1 (texture slot active 1)
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* #define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE2 "texture2" // texture2 (texture slot active 2)
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*
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* DEPENDENCIES:
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* - OpenGL libraries (depending on platform and OpenGL version selected)
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* - GLAD OpenGL extensions loading library (only for OpenGL 3.3 Core, 4.3 Core)
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*
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*
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* LICENSE: zlib/libpng
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*
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* Copyright (c) 2014-2025 Ramon Santamaria (@raysan5)
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*
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* This software is provided "as-is", without any express or implied warranty. In no event
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* will the authors be held liable for any damages arising from the use of this software.
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*
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* Permission is granted to anyone to use this software for any purpose, including commercial
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* applications, and to alter it and redistribute it freely, subject to the following restrictions:
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*
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* 1. The origin of this software must not be misrepresented; you must not claim that you
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* wrote the original software. If you use this software in a product, an acknowledgment
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* in the product documentation would be appreciated but is not required.
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*
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* 2. Altered source versions must be plainly marked as such, and must not be misrepresented
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* as being the original software.
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*
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* 3. This notice may not be removed or altered from any source distribution.
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*
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**********************************************************************************************/
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#ifndef RLGL_H
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#define RLGL_H
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#define RLGL_VERSION "5.0"
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// Function specifiers in case library is build/used as a shared library
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// NOTE: Microsoft specifiers to tell compiler that symbols are imported/exported from a .dll
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// NOTE: visibility(default) attribute makes symbols "visible" when compiled with -fvisibility=hidden
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#if defined(_WIN32) && defined(BUILD_LIBTYPE_SHARED)
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#define RLAPI __declspec(dllexport) // We are building the library as a Win32 shared library (.dll)
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#elif defined(BUILD_LIBTYPE_SHARED)
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#define RLAPI __attribute__((visibility("default"))) // We are building the library as a Unix shared library (.so/.dylib)
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#elif defined(_WIN32) && defined(USE_LIBTYPE_SHARED)
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#define RLAPI __declspec(dllimport) // We are using the library as a Win32 shared library (.dll)
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#endif
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// Function specifiers definition
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#ifndef RLAPI
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#define RLAPI // Functions defined as 'extern' by default (implicit specifiers)
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#endif
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// Support TRACELOG macros
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#ifndef TRACELOG
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#define TRACELOG(level, ...) (void)0
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#define TRACELOGD(...) (void)0
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#endif
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// Allow custom memory allocators
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#ifndef RL_MALLOC
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#define RL_MALLOC(sz) malloc(sz)
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#endif
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#ifndef RL_CALLOC
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#define RL_CALLOC(n,sz) calloc(n,sz)
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#endif
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#ifndef RL_REALLOC
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#define RL_REALLOC(n,sz) realloc(n,sz)
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#endif
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#ifndef RL_FREE
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#define RL_FREE(p) free(p)
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#endif
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// Security check in case no GRAPHICS_API_OPENGL_* defined
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#if !defined(GRAPHICS_API_OPENGL_11_SOFTWARE) && \
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!defined(GRAPHICS_API_OPENGL_11) && \
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!defined(GRAPHICS_API_OPENGL_21) && \
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!defined(GRAPHICS_API_OPENGL_33) && \
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!defined(GRAPHICS_API_OPENGL_43) && \
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!defined(GRAPHICS_API_OPENGL_ES2) && \
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!defined(GRAPHICS_API_OPENGL_ES3)
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#define GRAPHICS_API_OPENGL_33
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#endif
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// Security check in case multiple GRAPHICS_API_OPENGL_* defined
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#if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_11_SOFTWARE)
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#if defined(GRAPHICS_API_OPENGL_21)
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#undef GRAPHICS_API_OPENGL_21
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#endif
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#if defined(GRAPHICS_API_OPENGL_33)
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#undef GRAPHICS_API_OPENGL_33
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#endif
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#if defined(GRAPHICS_API_OPENGL_43)
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#undef GRAPHICS_API_OPENGL_43
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#endif
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#if defined(GRAPHICS_API_OPENGL_ES2)
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#undef GRAPHICS_API_OPENGL_ES2
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#endif
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#endif
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// Software implementation uses OpenGL 1.1 functionality
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#if defined(GRAPHICS_API_OPENGL_11_SOFTWARE)
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#define GRAPHICS_API_OPENGL_11
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#endif
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// OpenGL 2.1 uses most of OpenGL 3.3 Core functionality
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// WARNING: Specific parts are checked with #if defines
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#if defined(GRAPHICS_API_OPENGL_21)
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#define GRAPHICS_API_OPENGL_33
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#endif
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// OpenGL 4.3 uses OpenGL 3.3 Core functionality
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#if defined(GRAPHICS_API_OPENGL_43)
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#define GRAPHICS_API_OPENGL_33
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#endif
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// OpenGL ES 3.0 uses OpenGL ES 2.0 functionality (and more)
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#if defined(GRAPHICS_API_OPENGL_ES3)
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#define GRAPHICS_API_OPENGL_ES2
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#endif
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// Support framebuffer objects by default
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// NOTE: Some driver implementation do not support it, despite they should
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#define RLGL_RENDER_TEXTURES_HINT
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//----------------------------------------------------------------------------------
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// Defines and Macros
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//----------------------------------------------------------------------------------
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// Default internal render batch elements limits
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#ifndef RL_DEFAULT_BATCH_BUFFER_ELEMENTS
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#if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33)
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// This is the maximum amount of elements (quads) per batch
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// NOTE: Be careful with text, every letter maps to a quad
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#define RL_DEFAULT_BATCH_BUFFER_ELEMENTS 8192
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#endif
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#if defined(GRAPHICS_API_OPENGL_ES2)
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// We reduce memory sizes for embedded systems (RPI and HTML5)
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// NOTE: On HTML5 (emscripten) this is allocated on heap,
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// by default it's only 16MB!...just take care...
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#define RL_DEFAULT_BATCH_BUFFER_ELEMENTS 2048
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#endif
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#endif
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#ifndef RL_DEFAULT_BATCH_BUFFERS
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#define RL_DEFAULT_BATCH_BUFFERS 1 // Default number of batch buffers (multi-buffering)
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#endif
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#ifndef RL_DEFAULT_BATCH_DRAWCALLS
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#define RL_DEFAULT_BATCH_DRAWCALLS 256 // Default number of batch draw calls (by state changes: mode, texture)
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#endif
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#ifndef RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS
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#define RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS 4 // Maximum number of textures units that can be activated on batch drawing (SetShaderValueTexture())
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#endif
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// Internal Matrix stack
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#ifndef RL_MAX_MATRIX_STACK_SIZE
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#define RL_MAX_MATRIX_STACK_SIZE 32 // Maximum size of Matrix stack
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#endif
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// Shader limits
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#ifndef RL_MAX_SHADER_LOCATIONS
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#define RL_MAX_SHADER_LOCATIONS 32 // Maximum number of shader locations supported
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#endif
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// Projection matrix culling
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#ifndef RL_CULL_DISTANCE_NEAR
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#define RL_CULL_DISTANCE_NEAR 0.05 // Default near cull distance
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#endif
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#ifndef RL_CULL_DISTANCE_FAR
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#define RL_CULL_DISTANCE_FAR 4000.0 // Default far cull distance
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#endif
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// Texture parameters (equivalent to OpenGL defines)
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#define RL_TEXTURE_WRAP_S 0x2802 // GL_TEXTURE_WRAP_S
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#define RL_TEXTURE_WRAP_T 0x2803 // GL_TEXTURE_WRAP_T
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#define RL_TEXTURE_MAG_FILTER 0x2800 // GL_TEXTURE_MAG_FILTER
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#define RL_TEXTURE_MIN_FILTER 0x2801 // GL_TEXTURE_MIN_FILTER
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#define RL_TEXTURE_FILTER_NEAREST 0x2600 // GL_NEAREST
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#define RL_TEXTURE_FILTER_LINEAR 0x2601 // GL_LINEAR
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#define RL_TEXTURE_FILTER_MIP_NEAREST 0x2700 // GL_NEAREST_MIPMAP_NEAREST
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#define RL_TEXTURE_FILTER_NEAREST_MIP_LINEAR 0x2702 // GL_NEAREST_MIPMAP_LINEAR
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#define RL_TEXTURE_FILTER_LINEAR_MIP_NEAREST 0x2701 // GL_LINEAR_MIPMAP_NEAREST
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#define RL_TEXTURE_FILTER_MIP_LINEAR 0x2703 // GL_LINEAR_MIPMAP_LINEAR
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#define RL_TEXTURE_FILTER_ANISOTROPIC 0x3000 // Anisotropic filter (custom identifier)
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#define RL_TEXTURE_MIPMAP_BIAS_RATIO 0x4000 // Texture mipmap bias, percentage ratio (custom identifier)
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#define RL_TEXTURE_WRAP_REPEAT 0x2901 // GL_REPEAT
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#define RL_TEXTURE_WRAP_CLAMP 0x812F // GL_CLAMP_TO_EDGE
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#define RL_TEXTURE_WRAP_MIRROR_REPEAT 0x8370 // GL_MIRRORED_REPEAT
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#define RL_TEXTURE_WRAP_MIRROR_CLAMP 0x8742 // GL_MIRROR_CLAMP_EXT
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// Matrix modes (equivalent to OpenGL)
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#define RL_MODELVIEW 0x1700 // GL_MODELVIEW
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#define RL_PROJECTION 0x1701 // GL_PROJECTION
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#define RL_TEXTURE 0x1702 // GL_TEXTURE
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// Primitive assembly draw modes
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#define RL_LINES 0x0001 // GL_LINES
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#define RL_TRIANGLES 0x0004 // GL_TRIANGLES
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#define RL_QUADS 0x0007 // GL_QUADS
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// GL equivalent data types
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#define RL_UNSIGNED_BYTE 0x1401 // GL_UNSIGNED_BYTE
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#define RL_FLOAT 0x1406 // GL_FLOAT
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// GL buffer usage hint
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#define RL_STREAM_DRAW 0x88E0 // GL_STREAM_DRAW
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#define RL_STREAM_READ 0x88E1 // GL_STREAM_READ
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#define RL_STREAM_COPY 0x88E2 // GL_STREAM_COPY
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#define RL_STATIC_DRAW 0x88E4 // GL_STATIC_DRAW
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#define RL_STATIC_READ 0x88E5 // GL_STATIC_READ
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#define RL_STATIC_COPY 0x88E6 // GL_STATIC_COPY
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#define RL_DYNAMIC_DRAW 0x88E8 // GL_DYNAMIC_DRAW
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#define RL_DYNAMIC_READ 0x88E9 // GL_DYNAMIC_READ
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#define RL_DYNAMIC_COPY 0x88EA // GL_DYNAMIC_COPY
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// GL Shader type
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#define RL_FRAGMENT_SHADER 0x8B30 // GL_FRAGMENT_SHADER
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#define RL_VERTEX_SHADER 0x8B31 // GL_VERTEX_SHADER
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#define RL_COMPUTE_SHADER 0x91B9 // GL_COMPUTE_SHADER
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// GL blending factors
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#define RL_ZERO 0 // GL_ZERO
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#define RL_ONE 1 // GL_ONE
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#define RL_SRC_COLOR 0x0300 // GL_SRC_COLOR
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#define RL_ONE_MINUS_SRC_COLOR 0x0301 // GL_ONE_MINUS_SRC_COLOR
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#define RL_SRC_ALPHA 0x0302 // GL_SRC_ALPHA
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#define RL_ONE_MINUS_SRC_ALPHA 0x0303 // GL_ONE_MINUS_SRC_ALPHA
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#define RL_DST_ALPHA 0x0304 // GL_DST_ALPHA
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#define RL_ONE_MINUS_DST_ALPHA 0x0305 // GL_ONE_MINUS_DST_ALPHA
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#define RL_DST_COLOR 0x0306 // GL_DST_COLOR
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#define RL_ONE_MINUS_DST_COLOR 0x0307 // GL_ONE_MINUS_DST_COLOR
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#define RL_SRC_ALPHA_SATURATE 0x0308 // GL_SRC_ALPHA_SATURATE
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#define RL_CONSTANT_COLOR 0x8001 // GL_CONSTANT_COLOR
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#define RL_ONE_MINUS_CONSTANT_COLOR 0x8002 // GL_ONE_MINUS_CONSTANT_COLOR
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#define RL_CONSTANT_ALPHA 0x8003 // GL_CONSTANT_ALPHA
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#define RL_ONE_MINUS_CONSTANT_ALPHA 0x8004 // GL_ONE_MINUS_CONSTANT_ALPHA
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// GL blending functions/equations
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#define RL_FUNC_ADD 0x8006 // GL_FUNC_ADD
|
|
#define RL_MIN 0x8007 // GL_MIN
|
|
#define RL_MAX 0x8008 // GL_MAX
|
|
#define RL_FUNC_SUBTRACT 0x800A // GL_FUNC_SUBTRACT
|
|
#define RL_FUNC_REVERSE_SUBTRACT 0x800B // GL_FUNC_REVERSE_SUBTRACT
|
|
#define RL_BLEND_EQUATION 0x8009 // GL_BLEND_EQUATION
|
|
#define RL_BLEND_EQUATION_RGB 0x8009 // GL_BLEND_EQUATION_RGB // (Same as BLEND_EQUATION)
|
|
#define RL_BLEND_EQUATION_ALPHA 0x883D // GL_BLEND_EQUATION_ALPHA
|
|
#define RL_BLEND_DST_RGB 0x80C8 // GL_BLEND_DST_RGB
|
|
#define RL_BLEND_SRC_RGB 0x80C9 // GL_BLEND_SRC_RGB
|
|
#define RL_BLEND_DST_ALPHA 0x80CA // GL_BLEND_DST_ALPHA
|
|
#define RL_BLEND_SRC_ALPHA 0x80CB // GL_BLEND_SRC_ALPHA
|
|
#define RL_BLEND_COLOR 0x8005 // GL_BLEND_COLOR
|
|
|
|
#define RL_READ_FRAMEBUFFER 0x8CA8 // GL_READ_FRAMEBUFFER
|
|
#define RL_DRAW_FRAMEBUFFER 0x8CA9 // GL_DRAW_FRAMEBUFFER
|
|
|
|
// Default shader vertex attribute locations
|
|
#ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_POSITION
|
|
#define RL_DEFAULT_SHADER_ATTRIB_LOCATION_POSITION 0
|
|
#endif
|
|
#ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD
|
|
#define RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD 1
|
|
#endif
|
|
#ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_NORMAL
|
|
#define RL_DEFAULT_SHADER_ATTRIB_LOCATION_NORMAL 2
|
|
#endif
|
|
#ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_COLOR
|
|
#define RL_DEFAULT_SHADER_ATTRIB_LOCATION_COLOR 3
|
|
#endif
|
|
#ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_TANGENT
|
|
#define RL_DEFAULT_SHADER_ATTRIB_LOCATION_TANGENT 4
|
|
#endif
|
|
#ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD2
|
|
#define RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD2 5
|
|
#endif
|
|
#ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_INDICES
|
|
#define RL_DEFAULT_SHADER_ATTRIB_LOCATION_INDICES 6
|
|
#endif
|
|
#ifdef RL_SUPPORT_MESH_GPU_SKINNING
|
|
#ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEIDS
|
|
#define RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEIDS 7
|
|
#endif
|
|
#ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEWEIGHTS
|
|
#define RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEWEIGHTS 8
|
|
#endif
|
|
#endif
|
|
#ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_INSTANCE_TX
|
|
#define RL_DEFAULT_SHADER_ATTRIB_LOCATION_INSTANCE_TX 9
|
|
#endif
|
|
|
|
//----------------------------------------------------------------------------------
|
|
// Types and Structures Definition
|
|
//----------------------------------------------------------------------------------
|
|
#if (defined(__STDC__) && __STDC_VERSION__ >= 199901L) || (defined(_MSC_VER) && _MSC_VER >= 1800)
|
|
#include <stdbool.h>
|
|
#elif !defined(__cplusplus) && !defined(bool) && !defined(RL_BOOL_TYPE)
|
|
// Boolean type
|
|
typedef enum bool { false = 0, true = !false } bool;
|
|
#endif
|
|
|
|
#if !defined(RL_MATRIX_TYPE)
|
|
// Matrix, 4x4 components, column major, OpenGL style, right handed
|
|
typedef struct Matrix {
|
|
float m0, m4, m8, m12; // Matrix first row (4 components)
|
|
float m1, m5, m9, m13; // Matrix second row (4 components)
|
|
float m2, m6, m10, m14; // Matrix third row (4 components)
|
|
float m3, m7, m11, m15; // Matrix fourth row (4 components)
|
|
} Matrix;
|
|
#define RL_MATRIX_TYPE
|
|
#endif
|
|
|
|
// Dynamic vertex buffers (position + texcoords + colors + indices arrays)
|
|
typedef struct rlVertexBuffer {
|
|
int elementCount; // Number of elements in the buffer (QUADS)
|
|
|
|
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 *normals; // Vertex normal (XYZ - 3 components per vertex) (shader-location = 2)
|
|
unsigned char *colors; // Vertex colors (RGBA - 4 components per vertex) (shader-location = 3)
|
|
#if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33)
|
|
unsigned int *indices; // Vertex indices (in case vertex data comes indexed) (6 indices per quad)
|
|
#endif
|
|
#if defined(GRAPHICS_API_OPENGL_ES2)
|
|
unsigned short *indices; // Vertex indices (in case vertex data comes indexed) (6 indices per quad)
|
|
#endif
|
|
unsigned int vaoId; // OpenGL Vertex Array Object id
|
|
unsigned int vboId[5]; // OpenGL Vertex Buffer Objects id (5 types of vertex data)
|
|
} rlVertexBuffer;
|
|
|
|
// Draw call type
|
|
// NOTE: Only texture changes register a new draw, other state-change-related elements are not
|
|
// used at this moment (vaoId, shaderId, matrices), raylib just forces a batch draw call if any
|
|
// of those state-change happens (this is done in core module)
|
|
typedef struct rlDrawCall {
|
|
int mode; // Drawing mode: LINES, TRIANGLES, QUADS
|
|
int vertexCount; // Number of vertex of the draw
|
|
int vertexAlignment; // Number of vertex required for index alignment (LINES, TRIANGLES)
|
|
//unsigned int vaoId; // Vertex array id to be used on the draw -> Using RLGL.currentBatch->vertexBuffer.vaoId
|
|
//unsigned int shaderId; // Shader id to be used on the draw -> Using RLGL.currentShaderId
|
|
unsigned int textureId; // Texture id to be used on the draw -> Use to create new draw call if changes
|
|
|
|
//Matrix projection; // Projection matrix for this draw -> Using RLGL.projection by default
|
|
//Matrix modelview; // Modelview matrix for this draw -> Using RLGL.modelview by default
|
|
} rlDrawCall;
|
|
|
|
// rlRenderBatch type
|
|
typedef struct rlRenderBatch {
|
|
int bufferCount; // Number of vertex buffers (multi-buffering support)
|
|
int currentBuffer; // Current buffer tracking in case of multi-buffering
|
|
rlVertexBuffer *vertexBuffer; // Dynamic buffer(s) for vertex data
|
|
|
|
rlDrawCall *draws; // Draw calls array, depends on textureId
|
|
int drawCounter; // Draw calls counter
|
|
float currentDepth; // Current depth value for next draw
|
|
} rlRenderBatch;
|
|
|
|
// OpenGL version
|
|
typedef enum {
|
|
RL_OPENGL_11_SOFTWARE = 0, // Software rendering
|
|
RL_OPENGL_11, // OpenGL 1.1
|
|
RL_OPENGL_21, // OpenGL 2.1 (GLSL 120)
|
|
RL_OPENGL_33, // OpenGL 3.3 (GLSL 330)
|
|
RL_OPENGL_43, // OpenGL 4.3 (using GLSL 330)
|
|
RL_OPENGL_ES_20, // OpenGL ES 2.0 (GLSL 100)
|
|
RL_OPENGL_ES_30 // OpenGL ES 3.0 (GLSL 300 es)
|
|
} rlGlVersion;
|
|
|
|
// Trace log level
|
|
// NOTE: Organized by priority level
|
|
typedef enum {
|
|
RL_LOG_ALL = 0, // Display all logs
|
|
RL_LOG_TRACE, // Trace logging, intended for internal use only
|
|
RL_LOG_DEBUG, // Debug logging, used for internal debugging, it should be disabled on release builds
|
|
RL_LOG_INFO, // Info logging, used for program execution info
|
|
RL_LOG_WARNING, // Warning logging, used on recoverable failures
|
|
RL_LOG_ERROR, // Error logging, used on unrecoverable failures
|
|
RL_LOG_FATAL, // Fatal logging, used to abort program: exit(EXIT_FAILURE)
|
|
RL_LOG_NONE // Disable logging
|
|
} rlTraceLogLevel;
|
|
|
|
// Texture pixel formats
|
|
// NOTE: Support depends on OpenGL version
|
|
typedef enum {
|
|
RL_PIXELFORMAT_UNCOMPRESSED_GRAYSCALE = 1, // 8 bit per pixel (no alpha)
|
|
RL_PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA, // 8*2 bpp (2 channels)
|
|
RL_PIXELFORMAT_UNCOMPRESSED_R5G6B5, // 16 bpp
|
|
RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8, // 24 bpp
|
|
RL_PIXELFORMAT_UNCOMPRESSED_R5G5B5A1, // 16 bpp (1 bit alpha)
|
|
RL_PIXELFORMAT_UNCOMPRESSED_R4G4B4A4, // 16 bpp (4 bit alpha)
|
|
RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8A8, // 32 bpp
|
|
RL_PIXELFORMAT_UNCOMPRESSED_R32, // 32 bpp (1 channel - float)
|
|
RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32, // 32*3 bpp (3 channels - float)
|
|
RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32A32, // 32*4 bpp (4 channels - float)
|
|
RL_PIXELFORMAT_UNCOMPRESSED_R16, // 16 bpp (1 channel - half float)
|
|
RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16, // 16*3 bpp (3 channels - half float)
|
|
RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16A16, // 16*4 bpp (4 channels - half float)
|
|
RL_PIXELFORMAT_COMPRESSED_DXT1_RGB, // 4 bpp (no alpha)
|
|
RL_PIXELFORMAT_COMPRESSED_DXT1_RGBA, // 4 bpp (1 bit alpha)
|
|
RL_PIXELFORMAT_COMPRESSED_DXT3_RGBA, // 8 bpp
|
|
RL_PIXELFORMAT_COMPRESSED_DXT5_RGBA, // 8 bpp
|
|
RL_PIXELFORMAT_COMPRESSED_ETC1_RGB, // 4 bpp
|
|
RL_PIXELFORMAT_COMPRESSED_ETC2_RGB, // 4 bpp
|
|
RL_PIXELFORMAT_COMPRESSED_ETC2_EAC_RGBA, // 8 bpp
|
|
RL_PIXELFORMAT_COMPRESSED_PVRT_RGB, // 4 bpp
|
|
RL_PIXELFORMAT_COMPRESSED_PVRT_RGBA, // 4 bpp
|
|
RL_PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA, // 8 bpp
|
|
RL_PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA // 2 bpp
|
|
} rlPixelFormat;
|
|
|
|
// 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 {
|
|
RL_TEXTURE_FILTER_POINT = 0, // No filter, just pixel approximation
|
|
RL_TEXTURE_FILTER_BILINEAR, // Linear filtering
|
|
RL_TEXTURE_FILTER_TRILINEAR, // Trilinear filtering (linear with mipmaps)
|
|
RL_TEXTURE_FILTER_ANISOTROPIC_4X, // Anisotropic filtering 4x
|
|
RL_TEXTURE_FILTER_ANISOTROPIC_8X, // Anisotropic filtering 8x
|
|
RL_TEXTURE_FILTER_ANISOTROPIC_16X, // Anisotropic filtering 16x
|
|
} rlTextureFilter;
|
|
|
|
// Color blending modes (pre-defined)
|
|
typedef enum {
|
|
RL_BLEND_ALPHA = 0, // Blend textures considering alpha (default)
|
|
RL_BLEND_ADDITIVE, // Blend textures adding colors
|
|
RL_BLEND_MULTIPLIED, // Blend textures multiplying colors
|
|
RL_BLEND_ADD_COLORS, // Blend textures adding colors (alternative)
|
|
RL_BLEND_SUBTRACT_COLORS, // Blend textures subtracting colors (alternative)
|
|
RL_BLEND_ALPHA_PREMULTIPLY, // Blend premultiplied textures considering alpha
|
|
RL_BLEND_CUSTOM, // Blend textures using custom src/dst factors (use rlSetBlendFactors())
|
|
RL_BLEND_CUSTOM_SEPARATE // Blend textures using custom src/dst factors (use rlSetBlendFactorsSeparate())
|
|
} rlBlendMode;
|
|
|
|
// Shader location point type
|
|
typedef enum {
|
|
RL_SHADER_LOC_VERTEX_POSITION = 0, // Shader location: vertex attribute: position
|
|
RL_SHADER_LOC_VERTEX_TEXCOORD01, // Shader location: vertex attribute: texcoord01
|
|
RL_SHADER_LOC_VERTEX_TEXCOORD02, // Shader location: vertex attribute: texcoord02
|
|
RL_SHADER_LOC_VERTEX_NORMAL, // Shader location: vertex attribute: normal
|
|
RL_SHADER_LOC_VERTEX_TANGENT, // Shader location: vertex attribute: tangent
|
|
RL_SHADER_LOC_VERTEX_COLOR, // Shader location: vertex attribute: color
|
|
RL_SHADER_LOC_MATRIX_MVP, // Shader location: matrix uniform: model-view-projection
|
|
RL_SHADER_LOC_MATRIX_VIEW, // Shader location: matrix uniform: view (camera transform)
|
|
RL_SHADER_LOC_MATRIX_PROJECTION, // Shader location: matrix uniform: projection
|
|
RL_SHADER_LOC_MATRIX_MODEL, // Shader location: matrix uniform: model (transform)
|
|
RL_SHADER_LOC_MATRIX_NORMAL, // Shader location: matrix uniform: normal
|
|
RL_SHADER_LOC_VECTOR_VIEW, // Shader location: vector uniform: view
|
|
RL_SHADER_LOC_COLOR_DIFFUSE, // Shader location: vector uniform: diffuse color
|
|
RL_SHADER_LOC_COLOR_SPECULAR, // Shader location: vector uniform: specular color
|
|
RL_SHADER_LOC_COLOR_AMBIENT, // Shader location: vector uniform: ambient color
|
|
RL_SHADER_LOC_MAP_ALBEDO, // Shader location: sampler2d texture: albedo (same as: RL_SHADER_LOC_MAP_DIFFUSE)
|
|
RL_SHADER_LOC_MAP_METALNESS, // Shader location: sampler2d texture: metalness (same as: RL_SHADER_LOC_MAP_SPECULAR)
|
|
RL_SHADER_LOC_MAP_NORMAL, // Shader location: sampler2d texture: normal
|
|
RL_SHADER_LOC_MAP_ROUGHNESS, // Shader location: sampler2d texture: roughness
|
|
RL_SHADER_LOC_MAP_OCCLUSION, // Shader location: sampler2d texture: occlusion
|
|
RL_SHADER_LOC_MAP_EMISSION, // Shader location: sampler2d texture: emission
|
|
RL_SHADER_LOC_MAP_HEIGHT, // Shader location: sampler2d texture: height
|
|
RL_SHADER_LOC_MAP_CUBEMAP, // Shader location: samplerCube texture: cubemap
|
|
RL_SHADER_LOC_MAP_IRRADIANCE, // Shader location: samplerCube texture: irradiance
|
|
RL_SHADER_LOC_MAP_PREFILTER, // Shader location: samplerCube texture: prefilter
|
|
RL_SHADER_LOC_MAP_BRDF // Shader location: sampler2d texture: brdf
|
|
} rlShaderLocationIndex;
|
|
|
|
#define RL_SHADER_LOC_MAP_DIFFUSE RL_SHADER_LOC_MAP_ALBEDO
|
|
#define RL_SHADER_LOC_MAP_SPECULAR RL_SHADER_LOC_MAP_METALNESS
|
|
|
|
// Shader uniform data type
|
|
typedef enum {
|
|
RL_SHADER_UNIFORM_FLOAT = 0, // Shader uniform type: float
|
|
RL_SHADER_UNIFORM_VEC2, // Shader uniform type: vec2 (2 float)
|
|
RL_SHADER_UNIFORM_VEC3, // Shader uniform type: vec3 (3 float)
|
|
RL_SHADER_UNIFORM_VEC4, // Shader uniform type: vec4 (4 float)
|
|
RL_SHADER_UNIFORM_INT, // Shader uniform type: int
|
|
RL_SHADER_UNIFORM_IVEC2, // Shader uniform type: ivec2 (2 int)
|
|
RL_SHADER_UNIFORM_IVEC3, // Shader uniform type: ivec3 (3 int)
|
|
RL_SHADER_UNIFORM_IVEC4, // Shader uniform type: ivec4 (4 int)
|
|
RL_SHADER_UNIFORM_UINT, // Shader uniform type: unsigned int
|
|
RL_SHADER_UNIFORM_UIVEC2, // Shader uniform type: uivec2 (2 unsigned int)
|
|
RL_SHADER_UNIFORM_UIVEC3, // Shader uniform type: uivec3 (3 unsigned int)
|
|
RL_SHADER_UNIFORM_UIVEC4, // Shader uniform type: uivec4 (4 unsigned int)
|
|
RL_SHADER_UNIFORM_SAMPLER2D // Shader uniform type: sampler2d
|
|
} rlShaderUniformDataType;
|
|
|
|
// Shader attribute data types
|
|
typedef enum {
|
|
RL_SHADER_ATTRIB_FLOAT = 0, // Shader attribute type: float
|
|
RL_SHADER_ATTRIB_VEC2, // Shader attribute type: vec2 (2 float)
|
|
RL_SHADER_ATTRIB_VEC3, // Shader attribute type: vec3 (3 float)
|
|
RL_SHADER_ATTRIB_VEC4 // Shader attribute type: vec4 (4 float)
|
|
} rlShaderAttributeDataType;
|
|
|
|
// Framebuffer attachment type
|
|
// NOTE: By default up to 8 color channels defined, but it can be more
|
|
typedef enum {
|
|
RL_ATTACHMENT_COLOR_CHANNEL0 = 0, // Framebuffer attachment type: color 0
|
|
RL_ATTACHMENT_COLOR_CHANNEL1 = 1, // Framebuffer attachment type: color 1
|
|
RL_ATTACHMENT_COLOR_CHANNEL2 = 2, // Framebuffer attachment type: color 2
|
|
RL_ATTACHMENT_COLOR_CHANNEL3 = 3, // Framebuffer attachment type: color 3
|
|
RL_ATTACHMENT_COLOR_CHANNEL4 = 4, // Framebuffer attachment type: color 4
|
|
RL_ATTACHMENT_COLOR_CHANNEL5 = 5, // Framebuffer attachment type: color 5
|
|
RL_ATTACHMENT_COLOR_CHANNEL6 = 6, // Framebuffer attachment type: color 6
|
|
RL_ATTACHMENT_COLOR_CHANNEL7 = 7, // Framebuffer attachment type: color 7
|
|
RL_ATTACHMENT_DEPTH = 100, // Framebuffer attachment type: depth
|
|
RL_ATTACHMENT_STENCIL = 200, // Framebuffer attachment type: stencil
|
|
} rlFramebufferAttachType;
|
|
|
|
// Framebuffer texture attachment type
|
|
typedef enum {
|
|
RL_ATTACHMENT_CUBEMAP_POSITIVE_X = 0, // Framebuffer texture attachment type: cubemap, +X side
|
|
RL_ATTACHMENT_CUBEMAP_NEGATIVE_X = 1, // Framebuffer texture attachment type: cubemap, -X side
|
|
RL_ATTACHMENT_CUBEMAP_POSITIVE_Y = 2, // Framebuffer texture attachment type: cubemap, +Y side
|
|
RL_ATTACHMENT_CUBEMAP_NEGATIVE_Y = 3, // Framebuffer texture attachment type: cubemap, -Y side
|
|
RL_ATTACHMENT_CUBEMAP_POSITIVE_Z = 4, // Framebuffer texture attachment type: cubemap, +Z side
|
|
RL_ATTACHMENT_CUBEMAP_NEGATIVE_Z = 5, // Framebuffer texture attachment type: cubemap, -Z side
|
|
RL_ATTACHMENT_TEXTURE2D = 100, // Framebuffer texture attachment type: texture2d
|
|
RL_ATTACHMENT_RENDERBUFFER = 200, // Framebuffer texture attachment type: renderbuffer
|
|
} rlFramebufferAttachTextureType;
|
|
|
|
// Face culling mode
|
|
typedef enum {
|
|
RL_CULL_FACE_FRONT = 0,
|
|
RL_CULL_FACE_BACK
|
|
} rlCullMode;
|
|
|
|
//------------------------------------------------------------------------------------
|
|
// Functions Declaration - Matrix operations
|
|
//------------------------------------------------------------------------------------
|
|
|
|
#if defined(__cplusplus)
|
|
extern "C" { // Prevents name mangling of functions
|
|
#endif
|
|
|
|
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 latest 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 angle, 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(const 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
|
|
RLAPI void rlSetClipPlanes(double nearPlane, double farPlane); // Set clip planes distances
|
|
RLAPI double rlGetCullDistanceNear(void); // Get cull plane distance near
|
|
RLAPI double rlGetCullDistanceFar(void); // Get cull plane distance far
|
|
|
|
//------------------------------------------------------------------------------------
|
|
// Functions Declaration - Vertex level operations
|
|
//------------------------------------------------------------------------------------
|
|
RLAPI void rlBegin(int mode); // Initialize drawing mode (how to organize vertex)
|
|
RLAPI void rlEnd(void); // Finish vertex providing
|
|
RLAPI void rlVertex2i(int x, int y); // Define one vertex (position) - 2 int
|
|
RLAPI void rlVertex2f(float x, float y); // Define one vertex (position) - 2 float
|
|
RLAPI void rlVertex3f(float x, float y, float z); // Define one vertex (position) - 3 float
|
|
RLAPI void rlTexCoord2f(float x, float y); // Define one vertex (texture coordinate) - 2 float
|
|
RLAPI void rlNormal3f(float x, float y, float z); // Define one vertex (normal) - 3 float
|
|
RLAPI void rlColor4ub(unsigned char r, unsigned char g, unsigned char b, unsigned char a); // Define one vertex (color) - 4 byte
|
|
RLAPI void rlColor3f(float x, float y, float z); // Define one vertex (color) - 3 float
|
|
RLAPI void rlColor4f(float x, float y, float z, float w); // Define one vertex (color) - 4 float
|
|
|
|
//------------------------------------------------------------------------------------
|
|
// Functions Declaration - OpenGL style functions (common to 1.1, 3.3+, ES2)
|
|
// NOTE: This functions are used to completely abstract raylib code from OpenGL layer,
|
|
// some of them are direct wrappers over OpenGL calls, some others are custom
|
|
//------------------------------------------------------------------------------------
|
|
|
|
// Vertex buffers state
|
|
RLAPI bool rlEnableVertexArray(unsigned int vaoId); // Enable vertex array (VAO, if supported)
|
|
RLAPI void rlDisableVertexArray(void); // Disable vertex array (VAO, if supported)
|
|
RLAPI void rlEnableVertexBuffer(unsigned int id); // Enable vertex buffer (VBO)
|
|
RLAPI void rlDisableVertexBuffer(void); // Disable vertex buffer (VBO)
|
|
RLAPI void rlEnableVertexBufferElement(unsigned int id); // Enable vertex buffer element (VBO element)
|
|
RLAPI void rlDisableVertexBufferElement(void); // Disable vertex buffer element (VBO element)
|
|
RLAPI void rlEnableVertexAttribute(unsigned int index); // Enable vertex attribute index
|
|
RLAPI void rlDisableVertexAttribute(unsigned int index); // Disable vertex attribute index
|
|
RLAPI void rlEnableStatePointer(int vertexAttribType, void *buffer); // Enable attribute state pointer
|
|
RLAPI void rlDisableStatePointer(int vertexAttribType); // Disable attribute state pointer
|
|
|
|
// Textures state
|
|
RLAPI void rlActiveTextureSlot(int slot); // Select and active a texture slot
|
|
RLAPI void rlEnableTexture(unsigned int id); // Enable texture
|
|
RLAPI void rlDisableTexture(void); // Disable texture
|
|
RLAPI void rlEnableTextureCubemap(unsigned int id); // Enable texture cubemap
|
|
RLAPI void rlDisableTextureCubemap(void); // Disable texture cubemap
|
|
RLAPI void rlTextureParameters(unsigned int id, int param, int value); // Set texture parameters (filter, wrap)
|
|
RLAPI void rlCubemapParameters(unsigned int id, int param, int value); // Set cubemap parameters (filter, wrap)
|
|
|
|
// Shader state
|
|
RLAPI void rlEnableShader(unsigned int id); // Enable shader program
|
|
RLAPI void rlDisableShader(void); // Disable shader program
|
|
|
|
// Framebuffer state
|
|
RLAPI void rlEnableFramebuffer(unsigned int id); // Enable render texture (fbo)
|
|
RLAPI void rlDisableFramebuffer(void); // Disable render texture (fbo), return to default framebuffer
|
|
RLAPI unsigned int rlGetActiveFramebuffer(void); // Get the currently active render texture (fbo), 0 for default framebuffer
|
|
RLAPI void rlActiveDrawBuffers(int count); // Activate multiple draw color buffers
|
|
RLAPI void rlBlitFramebuffer(int srcX, int srcY, int srcWidth, int srcHeight, int dstX, int dstY, int dstWidth, int dstHeight, int bufferMask); // Blit active framebuffer to main framebuffer
|
|
RLAPI void rlBindFramebuffer(unsigned int target, unsigned int framebuffer); // Bind framebuffer (FBO)
|
|
|
|
// General render state
|
|
RLAPI void rlEnableColorBlend(void); // Enable color blending
|
|
RLAPI void rlDisableColorBlend(void); // Disable color blending
|
|
RLAPI void rlEnableDepthTest(void); // Enable depth test
|
|
RLAPI void rlDisableDepthTest(void); // Disable depth test
|
|
RLAPI void rlEnableDepthMask(void); // Enable depth write
|
|
RLAPI void rlDisableDepthMask(void); // Disable depth write
|
|
RLAPI void rlEnableBackfaceCulling(void); // Enable backface culling
|
|
RLAPI void rlDisableBackfaceCulling(void); // Disable backface culling
|
|
RLAPI void rlColorMask(bool r, bool g, bool b, bool a); // Color mask control
|
|
RLAPI void rlSetCullFace(int mode); // Set face culling mode
|
|
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 rlEnablePointMode(void); // Enable point mode
|
|
RLAPI void rlDisablePointMode(void); // Disable point mode
|
|
RLAPI void rlSetPointSize(float size); // Set the point drawing size
|
|
RLAPI float rlGetPointSize(void); // Get the point drawing size
|
|
RLAPI void rlEnableWireMode(void); // Enable wire mode
|
|
RLAPI void rlDisableWireMode(void); // Disable wire mode
|
|
RLAPI void rlSetLineWidth(float width); // Set the line drawing width
|
|
RLAPI float rlGetLineWidth(void); // Get the line drawing width
|
|
RLAPI void rlEnableSmoothLines(void); // Enable line aliasing
|
|
RLAPI void rlDisableSmoothLines(void); // Disable line aliasing
|
|
RLAPI void rlEnableStereoRender(void); // Enable stereo rendering
|
|
RLAPI void rlDisableStereoRender(void); // Disable stereo rendering
|
|
RLAPI bool rlIsStereoRenderEnabled(void); // Check if stereo render is enabled
|
|
|
|
RLAPI void rlClearColor(unsigned char r, unsigned char g, unsigned char b, unsigned char a); // Clear color buffer with color
|
|
RLAPI void rlClearScreenBuffers(void); // Clear used screen buffers (color and depth)
|
|
RLAPI void rlCheckErrors(void); // Check and log OpenGL error codes
|
|
RLAPI void rlSetBlendMode(int mode); // Set blending mode
|
|
RLAPI void rlSetBlendFactors(int glSrcFactor, int glDstFactor, int glEquation); // Set blending mode factor and equation (using OpenGL factors)
|
|
RLAPI void rlSetBlendFactorsSeparate(int glSrcRGB, int glDstRGB, int glSrcAlpha, int glDstAlpha, int glEqRGB, int glEqAlpha); // Set blending mode factors and equations separately (using OpenGL factors)
|
|
|
|
//------------------------------------------------------------------------------------
|
|
// Functions Declaration - rlgl functionality
|
|
//------------------------------------------------------------------------------------
|
|
// rlgl initialization functions
|
|
RLAPI void rlglInit(int width, int height); // Initialize rlgl (buffers, shaders, textures, states)
|
|
RLAPI void rlglClose(void); // De-initialize rlgl (buffers, shaders, textures)
|
|
RLAPI void rlLoadExtensions(void *loader); // Load OpenGL extensions (loader function required)
|
|
RLAPI void *rlGetProcAddress(const char *procName); // Get OpenGL procedure address
|
|
RLAPI int rlGetVersion(void); // Get current OpenGL version
|
|
RLAPI void rlSetFramebufferWidth(int width); // Set current framebuffer width
|
|
RLAPI int rlGetFramebufferWidth(void); // Get default framebuffer width
|
|
RLAPI void rlSetFramebufferHeight(int height); // Set current framebuffer height
|
|
RLAPI int rlGetFramebufferHeight(void); // Get default framebuffer height
|
|
|
|
RLAPI unsigned int rlGetTextureIdDefault(void); // Get default texture id
|
|
RLAPI unsigned int rlGetShaderIdDefault(void); // Get default shader id
|
|
RLAPI int *rlGetShaderLocsDefault(void); // Get default shader locations
|
|
|
|
// Render batch management
|
|
// NOTE: rlgl provides a default render batch to behave like OpenGL 1.1 immediate mode
|
|
// but this render batch API is exposed in case of custom batches are required
|
|
RLAPI rlRenderBatch rlLoadRenderBatch(int numBuffers, int bufferElements); // Load a render batch system
|
|
RLAPI void rlUnloadRenderBatch(rlRenderBatch batch); // Unload render batch system
|
|
RLAPI void rlDrawRenderBatch(rlRenderBatch *batch); // Draw render batch data (Update->Draw->Reset)
|
|
RLAPI void rlSetRenderBatchActive(rlRenderBatch *batch); // Set the active render batch for rlgl (NULL for default internal)
|
|
RLAPI void rlDrawRenderBatchActive(void); // Update and draw internal render batch
|
|
RLAPI bool rlCheckRenderBatchLimit(int vCount); // Check internal buffer overflow for a given number of vertex
|
|
|
|
RLAPI void rlSetTexture(unsigned int id); // Set current texture for render batch and check buffers limits
|
|
|
|
//------------------------------------------------------------------------------------------------------------------------
|
|
|
|
// Vertex buffers management
|
|
RLAPI unsigned int rlLoadVertexArray(void); // Load vertex array (vao) if supported
|
|
RLAPI unsigned int rlLoadVertexBuffer(const void *buffer, int size, bool dynamic); // Load a vertex buffer object
|
|
RLAPI unsigned int rlLoadVertexBufferElement(const void *buffer, int size, bool dynamic); // Load vertex buffer elements object
|
|
RLAPI void rlUpdateVertexBuffer(unsigned int bufferId, const void *data, int dataSize, int offset); // Update vertex buffer object data on GPU buffer
|
|
RLAPI void rlUpdateVertexBufferElements(unsigned int id, const void *data, int dataSize, int offset); // Update vertex buffer elements data on GPU buffer
|
|
RLAPI void rlUnloadVertexArray(unsigned int vaoId); // Unload vertex array (vao)
|
|
RLAPI void rlUnloadVertexBuffer(unsigned int vboId); // Unload vertex buffer object
|
|
RLAPI void rlSetVertexAttribute(unsigned int index, int compSize, int type, bool normalized, int stride, int offset); // Set vertex attribute data configuration
|
|
RLAPI void rlSetVertexAttributeDivisor(unsigned int index, int divisor); // Set vertex attribute data divisor
|
|
RLAPI void rlSetVertexAttributeDefault(int locIndex, const void *value, int attribType, int count); // Set vertex attribute default value, when attribute to provided
|
|
RLAPI void rlDrawVertexArray(int offset, int count); // Draw vertex array (currently active vao)
|
|
RLAPI void rlDrawVertexArrayElements(int offset, int count, const void *buffer); // Draw vertex array elements
|
|
RLAPI void rlDrawVertexArrayInstanced(int offset, int count, int instances); // Draw vertex array (currently active vao) with instancing
|
|
RLAPI void rlDrawVertexArrayElementsInstanced(int offset, int count, const void *buffer, int instances); // Draw vertex array elements with instancing
|
|
|
|
// Textures management
|
|
RLAPI unsigned int rlLoadTexture(const void *data, int width, int height, int format, int mipmapCount); // Load texture data
|
|
RLAPI unsigned int rlLoadTextureDepth(int width, int height, bool useRenderBuffer); // Load depth texture/renderbuffer (to be attached to fbo)
|
|
RLAPI unsigned int rlLoadTextureCubemap(const void *data, int size, int format, int mipmapCount); // Load texture cubemap data
|
|
RLAPI void rlUpdateTexture(unsigned int id, int offsetX, int offsetY, int width, int height, int format, const void *data); // Update texture with new data on GPU
|
|
RLAPI void rlGetGlTextureFormats(int format, unsigned int *glInternalFormat, unsigned int *glFormat, unsigned int *glType); // Get OpenGL internal formats
|
|
RLAPI const char *rlGetPixelFormatName(unsigned int format); // Get name string for pixel format
|
|
RLAPI void rlUnloadTexture(unsigned int id); // Unload texture from GPU memory
|
|
RLAPI void rlGenTextureMipmaps(unsigned int id, int width, int height, int format, int *mipmaps); // Generate mipmap data for selected texture
|
|
RLAPI void *rlReadTexturePixels(unsigned int id, int width, int height, int format); // Read texture pixel data
|
|
RLAPI unsigned char *rlReadScreenPixels(int width, int height); // Read screen pixel data (color buffer)
|
|
|
|
// Framebuffer management (fbo)
|
|
RLAPI unsigned int rlLoadFramebuffer(void); // Load an empty framebuffer
|
|
RLAPI void rlFramebufferAttach(unsigned int fboId, unsigned int texId, int attachType, int texType, int mipLevel); // Attach texture/renderbuffer to a framebuffer
|
|
RLAPI bool rlFramebufferComplete(unsigned int id); // Verify framebuffer is complete
|
|
RLAPI void rlUnloadFramebuffer(unsigned int id); // Delete framebuffer from GPU
|
|
#if defined(GRAPHICS_API_OPENGL_11_SOFTWARE)
|
|
RLAPI void rlCopyFramebuffer(int x, int y, int w, int h, int format, void* pixels);
|
|
RLAPI void rlResizeFramebuffer(int width, int height);
|
|
#endif
|
|
|
|
// Shaders management
|
|
RLAPI unsigned int rlLoadShaderCode(const char *vsCode, const char *fsCode); // Load shader from code strings
|
|
RLAPI unsigned int rlCompileShader(const char *shaderCode, int type); // Compile custom shader and return shader id (type: RL_VERTEX_SHADER, RL_FRAGMENT_SHADER, RL_COMPUTE_SHADER)
|
|
RLAPI unsigned int rlLoadShaderProgram(unsigned int vShaderId, unsigned int fShaderId); // Load custom shader program
|
|
RLAPI void rlUnloadShaderProgram(unsigned int id); // Unload shader program
|
|
RLAPI int rlGetLocationUniform(unsigned int shaderId, const char *uniformName); // Get shader location uniform
|
|
RLAPI int rlGetLocationAttrib(unsigned int shaderId, const char *attribName); // Get shader location attribute
|
|
RLAPI void rlSetUniform(int locIndex, const void *value, int uniformType, int count); // Set shader value uniform
|
|
RLAPI void rlSetUniformMatrix(int locIndex, Matrix mat); // Set shader value matrix
|
|
RLAPI void rlSetUniformMatrices(int locIndex, const Matrix *mat, int count); // Set shader value matrices
|
|
RLAPI void rlSetUniformSampler(int locIndex, unsigned int textureId); // Set shader value sampler
|
|
RLAPI void rlSetShader(unsigned int id, int *locs); // Set shader currently active (id and locations)
|
|
|
|
// Compute shader management
|
|
RLAPI unsigned int rlLoadComputeShaderProgram(unsigned int shaderId); // Load compute shader program
|
|
RLAPI void rlComputeShaderDispatch(unsigned int groupX, unsigned int groupY, unsigned int groupZ); // Dispatch compute shader (equivalent to *draw* for graphics pipeline)
|
|
|
|
// Shader buffer storage object management (ssbo)
|
|
RLAPI unsigned int rlLoadShaderBuffer(unsigned int size, const void *data, int usageHint); // Load shader storage buffer object (SSBO)
|
|
RLAPI void rlUnloadShaderBuffer(unsigned int ssboId); // Unload shader storage buffer object (SSBO)
|
|
RLAPI void rlUpdateShaderBuffer(unsigned int id, const void *data, unsigned int dataSize, unsigned int offset); // Update SSBO buffer data
|
|
RLAPI void rlBindShaderBuffer(unsigned int id, unsigned int index); // Bind SSBO buffer
|
|
RLAPI void rlReadShaderBuffer(unsigned int id, void *dest, unsigned int count, unsigned int offset); // Read SSBO buffer data (GPU->CPU)
|
|
RLAPI void rlCopyShaderBuffer(unsigned int destId, unsigned int srcId, unsigned int destOffset, unsigned int srcOffset, unsigned int count); // Copy SSBO data between buffers
|
|
RLAPI unsigned int rlGetShaderBufferSize(unsigned int id); // Get SSBO buffer size
|
|
|
|
// Buffer management
|
|
RLAPI void rlBindImageTexture(unsigned int id, unsigned int index, int format, bool readonly); // Bind image texture
|
|
|
|
// Matrix state management
|
|
RLAPI Matrix rlGetMatrixModelview(void); // Get internal modelview matrix
|
|
RLAPI Matrix rlGetMatrixProjection(void); // Get internal projection matrix
|
|
RLAPI Matrix rlGetMatrixTransform(void); // Get internal accumulated transform matrix
|
|
RLAPI Matrix rlGetMatrixProjectionStereo(int eye); // Get internal projection matrix for stereo render (selected eye)
|
|
RLAPI Matrix rlGetMatrixViewOffsetStereo(int eye); // Get internal view offset matrix for stereo render (selected eye)
|
|
RLAPI void rlSetMatrixProjection(Matrix proj); // Set a custom projection matrix (replaces internal projection matrix)
|
|
RLAPI void rlSetMatrixModelview(Matrix view); // Set a custom modelview matrix (replaces internal modelview matrix)
|
|
RLAPI void rlSetMatrixProjectionStereo(Matrix right, Matrix left); // Set eyes projection matrices for stereo rendering
|
|
RLAPI void rlSetMatrixViewOffsetStereo(Matrix right, Matrix left); // Set eyes view offsets matrices for stereo rendering
|
|
|
|
// Quick and dirty cube/quad buffers load->draw->unload
|
|
RLAPI void rlLoadDrawCube(void); // Load and draw a cube
|
|
RLAPI void rlLoadDrawQuad(void); // Load and draw a quad
|
|
|
|
#if defined(__cplusplus)
|
|
}
|
|
#endif
|
|
|
|
#endif // RLGL_H
|
|
|
|
/***********************************************************************************
|
|
*
|
|
* RLGL IMPLEMENTATION
|
|
*
|
|
************************************************************************************/
|
|
|
|
#if defined(RLGL_IMPLEMENTATION)
|
|
|
|
// Expose OpenGL functions from glad in raylib
|
|
#if defined(BUILD_LIBTYPE_SHARED)
|
|
#define GLAD_API_CALL_EXPORT
|
|
#define GLAD_API_CALL_EXPORT_BUILD
|
|
#endif
|
|
|
|
#if defined(GRAPHICS_API_OPENGL_11)
|
|
#if defined(GRAPHICS_API_OPENGL_11_SOFTWARE)
|
|
#define RLSW_IMPL
|
|
#define SW_MALLOC(sz) RL_MALLOC(sz)
|
|
#define SW_REALLOC(ptr, newSz) RL_REALLOC(ptr, newSz)
|
|
#define SW_FREE(ptr) RL_FREE(ptr)
|
|
#include "external/rlsw.h" // OpenGL 1.1 software implementation
|
|
#else
|
|
#if defined(__APPLE__)
|
|
#include <OpenGL/gl.h> // OpenGL 1.1 library for OSX
|
|
#include <OpenGL/glext.h> // OpenGL extensions library
|
|
#else
|
|
// APIENTRY for OpenGL function pointer declarations is required
|
|
#if !defined(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
|
|
#endif
|
|
|
|
#if defined(GRAPHICS_API_OPENGL_33)
|
|
#define GLAD_MALLOC RL_MALLOC
|
|
#define GLAD_FREE RL_FREE
|
|
|
|
#define GLAD_GL_IMPLEMENTATION
|
|
#include "external/glad.h" // GLAD extensions loading library, includes OpenGL headers
|
|
#endif
|
|
|
|
#if defined(GRAPHICS_API_OPENGL_ES3)
|
|
#include <GLES3/gl3.h> // OpenGL ES 3.0 library
|
|
#define GL_GLEXT_PROTOTYPES
|
|
#include <GLES2/gl2ext.h> // OpenGL ES 2.0 extensions library
|
|
#elif defined(GRAPHICS_API_OPENGL_ES2)
|
|
// NOTE: OpenGL ES 2.0 can be enabled on Desktop platforms,
|
|
// in that case, functions are loaded from a custom glad for OpenGL ES 2.0
|
|
// TODO: OpenGL ES 2.0 support shouldn't be platform-dependant, neither require GLAD
|
|
#if defined(PLATFORM_DESKTOP_GLFW) || defined(PLATFORM_DESKTOP_SDL)
|
|
#define GLAD_GLES2_IMPLEMENTATION
|
|
#include "external/glad_gles2.h"
|
|
#else
|
|
#define GL_GLEXT_PROTOTYPES
|
|
//#include <EGL/egl.h> // EGL library -> not required, platform layer
|
|
#include <GLES2/gl2.h> // OpenGL ES 2.0 library
|
|
#include <GLES2/gl2ext.h> // OpenGL ES 2.0 extensions library
|
|
#endif
|
|
|
|
// It seems OpenGL ES 2.0 instancing entry points are not defined on Raspberry Pi
|
|
// provided headers (despite being defined in official Khronos GLES2 headers)
|
|
#if defined(PLATFORM_DRM)
|
|
typedef void (GL_APIENTRYP PFNGLDRAWARRAYSINSTANCEDEXTPROC) (GLenum mode, GLint start, GLsizei count, GLsizei primcount);
|
|
typedef void (GL_APIENTRYP PFNGLDRAWELEMENTSINSTANCEDEXTPROC) (GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei primcount);
|
|
typedef void (GL_APIENTRYP PFNGLVERTEXATTRIBDIVISOREXTPROC) (GLuint index, GLuint divisor);
|
|
#endif
|
|
#endif
|
|
|
|
#include <stdlib.h> // Required for: calloc(), free()
|
|
#include <string.h> // Required for: strcmp(), strlen() [Used in rlglInit(), on extensions loading]
|
|
#include <math.h> // Required for: sqrtf(), sinf(), cosf(), floor(), log()
|
|
|
|
//----------------------------------------------------------------------------------
|
|
// Defines and Macros
|
|
//----------------------------------------------------------------------------------
|
|
#ifndef PI
|
|
#define PI 3.14159265358979323846f
|
|
#endif
|
|
#ifndef DEG2RAD
|
|
#define DEG2RAD (PI/180.0f)
|
|
#endif
|
|
#ifndef RAD2DEG
|
|
#define RAD2DEG (180.0f/PI)
|
|
#endif
|
|
|
|
#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
|
|
|
|
#ifndef GL_PROGRAM_POINT_SIZE
|
|
#define GL_PROGRAM_POINT_SIZE 0x8642
|
|
#endif
|
|
|
|
#ifndef GL_LINE_WIDTH
|
|
#define GL_LINE_WIDTH 0x0B21
|
|
#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
|
|
#if !defined(GRAPHICS_API_OPENGL_ES3)
|
|
#define GL_READ_FRAMEBUFFER GL_FRAMEBUFFER
|
|
#define GL_DRAW_FRAMEBUFFER GL_FRAMEBUFFER
|
|
#endif
|
|
#endif
|
|
|
|
// Default shader vertex attribute names to set location points
|
|
#ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_POSITION
|
|
#define RL_DEFAULT_SHADER_ATTRIB_NAME_POSITION "vertexPosition" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_NAME_POSITION
|
|
#endif
|
|
#ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD
|
|
#define RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD "vertexTexCoord" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD
|
|
#endif
|
|
#ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_NORMAL
|
|
#define RL_DEFAULT_SHADER_ATTRIB_NAME_NORMAL "vertexNormal" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_NAME_NORMAL
|
|
#endif
|
|
#ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR
|
|
#define RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR "vertexColor" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR
|
|
#endif
|
|
#ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_TANGENT
|
|
#define RL_DEFAULT_SHADER_ATTRIB_NAME_TANGENT "vertexTangent" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_NAME_TANGENT
|
|
#endif
|
|
#ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2
|
|
#define RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2 "vertexTexCoord2" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2
|
|
#endif
|
|
#ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_BONEIDS
|
|
#define RL_DEFAULT_SHADER_ATTRIB_NAME_BONEIDS "vertexBoneIds" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_NAME_BONEIDS
|
|
#endif
|
|
#ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_BONEWEIGHTS
|
|
#define RL_DEFAULT_SHADER_ATTRIB_NAME_BONEWEIGHTS "vertexBoneWeights" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_NAME_BONEWEIGHTS
|
|
#endif
|
|
#ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_INSTANCE_TX
|
|
#define RL_DEFAULT_SHADER_ATTRIB_NAME_INSTANCE_TX "instanceTransform" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_NAME_INSTANCE_TX
|
|
#endif
|
|
|
|
#ifndef RL_DEFAULT_SHADER_UNIFORM_NAME_MVP
|
|
#define RL_DEFAULT_SHADER_UNIFORM_NAME_MVP "mvp" // model-view-projection matrix
|
|
#endif
|
|
#ifndef RL_DEFAULT_SHADER_UNIFORM_NAME_VIEW
|
|
#define RL_DEFAULT_SHADER_UNIFORM_NAME_VIEW "matView" // view matrix
|
|
#endif
|
|
#ifndef RL_DEFAULT_SHADER_UNIFORM_NAME_PROJECTION
|
|
#define RL_DEFAULT_SHADER_UNIFORM_NAME_PROJECTION "matProjection" // projection matrix
|
|
#endif
|
|
#ifndef RL_DEFAULT_SHADER_UNIFORM_NAME_MODEL
|
|
#define RL_DEFAULT_SHADER_UNIFORM_NAME_MODEL "matModel" // model matrix
|
|
#endif
|
|
#ifndef RL_DEFAULT_SHADER_UNIFORM_NAME_NORMAL
|
|
#define RL_DEFAULT_SHADER_UNIFORM_NAME_NORMAL "matNormal" // normal matrix (transpose(inverse(matModelView))
|
|
#endif
|
|
#ifndef RL_DEFAULT_SHADER_UNIFORM_NAME_COLOR
|
|
#define RL_DEFAULT_SHADER_UNIFORM_NAME_COLOR "colDiffuse" // color diffuse (base tint color, multiplied by texture color)
|
|
#endif
|
|
#ifndef RL_DEFAULT_SHADER_UNIFORM_NAME_BONE_MATRICES
|
|
#define RL_DEFAULT_SHADER_UNIFORM_NAME_BONE_MATRICES "boneMatrices" // bone matrices
|
|
#endif
|
|
#ifndef RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE0
|
|
#define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE0 "texture0" // texture0 (texture slot active 0)
|
|
#endif
|
|
#ifndef RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE1
|
|
#define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE1 "texture1" // texture1 (texture slot active 1)
|
|
#endif
|
|
#ifndef RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE2
|
|
#define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE2 "texture2" // texture2 (texture slot active 2)
|
|
#endif
|
|
|
|
//----------------------------------------------------------------------------------
|
|
// Module Types and Structures Definition
|
|
//----------------------------------------------------------------------------------
|
|
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
|
|
typedef void *(*rlglLoadProc)(const char *name); // OpenGL extension functions loader signature (same as GLADloadproc)
|
|
|
|
typedef struct rlglData {
|
|
rlRenderBatch *currentBatch; // Current render batch
|
|
rlRenderBatch defaultBatch; // Default internal render batch
|
|
|
|
rlglLoadProc loader; // OpenGL function loader
|
|
|
|
struct {
|
|
int vertexCounter; // Current active render batch vertex counter (generic, used for all batches)
|
|
float texcoordx, texcoordy; // Current active texture coordinate (added on glVertex*())
|
|
float normalx, normaly, normalz; // Current active normal (added on glVertex*())
|
|
unsigned char colorr, colorg, colorb, colora; // Current active color (added on glVertex*())
|
|
|
|
int currentMatrixMode; // Current matrix mode
|
|
Matrix *currentMatrix; // Current matrix pointer
|
|
Matrix modelview; // Default modelview matrix
|
|
Matrix projection; // Default projection matrix
|
|
Matrix transform; // Transform matrix to be used with rlTranslate, rlRotate, rlScale
|
|
bool transformRequired; // Require transform matrix application to current draw-call vertex (if required)
|
|
Matrix stack[RL_MAX_MATRIX_STACK_SIZE];// Matrix stack for push/pop
|
|
int stackCounter; // Matrix stack counter
|
|
|
|
unsigned int currentTextureId; // Current texture id to be used on glBegin
|
|
unsigned int defaultTextureId; // Default texture used on shapes/poly drawing (required by shader)
|
|
unsigned int activeTextureId[RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS]; // Active texture ids to be enabled on batch drawing (0 active by default)
|
|
unsigned int defaultVShaderId; // Default vertex shader id (used by default shader program)
|
|
unsigned int defaultFShaderId; // Default fragment shader id (used by default shader program)
|
|
unsigned int defaultShaderId; // Default shader program id, supports vertex color and diffuse texture
|
|
int *defaultShaderLocs; // Default shader locations pointer to be used on rendering
|
|
unsigned int currentShaderId; // Current shader id to be used on rendering (by default, defaultShaderId)
|
|
int *currentShaderLocs; // Current shader locations pointer to be used on rendering (by default, defaultShaderLocs)
|
|
|
|
bool stereoRender; // Stereo rendering flag
|
|
Matrix projectionStereo[2]; // VR stereo rendering eyes projection matrices
|
|
Matrix viewOffsetStereo[2]; // VR stereo rendering eyes view offset matrices
|
|
|
|
// Blending variables
|
|
int currentBlendMode; // Blending mode active
|
|
int glBlendSrcFactor; // Blending source factor
|
|
int glBlendDstFactor; // Blending destination factor
|
|
int glBlendEquation; // Blending equation
|
|
int glBlendSrcFactorRGB; // Blending source RGB factor
|
|
int glBlendDestFactorRGB; // Blending destination RGB factor
|
|
int glBlendSrcFactorAlpha; // Blending source alpha factor
|
|
int glBlendDestFactorAlpha; // Blending destination alpha factor
|
|
int glBlendEquationRGB; // Blending equation for RGB
|
|
int glBlendEquationAlpha; // Blending equation for alpha
|
|
bool glCustomBlendModeModified; // Custom blending factor and equation modification status
|
|
|
|
int framebufferWidth; // Current framebuffer width
|
|
int framebufferHeight; // Current framebuffer height
|
|
|
|
} State; // Renderer state
|
|
struct {
|
|
bool vao; // VAO support (OpenGL ES2 could not support VAO extension) (GL_ARB_vertex_array_object)
|
|
bool instancing; // Instancing supported (GL_ANGLE_instanced_arrays, GL_EXT_draw_instanced + GL_EXT_instanced_arrays)
|
|
bool texNPOT; // NPOT textures full support (GL_ARB_texture_non_power_of_two, GL_OES_texture_npot)
|
|
bool texDepth; // Depth textures supported (GL_ARB_depth_texture, GL_OES_depth_texture)
|
|
bool texDepthWebGL; // Depth textures supported WebGL specific (GL_WEBGL_depth_texture)
|
|
bool texFloat32; // float textures support (32 bit per channel) (GL_OES_texture_float)
|
|
bool texFloat16; // half float textures support (16 bit per channel) (GL_OES_texture_half_float)
|
|
bool texCompDXT; // DDS texture compression support (GL_EXT_texture_compression_s3tc, GL_WEBGL_compressed_texture_s3tc, GL_WEBKIT_WEBGL_compressed_texture_s3tc)
|
|
bool texCompETC1; // ETC1 texture compression support (GL_OES_compressed_ETC1_RGB8_texture, GL_WEBGL_compressed_texture_etc1)
|
|
bool texCompETC2; // ETC2/EAC texture compression support (GL_ARB_ES3_compatibility)
|
|
bool texCompPVRT; // PVR texture compression support (GL_IMG_texture_compression_pvrtc)
|
|
bool texCompASTC; // ASTC texture compression support (GL_KHR_texture_compression_astc_hdr, GL_KHR_texture_compression_astc_ldr)
|
|
bool texMirrorClamp; // Clamp mirror wrap mode supported (GL_EXT_texture_mirror_clamp)
|
|
bool texAnisoFilter; // Anisotropic texture filtering support (GL_EXT_texture_filter_anisotropic)
|
|
bool computeShader; // Compute shaders support (GL_ARB_compute_shader)
|
|
bool ssbo; // Shader storage buffer object support (GL_ARB_shader_storage_buffer_object)
|
|
|
|
float maxAnisotropyLevel; // Maximum anisotropy level supported (minimum is 2.0f)
|
|
int maxDepthBits; // Maximum bits for depth component
|
|
|
|
} ExtSupported; // Extensions supported flags
|
|
} rlglData;
|
|
|
|
#endif // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2
|
|
|
|
//----------------------------------------------------------------------------------
|
|
// Global Variables Definition
|
|
//----------------------------------------------------------------------------------
|
|
static double rlCullDistanceNear = RL_CULL_DISTANCE_NEAR;
|
|
static double rlCullDistanceFar = RL_CULL_DISTANCE_FAR;
|
|
|
|
#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) && !defined(GRAPHICS_API_OPENGL_ES3)
|
|
// NOTE: VAO functionality is exposed through extensions (OES)
|
|
static PFNGLGENVERTEXARRAYSOESPROC glGenVertexArrays = NULL;
|
|
static PFNGLBINDVERTEXARRAYOESPROC glBindVertexArray = NULL;
|
|
static PFNGLDELETEVERTEXARRAYSOESPROC glDeleteVertexArrays = NULL;
|
|
|
|
// NOTE: Instancing functionality could also be available through extension
|
|
static PFNGLDRAWARRAYSINSTANCEDEXTPROC glDrawArraysInstanced = NULL;
|
|
static PFNGLDRAWELEMENTSINSTANCEDEXTPROC glDrawElementsInstanced = NULL;
|
|
static PFNGLVERTEXATTRIBDIVISOREXTPROC glVertexAttribDivisor = NULL;
|
|
#endif
|
|
|
|
//----------------------------------------------------------------------------------
|
|
// Module Functions Declaration
|
|
//----------------------------------------------------------------------------------
|
|
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
static void rlLoadShaderDefault(void); // Load default shader
|
|
static void rlUnloadShaderDefault(void); // Unload default shader
|
|
#if defined(RLGL_SHOW_GL_DETAILS_INFO)
|
|
static const char *rlGetCompressedFormatName(int format); // Get compressed format official GL identifier name
|
|
#endif // RLGL_SHOW_GL_DETAILS_INFO
|
|
#endif // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2
|
|
|
|
static int rlGetPixelDataSize(int width, int height, int format); // Get pixel data size in bytes (image or texture)
|
|
|
|
static Matrix rlMatrixIdentity(void); // Get identity matrix
|
|
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
// Auxiliar matrix math functions
|
|
typedef struct rl_float16 { float v[16]; } rl_float16;
|
|
static rl_float16 rlMatrixToFloatV(Matrix mat); // Get float array of matrix data
|
|
#define rlMatrixToFloat(mat) (rlMatrixToFloatV(mat).v) // Get float vector for Matrix
|
|
static Matrix rlMatrixMultiply(Matrix left, Matrix right); // Multiply two matrices
|
|
static Matrix rlMatrixTranspose(Matrix mat); // Transposes provided matrix
|
|
static Matrix rlMatrixInvert(Matrix mat); // Invert provided matrix
|
|
#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 angle, float x, float y, float z) { glRotatef(angle, x, y, z); }
|
|
void rlScalef(float x, float y, float z) { glScalef(x, y, z); }
|
|
void rlMultMatrixf(const float *matf) { glMultMatrixf(matf); }
|
|
#endif
|
|
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
// Choose the current matrix to be transformed
|
|
void rlMatrixMode(int mode)
|
|
{
|
|
if (mode == RL_PROJECTION) RLGL.State.currentMatrix = &RLGL.State.projection;
|
|
else if (mode == RL_MODELVIEW) RLGL.State.currentMatrix = &RLGL.State.modelview;
|
|
//else if (mode == RL_TEXTURE) // Not supported
|
|
|
|
RLGL.State.currentMatrixMode = mode;
|
|
}
|
|
|
|
// Push the current matrix into RLGL.State.stack
|
|
void rlPushMatrix(void)
|
|
{
|
|
if (RLGL.State.stackCounter >= RL_MAX_MATRIX_STACK_SIZE) TRACELOG(RL_LOG_ERROR, "RLGL: Matrix stack overflow (RL_MAX_MATRIX_STACK_SIZE)");
|
|
|
|
if (RLGL.State.currentMatrixMode == RL_MODELVIEW)
|
|
{
|
|
RLGL.State.transformRequired = true;
|
|
RLGL.State.currentMatrix = &RLGL.State.transform;
|
|
}
|
|
|
|
RLGL.State.stack[RLGL.State.stackCounter] = *RLGL.State.currentMatrix;
|
|
RLGL.State.stackCounter++;
|
|
}
|
|
|
|
// Pop lattest inserted matrix from RLGL.State.stack
|
|
void rlPopMatrix(void)
|
|
{
|
|
if (RLGL.State.stackCounter > 0)
|
|
{
|
|
Matrix mat = RLGL.State.stack[RLGL.State.stackCounter - 1];
|
|
*RLGL.State.currentMatrix = mat;
|
|
RLGL.State.stackCounter--;
|
|
}
|
|
|
|
if ((RLGL.State.stackCounter == 0) && (RLGL.State.currentMatrixMode == RL_MODELVIEW))
|
|
{
|
|
RLGL.State.currentMatrix = &RLGL.State.modelview;
|
|
RLGL.State.transformRequired = false;
|
|
}
|
|
}
|
|
|
|
// Reset current matrix to identity matrix
|
|
void rlLoadIdentity(void)
|
|
{
|
|
*RLGL.State.currentMatrix = rlMatrixIdentity();
|
|
}
|
|
|
|
// Multiply the current matrix by a translation matrix
|
|
void rlTranslatef(float x, float y, float z)
|
|
{
|
|
Matrix matTranslation = {
|
|
1.0f, 0.0f, 0.0f, x,
|
|
0.0f, 1.0f, 0.0f, y,
|
|
0.0f, 0.0f, 1.0f, z,
|
|
0.0f, 0.0f, 0.0f, 1.0f
|
|
};
|
|
|
|
// NOTE: We transpose matrix with multiplication order
|
|
*RLGL.State.currentMatrix = rlMatrixMultiply(matTranslation, *RLGL.State.currentMatrix);
|
|
}
|
|
|
|
// Multiply the current matrix by a rotation matrix
|
|
// NOTE: The provided angle must be in degrees
|
|
void rlRotatef(float angle, float x, float y, float z)
|
|
{
|
|
Matrix matRotation = rlMatrixIdentity();
|
|
|
|
// Axis vector (x, y, z) normalization
|
|
float lengthSquared = x*x + y*y + z*z;
|
|
if ((lengthSquared != 1.0f) && (lengthSquared != 0.0f))
|
|
{
|
|
float inverseLength = 1.0f/sqrtf(lengthSquared);
|
|
x *= inverseLength;
|
|
y *= inverseLength;
|
|
z *= inverseLength;
|
|
}
|
|
|
|
// Rotation matrix generation
|
|
float sinres = sinf(DEG2RAD*angle);
|
|
float cosres = cosf(DEG2RAD*angle);
|
|
float t = 1.0f - cosres;
|
|
|
|
matRotation.m0 = x*x*t + cosres;
|
|
matRotation.m1 = y*x*t + z*sinres;
|
|
matRotation.m2 = z*x*t - y*sinres;
|
|
matRotation.m3 = 0.0f;
|
|
|
|
matRotation.m4 = x*y*t - z*sinres;
|
|
matRotation.m5 = y*y*t + cosres;
|
|
matRotation.m6 = z*y*t + x*sinres;
|
|
matRotation.m7 = 0.0f;
|
|
|
|
matRotation.m8 = x*z*t + y*sinres;
|
|
matRotation.m9 = y*z*t - x*sinres;
|
|
matRotation.m10 = z*z*t + cosres;
|
|
matRotation.m11 = 0.0f;
|
|
|
|
matRotation.m12 = 0.0f;
|
|
matRotation.m13 = 0.0f;
|
|
matRotation.m14 = 0.0f;
|
|
matRotation.m15 = 1.0f;
|
|
|
|
// NOTE: We transpose matrix with multiplication order
|
|
*RLGL.State.currentMatrix = rlMatrixMultiply(matRotation, *RLGL.State.currentMatrix);
|
|
}
|
|
|
|
// Multiply the current matrix by a scaling matrix
|
|
void rlScalef(float x, float y, float z)
|
|
{
|
|
Matrix matScale = {
|
|
x, 0.0f, 0.0f, 0.0f,
|
|
0.0f, y, 0.0f, 0.0f,
|
|
0.0f, 0.0f, z, 0.0f,
|
|
0.0f, 0.0f, 0.0f, 1.0f
|
|
};
|
|
|
|
// NOTE: We transpose matrix with multiplication order
|
|
*RLGL.State.currentMatrix = rlMatrixMultiply(matScale, *RLGL.State.currentMatrix);
|
|
}
|
|
|
|
// Multiply the current matrix by another matrix
|
|
void rlMultMatrixf(const 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 = rlMatrixMultiply(mat, *RLGL.State.currentMatrix);
|
|
}
|
|
|
|
// 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 matFrustum = { 0 };
|
|
|
|
float rl = (float)(right - left);
|
|
float tb = (float)(top - bottom);
|
|
float fn = (float)(zfar - znear);
|
|
|
|
matFrustum.m0 = ((float) znear*2.0f)/rl;
|
|
matFrustum.m1 = 0.0f;
|
|
matFrustum.m2 = 0.0f;
|
|
matFrustum.m3 = 0.0f;
|
|
|
|
matFrustum.m4 = 0.0f;
|
|
matFrustum.m5 = ((float) znear*2.0f)/tb;
|
|
matFrustum.m6 = 0.0f;
|
|
matFrustum.m7 = 0.0f;
|
|
|
|
matFrustum.m8 = ((float)right + (float)left)/rl;
|
|
matFrustum.m9 = ((float)top + (float)bottom)/tb;
|
|
matFrustum.m10 = -((float)zfar + (float)znear)/fn;
|
|
matFrustum.m11 = -1.0f;
|
|
|
|
matFrustum.m12 = 0.0f;
|
|
matFrustum.m13 = 0.0f;
|
|
matFrustum.m14 = -((float)zfar*(float)znear*2.0f)/fn;
|
|
matFrustum.m15 = 0.0f;
|
|
|
|
*RLGL.State.currentMatrix = rlMatrixMultiply(*RLGL.State.currentMatrix, matFrustum);
|
|
}
|
|
|
|
// Multiply the current matrix by an orthographic matrix generated by parameters
|
|
void rlOrtho(double left, double right, double bottom, double top, double znear, double zfar)
|
|
{
|
|
// NOTE: If left-right and top-botton values are equal it could create a division by zero,
|
|
// response to it is platform/compiler dependant
|
|
Matrix matOrtho = { 0 };
|
|
|
|
float rl = (float)(right - left);
|
|
float tb = (float)(top - bottom);
|
|
float fn = (float)(zfar - znear);
|
|
|
|
matOrtho.m0 = 2.0f/rl;
|
|
matOrtho.m1 = 0.0f;
|
|
matOrtho.m2 = 0.0f;
|
|
matOrtho.m3 = 0.0f;
|
|
matOrtho.m4 = 0.0f;
|
|
matOrtho.m5 = 2.0f/tb;
|
|
matOrtho.m6 = 0.0f;
|
|
matOrtho.m7 = 0.0f;
|
|
matOrtho.m8 = 0.0f;
|
|
matOrtho.m9 = 0.0f;
|
|
matOrtho.m10 = -2.0f/fn;
|
|
matOrtho.m11 = 0.0f;
|
|
matOrtho.m12 = -((float)left + (float)right)/rl;
|
|
matOrtho.m13 = -((float)top + (float)bottom)/tb;
|
|
matOrtho.m14 = -((float)zfar + (float)znear)/fn;
|
|
matOrtho.m15 = 1.0f;
|
|
|
|
*RLGL.State.currentMatrix = rlMatrixMultiply(*RLGL.State.currentMatrix, matOrtho);
|
|
}
|
|
#endif
|
|
|
|
// Set the viewport area (transformation from normalized device coordinates to window coordinates)
|
|
// NOTE: We store current viewport dimensions
|
|
void rlViewport(int x, int y, int width, int height)
|
|
{
|
|
glViewport(x, y, width, height);
|
|
}
|
|
|
|
// Set clip planes distances
|
|
void rlSetClipPlanes(double nearPlane, double farPlane)
|
|
{
|
|
rlCullDistanceNear = nearPlane;
|
|
rlCullDistanceFar = farPlane;
|
|
}
|
|
|
|
// Get cull plane distance near
|
|
double rlGetCullDistanceNear(void)
|
|
{
|
|
return rlCullDistanceNear;
|
|
}
|
|
|
|
// Get cull plane distance far
|
|
double rlGetCullDistanceFar(void)
|
|
{
|
|
return rlCullDistanceFar;
|
|
}
|
|
|
|
//----------------------------------------------------------------------------------
|
|
// 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(void) { glEnd(); }
|
|
void rlVertex2i(int x, int y) { glVertex2i(x, y); }
|
|
void rlVertex2f(float x, float y) { glVertex2f(x, y); }
|
|
void rlVertex3f(float x, float y, float z) { glVertex3f(x, y, z); }
|
|
void rlTexCoord2f(float x, float y) { glTexCoord2f(x, y); }
|
|
void rlNormal3f(float x, float y, float z) { glNormal3f(x, y, z); }
|
|
void rlColor4ub(unsigned char r, unsigned char g, unsigned char b, unsigned char a) { glColor4ub(r, g, b, a); }
|
|
void rlColor3f(float x, float y, float z) { glColor3f(x, y, z); }
|
|
void rlColor4f(float x, float y, float z, float w) { glColor4f(x, y, z, w); }
|
|
#endif
|
|
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
// Initialize drawing mode (how to organize vertex)
|
|
void rlBegin(int mode)
|
|
{
|
|
// Draw mode can be RL_LINES, RL_TRIANGLES and RL_QUADS
|
|
// NOTE: In all three cases, vertex are accumulated over default internal vertex buffer
|
|
if (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].mode != mode)
|
|
{
|
|
if (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount > 0)
|
|
{
|
|
// Make sure current RLGL.currentBatch->draws[i].vertexCount is aligned a multiple of 4,
|
|
// that way, following QUADS drawing will keep aligned with index processing
|
|
// It implies adding some extra alignment vertex at the end of the draw,
|
|
// those vertex are not processed but they are considered as an additional offset
|
|
// for the next set of vertex to be drawn
|
|
if (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].mode == RL_LINES) RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexAlignment = ((RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount < 4)? RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount : RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount%4);
|
|
else if (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].mode == RL_TRIANGLES) RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexAlignment = ((RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount < 4)? 1 : (4 - (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount%4)));
|
|
else RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexAlignment = 0;
|
|
|
|
if (!rlCheckRenderBatchLimit(RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexAlignment))
|
|
{
|
|
RLGL.State.vertexCounter += RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexAlignment;
|
|
RLGL.currentBatch->drawCounter++;
|
|
}
|
|
}
|
|
|
|
if (RLGL.currentBatch->drawCounter >= RL_DEFAULT_BATCH_DRAWCALLS) rlDrawRenderBatch(RLGL.currentBatch);
|
|
|
|
RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].mode = mode;
|
|
RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].textureId = RLGL.State.currentTextureId;
|
|
RLGL.State.currentTextureId = RLGL.State.defaultTextureId;
|
|
}
|
|
}
|
|
|
|
// Finish vertex providing
|
|
void rlEnd(void)
|
|
{
|
|
// NOTE: Depth increment is dependant on rlOrtho(): z-near and z-far values,
|
|
// as well as depth buffer bit-depth (16bit or 24bit or 32bit)
|
|
// Correct increment formula would be: depthInc = (zfar - znear)/pow(2, bits)
|
|
RLGL.currentBatch->currentDepth += (1.0f/20000.0f);
|
|
}
|
|
|
|
// Define one vertex (position)
|
|
// NOTE: Vertex position data is the basic information required for drawing
|
|
void rlVertex3f(float x, float y, float z)
|
|
{
|
|
float tx = x;
|
|
float ty = y;
|
|
float tz = z;
|
|
|
|
// Transform provided vector if required
|
|
if (RLGL.State.transformRequired)
|
|
{
|
|
tx = RLGL.State.transform.m0*x + RLGL.State.transform.m4*y + RLGL.State.transform.m8*z + RLGL.State.transform.m12;
|
|
ty = RLGL.State.transform.m1*x + RLGL.State.transform.m5*y + RLGL.State.transform.m9*z + RLGL.State.transform.m13;
|
|
tz = RLGL.State.transform.m2*x + RLGL.State.transform.m6*y + RLGL.State.transform.m10*z + RLGL.State.transform.m14;
|
|
}
|
|
|
|
// WARNING: We can't break primitives when launching a new batch
|
|
// RL_LINES comes in pairs, RL_TRIANGLES come in groups of 3 vertices and RL_QUADS come in groups of 4 vertices
|
|
// We must check current draw.mode when a new vertex is required and finish the batch only if the draw.mode draw.vertexCount is %2, %3 or %4
|
|
if (RLGL.State.vertexCounter > (RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].elementCount*4 - 4))
|
|
{
|
|
if ((RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].mode == RL_LINES) &&
|
|
(RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount%2 == 0))
|
|
{
|
|
// Reached the maximum number of vertices for RL_LINES drawing
|
|
// Launch a draw call but keep current state for next vertices comming
|
|
// NOTE: We add +1 vertex to the check for security
|
|
rlCheckRenderBatchLimit(2 + 1);
|
|
}
|
|
else if ((RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].mode == RL_TRIANGLES) &&
|
|
(RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount%3 == 0))
|
|
{
|
|
rlCheckRenderBatchLimit(3 + 1);
|
|
}
|
|
else if ((RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].mode == RL_QUADS) &&
|
|
(RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount%4 == 0))
|
|
{
|
|
rlCheckRenderBatchLimit(4 + 1);
|
|
}
|
|
}
|
|
|
|
// Add vertices
|
|
RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vertices[3*RLGL.State.vertexCounter] = tx;
|
|
RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vertices[3*RLGL.State.vertexCounter + 1] = ty;
|
|
RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vertices[3*RLGL.State.vertexCounter + 2] = tz;
|
|
|
|
// Add current texcoord
|
|
RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].texcoords[2*RLGL.State.vertexCounter] = RLGL.State.texcoordx;
|
|
RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].texcoords[2*RLGL.State.vertexCounter + 1] = RLGL.State.texcoordy;
|
|
|
|
// Add current normal
|
|
RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].normals[3*RLGL.State.vertexCounter] = RLGL.State.normalx;
|
|
RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].normals[3*RLGL.State.vertexCounter + 1] = RLGL.State.normaly;
|
|
RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].normals[3*RLGL.State.vertexCounter + 2] = RLGL.State.normalz;
|
|
|
|
// Add current color
|
|
RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].colors[4*RLGL.State.vertexCounter] = RLGL.State.colorr;
|
|
RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].colors[4*RLGL.State.vertexCounter + 1] = RLGL.State.colorg;
|
|
RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].colors[4*RLGL.State.vertexCounter + 2] = RLGL.State.colorb;
|
|
RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].colors[4*RLGL.State.vertexCounter + 3] = RLGL.State.colora;
|
|
|
|
RLGL.State.vertexCounter++;
|
|
RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount++;
|
|
}
|
|
|
|
// Define one vertex (position)
|
|
void rlVertex2f(float x, float y)
|
|
{
|
|
rlVertex3f(x, y, RLGL.currentBatch->currentDepth);
|
|
}
|
|
|
|
// Define one vertex (position)
|
|
void rlVertex2i(int x, int y)
|
|
{
|
|
rlVertex3f((float)x, (float)y, RLGL.currentBatch->currentDepth);
|
|
}
|
|
|
|
// Define one vertex (texture coordinate)
|
|
// NOTE: Texture coordinates are limited to QUADS only
|
|
void rlTexCoord2f(float x, float y)
|
|
{
|
|
RLGL.State.texcoordx = x;
|
|
RLGL.State.texcoordy = y;
|
|
}
|
|
|
|
// Define one vertex (normal)
|
|
// NOTE: Normals limited to TRIANGLES only?
|
|
void rlNormal3f(float x, float y, float z)
|
|
{
|
|
float normalx = x;
|
|
float normaly = y;
|
|
float normalz = z;
|
|
if (RLGL.State.transformRequired)
|
|
{
|
|
normalx = RLGL.State.transform.m0*x + RLGL.State.transform.m4*y + RLGL.State.transform.m8*z;
|
|
normaly = RLGL.State.transform.m1*x + RLGL.State.transform.m5*y + RLGL.State.transform.m9*z;
|
|
normalz = RLGL.State.transform.m2*x + RLGL.State.transform.m6*y + RLGL.State.transform.m10*z;
|
|
}
|
|
float length = sqrtf(normalx*normalx + normaly*normaly + normalz*normalz);
|
|
if (length != 0.0f)
|
|
{
|
|
float ilength = 1.0f/length;
|
|
normalx *= ilength;
|
|
normaly *= ilength;
|
|
normalz *= ilength;
|
|
}
|
|
RLGL.State.normalx = normalx;
|
|
RLGL.State.normaly = normaly;
|
|
RLGL.State.normalz = normalz;
|
|
}
|
|
|
|
// Define one vertex (color)
|
|
void rlColor4ub(unsigned char x, unsigned char y, unsigned char z, unsigned char w)
|
|
{
|
|
RLGL.State.colorr = x;
|
|
RLGL.State.colorg = y;
|
|
RLGL.State.colorb = z;
|
|
RLGL.State.colora = w;
|
|
}
|
|
|
|
// Define one vertex (color)
|
|
void rlColor4f(float r, float g, float b, float a)
|
|
{
|
|
rlColor4ub((unsigned char)(r*255), (unsigned char)(g*255), (unsigned char)(b*255), (unsigned char)(a*255));
|
|
}
|
|
|
|
// Define one vertex (color)
|
|
void rlColor3f(float x, float y, float z)
|
|
{
|
|
rlColor4ub((unsigned char)(x*255), (unsigned char)(y*255), (unsigned char)(z*255), 255);
|
|
}
|
|
|
|
#endif
|
|
|
|
//--------------------------------------------------------------------------------------
|
|
// Module Functions Definition - OpenGL style functions (common to 1.1, 3.3+, ES2)
|
|
//--------------------------------------------------------------------------------------
|
|
|
|
// Set current texture to use
|
|
void rlSetTexture(unsigned int id)
|
|
{
|
|
if (id == 0)
|
|
{
|
|
#if defined(GRAPHICS_API_OPENGL_11)
|
|
rlDisableTexture();
|
|
#else
|
|
// NOTE: If quads batch limit is reached, we force a draw call and next batch starts
|
|
if (RLGL.State.vertexCounter >=
|
|
RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].elementCount*4)
|
|
{
|
|
rlDrawRenderBatch(RLGL.currentBatch);
|
|
}
|
|
RLGL.State.currentTextureId = RLGL.State.defaultTextureId;
|
|
#endif
|
|
}
|
|
else
|
|
{
|
|
#if defined(GRAPHICS_API_OPENGL_11)
|
|
rlEnableTexture(id);
|
|
#else
|
|
RLGL.State.currentTextureId = id;
|
|
if (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].textureId != id)
|
|
{
|
|
if (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount > 0)
|
|
{
|
|
// Make sure current RLGL.currentBatch->draws[i].vertexCount is aligned a multiple of 4,
|
|
// that way, following QUADS drawing will keep aligned with index processing
|
|
// It implies adding some extra alignment vertex at the end of the draw,
|
|
// those vertex are not processed but they are considered as an additional offset
|
|
// for the next set of vertex to be drawn
|
|
if (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].mode == RL_LINES) RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexAlignment = ((RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount < 4)? RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount : RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount%4);
|
|
else if (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].mode == RL_TRIANGLES) RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexAlignment = ((RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount < 4)? 1 : (4 - (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount%4)));
|
|
else RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexAlignment = 0;
|
|
|
|
if (!rlCheckRenderBatchLimit(RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexAlignment))
|
|
{
|
|
RLGL.State.vertexCounter += RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexAlignment;
|
|
|
|
RLGL.currentBatch->drawCounter++;
|
|
|
|
RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].mode = RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 2].mode;
|
|
|
|
}
|
|
}
|
|
|
|
if (RLGL.currentBatch->drawCounter >= RL_DEFAULT_BATCH_DRAWCALLS) rlDrawRenderBatch(RLGL.currentBatch);
|
|
|
|
RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].textureId = id;
|
|
RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount = 0;
|
|
}
|
|
#endif
|
|
}
|
|
}
|
|
|
|
// Select and active a texture slot
|
|
void rlActiveTextureSlot(int slot)
|
|
{
|
|
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
glActiveTexture(GL_TEXTURE0 + slot);
|
|
#endif
|
|
}
|
|
|
|
// Enable texture
|
|
void rlEnableTexture(unsigned int id)
|
|
{
|
|
#if defined(GRAPHICS_API_OPENGL_11)
|
|
glEnable(GL_TEXTURE_2D);
|
|
#endif
|
|
glBindTexture(GL_TEXTURE_2D, id);
|
|
}
|
|
|
|
// Disable texture
|
|
void rlDisableTexture(void)
|
|
{
|
|
#if defined(GRAPHICS_API_OPENGL_11)
|
|
glDisable(GL_TEXTURE_2D);
|
|
#endif
|
|
glBindTexture(GL_TEXTURE_2D, 0);
|
|
}
|
|
|
|
// Enable texture cubemap
|
|
void rlEnableTextureCubemap(unsigned int id)
|
|
{
|
|
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
glBindTexture(GL_TEXTURE_CUBE_MAP, id);
|
|
#endif
|
|
}
|
|
|
|
// Disable texture cubemap
|
|
void rlDisableTextureCubemap(void)
|
|
{
|
|
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
|
|
#endif
|
|
}
|
|
|
|
// Set texture parameters (wrap mode/filter mode)
|
|
void rlTextureParameters(unsigned int id, int param, int value)
|
|
{
|
|
glBindTexture(GL_TEXTURE_2D, id);
|
|
|
|
#if !defined(GRAPHICS_API_OPENGL_11)
|
|
// Reset anisotropy filter, in case it was set
|
|
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, 1.0f);
|
|
#endif
|
|
|
|
switch (param)
|
|
{
|
|
case RL_TEXTURE_WRAP_S:
|
|
case RL_TEXTURE_WRAP_T:
|
|
{
|
|
if (value == RL_TEXTURE_WRAP_MIRROR_CLAMP)
|
|
{
|
|
#if !defined(GRAPHICS_API_OPENGL_11)
|
|
if (RLGL.ExtSupported.texMirrorClamp) glTexParameteri(GL_TEXTURE_2D, param, value);
|
|
else TRACELOG(RL_LOG_WARNING, "GL: Clamp mirror wrap mode not supported (GL_MIRROR_CLAMP_EXT)");
|
|
#endif
|
|
}
|
|
else glTexParameteri(GL_TEXTURE_2D, param, value);
|
|
} break;
|
|
case RL_TEXTURE_MAG_FILTER:
|
|
case RL_TEXTURE_MIN_FILTER: glTexParameteri(GL_TEXTURE_2D, param, value); break;
|
|
case RL_TEXTURE_FILTER_ANISOTROPIC:
|
|
{
|
|
#if !defined(GRAPHICS_API_OPENGL_11)
|
|
if (value <= RLGL.ExtSupported.maxAnisotropyLevel) glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, (float)value);
|
|
else if (RLGL.ExtSupported.maxAnisotropyLevel > 0.0f)
|
|
{
|
|
TRACELOG(RL_LOG_WARNING, "GL: Maximum anisotropic filter level supported is %iX", id, (int)RLGL.ExtSupported.maxAnisotropyLevel);
|
|
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, (float)value);
|
|
}
|
|
else TRACELOG(RL_LOG_WARNING, "GL: Anisotropic filtering not supported");
|
|
#endif
|
|
} break;
|
|
#if defined(GRAPHICS_API_OPENGL_33)
|
|
case RL_TEXTURE_MIPMAP_BIAS_RATIO: glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_LOD_BIAS, value/100.0f);
|
|
#endif
|
|
default: break;
|
|
}
|
|
|
|
glBindTexture(GL_TEXTURE_2D, 0);
|
|
}
|
|
|
|
// Set cubemap parameters (wrap mode/filter mode)
|
|
void rlCubemapParameters(unsigned int id, int param, int value)
|
|
{
|
|
#if !defined(GRAPHICS_API_OPENGL_11)
|
|
glBindTexture(GL_TEXTURE_CUBE_MAP, id);
|
|
|
|
// Reset anisotropy filter, in case it was set
|
|
glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAX_ANISOTROPY_EXT, 1.0f);
|
|
|
|
switch (param)
|
|
{
|
|
case RL_TEXTURE_WRAP_S:
|
|
case RL_TEXTURE_WRAP_T:
|
|
{
|
|
if (value == RL_TEXTURE_WRAP_MIRROR_CLAMP)
|
|
{
|
|
if (RLGL.ExtSupported.texMirrorClamp) glTexParameteri(GL_TEXTURE_CUBE_MAP, param, value);
|
|
else TRACELOG(RL_LOG_WARNING, "GL: Clamp mirror wrap mode not supported (GL_MIRROR_CLAMP_EXT)");
|
|
}
|
|
else glTexParameteri(GL_TEXTURE_CUBE_MAP, param, value);
|
|
} break;
|
|
case RL_TEXTURE_MAG_FILTER:
|
|
case RL_TEXTURE_MIN_FILTER: glTexParameteri(GL_TEXTURE_CUBE_MAP, param, value); break;
|
|
case RL_TEXTURE_FILTER_ANISOTROPIC:
|
|
{
|
|
if (value <= RLGL.ExtSupported.maxAnisotropyLevel) glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAX_ANISOTROPY_EXT, (float)value);
|
|
else if (RLGL.ExtSupported.maxAnisotropyLevel > 0.0f)
|
|
{
|
|
TRACELOG(RL_LOG_WARNING, "GL: Maximum anisotropic filter level supported is %iX", id, (int)RLGL.ExtSupported.maxAnisotropyLevel);
|
|
glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAX_ANISOTROPY_EXT, (float)value);
|
|
}
|
|
else TRACELOG(RL_LOG_WARNING, "GL: Anisotropic filtering not supported");
|
|
} break;
|
|
#if defined(GRAPHICS_API_OPENGL_33)
|
|
case RL_TEXTURE_MIPMAP_BIAS_RATIO: glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_LOD_BIAS, value/100.0f);
|
|
#endif
|
|
default: break;
|
|
}
|
|
|
|
glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
|
|
#endif
|
|
}
|
|
|
|
// Enable shader program
|
|
void rlEnableShader(unsigned int id)
|
|
{
|
|
#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2))
|
|
glUseProgram(id);
|
|
#endif
|
|
}
|
|
|
|
// Disable shader program
|
|
void rlDisableShader(void)
|
|
{
|
|
#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2))
|
|
glUseProgram(0);
|
|
#endif
|
|
}
|
|
|
|
// Enable rendering to texture (fbo)
|
|
void rlEnableFramebuffer(unsigned int id)
|
|
{
|
|
#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)) && defined(RLGL_RENDER_TEXTURES_HINT)
|
|
glBindFramebuffer(GL_FRAMEBUFFER, id);
|
|
#endif
|
|
}
|
|
|
|
// return the active render texture (fbo)
|
|
unsigned int rlGetActiveFramebuffer(void)
|
|
{
|
|
GLint fboId = 0;
|
|
#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES3)) && defined(RLGL_RENDER_TEXTURES_HINT)
|
|
glGetIntegerv(GL_DRAW_FRAMEBUFFER_BINDING, &fboId);
|
|
#endif
|
|
return fboId;
|
|
}
|
|
|
|
// Disable rendering to texture
|
|
void rlDisableFramebuffer(void)
|
|
{
|
|
#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)) && defined(RLGL_RENDER_TEXTURES_HINT)
|
|
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
|
#endif
|
|
}
|
|
|
|
// Blit active framebuffer to main framebuffer
|
|
void rlBlitFramebuffer(int srcX, int srcY, int srcWidth, int srcHeight, int dstX, int dstY, int dstWidth, int dstHeight, int bufferMask)
|
|
{
|
|
#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES3)) && defined(RLGL_RENDER_TEXTURES_HINT)
|
|
glBlitFramebuffer(srcX, srcY, srcWidth, srcHeight, dstX, dstY, dstWidth, dstHeight, bufferMask, GL_NEAREST);
|
|
#endif
|
|
}
|
|
|
|
// Bind framebuffer object (fbo)
|
|
void rlBindFramebuffer(unsigned int target, unsigned int framebuffer)
|
|
{
|
|
#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)) && defined(RLGL_RENDER_TEXTURES_HINT)
|
|
glBindFramebuffer(target, framebuffer);
|
|
#endif
|
|
}
|
|
|
|
// Activate multiple draw color buffers
|
|
// NOTE: One color buffer is always active by default
|
|
void rlActiveDrawBuffers(int count)
|
|
{
|
|
#if ((defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES3)) && defined(RLGL_RENDER_TEXTURES_HINT))
|
|
// NOTE: Maximum number of draw buffers supported is implementation dependant,
|
|
// it can be queried with glGet*() but it must be at least 8
|
|
//GLint maxDrawBuffers = 0;
|
|
//glGetIntegerv(GL_MAX_DRAW_BUFFERS, &maxDrawBuffers);
|
|
|
|
if (count > 0)
|
|
{
|
|
if (count > 8) TRACELOG(RL_LOG_WARNING, "GL: Max color buffers limited to 8");
|
|
else
|
|
{
|
|
unsigned int buffers[8] = {
|
|
GL_COLOR_ATTACHMENT0,
|
|
GL_COLOR_ATTACHMENT1,
|
|
GL_COLOR_ATTACHMENT2,
|
|
GL_COLOR_ATTACHMENT3,
|
|
GL_COLOR_ATTACHMENT4,
|
|
GL_COLOR_ATTACHMENT5,
|
|
GL_COLOR_ATTACHMENT6,
|
|
GL_COLOR_ATTACHMENT7,
|
|
};
|
|
|
|
glDrawBuffers(count, buffers);
|
|
}
|
|
}
|
|
else TRACELOG(RL_LOG_WARNING, "GL: One color buffer active by default");
|
|
#endif
|
|
}
|
|
|
|
//----------------------------------------------------------------------------------
|
|
// General render state configuration
|
|
//----------------------------------------------------------------------------------
|
|
|
|
// Enable color blending
|
|
void rlEnableColorBlend(void) { glEnable(GL_BLEND); }
|
|
|
|
// Disable color blending
|
|
void rlDisableColorBlend(void) { glDisable(GL_BLEND); }
|
|
|
|
// Enable depth test
|
|
void rlEnableDepthTest(void) { glEnable(GL_DEPTH_TEST); }
|
|
|
|
// Disable depth test
|
|
void rlDisableDepthTest(void) { glDisable(GL_DEPTH_TEST); }
|
|
|
|
// Enable depth write
|
|
void rlEnableDepthMask(void) { glDepthMask(GL_TRUE); }
|
|
|
|
// Disable depth write
|
|
void rlDisableDepthMask(void) { glDepthMask(GL_FALSE); }
|
|
|
|
// Enable backface culling
|
|
void rlEnableBackfaceCulling(void) { glEnable(GL_CULL_FACE); }
|
|
|
|
// Disable backface culling
|
|
void rlDisableBackfaceCulling(void) { glDisable(GL_CULL_FACE); }
|
|
|
|
// Set color mask active for screen read/draw
|
|
void rlColorMask(bool r, bool g, bool b, bool a) { glColorMask(r, g, b, a); }
|
|
|
|
// Set face culling mode
|
|
void rlSetCullFace(int mode)
|
|
{
|
|
switch (mode)
|
|
{
|
|
case RL_CULL_FACE_BACK: glCullFace(GL_BACK); break;
|
|
case RL_CULL_FACE_FRONT: glCullFace(GL_FRONT); break;
|
|
default: break;
|
|
}
|
|
}
|
|
|
|
// Enable scissor test
|
|
void rlEnableScissorTest(void) { glEnable(GL_SCISSOR_TEST); }
|
|
|
|
// Disable scissor test
|
|
void rlDisableScissorTest(void) { glDisable(GL_SCISSOR_TEST); }
|
|
|
|
// Scissor test
|
|
void rlScissor(int x, int y, int width, int height) { glScissor(x, y, width, height); }
|
|
|
|
// Enable wire mode
|
|
void rlEnableWireMode(void)
|
|
{
|
|
#if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33)
|
|
// NOTE: glPolygonMode() not available on OpenGL ES
|
|
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
|
|
#endif
|
|
}
|
|
|
|
// Disable wire mode
|
|
void rlDisableWireMode(void)
|
|
{
|
|
#if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33)
|
|
// NOTE: glPolygonMode() not available on OpenGL ES
|
|
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
|
|
#endif
|
|
}
|
|
|
|
// Enable point mode
|
|
void rlEnablePointMode(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_POINT);
|
|
glEnable(GL_PROGRAM_POINT_SIZE);
|
|
#endif
|
|
}
|
|
|
|
// Disable point mode
|
|
void rlDisablePointMode(void)
|
|
{
|
|
#if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33)
|
|
// NOTE: glPolygonMode() not available on OpenGL ES
|
|
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
|
|
#endif
|
|
}
|
|
|
|
// Set the line drawing width
|
|
void rlSetLineWidth(float width) { glLineWidth(width); }
|
|
|
|
// Get the line drawing width
|
|
float rlGetLineWidth(void)
|
|
{
|
|
float width = 0;
|
|
glGetFloatv(GL_LINE_WIDTH, &width);
|
|
return width;
|
|
}
|
|
|
|
// Set the point drawing size
|
|
void rlSetPointSize(float size)
|
|
{
|
|
#if defined(GRAPHICS_API_OPENGL_11)
|
|
glPointSize(size);
|
|
#endif
|
|
}
|
|
|
|
// Get the point drawing size
|
|
float rlGetPointSize(void)
|
|
{
|
|
float size = 1;
|
|
#if defined(GRAPHICS_API_OPENGL_11)
|
|
glGetFloatv(GL_POINT_SIZE, &size);
|
|
#endif
|
|
return size;
|
|
|
|
}
|
|
|
|
// Enable line aliasing
|
|
void rlEnableSmoothLines(void)
|
|
{
|
|
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_11)
|
|
glEnable(GL_LINE_SMOOTH);
|
|
#endif
|
|
}
|
|
|
|
// Disable line aliasing
|
|
void rlDisableSmoothLines(void)
|
|
{
|
|
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_11)
|
|
glDisable(GL_LINE_SMOOTH);
|
|
#endif
|
|
}
|
|
|
|
// Enable stereo rendering
|
|
void rlEnableStereoRender(void)
|
|
{
|
|
#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2))
|
|
RLGL.State.stereoRender = true;
|
|
#endif
|
|
}
|
|
|
|
// Disable stereo rendering
|
|
void rlDisableStereoRender(void)
|
|
{
|
|
#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2))
|
|
RLGL.State.stereoRender = false;
|
|
#endif
|
|
}
|
|
|
|
// Check if stereo render is enabled
|
|
bool rlIsStereoRenderEnabled(void)
|
|
{
|
|
#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2))
|
|
return RLGL.State.stereoRender;
|
|
#else
|
|
return false;
|
|
#endif
|
|
}
|
|
|
|
// Clear color buffer with color
|
|
void rlClearColor(unsigned char r, unsigned char g, unsigned char b, unsigned char a)
|
|
{
|
|
// Color values clamp to 0.0f(0) and 1.0f(255)
|
|
float cr = (float)r/255;
|
|
float cg = (float)g/255;
|
|
float cb = (float)b/255;
|
|
float ca = (float)a/255;
|
|
|
|
glClearColor(cr, cg, cb, ca);
|
|
}
|
|
|
|
// Clear used screen buffers (color and depth)
|
|
void rlClearScreenBuffers(void)
|
|
{
|
|
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear used buffers: Color and Depth (Depth is used for 3D)
|
|
//glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); // Stencil buffer not used...
|
|
}
|
|
|
|
// Check and log OpenGL error codes
|
|
void rlCheckErrors(void)
|
|
{
|
|
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
int check = 1;
|
|
while (check)
|
|
{
|
|
const GLenum err = glGetError();
|
|
switch (err)
|
|
{
|
|
case GL_NO_ERROR: check = 0; break;
|
|
case 0x0500: TRACELOG(RL_LOG_WARNING, "GL: Error detected: GL_INVALID_ENUM"); break;
|
|
case 0x0501: TRACELOG(RL_LOG_WARNING, "GL: Error detected: GL_INVALID_VALUE"); break;
|
|
case 0x0502: TRACELOG(RL_LOG_WARNING, "GL: Error detected: GL_INVALID_OPERATION"); break;
|
|
case 0x0503: TRACELOG(RL_LOG_WARNING, "GL: Error detected: GL_STACK_OVERFLOW"); break;
|
|
case 0x0504: TRACELOG(RL_LOG_WARNING, "GL: Error detected: GL_STACK_UNDERFLOW"); break;
|
|
case 0x0505: TRACELOG(RL_LOG_WARNING, "GL: Error detected: GL_OUT_OF_MEMORY"); break;
|
|
case 0x0506: TRACELOG(RL_LOG_WARNING, "GL: Error detected: GL_INVALID_FRAMEBUFFER_OPERATION"); break;
|
|
default: TRACELOG(RL_LOG_WARNING, "GL: Error detected: Unknown error code: %x", err); break;
|
|
}
|
|
}
|
|
#endif
|
|
}
|
|
|
|
// Set blend mode
|
|
void rlSetBlendMode(int mode)
|
|
{
|
|
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
if ((RLGL.State.currentBlendMode != mode) || ((mode == RL_BLEND_CUSTOM || mode == RL_BLEND_CUSTOM_SEPARATE) && RLGL.State.glCustomBlendModeModified))
|
|
{
|
|
rlDrawRenderBatch(RLGL.currentBatch);
|
|
|
|
switch (mode)
|
|
{
|
|
case RL_BLEND_ALPHA: glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glBlendEquation(GL_FUNC_ADD); break;
|
|
case RL_BLEND_ADDITIVE: glBlendFunc(GL_SRC_ALPHA, GL_ONE); glBlendEquation(GL_FUNC_ADD); break;
|
|
case RL_BLEND_MULTIPLIED: glBlendFunc(GL_DST_COLOR, GL_ONE_MINUS_SRC_ALPHA); glBlendEquation(GL_FUNC_ADD); break;
|
|
case RL_BLEND_ADD_COLORS: glBlendFunc(GL_ONE, GL_ONE); glBlendEquation(GL_FUNC_ADD); break;
|
|
case RL_BLEND_SUBTRACT_COLORS: glBlendFunc(GL_ONE, GL_ONE); glBlendEquation(GL_FUNC_SUBTRACT); break;
|
|
case RL_BLEND_ALPHA_PREMULTIPLY: glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA); glBlendEquation(GL_FUNC_ADD); break;
|
|
case RL_BLEND_CUSTOM:
|
|
{
|
|
// NOTE: Using GL blend src/dst factors and GL equation configured with rlSetBlendFactors()
|
|
glBlendFunc(RLGL.State.glBlendSrcFactor, RLGL.State.glBlendDstFactor); glBlendEquation(RLGL.State.glBlendEquation);
|
|
} break;
|
|
case RL_BLEND_CUSTOM_SEPARATE:
|
|
{
|
|
// NOTE: Using GL blend src/dst factors and GL equation configured with rlSetBlendFactorsSeparate()
|
|
glBlendFuncSeparate(RLGL.State.glBlendSrcFactorRGB, RLGL.State.glBlendDestFactorRGB, RLGL.State.glBlendSrcFactorAlpha, RLGL.State.glBlendDestFactorAlpha);
|
|
glBlendEquationSeparate(RLGL.State.glBlendEquationRGB, RLGL.State.glBlendEquationAlpha);
|
|
} break;
|
|
default: break;
|
|
}
|
|
|
|
RLGL.State.currentBlendMode = mode;
|
|
RLGL.State.glCustomBlendModeModified = false;
|
|
}
|
|
#endif
|
|
}
|
|
|
|
// Set blending mode factor and equation
|
|
void rlSetBlendFactors(int glSrcFactor, int glDstFactor, int glEquation)
|
|
{
|
|
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
if ((RLGL.State.glBlendSrcFactor != glSrcFactor) ||
|
|
(RLGL.State.glBlendDstFactor != glDstFactor) ||
|
|
(RLGL.State.glBlendEquation != glEquation))
|
|
{
|
|
RLGL.State.glBlendSrcFactor = glSrcFactor;
|
|
RLGL.State.glBlendDstFactor = glDstFactor;
|
|
RLGL.State.glBlendEquation = glEquation;
|
|
|
|
RLGL.State.glCustomBlendModeModified = true;
|
|
}
|
|
#endif
|
|
}
|
|
|
|
// Set blending mode factor and equation separately for RGB and alpha
|
|
void rlSetBlendFactorsSeparate(int glSrcRGB, int glDstRGB, int glSrcAlpha, int glDstAlpha, int glEqRGB, int glEqAlpha)
|
|
{
|
|
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
if ((RLGL.State.glBlendSrcFactorRGB != glSrcRGB) ||
|
|
(RLGL.State.glBlendDestFactorRGB != glDstRGB) ||
|
|
(RLGL.State.glBlendSrcFactorAlpha != glSrcAlpha) ||
|
|
(RLGL.State.glBlendDestFactorAlpha != glDstAlpha) ||
|
|
(RLGL.State.glBlendEquationRGB != glEqRGB) ||
|
|
(RLGL.State.glBlendEquationAlpha != glEqAlpha))
|
|
{
|
|
RLGL.State.glBlendSrcFactorRGB = glSrcRGB;
|
|
RLGL.State.glBlendDestFactorRGB = glDstRGB;
|
|
RLGL.State.glBlendSrcFactorAlpha = glSrcAlpha;
|
|
RLGL.State.glBlendDestFactorAlpha = glDstAlpha;
|
|
RLGL.State.glBlendEquationRGB = glEqRGB;
|
|
RLGL.State.glBlendEquationAlpha = glEqAlpha;
|
|
|
|
RLGL.State.glCustomBlendModeModified = true;
|
|
}
|
|
#endif
|
|
}
|
|
|
|
//----------------------------------------------------------------------------------
|
|
// Module Functions Definition - OpenGL Debug
|
|
//----------------------------------------------------------------------------------
|
|
#if defined(RLGL_ENABLE_OPENGL_DEBUG_CONTEXT) && defined(GRAPHICS_API_OPENGL_43)
|
|
static void GLAPIENTRY rlDebugMessageCallback(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar *message, const void *userParam)
|
|
{
|
|
// Ignore non-significant error/warning codes (NVidia drivers)
|
|
// NOTE: Here there are the details with a sample output:
|
|
// - #131169 - Framebuffer detailed info: The driver allocated storage for renderbuffer 2. (severity: low)
|
|
// - #131185 - Buffer detailed info: Buffer object 1 (bound to GL_ELEMENT_ARRAY_BUFFER_ARB, usage hint is GL_ENUM_88e4)
|
|
// will use VIDEO memory as the source for buffer object operations. (severity: low)
|
|
// - #131218 - Program/shader state performance warning: Vertex shader in program 7 is being recompiled based on GL state. (severity: medium)
|
|
// - #131204 - Texture state usage warning: The texture object (0) bound to texture image unit 0 does not have
|
|
// a defined base level and cannot be used for texture mapping. (severity: low)
|
|
if ((id == 131169) || (id == 131185) || (id == 131218) || (id == 131204)) return;
|
|
|
|
const char *msgSource = NULL;
|
|
switch (source)
|
|
{
|
|
case GL_DEBUG_SOURCE_API: msgSource = "API"; break;
|
|
case GL_DEBUG_SOURCE_WINDOW_SYSTEM: msgSource = "WINDOW_SYSTEM"; break;
|
|
case GL_DEBUG_SOURCE_SHADER_COMPILER: msgSource = "SHADER_COMPILER"; break;
|
|
case GL_DEBUG_SOURCE_THIRD_PARTY: msgSource = "THIRD_PARTY"; break;
|
|
case GL_DEBUG_SOURCE_APPLICATION: msgSource = "APPLICATION"; break;
|
|
case GL_DEBUG_SOURCE_OTHER: msgSource = "OTHER"; break;
|
|
default: break;
|
|
}
|
|
|
|
const char *msgType = NULL;
|
|
switch (type)
|
|
{
|
|
case GL_DEBUG_TYPE_ERROR: msgType = "ERROR"; break;
|
|
case GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR: msgType = "DEPRECATED_BEHAVIOR"; break;
|
|
case GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR: msgType = "UNDEFINED_BEHAVIOR"; break;
|
|
case GL_DEBUG_TYPE_PORTABILITY: msgType = "PORTABILITY"; break;
|
|
case GL_DEBUG_TYPE_PERFORMANCE: msgType = "PERFORMANCE"; break;
|
|
case GL_DEBUG_TYPE_MARKER: msgType = "MARKER"; break;
|
|
case GL_DEBUG_TYPE_PUSH_GROUP: msgType = "PUSH_GROUP"; break;
|
|
case GL_DEBUG_TYPE_POP_GROUP: msgType = "POP_GROUP"; break;
|
|
case GL_DEBUG_TYPE_OTHER: msgType = "OTHER"; break;
|
|
default: break;
|
|
}
|
|
|
|
const char *msgSeverity = "DEFAULT";
|
|
switch (severity)
|
|
{
|
|
case GL_DEBUG_SEVERITY_LOW: msgSeverity = "LOW"; break;
|
|
case GL_DEBUG_SEVERITY_MEDIUM: msgSeverity = "MEDIUM"; break;
|
|
case GL_DEBUG_SEVERITY_HIGH: msgSeverity = "HIGH"; break;
|
|
case GL_DEBUG_SEVERITY_NOTIFICATION: msgSeverity = "NOTIFICATION"; break;
|
|
default: break;
|
|
}
|
|
|
|
TRACELOG(RL_LOG_WARNING, "GL: OpenGL debug message: %s", message);
|
|
TRACELOG(RL_LOG_WARNING, " > Type: %s", msgType);
|
|
TRACELOG(RL_LOG_WARNING, " > Source = %s", msgSource);
|
|
TRACELOG(RL_LOG_WARNING, " > Severity = %s", msgSeverity);
|
|
}
|
|
#endif
|
|
|
|
//----------------------------------------------------------------------------------
|
|
// Module Functions Definition - rlgl functionality
|
|
//----------------------------------------------------------------------------------
|
|
|
|
// Initialize rlgl: OpenGL extensions, default buffers/shaders/textures, OpenGL states
|
|
void rlglInit(int width, int height)
|
|
{
|
|
// Enable OpenGL debug context if required
|
|
#if defined(RLGL_ENABLE_OPENGL_DEBUG_CONTEXT) && defined(GRAPHICS_API_OPENGL_43)
|
|
if ((glDebugMessageCallback != NULL) && (glDebugMessageControl != NULL))
|
|
{
|
|
glDebugMessageCallback(rlDebugMessageCallback, 0);
|
|
// glDebugMessageControl(GL_DEBUG_SOURCE_API, GL_DEBUG_TYPE_ERROR, GL_DEBUG_SEVERITY_HIGH, 0, 0, GL_TRUE);
|
|
|
|
// Debug context options:
|
|
// - GL_DEBUG_OUTPUT - Faster version but not useful for breakpoints
|
|
// - GL_DEBUG_OUTPUT_SYNCHRONUS - Callback is in sync with errors, so a breakpoint can be placed on the callback in order to get a stacktrace for the GL error
|
|
glEnable(GL_DEBUG_OUTPUT);
|
|
glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS);
|
|
}
|
|
#endif
|
|
|
|
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
// Init default white texture
|
|
unsigned char pixels[4] = { 255, 255, 255, 255 }; // 1 pixel RGBA (4 bytes)
|
|
RLGL.State.defaultTextureId = rlLoadTexture(pixels, 1, 1, RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8A8, 1);
|
|
RLGL.State.currentTextureId = RLGL.State.defaultTextureId;
|
|
|
|
if (RLGL.State.defaultTextureId != 0) TRACELOG(RL_LOG_INFO, "TEXTURE: [ID %i] Default texture loaded successfully", RLGL.State.defaultTextureId);
|
|
else TRACELOG(RL_LOG_WARNING, "TEXTURE: Failed to load default texture");
|
|
|
|
// Init default Shader (customized for GL 3.3 and ES2)
|
|
// Loaded: RLGL.State.defaultShaderId + RLGL.State.defaultShaderLocs
|
|
rlLoadShaderDefault();
|
|
RLGL.State.currentShaderId = RLGL.State.defaultShaderId;
|
|
RLGL.State.currentShaderLocs = RLGL.State.defaultShaderLocs;
|
|
|
|
// Init default vertex arrays buffers
|
|
// Simulate that the default shader has the location RL_SHADER_LOC_VERTEX_NORMAL to bind the normal buffer for the default render batch
|
|
RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_NORMAL] = RL_DEFAULT_SHADER_ATTRIB_LOCATION_NORMAL;
|
|
RLGL.defaultBatch = rlLoadRenderBatch(RL_DEFAULT_BATCH_BUFFERS, RL_DEFAULT_BATCH_BUFFER_ELEMENTS);
|
|
RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_NORMAL] = -1;
|
|
RLGL.currentBatch = &RLGL.defaultBatch;
|
|
|
|
// Init stack matrices (emulating OpenGL 1.1)
|
|
for (int i = 0; i < RL_MAX_MATRIX_STACK_SIZE; i++) RLGL.State.stack[i] = rlMatrixIdentity();
|
|
|
|
// Init internal matrices
|
|
RLGL.State.transform = rlMatrixIdentity();
|
|
RLGL.State.projection = rlMatrixIdentity();
|
|
RLGL.State.modelview = rlMatrixIdentity();
|
|
RLGL.State.currentMatrix = &RLGL.State.modelview;
|
|
#endif // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2
|
|
|
|
// Initialize OpenGL default states
|
|
//----------------------------------------------------------
|
|
// Init state: Depth test
|
|
glDepthFunc(GL_LEQUAL); // Type of depth testing to apply
|
|
glDisable(GL_DEPTH_TEST); // Disable depth testing for 2D (only used for 3D)
|
|
|
|
// Init state: Blending mode
|
|
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // Color blending function (how colors are mixed)
|
|
glEnable(GL_BLEND); // Enable color blending (required to work with transparencies)
|
|
|
|
// Init state: Culling
|
|
// NOTE: All shapes/models triangles are drawn CCW
|
|
glCullFace(GL_BACK); // Cull the back face (default)
|
|
glFrontFace(GL_CCW); // Front face are defined counter clockwise (default)
|
|
glEnable(GL_CULL_FACE); // Enable backface culling
|
|
|
|
// Init state: Cubemap seamless
|
|
#if defined(GRAPHICS_API_OPENGL_33)
|
|
glEnable(GL_TEXTURE_CUBE_MAP_SEAMLESS); // Seamless cubemaps (not supported on OpenGL ES 2.0)
|
|
#endif
|
|
|
|
#if defined(GRAPHICS_API_OPENGL_11)
|
|
// Init state: Color hints (deprecated in OpenGL 3.0+)
|
|
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Improve quality of color and texture coordinate interpolation
|
|
glShadeModel(GL_SMOOTH); // Smooth shading between vertex (vertex colors interpolation)
|
|
#endif
|
|
|
|
#if defined(GRAPHICS_API_OPENGL_11_SOFTWARE)
|
|
if (!swInit(width, height))
|
|
{
|
|
TRACELOG(RL_LOG_ERROR, "RLGL: Software renderer initialization failed!");
|
|
exit(-1);
|
|
}
|
|
#endif
|
|
|
|
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
// Store screen size into global variables
|
|
RLGL.State.framebufferWidth = width;
|
|
RLGL.State.framebufferHeight = height;
|
|
|
|
TRACELOG(RL_LOG_INFO, "RLGL: Default OpenGL state initialized successfully");
|
|
//----------------------------------------------------------
|
|
#endif
|
|
|
|
// Init state: Color/Depth buffers clear
|
|
glClearColor(0.0f, 0.0f, 0.0f, 1.0f); // Set clear color (black)
|
|
glClearDepth(1.0f); // Set clear depth value (default)
|
|
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear color and depth buffers (depth buffer required for 3D)
|
|
}
|
|
|
|
// Vertex Buffer Object deinitialization (memory free)
|
|
void rlglClose(void)
|
|
{
|
|
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
rlUnloadRenderBatch(RLGL.defaultBatch);
|
|
|
|
rlUnloadShaderDefault(); // Unload default shader
|
|
|
|
glDeleteTextures(1, &RLGL.State.defaultTextureId); // Unload default texture
|
|
TRACELOG(RL_LOG_INFO, "TEXTURE: [ID %i] Default texture unloaded successfully", RLGL.State.defaultTextureId);
|
|
#endif
|
|
|
|
#if defined(GRAPHICS_API_OPENGL_11_SOFTWARE)
|
|
swClose();
|
|
#endif
|
|
}
|
|
|
|
// Load OpenGL extensions
|
|
// NOTE: External loader function must be provided
|
|
void rlLoadExtensions(void *loader)
|
|
{
|
|
#if defined(GRAPHICS_API_OPENGL_33) // Also defined for GRAPHICS_API_OPENGL_21
|
|
// NOTE: glad is generated and contains only required OpenGL 3.3 Core extensions (and lower versions)
|
|
if (gladLoadGL((GLADloadfunc)loader) == 0) TRACELOG(RL_LOG_WARNING, "GLAD: Cannot load OpenGL extensions");
|
|
else TRACELOG(RL_LOG_INFO, "GLAD: OpenGL extensions loaded successfully");
|
|
|
|
// Get number of supported extensions
|
|
GLint numExt = 0;
|
|
glGetIntegerv(GL_NUM_EXTENSIONS, &numExt);
|
|
TRACELOG(RL_LOG_INFO, "GL: Supported extensions count: %i", numExt);
|
|
|
|
#if defined(RLGL_SHOW_GL_DETAILS_INFO)
|
|
// Get supported extensions list
|
|
// WARNING: glGetStringi() not available on OpenGL 2.1
|
|
TRACELOG(RL_LOG_INFO, "GL: OpenGL extensions:");
|
|
for (int i = 0; i < numExt; i++) TRACELOG(RL_LOG_INFO, " %s", glGetStringi(GL_EXTENSIONS, i));
|
|
#endif
|
|
|
|
#if defined(GRAPHICS_API_OPENGL_21)
|
|
// Register supported extensions flags
|
|
// Optional OpenGL 2.1 extensions
|
|
RLGL.ExtSupported.vao = GLAD_GL_ARB_vertex_array_object;
|
|
RLGL.ExtSupported.instancing = (GLAD_GL_EXT_draw_instanced && GLAD_GL_ARB_instanced_arrays);
|
|
RLGL.ExtSupported.texNPOT = GLAD_GL_ARB_texture_non_power_of_two;
|
|
RLGL.ExtSupported.texFloat32 = GLAD_GL_ARB_texture_float;
|
|
RLGL.ExtSupported.texFloat16 = GLAD_GL_ARB_texture_float;
|
|
RLGL.ExtSupported.texDepth = GLAD_GL_ARB_depth_texture;
|
|
RLGL.ExtSupported.maxDepthBits = 32;
|
|
RLGL.ExtSupported.texAnisoFilter = GLAD_GL_EXT_texture_filter_anisotropic;
|
|
RLGL.ExtSupported.texMirrorClamp = GLAD_GL_EXT_texture_mirror_clamp;
|
|
#else
|
|
// Register supported extensions flags
|
|
// OpenGL 3.3 extensions supported by default (core)
|
|
RLGL.ExtSupported.vao = true;
|
|
RLGL.ExtSupported.instancing = true;
|
|
RLGL.ExtSupported.texNPOT = true;
|
|
RLGL.ExtSupported.texFloat32 = true;
|
|
RLGL.ExtSupported.texFloat16 = true;
|
|
RLGL.ExtSupported.texDepth = true;
|
|
RLGL.ExtSupported.maxDepthBits = 32;
|
|
RLGL.ExtSupported.texAnisoFilter = true;
|
|
RLGL.ExtSupported.texMirrorClamp = true;
|
|
#endif
|
|
|
|
// Optional OpenGL 3.3 extensions
|
|
RLGL.ExtSupported.texCompASTC = GLAD_GL_KHR_texture_compression_astc_hdr && GLAD_GL_KHR_texture_compression_astc_ldr;
|
|
RLGL.ExtSupported.texCompDXT = GLAD_GL_EXT_texture_compression_s3tc; // Texture compression: DXT
|
|
RLGL.ExtSupported.texCompETC2 = GLAD_GL_ARB_ES3_compatibility; // Texture compression: ETC2/EAC
|
|
#if defined(GRAPHICS_API_OPENGL_43)
|
|
RLGL.ExtSupported.computeShader = GLAD_GL_ARB_compute_shader;
|
|
RLGL.ExtSupported.ssbo = GLAD_GL_ARB_shader_storage_buffer_object;
|
|
#endif
|
|
|
|
#endif // GRAPHICS_API_OPENGL_33
|
|
|
|
#if defined(GRAPHICS_API_OPENGL_ES3)
|
|
// Register supported extensions flags
|
|
// OpenGL ES 3.0 extensions supported by default (or it should be)
|
|
RLGL.ExtSupported.vao = true;
|
|
RLGL.ExtSupported.instancing = true;
|
|
RLGL.ExtSupported.texNPOT = true;
|
|
RLGL.ExtSupported.texFloat32 = true;
|
|
RLGL.ExtSupported.texFloat16 = true;
|
|
RLGL.ExtSupported.texDepth = true;
|
|
RLGL.ExtSupported.texDepthWebGL = true;
|
|
RLGL.ExtSupported.maxDepthBits = 24;
|
|
RLGL.ExtSupported.texAnisoFilter = true;
|
|
RLGL.ExtSupported.texMirrorClamp = true;
|
|
// TODO: Check for additional OpenGL ES 3.0 supported extensions:
|
|
//RLGL.ExtSupported.texCompDXT = true;
|
|
//RLGL.ExtSupported.texCompETC1 = true;
|
|
//RLGL.ExtSupported.texCompETC2 = true;
|
|
//RLGL.ExtSupported.texCompPVRT = true;
|
|
//RLGL.ExtSupported.texCompASTC = true;
|
|
//RLGL.ExtSupported.maxAnisotropyLevel = true;
|
|
//RLGL.ExtSupported.computeShader = true;
|
|
//RLGL.ExtSupported.ssbo = true;
|
|
|
|
#elif defined(GRAPHICS_API_OPENGL_ES2)
|
|
|
|
#if defined(PLATFORM_DESKTOP_GLFW) || defined(PLATFORM_DESKTOP_SDL)
|
|
// TODO: Support GLAD loader for OpenGL ES 3.0
|
|
if (gladLoadGLES2((GLADloadfunc)loader) == 0) TRACELOG(RL_LOG_WARNING, "GLAD: Cannot load OpenGL ES2.0 functions");
|
|
else TRACELOG(RL_LOG_INFO, "GLAD: OpenGL ES 2.0 loaded successfully");
|
|
#endif
|
|
|
|
// Get supported extensions list
|
|
GLint numExt = 0;
|
|
const char **extList = (const char **)RL_CALLOC(512, sizeof(const char *)); // Allocate 512 strings pointers (2 KB)
|
|
const char *extensions = (const char *)glGetString(GL_EXTENSIONS); // One big const string
|
|
|
|
// NOTE: We have to duplicate string because glGetString() returns a const string
|
|
int size = strlen(extensions) + 1; // Get extensions string size in bytes
|
|
char *extensionsDup = (char *)RL_CALLOC(size, sizeof(char));
|
|
strcpy(extensionsDup, extensions);
|
|
extList[numExt] = extensionsDup;
|
|
|
|
for (int i = 0; i < size; i++)
|
|
{
|
|
if (extensionsDup[i] == ' ')
|
|
{
|
|
extensionsDup[i] = '\0';
|
|
numExt++;
|
|
extList[numExt] = &extensionsDup[i + 1];
|
|
}
|
|
}
|
|
|
|
TRACELOG(RL_LOG_INFO, "GL: Supported extensions count: %i", numExt);
|
|
|
|
#if defined(RLGL_SHOW_GL_DETAILS_INFO)
|
|
TRACELOG(RL_LOG_INFO, "GL: OpenGL extensions:");
|
|
for (int i = 0; i < numExt; i++) TRACELOG(RL_LOG_INFO, " %s", extList[i]);
|
|
#endif
|
|
|
|
// Check required extensions
|
|
for (int i = 0; i < numExt; i++)
|
|
{
|
|
// Check VAO support
|
|
// NOTE: Only check on OpenGL ES, OpenGL 3.3 has VAO support as core feature
|
|
if (strcmp(extList[i], (const char *)"GL_OES_vertex_array_object") == 0)
|
|
{
|
|
// The extension is supported by our hardware and driver, try to get related functions pointers
|
|
// NOTE: emscripten does not support VAOs natively, it uses emulation and it reduces overall performance...
|
|
glGenVertexArrays = (PFNGLGENVERTEXARRAYSOESPROC)((rlglLoadProc)loader)("glGenVertexArraysOES");
|
|
glBindVertexArray = (PFNGLBINDVERTEXARRAYOESPROC)((rlglLoadProc)loader)("glBindVertexArrayOES");
|
|
glDeleteVertexArrays = (PFNGLDELETEVERTEXARRAYSOESPROC)((rlglLoadProc)loader)("glDeleteVertexArraysOES");
|
|
//glIsVertexArray = (PFNGLISVERTEXARRAYOESPROC)loader("glIsVertexArrayOES"); // NOTE: Fails in WebGL, omitted
|
|
|
|
if ((glGenVertexArrays != NULL) && (glBindVertexArray != NULL) && (glDeleteVertexArrays != NULL)) RLGL.ExtSupported.vao = true;
|
|
}
|
|
|
|
// Check instanced rendering support
|
|
if (strstr(extList[i], (const char *)"instanced_arrays") != NULL) // Broad check for instanced_arrays
|
|
{
|
|
// Specific check
|
|
if (strcmp(extList[i], (const char *)"GL_ANGLE_instanced_arrays") == 0) // ANGLE
|
|
{
|
|
glDrawArraysInstanced = (PFNGLDRAWARRAYSINSTANCEDEXTPROC)((rlglLoadProc)loader)("glDrawArraysInstancedANGLE");
|
|
glDrawElementsInstanced = (PFNGLDRAWELEMENTSINSTANCEDEXTPROC)((rlglLoadProc)loader)("glDrawElementsInstancedANGLE");
|
|
glVertexAttribDivisor = (PFNGLVERTEXATTRIBDIVISOREXTPROC)((rlglLoadProc)loader)("glVertexAttribDivisorANGLE");
|
|
}
|
|
else if (strcmp(extList[i], (const char *)"GL_EXT_instanced_arrays") == 0) // EXT
|
|
{
|
|
glDrawArraysInstanced = (PFNGLDRAWARRAYSINSTANCEDEXTPROC)((rlglLoadProc)loader)("glDrawArraysInstancedEXT");
|
|
glDrawElementsInstanced = (PFNGLDRAWELEMENTSINSTANCEDEXTPROC)((rlglLoadProc)loader)("glDrawElementsInstancedEXT");
|
|
glVertexAttribDivisor = (PFNGLVERTEXATTRIBDIVISOREXTPROC)((rlglLoadProc)loader)("glVertexAttribDivisorEXT");
|
|
}
|
|
else if (strcmp(extList[i], (const char *)"GL_NV_instanced_arrays") == 0) // NVIDIA GLES
|
|
{
|
|
glDrawArraysInstanced = (PFNGLDRAWARRAYSINSTANCEDEXTPROC)((rlglLoadProc)loader)("glDrawArraysInstancedNV");
|
|
glDrawElementsInstanced = (PFNGLDRAWELEMENTSINSTANCEDEXTPROC)((rlglLoadProc)loader)("glDrawElementsInstancedNV");
|
|
glVertexAttribDivisor = (PFNGLVERTEXATTRIBDIVISOREXTPROC)((rlglLoadProc)loader)("glVertexAttribDivisorNV");
|
|
}
|
|
|
|
// The feature will only be marked as supported if the elements from GL_XXX_instanced_arrays are present
|
|
if ((glDrawArraysInstanced != NULL) && (glDrawElementsInstanced != NULL) && (glVertexAttribDivisor != NULL)) RLGL.ExtSupported.instancing = true;
|
|
}
|
|
else if (strstr(extList[i], (const char *)"draw_instanced") != NULL)
|
|
{
|
|
// GL_ANGLE_draw_instanced doesn't exist
|
|
if (strcmp(extList[i], (const char *)"GL_EXT_draw_instanced") == 0)
|
|
{
|
|
glDrawArraysInstanced = (PFNGLDRAWARRAYSINSTANCEDEXTPROC)((rlglLoadProc)loader)("glDrawArraysInstancedEXT");
|
|
glDrawElementsInstanced = (PFNGLDRAWELEMENTSINSTANCEDEXTPROC)((rlglLoadProc)loader)("glDrawElementsInstancedEXT");
|
|
}
|
|
else if (strcmp(extList[i], (const char *)"GL_NV_draw_instanced") == 0)
|
|
{
|
|
glDrawArraysInstanced = (PFNGLDRAWARRAYSINSTANCEDEXTPROC)((rlglLoadProc)loader)("glDrawArraysInstancedNV");
|
|
glDrawElementsInstanced = (PFNGLDRAWELEMENTSINSTANCEDEXTPROC)((rlglLoadProc)loader)("glDrawElementsInstancedNV");
|
|
}
|
|
|
|
// But the functions will at least be loaded if only GL_XX_EXT_draw_instanced exist
|
|
if ((glDrawArraysInstanced != NULL) && (glDrawElementsInstanced != NULL) && (glVertexAttribDivisor != NULL)) RLGL.ExtSupported.instancing = true;
|
|
}
|
|
|
|
// Check NPOT textures support
|
|
// NOTE: Only check on OpenGL ES, OpenGL 3.3 has NPOT textures full support as core feature
|
|
if (strcmp(extList[i], (const char *)"GL_OES_texture_npot") == 0) RLGL.ExtSupported.texNPOT = true;
|
|
|
|
// Check texture float support
|
|
if (strcmp(extList[i], (const char *)"GL_OES_texture_float") == 0) RLGL.ExtSupported.texFloat32 = true;
|
|
if (strcmp(extList[i], (const char *)"GL_OES_texture_half_float") == 0) RLGL.ExtSupported.texFloat16 = true;
|
|
|
|
// Check depth texture support
|
|
if (strcmp(extList[i], (const char *)"GL_OES_depth_texture") == 0) RLGL.ExtSupported.texDepth = true;
|
|
if (strcmp(extList[i], (const char *)"GL_WEBGL_depth_texture") == 0) RLGL.ExtSupported.texDepthWebGL = true; // WebGL requires unsized internal format
|
|
if (RLGL.ExtSupported.texDepthWebGL) RLGL.ExtSupported.texDepth = true;
|
|
|
|
if (strcmp(extList[i], (const char *)"GL_OES_depth24") == 0) RLGL.ExtSupported.maxDepthBits = 24; // Not available on WebGL
|
|
if (strcmp(extList[i], (const char *)"GL_OES_depth32") == 0) RLGL.ExtSupported.maxDepthBits = 32; // Not available on WebGL
|
|
|
|
// Check texture compression support: DXT
|
|
if ((strcmp(extList[i], (const char *)"GL_EXT_texture_compression_s3tc") == 0) ||
|
|
(strcmp(extList[i], (const char *)"GL_WEBGL_compressed_texture_s3tc") == 0) ||
|
|
(strcmp(extList[i], (const char *)"GL_WEBKIT_WEBGL_compressed_texture_s3tc") == 0)) RLGL.ExtSupported.texCompDXT = true;
|
|
|
|
// Check texture compression support: ETC1
|
|
if ((strcmp(extList[i], (const char *)"GL_OES_compressed_ETC1_RGB8_texture") == 0) ||
|
|
(strcmp(extList[i], (const char *)"GL_WEBGL_compressed_texture_etc1") == 0)) RLGL.ExtSupported.texCompETC1 = true;
|
|
|
|
// Check texture compression support: ETC2/EAC
|
|
if (strcmp(extList[i], (const char *)"GL_ARB_ES3_compatibility") == 0) RLGL.ExtSupported.texCompETC2 = true;
|
|
|
|
// Check texture compression support: PVR
|
|
if (strcmp(extList[i], (const char *)"GL_IMG_texture_compression_pvrtc") == 0) RLGL.ExtSupported.texCompPVRT = true;
|
|
|
|
// Check texture compression support: ASTC
|
|
if (strcmp(extList[i], (const char *)"GL_KHR_texture_compression_astc_hdr") == 0) RLGL.ExtSupported.texCompASTC = true;
|
|
|
|
// Check anisotropic texture filter support
|
|
if (strcmp(extList[i], (const char *)"GL_EXT_texture_filter_anisotropic") == 0) RLGL.ExtSupported.texAnisoFilter = true;
|
|
|
|
// Check clamp mirror wrap mode support
|
|
if (strcmp(extList[i], (const char *)"GL_EXT_texture_mirror_clamp") == 0) RLGL.ExtSupported.texMirrorClamp = true;
|
|
}
|
|
|
|
// Free extensions pointers
|
|
RL_FREE(extList);
|
|
RL_FREE(extensionsDup); // Duplicated string must be deallocated
|
|
#endif // GRAPHICS_API_OPENGL_ES2
|
|
|
|
// Check OpenGL information and capabilities
|
|
//------------------------------------------------------------------------------
|
|
// Show current OpenGL and GLSL version
|
|
TRACELOG(RL_LOG_INFO, "GL: OpenGL device information:");
|
|
TRACELOG(RL_LOG_INFO, " > Vendor: %s", glGetString(GL_VENDOR));
|
|
TRACELOG(RL_LOG_INFO, " > Renderer: %s", glGetString(GL_RENDERER));
|
|
TRACELOG(RL_LOG_INFO, " > Version: %s", glGetString(GL_VERSION));
|
|
TRACELOG(RL_LOG_INFO, " > GLSL: %s", glGetString(GL_SHADING_LANGUAGE_VERSION));
|
|
|
|
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
RLGL.loader = (rlglLoadProc)loader;
|
|
|
|
// NOTE: Anisotropy levels capability is an extension
|
|
#ifndef GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT
|
|
#define GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT 0x84FF
|
|
#endif
|
|
glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &RLGL.ExtSupported.maxAnisotropyLevel);
|
|
|
|
#if defined(RLGL_SHOW_GL_DETAILS_INFO)
|
|
// Show some OpenGL GPU capabilities
|
|
TRACELOG(RL_LOG_INFO, "GL: OpenGL capabilities:");
|
|
GLint capability = 0;
|
|
glGetIntegerv(GL_MAX_TEXTURE_SIZE, &capability);
|
|
TRACELOG(RL_LOG_INFO, " GL_MAX_TEXTURE_SIZE: %i", capability);
|
|
glGetIntegerv(GL_MAX_CUBE_MAP_TEXTURE_SIZE, &capability);
|
|
TRACELOG(RL_LOG_INFO, " GL_MAX_CUBE_MAP_TEXTURE_SIZE: %i", capability);
|
|
glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &capability);
|
|
TRACELOG(RL_LOG_INFO, " GL_MAX_TEXTURE_IMAGE_UNITS: %i", capability);
|
|
glGetIntegerv(GL_MAX_VERTEX_ATTRIBS, &capability);
|
|
TRACELOG(RL_LOG_INFO, " GL_MAX_VERTEX_ATTRIBS: %i", capability);
|
|
#if !defined(GRAPHICS_API_OPENGL_ES2)
|
|
glGetIntegerv(GL_MAX_UNIFORM_BLOCK_SIZE, &capability);
|
|
TRACELOG(RL_LOG_INFO, " GL_MAX_UNIFORM_BLOCK_SIZE: %i", capability);
|
|
glGetIntegerv(GL_MAX_DRAW_BUFFERS, &capability);
|
|
TRACELOG(RL_LOG_INFO, " GL_MAX_DRAW_BUFFERS: %i", capability);
|
|
if (RLGL.ExtSupported.texAnisoFilter) TRACELOG(RL_LOG_INFO, " GL_MAX_TEXTURE_MAX_ANISOTROPY: %.0f", RLGL.ExtSupported.maxAnisotropyLevel);
|
|
#endif
|
|
glGetIntegerv(GL_NUM_COMPRESSED_TEXTURE_FORMATS, &capability);
|
|
TRACELOG(RL_LOG_INFO, " GL_NUM_COMPRESSED_TEXTURE_FORMATS: %i", capability);
|
|
GLint *compFormats = (GLint *)RL_CALLOC(capability, sizeof(GLint));
|
|
glGetIntegerv(GL_COMPRESSED_TEXTURE_FORMATS, compFormats);
|
|
for (int i = 0; i < capability; i++) TRACELOG(RL_LOG_INFO, " %s", rlGetCompressedFormatName(compFormats[i]));
|
|
RL_FREE(compFormats);
|
|
|
|
#if defined(GRAPHICS_API_OPENGL_43)
|
|
glGetIntegerv(GL_MAX_VERTEX_ATTRIB_BINDINGS, &capability);
|
|
TRACELOG(RL_LOG_INFO, " GL_MAX_VERTEX_ATTRIB_BINDINGS: %i", capability);
|
|
glGetIntegerv(GL_MAX_UNIFORM_LOCATIONS, &capability);
|
|
TRACELOG(RL_LOG_INFO, " GL_MAX_UNIFORM_LOCATIONS: %i", capability);
|
|
#endif // GRAPHICS_API_OPENGL_43
|
|
#else // RLGL_SHOW_GL_DETAILS_INFO
|
|
|
|
// Show some basic info about GL supported features
|
|
if (RLGL.ExtSupported.vao) TRACELOG(RL_LOG_INFO, "GL: VAO extension detected, VAO functions loaded successfully");
|
|
else TRACELOG(RL_LOG_WARNING, "GL: VAO extension not found, VAO not supported");
|
|
if (RLGL.ExtSupported.texNPOT) TRACELOG(RL_LOG_INFO, "GL: NPOT textures extension detected, full NPOT textures supported");
|
|
else TRACELOG(RL_LOG_WARNING, "GL: NPOT textures extension not found, limited NPOT support (no-mipmaps, no-repeat)");
|
|
if (RLGL.ExtSupported.texCompDXT) TRACELOG(RL_LOG_INFO, "GL: DXT compressed textures supported");
|
|
if (RLGL.ExtSupported.texCompETC1) TRACELOG(RL_LOG_INFO, "GL: ETC1 compressed textures supported");
|
|
if (RLGL.ExtSupported.texCompETC2) TRACELOG(RL_LOG_INFO, "GL: ETC2/EAC compressed textures supported");
|
|
if (RLGL.ExtSupported.texCompPVRT) TRACELOG(RL_LOG_INFO, "GL: PVRT compressed textures supported");
|
|
if (RLGL.ExtSupported.texCompASTC) TRACELOG(RL_LOG_INFO, "GL: ASTC compressed textures supported");
|
|
if (RLGL.ExtSupported.computeShader) TRACELOG(RL_LOG_INFO, "GL: Compute shaders supported");
|
|
if (RLGL.ExtSupported.ssbo) TRACELOG(RL_LOG_INFO, "GL: Shader storage buffer objects supported");
|
|
#endif // RLGL_SHOW_GL_DETAILS_INFO
|
|
|
|
#endif // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2
|
|
}
|
|
|
|
// Get OpenGL procedure address
|
|
void *rlGetProcAddress(const char *procName)
|
|
{
|
|
void *func = NULL;
|
|
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
func = RLGL.loader(procName);
|
|
#endif
|
|
return func;
|
|
}
|
|
|
|
// Get current OpenGL version
|
|
int rlGetVersion(void)
|
|
{
|
|
int glVersion = 0;
|
|
#if defined(GRAPHICS_API_OPENGL_11_SOFTWARE)
|
|
glVersion = RL_OPENGL_11_SOFTWARE;
|
|
#elif defined(GRAPHICS_API_OPENGL_11)
|
|
glVersion = RL_OPENGL_11;
|
|
#endif
|
|
#if defined(GRAPHICS_API_OPENGL_21)
|
|
glVersion = RL_OPENGL_21;
|
|
#elif defined(GRAPHICS_API_OPENGL_43)
|
|
glVersion = RL_OPENGL_43;
|
|
#elif defined(GRAPHICS_API_OPENGL_33)
|
|
glVersion = RL_OPENGL_33;
|
|
#endif
|
|
#if defined(GRAPHICS_API_OPENGL_ES3)
|
|
glVersion = RL_OPENGL_ES_30;
|
|
#elif defined(GRAPHICS_API_OPENGL_ES2)
|
|
glVersion = RL_OPENGL_ES_20;
|
|
#endif
|
|
|
|
return glVersion;
|
|
}
|
|
|
|
// Set current framebuffer width
|
|
void rlSetFramebufferWidth(int width)
|
|
{
|
|
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
RLGL.State.framebufferWidth = width;
|
|
#endif
|
|
}
|
|
|
|
// Set current framebuffer height
|
|
void rlSetFramebufferHeight(int height)
|
|
{
|
|
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
RLGL.State.framebufferHeight = height;
|
|
#endif
|
|
}
|
|
|
|
// Get default framebuffer width
|
|
int rlGetFramebufferWidth(void)
|
|
{
|
|
int width = 0;
|
|
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
width = RLGL.State.framebufferWidth;
|
|
#endif
|
|
return width;
|
|
}
|
|
|
|
// Get default framebuffer height
|
|
int rlGetFramebufferHeight(void)
|
|
{
|
|
int height = 0;
|
|
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
height = RLGL.State.framebufferHeight;
|
|
#endif
|
|
return height;
|
|
}
|
|
|
|
// Get default internal texture (white texture)
|
|
// NOTE: Default texture is a 1x1 pixel UNCOMPRESSED_R8G8B8A8
|
|
unsigned int rlGetTextureIdDefault(void)
|
|
{
|
|
unsigned int id = 0;
|
|
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
id = RLGL.State.defaultTextureId;
|
|
#endif
|
|
return id;
|
|
}
|
|
|
|
// Get default shader id
|
|
unsigned int rlGetShaderIdDefault(void)
|
|
{
|
|
unsigned int id = 0;
|
|
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
id = RLGL.State.defaultShaderId;
|
|
#endif
|
|
return id;
|
|
}
|
|
|
|
// Get default shader locs
|
|
int *rlGetShaderLocsDefault(void)
|
|
{
|
|
int *locs = NULL;
|
|
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
locs = RLGL.State.defaultShaderLocs;
|
|
#endif
|
|
return locs;
|
|
}
|
|
|
|
// Render batch management
|
|
//------------------------------------------------------------------------------------------------
|
|
// Load render batch
|
|
rlRenderBatch rlLoadRenderBatch(int numBuffers, int bufferElements)
|
|
{
|
|
rlRenderBatch batch = { 0 };
|
|
|
|
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
// Initialize CPU (RAM) vertex buffers (position, texcoord, color data and indexes)
|
|
//--------------------------------------------------------------------------------------------
|
|
batch.vertexBuffer = (rlVertexBuffer *)RL_CALLOC(numBuffers, sizeof(rlVertexBuffer));
|
|
|
|
for (int i = 0; i < numBuffers; i++)
|
|
{
|
|
batch.vertexBuffer[i].elementCount = bufferElements;
|
|
|
|
batch.vertexBuffer[i].vertices = (float *)RL_CALLOC(bufferElements*3*4, sizeof(float)); // 3 float by vertex, 4 vertex by quad
|
|
batch.vertexBuffer[i].texcoords = (float *)RL_CALLOC(bufferElements*2*4, sizeof(float)); // 2 float by texcoord, 4 texcoord by quad
|
|
batch.vertexBuffer[i].normals = (float *)RL_CALLOC(bufferElements*3*4, sizeof(float)); // 3 float by vertex, 4 vertex by quad
|
|
batch.vertexBuffer[i].colors = (unsigned char *)RL_CALLOC(bufferElements*4*4, sizeof(unsigned char)); // 4 float by color, 4 colors by quad
|
|
#if defined(GRAPHICS_API_OPENGL_33)
|
|
batch.vertexBuffer[i].indices = (unsigned int *)RL_CALLOC(bufferElements*6, sizeof(unsigned int)); // 6 int by quad (indices)
|
|
#endif
|
|
#if defined(GRAPHICS_API_OPENGL_ES2)
|
|
batch.vertexBuffer[i].indices = (unsigned short *)RL_CALLOC(bufferElements*6, sizeof(unsigned short)); // 6 int by quad (indices)
|
|
#endif
|
|
|
|
for (int j = 0; j < (3*4*bufferElements); j++) batch.vertexBuffer[i].vertices[j] = 0.0f;
|
|
for (int j = 0; j < (2*4*bufferElements); j++) batch.vertexBuffer[i].texcoords[j] = 0.0f;
|
|
for (int j = 0; j < (3*4*bufferElements); j++) batch.vertexBuffer[i].normals[j] = 0.0f;
|
|
for (int j = 0; j < (4*4*bufferElements); j++) batch.vertexBuffer[i].colors[j] = 0;
|
|
|
|
int k = 0;
|
|
|
|
// Indices can be initialized right now
|
|
for (int j = 0; j < (6*bufferElements); j += 6)
|
|
{
|
|
batch.vertexBuffer[i].indices[j] = 4*k;
|
|
batch.vertexBuffer[i].indices[j + 1] = 4*k + 1;
|
|
batch.vertexBuffer[i].indices[j + 2] = 4*k + 2;
|
|
batch.vertexBuffer[i].indices[j + 3] = 4*k;
|
|
batch.vertexBuffer[i].indices[j + 4] = 4*k + 2;
|
|
batch.vertexBuffer[i].indices[j + 5] = 4*k + 3;
|
|
|
|
k++;
|
|
}
|
|
|
|
RLGL.State.vertexCounter = 0;
|
|
}
|
|
|
|
TRACELOG(RL_LOG_INFO, "RLGL: Render batch vertex buffers loaded successfully in RAM (CPU)");
|
|
//--------------------------------------------------------------------------------------------
|
|
|
|
// Upload to GPU (VRAM) vertex data and initialize VAOs/VBOs
|
|
//--------------------------------------------------------------------------------------------
|
|
for (int i = 0; i < numBuffers; i++)
|
|
{
|
|
if (RLGL.ExtSupported.vao)
|
|
{
|
|
// Initialize Quads VAO
|
|
glGenVertexArrays(1, &batch.vertexBuffer[i].vaoId);
|
|
glBindVertexArray(batch.vertexBuffer[i].vaoId);
|
|
}
|
|
|
|
// Quads - Vertex buffers binding and attributes enable
|
|
// Vertex position buffer (shader-location = 0)
|
|
glGenBuffers(1, &batch.vertexBuffer[i].vboId[0]);
|
|
glBindBuffer(GL_ARRAY_BUFFER, batch.vertexBuffer[i].vboId[0]);
|
|
glBufferData(GL_ARRAY_BUFFER, bufferElements*3*4*sizeof(float), batch.vertexBuffer[i].vertices, GL_DYNAMIC_DRAW);
|
|
glEnableVertexAttribArray(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_POSITION]);
|
|
glVertexAttribPointer(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_POSITION], 3, GL_FLOAT, 0, 0, 0);
|
|
|
|
// Vertex texcoord buffer (shader-location = 1)
|
|
glGenBuffers(1, &batch.vertexBuffer[i].vboId[1]);
|
|
glBindBuffer(GL_ARRAY_BUFFER, batch.vertexBuffer[i].vboId[1]);
|
|
glBufferData(GL_ARRAY_BUFFER, bufferElements*2*4*sizeof(float), batch.vertexBuffer[i].texcoords, GL_DYNAMIC_DRAW);
|
|
glEnableVertexAttribArray(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_TEXCOORD01]);
|
|
glVertexAttribPointer(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_TEXCOORD01], 2, GL_FLOAT, 0, 0, 0);
|
|
|
|
// Vertex normal buffer (shader-location = 2)
|
|
glGenBuffers(1, &batch.vertexBuffer[i].vboId[2]);
|
|
glBindBuffer(GL_ARRAY_BUFFER, batch.vertexBuffer[i].vboId[2]);
|
|
glBufferData(GL_ARRAY_BUFFER, bufferElements*3*4*sizeof(float), batch.vertexBuffer[i].normals, GL_DYNAMIC_DRAW);
|
|
glEnableVertexAttribArray(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_NORMAL]);
|
|
glVertexAttribPointer(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_NORMAL], 3, GL_FLOAT, 0, 0, 0);
|
|
|
|
// Vertex color buffer (shader-location = 3)
|
|
glGenBuffers(1, &batch.vertexBuffer[i].vboId[3]);
|
|
glBindBuffer(GL_ARRAY_BUFFER, batch.vertexBuffer[i].vboId[3]);
|
|
glBufferData(GL_ARRAY_BUFFER, bufferElements*4*4*sizeof(unsigned char), batch.vertexBuffer[i].colors, GL_DYNAMIC_DRAW);
|
|
glEnableVertexAttribArray(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_COLOR]);
|
|
glVertexAttribPointer(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_COLOR], 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
|
|
|
|
// Fill index buffer
|
|
glGenBuffers(1, &batch.vertexBuffer[i].vboId[4]);
|
|
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, batch.vertexBuffer[i].vboId[4]);
|
|
#if defined(GRAPHICS_API_OPENGL_33)
|
|
glBufferData(GL_ELEMENT_ARRAY_BUFFER, bufferElements*6*sizeof(int), batch.vertexBuffer[i].indices, GL_STATIC_DRAW);
|
|
#endif
|
|
#if defined(GRAPHICS_API_OPENGL_ES2)
|
|
glBufferData(GL_ELEMENT_ARRAY_BUFFER, bufferElements*6*sizeof(short), batch.vertexBuffer[i].indices, GL_STATIC_DRAW);
|
|
#endif
|
|
}
|
|
|
|
TRACELOG(RL_LOG_INFO, "RLGL: Render batch vertex buffers loaded successfully in VRAM (GPU)");
|
|
|
|
// Unbind the current VAO
|
|
if (RLGL.ExtSupported.vao) glBindVertexArray(0);
|
|
//--------------------------------------------------------------------------------------------
|
|
|
|
// Init draw calls tracking system
|
|
//--------------------------------------------------------------------------------------------
|
|
batch.draws = (rlDrawCall *)RL_CALLOC(RL_DEFAULT_BATCH_DRAWCALLS, sizeof(rlDrawCall));
|
|
|
|
for (int i = 0; i < RL_DEFAULT_BATCH_DRAWCALLS; i++)
|
|
{
|
|
batch.draws[i].mode = RL_QUADS;
|
|
batch.draws[i].vertexCount = 0;
|
|
batch.draws[i].vertexAlignment = 0;
|
|
//batch.draws[i].vaoId = 0;
|
|
//batch.draws[i].shaderId = 0;
|
|
batch.draws[i].textureId = RLGL.State.defaultTextureId;
|
|
//batch.draws[i].RLGL.State.projection = rlMatrixIdentity();
|
|
//batch.draws[i].RLGL.State.modelview = rlMatrixIdentity();
|
|
}
|
|
|
|
batch.bufferCount = numBuffers; // Record buffer count
|
|
batch.drawCounter = 1; // Reset draws counter
|
|
batch.currentDepth = -1.0f; // Reset depth value
|
|
//--------------------------------------------------------------------------------------------
|
|
#endif
|
|
|
|
return batch;
|
|
}
|
|
|
|
// Unload default internal buffers vertex data from CPU and GPU
|
|
void rlUnloadRenderBatch(rlRenderBatch batch)
|
|
{
|
|
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
// Unbind everything
|
|
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
|
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
|
|
|
|
// Unload all vertex buffers data
|
|
for (int i = 0; i < batch.bufferCount; i++)
|
|
{
|
|
// Unbind VAO attribs data
|
|
if (RLGL.ExtSupported.vao)
|
|
{
|
|
glBindVertexArray(batch.vertexBuffer[i].vaoId);
|
|
glDisableVertexAttribArray(RL_DEFAULT_SHADER_ATTRIB_LOCATION_POSITION);
|
|
glDisableVertexAttribArray(RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD);
|
|
glDisableVertexAttribArray(RL_DEFAULT_SHADER_ATTRIB_LOCATION_NORMAL);
|
|
glDisableVertexAttribArray(RL_DEFAULT_SHADER_ATTRIB_LOCATION_COLOR);
|
|
glBindVertexArray(0);
|
|
}
|
|
|
|
// Delete VBOs from GPU (VRAM)
|
|
glDeleteBuffers(1, &batch.vertexBuffer[i].vboId[0]);
|
|
glDeleteBuffers(1, &batch.vertexBuffer[i].vboId[1]);
|
|
glDeleteBuffers(1, &batch.vertexBuffer[i].vboId[2]);
|
|
glDeleteBuffers(1, &batch.vertexBuffer[i].vboId[3]);
|
|
glDeleteBuffers(1, &batch.vertexBuffer[i].vboId[4]);
|
|
|
|
// Delete VAOs from GPU (VRAM)
|
|
if (RLGL.ExtSupported.vao) glDeleteVertexArrays(1, &batch.vertexBuffer[i].vaoId);
|
|
|
|
// Free vertex arrays memory from CPU (RAM)
|
|
RL_FREE(batch.vertexBuffer[i].vertices);
|
|
RL_FREE(batch.vertexBuffer[i].texcoords);
|
|
RL_FREE(batch.vertexBuffer[i].normals);
|
|
RL_FREE(batch.vertexBuffer[i].colors);
|
|
RL_FREE(batch.vertexBuffer[i].indices);
|
|
}
|
|
|
|
// Unload arrays
|
|
RL_FREE(batch.vertexBuffer);
|
|
RL_FREE(batch.draws);
|
|
#endif
|
|
}
|
|
|
|
// Draw render batch
|
|
// NOTE: We require a pointer to reset batch and increase current buffer (multi-buffer)
|
|
void rlDrawRenderBatch(rlRenderBatch *batch)
|
|
{
|
|
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
// Update batch vertex buffers
|
|
//------------------------------------------------------------------------------------------------------------
|
|
// NOTE: If there is not vertex data, buffers doesn't need to be updated (vertexCount > 0)
|
|
// TODO: If no data changed on the CPU arrays --> No need to re-update GPU arrays (use a change detector flag?)
|
|
if (RLGL.State.vertexCounter > 0)
|
|
{
|
|
// Activate elements VAO
|
|
if (RLGL.ExtSupported.vao) glBindVertexArray(batch->vertexBuffer[batch->currentBuffer].vaoId);
|
|
|
|
// Vertex positions buffer
|
|
glBindBuffer(GL_ARRAY_BUFFER, batch->vertexBuffer[batch->currentBuffer].vboId[0]);
|
|
glBufferSubData(GL_ARRAY_BUFFER, 0, RLGL.State.vertexCounter*3*sizeof(float), batch->vertexBuffer[batch->currentBuffer].vertices);
|
|
//glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*4*batch->vertexBuffer[batch->currentBuffer].elementCount, batch->vertexBuffer[batch->currentBuffer].vertices, GL_DYNAMIC_DRAW); // Update all buffer
|
|
|
|
// Texture coordinates buffer
|
|
glBindBuffer(GL_ARRAY_BUFFER, batch->vertexBuffer[batch->currentBuffer].vboId[1]);
|
|
glBufferSubData(GL_ARRAY_BUFFER, 0, RLGL.State.vertexCounter*2*sizeof(float), batch->vertexBuffer[batch->currentBuffer].texcoords);
|
|
//glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*4*batch->vertexBuffer[batch->currentBuffer].elementCount, batch->vertexBuffer[batch->currentBuffer].texcoords, GL_DYNAMIC_DRAW); // Update all buffer
|
|
|
|
// Normals buffer
|
|
glBindBuffer(GL_ARRAY_BUFFER, batch->vertexBuffer[batch->currentBuffer].vboId[2]);
|
|
glBufferSubData(GL_ARRAY_BUFFER, 0, RLGL.State.vertexCounter*3*sizeof(float), batch->vertexBuffer[batch->currentBuffer].normals);
|
|
//glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*4*batch->vertexBuffer[batch->currentBuffer].elementCount, batch->vertexBuffer[batch->currentBuffer].normals, GL_DYNAMIC_DRAW); // Update all buffer
|
|
|
|
// Colors buffer
|
|
glBindBuffer(GL_ARRAY_BUFFER, batch->vertexBuffer[batch->currentBuffer].vboId[3]);
|
|
glBufferSubData(GL_ARRAY_BUFFER, 0, RLGL.State.vertexCounter*4*sizeof(unsigned char), batch->vertexBuffer[batch->currentBuffer].colors);
|
|
//glBufferData(GL_ARRAY_BUFFER, sizeof(float)*4*4*batch->vertexBuffer[batch->currentBuffer].elementCount, batch->vertexBuffer[batch->currentBuffer].colors, GL_DYNAMIC_DRAW); // Update all buffer
|
|
|
|
// NOTE: glMapBuffer() causes sync issue
|
|
// If GPU is working with this buffer, glMapBuffer() will wait(stall) until GPU to finish its job
|
|
// To avoid waiting (idle), you can call first glBufferData() with NULL pointer before glMapBuffer()
|
|
// If you do that, the previous data in PBO will be discarded and glMapBuffer() returns a new
|
|
// allocated pointer immediately even if GPU is still working with the previous data
|
|
|
|
// Another option: map the buffer object into client's memory
|
|
// Probably this code could be moved somewhere else...
|
|
// batch->vertexBuffer[batch->currentBuffer].vertices = (float *)glMapBuffer(GL_ARRAY_BUFFER, GL_READ_WRITE);
|
|
// if (batch->vertexBuffer[batch->currentBuffer].vertices)
|
|
// {
|
|
// Update vertex data
|
|
// }
|
|
// glUnmapBuffer(GL_ARRAY_BUFFER);
|
|
|
|
// Unbind the current VAO
|
|
if (RLGL.ExtSupported.vao) glBindVertexArray(0);
|
|
}
|
|
//------------------------------------------------------------------------------------------------------------
|
|
|
|
// Draw batch vertex buffers (considering VR stereo if required)
|
|
//------------------------------------------------------------------------------------------------------------
|
|
Matrix matProjection = RLGL.State.projection;
|
|
Matrix matModelView = RLGL.State.modelview;
|
|
|
|
int eyeCount = 1;
|
|
if (RLGL.State.stereoRender) eyeCount = 2;
|
|
|
|
for (int eye = 0; eye < eyeCount; eye++)
|
|
{
|
|
if (eyeCount == 2)
|
|
{
|
|
// Setup current eye viewport (half screen width)
|
|
rlViewport(eye*RLGL.State.framebufferWidth/2, 0, RLGL.State.framebufferWidth/2, RLGL.State.framebufferHeight);
|
|
|
|
// Set current eye view offset to modelview matrix
|
|
rlSetMatrixModelview(rlMatrixMultiply(matModelView, RLGL.State.viewOffsetStereo[eye]));
|
|
// Set current eye projection matrix
|
|
rlSetMatrixProjection(RLGL.State.projectionStereo[eye]);
|
|
}
|
|
|
|
// Draw buffers
|
|
if (RLGL.State.vertexCounter > 0)
|
|
{
|
|
// Set current shader and upload current MVP matrix
|
|
glUseProgram(RLGL.State.currentShaderId);
|
|
|
|
// Create modelview-projection matrix and upload to shader
|
|
Matrix matMVP = rlMatrixMultiply(RLGL.State.modelview, RLGL.State.projection);
|
|
glUniformMatrix4fv(RLGL.State.currentShaderLocs[RL_SHADER_LOC_MATRIX_MVP], 1, false, rlMatrixToFloat(matMVP));
|
|
|
|
if (RLGL.State.currentShaderLocs[RL_SHADER_LOC_MATRIX_PROJECTION] != -1)
|
|
{
|
|
glUniformMatrix4fv(RLGL.State.currentShaderLocs[RL_SHADER_LOC_MATRIX_PROJECTION], 1, false, rlMatrixToFloat(RLGL.State.projection));
|
|
}
|
|
|
|
// WARNING: For the following setup of the view, model, and normal matrices, it is expected that
|
|
// transformations and rendering occur between rlPushMatrix() and rlPopMatrix()
|
|
|
|
if (RLGL.State.currentShaderLocs[RL_SHADER_LOC_MATRIX_VIEW] != -1)
|
|
{
|
|
glUniformMatrix4fv(RLGL.State.currentShaderLocs[RL_SHADER_LOC_MATRIX_VIEW], 1, false, rlMatrixToFloat(RLGL.State.modelview));
|
|
}
|
|
|
|
if (RLGL.State.currentShaderLocs[RL_SHADER_LOC_MATRIX_MODEL] != -1)
|
|
{
|
|
glUniformMatrix4fv(RLGL.State.currentShaderLocs[RL_SHADER_LOC_MATRIX_MODEL], 1, false, rlMatrixToFloat(RLGL.State.transform));
|
|
}
|
|
|
|
if (RLGL.State.currentShaderLocs[RL_SHADER_LOC_MATRIX_NORMAL] != -1)
|
|
{
|
|
glUniformMatrix4fv(RLGL.State.currentShaderLocs[RL_SHADER_LOC_MATRIX_NORMAL], 1, false, rlMatrixToFloat(rlMatrixTranspose(rlMatrixInvert(RLGL.State.transform))));
|
|
}
|
|
|
|
if (RLGL.ExtSupported.vao) glBindVertexArray(batch->vertexBuffer[batch->currentBuffer].vaoId);
|
|
else
|
|
{
|
|
// Bind vertex attrib: position (shader-location = 0)
|
|
glBindBuffer(GL_ARRAY_BUFFER, batch->vertexBuffer[batch->currentBuffer].vboId[0]);
|
|
glVertexAttribPointer(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_POSITION], 3, GL_FLOAT, 0, 0, 0);
|
|
glEnableVertexAttribArray(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_POSITION]);
|
|
|
|
// Bind vertex attrib: texcoord (shader-location = 1)
|
|
glBindBuffer(GL_ARRAY_BUFFER, batch->vertexBuffer[batch->currentBuffer].vboId[1]);
|
|
glVertexAttribPointer(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_TEXCOORD01], 2, GL_FLOAT, 0, 0, 0);
|
|
glEnableVertexAttribArray(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_TEXCOORD01]);
|
|
|
|
// Bind vertex attrib: normal (shader-location = 2)
|
|
glBindBuffer(GL_ARRAY_BUFFER, batch->vertexBuffer[batch->currentBuffer].vboId[2]);
|
|
glVertexAttribPointer(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_NORMAL], 3, GL_FLOAT, 0, 0, 0);
|
|
glEnableVertexAttribArray(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_NORMAL]);
|
|
|
|
// Bind vertex attrib: color (shader-location = 3)
|
|
glBindBuffer(GL_ARRAY_BUFFER, batch->vertexBuffer[batch->currentBuffer].vboId[3]);
|
|
glVertexAttribPointer(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_COLOR], 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
|
|
glEnableVertexAttribArray(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_COLOR]);
|
|
|
|
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, batch->vertexBuffer[batch->currentBuffer].vboId[4]);
|
|
}
|
|
|
|
// Setup some default shader values
|
|
glUniform4f(RLGL.State.currentShaderLocs[RL_SHADER_LOC_COLOR_DIFFUSE], 1.0f, 1.0f, 1.0f, 1.0f);
|
|
glUniform1i(RLGL.State.currentShaderLocs[RL_SHADER_LOC_MAP_DIFFUSE], 0); // Active default sampler2D: texture0
|
|
|
|
// Activate additional sampler textures
|
|
// Those additional textures will be common for all draw calls of the batch
|
|
for (int i = 0; i < RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS; i++)
|
|
{
|
|
if (RLGL.State.activeTextureId[i] > 0)
|
|
{
|
|
glActiveTexture(GL_TEXTURE0 + 1 + i);
|
|
glBindTexture(GL_TEXTURE_2D, RLGL.State.activeTextureId[i]);
|
|
}
|
|
}
|
|
|
|
// Activate default sampler2D texture0 (one texture is always active for default batch shader)
|
|
// NOTE: Batch system accumulates calls by texture0 changes, additional textures are enabled for all the draw calls
|
|
glActiveTexture(GL_TEXTURE0);
|
|
|
|
for (int i = 0, vertexOffset = 0; i < batch->drawCounter; i++)
|
|
{
|
|
// Bind current draw call texture, activated as GL_TEXTURE0 and bound to sampler2D texture0 by default
|
|
glBindTexture(GL_TEXTURE_2D, batch->draws[i].textureId);
|
|
|
|
if ((batch->draws[i].mode == RL_LINES) || (batch->draws[i].mode == RL_TRIANGLES)) glDrawArrays(batch->draws[i].mode, vertexOffset, batch->draws[i].vertexCount);
|
|
else
|
|
{
|
|
#if defined(GRAPHICS_API_OPENGL_33)
|
|
// We need to define the number of indices to be processed: elementCount*6
|
|
// NOTE: The final parameter tells the GPU the offset in bytes from the
|
|
// start of the index buffer to the location of the first index to process
|
|
glDrawElements(GL_TRIANGLES, batch->draws[i].vertexCount/4*6, GL_UNSIGNED_INT, (GLvoid *)(vertexOffset/4*6*sizeof(GLuint)));
|
|
#endif
|
|
#if defined(GRAPHICS_API_OPENGL_ES2)
|
|
glDrawElements(GL_TRIANGLES, batch->draws[i].vertexCount/4*6, GL_UNSIGNED_SHORT, (GLvoid *)(vertexOffset/4*6*sizeof(GLushort)));
|
|
#endif
|
|
}
|
|
|
|
vertexOffset += (batch->draws[i].vertexCount + batch->draws[i].vertexAlignment);
|
|
}
|
|
|
|
if (!RLGL.ExtSupported.vao)
|
|
{
|
|
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
|
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
|
|
}
|
|
|
|
glBindTexture(GL_TEXTURE_2D, 0); // Unbind textures
|
|
}
|
|
|
|
if (RLGL.ExtSupported.vao) glBindVertexArray(0); // Unbind VAO
|
|
|
|
glUseProgram(0); // Unbind shader program
|
|
}
|
|
|
|
// Restore viewport to default measures
|
|
if (eyeCount == 2) rlViewport(0, 0, RLGL.State.framebufferWidth, RLGL.State.framebufferHeight);
|
|
//------------------------------------------------------------------------------------------------------------
|
|
|
|
// Reset batch buffers
|
|
//------------------------------------------------------------------------------------------------------------
|
|
// Reset vertex counter for next frame
|
|
RLGL.State.vertexCounter = 0;
|
|
|
|
// Reset depth for next draw
|
|
batch->currentDepth = -1.0f;
|
|
|
|
// Restore projection/modelview matrices
|
|
RLGL.State.projection = matProjection;
|
|
RLGL.State.modelview = matModelView;
|
|
|
|
// Reset RLGL.currentBatch->draws array
|
|
for (int i = 0; i < RL_DEFAULT_BATCH_DRAWCALLS; i++)
|
|
{
|
|
batch->draws[i].mode = RL_QUADS;
|
|
batch->draws[i].vertexCount = 0;
|
|
batch->draws[i].textureId = RLGL.State.defaultTextureId;
|
|
}
|
|
|
|
// Reset active texture units for next batch
|
|
for (int i = 0; i < RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS; i++) RLGL.State.activeTextureId[i] = 0;
|
|
|
|
// Reset draws counter to one draw for the batch
|
|
batch->drawCounter = 1;
|
|
//------------------------------------------------------------------------------------------------------------
|
|
|
|
// Change to next buffer in the list (in case of multi-buffering)
|
|
batch->currentBuffer++;
|
|
if (batch->currentBuffer >= batch->bufferCount) batch->currentBuffer = 0;
|
|
#endif
|
|
}
|
|
|
|
// Set the active render batch for rlgl
|
|
void rlSetRenderBatchActive(rlRenderBatch *batch)
|
|
{
|
|
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
rlDrawRenderBatch(RLGL.currentBatch);
|
|
|
|
if (batch != NULL) RLGL.currentBatch = batch;
|
|
else RLGL.currentBatch = &RLGL.defaultBatch;
|
|
#endif
|
|
}
|
|
|
|
// Update and draw internal render batch
|
|
void rlDrawRenderBatchActive(void)
|
|
{
|
|
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
rlDrawRenderBatch(RLGL.currentBatch); // NOTE: Stereo rendering is checked inside
|
|
#endif
|
|
}
|
|
|
|
// Check internal buffer overflow for a given number of vertex
|
|
// and force a rlRenderBatch draw call if required
|
|
bool rlCheckRenderBatchLimit(int vCount)
|
|
{
|
|
bool overflow = false;
|
|
|
|
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
if ((RLGL.State.vertexCounter + vCount) >=
|
|
(RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].elementCount*4))
|
|
{
|
|
overflow = true;
|
|
|
|
// Store current primitive drawing mode and texture id
|
|
int currentMode = RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].mode;
|
|
int currentTexture = RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].textureId;
|
|
|
|
rlDrawRenderBatch(RLGL.currentBatch); // NOTE: Stereo rendering is checked inside
|
|
|
|
// Restore state of last batch so we can continue adding vertices
|
|
RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].mode = currentMode;
|
|
RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].textureId = currentTexture;
|
|
}
|
|
#endif
|
|
|
|
return overflow;
|
|
}
|
|
|
|
// Textures data management
|
|
//-----------------------------------------------------------------------------------------
|
|
// Convert image data to OpenGL texture (returns OpenGL valid Id)
|
|
unsigned int rlLoadTexture(const void *data, int width, int height, int format, int mipmapCount)
|
|
{
|
|
unsigned int id = 0;
|
|
|
|
glBindTexture(GL_TEXTURE_2D, 0); // Free any old binding
|
|
|
|
// Check texture format support by OpenGL 1.1 (compressed textures not supported)
|
|
#if defined(GRAPHICS_API_OPENGL_11)
|
|
if (format >= RL_PIXELFORMAT_COMPRESSED_DXT1_RGB)
|
|
{
|
|
TRACELOG(RL_LOG_WARNING, "GL: OpenGL 1.1 does not support GPU compressed texture formats");
|
|
return id;
|
|
}
|
|
#else
|
|
if ((!RLGL.ExtSupported.texCompDXT) && ((format == RL_PIXELFORMAT_COMPRESSED_DXT1_RGB) || (format == RL_PIXELFORMAT_COMPRESSED_DXT1_RGBA) ||
|
|
(format == RL_PIXELFORMAT_COMPRESSED_DXT3_RGBA) || (format == RL_PIXELFORMAT_COMPRESSED_DXT5_RGBA)))
|
|
{
|
|
TRACELOG(RL_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 == RL_PIXELFORMAT_COMPRESSED_ETC1_RGB))
|
|
{
|
|
TRACELOG(RL_LOG_WARNING, "GL: ETC1 compressed texture format not supported");
|
|
return id;
|
|
}
|
|
|
|
if ((!RLGL.ExtSupported.texCompETC2) && ((format == RL_PIXELFORMAT_COMPRESSED_ETC2_RGB) || (format == RL_PIXELFORMAT_COMPRESSED_ETC2_EAC_RGBA)))
|
|
{
|
|
TRACELOG(RL_LOG_WARNING, "GL: ETC2 compressed texture format not supported");
|
|
return id;
|
|
}
|
|
|
|
if ((!RLGL.ExtSupported.texCompPVRT) && ((format == RL_PIXELFORMAT_COMPRESSED_PVRT_RGB) || (format == RL_PIXELFORMAT_COMPRESSED_PVRT_RGBA)))
|
|
{
|
|
TRACELOG(RL_LOG_WARNING, "GL: PVRT compressed texture format not supported");
|
|
return id;
|
|
}
|
|
|
|
if ((!RLGL.ExtSupported.texCompASTC) && ((format == RL_PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA) || (format == RL_PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA)))
|
|
{
|
|
TRACELOG(RL_LOG_WARNING, "GL: ASTC compressed texture format not supported");
|
|
return id;
|
|
}
|
|
#endif
|
|
#endif // GRAPHICS_API_OPENGL_11
|
|
|
|
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
|
|
|
|
glGenTextures(1, &id); // Generate texture id
|
|
|
|
glBindTexture(GL_TEXTURE_2D, id);
|
|
|
|
int mipWidth = width;
|
|
int mipHeight = height;
|
|
int mipOffset = 0; // Mipmap data offset, only used for tracelog
|
|
(void)mipOffset; // Used to avoid gcc warnings about unused variable
|
|
|
|
// NOTE: Added pointer math separately from function to avoid UBSAN complaining
|
|
unsigned char *dataPtr = NULL;
|
|
if (data != NULL) dataPtr = (unsigned char *)data;
|
|
|
|
// Load the different mipmap levels
|
|
for (int i = 0; i < mipmapCount; i++)
|
|
{
|
|
unsigned int mipSize = rlGetPixelDataSize(mipWidth, mipHeight, format);
|
|
|
|
unsigned int glInternalFormat, glFormat, glType;
|
|
rlGetGlTextureFormats(format, &glInternalFormat, &glFormat, &glType);
|
|
|
|
TRACELOGD("TEXTURE: Load mipmap level %i (%i x %i), size: %i, offset: %i", i, mipWidth, mipHeight, mipSize, mipOffset);
|
|
|
|
if (glInternalFormat != 0)
|
|
{
|
|
if (format < RL_PIXELFORMAT_COMPRESSED_DXT1_RGB) glTexImage2D(GL_TEXTURE_2D, i, glInternalFormat, mipWidth, mipHeight, 0, glFormat, glType, dataPtr);
|
|
#if !defined(GRAPHICS_API_OPENGL_11)
|
|
else glCompressedTexImage2D(GL_TEXTURE_2D, i, glInternalFormat, mipWidth, mipHeight, 0, mipSize, dataPtr);
|
|
#endif
|
|
|
|
#if defined(GRAPHICS_API_OPENGL_33)
|
|
if (format == RL_PIXELFORMAT_UNCOMPRESSED_GRAYSCALE)
|
|
{
|
|
GLint swizzleMask[] = { GL_RED, GL_RED, GL_RED, GL_ONE };
|
|
glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
|
|
}
|
|
else if (format == RL_PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA)
|
|
{
|
|
#if defined(GRAPHICS_API_OPENGL_21)
|
|
GLint swizzleMask[] = { GL_RED, GL_RED, GL_RED, GL_ALPHA };
|
|
#elif defined(GRAPHICS_API_OPENGL_33)
|
|
GLint swizzleMask[] = { GL_RED, GL_RED, GL_RED, GL_GREEN };
|
|
#endif
|
|
glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
|
|
}
|
|
#endif
|
|
}
|
|
|
|
mipWidth /= 2;
|
|
mipHeight /= 2;
|
|
mipOffset += mipSize; // Increment offset position to next mipmap
|
|
if (data != NULL) dataPtr += mipSize; // Increment data pointer to next mipmap
|
|
|
|
// 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);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, mipmapCount); // Required for user-defined mip count
|
|
}
|
|
#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(RL_LOG_INFO, "TEXTURE: [ID %i] Texture loaded successfully (%ix%i | %s | %i mipmaps)", id, width, height, rlGetPixelFormatName(format), mipmapCount);
|
|
else TRACELOG(RL_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 and WebGL requires WEBGL_depth_texture extensions
|
|
unsigned int rlLoadTextureDepth(int width, int height, bool useRenderBuffer)
|
|
{
|
|
unsigned int id = 0;
|
|
|
|
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
// In case depth textures not supported, we force renderbuffer usage
|
|
if (!RLGL.ExtSupported.texDepth) useRenderBuffer = true;
|
|
|
|
// NOTE: We let the implementation to choose the best bit-depth
|
|
// Possible formats: GL_DEPTH_COMPONENT16, GL_DEPTH_COMPONENT24, GL_DEPTH_COMPONENT32 and GL_DEPTH_COMPONENT32F
|
|
unsigned int glInternalFormat = GL_DEPTH_COMPONENT;
|
|
|
|
#if (defined(GRAPHICS_API_OPENGL_ES2) || defined(GRAPHICS_API_OPENGL_ES3))
|
|
// WARNING: WebGL platform requires unsized internal format definition (GL_DEPTH_COMPONENT)
|
|
// while other platforms using OpenGL ES 2.0 require/support sized internal formats depending on the GPU capabilities
|
|
if (!RLGL.ExtSupported.texDepthWebGL || useRenderBuffer)
|
|
{
|
|
if (RLGL.ExtSupported.maxDepthBits == 32) glInternalFormat = GL_DEPTH_COMPONENT32_OES;
|
|
else if (RLGL.ExtSupported.maxDepthBits == 24) glInternalFormat = GL_DEPTH_COMPONENT24_OES;
|
|
else glInternalFormat = GL_DEPTH_COMPONENT16;
|
|
}
|
|
#endif
|
|
|
|
if (!useRenderBuffer && RLGL.ExtSupported.texDepth)
|
|
{
|
|
glGenTextures(1, &id);
|
|
glBindTexture(GL_TEXTURE_2D, id);
|
|
glTexImage2D(GL_TEXTURE_2D, 0, glInternalFormat, width, height, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL);
|
|
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
|
|
|
glBindTexture(GL_TEXTURE_2D, 0);
|
|
|
|
TRACELOG(RL_LOG_INFO, "TEXTURE: Depth texture loaded successfully");
|
|
}
|
|
else
|
|
{
|
|
// Create the renderbuffer that will serve as the depth attachment for the framebuffer
|
|
// NOTE: A renderbuffer is simpler than a texture and could offer better performance on embedded devices
|
|
glGenRenderbuffers(1, &id);
|
|
glBindRenderbuffer(GL_RENDERBUFFER, id);
|
|
glRenderbufferStorage(GL_RENDERBUFFER, glInternalFormat, width, height);
|
|
|
|
glBindRenderbuffer(GL_RENDERBUFFER, 0);
|
|
|
|
TRACELOG(RL_LOG_INFO, "TEXTURE: [ID %i] Depth renderbuffer loaded successfully (%i bits)", id, (RLGL.ExtSupported.maxDepthBits >= 24)? RLGL.ExtSupported.maxDepthBits : 16);
|
|
}
|
|
#endif
|
|
|
|
return id;
|
|
}
|
|
|
|
// Load texture cubemap
|
|
// NOTE: Cubemap data is expected to be 6 images in a single data array (one after the other),
|
|
// expected the following convention: +X, -X, +Y, -Y, +Z, -Z
|
|
unsigned int rlLoadTextureCubemap(const void *data, int size, int format, int mipmapCount)
|
|
{
|
|
unsigned int id = 0;
|
|
|
|
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
int mipSize = size;
|
|
|
|
// NOTE: Added pointer math separately from function to avoid UBSAN complaining
|
|
unsigned char *dataPtr = NULL;
|
|
if (data != NULL) dataPtr = (unsigned char *)data;
|
|
|
|
unsigned int dataSize = rlGetPixelDataSize(size, size, format);
|
|
|
|
glGenTextures(1, &id);
|
|
glBindTexture(GL_TEXTURE_CUBE_MAP, id);
|
|
|
|
unsigned int glInternalFormat, glFormat, glType;
|
|
rlGetGlTextureFormats(format, &glInternalFormat, &glFormat, &glType);
|
|
|
|
if (glInternalFormat != 0)
|
|
{
|
|
// Load cubemap faces/mipmaps
|
|
for (int i = 0; i < 6*mipmapCount; i++)
|
|
{
|
|
int mipmapLevel = i/6;
|
|
int face = i%6;
|
|
|
|
if (data == NULL)
|
|
{
|
|
if (format < RL_PIXELFORMAT_COMPRESSED_DXT1_RGB)
|
|
{
|
|
if ((format == RL_PIXELFORMAT_UNCOMPRESSED_R32) ||
|
|
(format == RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32A32) ||
|
|
(format == RL_PIXELFORMAT_UNCOMPRESSED_R16) ||
|
|
(format == RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16A16)) TRACELOG(RL_LOG_WARNING, "TEXTURES: Cubemap requested format not supported");
|
|
else glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, mipmapLevel, glInternalFormat, mipSize, mipSize, 0, glFormat, glType, NULL);
|
|
}
|
|
else TRACELOG(RL_LOG_WARNING, "TEXTURES: Empty cubemap creation does not support compressed format");
|
|
}
|
|
else
|
|
{
|
|
if (format < RL_PIXELFORMAT_COMPRESSED_DXT1_RGB) glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, mipmapLevel, glInternalFormat, mipSize, mipSize, 0, glFormat, glType, (unsigned char *)dataPtr + face*dataSize);
|
|
else glCompressedTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, mipmapLevel, glInternalFormat, mipSize, mipSize, 0, dataSize, (unsigned char *)dataPtr + face*dataSize);
|
|
}
|
|
|
|
#if defined(GRAPHICS_API_OPENGL_33)
|
|
if (format == RL_PIXELFORMAT_UNCOMPRESSED_GRAYSCALE)
|
|
{
|
|
GLint swizzleMask[] = { GL_RED, GL_RED, GL_RED, GL_ONE };
|
|
glTexParameteriv(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
|
|
}
|
|
else if (format == RL_PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA)
|
|
{
|
|
#if defined(GRAPHICS_API_OPENGL_21)
|
|
GLint swizzleMask[] = { GL_RED, GL_RED, GL_RED, GL_ALPHA };
|
|
#elif defined(GRAPHICS_API_OPENGL_33)
|
|
GLint swizzleMask[] = { GL_RED, GL_RED, GL_RED, GL_GREEN };
|
|
#endif
|
|
glTexParameteriv(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
|
|
}
|
|
#endif
|
|
if (face == 5)
|
|
{
|
|
mipSize /= 2;
|
|
if (data != NULL) dataPtr += dataSize*6; // Increment data pointer to next mipmap
|
|
|
|
// Security check for NPOT textures
|
|
if (mipSize < 1) mipSize = 1;
|
|
|
|
dataSize = rlGetPixelDataSize(mipSize, mipSize, format);
|
|
}
|
|
}
|
|
}
|
|
|
|
// Set cubemap texture sampling parameters
|
|
if (mipmapCount > 1) glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
|
|
else glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
|
|
|
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
|
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
|
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
|
#if defined(GRAPHICS_API_OPENGL_33)
|
|
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE); // Flag not supported on OpenGL ES 2.0
|
|
#endif
|
|
|
|
glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
|
|
#endif
|
|
|
|
if (id > 0) TRACELOG(RL_LOG_INFO, "TEXTURE: [ID %i] Cubemap texture loaded successfully (%ix%i)", id, size, size);
|
|
else TRACELOG(RL_LOG_WARNING, "TEXTURE: Failed to load cubemap texture");
|
|
|
|
return id;
|
|
}
|
|
|
|
// Update already loaded texture in GPU with new data
|
|
// NOTE: We don't know safely if internal texture format is the expected one...
|
|
void rlUpdateTexture(unsigned int id, int offsetX, int offsetY, int width, int height, int format, const void *data)
|
|
{
|
|
glBindTexture(GL_TEXTURE_2D, id);
|
|
|
|
unsigned int glInternalFormat, glFormat, glType;
|
|
rlGetGlTextureFormats(format, &glInternalFormat, &glFormat, &glType);
|
|
|
|
if ((glInternalFormat != 0) && (format < RL_PIXELFORMAT_COMPRESSED_DXT1_RGB))
|
|
{
|
|
glTexSubImage2D(GL_TEXTURE_2D, 0, offsetX, offsetY, width, height, glFormat, glType, data);
|
|
}
|
|
else TRACELOG(RL_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 = 0;
|
|
*glFormat = 0;
|
|
*glType = 0;
|
|
|
|
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 RL_PIXELFORMAT_UNCOMPRESSED_GRAYSCALE: *glInternalFormat = GL_LUMINANCE; *glFormat = GL_LUMINANCE; *glType = GL_UNSIGNED_BYTE; break;
|
|
case RL_PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA: *glInternalFormat = GL_LUMINANCE_ALPHA; *glFormat = GL_LUMINANCE_ALPHA; *glType = GL_UNSIGNED_BYTE; break;
|
|
case RL_PIXELFORMAT_UNCOMPRESSED_R5G6B5: *glInternalFormat = GL_RGB; *glFormat = GL_RGB; *glType = GL_UNSIGNED_SHORT_5_6_5; break;
|
|
case RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8: *glInternalFormat = GL_RGB; *glFormat = GL_RGB; *glType = GL_UNSIGNED_BYTE; break;
|
|
case RL_PIXELFORMAT_UNCOMPRESSED_R5G5B5A1: *glInternalFormat = GL_RGBA; *glFormat = GL_RGBA; *glType = GL_UNSIGNED_SHORT_5_5_5_1; break;
|
|
case RL_PIXELFORMAT_UNCOMPRESSED_R4G4B4A4: *glInternalFormat = GL_RGBA; *glFormat = GL_RGBA; *glType = GL_UNSIGNED_SHORT_4_4_4_4; break;
|
|
case RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8A8: *glInternalFormat = GL_RGBA; *glFormat = GL_RGBA; *glType = GL_UNSIGNED_BYTE; break;
|
|
#if !defined(GRAPHICS_API_OPENGL_11)
|
|
#if defined(GRAPHICS_API_OPENGL_ES3)
|
|
case RL_PIXELFORMAT_UNCOMPRESSED_R32: if (RLGL.ExtSupported.texFloat32) *glInternalFormat = GL_R32F_EXT; *glFormat = GL_RED_EXT; *glType = GL_FLOAT; break;
|
|
case RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32: if (RLGL.ExtSupported.texFloat32) *glInternalFormat = GL_RGB32F_EXT; *glFormat = GL_RGB; *glType = GL_FLOAT; break;
|
|
case RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32A32: if (RLGL.ExtSupported.texFloat32) *glInternalFormat = GL_RGBA32F_EXT; *glFormat = GL_RGBA; *glType = GL_FLOAT; break;
|
|
case RL_PIXELFORMAT_UNCOMPRESSED_R16: if (RLGL.ExtSupported.texFloat16) *glInternalFormat = GL_R16F_EXT; *glFormat = GL_RED_EXT; *glType = GL_HALF_FLOAT; break;
|
|
case RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16: if (RLGL.ExtSupported.texFloat16) *glInternalFormat = GL_RGB16F_EXT; *glFormat = GL_RGB; *glType = GL_HALF_FLOAT; break;
|
|
case RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16A16: if (RLGL.ExtSupported.texFloat16) *glInternalFormat = GL_RGBA16F_EXT; *glFormat = GL_RGBA; *glType = GL_HALF_FLOAT; break;
|
|
#else
|
|
case RL_PIXELFORMAT_UNCOMPRESSED_R32: if (RLGL.ExtSupported.texFloat32) *glInternalFormat = GL_LUMINANCE; *glFormat = GL_LUMINANCE; *glType = GL_FLOAT; break; // NOTE: Requires extension OES_texture_float
|
|
case RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32: if (RLGL.ExtSupported.texFloat32) *glInternalFormat = GL_RGB; *glFormat = GL_RGB; *glType = GL_FLOAT; break; // NOTE: Requires extension OES_texture_float
|
|
case RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32A32: if (RLGL.ExtSupported.texFloat32) *glInternalFormat = GL_RGBA; *glFormat = GL_RGBA; *glType = GL_FLOAT; break; // NOTE: Requires extension OES_texture_float
|
|
#if defined(GRAPHICS_API_OPENGL_21)
|
|
case RL_PIXELFORMAT_UNCOMPRESSED_R16: if (RLGL.ExtSupported.texFloat16) *glInternalFormat = GL_LUMINANCE; *glFormat = GL_LUMINANCE; *glType = GL_HALF_FLOAT_ARB; break;
|
|
case RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16: if (RLGL.ExtSupported.texFloat16) *glInternalFormat = GL_RGB; *glFormat = GL_RGB; *glType = GL_HALF_FLOAT_ARB; break;
|
|
case RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16A16: if (RLGL.ExtSupported.texFloat16) *glInternalFormat = GL_RGBA; *glFormat = GL_RGBA; *glType = GL_HALF_FLOAT_ARB; break;
|
|
#else // defined(GRAPHICS_API_OPENGL_ES2)
|
|
case RL_PIXELFORMAT_UNCOMPRESSED_R16: if (RLGL.ExtSupported.texFloat16) *glInternalFormat = GL_LUMINANCE; *glFormat = GL_LUMINANCE; *glType = GL_HALF_FLOAT_OES; break; // NOTE: Requires extension OES_texture_half_float
|
|
case RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16: if (RLGL.ExtSupported.texFloat16) *glInternalFormat = GL_RGB; *glFormat = GL_RGB; *glType = GL_HALF_FLOAT_OES; break; // NOTE: Requires extension OES_texture_half_float
|
|
case RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16A16: if (RLGL.ExtSupported.texFloat16) *glInternalFormat = GL_RGBA; *glFormat = GL_RGBA; *glType = GL_HALF_FLOAT_OES; break; // NOTE: Requires extension OES_texture_half_float
|
|
#endif
|
|
#endif
|
|
#endif
|
|
#elif defined(GRAPHICS_API_OPENGL_33)
|
|
case RL_PIXELFORMAT_UNCOMPRESSED_GRAYSCALE: *glInternalFormat = GL_R8; *glFormat = GL_RED; *glType = GL_UNSIGNED_BYTE; break;
|
|
case RL_PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA: *glInternalFormat = GL_RG8; *glFormat = GL_RG; *glType = GL_UNSIGNED_BYTE; break;
|
|
case RL_PIXELFORMAT_UNCOMPRESSED_R5G6B5: *glInternalFormat = GL_RGB565; *glFormat = GL_RGB; *glType = GL_UNSIGNED_SHORT_5_6_5; break;
|
|
case RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8: *glInternalFormat = GL_RGB8; *glFormat = GL_RGB; *glType = GL_UNSIGNED_BYTE; break;
|
|
case RL_PIXELFORMAT_UNCOMPRESSED_R5G5B5A1: *glInternalFormat = GL_RGB5_A1; *glFormat = GL_RGBA; *glType = GL_UNSIGNED_SHORT_5_5_5_1; break;
|
|
case RL_PIXELFORMAT_UNCOMPRESSED_R4G4B4A4: *glInternalFormat = GL_RGBA4; *glFormat = GL_RGBA; *glType = GL_UNSIGNED_SHORT_4_4_4_4; break;
|
|
case RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8A8: *glInternalFormat = GL_RGBA8; *glFormat = GL_RGBA; *glType = GL_UNSIGNED_BYTE; break;
|
|
case RL_PIXELFORMAT_UNCOMPRESSED_R32: if (RLGL.ExtSupported.texFloat32) *glInternalFormat = GL_R32F; *glFormat = GL_RED; *glType = GL_FLOAT; break;
|
|
case RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32: if (RLGL.ExtSupported.texFloat32) *glInternalFormat = GL_RGB32F; *glFormat = GL_RGB; *glType = GL_FLOAT; break;
|
|
case RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32A32: if (RLGL.ExtSupported.texFloat32) *glInternalFormat = GL_RGBA32F; *glFormat = GL_RGBA; *glType = GL_FLOAT; break;
|
|
case RL_PIXELFORMAT_UNCOMPRESSED_R16: if (RLGL.ExtSupported.texFloat16) *glInternalFormat = GL_R16F; *glFormat = GL_RED; *glType = GL_HALF_FLOAT; break;
|
|
case RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16: if (RLGL.ExtSupported.texFloat16) *glInternalFormat = GL_RGB16F; *glFormat = GL_RGB; *glType = GL_HALF_FLOAT; break;
|
|
case RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16A16: if (RLGL.ExtSupported.texFloat16) *glInternalFormat = GL_RGBA16F; *glFormat = GL_RGBA; *glType = GL_HALF_FLOAT; break;
|
|
#endif
|
|
#if !defined(GRAPHICS_API_OPENGL_11)
|
|
case RL_PIXELFORMAT_COMPRESSED_DXT1_RGB: if (RLGL.ExtSupported.texCompDXT) *glInternalFormat = GL_COMPRESSED_RGB_S3TC_DXT1_EXT; break;
|
|
case RL_PIXELFORMAT_COMPRESSED_DXT1_RGBA: if (RLGL.ExtSupported.texCompDXT) *glInternalFormat = GL_COMPRESSED_RGBA_S3TC_DXT1_EXT; break;
|
|
case RL_PIXELFORMAT_COMPRESSED_DXT3_RGBA: if (RLGL.ExtSupported.texCompDXT) *glInternalFormat = GL_COMPRESSED_RGBA_S3TC_DXT3_EXT; break;
|
|
case RL_PIXELFORMAT_COMPRESSED_DXT5_RGBA: if (RLGL.ExtSupported.texCompDXT) *glInternalFormat = GL_COMPRESSED_RGBA_S3TC_DXT5_EXT; break;
|
|
case RL_PIXELFORMAT_COMPRESSED_ETC1_RGB: if (RLGL.ExtSupported.texCompETC1) *glInternalFormat = GL_ETC1_RGB8_OES; break; // NOTE: Requires OpenGL ES 2.0 or OpenGL 4.3
|
|
case RL_PIXELFORMAT_COMPRESSED_ETC2_RGB: if (RLGL.ExtSupported.texCompETC2) *glInternalFormat = GL_COMPRESSED_RGB8_ETC2; break; // NOTE: Requires OpenGL ES 3.0 or OpenGL 4.3
|
|
case RL_PIXELFORMAT_COMPRESSED_ETC2_EAC_RGBA: if (RLGL.ExtSupported.texCompETC2) *glInternalFormat = GL_COMPRESSED_RGBA8_ETC2_EAC; break; // NOTE: Requires OpenGL ES 3.0 or OpenGL 4.3
|
|
case RL_PIXELFORMAT_COMPRESSED_PVRT_RGB: if (RLGL.ExtSupported.texCompPVRT) *glInternalFormat = GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG; break; // NOTE: Requires PowerVR GPU
|
|
case RL_PIXELFORMAT_COMPRESSED_PVRT_RGBA: if (RLGL.ExtSupported.texCompPVRT) *glInternalFormat = GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG; break; // NOTE: Requires PowerVR GPU
|
|
case RL_PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA: if (RLGL.ExtSupported.texCompASTC) *glInternalFormat = GL_COMPRESSED_RGBA_ASTC_4x4_KHR; break; // NOTE: Requires OpenGL ES 3.1 or OpenGL 4.3
|
|
case RL_PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA: if (RLGL.ExtSupported.texCompASTC) *glInternalFormat = GL_COMPRESSED_RGBA_ASTC_8x8_KHR; break; // NOTE: Requires OpenGL ES 3.1 or OpenGL 4.3
|
|
#endif
|
|
default: TRACELOG(RL_LOG_WARNING, "TEXTURE: Current format not supported (%i)", format); break;
|
|
}
|
|
}
|
|
|
|
// Unload texture from GPU memory
|
|
void rlUnloadTexture(unsigned int id)
|
|
{
|
|
glDeleteTextures(1, &id);
|
|
}
|
|
|
|
// Generate mipmap data for selected texture
|
|
// NOTE: Only supports GPU mipmap generation
|
|
void rlGenTextureMipmaps(unsigned int id, int width, int height, int format, int *mipmaps)
|
|
{
|
|
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
glBindTexture(GL_TEXTURE_2D, id);
|
|
|
|
// Check if texture is power-of-two (POT)
|
|
bool texIsPOT = false;
|
|
|
|
if (((width > 0) && ((width & (width - 1)) == 0)) &&
|
|
((height > 0) && ((height & (height - 1)) == 0))) texIsPOT = true;
|
|
|
|
if ((texIsPOT) || (RLGL.ExtSupported.texNPOT))
|
|
{
|
|
//glHint(GL_GENERATE_MIPMAP_HINT, GL_DONT_CARE); // Hint for mipmaps generation algorithm: GL_FASTEST, GL_NICEST, GL_DONT_CARE
|
|
glGenerateMipmap(GL_TEXTURE_2D); // Generate mipmaps automatically
|
|
|
|
#define MIN(a,b) (((a)<(b))? (a):(b))
|
|
#define MAX(a,b) (((a)>(b))? (a):(b))
|
|
|
|
*mipmaps = 1 + (int)floor(log(MAX(width, height))/log(2));
|
|
TRACELOG(RL_LOG_INFO, "TEXTURE: [ID %i] Mipmaps generated automatically, total: %i", id, *mipmaps);
|
|
}
|
|
else TRACELOG(RL_LOG_WARNING, "TEXTURE: [ID %i] Failed to generate mipmaps", id);
|
|
|
|
glBindTexture(GL_TEXTURE_2D, 0);
|
|
#else
|
|
TRACELOG(RL_LOG_WARNING, "TEXTURE: [ID %i] GPU mipmap generation not supported", id);
|
|
#endif
|
|
}
|
|
|
|
// Read texture pixel data
|
|
void *rlReadTexturePixels(unsigned int id, int width, int height, int format)
|
|
{
|
|
void *pixels = NULL;
|
|
|
|
#if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33)
|
|
glBindTexture(GL_TEXTURE_2D, 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(format, &glInternalFormat, &glFormat, &glType);
|
|
unsigned int size = rlGetPixelDataSize(width, height, format);
|
|
|
|
if ((glInternalFormat != 0) && (format < RL_PIXELFORMAT_COMPRESSED_DXT1_RGB))
|
|
{
|
|
pixels = RL_CALLOC(size, 1);
|
|
glGetTexImage(GL_TEXTURE_2D, 0, glFormat, glType, pixels);
|
|
}
|
|
else TRACELOG(RL_LOG_WARNING, "TEXTURE: [ID %i] Data retrieval not suported for pixel format (%i)", id, format);
|
|
|
|
glBindTexture(GL_TEXTURE_2D, 0);
|
|
#endif
|
|
|
|
#if defined(GRAPHICS_API_OPENGL_ES2)
|
|
// glGetTexImage() is not available on OpenGL ES 2.0
|
|
// Texture width and height are required on OpenGL ES 2.0, there is no way to get it from texture id
|
|
// Two possible Options:
|
|
// 1 - Bind texture to color fbo attachment and glReadPixels()
|
|
// 2 - Create an fbo, activate it, render quad with texture, glReadPixels()
|
|
// We are using Option 1, just need to care for texture format on retrieval
|
|
// NOTE: This behaviour could be conditioned by graphic driver...
|
|
unsigned int fboId = rlLoadFramebuffer();
|
|
|
|
glBindFramebuffer(GL_FRAMEBUFFER, fboId);
|
|
glBindTexture(GL_TEXTURE_2D, 0);
|
|
|
|
// Attach our texture to FBO
|
|
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, id, 0);
|
|
|
|
// We read data as RGBA because FBO texture is configured as RGBA, despite binding another texture format
|
|
pixels = RL_CALLOC(rlGetPixelDataSize(width, height, RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8A8), 1);
|
|
glReadPixels(0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
|
|
|
|
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
|
|
|
// Clean up temporal fbo
|
|
rlUnloadFramebuffer(fboId);
|
|
#endif
|
|
|
|
return pixels;
|
|
}
|
|
|
|
#if defined(GRAPHICS_API_OPENGL_11_SOFTWARE)
|
|
void rlCopyFramebuffer(int x, int y, int w, int h, int format, void* pixels)
|
|
{
|
|
unsigned int glInternalFormat, glFormat, glType;
|
|
rlGetGlTextureFormats(format, &glInternalFormat, &glFormat, &glType);
|
|
swCopyFramebuffer(x, y, w, h, glFormat, glType, pixels);
|
|
}
|
|
|
|
void rlResizeFramebuffer(int width, int height)
|
|
{
|
|
swResizeFramebuffer(width, height);
|
|
}
|
|
#endif
|
|
|
|
// Read screen pixel data (color buffer)
|
|
unsigned char *rlReadScreenPixels(int width, int height)
|
|
{
|
|
unsigned char *imgData = (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, imgData);
|
|
|
|
// Flip image vertically!
|
|
// NOTE: Alpha value has already been applied to RGB in framebuffer, we don't need it!
|
|
for (int y = height - 1; y >= height/2; y--)
|
|
{
|
|
for (int x = 0; x < (width*4); x += 4)
|
|
{
|
|
unsigned int s = ((height - 1) - y)*width*4 + x;
|
|
unsigned int e = y*width*4 + x;
|
|
|
|
unsigned char r = imgData[s];
|
|
unsigned char g = imgData[s+1];
|
|
unsigned char b = imgData[s+2];
|
|
|
|
imgData[s] = imgData[e];
|
|
imgData[s+1] = imgData[e+1];
|
|
imgData[s+2] = imgData[e+2];
|
|
imgData[s+3] = 255; // Set alpha component value to 255 (no trasparent image retrieval)
|
|
|
|
imgData[e] = r;
|
|
imgData[e+1] = g;
|
|
imgData[e+2] = b;
|
|
imgData[e+3] = 255; // Ditto
|
|
}
|
|
}
|
|
|
|
return imgData; // NOTE: image data should be freed
|
|
}
|
|
|
|
// Framebuffer management (fbo)
|
|
//-----------------------------------------------------------------------------------------
|
|
// Load a framebuffer to be used for rendering
|
|
// NOTE: No textures attached
|
|
unsigned int rlLoadFramebuffer(void)
|
|
{
|
|
unsigned int fboId = 0;
|
|
|
|
#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)) && defined(RLGL_RENDER_TEXTURES_HINT)
|
|
glGenFramebuffers(1, &fboId); // Create the framebuffer object
|
|
glBindFramebuffer(GL_FRAMEBUFFER, 0); // Unbind any framebuffer
|
|
#endif
|
|
|
|
return fboId;
|
|
}
|
|
|
|
// Attach color buffer texture to an fbo (unloads previous attachment)
|
|
// NOTE: Attach type: 0-Color, 1-Depth renderbuffer, 2-Depth texture
|
|
void rlFramebufferAttach(unsigned int fboId, unsigned int texId, int attachType, int texType, int mipLevel)
|
|
{
|
|
#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)) && defined(RLGL_RENDER_TEXTURES_HINT)
|
|
glBindFramebuffer(GL_FRAMEBUFFER, fboId);
|
|
|
|
switch (attachType)
|
|
{
|
|
case RL_ATTACHMENT_COLOR_CHANNEL0:
|
|
case RL_ATTACHMENT_COLOR_CHANNEL1:
|
|
case RL_ATTACHMENT_COLOR_CHANNEL2:
|
|
case RL_ATTACHMENT_COLOR_CHANNEL3:
|
|
case RL_ATTACHMENT_COLOR_CHANNEL4:
|
|
case RL_ATTACHMENT_COLOR_CHANNEL5:
|
|
case RL_ATTACHMENT_COLOR_CHANNEL6:
|
|
case RL_ATTACHMENT_COLOR_CHANNEL7:
|
|
{
|
|
if (texType == RL_ATTACHMENT_TEXTURE2D) glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + attachType, GL_TEXTURE_2D, texId, mipLevel);
|
|
else if (texType == RL_ATTACHMENT_RENDERBUFFER) glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + attachType, GL_RENDERBUFFER, texId);
|
|
else if (texType >= RL_ATTACHMENT_CUBEMAP_POSITIVE_X) glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + attachType, GL_TEXTURE_CUBE_MAP_POSITIVE_X + texType, texId, mipLevel);
|
|
} break;
|
|
case RL_ATTACHMENT_DEPTH:
|
|
{
|
|
if (texType == RL_ATTACHMENT_TEXTURE2D) glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, texId, mipLevel);
|
|
else if (texType == RL_ATTACHMENT_RENDERBUFFER) glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, texId);
|
|
} break;
|
|
case RL_ATTACHMENT_STENCIL:
|
|
{
|
|
if (texType == RL_ATTACHMENT_TEXTURE2D) glFramebufferTexture2D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, texId, mipLevel);
|
|
else if (texType == RL_ATTACHMENT_RENDERBUFFER) glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, texId);
|
|
} break;
|
|
default: break;
|
|
}
|
|
|
|
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
|
#endif
|
|
}
|
|
|
|
// Verify render texture is complete
|
|
bool rlFramebufferComplete(unsigned int id)
|
|
{
|
|
bool result = false;
|
|
|
|
#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)) && defined(RLGL_RENDER_TEXTURES_HINT)
|
|
glBindFramebuffer(GL_FRAMEBUFFER, id);
|
|
|
|
GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
|
|
|
|
if (status != GL_FRAMEBUFFER_COMPLETE)
|
|
{
|
|
switch (status)
|
|
{
|
|
case GL_FRAMEBUFFER_UNSUPPORTED: TRACELOG(RL_LOG_WARNING, "FBO: [ID %i] Framebuffer is unsupported", id); break;
|
|
case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT: TRACELOG(RL_LOG_WARNING, "FBO: [ID %i] Framebuffer has incomplete attachment", id); break;
|
|
#if defined(GRAPHICS_API_OPENGL_ES2)
|
|
case GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS: TRACELOG(RL_LOG_WARNING, "FBO: [ID %i] Framebuffer has incomplete dimensions", id); break;
|
|
#endif
|
|
case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT: TRACELOG(RL_LOG_WARNING, "FBO: [ID %i] Framebuffer has a missing attachment", id); break;
|
|
default: break;
|
|
}
|
|
}
|
|
|
|
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
|
|
|
result = (status == GL_FRAMEBUFFER_COMPLETE);
|
|
#endif
|
|
|
|
return result;
|
|
}
|
|
|
|
// Unload framebuffer from GPU memory
|
|
// NOTE: All attached textures/cubemaps/renderbuffers are also deleted
|
|
void rlUnloadFramebuffer(unsigned int id)
|
|
{
|
|
#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)) && defined(RLGL_RENDER_TEXTURES_HINT)
|
|
// Query depth attachment to automatically delete texture/renderbuffer
|
|
int depthType = 0, depthId = 0;
|
|
glBindFramebuffer(GL_FRAMEBUFFER, id); // Bind framebuffer to query depth texture type
|
|
glGetFramebufferAttachmentParameteriv(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE, &depthType);
|
|
|
|
// TODO: Review warning retrieving object name in WebGL
|
|
// WARNING: WebGL: INVALID_ENUM: getFramebufferAttachmentParameter: invalid parameter name
|
|
// https://registry.khronos.org/webgl/specs/latest/1.0/
|
|
glGetFramebufferAttachmentParameteriv(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME, &depthId);
|
|
|
|
unsigned int depthIdU = (unsigned int)depthId;
|
|
if (depthType == GL_RENDERBUFFER) glDeleteRenderbuffers(1, &depthIdU);
|
|
else if (depthType == GL_TEXTURE) glDeleteTextures(1, &depthIdU);
|
|
|
|
// NOTE: If a texture object is deleted while its image is attached to the *currently bound* framebuffer,
|
|
// the texture image is automatically detached from the currently bound framebuffer
|
|
|
|
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
|
glDeleteFramebuffers(1, &id);
|
|
|
|
TRACELOG(RL_LOG_INFO, "FBO: [ID %i] Unloaded framebuffer from VRAM (GPU)", id);
|
|
#endif
|
|
}
|
|
|
|
// Vertex data management
|
|
//-----------------------------------------------------------------------------------------
|
|
// Load a new attributes buffer
|
|
unsigned int rlLoadVertexBuffer(const void *buffer, int size, bool dynamic)
|
|
{
|
|
unsigned int id = 0;
|
|
|
|
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
glGenBuffers(1, &id);
|
|
glBindBuffer(GL_ARRAY_BUFFER, id);
|
|
glBufferData(GL_ARRAY_BUFFER, size, buffer, dynamic? GL_DYNAMIC_DRAW : GL_STATIC_DRAW);
|
|
#endif
|
|
|
|
return id;
|
|
}
|
|
|
|
// Load a new attributes element buffer
|
|
unsigned int rlLoadVertexBufferElement(const void *buffer, int size, bool dynamic)
|
|
{
|
|
unsigned int id = 0;
|
|
|
|
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
glGenBuffers(1, &id);
|
|
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, id);
|
|
glBufferData(GL_ELEMENT_ARRAY_BUFFER, size, buffer, dynamic? GL_DYNAMIC_DRAW : GL_STATIC_DRAW);
|
|
#endif
|
|
|
|
return id;
|
|
}
|
|
|
|
// Enable vertex buffer (VBO)
|
|
void rlEnableVertexBuffer(unsigned int id)
|
|
{
|
|
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
glBindBuffer(GL_ARRAY_BUFFER, id);
|
|
#endif
|
|
}
|
|
|
|
// Disable vertex buffer (VBO)
|
|
void rlDisableVertexBuffer(void)
|
|
{
|
|
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
|
#endif
|
|
}
|
|
|
|
// Enable vertex buffer element (VBO element)
|
|
void rlEnableVertexBufferElement(unsigned int id)
|
|
{
|
|
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, id);
|
|
#endif
|
|
}
|
|
|
|
// Disable vertex buffer element (VBO element)
|
|
void rlDisableVertexBufferElement(void)
|
|
{
|
|
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
|
|
#endif
|
|
}
|
|
|
|
// Update vertex buffer with new data
|
|
// NOTE: dataSize and offset must be provided in bytes
|
|
void rlUpdateVertexBuffer(unsigned int id, const void *data, int dataSize, int offset)
|
|
{
|
|
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
glBindBuffer(GL_ARRAY_BUFFER, id);
|
|
glBufferSubData(GL_ARRAY_BUFFER, offset, dataSize, data);
|
|
#endif
|
|
}
|
|
|
|
// Update vertex buffer elements with new data
|
|
// NOTE: dataSize and offset must be provided in bytes
|
|
void rlUpdateVertexBufferElements(unsigned int id, const void *data, int dataSize, int offset)
|
|
{
|
|
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, id);
|
|
glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, offset, dataSize, data);
|
|
#endif
|
|
}
|
|
|
|
// Enable vertex array object (VAO)
|
|
bool rlEnableVertexArray(unsigned int vaoId)
|
|
{
|
|
bool result = false;
|
|
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
if (RLGL.ExtSupported.vao)
|
|
{
|
|
glBindVertexArray(vaoId);
|
|
result = true;
|
|
}
|
|
#endif
|
|
return result;
|
|
}
|
|
|
|
// Disable vertex array object (VAO)
|
|
void rlDisableVertexArray(void)
|
|
{
|
|
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
if (RLGL.ExtSupported.vao) glBindVertexArray(0);
|
|
#endif
|
|
}
|
|
|
|
// Enable vertex attribute index
|
|
void rlEnableVertexAttribute(unsigned int index)
|
|
{
|
|
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
glEnableVertexAttribArray(index);
|
|
#endif
|
|
}
|
|
|
|
// Disable vertex attribute index
|
|
void rlDisableVertexAttribute(unsigned int index)
|
|
{
|
|
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
glDisableVertexAttribArray(index);
|
|
#endif
|
|
}
|
|
|
|
// Draw vertex array
|
|
void rlDrawVertexArray(int offset, int count)
|
|
{
|
|
glDrawArrays(GL_TRIANGLES, offset, count);
|
|
}
|
|
|
|
// Draw vertex array elements
|
|
void rlDrawVertexArrayElements(int offset, int count, const void *buffer)
|
|
{
|
|
// NOTE: Added pointer math separately from function to avoid UBSAN complaining
|
|
unsigned short *bufferPtr = (unsigned short *)buffer;
|
|
if (offset > 0) bufferPtr += offset;
|
|
|
|
glDrawElements(GL_TRIANGLES, count, GL_UNSIGNED_SHORT, (const unsigned short *)bufferPtr);
|
|
}
|
|
|
|
// Draw vertex array instanced
|
|
void rlDrawVertexArrayInstanced(int offset, int count, int instances)
|
|
{
|
|
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
glDrawArraysInstanced(GL_TRIANGLES, offset, count, instances);
|
|
#endif
|
|
}
|
|
|
|
// Draw vertex array elements instanced
|
|
void rlDrawVertexArrayElementsInstanced(int offset, int count, const void *buffer, int instances)
|
|
{
|
|
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
// NOTE: Added pointer math separately from function to avoid UBSAN complaining
|
|
unsigned short *bufferPtr = (unsigned short *)buffer;
|
|
if (offset > 0) bufferPtr += offset;
|
|
|
|
glDrawElementsInstanced(GL_TRIANGLES, count, GL_UNSIGNED_SHORT, (const unsigned short *)bufferPtr, instances);
|
|
#endif
|
|
}
|
|
|
|
// Enable vertex state pointer
|
|
void rlEnableStatePointer(int vertexAttribType, void *buffer)
|
|
{
|
|
#if defined(GRAPHICS_API_OPENGL_11)
|
|
if (buffer != NULL) glEnableClientState(vertexAttribType);
|
|
switch (vertexAttribType)
|
|
{
|
|
case GL_VERTEX_ARRAY: glVertexPointer(3, GL_FLOAT, 0, buffer); break;
|
|
case GL_TEXTURE_COORD_ARRAY: glTexCoordPointer(2, GL_FLOAT, 0, buffer); break;
|
|
case GL_NORMAL_ARRAY: if (buffer != NULL) glNormalPointer(GL_FLOAT, 0, buffer); break;
|
|
case GL_COLOR_ARRAY: if (buffer != NULL) glColorPointer(4, GL_UNSIGNED_BYTE, 0, buffer); break;
|
|
//case GL_INDEX_ARRAY: if (buffer != NULL) glIndexPointer(GL_SHORT, 0, buffer); break; // Indexed colors
|
|
default: break;
|
|
}
|
|
#endif
|
|
}
|
|
|
|
// Disable vertex state pointer
|
|
void rlDisableStatePointer(int vertexAttribType)
|
|
{
|
|
#if defined(GRAPHICS_API_OPENGL_11)
|
|
glDisableClientState(vertexAttribType);
|
|
#endif
|
|
}
|
|
|
|
// Load vertex array object (VAO)
|
|
unsigned int rlLoadVertexArray(void)
|
|
{
|
|
unsigned int vaoId = 0;
|
|
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
if (RLGL.ExtSupported.vao)
|
|
{
|
|
glGenVertexArrays(1, &vaoId);
|
|
}
|
|
#endif
|
|
return vaoId;
|
|
}
|
|
|
|
// Set vertex attribute
|
|
void rlSetVertexAttribute(unsigned int index, int compSize, int type, bool normalized, int stride, int offset)
|
|
{
|
|
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
// NOTE: Data type could be: GL_BYTE, GL_UNSIGNED_BYTE, GL_SHORT, GL_UNSIGNED_SHORT, GL_INT, GL_UNSIGNED_INT
|
|
// Additional types (depends on OpenGL version or extensions):
|
|
// - GL_HALF_FLOAT, GL_FLOAT, GL_DOUBLE, GL_FIXED,
|
|
// - GL_INT_2_10_10_10_REV, GL_UNSIGNED_INT_2_10_10_10_REV, GL_UNSIGNED_INT_10F_11F_11F_REV
|
|
|
|
size_t offsetNative = offset;
|
|
glVertexAttribPointer(index, compSize, type, normalized, stride, (void *)offsetNative);
|
|
#endif
|
|
}
|
|
|
|
// Set vertex attribute divisor
|
|
void rlSetVertexAttributeDivisor(unsigned int index, int divisor)
|
|
{
|
|
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
glVertexAttribDivisor(index, divisor);
|
|
#endif
|
|
}
|
|
|
|
// Unload vertex array object (VAO)
|
|
void rlUnloadVertexArray(unsigned int vaoId)
|
|
{
|
|
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
if (RLGL.ExtSupported.vao)
|
|
{
|
|
glBindVertexArray(0);
|
|
glDeleteVertexArrays(1, &vaoId);
|
|
TRACELOG(RL_LOG_INFO, "VAO: [ID %i] Unloaded vertex array data from VRAM (GPU)", vaoId);
|
|
}
|
|
#endif
|
|
}
|
|
|
|
// Unload vertex buffer (VBO)
|
|
void rlUnloadVertexBuffer(unsigned int vboId)
|
|
{
|
|
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
glDeleteBuffers(1, &vboId);
|
|
//TRACELOG(RL_LOG_INFO, "VBO: Unloaded vertex data from VRAM (GPU)");
|
|
#endif
|
|
}
|
|
|
|
// Shaders management
|
|
//-----------------------------------------------------------------------------------------------
|
|
// Load shader from code strings
|
|
// NOTE: If shader string is NULL, using default vertex/fragment shaders
|
|
unsigned int rlLoadShaderCode(const char *vsCode, const char *fsCode)
|
|
{
|
|
unsigned int id = 0;
|
|
|
|
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
unsigned int vertexShaderId = 0;
|
|
unsigned int fragmentShaderId = 0;
|
|
|
|
// Compile vertex shader (if provided)
|
|
// NOTE: If not vertex shader is provided, use default one
|
|
if (vsCode != NULL) vertexShaderId = rlCompileShader(vsCode, GL_VERTEX_SHADER);
|
|
else vertexShaderId = RLGL.State.defaultVShaderId;
|
|
|
|
// Compile fragment shader (if provided)
|
|
// NOTE: If not vertex shader is provided, use default one
|
|
if (fsCode != NULL) fragmentShaderId = rlCompileShader(fsCode, GL_FRAGMENT_SHADER);
|
|
else fragmentShaderId = RLGL.State.defaultFShaderId;
|
|
|
|
// In case vertex and fragment shader are the default ones, no need to recompile, we can just assign the default shader program id
|
|
if ((vertexShaderId == RLGL.State.defaultVShaderId) && (fragmentShaderId == RLGL.State.defaultFShaderId)) id = RLGL.State.defaultShaderId;
|
|
else if ((vertexShaderId > 0) && (fragmentShaderId > 0))
|
|
{
|
|
// One of or both shader are new, we need to compile a new shader program
|
|
id = rlLoadShaderProgram(vertexShaderId, fragmentShaderId);
|
|
|
|
// We can detach and delete vertex/fragment shaders (if not default ones)
|
|
// NOTE: We detach shader before deletion to make sure memory is freed
|
|
if (vertexShaderId != RLGL.State.defaultVShaderId)
|
|
{
|
|
// WARNING: Shader program linkage could fail and returned id is 0
|
|
if (id > 0) glDetachShader(id, vertexShaderId);
|
|
glDeleteShader(vertexShaderId);
|
|
}
|
|
if (fragmentShaderId != RLGL.State.defaultFShaderId)
|
|
{
|
|
// WARNING: Shader program linkage could fail and returned id is 0
|
|
if (id > 0) glDetachShader(id, fragmentShaderId);
|
|
glDeleteShader(fragmentShaderId);
|
|
}
|
|
|
|
// In case shader program loading failed, we assign default shader
|
|
if (id == 0)
|
|
{
|
|
// In case shader loading fails, we return the default shader
|
|
TRACELOG(RL_LOG_WARNING, "SHADER: Failed to load custom shader code, using default shader");
|
|
id = RLGL.State.defaultShaderId;
|
|
}
|
|
/*
|
|
else
|
|
{
|
|
// Get available shader uniforms
|
|
// NOTE: This information is useful for debug...
|
|
int uniformCount = -1;
|
|
glGetProgramiv(id, GL_ACTIVE_UNIFORMS, &uniformCount);
|
|
|
|
for (int i = 0; i < uniformCount; i++)
|
|
{
|
|
int namelen = -1;
|
|
int num = -1;
|
|
char name[256] = { 0 }; // Assume no variable names longer than 256
|
|
GLenum type = GL_ZERO;
|
|
|
|
// Get the name of the uniforms
|
|
glGetActiveUniform(id, i, sizeof(name) - 1, &namelen, &num, &type, name);
|
|
|
|
name[namelen] = 0;
|
|
TRACELOGD("SHADER: [ID %i] Active uniform (%s) set at location: %i", id, name, glGetUniformLocation(id, name));
|
|
}
|
|
}
|
|
*/
|
|
}
|
|
#endif
|
|
|
|
return id;
|
|
}
|
|
|
|
// Compile custom shader and return shader id
|
|
unsigned int rlCompileShader(const char *shaderCode, int type)
|
|
{
|
|
unsigned int shader = 0;
|
|
|
|
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
shader = glCreateShader(type);
|
|
glShaderSource(shader, 1, &shaderCode, NULL);
|
|
|
|
GLint success = 0;
|
|
glCompileShader(shader);
|
|
glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
|
|
|
|
if (success == GL_FALSE)
|
|
{
|
|
switch (type)
|
|
{
|
|
case GL_VERTEX_SHADER: TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Failed to compile vertex shader code", shader); break;
|
|
case GL_FRAGMENT_SHADER: TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Failed to compile fragment shader code", shader); break;
|
|
//case GL_GEOMETRY_SHADER:
|
|
#if defined(GRAPHICS_API_OPENGL_43)
|
|
case GL_COMPUTE_SHADER: TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Failed to compile compute shader code", shader); break;
|
|
#elif defined(GRAPHICS_API_OPENGL_33)
|
|
case GL_COMPUTE_SHADER: TRACELOG(RL_LOG_WARNING, "SHADER: Compute shaders not enabled. Define GRAPHICS_API_OPENGL_43", shader); break;
|
|
#endif
|
|
default: break;
|
|
}
|
|
|
|
int maxLength = 0;
|
|
glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &maxLength);
|
|
|
|
if (maxLength > 0)
|
|
{
|
|
int length = 0;
|
|
char *log = (char *)RL_CALLOC(maxLength, sizeof(char));
|
|
glGetShaderInfoLog(shader, maxLength, &length, log);
|
|
TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Compile error: %s", shader, log);
|
|
RL_FREE(log);
|
|
}
|
|
|
|
// Unload object allocated by glCreateShader(),
|
|
// despite failing in the compilation process
|
|
glDeleteShader(shader);
|
|
shader = 0;
|
|
}
|
|
else
|
|
{
|
|
switch (type)
|
|
{
|
|
case GL_VERTEX_SHADER: TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Vertex shader compiled successfully", shader); break;
|
|
case GL_FRAGMENT_SHADER: TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Fragment shader compiled successfully", shader); break;
|
|
//case GL_GEOMETRY_SHADER:
|
|
#if defined(GRAPHICS_API_OPENGL_43)
|
|
case GL_COMPUTE_SHADER: TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Compute shader compiled successfully", shader); break;
|
|
#elif defined(GRAPHICS_API_OPENGL_33)
|
|
case GL_COMPUTE_SHADER: TRACELOG(RL_LOG_WARNING, "SHADER: Compute shaders not enabled. Define GRAPHICS_API_OPENGL_43", shader); break;
|
|
#endif
|
|
default: break;
|
|
}
|
|
}
|
|
#endif
|
|
|
|
return shader;
|
|
}
|
|
|
|
// Load custom shader strings and return program id
|
|
unsigned int rlLoadShaderProgram(unsigned int vShaderId, unsigned int fShaderId)
|
|
{
|
|
unsigned int program = 0;
|
|
|
|
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
GLint success = 0;
|
|
program = glCreateProgram();
|
|
|
|
glAttachShader(program, vShaderId);
|
|
glAttachShader(program, fShaderId);
|
|
|
|
// NOTE: Default attribute shader locations must be Bound before linking
|
|
glBindAttribLocation(program, RL_DEFAULT_SHADER_ATTRIB_LOCATION_POSITION, RL_DEFAULT_SHADER_ATTRIB_NAME_POSITION);
|
|
glBindAttribLocation(program, RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD, RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD);
|
|
glBindAttribLocation(program, RL_DEFAULT_SHADER_ATTRIB_LOCATION_NORMAL, RL_DEFAULT_SHADER_ATTRIB_NAME_NORMAL);
|
|
glBindAttribLocation(program, RL_DEFAULT_SHADER_ATTRIB_LOCATION_COLOR, RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR);
|
|
glBindAttribLocation(program, RL_DEFAULT_SHADER_ATTRIB_LOCATION_TANGENT, RL_DEFAULT_SHADER_ATTRIB_NAME_TANGENT);
|
|
glBindAttribLocation(program, RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD2, RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2);
|
|
glBindAttribLocation(program, RL_DEFAULT_SHADER_ATTRIB_LOCATION_INSTANCE_TX, RL_DEFAULT_SHADER_ATTRIB_NAME_INSTANCE_TX);
|
|
|
|
#ifdef RL_SUPPORT_MESH_GPU_SKINNING
|
|
glBindAttribLocation(program, RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEIDS, RL_DEFAULT_SHADER_ATTRIB_NAME_BONEIDS);
|
|
glBindAttribLocation(program, RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEWEIGHTS, RL_DEFAULT_SHADER_ATTRIB_NAME_BONEWEIGHTS);
|
|
#endif
|
|
|
|
// 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(RL_LOG_WARNING, "SHADER: [ID %i] Failed to link shader program", program);
|
|
|
|
int maxLength = 0;
|
|
glGetProgramiv(program, GL_INFO_LOG_LENGTH, &maxLength);
|
|
|
|
if (maxLength > 0)
|
|
{
|
|
int length = 0;
|
|
char *log = (char *)RL_CALLOC(maxLength, sizeof(char));
|
|
glGetProgramInfoLog(program, maxLength, &length, log);
|
|
TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Link error: %s", program, log);
|
|
RL_FREE(log);
|
|
}
|
|
|
|
glDeleteProgram(program);
|
|
|
|
program = 0;
|
|
}
|
|
else
|
|
{
|
|
// Get the size of compiled shader program (not available on OpenGL ES 2.0)
|
|
// NOTE: If GL_LINK_STATUS is GL_FALSE, program binary length is zero
|
|
//GLint binarySize = 0;
|
|
//glGetProgramiv(id, GL_PROGRAM_BINARY_LENGTH, &binarySize);
|
|
|
|
TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Program shader loaded successfully", program);
|
|
}
|
|
#endif
|
|
return program;
|
|
}
|
|
|
|
// Unload shader program
|
|
void rlUnloadShaderProgram(unsigned int id)
|
|
{
|
|
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
glDeleteProgram(id);
|
|
|
|
TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Unloaded shader program data from VRAM (GPU)", id);
|
|
#endif
|
|
}
|
|
|
|
// Get shader location uniform
|
|
int rlGetLocationUniform(unsigned int shaderId, const char *uniformName)
|
|
{
|
|
int location = -1;
|
|
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
location = glGetUniformLocation(shaderId, uniformName);
|
|
|
|
//if (location == -1) TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Failed to find shader uniform: %s", shaderId, uniformName);
|
|
//else TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Shader uniform (%s) set at location: %i", shaderId, uniformName, location);
|
|
#endif
|
|
return location;
|
|
}
|
|
|
|
// Get shader location attribute
|
|
int rlGetLocationAttrib(unsigned int shaderId, const char *attribName)
|
|
{
|
|
int location = -1;
|
|
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
location = glGetAttribLocation(shaderId, attribName);
|
|
|
|
//if (location == -1) TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Failed to find shader attribute: %s", shaderId, attribName);
|
|
//else TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Shader attribute (%s) set at location: %i", shaderId, attribName, location);
|
|
#endif
|
|
return location;
|
|
}
|
|
|
|
// Set shader value uniform
|
|
void rlSetUniform(int locIndex, const void *value, int uniformType, int count)
|
|
{
|
|
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
switch (uniformType)
|
|
{
|
|
case RL_SHADER_UNIFORM_FLOAT: glUniform1fv(locIndex, count, (float *)value); break;
|
|
case RL_SHADER_UNIFORM_VEC2: glUniform2fv(locIndex, count, (float *)value); break;
|
|
case RL_SHADER_UNIFORM_VEC3: glUniform3fv(locIndex, count, (float *)value); break;
|
|
case RL_SHADER_UNIFORM_VEC4: glUniform4fv(locIndex, count, (float *)value); break;
|
|
case RL_SHADER_UNIFORM_INT: glUniform1iv(locIndex, count, (int *)value); break;
|
|
case RL_SHADER_UNIFORM_IVEC2: glUniform2iv(locIndex, count, (int *)value); break;
|
|
case RL_SHADER_UNIFORM_IVEC3: glUniform3iv(locIndex, count, (int *)value); break;
|
|
case RL_SHADER_UNIFORM_IVEC4: glUniform4iv(locIndex, count, (int *)value); break;
|
|
#if !defined(GRAPHICS_API_OPENGL_ES2)
|
|
case RL_SHADER_UNIFORM_UINT: glUniform1uiv(locIndex, count, (unsigned int *)value); break;
|
|
case RL_SHADER_UNIFORM_UIVEC2: glUniform2uiv(locIndex, count, (unsigned int *)value); break;
|
|
case RL_SHADER_UNIFORM_UIVEC3: glUniform3uiv(locIndex, count, (unsigned int *)value); break;
|
|
case RL_SHADER_UNIFORM_UIVEC4: glUniform4uiv(locIndex, count, (unsigned int *)value); break;
|
|
#endif
|
|
case RL_SHADER_UNIFORM_SAMPLER2D: glUniform1iv(locIndex, count, (int *)value); break;
|
|
default: TRACELOG(RL_LOG_WARNING, "SHADER: Failed to set uniform value, data type not recognized");
|
|
|
|
// TODO: Support glUniform1uiv(), glUniform2uiv(), glUniform3uiv(), glUniform4uiv()
|
|
}
|
|
#endif
|
|
}
|
|
|
|
// Set shader value attribute
|
|
void rlSetVertexAttributeDefault(int locIndex, const void *value, int attribType, int count)
|
|
{
|
|
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
switch (attribType)
|
|
{
|
|
case RL_SHADER_ATTRIB_FLOAT: if (count == 1) glVertexAttrib1fv(locIndex, (float *)value); break;
|
|
case RL_SHADER_ATTRIB_VEC2: if (count == 2) glVertexAttrib2fv(locIndex, (float *)value); break;
|
|
case RL_SHADER_ATTRIB_VEC3: if (count == 3) glVertexAttrib3fv(locIndex, (float *)value); break;
|
|
case RL_SHADER_ATTRIB_VEC4: if (count == 4) glVertexAttrib4fv(locIndex, (float *)value); break;
|
|
default: TRACELOG(RL_LOG_WARNING, "SHADER: Failed to set attrib default value, data type not recognized");
|
|
}
|
|
#endif
|
|
}
|
|
|
|
// Set shader value uniform matrix
|
|
void rlSetUniformMatrix(int locIndex, Matrix mat)
|
|
{
|
|
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
float matfloat[16] = {
|
|
mat.m0, mat.m1, mat.m2, mat.m3,
|
|
mat.m4, mat.m5, mat.m6, mat.m7,
|
|
mat.m8, mat.m9, mat.m10, mat.m11,
|
|
mat.m12, mat.m13, mat.m14, mat.m15
|
|
};
|
|
glUniformMatrix4fv(locIndex, 1, false, matfloat);
|
|
#endif
|
|
}
|
|
|
|
// Set shader value uniform matrix
|
|
void rlSetUniformMatrices(int locIndex, const Matrix *matrices, int count)
|
|
{
|
|
#if defined(GRAPHICS_API_OPENGL_33)
|
|
glUniformMatrix4fv(locIndex, count, true, (const float *)matrices);
|
|
#elif defined(GRAPHICS_API_OPENGL_ES2)
|
|
// WARNING: WebGL does not support Matrix transpose ("true" parameter)
|
|
// REF: https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/uniformMatrix
|
|
glUniformMatrix4fv(locIndex, count, false, (const float *)matrices);
|
|
#endif
|
|
}
|
|
|
|
// Set shader value uniform sampler
|
|
void rlSetUniformSampler(int locIndex, unsigned int textureId)
|
|
{
|
|
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
// Check if texture is already active
|
|
for (int i = 0; i < RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS; i++)
|
|
{
|
|
if (RLGL.State.activeTextureId[i] == textureId)
|
|
{
|
|
glUniform1i(locIndex, 1 + i);
|
|
return;
|
|
}
|
|
}
|
|
|
|
// Register a new active texture for the internal batch system
|
|
// NOTE: Default texture is always activated as GL_TEXTURE0
|
|
for (int i = 0; i < RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS; i++)
|
|
{
|
|
if (RLGL.State.activeTextureId[i] == 0)
|
|
{
|
|
glUniform1i(locIndex, 1 + i); // Activate new texture unit
|
|
RLGL.State.activeTextureId[i] = textureId; // Save texture id for binding on drawing
|
|
break;
|
|
}
|
|
}
|
|
#endif
|
|
}
|
|
|
|
// Set shader currently active (id and locations)
|
|
void rlSetShader(unsigned int id, int *locs)
|
|
{
|
|
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
if (RLGL.State.currentShaderId != id)
|
|
{
|
|
rlDrawRenderBatch(RLGL.currentBatch);
|
|
RLGL.State.currentShaderId = id;
|
|
RLGL.State.currentShaderLocs = locs;
|
|
}
|
|
#endif
|
|
}
|
|
|
|
// Load compute shader program
|
|
unsigned int rlLoadComputeShaderProgram(unsigned int shaderId)
|
|
{
|
|
unsigned int program = 0;
|
|
|
|
#if defined(GRAPHICS_API_OPENGL_43)
|
|
GLint success = 0;
|
|
program = glCreateProgram();
|
|
glAttachShader(program, shaderId);
|
|
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(RL_LOG_WARNING, "SHADER: [ID %i] Failed to link compute shader program", program);
|
|
|
|
int maxLength = 0;
|
|
glGetProgramiv(program, GL_INFO_LOG_LENGTH, &maxLength);
|
|
|
|
if (maxLength > 0)
|
|
{
|
|
int length = 0;
|
|
char *log = (char *)RL_CALLOC(maxLength, sizeof(char));
|
|
glGetProgramInfoLog(program, maxLength, &length, log);
|
|
TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Link error: %s", program, log);
|
|
RL_FREE(log);
|
|
}
|
|
|
|
glDeleteProgram(program);
|
|
|
|
program = 0;
|
|
}
|
|
else
|
|
{
|
|
// Get the size of compiled shader program (not available on OpenGL ES 2.0)
|
|
// NOTE: If GL_LINK_STATUS is GL_FALSE, program binary length is zero
|
|
//GLint binarySize = 0;
|
|
//glGetProgramiv(id, GL_PROGRAM_BINARY_LENGTH, &binarySize);
|
|
|
|
TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Compute shader program loaded successfully", program);
|
|
}
|
|
#else
|
|
TRACELOG(RL_LOG_WARNING, "SHADER: Compute shaders not enabled. Define GRAPHICS_API_OPENGL_43");
|
|
#endif
|
|
|
|
return program;
|
|
}
|
|
|
|
// Dispatch compute shader (equivalent to *draw* for graphics pilepine)
|
|
void rlComputeShaderDispatch(unsigned int groupX, unsigned int groupY, unsigned int groupZ)
|
|
{
|
|
#if defined(GRAPHICS_API_OPENGL_43)
|
|
glDispatchCompute(groupX, groupY, groupZ);
|
|
#endif
|
|
}
|
|
|
|
// Load shader storage buffer object (SSBO)
|
|
unsigned int rlLoadShaderBuffer(unsigned int size, const void *data, int usageHint)
|
|
{
|
|
unsigned int ssbo = 0;
|
|
|
|
#if defined(GRAPHICS_API_OPENGL_43)
|
|
glGenBuffers(1, &ssbo);
|
|
glBindBuffer(GL_SHADER_STORAGE_BUFFER, ssbo);
|
|
glBufferData(GL_SHADER_STORAGE_BUFFER, size, data, usageHint? usageHint : RL_STREAM_COPY);
|
|
if (data == NULL) glClearBufferData(GL_SHADER_STORAGE_BUFFER, GL_R8UI, GL_RED_INTEGER, GL_UNSIGNED_BYTE, NULL); // Clear buffer data to 0
|
|
glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
|
|
#else
|
|
TRACELOG(RL_LOG_WARNING, "SSBO: SSBO not enabled. Define GRAPHICS_API_OPENGL_43");
|
|
#endif
|
|
|
|
return ssbo;
|
|
}
|
|
|
|
// Unload shader storage buffer object (SSBO)
|
|
void rlUnloadShaderBuffer(unsigned int ssboId)
|
|
{
|
|
#if defined(GRAPHICS_API_OPENGL_43)
|
|
glDeleteBuffers(1, &ssboId);
|
|
#else
|
|
TRACELOG(RL_LOG_WARNING, "SSBO: SSBO not enabled. Define GRAPHICS_API_OPENGL_43");
|
|
#endif
|
|
|
|
}
|
|
|
|
// Update SSBO buffer data
|
|
void rlUpdateShaderBuffer(unsigned int id, const void *data, unsigned int dataSize, unsigned int offset)
|
|
{
|
|
#if defined(GRAPHICS_API_OPENGL_43)
|
|
glBindBuffer(GL_SHADER_STORAGE_BUFFER, id);
|
|
glBufferSubData(GL_SHADER_STORAGE_BUFFER, offset, dataSize, data);
|
|
#endif
|
|
}
|
|
|
|
// Get SSBO buffer size
|
|
unsigned int rlGetShaderBufferSize(unsigned int id)
|
|
{
|
|
#if defined(GRAPHICS_API_OPENGL_43)
|
|
GLint64 size = 0;
|
|
glBindBuffer(GL_SHADER_STORAGE_BUFFER, id);
|
|
glGetBufferParameteri64v(GL_SHADER_STORAGE_BUFFER, GL_BUFFER_SIZE, &size);
|
|
return (size > 0)? (unsigned int)size : 0;
|
|
#else
|
|
return 0;
|
|
#endif
|
|
}
|
|
|
|
// Read SSBO buffer data (GPU->CPU)
|
|
void rlReadShaderBuffer(unsigned int id, void *dest, unsigned int count, unsigned int offset)
|
|
{
|
|
#if defined(GRAPHICS_API_OPENGL_43)
|
|
glBindBuffer(GL_SHADER_STORAGE_BUFFER, id);
|
|
glGetBufferSubData(GL_SHADER_STORAGE_BUFFER, offset, count, dest);
|
|
#endif
|
|
}
|
|
|
|
// Bind SSBO buffer
|
|
void rlBindShaderBuffer(unsigned int id, unsigned int index)
|
|
{
|
|
#if defined(GRAPHICS_API_OPENGL_43)
|
|
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, index, id);
|
|
#endif
|
|
}
|
|
|
|
// Copy SSBO buffer data
|
|
void rlCopyShaderBuffer(unsigned int destId, unsigned int srcId, unsigned int destOffset, unsigned int srcOffset, unsigned int count)
|
|
{
|
|
#if defined(GRAPHICS_API_OPENGL_43)
|
|
glBindBuffer(GL_COPY_READ_BUFFER, srcId);
|
|
glBindBuffer(GL_COPY_WRITE_BUFFER, destId);
|
|
glCopyBufferSubData(GL_COPY_READ_BUFFER, GL_COPY_WRITE_BUFFER, srcOffset, destOffset, count);
|
|
#endif
|
|
}
|
|
|
|
// Bind image texture
|
|
void rlBindImageTexture(unsigned int id, unsigned int index, int format, bool readonly)
|
|
{
|
|
#if defined(GRAPHICS_API_OPENGL_43)
|
|
unsigned int glInternalFormat = 0, glFormat = 0, glType = 0;
|
|
|
|
rlGetGlTextureFormats(format, &glInternalFormat, &glFormat, &glType);
|
|
glBindImageTexture(index, id, 0, 0, 0, readonly? GL_READ_ONLY : GL_READ_WRITE, glInternalFormat);
|
|
#else
|
|
TRACELOG(RL_LOG_WARNING, "TEXTURE: Image texture binding not enabled. Define GRAPHICS_API_OPENGL_43");
|
|
#endif
|
|
}
|
|
|
|
// Matrix state management
|
|
//-----------------------------------------------------------------------------------------
|
|
// Get internal modelview matrix
|
|
Matrix rlGetMatrixModelview(void)
|
|
{
|
|
Matrix matrix = rlMatrixIdentity();
|
|
#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;
|
|
}
|
|
|
|
// Get internal projection matrix
|
|
Matrix rlGetMatrixProjection(void)
|
|
{
|
|
#if defined(GRAPHICS_API_OPENGL_11)
|
|
float mat[16];
|
|
glGetFloatv(GL_PROJECTION_MATRIX,mat);
|
|
Matrix m;
|
|
m.m0 = mat[0];
|
|
m.m1 = mat[1];
|
|
m.m2 = mat[2];
|
|
m.m3 = mat[3];
|
|
m.m4 = mat[4];
|
|
m.m5 = mat[5];
|
|
m.m6 = mat[6];
|
|
m.m7 = mat[7];
|
|
m.m8 = mat[8];
|
|
m.m9 = mat[9];
|
|
m.m10 = mat[10];
|
|
m.m11 = mat[11];
|
|
m.m12 = mat[12];
|
|
m.m13 = mat[13];
|
|
m.m14 = mat[14];
|
|
m.m15 = mat[15];
|
|
return m;
|
|
#else
|
|
return RLGL.State.projection;
|
|
#endif
|
|
}
|
|
|
|
// Get internal accumulated transform matrix
|
|
Matrix rlGetMatrixTransform(void)
|
|
{
|
|
Matrix mat = rlMatrixIdentity();
|
|
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
// TODO: Consider possible transform matrices in the RLGL.State.stack
|
|
// Is this the right order? or should we start with the first stored matrix instead of the last one?
|
|
//Matrix matStackTransform = rlMatrixIdentity();
|
|
//for (int i = RLGL.State.stackCounter; i > 0; i--) matStackTransform = rlMatrixMultiply(RLGL.State.stack[i], matStackTransform);
|
|
mat = RLGL.State.transform;
|
|
#endif
|
|
return mat;
|
|
}
|
|
|
|
// Get internal projection matrix for stereo render (selected eye)
|
|
Matrix rlGetMatrixProjectionStereo(int eye)
|
|
{
|
|
Matrix mat = rlMatrixIdentity();
|
|
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
mat = RLGL.State.projectionStereo[eye];
|
|
#endif
|
|
return mat;
|
|
}
|
|
|
|
// Get internal view offset matrix for stereo render (selected eye)
|
|
Matrix rlGetMatrixViewOffsetStereo(int eye)
|
|
{
|
|
Matrix mat = rlMatrixIdentity();
|
|
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
mat = RLGL.State.viewOffsetStereo[eye];
|
|
#endif
|
|
return mat;
|
|
}
|
|
|
|
// Set a custom modelview matrix (replaces internal modelview matrix)
|
|
void rlSetMatrixModelview(Matrix view)
|
|
{
|
|
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
RLGL.State.modelview = view;
|
|
#endif
|
|
}
|
|
|
|
// Set a custom projection matrix (replaces internal projection matrix)
|
|
void rlSetMatrixProjection(Matrix projection)
|
|
{
|
|
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
RLGL.State.projection = projection;
|
|
#endif
|
|
}
|
|
|
|
// Set eyes projection matrices for stereo rendering
|
|
void rlSetMatrixProjectionStereo(Matrix right, Matrix left)
|
|
{
|
|
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
RLGL.State.projectionStereo[0] = right;
|
|
RLGL.State.projectionStereo[1] = left;
|
|
#endif
|
|
}
|
|
|
|
// Set eyes view offsets matrices for stereo rendering
|
|
void rlSetMatrixViewOffsetStereo(Matrix right, Matrix left)
|
|
{
|
|
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
RLGL.State.viewOffsetStereo[0] = right;
|
|
RLGL.State.viewOffsetStereo[1] = left;
|
|
#endif
|
|
}
|
|
|
|
// Load and draw a quad in NDC
|
|
void rlLoadDrawQuad(void)
|
|
{
|
|
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
unsigned int quadVAO = 0;
|
|
unsigned int quadVBO = 0;
|
|
|
|
float vertices[] = {
|
|
// Positions Texcoords
|
|
-1.0f, 1.0f, 0.0f, 0.0f, 1.0f,
|
|
-1.0f, -1.0f, 0.0f, 0.0f, 0.0f,
|
|
1.0f, 1.0f, 0.0f, 1.0f, 1.0f,
|
|
1.0f, -1.0f, 0.0f, 1.0f, 0.0f,
|
|
};
|
|
|
|
// Gen VAO to contain VBO
|
|
glGenVertexArrays(1, &quadVAO);
|
|
glBindVertexArray(quadVAO);
|
|
|
|
// Gen and fill vertex buffer (VBO)
|
|
glGenBuffers(1, &quadVBO);
|
|
glBindBuffer(GL_ARRAY_BUFFER, quadVBO);
|
|
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), &vertices, GL_STATIC_DRAW);
|
|
|
|
// Bind vertex attributes (position, texcoords)
|
|
glEnableVertexAttribArray(RL_DEFAULT_SHADER_ATTRIB_LOCATION_POSITION);
|
|
glVertexAttribPointer(RL_DEFAULT_SHADER_ATTRIB_LOCATION_POSITION, 3, GL_FLOAT, GL_FALSE, 5*sizeof(float), (void *)0); // Positions
|
|
glEnableVertexAttribArray(RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD);
|
|
glVertexAttribPointer(RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD, 2, GL_FLOAT, GL_FALSE, 5*sizeof(float), (void *)(3*sizeof(float))); // Texcoords
|
|
|
|
// Draw quad
|
|
glBindVertexArray(quadVAO);
|
|
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
|
|
glBindVertexArray(0);
|
|
|
|
// Delete buffers (VBO and VAO)
|
|
glDeleteBuffers(1, &quadVBO);
|
|
glDeleteVertexArrays(1, &quadVAO);
|
|
#endif
|
|
}
|
|
|
|
// Load and draw a cube in NDC
|
|
void rlLoadDrawCube(void)
|
|
{
|
|
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
unsigned int cubeVAO = 0;
|
|
unsigned int cubeVBO = 0;
|
|
|
|
float vertices[] = {
|
|
// Positions Normals Texcoords
|
|
-1.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f,
|
|
1.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f,
|
|
1.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 1.0f, 0.0f,
|
|
1.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f,
|
|
-1.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f,
|
|
-1.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 1.0f,
|
|
-1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f,
|
|
1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f,
|
|
1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f,
|
|
1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f,
|
|
-1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f,
|
|
-1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f,
|
|
-1.0f, 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
|
|
-1.0f, 1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 1.0f,
|
|
-1.0f, -1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
|
|
-1.0f, -1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
|
|
-1.0f, -1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f,
|
|
-1.0f, 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
|
|
1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
|
|
1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
|
|
1.0f, 1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f,
|
|
1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
|
|
1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
|
|
1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f,
|
|
-1.0f, -1.0f, -1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f,
|
|
1.0f, -1.0f, -1.0f, 0.0f, -1.0f, 0.0f, 1.0f, 1.0f,
|
|
1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f,
|
|
1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f,
|
|
-1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 0.0f,
|
|
-1.0f, -1.0f, -1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f,
|
|
-1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f,
|
|
1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f,
|
|
1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f,
|
|
1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f,
|
|
-1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f,
|
|
-1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f
|
|
};
|
|
|
|
// Gen VAO to contain VBO
|
|
glGenVertexArrays(1, &cubeVAO);
|
|
glBindVertexArray(cubeVAO);
|
|
|
|
// Gen and fill vertex buffer (VBO)
|
|
glGenBuffers(1, &cubeVBO);
|
|
glBindBuffer(GL_ARRAY_BUFFER, cubeVBO);
|
|
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
|
|
|
|
// Bind vertex attributes (position, normals, texcoords)
|
|
glBindVertexArray(cubeVAO);
|
|
glEnableVertexAttribArray(RL_DEFAULT_SHADER_ATTRIB_LOCATION_POSITION);
|
|
glVertexAttribPointer(RL_DEFAULT_SHADER_ATTRIB_LOCATION_POSITION, 3, GL_FLOAT, GL_FALSE, 8*sizeof(float), (void *)0); // Positions
|
|
glEnableVertexAttribArray(RL_DEFAULT_SHADER_ATTRIB_LOCATION_NORMAL);
|
|
glVertexAttribPointer(RL_DEFAULT_SHADER_ATTRIB_LOCATION_NORMAL, 3, GL_FLOAT, GL_FALSE, 8*sizeof(float), (void *)(3*sizeof(float))); // Normals
|
|
glEnableVertexAttribArray(RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD);
|
|
glVertexAttribPointer(RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD, 2, GL_FLOAT, GL_FALSE, 8*sizeof(float), (void *)(6*sizeof(float))); // Texcoords
|
|
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
|
glBindVertexArray(0);
|
|
|
|
// Draw cube
|
|
glBindVertexArray(cubeVAO);
|
|
glDrawArrays(GL_TRIANGLES, 0, 36);
|
|
glBindVertexArray(0);
|
|
|
|
// Delete VBO and VAO
|
|
glDeleteBuffers(1, &cubeVBO);
|
|
glDeleteVertexArrays(1, &cubeVAO);
|
|
#endif
|
|
}
|
|
|
|
// Get name string for pixel format
|
|
const char *rlGetPixelFormatName(unsigned int format)
|
|
{
|
|
switch (format)
|
|
{
|
|
case RL_PIXELFORMAT_UNCOMPRESSED_GRAYSCALE: return "GRAYSCALE"; break; // 8 bit per pixel (no alpha)
|
|
case RL_PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA: return "GRAY_ALPHA"; break; // 8*2 bpp (2 channels)
|
|
case RL_PIXELFORMAT_UNCOMPRESSED_R5G6B5: return "R5G6B5"; break; // 16 bpp
|
|
case RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8: return "R8G8B8"; break; // 24 bpp
|
|
case RL_PIXELFORMAT_UNCOMPRESSED_R5G5B5A1: return "R5G5B5A1"; break; // 16 bpp (1 bit alpha)
|
|
case RL_PIXELFORMAT_UNCOMPRESSED_R4G4B4A4: return "R4G4B4A4"; break; // 16 bpp (4 bit alpha)
|
|
case RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8A8: return "R8G8B8A8"; break; // 32 bpp
|
|
case RL_PIXELFORMAT_UNCOMPRESSED_R32: return "R32"; break; // 32 bpp (1 channel - float)
|
|
case RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32: return "R32G32B32"; break; // 32*3 bpp (3 channels - float)
|
|
case RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32A32: return "R32G32B32A32"; break; // 32*4 bpp (4 channels - float)
|
|
case RL_PIXELFORMAT_UNCOMPRESSED_R16: return "R16"; break; // 16 bpp (1 channel - half float)
|
|
case RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16: return "R16G16B16"; break; // 16*3 bpp (3 channels - half float)
|
|
case RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16A16: return "R16G16B16A16"; break; // 16*4 bpp (4 channels - half float)
|
|
case RL_PIXELFORMAT_COMPRESSED_DXT1_RGB: return "DXT1_RGB"; break; // 4 bpp (no alpha)
|
|
case RL_PIXELFORMAT_COMPRESSED_DXT1_RGBA: return "DXT1_RGBA"; break; // 4 bpp (1 bit alpha)
|
|
case RL_PIXELFORMAT_COMPRESSED_DXT3_RGBA: return "DXT3_RGBA"; break; // 8 bpp
|
|
case RL_PIXELFORMAT_COMPRESSED_DXT5_RGBA: return "DXT5_RGBA"; break; // 8 bpp
|
|
case RL_PIXELFORMAT_COMPRESSED_ETC1_RGB: return "ETC1_RGB"; break; // 4 bpp
|
|
case RL_PIXELFORMAT_COMPRESSED_ETC2_RGB: return "ETC2_RGB"; break; // 4 bpp
|
|
case RL_PIXELFORMAT_COMPRESSED_ETC2_EAC_RGBA: return "ETC2_RGBA"; break; // 8 bpp
|
|
case RL_PIXELFORMAT_COMPRESSED_PVRT_RGB: return "PVRT_RGB"; break; // 4 bpp
|
|
case RL_PIXELFORMAT_COMPRESSED_PVRT_RGBA: return "PVRT_RGBA"; break; // 4 bpp
|
|
case RL_PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA: return "ASTC_4x4_RGBA"; break; // 8 bpp
|
|
case RL_PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA: return "ASTC_8x8_RGBA"; break; // 2 bpp
|
|
default: return "UNKNOWN"; break;
|
|
}
|
|
}
|
|
|
|
//----------------------------------------------------------------------------------
|
|
// Module Functions Definition
|
|
//----------------------------------------------------------------------------------
|
|
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
// Load default shader (just vertex positioning and texture coloring)
|
|
// NOTE: This shader program is used for internal buffers
|
|
// NOTE: Loaded: RLGL.State.defaultShaderId, RLGL.State.defaultShaderLocs
|
|
static void rlLoadShaderDefault(void)
|
|
{
|
|
RLGL.State.defaultShaderLocs = (int *)RL_CALLOC(RL_MAX_SHADER_LOCATIONS, sizeof(int));
|
|
|
|
// NOTE: All locations must be reseted to -1 (no location)
|
|
for (int i = 0; i < RL_MAX_SHADER_LOCATIONS; i++) RLGL.State.defaultShaderLocs[i] = -1;
|
|
|
|
// Vertex shader directly defined, no external file required
|
|
const char *defaultVShaderCode =
|
|
#if defined(GRAPHICS_API_OPENGL_21)
|
|
"#version 120 \n"
|
|
"attribute vec3 vertexPosition; \n"
|
|
"attribute vec2 vertexTexCoord; \n"
|
|
"attribute vec4 vertexColor; \n"
|
|
"varying vec2 fragTexCoord; \n"
|
|
"varying vec4 fragColor; \n"
|
|
#elif defined(GRAPHICS_API_OPENGL_33)
|
|
"#version 330 \n"
|
|
"in vec3 vertexPosition; \n"
|
|
"in vec2 vertexTexCoord; \n"
|
|
"in vec4 vertexColor; \n"
|
|
"out vec2 fragTexCoord; \n"
|
|
"out vec4 fragColor; \n"
|
|
#endif
|
|
|
|
#if defined(GRAPHICS_API_OPENGL_ES3)
|
|
"#version 300 es \n"
|
|
"precision mediump float; \n" // Precision required for OpenGL ES3 (WebGL 2) (on some browsers)
|
|
"in vec3 vertexPosition; \n"
|
|
"in vec2 vertexTexCoord; \n"
|
|
"in vec4 vertexColor; \n"
|
|
"out vec2 fragTexCoord; \n"
|
|
"out vec4 fragColor; \n"
|
|
#elif defined(GRAPHICS_API_OPENGL_ES2)
|
|
"#version 100 \n"
|
|
"precision mediump float; \n" // Precision required for OpenGL ES2 (WebGL) (on some browsers)
|
|
"attribute vec3 vertexPosition; \n"
|
|
"attribute vec2 vertexTexCoord; \n"
|
|
"attribute vec4 vertexColor; \n"
|
|
"varying vec2 fragTexCoord; \n"
|
|
"varying vec4 fragColor; \n"
|
|
#endif
|
|
|
|
"uniform mat4 mvp; \n"
|
|
"void main() \n"
|
|
"{ \n"
|
|
" fragTexCoord = vertexTexCoord; \n"
|
|
" fragColor = vertexColor; \n"
|
|
" gl_Position = mvp*vec4(vertexPosition, 1.0); \n"
|
|
"} \n";
|
|
|
|
// Fragment shader directly defined, no external file required
|
|
const char *defaultFShaderCode =
|
|
#if defined(GRAPHICS_API_OPENGL_21)
|
|
"#version 120 \n"
|
|
"varying vec2 fragTexCoord; \n"
|
|
"varying vec4 fragColor; \n"
|
|
"uniform sampler2D texture0; \n"
|
|
"uniform vec4 colDiffuse; \n"
|
|
"void main() \n"
|
|
"{ \n"
|
|
" vec4 texelColor = texture2D(texture0, fragTexCoord); \n"
|
|
" gl_FragColor = texelColor*colDiffuse*fragColor; \n"
|
|
"} \n";
|
|
#elif defined(GRAPHICS_API_OPENGL_33)
|
|
"#version 330 \n"
|
|
"in vec2 fragTexCoord; \n"
|
|
"in vec4 fragColor; \n"
|
|
"out vec4 finalColor; \n"
|
|
"uniform sampler2D texture0; \n"
|
|
"uniform vec4 colDiffuse; \n"
|
|
"void main() \n"
|
|
"{ \n"
|
|
" vec4 texelColor = texture(texture0, fragTexCoord); \n"
|
|
" finalColor = texelColor*colDiffuse*fragColor; \n"
|
|
"} \n";
|
|
#endif
|
|
|
|
#if defined(GRAPHICS_API_OPENGL_ES3)
|
|
"#version 300 es \n"
|
|
"precision mediump float; \n" // Precision required for OpenGL ES3 (WebGL 2)
|
|
"in vec2 fragTexCoord; \n"
|
|
"in vec4 fragColor; \n"
|
|
"out vec4 finalColor; \n"
|
|
"uniform sampler2D texture0; \n"
|
|
"uniform vec4 colDiffuse; \n"
|
|
"void main() \n"
|
|
"{ \n"
|
|
" vec4 texelColor = texture(texture0, fragTexCoord); \n"
|
|
" finalColor = texelColor*colDiffuse*fragColor; \n"
|
|
"} \n";
|
|
#elif defined(GRAPHICS_API_OPENGL_ES2)
|
|
"#version 100 \n"
|
|
"precision mediump float; \n" // Precision required for OpenGL ES2 (WebGL)
|
|
"varying vec2 fragTexCoord; \n"
|
|
"varying vec4 fragColor; \n"
|
|
"uniform sampler2D texture0; \n"
|
|
"uniform vec4 colDiffuse; \n"
|
|
"void main() \n"
|
|
"{ \n"
|
|
" vec4 texelColor = texture2D(texture0, fragTexCoord); \n"
|
|
" gl_FragColor = texelColor*colDiffuse*fragColor; \n"
|
|
"} \n";
|
|
#endif
|
|
|
|
// NOTE: Compiled vertex/fragment shaders are not deleted,
|
|
// they are kept for re-use as default shaders in case some shader loading fails
|
|
RLGL.State.defaultVShaderId = rlCompileShader(defaultVShaderCode, GL_VERTEX_SHADER); // Compile default vertex shader
|
|
RLGL.State.defaultFShaderId = rlCompileShader(defaultFShaderCode, GL_FRAGMENT_SHADER); // Compile default fragment shader
|
|
|
|
RLGL.State.defaultShaderId = rlLoadShaderProgram(RLGL.State.defaultVShaderId, RLGL.State.defaultFShaderId);
|
|
|
|
if (RLGL.State.defaultShaderId > 0)
|
|
{
|
|
TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Default shader loaded successfully", RLGL.State.defaultShaderId);
|
|
|
|
// Set default shader locations: attributes locations
|
|
RLGL.State.defaultShaderLocs[RL_SHADER_LOC_VERTEX_POSITION] = glGetAttribLocation(RLGL.State.defaultShaderId, RL_DEFAULT_SHADER_ATTRIB_NAME_POSITION);
|
|
RLGL.State.defaultShaderLocs[RL_SHADER_LOC_VERTEX_TEXCOORD01] = glGetAttribLocation(RLGL.State.defaultShaderId, RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD);
|
|
RLGL.State.defaultShaderLocs[RL_SHADER_LOC_VERTEX_COLOR] = glGetAttribLocation(RLGL.State.defaultShaderId, RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR);
|
|
|
|
// Set default shader locations: uniform locations
|
|
RLGL.State.defaultShaderLocs[RL_SHADER_LOC_MATRIX_MVP] = glGetUniformLocation(RLGL.State.defaultShaderId, RL_DEFAULT_SHADER_UNIFORM_NAME_MVP);
|
|
RLGL.State.defaultShaderLocs[RL_SHADER_LOC_COLOR_DIFFUSE] = glGetUniformLocation(RLGL.State.defaultShaderId, RL_DEFAULT_SHADER_UNIFORM_NAME_COLOR);
|
|
RLGL.State.defaultShaderLocs[RL_SHADER_LOC_MAP_DIFFUSE] = glGetUniformLocation(RLGL.State.defaultShaderId, RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE0);
|
|
}
|
|
else TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Failed to load default shader", RLGL.State.defaultShaderId);
|
|
}
|
|
|
|
// Unload default shader
|
|
// NOTE: Unloads: RLGL.State.defaultShaderId, RLGL.State.defaultShaderLocs
|
|
static void rlUnloadShaderDefault(void)
|
|
{
|
|
glUseProgram(0);
|
|
|
|
glDetachShader(RLGL.State.defaultShaderId, RLGL.State.defaultVShaderId);
|
|
glDetachShader(RLGL.State.defaultShaderId, RLGL.State.defaultFShaderId);
|
|
glDeleteShader(RLGL.State.defaultVShaderId);
|
|
glDeleteShader(RLGL.State.defaultFShaderId);
|
|
|
|
glDeleteProgram(RLGL.State.defaultShaderId);
|
|
|
|
RL_FREE(RLGL.State.defaultShaderLocs);
|
|
|
|
TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Default shader unloaded successfully", RLGL.State.defaultShaderId);
|
|
}
|
|
|
|
#if defined(RLGL_SHOW_GL_DETAILS_INFO)
|
|
// Get compressed format official GL identifier name
|
|
static const char *rlGetCompressedFormatName(int format)
|
|
{
|
|
switch (format)
|
|
{
|
|
// GL_EXT_texture_compression_s3tc
|
|
case 0x83F0: return "GL_COMPRESSED_RGB_S3TC_DXT1_EXT"; break;
|
|
case 0x83F1: return "GL_COMPRESSED_RGBA_S3TC_DXT1_EXT"; break;
|
|
case 0x83F2: return "GL_COMPRESSED_RGBA_S3TC_DXT3_EXT"; break;
|
|
case 0x83F3: return "GL_COMPRESSED_RGBA_S3TC_DXT5_EXT"; break;
|
|
// GL_3DFX_texture_compression_FXT1
|
|
case 0x86B0: return "GL_COMPRESSED_RGB_FXT1_3DFX"; break;
|
|
case 0x86B1: return "GL_COMPRESSED_RGBA_FXT1_3DFX"; break;
|
|
// GL_IMG_texture_compression_pvrtc
|
|
case 0x8C00: return "GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG"; break;
|
|
case 0x8C01: return "GL_COMPRESSED_RGB_PVRTC_2BPPV1_IMG"; break;
|
|
case 0x8C02: return "GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG"; break;
|
|
case 0x8C03: return "GL_COMPRESSED_RGBA_PVRTC_2BPPV1_IMG"; break;
|
|
// GL_OES_compressed_ETC1_RGB8_texture
|
|
case 0x8D64: return "GL_ETC1_RGB8_OES"; break;
|
|
// GL_ARB_texture_compression_rgtc
|
|
case 0x8DBB: return "GL_COMPRESSED_RED_RGTC1"; break;
|
|
case 0x8DBC: return "GL_COMPRESSED_SIGNED_RED_RGTC1"; break;
|
|
case 0x8DBD: return "GL_COMPRESSED_RG_RGTC2"; break;
|
|
case 0x8DBE: return "GL_COMPRESSED_SIGNED_RG_RGTC2"; break;
|
|
// GL_ARB_texture_compression_bptc
|
|
case 0x8E8C: return "GL_COMPRESSED_RGBA_BPTC_UNORM_ARB"; break;
|
|
case 0x8E8D: return "GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM_ARB"; break;
|
|
case 0x8E8E: return "GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT_ARB"; break;
|
|
case 0x8E8F: return "GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT_ARB"; break;
|
|
// GL_ARB_ES3_compatibility
|
|
case 0x9274: return "GL_COMPRESSED_RGB8_ETC2"; break;
|
|
case 0x9275: return "GL_COMPRESSED_SRGB8_ETC2"; break;
|
|
case 0x9276: return "GL_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2"; break;
|
|
case 0x9277: return "GL_COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2"; break;
|
|
case 0x9278: return "GL_COMPRESSED_RGBA8_ETC2_EAC"; break;
|
|
case 0x9279: return "GL_COMPRESSED_SRGB8_ALPHA8_ETC2_EAC"; break;
|
|
case 0x9270: return "GL_COMPRESSED_R11_EAC"; break;
|
|
case 0x9271: return "GL_COMPRESSED_SIGNED_R11_EAC"; break;
|
|
case 0x9272: return "GL_COMPRESSED_RG11_EAC"; break;
|
|
case 0x9273: return "GL_COMPRESSED_SIGNED_RG11_EAC"; break;
|
|
// GL_KHR_texture_compression_astc_hdr
|
|
case 0x93B0: return "GL_COMPRESSED_RGBA_ASTC_4x4_KHR"; break;
|
|
case 0x93B1: return "GL_COMPRESSED_RGBA_ASTC_5x4_KHR"; break;
|
|
case 0x93B2: return "GL_COMPRESSED_RGBA_ASTC_5x5_KHR"; break;
|
|
case 0x93B3: return "GL_COMPRESSED_RGBA_ASTC_6x5_KHR"; break;
|
|
case 0x93B4: return "GL_COMPRESSED_RGBA_ASTC_6x6_KHR"; break;
|
|
case 0x93B5: return "GL_COMPRESSED_RGBA_ASTC_8x5_KHR"; break;
|
|
case 0x93B6: return "GL_COMPRESSED_RGBA_ASTC_8x6_KHR"; break;
|
|
case 0x93B7: return "GL_COMPRESSED_RGBA_ASTC_8x8_KHR"; break;
|
|
case 0x93B8: return "GL_COMPRESSED_RGBA_ASTC_10x5_KHR"; break;
|
|
case 0x93B9: return "GL_COMPRESSED_RGBA_ASTC_10x6_KHR"; break;
|
|
case 0x93BA: return "GL_COMPRESSED_RGBA_ASTC_10x8_KHR"; break;
|
|
case 0x93BB: return "GL_COMPRESSED_RGBA_ASTC_10x10_KHR"; break;
|
|
case 0x93BC: return "GL_COMPRESSED_RGBA_ASTC_12x10_KHR"; break;
|
|
case 0x93BD: return "GL_COMPRESSED_RGBA_ASTC_12x12_KHR"; break;
|
|
case 0x93D0: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_4x4_KHR"; break;
|
|
case 0x93D1: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x4_KHR"; break;
|
|
case 0x93D2: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x5_KHR"; break;
|
|
case 0x93D3: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x5_KHR"; break;
|
|
case 0x93D4: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x6_KHR"; break;
|
|
case 0x93D5: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x5_KHR"; break;
|
|
case 0x93D6: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x6_KHR"; break;
|
|
case 0x93D7: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x8_KHR"; break;
|
|
case 0x93D8: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x5_KHR"; break;
|
|
case 0x93D9: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x6_KHR"; break;
|
|
case 0x93DA: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x8_KHR"; break;
|
|
case 0x93DB: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x10_KHR"; break;
|
|
case 0x93DC: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_12x10_KHR"; break;
|
|
case 0x93DD: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_12x12_KHR"; break;
|
|
default: return "GL_COMPRESSED_UNKNOWN"; break;
|
|
}
|
|
}
|
|
#endif // RLGL_SHOW_GL_DETAILS_INFO
|
|
|
|
#endif // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2
|
|
|
|
// Get pixel data size in bytes (image or texture)
|
|
// NOTE: Size depends on pixel format
|
|
static int rlGetPixelDataSize(int width, int height, int format)
|
|
{
|
|
int dataSize = 0; // Size in bytes
|
|
int bpp = 0; // Bits per pixel
|
|
|
|
switch (format)
|
|
{
|
|
case RL_PIXELFORMAT_UNCOMPRESSED_GRAYSCALE: bpp = 8; break;
|
|
case RL_PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA:
|
|
case RL_PIXELFORMAT_UNCOMPRESSED_R5G6B5:
|
|
case RL_PIXELFORMAT_UNCOMPRESSED_R5G5B5A1:
|
|
case RL_PIXELFORMAT_UNCOMPRESSED_R4G4B4A4: bpp = 16; break;
|
|
case RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8A8: bpp = 32; break;
|
|
case RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8: bpp = 24; break;
|
|
case RL_PIXELFORMAT_UNCOMPRESSED_R32: bpp = 32; break;
|
|
case RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32: bpp = 32*3; break;
|
|
case RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32A32: bpp = 32*4; break;
|
|
case RL_PIXELFORMAT_UNCOMPRESSED_R16: bpp = 16; break;
|
|
case RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16: bpp = 16*3; break;
|
|
case RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16A16: bpp = 16*4; break;
|
|
case RL_PIXELFORMAT_COMPRESSED_DXT1_RGB:
|
|
case RL_PIXELFORMAT_COMPRESSED_DXT1_RGBA:
|
|
case RL_PIXELFORMAT_COMPRESSED_ETC1_RGB:
|
|
case RL_PIXELFORMAT_COMPRESSED_ETC2_RGB:
|
|
case RL_PIXELFORMAT_COMPRESSED_PVRT_RGB:
|
|
case RL_PIXELFORMAT_COMPRESSED_PVRT_RGBA: bpp = 4; break;
|
|
case RL_PIXELFORMAT_COMPRESSED_DXT3_RGBA:
|
|
case RL_PIXELFORMAT_COMPRESSED_DXT5_RGBA:
|
|
case RL_PIXELFORMAT_COMPRESSED_ETC2_EAC_RGBA:
|
|
case RL_PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA: bpp = 8; break;
|
|
case RL_PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA: bpp = 2; break;
|
|
default: break;
|
|
}
|
|
|
|
double bytesPerPixel = (double)bpp/8.0;
|
|
dataSize = (int)(bytesPerPixel*width*height); // 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 >= RL_PIXELFORMAT_COMPRESSED_DXT1_RGB) && (format < RL_PIXELFORMAT_COMPRESSED_DXT3_RGBA)) dataSize = 8;
|
|
else if ((format >= RL_PIXELFORMAT_COMPRESSED_DXT3_RGBA) && (format < RL_PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA)) dataSize = 16;
|
|
}
|
|
|
|
return dataSize;
|
|
}
|
|
|
|
// Auxiliar math functions
|
|
//-------------------------------------------------------------------------------
|
|
// Get identity matrix
|
|
static Matrix rlMatrixIdentity(void)
|
|
{
|
|
Matrix result = {
|
|
1.0f, 0.0f, 0.0f, 0.0f,
|
|
0.0f, 1.0f, 0.0f, 0.0f,
|
|
0.0f, 0.0f, 1.0f, 0.0f,
|
|
0.0f, 0.0f, 0.0f, 1.0f
|
|
};
|
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return result;
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}
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#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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// Get float array of matrix data
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static rl_float16 rlMatrixToFloatV(Matrix mat)
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|
{
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rl_float16 result = { 0 };
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|
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result.v[0] = mat.m0;
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result.v[1] = mat.m1;
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result.v[2] = mat.m2;
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result.v[3] = mat.m3;
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result.v[4] = mat.m4;
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result.v[5] = mat.m5;
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result.v[6] = mat.m6;
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result.v[7] = mat.m7;
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result.v[8] = mat.m8;
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result.v[9] = mat.m9;
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result.v[10] = mat.m10;
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result.v[11] = mat.m11;
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result.v[12] = mat.m12;
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result.v[13] = mat.m13;
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result.v[14] = mat.m14;
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result.v[15] = mat.m15;
|
|
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|
return result;
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|
}
|
|
|
|
// Get two matrix multiplication
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|
// NOTE: When multiplying matrices... the order matters!
|
|
static Matrix rlMatrixMultiply(Matrix left, Matrix right)
|
|
{
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|
Matrix result = { 0 };
|
|
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|
result.m0 = left.m0*right.m0 + left.m1*right.m4 + left.m2*right.m8 + left.m3*right.m12;
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|
result.m1 = left.m0*right.m1 + left.m1*right.m5 + left.m2*right.m9 + left.m3*right.m13;
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|
result.m2 = left.m0*right.m2 + left.m1*right.m6 + left.m2*right.m10 + left.m3*right.m14;
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|
result.m3 = left.m0*right.m3 + left.m1*right.m7 + left.m2*right.m11 + left.m3*right.m15;
|
|
result.m4 = left.m4*right.m0 + left.m5*right.m4 + left.m6*right.m8 + left.m7*right.m12;
|
|
result.m5 = left.m4*right.m1 + left.m5*right.m5 + left.m6*right.m9 + left.m7*right.m13;
|
|
result.m6 = left.m4*right.m2 + left.m5*right.m6 + left.m6*right.m10 + left.m7*right.m14;
|
|
result.m7 = left.m4*right.m3 + left.m5*right.m7 + left.m6*right.m11 + left.m7*right.m15;
|
|
result.m8 = left.m8*right.m0 + left.m9*right.m4 + left.m10*right.m8 + left.m11*right.m12;
|
|
result.m9 = left.m8*right.m1 + left.m9*right.m5 + left.m10*right.m9 + left.m11*right.m13;
|
|
result.m10 = left.m8*right.m2 + left.m9*right.m6 + left.m10*right.m10 + left.m11*right.m14;
|
|
result.m11 = left.m8*right.m3 + left.m9*right.m7 + left.m10*right.m11 + left.m11*right.m15;
|
|
result.m12 = left.m12*right.m0 + left.m13*right.m4 + left.m14*right.m8 + left.m15*right.m12;
|
|
result.m13 = left.m12*right.m1 + left.m13*right.m5 + left.m14*right.m9 + left.m15*right.m13;
|
|
result.m14 = left.m12*right.m2 + left.m13*right.m6 + left.m14*right.m10 + left.m15*right.m14;
|
|
result.m15 = left.m12*right.m3 + left.m13*right.m7 + left.m14*right.m11 + left.m15*right.m15;
|
|
|
|
return result;
|
|
}
|
|
|
|
// Transposes provided matrix
|
|
static Matrix rlMatrixTranspose(Matrix mat)
|
|
{
|
|
Matrix result = { 0 };
|
|
|
|
result.m0 = mat.m0;
|
|
result.m1 = mat.m4;
|
|
result.m2 = mat.m8;
|
|
result.m3 = mat.m12;
|
|
result.m4 = mat.m1;
|
|
result.m5 = mat.m5;
|
|
result.m6 = mat.m9;
|
|
result.m7 = mat.m13;
|
|
result.m8 = mat.m2;
|
|
result.m9 = mat.m6;
|
|
result.m10 = mat.m10;
|
|
result.m11 = mat.m14;
|
|
result.m12 = mat.m3;
|
|
result.m13 = mat.m7;
|
|
result.m14 = mat.m11;
|
|
result.m15 = mat.m15;
|
|
|
|
return result;
|
|
}
|
|
|
|
// Invert provided matrix
|
|
static Matrix rlMatrixInvert(Matrix mat)
|
|
{
|
|
Matrix result = { 0 };
|
|
|
|
// Cache the matrix values (speed optimization)
|
|
float a00 = mat.m0, a01 = mat.m1, a02 = mat.m2, a03 = mat.m3;
|
|
float a10 = mat.m4, a11 = mat.m5, a12 = mat.m6, a13 = mat.m7;
|
|
float a20 = mat.m8, a21 = mat.m9, a22 = mat.m10, a23 = mat.m11;
|
|
float a30 = mat.m12, a31 = mat.m13, a32 = mat.m14, a33 = mat.m15;
|
|
|
|
float b00 = a00*a11 - a01*a10;
|
|
float b01 = a00*a12 - a02*a10;
|
|
float b02 = a00*a13 - a03*a10;
|
|
float b03 = a01*a12 - a02*a11;
|
|
float b04 = a01*a13 - a03*a11;
|
|
float b05 = a02*a13 - a03*a12;
|
|
float b06 = a20*a31 - a21*a30;
|
|
float b07 = a20*a32 - a22*a30;
|
|
float b08 = a20*a33 - a23*a30;
|
|
float b09 = a21*a32 - a22*a31;
|
|
float b10 = a21*a33 - a23*a31;
|
|
float b11 = a22*a33 - a23*a32;
|
|
|
|
// Calculate the invert determinant (inlined to avoid double-caching)
|
|
float invDet = 1.0f/(b00*b11 - b01*b10 + b02*b09 + b03*b08 - b04*b07 + b05*b06);
|
|
|
|
result.m0 = (a11*b11 - a12*b10 + a13*b09)*invDet;
|
|
result.m1 = (-a01*b11 + a02*b10 - a03*b09)*invDet;
|
|
result.m2 = (a31*b05 - a32*b04 + a33*b03)*invDet;
|
|
result.m3 = (-a21*b05 + a22*b04 - a23*b03)*invDet;
|
|
result.m4 = (-a10*b11 + a12*b08 - a13*b07)*invDet;
|
|
result.m5 = (a00*b11 - a02*b08 + a03*b07)*invDet;
|
|
result.m6 = (-a30*b05 + a32*b02 - a33*b01)*invDet;
|
|
result.m7 = (a20*b05 - a22*b02 + a23*b01)*invDet;
|
|
result.m8 = (a10*b10 - a11*b08 + a13*b06)*invDet;
|
|
result.m9 = (-a00*b10 + a01*b08 - a03*b06)*invDet;
|
|
result.m10 = (a30*b04 - a31*b02 + a33*b00)*invDet;
|
|
result.m11 = (-a20*b04 + a21*b02 - a23*b00)*invDet;
|
|
result.m12 = (-a10*b09 + a11*b07 - a12*b06)*invDet;
|
|
result.m13 = (a00*b09 - a01*b07 + a02*b06)*invDet;
|
|
result.m14 = (-a30*b03 + a31*b01 - a32*b00)*invDet;
|
|
result.m15 = (a20*b03 - a21*b01 + a22*b00)*invDet;
|
|
|
|
return result;
|
|
}
|
|
#endif
|
|
|
|
#endif // RLGL_IMPLEMENTATION
|