rlgl.h 244 KB

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  1. /**********************************************************************************************
  2. *
  3. * rlgl v5.0 - A multi-OpenGL abstraction layer with an immediate-mode style API
  4. *
  5. * DESCRIPTION:
  6. * An abstraction layer for multiple OpenGL versions (1.1, 2.1, 3.3 Core, 4.3 Core, ES 2.0)
  7. * that provides a pseudo-OpenGL 1.1 immediate-mode style API (rlVertex, rlTranslate, rlRotate...)
  8. *
  9. * ADDITIONAL NOTES:
  10. * When choosing an OpenGL backend different than OpenGL 1.1, some internal buffer are
  11. * initialized on rlglInit() to accumulate vertex data
  12. *
  13. * When an internal state change is required all the stored vertex data is renderer in batch,
  14. * additionally, rlDrawRenderBatchActive() could be called to force flushing of the batch
  15. *
  16. * Some resources are also loaded for convenience, here the complete list:
  17. * - Default batch (RLGL.defaultBatch): RenderBatch system to accumulate vertex data
  18. * - Default texture (RLGL.defaultTextureId): 1x1 white pixel R8G8B8A8
  19. * - Default shader (RLGL.State.defaultShaderId, RLGL.State.defaultShaderLocs)
  20. *
  21. * Internal buffer (and resources) must be manually unloaded calling rlglClose()
  22. *
  23. * CONFIGURATION:
  24. * #define GRAPHICS_API_OPENGL_11
  25. * #define GRAPHICS_API_OPENGL_21
  26. * #define GRAPHICS_API_OPENGL_33
  27. * #define GRAPHICS_API_OPENGL_43
  28. * #define GRAPHICS_API_OPENGL_ES2
  29. * #define GRAPHICS_API_OPENGL_ES3
  30. * Use selected OpenGL graphics backend, should be supported by platform
  31. * Those preprocessor defines are only used on rlgl module, if OpenGL version is
  32. * required by any other module, use rlGetVersion() to check it
  33. *
  34. * #define RLGL_IMPLEMENTATION
  35. * Generates the implementation of the library into the included file
  36. * If not defined, the library is in header only mode and can be included in other headers
  37. * or source files without problems. But only ONE file should hold the implementation
  38. *
  39. * #define RLGL_RENDER_TEXTURES_HINT
  40. * Enable framebuffer objects (fbo) support (enabled by default)
  41. * Some GPUs could not support them despite the OpenGL version
  42. *
  43. * #define RLGL_SHOW_GL_DETAILS_INFO
  44. * Show OpenGL extensions and capabilities detailed logs on init
  45. *
  46. * #define RLGL_ENABLE_OPENGL_DEBUG_CONTEXT
  47. * Enable debug context (only available on OpenGL 4.3)
  48. *
  49. * rlgl capabilities could be customized just defining some internal
  50. * values before library inclusion (default values listed):
  51. *
  52. * #define RL_DEFAULT_BATCH_BUFFER_ELEMENTS 8192 // Default internal render batch elements limits
  53. * #define RL_DEFAULT_BATCH_BUFFERS 1 // Default number of batch buffers (multi-buffering)
  54. * #define RL_DEFAULT_BATCH_DRAWCALLS 256 // Default number of batch draw calls (by state changes: mode, texture)
  55. * #define RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS 4 // Maximum number of textures units that can be activated on batch drawing (SetShaderValueTexture())
  56. *
  57. * #define RL_MAX_MATRIX_STACK_SIZE 32 // Maximum size of internal Matrix stack
  58. * #define RL_MAX_SHADER_LOCATIONS 32 // Maximum number of shader locations supported
  59. * #define RL_CULL_DISTANCE_NEAR 0.01 // Default projection matrix near cull distance
  60. * #define RL_CULL_DISTANCE_FAR 1000.0 // Default projection matrix far cull distance
  61. *
  62. * When loading a shader, the following vertex attributes and uniform
  63. * location names are tried to be set automatically:
  64. *
  65. * #define RL_DEFAULT_SHADER_ATTRIB_NAME_POSITION "vertexPosition" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_LOCATION_POSITION
  66. * #define RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD "vertexTexCoord" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD
  67. * #define RL_DEFAULT_SHADER_ATTRIB_NAME_NORMAL "vertexNormal" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_LOCATION_NORMAL
  68. * #define RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR "vertexColor" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_LOCATION_COLOR
  69. * #define RL_DEFAULT_SHADER_ATTRIB_NAME_TANGENT "vertexTangent" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_LOCATION_TANGENT
  70. * #define RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2 "vertexTexCoord2" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD2
  71. * #define RL_DEFAULT_SHADER_ATTRIB_NAME_BONEIDS "vertexBoneIds" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEIDS
  72. * #define RL_DEFAULT_SHADER_ATTRIB_NAME_BONEWEIGHTS "vertexBoneWeights" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEWEIGHTS
  73. * #define RL_DEFAULT_SHADER_UNIFORM_NAME_MVP "mvp" // model-view-projection matrix
  74. * #define RL_DEFAULT_SHADER_UNIFORM_NAME_VIEW "matView" // view matrix
  75. * #define RL_DEFAULT_SHADER_UNIFORM_NAME_PROJECTION "matProjection" // projection matrix
  76. * #define RL_DEFAULT_SHADER_UNIFORM_NAME_MODEL "matModel" // model matrix
  77. * #define RL_DEFAULT_SHADER_UNIFORM_NAME_NORMAL "matNormal" // normal matrix (transpose(inverse(matModelView)))
  78. * #define RL_DEFAULT_SHADER_UNIFORM_NAME_COLOR "colDiffuse" // color diffuse (base tint color, multiplied by texture color)
  79. * #define RL_DEFAULT_SHADER_UNIFORM_NAME_BONE_MATRICES "boneMatrices" // bone matrices
  80. * #define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE0 "texture0" // texture0 (texture slot active 0)
  81. * #define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE1 "texture1" // texture1 (texture slot active 1)
  82. * #define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE2 "texture2" // texture2 (texture slot active 2)
  83. *
  84. * DEPENDENCIES:
  85. * - OpenGL libraries (depending on platform and OpenGL version selected)
  86. * - GLAD OpenGL extensions loading library (only for OpenGL 3.3 Core, 4.3 Core)
  87. *
  88. *
  89. * LICENSE: zlib/libpng
  90. *
  91. * Copyright (c) 2014-2024 Ramon Santamaria (@raysan5)
  92. *
  93. * This software is provided "as-is", without any express or implied warranty. In no event
  94. * will the authors be held liable for any damages arising from the use of this software.
  95. *
  96. * Permission is granted to anyone to use this software for any purpose, including commercial
  97. * applications, and to alter it and redistribute it freely, subject to the following restrictions:
  98. *
  99. * 1. The origin of this software must not be misrepresented; you must not claim that you
  100. * wrote the original software. If you use this software in a product, an acknowledgment
  101. * in the product documentation would be appreciated but is not required.
  102. *
  103. * 2. Altered source versions must be plainly marked as such, and must not be misrepresented
  104. * as being the original software.
  105. *
  106. * 3. This notice may not be removed or altered from any source distribution.
  107. *
  108. **********************************************************************************************/
  109. #ifndef RLGL_H
  110. #define RLGL_H
  111. #define RLGL_VERSION "5.0"
  112. // Function specifiers in case library is build/used as a shared library
  113. // NOTE: Microsoft specifiers to tell compiler that symbols are imported/exported from a .dll
  114. // NOTE: visibility(default) attribute makes symbols "visible" when compiled with -fvisibility=hidden
  115. #if defined(_WIN32) && defined(BUILD_LIBTYPE_SHARED)
  116. #define RLAPI __declspec(dllexport) // We are building the library as a Win32 shared library (.dll)
  117. #elif defined(BUILD_LIBTYPE_SHARED)
  118. #define RLAPI __attribute__((visibility("default"))) // We are building the library as a Unix shared library (.so/.dylib)
  119. #elif defined(_WIN32) && defined(USE_LIBTYPE_SHARED)
  120. #define RLAPI __declspec(dllimport) // We are using the library as a Win32 shared library (.dll)
  121. #endif
  122. // Function specifiers definition
  123. #ifndef RLAPI
  124. #define RLAPI // Functions defined as 'extern' by default (implicit specifiers)
  125. #endif
  126. // Support TRACELOG macros
  127. #ifndef TRACELOG
  128. #define TRACELOG(level, ...) (void)0
  129. #define TRACELOGD(...) (void)0
  130. #endif
  131. // Allow custom memory allocators
  132. #ifndef RL_MALLOC
  133. #define RL_MALLOC(sz) malloc(sz)
  134. #endif
  135. #ifndef RL_CALLOC
  136. #define RL_CALLOC(n,sz) calloc(n,sz)
  137. #endif
  138. #ifndef RL_REALLOC
  139. #define RL_REALLOC(n,sz) realloc(n,sz)
  140. #endif
  141. #ifndef RL_FREE
  142. #define RL_FREE(p) free(p)
  143. #endif
  144. // Security check in case no GRAPHICS_API_OPENGL_* defined
  145. #if !defined(GRAPHICS_API_OPENGL_11) && \
  146. !defined(GRAPHICS_API_OPENGL_21) && \
  147. !defined(GRAPHICS_API_OPENGL_33) && \
  148. !defined(GRAPHICS_API_OPENGL_43) && \
  149. !defined(GRAPHICS_API_OPENGL_ES2) && \
  150. !defined(GRAPHICS_API_OPENGL_ES3)
  151. #define GRAPHICS_API_OPENGL_33
  152. #endif
  153. // Security check in case multiple GRAPHICS_API_OPENGL_* defined
  154. #if defined(GRAPHICS_API_OPENGL_11)
  155. #if defined(GRAPHICS_API_OPENGL_21)
  156. #undef GRAPHICS_API_OPENGL_21
  157. #endif
  158. #if defined(GRAPHICS_API_OPENGL_33)
  159. #undef GRAPHICS_API_OPENGL_33
  160. #endif
  161. #if defined(GRAPHICS_API_OPENGL_43)
  162. #undef GRAPHICS_API_OPENGL_43
  163. #endif
  164. #if defined(GRAPHICS_API_OPENGL_ES2)
  165. #undef GRAPHICS_API_OPENGL_ES2
  166. #endif
  167. #endif
  168. // OpenGL 2.1 uses most of OpenGL 3.3 Core functionality
  169. // WARNING: Specific parts are checked with #if defines
  170. #if defined(GRAPHICS_API_OPENGL_21)
  171. #define GRAPHICS_API_OPENGL_33
  172. #endif
  173. // OpenGL 4.3 uses OpenGL 3.3 Core functionality
  174. #if defined(GRAPHICS_API_OPENGL_43)
  175. #define GRAPHICS_API_OPENGL_33
  176. #endif
  177. // OpenGL ES 3.0 uses OpenGL ES 2.0 functionality (and more)
  178. #if defined(GRAPHICS_API_OPENGL_ES3)
  179. #define GRAPHICS_API_OPENGL_ES2
  180. #endif
  181. // Support framebuffer objects by default
  182. // NOTE: Some driver implementation do not support it, despite they should
  183. #define RLGL_RENDER_TEXTURES_HINT
  184. //----------------------------------------------------------------------------------
  185. // Defines and Macros
  186. //----------------------------------------------------------------------------------
  187. // Default internal render batch elements limits
  188. #ifndef RL_DEFAULT_BATCH_BUFFER_ELEMENTS
  189. #if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33)
  190. // This is the maximum amount of elements (quads) per batch
  191. // NOTE: Be careful with text, every letter maps to a quad
  192. #define RL_DEFAULT_BATCH_BUFFER_ELEMENTS 8192
  193. #endif
  194. #if defined(GRAPHICS_API_OPENGL_ES2)
  195. // We reduce memory sizes for embedded systems (RPI and HTML5)
  196. // NOTE: On HTML5 (emscripten) this is allocated on heap,
  197. // by default it's only 16MB!...just take care...
  198. #define RL_DEFAULT_BATCH_BUFFER_ELEMENTS 2048
  199. #endif
  200. #endif
  201. #ifndef RL_DEFAULT_BATCH_BUFFERS
  202. #define RL_DEFAULT_BATCH_BUFFERS 1 // Default number of batch buffers (multi-buffering)
  203. #endif
  204. #ifndef RL_DEFAULT_BATCH_DRAWCALLS
  205. #define RL_DEFAULT_BATCH_DRAWCALLS 256 // Default number of batch draw calls (by state changes: mode, texture)
  206. #endif
  207. #ifndef RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS
  208. #define RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS 4 // Maximum number of textures units that can be activated on batch drawing (SetShaderValueTexture())
  209. #endif
  210. // Internal Matrix stack
  211. #ifndef RL_MAX_MATRIX_STACK_SIZE
  212. #define RL_MAX_MATRIX_STACK_SIZE 32 // Maximum size of Matrix stack
  213. #endif
  214. // Shader limits
  215. #ifndef RL_MAX_SHADER_LOCATIONS
  216. #define RL_MAX_SHADER_LOCATIONS 32 // Maximum number of shader locations supported
  217. #endif
  218. // Projection matrix culling
  219. #ifndef RL_CULL_DISTANCE_NEAR
  220. #define RL_CULL_DISTANCE_NEAR 0.01 // Default near cull distance
  221. #endif
  222. #ifndef RL_CULL_DISTANCE_FAR
  223. #define RL_CULL_DISTANCE_FAR 1000.0 // Default far cull distance
  224. #endif
  225. // Texture parameters (equivalent to OpenGL defines)
  226. #define RL_TEXTURE_WRAP_S 0x2802 // GL_TEXTURE_WRAP_S
  227. #define RL_TEXTURE_WRAP_T 0x2803 // GL_TEXTURE_WRAP_T
  228. #define RL_TEXTURE_MAG_FILTER 0x2800 // GL_TEXTURE_MAG_FILTER
  229. #define RL_TEXTURE_MIN_FILTER 0x2801 // GL_TEXTURE_MIN_FILTER
  230. #define RL_TEXTURE_FILTER_NEAREST 0x2600 // GL_NEAREST
  231. #define RL_TEXTURE_FILTER_LINEAR 0x2601 // GL_LINEAR
  232. #define RL_TEXTURE_FILTER_MIP_NEAREST 0x2700 // GL_NEAREST_MIPMAP_NEAREST
  233. #define RL_TEXTURE_FILTER_NEAREST_MIP_LINEAR 0x2702 // GL_NEAREST_MIPMAP_LINEAR
  234. #define RL_TEXTURE_FILTER_LINEAR_MIP_NEAREST 0x2701 // GL_LINEAR_MIPMAP_NEAREST
  235. #define RL_TEXTURE_FILTER_MIP_LINEAR 0x2703 // GL_LINEAR_MIPMAP_LINEAR
  236. #define RL_TEXTURE_FILTER_ANISOTROPIC 0x3000 // Anisotropic filter (custom identifier)
  237. #define RL_TEXTURE_MIPMAP_BIAS_RATIO 0x4000 // Texture mipmap bias, percentage ratio (custom identifier)
  238. #define RL_TEXTURE_WRAP_REPEAT 0x2901 // GL_REPEAT
  239. #define RL_TEXTURE_WRAP_CLAMP 0x812F // GL_CLAMP_TO_EDGE
  240. #define RL_TEXTURE_WRAP_MIRROR_REPEAT 0x8370 // GL_MIRRORED_REPEAT
  241. #define RL_TEXTURE_WRAP_MIRROR_CLAMP 0x8742 // GL_MIRROR_CLAMP_EXT
  242. // Matrix modes (equivalent to OpenGL)
  243. #define RL_MODELVIEW 0x1700 // GL_MODELVIEW
  244. #define RL_PROJECTION 0x1701 // GL_PROJECTION
  245. #define RL_TEXTURE 0x1702 // GL_TEXTURE
  246. // Primitive assembly draw modes
  247. #define RL_LINES 0x0001 // GL_LINES
  248. #define RL_TRIANGLES 0x0004 // GL_TRIANGLES
  249. #define RL_QUADS 0x0007 // GL_QUADS
  250. // GL equivalent data types
  251. #define RL_UNSIGNED_BYTE 0x1401 // GL_UNSIGNED_BYTE
  252. #define RL_FLOAT 0x1406 // GL_FLOAT
  253. // GL buffer usage hint
  254. #define RL_STREAM_DRAW 0x88E0 // GL_STREAM_DRAW
  255. #define RL_STREAM_READ 0x88E1 // GL_STREAM_READ
  256. #define RL_STREAM_COPY 0x88E2 // GL_STREAM_COPY
  257. #define RL_STATIC_DRAW 0x88E4 // GL_STATIC_DRAW
  258. #define RL_STATIC_READ 0x88E5 // GL_STATIC_READ
  259. #define RL_STATIC_COPY 0x88E6 // GL_STATIC_COPY
  260. #define RL_DYNAMIC_DRAW 0x88E8 // GL_DYNAMIC_DRAW
  261. #define RL_DYNAMIC_READ 0x88E9 // GL_DYNAMIC_READ
  262. #define RL_DYNAMIC_COPY 0x88EA // GL_DYNAMIC_COPY
  263. // GL Shader type
  264. #define RL_FRAGMENT_SHADER 0x8B30 // GL_FRAGMENT_SHADER
  265. #define RL_VERTEX_SHADER 0x8B31 // GL_VERTEX_SHADER
  266. #define RL_COMPUTE_SHADER 0x91B9 // GL_COMPUTE_SHADER
  267. // GL blending factors
  268. #define RL_ZERO 0 // GL_ZERO
  269. #define RL_ONE 1 // GL_ONE
  270. #define RL_SRC_COLOR 0x0300 // GL_SRC_COLOR
  271. #define RL_ONE_MINUS_SRC_COLOR 0x0301 // GL_ONE_MINUS_SRC_COLOR
  272. #define RL_SRC_ALPHA 0x0302 // GL_SRC_ALPHA
  273. #define RL_ONE_MINUS_SRC_ALPHA 0x0303 // GL_ONE_MINUS_SRC_ALPHA
  274. #define RL_DST_ALPHA 0x0304 // GL_DST_ALPHA
  275. #define RL_ONE_MINUS_DST_ALPHA 0x0305 // GL_ONE_MINUS_DST_ALPHA
  276. #define RL_DST_COLOR 0x0306 // GL_DST_COLOR
  277. #define RL_ONE_MINUS_DST_COLOR 0x0307 // GL_ONE_MINUS_DST_COLOR
  278. #define RL_SRC_ALPHA_SATURATE 0x0308 // GL_SRC_ALPHA_SATURATE
  279. #define RL_CONSTANT_COLOR 0x8001 // GL_CONSTANT_COLOR
  280. #define RL_ONE_MINUS_CONSTANT_COLOR 0x8002 // GL_ONE_MINUS_CONSTANT_COLOR
  281. #define RL_CONSTANT_ALPHA 0x8003 // GL_CONSTANT_ALPHA
  282. #define RL_ONE_MINUS_CONSTANT_ALPHA 0x8004 // GL_ONE_MINUS_CONSTANT_ALPHA
  283. // GL blending functions/equations
  284. #define RL_FUNC_ADD 0x8006 // GL_FUNC_ADD
  285. #define RL_MIN 0x8007 // GL_MIN
  286. #define RL_MAX 0x8008 // GL_MAX
  287. #define RL_FUNC_SUBTRACT 0x800A // GL_FUNC_SUBTRACT
  288. #define RL_FUNC_REVERSE_SUBTRACT 0x800B // GL_FUNC_REVERSE_SUBTRACT
  289. #define RL_BLEND_EQUATION 0x8009 // GL_BLEND_EQUATION
  290. #define RL_BLEND_EQUATION_RGB 0x8009 // GL_BLEND_EQUATION_RGB // (Same as BLEND_EQUATION)
  291. #define RL_BLEND_EQUATION_ALPHA 0x883D // GL_BLEND_EQUATION_ALPHA
  292. #define RL_BLEND_DST_RGB 0x80C8 // GL_BLEND_DST_RGB
  293. #define RL_BLEND_SRC_RGB 0x80C9 // GL_BLEND_SRC_RGB
  294. #define RL_BLEND_DST_ALPHA 0x80CA // GL_BLEND_DST_ALPHA
  295. #define RL_BLEND_SRC_ALPHA 0x80CB // GL_BLEND_SRC_ALPHA
  296. #define RL_BLEND_COLOR 0x8005 // GL_BLEND_COLOR
  297. #define RL_READ_FRAMEBUFFER 0x8CA8 // GL_READ_FRAMEBUFFER
  298. #define RL_DRAW_FRAMEBUFFER 0x8CA9 // GL_DRAW_FRAMEBUFFER
  299. // Default shader vertex attribute locations
  300. #ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_POSITION
  301. #define RL_DEFAULT_SHADER_ATTRIB_LOCATION_POSITION 0
  302. #endif
  303. #ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD
  304. #define RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD 1
  305. #endif
  306. #ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_NORMAL
  307. #define RL_DEFAULT_SHADER_ATTRIB_LOCATION_NORMAL 2
  308. #endif
  309. #ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_COLOR
  310. #define RL_DEFAULT_SHADER_ATTRIB_LOCATION_COLOR 3
  311. #endif
  312. #ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_TANGENT
  313. #define RL_DEFAULT_SHADER_ATTRIB_LOCATION_TANGENT 4
  314. #endif
  315. #ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD2
  316. #define RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD2 5
  317. #endif
  318. #ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_INDICES
  319. #define RL_DEFAULT_SHADER_ATTRIB_LOCATION_INDICES 6
  320. #endif
  321. #ifdef RL_SUPPORT_MESH_GPU_SKINNING
  322. #ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEIDS
  323. #define RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEIDS 7
  324. #endif
  325. #ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEWEIGHTS
  326. #define RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEWEIGHTS 8
  327. #endif
  328. #endif
  329. //----------------------------------------------------------------------------------
  330. // Types and Structures Definition
  331. //----------------------------------------------------------------------------------
  332. #if (defined(__STDC__) && __STDC_VERSION__ >= 199901L) || (defined(_MSC_VER) && _MSC_VER >= 1800)
  333. #include <stdbool.h>
  334. #elif !defined(__cplusplus) && !defined(bool) && !defined(RL_BOOL_TYPE)
  335. // Boolean type
  336. typedef enum bool { false = 0, true = !false } bool;
  337. #endif
  338. #if !defined(RL_MATRIX_TYPE)
  339. // Matrix, 4x4 components, column major, OpenGL style, right handed
  340. typedef struct Matrix {
  341. float m0, m4, m8, m12; // Matrix first row (4 components)
  342. float m1, m5, m9, m13; // Matrix second row (4 components)
  343. float m2, m6, m10, m14; // Matrix third row (4 components)
  344. float m3, m7, m11, m15; // Matrix fourth row (4 components)
  345. } Matrix;
  346. #define RL_MATRIX_TYPE
  347. #endif
  348. // Dynamic vertex buffers (position + texcoords + colors + indices arrays)
  349. typedef struct rlVertexBuffer {
  350. int elementCount; // Number of elements in the buffer (QUADS)
  351. float *vertices; // Vertex position (XYZ - 3 components per vertex) (shader-location = 0)
  352. float *texcoords; // Vertex texture coordinates (UV - 2 components per vertex) (shader-location = 1)
  353. float *normals; // Vertex normal (XYZ - 3 components per vertex) (shader-location = 2)
  354. unsigned char *colors; // Vertex colors (RGBA - 4 components per vertex) (shader-location = 3)
  355. #if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33)
  356. unsigned int *indices; // Vertex indices (in case vertex data comes indexed) (6 indices per quad)
  357. #endif
  358. #if defined(GRAPHICS_API_OPENGL_ES2)
  359. unsigned short *indices; // Vertex indices (in case vertex data comes indexed) (6 indices per quad)
  360. #endif
  361. unsigned int vaoId; // OpenGL Vertex Array Object id
  362. unsigned int vboId[5]; // OpenGL Vertex Buffer Objects id (5 types of vertex data)
  363. } rlVertexBuffer;
  364. // Draw call type
  365. // NOTE: Only texture changes register a new draw, other state-change-related elements are not
  366. // used at this moment (vaoId, shaderId, matrices), raylib just forces a batch draw call if any
  367. // of those state-change happens (this is done in core module)
  368. typedef struct rlDrawCall {
  369. int mode; // Drawing mode: LINES, TRIANGLES, QUADS
  370. int vertexCount; // Number of vertex of the draw
  371. int vertexAlignment; // Number of vertex required for index alignment (LINES, TRIANGLES)
  372. //unsigned int vaoId; // Vertex array id to be used on the draw -> Using RLGL.currentBatch->vertexBuffer.vaoId
  373. //unsigned int shaderId; // Shader id to be used on the draw -> Using RLGL.currentShaderId
  374. unsigned int textureId; // Texture id to be used on the draw -> Use to create new draw call if changes
  375. //Matrix projection; // Projection matrix for this draw -> Using RLGL.projection by default
  376. //Matrix modelview; // Modelview matrix for this draw -> Using RLGL.modelview by default
  377. } rlDrawCall;
  378. // rlRenderBatch type
  379. typedef struct rlRenderBatch {
  380. int bufferCount; // Number of vertex buffers (multi-buffering support)
  381. int currentBuffer; // Current buffer tracking in case of multi-buffering
  382. rlVertexBuffer *vertexBuffer; // Dynamic buffer(s) for vertex data
  383. rlDrawCall *draws; // Draw calls array, depends on textureId
  384. int drawCounter; // Draw calls counter
  385. float currentDepth; // Current depth value for next draw
  386. } rlRenderBatch;
  387. // OpenGL version
  388. typedef enum {
  389. RL_OPENGL_11 = 1, // OpenGL 1.1
  390. RL_OPENGL_21, // OpenGL 2.1 (GLSL 120)
  391. RL_OPENGL_33, // OpenGL 3.3 (GLSL 330)
  392. RL_OPENGL_43, // OpenGL 4.3 (using GLSL 330)
  393. RL_OPENGL_ES_20, // OpenGL ES 2.0 (GLSL 100)
  394. RL_OPENGL_ES_30 // OpenGL ES 3.0 (GLSL 300 es)
  395. } rlGlVersion;
  396. // Trace log level
  397. // NOTE: Organized by priority level
  398. typedef enum {
  399. RL_LOG_ALL = 0, // Display all logs
  400. RL_LOG_TRACE, // Trace logging, intended for internal use only
  401. RL_LOG_DEBUG, // Debug logging, used for internal debugging, it should be disabled on release builds
  402. RL_LOG_INFO, // Info logging, used for program execution info
  403. RL_LOG_WARNING, // Warning logging, used on recoverable failures
  404. RL_LOG_ERROR, // Error logging, used on unrecoverable failures
  405. RL_LOG_FATAL, // Fatal logging, used to abort program: exit(EXIT_FAILURE)
  406. RL_LOG_NONE // Disable logging
  407. } rlTraceLogLevel;
  408. // Texture pixel formats
  409. // NOTE: Support depends on OpenGL version
  410. typedef enum {
  411. RL_PIXELFORMAT_UNCOMPRESSED_GRAYSCALE = 1, // 8 bit per pixel (no alpha)
  412. RL_PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA, // 8*2 bpp (2 channels)
  413. RL_PIXELFORMAT_UNCOMPRESSED_R5G6B5, // 16 bpp
  414. RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8, // 24 bpp
  415. RL_PIXELFORMAT_UNCOMPRESSED_R5G5B5A1, // 16 bpp (1 bit alpha)
  416. RL_PIXELFORMAT_UNCOMPRESSED_R4G4B4A4, // 16 bpp (4 bit alpha)
  417. RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8A8, // 32 bpp
  418. RL_PIXELFORMAT_UNCOMPRESSED_R32, // 32 bpp (1 channel - float)
  419. RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32, // 32*3 bpp (3 channels - float)
  420. RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32A32, // 32*4 bpp (4 channels - float)
  421. RL_PIXELFORMAT_UNCOMPRESSED_R16, // 16 bpp (1 channel - half float)
  422. RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16, // 16*3 bpp (3 channels - half float)
  423. RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16A16, // 16*4 bpp (4 channels - half float)
  424. RL_PIXELFORMAT_COMPRESSED_DXT1_RGB, // 4 bpp (no alpha)
  425. RL_PIXELFORMAT_COMPRESSED_DXT1_RGBA, // 4 bpp (1 bit alpha)
  426. RL_PIXELFORMAT_COMPRESSED_DXT3_RGBA, // 8 bpp
  427. RL_PIXELFORMAT_COMPRESSED_DXT5_RGBA, // 8 bpp
  428. RL_PIXELFORMAT_COMPRESSED_ETC1_RGB, // 4 bpp
  429. RL_PIXELFORMAT_COMPRESSED_ETC2_RGB, // 4 bpp
  430. RL_PIXELFORMAT_COMPRESSED_ETC2_EAC_RGBA, // 8 bpp
  431. RL_PIXELFORMAT_COMPRESSED_PVRT_RGB, // 4 bpp
  432. RL_PIXELFORMAT_COMPRESSED_PVRT_RGBA, // 4 bpp
  433. RL_PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA, // 8 bpp
  434. RL_PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA // 2 bpp
  435. } rlPixelFormat;
  436. // Texture parameters: filter mode
  437. // NOTE 1: Filtering considers mipmaps if available in the texture
  438. // NOTE 2: Filter is accordingly set for minification and magnification
  439. typedef enum {
  440. RL_TEXTURE_FILTER_POINT = 0, // No filter, just pixel approximation
  441. RL_TEXTURE_FILTER_BILINEAR, // Linear filtering
  442. RL_TEXTURE_FILTER_TRILINEAR, // Trilinear filtering (linear with mipmaps)
  443. RL_TEXTURE_FILTER_ANISOTROPIC_4X, // Anisotropic filtering 4x
  444. RL_TEXTURE_FILTER_ANISOTROPIC_8X, // Anisotropic filtering 8x
  445. RL_TEXTURE_FILTER_ANISOTROPIC_16X, // Anisotropic filtering 16x
  446. } rlTextureFilter;
  447. // Color blending modes (pre-defined)
  448. typedef enum {
  449. RL_BLEND_ALPHA = 0, // Blend textures considering alpha (default)
  450. RL_BLEND_ADDITIVE, // Blend textures adding colors
  451. RL_BLEND_MULTIPLIED, // Blend textures multiplying colors
  452. RL_BLEND_ADD_COLORS, // Blend textures adding colors (alternative)
  453. RL_BLEND_SUBTRACT_COLORS, // Blend textures subtracting colors (alternative)
  454. RL_BLEND_ALPHA_PREMULTIPLY, // Blend premultiplied textures considering alpha
  455. RL_BLEND_CUSTOM, // Blend textures using custom src/dst factors (use rlSetBlendFactors())
  456. RL_BLEND_CUSTOM_SEPARATE // Blend textures using custom src/dst factors (use rlSetBlendFactorsSeparate())
  457. } rlBlendMode;
  458. // Shader location point type
  459. typedef enum {
  460. RL_SHADER_LOC_VERTEX_POSITION = 0, // Shader location: vertex attribute: position
  461. RL_SHADER_LOC_VERTEX_TEXCOORD01, // Shader location: vertex attribute: texcoord01
  462. RL_SHADER_LOC_VERTEX_TEXCOORD02, // Shader location: vertex attribute: texcoord02
  463. RL_SHADER_LOC_VERTEX_NORMAL, // Shader location: vertex attribute: normal
  464. RL_SHADER_LOC_VERTEX_TANGENT, // Shader location: vertex attribute: tangent
  465. RL_SHADER_LOC_VERTEX_COLOR, // Shader location: vertex attribute: color
  466. RL_SHADER_LOC_MATRIX_MVP, // Shader location: matrix uniform: model-view-projection
  467. RL_SHADER_LOC_MATRIX_VIEW, // Shader location: matrix uniform: view (camera transform)
  468. RL_SHADER_LOC_MATRIX_PROJECTION, // Shader location: matrix uniform: projection
  469. RL_SHADER_LOC_MATRIX_MODEL, // Shader location: matrix uniform: model (transform)
  470. RL_SHADER_LOC_MATRIX_NORMAL, // Shader location: matrix uniform: normal
  471. RL_SHADER_LOC_VECTOR_VIEW, // Shader location: vector uniform: view
  472. RL_SHADER_LOC_COLOR_DIFFUSE, // Shader location: vector uniform: diffuse color
  473. RL_SHADER_LOC_COLOR_SPECULAR, // Shader location: vector uniform: specular color
  474. RL_SHADER_LOC_COLOR_AMBIENT, // Shader location: vector uniform: ambient color
  475. RL_SHADER_LOC_MAP_ALBEDO, // Shader location: sampler2d texture: albedo (same as: RL_SHADER_LOC_MAP_DIFFUSE)
  476. RL_SHADER_LOC_MAP_METALNESS, // Shader location: sampler2d texture: metalness (same as: RL_SHADER_LOC_MAP_SPECULAR)
  477. RL_SHADER_LOC_MAP_NORMAL, // Shader location: sampler2d texture: normal
  478. RL_SHADER_LOC_MAP_ROUGHNESS, // Shader location: sampler2d texture: roughness
  479. RL_SHADER_LOC_MAP_OCCLUSION, // Shader location: sampler2d texture: occlusion
  480. RL_SHADER_LOC_MAP_EMISSION, // Shader location: sampler2d texture: emission
  481. RL_SHADER_LOC_MAP_HEIGHT, // Shader location: sampler2d texture: height
  482. RL_SHADER_LOC_MAP_CUBEMAP, // Shader location: samplerCube texture: cubemap
  483. RL_SHADER_LOC_MAP_IRRADIANCE, // Shader location: samplerCube texture: irradiance
  484. RL_SHADER_LOC_MAP_PREFILTER, // Shader location: samplerCube texture: prefilter
  485. RL_SHADER_LOC_MAP_BRDF // Shader location: sampler2d texture: brdf
  486. } rlShaderLocationIndex;
  487. #define RL_SHADER_LOC_MAP_DIFFUSE RL_SHADER_LOC_MAP_ALBEDO
  488. #define RL_SHADER_LOC_MAP_SPECULAR RL_SHADER_LOC_MAP_METALNESS
  489. // Shader uniform data type
  490. typedef enum {
  491. RL_SHADER_UNIFORM_FLOAT = 0, // Shader uniform type: float
  492. RL_SHADER_UNIFORM_VEC2, // Shader uniform type: vec2 (2 float)
  493. RL_SHADER_UNIFORM_VEC3, // Shader uniform type: vec3 (3 float)
  494. RL_SHADER_UNIFORM_VEC4, // Shader uniform type: vec4 (4 float)
  495. RL_SHADER_UNIFORM_INT, // Shader uniform type: int
  496. RL_SHADER_UNIFORM_IVEC2, // Shader uniform type: ivec2 (2 int)
  497. RL_SHADER_UNIFORM_IVEC3, // Shader uniform type: ivec3 (3 int)
  498. RL_SHADER_UNIFORM_IVEC4, // Shader uniform type: ivec4 (4 int)
  499. RL_SHADER_UNIFORM_UINT, // Shader uniform type: unsigned int
  500. RL_SHADER_UNIFORM_UIVEC2, // Shader uniform type: uivec2 (2 unsigned int)
  501. RL_SHADER_UNIFORM_UIVEC3, // Shader uniform type: uivec3 (3 unsigned int)
  502. RL_SHADER_UNIFORM_UIVEC4, // Shader uniform type: uivec4 (4 unsigned int)
  503. RL_SHADER_UNIFORM_SAMPLER2D // Shader uniform type: sampler2d
  504. } rlShaderUniformDataType;
  505. // Shader attribute data types
  506. typedef enum {
  507. RL_SHADER_ATTRIB_FLOAT = 0, // Shader attribute type: float
  508. RL_SHADER_ATTRIB_VEC2, // Shader attribute type: vec2 (2 float)
  509. RL_SHADER_ATTRIB_VEC3, // Shader attribute type: vec3 (3 float)
  510. RL_SHADER_ATTRIB_VEC4 // Shader attribute type: vec4 (4 float)
  511. } rlShaderAttributeDataType;
  512. // Framebuffer attachment type
  513. // NOTE: By default up to 8 color channels defined, but it can be more
  514. typedef enum {
  515. RL_ATTACHMENT_COLOR_CHANNEL0 = 0, // Framebuffer attachment type: color 0
  516. RL_ATTACHMENT_COLOR_CHANNEL1 = 1, // Framebuffer attachment type: color 1
  517. RL_ATTACHMENT_COLOR_CHANNEL2 = 2, // Framebuffer attachment type: color 2
  518. RL_ATTACHMENT_COLOR_CHANNEL3 = 3, // Framebuffer attachment type: color 3
  519. RL_ATTACHMENT_COLOR_CHANNEL4 = 4, // Framebuffer attachment type: color 4
  520. RL_ATTACHMENT_COLOR_CHANNEL5 = 5, // Framebuffer attachment type: color 5
  521. RL_ATTACHMENT_COLOR_CHANNEL6 = 6, // Framebuffer attachment type: color 6
  522. RL_ATTACHMENT_COLOR_CHANNEL7 = 7, // Framebuffer attachment type: color 7
  523. RL_ATTACHMENT_DEPTH = 100, // Framebuffer attachment type: depth
  524. RL_ATTACHMENT_STENCIL = 200, // Framebuffer attachment type: stencil
  525. } rlFramebufferAttachType;
  526. // Framebuffer texture attachment type
  527. typedef enum {
  528. RL_ATTACHMENT_CUBEMAP_POSITIVE_X = 0, // Framebuffer texture attachment type: cubemap, +X side
  529. RL_ATTACHMENT_CUBEMAP_NEGATIVE_X = 1, // Framebuffer texture attachment type: cubemap, -X side
  530. RL_ATTACHMENT_CUBEMAP_POSITIVE_Y = 2, // Framebuffer texture attachment type: cubemap, +Y side
  531. RL_ATTACHMENT_CUBEMAP_NEGATIVE_Y = 3, // Framebuffer texture attachment type: cubemap, -Y side
  532. RL_ATTACHMENT_CUBEMAP_POSITIVE_Z = 4, // Framebuffer texture attachment type: cubemap, +Z side
  533. RL_ATTACHMENT_CUBEMAP_NEGATIVE_Z = 5, // Framebuffer texture attachment type: cubemap, -Z side
  534. RL_ATTACHMENT_TEXTURE2D = 100, // Framebuffer texture attachment type: texture2d
  535. RL_ATTACHMENT_RENDERBUFFER = 200, // Framebuffer texture attachment type: renderbuffer
  536. } rlFramebufferAttachTextureType;
  537. // Face culling mode
  538. typedef enum {
  539. RL_CULL_FACE_FRONT = 0,
  540. RL_CULL_FACE_BACK
  541. } rlCullMode;
  542. //------------------------------------------------------------------------------------
  543. // Functions Declaration - Matrix operations
  544. //------------------------------------------------------------------------------------
  545. #if defined(__cplusplus)
  546. extern "C" { // Prevents name mangling of functions
  547. #endif
  548. RLAPI void rlMatrixMode(int mode); // Choose the current matrix to be transformed
  549. RLAPI void rlPushMatrix(void); // Push the current matrix to stack
  550. RLAPI void rlPopMatrix(void); // Pop latest inserted matrix from stack
  551. RLAPI void rlLoadIdentity(void); // Reset current matrix to identity matrix
  552. RLAPI void rlTranslatef(float x, float y, float z); // Multiply the current matrix by a translation matrix
  553. RLAPI void rlRotatef(float angle, float x, float y, float z); // Multiply the current matrix by a rotation matrix
  554. RLAPI void rlScalef(float x, float y, float z); // Multiply the current matrix by a scaling matrix
  555. RLAPI void rlMultMatrixf(const float *matf); // Multiply the current matrix by another matrix
  556. RLAPI void rlFrustum(double left, double right, double bottom, double top, double znear, double zfar);
  557. RLAPI void rlOrtho(double left, double right, double bottom, double top, double znear, double zfar);
  558. RLAPI void rlViewport(int x, int y, int width, int height); // Set the viewport area
  559. RLAPI void rlSetClipPlanes(double nearPlane, double farPlane); // Set clip planes distances
  560. RLAPI double rlGetCullDistanceNear(void); // Get cull plane distance near
  561. RLAPI double rlGetCullDistanceFar(void); // Get cull plane distance far
  562. //------------------------------------------------------------------------------------
  563. // Functions Declaration - Vertex level operations
  564. //------------------------------------------------------------------------------------
  565. RLAPI void rlBegin(int mode); // Initialize drawing mode (how to organize vertex)
  566. RLAPI void rlEnd(void); // Finish vertex providing
  567. RLAPI void rlVertex2i(int x, int y); // Define one vertex (position) - 2 int
  568. RLAPI void rlVertex2f(float x, float y); // Define one vertex (position) - 2 float
  569. RLAPI void rlVertex3f(float x, float y, float z); // Define one vertex (position) - 3 float
  570. RLAPI void rlTexCoord2f(float x, float y); // Define one vertex (texture coordinate) - 2 float
  571. RLAPI void rlNormal3f(float x, float y, float z); // Define one vertex (normal) - 3 float
  572. RLAPI void rlColor4ub(unsigned char r, unsigned char g, unsigned char b, unsigned char a); // Define one vertex (color) - 4 byte
  573. RLAPI void rlColor3f(float x, float y, float z); // Define one vertex (color) - 3 float
  574. RLAPI void rlColor4f(float x, float y, float z, float w); // Define one vertex (color) - 4 float
  575. //------------------------------------------------------------------------------------
  576. // Functions Declaration - OpenGL style functions (common to 1.1, 3.3+, ES2)
  577. // NOTE: This functions are used to completely abstract raylib code from OpenGL layer,
  578. // some of them are direct wrappers over OpenGL calls, some others are custom
  579. //------------------------------------------------------------------------------------
  580. // Vertex buffers state
  581. RLAPI bool rlEnableVertexArray(unsigned int vaoId); // Enable vertex array (VAO, if supported)
  582. RLAPI void rlDisableVertexArray(void); // Disable vertex array (VAO, if supported)
  583. RLAPI void rlEnableVertexBuffer(unsigned int id); // Enable vertex buffer (VBO)
  584. RLAPI void rlDisableVertexBuffer(void); // Disable vertex buffer (VBO)
  585. RLAPI void rlEnableVertexBufferElement(unsigned int id); // Enable vertex buffer element (VBO element)
  586. RLAPI void rlDisableVertexBufferElement(void); // Disable vertex buffer element (VBO element)
  587. RLAPI void rlEnableVertexAttribute(unsigned int index); // Enable vertex attribute index
  588. RLAPI void rlDisableVertexAttribute(unsigned int index); // Disable vertex attribute index
  589. #if defined(GRAPHICS_API_OPENGL_11)
  590. RLAPI void rlEnableStatePointer(int vertexAttribType, void *buffer); // Enable attribute state pointer
  591. RLAPI void rlDisableStatePointer(int vertexAttribType); // Disable attribute state pointer
  592. #endif
  593. // Textures state
  594. RLAPI void rlActiveTextureSlot(int slot); // Select and active a texture slot
  595. RLAPI void rlEnableTexture(unsigned int id); // Enable texture
  596. RLAPI void rlDisableTexture(void); // Disable texture
  597. RLAPI void rlEnableTextureCubemap(unsigned int id); // Enable texture cubemap
  598. RLAPI void rlDisableTextureCubemap(void); // Disable texture cubemap
  599. RLAPI void rlTextureParameters(unsigned int id, int param, int value); // Set texture parameters (filter, wrap)
  600. RLAPI void rlCubemapParameters(unsigned int id, int param, int value); // Set cubemap parameters (filter, wrap)
  601. // Shader state
  602. RLAPI void rlEnableShader(unsigned int id); // Enable shader program
  603. RLAPI void rlDisableShader(void); // Disable shader program
  604. // Framebuffer state
  605. RLAPI void rlEnableFramebuffer(unsigned int id); // Enable render texture (fbo)
  606. RLAPI void rlDisableFramebuffer(void); // Disable render texture (fbo), return to default framebuffer
  607. RLAPI unsigned int rlGetActiveFramebuffer(void); // Get the currently active render texture (fbo), 0 for default framebuffer
  608. RLAPI void rlActiveDrawBuffers(int count); // Activate multiple draw color buffers
  609. 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
  610. RLAPI void rlBindFramebuffer(unsigned int target, unsigned int framebuffer); // Bind framebuffer (FBO)
  611. // General render state
  612. RLAPI void rlEnableColorBlend(void); // Enable color blending
  613. RLAPI void rlDisableColorBlend(void); // Disable color blending
  614. RLAPI void rlEnableDepthTest(void); // Enable depth test
  615. RLAPI void rlDisableDepthTest(void); // Disable depth test
  616. RLAPI void rlEnableDepthMask(void); // Enable depth write
  617. RLAPI void rlDisableDepthMask(void); // Disable depth write
  618. RLAPI void rlEnableBackfaceCulling(void); // Enable backface culling
  619. RLAPI void rlDisableBackfaceCulling(void); // Disable backface culling
  620. RLAPI void rlColorMask(bool r, bool g, bool b, bool a); // Color mask control
  621. RLAPI void rlSetCullFace(int mode); // Set face culling mode
  622. RLAPI void rlEnableScissorTest(void); // Enable scissor test
  623. RLAPI void rlDisableScissorTest(void); // Disable scissor test
  624. RLAPI void rlScissor(int x, int y, int width, int height); // Scissor test
  625. RLAPI void rlEnableWireMode(void); // Enable wire mode
  626. RLAPI void rlEnablePointMode(void); // Enable point mode
  627. RLAPI void rlDisableWireMode(void); // Disable wire (and point) mode
  628. RLAPI void rlSetLineWidth(float width); // Set the line drawing width
  629. RLAPI float rlGetLineWidth(void); // Get the line drawing width
  630. RLAPI void rlEnableSmoothLines(void); // Enable line aliasing
  631. RLAPI void rlDisableSmoothLines(void); // Disable line aliasing
  632. RLAPI void rlEnableStereoRender(void); // Enable stereo rendering
  633. RLAPI void rlDisableStereoRender(void); // Disable stereo rendering
  634. RLAPI bool rlIsStereoRenderEnabled(void); // Check if stereo render is enabled
  635. RLAPI void rlClearColor(unsigned char r, unsigned char g, unsigned char b, unsigned char a); // Clear color buffer with color
  636. RLAPI void rlClearScreenBuffers(void); // Clear used screen buffers (color and depth)
  637. RLAPI void rlCheckErrors(void); // Check and log OpenGL error codes
  638. RLAPI void rlSetBlendMode(int mode); // Set blending mode
  639. RLAPI void rlSetBlendFactors(int glSrcFactor, int glDstFactor, int glEquation); // Set blending mode factor and equation (using OpenGL factors)
  640. 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)
  641. //------------------------------------------------------------------------------------
  642. // Functions Declaration - rlgl functionality
  643. //------------------------------------------------------------------------------------
  644. // rlgl initialization functions
  645. RLAPI void rlglInit(int width, int height); // Initialize rlgl (buffers, shaders, textures, states)
  646. RLAPI void rlglClose(void); // De-initialize rlgl (buffers, shaders, textures)
  647. RLAPI void rlLoadExtensions(void *loader); // Load OpenGL extensions (loader function required)
  648. RLAPI int rlGetVersion(void); // Get current OpenGL version
  649. RLAPI void rlSetFramebufferWidth(int width); // Set current framebuffer width
  650. RLAPI int rlGetFramebufferWidth(void); // Get default framebuffer width
  651. RLAPI void rlSetFramebufferHeight(int height); // Set current framebuffer height
  652. RLAPI int rlGetFramebufferHeight(void); // Get default framebuffer height
  653. RLAPI unsigned int rlGetTextureIdDefault(void); // Get default texture id
  654. RLAPI unsigned int rlGetShaderIdDefault(void); // Get default shader id
  655. RLAPI int *rlGetShaderLocsDefault(void); // Get default shader locations
  656. // Render batch management
  657. // NOTE: rlgl provides a default render batch to behave like OpenGL 1.1 immediate mode
  658. // but this render batch API is exposed in case of custom batches are required
  659. RLAPI rlRenderBatch rlLoadRenderBatch(int numBuffers, int bufferElements); // Load a render batch system
  660. RLAPI void rlUnloadRenderBatch(rlRenderBatch batch); // Unload render batch system
  661. RLAPI void rlDrawRenderBatch(rlRenderBatch *batch); // Draw render batch data (Update->Draw->Reset)
  662. RLAPI void rlSetRenderBatchActive(rlRenderBatch *batch); // Set the active render batch for rlgl (NULL for default internal)
  663. RLAPI void rlDrawRenderBatchActive(void); // Update and draw internal render batch
  664. RLAPI bool rlCheckRenderBatchLimit(int vCount); // Check internal buffer overflow for a given number of vertex
  665. RLAPI void rlSetTexture(unsigned int id); // Set current texture for render batch and check buffers limits
  666. //------------------------------------------------------------------------------------------------------------------------
  667. // Vertex buffers management
  668. RLAPI unsigned int rlLoadVertexArray(void); // Load vertex array (vao) if supported
  669. RLAPI unsigned int rlLoadVertexBuffer(const void *buffer, int size, bool dynamic); // Load a vertex buffer object
  670. RLAPI unsigned int rlLoadVertexBufferElement(const void *buffer, int size, bool dynamic); // Load vertex buffer elements object
  671. RLAPI void rlUpdateVertexBuffer(unsigned int bufferId, const void *data, int dataSize, int offset); // Update vertex buffer object data on GPU buffer
  672. RLAPI void rlUpdateVertexBufferElements(unsigned int id, const void *data, int dataSize, int offset); // Update vertex buffer elements data on GPU buffer
  673. RLAPI void rlUnloadVertexArray(unsigned int vaoId); // Unload vertex array (vao)
  674. RLAPI void rlUnloadVertexBuffer(unsigned int vboId); // Unload vertex buffer object
  675. RLAPI void rlSetVertexAttribute(unsigned int index, int compSize, int type, bool normalized, int stride, int offset); // Set vertex attribute data configuration
  676. RLAPI void rlSetVertexAttributeDivisor(unsigned int index, int divisor); // Set vertex attribute data divisor
  677. RLAPI void rlSetVertexAttributeDefault(int locIndex, const void *value, int attribType, int count); // Set vertex attribute default value, when attribute to provided
  678. RLAPI void rlDrawVertexArray(int offset, int count); // Draw vertex array (currently active vao)
  679. RLAPI void rlDrawVertexArrayElements(int offset, int count, const void *buffer); // Draw vertex array elements
  680. RLAPI void rlDrawVertexArrayInstanced(int offset, int count, int instances); // Draw vertex array (currently active vao) with instancing
  681. RLAPI void rlDrawVertexArrayElementsInstanced(int offset, int count, const void *buffer, int instances); // Draw vertex array elements with instancing
  682. // Textures management
  683. RLAPI unsigned int rlLoadTexture(const void *data, int width, int height, int format, int mipmapCount); // Load texture data
  684. RLAPI unsigned int rlLoadTextureDepth(int width, int height, bool useRenderBuffer); // Load depth texture/renderbuffer (to be attached to fbo)
  685. RLAPI unsigned int rlLoadTextureCubemap(const void *data, int size, int format, int mipmapCount); // Load texture cubemap data
  686. 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
  687. RLAPI void rlGetGlTextureFormats(int format, unsigned int *glInternalFormat, unsigned int *glFormat, unsigned int *glType); // Get OpenGL internal formats
  688. RLAPI const char *rlGetPixelFormatName(unsigned int format); // Get name string for pixel format
  689. RLAPI void rlUnloadTexture(unsigned int id); // Unload texture from GPU memory
  690. RLAPI void rlGenTextureMipmaps(unsigned int id, int width, int height, int format, int *mipmaps); // Generate mipmap data for selected texture
  691. RLAPI void *rlReadTexturePixels(unsigned int id, int width, int height, int format); // Read texture pixel data
  692. RLAPI unsigned char *rlReadScreenPixels(int width, int height); // Read screen pixel data (color buffer)
  693. // Framebuffer management (fbo)
  694. RLAPI unsigned int rlLoadFramebuffer(void); // Load an empty framebuffer
  695. RLAPI void rlFramebufferAttach(unsigned int fboId, unsigned int texId, int attachType, int texType, int mipLevel); // Attach texture/renderbuffer to a framebuffer
  696. RLAPI bool rlFramebufferComplete(unsigned int id); // Verify framebuffer is complete
  697. RLAPI void rlUnloadFramebuffer(unsigned int id); // Delete framebuffer from GPU
  698. // Shaders management
  699. RLAPI unsigned int rlLoadShaderCode(const char *vsCode, const char *fsCode); // Load shader from code strings
  700. 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)
  701. RLAPI unsigned int rlLoadShaderProgram(unsigned int vShaderId, unsigned int fShaderId); // Load custom shader program
  702. RLAPI void rlUnloadShaderProgram(unsigned int id); // Unload shader program
  703. RLAPI int rlGetLocationUniform(unsigned int shaderId, const char *uniformName); // Get shader location uniform
  704. RLAPI int rlGetLocationAttrib(unsigned int shaderId, const char *attribName); // Get shader location attribute
  705. RLAPI void rlSetUniform(int locIndex, const void *value, int uniformType, int count); // Set shader value uniform
  706. RLAPI void rlSetUniformMatrix(int locIndex, Matrix mat); // Set shader value matrix
  707. RLAPI void rlSetUniformMatrices(int locIndex, const Matrix *mat, int count); // Set shader value matrices
  708. RLAPI void rlSetUniformSampler(int locIndex, unsigned int textureId); // Set shader value sampler
  709. RLAPI void rlSetShader(unsigned int id, int *locs); // Set shader currently active (id and locations)
  710. // Compute shader management
  711. RLAPI unsigned int rlLoadComputeShaderProgram(unsigned int shaderId); // Load compute shader program
  712. RLAPI void rlComputeShaderDispatch(unsigned int groupX, unsigned int groupY, unsigned int groupZ); // Dispatch compute shader (equivalent to *draw* for graphics pipeline)
  713. // Shader buffer storage object management (ssbo)
  714. RLAPI unsigned int rlLoadShaderBuffer(unsigned int size, const void *data, int usageHint); // Load shader storage buffer object (SSBO)
  715. RLAPI void rlUnloadShaderBuffer(unsigned int ssboId); // Unload shader storage buffer object (SSBO)
  716. RLAPI void rlUpdateShaderBuffer(unsigned int id, const void *data, unsigned int dataSize, unsigned int offset); // Update SSBO buffer data
  717. RLAPI void rlBindShaderBuffer(unsigned int id, unsigned int index); // Bind SSBO buffer
  718. RLAPI void rlReadShaderBuffer(unsigned int id, void *dest, unsigned int count, unsigned int offset); // Read SSBO buffer data (GPU->CPU)
  719. RLAPI void rlCopyShaderBuffer(unsigned int destId, unsigned int srcId, unsigned int destOffset, unsigned int srcOffset, unsigned int count); // Copy SSBO data between buffers
  720. RLAPI unsigned int rlGetShaderBufferSize(unsigned int id); // Get SSBO buffer size
  721. // Buffer management
  722. RLAPI void rlBindImageTexture(unsigned int id, unsigned int index, int format, bool readonly); // Bind image texture
  723. // Matrix state management
  724. RLAPI Matrix rlGetMatrixModelview(void); // Get internal modelview matrix
  725. RLAPI Matrix rlGetMatrixProjection(void); // Get internal projection matrix
  726. RLAPI Matrix rlGetMatrixTransform(void); // Get internal accumulated transform matrix
  727. RLAPI Matrix rlGetMatrixProjectionStereo(int eye); // Get internal projection matrix for stereo render (selected eye)
  728. RLAPI Matrix rlGetMatrixViewOffsetStereo(int eye); // Get internal view offset matrix for stereo render (selected eye)
  729. RLAPI void rlSetMatrixProjection(Matrix proj); // Set a custom projection matrix (replaces internal projection matrix)
  730. RLAPI void rlSetMatrixModelview(Matrix view); // Set a custom modelview matrix (replaces internal modelview matrix)
  731. RLAPI void rlSetMatrixProjectionStereo(Matrix right, Matrix left); // Set eyes projection matrices for stereo rendering
  732. RLAPI void rlSetMatrixViewOffsetStereo(Matrix right, Matrix left); // Set eyes view offsets matrices for stereo rendering
  733. // Quick and dirty cube/quad buffers load->draw->unload
  734. RLAPI void rlLoadDrawCube(void); // Load and draw a cube
  735. RLAPI void rlLoadDrawQuad(void); // Load and draw a quad
  736. #if defined(__cplusplus)
  737. }
  738. #endif
  739. #endif // RLGL_H
  740. /***********************************************************************************
  741. *
  742. * RLGL IMPLEMENTATION
  743. *
  744. ************************************************************************************/
  745. #if defined(RLGL_IMPLEMENTATION)
  746. // Expose OpenGL functions from glad in raylib
  747. #if defined(BUILD_LIBTYPE_SHARED)
  748. #define GLAD_API_CALL_EXPORT
  749. #define GLAD_API_CALL_EXPORT_BUILD
  750. #endif
  751. #if defined(GRAPHICS_API_OPENGL_11)
  752. #if defined(__APPLE__)
  753. #include <OpenGL/gl.h> // OpenGL 1.1 library for OSX
  754. #include <OpenGL/glext.h> // OpenGL extensions library
  755. #else
  756. // APIENTRY for OpenGL function pointer declarations is required
  757. #if !defined(APIENTRY)
  758. #if defined(_WIN32)
  759. #define APIENTRY __stdcall
  760. #else
  761. #define APIENTRY
  762. #endif
  763. #endif
  764. // WINGDIAPI definition. Some Windows OpenGL headers need it
  765. #if !defined(WINGDIAPI) && defined(_WIN32)
  766. #define WINGDIAPI __declspec(dllimport)
  767. #endif
  768. #include <GL/gl.h> // OpenGL 1.1 library
  769. #endif
  770. #endif
  771. #if defined(GRAPHICS_API_OPENGL_33)
  772. #define GLAD_MALLOC RL_MALLOC
  773. #define GLAD_FREE RL_FREE
  774. #define GLAD_GL_IMPLEMENTATION
  775. #include "external/glad.h" // GLAD extensions loading library, includes OpenGL headers
  776. #endif
  777. #if defined(GRAPHICS_API_OPENGL_ES3)
  778. #include <GLES3/gl3.h> // OpenGL ES 3.0 library
  779. #define GL_GLEXT_PROTOTYPES
  780. #include <GLES2/gl2ext.h> // OpenGL ES 2.0 extensions library
  781. #elif defined(GRAPHICS_API_OPENGL_ES2)
  782. // NOTE: OpenGL ES 2.0 can be enabled on Desktop platforms,
  783. // in that case, functions are loaded from a custom glad for OpenGL ES 2.0
  784. #if defined(PLATFORM_DESKTOP_GLFW) || defined(PLATFORM_DESKTOP_SDL)
  785. #define GLAD_GLES2_IMPLEMENTATION
  786. #include "external/glad_gles2.h"
  787. #else
  788. #define GL_GLEXT_PROTOTYPES
  789. //#include <EGL/egl.h> // EGL library -> not required, platform layer
  790. #include <GLES2/gl2.h> // OpenGL ES 2.0 library
  791. #include <GLES2/gl2ext.h> // OpenGL ES 2.0 extensions library
  792. #endif
  793. // It seems OpenGL ES 2.0 instancing entry points are not defined on Raspberry Pi
  794. // provided headers (despite being defined in official Khronos GLES2 headers)
  795. #if defined(PLATFORM_DRM)
  796. typedef void (GL_APIENTRYP PFNGLDRAWARRAYSINSTANCEDEXTPROC) (GLenum mode, GLint start, GLsizei count, GLsizei primcount);
  797. typedef void (GL_APIENTRYP PFNGLDRAWELEMENTSINSTANCEDEXTPROC) (GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei primcount);
  798. typedef void (GL_APIENTRYP PFNGLVERTEXATTRIBDIVISOREXTPROC) (GLuint index, GLuint divisor);
  799. #endif
  800. #endif
  801. #include <stdlib.h> // Required for: malloc(), free()
  802. #include <string.h> // Required for: strcmp(), strlen() [Used in rlglInit(), on extensions loading]
  803. #include <math.h> // Required for: sqrtf(), sinf(), cosf(), floor(), log()
  804. //----------------------------------------------------------------------------------
  805. // Defines and Macros
  806. //----------------------------------------------------------------------------------
  807. #ifndef PI
  808. #define PI 3.14159265358979323846f
  809. #endif
  810. #ifndef DEG2RAD
  811. #define DEG2RAD (PI/180.0f)
  812. #endif
  813. #ifndef RAD2DEG
  814. #define RAD2DEG (180.0f/PI)
  815. #endif
  816. #ifndef GL_SHADING_LANGUAGE_VERSION
  817. #define GL_SHADING_LANGUAGE_VERSION 0x8B8C
  818. #endif
  819. #ifndef GL_COMPRESSED_RGB_S3TC_DXT1_EXT
  820. #define GL_COMPRESSED_RGB_S3TC_DXT1_EXT 0x83F0
  821. #endif
  822. #ifndef GL_COMPRESSED_RGBA_S3TC_DXT1_EXT
  823. #define GL_COMPRESSED_RGBA_S3TC_DXT1_EXT 0x83F1
  824. #endif
  825. #ifndef GL_COMPRESSED_RGBA_S3TC_DXT3_EXT
  826. #define GL_COMPRESSED_RGBA_S3TC_DXT3_EXT 0x83F2
  827. #endif
  828. #ifndef GL_COMPRESSED_RGBA_S3TC_DXT5_EXT
  829. #define GL_COMPRESSED_RGBA_S3TC_DXT5_EXT 0x83F3
  830. #endif
  831. #ifndef GL_ETC1_RGB8_OES
  832. #define GL_ETC1_RGB8_OES 0x8D64
  833. #endif
  834. #ifndef GL_COMPRESSED_RGB8_ETC2
  835. #define GL_COMPRESSED_RGB8_ETC2 0x9274
  836. #endif
  837. #ifndef GL_COMPRESSED_RGBA8_ETC2_EAC
  838. #define GL_COMPRESSED_RGBA8_ETC2_EAC 0x9278
  839. #endif
  840. #ifndef GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG
  841. #define GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG 0x8C00
  842. #endif
  843. #ifndef GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG
  844. #define GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG 0x8C02
  845. #endif
  846. #ifndef GL_COMPRESSED_RGBA_ASTC_4x4_KHR
  847. #define GL_COMPRESSED_RGBA_ASTC_4x4_KHR 0x93b0
  848. #endif
  849. #ifndef GL_COMPRESSED_RGBA_ASTC_8x8_KHR
  850. #define GL_COMPRESSED_RGBA_ASTC_8x8_KHR 0x93b7
  851. #endif
  852. #ifndef GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT
  853. #define GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT 0x84FF
  854. #endif
  855. #ifndef GL_TEXTURE_MAX_ANISOTROPY_EXT
  856. #define GL_TEXTURE_MAX_ANISOTROPY_EXT 0x84FE
  857. #endif
  858. #ifndef GL_PROGRAM_POINT_SIZE
  859. #define GL_PROGRAM_POINT_SIZE 0x8642
  860. #endif
  861. #ifndef GL_LINE_WIDTH
  862. #define GL_LINE_WIDTH 0x0B21
  863. #endif
  864. #if defined(GRAPHICS_API_OPENGL_11)
  865. #define GL_UNSIGNED_SHORT_5_6_5 0x8363
  866. #define GL_UNSIGNED_SHORT_5_5_5_1 0x8034
  867. #define GL_UNSIGNED_SHORT_4_4_4_4 0x8033
  868. #endif
  869. #if defined(GRAPHICS_API_OPENGL_21)
  870. #define GL_LUMINANCE 0x1909
  871. #define GL_LUMINANCE_ALPHA 0x190A
  872. #endif
  873. #if defined(GRAPHICS_API_OPENGL_ES2)
  874. #define glClearDepth glClearDepthf
  875. #if !defined(GRAPHICS_API_OPENGL_ES3)
  876. #define GL_READ_FRAMEBUFFER GL_FRAMEBUFFER
  877. #define GL_DRAW_FRAMEBUFFER GL_FRAMEBUFFER
  878. #endif
  879. #endif
  880. // Default shader vertex attribute names to set location points
  881. #ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_POSITION
  882. #define RL_DEFAULT_SHADER_ATTRIB_NAME_POSITION "vertexPosition" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_NAME_POSITION
  883. #endif
  884. #ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD
  885. #define RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD "vertexTexCoord" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD
  886. #endif
  887. #ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_NORMAL
  888. #define RL_DEFAULT_SHADER_ATTRIB_NAME_NORMAL "vertexNormal" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_NAME_NORMAL
  889. #endif
  890. #ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR
  891. #define RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR "vertexColor" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR
  892. #endif
  893. #ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_TANGENT
  894. #define RL_DEFAULT_SHADER_ATTRIB_NAME_TANGENT "vertexTangent" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_NAME_TANGENT
  895. #endif
  896. #ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2
  897. #define RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2 "vertexTexCoord2" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2
  898. #endif
  899. #ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_BONEIDS
  900. #define RL_DEFAULT_SHADER_ATTRIB_NAME_BONEIDS "vertexBoneIds" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_NAME_BONEIDS
  901. #endif
  902. #ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_BONEWEIGHTS
  903. #define RL_DEFAULT_SHADER_ATTRIB_NAME_BONEWEIGHTS "vertexBoneWeights" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_NAME_BONEWEIGHTS
  904. #endif
  905. #ifndef RL_DEFAULT_SHADER_UNIFORM_NAME_MVP
  906. #define RL_DEFAULT_SHADER_UNIFORM_NAME_MVP "mvp" // model-view-projection matrix
  907. #endif
  908. #ifndef RL_DEFAULT_SHADER_UNIFORM_NAME_VIEW
  909. #define RL_DEFAULT_SHADER_UNIFORM_NAME_VIEW "matView" // view matrix
  910. #endif
  911. #ifndef RL_DEFAULT_SHADER_UNIFORM_NAME_PROJECTION
  912. #define RL_DEFAULT_SHADER_UNIFORM_NAME_PROJECTION "matProjection" // projection matrix
  913. #endif
  914. #ifndef RL_DEFAULT_SHADER_UNIFORM_NAME_MODEL
  915. #define RL_DEFAULT_SHADER_UNIFORM_NAME_MODEL "matModel" // model matrix
  916. #endif
  917. #ifndef RL_DEFAULT_SHADER_UNIFORM_NAME_NORMAL
  918. #define RL_DEFAULT_SHADER_UNIFORM_NAME_NORMAL "matNormal" // normal matrix (transpose(inverse(matModelView))
  919. #endif
  920. #ifndef RL_DEFAULT_SHADER_UNIFORM_NAME_COLOR
  921. #define RL_DEFAULT_SHADER_UNIFORM_NAME_COLOR "colDiffuse" // color diffuse (base tint color, multiplied by texture color)
  922. #endif
  923. #ifndef RL_DEFAULT_SHADER_UNIFORM_NAME_BONE_MATRICES
  924. #define RL_DEFAULT_SHADER_UNIFORM_NAME_BONE_MATRICES "boneMatrices" // bone matrices
  925. #endif
  926. #ifndef RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE0
  927. #define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE0 "texture0" // texture0 (texture slot active 0)
  928. #endif
  929. #ifndef RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE1
  930. #define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE1 "texture1" // texture1 (texture slot active 1)
  931. #endif
  932. #ifndef RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE2
  933. #define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE2 "texture2" // texture2 (texture slot active 2)
  934. #endif
  935. //----------------------------------------------------------------------------------
  936. // Types and Structures Definition
  937. //----------------------------------------------------------------------------------
  938. #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
  939. typedef struct rlglData {
  940. rlRenderBatch *currentBatch; // Current render batch
  941. rlRenderBatch defaultBatch; // Default internal render batch
  942. struct {
  943. int vertexCounter; // Current active render batch vertex counter (generic, used for all batches)
  944. float texcoordx, texcoordy; // Current active texture coordinate (added on glVertex*())
  945. float normalx, normaly, normalz; // Current active normal (added on glVertex*())
  946. unsigned char colorr, colorg, colorb, colora; // Current active color (added on glVertex*())
  947. int currentMatrixMode; // Current matrix mode
  948. Matrix *currentMatrix; // Current matrix pointer
  949. Matrix modelview; // Default modelview matrix
  950. Matrix projection; // Default projection matrix
  951. Matrix transform; // Transform matrix to be used with rlTranslate, rlRotate, rlScale
  952. bool transformRequired; // Require transform matrix application to current draw-call vertex (if required)
  953. Matrix stack[RL_MAX_MATRIX_STACK_SIZE];// Matrix stack for push/pop
  954. int stackCounter; // Matrix stack counter
  955. unsigned int defaultTextureId; // Default texture used on shapes/poly drawing (required by shader)
  956. unsigned int activeTextureId[RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS]; // Active texture ids to be enabled on batch drawing (0 active by default)
  957. unsigned int defaultVShaderId; // Default vertex shader id (used by default shader program)
  958. unsigned int defaultFShaderId; // Default fragment shader id (used by default shader program)
  959. unsigned int defaultShaderId; // Default shader program id, supports vertex color and diffuse texture
  960. int *defaultShaderLocs; // Default shader locations pointer to be used on rendering
  961. unsigned int currentShaderId; // Current shader id to be used on rendering (by default, defaultShaderId)
  962. int *currentShaderLocs; // Current shader locations pointer to be used on rendering (by default, defaultShaderLocs)
  963. bool stereoRender; // Stereo rendering flag
  964. Matrix projectionStereo[2]; // VR stereo rendering eyes projection matrices
  965. Matrix viewOffsetStereo[2]; // VR stereo rendering eyes view offset matrices
  966. // Blending variables
  967. int currentBlendMode; // Blending mode active
  968. int glBlendSrcFactor; // Blending source factor
  969. int glBlendDstFactor; // Blending destination factor
  970. int glBlendEquation; // Blending equation
  971. int glBlendSrcFactorRGB; // Blending source RGB factor
  972. int glBlendDestFactorRGB; // Blending destination RGB factor
  973. int glBlendSrcFactorAlpha; // Blending source alpha factor
  974. int glBlendDestFactorAlpha; // Blending destination alpha factor
  975. int glBlendEquationRGB; // Blending equation for RGB
  976. int glBlendEquationAlpha; // Blending equation for alpha
  977. bool glCustomBlendModeModified; // Custom blending factor and equation modification status
  978. int framebufferWidth; // Current framebuffer width
  979. int framebufferHeight; // Current framebuffer height
  980. } State; // Renderer state
  981. struct {
  982. bool vao; // VAO support (OpenGL ES2 could not support VAO extension) (GL_ARB_vertex_array_object)
  983. bool instancing; // Instancing supported (GL_ANGLE_instanced_arrays, GL_EXT_draw_instanced + GL_EXT_instanced_arrays)
  984. bool texNPOT; // NPOT textures full support (GL_ARB_texture_non_power_of_two, GL_OES_texture_npot)
  985. bool texDepth; // Depth textures supported (GL_ARB_depth_texture, GL_OES_depth_texture)
  986. bool texDepthWebGL; // Depth textures supported WebGL specific (GL_WEBGL_depth_texture)
  987. bool texFloat32; // float textures support (32 bit per channel) (GL_OES_texture_float)
  988. bool texFloat16; // half float textures support (16 bit per channel) (GL_OES_texture_half_float)
  989. bool texCompDXT; // DDS texture compression support (GL_EXT_texture_compression_s3tc, GL_WEBGL_compressed_texture_s3tc, GL_WEBKIT_WEBGL_compressed_texture_s3tc)
  990. bool texCompETC1; // ETC1 texture compression support (GL_OES_compressed_ETC1_RGB8_texture, GL_WEBGL_compressed_texture_etc1)
  991. bool texCompETC2; // ETC2/EAC texture compression support (GL_ARB_ES3_compatibility)
  992. bool texCompPVRT; // PVR texture compression support (GL_IMG_texture_compression_pvrtc)
  993. bool texCompASTC; // ASTC texture compression support (GL_KHR_texture_compression_astc_hdr, GL_KHR_texture_compression_astc_ldr)
  994. bool texMirrorClamp; // Clamp mirror wrap mode supported (GL_EXT_texture_mirror_clamp)
  995. bool texAnisoFilter; // Anisotropic texture filtering support (GL_EXT_texture_filter_anisotropic)
  996. bool computeShader; // Compute shaders support (GL_ARB_compute_shader)
  997. bool ssbo; // Shader storage buffer object support (GL_ARB_shader_storage_buffer_object)
  998. float maxAnisotropyLevel; // Maximum anisotropy level supported (minimum is 2.0f)
  999. int maxDepthBits; // Maximum bits for depth component
  1000. } ExtSupported; // Extensions supported flags
  1001. } rlglData;
  1002. typedef void *(*rlglLoadProc)(const char *name); // OpenGL extension functions loader signature (same as GLADloadproc)
  1003. #endif // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2
  1004. //----------------------------------------------------------------------------------
  1005. // Global Variables Definition
  1006. //----------------------------------------------------------------------------------
  1007. static double rlCullDistanceNear = RL_CULL_DISTANCE_NEAR;
  1008. static double rlCullDistanceFar = RL_CULL_DISTANCE_FAR;
  1009. #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
  1010. static rlglData RLGL = { 0 };
  1011. #endif // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2
  1012. #if defined(GRAPHICS_API_OPENGL_ES2) && !defined(GRAPHICS_API_OPENGL_ES3)
  1013. // NOTE: VAO functionality is exposed through extensions (OES)
  1014. static PFNGLGENVERTEXARRAYSOESPROC glGenVertexArrays = NULL;
  1015. static PFNGLBINDVERTEXARRAYOESPROC glBindVertexArray = NULL;
  1016. static PFNGLDELETEVERTEXARRAYSOESPROC glDeleteVertexArrays = NULL;
  1017. // NOTE: Instancing functionality could also be available through extension
  1018. static PFNGLDRAWARRAYSINSTANCEDEXTPROC glDrawArraysInstanced = NULL;
  1019. static PFNGLDRAWELEMENTSINSTANCEDEXTPROC glDrawElementsInstanced = NULL;
  1020. static PFNGLVERTEXATTRIBDIVISOREXTPROC glVertexAttribDivisor = NULL;
  1021. #endif
  1022. //----------------------------------------------------------------------------------
  1023. // Module specific Functions Declaration
  1024. //----------------------------------------------------------------------------------
  1025. #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
  1026. static void rlLoadShaderDefault(void); // Load default shader
  1027. static void rlUnloadShaderDefault(void); // Unload default shader
  1028. #if defined(RLGL_SHOW_GL_DETAILS_INFO)
  1029. static const char *rlGetCompressedFormatName(int format); // Get compressed format official GL identifier name
  1030. #endif // RLGL_SHOW_GL_DETAILS_INFO
  1031. #endif // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2
  1032. static int rlGetPixelDataSize(int width, int height, int format); // Get pixel data size in bytes (image or texture)
  1033. // Auxiliar matrix math functions
  1034. typedef struct rl_float16 {
  1035. float v[16];
  1036. } rl_float16;
  1037. static rl_float16 rlMatrixToFloatV(Matrix mat); // Get float array of matrix data
  1038. #define rlMatrixToFloat(mat) (rlMatrixToFloatV(mat).v) // Get float vector for Matrix
  1039. static Matrix rlMatrixIdentity(void); // Get identity matrix
  1040. static Matrix rlMatrixMultiply(Matrix left, Matrix right); // Multiply two matrices
  1041. static Matrix rlMatrixTranspose(Matrix mat); // Transposes provided matrix
  1042. static Matrix rlMatrixInvert(Matrix mat); // Invert provided matrix
  1043. //----------------------------------------------------------------------------------
  1044. // Module Functions Definition - Matrix operations
  1045. //----------------------------------------------------------------------------------
  1046. #if defined(GRAPHICS_API_OPENGL_11)
  1047. // Fallback to OpenGL 1.1 function calls
  1048. //---------------------------------------
  1049. void rlMatrixMode(int mode)
  1050. {
  1051. switch (mode)
  1052. {
  1053. case RL_PROJECTION: glMatrixMode(GL_PROJECTION); break;
  1054. case RL_MODELVIEW: glMatrixMode(GL_MODELVIEW); break;
  1055. case RL_TEXTURE: glMatrixMode(GL_TEXTURE); break;
  1056. default: break;
  1057. }
  1058. }
  1059. void rlFrustum(double left, double right, double bottom, double top, double znear, double zfar)
  1060. {
  1061. glFrustum(left, right, bottom, top, znear, zfar);
  1062. }
  1063. void rlOrtho(double left, double right, double bottom, double top, double znear, double zfar)
  1064. {
  1065. glOrtho(left, right, bottom, top, znear, zfar);
  1066. }
  1067. void rlPushMatrix(void) { glPushMatrix(); }
  1068. void rlPopMatrix(void) { glPopMatrix(); }
  1069. void rlLoadIdentity(void) { glLoadIdentity(); }
  1070. void rlTranslatef(float x, float y, float z) { glTranslatef(x, y, z); }
  1071. void rlRotatef(float angle, float x, float y, float z) { glRotatef(angle, x, y, z); }
  1072. void rlScalef(float x, float y, float z) { glScalef(x, y, z); }
  1073. void rlMultMatrixf(const float *matf) { glMultMatrixf(matf); }
  1074. #endif
  1075. #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
  1076. // Choose the current matrix to be transformed
  1077. void rlMatrixMode(int mode)
  1078. {
  1079. if (mode == RL_PROJECTION) RLGL.State.currentMatrix = &RLGL.State.projection;
  1080. else if (mode == RL_MODELVIEW) RLGL.State.currentMatrix = &RLGL.State.modelview;
  1081. //else if (mode == RL_TEXTURE) // Not supported
  1082. RLGL.State.currentMatrixMode = mode;
  1083. }
  1084. // Push the current matrix into RLGL.State.stack
  1085. void rlPushMatrix(void)
  1086. {
  1087. if (RLGL.State.stackCounter >= RL_MAX_MATRIX_STACK_SIZE) TRACELOG(RL_LOG_ERROR, "RLGL: Matrix stack overflow (RL_MAX_MATRIX_STACK_SIZE)");
  1088. if (RLGL.State.currentMatrixMode == RL_MODELVIEW)
  1089. {
  1090. RLGL.State.transformRequired = true;
  1091. RLGL.State.currentMatrix = &RLGL.State.transform;
  1092. }
  1093. RLGL.State.stack[RLGL.State.stackCounter] = *RLGL.State.currentMatrix;
  1094. RLGL.State.stackCounter++;
  1095. }
  1096. // Pop lattest inserted matrix from RLGL.State.stack
  1097. void rlPopMatrix(void)
  1098. {
  1099. if (RLGL.State.stackCounter > 0)
  1100. {
  1101. Matrix mat = RLGL.State.stack[RLGL.State.stackCounter - 1];
  1102. *RLGL.State.currentMatrix = mat;
  1103. RLGL.State.stackCounter--;
  1104. }
  1105. if ((RLGL.State.stackCounter == 0) && (RLGL.State.currentMatrixMode == RL_MODELVIEW))
  1106. {
  1107. RLGL.State.currentMatrix = &RLGL.State.modelview;
  1108. RLGL.State.transformRequired = false;
  1109. }
  1110. }
  1111. // Reset current matrix to identity matrix
  1112. void rlLoadIdentity(void)
  1113. {
  1114. *RLGL.State.currentMatrix = rlMatrixIdentity();
  1115. }
  1116. // Multiply the current matrix by a translation matrix
  1117. void rlTranslatef(float x, float y, float z)
  1118. {
  1119. Matrix matTranslation = {
  1120. 1.0f, 0.0f, 0.0f, x,
  1121. 0.0f, 1.0f, 0.0f, y,
  1122. 0.0f, 0.0f, 1.0f, z,
  1123. 0.0f, 0.0f, 0.0f, 1.0f
  1124. };
  1125. // NOTE: We transpose matrix with multiplication order
  1126. *RLGL.State.currentMatrix = rlMatrixMultiply(matTranslation, *RLGL.State.currentMatrix);
  1127. }
  1128. // Multiply the current matrix by a rotation matrix
  1129. // NOTE: The provided angle must be in degrees
  1130. void rlRotatef(float angle, float x, float y, float z)
  1131. {
  1132. Matrix matRotation = rlMatrixIdentity();
  1133. // Axis vector (x, y, z) normalization
  1134. float lengthSquared = x*x + y*y + z*z;
  1135. if ((lengthSquared != 1.0f) && (lengthSquared != 0.0f))
  1136. {
  1137. float inverseLength = 1.0f/sqrtf(lengthSquared);
  1138. x *= inverseLength;
  1139. y *= inverseLength;
  1140. z *= inverseLength;
  1141. }
  1142. // Rotation matrix generation
  1143. float sinres = sinf(DEG2RAD*angle);
  1144. float cosres = cosf(DEG2RAD*angle);
  1145. float t = 1.0f - cosres;
  1146. matRotation.m0 = x*x*t + cosres;
  1147. matRotation.m1 = y*x*t + z*sinres;
  1148. matRotation.m2 = z*x*t - y*sinres;
  1149. matRotation.m3 = 0.0f;
  1150. matRotation.m4 = x*y*t - z*sinres;
  1151. matRotation.m5 = y*y*t + cosres;
  1152. matRotation.m6 = z*y*t + x*sinres;
  1153. matRotation.m7 = 0.0f;
  1154. matRotation.m8 = x*z*t + y*sinres;
  1155. matRotation.m9 = y*z*t - x*sinres;
  1156. matRotation.m10 = z*z*t + cosres;
  1157. matRotation.m11 = 0.0f;
  1158. matRotation.m12 = 0.0f;
  1159. matRotation.m13 = 0.0f;
  1160. matRotation.m14 = 0.0f;
  1161. matRotation.m15 = 1.0f;
  1162. // NOTE: We transpose matrix with multiplication order
  1163. *RLGL.State.currentMatrix = rlMatrixMultiply(matRotation, *RLGL.State.currentMatrix);
  1164. }
  1165. // Multiply the current matrix by a scaling matrix
  1166. void rlScalef(float x, float y, float z)
  1167. {
  1168. Matrix matScale = {
  1169. x, 0.0f, 0.0f, 0.0f,
  1170. 0.0f, y, 0.0f, 0.0f,
  1171. 0.0f, 0.0f, z, 0.0f,
  1172. 0.0f, 0.0f, 0.0f, 1.0f
  1173. };
  1174. // NOTE: We transpose matrix with multiplication order
  1175. *RLGL.State.currentMatrix = rlMatrixMultiply(matScale, *RLGL.State.currentMatrix);
  1176. }
  1177. // Multiply the current matrix by another matrix
  1178. void rlMultMatrixf(const float *matf)
  1179. {
  1180. // Matrix creation from array
  1181. Matrix mat = { matf[0], matf[4], matf[8], matf[12],
  1182. matf[1], matf[5], matf[9], matf[13],
  1183. matf[2], matf[6], matf[10], matf[14],
  1184. matf[3], matf[7], matf[11], matf[15] };
  1185. *RLGL.State.currentMatrix = rlMatrixMultiply(mat, *RLGL.State.currentMatrix);
  1186. }
  1187. // Multiply the current matrix by a perspective matrix generated by parameters
  1188. void rlFrustum(double left, double right, double bottom, double top, double znear, double zfar)
  1189. {
  1190. Matrix matFrustum = { 0 };
  1191. float rl = (float)(right - left);
  1192. float tb = (float)(top - bottom);
  1193. float fn = (float)(zfar - znear);
  1194. matFrustum.m0 = ((float) znear*2.0f)/rl;
  1195. matFrustum.m1 = 0.0f;
  1196. matFrustum.m2 = 0.0f;
  1197. matFrustum.m3 = 0.0f;
  1198. matFrustum.m4 = 0.0f;
  1199. matFrustum.m5 = ((float) znear*2.0f)/tb;
  1200. matFrustum.m6 = 0.0f;
  1201. matFrustum.m7 = 0.0f;
  1202. matFrustum.m8 = ((float)right + (float)left)/rl;
  1203. matFrustum.m9 = ((float)top + (float)bottom)/tb;
  1204. matFrustum.m10 = -((float)zfar + (float)znear)/fn;
  1205. matFrustum.m11 = -1.0f;
  1206. matFrustum.m12 = 0.0f;
  1207. matFrustum.m13 = 0.0f;
  1208. matFrustum.m14 = -((float)zfar*(float)znear*2.0f)/fn;
  1209. matFrustum.m15 = 0.0f;
  1210. *RLGL.State.currentMatrix = rlMatrixMultiply(*RLGL.State.currentMatrix, matFrustum);
  1211. }
  1212. // Multiply the current matrix by an orthographic matrix generated by parameters
  1213. void rlOrtho(double left, double right, double bottom, double top, double znear, double zfar)
  1214. {
  1215. // NOTE: If left-right and top-botton values are equal it could create a division by zero,
  1216. // response to it is platform/compiler dependant
  1217. Matrix matOrtho = { 0 };
  1218. float rl = (float)(right - left);
  1219. float tb = (float)(top - bottom);
  1220. float fn = (float)(zfar - znear);
  1221. matOrtho.m0 = 2.0f/rl;
  1222. matOrtho.m1 = 0.0f;
  1223. matOrtho.m2 = 0.0f;
  1224. matOrtho.m3 = 0.0f;
  1225. matOrtho.m4 = 0.0f;
  1226. matOrtho.m5 = 2.0f/tb;
  1227. matOrtho.m6 = 0.0f;
  1228. matOrtho.m7 = 0.0f;
  1229. matOrtho.m8 = 0.0f;
  1230. matOrtho.m9 = 0.0f;
  1231. matOrtho.m10 = -2.0f/fn;
  1232. matOrtho.m11 = 0.0f;
  1233. matOrtho.m12 = -((float)left + (float)right)/rl;
  1234. matOrtho.m13 = -((float)top + (float)bottom)/tb;
  1235. matOrtho.m14 = -((float)zfar + (float)znear)/fn;
  1236. matOrtho.m15 = 1.0f;
  1237. *RLGL.State.currentMatrix = rlMatrixMultiply(*RLGL.State.currentMatrix, matOrtho);
  1238. }
  1239. #endif
  1240. // Set the viewport area (transformation from normalized device coordinates to window coordinates)
  1241. // NOTE: We store current viewport dimensions
  1242. void rlViewport(int x, int y, int width, int height)
  1243. {
  1244. glViewport(x, y, width, height);
  1245. }
  1246. // Set clip planes distances
  1247. void rlSetClipPlanes(double nearPlane, double farPlane)
  1248. {
  1249. rlCullDistanceNear = nearPlane;
  1250. rlCullDistanceFar = farPlane;
  1251. }
  1252. // Get cull plane distance near
  1253. double rlGetCullDistanceNear(void)
  1254. {
  1255. return rlCullDistanceNear;
  1256. }
  1257. // Get cull plane distance far
  1258. double rlGetCullDistanceFar(void)
  1259. {
  1260. return rlCullDistanceFar;
  1261. }
  1262. //----------------------------------------------------------------------------------
  1263. // Module Functions Definition - Vertex level operations
  1264. //----------------------------------------------------------------------------------
  1265. #if defined(GRAPHICS_API_OPENGL_11)
  1266. // Fallback to OpenGL 1.1 function calls
  1267. //---------------------------------------
  1268. void rlBegin(int mode)
  1269. {
  1270. switch (mode)
  1271. {
  1272. case RL_LINES: glBegin(GL_LINES); break;
  1273. case RL_TRIANGLES: glBegin(GL_TRIANGLES); break;
  1274. case RL_QUADS: glBegin(GL_QUADS); break;
  1275. default: break;
  1276. }
  1277. }
  1278. void rlEnd(void) { glEnd(); }
  1279. void rlVertex2i(int x, int y) { glVertex2i(x, y); }
  1280. void rlVertex2f(float x, float y) { glVertex2f(x, y); }
  1281. void rlVertex3f(float x, float y, float z) { glVertex3f(x, y, z); }
  1282. void rlTexCoord2f(float x, float y) { glTexCoord2f(x, y); }
  1283. void rlNormal3f(float x, float y, float z) { glNormal3f(x, y, z); }
  1284. void rlColor4ub(unsigned char r, unsigned char g, unsigned char b, unsigned char a) { glColor4ub(r, g, b, a); }
  1285. void rlColor3f(float x, float y, float z) { glColor3f(x, y, z); }
  1286. void rlColor4f(float x, float y, float z, float w) { glColor4f(x, y, z, w); }
  1287. #endif
  1288. #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
  1289. // Initialize drawing mode (how to organize vertex)
  1290. void rlBegin(int mode)
  1291. {
  1292. // Draw mode can be RL_LINES, RL_TRIANGLES and RL_QUADS
  1293. // NOTE: In all three cases, vertex are accumulated over default internal vertex buffer
  1294. if (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].mode != mode)
  1295. {
  1296. if (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount > 0)
  1297. {
  1298. // Make sure current RLGL.currentBatch->draws[i].vertexCount is aligned a multiple of 4,
  1299. // that way, following QUADS drawing will keep aligned with index processing
  1300. // It implies adding some extra alignment vertex at the end of the draw,
  1301. // those vertex are not processed but they are considered as an additional offset
  1302. // for the next set of vertex to be drawn
  1303. 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);
  1304. 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)));
  1305. else RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexAlignment = 0;
  1306. if (!rlCheckRenderBatchLimit(RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexAlignment))
  1307. {
  1308. RLGL.State.vertexCounter += RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexAlignment;
  1309. RLGL.currentBatch->drawCounter++;
  1310. }
  1311. }
  1312. if (RLGL.currentBatch->drawCounter >= RL_DEFAULT_BATCH_DRAWCALLS) rlDrawRenderBatch(RLGL.currentBatch);
  1313. RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].mode = mode;
  1314. RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount = 0;
  1315. RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].textureId = RLGL.State.defaultTextureId;
  1316. }
  1317. }
  1318. // Finish vertex providing
  1319. void rlEnd(void)
  1320. {
  1321. // NOTE: Depth increment is dependant on rlOrtho(): z-near and z-far values,
  1322. // as well as depth buffer bit-depth (16bit or 24bit or 32bit)
  1323. // Correct increment formula would be: depthInc = (zfar - znear)/pow(2, bits)
  1324. RLGL.currentBatch->currentDepth += (1.0f/20000.0f);
  1325. }
  1326. // Define one vertex (position)
  1327. // NOTE: Vertex position data is the basic information required for drawing
  1328. void rlVertex3f(float x, float y, float z)
  1329. {
  1330. float tx = x;
  1331. float ty = y;
  1332. float tz = z;
  1333. // Transform provided vector if required
  1334. if (RLGL.State.transformRequired)
  1335. {
  1336. tx = RLGL.State.transform.m0*x + RLGL.State.transform.m4*y + RLGL.State.transform.m8*z + RLGL.State.transform.m12;
  1337. ty = RLGL.State.transform.m1*x + RLGL.State.transform.m5*y + RLGL.State.transform.m9*z + RLGL.State.transform.m13;
  1338. tz = RLGL.State.transform.m2*x + RLGL.State.transform.m6*y + RLGL.State.transform.m10*z + RLGL.State.transform.m14;
  1339. }
  1340. // WARNING: We can't break primitives when launching a new batch
  1341. // RL_LINES comes in pairs, RL_TRIANGLES come in groups of 3 vertices and RL_QUADS come in groups of 4 vertices
  1342. // 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
  1343. if (RLGL.State.vertexCounter > (RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].elementCount*4 - 4))
  1344. {
  1345. if ((RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].mode == RL_LINES) &&
  1346. (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount%2 == 0))
  1347. {
  1348. // Reached the maximum number of vertices for RL_LINES drawing
  1349. // Launch a draw call but keep current state for next vertices comming
  1350. // NOTE: We add +1 vertex to the check for security
  1351. rlCheckRenderBatchLimit(2 + 1);
  1352. }
  1353. else if ((RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].mode == RL_TRIANGLES) &&
  1354. (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount%3 == 0))
  1355. {
  1356. rlCheckRenderBatchLimit(3 + 1);
  1357. }
  1358. else if ((RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].mode == RL_QUADS) &&
  1359. (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount%4 == 0))
  1360. {
  1361. rlCheckRenderBatchLimit(4 + 1);
  1362. }
  1363. }
  1364. // Add vertices
  1365. RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vertices[3*RLGL.State.vertexCounter] = tx;
  1366. RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vertices[3*RLGL.State.vertexCounter + 1] = ty;
  1367. RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vertices[3*RLGL.State.vertexCounter + 2] = tz;
  1368. // Add current texcoord
  1369. RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].texcoords[2*RLGL.State.vertexCounter] = RLGL.State.texcoordx;
  1370. RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].texcoords[2*RLGL.State.vertexCounter + 1] = RLGL.State.texcoordy;
  1371. // Add current normal
  1372. RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].normals[3*RLGL.State.vertexCounter] = RLGL.State.normalx;
  1373. RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].normals[3*RLGL.State.vertexCounter + 1] = RLGL.State.normaly;
  1374. RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].normals[3*RLGL.State.vertexCounter + 2] = RLGL.State.normalz;
  1375. // Add current color
  1376. RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].colors[4*RLGL.State.vertexCounter] = RLGL.State.colorr;
  1377. RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].colors[4*RLGL.State.vertexCounter + 1] = RLGL.State.colorg;
  1378. RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].colors[4*RLGL.State.vertexCounter + 2] = RLGL.State.colorb;
  1379. RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].colors[4*RLGL.State.vertexCounter + 3] = RLGL.State.colora;
  1380. RLGL.State.vertexCounter++;
  1381. RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount++;
  1382. }
  1383. // Define one vertex (position)
  1384. void rlVertex2f(float x, float y)
  1385. {
  1386. rlVertex3f(x, y, RLGL.currentBatch->currentDepth);
  1387. }
  1388. // Define one vertex (position)
  1389. void rlVertex2i(int x, int y)
  1390. {
  1391. rlVertex3f((float)x, (float)y, RLGL.currentBatch->currentDepth);
  1392. }
  1393. // Define one vertex (texture coordinate)
  1394. // NOTE: Texture coordinates are limited to QUADS only
  1395. void rlTexCoord2f(float x, float y)
  1396. {
  1397. RLGL.State.texcoordx = x;
  1398. RLGL.State.texcoordy = y;
  1399. }
  1400. // Define one vertex (normal)
  1401. // NOTE: Normals limited to TRIANGLES only?
  1402. void rlNormal3f(float x, float y, float z)
  1403. {
  1404. float normalx = x;
  1405. float normaly = y;
  1406. float normalz = z;
  1407. if (RLGL.State.transformRequired)
  1408. {
  1409. normalx = RLGL.State.transform.m0*x + RLGL.State.transform.m4*y + RLGL.State.transform.m8*z;
  1410. normaly = RLGL.State.transform.m1*x + RLGL.State.transform.m5*y + RLGL.State.transform.m9*z;
  1411. normalz = RLGL.State.transform.m2*x + RLGL.State.transform.m6*y + RLGL.State.transform.m10*z;
  1412. }
  1413. float length = sqrtf(normalx*normalx + normaly*normaly + normalz*normalz);
  1414. if (length != 0.0f)
  1415. {
  1416. float ilength = 1.0f/length;
  1417. normalx *= ilength;
  1418. normaly *= ilength;
  1419. normalz *= ilength;
  1420. }
  1421. RLGL.State.normalx = normalx;
  1422. RLGL.State.normaly = normaly;
  1423. RLGL.State.normalz = normalz;
  1424. }
  1425. // Define one vertex (color)
  1426. void rlColor4ub(unsigned char x, unsigned char y, unsigned char z, unsigned char w)
  1427. {
  1428. RLGL.State.colorr = x;
  1429. RLGL.State.colorg = y;
  1430. RLGL.State.colorb = z;
  1431. RLGL.State.colora = w;
  1432. }
  1433. // Define one vertex (color)
  1434. void rlColor4f(float r, float g, float b, float a)
  1435. {
  1436. rlColor4ub((unsigned char)(r*255), (unsigned char)(g*255), (unsigned char)(b*255), (unsigned char)(a*255));
  1437. }
  1438. // Define one vertex (color)
  1439. void rlColor3f(float x, float y, float z)
  1440. {
  1441. rlColor4ub((unsigned char)(x*255), (unsigned char)(y*255), (unsigned char)(z*255), 255);
  1442. }
  1443. #endif
  1444. //--------------------------------------------------------------------------------------
  1445. // Module Functions Definition - OpenGL style functions (common to 1.1, 3.3+, ES2)
  1446. //--------------------------------------------------------------------------------------
  1447. // Set current texture to use
  1448. void rlSetTexture(unsigned int id)
  1449. {
  1450. if (id == 0)
  1451. {
  1452. #if defined(GRAPHICS_API_OPENGL_11)
  1453. rlDisableTexture();
  1454. #else
  1455. // NOTE: If quads batch limit is reached, we force a draw call and next batch starts
  1456. if (RLGL.State.vertexCounter >=
  1457. RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].elementCount*4)
  1458. {
  1459. rlDrawRenderBatch(RLGL.currentBatch);
  1460. }
  1461. #endif
  1462. }
  1463. else
  1464. {
  1465. #if defined(GRAPHICS_API_OPENGL_11)
  1466. rlEnableTexture(id);
  1467. #else
  1468. if (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].textureId != id)
  1469. {
  1470. if (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount > 0)
  1471. {
  1472. // Make sure current RLGL.currentBatch->draws[i].vertexCount is aligned a multiple of 4,
  1473. // that way, following QUADS drawing will keep aligned with index processing
  1474. // It implies adding some extra alignment vertex at the end of the draw,
  1475. // those vertex are not processed but they are considered as an additional offset
  1476. // for the next set of vertex to be drawn
  1477. 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);
  1478. 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)));
  1479. else RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexAlignment = 0;
  1480. if (!rlCheckRenderBatchLimit(RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexAlignment))
  1481. {
  1482. RLGL.State.vertexCounter += RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexAlignment;
  1483. RLGL.currentBatch->drawCounter++;
  1484. }
  1485. }
  1486. if (RLGL.currentBatch->drawCounter >= RL_DEFAULT_BATCH_DRAWCALLS) rlDrawRenderBatch(RLGL.currentBatch);
  1487. RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].textureId = id;
  1488. RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount = 0;
  1489. }
  1490. #endif
  1491. }
  1492. }
  1493. // Select and active a texture slot
  1494. void rlActiveTextureSlot(int slot)
  1495. {
  1496. #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
  1497. glActiveTexture(GL_TEXTURE0 + slot);
  1498. #endif
  1499. }
  1500. // Enable texture
  1501. void rlEnableTexture(unsigned int id)
  1502. {
  1503. #if defined(GRAPHICS_API_OPENGL_11)
  1504. glEnable(GL_TEXTURE_2D);
  1505. #endif
  1506. glBindTexture(GL_TEXTURE_2D, id);
  1507. }
  1508. // Disable texture
  1509. void rlDisableTexture(void)
  1510. {
  1511. #if defined(GRAPHICS_API_OPENGL_11)
  1512. glDisable(GL_TEXTURE_2D);
  1513. #endif
  1514. glBindTexture(GL_TEXTURE_2D, 0);
  1515. }
  1516. // Enable texture cubemap
  1517. void rlEnableTextureCubemap(unsigned int id)
  1518. {
  1519. #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
  1520. glBindTexture(GL_TEXTURE_CUBE_MAP, id);
  1521. #endif
  1522. }
  1523. // Disable texture cubemap
  1524. void rlDisableTextureCubemap(void)
  1525. {
  1526. #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
  1527. glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
  1528. #endif
  1529. }
  1530. // Set texture parameters (wrap mode/filter mode)
  1531. void rlTextureParameters(unsigned int id, int param, int value)
  1532. {
  1533. glBindTexture(GL_TEXTURE_2D, id);
  1534. #if !defined(GRAPHICS_API_OPENGL_11)
  1535. // Reset anisotropy filter, in case it was set
  1536. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, 1.0f);
  1537. #endif
  1538. switch (param)
  1539. {
  1540. case RL_TEXTURE_WRAP_S:
  1541. case RL_TEXTURE_WRAP_T:
  1542. {
  1543. if (value == RL_TEXTURE_WRAP_MIRROR_CLAMP)
  1544. {
  1545. #if !defined(GRAPHICS_API_OPENGL_11)
  1546. if (RLGL.ExtSupported.texMirrorClamp) glTexParameteri(GL_TEXTURE_2D, param, value);
  1547. else TRACELOG(RL_LOG_WARNING, "GL: Clamp mirror wrap mode not supported (GL_MIRROR_CLAMP_EXT)");
  1548. #endif
  1549. }
  1550. else glTexParameteri(GL_TEXTURE_2D, param, value);
  1551. } break;
  1552. case RL_TEXTURE_MAG_FILTER:
  1553. case RL_TEXTURE_MIN_FILTER: glTexParameteri(GL_TEXTURE_2D, param, value); break;
  1554. case RL_TEXTURE_FILTER_ANISOTROPIC:
  1555. {
  1556. #if !defined(GRAPHICS_API_OPENGL_11)
  1557. if (value <= RLGL.ExtSupported.maxAnisotropyLevel) glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, (float)value);
  1558. else if (RLGL.ExtSupported.maxAnisotropyLevel > 0.0f)
  1559. {
  1560. TRACELOG(RL_LOG_WARNING, "GL: Maximum anisotropic filter level supported is %iX", id, (int)RLGL.ExtSupported.maxAnisotropyLevel);
  1561. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, (float)value);
  1562. }
  1563. else TRACELOG(RL_LOG_WARNING, "GL: Anisotropic filtering not supported");
  1564. #endif
  1565. } break;
  1566. #if defined(GRAPHICS_API_OPENGL_33)
  1567. case RL_TEXTURE_MIPMAP_BIAS_RATIO: glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_LOD_BIAS, value/100.0f);
  1568. #endif
  1569. default: break;
  1570. }
  1571. glBindTexture(GL_TEXTURE_2D, 0);
  1572. }
  1573. // Set cubemap parameters (wrap mode/filter mode)
  1574. void rlCubemapParameters(unsigned int id, int param, int value)
  1575. {
  1576. #if !defined(GRAPHICS_API_OPENGL_11)
  1577. glBindTexture(GL_TEXTURE_CUBE_MAP, id);
  1578. // Reset anisotropy filter, in case it was set
  1579. glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAX_ANISOTROPY_EXT, 1.0f);
  1580. switch (param)
  1581. {
  1582. case RL_TEXTURE_WRAP_S:
  1583. case RL_TEXTURE_WRAP_T:
  1584. {
  1585. if (value == RL_TEXTURE_WRAP_MIRROR_CLAMP)
  1586. {
  1587. if (RLGL.ExtSupported.texMirrorClamp) glTexParameteri(GL_TEXTURE_CUBE_MAP, param, value);
  1588. else TRACELOG(RL_LOG_WARNING, "GL: Clamp mirror wrap mode not supported (GL_MIRROR_CLAMP_EXT)");
  1589. }
  1590. else glTexParameteri(GL_TEXTURE_CUBE_MAP, param, value);
  1591. } break;
  1592. case RL_TEXTURE_MAG_FILTER:
  1593. case RL_TEXTURE_MIN_FILTER: glTexParameteri(GL_TEXTURE_CUBE_MAP, param, value); break;
  1594. case RL_TEXTURE_FILTER_ANISOTROPIC:
  1595. {
  1596. if (value <= RLGL.ExtSupported.maxAnisotropyLevel) glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAX_ANISOTROPY_EXT, (float)value);
  1597. else if (RLGL.ExtSupported.maxAnisotropyLevel > 0.0f)
  1598. {
  1599. TRACELOG(RL_LOG_WARNING, "GL: Maximum anisotropic filter level supported is %iX", id, (int)RLGL.ExtSupported.maxAnisotropyLevel);
  1600. glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAX_ANISOTROPY_EXT, (float)value);
  1601. }
  1602. else TRACELOG(RL_LOG_WARNING, "GL: Anisotropic filtering not supported");
  1603. } break;
  1604. #if defined(GRAPHICS_API_OPENGL_33)
  1605. case RL_TEXTURE_MIPMAP_BIAS_RATIO: glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_LOD_BIAS, value/100.0f);
  1606. #endif
  1607. default: break;
  1608. }
  1609. glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
  1610. #endif
  1611. }
  1612. // Enable shader program
  1613. void rlEnableShader(unsigned int id)
  1614. {
  1615. #if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2))
  1616. glUseProgram(id);
  1617. #endif
  1618. }
  1619. // Disable shader program
  1620. void rlDisableShader(void)
  1621. {
  1622. #if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2))
  1623. glUseProgram(0);
  1624. #endif
  1625. }
  1626. // Enable rendering to texture (fbo)
  1627. void rlEnableFramebuffer(unsigned int id)
  1628. {
  1629. #if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)) && defined(RLGL_RENDER_TEXTURES_HINT)
  1630. glBindFramebuffer(GL_FRAMEBUFFER, id);
  1631. #endif
  1632. }
  1633. // return the active render texture (fbo)
  1634. unsigned int rlGetActiveFramebuffer(void)
  1635. {
  1636. GLint fboId = 0;
  1637. #if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES3)) && defined(RLGL_RENDER_TEXTURES_HINT)
  1638. glGetIntegerv(GL_DRAW_FRAMEBUFFER_BINDING, &fboId);
  1639. #endif
  1640. return fboId;
  1641. }
  1642. // Disable rendering to texture
  1643. void rlDisableFramebuffer(void)
  1644. {
  1645. #if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)) && defined(RLGL_RENDER_TEXTURES_HINT)
  1646. glBindFramebuffer(GL_FRAMEBUFFER, 0);
  1647. #endif
  1648. }
  1649. // Blit active framebuffer to main framebuffer
  1650. void rlBlitFramebuffer(int srcX, int srcY, int srcWidth, int srcHeight, int dstX, int dstY, int dstWidth, int dstHeight, int bufferMask)
  1651. {
  1652. #if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES3)) && defined(RLGL_RENDER_TEXTURES_HINT)
  1653. glBlitFramebuffer(srcX, srcY, srcWidth, srcHeight, dstX, dstY, dstWidth, dstHeight, bufferMask, GL_NEAREST);
  1654. #endif
  1655. }
  1656. // Bind framebuffer object (fbo)
  1657. void rlBindFramebuffer(unsigned int target, unsigned int framebuffer)
  1658. {
  1659. #if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)) && defined(RLGL_RENDER_TEXTURES_HINT)
  1660. glBindFramebuffer(target, framebuffer);
  1661. #endif
  1662. }
  1663. // Activate multiple draw color buffers
  1664. // NOTE: One color buffer is always active by default
  1665. void rlActiveDrawBuffers(int count)
  1666. {
  1667. #if ((defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES3)) && defined(RLGL_RENDER_TEXTURES_HINT))
  1668. // NOTE: Maximum number of draw buffers supported is implementation dependant,
  1669. // it can be queried with glGet*() but it must be at least 8
  1670. //GLint maxDrawBuffers = 0;
  1671. //glGetIntegerv(GL_MAX_DRAW_BUFFERS, &maxDrawBuffers);
  1672. if (count > 0)
  1673. {
  1674. if (count > 8) TRACELOG(LOG_WARNING, "GL: Max color buffers limited to 8");
  1675. else
  1676. {
  1677. unsigned int buffers[8] = {
  1678. #if defined(GRAPHICS_API_OPENGL_ES3)
  1679. GL_COLOR_ATTACHMENT0_EXT,
  1680. GL_COLOR_ATTACHMENT1_EXT,
  1681. GL_COLOR_ATTACHMENT2_EXT,
  1682. GL_COLOR_ATTACHMENT3_EXT,
  1683. GL_COLOR_ATTACHMENT4_EXT,
  1684. GL_COLOR_ATTACHMENT5_EXT,
  1685. GL_COLOR_ATTACHMENT6_EXT,
  1686. GL_COLOR_ATTACHMENT7_EXT,
  1687. #else
  1688. GL_COLOR_ATTACHMENT0,
  1689. GL_COLOR_ATTACHMENT1,
  1690. GL_COLOR_ATTACHMENT2,
  1691. GL_COLOR_ATTACHMENT3,
  1692. GL_COLOR_ATTACHMENT4,
  1693. GL_COLOR_ATTACHMENT5,
  1694. GL_COLOR_ATTACHMENT6,
  1695. GL_COLOR_ATTACHMENT7,
  1696. #endif
  1697. };
  1698. #if defined(GRAPHICS_API_OPENGL_ES3)
  1699. glDrawBuffersEXT(count, buffers);
  1700. #else
  1701. glDrawBuffers(count, buffers);
  1702. #endif
  1703. }
  1704. }
  1705. else TRACELOG(LOG_WARNING, "GL: One color buffer active by default");
  1706. #endif
  1707. }
  1708. //----------------------------------------------------------------------------------
  1709. // General render state configuration
  1710. //----------------------------------------------------------------------------------
  1711. // Enable color blending
  1712. void rlEnableColorBlend(void) { glEnable(GL_BLEND); }
  1713. // Disable color blending
  1714. void rlDisableColorBlend(void) { glDisable(GL_BLEND); }
  1715. // Enable depth test
  1716. void rlEnableDepthTest(void) { glEnable(GL_DEPTH_TEST); }
  1717. // Disable depth test
  1718. void rlDisableDepthTest(void) { glDisable(GL_DEPTH_TEST); }
  1719. // Enable depth write
  1720. void rlEnableDepthMask(void) { glDepthMask(GL_TRUE); }
  1721. // Disable depth write
  1722. void rlDisableDepthMask(void) { glDepthMask(GL_FALSE); }
  1723. // Enable backface culling
  1724. void rlEnableBackfaceCulling(void) { glEnable(GL_CULL_FACE); }
  1725. // Disable backface culling
  1726. void rlDisableBackfaceCulling(void) { glDisable(GL_CULL_FACE); }
  1727. // Set color mask active for screen read/draw
  1728. void rlColorMask(bool r, bool g, bool b, bool a) { glColorMask(r, g, b, a); }
  1729. // Set face culling mode
  1730. void rlSetCullFace(int mode)
  1731. {
  1732. switch (mode)
  1733. {
  1734. case RL_CULL_FACE_BACK: glCullFace(GL_BACK); break;
  1735. case RL_CULL_FACE_FRONT: glCullFace(GL_FRONT); break;
  1736. default: break;
  1737. }
  1738. }
  1739. // Enable scissor test
  1740. void rlEnableScissorTest(void) { glEnable(GL_SCISSOR_TEST); }
  1741. // Disable scissor test
  1742. void rlDisableScissorTest(void) { glDisable(GL_SCISSOR_TEST); }
  1743. // Scissor test
  1744. void rlScissor(int x, int y, int width, int height) { glScissor(x, y, width, height); }
  1745. // Enable wire mode
  1746. void rlEnableWireMode(void)
  1747. {
  1748. #if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33)
  1749. // NOTE: glPolygonMode() not available on OpenGL ES
  1750. glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
  1751. #endif
  1752. }
  1753. // Enable point mode
  1754. void rlEnablePointMode(void)
  1755. {
  1756. #if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33)
  1757. // NOTE: glPolygonMode() not available on OpenGL ES
  1758. glPolygonMode(GL_FRONT_AND_BACK, GL_POINT);
  1759. glEnable(GL_PROGRAM_POINT_SIZE);
  1760. #endif
  1761. }
  1762. // Disable wire mode
  1763. void rlDisableWireMode(void)
  1764. {
  1765. #if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33)
  1766. // NOTE: glPolygonMode() not available on OpenGL ES
  1767. glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
  1768. #endif
  1769. }
  1770. // Set the line drawing width
  1771. void rlSetLineWidth(float width) { glLineWidth(width); }
  1772. // Get the line drawing width
  1773. float rlGetLineWidth(void)
  1774. {
  1775. float width = 0;
  1776. glGetFloatv(GL_LINE_WIDTH, &width);
  1777. return width;
  1778. }
  1779. // Enable line aliasing
  1780. void rlEnableSmoothLines(void)
  1781. {
  1782. #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_11)
  1783. glEnable(GL_LINE_SMOOTH);
  1784. #endif
  1785. }
  1786. // Disable line aliasing
  1787. void rlDisableSmoothLines(void)
  1788. {
  1789. #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_11)
  1790. glDisable(GL_LINE_SMOOTH);
  1791. #endif
  1792. }
  1793. // Enable stereo rendering
  1794. void rlEnableStereoRender(void)
  1795. {
  1796. #if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2))
  1797. RLGL.State.stereoRender = true;
  1798. #endif
  1799. }
  1800. // Disable stereo rendering
  1801. void rlDisableStereoRender(void)
  1802. {
  1803. #if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2))
  1804. RLGL.State.stereoRender = false;
  1805. #endif
  1806. }
  1807. // Check if stereo render is enabled
  1808. bool rlIsStereoRenderEnabled(void)
  1809. {
  1810. #if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2))
  1811. return RLGL.State.stereoRender;
  1812. #else
  1813. return false;
  1814. #endif
  1815. }
  1816. // Clear color buffer with color
  1817. void rlClearColor(unsigned char r, unsigned char g, unsigned char b, unsigned char a)
  1818. {
  1819. // Color values clamp to 0.0f(0) and 1.0f(255)
  1820. float cr = (float)r/255;
  1821. float cg = (float)g/255;
  1822. float cb = (float)b/255;
  1823. float ca = (float)a/255;
  1824. glClearColor(cr, cg, cb, ca);
  1825. }
  1826. // Clear used screen buffers (color and depth)
  1827. void rlClearScreenBuffers(void)
  1828. {
  1829. glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear used buffers: Color and Depth (Depth is used for 3D)
  1830. //glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); // Stencil buffer not used...
  1831. }
  1832. // Check and log OpenGL error codes
  1833. void rlCheckErrors(void)
  1834. {
  1835. #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
  1836. int check = 1;
  1837. while (check)
  1838. {
  1839. const GLenum err = glGetError();
  1840. switch (err)
  1841. {
  1842. case GL_NO_ERROR: check = 0; break;
  1843. case 0x0500: TRACELOG(RL_LOG_WARNING, "GL: Error detected: GL_INVALID_ENUM"); break;
  1844. case 0x0501: TRACELOG(RL_LOG_WARNING, "GL: Error detected: GL_INVALID_VALUE"); break;
  1845. case 0x0502: TRACELOG(RL_LOG_WARNING, "GL: Error detected: GL_INVALID_OPERATION"); break;
  1846. case 0x0503: TRACELOG(RL_LOG_WARNING, "GL: Error detected: GL_STACK_OVERFLOW"); break;
  1847. case 0x0504: TRACELOG(RL_LOG_WARNING, "GL: Error detected: GL_STACK_UNDERFLOW"); break;
  1848. case 0x0505: TRACELOG(RL_LOG_WARNING, "GL: Error detected: GL_OUT_OF_MEMORY"); break;
  1849. case 0x0506: TRACELOG(RL_LOG_WARNING, "GL: Error detected: GL_INVALID_FRAMEBUFFER_OPERATION"); break;
  1850. default: TRACELOG(RL_LOG_WARNING, "GL: Error detected: Unknown error code: %x", err); break;
  1851. }
  1852. }
  1853. #endif
  1854. }
  1855. // Set blend mode
  1856. void rlSetBlendMode(int mode)
  1857. {
  1858. #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
  1859. if ((RLGL.State.currentBlendMode != mode) || ((mode == RL_BLEND_CUSTOM || mode == RL_BLEND_CUSTOM_SEPARATE) && RLGL.State.glCustomBlendModeModified))
  1860. {
  1861. rlDrawRenderBatch(RLGL.currentBatch);
  1862. switch (mode)
  1863. {
  1864. case RL_BLEND_ALPHA: glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glBlendEquation(GL_FUNC_ADD); break;
  1865. case RL_BLEND_ADDITIVE: glBlendFunc(GL_SRC_ALPHA, GL_ONE); glBlendEquation(GL_FUNC_ADD); break;
  1866. case RL_BLEND_MULTIPLIED: glBlendFunc(GL_DST_COLOR, GL_ONE_MINUS_SRC_ALPHA); glBlendEquation(GL_FUNC_ADD); break;
  1867. case RL_BLEND_ADD_COLORS: glBlendFunc(GL_ONE, GL_ONE); glBlendEquation(GL_FUNC_ADD); break;
  1868. case RL_BLEND_SUBTRACT_COLORS: glBlendFunc(GL_ONE, GL_ONE); glBlendEquation(GL_FUNC_SUBTRACT); break;
  1869. case RL_BLEND_ALPHA_PREMULTIPLY: glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA); glBlendEquation(GL_FUNC_ADD); break;
  1870. case RL_BLEND_CUSTOM:
  1871. {
  1872. // NOTE: Using GL blend src/dst factors and GL equation configured with rlSetBlendFactors()
  1873. glBlendFunc(RLGL.State.glBlendSrcFactor, RLGL.State.glBlendDstFactor); glBlendEquation(RLGL.State.glBlendEquation);
  1874. } break;
  1875. case RL_BLEND_CUSTOM_SEPARATE:
  1876. {
  1877. // NOTE: Using GL blend src/dst factors and GL equation configured with rlSetBlendFactorsSeparate()
  1878. glBlendFuncSeparate(RLGL.State.glBlendSrcFactorRGB, RLGL.State.glBlendDestFactorRGB, RLGL.State.glBlendSrcFactorAlpha, RLGL.State.glBlendDestFactorAlpha);
  1879. glBlendEquationSeparate(RLGL.State.glBlendEquationRGB, RLGL.State.glBlendEquationAlpha);
  1880. } break;
  1881. default: break;
  1882. }
  1883. RLGL.State.currentBlendMode = mode;
  1884. RLGL.State.glCustomBlendModeModified = false;
  1885. }
  1886. #endif
  1887. }
  1888. // Set blending mode factor and equation
  1889. void rlSetBlendFactors(int glSrcFactor, int glDstFactor, int glEquation)
  1890. {
  1891. #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
  1892. if ((RLGL.State.glBlendSrcFactor != glSrcFactor) ||
  1893. (RLGL.State.glBlendDstFactor != glDstFactor) ||
  1894. (RLGL.State.glBlendEquation != glEquation))
  1895. {
  1896. RLGL.State.glBlendSrcFactor = glSrcFactor;
  1897. RLGL.State.glBlendDstFactor = glDstFactor;
  1898. RLGL.State.glBlendEquation = glEquation;
  1899. RLGL.State.glCustomBlendModeModified = true;
  1900. }
  1901. #endif
  1902. }
  1903. // Set blending mode factor and equation separately for RGB and alpha
  1904. void rlSetBlendFactorsSeparate(int glSrcRGB, int glDstRGB, int glSrcAlpha, int glDstAlpha, int glEqRGB, int glEqAlpha)
  1905. {
  1906. #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
  1907. if ((RLGL.State.glBlendSrcFactorRGB != glSrcRGB) ||
  1908. (RLGL.State.glBlendDestFactorRGB != glDstRGB) ||
  1909. (RLGL.State.glBlendSrcFactorAlpha != glSrcAlpha) ||
  1910. (RLGL.State.glBlendDestFactorAlpha != glDstAlpha) ||
  1911. (RLGL.State.glBlendEquationRGB != glEqRGB) ||
  1912. (RLGL.State.glBlendEquationAlpha != glEqAlpha))
  1913. {
  1914. RLGL.State.glBlendSrcFactorRGB = glSrcRGB;
  1915. RLGL.State.glBlendDestFactorRGB = glDstRGB;
  1916. RLGL.State.glBlendSrcFactorAlpha = glSrcAlpha;
  1917. RLGL.State.glBlendDestFactorAlpha = glDstAlpha;
  1918. RLGL.State.glBlendEquationRGB = glEqRGB;
  1919. RLGL.State.glBlendEquationAlpha = glEqAlpha;
  1920. RLGL.State.glCustomBlendModeModified = true;
  1921. }
  1922. #endif
  1923. }
  1924. //----------------------------------------------------------------------------------
  1925. // Module Functions Definition - OpenGL Debug
  1926. //----------------------------------------------------------------------------------
  1927. #if defined(RLGL_ENABLE_OPENGL_DEBUG_CONTEXT) && defined(GRAPHICS_API_OPENGL_43)
  1928. static void GLAPIENTRY rlDebugMessageCallback(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar *message, const void *userParam)
  1929. {
  1930. // Ignore non-significant error/warning codes (NVidia drivers)
  1931. // NOTE: Here there are the details with a sample output:
  1932. // - #131169 - Framebuffer detailed info: The driver allocated storage for renderbuffer 2. (severity: low)
  1933. // - #131185 - Buffer detailed info: Buffer object 1 (bound to GL_ELEMENT_ARRAY_BUFFER_ARB, usage hint is GL_ENUM_88e4)
  1934. // will use VIDEO memory as the source for buffer object operations. (severity: low)
  1935. // - #131218 - Program/shader state performance warning: Vertex shader in program 7 is being recompiled based on GL state. (severity: medium)
  1936. // - #131204 - Texture state usage warning: The texture object (0) bound to texture image unit 0 does not have
  1937. // a defined base level and cannot be used for texture mapping. (severity: low)
  1938. if ((id == 131169) || (id == 131185) || (id == 131218) || (id == 131204)) return;
  1939. const char *msgSource = NULL;
  1940. switch (source)
  1941. {
  1942. case GL_DEBUG_SOURCE_API: msgSource = "API"; break;
  1943. case GL_DEBUG_SOURCE_WINDOW_SYSTEM: msgSource = "WINDOW_SYSTEM"; break;
  1944. case GL_DEBUG_SOURCE_SHADER_COMPILER: msgSource = "SHADER_COMPILER"; break;
  1945. case GL_DEBUG_SOURCE_THIRD_PARTY: msgSource = "THIRD_PARTY"; break;
  1946. case GL_DEBUG_SOURCE_APPLICATION: msgSource = "APPLICATION"; break;
  1947. case GL_DEBUG_SOURCE_OTHER: msgSource = "OTHER"; break;
  1948. default: break;
  1949. }
  1950. const char *msgType = NULL;
  1951. switch (type)
  1952. {
  1953. case GL_DEBUG_TYPE_ERROR: msgType = "ERROR"; break;
  1954. case GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR: msgType = "DEPRECATED_BEHAVIOR"; break;
  1955. case GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR: msgType = "UNDEFINED_BEHAVIOR"; break;
  1956. case GL_DEBUG_TYPE_PORTABILITY: msgType = "PORTABILITY"; break;
  1957. case GL_DEBUG_TYPE_PERFORMANCE: msgType = "PERFORMANCE"; break;
  1958. case GL_DEBUG_TYPE_MARKER: msgType = "MARKER"; break;
  1959. case GL_DEBUG_TYPE_PUSH_GROUP: msgType = "PUSH_GROUP"; break;
  1960. case GL_DEBUG_TYPE_POP_GROUP: msgType = "POP_GROUP"; break;
  1961. case GL_DEBUG_TYPE_OTHER: msgType = "OTHER"; break;
  1962. default: break;
  1963. }
  1964. const char *msgSeverity = "DEFAULT";
  1965. switch (severity)
  1966. {
  1967. case GL_DEBUG_SEVERITY_LOW: msgSeverity = "LOW"; break;
  1968. case GL_DEBUG_SEVERITY_MEDIUM: msgSeverity = "MEDIUM"; break;
  1969. case GL_DEBUG_SEVERITY_HIGH: msgSeverity = "HIGH"; break;
  1970. case GL_DEBUG_SEVERITY_NOTIFICATION: msgSeverity = "NOTIFICATION"; break;
  1971. default: break;
  1972. }
  1973. TRACELOG(LOG_WARNING, "GL: OpenGL debug message: %s", message);
  1974. TRACELOG(LOG_WARNING, " > Type: %s", msgType);
  1975. TRACELOG(LOG_WARNING, " > Source = %s", msgSource);
  1976. TRACELOG(LOG_WARNING, " > Severity = %s", msgSeverity);
  1977. }
  1978. #endif
  1979. //----------------------------------------------------------------------------------
  1980. // Module Functions Definition - rlgl functionality
  1981. //----------------------------------------------------------------------------------
  1982. // Initialize rlgl: OpenGL extensions, default buffers/shaders/textures, OpenGL states
  1983. void rlglInit(int width, int height)
  1984. {
  1985. // Enable OpenGL debug context if required
  1986. #if defined(RLGL_ENABLE_OPENGL_DEBUG_CONTEXT) && defined(GRAPHICS_API_OPENGL_43)
  1987. if ((glDebugMessageCallback != NULL) && (glDebugMessageControl != NULL))
  1988. {
  1989. glDebugMessageCallback(rlDebugMessageCallback, 0);
  1990. // glDebugMessageControl(GL_DEBUG_SOURCE_API, GL_DEBUG_TYPE_ERROR, GL_DEBUG_SEVERITY_HIGH, 0, 0, GL_TRUE);
  1991. // Debug context options:
  1992. // - GL_DEBUG_OUTPUT - Faster version but not useful for breakpoints
  1993. // - 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
  1994. glEnable(GL_DEBUG_OUTPUT);
  1995. glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS);
  1996. }
  1997. #endif
  1998. #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
  1999. // Init default white texture
  2000. unsigned char pixels[4] = { 255, 255, 255, 255 }; // 1 pixel RGBA (4 bytes)
  2001. RLGL.State.defaultTextureId = rlLoadTexture(pixels, 1, 1, RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8A8, 1);
  2002. if (RLGL.State.defaultTextureId != 0) TRACELOG(RL_LOG_INFO, "TEXTURE: [ID %i] Default texture loaded successfully", RLGL.State.defaultTextureId);
  2003. else TRACELOG(RL_LOG_WARNING, "TEXTURE: Failed to load default texture");
  2004. // Init default Shader (customized for GL 3.3 and ES2)
  2005. // Loaded: RLGL.State.defaultShaderId + RLGL.State.defaultShaderLocs
  2006. rlLoadShaderDefault();
  2007. RLGL.State.currentShaderId = RLGL.State.defaultShaderId;
  2008. RLGL.State.currentShaderLocs = RLGL.State.defaultShaderLocs;
  2009. // Init default vertex arrays buffers
  2010. // Simulate that the default shader has the location RL_SHADER_LOC_VERTEX_NORMAL to bind the normal buffer for the default render batch
  2011. RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_NORMAL] = RL_DEFAULT_SHADER_ATTRIB_LOCATION_NORMAL;
  2012. RLGL.defaultBatch = rlLoadRenderBatch(RL_DEFAULT_BATCH_BUFFERS, RL_DEFAULT_BATCH_BUFFER_ELEMENTS);
  2013. RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_NORMAL] = -1;
  2014. RLGL.currentBatch = &RLGL.defaultBatch;
  2015. // Init stack matrices (emulating OpenGL 1.1)
  2016. for (int i = 0; i < RL_MAX_MATRIX_STACK_SIZE; i++) RLGL.State.stack[i] = rlMatrixIdentity();
  2017. // Init internal matrices
  2018. RLGL.State.transform = rlMatrixIdentity();
  2019. RLGL.State.projection = rlMatrixIdentity();
  2020. RLGL.State.modelview = rlMatrixIdentity();
  2021. RLGL.State.currentMatrix = &RLGL.State.modelview;
  2022. #endif // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2
  2023. // Initialize OpenGL default states
  2024. //----------------------------------------------------------
  2025. // Init state: Depth test
  2026. glDepthFunc(GL_LEQUAL); // Type of depth testing to apply
  2027. glDisable(GL_DEPTH_TEST); // Disable depth testing for 2D (only used for 3D)
  2028. // Init state: Blending mode
  2029. glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // Color blending function (how colors are mixed)
  2030. glEnable(GL_BLEND); // Enable color blending (required to work with transparencies)
  2031. // Init state: Culling
  2032. // NOTE: All shapes/models triangles are drawn CCW
  2033. glCullFace(GL_BACK); // Cull the back face (default)
  2034. glFrontFace(GL_CCW); // Front face are defined counter clockwise (default)
  2035. glEnable(GL_CULL_FACE); // Enable backface culling
  2036. // Init state: Cubemap seamless
  2037. #if defined(GRAPHICS_API_OPENGL_33)
  2038. glEnable(GL_TEXTURE_CUBE_MAP_SEAMLESS); // Seamless cubemaps (not supported on OpenGL ES 2.0)
  2039. #endif
  2040. #if defined(GRAPHICS_API_OPENGL_11)
  2041. // Init state: Color hints (deprecated in OpenGL 3.0+)
  2042. glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Improve quality of color and texture coordinate interpolation
  2043. glShadeModel(GL_SMOOTH); // Smooth shading between vertex (vertex colors interpolation)
  2044. #endif
  2045. #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
  2046. // Store screen size into global variables
  2047. RLGL.State.framebufferWidth = width;
  2048. RLGL.State.framebufferHeight = height;
  2049. TRACELOG(RL_LOG_INFO, "RLGL: Default OpenGL state initialized successfully");
  2050. //----------------------------------------------------------
  2051. #endif
  2052. // Init state: Color/Depth buffers clear
  2053. glClearColor(0.0f, 0.0f, 0.0f, 1.0f); // Set clear color (black)
  2054. glClearDepth(1.0f); // Set clear depth value (default)
  2055. glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear color and depth buffers (depth buffer required for 3D)
  2056. }
  2057. // Vertex Buffer Object deinitialization (memory free)
  2058. void rlglClose(void)
  2059. {
  2060. #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
  2061. rlUnloadRenderBatch(RLGL.defaultBatch);
  2062. rlUnloadShaderDefault(); // Unload default shader
  2063. glDeleteTextures(1, &RLGL.State.defaultTextureId); // Unload default texture
  2064. TRACELOG(RL_LOG_INFO, "TEXTURE: [ID %i] Default texture unloaded successfully", RLGL.State.defaultTextureId);
  2065. #endif
  2066. }
  2067. // Load OpenGL extensions
  2068. // NOTE: External loader function must be provided
  2069. void rlLoadExtensions(void *loader)
  2070. {
  2071. #if defined(GRAPHICS_API_OPENGL_33) // Also defined for GRAPHICS_API_OPENGL_21
  2072. // NOTE: glad is generated and contains only required OpenGL 3.3 Core extensions (and lower versions)
  2073. if (gladLoadGL((GLADloadfunc)loader) == 0) TRACELOG(RL_LOG_WARNING, "GLAD: Cannot load OpenGL extensions");
  2074. else TRACELOG(RL_LOG_INFO, "GLAD: OpenGL extensions loaded successfully");
  2075. // Get number of supported extensions
  2076. GLint numExt = 0;
  2077. glGetIntegerv(GL_NUM_EXTENSIONS, &numExt);
  2078. TRACELOG(RL_LOG_INFO, "GL: Supported extensions count: %i", numExt);
  2079. #if defined(RLGL_SHOW_GL_DETAILS_INFO)
  2080. // Get supported extensions list
  2081. // WARNING: glGetStringi() not available on OpenGL 2.1
  2082. TRACELOG(RL_LOG_INFO, "GL: OpenGL extensions:");
  2083. for (int i = 0; i < numExt; i++) TRACELOG(RL_LOG_INFO, " %s", glGetStringi(GL_EXTENSIONS, i));
  2084. #endif
  2085. #if defined(GRAPHICS_API_OPENGL_21)
  2086. // Register supported extensions flags
  2087. // Optional OpenGL 2.1 extensions
  2088. RLGL.ExtSupported.vao = GLAD_GL_ARB_vertex_array_object;
  2089. RLGL.ExtSupported.instancing = (GLAD_GL_EXT_draw_instanced && GLAD_GL_ARB_instanced_arrays);
  2090. RLGL.ExtSupported.texNPOT = GLAD_GL_ARB_texture_non_power_of_two;
  2091. RLGL.ExtSupported.texFloat32 = GLAD_GL_ARB_texture_float;
  2092. RLGL.ExtSupported.texFloat16 = GLAD_GL_ARB_texture_float;
  2093. RLGL.ExtSupported.texDepth = GLAD_GL_ARB_depth_texture;
  2094. RLGL.ExtSupported.maxDepthBits = 32;
  2095. RLGL.ExtSupported.texAnisoFilter = GLAD_GL_EXT_texture_filter_anisotropic;
  2096. RLGL.ExtSupported.texMirrorClamp = GLAD_GL_EXT_texture_mirror_clamp;
  2097. #else
  2098. // Register supported extensions flags
  2099. // OpenGL 3.3 extensions supported by default (core)
  2100. RLGL.ExtSupported.vao = true;
  2101. RLGL.ExtSupported.instancing = true;
  2102. RLGL.ExtSupported.texNPOT = true;
  2103. RLGL.ExtSupported.texFloat32 = true;
  2104. RLGL.ExtSupported.texFloat16 = true;
  2105. RLGL.ExtSupported.texDepth = true;
  2106. RLGL.ExtSupported.maxDepthBits = 32;
  2107. RLGL.ExtSupported.texAnisoFilter = true;
  2108. RLGL.ExtSupported.texMirrorClamp = true;
  2109. #endif
  2110. // Optional OpenGL 3.3 extensions
  2111. RLGL.ExtSupported.texCompASTC = GLAD_GL_KHR_texture_compression_astc_hdr && GLAD_GL_KHR_texture_compression_astc_ldr;
  2112. RLGL.ExtSupported.texCompDXT = GLAD_GL_EXT_texture_compression_s3tc; // Texture compression: DXT
  2113. RLGL.ExtSupported.texCompETC2 = GLAD_GL_ARB_ES3_compatibility; // Texture compression: ETC2/EAC
  2114. #if defined(GRAPHICS_API_OPENGL_43)
  2115. RLGL.ExtSupported.computeShader = GLAD_GL_ARB_compute_shader;
  2116. RLGL.ExtSupported.ssbo = GLAD_GL_ARB_shader_storage_buffer_object;
  2117. #endif
  2118. #endif // GRAPHICS_API_OPENGL_33
  2119. #if defined(GRAPHICS_API_OPENGL_ES3)
  2120. // Register supported extensions flags
  2121. // OpenGL ES 3.0 extensions supported by default (or it should be)
  2122. RLGL.ExtSupported.vao = true;
  2123. RLGL.ExtSupported.instancing = true;
  2124. RLGL.ExtSupported.texNPOT = true;
  2125. RLGL.ExtSupported.texFloat32 = true;
  2126. RLGL.ExtSupported.texFloat16 = true;
  2127. RLGL.ExtSupported.texDepth = true;
  2128. RLGL.ExtSupported.texDepthWebGL = true;
  2129. RLGL.ExtSupported.maxDepthBits = 24;
  2130. RLGL.ExtSupported.texAnisoFilter = true;
  2131. RLGL.ExtSupported.texMirrorClamp = true;
  2132. // TODO: Check for additional OpenGL ES 3.0 supported extensions:
  2133. //RLGL.ExtSupported.texCompDXT = true;
  2134. //RLGL.ExtSupported.texCompETC1 = true;
  2135. //RLGL.ExtSupported.texCompETC2 = true;
  2136. //RLGL.ExtSupported.texCompPVRT = true;
  2137. //RLGL.ExtSupported.texCompASTC = true;
  2138. //RLGL.ExtSupported.maxAnisotropyLevel = true;
  2139. //RLGL.ExtSupported.computeShader = true;
  2140. //RLGL.ExtSupported.ssbo = true;
  2141. #elif defined(GRAPHICS_API_OPENGL_ES2)
  2142. #if defined(PLATFORM_DESKTOP_GLFW) || defined(PLATFORM_DESKTOP_SDL)
  2143. // TODO: Support GLAD loader for OpenGL ES 3.0
  2144. if (gladLoadGLES2((GLADloadfunc)loader) == 0) TRACELOG(RL_LOG_WARNING, "GLAD: Cannot load OpenGL ES2.0 functions");
  2145. else TRACELOG(RL_LOG_INFO, "GLAD: OpenGL ES 2.0 loaded successfully");
  2146. #endif
  2147. // Get supported extensions list
  2148. GLint numExt = 0;
  2149. const char **extList = RL_MALLOC(512*sizeof(const char *)); // Allocate 512 strings pointers (2 KB)
  2150. const char *extensions = (const char *)glGetString(GL_EXTENSIONS); // One big const string
  2151. // NOTE: We have to duplicate string because glGetString() returns a const string
  2152. int size = strlen(extensions) + 1; // Get extensions string size in bytes
  2153. char *extensionsDup = (char *)RL_CALLOC(size, sizeof(char));
  2154. strcpy(extensionsDup, extensions);
  2155. extList[numExt] = extensionsDup;
  2156. for (int i = 0; i < size; i++)
  2157. {
  2158. if (extensionsDup[i] == ' ')
  2159. {
  2160. extensionsDup[i] = '\0';
  2161. numExt++;
  2162. extList[numExt] = &extensionsDup[i + 1];
  2163. }
  2164. }
  2165. TRACELOG(RL_LOG_INFO, "GL: Supported extensions count: %i", numExt);
  2166. #if defined(RLGL_SHOW_GL_DETAILS_INFO)
  2167. TRACELOG(RL_LOG_INFO, "GL: OpenGL extensions:");
  2168. for (int i = 0; i < numExt; i++) TRACELOG(RL_LOG_INFO, " %s", extList[i]);
  2169. #endif
  2170. // Check required extensions
  2171. for (int i = 0; i < numExt; i++)
  2172. {
  2173. // Check VAO support
  2174. // NOTE: Only check on OpenGL ES, OpenGL 3.3 has VAO support as core feature
  2175. if (strcmp(extList[i], (const char *)"GL_OES_vertex_array_object") == 0)
  2176. {
  2177. // The extension is supported by our hardware and driver, try to get related functions pointers
  2178. // NOTE: emscripten does not support VAOs natively, it uses emulation and it reduces overall performance...
  2179. glGenVertexArrays = (PFNGLGENVERTEXARRAYSOESPROC)((rlglLoadProc)loader)("glGenVertexArraysOES");
  2180. glBindVertexArray = (PFNGLBINDVERTEXARRAYOESPROC)((rlglLoadProc)loader)("glBindVertexArrayOES");
  2181. glDeleteVertexArrays = (PFNGLDELETEVERTEXARRAYSOESPROC)((rlglLoadProc)loader)("glDeleteVertexArraysOES");
  2182. //glIsVertexArray = (PFNGLISVERTEXARRAYOESPROC)loader("glIsVertexArrayOES"); // NOTE: Fails in WebGL, omitted
  2183. if ((glGenVertexArrays != NULL) && (glBindVertexArray != NULL) && (glDeleteVertexArrays != NULL)) RLGL.ExtSupported.vao = true;
  2184. }
  2185. // Check instanced rendering support
  2186. if (strstr(extList[i], (const char*)"instanced_arrays") != NULL) // Broad check for instanced_arrays
  2187. {
  2188. // Specific check
  2189. if (strcmp(extList[i], (const char *)"GL_ANGLE_instanced_arrays") == 0) // ANGLE
  2190. {
  2191. glDrawArraysInstanced = (PFNGLDRAWARRAYSINSTANCEDEXTPROC)((rlglLoadProc)loader)("glDrawArraysInstancedANGLE");
  2192. glDrawElementsInstanced = (PFNGLDRAWELEMENTSINSTANCEDEXTPROC)((rlglLoadProc)loader)("glDrawElementsInstancedANGLE");
  2193. glVertexAttribDivisor = (PFNGLVERTEXATTRIBDIVISOREXTPROC)((rlglLoadProc)loader)("glVertexAttribDivisorANGLE");
  2194. }
  2195. else if (strcmp(extList[i], (const char *)"GL_EXT_instanced_arrays") == 0) // EXT
  2196. {
  2197. glDrawArraysInstanced = (PFNGLDRAWARRAYSINSTANCEDEXTPROC)((rlglLoadProc)loader)("glDrawArraysInstancedEXT");
  2198. glDrawElementsInstanced = (PFNGLDRAWELEMENTSINSTANCEDEXTPROC)((rlglLoadProc)loader)("glDrawElementsInstancedEXT");
  2199. glVertexAttribDivisor = (PFNGLVERTEXATTRIBDIVISOREXTPROC)((rlglLoadProc)loader)("glVertexAttribDivisorEXT");
  2200. }
  2201. else if (strcmp(extList[i], (const char *)"GL_NV_instanced_arrays") == 0) // NVIDIA GLES
  2202. {
  2203. glDrawArraysInstanced = (PFNGLDRAWARRAYSINSTANCEDEXTPROC)((rlglLoadProc)loader)("glDrawArraysInstancedNV");
  2204. glDrawElementsInstanced = (PFNGLDRAWELEMENTSINSTANCEDEXTPROC)((rlglLoadProc)loader)("glDrawElementsInstancedNV");
  2205. glVertexAttribDivisor = (PFNGLVERTEXATTRIBDIVISOREXTPROC)((rlglLoadProc)loader)("glVertexAttribDivisorNV");
  2206. }
  2207. // The feature will only be marked as supported if the elements from GL_XXX_instanced_arrays are present
  2208. if ((glDrawArraysInstanced != NULL) && (glDrawElementsInstanced != NULL) && (glVertexAttribDivisor != NULL)) RLGL.ExtSupported.instancing = true;
  2209. }
  2210. else if (strstr(extList[i], (const char *)"draw_instanced") != NULL)
  2211. {
  2212. // GL_ANGLE_draw_instanced doesn't exist
  2213. if (strcmp(extList[i], (const char *)"GL_EXT_draw_instanced") == 0)
  2214. {
  2215. glDrawArraysInstanced = (PFNGLDRAWARRAYSINSTANCEDEXTPROC)((rlglLoadProc)loader)("glDrawArraysInstancedEXT");
  2216. glDrawElementsInstanced = (PFNGLDRAWELEMENTSINSTANCEDEXTPROC)((rlglLoadProc)loader)("glDrawElementsInstancedEXT");
  2217. }
  2218. else if (strcmp(extList[i], (const char*)"GL_NV_draw_instanced") == 0)
  2219. {
  2220. glDrawArraysInstanced = (PFNGLDRAWARRAYSINSTANCEDEXTPROC)((rlglLoadProc)loader)("glDrawArraysInstancedNV");
  2221. glDrawElementsInstanced = (PFNGLDRAWELEMENTSINSTANCEDEXTPROC)((rlglLoadProc)loader)("glDrawElementsInstancedNV");
  2222. }
  2223. // But the functions will at least be loaded if only GL_XX_EXT_draw_instanced exist
  2224. if ((glDrawArraysInstanced != NULL) && (glDrawElementsInstanced != NULL) && (glVertexAttribDivisor != NULL)) RLGL.ExtSupported.instancing = true;
  2225. }
  2226. // Check NPOT textures support
  2227. // NOTE: Only check on OpenGL ES, OpenGL 3.3 has NPOT textures full support as core feature
  2228. if (strcmp(extList[i], (const char *)"GL_OES_texture_npot") == 0) RLGL.ExtSupported.texNPOT = true;
  2229. // Check texture float support
  2230. if (strcmp(extList[i], (const char *)"GL_OES_texture_float") == 0) RLGL.ExtSupported.texFloat32 = true;
  2231. if (strcmp(extList[i], (const char *)"GL_OES_texture_half_float") == 0) RLGL.ExtSupported.texFloat16 = true;
  2232. // Check depth texture support
  2233. if (strcmp(extList[i], (const char *)"GL_OES_depth_texture") == 0) RLGL.ExtSupported.texDepth = true;
  2234. if (strcmp(extList[i], (const char *)"GL_WEBGL_depth_texture") == 0) RLGL.ExtSupported.texDepthWebGL = true; // WebGL requires unsized internal format
  2235. if (RLGL.ExtSupported.texDepthWebGL) RLGL.ExtSupported.texDepth = true;
  2236. if (strcmp(extList[i], (const char *)"GL_OES_depth24") == 0) RLGL.ExtSupported.maxDepthBits = 24; // Not available on WebGL
  2237. if (strcmp(extList[i], (const char *)"GL_OES_depth32") == 0) RLGL.ExtSupported.maxDepthBits = 32; // Not available on WebGL
  2238. // Check texture compression support: DXT
  2239. if ((strcmp(extList[i], (const char *)"GL_EXT_texture_compression_s3tc") == 0) ||
  2240. (strcmp(extList[i], (const char *)"GL_WEBGL_compressed_texture_s3tc") == 0) ||
  2241. (strcmp(extList[i], (const char *)"GL_WEBKIT_WEBGL_compressed_texture_s3tc") == 0)) RLGL.ExtSupported.texCompDXT = true;
  2242. // Check texture compression support: ETC1
  2243. if ((strcmp(extList[i], (const char *)"GL_OES_compressed_ETC1_RGB8_texture") == 0) ||
  2244. (strcmp(extList[i], (const char *)"GL_WEBGL_compressed_texture_etc1") == 0)) RLGL.ExtSupported.texCompETC1 = true;
  2245. // Check texture compression support: ETC2/EAC
  2246. if (strcmp(extList[i], (const char *)"GL_ARB_ES3_compatibility") == 0) RLGL.ExtSupported.texCompETC2 = true;
  2247. // Check texture compression support: PVR
  2248. if (strcmp(extList[i], (const char *)"GL_IMG_texture_compression_pvrtc") == 0) RLGL.ExtSupported.texCompPVRT = true;
  2249. // Check texture compression support: ASTC
  2250. if (strcmp(extList[i], (const char *)"GL_KHR_texture_compression_astc_hdr") == 0) RLGL.ExtSupported.texCompASTC = true;
  2251. // Check anisotropic texture filter support
  2252. if (strcmp(extList[i], (const char *)"GL_EXT_texture_filter_anisotropic") == 0) RLGL.ExtSupported.texAnisoFilter = true;
  2253. // Check clamp mirror wrap mode support
  2254. if (strcmp(extList[i], (const char *)"GL_EXT_texture_mirror_clamp") == 0) RLGL.ExtSupported.texMirrorClamp = true;
  2255. }
  2256. // Free extensions pointers
  2257. RL_FREE(extList);
  2258. RL_FREE(extensionsDup); // Duplicated string must be deallocated
  2259. #endif // GRAPHICS_API_OPENGL_ES2
  2260. // Check OpenGL information and capabilities
  2261. //------------------------------------------------------------------------------
  2262. // Show current OpenGL and GLSL version
  2263. TRACELOG(RL_LOG_INFO, "GL: OpenGL device information:");
  2264. TRACELOG(RL_LOG_INFO, " > Vendor: %s", glGetString(GL_VENDOR));
  2265. TRACELOG(RL_LOG_INFO, " > Renderer: %s", glGetString(GL_RENDERER));
  2266. TRACELOG(RL_LOG_INFO, " > Version: %s", glGetString(GL_VERSION));
  2267. TRACELOG(RL_LOG_INFO, " > GLSL: %s", glGetString(GL_SHADING_LANGUAGE_VERSION));
  2268. #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
  2269. // NOTE: Anisotropy levels capability is an extension
  2270. #ifndef GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT
  2271. #define GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT 0x84FF
  2272. #endif
  2273. glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &RLGL.ExtSupported.maxAnisotropyLevel);
  2274. #if defined(RLGL_SHOW_GL_DETAILS_INFO)
  2275. // Show some OpenGL GPU capabilities
  2276. TRACELOG(RL_LOG_INFO, "GL: OpenGL capabilities:");
  2277. GLint capability = 0;
  2278. glGetIntegerv(GL_MAX_TEXTURE_SIZE, &capability);
  2279. TRACELOG(RL_LOG_INFO, " GL_MAX_TEXTURE_SIZE: %i", capability);
  2280. glGetIntegerv(GL_MAX_CUBE_MAP_TEXTURE_SIZE, &capability);
  2281. TRACELOG(RL_LOG_INFO, " GL_MAX_CUBE_MAP_TEXTURE_SIZE: %i", capability);
  2282. glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &capability);
  2283. TRACELOG(RL_LOG_INFO, " GL_MAX_TEXTURE_IMAGE_UNITS: %i", capability);
  2284. glGetIntegerv(GL_MAX_VERTEX_ATTRIBS, &capability);
  2285. TRACELOG(RL_LOG_INFO, " GL_MAX_VERTEX_ATTRIBS: %i", capability);
  2286. #if !defined(GRAPHICS_API_OPENGL_ES2)
  2287. glGetIntegerv(GL_MAX_UNIFORM_BLOCK_SIZE, &capability);
  2288. TRACELOG(RL_LOG_INFO, " GL_MAX_UNIFORM_BLOCK_SIZE: %i", capability);
  2289. glGetIntegerv(GL_MAX_DRAW_BUFFERS, &capability);
  2290. TRACELOG(RL_LOG_INFO, " GL_MAX_DRAW_BUFFERS: %i", capability);
  2291. if (RLGL.ExtSupported.texAnisoFilter) TRACELOG(RL_LOG_INFO, " GL_MAX_TEXTURE_MAX_ANISOTROPY: %.0f", RLGL.ExtSupported.maxAnisotropyLevel);
  2292. #endif
  2293. glGetIntegerv(GL_NUM_COMPRESSED_TEXTURE_FORMATS, &capability);
  2294. TRACELOG(RL_LOG_INFO, " GL_NUM_COMPRESSED_TEXTURE_FORMATS: %i", capability);
  2295. GLint *compFormats = (GLint *)RL_CALLOC(capability, sizeof(GLint));
  2296. glGetIntegerv(GL_COMPRESSED_TEXTURE_FORMATS, compFormats);
  2297. for (int i = 0; i < capability; i++) TRACELOG(RL_LOG_INFO, " %s", rlGetCompressedFormatName(compFormats[i]));
  2298. RL_FREE(compFormats);
  2299. #if defined(GRAPHICS_API_OPENGL_43)
  2300. glGetIntegerv(GL_MAX_VERTEX_ATTRIB_BINDINGS, &capability);
  2301. TRACELOG(RL_LOG_INFO, " GL_MAX_VERTEX_ATTRIB_BINDINGS: %i", capability);
  2302. glGetIntegerv(GL_MAX_UNIFORM_LOCATIONS, &capability);
  2303. TRACELOG(RL_LOG_INFO, " GL_MAX_UNIFORM_LOCATIONS: %i", capability);
  2304. #endif // GRAPHICS_API_OPENGL_43
  2305. #else // RLGL_SHOW_GL_DETAILS_INFO
  2306. // Show some basic info about GL supported features
  2307. if (RLGL.ExtSupported.vao) TRACELOG(RL_LOG_INFO, "GL: VAO extension detected, VAO functions loaded successfully");
  2308. else TRACELOG(RL_LOG_WARNING, "GL: VAO extension not found, VAO not supported");
  2309. if (RLGL.ExtSupported.texNPOT) TRACELOG(RL_LOG_INFO, "GL: NPOT textures extension detected, full NPOT textures supported");
  2310. else TRACELOG(RL_LOG_WARNING, "GL: NPOT textures extension not found, limited NPOT support (no-mipmaps, no-repeat)");
  2311. if (RLGL.ExtSupported.texCompDXT) TRACELOG(RL_LOG_INFO, "GL: DXT compressed textures supported");
  2312. if (RLGL.ExtSupported.texCompETC1) TRACELOG(RL_LOG_INFO, "GL: ETC1 compressed textures supported");
  2313. if (RLGL.ExtSupported.texCompETC2) TRACELOG(RL_LOG_INFO, "GL: ETC2/EAC compressed textures supported");
  2314. if (RLGL.ExtSupported.texCompPVRT) TRACELOG(RL_LOG_INFO, "GL: PVRT compressed textures supported");
  2315. if (RLGL.ExtSupported.texCompASTC) TRACELOG(RL_LOG_INFO, "GL: ASTC compressed textures supported");
  2316. if (RLGL.ExtSupported.computeShader) TRACELOG(RL_LOG_INFO, "GL: Compute shaders supported");
  2317. if (RLGL.ExtSupported.ssbo) TRACELOG(RL_LOG_INFO, "GL: Shader storage buffer objects supported");
  2318. #endif // RLGL_SHOW_GL_DETAILS_INFO
  2319. #endif // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2
  2320. }
  2321. // Get current OpenGL version
  2322. int rlGetVersion(void)
  2323. {
  2324. int glVersion = 0;
  2325. #if defined(GRAPHICS_API_OPENGL_11)
  2326. glVersion = RL_OPENGL_11;
  2327. #endif
  2328. #if defined(GRAPHICS_API_OPENGL_21)
  2329. glVersion = RL_OPENGL_21;
  2330. #elif defined(GRAPHICS_API_OPENGL_43)
  2331. glVersion = RL_OPENGL_43;
  2332. #elif defined(GRAPHICS_API_OPENGL_33)
  2333. glVersion = RL_OPENGL_33;
  2334. #endif
  2335. #if defined(GRAPHICS_API_OPENGL_ES3)
  2336. glVersion = RL_OPENGL_ES_30;
  2337. #elif defined(GRAPHICS_API_OPENGL_ES2)
  2338. glVersion = RL_OPENGL_ES_20;
  2339. #endif
  2340. return glVersion;
  2341. }
  2342. // Set current framebuffer width
  2343. void rlSetFramebufferWidth(int width)
  2344. {
  2345. #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
  2346. RLGL.State.framebufferWidth = width;
  2347. #endif
  2348. }
  2349. // Set current framebuffer height
  2350. void rlSetFramebufferHeight(int height)
  2351. {
  2352. #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
  2353. RLGL.State.framebufferHeight = height;
  2354. #endif
  2355. }
  2356. // Get default framebuffer width
  2357. int rlGetFramebufferWidth(void)
  2358. {
  2359. int width = 0;
  2360. #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
  2361. width = RLGL.State.framebufferWidth;
  2362. #endif
  2363. return width;
  2364. }
  2365. // Get default framebuffer height
  2366. int rlGetFramebufferHeight(void)
  2367. {
  2368. int height = 0;
  2369. #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
  2370. height = RLGL.State.framebufferHeight;
  2371. #endif
  2372. return height;
  2373. }
  2374. // Get default internal texture (white texture)
  2375. // NOTE: Default texture is a 1x1 pixel UNCOMPRESSED_R8G8B8A8
  2376. unsigned int rlGetTextureIdDefault(void)
  2377. {
  2378. unsigned int id = 0;
  2379. #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
  2380. id = RLGL.State.defaultTextureId;
  2381. #endif
  2382. return id;
  2383. }
  2384. // Get default shader id
  2385. unsigned int rlGetShaderIdDefault(void)
  2386. {
  2387. unsigned int id = 0;
  2388. #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
  2389. id = RLGL.State.defaultShaderId;
  2390. #endif
  2391. return id;
  2392. }
  2393. // Get default shader locs
  2394. int *rlGetShaderLocsDefault(void)
  2395. {
  2396. int *locs = NULL;
  2397. #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
  2398. locs = RLGL.State.defaultShaderLocs;
  2399. #endif
  2400. return locs;
  2401. }
  2402. // Render batch management
  2403. //------------------------------------------------------------------------------------------------
  2404. // Load render batch
  2405. rlRenderBatch rlLoadRenderBatch(int numBuffers, int bufferElements)
  2406. {
  2407. rlRenderBatch batch = { 0 };
  2408. #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
  2409. // Initialize CPU (RAM) vertex buffers (position, texcoord, color data and indexes)
  2410. //--------------------------------------------------------------------------------------------
  2411. batch.vertexBuffer = (rlVertexBuffer *)RL_MALLOC(numBuffers*sizeof(rlVertexBuffer));
  2412. for (int i = 0; i < numBuffers; i++)
  2413. {
  2414. batch.vertexBuffer[i].elementCount = bufferElements;
  2415. batch.vertexBuffer[i].vertices = (float *)RL_MALLOC(bufferElements*3*4*sizeof(float)); // 3 float by vertex, 4 vertex by quad
  2416. batch.vertexBuffer[i].texcoords = (float *)RL_MALLOC(bufferElements*2*4*sizeof(float)); // 2 float by texcoord, 4 texcoord by quad
  2417. batch.vertexBuffer[i].normals = (float *)RL_MALLOC(bufferElements*3*4*sizeof(float)); // 3 float by vertex, 4 vertex by quad
  2418. batch.vertexBuffer[i].colors = (unsigned char *)RL_MALLOC(bufferElements*4*4*sizeof(unsigned char)); // 4 float by color, 4 colors by quad
  2419. #if defined(GRAPHICS_API_OPENGL_33)
  2420. batch.vertexBuffer[i].indices = (unsigned int *)RL_MALLOC(bufferElements*6*sizeof(unsigned int)); // 6 int by quad (indices)
  2421. #endif
  2422. #if defined(GRAPHICS_API_OPENGL_ES2)
  2423. batch.vertexBuffer[i].indices = (unsigned short *)RL_MALLOC(bufferElements*6*sizeof(unsigned short)); // 6 int by quad (indices)
  2424. #endif
  2425. for (int j = 0; j < (3*4*bufferElements); j++) batch.vertexBuffer[i].vertices[j] = 0.0f;
  2426. for (int j = 0; j < (2*4*bufferElements); j++) batch.vertexBuffer[i].texcoords[j] = 0.0f;
  2427. for (int j = 0; j < (3*4*bufferElements); j++) batch.vertexBuffer[i].normals[j] = 0.0f;
  2428. for (int j = 0; j < (4*4*bufferElements); j++) batch.vertexBuffer[i].colors[j] = 0;
  2429. int k = 0;
  2430. // Indices can be initialized right now
  2431. for (int j = 0; j < (6*bufferElements); j += 6)
  2432. {
  2433. batch.vertexBuffer[i].indices[j] = 4*k;
  2434. batch.vertexBuffer[i].indices[j + 1] = 4*k + 1;
  2435. batch.vertexBuffer[i].indices[j + 2] = 4*k + 2;
  2436. batch.vertexBuffer[i].indices[j + 3] = 4*k;
  2437. batch.vertexBuffer[i].indices[j + 4] = 4*k + 2;
  2438. batch.vertexBuffer[i].indices[j + 5] = 4*k + 3;
  2439. k++;
  2440. }
  2441. RLGL.State.vertexCounter = 0;
  2442. }
  2443. TRACELOG(RL_LOG_INFO, "RLGL: Render batch vertex buffers loaded successfully in RAM (CPU)");
  2444. //--------------------------------------------------------------------------------------------
  2445. // Upload to GPU (VRAM) vertex data and initialize VAOs/VBOs
  2446. //--------------------------------------------------------------------------------------------
  2447. for (int i = 0; i < numBuffers; i++)
  2448. {
  2449. if (RLGL.ExtSupported.vao)
  2450. {
  2451. // Initialize Quads VAO
  2452. glGenVertexArrays(1, &batch.vertexBuffer[i].vaoId);
  2453. glBindVertexArray(batch.vertexBuffer[i].vaoId);
  2454. }
  2455. // Quads - Vertex buffers binding and attributes enable
  2456. // Vertex position buffer (shader-location = 0)
  2457. glGenBuffers(1, &batch.vertexBuffer[i].vboId[0]);
  2458. glBindBuffer(GL_ARRAY_BUFFER, batch.vertexBuffer[i].vboId[0]);
  2459. glBufferData(GL_ARRAY_BUFFER, bufferElements*3*4*sizeof(float), batch.vertexBuffer[i].vertices, GL_DYNAMIC_DRAW);
  2460. glEnableVertexAttribArray(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_POSITION]);
  2461. glVertexAttribPointer(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_POSITION], 3, GL_FLOAT, 0, 0, 0);
  2462. // Vertex texcoord buffer (shader-location = 1)
  2463. glGenBuffers(1, &batch.vertexBuffer[i].vboId[1]);
  2464. glBindBuffer(GL_ARRAY_BUFFER, batch.vertexBuffer[i].vboId[1]);
  2465. glBufferData(GL_ARRAY_BUFFER, bufferElements*2*4*sizeof(float), batch.vertexBuffer[i].texcoords, GL_DYNAMIC_DRAW);
  2466. glEnableVertexAttribArray(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_TEXCOORD01]);
  2467. glVertexAttribPointer(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_TEXCOORD01], 2, GL_FLOAT, 0, 0, 0);
  2468. // Vertex normal buffer (shader-location = 2)
  2469. glGenBuffers(1, &batch.vertexBuffer[i].vboId[2]);
  2470. glBindBuffer(GL_ARRAY_BUFFER, batch.vertexBuffer[i].vboId[2]);
  2471. glBufferData(GL_ARRAY_BUFFER, bufferElements*3*4*sizeof(float), batch.vertexBuffer[i].normals, GL_DYNAMIC_DRAW);
  2472. glEnableVertexAttribArray(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_NORMAL]);
  2473. glVertexAttribPointer(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_NORMAL], 3, GL_FLOAT, 0, 0, 0);
  2474. // Vertex color buffer (shader-location = 3)
  2475. glGenBuffers(1, &batch.vertexBuffer[i].vboId[3]);
  2476. glBindBuffer(GL_ARRAY_BUFFER, batch.vertexBuffer[i].vboId[3]);
  2477. glBufferData(GL_ARRAY_BUFFER, bufferElements*4*4*sizeof(unsigned char), batch.vertexBuffer[i].colors, GL_DYNAMIC_DRAW);
  2478. glEnableVertexAttribArray(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_COLOR]);
  2479. glVertexAttribPointer(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_COLOR], 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
  2480. // Fill index buffer
  2481. glGenBuffers(1, &batch.vertexBuffer[i].vboId[4]);
  2482. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, batch.vertexBuffer[i].vboId[4]);
  2483. #if defined(GRAPHICS_API_OPENGL_33)
  2484. glBufferData(GL_ELEMENT_ARRAY_BUFFER, bufferElements*6*sizeof(int), batch.vertexBuffer[i].indices, GL_STATIC_DRAW);
  2485. #endif
  2486. #if defined(GRAPHICS_API_OPENGL_ES2)
  2487. glBufferData(GL_ELEMENT_ARRAY_BUFFER, bufferElements*6*sizeof(short), batch.vertexBuffer[i].indices, GL_STATIC_DRAW);
  2488. #endif
  2489. }
  2490. TRACELOG(RL_LOG_INFO, "RLGL: Render batch vertex buffers loaded successfully in VRAM (GPU)");
  2491. // Unbind the current VAO
  2492. if (RLGL.ExtSupported.vao) glBindVertexArray(0);
  2493. //--------------------------------------------------------------------------------------------
  2494. // Init draw calls tracking system
  2495. //--------------------------------------------------------------------------------------------
  2496. batch.draws = (rlDrawCall *)RL_MALLOC(RL_DEFAULT_BATCH_DRAWCALLS*sizeof(rlDrawCall));
  2497. for (int i = 0; i < RL_DEFAULT_BATCH_DRAWCALLS; i++)
  2498. {
  2499. batch.draws[i].mode = RL_QUADS;
  2500. batch.draws[i].vertexCount = 0;
  2501. batch.draws[i].vertexAlignment = 0;
  2502. //batch.draws[i].vaoId = 0;
  2503. //batch.draws[i].shaderId = 0;
  2504. batch.draws[i].textureId = RLGL.State.defaultTextureId;
  2505. //batch.draws[i].RLGL.State.projection = rlMatrixIdentity();
  2506. //batch.draws[i].RLGL.State.modelview = rlMatrixIdentity();
  2507. }
  2508. batch.bufferCount = numBuffers; // Record buffer count
  2509. batch.drawCounter = 1; // Reset draws counter
  2510. batch.currentDepth = -1.0f; // Reset depth value
  2511. //--------------------------------------------------------------------------------------------
  2512. #endif
  2513. return batch;
  2514. }
  2515. // Unload default internal buffers vertex data from CPU and GPU
  2516. void rlUnloadRenderBatch(rlRenderBatch batch)
  2517. {
  2518. #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
  2519. // Unbind everything
  2520. glBindBuffer(GL_ARRAY_BUFFER, 0);
  2521. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
  2522. // Unload all vertex buffers data
  2523. for (int i = 0; i < batch.bufferCount; i++)
  2524. {
  2525. // Unbind VAO attribs data
  2526. if (RLGL.ExtSupported.vao)
  2527. {
  2528. glBindVertexArray(batch.vertexBuffer[i].vaoId);
  2529. glDisableVertexAttribArray(RL_DEFAULT_SHADER_ATTRIB_LOCATION_POSITION);
  2530. glDisableVertexAttribArray(RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD);
  2531. glDisableVertexAttribArray(RL_DEFAULT_SHADER_ATTRIB_LOCATION_NORMAL);
  2532. glDisableVertexAttribArray(RL_DEFAULT_SHADER_ATTRIB_LOCATION_COLOR);
  2533. glBindVertexArray(0);
  2534. }
  2535. // Delete VBOs from GPU (VRAM)
  2536. glDeleteBuffers(1, &batch.vertexBuffer[i].vboId[0]);
  2537. glDeleteBuffers(1, &batch.vertexBuffer[i].vboId[1]);
  2538. glDeleteBuffers(1, &batch.vertexBuffer[i].vboId[2]);
  2539. glDeleteBuffers(1, &batch.vertexBuffer[i].vboId[3]);
  2540. glDeleteBuffers(1, &batch.vertexBuffer[i].vboId[4]);
  2541. // Delete VAOs from GPU (VRAM)
  2542. if (RLGL.ExtSupported.vao) glDeleteVertexArrays(1, &batch.vertexBuffer[i].vaoId);
  2543. // Free vertex arrays memory from CPU (RAM)
  2544. RL_FREE(batch.vertexBuffer[i].vertices);
  2545. RL_FREE(batch.vertexBuffer[i].texcoords);
  2546. RL_FREE(batch.vertexBuffer[i].normals);
  2547. RL_FREE(batch.vertexBuffer[i].colors);
  2548. RL_FREE(batch.vertexBuffer[i].indices);
  2549. }
  2550. // Unload arrays
  2551. RL_FREE(batch.vertexBuffer);
  2552. RL_FREE(batch.draws);
  2553. #endif
  2554. }
  2555. // Draw render batch
  2556. // NOTE: We require a pointer to reset batch and increase current buffer (multi-buffer)
  2557. void rlDrawRenderBatch(rlRenderBatch *batch)
  2558. {
  2559. #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
  2560. // Update batch vertex buffers
  2561. //------------------------------------------------------------------------------------------------------------
  2562. // NOTE: If there is not vertex data, buffers doesn't need to be updated (vertexCount > 0)
  2563. // TODO: If no data changed on the CPU arrays --> No need to re-update GPU arrays (use a change detector flag?)
  2564. if (RLGL.State.vertexCounter > 0)
  2565. {
  2566. // Activate elements VAO
  2567. if (RLGL.ExtSupported.vao) glBindVertexArray(batch->vertexBuffer[batch->currentBuffer].vaoId);
  2568. // Vertex positions buffer
  2569. glBindBuffer(GL_ARRAY_BUFFER, batch->vertexBuffer[batch->currentBuffer].vboId[0]);
  2570. glBufferSubData(GL_ARRAY_BUFFER, 0, RLGL.State.vertexCounter*3*sizeof(float), batch->vertexBuffer[batch->currentBuffer].vertices);
  2571. //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*4*batch->vertexBuffer[batch->currentBuffer].elementCount, batch->vertexBuffer[batch->currentBuffer].vertices, GL_DYNAMIC_DRAW); // Update all buffer
  2572. // Texture coordinates buffer
  2573. glBindBuffer(GL_ARRAY_BUFFER, batch->vertexBuffer[batch->currentBuffer].vboId[1]);
  2574. glBufferSubData(GL_ARRAY_BUFFER, 0, RLGL.State.vertexCounter*2*sizeof(float), batch->vertexBuffer[batch->currentBuffer].texcoords);
  2575. //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*4*batch->vertexBuffer[batch->currentBuffer].elementCount, batch->vertexBuffer[batch->currentBuffer].texcoords, GL_DYNAMIC_DRAW); // Update all buffer
  2576. // Normals buffer
  2577. glBindBuffer(GL_ARRAY_BUFFER, batch->vertexBuffer[batch->currentBuffer].vboId[2]);
  2578. glBufferSubData(GL_ARRAY_BUFFER, 0, RLGL.State.vertexCounter*3*sizeof(float), batch->vertexBuffer[batch->currentBuffer].normals);
  2579. //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*4*batch->vertexBuffer[batch->currentBuffer].elementCount, batch->vertexBuffer[batch->currentBuffer].normals, GL_DYNAMIC_DRAW); // Update all buffer
  2580. // Colors buffer
  2581. glBindBuffer(GL_ARRAY_BUFFER, batch->vertexBuffer[batch->currentBuffer].vboId[3]);
  2582. glBufferSubData(GL_ARRAY_BUFFER, 0, RLGL.State.vertexCounter*4*sizeof(unsigned char), batch->vertexBuffer[batch->currentBuffer].colors);
  2583. //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*4*4*batch->vertexBuffer[batch->currentBuffer].elementCount, batch->vertexBuffer[batch->currentBuffer].colors, GL_DYNAMIC_DRAW); // Update all buffer
  2584. // NOTE: glMapBuffer() causes sync issue
  2585. // If GPU is working with this buffer, glMapBuffer() will wait(stall) until GPU to finish its job
  2586. // To avoid waiting (idle), you can call first glBufferData() with NULL pointer before glMapBuffer()
  2587. // If you do that, the previous data in PBO will be discarded and glMapBuffer() returns a new
  2588. // allocated pointer immediately even if GPU is still working with the previous data
  2589. // Another option: map the buffer object into client's memory
  2590. // Probably this code could be moved somewhere else...
  2591. // batch->vertexBuffer[batch->currentBuffer].vertices = (float *)glMapBuffer(GL_ARRAY_BUFFER, GL_READ_WRITE);
  2592. // if (batch->vertexBuffer[batch->currentBuffer].vertices)
  2593. // {
  2594. // Update vertex data
  2595. // }
  2596. // glUnmapBuffer(GL_ARRAY_BUFFER);
  2597. // Unbind the current VAO
  2598. if (RLGL.ExtSupported.vao) glBindVertexArray(0);
  2599. }
  2600. //------------------------------------------------------------------------------------------------------------
  2601. // Draw batch vertex buffers (considering VR stereo if required)
  2602. //------------------------------------------------------------------------------------------------------------
  2603. Matrix matProjection = RLGL.State.projection;
  2604. Matrix matModelView = RLGL.State.modelview;
  2605. int eyeCount = 1;
  2606. if (RLGL.State.stereoRender) eyeCount = 2;
  2607. for (int eye = 0; eye < eyeCount; eye++)
  2608. {
  2609. if (eyeCount == 2)
  2610. {
  2611. // Setup current eye viewport (half screen width)
  2612. rlViewport(eye*RLGL.State.framebufferWidth/2, 0, RLGL.State.framebufferWidth/2, RLGL.State.framebufferHeight);
  2613. // Set current eye view offset to modelview matrix
  2614. rlSetMatrixModelview(rlMatrixMultiply(matModelView, RLGL.State.viewOffsetStereo[eye]));
  2615. // Set current eye projection matrix
  2616. rlSetMatrixProjection(RLGL.State.projectionStereo[eye]);
  2617. }
  2618. // Draw buffers
  2619. if (RLGL.State.vertexCounter > 0)
  2620. {
  2621. // Set current shader and upload current MVP matrix
  2622. glUseProgram(RLGL.State.currentShaderId);
  2623. // Create modelview-projection matrix and upload to shader
  2624. Matrix matMVP = rlMatrixMultiply(RLGL.State.modelview, RLGL.State.projection);
  2625. glUniformMatrix4fv(RLGL.State.currentShaderLocs[RL_SHADER_LOC_MATRIX_MVP], 1, false, rlMatrixToFloat(matMVP));
  2626. if (RLGL.State.currentShaderLocs[RL_SHADER_LOC_MATRIX_PROJECTION] != -1)
  2627. {
  2628. glUniformMatrix4fv(RLGL.State.currentShaderLocs[RL_SHADER_LOC_MATRIX_PROJECTION], 1, false, rlMatrixToFloat(RLGL.State.projection));
  2629. }
  2630. // WARNING: For the following setup of the view, model, and normal matrices, it is expected that
  2631. // transformations and rendering occur between rlPushMatrix() and rlPopMatrix()
  2632. if (RLGL.State.currentShaderLocs[RL_SHADER_LOC_MATRIX_VIEW] != -1)
  2633. {
  2634. glUniformMatrix4fv(RLGL.State.currentShaderLocs[RL_SHADER_LOC_MATRIX_VIEW], 1, false, rlMatrixToFloat(RLGL.State.modelview));
  2635. }
  2636. if (RLGL.State.currentShaderLocs[RL_SHADER_LOC_MATRIX_MODEL] != -1)
  2637. {
  2638. glUniformMatrix4fv(RLGL.State.currentShaderLocs[RL_SHADER_LOC_MATRIX_MODEL], 1, false, rlMatrixToFloat(RLGL.State.transform));
  2639. }
  2640. if (RLGL.State.currentShaderLocs[RL_SHADER_LOC_MATRIX_NORMAL] != -1)
  2641. {
  2642. glUniformMatrix4fv(RLGL.State.currentShaderLocs[RL_SHADER_LOC_MATRIX_NORMAL], 1, false, rlMatrixToFloat(rlMatrixTranspose(rlMatrixInvert(RLGL.State.transform))));
  2643. }
  2644. if (RLGL.ExtSupported.vao) glBindVertexArray(batch->vertexBuffer[batch->currentBuffer].vaoId);
  2645. else
  2646. {
  2647. // Bind vertex attrib: position (shader-location = 0)
  2648. glBindBuffer(GL_ARRAY_BUFFER, batch->vertexBuffer[batch->currentBuffer].vboId[0]);
  2649. glVertexAttribPointer(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_POSITION], 3, GL_FLOAT, 0, 0, 0);
  2650. glEnableVertexAttribArray(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_POSITION]);
  2651. // Bind vertex attrib: texcoord (shader-location = 1)
  2652. glBindBuffer(GL_ARRAY_BUFFER, batch->vertexBuffer[batch->currentBuffer].vboId[1]);
  2653. glVertexAttribPointer(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_TEXCOORD01], 2, GL_FLOAT, 0, 0, 0);
  2654. glEnableVertexAttribArray(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_TEXCOORD01]);
  2655. // Bind vertex attrib: normal (shader-location = 2)
  2656. glBindBuffer(GL_ARRAY_BUFFER, batch->vertexBuffer[batch->currentBuffer].vboId[2]);
  2657. glVertexAttribPointer(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_NORMAL], 3, GL_FLOAT, 0, 0, 0);
  2658. glEnableVertexAttribArray(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_NORMAL]);
  2659. // Bind vertex attrib: color (shader-location = 3)
  2660. glBindBuffer(GL_ARRAY_BUFFER, batch->vertexBuffer[batch->currentBuffer].vboId[3]);
  2661. glVertexAttribPointer(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_COLOR], 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
  2662. glEnableVertexAttribArray(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_COLOR]);
  2663. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, batch->vertexBuffer[batch->currentBuffer].vboId[4]);
  2664. }
  2665. // Setup some default shader values
  2666. glUniform4f(RLGL.State.currentShaderLocs[RL_SHADER_LOC_COLOR_DIFFUSE], 1.0f, 1.0f, 1.0f, 1.0f);
  2667. glUniform1i(RLGL.State.currentShaderLocs[RL_SHADER_LOC_MAP_DIFFUSE], 0); // Active default sampler2D: texture0
  2668. // Activate additional sampler textures
  2669. // Those additional textures will be common for all draw calls of the batch
  2670. for (int i = 0; i < RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS; i++)
  2671. {
  2672. if (RLGL.State.activeTextureId[i] > 0)
  2673. {
  2674. glActiveTexture(GL_TEXTURE0 + 1 + i);
  2675. glBindTexture(GL_TEXTURE_2D, RLGL.State.activeTextureId[i]);
  2676. }
  2677. }
  2678. // Activate default sampler2D texture0 (one texture is always active for default batch shader)
  2679. // NOTE: Batch system accumulates calls by texture0 changes, additional textures are enabled for all the draw calls
  2680. glActiveTexture(GL_TEXTURE0);
  2681. for (int i = 0, vertexOffset = 0; i < batch->drawCounter; i++)
  2682. {
  2683. // Bind current draw call texture, activated as GL_TEXTURE0 and Bound to sampler2D texture0 by default
  2684. glBindTexture(GL_TEXTURE_2D, batch->draws[i].textureId);
  2685. if ((batch->draws[i].mode == RL_LINES) || (batch->draws[i].mode == RL_TRIANGLES)) glDrawArrays(batch->draws[i].mode, vertexOffset, batch->draws[i].vertexCount);
  2686. else
  2687. {
  2688. #if defined(GRAPHICS_API_OPENGL_33)
  2689. // We need to define the number of indices to be processed: elementCount*6
  2690. // NOTE: The final parameter tells the GPU the offset in bytes from the
  2691. // start of the index buffer to the location of the first index to process
  2692. glDrawElements(GL_TRIANGLES, batch->draws[i].vertexCount/4*6, GL_UNSIGNED_INT, (GLvoid *)(vertexOffset/4*6*sizeof(GLuint)));
  2693. #endif
  2694. #if defined(GRAPHICS_API_OPENGL_ES2)
  2695. glDrawElements(GL_TRIANGLES, batch->draws[i].vertexCount/4*6, GL_UNSIGNED_SHORT, (GLvoid *)(vertexOffset/4*6*sizeof(GLushort)));
  2696. #endif
  2697. }
  2698. vertexOffset += (batch->draws[i].vertexCount + batch->draws[i].vertexAlignment);
  2699. }
  2700. if (!RLGL.ExtSupported.vao)
  2701. {
  2702. glBindBuffer(GL_ARRAY_BUFFER, 0);
  2703. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
  2704. }
  2705. glBindTexture(GL_TEXTURE_2D, 0); // Unbind textures
  2706. }
  2707. if (RLGL.ExtSupported.vao) glBindVertexArray(0); // Unbind VAO
  2708. glUseProgram(0); // Unbind shader program
  2709. }
  2710. // Restore viewport to default measures
  2711. if (eyeCount == 2) rlViewport(0, 0, RLGL.State.framebufferWidth, RLGL.State.framebufferHeight);
  2712. //------------------------------------------------------------------------------------------------------------
  2713. // Reset batch buffers
  2714. //------------------------------------------------------------------------------------------------------------
  2715. // Reset vertex counter for next frame
  2716. RLGL.State.vertexCounter = 0;
  2717. // Reset depth for next draw
  2718. batch->currentDepth = -1.0f;
  2719. // Restore projection/modelview matrices
  2720. RLGL.State.projection = matProjection;
  2721. RLGL.State.modelview = matModelView;
  2722. // Reset RLGL.currentBatch->draws array
  2723. for (int i = 0; i < RL_DEFAULT_BATCH_DRAWCALLS; i++)
  2724. {
  2725. batch->draws[i].mode = RL_QUADS;
  2726. batch->draws[i].vertexCount = 0;
  2727. batch->draws[i].textureId = RLGL.State.defaultTextureId;
  2728. }
  2729. // Reset active texture units for next batch
  2730. for (int i = 0; i < RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS; i++) RLGL.State.activeTextureId[i] = 0;
  2731. // Reset draws counter to one draw for the batch
  2732. batch->drawCounter = 1;
  2733. //------------------------------------------------------------------------------------------------------------
  2734. // Change to next buffer in the list (in case of multi-buffering)
  2735. batch->currentBuffer++;
  2736. if (batch->currentBuffer >= batch->bufferCount) batch->currentBuffer = 0;
  2737. #endif
  2738. }
  2739. // Set the active render batch for rlgl
  2740. void rlSetRenderBatchActive(rlRenderBatch *batch)
  2741. {
  2742. #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
  2743. rlDrawRenderBatch(RLGL.currentBatch);
  2744. if (batch != NULL) RLGL.currentBatch = batch;
  2745. else RLGL.currentBatch = &RLGL.defaultBatch;
  2746. #endif
  2747. }
  2748. // Update and draw internal render batch
  2749. void rlDrawRenderBatchActive(void)
  2750. {
  2751. #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
  2752. rlDrawRenderBatch(RLGL.currentBatch); // NOTE: Stereo rendering is checked inside
  2753. #endif
  2754. }
  2755. // Check internal buffer overflow for a given number of vertex
  2756. // and force a rlRenderBatch draw call if required
  2757. bool rlCheckRenderBatchLimit(int vCount)
  2758. {
  2759. bool overflow = false;
  2760. #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
  2761. if ((RLGL.State.vertexCounter + vCount) >=
  2762. (RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].elementCount*4))
  2763. {
  2764. overflow = true;
  2765. // Store current primitive drawing mode and texture id
  2766. int currentMode = RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].mode;
  2767. int currentTexture = RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].textureId;
  2768. rlDrawRenderBatch(RLGL.currentBatch); // NOTE: Stereo rendering is checked inside
  2769. // Restore state of last batch so we can continue adding vertices
  2770. RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].mode = currentMode;
  2771. RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].textureId = currentTexture;
  2772. }
  2773. #endif
  2774. return overflow;
  2775. }
  2776. // Textures data management
  2777. //-----------------------------------------------------------------------------------------
  2778. // Convert image data to OpenGL texture (returns OpenGL valid Id)
  2779. unsigned int rlLoadTexture(const void *data, int width, int height, int format, int mipmapCount)
  2780. {
  2781. unsigned int id = 0;
  2782. glBindTexture(GL_TEXTURE_2D, 0); // Free any old binding
  2783. // Check texture format support by OpenGL 1.1 (compressed textures not supported)
  2784. #if defined(GRAPHICS_API_OPENGL_11)
  2785. if (format >= RL_PIXELFORMAT_COMPRESSED_DXT1_RGB)
  2786. {
  2787. TRACELOG(RL_LOG_WARNING, "GL: OpenGL 1.1 does not support GPU compressed texture formats");
  2788. return id;
  2789. }
  2790. #else
  2791. if ((!RLGL.ExtSupported.texCompDXT) && ((format == RL_PIXELFORMAT_COMPRESSED_DXT1_RGB) || (format == RL_PIXELFORMAT_COMPRESSED_DXT1_RGBA) ||
  2792. (format == RL_PIXELFORMAT_COMPRESSED_DXT3_RGBA) || (format == RL_PIXELFORMAT_COMPRESSED_DXT5_RGBA)))
  2793. {
  2794. TRACELOG(RL_LOG_WARNING, "GL: DXT compressed texture format not supported");
  2795. return id;
  2796. }
  2797. #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
  2798. if ((!RLGL.ExtSupported.texCompETC1) && (format == RL_PIXELFORMAT_COMPRESSED_ETC1_RGB))
  2799. {
  2800. TRACELOG(RL_LOG_WARNING, "GL: ETC1 compressed texture format not supported");
  2801. return id;
  2802. }
  2803. if ((!RLGL.ExtSupported.texCompETC2) && ((format == RL_PIXELFORMAT_COMPRESSED_ETC2_RGB) || (format == RL_PIXELFORMAT_COMPRESSED_ETC2_EAC_RGBA)))
  2804. {
  2805. TRACELOG(RL_LOG_WARNING, "GL: ETC2 compressed texture format not supported");
  2806. return id;
  2807. }
  2808. if ((!RLGL.ExtSupported.texCompPVRT) && ((format == RL_PIXELFORMAT_COMPRESSED_PVRT_RGB) || (format == RL_PIXELFORMAT_COMPRESSED_PVRT_RGBA)))
  2809. {
  2810. TRACELOG(RL_LOG_WARNING, "GL: PVRT compressed texture format not supported");
  2811. return id;
  2812. }
  2813. if ((!RLGL.ExtSupported.texCompASTC) && ((format == RL_PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA) || (format == RL_PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA)))
  2814. {
  2815. TRACELOG(RL_LOG_WARNING, "GL: ASTC compressed texture format not supported");
  2816. return id;
  2817. }
  2818. #endif
  2819. #endif // GRAPHICS_API_OPENGL_11
  2820. glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
  2821. glGenTextures(1, &id); // Generate texture id
  2822. glBindTexture(GL_TEXTURE_2D, id);
  2823. int mipWidth = width;
  2824. int mipHeight = height;
  2825. int mipOffset = 0; // Mipmap data offset, only used for tracelog
  2826. // NOTE: Added pointer math separately from function to avoid UBSAN complaining
  2827. unsigned char *dataPtr = NULL;
  2828. if (data != NULL) dataPtr = (unsigned char *)data;
  2829. // Load the different mipmap levels
  2830. for (int i = 0; i < mipmapCount; i++)
  2831. {
  2832. unsigned int mipSize = rlGetPixelDataSize(mipWidth, mipHeight, format);
  2833. unsigned int glInternalFormat, glFormat, glType;
  2834. rlGetGlTextureFormats(format, &glInternalFormat, &glFormat, &glType);
  2835. TRACELOGD("TEXTURE: Load mipmap level %i (%i x %i), size: %i, offset: %i", i, mipWidth, mipHeight, mipSize, mipOffset);
  2836. if (glInternalFormat != 0)
  2837. {
  2838. if (format < RL_PIXELFORMAT_COMPRESSED_DXT1_RGB) glTexImage2D(GL_TEXTURE_2D, i, glInternalFormat, mipWidth, mipHeight, 0, glFormat, glType, dataPtr);
  2839. #if !defined(GRAPHICS_API_OPENGL_11)
  2840. else glCompressedTexImage2D(GL_TEXTURE_2D, i, glInternalFormat, mipWidth, mipHeight, 0, mipSize, dataPtr);
  2841. #endif
  2842. #if defined(GRAPHICS_API_OPENGL_33)
  2843. if (format == RL_PIXELFORMAT_UNCOMPRESSED_GRAYSCALE)
  2844. {
  2845. GLint swizzleMask[] = { GL_RED, GL_RED, GL_RED, GL_ONE };
  2846. glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
  2847. }
  2848. else if (format == RL_PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA)
  2849. {
  2850. #if defined(GRAPHICS_API_OPENGL_21)
  2851. GLint swizzleMask[] = { GL_RED, GL_RED, GL_RED, GL_ALPHA };
  2852. #elif defined(GRAPHICS_API_OPENGL_33)
  2853. GLint swizzleMask[] = { GL_RED, GL_RED, GL_RED, GL_GREEN };
  2854. #endif
  2855. glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
  2856. }
  2857. #endif
  2858. }
  2859. mipWidth /= 2;
  2860. mipHeight /= 2;
  2861. mipOffset += mipSize; // Increment offset position to next mipmap
  2862. if (data != NULL) dataPtr += mipSize; // Increment data pointer to next mipmap
  2863. // Security check for NPOT textures
  2864. if (mipWidth < 1) mipWidth = 1;
  2865. if (mipHeight < 1) mipHeight = 1;
  2866. }
  2867. // Texture parameters configuration
  2868. // NOTE: glTexParameteri does NOT affect texture uploading, just the way it's used
  2869. #if defined(GRAPHICS_API_OPENGL_ES2)
  2870. // 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
  2871. if (RLGL.ExtSupported.texNPOT)
  2872. {
  2873. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); // Set texture to repeat on x-axis
  2874. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); // Set texture to repeat on y-axis
  2875. }
  2876. else
  2877. {
  2878. // NOTE: If using negative texture coordinates (LoadOBJ()), it does not work!
  2879. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); // Set texture to clamp on x-axis
  2880. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); // Set texture to clamp on y-axis
  2881. }
  2882. #else
  2883. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); // Set texture to repeat on x-axis
  2884. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); // Set texture to repeat on y-axis
  2885. #endif
  2886. // Magnification and minification filters
  2887. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); // Alternative: GL_LINEAR
  2888. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); // Alternative: GL_LINEAR
  2889. #if defined(GRAPHICS_API_OPENGL_33)
  2890. if (mipmapCount > 1)
  2891. {
  2892. // Activate Trilinear filtering if mipmaps are available
  2893. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  2894. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
  2895. }
  2896. #endif
  2897. // At this point we have the texture loaded in GPU and texture parameters configured
  2898. // NOTE: If mipmaps were not in data, they are not generated automatically
  2899. // Unbind current texture
  2900. glBindTexture(GL_TEXTURE_2D, 0);
  2901. if (id > 0) TRACELOG(RL_LOG_INFO, "TEXTURE: [ID %i] Texture loaded successfully (%ix%i | %s | %i mipmaps)", id, width, height, rlGetPixelFormatName(format), mipmapCount);
  2902. else TRACELOG(RL_LOG_WARNING, "TEXTURE: Failed to load texture");
  2903. return id;
  2904. }
  2905. // Load depth texture/renderbuffer (to be attached to fbo)
  2906. // WARNING: OpenGL ES 2.0 requires GL_OES_depth_texture and WebGL requires WEBGL_depth_texture extensions
  2907. unsigned int rlLoadTextureDepth(int width, int height, bool useRenderBuffer)
  2908. {
  2909. unsigned int id = 0;
  2910. #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
  2911. // In case depth textures not supported, we force renderbuffer usage
  2912. if (!RLGL.ExtSupported.texDepth) useRenderBuffer = true;
  2913. // NOTE: We let the implementation to choose the best bit-depth
  2914. // Possible formats: GL_DEPTH_COMPONENT16, GL_DEPTH_COMPONENT24, GL_DEPTH_COMPONENT32 and GL_DEPTH_COMPONENT32F
  2915. unsigned int glInternalFormat = GL_DEPTH_COMPONENT;
  2916. #if (defined(GRAPHICS_API_OPENGL_ES2) || defined(GRAPHICS_API_OPENGL_ES3))
  2917. // WARNING: WebGL platform requires unsized internal format definition (GL_DEPTH_COMPONENT)
  2918. // while other platforms using OpenGL ES 2.0 require/support sized internal formats depending on the GPU capabilities
  2919. if (!RLGL.ExtSupported.texDepthWebGL || useRenderBuffer)
  2920. {
  2921. if (RLGL.ExtSupported.maxDepthBits == 32) glInternalFormat = GL_DEPTH_COMPONENT32_OES;
  2922. else if (RLGL.ExtSupported.maxDepthBits == 24) glInternalFormat = GL_DEPTH_COMPONENT24_OES;
  2923. else glInternalFormat = GL_DEPTH_COMPONENT16;
  2924. }
  2925. #endif
  2926. if (!useRenderBuffer && RLGL.ExtSupported.texDepth)
  2927. {
  2928. glGenTextures(1, &id);
  2929. glBindTexture(GL_TEXTURE_2D, id);
  2930. glTexImage2D(GL_TEXTURE_2D, 0, glInternalFormat, width, height, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL);
  2931. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
  2932. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
  2933. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
  2934. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
  2935. glBindTexture(GL_TEXTURE_2D, 0);
  2936. TRACELOG(RL_LOG_INFO, "TEXTURE: Depth texture loaded successfully");
  2937. }
  2938. else
  2939. {
  2940. // Create the renderbuffer that will serve as the depth attachment for the framebuffer
  2941. // NOTE: A renderbuffer is simpler than a texture and could offer better performance on embedded devices
  2942. glGenRenderbuffers(1, &id);
  2943. glBindRenderbuffer(GL_RENDERBUFFER, id);
  2944. glRenderbufferStorage(GL_RENDERBUFFER, glInternalFormat, width, height);
  2945. glBindRenderbuffer(GL_RENDERBUFFER, 0);
  2946. TRACELOG(RL_LOG_INFO, "TEXTURE: [ID %i] Depth renderbuffer loaded successfully (%i bits)", id, (RLGL.ExtSupported.maxDepthBits >= 24)? RLGL.ExtSupported.maxDepthBits : 16);
  2947. }
  2948. #endif
  2949. return id;
  2950. }
  2951. // Load texture cubemap
  2952. // NOTE: Cubemap data is expected to be 6 images in a single data array (one after the other),
  2953. // expected the following convention: +X, -X, +Y, -Y, +Z, -Z
  2954. unsigned int rlLoadTextureCubemap(const void *data, int size, int format, int mipmapCount)
  2955. {
  2956. unsigned int id = 0;
  2957. #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
  2958. int mipSize = size;
  2959. // NOTE: Added pointer math separately from function to avoid UBSAN complaining
  2960. unsigned char *dataPtr = NULL;
  2961. if (data != NULL) dataPtr = (unsigned char *)data;
  2962. unsigned int dataSize = rlGetPixelDataSize(size, size, format);
  2963. glGenTextures(1, &id);
  2964. glBindTexture(GL_TEXTURE_CUBE_MAP, id);
  2965. unsigned int glInternalFormat, glFormat, glType;
  2966. rlGetGlTextureFormats(format, &glInternalFormat, &glFormat, &glType);
  2967. if (glInternalFormat != 0)
  2968. {
  2969. // Load cubemap faces/mipmaps
  2970. for (int i = 0; i < 6*mipmapCount; i++)
  2971. {
  2972. int mipmapLevel = i/6;
  2973. int face = i%6;
  2974. if (data == NULL)
  2975. {
  2976. if (format < RL_PIXELFORMAT_COMPRESSED_DXT1_RGB)
  2977. {
  2978. if ((format == RL_PIXELFORMAT_UNCOMPRESSED_R32) ||
  2979. (format == RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32A32) ||
  2980. (format == RL_PIXELFORMAT_UNCOMPRESSED_R16) ||
  2981. (format == RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16A16)) TRACELOG(RL_LOG_WARNING, "TEXTURES: Cubemap requested format not supported");
  2982. else glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, mipmapLevel, glInternalFormat, mipSize, mipSize, 0, glFormat, glType, NULL);
  2983. }
  2984. else TRACELOG(RL_LOG_WARNING, "TEXTURES: Empty cubemap creation does not support compressed format");
  2985. }
  2986. else
  2987. {
  2988. 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);
  2989. else glCompressedTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, mipmapLevel, glInternalFormat, mipSize, mipSize, 0, dataSize, (unsigned char *)dataPtr + face*dataSize);
  2990. }
  2991. #if defined(GRAPHICS_API_OPENGL_33)
  2992. if (format == RL_PIXELFORMAT_UNCOMPRESSED_GRAYSCALE)
  2993. {
  2994. GLint swizzleMask[] = { GL_RED, GL_RED, GL_RED, GL_ONE };
  2995. glTexParameteriv(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
  2996. }
  2997. else if (format == RL_PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA)
  2998. {
  2999. #if defined(GRAPHICS_API_OPENGL_21)
  3000. GLint swizzleMask[] = { GL_RED, GL_RED, GL_RED, GL_ALPHA };
  3001. #elif defined(GRAPHICS_API_OPENGL_33)
  3002. GLint swizzleMask[] = { GL_RED, GL_RED, GL_RED, GL_GREEN };
  3003. #endif
  3004. glTexParameteriv(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
  3005. }
  3006. #endif
  3007. if (face == 5)
  3008. {
  3009. mipSize /= 2;
  3010. if (data != NULL) dataPtr += dataSize*6; // Increment data pointer to next mipmap
  3011. // Security check for NPOT textures
  3012. if (mipSize < 1) mipSize = 1;
  3013. dataSize = rlGetPixelDataSize(mipSize, mipSize, format);
  3014. }
  3015. }
  3016. }
  3017. // Set cubemap texture sampling parameters
  3018. if (mipmapCount > 1) glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
  3019. else glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
  3020. glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  3021. glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
  3022. glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
  3023. #if defined(GRAPHICS_API_OPENGL_33)
  3024. glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE); // Flag not supported on OpenGL ES 2.0
  3025. #endif
  3026. glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
  3027. #endif
  3028. if (id > 0) TRACELOG(RL_LOG_INFO, "TEXTURE: [ID %i] Cubemap texture loaded successfully (%ix%i)", id, size, size);
  3029. else TRACELOG(RL_LOG_WARNING, "TEXTURE: Failed to load cubemap texture");
  3030. return id;
  3031. }
  3032. // Update already loaded texture in GPU with new data
  3033. // NOTE: We don't know safely if internal texture format is the expected one...
  3034. void rlUpdateTexture(unsigned int id, int offsetX, int offsetY, int width, int height, int format, const void *data)
  3035. {
  3036. glBindTexture(GL_TEXTURE_2D, id);
  3037. unsigned int glInternalFormat, glFormat, glType;
  3038. rlGetGlTextureFormats(format, &glInternalFormat, &glFormat, &glType);
  3039. if ((glInternalFormat != 0) && (format < RL_PIXELFORMAT_COMPRESSED_DXT1_RGB))
  3040. {
  3041. glTexSubImage2D(GL_TEXTURE_2D, 0, offsetX, offsetY, width, height, glFormat, glType, data);
  3042. }
  3043. else TRACELOG(RL_LOG_WARNING, "TEXTURE: [ID %i] Failed to update for current texture format (%i)", id, format);
  3044. }
  3045. // Get OpenGL internal formats and data type from raylib PixelFormat
  3046. void rlGetGlTextureFormats(int format, unsigned int *glInternalFormat, unsigned int *glFormat, unsigned int *glType)
  3047. {
  3048. *glInternalFormat = 0;
  3049. *glFormat = 0;
  3050. *glType = 0;
  3051. switch (format)
  3052. {
  3053. #if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_21) || defined(GRAPHICS_API_OPENGL_ES2)
  3054. // NOTE: on OpenGL ES 2.0 (WebGL), internalFormat must match format and options allowed are: GL_LUMINANCE, GL_RGB, GL_RGBA
  3055. case RL_PIXELFORMAT_UNCOMPRESSED_GRAYSCALE: *glInternalFormat = GL_LUMINANCE; *glFormat = GL_LUMINANCE; *glType = GL_UNSIGNED_BYTE; break;
  3056. case RL_PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA: *glInternalFormat = GL_LUMINANCE_ALPHA; *glFormat = GL_LUMINANCE_ALPHA; *glType = GL_UNSIGNED_BYTE; break;
  3057. case RL_PIXELFORMAT_UNCOMPRESSED_R5G6B5: *glInternalFormat = GL_RGB; *glFormat = GL_RGB; *glType = GL_UNSIGNED_SHORT_5_6_5; break;
  3058. case RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8: *glInternalFormat = GL_RGB; *glFormat = GL_RGB; *glType = GL_UNSIGNED_BYTE; break;
  3059. case RL_PIXELFORMAT_UNCOMPRESSED_R5G5B5A1: *glInternalFormat = GL_RGBA; *glFormat = GL_RGBA; *glType = GL_UNSIGNED_SHORT_5_5_5_1; break;
  3060. case RL_PIXELFORMAT_UNCOMPRESSED_R4G4B4A4: *glInternalFormat = GL_RGBA; *glFormat = GL_RGBA; *glType = GL_UNSIGNED_SHORT_4_4_4_4; break;
  3061. case RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8A8: *glInternalFormat = GL_RGBA; *glFormat = GL_RGBA; *glType = GL_UNSIGNED_BYTE; break;
  3062. #if !defined(GRAPHICS_API_OPENGL_11)
  3063. #if defined(GRAPHICS_API_OPENGL_ES3)
  3064. case RL_PIXELFORMAT_UNCOMPRESSED_R32: if (RLGL.ExtSupported.texFloat32) *glInternalFormat = GL_R32F_EXT; *glFormat = GL_RED_EXT; *glType = GL_FLOAT; break;
  3065. case RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32: if (RLGL.ExtSupported.texFloat32) *glInternalFormat = GL_RGB32F_EXT; *glFormat = GL_RGB; *glType = GL_FLOAT; break;
  3066. case RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32A32: if (RLGL.ExtSupported.texFloat32) *glInternalFormat = GL_RGBA32F_EXT; *glFormat = GL_RGBA; *glType = GL_FLOAT; break;
  3067. case RL_PIXELFORMAT_UNCOMPRESSED_R16: if (RLGL.ExtSupported.texFloat16) *glInternalFormat = GL_R16F_EXT; *glFormat = GL_RED_EXT; *glType = GL_HALF_FLOAT; break;
  3068. case RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16: if (RLGL.ExtSupported.texFloat16) *glInternalFormat = GL_RGB16F_EXT; *glFormat = GL_RGB; *glType = GL_HALF_FLOAT; break;
  3069. case RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16A16: if (RLGL.ExtSupported.texFloat16) *glInternalFormat = GL_RGBA16F_EXT; *glFormat = GL_RGBA; *glType = GL_HALF_FLOAT; break;
  3070. #else
  3071. 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
  3072. 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
  3073. 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
  3074. #if defined(GRAPHICS_API_OPENGL_21)
  3075. case RL_PIXELFORMAT_UNCOMPRESSED_R16: if (RLGL.ExtSupported.texFloat16) *glInternalFormat = GL_LUMINANCE; *glFormat = GL_LUMINANCE; *glType = GL_HALF_FLOAT_ARB; break;
  3076. case RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16: if (RLGL.ExtSupported.texFloat16) *glInternalFormat = GL_RGB; *glFormat = GL_RGB; *glType = GL_HALF_FLOAT_ARB; break;
  3077. case RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16A16: if (RLGL.ExtSupported.texFloat16) *glInternalFormat = GL_RGBA; *glFormat = GL_RGBA; *glType = GL_HALF_FLOAT_ARB; break;
  3078. #else // defined(GRAPHICS_API_OPENGL_ES2)
  3079. 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
  3080. 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
  3081. 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
  3082. #endif
  3083. #endif
  3084. #endif
  3085. #elif defined(GRAPHICS_API_OPENGL_33)
  3086. case RL_PIXELFORMAT_UNCOMPRESSED_GRAYSCALE: *glInternalFormat = GL_R8; *glFormat = GL_RED; *glType = GL_UNSIGNED_BYTE; break;
  3087. case RL_PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA: *glInternalFormat = GL_RG8; *glFormat = GL_RG; *glType = GL_UNSIGNED_BYTE; break;
  3088. case RL_PIXELFORMAT_UNCOMPRESSED_R5G6B5: *glInternalFormat = GL_RGB565; *glFormat = GL_RGB; *glType = GL_UNSIGNED_SHORT_5_6_5; break;
  3089. case RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8: *glInternalFormat = GL_RGB8; *glFormat = GL_RGB; *glType = GL_UNSIGNED_BYTE; break;
  3090. case RL_PIXELFORMAT_UNCOMPRESSED_R5G5B5A1: *glInternalFormat = GL_RGB5_A1; *glFormat = GL_RGBA; *glType = GL_UNSIGNED_SHORT_5_5_5_1; break;
  3091. case RL_PIXELFORMAT_UNCOMPRESSED_R4G4B4A4: *glInternalFormat = GL_RGBA4; *glFormat = GL_RGBA; *glType = GL_UNSIGNED_SHORT_4_4_4_4; break;
  3092. case RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8A8: *glInternalFormat = GL_RGBA8; *glFormat = GL_RGBA; *glType = GL_UNSIGNED_BYTE; break;
  3093. case RL_PIXELFORMAT_UNCOMPRESSED_R32: if (RLGL.ExtSupported.texFloat32) *glInternalFormat = GL_R32F; *glFormat = GL_RED; *glType = GL_FLOAT; break;
  3094. case RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32: if (RLGL.ExtSupported.texFloat32) *glInternalFormat = GL_RGB32F; *glFormat = GL_RGB; *glType = GL_FLOAT; break;
  3095. case RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32A32: if (RLGL.ExtSupported.texFloat32) *glInternalFormat = GL_RGBA32F; *glFormat = GL_RGBA; *glType = GL_FLOAT; break;
  3096. case RL_PIXELFORMAT_UNCOMPRESSED_R16: if (RLGL.ExtSupported.texFloat16) *glInternalFormat = GL_R16F; *glFormat = GL_RED; *glType = GL_HALF_FLOAT; break;
  3097. case RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16: if (RLGL.ExtSupported.texFloat16) *glInternalFormat = GL_RGB16F; *glFormat = GL_RGB; *glType = GL_HALF_FLOAT; break;
  3098. case RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16A16: if (RLGL.ExtSupported.texFloat16) *glInternalFormat = GL_RGBA16F; *glFormat = GL_RGBA; *glType = GL_HALF_FLOAT; break;
  3099. #endif
  3100. #if !defined(GRAPHICS_API_OPENGL_11)
  3101. case RL_PIXELFORMAT_COMPRESSED_DXT1_RGB: if (RLGL.ExtSupported.texCompDXT) *glInternalFormat = GL_COMPRESSED_RGB_S3TC_DXT1_EXT; break;
  3102. case RL_PIXELFORMAT_COMPRESSED_DXT1_RGBA: if (RLGL.ExtSupported.texCompDXT) *glInternalFormat = GL_COMPRESSED_RGBA_S3TC_DXT1_EXT; break;
  3103. case RL_PIXELFORMAT_COMPRESSED_DXT3_RGBA: if (RLGL.ExtSupported.texCompDXT) *glInternalFormat = GL_COMPRESSED_RGBA_S3TC_DXT3_EXT; break;
  3104. case RL_PIXELFORMAT_COMPRESSED_DXT5_RGBA: if (RLGL.ExtSupported.texCompDXT) *glInternalFormat = GL_COMPRESSED_RGBA_S3TC_DXT5_EXT; break;
  3105. 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
  3106. 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
  3107. 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
  3108. case RL_PIXELFORMAT_COMPRESSED_PVRT_RGB: if (RLGL.ExtSupported.texCompPVRT) *glInternalFormat = GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG; break; // NOTE: Requires PowerVR GPU
  3109. case RL_PIXELFORMAT_COMPRESSED_PVRT_RGBA: if (RLGL.ExtSupported.texCompPVRT) *glInternalFormat = GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG; break; // NOTE: Requires PowerVR GPU
  3110. 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
  3111. 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
  3112. #endif
  3113. default: TRACELOG(RL_LOG_WARNING, "TEXTURE: Current format not supported (%i)", format); break;
  3114. }
  3115. }
  3116. // Unload texture from GPU memory
  3117. void rlUnloadTexture(unsigned int id)
  3118. {
  3119. glDeleteTextures(1, &id);
  3120. }
  3121. // Generate mipmap data for selected texture
  3122. // NOTE: Only supports GPU mipmap generation
  3123. void rlGenTextureMipmaps(unsigned int id, int width, int height, int format, int *mipmaps)
  3124. {
  3125. #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
  3126. glBindTexture(GL_TEXTURE_2D, id);
  3127. // Check if texture is power-of-two (POT)
  3128. bool texIsPOT = false;
  3129. if (((width > 0) && ((width & (width - 1)) == 0)) &&
  3130. ((height > 0) && ((height & (height - 1)) == 0))) texIsPOT = true;
  3131. if ((texIsPOT) || (RLGL.ExtSupported.texNPOT))
  3132. {
  3133. //glHint(GL_GENERATE_MIPMAP_HINT, GL_DONT_CARE); // Hint for mipmaps generation algorithm: GL_FASTEST, GL_NICEST, GL_DONT_CARE
  3134. glGenerateMipmap(GL_TEXTURE_2D); // Generate mipmaps automatically
  3135. #define MIN(a,b) (((a)<(b))? (a):(b))
  3136. #define MAX(a,b) (((a)>(b))? (a):(b))
  3137. *mipmaps = 1 + (int)floor(log(MAX(width, height))/log(2));
  3138. TRACELOG(RL_LOG_INFO, "TEXTURE: [ID %i] Mipmaps generated automatically, total: %i", id, *mipmaps);
  3139. }
  3140. else TRACELOG(RL_LOG_WARNING, "TEXTURE: [ID %i] Failed to generate mipmaps", id);
  3141. glBindTexture(GL_TEXTURE_2D, 0);
  3142. #else
  3143. TRACELOG(RL_LOG_WARNING, "TEXTURE: [ID %i] GPU mipmap generation not supported", id);
  3144. #endif
  3145. }
  3146. // Read texture pixel data
  3147. void *rlReadTexturePixels(unsigned int id, int width, int height, int format)
  3148. {
  3149. void *pixels = NULL;
  3150. #if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33)
  3151. glBindTexture(GL_TEXTURE_2D, id);
  3152. // NOTE: Using texture id, we can retrieve some texture info (but not on OpenGL ES 2.0)
  3153. // Possible texture info: GL_TEXTURE_RED_SIZE, GL_TEXTURE_GREEN_SIZE, GL_TEXTURE_BLUE_SIZE, GL_TEXTURE_ALPHA_SIZE
  3154. //int width, height, format;
  3155. //glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_WIDTH, &width);
  3156. //glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_HEIGHT, &height);
  3157. //glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_INTERNAL_FORMAT, &format);
  3158. // 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
  3159. // Use glPixelStorei to modify padding with the GL_[UN]PACK_ALIGNMENT setting
  3160. // GL_PACK_ALIGNMENT affects operations that read from OpenGL memory (glReadPixels, glGetTexImage, etc.)
  3161. // GL_UNPACK_ALIGNMENT affects operations that write to OpenGL memory (glTexImage, etc.)
  3162. glPixelStorei(GL_PACK_ALIGNMENT, 1);
  3163. unsigned int glInternalFormat, glFormat, glType;
  3164. rlGetGlTextureFormats(format, &glInternalFormat, &glFormat, &glType);
  3165. unsigned int size = rlGetPixelDataSize(width, height, format);
  3166. if ((glInternalFormat != 0) && (format < RL_PIXELFORMAT_COMPRESSED_DXT1_RGB))
  3167. {
  3168. pixels = RL_MALLOC(size);
  3169. glGetTexImage(GL_TEXTURE_2D, 0, glFormat, glType, pixels);
  3170. }
  3171. else TRACELOG(RL_LOG_WARNING, "TEXTURE: [ID %i] Data retrieval not suported for pixel format (%i)", id, format);
  3172. glBindTexture(GL_TEXTURE_2D, 0);
  3173. #endif
  3174. #if defined(GRAPHICS_API_OPENGL_ES2)
  3175. // glGetTexImage() is not available on OpenGL ES 2.0
  3176. // Texture width and height are required on OpenGL ES 2.0, there is no way to get it from texture id
  3177. // Two possible Options:
  3178. // 1 - Bind texture to color fbo attachment and glReadPixels()
  3179. // 2 - Create an fbo, activate it, render quad with texture, glReadPixels()
  3180. // We are using Option 1, just need to care for texture format on retrieval
  3181. // NOTE: This behaviour could be conditioned by graphic driver...
  3182. unsigned int fboId = rlLoadFramebuffer();
  3183. glBindFramebuffer(GL_FRAMEBUFFER, fboId);
  3184. glBindTexture(GL_TEXTURE_2D, 0);
  3185. // Attach our texture to FBO
  3186. glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, id, 0);
  3187. // We read data as RGBA because FBO texture is configured as RGBA, despite binding another texture format
  3188. pixels = (unsigned char *)RL_MALLOC(rlGetPixelDataSize(width, height, RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8A8));
  3189. glReadPixels(0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
  3190. glBindFramebuffer(GL_FRAMEBUFFER, 0);
  3191. // Clean up temporal fbo
  3192. rlUnloadFramebuffer(fboId);
  3193. #endif
  3194. return pixels;
  3195. }
  3196. // Read screen pixel data (color buffer)
  3197. unsigned char *rlReadScreenPixels(int width, int height)
  3198. {
  3199. unsigned char *screenData = (unsigned char *)RL_CALLOC(width*height*4, sizeof(unsigned char));
  3200. // NOTE 1: glReadPixels returns image flipped vertically -> (0,0) is the bottom left corner of the framebuffer
  3201. // NOTE 2: We are getting alpha channel! Be careful, it can be transparent if not cleared properly!
  3202. glReadPixels(0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, screenData);
  3203. // Flip image vertically!
  3204. unsigned char *imgData = (unsigned char *)RL_MALLOC(width*height*4*sizeof(unsigned char));
  3205. for (int y = height - 1; y >= 0; y--)
  3206. {
  3207. for (int x = 0; x < (width*4); x++)
  3208. {
  3209. imgData[((height - 1) - y)*width*4 + x] = screenData[(y*width*4) + x]; // Flip line
  3210. // Set alpha component value to 255 (no trasparent image retrieval)
  3211. // NOTE: Alpha value has already been applied to RGB in framebuffer, we don't need it!
  3212. if (((x + 1)%4) == 0) imgData[((height - 1) - y)*width*4 + x] = 255;
  3213. }
  3214. }
  3215. RL_FREE(screenData);
  3216. return imgData; // NOTE: image data should be freed
  3217. }
  3218. // Framebuffer management (fbo)
  3219. //-----------------------------------------------------------------------------------------
  3220. // Load a framebuffer to be used for rendering
  3221. // NOTE: No textures attached
  3222. unsigned int rlLoadFramebuffer(void)
  3223. {
  3224. unsigned int fboId = 0;
  3225. #if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)) && defined(RLGL_RENDER_TEXTURES_HINT)
  3226. glGenFramebuffers(1, &fboId); // Create the framebuffer object
  3227. glBindFramebuffer(GL_FRAMEBUFFER, 0); // Unbind any framebuffer
  3228. #endif
  3229. return fboId;
  3230. }
  3231. // Attach color buffer texture to an fbo (unloads previous attachment)
  3232. // NOTE: Attach type: 0-Color, 1-Depth renderbuffer, 2-Depth texture
  3233. void rlFramebufferAttach(unsigned int fboId, unsigned int texId, int attachType, int texType, int mipLevel)
  3234. {
  3235. #if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)) && defined(RLGL_RENDER_TEXTURES_HINT)
  3236. glBindFramebuffer(GL_FRAMEBUFFER, fboId);
  3237. switch (attachType)
  3238. {
  3239. case RL_ATTACHMENT_COLOR_CHANNEL0:
  3240. case RL_ATTACHMENT_COLOR_CHANNEL1:
  3241. case RL_ATTACHMENT_COLOR_CHANNEL2:
  3242. case RL_ATTACHMENT_COLOR_CHANNEL3:
  3243. case RL_ATTACHMENT_COLOR_CHANNEL4:
  3244. case RL_ATTACHMENT_COLOR_CHANNEL5:
  3245. case RL_ATTACHMENT_COLOR_CHANNEL6:
  3246. case RL_ATTACHMENT_COLOR_CHANNEL7:
  3247. {
  3248. if (texType == RL_ATTACHMENT_TEXTURE2D) glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + attachType, GL_TEXTURE_2D, texId, mipLevel);
  3249. else if (texType == RL_ATTACHMENT_RENDERBUFFER) glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + attachType, GL_RENDERBUFFER, texId);
  3250. else if (texType >= RL_ATTACHMENT_CUBEMAP_POSITIVE_X) glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + attachType, GL_TEXTURE_CUBE_MAP_POSITIVE_X + texType, texId, mipLevel);
  3251. } break;
  3252. case RL_ATTACHMENT_DEPTH:
  3253. {
  3254. if (texType == RL_ATTACHMENT_TEXTURE2D) glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, texId, mipLevel);
  3255. else if (texType == RL_ATTACHMENT_RENDERBUFFER) glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, texId);
  3256. } break;
  3257. case RL_ATTACHMENT_STENCIL:
  3258. {
  3259. if (texType == RL_ATTACHMENT_TEXTURE2D) glFramebufferTexture2D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, texId, mipLevel);
  3260. else if (texType == RL_ATTACHMENT_RENDERBUFFER) glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, texId);
  3261. } break;
  3262. default: break;
  3263. }
  3264. glBindFramebuffer(GL_FRAMEBUFFER, 0);
  3265. #endif
  3266. }
  3267. // Verify render texture is complete
  3268. bool rlFramebufferComplete(unsigned int id)
  3269. {
  3270. bool result = false;
  3271. #if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)) && defined(RLGL_RENDER_TEXTURES_HINT)
  3272. glBindFramebuffer(GL_FRAMEBUFFER, id);
  3273. GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
  3274. if (status != GL_FRAMEBUFFER_COMPLETE)
  3275. {
  3276. switch (status)
  3277. {
  3278. case GL_FRAMEBUFFER_UNSUPPORTED: TRACELOG(RL_LOG_WARNING, "FBO: [ID %i] Framebuffer is unsupported", id); break;
  3279. case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT: TRACELOG(RL_LOG_WARNING, "FBO: [ID %i] Framebuffer has incomplete attachment", id); break;
  3280. #if defined(GRAPHICS_API_OPENGL_ES2)
  3281. case GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS: TRACELOG(RL_LOG_WARNING, "FBO: [ID %i] Framebuffer has incomplete dimensions", id); break;
  3282. #endif
  3283. case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT: TRACELOG(RL_LOG_WARNING, "FBO: [ID %i] Framebuffer has a missing attachment", id); break;
  3284. default: break;
  3285. }
  3286. }
  3287. glBindFramebuffer(GL_FRAMEBUFFER, 0);
  3288. result = (status == GL_FRAMEBUFFER_COMPLETE);
  3289. #endif
  3290. return result;
  3291. }
  3292. // Unload framebuffer from GPU memory
  3293. // NOTE: All attached textures/cubemaps/renderbuffers are also deleted
  3294. void rlUnloadFramebuffer(unsigned int id)
  3295. {
  3296. #if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)) && defined(RLGL_RENDER_TEXTURES_HINT)
  3297. // Query depth attachment to automatically delete texture/renderbuffer
  3298. int depthType = 0, depthId = 0;
  3299. glBindFramebuffer(GL_FRAMEBUFFER, id); // Bind framebuffer to query depth texture type
  3300. glGetFramebufferAttachmentParameteriv(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE, &depthType);
  3301. // TODO: Review warning retrieving object name in WebGL
  3302. // WARNING: WebGL: INVALID_ENUM: getFramebufferAttachmentParameter: invalid parameter name
  3303. // https://registry.khronos.org/webgl/specs/latest/1.0/
  3304. glGetFramebufferAttachmentParameteriv(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME, &depthId);
  3305. unsigned int depthIdU = (unsigned int)depthId;
  3306. if (depthType == GL_RENDERBUFFER) glDeleteRenderbuffers(1, &depthIdU);
  3307. else if (depthType == GL_TEXTURE) glDeleteTextures(1, &depthIdU);
  3308. // NOTE: If a texture object is deleted while its image is attached to the *currently bound* framebuffer,
  3309. // the texture image is automatically detached from the currently bound framebuffer
  3310. glBindFramebuffer(GL_FRAMEBUFFER, 0);
  3311. glDeleteFramebuffers(1, &id);
  3312. TRACELOG(RL_LOG_INFO, "FBO: [ID %i] Unloaded framebuffer from VRAM (GPU)", id);
  3313. #endif
  3314. }
  3315. // Vertex data management
  3316. //-----------------------------------------------------------------------------------------
  3317. // Load a new attributes buffer
  3318. unsigned int rlLoadVertexBuffer(const void *buffer, int size, bool dynamic)
  3319. {
  3320. unsigned int id = 0;
  3321. #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
  3322. glGenBuffers(1, &id);
  3323. glBindBuffer(GL_ARRAY_BUFFER, id);
  3324. glBufferData(GL_ARRAY_BUFFER, size, buffer, dynamic? GL_DYNAMIC_DRAW : GL_STATIC_DRAW);
  3325. #endif
  3326. return id;
  3327. }
  3328. // Load a new attributes element buffer
  3329. unsigned int rlLoadVertexBufferElement(const void *buffer, int size, bool dynamic)
  3330. {
  3331. unsigned int id = 0;
  3332. #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
  3333. glGenBuffers(1, &id);
  3334. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, id);
  3335. glBufferData(GL_ELEMENT_ARRAY_BUFFER, size, buffer, dynamic? GL_DYNAMIC_DRAW : GL_STATIC_DRAW);
  3336. #endif
  3337. return id;
  3338. }
  3339. // Enable vertex buffer (VBO)
  3340. void rlEnableVertexBuffer(unsigned int id)
  3341. {
  3342. #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
  3343. glBindBuffer(GL_ARRAY_BUFFER, id);
  3344. #endif
  3345. }
  3346. // Disable vertex buffer (VBO)
  3347. void rlDisableVertexBuffer(void)
  3348. {
  3349. #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
  3350. glBindBuffer(GL_ARRAY_BUFFER, 0);
  3351. #endif
  3352. }
  3353. // Enable vertex buffer element (VBO element)
  3354. void rlEnableVertexBufferElement(unsigned int id)
  3355. {
  3356. #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
  3357. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, id);
  3358. #endif
  3359. }
  3360. // Disable vertex buffer element (VBO element)
  3361. void rlDisableVertexBufferElement(void)
  3362. {
  3363. #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
  3364. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
  3365. #endif
  3366. }
  3367. // Update vertex buffer with new data
  3368. // NOTE: dataSize and offset must be provided in bytes
  3369. void rlUpdateVertexBuffer(unsigned int id, const void *data, int dataSize, int offset)
  3370. {
  3371. #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
  3372. glBindBuffer(GL_ARRAY_BUFFER, id);
  3373. glBufferSubData(GL_ARRAY_BUFFER, offset, dataSize, data);
  3374. #endif
  3375. }
  3376. // Update vertex buffer elements with new data
  3377. // NOTE: dataSize and offset must be provided in bytes
  3378. void rlUpdateVertexBufferElements(unsigned int id, const void *data, int dataSize, int offset)
  3379. {
  3380. #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
  3381. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, id);
  3382. glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, offset, dataSize, data);
  3383. #endif
  3384. }
  3385. // Enable vertex array object (VAO)
  3386. bool rlEnableVertexArray(unsigned int vaoId)
  3387. {
  3388. bool result = false;
  3389. #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
  3390. if (RLGL.ExtSupported.vao)
  3391. {
  3392. glBindVertexArray(vaoId);
  3393. result = true;
  3394. }
  3395. #endif
  3396. return result;
  3397. }
  3398. // Disable vertex array object (VAO)
  3399. void rlDisableVertexArray(void)
  3400. {
  3401. #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
  3402. if (RLGL.ExtSupported.vao) glBindVertexArray(0);
  3403. #endif
  3404. }
  3405. // Enable vertex attribute index
  3406. void rlEnableVertexAttribute(unsigned int index)
  3407. {
  3408. #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
  3409. glEnableVertexAttribArray(index);
  3410. #endif
  3411. }
  3412. // Disable vertex attribute index
  3413. void rlDisableVertexAttribute(unsigned int index)
  3414. {
  3415. #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
  3416. glDisableVertexAttribArray(index);
  3417. #endif
  3418. }
  3419. // Draw vertex array
  3420. void rlDrawVertexArray(int offset, int count)
  3421. {
  3422. glDrawArrays(GL_TRIANGLES, offset, count);
  3423. }
  3424. // Draw vertex array elements
  3425. void rlDrawVertexArrayElements(int offset, int count, const void *buffer)
  3426. {
  3427. // NOTE: Added pointer math separately from function to avoid UBSAN complaining
  3428. unsigned short *bufferPtr = (unsigned short *)buffer;
  3429. if (offset > 0) bufferPtr += offset;
  3430. glDrawElements(GL_TRIANGLES, count, GL_UNSIGNED_SHORT, (const unsigned short *)bufferPtr);
  3431. }
  3432. // Draw vertex array instanced
  3433. void rlDrawVertexArrayInstanced(int offset, int count, int instances)
  3434. {
  3435. #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
  3436. glDrawArraysInstanced(GL_TRIANGLES, 0, count, instances);
  3437. #endif
  3438. }
  3439. // Draw vertex array elements instanced
  3440. void rlDrawVertexArrayElementsInstanced(int offset, int count, const void *buffer, int instances)
  3441. {
  3442. #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
  3443. // NOTE: Added pointer math separately from function to avoid UBSAN complaining
  3444. unsigned short *bufferPtr = (unsigned short *)buffer;
  3445. if (offset > 0) bufferPtr += offset;
  3446. glDrawElementsInstanced(GL_TRIANGLES, count, GL_UNSIGNED_SHORT, (const unsigned short *)bufferPtr, instances);
  3447. #endif
  3448. }
  3449. #if defined(GRAPHICS_API_OPENGL_11)
  3450. // Enable vertex state pointer
  3451. void rlEnableStatePointer(int vertexAttribType, void *buffer)
  3452. {
  3453. if (buffer != NULL) glEnableClientState(vertexAttribType);
  3454. switch (vertexAttribType)
  3455. {
  3456. case GL_VERTEX_ARRAY: glVertexPointer(3, GL_FLOAT, 0, buffer); break;
  3457. case GL_TEXTURE_COORD_ARRAY: glTexCoordPointer(2, GL_FLOAT, 0, buffer); break;
  3458. case GL_NORMAL_ARRAY: if (buffer != NULL) glNormalPointer(GL_FLOAT, 0, buffer); break;
  3459. case GL_COLOR_ARRAY: if (buffer != NULL) glColorPointer(4, GL_UNSIGNED_BYTE, 0, buffer); break;
  3460. //case GL_INDEX_ARRAY: if (buffer != NULL) glIndexPointer(GL_SHORT, 0, buffer); break; // Indexed colors
  3461. default: break;
  3462. }
  3463. }
  3464. // Disable vertex state pointer
  3465. void rlDisableStatePointer(int vertexAttribType)
  3466. {
  3467. glDisableClientState(vertexAttribType);
  3468. }
  3469. #endif
  3470. // Load vertex array object (VAO)
  3471. unsigned int rlLoadVertexArray(void)
  3472. {
  3473. unsigned int vaoId = 0;
  3474. #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
  3475. if (RLGL.ExtSupported.vao)
  3476. {
  3477. glGenVertexArrays(1, &vaoId);
  3478. }
  3479. #endif
  3480. return vaoId;
  3481. }
  3482. // Set vertex attribute
  3483. void rlSetVertexAttribute(unsigned int index, int compSize, int type, bool normalized, int stride, int offset)
  3484. {
  3485. #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
  3486. // NOTE: Data type could be: GL_BYTE, GL_UNSIGNED_BYTE, GL_SHORT, GL_UNSIGNED_SHORT, GL_INT, GL_UNSIGNED_INT
  3487. // Additional types (depends on OpenGL version or extensions):
  3488. // - GL_HALF_FLOAT, GL_FLOAT, GL_DOUBLE, GL_FIXED,
  3489. // - GL_INT_2_10_10_10_REV, GL_UNSIGNED_INT_2_10_10_10_REV, GL_UNSIGNED_INT_10F_11F_11F_REV
  3490. size_t offsetNative = offset;
  3491. glVertexAttribPointer(index, compSize, type, normalized, stride, (void *)offsetNative);
  3492. #endif
  3493. }
  3494. // Set vertex attribute divisor
  3495. void rlSetVertexAttributeDivisor(unsigned int index, int divisor)
  3496. {
  3497. #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
  3498. glVertexAttribDivisor(index, divisor);
  3499. #endif
  3500. }
  3501. // Unload vertex array object (VAO)
  3502. void rlUnloadVertexArray(unsigned int vaoId)
  3503. {
  3504. #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
  3505. if (RLGL.ExtSupported.vao)
  3506. {
  3507. glBindVertexArray(0);
  3508. glDeleteVertexArrays(1, &vaoId);
  3509. TRACELOG(RL_LOG_INFO, "VAO: [ID %i] Unloaded vertex array data from VRAM (GPU)", vaoId);
  3510. }
  3511. #endif
  3512. }
  3513. // Unload vertex buffer (VBO)
  3514. void rlUnloadVertexBuffer(unsigned int vboId)
  3515. {
  3516. #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
  3517. glDeleteBuffers(1, &vboId);
  3518. //TRACELOG(RL_LOG_INFO, "VBO: Unloaded vertex data from VRAM (GPU)");
  3519. #endif
  3520. }
  3521. // Shaders management
  3522. //-----------------------------------------------------------------------------------------------
  3523. // Load shader from code strings
  3524. // NOTE: If shader string is NULL, using default vertex/fragment shaders
  3525. unsigned int rlLoadShaderCode(const char *vsCode, const char *fsCode)
  3526. {
  3527. unsigned int id = 0;
  3528. #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
  3529. unsigned int vertexShaderId = 0;
  3530. unsigned int fragmentShaderId = 0;
  3531. // Compile vertex shader (if provided)
  3532. // NOTE: If not vertex shader is provided, use default one
  3533. if (vsCode != NULL) vertexShaderId = rlCompileShader(vsCode, GL_VERTEX_SHADER);
  3534. else vertexShaderId = RLGL.State.defaultVShaderId;
  3535. // Compile fragment shader (if provided)
  3536. // NOTE: If not vertex shader is provided, use default one
  3537. if (fsCode != NULL) fragmentShaderId = rlCompileShader(fsCode, GL_FRAGMENT_SHADER);
  3538. else fragmentShaderId = RLGL.State.defaultFShaderId;
  3539. // In case vertex and fragment shader are the default ones, no need to recompile, we can just assign the default shader program id
  3540. if ((vertexShaderId == RLGL.State.defaultVShaderId) && (fragmentShaderId == RLGL.State.defaultFShaderId)) id = RLGL.State.defaultShaderId;
  3541. else if ((vertexShaderId > 0) && (fragmentShaderId > 0))
  3542. {
  3543. // One of or both shader are new, we need to compile a new shader program
  3544. id = rlLoadShaderProgram(vertexShaderId, fragmentShaderId);
  3545. // We can detach and delete vertex/fragment shaders (if not default ones)
  3546. // NOTE: We detach shader before deletion to make sure memory is freed
  3547. if (vertexShaderId != RLGL.State.defaultVShaderId)
  3548. {
  3549. // WARNING: Shader program linkage could fail and returned id is 0
  3550. if (id > 0) glDetachShader(id, vertexShaderId);
  3551. glDeleteShader(vertexShaderId);
  3552. }
  3553. if (fragmentShaderId != RLGL.State.defaultFShaderId)
  3554. {
  3555. // WARNING: Shader program linkage could fail and returned id is 0
  3556. if (id > 0) glDetachShader(id, fragmentShaderId);
  3557. glDeleteShader(fragmentShaderId);
  3558. }
  3559. // In case shader program loading failed, we assign default shader
  3560. if (id == 0)
  3561. {
  3562. // In case shader loading fails, we return the default shader
  3563. TRACELOG(RL_LOG_WARNING, "SHADER: Failed to load custom shader code, using default shader");
  3564. id = RLGL.State.defaultShaderId;
  3565. }
  3566. /*
  3567. else
  3568. {
  3569. // Get available shader uniforms
  3570. // NOTE: This information is useful for debug...
  3571. int uniformCount = -1;
  3572. glGetProgramiv(id, GL_ACTIVE_UNIFORMS, &uniformCount);
  3573. for (int i = 0; i < uniformCount; i++)
  3574. {
  3575. int namelen = -1;
  3576. int num = -1;
  3577. char name[256] = { 0 }; // Assume no variable names longer than 256
  3578. GLenum type = GL_ZERO;
  3579. // Get the name of the uniforms
  3580. glGetActiveUniform(id, i, sizeof(name) - 1, &namelen, &num, &type, name);
  3581. name[namelen] = 0;
  3582. TRACELOGD("SHADER: [ID %i] Active uniform (%s) set at location: %i", id, name, glGetUniformLocation(id, name));
  3583. }
  3584. }
  3585. */
  3586. }
  3587. #endif
  3588. return id;
  3589. }
  3590. // Compile custom shader and return shader id
  3591. unsigned int rlCompileShader(const char *shaderCode, int type)
  3592. {
  3593. unsigned int shader = 0;
  3594. #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
  3595. shader = glCreateShader(type);
  3596. glShaderSource(shader, 1, &shaderCode, NULL);
  3597. GLint success = 0;
  3598. glCompileShader(shader);
  3599. glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
  3600. if (success == GL_FALSE)
  3601. {
  3602. switch (type)
  3603. {
  3604. case GL_VERTEX_SHADER: TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Failed to compile vertex shader code", shader); break;
  3605. case GL_FRAGMENT_SHADER: TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Failed to compile fragment shader code", shader); break;
  3606. //case GL_GEOMETRY_SHADER:
  3607. #if defined(GRAPHICS_API_OPENGL_43)
  3608. case GL_COMPUTE_SHADER: TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Failed to compile compute shader code", shader); break;
  3609. #elif defined(GRAPHICS_API_OPENGL_33)
  3610. case GL_COMPUTE_SHADER: TRACELOG(RL_LOG_WARNING, "SHADER: Compute shaders not enabled. Define GRAPHICS_API_OPENGL_43", shader); break;
  3611. #endif
  3612. default: break;
  3613. }
  3614. int maxLength = 0;
  3615. glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &maxLength);
  3616. if (maxLength > 0)
  3617. {
  3618. int length = 0;
  3619. char *log = (char *)RL_CALLOC(maxLength, sizeof(char));
  3620. glGetShaderInfoLog(shader, maxLength, &length, log);
  3621. TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Compile error: %s", shader, log);
  3622. RL_FREE(log);
  3623. }
  3624. shader = 0;
  3625. }
  3626. else
  3627. {
  3628. switch (type)
  3629. {
  3630. case GL_VERTEX_SHADER: TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Vertex shader compiled successfully", shader); break;
  3631. case GL_FRAGMENT_SHADER: TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Fragment shader compiled successfully", shader); break;
  3632. //case GL_GEOMETRY_SHADER:
  3633. #if defined(GRAPHICS_API_OPENGL_43)
  3634. case GL_COMPUTE_SHADER: TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Compute shader compiled successfully", shader); break;
  3635. #elif defined(GRAPHICS_API_OPENGL_33)
  3636. case GL_COMPUTE_SHADER: TRACELOG(RL_LOG_WARNING, "SHADER: Compute shaders not enabled. Define GRAPHICS_API_OPENGL_43", shader); break;
  3637. #endif
  3638. default: break;
  3639. }
  3640. }
  3641. #endif
  3642. return shader;
  3643. }
  3644. // Load custom shader strings and return program id
  3645. unsigned int rlLoadShaderProgram(unsigned int vShaderId, unsigned int fShaderId)
  3646. {
  3647. unsigned int program = 0;
  3648. #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
  3649. GLint success = 0;
  3650. program = glCreateProgram();
  3651. glAttachShader(program, vShaderId);
  3652. glAttachShader(program, fShaderId);
  3653. // NOTE: Default attribute shader locations must be Bound before linking
  3654. glBindAttribLocation(program, RL_DEFAULT_SHADER_ATTRIB_LOCATION_POSITION, RL_DEFAULT_SHADER_ATTRIB_NAME_POSITION);
  3655. glBindAttribLocation(program, RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD, RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD);
  3656. glBindAttribLocation(program, RL_DEFAULT_SHADER_ATTRIB_LOCATION_NORMAL, RL_DEFAULT_SHADER_ATTRIB_NAME_NORMAL);
  3657. glBindAttribLocation(program, RL_DEFAULT_SHADER_ATTRIB_LOCATION_COLOR, RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR);
  3658. glBindAttribLocation(program, RL_DEFAULT_SHADER_ATTRIB_LOCATION_TANGENT, RL_DEFAULT_SHADER_ATTRIB_NAME_TANGENT);
  3659. glBindAttribLocation(program, RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD2, RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2);
  3660. #ifdef RL_SUPPORT_MESH_GPU_SKINNING
  3661. glBindAttribLocation(program, RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEIDS, RL_DEFAULT_SHADER_ATTRIB_NAME_BONEIDS);
  3662. glBindAttribLocation(program, RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEWEIGHTS, RL_DEFAULT_SHADER_ATTRIB_NAME_BONEWEIGHTS);
  3663. #endif
  3664. // NOTE: If some attrib name is no found on the shader, it locations becomes -1
  3665. glLinkProgram(program);
  3666. // NOTE: All uniform variables are intitialised to 0 when a program links
  3667. glGetProgramiv(program, GL_LINK_STATUS, &success);
  3668. if (success == GL_FALSE)
  3669. {
  3670. TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Failed to link shader program", program);
  3671. int maxLength = 0;
  3672. glGetProgramiv(program, GL_INFO_LOG_LENGTH, &maxLength);
  3673. if (maxLength > 0)
  3674. {
  3675. int length = 0;
  3676. char *log = (char *)RL_CALLOC(maxLength, sizeof(char));
  3677. glGetProgramInfoLog(program, maxLength, &length, log);
  3678. TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Link error: %s", program, log);
  3679. RL_FREE(log);
  3680. }
  3681. glDeleteProgram(program);
  3682. program = 0;
  3683. }
  3684. else
  3685. {
  3686. // Get the size of compiled shader program (not available on OpenGL ES 2.0)
  3687. // NOTE: If GL_LINK_STATUS is GL_FALSE, program binary length is zero
  3688. //GLint binarySize = 0;
  3689. //glGetProgramiv(id, GL_PROGRAM_BINARY_LENGTH, &binarySize);
  3690. TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Program shader loaded successfully", program);
  3691. }
  3692. #endif
  3693. return program;
  3694. }
  3695. // Unload shader program
  3696. void rlUnloadShaderProgram(unsigned int id)
  3697. {
  3698. #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
  3699. glDeleteProgram(id);
  3700. TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Unloaded shader program data from VRAM (GPU)", id);
  3701. #endif
  3702. }
  3703. // Get shader location uniform
  3704. int rlGetLocationUniform(unsigned int shaderId, const char *uniformName)
  3705. {
  3706. int location = -1;
  3707. #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
  3708. location = glGetUniformLocation(shaderId, uniformName);
  3709. //if (location == -1) TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Failed to find shader uniform: %s", shaderId, uniformName);
  3710. //else TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Shader uniform (%s) set at location: %i", shaderId, uniformName, location);
  3711. #endif
  3712. return location;
  3713. }
  3714. // Get shader location attribute
  3715. int rlGetLocationAttrib(unsigned int shaderId, const char *attribName)
  3716. {
  3717. int location = -1;
  3718. #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
  3719. location = glGetAttribLocation(shaderId, attribName);
  3720. //if (location == -1) TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Failed to find shader attribute: %s", shaderId, attribName);
  3721. //else TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Shader attribute (%s) set at location: %i", shaderId, attribName, location);
  3722. #endif
  3723. return location;
  3724. }
  3725. // Set shader value uniform
  3726. void rlSetUniform(int locIndex, const void *value, int uniformType, int count)
  3727. {
  3728. #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
  3729. switch (uniformType)
  3730. {
  3731. case RL_SHADER_UNIFORM_FLOAT: glUniform1fv(locIndex, count, (float *)value); break;
  3732. case RL_SHADER_UNIFORM_VEC2: glUniform2fv(locIndex, count, (float *)value); break;
  3733. case RL_SHADER_UNIFORM_VEC3: glUniform3fv(locIndex, count, (float *)value); break;
  3734. case RL_SHADER_UNIFORM_VEC4: glUniform4fv(locIndex, count, (float *)value); break;
  3735. case RL_SHADER_UNIFORM_INT: glUniform1iv(locIndex, count, (int *)value); break;
  3736. case RL_SHADER_UNIFORM_IVEC2: glUniform2iv(locIndex, count, (int *)value); break;
  3737. case RL_SHADER_UNIFORM_IVEC3: glUniform3iv(locIndex, count, (int *)value); break;
  3738. case RL_SHADER_UNIFORM_IVEC4: glUniform4iv(locIndex, count, (int *)value); break;
  3739. #if !defined(GRAPHICS_API_OPENGL_ES2)
  3740. case RL_SHADER_UNIFORM_UINT: glUniform1uiv(locIndex, count, (unsigned int *)value); break;
  3741. case RL_SHADER_UNIFORM_UIVEC2: glUniform2uiv(locIndex, count, (unsigned int *)value); break;
  3742. case RL_SHADER_UNIFORM_UIVEC3: glUniform3uiv(locIndex, count, (unsigned int *)value); break;
  3743. case RL_SHADER_UNIFORM_UIVEC4: glUniform4uiv(locIndex, count, (unsigned int *)value); break;
  3744. #endif
  3745. case RL_SHADER_UNIFORM_SAMPLER2D: glUniform1iv(locIndex, count, (int *)value); break;
  3746. default: TRACELOG(RL_LOG_WARNING, "SHADER: Failed to set uniform value, data type not recognized");
  3747. // TODO: Support glUniform1uiv(), glUniform2uiv(), glUniform3uiv(), glUniform4uiv()
  3748. }
  3749. #endif
  3750. }
  3751. // Set shader value attribute
  3752. void rlSetVertexAttributeDefault(int locIndex, const void *value, int attribType, int count)
  3753. {
  3754. #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
  3755. switch (attribType)
  3756. {
  3757. case RL_SHADER_ATTRIB_FLOAT: if (count == 1) glVertexAttrib1fv(locIndex, (float *)value); break;
  3758. case RL_SHADER_ATTRIB_VEC2: if (count == 2) glVertexAttrib2fv(locIndex, (float *)value); break;
  3759. case RL_SHADER_ATTRIB_VEC3: if (count == 3) glVertexAttrib3fv(locIndex, (float *)value); break;
  3760. case RL_SHADER_ATTRIB_VEC4: if (count == 4) glVertexAttrib4fv(locIndex, (float *)value); break;
  3761. default: TRACELOG(RL_LOG_WARNING, "SHADER: Failed to set attrib default value, data type not recognized");
  3762. }
  3763. #endif
  3764. }
  3765. // Set shader value uniform matrix
  3766. void rlSetUniformMatrix(int locIndex, Matrix mat)
  3767. {
  3768. #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
  3769. float matfloat[16] = {
  3770. mat.m0, mat.m1, mat.m2, mat.m3,
  3771. mat.m4, mat.m5, mat.m6, mat.m7,
  3772. mat.m8, mat.m9, mat.m10, mat.m11,
  3773. mat.m12, mat.m13, mat.m14, mat.m15
  3774. };
  3775. glUniformMatrix4fv(locIndex, 1, false, matfloat);
  3776. #endif
  3777. }
  3778. // Set shader value uniform matrix
  3779. void rlSetUniformMatrices(int locIndex, const Matrix *matrices, int count)
  3780. {
  3781. #if defined(GRAPHICS_API_OPENGL_33)
  3782. glUniformMatrix4fv(locIndex, count, true, (const float *)matrices);
  3783. #elif defined(GRAPHICS_API_OPENGL_ES2)
  3784. // WARNING: WebGL does not support Matrix transpose ("true" parameter)
  3785. // REF: https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/uniformMatrix
  3786. glUniformMatrix4fv(locIndex, count, false, (const float *)matrices);
  3787. #endif
  3788. }
  3789. // Set shader value uniform sampler
  3790. void rlSetUniformSampler(int locIndex, unsigned int textureId)
  3791. {
  3792. #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
  3793. // Check if texture is already active
  3794. for (int i = 0; i < RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS; i++)
  3795. {
  3796. if (RLGL.State.activeTextureId[i] == textureId)
  3797. {
  3798. glUniform1i(locIndex, 1 + i);
  3799. return;
  3800. }
  3801. }
  3802. // Register a new active texture for the internal batch system
  3803. // NOTE: Default texture is always activated as GL_TEXTURE0
  3804. for (int i = 0; i < RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS; i++)
  3805. {
  3806. if (RLGL.State.activeTextureId[i] == 0)
  3807. {
  3808. glUniform1i(locIndex, 1 + i); // Activate new texture unit
  3809. RLGL.State.activeTextureId[i] = textureId; // Save texture id for binding on drawing
  3810. break;
  3811. }
  3812. }
  3813. #endif
  3814. }
  3815. // Set shader currently active (id and locations)
  3816. void rlSetShader(unsigned int id, int *locs)
  3817. {
  3818. #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
  3819. if (RLGL.State.currentShaderId != id)
  3820. {
  3821. rlDrawRenderBatch(RLGL.currentBatch);
  3822. RLGL.State.currentShaderId = id;
  3823. RLGL.State.currentShaderLocs = locs;
  3824. }
  3825. #endif
  3826. }
  3827. // Load compute shader program
  3828. unsigned int rlLoadComputeShaderProgram(unsigned int shaderId)
  3829. {
  3830. unsigned int program = 0;
  3831. #if defined(GRAPHICS_API_OPENGL_43)
  3832. GLint success = 0;
  3833. program = glCreateProgram();
  3834. glAttachShader(program, shaderId);
  3835. glLinkProgram(program);
  3836. // NOTE: All uniform variables are intitialised to 0 when a program links
  3837. glGetProgramiv(program, GL_LINK_STATUS, &success);
  3838. if (success == GL_FALSE)
  3839. {
  3840. TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Failed to link compute shader program", program);
  3841. int maxLength = 0;
  3842. glGetProgramiv(program, GL_INFO_LOG_LENGTH, &maxLength);
  3843. if (maxLength > 0)
  3844. {
  3845. int length = 0;
  3846. char *log = (char *)RL_CALLOC(maxLength, sizeof(char));
  3847. glGetProgramInfoLog(program, maxLength, &length, log);
  3848. TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Link error: %s", program, log);
  3849. RL_FREE(log);
  3850. }
  3851. glDeleteProgram(program);
  3852. program = 0;
  3853. }
  3854. else
  3855. {
  3856. // Get the size of compiled shader program (not available on OpenGL ES 2.0)
  3857. // NOTE: If GL_LINK_STATUS is GL_FALSE, program binary length is zero
  3858. //GLint binarySize = 0;
  3859. //glGetProgramiv(id, GL_PROGRAM_BINARY_LENGTH, &binarySize);
  3860. TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Compute shader program loaded successfully", program);
  3861. }
  3862. #else
  3863. TRACELOG(RL_LOG_WARNING, "SHADER: Compute shaders not enabled. Define GRAPHICS_API_OPENGL_43");
  3864. #endif
  3865. return program;
  3866. }
  3867. // Dispatch compute shader (equivalent to *draw* for graphics pilepine)
  3868. void rlComputeShaderDispatch(unsigned int groupX, unsigned int groupY, unsigned int groupZ)
  3869. {
  3870. #if defined(GRAPHICS_API_OPENGL_43)
  3871. glDispatchCompute(groupX, groupY, groupZ);
  3872. #endif
  3873. }
  3874. // Load shader storage buffer object (SSBO)
  3875. unsigned int rlLoadShaderBuffer(unsigned int size, const void *data, int usageHint)
  3876. {
  3877. unsigned int ssbo = 0;
  3878. #if defined(GRAPHICS_API_OPENGL_43)
  3879. glGenBuffers(1, &ssbo);
  3880. glBindBuffer(GL_SHADER_STORAGE_BUFFER, ssbo);
  3881. glBufferData(GL_SHADER_STORAGE_BUFFER, size, data, usageHint? usageHint : RL_STREAM_COPY);
  3882. if (data == NULL) glClearBufferData(GL_SHADER_STORAGE_BUFFER, GL_R8UI, GL_RED_INTEGER, GL_UNSIGNED_BYTE, NULL); // Clear buffer data to 0
  3883. glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
  3884. #else
  3885. TRACELOG(RL_LOG_WARNING, "SSBO: SSBO not enabled. Define GRAPHICS_API_OPENGL_43");
  3886. #endif
  3887. return ssbo;
  3888. }
  3889. // Unload shader storage buffer object (SSBO)
  3890. void rlUnloadShaderBuffer(unsigned int ssboId)
  3891. {
  3892. #if defined(GRAPHICS_API_OPENGL_43)
  3893. glDeleteBuffers(1, &ssboId);
  3894. #else
  3895. TRACELOG(RL_LOG_WARNING, "SSBO: SSBO not enabled. Define GRAPHICS_API_OPENGL_43");
  3896. #endif
  3897. }
  3898. // Update SSBO buffer data
  3899. void rlUpdateShaderBuffer(unsigned int id, const void *data, unsigned int dataSize, unsigned int offset)
  3900. {
  3901. #if defined(GRAPHICS_API_OPENGL_43)
  3902. glBindBuffer(GL_SHADER_STORAGE_BUFFER, id);
  3903. glBufferSubData(GL_SHADER_STORAGE_BUFFER, offset, dataSize, data);
  3904. #endif
  3905. }
  3906. // Get SSBO buffer size
  3907. unsigned int rlGetShaderBufferSize(unsigned int id)
  3908. {
  3909. #if defined(GRAPHICS_API_OPENGL_43)
  3910. GLint64 size = 0;
  3911. glBindBuffer(GL_SHADER_STORAGE_BUFFER, id);
  3912. glGetBufferParameteri64v(GL_SHADER_STORAGE_BUFFER, GL_BUFFER_SIZE, &size);
  3913. return (size > 0)? (unsigned int)size : 0;
  3914. #else
  3915. return 0;
  3916. #endif
  3917. }
  3918. // Read SSBO buffer data (GPU->CPU)
  3919. void rlReadShaderBuffer(unsigned int id, void *dest, unsigned int count, unsigned int offset)
  3920. {
  3921. #if defined(GRAPHICS_API_OPENGL_43)
  3922. glBindBuffer(GL_SHADER_STORAGE_BUFFER, id);
  3923. glGetBufferSubData(GL_SHADER_STORAGE_BUFFER, offset, count, dest);
  3924. #endif
  3925. }
  3926. // Bind SSBO buffer
  3927. void rlBindShaderBuffer(unsigned int id, unsigned int index)
  3928. {
  3929. #if defined(GRAPHICS_API_OPENGL_43)
  3930. glBindBufferBase(GL_SHADER_STORAGE_BUFFER, index, id);
  3931. #endif
  3932. }
  3933. // Copy SSBO buffer data
  3934. void rlCopyShaderBuffer(unsigned int destId, unsigned int srcId, unsigned int destOffset, unsigned int srcOffset, unsigned int count)
  3935. {
  3936. #if defined(GRAPHICS_API_OPENGL_43)
  3937. glBindBuffer(GL_COPY_READ_BUFFER, srcId);
  3938. glBindBuffer(GL_COPY_WRITE_BUFFER, destId);
  3939. glCopyBufferSubData(GL_COPY_READ_BUFFER, GL_COPY_WRITE_BUFFER, srcOffset, destOffset, count);
  3940. #endif
  3941. }
  3942. // Bind image texture
  3943. void rlBindImageTexture(unsigned int id, unsigned int index, int format, bool readonly)
  3944. {
  3945. #if defined(GRAPHICS_API_OPENGL_43)
  3946. unsigned int glInternalFormat = 0, glFormat = 0, glType = 0;
  3947. rlGetGlTextureFormats(format, &glInternalFormat, &glFormat, &glType);
  3948. glBindImageTexture(index, id, 0, 0, 0, readonly? GL_READ_ONLY : GL_READ_WRITE, glInternalFormat);
  3949. #else
  3950. TRACELOG(RL_LOG_WARNING, "TEXTURE: Image texture binding not enabled. Define GRAPHICS_API_OPENGL_43");
  3951. #endif
  3952. }
  3953. // Matrix state management
  3954. //-----------------------------------------------------------------------------------------
  3955. // Get internal modelview matrix
  3956. Matrix rlGetMatrixModelview(void)
  3957. {
  3958. Matrix matrix = rlMatrixIdentity();
  3959. #if defined(GRAPHICS_API_OPENGL_11)
  3960. float mat[16];
  3961. glGetFloatv(GL_MODELVIEW_MATRIX, mat);
  3962. matrix.m0 = mat[0];
  3963. matrix.m1 = mat[1];
  3964. matrix.m2 = mat[2];
  3965. matrix.m3 = mat[3];
  3966. matrix.m4 = mat[4];
  3967. matrix.m5 = mat[5];
  3968. matrix.m6 = mat[6];
  3969. matrix.m7 = mat[7];
  3970. matrix.m8 = mat[8];
  3971. matrix.m9 = mat[9];
  3972. matrix.m10 = mat[10];
  3973. matrix.m11 = mat[11];
  3974. matrix.m12 = mat[12];
  3975. matrix.m13 = mat[13];
  3976. matrix.m14 = mat[14];
  3977. matrix.m15 = mat[15];
  3978. #else
  3979. matrix = RLGL.State.modelview;
  3980. #endif
  3981. return matrix;
  3982. }
  3983. // Get internal projection matrix
  3984. Matrix rlGetMatrixProjection(void)
  3985. {
  3986. #if defined(GRAPHICS_API_OPENGL_11)
  3987. float mat[16];
  3988. glGetFloatv(GL_PROJECTION_MATRIX,mat);
  3989. Matrix m;
  3990. m.m0 = mat[0];
  3991. m.m1 = mat[1];
  3992. m.m2 = mat[2];
  3993. m.m3 = mat[3];
  3994. m.m4 = mat[4];
  3995. m.m5 = mat[5];
  3996. m.m6 = mat[6];
  3997. m.m7 = mat[7];
  3998. m.m8 = mat[8];
  3999. m.m9 = mat[9];
  4000. m.m10 = mat[10];
  4001. m.m11 = mat[11];
  4002. m.m12 = mat[12];
  4003. m.m13 = mat[13];
  4004. m.m14 = mat[14];
  4005. m.m15 = mat[15];
  4006. return m;
  4007. #else
  4008. return RLGL.State.projection;
  4009. #endif
  4010. }
  4011. // Get internal accumulated transform matrix
  4012. Matrix rlGetMatrixTransform(void)
  4013. {
  4014. Matrix mat = rlMatrixIdentity();
  4015. #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
  4016. // TODO: Consider possible transform matrices in the RLGL.State.stack
  4017. // Is this the right order? or should we start with the first stored matrix instead of the last one?
  4018. //Matrix matStackTransform = rlMatrixIdentity();
  4019. //for (int i = RLGL.State.stackCounter; i > 0; i--) matStackTransform = rlMatrixMultiply(RLGL.State.stack[i], matStackTransform);
  4020. mat = RLGL.State.transform;
  4021. #endif
  4022. return mat;
  4023. }
  4024. // Get internal projection matrix for stereo render (selected eye)
  4025. Matrix rlGetMatrixProjectionStereo(int eye)
  4026. {
  4027. Matrix mat = rlMatrixIdentity();
  4028. #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
  4029. mat = RLGL.State.projectionStereo[eye];
  4030. #endif
  4031. return mat;
  4032. }
  4033. // Get internal view offset matrix for stereo render (selected eye)
  4034. Matrix rlGetMatrixViewOffsetStereo(int eye)
  4035. {
  4036. Matrix mat = rlMatrixIdentity();
  4037. #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
  4038. mat = RLGL.State.viewOffsetStereo[eye];
  4039. #endif
  4040. return mat;
  4041. }
  4042. // Set a custom modelview matrix (replaces internal modelview matrix)
  4043. void rlSetMatrixModelview(Matrix view)
  4044. {
  4045. #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
  4046. RLGL.State.modelview = view;
  4047. #endif
  4048. }
  4049. // Set a custom projection matrix (replaces internal projection matrix)
  4050. void rlSetMatrixProjection(Matrix projection)
  4051. {
  4052. #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
  4053. RLGL.State.projection = projection;
  4054. #endif
  4055. }
  4056. // Set eyes projection matrices for stereo rendering
  4057. void rlSetMatrixProjectionStereo(Matrix right, Matrix left)
  4058. {
  4059. #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
  4060. RLGL.State.projectionStereo[0] = right;
  4061. RLGL.State.projectionStereo[1] = left;
  4062. #endif
  4063. }
  4064. // Set eyes view offsets matrices for stereo rendering
  4065. void rlSetMatrixViewOffsetStereo(Matrix right, Matrix left)
  4066. {
  4067. #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
  4068. RLGL.State.viewOffsetStereo[0] = right;
  4069. RLGL.State.viewOffsetStereo[1] = left;
  4070. #endif
  4071. }
  4072. // Load and draw a quad in NDC
  4073. void rlLoadDrawQuad(void)
  4074. {
  4075. #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
  4076. unsigned int quadVAO = 0;
  4077. unsigned int quadVBO = 0;
  4078. float vertices[] = {
  4079. // Positions Texcoords
  4080. -1.0f, 1.0f, 0.0f, 0.0f, 1.0f,
  4081. -1.0f, -1.0f, 0.0f, 0.0f, 0.0f,
  4082. 1.0f, 1.0f, 0.0f, 1.0f, 1.0f,
  4083. 1.0f, -1.0f, 0.0f, 1.0f, 0.0f,
  4084. };
  4085. // Gen VAO to contain VBO
  4086. glGenVertexArrays(1, &quadVAO);
  4087. glBindVertexArray(quadVAO);
  4088. // Gen and fill vertex buffer (VBO)
  4089. glGenBuffers(1, &quadVBO);
  4090. glBindBuffer(GL_ARRAY_BUFFER, quadVBO);
  4091. glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), &vertices, GL_STATIC_DRAW);
  4092. // Bind vertex attributes (position, texcoords)
  4093. glEnableVertexAttribArray(RL_DEFAULT_SHADER_ATTRIB_LOCATION_POSITION);
  4094. glVertexAttribPointer(RL_DEFAULT_SHADER_ATTRIB_LOCATION_POSITION, 3, GL_FLOAT, GL_FALSE, 5*sizeof(float), (void *)0); // Positions
  4095. glEnableVertexAttribArray(RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD);
  4096. glVertexAttribPointer(RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD, 2, GL_FLOAT, GL_FALSE, 5*sizeof(float), (void *)(3*sizeof(float))); // Texcoords
  4097. // Draw quad
  4098. glBindVertexArray(quadVAO);
  4099. glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
  4100. glBindVertexArray(0);
  4101. // Delete buffers (VBO and VAO)
  4102. glDeleteBuffers(1, &quadVBO);
  4103. glDeleteVertexArrays(1, &quadVAO);
  4104. #endif
  4105. }
  4106. // Load and draw a cube in NDC
  4107. void rlLoadDrawCube(void)
  4108. {
  4109. #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
  4110. unsigned int cubeVAO = 0;
  4111. unsigned int cubeVBO = 0;
  4112. float vertices[] = {
  4113. // Positions Normals Texcoords
  4114. -1.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f,
  4115. 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f,
  4116. 1.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 1.0f, 0.0f,
  4117. 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f,
  4118. -1.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f,
  4119. -1.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 1.0f,
  4120. -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f,
  4121. 1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f,
  4122. 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f,
  4123. 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f,
  4124. -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f,
  4125. -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f,
  4126. -1.0f, 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
  4127. -1.0f, 1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 1.0f,
  4128. -1.0f, -1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
  4129. -1.0f, -1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
  4130. -1.0f, -1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f,
  4131. -1.0f, 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
  4132. 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
  4133. 1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
  4134. 1.0f, 1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f,
  4135. 1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
  4136. 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
  4137. 1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f,
  4138. -1.0f, -1.0f, -1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f,
  4139. 1.0f, -1.0f, -1.0f, 0.0f, -1.0f, 0.0f, 1.0f, 1.0f,
  4140. 1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f,
  4141. 1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f,
  4142. -1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 0.0f,
  4143. -1.0f, -1.0f, -1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f,
  4144. -1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f,
  4145. 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f,
  4146. 1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f,
  4147. 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f,
  4148. -1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f,
  4149. -1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f
  4150. };
  4151. // Gen VAO to contain VBO
  4152. glGenVertexArrays(1, &cubeVAO);
  4153. glBindVertexArray(cubeVAO);
  4154. // Gen and fill vertex buffer (VBO)
  4155. glGenBuffers(1, &cubeVBO);
  4156. glBindBuffer(GL_ARRAY_BUFFER, cubeVBO);
  4157. glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
  4158. // Bind vertex attributes (position, normals, texcoords)
  4159. glBindVertexArray(cubeVAO);
  4160. glEnableVertexAttribArray(RL_DEFAULT_SHADER_ATTRIB_LOCATION_POSITION);
  4161. glVertexAttribPointer(RL_DEFAULT_SHADER_ATTRIB_LOCATION_POSITION, 3, GL_FLOAT, GL_FALSE, 8*sizeof(float), (void *)0); // Positions
  4162. glEnableVertexAttribArray(RL_DEFAULT_SHADER_ATTRIB_LOCATION_NORMAL);
  4163. glVertexAttribPointer(RL_DEFAULT_SHADER_ATTRIB_LOCATION_NORMAL, 3, GL_FLOAT, GL_FALSE, 8*sizeof(float), (void *)(3*sizeof(float))); // Normals
  4164. glEnableVertexAttribArray(RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD);
  4165. glVertexAttribPointer(RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD, 2, GL_FLOAT, GL_FALSE, 8*sizeof(float), (void *)(6*sizeof(float))); // Texcoords
  4166. glBindBuffer(GL_ARRAY_BUFFER, 0);
  4167. glBindVertexArray(0);
  4168. // Draw cube
  4169. glBindVertexArray(cubeVAO);
  4170. glDrawArrays(GL_TRIANGLES, 0, 36);
  4171. glBindVertexArray(0);
  4172. // Delete VBO and VAO
  4173. glDeleteBuffers(1, &cubeVBO);
  4174. glDeleteVertexArrays(1, &cubeVAO);
  4175. #endif
  4176. }
  4177. // Get name string for pixel format
  4178. const char *rlGetPixelFormatName(unsigned int format)
  4179. {
  4180. switch (format)
  4181. {
  4182. case RL_PIXELFORMAT_UNCOMPRESSED_GRAYSCALE: return "GRAYSCALE"; break; // 8 bit per pixel (no alpha)
  4183. case RL_PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA: return "GRAY_ALPHA"; break; // 8*2 bpp (2 channels)
  4184. case RL_PIXELFORMAT_UNCOMPRESSED_R5G6B5: return "R5G6B5"; break; // 16 bpp
  4185. case RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8: return "R8G8B8"; break; // 24 bpp
  4186. case RL_PIXELFORMAT_UNCOMPRESSED_R5G5B5A1: return "R5G5B5A1"; break; // 16 bpp (1 bit alpha)
  4187. case RL_PIXELFORMAT_UNCOMPRESSED_R4G4B4A4: return "R4G4B4A4"; break; // 16 bpp (4 bit alpha)
  4188. case RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8A8: return "R8G8B8A8"; break; // 32 bpp
  4189. case RL_PIXELFORMAT_UNCOMPRESSED_R32: return "R32"; break; // 32 bpp (1 channel - float)
  4190. case RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32: return "R32G32B32"; break; // 32*3 bpp (3 channels - float)
  4191. case RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32A32: return "R32G32B32A32"; break; // 32*4 bpp (4 channels - float)
  4192. case RL_PIXELFORMAT_UNCOMPRESSED_R16: return "R16"; break; // 16 bpp (1 channel - half float)
  4193. case RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16: return "R16G16B16"; break; // 16*3 bpp (3 channels - half float)
  4194. case RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16A16: return "R16G16B16A16"; break; // 16*4 bpp (4 channels - half float)
  4195. case RL_PIXELFORMAT_COMPRESSED_DXT1_RGB: return "DXT1_RGB"; break; // 4 bpp (no alpha)
  4196. case RL_PIXELFORMAT_COMPRESSED_DXT1_RGBA: return "DXT1_RGBA"; break; // 4 bpp (1 bit alpha)
  4197. case RL_PIXELFORMAT_COMPRESSED_DXT3_RGBA: return "DXT3_RGBA"; break; // 8 bpp
  4198. case RL_PIXELFORMAT_COMPRESSED_DXT5_RGBA: return "DXT5_RGBA"; break; // 8 bpp
  4199. case RL_PIXELFORMAT_COMPRESSED_ETC1_RGB: return "ETC1_RGB"; break; // 4 bpp
  4200. case RL_PIXELFORMAT_COMPRESSED_ETC2_RGB: return "ETC2_RGB"; break; // 4 bpp
  4201. case RL_PIXELFORMAT_COMPRESSED_ETC2_EAC_RGBA: return "ETC2_RGBA"; break; // 8 bpp
  4202. case RL_PIXELFORMAT_COMPRESSED_PVRT_RGB: return "PVRT_RGB"; break; // 4 bpp
  4203. case RL_PIXELFORMAT_COMPRESSED_PVRT_RGBA: return "PVRT_RGBA"; break; // 4 bpp
  4204. case RL_PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA: return "ASTC_4x4_RGBA"; break; // 8 bpp
  4205. case RL_PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA: return "ASTC_8x8_RGBA"; break; // 2 bpp
  4206. default: return "UNKNOWN"; break;
  4207. }
  4208. }
  4209. //----------------------------------------------------------------------------------
  4210. // Module specific Functions Definition
  4211. //----------------------------------------------------------------------------------
  4212. #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
  4213. // Load default shader (just vertex positioning and texture coloring)
  4214. // NOTE: This shader program is used for internal buffers
  4215. // NOTE: Loaded: RLGL.State.defaultShaderId, RLGL.State.defaultShaderLocs
  4216. static void rlLoadShaderDefault(void)
  4217. {
  4218. RLGL.State.defaultShaderLocs = (int *)RL_CALLOC(RL_MAX_SHADER_LOCATIONS, sizeof(int));
  4219. // NOTE: All locations must be reseted to -1 (no location)
  4220. for (int i = 0; i < RL_MAX_SHADER_LOCATIONS; i++) RLGL.State.defaultShaderLocs[i] = -1;
  4221. // Vertex shader directly defined, no external file required
  4222. const char *defaultVShaderCode =
  4223. #if defined(GRAPHICS_API_OPENGL_21)
  4224. "#version 120 \n"
  4225. "attribute vec3 vertexPosition; \n"
  4226. "attribute vec2 vertexTexCoord; \n"
  4227. "attribute vec4 vertexColor; \n"
  4228. "varying vec2 fragTexCoord; \n"
  4229. "varying vec4 fragColor; \n"
  4230. #elif defined(GRAPHICS_API_OPENGL_33)
  4231. "#version 330 \n"
  4232. "in vec3 vertexPosition; \n"
  4233. "in vec2 vertexTexCoord; \n"
  4234. "in vec4 vertexColor; \n"
  4235. "out vec2 fragTexCoord; \n"
  4236. "out vec4 fragColor; \n"
  4237. #endif
  4238. #if defined(GRAPHICS_API_OPENGL_ES3)
  4239. "#version 300 es \n"
  4240. "precision mediump float; \n" // Precision required for OpenGL ES3 (WebGL 2) (on some browsers)
  4241. "in vec3 vertexPosition; \n"
  4242. "in vec2 vertexTexCoord; \n"
  4243. "in vec4 vertexColor; \n"
  4244. "out vec2 fragTexCoord; \n"
  4245. "out vec4 fragColor; \n"
  4246. #elif defined(GRAPHICS_API_OPENGL_ES2)
  4247. "#version 100 \n"
  4248. "precision mediump float; \n" // Precision required for OpenGL ES2 (WebGL) (on some browsers)
  4249. "attribute vec3 vertexPosition; \n"
  4250. "attribute vec2 vertexTexCoord; \n"
  4251. "attribute vec4 vertexColor; \n"
  4252. "varying vec2 fragTexCoord; \n"
  4253. "varying vec4 fragColor; \n"
  4254. #endif
  4255. "uniform mat4 mvp; \n"
  4256. "void main() \n"
  4257. "{ \n"
  4258. " fragTexCoord = vertexTexCoord; \n"
  4259. " fragColor = vertexColor; \n"
  4260. " gl_Position = mvp*vec4(vertexPosition, 1.0); \n"
  4261. "} \n";
  4262. // Fragment shader directly defined, no external file required
  4263. const char *defaultFShaderCode =
  4264. #if defined(GRAPHICS_API_OPENGL_21)
  4265. "#version 120 \n"
  4266. "varying vec2 fragTexCoord; \n"
  4267. "varying vec4 fragColor; \n"
  4268. "uniform sampler2D texture0; \n"
  4269. "uniform vec4 colDiffuse; \n"
  4270. "void main() \n"
  4271. "{ \n"
  4272. " vec4 texelColor = texture2D(texture0, fragTexCoord); \n"
  4273. " gl_FragColor = texelColor*colDiffuse*fragColor; \n"
  4274. "} \n";
  4275. #elif defined(GRAPHICS_API_OPENGL_33)
  4276. "#version 330 \n"
  4277. "in vec2 fragTexCoord; \n"
  4278. "in vec4 fragColor; \n"
  4279. "out vec4 finalColor; \n"
  4280. "uniform sampler2D texture0; \n"
  4281. "uniform vec4 colDiffuse; \n"
  4282. "void main() \n"
  4283. "{ \n"
  4284. " vec4 texelColor = texture(texture0, fragTexCoord); \n"
  4285. " finalColor = texelColor*colDiffuse*fragColor; \n"
  4286. "} \n";
  4287. #endif
  4288. #if defined(GRAPHICS_API_OPENGL_ES3)
  4289. "#version 300 es \n"
  4290. "precision mediump float; \n" // Precision required for OpenGL ES3 (WebGL 2)
  4291. "in vec2 fragTexCoord; \n"
  4292. "in vec4 fragColor; \n"
  4293. "out vec4 finalColor; \n"
  4294. "uniform sampler2D texture0; \n"
  4295. "uniform vec4 colDiffuse; \n"
  4296. "void main() \n"
  4297. "{ \n"
  4298. " vec4 texelColor = texture(texture0, fragTexCoord); \n"
  4299. " finalColor = texelColor*colDiffuse*fragColor; \n"
  4300. "} \n";
  4301. #elif defined(GRAPHICS_API_OPENGL_ES2)
  4302. "#version 100 \n"
  4303. "precision mediump float; \n" // Precision required for OpenGL ES2 (WebGL)
  4304. "varying vec2 fragTexCoord; \n"
  4305. "varying vec4 fragColor; \n"
  4306. "uniform sampler2D texture0; \n"
  4307. "uniform vec4 colDiffuse; \n"
  4308. "void main() \n"
  4309. "{ \n"
  4310. " vec4 texelColor = texture2D(texture0, fragTexCoord); \n"
  4311. " gl_FragColor = texelColor*colDiffuse*fragColor; \n"
  4312. "} \n";
  4313. #endif
  4314. // NOTE: Compiled vertex/fragment shaders are not deleted,
  4315. // they are kept for re-use as default shaders in case some shader loading fails
  4316. RLGL.State.defaultVShaderId = rlCompileShader(defaultVShaderCode, GL_VERTEX_SHADER); // Compile default vertex shader
  4317. RLGL.State.defaultFShaderId = rlCompileShader(defaultFShaderCode, GL_FRAGMENT_SHADER); // Compile default fragment shader
  4318. RLGL.State.defaultShaderId = rlLoadShaderProgram(RLGL.State.defaultVShaderId, RLGL.State.defaultFShaderId);
  4319. if (RLGL.State.defaultShaderId > 0)
  4320. {
  4321. TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Default shader loaded successfully", RLGL.State.defaultShaderId);
  4322. // Set default shader locations: attributes locations
  4323. RLGL.State.defaultShaderLocs[RL_SHADER_LOC_VERTEX_POSITION] = glGetAttribLocation(RLGL.State.defaultShaderId, RL_DEFAULT_SHADER_ATTRIB_NAME_POSITION);
  4324. RLGL.State.defaultShaderLocs[RL_SHADER_LOC_VERTEX_TEXCOORD01] = glGetAttribLocation(RLGL.State.defaultShaderId, RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD);
  4325. RLGL.State.defaultShaderLocs[RL_SHADER_LOC_VERTEX_COLOR] = glGetAttribLocation(RLGL.State.defaultShaderId, RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR);
  4326. // Set default shader locations: uniform locations
  4327. RLGL.State.defaultShaderLocs[RL_SHADER_LOC_MATRIX_MVP] = glGetUniformLocation(RLGL.State.defaultShaderId, RL_DEFAULT_SHADER_UNIFORM_NAME_MVP);
  4328. RLGL.State.defaultShaderLocs[RL_SHADER_LOC_COLOR_DIFFUSE] = glGetUniformLocation(RLGL.State.defaultShaderId, RL_DEFAULT_SHADER_UNIFORM_NAME_COLOR);
  4329. RLGL.State.defaultShaderLocs[RL_SHADER_LOC_MAP_DIFFUSE] = glGetUniformLocation(RLGL.State.defaultShaderId, RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE0);
  4330. }
  4331. else TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Failed to load default shader", RLGL.State.defaultShaderId);
  4332. }
  4333. // Unload default shader
  4334. // NOTE: Unloads: RLGL.State.defaultShaderId, RLGL.State.defaultShaderLocs
  4335. static void rlUnloadShaderDefault(void)
  4336. {
  4337. glUseProgram(0);
  4338. glDetachShader(RLGL.State.defaultShaderId, RLGL.State.defaultVShaderId);
  4339. glDetachShader(RLGL.State.defaultShaderId, RLGL.State.defaultFShaderId);
  4340. glDeleteShader(RLGL.State.defaultVShaderId);
  4341. glDeleteShader(RLGL.State.defaultFShaderId);
  4342. glDeleteProgram(RLGL.State.defaultShaderId);
  4343. RL_FREE(RLGL.State.defaultShaderLocs);
  4344. TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Default shader unloaded successfully", RLGL.State.defaultShaderId);
  4345. }
  4346. #if defined(RLGL_SHOW_GL_DETAILS_INFO)
  4347. // Get compressed format official GL identifier name
  4348. static const char *rlGetCompressedFormatName(int format)
  4349. {
  4350. switch (format)
  4351. {
  4352. // GL_EXT_texture_compression_s3tc
  4353. case 0x83F0: return "GL_COMPRESSED_RGB_S3TC_DXT1_EXT"; break;
  4354. case 0x83F1: return "GL_COMPRESSED_RGBA_S3TC_DXT1_EXT"; break;
  4355. case 0x83F2: return "GL_COMPRESSED_RGBA_S3TC_DXT3_EXT"; break;
  4356. case 0x83F3: return "GL_COMPRESSED_RGBA_S3TC_DXT5_EXT"; break;
  4357. // GL_3DFX_texture_compression_FXT1
  4358. case 0x86B0: return "GL_COMPRESSED_RGB_FXT1_3DFX"; break;
  4359. case 0x86B1: return "GL_COMPRESSED_RGBA_FXT1_3DFX"; break;
  4360. // GL_IMG_texture_compression_pvrtc
  4361. case 0x8C00: return "GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG"; break;
  4362. case 0x8C01: return "GL_COMPRESSED_RGB_PVRTC_2BPPV1_IMG"; break;
  4363. case 0x8C02: return "GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG"; break;
  4364. case 0x8C03: return "GL_COMPRESSED_RGBA_PVRTC_2BPPV1_IMG"; break;
  4365. // GL_OES_compressed_ETC1_RGB8_texture
  4366. case 0x8D64: return "GL_ETC1_RGB8_OES"; break;
  4367. // GL_ARB_texture_compression_rgtc
  4368. case 0x8DBB: return "GL_COMPRESSED_RED_RGTC1"; break;
  4369. case 0x8DBC: return "GL_COMPRESSED_SIGNED_RED_RGTC1"; break;
  4370. case 0x8DBD: return "GL_COMPRESSED_RG_RGTC2"; break;
  4371. case 0x8DBE: return "GL_COMPRESSED_SIGNED_RG_RGTC2"; break;
  4372. // GL_ARB_texture_compression_bptc
  4373. case 0x8E8C: return "GL_COMPRESSED_RGBA_BPTC_UNORM_ARB"; break;
  4374. case 0x8E8D: return "GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM_ARB"; break;
  4375. case 0x8E8E: return "GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT_ARB"; break;
  4376. case 0x8E8F: return "GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT_ARB"; break;
  4377. // GL_ARB_ES3_compatibility
  4378. case 0x9274: return "GL_COMPRESSED_RGB8_ETC2"; break;
  4379. case 0x9275: return "GL_COMPRESSED_SRGB8_ETC2"; break;
  4380. case 0x9276: return "GL_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2"; break;
  4381. case 0x9277: return "GL_COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2"; break;
  4382. case 0x9278: return "GL_COMPRESSED_RGBA8_ETC2_EAC"; break;
  4383. case 0x9279: return "GL_COMPRESSED_SRGB8_ALPHA8_ETC2_EAC"; break;
  4384. case 0x9270: return "GL_COMPRESSED_R11_EAC"; break;
  4385. case 0x9271: return "GL_COMPRESSED_SIGNED_R11_EAC"; break;
  4386. case 0x9272: return "GL_COMPRESSED_RG11_EAC"; break;
  4387. case 0x9273: return "GL_COMPRESSED_SIGNED_RG11_EAC"; break;
  4388. // GL_KHR_texture_compression_astc_hdr
  4389. case 0x93B0: return "GL_COMPRESSED_RGBA_ASTC_4x4_KHR"; break;
  4390. case 0x93B1: return "GL_COMPRESSED_RGBA_ASTC_5x4_KHR"; break;
  4391. case 0x93B2: return "GL_COMPRESSED_RGBA_ASTC_5x5_KHR"; break;
  4392. case 0x93B3: return "GL_COMPRESSED_RGBA_ASTC_6x5_KHR"; break;
  4393. case 0x93B4: return "GL_COMPRESSED_RGBA_ASTC_6x6_KHR"; break;
  4394. case 0x93B5: return "GL_COMPRESSED_RGBA_ASTC_8x5_KHR"; break;
  4395. case 0x93B6: return "GL_COMPRESSED_RGBA_ASTC_8x6_KHR"; break;
  4396. case 0x93B7: return "GL_COMPRESSED_RGBA_ASTC_8x8_KHR"; break;
  4397. case 0x93B8: return "GL_COMPRESSED_RGBA_ASTC_10x5_KHR"; break;
  4398. case 0x93B9: return "GL_COMPRESSED_RGBA_ASTC_10x6_KHR"; break;
  4399. case 0x93BA: return "GL_COMPRESSED_RGBA_ASTC_10x8_KHR"; break;
  4400. case 0x93BB: return "GL_COMPRESSED_RGBA_ASTC_10x10_KHR"; break;
  4401. case 0x93BC: return "GL_COMPRESSED_RGBA_ASTC_12x10_KHR"; break;
  4402. case 0x93BD: return "GL_COMPRESSED_RGBA_ASTC_12x12_KHR"; break;
  4403. case 0x93D0: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_4x4_KHR"; break;
  4404. case 0x93D1: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x4_KHR"; break;
  4405. case 0x93D2: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x5_KHR"; break;
  4406. case 0x93D3: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x5_KHR"; break;
  4407. case 0x93D4: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x6_KHR"; break;
  4408. case 0x93D5: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x5_KHR"; break;
  4409. case 0x93D6: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x6_KHR"; break;
  4410. case 0x93D7: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x8_KHR"; break;
  4411. case 0x93D8: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x5_KHR"; break;
  4412. case 0x93D9: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x6_KHR"; break;
  4413. case 0x93DA: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x8_KHR"; break;
  4414. case 0x93DB: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x10_KHR"; break;
  4415. case 0x93DC: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_12x10_KHR"; break;
  4416. case 0x93DD: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_12x12_KHR"; break;
  4417. default: return "GL_COMPRESSED_UNKNOWN"; break;
  4418. }
  4419. }
  4420. #endif // RLGL_SHOW_GL_DETAILS_INFO
  4421. #endif // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2
  4422. // Get pixel data size in bytes (image or texture)
  4423. // NOTE: Size depends on pixel format
  4424. static int rlGetPixelDataSize(int width, int height, int format)
  4425. {
  4426. int dataSize = 0; // Size in bytes
  4427. int bpp = 0; // Bits per pixel
  4428. switch (format)
  4429. {
  4430. case RL_PIXELFORMAT_UNCOMPRESSED_GRAYSCALE: bpp = 8; break;
  4431. case RL_PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA:
  4432. case RL_PIXELFORMAT_UNCOMPRESSED_R5G6B5:
  4433. case RL_PIXELFORMAT_UNCOMPRESSED_R5G5B5A1:
  4434. case RL_PIXELFORMAT_UNCOMPRESSED_R4G4B4A4: bpp = 16; break;
  4435. case RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8A8: bpp = 32; break;
  4436. case RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8: bpp = 24; break;
  4437. case RL_PIXELFORMAT_UNCOMPRESSED_R32: bpp = 32; break;
  4438. case RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32: bpp = 32*3; break;
  4439. case RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32A32: bpp = 32*4; break;
  4440. case RL_PIXELFORMAT_UNCOMPRESSED_R16: bpp = 16; break;
  4441. case RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16: bpp = 16*3; break;
  4442. case RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16A16: bpp = 16*4; break;
  4443. case RL_PIXELFORMAT_COMPRESSED_DXT1_RGB:
  4444. case RL_PIXELFORMAT_COMPRESSED_DXT1_RGBA:
  4445. case RL_PIXELFORMAT_COMPRESSED_ETC1_RGB:
  4446. case RL_PIXELFORMAT_COMPRESSED_ETC2_RGB:
  4447. case RL_PIXELFORMAT_COMPRESSED_PVRT_RGB:
  4448. case RL_PIXELFORMAT_COMPRESSED_PVRT_RGBA: bpp = 4; break;
  4449. case RL_PIXELFORMAT_COMPRESSED_DXT3_RGBA:
  4450. case RL_PIXELFORMAT_COMPRESSED_DXT5_RGBA:
  4451. case RL_PIXELFORMAT_COMPRESSED_ETC2_EAC_RGBA:
  4452. case RL_PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA: bpp = 8; break;
  4453. case RL_PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA: bpp = 2; break;
  4454. default: break;
  4455. }
  4456. double bytesPerPixel = (double)bpp/8.0;
  4457. dataSize = (int)(bytesPerPixel*width*height); // Total data size in bytes
  4458. // Most compressed formats works on 4x4 blocks,
  4459. // if texture is smaller, minimum dataSize is 8 or 16
  4460. if ((width < 4) && (height < 4))
  4461. {
  4462. if ((format >= RL_PIXELFORMAT_COMPRESSED_DXT1_RGB) && (format < RL_PIXELFORMAT_COMPRESSED_DXT3_RGBA)) dataSize = 8;
  4463. else if ((format >= RL_PIXELFORMAT_COMPRESSED_DXT3_RGBA) && (format < RL_PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA)) dataSize = 16;
  4464. }
  4465. return dataSize;
  4466. }
  4467. // Auxiliar math functions
  4468. // Get float array of matrix data
  4469. static rl_float16 rlMatrixToFloatV(Matrix mat)
  4470. {
  4471. rl_float16 result = { 0 };
  4472. result.v[0] = mat.m0;
  4473. result.v[1] = mat.m1;
  4474. result.v[2] = mat.m2;
  4475. result.v[3] = mat.m3;
  4476. result.v[4] = mat.m4;
  4477. result.v[5] = mat.m5;
  4478. result.v[6] = mat.m6;
  4479. result.v[7] = mat.m7;
  4480. result.v[8] = mat.m8;
  4481. result.v[9] = mat.m9;
  4482. result.v[10] = mat.m10;
  4483. result.v[11] = mat.m11;
  4484. result.v[12] = mat.m12;
  4485. result.v[13] = mat.m13;
  4486. result.v[14] = mat.m14;
  4487. result.v[15] = mat.m15;
  4488. return result;
  4489. }
  4490. // Get identity matrix
  4491. static Matrix rlMatrixIdentity(void)
  4492. {
  4493. Matrix result = {
  4494. 1.0f, 0.0f, 0.0f, 0.0f,
  4495. 0.0f, 1.0f, 0.0f, 0.0f,
  4496. 0.0f, 0.0f, 1.0f, 0.0f,
  4497. 0.0f, 0.0f, 0.0f, 1.0f
  4498. };
  4499. return result;
  4500. }
  4501. // Get two matrix multiplication
  4502. // NOTE: When multiplying matrices... the order matters!
  4503. static Matrix rlMatrixMultiply(Matrix left, Matrix right)
  4504. {
  4505. Matrix result = { 0 };
  4506. result.m0 = left.m0*right.m0 + left.m1*right.m4 + left.m2*right.m8 + left.m3*right.m12;
  4507. result.m1 = left.m0*right.m1 + left.m1*right.m5 + left.m2*right.m9 + left.m3*right.m13;
  4508. result.m2 = left.m0*right.m2 + left.m1*right.m6 + left.m2*right.m10 + left.m3*right.m14;
  4509. result.m3 = left.m0*right.m3 + left.m1*right.m7 + left.m2*right.m11 + left.m3*right.m15;
  4510. result.m4 = left.m4*right.m0 + left.m5*right.m4 + left.m6*right.m8 + left.m7*right.m12;
  4511. result.m5 = left.m4*right.m1 + left.m5*right.m5 + left.m6*right.m9 + left.m7*right.m13;
  4512. result.m6 = left.m4*right.m2 + left.m5*right.m6 + left.m6*right.m10 + left.m7*right.m14;
  4513. result.m7 = left.m4*right.m3 + left.m5*right.m7 + left.m6*right.m11 + left.m7*right.m15;
  4514. result.m8 = left.m8*right.m0 + left.m9*right.m4 + left.m10*right.m8 + left.m11*right.m12;
  4515. result.m9 = left.m8*right.m1 + left.m9*right.m5 + left.m10*right.m9 + left.m11*right.m13;
  4516. result.m10 = left.m8*right.m2 + left.m9*right.m6 + left.m10*right.m10 + left.m11*right.m14;
  4517. result.m11 = left.m8*right.m3 + left.m9*right.m7 + left.m10*right.m11 + left.m11*right.m15;
  4518. result.m12 = left.m12*right.m0 + left.m13*right.m4 + left.m14*right.m8 + left.m15*right.m12;
  4519. result.m13 = left.m12*right.m1 + left.m13*right.m5 + left.m14*right.m9 + left.m15*right.m13;
  4520. result.m14 = left.m12*right.m2 + left.m13*right.m6 + left.m14*right.m10 + left.m15*right.m14;
  4521. result.m15 = left.m12*right.m3 + left.m13*right.m7 + left.m14*right.m11 + left.m15*right.m15;
  4522. return result;
  4523. }
  4524. // Transposes provided matrix
  4525. static Matrix rlMatrixTranspose(Matrix mat)
  4526. {
  4527. Matrix result = { 0 };
  4528. result.m0 = mat.m0;
  4529. result.m1 = mat.m4;
  4530. result.m2 = mat.m8;
  4531. result.m3 = mat.m12;
  4532. result.m4 = mat.m1;
  4533. result.m5 = mat.m5;
  4534. result.m6 = mat.m9;
  4535. result.m7 = mat.m13;
  4536. result.m8 = mat.m2;
  4537. result.m9 = mat.m6;
  4538. result.m10 = mat.m10;
  4539. result.m11 = mat.m14;
  4540. result.m12 = mat.m3;
  4541. result.m13 = mat.m7;
  4542. result.m14 = mat.m11;
  4543. result.m15 = mat.m15;
  4544. return result;
  4545. }
  4546. // Invert provided matrix
  4547. static Matrix rlMatrixInvert(Matrix mat)
  4548. {
  4549. Matrix result = { 0 };
  4550. // Cache the matrix values (speed optimization)
  4551. float a00 = mat.m0, a01 = mat.m1, a02 = mat.m2, a03 = mat.m3;
  4552. float a10 = mat.m4, a11 = mat.m5, a12 = mat.m6, a13 = mat.m7;
  4553. float a20 = mat.m8, a21 = mat.m9, a22 = mat.m10, a23 = mat.m11;
  4554. float a30 = mat.m12, a31 = mat.m13, a32 = mat.m14, a33 = mat.m15;
  4555. float b00 = a00*a11 - a01*a10;
  4556. float b01 = a00*a12 - a02*a10;
  4557. float b02 = a00*a13 - a03*a10;
  4558. float b03 = a01*a12 - a02*a11;
  4559. float b04 = a01*a13 - a03*a11;
  4560. float b05 = a02*a13 - a03*a12;
  4561. float b06 = a20*a31 - a21*a30;
  4562. float b07 = a20*a32 - a22*a30;
  4563. float b08 = a20*a33 - a23*a30;
  4564. float b09 = a21*a32 - a22*a31;
  4565. float b10 = a21*a33 - a23*a31;
  4566. float b11 = a22*a33 - a23*a32;
  4567. // Calculate the invert determinant (inlined to avoid double-caching)
  4568. float invDet = 1.0f/(b00*b11 - b01*b10 + b02*b09 + b03*b08 - b04*b07 + b05*b06);
  4569. result.m0 = (a11*b11 - a12*b10 + a13*b09)*invDet;
  4570. result.m1 = (-a01*b11 + a02*b10 - a03*b09)*invDet;
  4571. result.m2 = (a31*b05 - a32*b04 + a33*b03)*invDet;
  4572. result.m3 = (-a21*b05 + a22*b04 - a23*b03)*invDet;
  4573. result.m4 = (-a10*b11 + a12*b08 - a13*b07)*invDet;
  4574. result.m5 = (a00*b11 - a02*b08 + a03*b07)*invDet;
  4575. result.m6 = (-a30*b05 + a32*b02 - a33*b01)*invDet;
  4576. result.m7 = (a20*b05 - a22*b02 + a23*b01)*invDet;
  4577. result.m8 = (a10*b10 - a11*b08 + a13*b06)*invDet;
  4578. result.m9 = (-a00*b10 + a01*b08 - a03*b06)*invDet;
  4579. result.m10 = (a30*b04 - a31*b02 + a33*b00)*invDet;
  4580. result.m11 = (-a20*b04 + a21*b02 - a23*b00)*invDet;
  4581. result.m12 = (-a10*b09 + a11*b07 - a12*b06)*invDet;
  4582. result.m13 = (a00*b09 - a01*b07 + a02*b06)*invDet;
  4583. result.m14 = (-a30*b03 + a31*b01 - a32*b00)*invDet;
  4584. result.m15 = (a20*b03 - a21*b01 + a22*b00)*invDet;
  4585. return result;
  4586. }
  4587. #endif // RLGL_IMPLEMENTATION