github.com/Konstantin8105/c4go@v0.0.0-20240505174241-768bb1c65a51/tests/raylib/rlgl.h (about) 1 /********************************************************************************************** 2 * 3 * rlgl v4.2 - A multi-OpenGL abstraction layer with an immediate-mode style API 4 * 5 * An abstraction layer for multiple OpenGL versions (1.1, 2.1, 3.3 Core, 4.3 Core, ES 2.0) 6 * that provides a pseudo-OpenGL 1.1 immediate-mode style API (rlVertex, rlTranslate, rlRotate...) 7 * 8 * When chosing an OpenGL backend different than OpenGL 1.1, some internal buffer are 9 * initialized on rlglInit() to accumulate vertex data. 10 * 11 * When an internal state change is required all the stored vertex data is renderer in batch, 12 * additioanlly, rlDrawRenderBatchActive() could be called to force flushing of the batch. 13 * 14 * Some additional resources are also loaded for convenience, here the complete list: 15 * - Default batch (RLGL.defaultBatch): RenderBatch system to accumulate vertex data 16 * - Default texture (RLGL.defaultTextureId): 1x1 white pixel R8G8B8A8 17 * - Default shader (RLGL.State.defaultShaderId, RLGL.State.defaultShaderLocs) 18 * 19 * Internal buffer (and additional resources) must be manually unloaded calling rlglClose(). 20 * 21 * 22 * CONFIGURATION: 23 * 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 * Use selected OpenGL graphics backend, should be supported by platform 30 * Those preprocessor defines are only used on rlgl module, if OpenGL version is 31 * required by any other module, use rlGetVersion() to check it 32 * 33 * #define RLGL_IMPLEMENTATION 34 * Generates the implementation of the library into the included file. 35 * If not defined, the library is in header only mode and can be included in other headers 36 * or source files without problems. But only ONE file should hold the implementation. 37 * 38 * #define RLGL_RENDER_TEXTURES_HINT 39 * Enable framebuffer objects (fbo) support (enabled by default) 40 * Some GPUs could not support them despite the OpenGL version 41 * 42 * #define RLGL_SHOW_GL_DETAILS_INFO 43 * Show OpenGL extensions and capabilities detailed logs on init 44 * 45 * #define RLGL_ENABLE_OPENGL_DEBUG_CONTEXT 46 * Enable debug context (only available on OpenGL 4.3) 47 * 48 * rlgl capabilities could be customized just defining some internal 49 * values before library inclusion (default values listed): 50 * 51 * #define RL_DEFAULT_BATCH_BUFFER_ELEMENTS 8192 // Default internal render batch elements limits 52 * #define RL_DEFAULT_BATCH_BUFFERS 1 // Default number of batch buffers (multi-buffering) 53 * #define RL_DEFAULT_BATCH_DRAWCALLS 256 // Default number of batch draw calls (by state changes: mode, texture) 54 * #define RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS 4 // Maximum number of textures units that can be activated on batch drawing (SetShaderValueTexture()) 55 * 56 * #define RL_MAX_MATRIX_STACK_SIZE 32 // Maximum size of internal Matrix stack 57 * #define RL_MAX_SHADER_LOCATIONS 32 // Maximum number of shader locations supported 58 * #define RL_CULL_DISTANCE_NEAR 0.01 // Default projection matrix near cull distance 59 * #define RL_CULL_DISTANCE_FAR 1000.0 // Default projection matrix far cull distance 60 * 61 * When loading a shader, the following vertex attribute and uniform 62 * location names are tried to be set automatically: 63 * 64 * #define RL_DEFAULT_SHADER_ATTRIB_NAME_POSITION "vertexPosition" // Binded by default to shader location: 0 65 * #define RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD "vertexTexCoord" // Binded by default to shader location: 1 66 * #define RL_DEFAULT_SHADER_ATTRIB_NAME_NORMAL "vertexNormal" // Binded by default to shader location: 2 67 * #define RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR "vertexColor" // Binded by default to shader location: 3 68 * #define RL_DEFAULT_SHADER_ATTRIB_NAME_TANGENT "vertexTangent" // Binded by default to shader location: 4 69 * #define RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2 "vertexTexCoord2" // Binded by default to shader location: 5 70 * #define RL_DEFAULT_SHADER_UNIFORM_NAME_MVP "mvp" // model-view-projection matrix 71 * #define RL_DEFAULT_SHADER_UNIFORM_NAME_VIEW "matView" // view matrix 72 * #define RL_DEFAULT_SHADER_UNIFORM_NAME_PROJECTION "matProjection" // projection matrix 73 * #define RL_DEFAULT_SHADER_UNIFORM_NAME_MODEL "matModel" // model matrix 74 * #define RL_DEFAULT_SHADER_UNIFORM_NAME_NORMAL "matNormal" // normal matrix (transpose(inverse(matModelView)) 75 * #define RL_DEFAULT_SHADER_UNIFORM_NAME_COLOR "colDiffuse" // color diffuse (base tint color, multiplied by texture color) 76 * #define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE0 "texture0" // texture0 (texture slot active 0) 77 * #define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE1 "texture1" // texture1 (texture slot active 1) 78 * #define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE2 "texture2" // texture2 (texture slot active 2) 79 * 80 * DEPENDENCIES: 81 * 82 * - OpenGL libraries (depending on platform and OpenGL version selected) 83 * - GLAD OpenGL extensions loading library (only for OpenGL 3.3 Core, 4.3 Core) 84 * 85 * 86 * LICENSE: zlib/libpng 87 * 88 * Copyright (c) 2014-2022 Ramon Santamaria (@raysan5) 89 * 90 * This software is provided "as-is", without any express or implied warranty. In no event 91 * will the authors be held liable for any damages arising from the use of this software. 92 * 93 * Permission is granted to anyone to use this software for any purpose, including commercial 94 * applications, and to alter it and redistribute it freely, subject to the following restrictions: 95 * 96 * 1. The origin of this software must not be misrepresented; you must not claim that you 97 * wrote the original software. If you use this software in a product, an acknowledgment 98 * in the product documentation would be appreciated but is not required. 99 * 100 * 2. Altered source versions must be plainly marked as such, and must not be misrepresented 101 * as being the original software. 102 * 103 * 3. This notice may not be removed or altered from any source distribution. 104 * 105 **********************************************************************************************/ 106 107 #ifndef RLGL_H 108 #define RLGL_H 109 110 #define RLGL_VERSION "4.2" 111 112 // Function specifiers in case library is build/used as a shared library (Windows) 113 // NOTE: Microsoft specifiers to tell compiler that symbols are imported/exported from a .dll 114 #if defined(_WIN32) 115 #if defined(BUILD_LIBTYPE_SHARED) 116 #define RLAPI __declspec(dllexport) // We are building the library as a Win32 shared library (.dll) 117 #elif defined(USE_LIBTYPE_SHARED) 118 #define RLAPI __declspec(dllimport) // We are using the library as a Win32 shared library (.dll) 119 #endif 120 #endif 121 122 // Function specifiers definition 123 #ifndef RLAPI 124 #define RLAPI // Functions defined as 'extern' by default (implicit specifiers) 125 #endif 126 127 // Support TRACELOG macros 128 #ifndef TRACELOG 129 #define TRACELOG(level, ...) (void)0 130 #define TRACELOGD(...) (void)0 131 #endif 132 133 // Allow custom memory allocators 134 #ifndef RL_MALLOC 135 #define RL_MALLOC(sz) malloc(sz) 136 #endif 137 #ifndef RL_CALLOC 138 #define RL_CALLOC(n,sz) calloc(n,sz) 139 #endif 140 #ifndef RL_REALLOC 141 #define RL_REALLOC(n,sz) realloc(n,sz) 142 #endif 143 #ifndef RL_FREE 144 #define RL_FREE(p) free(p) 145 #endif 146 147 // Security check in case no GRAPHICS_API_OPENGL_* defined 148 #if !defined(GRAPHICS_API_OPENGL_11) && \ 149 !defined(GRAPHICS_API_OPENGL_21) && \ 150 !defined(GRAPHICS_API_OPENGL_33) && \ 151 !defined(GRAPHICS_API_OPENGL_43) && \ 152 !defined(GRAPHICS_API_OPENGL_ES2) 153 #define GRAPHICS_API_OPENGL_33 154 #endif 155 156 // Security check in case multiple GRAPHICS_API_OPENGL_* defined 157 #if defined(GRAPHICS_API_OPENGL_11) 158 #if defined(GRAPHICS_API_OPENGL_21) 159 #undef GRAPHICS_API_OPENGL_21 160 #endif 161 #if defined(GRAPHICS_API_OPENGL_33) 162 #undef GRAPHICS_API_OPENGL_33 163 #endif 164 #if defined(GRAPHICS_API_OPENGL_43) 165 #undef GRAPHICS_API_OPENGL_43 166 #endif 167 #if defined(GRAPHICS_API_OPENGL_ES2) 168 #undef GRAPHICS_API_OPENGL_ES2 169 #endif 170 #endif 171 172 // OpenGL 2.1 uses most of OpenGL 3.3 Core functionality 173 // WARNING: Specific parts are checked with #if defines 174 #if defined(GRAPHICS_API_OPENGL_21) 175 #define GRAPHICS_API_OPENGL_33 176 #endif 177 178 // OpenGL 4.3 uses OpenGL 3.3 Core functionality 179 #if defined(GRAPHICS_API_OPENGL_43) 180 #define GRAPHICS_API_OPENGL_33 181 #endif 182 183 // Support framebuffer objects by default 184 // NOTE: Some driver implementation do not support it, despite they should 185 #define RLGL_RENDER_TEXTURES_HINT 186 187 //---------------------------------------------------------------------------------- 188 // Defines and Macros 189 //---------------------------------------------------------------------------------- 190 191 // Default internal render batch elements limits 192 #ifndef RL_DEFAULT_BATCH_BUFFER_ELEMENTS 193 #if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33) 194 // This is the maximum amount of elements (quads) per batch 195 // NOTE: Be careful with text, every letter maps to a quad 196 #define RL_DEFAULT_BATCH_BUFFER_ELEMENTS 8192 197 #endif 198 #if defined(GRAPHICS_API_OPENGL_ES2) 199 // We reduce memory sizes for embedded systems (RPI and HTML5) 200 // NOTE: On HTML5 (emscripten) this is allocated on heap, 201 // by default it's only 16MB!...just take care... 202 #define RL_DEFAULT_BATCH_BUFFER_ELEMENTS 2048 203 #endif 204 #endif 205 #ifndef RL_DEFAULT_BATCH_BUFFERS 206 #define RL_DEFAULT_BATCH_BUFFERS 1 // Default number of batch buffers (multi-buffering) 207 #endif 208 #ifndef RL_DEFAULT_BATCH_DRAWCALLS 209 #define RL_DEFAULT_BATCH_DRAWCALLS 256 // Default number of batch draw calls (by state changes: mode, texture) 210 #endif 211 #ifndef RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS 212 #define RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS 4 // Maximum number of textures units that can be activated on batch drawing (SetShaderValueTexture()) 213 #endif 214 215 // Internal Matrix stack 216 #ifndef RL_MAX_MATRIX_STACK_SIZE 217 #define RL_MAX_MATRIX_STACK_SIZE 32 // Maximum size of Matrix stack 218 #endif 219 220 // Shader limits 221 #ifndef RL_MAX_SHADER_LOCATIONS 222 #define RL_MAX_SHADER_LOCATIONS 32 // Maximum number of shader locations supported 223 #endif 224 225 // Projection matrix culling 226 #ifndef RL_CULL_DISTANCE_NEAR 227 #define RL_CULL_DISTANCE_NEAR 0.01 // Default near cull distance 228 #endif 229 #ifndef RL_CULL_DISTANCE_FAR 230 #define RL_CULL_DISTANCE_FAR 1000.0 // Default far cull distance 231 #endif 232 233 // Texture parameters (equivalent to OpenGL defines) 234 #define RL_TEXTURE_WRAP_S 0x2802 // GL_TEXTURE_WRAP_S 235 #define RL_TEXTURE_WRAP_T 0x2803 // GL_TEXTURE_WRAP_T 236 #define RL_TEXTURE_MAG_FILTER 0x2800 // GL_TEXTURE_MAG_FILTER 237 #define RL_TEXTURE_MIN_FILTER 0x2801 // GL_TEXTURE_MIN_FILTER 238 239 #define RL_TEXTURE_FILTER_NEAREST 0x2600 // GL_NEAREST 240 #define RL_TEXTURE_FILTER_LINEAR 0x2601 // GL_LINEAR 241 #define RL_TEXTURE_FILTER_MIP_NEAREST 0x2700 // GL_NEAREST_MIPMAP_NEAREST 242 #define RL_TEXTURE_FILTER_NEAREST_MIP_LINEAR 0x2702 // GL_NEAREST_MIPMAP_LINEAR 243 #define RL_TEXTURE_FILTER_LINEAR_MIP_NEAREST 0x2701 // GL_LINEAR_MIPMAP_NEAREST 244 #define RL_TEXTURE_FILTER_MIP_LINEAR 0x2703 // GL_LINEAR_MIPMAP_LINEAR 245 #define RL_TEXTURE_FILTER_ANISOTROPIC 0x3000 // Anisotropic filter (custom identifier) 246 #define RL_TEXTURE_MIPMAP_BIAS_RATIO 0x4000 // Texture mipmap bias, percentage ratio (custom identifier) 247 248 #define RL_TEXTURE_WRAP_REPEAT 0x2901 // GL_REPEAT 249 #define RL_TEXTURE_WRAP_CLAMP 0x812F // GL_CLAMP_TO_EDGE 250 #define RL_TEXTURE_WRAP_MIRROR_REPEAT 0x8370 // GL_MIRRORED_REPEAT 251 #define RL_TEXTURE_WRAP_MIRROR_CLAMP 0x8742 // GL_MIRROR_CLAMP_EXT 252 253 // Matrix modes (equivalent to OpenGL) 254 #define RL_MODELVIEW 0x1700 // GL_MODELVIEW 255 #define RL_PROJECTION 0x1701 // GL_PROJECTION 256 #define RL_TEXTURE 0x1702 // GL_TEXTURE 257 258 // Primitive assembly draw modes 259 #define RL_LINES 0x0001 // GL_LINES 260 #define RL_TRIANGLES 0x0004 // GL_TRIANGLES 261 #define RL_QUADS 0x0007 // GL_QUADS 262 263 // GL equivalent data types 264 #define RL_UNSIGNED_BYTE 0x1401 // GL_UNSIGNED_BYTE 265 #define RL_FLOAT 0x1406 // GL_FLOAT 266 267 // Buffer usage hint 268 #define RL_STREAM_DRAW 0x88E0 // GL_STREAM_DRAW 269 #define RL_STREAM_READ 0x88E1 // GL_STREAM_READ 270 #define RL_STREAM_COPY 0x88E2 // GL_STREAM_COPY 271 #define RL_STATIC_DRAW 0x88E4 // GL_STATIC_DRAW 272 #define RL_STATIC_READ 0x88E5 // GL_STATIC_READ 273 #define RL_STATIC_COPY 0x88E6 // GL_STATIC_COPY 274 #define RL_DYNAMIC_DRAW 0x88E8 // GL_DYNAMIC_DRAW 275 #define RL_DYNAMIC_READ 0x88E9 // GL_DYNAMIC_READ 276 #define RL_DYNAMIC_COPY 0x88EA // GL_DYNAMIC_COPY 277 278 // GL Shader type 279 #define RL_FRAGMENT_SHADER 0x8B30 // GL_FRAGMENT_SHADER 280 #define RL_VERTEX_SHADER 0x8B31 // GL_VERTEX_SHADER 281 #define RL_COMPUTE_SHADER 0x91B9 // GL_COMPUTE_SHADER 282 283 //---------------------------------------------------------------------------------- 284 // Types and Structures Definition 285 //---------------------------------------------------------------------------------- 286 #if (defined(__STDC__) && __STDC_VERSION__ >= 199901L) || (defined(_MSC_VER) && _MSC_VER >= 1800) 287 #include <stdbool.h> 288 #elif !defined(__cplusplus) && !defined(bool) && !defined(RL_BOOL_TYPE) 289 // Boolean type 290 typedef enum bool { false = 0, true = !false } bool; 291 #endif 292 293 #if !defined(RL_MATRIX_TYPE) 294 // Matrix, 4x4 components, column major, OpenGL style, right handed 295 typedef struct Matrix { 296 float m0, m4, m8, m12; // Matrix first row (4 components) 297 float m1, m5, m9, m13; // Matrix second row (4 components) 298 float m2, m6, m10, m14; // Matrix third row (4 components) 299 float m3, m7, m11, m15; // Matrix fourth row (4 components) 300 } Matrix; 301 #define RL_MATRIX_TYPE 302 #endif 303 304 // Dynamic vertex buffers (position + texcoords + colors + indices arrays) 305 typedef struct rlVertexBuffer { 306 int elementCount; // Number of elements in the buffer (QUADS) 307 308 float *vertices; // Vertex position (XYZ - 3 components per vertex) (shader-location = 0) 309 float *texcoords; // Vertex texture coordinates (UV - 2 components per vertex) (shader-location = 1) 310 unsigned char *colors; // Vertex colors (RGBA - 4 components per vertex) (shader-location = 3) 311 #if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33) 312 unsigned int *indices; // Vertex indices (in case vertex data comes indexed) (6 indices per quad) 313 #endif 314 #if defined(GRAPHICS_API_OPENGL_ES2) 315 unsigned short *indices; // Vertex indices (in case vertex data comes indexed) (6 indices per quad) 316 #endif 317 unsigned int vaoId; // OpenGL Vertex Array Object id 318 unsigned int vboId[4]; // OpenGL Vertex Buffer Objects id (4 types of vertex data) 319 } rlVertexBuffer; 320 321 // Draw call type 322 // NOTE: Only texture changes register a new draw, other state-change-related elements are not 323 // used at this moment (vaoId, shaderId, matrices), raylib just forces a batch draw call if any 324 // of those state-change happens (this is done in core module) 325 typedef struct rlDrawCall { 326 int mode; // Drawing mode: LINES, TRIANGLES, QUADS 327 int vertexCount; // Number of vertex of the draw 328 int vertexAlignment; // Number of vertex required for index alignment (LINES, TRIANGLES) 329 //unsigned int vaoId; // Vertex array id to be used on the draw -> Using RLGL.currentBatch->vertexBuffer.vaoId 330 //unsigned int shaderId; // Shader id to be used on the draw -> Using RLGL.currentShaderId 331 unsigned int textureId; // Texture id to be used on the draw -> Use to create new draw call if changes 332 333 //Matrix projection; // Projection matrix for this draw -> Using RLGL.projection by default 334 //Matrix modelview; // Modelview matrix for this draw -> Using RLGL.modelview by default 335 } rlDrawCall; 336 337 // rlRenderBatch type 338 typedef struct rlRenderBatch { 339 int bufferCount; // Number of vertex buffers (multi-buffering support) 340 int currentBuffer; // Current buffer tracking in case of multi-buffering 341 rlVertexBuffer *vertexBuffer; // Dynamic buffer(s) for vertex data 342 343 rlDrawCall *draws; // Draw calls array, depends on textureId 344 int drawCounter; // Draw calls counter 345 float currentDepth; // Current depth value for next draw 346 } rlRenderBatch; 347 348 // OpenGL version 349 typedef enum { 350 RL_OPENGL_11 = 1, // OpenGL 1.1 351 RL_OPENGL_21, // OpenGL 2.1 (GLSL 120) 352 RL_OPENGL_33, // OpenGL 3.3 (GLSL 330) 353 RL_OPENGL_43, // OpenGL 4.3 (using GLSL 330) 354 RL_OPENGL_ES_20 // OpenGL ES 2.0 (GLSL 100) 355 } rlGlVersion; 356 357 // Trace log level 358 // NOTE: Organized by priority level 359 typedef enum { 360 RL_LOG_ALL = 0, // Display all logs 361 RL_LOG_TRACE, // Trace logging, intended for internal use only 362 RL_LOG_DEBUG, // Debug logging, used for internal debugging, it should be disabled on release builds 363 RL_LOG_INFO, // Info logging, used for program execution info 364 RL_LOG_WARNING, // Warning logging, used on recoverable failures 365 RL_LOG_ERROR, // Error logging, used on unrecoverable failures 366 RL_LOG_FATAL, // Fatal logging, used to abort program: exit(EXIT_FAILURE) 367 RL_LOG_NONE // Disable logging 368 } rlTraceLogLevel; 369 370 // Texture pixel formats 371 // NOTE: Support depends on OpenGL version 372 typedef enum { 373 RL_PIXELFORMAT_UNCOMPRESSED_GRAYSCALE = 1, // 8 bit per pixel (no alpha) 374 RL_PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA, // 8*2 bpp (2 channels) 375 RL_PIXELFORMAT_UNCOMPRESSED_R5G6B5, // 16 bpp 376 RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8, // 24 bpp 377 RL_PIXELFORMAT_UNCOMPRESSED_R5G5B5A1, // 16 bpp (1 bit alpha) 378 RL_PIXELFORMAT_UNCOMPRESSED_R4G4B4A4, // 16 bpp (4 bit alpha) 379 RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8A8, // 32 bpp 380 RL_PIXELFORMAT_UNCOMPRESSED_R32, // 32 bpp (1 channel - float) 381 RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32, // 32*3 bpp (3 channels - float) 382 RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32A32, // 32*4 bpp (4 channels - float) 383 RL_PIXELFORMAT_COMPRESSED_DXT1_RGB, // 4 bpp (no alpha) 384 RL_PIXELFORMAT_COMPRESSED_DXT1_RGBA, // 4 bpp (1 bit alpha) 385 RL_PIXELFORMAT_COMPRESSED_DXT3_RGBA, // 8 bpp 386 RL_PIXELFORMAT_COMPRESSED_DXT5_RGBA, // 8 bpp 387 RL_PIXELFORMAT_COMPRESSED_ETC1_RGB, // 4 bpp 388 RL_PIXELFORMAT_COMPRESSED_ETC2_RGB, // 4 bpp 389 RL_PIXELFORMAT_COMPRESSED_ETC2_EAC_RGBA, // 8 bpp 390 RL_PIXELFORMAT_COMPRESSED_PVRT_RGB, // 4 bpp 391 RL_PIXELFORMAT_COMPRESSED_PVRT_RGBA, // 4 bpp 392 RL_PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA, // 8 bpp 393 RL_PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA // 2 bpp 394 } rlPixelFormat; 395 396 // Texture parameters: filter mode 397 // NOTE 1: Filtering considers mipmaps if available in the texture 398 // NOTE 2: Filter is accordingly set for minification and magnification 399 typedef enum { 400 RL_TEXTURE_FILTER_POINT = 0, // No filter, just pixel approximation 401 RL_TEXTURE_FILTER_BILINEAR, // Linear filtering 402 RL_TEXTURE_FILTER_TRILINEAR, // Trilinear filtering (linear with mipmaps) 403 RL_TEXTURE_FILTER_ANISOTROPIC_4X, // Anisotropic filtering 4x 404 RL_TEXTURE_FILTER_ANISOTROPIC_8X, // Anisotropic filtering 8x 405 RL_TEXTURE_FILTER_ANISOTROPIC_16X, // Anisotropic filtering 16x 406 } rlTextureFilter; 407 408 // Color blending modes (pre-defined) 409 typedef enum { 410 RL_BLEND_ALPHA = 0, // Blend textures considering alpha (default) 411 RL_BLEND_ADDITIVE, // Blend textures adding colors 412 RL_BLEND_MULTIPLIED, // Blend textures multiplying colors 413 RL_BLEND_ADD_COLORS, // Blend textures adding colors (alternative) 414 RL_BLEND_SUBTRACT_COLORS, // Blend textures subtracting colors (alternative) 415 RL_BLEND_ALPHA_PREMULTIPLY, // Blend premultiplied textures considering alpha 416 RL_BLEND_CUSTOM, // Blend textures using custom src/dst factors (use rlSetBlendFactors()) 417 RL_BLEND_CUSTOM_SEPARATE // Blend textures using custom src/dst factors (use rlSetBlendFactorsSeparate()) 418 } rlBlendMode; 419 420 // Shader location point type 421 typedef enum { 422 RL_SHADER_LOC_VERTEX_POSITION = 0, // Shader location: vertex attribute: position 423 RL_SHADER_LOC_VERTEX_TEXCOORD01, // Shader location: vertex attribute: texcoord01 424 RL_SHADER_LOC_VERTEX_TEXCOORD02, // Shader location: vertex attribute: texcoord02 425 RL_SHADER_LOC_VERTEX_NORMAL, // Shader location: vertex attribute: normal 426 RL_SHADER_LOC_VERTEX_TANGENT, // Shader location: vertex attribute: tangent 427 RL_SHADER_LOC_VERTEX_COLOR, // Shader location: vertex attribute: color 428 RL_SHADER_LOC_MATRIX_MVP, // Shader location: matrix uniform: model-view-projection 429 RL_SHADER_LOC_MATRIX_VIEW, // Shader location: matrix uniform: view (camera transform) 430 RL_SHADER_LOC_MATRIX_PROJECTION, // Shader location: matrix uniform: projection 431 RL_SHADER_LOC_MATRIX_MODEL, // Shader location: matrix uniform: model (transform) 432 RL_SHADER_LOC_MATRIX_NORMAL, // Shader location: matrix uniform: normal 433 RL_SHADER_LOC_VECTOR_VIEW, // Shader location: vector uniform: view 434 RL_SHADER_LOC_COLOR_DIFFUSE, // Shader location: vector uniform: diffuse color 435 RL_SHADER_LOC_COLOR_SPECULAR, // Shader location: vector uniform: specular color 436 RL_SHADER_LOC_COLOR_AMBIENT, // Shader location: vector uniform: ambient color 437 RL_SHADER_LOC_MAP_ALBEDO, // Shader location: sampler2d texture: albedo (same as: RL_SHADER_LOC_MAP_DIFFUSE) 438 RL_SHADER_LOC_MAP_METALNESS, // Shader location: sampler2d texture: metalness (same as: RL_SHADER_LOC_MAP_SPECULAR) 439 RL_SHADER_LOC_MAP_NORMAL, // Shader location: sampler2d texture: normal 440 RL_SHADER_LOC_MAP_ROUGHNESS, // Shader location: sampler2d texture: roughness 441 RL_SHADER_LOC_MAP_OCCLUSION, // Shader location: sampler2d texture: occlusion 442 RL_SHADER_LOC_MAP_EMISSION, // Shader location: sampler2d texture: emission 443 RL_SHADER_LOC_MAP_HEIGHT, // Shader location: sampler2d texture: height 444 RL_SHADER_LOC_MAP_CUBEMAP, // Shader location: samplerCube texture: cubemap 445 RL_SHADER_LOC_MAP_IRRADIANCE, // Shader location: samplerCube texture: irradiance 446 RL_SHADER_LOC_MAP_PREFILTER, // Shader location: samplerCube texture: prefilter 447 RL_SHADER_LOC_MAP_BRDF // Shader location: sampler2d texture: brdf 448 } rlShaderLocationIndex; 449 450 #define RL_SHADER_LOC_MAP_DIFFUSE RL_SHADER_LOC_MAP_ALBEDO 451 #define RL_SHADER_LOC_MAP_SPECULAR RL_SHADER_LOC_MAP_METALNESS 452 453 // Shader uniform data type 454 typedef enum { 455 RL_SHADER_UNIFORM_FLOAT = 0, // Shader uniform type: float 456 RL_SHADER_UNIFORM_VEC2, // Shader uniform type: vec2 (2 float) 457 RL_SHADER_UNIFORM_VEC3, // Shader uniform type: vec3 (3 float) 458 RL_SHADER_UNIFORM_VEC4, // Shader uniform type: vec4 (4 float) 459 RL_SHADER_UNIFORM_INT, // Shader uniform type: int 460 RL_SHADER_UNIFORM_IVEC2, // Shader uniform type: ivec2 (2 int) 461 RL_SHADER_UNIFORM_IVEC3, // Shader uniform type: ivec3 (3 int) 462 RL_SHADER_UNIFORM_IVEC4, // Shader uniform type: ivec4 (4 int) 463 RL_SHADER_UNIFORM_SAMPLER2D // Shader uniform type: sampler2d 464 } rlShaderUniformDataType; 465 466 // Shader attribute data types 467 typedef enum { 468 RL_SHADER_ATTRIB_FLOAT = 0, // Shader attribute type: float 469 RL_SHADER_ATTRIB_VEC2, // Shader attribute type: vec2 (2 float) 470 RL_SHADER_ATTRIB_VEC3, // Shader attribute type: vec3 (3 float) 471 RL_SHADER_ATTRIB_VEC4 // Shader attribute type: vec4 (4 float) 472 } rlShaderAttributeDataType; 473 474 // Framebuffer attachment type 475 // NOTE: By default up to 8 color channels defined but it can be more 476 typedef enum { 477 RL_ATTACHMENT_COLOR_CHANNEL0 = 0, // Framebuffer attachmment type: color 0 478 RL_ATTACHMENT_COLOR_CHANNEL1, // Framebuffer attachmment type: color 1 479 RL_ATTACHMENT_COLOR_CHANNEL2, // Framebuffer attachmment type: color 2 480 RL_ATTACHMENT_COLOR_CHANNEL3, // Framebuffer attachmment type: color 3 481 RL_ATTACHMENT_COLOR_CHANNEL4, // Framebuffer attachmment type: color 4 482 RL_ATTACHMENT_COLOR_CHANNEL5, // Framebuffer attachmment type: color 5 483 RL_ATTACHMENT_COLOR_CHANNEL6, // Framebuffer attachmment type: color 6 484 RL_ATTACHMENT_COLOR_CHANNEL7, // Framebuffer attachmment type: color 7 485 RL_ATTACHMENT_DEPTH = 100, // Framebuffer attachmment type: depth 486 RL_ATTACHMENT_STENCIL = 200, // Framebuffer attachmment type: stencil 487 } rlFramebufferAttachType; 488 489 // Framebuffer texture attachment type 490 typedef enum { 491 RL_ATTACHMENT_CUBEMAP_POSITIVE_X = 0, // Framebuffer texture attachment type: cubemap, +X side 492 RL_ATTACHMENT_CUBEMAP_NEGATIVE_X, // Framebuffer texture attachment type: cubemap, -X side 493 RL_ATTACHMENT_CUBEMAP_POSITIVE_Y, // Framebuffer texture attachment type: cubemap, +Y side 494 RL_ATTACHMENT_CUBEMAP_NEGATIVE_Y, // Framebuffer texture attachment type: cubemap, -Y side 495 RL_ATTACHMENT_CUBEMAP_POSITIVE_Z, // Framebuffer texture attachment type: cubemap, +Z side 496 RL_ATTACHMENT_CUBEMAP_NEGATIVE_Z, // Framebuffer texture attachment type: cubemap, -Z side 497 RL_ATTACHMENT_TEXTURE2D = 100, // Framebuffer texture attachment type: texture2d 498 RL_ATTACHMENT_RENDERBUFFER = 200, // Framebuffer texture attachment type: renderbuffer 499 } rlFramebufferAttachTextureType; 500 501 // Face culling mode 502 typedef enum { 503 RL_CULL_FACE_FRONT = 0, 504 RL_CULL_FACE_BACK 505 } rlCullMode; 506 507 //------------------------------------------------------------------------------------ 508 // Functions Declaration - Matrix operations 509 //------------------------------------------------------------------------------------ 510 511 #if defined(__cplusplus) 512 extern "C" { // Prevents name mangling of functions 513 #endif 514 515 RLAPI void rlMatrixMode(int mode); // Choose the current matrix to be transformed 516 RLAPI void rlPushMatrix(void); // Push the current matrix to stack 517 RLAPI void rlPopMatrix(void); // Pop lattest inserted matrix from stack 518 RLAPI void rlLoadIdentity(void); // Reset current matrix to identity matrix 519 RLAPI void rlTranslatef(float x, float y, float z); // Multiply the current matrix by a translation matrix 520 RLAPI void rlRotatef(float angle, float x, float y, float z); // Multiply the current matrix by a rotation matrix 521 RLAPI void rlScalef(float x, float y, float z); // Multiply the current matrix by a scaling matrix 522 RLAPI void rlMultMatrixf(float *matf); // Multiply the current matrix by another matrix 523 RLAPI void rlFrustum(double left, double right, double bottom, double top, double znear, double zfar); 524 RLAPI void rlOrtho(double left, double right, double bottom, double top, double znear, double zfar); 525 RLAPI void rlViewport(int x, int y, int width, int height); // Set the viewport area 526 527 //------------------------------------------------------------------------------------ 528 // Functions Declaration - Vertex level operations 529 //------------------------------------------------------------------------------------ 530 RLAPI void rlBegin(int mode); // Initialize drawing mode (how to organize vertex) 531 RLAPI void rlEnd(void); // Finish vertex providing 532 RLAPI void rlVertex2i(int x, int y); // Define one vertex (position) - 2 int 533 RLAPI void rlVertex2f(float x, float y); // Define one vertex (position) - 2 float 534 RLAPI void rlVertex3f(float x, float y, float z); // Define one vertex (position) - 3 float 535 RLAPI void rlTexCoord2f(float x, float y); // Define one vertex (texture coordinate) - 2 float 536 RLAPI void rlNormal3f(float x, float y, float z); // Define one vertex (normal) - 3 float 537 RLAPI void rlColor4ub(unsigned char r, unsigned char g, unsigned char b, unsigned char a); // Define one vertex (color) - 4 byte 538 RLAPI void rlColor3f(float x, float y, float z); // Define one vertex (color) - 3 float 539 RLAPI void rlColor4f(float x, float y, float z, float w); // Define one vertex (color) - 4 float 540 541 //------------------------------------------------------------------------------------ 542 // Functions Declaration - OpenGL style functions (common to 1.1, 3.3+, ES2) 543 // NOTE: This functions are used to completely abstract raylib code from OpenGL layer, 544 // some of them are direct wrappers over OpenGL calls, some others are custom 545 //------------------------------------------------------------------------------------ 546 547 // Vertex buffers state 548 RLAPI bool rlEnableVertexArray(unsigned int vaoId); // Enable vertex array (VAO, if supported) 549 RLAPI void rlDisableVertexArray(void); // Disable vertex array (VAO, if supported) 550 RLAPI void rlEnableVertexBuffer(unsigned int id); // Enable vertex buffer (VBO) 551 RLAPI void rlDisableVertexBuffer(void); // Disable vertex buffer (VBO) 552 RLAPI void rlEnableVertexBufferElement(unsigned int id);// Enable vertex buffer element (VBO element) 553 RLAPI void rlDisableVertexBufferElement(void); // Disable vertex buffer element (VBO element) 554 RLAPI void rlEnableVertexAttribute(unsigned int index); // Enable vertex attribute index 555 RLAPI void rlDisableVertexAttribute(unsigned int index);// Disable vertex attribute index 556 #if defined(GRAPHICS_API_OPENGL_11) 557 RLAPI void rlEnableStatePointer(int vertexAttribType, void *buffer); // Enable attribute state pointer 558 RLAPI void rlDisableStatePointer(int vertexAttribType); // Disable attribute state pointer 559 #endif 560 561 // Textures state 562 RLAPI void rlActiveTextureSlot(int slot); // Select and active a texture slot 563 RLAPI void rlEnableTexture(unsigned int id); // Enable texture 564 RLAPI void rlDisableTexture(void); // Disable texture 565 RLAPI void rlEnableTextureCubemap(unsigned int id); // Enable texture cubemap 566 RLAPI void rlDisableTextureCubemap(void); // Disable texture cubemap 567 RLAPI void rlTextureParameters(unsigned int id, int param, int value); // Set texture parameters (filter, wrap) 568 569 // Shader state 570 RLAPI void rlEnableShader(unsigned int id); // Enable shader program 571 RLAPI void rlDisableShader(void); // Disable shader program 572 573 // Framebuffer state 574 RLAPI void rlEnableFramebuffer(unsigned int id); // Enable render texture (fbo) 575 RLAPI void rlDisableFramebuffer(void); // Disable render texture (fbo), return to default framebuffer 576 RLAPI void rlActiveDrawBuffers(int count); // Activate multiple draw color buffers 577 578 // General render state 579 RLAPI void rlEnableColorBlend(void); // Enable color blending 580 RLAPI void rlDisableColorBlend(void); // Disable color blending 581 RLAPI void rlEnableDepthTest(void); // Enable depth test 582 RLAPI void rlDisableDepthTest(void); // Disable depth test 583 RLAPI void rlEnableDepthMask(void); // Enable depth write 584 RLAPI void rlDisableDepthMask(void); // Disable depth write 585 RLAPI void rlEnableBackfaceCulling(void); // Enable backface culling 586 RLAPI void rlDisableBackfaceCulling(void); // Disable backface culling 587 RLAPI void rlSetCullFace(int mode); // Set face culling mode 588 RLAPI void rlEnableScissorTest(void); // Enable scissor test 589 RLAPI void rlDisableScissorTest(void); // Disable scissor test 590 RLAPI void rlScissor(int x, int y, int width, int height); // Scissor test 591 RLAPI void rlEnableWireMode(void); // Enable wire mode 592 RLAPI void rlDisableWireMode(void); // Disable wire mode 593 RLAPI void rlSetLineWidth(float width); // Set the line drawing width 594 RLAPI float rlGetLineWidth(void); // Get the line drawing width 595 RLAPI void rlEnableSmoothLines(void); // Enable line aliasing 596 RLAPI void rlDisableSmoothLines(void); // Disable line aliasing 597 RLAPI void rlEnableStereoRender(void); // Enable stereo rendering 598 RLAPI void rlDisableStereoRender(void); // Disable stereo rendering 599 RLAPI bool rlIsStereoRenderEnabled(void); // Check if stereo render is enabled 600 601 RLAPI void rlClearColor(unsigned char r, unsigned char g, unsigned char b, unsigned char a); // Clear color buffer with color 602 RLAPI void rlClearScreenBuffers(void); // Clear used screen buffers (color and depth) 603 RLAPI void rlCheckErrors(void); // Check and log OpenGL error codes 604 RLAPI void rlSetBlendMode(int mode); // Set blending mode 605 RLAPI void rlSetBlendFactors(int glSrcFactor, int glDstFactor, int glEquation); // Set blending mode factor and equation (using OpenGL factors) 606 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) 607 608 //------------------------------------------------------------------------------------ 609 // Functions Declaration - rlgl functionality 610 //------------------------------------------------------------------------------------ 611 // rlgl initialization functions 612 RLAPI void rlglInit(int width, int height); // Initialize rlgl (buffers, shaders, textures, states) 613 RLAPI void rlglClose(void); // De-inititialize rlgl (buffers, shaders, textures) 614 RLAPI void rlLoadExtensions(void *loader); // Load OpenGL extensions (loader function required) 615 RLAPI int rlGetVersion(void); // Get current OpenGL version 616 RLAPI void rlSetFramebufferWidth(int width); // Set current framebuffer width 617 RLAPI int rlGetFramebufferWidth(void); // Get default framebuffer width 618 RLAPI void rlSetFramebufferHeight(int height); // Set current framebuffer height 619 RLAPI int rlGetFramebufferHeight(void); // Get default framebuffer height 620 621 RLAPI unsigned int rlGetTextureIdDefault(void); // Get default texture id 622 RLAPI unsigned int rlGetShaderIdDefault(void); // Get default shader id 623 RLAPI int *rlGetShaderLocsDefault(void); // Get default shader locations 624 625 // Render batch management 626 // NOTE: rlgl provides a default render batch to behave like OpenGL 1.1 immediate mode 627 // but this render batch API is exposed in case of custom batches are required 628 RLAPI rlRenderBatch rlLoadRenderBatch(int numBuffers, int bufferElements); // Load a render batch system 629 RLAPI void rlUnloadRenderBatch(rlRenderBatch batch); // Unload render batch system 630 RLAPI void rlDrawRenderBatch(rlRenderBatch *batch); // Draw render batch data (Update->Draw->Reset) 631 RLAPI void rlSetRenderBatchActive(rlRenderBatch *batch); // Set the active render batch for rlgl (NULL for default internal) 632 RLAPI void rlDrawRenderBatchActive(void); // Update and draw internal render batch 633 RLAPI bool rlCheckRenderBatchLimit(int vCount); // Check internal buffer overflow for a given number of vertex 634 635 RLAPI void rlSetTexture(unsigned int id); // Set current texture for render batch and check buffers limits 636 637 //------------------------------------------------------------------------------------------------------------------------ 638 639 // Vertex buffers management 640 RLAPI unsigned int rlLoadVertexArray(void); // Load vertex array (vao) if supported 641 RLAPI unsigned int rlLoadVertexBuffer(const void *buffer, int size, bool dynamic); // Load a vertex buffer attribute 642 RLAPI unsigned int rlLoadVertexBufferElement(const void *buffer, int size, bool dynamic); // Load a new attributes element buffer 643 RLAPI void rlUpdateVertexBuffer(unsigned int bufferId, const void *data, int dataSize, int offset); // Update GPU buffer with new data 644 RLAPI void rlUpdateVertexBufferElements(unsigned int id, const void *data, int dataSize, int offset); // Update vertex buffer elements with new data 645 RLAPI void rlUnloadVertexArray(unsigned int vaoId); 646 RLAPI void rlUnloadVertexBuffer(unsigned int vboId); 647 RLAPI void rlSetVertexAttribute(unsigned int index, int compSize, int type, bool normalized, int stride, const void *pointer); 648 RLAPI void rlSetVertexAttributeDivisor(unsigned int index, int divisor); 649 RLAPI void rlSetVertexAttributeDefault(int locIndex, const void *value, int attribType, int count); // Set vertex attribute default value 650 RLAPI void rlDrawVertexArray(int offset, int count); 651 RLAPI void rlDrawVertexArrayElements(int offset, int count, const void *buffer); 652 RLAPI void rlDrawVertexArrayInstanced(int offset, int count, int instances); 653 RLAPI void rlDrawVertexArrayElementsInstanced(int offset, int count, const void *buffer, int instances); 654 655 // Textures management 656 RLAPI unsigned int rlLoadTexture(const void *data, int width, int height, int format, int mipmapCount); // Load texture in GPU 657 RLAPI unsigned int rlLoadTextureDepth(int width, int height, bool useRenderBuffer); // Load depth texture/renderbuffer (to be attached to fbo) 658 RLAPI unsigned int rlLoadTextureCubemap(const void *data, int size, int format); // Load texture cubemap 659 RLAPI void rlUpdateTexture(unsigned int id, int offsetX, int offsetY, int width, int height, int format, const void *data); // Update GPU texture with new data 660 RLAPI void rlGetGlTextureFormats(int format, unsigned int *glInternalFormat, unsigned int *glFormat, unsigned int *glType); // Get OpenGL internal formats 661 RLAPI const char *rlGetPixelFormatName(unsigned int format); // Get name string for pixel format 662 RLAPI void rlUnloadTexture(unsigned int id); // Unload texture from GPU memory 663 RLAPI void rlGenTextureMipmaps(unsigned int id, int width, int height, int format, int *mipmaps); // Generate mipmap data for selected texture 664 RLAPI void *rlReadTexturePixels(unsigned int id, int width, int height, int format); // Read texture pixel data 665 RLAPI unsigned char *rlReadScreenPixels(int width, int height); // Read screen pixel data (color buffer) 666 667 // Framebuffer management (fbo) 668 RLAPI unsigned int rlLoadFramebuffer(int width, int height); // Load an empty framebuffer 669 RLAPI void rlFramebufferAttach(unsigned int fboId, unsigned int texId, int attachType, int texType, int mipLevel); // Attach texture/renderbuffer to a framebuffer 670 RLAPI bool rlFramebufferComplete(unsigned int id); // Verify framebuffer is complete 671 RLAPI void rlUnloadFramebuffer(unsigned int id); // Delete framebuffer from GPU 672 673 // Shaders management 674 RLAPI unsigned int rlLoadShaderCode(const char *vsCode, const char *fsCode); // Load shader from code strings 675 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) 676 RLAPI unsigned int rlLoadShaderProgram(unsigned int vShaderId, unsigned int fShaderId); // Load custom shader program 677 RLAPI void rlUnloadShaderProgram(unsigned int id); // Unload shader program 678 RLAPI int rlGetLocationUniform(unsigned int shaderId, const char *uniformName); // Get shader location uniform 679 RLAPI int rlGetLocationAttrib(unsigned int shaderId, const char *attribName); // Get shader location attribute 680 RLAPI void rlSetUniform(int locIndex, const void *value, int uniformType, int count); // Set shader value uniform 681 RLAPI void rlSetUniformMatrix(int locIndex, Matrix mat); // Set shader value matrix 682 RLAPI void rlSetUniformSampler(int locIndex, unsigned int textureId); // Set shader value sampler 683 RLAPI void rlSetShader(unsigned int id, int *locs); // Set shader currently active (id and locations) 684 685 // Compute shader management 686 RLAPI unsigned int rlLoadComputeShaderProgram(unsigned int shaderId); // Load compute shader program 687 RLAPI void rlComputeShaderDispatch(unsigned int groupX, unsigned int groupY, unsigned int groupZ); // Dispatch compute shader (equivalent to *draw* for graphics pilepine) 688 689 // Shader buffer storage object management (ssbo) 690 RLAPI unsigned int rlLoadShaderBuffer(unsigned int size, const void *data, int usageHint); // Load shader storage buffer object (SSBO) 691 RLAPI void rlUnloadShaderBuffer(unsigned int ssboId); // Unload shader storage buffer object (SSBO) 692 RLAPI void rlUpdateShaderBuffer(unsigned int id, const void *data, unsigned int dataSize, unsigned int offset); // Update SSBO buffer data 693 RLAPI void rlBindShaderBuffer(unsigned int id, unsigned int index); // Bind SSBO buffer 694 RLAPI void rlReadShaderBuffer(unsigned int id, void *dest, unsigned int count, unsigned int offset); // Read SSBO buffer data (GPU->CPU) 695 RLAPI void rlCopyShaderBuffer(unsigned int destId, unsigned int srcId, unsigned int destOffset, unsigned int srcOffset, unsigned int count); // Copy SSBO data between buffers 696 RLAPI unsigned int rlGetShaderBufferSize(unsigned int id); // Get SSBO buffer size 697 698 // Buffer management 699 RLAPI void rlBindImageTexture(unsigned int id, unsigned int index, unsigned int format, int readonly); // Bind image texture 700 701 // Matrix state management 702 RLAPI Matrix rlGetMatrixModelview(void); // Get internal modelview matrix 703 RLAPI Matrix rlGetMatrixProjection(void); // Get internal projection matrix 704 RLAPI Matrix rlGetMatrixTransform(void); // Get internal accumulated transform matrix 705 RLAPI Matrix rlGetMatrixProjectionStereo(int eye); // Get internal projection matrix for stereo render (selected eye) 706 RLAPI Matrix rlGetMatrixViewOffsetStereo(int eye); // Get internal view offset matrix for stereo render (selected eye) 707 RLAPI void rlSetMatrixProjection(Matrix proj); // Set a custom projection matrix (replaces internal projection matrix) 708 RLAPI void rlSetMatrixModelview(Matrix view); // Set a custom modelview matrix (replaces internal modelview matrix) 709 RLAPI void rlSetMatrixProjectionStereo(Matrix right, Matrix left); // Set eyes projection matrices for stereo rendering 710 RLAPI void rlSetMatrixViewOffsetStereo(Matrix right, Matrix left); // Set eyes view offsets matrices for stereo rendering 711 712 // Quick and dirty cube/quad buffers load->draw->unload 713 RLAPI void rlLoadDrawCube(void); // Load and draw a cube 714 RLAPI void rlLoadDrawQuad(void); // Load and draw a quad 715 716 #if defined(__cplusplus) 717 } 718 #endif 719 720 #endif // RLGL_H 721 722 /*********************************************************************************** 723 * 724 * RLGL IMPLEMENTATION 725 * 726 ************************************************************************************/ 727 728 #if defined(RLGL_IMPLEMENTATION) 729 730 #if defined(GRAPHICS_API_OPENGL_11) 731 #if defined(__APPLE__) 732 #include <OpenGL/gl.h> // OpenGL 1.1 library for OSX 733 #include <OpenGL/glext.h> // OpenGL extensions library 734 #else 735 // APIENTRY for OpenGL function pointer declarations is required 736 #if !defined(APIENTRY) 737 #if defined(_WIN32) 738 #define APIENTRY __stdcall 739 #else 740 #define APIENTRY 741 #endif 742 #endif 743 // WINGDIAPI definition. Some Windows OpenGL headers need it 744 #if !defined(WINGDIAPI) && defined(_WIN32) 745 #define WINGDIAPI __declspec(dllimport) 746 #endif 747 748 #include <GL/gl.h> // OpenGL 1.1 library 749 #endif 750 #endif 751 752 #if defined(GRAPHICS_API_OPENGL_33) 753 #define GLAD_MALLOC RL_MALLOC 754 #define GLAD_FREE RL_FREE 755 756 #define GLAD_GL_IMPLEMENTATION 757 #include "external/glad.h" // GLAD extensions loading library, includes OpenGL headers 758 #endif 759 760 #if defined(GRAPHICS_API_OPENGL_ES2) 761 #define GL_GLEXT_PROTOTYPES 762 //#include <EGL/egl.h> // EGL library -> not required, platform layer 763 #include <GLES2/gl2.h> // OpenGL ES 2.0 library 764 #include <GLES2/gl2ext.h> // OpenGL ES 2.0 extensions library 765 766 // It seems OpenGL ES 2.0 instancing entry points are not defined on Raspberry Pi 767 // provided headers (despite being defined in official Khronos GLES2 headers) 768 #if defined(PLATFORM_RPI) || defined(PLATFORM_DRM) 769 typedef void (GL_APIENTRYP PFNGLDRAWARRAYSINSTANCEDEXTPROC) (GLenum mode, GLint start, GLsizei count, GLsizei primcount); 770 typedef void (GL_APIENTRYP PFNGLDRAWELEMENTSINSTANCEDEXTPROC) (GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei primcount); 771 typedef void (GL_APIENTRYP PFNGLVERTEXATTRIBDIVISOREXTPROC) (GLuint index, GLuint divisor); 772 #endif 773 #endif 774 775 #include <stdlib.h> // Required for: malloc(), free() 776 #include <string.h> // Required for: strcmp(), strlen() [Used in rlglInit(), on extensions loading] 777 #include <math.h> // Required for: sqrtf(), sinf(), cosf(), floor(), log() 778 779 //---------------------------------------------------------------------------------- 780 // Defines and Macros 781 //---------------------------------------------------------------------------------- 782 #ifndef PI 783 #define PI 3.14159265358979323846f 784 #endif 785 #ifndef DEG2RAD 786 #define DEG2RAD (PI/180.0f) 787 #endif 788 #ifndef RAD2DEG 789 #define RAD2DEG (180.0f/PI) 790 #endif 791 792 #ifndef GL_SHADING_LANGUAGE_VERSION 793 #define GL_SHADING_LANGUAGE_VERSION 0x8B8C 794 #endif 795 796 #ifndef GL_COMPRESSED_RGB_S3TC_DXT1_EXT 797 #define GL_COMPRESSED_RGB_S3TC_DXT1_EXT 0x83F0 798 #endif 799 #ifndef GL_COMPRESSED_RGBA_S3TC_DXT1_EXT 800 #define GL_COMPRESSED_RGBA_S3TC_DXT1_EXT 0x83F1 801 #endif 802 #ifndef GL_COMPRESSED_RGBA_S3TC_DXT3_EXT 803 #define GL_COMPRESSED_RGBA_S3TC_DXT3_EXT 0x83F2 804 #endif 805 #ifndef GL_COMPRESSED_RGBA_S3TC_DXT5_EXT 806 #define GL_COMPRESSED_RGBA_S3TC_DXT5_EXT 0x83F3 807 #endif 808 #ifndef GL_ETC1_RGB8_OES 809 #define GL_ETC1_RGB8_OES 0x8D64 810 #endif 811 #ifndef GL_COMPRESSED_RGB8_ETC2 812 #define GL_COMPRESSED_RGB8_ETC2 0x9274 813 #endif 814 #ifndef GL_COMPRESSED_RGBA8_ETC2_EAC 815 #define GL_COMPRESSED_RGBA8_ETC2_EAC 0x9278 816 #endif 817 #ifndef GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG 818 #define GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG 0x8C00 819 #endif 820 #ifndef GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG 821 #define GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG 0x8C02 822 #endif 823 #ifndef GL_COMPRESSED_RGBA_ASTC_4x4_KHR 824 #define GL_COMPRESSED_RGBA_ASTC_4x4_KHR 0x93b0 825 #endif 826 #ifndef GL_COMPRESSED_RGBA_ASTC_8x8_KHR 827 #define GL_COMPRESSED_RGBA_ASTC_8x8_KHR 0x93b7 828 #endif 829 830 #ifndef GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT 831 #define GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT 0x84FF 832 #endif 833 #ifndef GL_TEXTURE_MAX_ANISOTROPY_EXT 834 #define GL_TEXTURE_MAX_ANISOTROPY_EXT 0x84FE 835 #endif 836 837 #if defined(GRAPHICS_API_OPENGL_11) 838 #define GL_UNSIGNED_SHORT_5_6_5 0x8363 839 #define GL_UNSIGNED_SHORT_5_5_5_1 0x8034 840 #define GL_UNSIGNED_SHORT_4_4_4_4 0x8033 841 #endif 842 843 #if defined(GRAPHICS_API_OPENGL_21) 844 #define GL_LUMINANCE 0x1909 845 #define GL_LUMINANCE_ALPHA 0x190A 846 #endif 847 848 #if defined(GRAPHICS_API_OPENGL_ES2) 849 #define glClearDepth glClearDepthf 850 #define GL_READ_FRAMEBUFFER GL_FRAMEBUFFER 851 #define GL_DRAW_FRAMEBUFFER GL_FRAMEBUFFER 852 #endif 853 854 // Default shader vertex attribute names to set location points 855 #ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_POSITION 856 #define RL_DEFAULT_SHADER_ATTRIB_NAME_POSITION "vertexPosition" // Binded by default to shader location: 0 857 #endif 858 #ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD 859 #define RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD "vertexTexCoord" // Binded by default to shader location: 1 860 #endif 861 #ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_NORMAL 862 #define RL_DEFAULT_SHADER_ATTRIB_NAME_NORMAL "vertexNormal" // Binded by default to shader location: 2 863 #endif 864 #ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR 865 #define RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR "vertexColor" // Binded by default to shader location: 3 866 #endif 867 #ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_TANGENT 868 #define RL_DEFAULT_SHADER_ATTRIB_NAME_TANGENT "vertexTangent" // Binded by default to shader location: 4 869 #endif 870 #ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2 871 #define RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2 "vertexTexCoord2" // Binded by default to shader location: 5 872 #endif 873 874 #ifndef RL_DEFAULT_SHADER_UNIFORM_NAME_MVP 875 #define RL_DEFAULT_SHADER_UNIFORM_NAME_MVP "mvp" // model-view-projection matrix 876 #endif 877 #ifndef RL_DEFAULT_SHADER_UNIFORM_NAME_VIEW 878 #define RL_DEFAULT_SHADER_UNIFORM_NAME_VIEW "matView" // view matrix 879 #endif 880 #ifndef RL_DEFAULT_SHADER_UNIFORM_NAME_PROJECTION 881 #define RL_DEFAULT_SHADER_UNIFORM_NAME_PROJECTION "matProjection" // projection matrix 882 #endif 883 #ifndef RL_DEFAULT_SHADER_UNIFORM_NAME_MODEL 884 #define RL_DEFAULT_SHADER_UNIFORM_NAME_MODEL "matModel" // model matrix 885 #endif 886 #ifndef RL_DEFAULT_SHADER_UNIFORM_NAME_NORMAL 887 #define RL_DEFAULT_SHADER_UNIFORM_NAME_NORMAL "matNormal" // normal matrix (transpose(inverse(matModelView)) 888 #endif 889 #ifndef RL_DEFAULT_SHADER_UNIFORM_NAME_COLOR 890 #define RL_DEFAULT_SHADER_UNIFORM_NAME_COLOR "colDiffuse" // color diffuse (base tint color, multiplied by texture color) 891 #endif 892 #ifndef RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE0 893 #define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE0 "texture0" // texture0 (texture slot active 0) 894 #endif 895 #ifndef RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE1 896 #define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE1 "texture1" // texture1 (texture slot active 1) 897 #endif 898 #ifndef RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE2 899 #define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE2 "texture2" // texture2 (texture slot active 2) 900 #endif 901 902 //---------------------------------------------------------------------------------- 903 // Types and Structures Definition 904 //---------------------------------------------------------------------------------- 905 #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) 906 typedef struct rlglData { 907 rlRenderBatch *currentBatch; // Current render batch 908 rlRenderBatch defaultBatch; // Default internal render batch 909 910 struct { 911 int vertexCounter; // Current active render batch vertex counter (generic, used for all batches) 912 float texcoordx, texcoordy; // Current active texture coordinate (added on glVertex*()) 913 float normalx, normaly, normalz; // Current active normal (added on glVertex*()) 914 unsigned char colorr, colorg, colorb, colora; // Current active color (added on glVertex*()) 915 916 int currentMatrixMode; // Current matrix mode 917 Matrix *currentMatrix; // Current matrix pointer 918 Matrix modelview; // Default modelview matrix 919 Matrix projection; // Default projection matrix 920 Matrix transform; // Transform matrix to be used with rlTranslate, rlRotate, rlScale 921 bool transformRequired; // Require transform matrix application to current draw-call vertex (if required) 922 Matrix stack[RL_MAX_MATRIX_STACK_SIZE];// Matrix stack for push/pop 923 int stackCounter; // Matrix stack counter 924 925 unsigned int defaultTextureId; // Default texture used on shapes/poly drawing (required by shader) 926 unsigned int activeTextureId[RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS]; // Active texture ids to be enabled on batch drawing (0 active by default) 927 unsigned int defaultVShaderId; // Default vertex shader id (used by default shader program) 928 unsigned int defaultFShaderId; // Default fragment shader id (used by default shader program) 929 unsigned int defaultShaderId; // Default shader program id, supports vertex color and diffuse texture 930 int *defaultShaderLocs; // Default shader locations pointer to be used on rendering 931 unsigned int currentShaderId; // Current shader id to be used on rendering (by default, defaultShaderId) 932 int *currentShaderLocs; // Current shader locations pointer to be used on rendering (by default, defaultShaderLocs) 933 934 bool stereoRender; // Stereo rendering flag 935 Matrix projectionStereo[2]; // VR stereo rendering eyes projection matrices 936 Matrix viewOffsetStereo[2]; // VR stereo rendering eyes view offset matrices 937 938 // Blending variables 939 int currentBlendMode; // Blending mode active 940 int glBlendSrcFactor; // Blending source factor 941 int glBlendDstFactor; // Blending destination factor 942 int glBlendEquation; // Blending equation 943 int glBlendSrcFactorRGB; // Blending source RGB factor 944 int glBlendDestFactorRGB; // Blending destination RGB factor 945 int glBlendSrcFactorAlpha; // Blending source alpha factor 946 int glBlendDestFactorAlpha; // Blending destination alpha factor 947 int glBlendEquationRGB; // Blending equation for RGB 948 int glBlendEquationAlpha; // Blending equation for alpha 949 bool glCustomBlendModeModified; // Custom blending factor and equation modification status 950 951 int framebufferWidth; // Current framebuffer width 952 int framebufferHeight; // Current framebuffer height 953 954 } State; // Renderer state 955 struct { 956 bool vao; // VAO support (OpenGL ES2 could not support VAO extension) (GL_ARB_vertex_array_object) 957 bool instancing; // Instancing supported (GL_ANGLE_instanced_arrays, GL_EXT_draw_instanced + GL_EXT_instanced_arrays) 958 bool texNPOT; // NPOT textures full support (GL_ARB_texture_non_power_of_two, GL_OES_texture_npot) 959 bool texDepth; // Depth textures supported (GL_ARB_depth_texture, GL_WEBGL_depth_texture, GL_OES_depth_texture) 960 bool texFloat32; // float textures support (32 bit per channel) (GL_OES_texture_float) 961 bool texCompDXT; // DDS texture compression support (GL_EXT_texture_compression_s3tc, GL_WEBGL_compressed_texture_s3tc, GL_WEBKIT_WEBGL_compressed_texture_s3tc) 962 bool texCompETC1; // ETC1 texture compression support (GL_OES_compressed_ETC1_RGB8_texture, GL_WEBGL_compressed_texture_etc1) 963 bool texCompETC2; // ETC2/EAC texture compression support (GL_ARB_ES3_compatibility) 964 bool texCompPVRT; // PVR texture compression support (GL_IMG_texture_compression_pvrtc) 965 bool texCompASTC; // ASTC texture compression support (GL_KHR_texture_compression_astc_hdr, GL_KHR_texture_compression_astc_ldr) 966 bool texMirrorClamp; // Clamp mirror wrap mode supported (GL_EXT_texture_mirror_clamp) 967 bool texAnisoFilter; // Anisotropic texture filtering support (GL_EXT_texture_filter_anisotropic) 968 bool computeShader; // Compute shaders support (GL_ARB_compute_shader) 969 bool ssbo; // Shader storage buffer object support (GL_ARB_shader_storage_buffer_object) 970 971 float maxAnisotropyLevel; // Maximum anisotropy level supported (minimum is 2.0f) 972 int maxDepthBits; // Maximum bits for depth component 973 974 } ExtSupported; // Extensions supported flags 975 } rlglData; 976 977 typedef void *(*rlglLoadProc)(const char *name); // OpenGL extension functions loader signature (same as GLADloadproc) 978 979 #endif // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2 980 981 //---------------------------------------------------------------------------------- 982 // Global Variables Definition 983 //---------------------------------------------------------------------------------- 984 #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) 985 static rlglData RLGL = { 0 }; 986 #endif // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2 987 988 #if defined(GRAPHICS_API_OPENGL_ES2) 989 // NOTE: VAO functionality is exposed through extensions (OES) 990 static PFNGLGENVERTEXARRAYSOESPROC glGenVertexArrays = NULL; 991 static PFNGLBINDVERTEXARRAYOESPROC glBindVertexArray = NULL; 992 static PFNGLDELETEVERTEXARRAYSOESPROC glDeleteVertexArrays = NULL; 993 994 // NOTE: Instancing functionality could also be available through extension 995 static PFNGLDRAWARRAYSINSTANCEDEXTPROC glDrawArraysInstanced = NULL; 996 static PFNGLDRAWELEMENTSINSTANCEDEXTPROC glDrawElementsInstanced = NULL; 997 static PFNGLVERTEXATTRIBDIVISOREXTPROC glVertexAttribDivisor = NULL; 998 #endif 999 1000 //---------------------------------------------------------------------------------- 1001 // Module specific Functions Declaration 1002 //---------------------------------------------------------------------------------- 1003 #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) 1004 static void rlLoadShaderDefault(void); // Load default shader 1005 static void rlUnloadShaderDefault(void); // Unload default shader 1006 #if defined(RLGL_SHOW_GL_DETAILS_INFO) 1007 static char *rlGetCompressedFormatName(int format); // Get compressed format official GL identifier name 1008 #endif // RLGL_SHOW_GL_DETAILS_INFO 1009 #endif // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2 1010 1011 static int rlGetPixelDataSize(int width, int height, int format); // Get pixel data size in bytes (image or texture) 1012 1013 // Auxiliar matrix math functions 1014 static Matrix rlMatrixIdentity(void); // Get identity matrix 1015 static Matrix rlMatrixMultiply(Matrix left, Matrix right); // Multiply two matrices 1016 1017 //---------------------------------------------------------------------------------- 1018 // Module Functions Definition - Matrix operations 1019 //---------------------------------------------------------------------------------- 1020 1021 #if defined(GRAPHICS_API_OPENGL_11) 1022 // Fallback to OpenGL 1.1 function calls 1023 //--------------------------------------- 1024 void rlMatrixMode(int mode) 1025 { 1026 switch (mode) 1027 { 1028 case RL_PROJECTION: glMatrixMode(GL_PROJECTION); break; 1029 case RL_MODELVIEW: glMatrixMode(GL_MODELVIEW); break; 1030 case RL_TEXTURE: glMatrixMode(GL_TEXTURE); break; 1031 default: break; 1032 } 1033 } 1034 1035 void rlFrustum(double left, double right, double bottom, double top, double znear, double zfar) 1036 { 1037 glFrustum(left, right, bottom, top, znear, zfar); 1038 } 1039 1040 void rlOrtho(double left, double right, double bottom, double top, double znear, double zfar) 1041 { 1042 glOrtho(left, right, bottom, top, znear, zfar); 1043 } 1044 1045 void rlPushMatrix(void) { glPushMatrix(); } 1046 void rlPopMatrix(void) { glPopMatrix(); } 1047 void rlLoadIdentity(void) { glLoadIdentity(); } 1048 void rlTranslatef(float x, float y, float z) { glTranslatef(x, y, z); } 1049 void rlRotatef(float angle, float x, float y, float z) { glRotatef(angle, x, y, z); } 1050 void rlScalef(float x, float y, float z) { glScalef(x, y, z); } 1051 void rlMultMatrixf(float *matf) { glMultMatrixf(matf); } 1052 #endif 1053 #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) 1054 // Choose the current matrix to be transformed 1055 void rlMatrixMode(int mode) 1056 { 1057 if (mode == RL_PROJECTION) RLGL.State.currentMatrix = &RLGL.State.projection; 1058 else if (mode == RL_MODELVIEW) RLGL.State.currentMatrix = &RLGL.State.modelview; 1059 //else if (mode == RL_TEXTURE) // Not supported 1060 1061 RLGL.State.currentMatrixMode = mode; 1062 } 1063 1064 // Push the current matrix into RLGL.State.stack 1065 void rlPushMatrix(void) 1066 { 1067 if (RLGL.State.stackCounter >= RL_MAX_MATRIX_STACK_SIZE) TRACELOG(RL_LOG_ERROR, "RLGL: Matrix stack overflow (RL_MAX_MATRIX_STACK_SIZE)"); 1068 1069 if (RLGL.State.currentMatrixMode == RL_MODELVIEW) 1070 { 1071 RLGL.State.transformRequired = true; 1072 RLGL.State.currentMatrix = &RLGL.State.transform; 1073 } 1074 1075 RLGL.State.stack[RLGL.State.stackCounter] = *RLGL.State.currentMatrix; 1076 RLGL.State.stackCounter++; 1077 } 1078 1079 // Pop lattest inserted matrix from RLGL.State.stack 1080 void rlPopMatrix(void) 1081 { 1082 if (RLGL.State.stackCounter > 0) 1083 { 1084 Matrix mat = RLGL.State.stack[RLGL.State.stackCounter - 1]; 1085 *RLGL.State.currentMatrix = mat; 1086 RLGL.State.stackCounter--; 1087 } 1088 1089 if ((RLGL.State.stackCounter == 0) && (RLGL.State.currentMatrixMode == RL_MODELVIEW)) 1090 { 1091 RLGL.State.currentMatrix = &RLGL.State.modelview; 1092 RLGL.State.transformRequired = false; 1093 } 1094 } 1095 1096 // Reset current matrix to identity matrix 1097 void rlLoadIdentity(void) 1098 { 1099 *RLGL.State.currentMatrix = rlMatrixIdentity(); 1100 } 1101 1102 // Multiply the current matrix by a translation matrix 1103 void rlTranslatef(float x, float y, float z) 1104 { 1105 Matrix matTranslation = { 1106 1.0f, 0.0f, 0.0f, x, 1107 0.0f, 1.0f, 0.0f, y, 1108 0.0f, 0.0f, 1.0f, z, 1109 0.0f, 0.0f, 0.0f, 1.0f 1110 }; 1111 1112 // NOTE: We transpose matrix with multiplication order 1113 *RLGL.State.currentMatrix = rlMatrixMultiply(matTranslation, *RLGL.State.currentMatrix); 1114 } 1115 1116 // Multiply the current matrix by a rotation matrix 1117 // NOTE: The provided angle must be in degrees 1118 void rlRotatef(float angle, float x, float y, float z) 1119 { 1120 Matrix matRotation = rlMatrixIdentity(); 1121 1122 // Axis vector (x, y, z) normalization 1123 float lengthSquared = x*x + y*y + z*z; 1124 if ((lengthSquared != 1.0f) && (lengthSquared != 0.0f)) 1125 { 1126 float inverseLength = 1.0f/sqrtf(lengthSquared); 1127 x *= inverseLength; 1128 y *= inverseLength; 1129 z *= inverseLength; 1130 } 1131 1132 // Rotation matrix generation 1133 float sinres = sinf(DEG2RAD*angle); 1134 float cosres = cosf(DEG2RAD*angle); 1135 float t = 1.0f - cosres; 1136 1137 matRotation.m0 = x*x*t + cosres; 1138 matRotation.m1 = y*x*t + z*sinres; 1139 matRotation.m2 = z*x*t - y*sinres; 1140 matRotation.m3 = 0.0f; 1141 1142 matRotation.m4 = x*y*t - z*sinres; 1143 matRotation.m5 = y*y*t + cosres; 1144 matRotation.m6 = z*y*t + x*sinres; 1145 matRotation.m7 = 0.0f; 1146 1147 matRotation.m8 = x*z*t + y*sinres; 1148 matRotation.m9 = y*z*t - x*sinres; 1149 matRotation.m10 = z*z*t + cosres; 1150 matRotation.m11 = 0.0f; 1151 1152 matRotation.m12 = 0.0f; 1153 matRotation.m13 = 0.0f; 1154 matRotation.m14 = 0.0f; 1155 matRotation.m15 = 1.0f; 1156 1157 // NOTE: We transpose matrix with multiplication order 1158 *RLGL.State.currentMatrix = rlMatrixMultiply(matRotation, *RLGL.State.currentMatrix); 1159 } 1160 1161 // Multiply the current matrix by a scaling matrix 1162 void rlScalef(float x, float y, float z) 1163 { 1164 Matrix matScale = { 1165 x, 0.0f, 0.0f, 0.0f, 1166 0.0f, y, 0.0f, 0.0f, 1167 0.0f, 0.0f, z, 0.0f, 1168 0.0f, 0.0f, 0.0f, 1.0f 1169 }; 1170 1171 // NOTE: We transpose matrix with multiplication order 1172 *RLGL.State.currentMatrix = rlMatrixMultiply(matScale, *RLGL.State.currentMatrix); 1173 } 1174 1175 // Multiply the current matrix by another matrix 1176 void rlMultMatrixf(float *matf) 1177 { 1178 // Matrix creation from array 1179 Matrix mat = { matf[0], matf[4], matf[8], matf[12], 1180 matf[1], matf[5], matf[9], matf[13], 1181 matf[2], matf[6], matf[10], matf[14], 1182 matf[3], matf[7], matf[11], matf[15] }; 1183 1184 *RLGL.State.currentMatrix = rlMatrixMultiply(*RLGL.State.currentMatrix, mat); 1185 } 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 1192 float rl = (float)(right - left); 1193 float tb = (float)(top - bottom); 1194 float fn = (float)(zfar - znear); 1195 1196 matFrustum.m0 = ((float) znear*2.0f)/rl; 1197 matFrustum.m1 = 0.0f; 1198 matFrustum.m2 = 0.0f; 1199 matFrustum.m3 = 0.0f; 1200 1201 matFrustum.m4 = 0.0f; 1202 matFrustum.m5 = ((float) znear*2.0f)/tb; 1203 matFrustum.m6 = 0.0f; 1204 matFrustum.m7 = 0.0f; 1205 1206 matFrustum.m8 = ((float)right + (float)left)/rl; 1207 matFrustum.m9 = ((float)top + (float)bottom)/tb; 1208 matFrustum.m10 = -((float)zfar + (float)znear)/fn; 1209 matFrustum.m11 = -1.0f; 1210 1211 matFrustum.m12 = 0.0f; 1212 matFrustum.m13 = 0.0f; 1213 matFrustum.m14 = -((float)zfar*(float)znear*2.0f)/fn; 1214 matFrustum.m15 = 0.0f; 1215 1216 *RLGL.State.currentMatrix = rlMatrixMultiply(*RLGL.State.currentMatrix, matFrustum); 1217 } 1218 1219 // Multiply the current matrix by an orthographic matrix generated by parameters 1220 void rlOrtho(double left, double right, double bottom, double top, double znear, double zfar) 1221 { 1222 // NOTE: If left-right and top-botton values are equal it could create a division by zero, 1223 // response to it is platform/compiler dependant 1224 Matrix matOrtho = { 0 }; 1225 1226 float rl = (float)(right - left); 1227 float tb = (float)(top - bottom); 1228 float fn = (float)(zfar - znear); 1229 1230 matOrtho.m0 = 2.0f/rl; 1231 matOrtho.m1 = 0.0f; 1232 matOrtho.m2 = 0.0f; 1233 matOrtho.m3 = 0.0f; 1234 matOrtho.m4 = 0.0f; 1235 matOrtho.m5 = 2.0f/tb; 1236 matOrtho.m6 = 0.0f; 1237 matOrtho.m7 = 0.0f; 1238 matOrtho.m8 = 0.0f; 1239 matOrtho.m9 = 0.0f; 1240 matOrtho.m10 = -2.0f/fn; 1241 matOrtho.m11 = 0.0f; 1242 matOrtho.m12 = -((float)left + (float)right)/rl; 1243 matOrtho.m13 = -((float)top + (float)bottom)/tb; 1244 matOrtho.m14 = -((float)zfar + (float)znear)/fn; 1245 matOrtho.m15 = 1.0f; 1246 1247 *RLGL.State.currentMatrix = rlMatrixMultiply(*RLGL.State.currentMatrix, matOrtho); 1248 } 1249 #endif 1250 1251 // Set the viewport area (transformation from normalized device coordinates to window coordinates) 1252 // NOTE: We store current viewport dimensions 1253 void rlViewport(int x, int y, int width, int height) 1254 { 1255 glViewport(x, y, width, height); 1256 } 1257 1258 //---------------------------------------------------------------------------------- 1259 // Module Functions Definition - Vertex level operations 1260 //---------------------------------------------------------------------------------- 1261 #if defined(GRAPHICS_API_OPENGL_11) 1262 // Fallback to OpenGL 1.1 function calls 1263 //--------------------------------------- 1264 void rlBegin(int mode) 1265 { 1266 switch (mode) 1267 { 1268 case RL_LINES: glBegin(GL_LINES); break; 1269 case RL_TRIANGLES: glBegin(GL_TRIANGLES); break; 1270 case RL_QUADS: glBegin(GL_QUADS); break; 1271 default: break; 1272 } 1273 } 1274 1275 void rlEnd() { glEnd(); } 1276 void rlVertex2i(int x, int y) { glVertex2i(x, y); } 1277 void rlVertex2f(float x, float y) { glVertex2f(x, y); } 1278 void rlVertex3f(float x, float y, float z) { glVertex3f(x, y, z); } 1279 void rlTexCoord2f(float x, float y) { glTexCoord2f(x, y); } 1280 void rlNormal3f(float x, float y, float z) { glNormal3f(x, y, z); } 1281 void rlColor4ub(unsigned char r, unsigned char g, unsigned char b, unsigned char a) { glColor4ub(r, g, b, a); } 1282 void rlColor3f(float x, float y, float z) { glColor3f(x, y, z); } 1283 void rlColor4f(float x, float y, float z, float w) { glColor4f(x, y, z, w); } 1284 #endif 1285 #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) 1286 // Initialize drawing mode (how to organize vertex) 1287 void rlBegin(int mode) 1288 { 1289 // Draw mode can be RL_LINES, RL_TRIANGLES and RL_QUADS 1290 // NOTE: In all three cases, vertex are accumulated over default internal vertex buffer 1291 if (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].mode != mode) 1292 { 1293 if (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount > 0) 1294 { 1295 // Make sure current RLGL.currentBatch->draws[i].vertexCount is aligned a multiple of 4, 1296 // that way, following QUADS drawing will keep aligned with index processing 1297 // It implies adding some extra alignment vertex at the end of the draw, 1298 // those vertex are not processed but they are considered as an additional offset 1299 // for the next set of vertex to be drawn 1300 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); 1301 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))); 1302 else RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexAlignment = 0; 1303 1304 if (!rlCheckRenderBatchLimit(RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexAlignment)) 1305 { 1306 RLGL.State.vertexCounter += RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexAlignment; 1307 RLGL.currentBatch->drawCounter++; 1308 } 1309 } 1310 1311 if (RLGL.currentBatch->drawCounter >= RL_DEFAULT_BATCH_DRAWCALLS) rlDrawRenderBatch(RLGL.currentBatch); 1312 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 1319 // Finish vertex providing 1320 void rlEnd(void) 1321 { 1322 // NOTE: Depth increment is dependant on rlOrtho(): z-near and z-far values, 1323 // as well as depth buffer bit-depth (16bit or 24bit or 32bit) 1324 // Correct increment formula would be: depthInc = (zfar - znear)/pow(2, bits) 1325 RLGL.currentBatch->currentDepth += (1.0f/20000.0f); 1326 } 1327 1328 // Define one vertex (position) 1329 // NOTE: Vertex position data is the basic information required for drawing 1330 void rlVertex3f(float x, float y, float z) 1331 { 1332 float tx = x; 1333 float ty = y; 1334 float tz = z; 1335 1336 // Transform provided vector if required 1337 if (RLGL.State.transformRequired) 1338 { 1339 tx = RLGL.State.transform.m0*x + RLGL.State.transform.m4*y + RLGL.State.transform.m8*z + RLGL.State.transform.m12; 1340 ty = RLGL.State.transform.m1*x + RLGL.State.transform.m5*y + RLGL.State.transform.m9*z + RLGL.State.transform.m13; 1341 tz = RLGL.State.transform.m2*x + RLGL.State.transform.m6*y + RLGL.State.transform.m10*z + RLGL.State.transform.m14; 1342 } 1343 1344 // WARNING: We can't break primitives when launching a new batch. 1345 // RL_LINES comes in pairs, RL_TRIANGLES come in groups of 3 vertices and RL_QUADS come in groups of 4 vertices. 1346 // 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 1347 if (RLGL.State.vertexCounter > (RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].elementCount*4 - 4)) 1348 { 1349 if ((RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].mode == RL_LINES) && 1350 (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount%2 == 0)) 1351 { 1352 // Reached the maximum number of vertices for RL_LINES drawing 1353 // Launch a draw call but keep current state for next vertices comming 1354 // NOTE: We add +1 vertex to the check for security 1355 rlCheckRenderBatchLimit(2 + 1); 1356 } 1357 else if ((RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].mode == RL_TRIANGLES) && 1358 (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount%3 == 0)) 1359 { 1360 rlCheckRenderBatchLimit(3 + 1); 1361 } 1362 else if ((RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].mode == RL_QUADS) && 1363 (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount%4 == 0)) 1364 { 1365 rlCheckRenderBatchLimit(4 + 1); 1366 } 1367 } 1368 1369 // Add vertices 1370 RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vertices[3*RLGL.State.vertexCounter] = tx; 1371 RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vertices[3*RLGL.State.vertexCounter + 1] = ty; 1372 RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vertices[3*RLGL.State.vertexCounter + 2] = tz; 1373 1374 // Add current texcoord 1375 RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].texcoords[2*RLGL.State.vertexCounter] = RLGL.State.texcoordx; 1376 RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].texcoords[2*RLGL.State.vertexCounter + 1] = RLGL.State.texcoordy; 1377 1378 // TODO: Add current normal 1379 // By default rlVertexBuffer type does not store normals 1380 1381 // Add current color 1382 RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].colors[4*RLGL.State.vertexCounter] = RLGL.State.colorr; 1383 RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].colors[4*RLGL.State.vertexCounter + 1] = RLGL.State.colorg; 1384 RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].colors[4*RLGL.State.vertexCounter + 2] = RLGL.State.colorb; 1385 RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].colors[4*RLGL.State.vertexCounter + 3] = RLGL.State.colora; 1386 1387 RLGL.State.vertexCounter++; 1388 RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount++; 1389 } 1390 1391 // Define one vertex (position) 1392 void rlVertex2f(float x, float y) 1393 { 1394 rlVertex3f(x, y, RLGL.currentBatch->currentDepth); 1395 } 1396 1397 // Define one vertex (position) 1398 void rlVertex2i(int x, int y) 1399 { 1400 rlVertex3f((float)x, (float)y, RLGL.currentBatch->currentDepth); 1401 } 1402 1403 // Define one vertex (texture coordinate) 1404 // NOTE: Texture coordinates are limited to QUADS only 1405 void rlTexCoord2f(float x, float y) 1406 { 1407 RLGL.State.texcoordx = x; 1408 RLGL.State.texcoordy = y; 1409 } 1410 1411 // Define one vertex (normal) 1412 // NOTE: Normals limited to TRIANGLES only? 1413 void rlNormal3f(float x, float y, float z) 1414 { 1415 RLGL.State.normalx = x; 1416 RLGL.State.normaly = y; 1417 RLGL.State.normalz = z; 1418 } 1419 1420 // Define one vertex (color) 1421 void rlColor4ub(unsigned char x, unsigned char y, unsigned char z, unsigned char w) 1422 { 1423 RLGL.State.colorr = x; 1424 RLGL.State.colorg = y; 1425 RLGL.State.colorb = z; 1426 RLGL.State.colora = w; 1427 } 1428 1429 // Define one vertex (color) 1430 void rlColor4f(float r, float g, float b, float a) 1431 { 1432 rlColor4ub((unsigned char)(r*255), (unsigned char)(g*255), (unsigned char)(b*255), (unsigned char)(a*255)); 1433 } 1434 1435 // Define one vertex (color) 1436 void rlColor3f(float x, float y, float z) 1437 { 1438 rlColor4ub((unsigned char)(x*255), (unsigned char)(y*255), (unsigned char)(z*255), 255); 1439 } 1440 1441 #endif 1442 1443 //-------------------------------------------------------------------------------------- 1444 // Module Functions Definition - OpenGL style functions (common to 1.1, 3.3+, ES2) 1445 //-------------------------------------------------------------------------------------- 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 1481 if (!rlCheckRenderBatchLimit(RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexAlignment)) 1482 { 1483 RLGL.State.vertexCounter += RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexAlignment; 1484 1485 RLGL.currentBatch->drawCounter++; 1486 } 1487 } 1488 1489 if (RLGL.currentBatch->drawCounter >= RL_DEFAULT_BATCH_DRAWCALLS) rlDrawRenderBatch(RLGL.currentBatch); 1490 1491 RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].textureId = id; 1492 RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount = 0; 1493 } 1494 #endif 1495 } 1496 } 1497 1498 // Select and active a texture slot 1499 void rlActiveTextureSlot(int slot) 1500 { 1501 #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) 1502 glActiveTexture(GL_TEXTURE0 + slot); 1503 #endif 1504 } 1505 1506 // Enable texture 1507 void rlEnableTexture(unsigned int id) 1508 { 1509 #if defined(GRAPHICS_API_OPENGL_11) 1510 glEnable(GL_TEXTURE_2D); 1511 #endif 1512 glBindTexture(GL_TEXTURE_2D, id); 1513 } 1514 1515 // Disable texture 1516 void rlDisableTexture(void) 1517 { 1518 #if defined(GRAPHICS_API_OPENGL_11) 1519 glDisable(GL_TEXTURE_2D); 1520 #endif 1521 glBindTexture(GL_TEXTURE_2D, 0); 1522 } 1523 1524 // Enable texture cubemap 1525 void rlEnableTextureCubemap(unsigned int id) 1526 { 1527 #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) 1528 glBindTexture(GL_TEXTURE_CUBE_MAP, id); 1529 #endif 1530 } 1531 1532 // Disable texture cubemap 1533 void rlDisableTextureCubemap(void) 1534 { 1535 #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) 1536 glBindTexture(GL_TEXTURE_CUBE_MAP, 0); 1537 #endif 1538 } 1539 1540 // Set texture parameters (wrap mode/filter mode) 1541 void rlTextureParameters(unsigned int id, int param, int value) 1542 { 1543 glBindTexture(GL_TEXTURE_2D, id); 1544 1545 #if !defined(GRAPHICS_API_OPENGL_11) 1546 // Reset anisotropy filter, in case it was set 1547 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, 1.0f); 1548 #endif 1549 1550 switch (param) 1551 { 1552 case RL_TEXTURE_WRAP_S: 1553 case RL_TEXTURE_WRAP_T: 1554 { 1555 if (value == RL_TEXTURE_WRAP_MIRROR_CLAMP) 1556 { 1557 #if !defined(GRAPHICS_API_OPENGL_11) 1558 if (RLGL.ExtSupported.texMirrorClamp) glTexParameteri(GL_TEXTURE_2D, param, value); 1559 else TRACELOG(RL_LOG_WARNING, "GL: Clamp mirror wrap mode not supported (GL_MIRROR_CLAMP_EXT)"); 1560 #endif 1561 } 1562 else glTexParameteri(GL_TEXTURE_2D, param, value); 1563 1564 } break; 1565 case RL_TEXTURE_MAG_FILTER: 1566 case RL_TEXTURE_MIN_FILTER: glTexParameteri(GL_TEXTURE_2D, param, value); break; 1567 case RL_TEXTURE_FILTER_ANISOTROPIC: 1568 { 1569 #if !defined(GRAPHICS_API_OPENGL_11) 1570 if (value <= RLGL.ExtSupported.maxAnisotropyLevel) glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, (float)value); 1571 else if (RLGL.ExtSupported.maxAnisotropyLevel > 0.0f) 1572 { 1573 TRACELOG(RL_LOG_WARNING, "GL: Maximum anisotropic filter level supported is %iX", id, (int)RLGL.ExtSupported.maxAnisotropyLevel); 1574 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, (float)value); 1575 } 1576 else TRACELOG(RL_LOG_WARNING, "GL: Anisotropic filtering not supported"); 1577 #endif 1578 } break; 1579 #if defined(GRAPHICS_API_OPENGL_33) 1580 case RL_TEXTURE_MIPMAP_BIAS_RATIO: glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_LOD_BIAS, value/100.0f); 1581 #endif 1582 default: break; 1583 } 1584 1585 glBindTexture(GL_TEXTURE_2D, 0); 1586 } 1587 1588 // Enable shader program 1589 void rlEnableShader(unsigned int id) 1590 { 1591 #if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)) 1592 glUseProgram(id); 1593 #endif 1594 } 1595 1596 // Disable shader program 1597 void rlDisableShader(void) 1598 { 1599 #if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)) 1600 glUseProgram(0); 1601 #endif 1602 } 1603 1604 // Enable rendering to texture (fbo) 1605 void rlEnableFramebuffer(unsigned int id) 1606 { 1607 #if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)) && defined(RLGL_RENDER_TEXTURES_HINT) 1608 glBindFramebuffer(GL_FRAMEBUFFER, id); 1609 #endif 1610 } 1611 1612 // Disable rendering to texture 1613 void rlDisableFramebuffer(void) 1614 { 1615 #if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)) && defined(RLGL_RENDER_TEXTURES_HINT) 1616 glBindFramebuffer(GL_FRAMEBUFFER, 0); 1617 #endif 1618 } 1619 1620 // Activate multiple draw color buffers 1621 // NOTE: One color buffer is always active by default 1622 void rlActiveDrawBuffers(int count) 1623 { 1624 #if (defined(GRAPHICS_API_OPENGL_33) && defined(RLGL_RENDER_TEXTURES_HINT)) 1625 // NOTE: Maximum number of draw buffers supported is implementation dependant, 1626 // it can be queried with glGet*() but it must be at least 8 1627 //GLint maxDrawBuffers = 0; 1628 //glGetIntegerv(GL_MAX_DRAW_BUFFERS, &maxDrawBuffers); 1629 1630 if (count > 0) 1631 { 1632 if (count > 8) TRACELOG(LOG_WARNING, "GL: Max color buffers limited to 8"); 1633 else 1634 { 1635 unsigned int buffers[8] = { 1636 GL_COLOR_ATTACHMENT0, 1637 GL_COLOR_ATTACHMENT1, 1638 GL_COLOR_ATTACHMENT2, 1639 GL_COLOR_ATTACHMENT3, 1640 GL_COLOR_ATTACHMENT4, 1641 GL_COLOR_ATTACHMENT5, 1642 GL_COLOR_ATTACHMENT6, 1643 GL_COLOR_ATTACHMENT7, 1644 }; 1645 1646 glDrawBuffers(count, buffers); 1647 } 1648 } 1649 else TRACELOG(LOG_WARNING, "GL: One color buffer active by default"); 1650 #endif 1651 } 1652 1653 //---------------------------------------------------------------------------------- 1654 // General render state configuration 1655 //---------------------------------------------------------------------------------- 1656 1657 // Enable color blending 1658 void rlEnableColorBlend(void) { glEnable(GL_BLEND); } 1659 1660 // Disable color blending 1661 void rlDisableColorBlend(void) { glDisable(GL_BLEND); } 1662 1663 // Enable depth test 1664 void rlEnableDepthTest(void) { glEnable(GL_DEPTH_TEST); } 1665 1666 // Disable depth test 1667 void rlDisableDepthTest(void) { glDisable(GL_DEPTH_TEST); } 1668 1669 // Enable depth write 1670 void rlEnableDepthMask(void) { glDepthMask(GL_TRUE); } 1671 1672 // Disable depth write 1673 void rlDisableDepthMask(void) { glDepthMask(GL_FALSE); } 1674 1675 // Enable backface culling 1676 void rlEnableBackfaceCulling(void) { glEnable(GL_CULL_FACE); } 1677 1678 // Disable backface culling 1679 void rlDisableBackfaceCulling(void) { glDisable(GL_CULL_FACE); } 1680 1681 // Set face culling mode 1682 void rlSetCullFace(int mode) 1683 { 1684 switch (mode) 1685 { 1686 case RL_CULL_FACE_BACK: glCullFace(GL_BACK); break; 1687 case RL_CULL_FACE_FRONT: glCullFace(GL_FRONT); break; 1688 default: break; 1689 } 1690 } 1691 1692 // Enable scissor test 1693 void rlEnableScissorTest(void) { glEnable(GL_SCISSOR_TEST); } 1694 1695 // Disable scissor test 1696 void rlDisableScissorTest(void) { glDisable(GL_SCISSOR_TEST); } 1697 1698 // Scissor test 1699 void rlScissor(int x, int y, int width, int height) { glScissor(x, y, width, height); } 1700 1701 // Enable wire mode 1702 void rlEnableWireMode(void) 1703 { 1704 #if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33) 1705 // NOTE: glPolygonMode() not available on OpenGL ES 1706 glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); 1707 #endif 1708 } 1709 1710 // Disable wire mode 1711 void rlDisableWireMode(void) 1712 { 1713 #if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33) 1714 // NOTE: glPolygonMode() not available on OpenGL ES 1715 glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); 1716 #endif 1717 } 1718 1719 // Set the line drawing width 1720 void rlSetLineWidth(float width) { glLineWidth(width); } 1721 1722 // Get the line drawing width 1723 float rlGetLineWidth(void) 1724 { 1725 float width = 0; 1726 glGetFloatv(GL_LINE_WIDTH, &width); 1727 return width; 1728 } 1729 1730 // Enable line aliasing 1731 void rlEnableSmoothLines(void) 1732 { 1733 #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_11) 1734 glEnable(GL_LINE_SMOOTH); 1735 #endif 1736 } 1737 1738 // Disable line aliasing 1739 void rlDisableSmoothLines(void) 1740 { 1741 #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_11) 1742 glDisable(GL_LINE_SMOOTH); 1743 #endif 1744 } 1745 1746 // Enable stereo rendering 1747 void rlEnableStereoRender(void) 1748 { 1749 #if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)) 1750 RLGL.State.stereoRender = true; 1751 #endif 1752 } 1753 1754 // Disable stereo rendering 1755 void rlDisableStereoRender(void) 1756 { 1757 #if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)) 1758 RLGL.State.stereoRender = false; 1759 #endif 1760 } 1761 1762 // Check if stereo render is enabled 1763 bool rlIsStereoRenderEnabled(void) 1764 { 1765 #if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)) 1766 return RLGL.State.stereoRender; 1767 #else 1768 return false; 1769 #endif 1770 } 1771 1772 // Clear color buffer with color 1773 void rlClearColor(unsigned char r, unsigned char g, unsigned char b, unsigned char a) 1774 { 1775 // Color values clamp to 0.0f(0) and 1.0f(255) 1776 float cr = (float)r/255; 1777 float cg = (float)g/255; 1778 float cb = (float)b/255; 1779 float ca = (float)a/255; 1780 1781 glClearColor(cr, cg, cb, ca); 1782 } 1783 1784 // Clear used screen buffers (color and depth) 1785 void rlClearScreenBuffers(void) 1786 { 1787 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear used buffers: Color and Depth (Depth is used for 3D) 1788 //glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); // Stencil buffer not used... 1789 } 1790 1791 // Check and log OpenGL error codes 1792 void rlCheckErrors() 1793 { 1794 #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) 1795 int check = 1; 1796 while (check) 1797 { 1798 const GLenum err = glGetError(); 1799 switch (err) 1800 { 1801 case GL_NO_ERROR: check = 0; break; 1802 case 0x0500: TRACELOG(RL_LOG_WARNING, "GL: Error detected: GL_INVALID_ENUM"); break; 1803 case 0x0501: TRACELOG(RL_LOG_WARNING, "GL: Error detected: GL_INVALID_VALUE"); break; 1804 case 0x0502: TRACELOG(RL_LOG_WARNING, "GL: Error detected: GL_INVALID_OPERATION"); break; 1805 case 0x0503: TRACELOG(RL_LOG_WARNING, "GL: Error detected: GL_STACK_OVERFLOW"); break; 1806 case 0x0504: TRACELOG(RL_LOG_WARNING, "GL: Error detected: GL_STACK_UNDERFLOW"); break; 1807 case 0x0505: TRACELOG(RL_LOG_WARNING, "GL: Error detected: GL_OUT_OF_MEMORY"); break; 1808 case 0x0506: TRACELOG(RL_LOG_WARNING, "GL: Error detected: GL_INVALID_FRAMEBUFFER_OPERATION"); break; 1809 default: TRACELOG(RL_LOG_WARNING, "GL: Error detected: Unknown error code: %x", err); break; 1810 } 1811 } 1812 #endif 1813 } 1814 1815 // Set blend mode 1816 void rlSetBlendMode(int mode) 1817 { 1818 #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) 1819 if (RLGL.State.currentBlendMode != mode || ((mode == RL_BLEND_CUSTOM || mode == RL_BLEND_CUSTOM_SEPARATE) && RLGL.State.glCustomBlendModeModified)) 1820 { 1821 rlDrawRenderBatch(RLGL.currentBatch); 1822 1823 switch (mode) 1824 { 1825 case RL_BLEND_ALPHA: glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glBlendEquation(GL_FUNC_ADD); break; 1826 case RL_BLEND_ADDITIVE: glBlendFunc(GL_SRC_ALPHA, GL_ONE); glBlendEquation(GL_FUNC_ADD); break; 1827 case RL_BLEND_MULTIPLIED: glBlendFunc(GL_DST_COLOR, GL_ONE_MINUS_SRC_ALPHA); glBlendEquation(GL_FUNC_ADD); break; 1828 case RL_BLEND_ADD_COLORS: glBlendFunc(GL_ONE, GL_ONE); glBlendEquation(GL_FUNC_ADD); break; 1829 case RL_BLEND_SUBTRACT_COLORS: glBlendFunc(GL_ONE, GL_ONE); glBlendEquation(GL_FUNC_SUBTRACT); break; 1830 case RL_BLEND_ALPHA_PREMULTIPLY: glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA); glBlendEquation(GL_FUNC_ADD); break; 1831 case RL_BLEND_CUSTOM: 1832 { 1833 // NOTE: Using GL blend src/dst factors and GL equation configured with rlSetBlendFactors() 1834 glBlendFunc(RLGL.State.glBlendSrcFactor, RLGL.State.glBlendDstFactor); glBlendEquation(RLGL.State.glBlendEquation); 1835 1836 } break; 1837 case RL_BLEND_CUSTOM_SEPARATE: 1838 { 1839 // NOTE: Using GL blend src/dst factors and GL equation configured with rlSetBlendFactorsSeparate() 1840 glBlendFuncSeparate(RLGL.State.glBlendSrcFactorRGB, RLGL.State.glBlendDestFactorRGB, RLGL.State.glBlendSrcFactorAlpha, RLGL.State.glBlendDestFactorAlpha); 1841 glBlendEquationSeparate(RLGL.State.glBlendEquationRGB, RLGL.State.glBlendEquationAlpha); 1842 1843 } break; 1844 default: break; 1845 } 1846 1847 RLGL.State.currentBlendMode = mode; 1848 RLGL.State.glCustomBlendModeModified = false; 1849 } 1850 #endif 1851 } 1852 1853 // Set blending mode factor and equation 1854 void rlSetBlendFactors(int glSrcFactor, int glDstFactor, int glEquation) 1855 { 1856 #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) 1857 if ((RLGL.State.glBlendSrcFactor != glSrcFactor) || 1858 (RLGL.State.glBlendDstFactor != glDstFactor) || 1859 (RLGL.State.glBlendEquation != glEquation)) 1860 { 1861 RLGL.State.glBlendSrcFactor = glSrcFactor; 1862 RLGL.State.glBlendDstFactor = glDstFactor; 1863 RLGL.State.glBlendEquation = glEquation; 1864 1865 RLGL.State.glCustomBlendModeModified = true; 1866 } 1867 #endif 1868 } 1869 1870 // Set blending mode factor and equation separately for RGB and alpha 1871 void rlSetBlendFactorsSeparate(int glSrcRGB, int glDstRGB, int glSrcAlpha, int glDstAlpha, int glEqRGB, int glEqAlpha) 1872 { 1873 #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) 1874 if ((RLGL.State.glBlendSrcFactorRGB != glSrcRGB) || 1875 (RLGL.State.glBlendDestFactorRGB != glDstRGB) || 1876 (RLGL.State.glBlendSrcFactorAlpha != glSrcAlpha) || 1877 (RLGL.State.glBlendDestFactorAlpha != glDstAlpha) || 1878 (RLGL.State.glBlendEquationRGB != glEqRGB) || 1879 (RLGL.State.glBlendEquationAlpha != glEqAlpha)) 1880 { 1881 RLGL.State.glBlendSrcFactorRGB = glSrcRGB; 1882 RLGL.State.glBlendDestFactorRGB = glDstRGB; 1883 RLGL.State.glBlendSrcFactorAlpha = glSrcAlpha; 1884 RLGL.State.glBlendDestFactorAlpha = glDstAlpha; 1885 RLGL.State.glBlendEquationRGB = glEqRGB; 1886 RLGL.State.glBlendEquationAlpha = glEqAlpha; 1887 1888 RLGL.State.glCustomBlendModeModified = true; 1889 } 1890 #endif 1891 } 1892 1893 //---------------------------------------------------------------------------------- 1894 // Module Functions Definition - OpenGL Debug 1895 //---------------------------------------------------------------------------------- 1896 #if defined(RLGL_ENABLE_OPENGL_DEBUG_CONTEXT) && defined(GRAPHICS_API_OPENGL_43) 1897 static void GLAPIENTRY rlDebugMessageCallback(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar *message, const void *userParam) 1898 { 1899 // Ignore non-significant error/warning codes (NVidia drivers) 1900 // NOTE: Here there are the details with a sample output: 1901 // - #131169 - Framebuffer detailed info: The driver allocated storage for renderbuffer 2. (severity: low) 1902 // - #131185 - Buffer detailed info: Buffer object 1 (bound to GL_ELEMENT_ARRAY_BUFFER_ARB, usage hint is GL_ENUM_88e4) 1903 // will use VIDEO memory as the source for buffer object operations. (severity: low) 1904 // - #131218 - Program/shader state performance warning: Vertex shader in program 7 is being recompiled based on GL state. (severity: medium) 1905 // - #131204 - Texture state usage warning: The texture object (0) bound to texture image unit 0 does not have 1906 // a defined base level and cannot be used for texture mapping. (severity: low) 1907 if ((id == 131169) || (id == 131185) || (id == 131218) || (id == 131204)) return; 1908 1909 const char *msgSource = NULL; 1910 switch (source) 1911 { 1912 case GL_DEBUG_SOURCE_API: msgSource = "API"; break; 1913 case GL_DEBUG_SOURCE_WINDOW_SYSTEM: msgSource = "WINDOW_SYSTEM"; break; 1914 case GL_DEBUG_SOURCE_SHADER_COMPILER: msgSource = "SHADER_COMPILER"; break; 1915 case GL_DEBUG_SOURCE_THIRD_PARTY: msgSource = "THIRD_PARTY"; break; 1916 case GL_DEBUG_SOURCE_APPLICATION: msgSource = "APPLICATION"; break; 1917 case GL_DEBUG_SOURCE_OTHER: msgSource = "OTHER"; break; 1918 default: break; 1919 } 1920 1921 const char *msgType = NULL; 1922 switch (type) 1923 { 1924 case GL_DEBUG_TYPE_ERROR: msgType = "ERROR"; break; 1925 case GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR: msgType = "DEPRECATED_BEHAVIOR"; break; 1926 case GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR: msgType = "UNDEFINED_BEHAVIOR"; break; 1927 case GL_DEBUG_TYPE_PORTABILITY: msgType = "PORTABILITY"; break; 1928 case GL_DEBUG_TYPE_PERFORMANCE: msgType = "PERFORMANCE"; break; 1929 case GL_DEBUG_TYPE_MARKER: msgType = "MARKER"; break; 1930 case GL_DEBUG_TYPE_PUSH_GROUP: msgType = "PUSH_GROUP"; break; 1931 case GL_DEBUG_TYPE_POP_GROUP: msgType = "POP_GROUP"; break; 1932 case GL_DEBUG_TYPE_OTHER: msgType = "OTHER"; break; 1933 default: break; 1934 } 1935 1936 const char *msgSeverity = "DEFAULT"; 1937 switch (severity) 1938 { 1939 case GL_DEBUG_SEVERITY_LOW: msgSeverity = "LOW"; break; 1940 case GL_DEBUG_SEVERITY_MEDIUM: msgSeverity = "MEDIUM"; break; 1941 case GL_DEBUG_SEVERITY_HIGH: msgSeverity = "HIGH"; break; 1942 case GL_DEBUG_SEVERITY_NOTIFICATION: msgSeverity = "NOTIFICATION"; break; 1943 default: break; 1944 } 1945 1946 TRACELOG(LOG_WARNING, "GL: OpenGL debug message: %s", message); 1947 TRACELOG(LOG_WARNING, " > Type: %s", msgType); 1948 TRACELOG(LOG_WARNING, " > Source = %s", msgSource); 1949 TRACELOG(LOG_WARNING, " > Severity = %s", msgSeverity); 1950 } 1951 #endif 1952 1953 //---------------------------------------------------------------------------------- 1954 // Module Functions Definition - rlgl functionality 1955 //---------------------------------------------------------------------------------- 1956 1957 // Initialize rlgl: OpenGL extensions, default buffers/shaders/textures, OpenGL states 1958 void rlglInit(int width, int height) 1959 { 1960 // Enable OpenGL debug context if required 1961 #if defined(RLGL_ENABLE_OPENGL_DEBUG_CONTEXT) && defined(GRAPHICS_API_OPENGL_43) 1962 if ((glDebugMessageCallback != NULL) && (glDebugMessageControl != NULL)) 1963 { 1964 glDebugMessageCallback(rlDebugMessageCallback, 0); 1965 // glDebugMessageControl(GL_DEBUG_SOURCE_API, GL_DEBUG_TYPE_ERROR, GL_DEBUG_SEVERITY_HIGH, 0, 0, GL_TRUE); // TODO: Filter message 1966 1967 // Debug context options: 1968 // - GL_DEBUG_OUTPUT - Faster version but not useful for breakpoints 1969 // - 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 1970 glEnable(GL_DEBUG_OUTPUT); 1971 glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS); 1972 } 1973 #endif 1974 1975 #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) 1976 // Init default white texture 1977 unsigned char pixels[4] = { 255, 255, 255, 255 }; // 1 pixel RGBA (4 bytes) 1978 RLGL.State.defaultTextureId = rlLoadTexture(pixels, 1, 1, RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8A8, 1); 1979 1980 if (RLGL.State.defaultTextureId != 0) TRACELOG(RL_LOG_INFO, "TEXTURE: [ID %i] Default texture loaded successfully", RLGL.State.defaultTextureId); 1981 else TRACELOG(RL_LOG_WARNING, "TEXTURE: Failed to load default texture"); 1982 1983 // Init default Shader (customized for GL 3.3 and ES2) 1984 // Loaded: RLGL.State.defaultShaderId + RLGL.State.defaultShaderLocs 1985 rlLoadShaderDefault(); 1986 RLGL.State.currentShaderId = RLGL.State.defaultShaderId; 1987 RLGL.State.currentShaderLocs = RLGL.State.defaultShaderLocs; 1988 1989 // Init default vertex arrays buffers 1990 RLGL.defaultBatch = rlLoadRenderBatch(RL_DEFAULT_BATCH_BUFFERS, RL_DEFAULT_BATCH_BUFFER_ELEMENTS); 1991 RLGL.currentBatch = &RLGL.defaultBatch; 1992 1993 // Init stack matrices (emulating OpenGL 1.1) 1994 for (int i = 0; i < RL_MAX_MATRIX_STACK_SIZE; i++) RLGL.State.stack[i] = rlMatrixIdentity(); 1995 1996 // Init internal matrices 1997 RLGL.State.transform = rlMatrixIdentity(); 1998 RLGL.State.projection = rlMatrixIdentity(); 1999 RLGL.State.modelview = rlMatrixIdentity(); 2000 RLGL.State.currentMatrix = &RLGL.State.modelview; 2001 #endif // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2 2002 2003 // Initialize OpenGL default states 2004 //---------------------------------------------------------- 2005 // Init state: Depth test 2006 glDepthFunc(GL_LEQUAL); // Type of depth testing to apply 2007 glDisable(GL_DEPTH_TEST); // Disable depth testing for 2D (only used for 3D) 2008 2009 // Init state: Blending mode 2010 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // Color blending function (how colors are mixed) 2011 glEnable(GL_BLEND); // Enable color blending (required to work with transparencies) 2012 2013 // Init state: Culling 2014 // NOTE: All shapes/models triangles are drawn CCW 2015 glCullFace(GL_BACK); // Cull the back face (default) 2016 glFrontFace(GL_CCW); // Front face are defined counter clockwise (default) 2017 glEnable(GL_CULL_FACE); // Enable backface culling 2018 2019 // Init state: Cubemap seamless 2020 #if defined(GRAPHICS_API_OPENGL_33) 2021 glEnable(GL_TEXTURE_CUBE_MAP_SEAMLESS); // Seamless cubemaps (not supported on OpenGL ES 2.0) 2022 #endif 2023 2024 #if defined(GRAPHICS_API_OPENGL_11) 2025 // Init state: Color hints (deprecated in OpenGL 3.0+) 2026 glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Improve quality of color and texture coordinate interpolation 2027 glShadeModel(GL_SMOOTH); // Smooth shading between vertex (vertex colors interpolation) 2028 #endif 2029 2030 #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) 2031 // Store screen size into global variables 2032 RLGL.State.framebufferWidth = width; 2033 RLGL.State.framebufferHeight = height; 2034 2035 TRACELOG(RL_LOG_INFO, "RLGL: Default OpenGL state initialized successfully"); 2036 //---------------------------------------------------------- 2037 #endif 2038 2039 // Init state: Color/Depth buffers clear 2040 glClearColor(0.0f, 0.0f, 0.0f, 1.0f); // Set clear color (black) 2041 glClearDepth(1.0f); // Set clear depth value (default) 2042 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear color and depth buffers (depth buffer required for 3D) 2043 } 2044 2045 // Vertex Buffer Object deinitialization (memory free) 2046 void rlglClose(void) 2047 { 2048 #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) 2049 rlUnloadRenderBatch(RLGL.defaultBatch); 2050 2051 rlUnloadShaderDefault(); // Unload default shader 2052 2053 glDeleteTextures(1, &RLGL.State.defaultTextureId); // Unload default texture 2054 TRACELOG(RL_LOG_INFO, "TEXTURE: [ID %i] Default texture unloaded successfully", RLGL.State.defaultTextureId); 2055 #endif 2056 } 2057 2058 // Load OpenGL extensions 2059 // NOTE: External loader function must be provided 2060 void rlLoadExtensions(void *loader) 2061 { 2062 #if defined(GRAPHICS_API_OPENGL_33) // Also defined for GRAPHICS_API_OPENGL_21 2063 // NOTE: glad is generated and contains only required OpenGL 3.3 Core extensions (and lower versions) 2064 if (gladLoadGL((GLADloadfunc)loader) == 0) TRACELOG(RL_LOG_WARNING, "GLAD: Cannot load OpenGL extensions"); 2065 else TRACELOG(RL_LOG_INFO, "GLAD: OpenGL extensions loaded successfully"); 2066 2067 // Get number of supported extensions 2068 GLint numExt = 0; 2069 glGetIntegerv(GL_NUM_EXTENSIONS, &numExt); 2070 TRACELOG(RL_LOG_INFO, "GL: Supported extensions count: %i", numExt); 2071 2072 #if defined(RLGL_SHOW_GL_DETAILS_INFO) 2073 // Get supported extensions list 2074 // WARNING: glGetStringi() not available on OpenGL 2.1 2075 TRACELOG(RL_LOG_INFO, "GL: OpenGL extensions:"); 2076 for (int i = 0; i < numExt; i++) TRACELOG(RL_LOG_INFO, " %s", glGetStringi(GL_EXTENSIONS, i)); 2077 #endif 2078 2079 #if defined(GRAPHICS_API_OPENGL_21) 2080 // Register supported extensions flags 2081 // Optional OpenGL 2.1 extensions 2082 RLGL.ExtSupported.vao = GLAD_GL_ARB_vertex_array_object; 2083 RLGL.ExtSupported.instancing = (GLAD_GL_EXT_draw_instanced && GLAD_GL_ARB_instanced_arrays); 2084 RLGL.ExtSupported.texNPOT = GLAD_GL_ARB_texture_non_power_of_two; 2085 RLGL.ExtSupported.texFloat32 = GLAD_GL_ARB_texture_float; 2086 RLGL.ExtSupported.texDepth = GLAD_GL_ARB_depth_texture; 2087 RLGL.ExtSupported.maxDepthBits = 32; 2088 RLGL.ExtSupported.texAnisoFilter = GLAD_GL_EXT_texture_filter_anisotropic; 2089 RLGL.ExtSupported.texMirrorClamp = GLAD_GL_EXT_texture_mirror_clamp; 2090 #else 2091 // Register supported extensions flags 2092 // OpenGL 3.3 extensions supported by default (core) 2093 RLGL.ExtSupported.vao = true; 2094 RLGL.ExtSupported.instancing = true; 2095 RLGL.ExtSupported.texNPOT = true; 2096 RLGL.ExtSupported.texFloat32 = true; 2097 RLGL.ExtSupported.texDepth = true; 2098 RLGL.ExtSupported.maxDepthBits = 32; 2099 RLGL.ExtSupported.texAnisoFilter = true; 2100 RLGL.ExtSupported.texMirrorClamp = true; 2101 #endif 2102 2103 // Optional OpenGL 3.3 extensions 2104 RLGL.ExtSupported.texCompASTC = GLAD_GL_KHR_texture_compression_astc_hdr && GLAD_GL_KHR_texture_compression_astc_ldr; 2105 RLGL.ExtSupported.texCompDXT = GLAD_GL_EXT_texture_compression_s3tc; // Texture compression: DXT 2106 RLGL.ExtSupported.texCompETC2 = GLAD_GL_ARB_ES3_compatibility; // Texture compression: ETC2/EAC 2107 #if defined(GRAPHICS_API_OPENGL_43) 2108 RLGL.ExtSupported.computeShader = GLAD_GL_ARB_compute_shader; 2109 RLGL.ExtSupported.ssbo = GLAD_GL_ARB_shader_storage_buffer_object; 2110 #endif 2111 2112 #endif // GRAPHICS_API_OPENGL_33 2113 2114 #if defined(GRAPHICS_API_OPENGL_ES2) 2115 // Get supported extensions list 2116 GLint numExt = 0; 2117 const char **extList = RL_MALLOC(512*sizeof(const char *)); // Allocate 512 strings pointers (2 KB) 2118 const char *extensions = (const char *)glGetString(GL_EXTENSIONS); // One big const string 2119 2120 // NOTE: We have to duplicate string because glGetString() returns a const string 2121 int size = strlen(extensions) + 1; // Get extensions string size in bytes 2122 char *extensionsDup = (char *)RL_CALLOC(size, sizeof(char)); 2123 strcpy(extensionsDup, extensions); 2124 extList[numExt] = extensionsDup; 2125 2126 for (int i = 0; i < size; i++) 2127 { 2128 if (extensionsDup[i] == ' ') 2129 { 2130 extensionsDup[i] = '\0'; 2131 numExt++; 2132 extList[numExt] = &extensionsDup[i + 1]; 2133 } 2134 } 2135 2136 TRACELOG(RL_LOG_INFO, "GL: Supported extensions count: %i", numExt); 2137 2138 #if defined(RLGL_SHOW_GL_DETAILS_INFO) 2139 TRACELOG(RL_LOG_INFO, "GL: OpenGL extensions:"); 2140 for (int i = 0; i < numExt; i++) TRACELOG(RL_LOG_INFO, " %s", extList[i]); 2141 #endif 2142 2143 // Check required extensions 2144 for (int i = 0; i < numExt; i++) 2145 { 2146 // Check VAO support 2147 // NOTE: Only check on OpenGL ES, OpenGL 3.3 has VAO support as core feature 2148 if (strcmp(extList[i], (const char *)"GL_OES_vertex_array_object") == 0) 2149 { 2150 // The extension is supported by our hardware and driver, try to get related functions pointers 2151 // NOTE: emscripten does not support VAOs natively, it uses emulation and it reduces overall performance... 2152 glGenVertexArrays = (PFNGLGENVERTEXARRAYSOESPROC)((rlglLoadProc)loader)("glGenVertexArraysOES"); 2153 glBindVertexArray = (PFNGLBINDVERTEXARRAYOESPROC)((rlglLoadProc)loader)("glBindVertexArrayOES"); 2154 glDeleteVertexArrays = (PFNGLDELETEVERTEXARRAYSOESPROC)((rlglLoadProc)loader)("glDeleteVertexArraysOES"); 2155 //glIsVertexArray = (PFNGLISVERTEXARRAYOESPROC)loader("glIsVertexArrayOES"); // NOTE: Fails in WebGL, omitted 2156 2157 if ((glGenVertexArrays != NULL) && (glBindVertexArray != NULL) && (glDeleteVertexArrays != NULL)) RLGL.ExtSupported.vao = true; 2158 } 2159 2160 // Check instanced rendering support 2161 if (strcmp(extList[i], (const char *)"GL_ANGLE_instanced_arrays") == 0) // Web ANGLE 2162 { 2163 glDrawArraysInstanced = (PFNGLDRAWARRAYSINSTANCEDEXTPROC)((rlglLoadProc)loader)("glDrawArraysInstancedANGLE"); 2164 glDrawElementsInstanced = (PFNGLDRAWELEMENTSINSTANCEDEXTPROC)((rlglLoadProc)loader)("glDrawElementsInstancedANGLE"); 2165 glVertexAttribDivisor = (PFNGLVERTEXATTRIBDIVISOREXTPROC)((rlglLoadProc)loader)("glVertexAttribDivisorANGLE"); 2166 2167 if ((glDrawArraysInstanced != NULL) && (glDrawElementsInstanced != NULL) && (glVertexAttribDivisor != NULL)) RLGL.ExtSupported.instancing = true; 2168 } 2169 else 2170 { 2171 if ((strcmp(extList[i], (const char *)"GL_EXT_draw_instanced") == 0) && // Standard EXT 2172 (strcmp(extList[i], (const char *)"GL_EXT_instanced_arrays") == 0)) 2173 { 2174 glDrawArraysInstanced = (PFNGLDRAWARRAYSINSTANCEDEXTPROC)((rlglLoadProc)loader)("glDrawArraysInstancedEXT"); 2175 glDrawElementsInstanced = (PFNGLDRAWELEMENTSINSTANCEDEXTPROC)((rlglLoadProc)loader)("glDrawElementsInstancedEXT"); 2176 glVertexAttribDivisor = (PFNGLVERTEXATTRIBDIVISOREXTPROC)((rlglLoadProc)loader)("glVertexAttribDivisorEXT"); 2177 2178 if ((glDrawArraysInstanced != NULL) && (glDrawElementsInstanced != NULL) && (glVertexAttribDivisor != NULL)) RLGL.ExtSupported.instancing = true; 2179 } 2180 } 2181 2182 // Check NPOT textures support 2183 // NOTE: Only check on OpenGL ES, OpenGL 3.3 has NPOT textures full support as core feature 2184 if (strcmp(extList[i], (const char *)"GL_OES_texture_npot") == 0) RLGL.ExtSupported.texNPOT = true; 2185 2186 // Check texture float support 2187 if (strcmp(extList[i], (const char *)"GL_OES_texture_float") == 0) RLGL.ExtSupported.texFloat32 = true; 2188 2189 // Check depth texture support 2190 if ((strcmp(extList[i], (const char *)"GL_OES_depth_texture") == 0) || 2191 (strcmp(extList[i], (const char *)"GL_WEBGL_depth_texture") == 0)) RLGL.ExtSupported.texDepth = true; 2192 2193 if (strcmp(extList[i], (const char *)"GL_OES_depth24") == 0) RLGL.ExtSupported.maxDepthBits = 24; 2194 if (strcmp(extList[i], (const char *)"GL_OES_depth32") == 0) RLGL.ExtSupported.maxDepthBits = 32; 2195 2196 // Check texture compression support: DXT 2197 if ((strcmp(extList[i], (const char *)"GL_EXT_texture_compression_s3tc") == 0) || 2198 (strcmp(extList[i], (const char *)"GL_WEBGL_compressed_texture_s3tc") == 0) || 2199 (strcmp(extList[i], (const char *)"GL_WEBKIT_WEBGL_compressed_texture_s3tc") == 0)) RLGL.ExtSupported.texCompDXT = true; 2200 2201 // Check texture compression support: ETC1 2202 if ((strcmp(extList[i], (const char *)"GL_OES_compressed_ETC1_RGB8_texture") == 0) || 2203 (strcmp(extList[i], (const char *)"GL_WEBGL_compressed_texture_etc1") == 0)) RLGL.ExtSupported.texCompETC1 = true; 2204 2205 // Check texture compression support: ETC2/EAC 2206 if (strcmp(extList[i], (const char *)"GL_ARB_ES3_compatibility") == 0) RLGL.ExtSupported.texCompETC2 = true; 2207 2208 // Check texture compression support: PVR 2209 if (strcmp(extList[i], (const char *)"GL_IMG_texture_compression_pvrtc") == 0) RLGL.ExtSupported.texCompPVRT = true; 2210 2211 // Check texture compression support: ASTC 2212 if (strcmp(extList[i], (const char *)"GL_KHR_texture_compression_astc_hdr") == 0) RLGL.ExtSupported.texCompASTC = true; 2213 2214 // Check anisotropic texture filter support 2215 if (strcmp(extList[i], (const char *)"GL_EXT_texture_filter_anisotropic") == 0) RLGL.ExtSupported.texAnisoFilter = true; 2216 2217 // Check clamp mirror wrap mode support 2218 if (strcmp(extList[i], (const char *)"GL_EXT_texture_mirror_clamp") == 0) RLGL.ExtSupported.texMirrorClamp = true; 2219 } 2220 2221 // Free extensions pointers 2222 RL_FREE(extList); 2223 RL_FREE(extensionsDup); // Duplicated string must be deallocated 2224 #endif // GRAPHICS_API_OPENGL_ES2 2225 2226 // Check OpenGL information and capabilities 2227 //------------------------------------------------------------------------------ 2228 // Show current OpenGL and GLSL version 2229 TRACELOG(RL_LOG_INFO, "GL: OpenGL device information:"); 2230 TRACELOG(RL_LOG_INFO, " > Vendor: %s", glGetString(GL_VENDOR)); 2231 TRACELOG(RL_LOG_INFO, " > Renderer: %s", glGetString(GL_RENDERER)); 2232 TRACELOG(RL_LOG_INFO, " > Version: %s", glGetString(GL_VERSION)); 2233 TRACELOG(RL_LOG_INFO, " > GLSL: %s", glGetString(GL_SHADING_LANGUAGE_VERSION)); 2234 2235 #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) 2236 // NOTE: Anisotropy levels capability is an extension 2237 #ifndef GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT 2238 #define GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT 0x84FF 2239 #endif 2240 glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &RLGL.ExtSupported.maxAnisotropyLevel); 2241 2242 #if defined(RLGL_SHOW_GL_DETAILS_INFO) 2243 // Show some OpenGL GPU capabilities 2244 TRACELOG(RL_LOG_INFO, "GL: OpenGL capabilities:"); 2245 GLint capability = 0; 2246 glGetIntegerv(GL_MAX_TEXTURE_SIZE, &capability); 2247 TRACELOG(RL_LOG_INFO, " GL_MAX_TEXTURE_SIZE: %i", capability); 2248 glGetIntegerv(GL_MAX_CUBE_MAP_TEXTURE_SIZE, &capability); 2249 TRACELOG(RL_LOG_INFO, " GL_MAX_CUBE_MAP_TEXTURE_SIZE: %i", capability); 2250 glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &capability); 2251 TRACELOG(RL_LOG_INFO, " GL_MAX_TEXTURE_IMAGE_UNITS: %i", capability); 2252 glGetIntegerv(GL_MAX_VERTEX_ATTRIBS, &capability); 2253 TRACELOG(RL_LOG_INFO, " GL_MAX_VERTEX_ATTRIBS: %i", capability); 2254 #if !defined(GRAPHICS_API_OPENGL_ES2) 2255 glGetIntegerv(GL_MAX_UNIFORM_BLOCK_SIZE, &capability); 2256 TRACELOG(RL_LOG_INFO, " GL_MAX_UNIFORM_BLOCK_SIZE: %i", capability); 2257 glGetIntegerv(GL_MAX_DRAW_BUFFERS, &capability); 2258 TRACELOG(RL_LOG_INFO, " GL_MAX_DRAW_BUFFERS: %i", capability); 2259 if (RLGL.ExtSupported.texAnisoFilter) TRACELOG(RL_LOG_INFO, " GL_MAX_TEXTURE_MAX_ANISOTROPY: %.0f", RLGL.ExtSupported.maxAnisotropyLevel); 2260 #endif 2261 glGetIntegerv(GL_NUM_COMPRESSED_TEXTURE_FORMATS, &capability); 2262 TRACELOG(RL_LOG_INFO, " GL_NUM_COMPRESSED_TEXTURE_FORMATS: %i", capability); 2263 GLint *compFormats = (GLint *)RL_CALLOC(capability, sizeof(GLint)); 2264 glGetIntegerv(GL_COMPRESSED_TEXTURE_FORMATS, compFormats); 2265 for (int i = 0; i < capability; i++) TRACELOG(RL_LOG_INFO, " %s", rlGetCompressedFormatName(compFormats[i])); 2266 RL_FREE(compFormats); 2267 2268 #if defined(GRAPHICS_API_OPENGL_43) 2269 glGetIntegerv(GL_MAX_VERTEX_ATTRIB_BINDINGS, &capability); 2270 TRACELOG(RL_LOG_INFO, " GL_MAX_VERTEX_ATTRIB_BINDINGS: %i", capability); 2271 glGetIntegerv(GL_MAX_UNIFORM_LOCATIONS, &capability); 2272 TRACELOG(RL_LOG_INFO, " GL_MAX_UNIFORM_LOCATIONS: %i", capability); 2273 #endif // GRAPHICS_API_OPENGL_43 2274 #else // RLGL_SHOW_GL_DETAILS_INFO 2275 2276 // Show some basic info about GL supported features 2277 if (RLGL.ExtSupported.vao) TRACELOG(RL_LOG_INFO, "GL: VAO extension detected, VAO functions loaded successfully"); 2278 else TRACELOG(RL_LOG_WARNING, "GL: VAO extension not found, VAO not supported"); 2279 if (RLGL.ExtSupported.texNPOT) TRACELOG(RL_LOG_INFO, "GL: NPOT textures extension detected, full NPOT textures supported"); 2280 else TRACELOG(RL_LOG_WARNING, "GL: NPOT textures extension not found, limited NPOT support (no-mipmaps, no-repeat)"); 2281 if (RLGL.ExtSupported.texCompDXT) TRACELOG(RL_LOG_INFO, "GL: DXT compressed textures supported"); 2282 if (RLGL.ExtSupported.texCompETC1) TRACELOG(RL_LOG_INFO, "GL: ETC1 compressed textures supported"); 2283 if (RLGL.ExtSupported.texCompETC2) TRACELOG(RL_LOG_INFO, "GL: ETC2/EAC compressed textures supported"); 2284 if (RLGL.ExtSupported.texCompPVRT) TRACELOG(RL_LOG_INFO, "GL: PVRT compressed textures supported"); 2285 if (RLGL.ExtSupported.texCompASTC) TRACELOG(RL_LOG_INFO, "GL: ASTC compressed textures supported"); 2286 if (RLGL.ExtSupported.computeShader) TRACELOG(RL_LOG_INFO, "GL: Compute shaders supported"); 2287 if (RLGL.ExtSupported.ssbo) TRACELOG(RL_LOG_INFO, "GL: Shader storage buffer objects supported"); 2288 #endif // RLGL_SHOW_GL_DETAILS_INFO 2289 2290 #endif // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2 2291 } 2292 2293 // Get current OpenGL version 2294 int rlGetVersion(void) 2295 { 2296 int glVersion = 0; 2297 #if defined(GRAPHICS_API_OPENGL_11) 2298 glVersion = RL_OPENGL_11; 2299 #endif 2300 #if defined(GRAPHICS_API_OPENGL_21) 2301 glVersion = RL_OPENGL_21; 2302 #elif defined(GRAPHICS_API_OPENGL_33) 2303 glVersion = RL_OPENGL_33; 2304 #endif 2305 #if defined(GRAPHICS_API_OPENGL_43) 2306 glVersion = RL_OPENGL_43; 2307 #endif 2308 #if defined(GRAPHICS_API_OPENGL_ES2) 2309 glVersion = RL_OPENGL_ES_20; 2310 #endif 2311 return glVersion; 2312 } 2313 2314 // Set current framebuffer width 2315 void rlSetFramebufferWidth(int width) 2316 { 2317 #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) 2318 RLGL.State.framebufferWidth = width; 2319 #endif 2320 } 2321 2322 // Set current framebuffer height 2323 void rlSetFramebufferHeight(int height) 2324 { 2325 #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) 2326 RLGL.State.framebufferHeight = height; 2327 #endif 2328 } 2329 2330 // Get default framebuffer width 2331 int rlGetFramebufferWidth(void) 2332 { 2333 int width = 0; 2334 #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) 2335 width = RLGL.State.framebufferWidth; 2336 #endif 2337 return width; 2338 } 2339 2340 // Get default framebuffer height 2341 int rlGetFramebufferHeight(void) 2342 { 2343 int height = 0; 2344 #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) 2345 height = RLGL.State.framebufferHeight; 2346 #endif 2347 return height; 2348 } 2349 2350 // Get default internal texture (white texture) 2351 // NOTE: Default texture is a 1x1 pixel UNCOMPRESSED_R8G8B8A8 2352 unsigned int rlGetTextureIdDefault(void) 2353 { 2354 unsigned int id = 0; 2355 #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) 2356 id = RLGL.State.defaultTextureId; 2357 #endif 2358 return id; 2359 } 2360 2361 // Get default shader id 2362 unsigned int rlGetShaderIdDefault(void) 2363 { 2364 unsigned int id = 0; 2365 #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) 2366 id = RLGL.State.defaultShaderId; 2367 #endif 2368 return id; 2369 } 2370 2371 // Get default shader locs 2372 int *rlGetShaderLocsDefault(void) 2373 { 2374 int *locs = NULL; 2375 #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) 2376 locs = RLGL.State.defaultShaderLocs; 2377 #endif 2378 return locs; 2379 } 2380 2381 // Render batch management 2382 //------------------------------------------------------------------------------------------------ 2383 // Load render batch 2384 rlRenderBatch rlLoadRenderBatch(int numBuffers, int bufferElements) 2385 { 2386 rlRenderBatch batch = { 0 }; 2387 2388 #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) 2389 // Initialize CPU (RAM) vertex buffers (position, texcoord, color data and indexes) 2390 //-------------------------------------------------------------------------------------------- 2391 batch.vertexBuffer = (rlVertexBuffer *)RL_MALLOC(numBuffers*sizeof(rlVertexBuffer)); 2392 2393 for (int i = 0; i < numBuffers; i++) 2394 { 2395 batch.vertexBuffer[i].elementCount = bufferElements; 2396 2397 batch.vertexBuffer[i].vertices = (float *)RL_MALLOC(bufferElements*3*4*sizeof(float)); // 3 float by vertex, 4 vertex by quad 2398 batch.vertexBuffer[i].texcoords = (float *)RL_MALLOC(bufferElements*2*4*sizeof(float)); // 2 float by texcoord, 4 texcoord by quad 2399 batch.vertexBuffer[i].colors = (unsigned char *)RL_MALLOC(bufferElements*4*4*sizeof(unsigned char)); // 4 float by color, 4 colors by quad 2400 #if defined(GRAPHICS_API_OPENGL_33) 2401 batch.vertexBuffer[i].indices = (unsigned int *)RL_MALLOC(bufferElements*6*sizeof(unsigned int)); // 6 int by quad (indices) 2402 #endif 2403 #if defined(GRAPHICS_API_OPENGL_ES2) 2404 batch.vertexBuffer[i].indices = (unsigned short *)RL_MALLOC(bufferElements*6*sizeof(unsigned short)); // 6 int by quad (indices) 2405 #endif 2406 2407 for (int j = 0; j < (3*4*bufferElements); j++) batch.vertexBuffer[i].vertices[j] = 0.0f; 2408 for (int j = 0; j < (2*4*bufferElements); j++) batch.vertexBuffer[i].texcoords[j] = 0.0f; 2409 for (int j = 0; j < (4*4*bufferElements); j++) batch.vertexBuffer[i].colors[j] = 0; 2410 2411 int k = 0; 2412 2413 // Indices can be initialized right now 2414 for (int j = 0; j < (6*bufferElements); j += 6) 2415 { 2416 batch.vertexBuffer[i].indices[j] = 4*k; 2417 batch.vertexBuffer[i].indices[j + 1] = 4*k + 1; 2418 batch.vertexBuffer[i].indices[j + 2] = 4*k + 2; 2419 batch.vertexBuffer[i].indices[j + 3] = 4*k; 2420 batch.vertexBuffer[i].indices[j + 4] = 4*k + 2; 2421 batch.vertexBuffer[i].indices[j + 5] = 4*k + 3; 2422 2423 k++; 2424 } 2425 2426 RLGL.State.vertexCounter = 0; 2427 } 2428 2429 TRACELOG(RL_LOG_INFO, "RLGL: Render batch vertex buffers loaded successfully in RAM (CPU)"); 2430 //-------------------------------------------------------------------------------------------- 2431 2432 // Upload to GPU (VRAM) vertex data and initialize VAOs/VBOs 2433 //-------------------------------------------------------------------------------------------- 2434 for (int i = 0; i < numBuffers; i++) 2435 { 2436 if (RLGL.ExtSupported.vao) 2437 { 2438 // Initialize Quads VAO 2439 glGenVertexArrays(1, &batch.vertexBuffer[i].vaoId); 2440 glBindVertexArray(batch.vertexBuffer[i].vaoId); 2441 } 2442 2443 // Quads - Vertex buffers binding and attributes enable 2444 // Vertex position buffer (shader-location = 0) 2445 glGenBuffers(1, &batch.vertexBuffer[i].vboId[0]); 2446 glBindBuffer(GL_ARRAY_BUFFER, batch.vertexBuffer[i].vboId[0]); 2447 glBufferData(GL_ARRAY_BUFFER, bufferElements*3*4*sizeof(float), batch.vertexBuffer[i].vertices, GL_DYNAMIC_DRAW); 2448 glEnableVertexAttribArray(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_POSITION]); 2449 glVertexAttribPointer(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_POSITION], 3, GL_FLOAT, 0, 0, 0); 2450 2451 // Vertex texcoord buffer (shader-location = 1) 2452 glGenBuffers(1, &batch.vertexBuffer[i].vboId[1]); 2453 glBindBuffer(GL_ARRAY_BUFFER, batch.vertexBuffer[i].vboId[1]); 2454 glBufferData(GL_ARRAY_BUFFER, bufferElements*2*4*sizeof(float), batch.vertexBuffer[i].texcoords, GL_DYNAMIC_DRAW); 2455 glEnableVertexAttribArray(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_TEXCOORD01]); 2456 glVertexAttribPointer(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_TEXCOORD01], 2, GL_FLOAT, 0, 0, 0); 2457 2458 // Vertex color buffer (shader-location = 3) 2459 glGenBuffers(1, &batch.vertexBuffer[i].vboId[2]); 2460 glBindBuffer(GL_ARRAY_BUFFER, batch.vertexBuffer[i].vboId[2]); 2461 glBufferData(GL_ARRAY_BUFFER, bufferElements*4*4*sizeof(unsigned char), batch.vertexBuffer[i].colors, GL_DYNAMIC_DRAW); 2462 glEnableVertexAttribArray(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_COLOR]); 2463 glVertexAttribPointer(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_COLOR], 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0); 2464 2465 // Fill index buffer 2466 glGenBuffers(1, &batch.vertexBuffer[i].vboId[3]); 2467 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, batch.vertexBuffer[i].vboId[3]); 2468 #if defined(GRAPHICS_API_OPENGL_33) 2469 glBufferData(GL_ELEMENT_ARRAY_BUFFER, bufferElements*6*sizeof(int), batch.vertexBuffer[i].indices, GL_STATIC_DRAW); 2470 #endif 2471 #if defined(GRAPHICS_API_OPENGL_ES2) 2472 glBufferData(GL_ELEMENT_ARRAY_BUFFER, bufferElements*6*sizeof(short), batch.vertexBuffer[i].indices, GL_STATIC_DRAW); 2473 #endif 2474 } 2475 2476 TRACELOG(RL_LOG_INFO, "RLGL: Render batch vertex buffers loaded successfully in VRAM (GPU)"); 2477 2478 // Unbind the current VAO 2479 if (RLGL.ExtSupported.vao) glBindVertexArray(0); 2480 //-------------------------------------------------------------------------------------------- 2481 2482 // Init draw calls tracking system 2483 //-------------------------------------------------------------------------------------------- 2484 batch.draws = (rlDrawCall *)RL_MALLOC(RL_DEFAULT_BATCH_DRAWCALLS*sizeof(rlDrawCall)); 2485 2486 for (int i = 0; i < RL_DEFAULT_BATCH_DRAWCALLS; i++) 2487 { 2488 batch.draws[i].mode = RL_QUADS; 2489 batch.draws[i].vertexCount = 0; 2490 batch.draws[i].vertexAlignment = 0; 2491 //batch.draws[i].vaoId = 0; 2492 //batch.draws[i].shaderId = 0; 2493 batch.draws[i].textureId = RLGL.State.defaultTextureId; 2494 //batch.draws[i].RLGL.State.projection = rlMatrixIdentity(); 2495 //batch.draws[i].RLGL.State.modelview = rlMatrixIdentity(); 2496 } 2497 2498 batch.bufferCount = numBuffers; // Record buffer count 2499 batch.drawCounter = 1; // Reset draws counter 2500 batch.currentDepth = -1.0f; // Reset depth value 2501 //-------------------------------------------------------------------------------------------- 2502 #endif 2503 2504 return batch; 2505 } 2506 2507 // Unload default internal buffers vertex data from CPU and GPU 2508 void rlUnloadRenderBatch(rlRenderBatch batch) 2509 { 2510 #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) 2511 // Unbind everything 2512 glBindBuffer(GL_ARRAY_BUFFER, 0); 2513 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); 2514 2515 // Unload all vertex buffers data 2516 for (int i = 0; i < batch.bufferCount; i++) 2517 { 2518 // Unbind VAO attribs data 2519 if (RLGL.ExtSupported.vao) 2520 { 2521 glBindVertexArray(batch.vertexBuffer[i].vaoId); 2522 glDisableVertexAttribArray(0); 2523 glDisableVertexAttribArray(1); 2524 glDisableVertexAttribArray(2); 2525 glDisableVertexAttribArray(3); 2526 glBindVertexArray(0); 2527 } 2528 2529 // Delete VBOs from GPU (VRAM) 2530 glDeleteBuffers(1, &batch.vertexBuffer[i].vboId[0]); 2531 glDeleteBuffers(1, &batch.vertexBuffer[i].vboId[1]); 2532 glDeleteBuffers(1, &batch.vertexBuffer[i].vboId[2]); 2533 glDeleteBuffers(1, &batch.vertexBuffer[i].vboId[3]); 2534 2535 // Delete VAOs from GPU (VRAM) 2536 if (RLGL.ExtSupported.vao) glDeleteVertexArrays(1, &batch.vertexBuffer[i].vaoId); 2537 2538 // Free vertex arrays memory from CPU (RAM) 2539 RL_FREE(batch.vertexBuffer[i].vertices); 2540 RL_FREE(batch.vertexBuffer[i].texcoords); 2541 RL_FREE(batch.vertexBuffer[i].colors); 2542 RL_FREE(batch.vertexBuffer[i].indices); 2543 } 2544 2545 // Unload arrays 2546 RL_FREE(batch.vertexBuffer); 2547 RL_FREE(batch.draws); 2548 #endif 2549 } 2550 2551 // Draw render batch 2552 // NOTE: We require a pointer to reset batch and increase current buffer (multi-buffer) 2553 void rlDrawRenderBatch(rlRenderBatch *batch) 2554 { 2555 #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) 2556 // Update batch vertex buffers 2557 //------------------------------------------------------------------------------------------------------------ 2558 // NOTE: If there is not vertex data, buffers doesn't need to be updated (vertexCount > 0) 2559 // TODO: If no data changed on the CPU arrays --> No need to re-update GPU arrays (change flag required) 2560 if (RLGL.State.vertexCounter > 0) 2561 { 2562 // Activate elements VAO 2563 if (RLGL.ExtSupported.vao) glBindVertexArray(batch->vertexBuffer[batch->currentBuffer].vaoId); 2564 2565 // Vertex positions buffer 2566 glBindBuffer(GL_ARRAY_BUFFER, batch->vertexBuffer[batch->currentBuffer].vboId[0]); 2567 glBufferSubData(GL_ARRAY_BUFFER, 0, RLGL.State.vertexCounter*3*sizeof(float), batch->vertexBuffer[batch->currentBuffer].vertices); 2568 //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*4*batch->vertexBuffer[batch->currentBuffer].elementCount, batch->vertexBuffer[batch->currentBuffer].vertices, GL_DYNAMIC_DRAW); // Update all buffer 2569 2570 // Texture coordinates buffer 2571 glBindBuffer(GL_ARRAY_BUFFER, batch->vertexBuffer[batch->currentBuffer].vboId[1]); 2572 glBufferSubData(GL_ARRAY_BUFFER, 0, RLGL.State.vertexCounter*2*sizeof(float), batch->vertexBuffer[batch->currentBuffer].texcoords); 2573 //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*4*batch->vertexBuffer[batch->currentBuffer].elementCount, batch->vertexBuffer[batch->currentBuffer].texcoords, GL_DYNAMIC_DRAW); // Update all buffer 2574 2575 // Colors buffer 2576 glBindBuffer(GL_ARRAY_BUFFER, batch->vertexBuffer[batch->currentBuffer].vboId[2]); 2577 glBufferSubData(GL_ARRAY_BUFFER, 0, RLGL.State.vertexCounter*4*sizeof(unsigned char), batch->vertexBuffer[batch->currentBuffer].colors); 2578 //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*4*4*batch->vertexBuffer[batch->currentBuffer].elementCount, batch->vertexBuffer[batch->currentBuffer].colors, GL_DYNAMIC_DRAW); // Update all buffer 2579 2580 // NOTE: glMapBuffer() causes sync issue. 2581 // If GPU is working with this buffer, glMapBuffer() will wait(stall) until GPU to finish its job. 2582 // To avoid waiting (idle), you can call first glBufferData() with NULL pointer before glMapBuffer(). 2583 // If you do that, the previous data in PBO will be discarded and glMapBuffer() returns a new 2584 // allocated pointer immediately even if GPU is still working with the previous data. 2585 2586 // Another option: map the buffer object into client's memory 2587 // Probably this code could be moved somewhere else... 2588 // batch->vertexBuffer[batch->currentBuffer].vertices = (float *)glMapBuffer(GL_ARRAY_BUFFER, GL_READ_WRITE); 2589 // if (batch->vertexBuffer[batch->currentBuffer].vertices) 2590 // { 2591 // Update vertex data 2592 // } 2593 // glUnmapBuffer(GL_ARRAY_BUFFER); 2594 2595 // Unbind the current VAO 2596 if (RLGL.ExtSupported.vao) glBindVertexArray(0); 2597 } 2598 //------------------------------------------------------------------------------------------------------------ 2599 2600 // Draw batch vertex buffers (considering VR stereo if required) 2601 //------------------------------------------------------------------------------------------------------------ 2602 Matrix matProjection = RLGL.State.projection; 2603 Matrix matModelView = RLGL.State.modelview; 2604 2605 int eyeCount = 1; 2606 if (RLGL.State.stereoRender) eyeCount = 2; 2607 2608 for (int eye = 0; eye < eyeCount; eye++) 2609 { 2610 if (eyeCount == 2) 2611 { 2612 // Setup current eye viewport (half screen width) 2613 rlViewport(eye*RLGL.State.framebufferWidth/2, 0, RLGL.State.framebufferWidth/2, RLGL.State.framebufferHeight); 2614 2615 // Set current eye view offset to modelview matrix 2616 rlSetMatrixModelview(rlMatrixMultiply(matModelView, RLGL.State.viewOffsetStereo[eye])); 2617 // Set current eye projection matrix 2618 rlSetMatrixProjection(RLGL.State.projectionStereo[eye]); 2619 } 2620 2621 // Draw buffers 2622 if (RLGL.State.vertexCounter > 0) 2623 { 2624 // Set current shader and upload current MVP matrix 2625 glUseProgram(RLGL.State.currentShaderId); 2626 2627 // Create modelview-projection matrix and upload to shader 2628 Matrix matMVP = rlMatrixMultiply(RLGL.State.modelview, RLGL.State.projection); 2629 float matMVPfloat[16] = { 2630 matMVP.m0, matMVP.m1, matMVP.m2, matMVP.m3, 2631 matMVP.m4, matMVP.m5, matMVP.m6, matMVP.m7, 2632 matMVP.m8, matMVP.m9, matMVP.m10, matMVP.m11, 2633 matMVP.m12, matMVP.m13, matMVP.m14, matMVP.m15 2634 }; 2635 glUniformMatrix4fv(RLGL.State.currentShaderLocs[RL_SHADER_LOC_MATRIX_MVP], 1, false, matMVPfloat); 2636 2637 if (RLGL.ExtSupported.vao) glBindVertexArray(batch->vertexBuffer[batch->currentBuffer].vaoId); 2638 else 2639 { 2640 // Bind vertex attrib: position (shader-location = 0) 2641 glBindBuffer(GL_ARRAY_BUFFER, batch->vertexBuffer[batch->currentBuffer].vboId[0]); 2642 glVertexAttribPointer(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_POSITION], 3, GL_FLOAT, 0, 0, 0); 2643 glEnableVertexAttribArray(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_POSITION]); 2644 2645 // Bind vertex attrib: texcoord (shader-location = 1) 2646 glBindBuffer(GL_ARRAY_BUFFER, batch->vertexBuffer[batch->currentBuffer].vboId[1]); 2647 glVertexAttribPointer(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_TEXCOORD01], 2, GL_FLOAT, 0, 0, 0); 2648 glEnableVertexAttribArray(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_TEXCOORD01]); 2649 2650 // Bind vertex attrib: color (shader-location = 3) 2651 glBindBuffer(GL_ARRAY_BUFFER, batch->vertexBuffer[batch->currentBuffer].vboId[2]); 2652 glVertexAttribPointer(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_COLOR], 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0); 2653 glEnableVertexAttribArray(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_COLOR]); 2654 2655 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, batch->vertexBuffer[batch->currentBuffer].vboId[3]); 2656 } 2657 2658 // Setup some default shader values 2659 glUniform4f(RLGL.State.currentShaderLocs[RL_SHADER_LOC_COLOR_DIFFUSE], 1.0f, 1.0f, 1.0f, 1.0f); 2660 glUniform1i(RLGL.State.currentShaderLocs[RL_SHADER_LOC_MAP_DIFFUSE], 0); // Active default sampler2D: texture0 2661 2662 // Activate additional sampler textures 2663 // Those additional textures will be common for all draw calls of the batch 2664 for (int i = 0; i < RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS; i++) 2665 { 2666 if (RLGL.State.activeTextureId[i] > 0) 2667 { 2668 glActiveTexture(GL_TEXTURE0 + 1 + i); 2669 glBindTexture(GL_TEXTURE_2D, RLGL.State.activeTextureId[i]); 2670 } 2671 } 2672 2673 // Activate default sampler2D texture0 (one texture is always active for default batch shader) 2674 // NOTE: Batch system accumulates calls by texture0 changes, additional textures are enabled for all the draw calls 2675 glActiveTexture(GL_TEXTURE0); 2676 2677 for (int i = 0, vertexOffset = 0; i < batch->drawCounter; i++) 2678 { 2679 // Bind current draw call texture, activated as GL_TEXTURE0 and binded to sampler2D texture0 by default 2680 glBindTexture(GL_TEXTURE_2D, batch->draws[i].textureId); 2681 2682 if ((batch->draws[i].mode == RL_LINES) || (batch->draws[i].mode == RL_TRIANGLES)) glDrawArrays(batch->draws[i].mode, vertexOffset, batch->draws[i].vertexCount); 2683 else 2684 { 2685 #if defined(GRAPHICS_API_OPENGL_33) 2686 // We need to define the number of indices to be processed: elementCount*6 2687 // NOTE: The final parameter tells the GPU the offset in bytes from the 2688 // start of the index buffer to the location of the first index to process 2689 glDrawElements(GL_TRIANGLES, batch->draws[i].vertexCount/4*6, GL_UNSIGNED_INT, (GLvoid *)(vertexOffset/4*6*sizeof(GLuint))); 2690 #endif 2691 #if defined(GRAPHICS_API_OPENGL_ES2) 2692 glDrawElements(GL_TRIANGLES, batch->draws[i].vertexCount/4*6, GL_UNSIGNED_SHORT, (GLvoid *)(vertexOffset/4*6*sizeof(GLushort))); 2693 #endif 2694 } 2695 2696 vertexOffset += (batch->draws[i].vertexCount + batch->draws[i].vertexAlignment); 2697 } 2698 2699 if (!RLGL.ExtSupported.vao) 2700 { 2701 glBindBuffer(GL_ARRAY_BUFFER, 0); 2702 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); 2703 } 2704 2705 glBindTexture(GL_TEXTURE_2D, 0); // Unbind textures 2706 } 2707 2708 if (RLGL.ExtSupported.vao) glBindVertexArray(0); // Unbind VAO 2709 2710 glUseProgram(0); // Unbind shader program 2711 } 2712 2713 // Restore viewport to default measures 2714 if (eyeCount == 2) rlViewport(0, 0, RLGL.State.framebufferWidth, RLGL.State.framebufferHeight); 2715 //------------------------------------------------------------------------------------------------------------ 2716 2717 // Reset batch buffers 2718 //------------------------------------------------------------------------------------------------------------ 2719 // Reset vertex counter for next frame 2720 RLGL.State.vertexCounter = 0; 2721 2722 // Reset depth for next draw 2723 batch->currentDepth = -1.0f; 2724 2725 // Restore projection/modelview matrices 2726 RLGL.State.projection = matProjection; 2727 RLGL.State.modelview = matModelView; 2728 2729 // Reset RLGL.currentBatch->draws array 2730 for (int i = 0; i < RL_DEFAULT_BATCH_DRAWCALLS; i++) 2731 { 2732 batch->draws[i].mode = RL_QUADS; 2733 batch->draws[i].vertexCount = 0; 2734 batch->draws[i].textureId = RLGL.State.defaultTextureId; 2735 } 2736 2737 // Reset active texture units for next batch 2738 for (int i = 0; i < RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS; i++) RLGL.State.activeTextureId[i] = 0; 2739 2740 // Reset draws counter to one draw for the batch 2741 batch->drawCounter = 1; 2742 //------------------------------------------------------------------------------------------------------------ 2743 2744 // Change to next buffer in the list (in case of multi-buffering) 2745 batch->currentBuffer++; 2746 if (batch->currentBuffer >= batch->bufferCount) batch->currentBuffer = 0; 2747 #endif 2748 } 2749 2750 // Set the active render batch for rlgl 2751 void rlSetRenderBatchActive(rlRenderBatch *batch) 2752 { 2753 #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) 2754 rlDrawRenderBatch(RLGL.currentBatch); 2755 2756 if (batch != NULL) RLGL.currentBatch = batch; 2757 else RLGL.currentBatch = &RLGL.defaultBatch; 2758 #endif 2759 } 2760 2761 // Update and draw internal render batch 2762 void rlDrawRenderBatchActive(void) 2763 { 2764 #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) 2765 rlDrawRenderBatch(RLGL.currentBatch); // NOTE: Stereo rendering is checked inside 2766 #endif 2767 } 2768 2769 // Check internal buffer overflow for a given number of vertex 2770 // and force a rlRenderBatch draw call if required 2771 bool rlCheckRenderBatchLimit(int vCount) 2772 { 2773 bool overflow = false; 2774 2775 #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) 2776 if ((RLGL.State.vertexCounter + vCount) >= 2777 (RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].elementCount*4)) 2778 { 2779 overflow = true; 2780 2781 // Store current primitive drawing mode and texture id 2782 int currentMode = RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].mode; 2783 int currentTexture = RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].textureId; 2784 2785 rlDrawRenderBatch(RLGL.currentBatch); // NOTE: Stereo rendering is checked inside 2786 2787 // Restore state of last batch so we can continue adding vertices 2788 RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].mode = currentMode; 2789 RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].textureId = currentTexture; 2790 } 2791 #endif 2792 2793 return overflow; 2794 } 2795 2796 // Textures data management 2797 //----------------------------------------------------------------------------------------- 2798 // Convert image data to OpenGL texture (returns OpenGL valid Id) 2799 unsigned int rlLoadTexture(const void *data, int width, int height, int format, int mipmapCount) 2800 { 2801 unsigned int id = 0; 2802 2803 glBindTexture(GL_TEXTURE_2D, 0); // Free any old binding 2804 2805 // Check texture format support by OpenGL 1.1 (compressed textures not supported) 2806 #if defined(GRAPHICS_API_OPENGL_11) 2807 if (format >= RL_PIXELFORMAT_COMPRESSED_DXT1_RGB) 2808 { 2809 TRACELOG(RL_LOG_WARNING, "GL: OpenGL 1.1 does not support GPU compressed texture formats"); 2810 return id; 2811 } 2812 #else 2813 if ((!RLGL.ExtSupported.texCompDXT) && ((format == RL_PIXELFORMAT_COMPRESSED_DXT1_RGB) || (format == RL_PIXELFORMAT_COMPRESSED_DXT1_RGBA) || 2814 (format == RL_PIXELFORMAT_COMPRESSED_DXT3_RGBA) || (format == RL_PIXELFORMAT_COMPRESSED_DXT5_RGBA))) 2815 { 2816 TRACELOG(RL_LOG_WARNING, "GL: DXT compressed texture format not supported"); 2817 return id; 2818 } 2819 #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) 2820 if ((!RLGL.ExtSupported.texCompETC1) && (format == RL_PIXELFORMAT_COMPRESSED_ETC1_RGB)) 2821 { 2822 TRACELOG(RL_LOG_WARNING, "GL: ETC1 compressed texture format not supported"); 2823 return id; 2824 } 2825 2826 if ((!RLGL.ExtSupported.texCompETC2) && ((format == RL_PIXELFORMAT_COMPRESSED_ETC2_RGB) || (format == RL_PIXELFORMAT_COMPRESSED_ETC2_EAC_RGBA))) 2827 { 2828 TRACELOG(RL_LOG_WARNING, "GL: ETC2 compressed texture format not supported"); 2829 return id; 2830 } 2831 2832 if ((!RLGL.ExtSupported.texCompPVRT) && ((format == RL_PIXELFORMAT_COMPRESSED_PVRT_RGB) || (format == RL_PIXELFORMAT_COMPRESSED_PVRT_RGBA))) 2833 { 2834 TRACELOG(RL_LOG_WARNING, "GL: PVRT compressed texture format not supported"); 2835 return id; 2836 } 2837 2838 if ((!RLGL.ExtSupported.texCompASTC) && ((format == RL_PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA) || (format == RL_PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA))) 2839 { 2840 TRACELOG(RL_LOG_WARNING, "GL: ASTC compressed texture format not supported"); 2841 return id; 2842 } 2843 #endif 2844 #endif // GRAPHICS_API_OPENGL_11 2845 2846 glPixelStorei(GL_UNPACK_ALIGNMENT, 1); 2847 2848 glGenTextures(1, &id); // Generate texture id 2849 2850 glBindTexture(GL_TEXTURE_2D, id); 2851 2852 int mipWidth = width; 2853 int mipHeight = height; 2854 int mipOffset = 0; // Mipmap data offset 2855 2856 // Load the different mipmap levels 2857 for (int i = 0; i < mipmapCount; i++) 2858 { 2859 unsigned int mipSize = rlGetPixelDataSize(mipWidth, mipHeight, format); 2860 2861 unsigned int glInternalFormat, glFormat, glType; 2862 rlGetGlTextureFormats(format, &glInternalFormat, &glFormat, &glType); 2863 2864 TRACELOGD("TEXTURE: Load mipmap level %i (%i x %i), size: %i, offset: %i", i, mipWidth, mipHeight, mipSize, mipOffset); 2865 2866 if (glInternalFormat != -1) 2867 { 2868 if (format < RL_PIXELFORMAT_COMPRESSED_DXT1_RGB) glTexImage2D(GL_TEXTURE_2D, i, glInternalFormat, mipWidth, mipHeight, 0, glFormat, glType, (unsigned char *)data + mipOffset); 2869 #if !defined(GRAPHICS_API_OPENGL_11) 2870 else glCompressedTexImage2D(GL_TEXTURE_2D, i, glInternalFormat, mipWidth, mipHeight, 0, mipSize, (unsigned char *)data + mipOffset); 2871 #endif 2872 2873 #if defined(GRAPHICS_API_OPENGL_33) 2874 if (format == RL_PIXELFORMAT_UNCOMPRESSED_GRAYSCALE) 2875 { 2876 GLint swizzleMask[] = { GL_RED, GL_RED, GL_RED, GL_ONE }; 2877 glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask); 2878 } 2879 else if (format == RL_PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA) 2880 { 2881 #if defined(GRAPHICS_API_OPENGL_21) 2882 GLint swizzleMask[] = { GL_RED, GL_RED, GL_RED, GL_ALPHA }; 2883 #elif defined(GRAPHICS_API_OPENGL_33) 2884 GLint swizzleMask[] = { GL_RED, GL_RED, GL_RED, GL_GREEN }; 2885 #endif 2886 glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask); 2887 } 2888 #endif 2889 } 2890 2891 mipWidth /= 2; 2892 mipHeight /= 2; 2893 mipOffset += mipSize; 2894 2895 // Security check for NPOT textures 2896 if (mipWidth < 1) mipWidth = 1; 2897 if (mipHeight < 1) mipHeight = 1; 2898 } 2899 2900 // Texture parameters configuration 2901 // NOTE: glTexParameteri does NOT affect texture uploading, just the way it's used 2902 #if defined(GRAPHICS_API_OPENGL_ES2) 2903 // 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 2904 if (RLGL.ExtSupported.texNPOT) 2905 { 2906 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); // Set texture to repeat on x-axis 2907 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); // Set texture to repeat on y-axis 2908 } 2909 else 2910 { 2911 // NOTE: If using negative texture coordinates (LoadOBJ()), it does not work! 2912 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); // Set texture to clamp on x-axis 2913 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); // Set texture to clamp on y-axis 2914 } 2915 #else 2916 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); // Set texture to repeat on x-axis 2917 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); // Set texture to repeat on y-axis 2918 #endif 2919 2920 // Magnification and minification filters 2921 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); // Alternative: GL_LINEAR 2922 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); // Alternative: GL_LINEAR 2923 2924 #if defined(GRAPHICS_API_OPENGL_33) 2925 if (mipmapCount > 1) 2926 { 2927 // Activate Trilinear filtering if mipmaps are available 2928 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); 2929 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); 2930 } 2931 #endif 2932 2933 // At this point we have the texture loaded in GPU and texture parameters configured 2934 2935 // NOTE: If mipmaps were not in data, they are not generated automatically 2936 2937 // Unbind current texture 2938 glBindTexture(GL_TEXTURE_2D, 0); 2939 2940 if (id > 0) TRACELOG(RL_LOG_INFO, "TEXTURE: [ID %i] Texture loaded successfully (%ix%i | %s | %i mipmaps)", id, width, height, rlGetPixelFormatName(format), mipmapCount); 2941 else TRACELOG(RL_LOG_WARNING, "TEXTURE: Failed to load texture"); 2942 2943 return id; 2944 } 2945 2946 // Load depth texture/renderbuffer (to be attached to fbo) 2947 // WARNING: OpenGL ES 2.0 requires GL_OES_depth_texture/WEBGL_depth_texture extensions 2948 unsigned int rlLoadTextureDepth(int width, int height, bool useRenderBuffer) 2949 { 2950 unsigned int id = 0; 2951 2952 #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) 2953 // In case depth textures not supported, we force renderbuffer usage 2954 if (!RLGL.ExtSupported.texDepth) useRenderBuffer = true; 2955 2956 // NOTE: We let the implementation to choose the best bit-depth 2957 // Possible formats: GL_DEPTH_COMPONENT16, GL_DEPTH_COMPONENT24, GL_DEPTH_COMPONENT32 and GL_DEPTH_COMPONENT32F 2958 unsigned int glInternalFormat = GL_DEPTH_COMPONENT; 2959 2960 #if defined(GRAPHICS_API_OPENGL_ES2) 2961 if (RLGL.ExtSupported.maxDepthBits == 32) glInternalFormat = GL_DEPTH_COMPONENT32_OES; 2962 else if (RLGL.ExtSupported.maxDepthBits == 24) glInternalFormat = GL_DEPTH_COMPONENT24_OES; 2963 else glInternalFormat = GL_DEPTH_COMPONENT16; 2964 #endif 2965 2966 if (!useRenderBuffer && RLGL.ExtSupported.texDepth) 2967 { 2968 glGenTextures(1, &id); 2969 glBindTexture(GL_TEXTURE_2D, id); 2970 glTexImage2D(GL_TEXTURE_2D, 0, glInternalFormat, width, height, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL); 2971 2972 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); 2973 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); 2974 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); 2975 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); 2976 2977 glBindTexture(GL_TEXTURE_2D, 0); 2978 2979 TRACELOG(RL_LOG_INFO, "TEXTURE: Depth texture loaded successfully"); 2980 } 2981 else 2982 { 2983 // Create the renderbuffer that will serve as the depth attachment for the framebuffer 2984 // NOTE: A renderbuffer is simpler than a texture and could offer better performance on embedded devices 2985 glGenRenderbuffers(1, &id); 2986 glBindRenderbuffer(GL_RENDERBUFFER, id); 2987 glRenderbufferStorage(GL_RENDERBUFFER, glInternalFormat, width, height); 2988 2989 glBindRenderbuffer(GL_RENDERBUFFER, 0); 2990 2991 TRACELOG(RL_LOG_INFO, "TEXTURE: [ID %i] Depth renderbuffer loaded successfully (%i bits)", id, (RLGL.ExtSupported.maxDepthBits >= 24)? RLGL.ExtSupported.maxDepthBits : 16); 2992 } 2993 #endif 2994 2995 return id; 2996 } 2997 2998 // Load texture cubemap 2999 // NOTE: Cubemap data is expected to be 6 images in a single data array (one after the other), 3000 // expected the following convention: +X, -X, +Y, -Y, +Z, -Z 3001 unsigned int rlLoadTextureCubemap(const void *data, int size, int format) 3002 { 3003 unsigned int id = 0; 3004 3005 #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) 3006 unsigned int dataSize = rlGetPixelDataSize(size, size, format); 3007 3008 glGenTextures(1, &id); 3009 glBindTexture(GL_TEXTURE_CUBE_MAP, id); 3010 3011 unsigned int glInternalFormat, glFormat, glType; 3012 rlGetGlTextureFormats(format, &glInternalFormat, &glFormat, &glType); 3013 3014 if (glInternalFormat != -1) 3015 { 3016 // Load cubemap faces 3017 for (unsigned int i = 0; i < 6; i++) 3018 { 3019 if (data == NULL) 3020 { 3021 if (format < RL_PIXELFORMAT_COMPRESSED_DXT1_RGB) 3022 { 3023 if (format == RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32) 3024 { 3025 // Instead of using a sized internal texture format (GL_RGB16F, GL_RGB32F), we let the driver to choose the better format for us (GL_RGB) 3026 if (RLGL.ExtSupported.texFloat32) glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_RGB, size, size, 0, GL_RGB, GL_FLOAT, NULL); 3027 else TRACELOG(RL_LOG_WARNING, "TEXTURES: Cubemap requested format not supported"); 3028 } 3029 else if ((format == RL_PIXELFORMAT_UNCOMPRESSED_R32) || (format == RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32A32)) TRACELOG(RL_LOG_WARNING, "TEXTURES: Cubemap requested format not supported"); 3030 else glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glInternalFormat, size, size, 0, glFormat, glType, NULL); 3031 } 3032 else TRACELOG(RL_LOG_WARNING, "TEXTURES: Empty cubemap creation does not support compressed format"); 3033 } 3034 else 3035 { 3036 if (format < RL_PIXELFORMAT_COMPRESSED_DXT1_RGB) glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glInternalFormat, size, size, 0, glFormat, glType, (unsigned char *)data + i*dataSize); 3037 else glCompressedTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glInternalFormat, size, size, 0, dataSize, (unsigned char *)data + i*dataSize); 3038 } 3039 3040 #if defined(GRAPHICS_API_OPENGL_33) 3041 if (format == RL_PIXELFORMAT_UNCOMPRESSED_GRAYSCALE) 3042 { 3043 GLint swizzleMask[] = { GL_RED, GL_RED, GL_RED, GL_ONE }; 3044 glTexParameteriv(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask); 3045 } 3046 else if (format == RL_PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA) 3047 { 3048 #if defined(GRAPHICS_API_OPENGL_21) 3049 GLint swizzleMask[] = { GL_RED, GL_RED, GL_RED, GL_ALPHA }; 3050 #elif defined(GRAPHICS_API_OPENGL_33) 3051 GLint swizzleMask[] = { GL_RED, GL_RED, GL_RED, GL_GREEN }; 3052 #endif 3053 glTexParameteriv(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask); 3054 } 3055 #endif 3056 } 3057 } 3058 3059 // Set cubemap texture sampling parameters 3060 glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR); 3061 glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR); 3062 glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); 3063 glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); 3064 #if defined(GRAPHICS_API_OPENGL_33) 3065 glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE); // Flag not supported on OpenGL ES 2.0 3066 #endif 3067 3068 glBindTexture(GL_TEXTURE_CUBE_MAP, 0); 3069 #endif 3070 3071 if (id > 0) TRACELOG(RL_LOG_INFO, "TEXTURE: [ID %i] Cubemap texture loaded successfully (%ix%i)", id, size, size); 3072 else TRACELOG(RL_LOG_WARNING, "TEXTURE: Failed to load cubemap texture"); 3073 3074 return id; 3075 } 3076 3077 // Update already loaded texture in GPU with new data 3078 // NOTE: We don't know safely if internal texture format is the expected one... 3079 void rlUpdateTexture(unsigned int id, int offsetX, int offsetY, int width, int height, int format, const void *data) 3080 { 3081 glBindTexture(GL_TEXTURE_2D, id); 3082 3083 unsigned int glInternalFormat, glFormat, glType; 3084 rlGetGlTextureFormats(format, &glInternalFormat, &glFormat, &glType); 3085 3086 if ((glInternalFormat != -1) && (format < RL_PIXELFORMAT_COMPRESSED_DXT1_RGB)) 3087 { 3088 glTexSubImage2D(GL_TEXTURE_2D, 0, offsetX, offsetY, width, height, glFormat, glType, data); 3089 } 3090 else TRACELOG(RL_LOG_WARNING, "TEXTURE: [ID %i] Failed to update for current texture format (%i)", id, format); 3091 } 3092 3093 // Get OpenGL internal formats and data type from raylib PixelFormat 3094 void rlGetGlTextureFormats(int format, unsigned int *glInternalFormat, unsigned int *glFormat, unsigned int *glType) 3095 { 3096 *glInternalFormat = 0; 3097 *glFormat = 0; 3098 *glType = 0; 3099 3100 switch (format) 3101 { 3102 #if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_21) || defined(GRAPHICS_API_OPENGL_ES2) 3103 // NOTE: on OpenGL ES 2.0 (WebGL), internalFormat must match format and options allowed are: GL_LUMINANCE, GL_RGB, GL_RGBA 3104 case RL_PIXELFORMAT_UNCOMPRESSED_GRAYSCALE: *glInternalFormat = GL_LUMINANCE; *glFormat = GL_LUMINANCE; *glType = GL_UNSIGNED_BYTE; break; 3105 case RL_PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA: *glInternalFormat = GL_LUMINANCE_ALPHA; *glFormat = GL_LUMINANCE_ALPHA; *glType = GL_UNSIGNED_BYTE; break; 3106 case RL_PIXELFORMAT_UNCOMPRESSED_R5G6B5: *glInternalFormat = GL_RGB; *glFormat = GL_RGB; *glType = GL_UNSIGNED_SHORT_5_6_5; break; 3107 case RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8: *glInternalFormat = GL_RGB; *glFormat = GL_RGB; *glType = GL_UNSIGNED_BYTE; break; 3108 case RL_PIXELFORMAT_UNCOMPRESSED_R5G5B5A1: *glInternalFormat = GL_RGBA; *glFormat = GL_RGBA; *glType = GL_UNSIGNED_SHORT_5_5_5_1; break; 3109 case RL_PIXELFORMAT_UNCOMPRESSED_R4G4B4A4: *glInternalFormat = GL_RGBA; *glFormat = GL_RGBA; *glType = GL_UNSIGNED_SHORT_4_4_4_4; break; 3110 case RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8A8: *glInternalFormat = GL_RGBA; *glFormat = GL_RGBA; *glType = GL_UNSIGNED_BYTE; break; 3111 #if !defined(GRAPHICS_API_OPENGL_11) 3112 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 3113 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 3114 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 3115 #endif 3116 #elif defined(GRAPHICS_API_OPENGL_33) 3117 case RL_PIXELFORMAT_UNCOMPRESSED_GRAYSCALE: *glInternalFormat = GL_R8; *glFormat = GL_RED; *glType = GL_UNSIGNED_BYTE; break; 3118 case RL_PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA: *glInternalFormat = GL_RG8; *glFormat = GL_RG; *glType = GL_UNSIGNED_BYTE; break; 3119 case RL_PIXELFORMAT_UNCOMPRESSED_R5G6B5: *glInternalFormat = GL_RGB565; *glFormat = GL_RGB; *glType = GL_UNSIGNED_SHORT_5_6_5; break; 3120 case RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8: *glInternalFormat = GL_RGB8; *glFormat = GL_RGB; *glType = GL_UNSIGNED_BYTE; break; 3121 case RL_PIXELFORMAT_UNCOMPRESSED_R5G5B5A1: *glInternalFormat = GL_RGB5_A1; *glFormat = GL_RGBA; *glType = GL_UNSIGNED_SHORT_5_5_5_1; break; 3122 case RL_PIXELFORMAT_UNCOMPRESSED_R4G4B4A4: *glInternalFormat = GL_RGBA4; *glFormat = GL_RGBA; *glType = GL_UNSIGNED_SHORT_4_4_4_4; break; 3123 case RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8A8: *glInternalFormat = GL_RGBA8; *glFormat = GL_RGBA; *glType = GL_UNSIGNED_BYTE; break; 3124 case RL_PIXELFORMAT_UNCOMPRESSED_R32: if (RLGL.ExtSupported.texFloat32) *glInternalFormat = GL_R32F; *glFormat = GL_RED; *glType = GL_FLOAT; break; 3125 case RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32: if (RLGL.ExtSupported.texFloat32) *glInternalFormat = GL_RGB32F; *glFormat = GL_RGB; *glType = GL_FLOAT; break; 3126 case RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32A32: if (RLGL.ExtSupported.texFloat32) *glInternalFormat = GL_RGBA32F; *glFormat = GL_RGBA; *glType = GL_FLOAT; break; 3127 #endif 3128 #if !defined(GRAPHICS_API_OPENGL_11) 3129 case RL_PIXELFORMAT_COMPRESSED_DXT1_RGB: if (RLGL.ExtSupported.texCompDXT) *glInternalFormat = GL_COMPRESSED_RGB_S3TC_DXT1_EXT; break; 3130 case RL_PIXELFORMAT_COMPRESSED_DXT1_RGBA: if (RLGL.ExtSupported.texCompDXT) *glInternalFormat = GL_COMPRESSED_RGBA_S3TC_DXT1_EXT; break; 3131 case RL_PIXELFORMAT_COMPRESSED_DXT3_RGBA: if (RLGL.ExtSupported.texCompDXT) *glInternalFormat = GL_COMPRESSED_RGBA_S3TC_DXT3_EXT; break; 3132 case RL_PIXELFORMAT_COMPRESSED_DXT5_RGBA: if (RLGL.ExtSupported.texCompDXT) *glInternalFormat = GL_COMPRESSED_RGBA_S3TC_DXT5_EXT; break; 3133 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 3134 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 3135 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 3136 case RL_PIXELFORMAT_COMPRESSED_PVRT_RGB: if (RLGL.ExtSupported.texCompPVRT) *glInternalFormat = GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG; break; // NOTE: Requires PowerVR GPU 3137 case RL_PIXELFORMAT_COMPRESSED_PVRT_RGBA: if (RLGL.ExtSupported.texCompPVRT) *glInternalFormat = GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG; break; // NOTE: Requires PowerVR GPU 3138 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 3139 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 3140 #endif 3141 default: TRACELOG(RL_LOG_WARNING, "TEXTURE: Current format not supported (%i)", format); break; 3142 } 3143 } 3144 3145 // Unload texture from GPU memory 3146 void rlUnloadTexture(unsigned int id) 3147 { 3148 glDeleteTextures(1, &id); 3149 } 3150 3151 // Generate mipmap data for selected texture 3152 // NOTE: Only supports GPU mipmap generation 3153 void rlGenTextureMipmaps(unsigned int id, int width, int height, int format, int *mipmaps) 3154 { 3155 glBindTexture(GL_TEXTURE_2D, id); 3156 3157 // Check if texture is power-of-two (POT) 3158 bool texIsPOT = false; 3159 3160 if (((width > 0) && ((width & (width - 1)) == 0)) && 3161 ((height > 0) && ((height & (height - 1)) == 0))) texIsPOT = true; 3162 3163 #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) 3164 if ((texIsPOT) || (RLGL.ExtSupported.texNPOT)) 3165 { 3166 //glHint(GL_GENERATE_MIPMAP_HINT, GL_DONT_CARE); // Hint for mipmaps generation algorithm: GL_FASTEST, GL_NICEST, GL_DONT_CARE 3167 glGenerateMipmap(GL_TEXTURE_2D); // Generate mipmaps automatically 3168 3169 #define MIN(a,b) (((a)<(b))? (a):(b)) 3170 #define MAX(a,b) (((a)>(b))? (a):(b)) 3171 3172 *mipmaps = 1 + (int)floor(log(MAX(width, height))/log(2)); 3173 TRACELOG(RL_LOG_INFO, "TEXTURE: [ID %i] Mipmaps generated automatically, total: %i", id, *mipmaps); 3174 } 3175 #endif 3176 else TRACELOG(RL_LOG_WARNING, "TEXTURE: [ID %i] Failed to generate mipmaps", id); 3177 3178 glBindTexture(GL_TEXTURE_2D, 0); 3179 } 3180 3181 3182 // Read texture pixel data 3183 void *rlReadTexturePixels(unsigned int id, int width, int height, int format) 3184 { 3185 void *pixels = NULL; 3186 3187 #if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33) 3188 glBindTexture(GL_TEXTURE_2D, id); 3189 3190 // NOTE: Using texture id, we can retrieve some texture info (but not on OpenGL ES 2.0) 3191 // Possible texture info: GL_TEXTURE_RED_SIZE, GL_TEXTURE_GREEN_SIZE, GL_TEXTURE_BLUE_SIZE, GL_TEXTURE_ALPHA_SIZE 3192 //int width, height, format; 3193 //glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_WIDTH, &width); 3194 //glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_HEIGHT, &height); 3195 //glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_INTERNAL_FORMAT, &format); 3196 3197 // 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. 3198 // Use glPixelStorei to modify padding with the GL_[UN]PACK_ALIGNMENT setting. 3199 // GL_PACK_ALIGNMENT affects operations that read from OpenGL memory (glReadPixels, glGetTexImage, etc.) 3200 // GL_UNPACK_ALIGNMENT affects operations that write to OpenGL memory (glTexImage, etc.) 3201 glPixelStorei(GL_PACK_ALIGNMENT, 1); 3202 3203 unsigned int glInternalFormat, glFormat, glType; 3204 rlGetGlTextureFormats(format, &glInternalFormat, &glFormat, &glType); 3205 unsigned int size = rlGetPixelDataSize(width, height, format); 3206 3207 if ((glInternalFormat != -1) && (format < RL_PIXELFORMAT_COMPRESSED_DXT1_RGB)) 3208 { 3209 pixels = RL_MALLOC(size); 3210 glGetTexImage(GL_TEXTURE_2D, 0, glFormat, glType, pixels); 3211 } 3212 else TRACELOG(RL_LOG_WARNING, "TEXTURE: [ID %i] Data retrieval not suported for pixel format (%i)", id, format); 3213 3214 glBindTexture(GL_TEXTURE_2D, 0); 3215 #endif 3216 3217 #if defined(GRAPHICS_API_OPENGL_ES2) 3218 // glGetTexImage() is not available on OpenGL ES 2.0 3219 // Texture width and height are required on OpenGL ES 2.0. There is no way to get it from texture id. 3220 // Two possible Options: 3221 // 1 - Bind texture to color fbo attachment and glReadPixels() 3222 // 2 - Create an fbo, activate it, render quad with texture, glReadPixels() 3223 // We are using Option 1, just need to care for texture format on retrieval 3224 // NOTE: This behaviour could be conditioned by graphic driver... 3225 unsigned int fboId = rlLoadFramebuffer(width, height); 3226 3227 glBindFramebuffer(GL_FRAMEBUFFER, fboId); 3228 glBindTexture(GL_TEXTURE_2D, 0); 3229 3230 // Attach our texture to FBO 3231 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, id, 0); 3232 3233 // We read data as RGBA because FBO texture is configured as RGBA, despite binding another texture format 3234 pixels = (unsigned char *)RL_MALLOC(rlGetPixelDataSize(width, height, RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8A8)); 3235 glReadPixels(0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, pixels); 3236 3237 glBindFramebuffer(GL_FRAMEBUFFER, 0); 3238 3239 // Clean up temporal fbo 3240 rlUnloadFramebuffer(fboId); 3241 #endif 3242 3243 return pixels; 3244 } 3245 3246 // Read screen pixel data (color buffer) 3247 unsigned char *rlReadScreenPixels(int width, int height) 3248 { 3249 unsigned char *screenData = (unsigned char *)RL_CALLOC(width*height*4, sizeof(unsigned char)); 3250 3251 // NOTE 1: glReadPixels returns image flipped vertically -> (0,0) is the bottom left corner of the framebuffer 3252 // NOTE 2: We are getting alpha channel! Be careful, it can be transparent if not cleared properly! 3253 glReadPixels(0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, screenData); 3254 3255 // Flip image vertically! 3256 unsigned char *imgData = (unsigned char *)RL_MALLOC(width*height*4*sizeof(unsigned char)); 3257 3258 for (int y = height - 1; y >= 0; y--) 3259 { 3260 for (int x = 0; x < (width*4); x++) 3261 { 3262 imgData[((height - 1) - y)*width*4 + x] = screenData[(y*width*4) + x]; // Flip line 3263 3264 // Set alpha component value to 255 (no trasparent image retrieval) 3265 // NOTE: Alpha value has already been applied to RGB in framebuffer, we don't need it! 3266 if (((x + 1)%4) == 0) imgData[((height - 1) - y)*width*4 + x] = 255; 3267 } 3268 } 3269 3270 RL_FREE(screenData); 3271 3272 return imgData; // NOTE: image data should be freed 3273 } 3274 3275 // Framebuffer management (fbo) 3276 //----------------------------------------------------------------------------------------- 3277 // Load a framebuffer to be used for rendering 3278 // NOTE: No textures attached 3279 unsigned int rlLoadFramebuffer(int width, int height) 3280 { 3281 unsigned int fboId = 0; 3282 3283 #if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)) && defined(RLGL_RENDER_TEXTURES_HINT) 3284 glGenFramebuffers(1, &fboId); // Create the framebuffer object 3285 glBindFramebuffer(GL_FRAMEBUFFER, 0); // Unbind any framebuffer 3286 #endif 3287 3288 return fboId; 3289 } 3290 3291 // Attach color buffer texture to an fbo (unloads previous attachment) 3292 // NOTE: Attach type: 0-Color, 1-Depth renderbuffer, 2-Depth texture 3293 void rlFramebufferAttach(unsigned int fboId, unsigned int texId, int attachType, int texType, int mipLevel) 3294 { 3295 #if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)) && defined(RLGL_RENDER_TEXTURES_HINT) 3296 glBindFramebuffer(GL_FRAMEBUFFER, fboId); 3297 3298 switch (attachType) 3299 { 3300 case RL_ATTACHMENT_COLOR_CHANNEL0: 3301 case RL_ATTACHMENT_COLOR_CHANNEL1: 3302 case RL_ATTACHMENT_COLOR_CHANNEL2: 3303 case RL_ATTACHMENT_COLOR_CHANNEL3: 3304 case RL_ATTACHMENT_COLOR_CHANNEL4: 3305 case RL_ATTACHMENT_COLOR_CHANNEL5: 3306 case RL_ATTACHMENT_COLOR_CHANNEL6: 3307 case RL_ATTACHMENT_COLOR_CHANNEL7: 3308 { 3309 if (texType == RL_ATTACHMENT_TEXTURE2D) glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + attachType, GL_TEXTURE_2D, texId, mipLevel); 3310 else if (texType == RL_ATTACHMENT_RENDERBUFFER) glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + attachType, GL_RENDERBUFFER, texId); 3311 else if (texType >= RL_ATTACHMENT_CUBEMAP_POSITIVE_X) glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + attachType, GL_TEXTURE_CUBE_MAP_POSITIVE_X + texType, texId, mipLevel); 3312 3313 } break; 3314 case RL_ATTACHMENT_DEPTH: 3315 { 3316 if (texType == RL_ATTACHMENT_TEXTURE2D) glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, texId, mipLevel); 3317 else if (texType == RL_ATTACHMENT_RENDERBUFFER) glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, texId); 3318 3319 } break; 3320 case RL_ATTACHMENT_STENCIL: 3321 { 3322 if (texType == RL_ATTACHMENT_TEXTURE2D) glFramebufferTexture2D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, texId, mipLevel); 3323 else if (texType == RL_ATTACHMENT_RENDERBUFFER) glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, texId); 3324 3325 } break; 3326 default: break; 3327 } 3328 3329 glBindFramebuffer(GL_FRAMEBUFFER, 0); 3330 #endif 3331 } 3332 3333 // Verify render texture is complete 3334 bool rlFramebufferComplete(unsigned int id) 3335 { 3336 bool result = false; 3337 3338 #if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)) && defined(RLGL_RENDER_TEXTURES_HINT) 3339 glBindFramebuffer(GL_FRAMEBUFFER, id); 3340 3341 GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER); 3342 3343 if (status != GL_FRAMEBUFFER_COMPLETE) 3344 { 3345 switch (status) 3346 { 3347 case GL_FRAMEBUFFER_UNSUPPORTED: TRACELOG(RL_LOG_WARNING, "FBO: [ID %i] Framebuffer is unsupported", id); break; 3348 case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT: TRACELOG(RL_LOG_WARNING, "FBO: [ID %i] Framebuffer has incomplete attachment", id); break; 3349 #if defined(GRAPHICS_API_OPENGL_ES2) 3350 case GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS: TRACELOG(RL_LOG_WARNING, "FBO: [ID %i] Framebuffer has incomplete dimensions", id); break; 3351 #endif 3352 case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT: TRACELOG(RL_LOG_WARNING, "FBO: [ID %i] Framebuffer has a missing attachment", id); break; 3353 default: break; 3354 } 3355 } 3356 3357 glBindFramebuffer(GL_FRAMEBUFFER, 0); 3358 3359 result = (status == GL_FRAMEBUFFER_COMPLETE); 3360 #endif 3361 3362 return result; 3363 } 3364 3365 // Unload framebuffer from GPU memory 3366 // NOTE: All attached textures/cubemaps/renderbuffers are also deleted 3367 void rlUnloadFramebuffer(unsigned int id) 3368 { 3369 #if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)) && defined(RLGL_RENDER_TEXTURES_HINT) 3370 3371 // Query depth attachment to automatically delete texture/renderbuffer 3372 int depthType = 0, depthId = 0; 3373 glBindFramebuffer(GL_FRAMEBUFFER, id); // Bind framebuffer to query depth texture type 3374 glGetFramebufferAttachmentParameteriv(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE, &depthType); 3375 glGetFramebufferAttachmentParameteriv(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME, &depthId); 3376 3377 unsigned int depthIdU = (unsigned int)depthId; 3378 if (depthType == GL_RENDERBUFFER) glDeleteRenderbuffers(1, &depthIdU); 3379 else if (depthType == GL_RENDERBUFFER) glDeleteTextures(1, &depthIdU); 3380 3381 // NOTE: If a texture object is deleted while its image is attached to the *currently bound* framebuffer, 3382 // the texture image is automatically detached from the currently bound framebuffer. 3383 3384 glBindFramebuffer(GL_FRAMEBUFFER, 0); 3385 glDeleteFramebuffers(1, &id); 3386 3387 TRACELOG(RL_LOG_INFO, "FBO: [ID %i] Unloaded framebuffer from VRAM (GPU)", id); 3388 #endif 3389 } 3390 3391 // Vertex data management 3392 //----------------------------------------------------------------------------------------- 3393 // Load a new attributes buffer 3394 unsigned int rlLoadVertexBuffer(const void *buffer, int size, bool dynamic) 3395 { 3396 unsigned int id = 0; 3397 3398 #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) 3399 glGenBuffers(1, &id); 3400 glBindBuffer(GL_ARRAY_BUFFER, id); 3401 glBufferData(GL_ARRAY_BUFFER, size, buffer, dynamic? GL_DYNAMIC_DRAW : GL_STATIC_DRAW); 3402 #endif 3403 3404 return id; 3405 } 3406 3407 // Load a new attributes element buffer 3408 unsigned int rlLoadVertexBufferElement(const void *buffer, int size, bool dynamic) 3409 { 3410 unsigned int id = 0; 3411 3412 #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) 3413 glGenBuffers(1, &id); 3414 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, id); 3415 glBufferData(GL_ELEMENT_ARRAY_BUFFER, size, buffer, dynamic? GL_DYNAMIC_DRAW : GL_STATIC_DRAW); 3416 #endif 3417 3418 return id; 3419 } 3420 3421 // Enable vertex buffer (VBO) 3422 void rlEnableVertexBuffer(unsigned int id) 3423 { 3424 #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) 3425 glBindBuffer(GL_ARRAY_BUFFER, id); 3426 #endif 3427 } 3428 3429 // Disable vertex buffer (VBO) 3430 void rlDisableVertexBuffer(void) 3431 { 3432 #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) 3433 glBindBuffer(GL_ARRAY_BUFFER, 0); 3434 #endif 3435 } 3436 3437 // Enable vertex buffer element (VBO element) 3438 void rlEnableVertexBufferElement(unsigned int id) 3439 { 3440 #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) 3441 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, id); 3442 #endif 3443 } 3444 3445 // Disable vertex buffer element (VBO element) 3446 void rlDisableVertexBufferElement(void) 3447 { 3448 #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) 3449 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); 3450 #endif 3451 } 3452 3453 // Update vertex buffer with new data 3454 // NOTE: dataSize and offset must be provided in bytes 3455 void rlUpdateVertexBuffer(unsigned int id, const void *data, int dataSize, int offset) 3456 { 3457 #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) 3458 glBindBuffer(GL_ARRAY_BUFFER, id); 3459 glBufferSubData(GL_ARRAY_BUFFER, offset, dataSize, data); 3460 #endif 3461 } 3462 3463 // Update vertex buffer elements with new data 3464 // NOTE: dataSize and offset must be provided in bytes 3465 void rlUpdateVertexBufferElements(unsigned int id, const void *data, int dataSize, int offset) 3466 { 3467 #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) 3468 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, id); 3469 glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, offset, dataSize, data); 3470 #endif 3471 } 3472 3473 // Enable vertex array object (VAO) 3474 bool rlEnableVertexArray(unsigned int vaoId) 3475 { 3476 bool result = false; 3477 #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) 3478 if (RLGL.ExtSupported.vao) 3479 { 3480 glBindVertexArray(vaoId); 3481 result = true; 3482 } 3483 #endif 3484 return result; 3485 } 3486 3487 // Disable vertex array object (VAO) 3488 void rlDisableVertexArray(void) 3489 { 3490 #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) 3491 if (RLGL.ExtSupported.vao) glBindVertexArray(0); 3492 #endif 3493 } 3494 3495 // Enable vertex attribute index 3496 void rlEnableVertexAttribute(unsigned int index) 3497 { 3498 #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) 3499 glEnableVertexAttribArray(index); 3500 #endif 3501 } 3502 3503 // Disable vertex attribute index 3504 void rlDisableVertexAttribute(unsigned int index) 3505 { 3506 #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) 3507 glDisableVertexAttribArray(index); 3508 #endif 3509 } 3510 3511 // Draw vertex array 3512 void rlDrawVertexArray(int offset, int count) 3513 { 3514 glDrawArrays(GL_TRIANGLES, offset, count); 3515 } 3516 3517 // Draw vertex array elements 3518 void rlDrawVertexArrayElements(int offset, int count, const void *buffer) 3519 { 3520 glDrawElements(GL_TRIANGLES, count, GL_UNSIGNED_SHORT, (const unsigned short *)buffer + offset); 3521 } 3522 3523 // Draw vertex array instanced 3524 void rlDrawVertexArrayInstanced(int offset, int count, int instances) 3525 { 3526 #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) 3527 glDrawArraysInstanced(GL_TRIANGLES, 0, count, instances); 3528 #endif 3529 } 3530 3531 // Draw vertex array elements instanced 3532 void rlDrawVertexArrayElementsInstanced(int offset, int count, const void *buffer, int instances) 3533 { 3534 #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) 3535 glDrawElementsInstanced(GL_TRIANGLES, count, GL_UNSIGNED_SHORT, (const unsigned short *)buffer + offset, instances); 3536 #endif 3537 } 3538 3539 #if defined(GRAPHICS_API_OPENGL_11) 3540 // Enable vertex state pointer 3541 void rlEnableStatePointer(int vertexAttribType, void *buffer) 3542 { 3543 if (buffer != NULL) glEnableClientState(vertexAttribType); 3544 switch (vertexAttribType) 3545 { 3546 case GL_VERTEX_ARRAY: glVertexPointer(3, GL_FLOAT, 0, buffer); break; 3547 case GL_TEXTURE_COORD_ARRAY: glTexCoordPointer(2, GL_FLOAT, 0, buffer); break; 3548 case GL_NORMAL_ARRAY: if (buffer != NULL) glNormalPointer(GL_FLOAT, 0, buffer); break; 3549 case GL_COLOR_ARRAY: if (buffer != NULL) glColorPointer(4, GL_UNSIGNED_BYTE, 0, buffer); break; 3550 //case GL_INDEX_ARRAY: if (buffer != NULL) glIndexPointer(GL_SHORT, 0, buffer); break; // Indexed colors 3551 default: break; 3552 } 3553 } 3554 3555 // Disable vertex state pointer 3556 void rlDisableStatePointer(int vertexAttribType) 3557 { 3558 glDisableClientState(vertexAttribType); 3559 } 3560 #endif 3561 3562 // Load vertex array object (VAO) 3563 unsigned int rlLoadVertexArray(void) 3564 { 3565 unsigned int vaoId = 0; 3566 #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) 3567 if (RLGL.ExtSupported.vao) 3568 { 3569 glGenVertexArrays(1, &vaoId); 3570 } 3571 #endif 3572 return vaoId; 3573 } 3574 3575 // Set vertex attribute 3576 void rlSetVertexAttribute(unsigned int index, int compSize, int type, bool normalized, int stride, const void *pointer) 3577 { 3578 #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) 3579 glVertexAttribPointer(index, compSize, type, normalized, stride, pointer); 3580 #endif 3581 } 3582 3583 // Set vertex attribute divisor 3584 void rlSetVertexAttributeDivisor(unsigned int index, int divisor) 3585 { 3586 #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) 3587 glVertexAttribDivisor(index, divisor); 3588 #endif 3589 } 3590 3591 // Unload vertex array object (VAO) 3592 void rlUnloadVertexArray(unsigned int vaoId) 3593 { 3594 #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) 3595 if (RLGL.ExtSupported.vao) 3596 { 3597 glBindVertexArray(0); 3598 glDeleteVertexArrays(1, &vaoId); 3599 TRACELOG(RL_LOG_INFO, "VAO: [ID %i] Unloaded vertex array data from VRAM (GPU)", vaoId); 3600 } 3601 #endif 3602 } 3603 3604 // Unload vertex buffer (VBO) 3605 void rlUnloadVertexBuffer(unsigned int vboId) 3606 { 3607 #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) 3608 glDeleteBuffers(1, &vboId); 3609 //TRACELOG(RL_LOG_INFO, "VBO: Unloaded vertex data from VRAM (GPU)"); 3610 #endif 3611 } 3612 3613 // Shaders management 3614 //----------------------------------------------------------------------------------------------- 3615 // Load shader from code strings 3616 // NOTE: If shader string is NULL, using default vertex/fragment shaders 3617 unsigned int rlLoadShaderCode(const char *vsCode, const char *fsCode) 3618 { 3619 unsigned int id = 0; 3620 3621 #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) 3622 unsigned int vertexShaderId = 0; 3623 unsigned int fragmentShaderId = 0; 3624 3625 // Compile vertex shader (if provided) 3626 if (vsCode != NULL) vertexShaderId = rlCompileShader(vsCode, GL_VERTEX_SHADER); 3627 // In case no vertex shader was provided or compilation failed, we use default vertex shader 3628 if (vertexShaderId == 0) vertexShaderId = RLGL.State.defaultVShaderId; 3629 3630 // Compile fragment shader (if provided) 3631 if (fsCode != NULL) fragmentShaderId = rlCompileShader(fsCode, GL_FRAGMENT_SHADER); 3632 // In case no fragment shader was provided or compilation failed, we use default fragment shader 3633 if (fragmentShaderId == 0) fragmentShaderId = RLGL.State.defaultFShaderId; 3634 3635 // In case vertex and fragment shader are the default ones, no need to recompile, we can just assign the default shader program id 3636 if ((vertexShaderId == RLGL.State.defaultVShaderId) && (fragmentShaderId == RLGL.State.defaultFShaderId)) id = RLGL.State.defaultShaderId; 3637 else 3638 { 3639 // One of or both shader are new, we need to compile a new shader program 3640 id = rlLoadShaderProgram(vertexShaderId, fragmentShaderId); 3641 3642 // We can detach and delete vertex/fragment shaders (if not default ones) 3643 // NOTE: We detach shader before deletion to make sure memory is freed 3644 if (vertexShaderId != RLGL.State.defaultVShaderId) 3645 { 3646 glDetachShader(id, vertexShaderId); 3647 glDeleteShader(vertexShaderId); 3648 } 3649 if (fragmentShaderId != RLGL.State.defaultFShaderId) 3650 { 3651 glDetachShader(id, fragmentShaderId); 3652 glDeleteShader(fragmentShaderId); 3653 } 3654 3655 // In case shader program loading failed, we assign default shader 3656 if (id == 0) 3657 { 3658 // In case shader loading fails, we return the default shader 3659 TRACELOG(RL_LOG_WARNING, "SHADER: Failed to load custom shader code, using default shader"); 3660 id = RLGL.State.defaultShaderId; 3661 } 3662 /* 3663 else 3664 { 3665 // Get available shader uniforms 3666 // NOTE: This information is useful for debug... 3667 int uniformCount = -1; 3668 glGetProgramiv(id, GL_ACTIVE_UNIFORMS, &uniformCount); 3669 3670 for (int i = 0; i < uniformCount; i++) 3671 { 3672 int namelen = -1; 3673 int num = -1; 3674 char name[256] = { 0 }; // Assume no variable names longer than 256 3675 GLenum type = GL_ZERO; 3676 3677 // Get the name of the uniforms 3678 glGetActiveUniform(id, i, sizeof(name) - 1, &namelen, &num, &type, name); 3679 3680 name[namelen] = 0; 3681 TRACELOGD("SHADER: [ID %i] Active uniform (%s) set at location: %i", id, name, glGetUniformLocation(id, name)); 3682 } 3683 } 3684 */ 3685 } 3686 #endif 3687 3688 return id; 3689 } 3690 3691 // Compile custom shader and return shader id 3692 unsigned int rlCompileShader(const char *shaderCode, int type) 3693 { 3694 unsigned int shader = 0; 3695 3696 #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) 3697 shader = glCreateShader(type); 3698 glShaderSource(shader, 1, &shaderCode, NULL); 3699 3700 GLint success = 0; 3701 glCompileShader(shader); 3702 glGetShaderiv(shader, GL_COMPILE_STATUS, &success); 3703 3704 if (success == GL_FALSE) 3705 { 3706 switch (type) 3707 { 3708 case GL_VERTEX_SHADER: TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Failed to compile vertex shader code", shader); break; 3709 case GL_FRAGMENT_SHADER: TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Failed to compile fragment shader code", shader); break; 3710 //case GL_GEOMETRY_SHADER: 3711 #if defined(GRAPHICS_API_OPENGL_43) 3712 case GL_COMPUTE_SHADER: TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Failed to compile compute shader code", shader); break; 3713 #endif 3714 default: break; 3715 } 3716 3717 int maxLength = 0; 3718 glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &maxLength); 3719 3720 if (maxLength > 0) 3721 { 3722 int length = 0; 3723 char *log = (char *)RL_CALLOC(maxLength, sizeof(char)); 3724 glGetShaderInfoLog(shader, maxLength, &length, log); 3725 TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Compile error: %s", shader, log); 3726 RL_FREE(log); 3727 } 3728 } 3729 else 3730 { 3731 switch (type) 3732 { 3733 case GL_VERTEX_SHADER: TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Vertex shader compiled successfully", shader); break; 3734 case GL_FRAGMENT_SHADER: TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Fragment shader compiled successfully", shader); break; 3735 //case GL_GEOMETRY_SHADER: 3736 #if defined(GRAPHICS_API_OPENGL_43) 3737 case GL_COMPUTE_SHADER: TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Compute shader compiled successfully", shader); break; 3738 #endif 3739 default: break; 3740 } 3741 } 3742 #endif 3743 3744 return shader; 3745 } 3746 3747 // Load custom shader strings and return program id 3748 unsigned int rlLoadShaderProgram(unsigned int vShaderId, unsigned int fShaderId) 3749 { 3750 unsigned int program = 0; 3751 3752 #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) 3753 GLint success = 0; 3754 program = glCreateProgram(); 3755 3756 glAttachShader(program, vShaderId); 3757 glAttachShader(program, fShaderId); 3758 3759 // NOTE: Default attribute shader locations must be binded before linking 3760 glBindAttribLocation(program, 0, RL_DEFAULT_SHADER_ATTRIB_NAME_POSITION); 3761 glBindAttribLocation(program, 1, RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD); 3762 glBindAttribLocation(program, 2, RL_DEFAULT_SHADER_ATTRIB_NAME_NORMAL); 3763 glBindAttribLocation(program, 3, RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR); 3764 glBindAttribLocation(program, 4, RL_DEFAULT_SHADER_ATTRIB_NAME_TANGENT); 3765 glBindAttribLocation(program, 5, RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2); 3766 3767 // NOTE: If some attrib name is no found on the shader, it locations becomes -1 3768 3769 glLinkProgram(program); 3770 3771 // NOTE: All uniform variables are intitialised to 0 when a program links 3772 3773 glGetProgramiv(program, GL_LINK_STATUS, &success); 3774 3775 if (success == GL_FALSE) 3776 { 3777 TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Failed to link shader program", program); 3778 3779 int maxLength = 0; 3780 glGetProgramiv(program, GL_INFO_LOG_LENGTH, &maxLength); 3781 3782 if (maxLength > 0) 3783 { 3784 int length = 0; 3785 char *log = (char *)RL_CALLOC(maxLength, sizeof(char)); 3786 glGetProgramInfoLog(program, maxLength, &length, log); 3787 TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Link error: %s", program, log); 3788 RL_FREE(log); 3789 } 3790 3791 glDeleteProgram(program); 3792 3793 program = 0; 3794 } 3795 else 3796 { 3797 // Get the size of compiled shader program (not available on OpenGL ES 2.0) 3798 // NOTE: If GL_LINK_STATUS is GL_FALSE, program binary length is zero. 3799 //GLint binarySize = 0; 3800 //glGetProgramiv(id, GL_PROGRAM_BINARY_LENGTH, &binarySize); 3801 3802 TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Program shader loaded successfully", program); 3803 } 3804 #endif 3805 return program; 3806 } 3807 3808 // Unload shader program 3809 void rlUnloadShaderProgram(unsigned int id) 3810 { 3811 #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) 3812 glDeleteProgram(id); 3813 3814 TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Unloaded shader program data from VRAM (GPU)", id); 3815 #endif 3816 } 3817 3818 // Get shader location uniform 3819 int rlGetLocationUniform(unsigned int shaderId, const char *uniformName) 3820 { 3821 int location = -1; 3822 #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) 3823 location = glGetUniformLocation(shaderId, uniformName); 3824 3825 if (location == -1) TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Failed to find shader uniform: %s", shaderId, uniformName); 3826 else TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Shader uniform (%s) set at location: %i", shaderId, uniformName, location); 3827 #endif 3828 return location; 3829 } 3830 3831 // Get shader location attribute 3832 int rlGetLocationAttrib(unsigned int shaderId, const char *attribName) 3833 { 3834 int location = -1; 3835 #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) 3836 location = glGetAttribLocation(shaderId, attribName); 3837 3838 if (location == -1) TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Failed to find shader attribute: %s", shaderId, attribName); 3839 else TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Shader attribute (%s) set at location: %i", shaderId, attribName, location); 3840 #endif 3841 return location; 3842 } 3843 3844 // Set shader value uniform 3845 void rlSetUniform(int locIndex, const void *value, int uniformType, int count) 3846 { 3847 #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) 3848 switch (uniformType) 3849 { 3850 case RL_SHADER_UNIFORM_FLOAT: glUniform1fv(locIndex, count, (float *)value); break; 3851 case RL_SHADER_UNIFORM_VEC2: glUniform2fv(locIndex, count, (float *)value); break; 3852 case RL_SHADER_UNIFORM_VEC3: glUniform3fv(locIndex, count, (float *)value); break; 3853 case RL_SHADER_UNIFORM_VEC4: glUniform4fv(locIndex, count, (float *)value); break; 3854 case RL_SHADER_UNIFORM_INT: glUniform1iv(locIndex, count, (int *)value); break; 3855 case RL_SHADER_UNIFORM_IVEC2: glUniform2iv(locIndex, count, (int *)value); break; 3856 case RL_SHADER_UNIFORM_IVEC3: glUniform3iv(locIndex, count, (int *)value); break; 3857 case RL_SHADER_UNIFORM_IVEC4: glUniform4iv(locIndex, count, (int *)value); break; 3858 case RL_SHADER_UNIFORM_SAMPLER2D: glUniform1iv(locIndex, count, (int *)value); break; 3859 default: TRACELOG(RL_LOG_WARNING, "SHADER: Failed to set uniform value, data type not recognized"); 3860 } 3861 #endif 3862 } 3863 3864 // Set shader value attribute 3865 void rlSetVertexAttributeDefault(int locIndex, const void *value, int attribType, int count) 3866 { 3867 #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) 3868 switch (attribType) 3869 { 3870 case RL_SHADER_ATTRIB_FLOAT: if (count == 1) glVertexAttrib1fv(locIndex, (float *)value); break; 3871 case RL_SHADER_ATTRIB_VEC2: if (count == 2) glVertexAttrib2fv(locIndex, (float *)value); break; 3872 case RL_SHADER_ATTRIB_VEC3: if (count == 3) glVertexAttrib3fv(locIndex, (float *)value); break; 3873 case RL_SHADER_ATTRIB_VEC4: if (count == 4) glVertexAttrib4fv(locIndex, (float *)value); break; 3874 default: TRACELOG(RL_LOG_WARNING, "SHADER: Failed to set attrib default value, data type not recognized"); 3875 } 3876 #endif 3877 } 3878 3879 // Set shader value uniform matrix 3880 void rlSetUniformMatrix(int locIndex, Matrix mat) 3881 { 3882 #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) 3883 float matfloat[16] = { 3884 mat.m0, mat.m1, mat.m2, mat.m3, 3885 mat.m4, mat.m5, mat.m6, mat.m7, 3886 mat.m8, mat.m9, mat.m10, mat.m11, 3887 mat.m12, mat.m13, mat.m14, mat.m15 3888 }; 3889 glUniformMatrix4fv(locIndex, 1, false, matfloat); 3890 #endif 3891 } 3892 3893 // Set shader value uniform sampler 3894 void rlSetUniformSampler(int locIndex, unsigned int textureId) 3895 { 3896 #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) 3897 // Check if texture is already active 3898 for (int i = 0; i < RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS; i++) if (RLGL.State.activeTextureId[i] == textureId) return; 3899 3900 // Register a new active texture for the internal batch system 3901 // NOTE: Default texture is always activated as GL_TEXTURE0 3902 for (int i = 0; i < RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS; i++) 3903 { 3904 if (RLGL.State.activeTextureId[i] == 0) 3905 { 3906 glUniform1i(locIndex, 1 + i); // Activate new texture unit 3907 RLGL.State.activeTextureId[i] = textureId; // Save texture id for binding on drawing 3908 break; 3909 } 3910 } 3911 #endif 3912 } 3913 3914 // Set shader currently active (id and locations) 3915 void rlSetShader(unsigned int id, int *locs) 3916 { 3917 #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) 3918 if (RLGL.State.currentShaderId != id) 3919 { 3920 rlDrawRenderBatch(RLGL.currentBatch); 3921 RLGL.State.currentShaderId = id; 3922 RLGL.State.currentShaderLocs = locs; 3923 } 3924 #endif 3925 } 3926 3927 // Load compute shader program 3928 unsigned int rlLoadComputeShaderProgram(unsigned int shaderId) 3929 { 3930 unsigned int program = 0; 3931 3932 #if defined(GRAPHICS_API_OPENGL_43) 3933 GLint success = 0; 3934 program = glCreateProgram(); 3935 glAttachShader(program, shaderId); 3936 glLinkProgram(program); 3937 3938 // NOTE: All uniform variables are intitialised to 0 when a program links 3939 3940 glGetProgramiv(program, GL_LINK_STATUS, &success); 3941 3942 if (success == GL_FALSE) 3943 { 3944 TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Failed to link compute shader program", program); 3945 3946 int maxLength = 0; 3947 glGetProgramiv(program, GL_INFO_LOG_LENGTH, &maxLength); 3948 3949 if (maxLength > 0) 3950 { 3951 int length = 0; 3952 char *log = (char *)RL_CALLOC(maxLength, sizeof(char)); 3953 glGetProgramInfoLog(program, maxLength, &length, log); 3954 TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Link error: %s", program, log); 3955 RL_FREE(log); 3956 } 3957 3958 glDeleteProgram(program); 3959 3960 program = 0; 3961 } 3962 else 3963 { 3964 // Get the size of compiled shader program (not available on OpenGL ES 2.0) 3965 // NOTE: If GL_LINK_STATUS is GL_FALSE, program binary length is zero. 3966 //GLint binarySize = 0; 3967 //glGetProgramiv(id, GL_PROGRAM_BINARY_LENGTH, &binarySize); 3968 3969 TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Compute shader program loaded successfully", program); 3970 } 3971 #endif 3972 3973 return program; 3974 } 3975 3976 // Dispatch compute shader (equivalent to *draw* for graphics pilepine) 3977 void rlComputeShaderDispatch(unsigned int groupX, unsigned int groupY, unsigned int groupZ) 3978 { 3979 #if defined(GRAPHICS_API_OPENGL_43) 3980 glDispatchCompute(groupX, groupY, groupZ); 3981 #endif 3982 } 3983 3984 // Load shader storage buffer object (SSBO) 3985 unsigned int rlLoadShaderBuffer(unsigned int size, const void *data, int usageHint) 3986 { 3987 unsigned int ssbo = 0; 3988 3989 #if defined(GRAPHICS_API_OPENGL_43) 3990 glGenBuffers(1, &ssbo); 3991 glBindBuffer(GL_SHADER_STORAGE_BUFFER, ssbo); 3992 glBufferData(GL_SHADER_STORAGE_BUFFER, size, data, usageHint? usageHint : RL_STREAM_COPY); 3993 glClearBufferData(GL_SHADER_STORAGE_BUFFER, GL_R8UI, GL_RED_INTEGER, GL_UNSIGNED_BYTE, 0); 3994 glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0); 3995 #endif 3996 3997 return ssbo; 3998 } 3999 4000 // Unload shader storage buffer object (SSBO) 4001 void rlUnloadShaderBuffer(unsigned int ssboId) 4002 { 4003 #if defined(GRAPHICS_API_OPENGL_43) 4004 glDeleteBuffers(1, &ssboId); 4005 #endif 4006 } 4007 4008 // Update SSBO buffer data 4009 void rlUpdateShaderBuffer(unsigned int id, const void *data, unsigned int dataSize, unsigned int offset) 4010 { 4011 #if defined(GRAPHICS_API_OPENGL_43) 4012 glBindBuffer(GL_SHADER_STORAGE_BUFFER, id); 4013 glBufferSubData(GL_SHADER_STORAGE_BUFFER, offset, dataSize, data); 4014 #endif 4015 } 4016 4017 // Get SSBO buffer size 4018 unsigned int rlGetShaderBufferSize(unsigned int id) 4019 { 4020 long long size = 0; 4021 4022 #if defined(GRAPHICS_API_OPENGL_43) 4023 glBindBuffer(GL_SHADER_STORAGE_BUFFER, id); 4024 glGetInteger64v(GL_SHADER_STORAGE_BUFFER_SIZE, &size); 4025 #endif 4026 4027 return (size > 0)? (unsigned int)size : 0; 4028 } 4029 4030 // Read SSBO buffer data (GPU->CPU) 4031 void rlReadShaderBuffer(unsigned int id, void *dest, unsigned int count, unsigned int offset) 4032 { 4033 #if defined(GRAPHICS_API_OPENGL_43) 4034 glBindBuffer(GL_SHADER_STORAGE_BUFFER, id); 4035 glGetBufferSubData(GL_SHADER_STORAGE_BUFFER, offset, count, dest); 4036 #endif 4037 } 4038 4039 // Bind SSBO buffer 4040 void rlBindShaderBuffer(unsigned int id, unsigned int index) 4041 { 4042 #if defined(GRAPHICS_API_OPENGL_43) 4043 glBindBufferBase(GL_SHADER_STORAGE_BUFFER, index, id); 4044 #endif 4045 } 4046 4047 // Copy SSBO buffer data 4048 void rlCopyShaderBuffer(unsigned int destId, unsigned int srcId, unsigned int destOffset, unsigned int srcOffset, unsigned int count) 4049 { 4050 #if defined(GRAPHICS_API_OPENGL_43) 4051 glBindBuffer(GL_COPY_READ_BUFFER, srcId); 4052 glBindBuffer(GL_COPY_WRITE_BUFFER, destId); 4053 glCopyBufferSubData(GL_COPY_READ_BUFFER, GL_COPY_WRITE_BUFFER, srcOffset, destOffset, count); 4054 #endif 4055 } 4056 4057 // Bind image texture 4058 void rlBindImageTexture(unsigned int id, unsigned int index, unsigned int format, int readonly) 4059 { 4060 #if defined(GRAPHICS_API_OPENGL_43) 4061 unsigned int glInternalFormat = 0, glFormat = 0, glType = 0; 4062 4063 rlGetGlTextureFormats(format, &glInternalFormat, &glFormat, &glType); 4064 glBindImageTexture(index, id, 0, 0, 0, readonly ? GL_READ_ONLY : GL_READ_WRITE, glInternalFormat); 4065 #endif 4066 } 4067 4068 // Matrix state management 4069 //----------------------------------------------------------------------------------------- 4070 // Get internal modelview matrix 4071 Matrix rlGetMatrixModelview(void) 4072 { 4073 Matrix matrix = rlMatrixIdentity(); 4074 #if defined(GRAPHICS_API_OPENGL_11) 4075 float mat[16]; 4076 glGetFloatv(GL_MODELVIEW_MATRIX, mat); 4077 matrix.m0 = mat[0]; 4078 matrix.m1 = mat[1]; 4079 matrix.m2 = mat[2]; 4080 matrix.m3 = mat[3]; 4081 matrix.m4 = mat[4]; 4082 matrix.m5 = mat[5]; 4083 matrix.m6 = mat[6]; 4084 matrix.m7 = mat[7]; 4085 matrix.m8 = mat[8]; 4086 matrix.m9 = mat[9]; 4087 matrix.m10 = mat[10]; 4088 matrix.m11 = mat[11]; 4089 matrix.m12 = mat[12]; 4090 matrix.m13 = mat[13]; 4091 matrix.m14 = mat[14]; 4092 matrix.m15 = mat[15]; 4093 #else 4094 matrix = RLGL.State.modelview; 4095 #endif 4096 return matrix; 4097 } 4098 4099 // Get internal projection matrix 4100 Matrix rlGetMatrixProjection(void) 4101 { 4102 #if defined(GRAPHICS_API_OPENGL_11) 4103 float mat[16]; 4104 glGetFloatv(GL_PROJECTION_MATRIX,mat); 4105 Matrix m; 4106 m.m0 = mat[0]; 4107 m.m1 = mat[1]; 4108 m.m2 = mat[2]; 4109 m.m3 = mat[3]; 4110 m.m4 = mat[4]; 4111 m.m5 = mat[5]; 4112 m.m6 = mat[6]; 4113 m.m7 = mat[7]; 4114 m.m8 = mat[8]; 4115 m.m9 = mat[9]; 4116 m.m10 = mat[10]; 4117 m.m11 = mat[11]; 4118 m.m12 = mat[12]; 4119 m.m13 = mat[13]; 4120 m.m14 = mat[14]; 4121 m.m15 = mat[15]; 4122 return m; 4123 #else 4124 return RLGL.State.projection; 4125 #endif 4126 } 4127 4128 // Get internal accumulated transform matrix 4129 Matrix rlGetMatrixTransform(void) 4130 { 4131 Matrix mat = rlMatrixIdentity(); 4132 #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) 4133 // TODO: Consider possible transform matrices in the RLGL.State.stack 4134 // Is this the right order? or should we start with the first stored matrix instead of the last one? 4135 //Matrix matStackTransform = rlMatrixIdentity(); 4136 //for (int i = RLGL.State.stackCounter; i > 0; i--) matStackTransform = rlMatrixMultiply(RLGL.State.stack[i], matStackTransform); 4137 mat = RLGL.State.transform; 4138 #endif 4139 return mat; 4140 } 4141 4142 // Get internal projection matrix for stereo render (selected eye) 4143 RLAPI Matrix rlGetMatrixProjectionStereo(int eye) 4144 { 4145 Matrix mat = rlMatrixIdentity(); 4146 #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) 4147 mat = RLGL.State.projectionStereo[eye]; 4148 #endif 4149 return mat; 4150 } 4151 4152 // Get internal view offset matrix for stereo render (selected eye) 4153 RLAPI Matrix rlGetMatrixViewOffsetStereo(int eye) 4154 { 4155 Matrix mat = rlMatrixIdentity(); 4156 #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) 4157 mat = RLGL.State.viewOffsetStereo[eye]; 4158 #endif 4159 return mat; 4160 } 4161 4162 // Set a custom modelview matrix (replaces internal modelview matrix) 4163 void rlSetMatrixModelview(Matrix view) 4164 { 4165 #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) 4166 RLGL.State.modelview = view; 4167 #endif 4168 } 4169 4170 // Set a custom projection matrix (replaces internal projection matrix) 4171 void rlSetMatrixProjection(Matrix projection) 4172 { 4173 #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) 4174 RLGL.State.projection = projection; 4175 #endif 4176 } 4177 4178 // Set eyes projection matrices for stereo rendering 4179 void rlSetMatrixProjectionStereo(Matrix right, Matrix left) 4180 { 4181 #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) 4182 RLGL.State.projectionStereo[0] = right; 4183 RLGL.State.projectionStereo[1] = left; 4184 #endif 4185 } 4186 4187 // Set eyes view offsets matrices for stereo rendering 4188 void rlSetMatrixViewOffsetStereo(Matrix right, Matrix left) 4189 { 4190 #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) 4191 RLGL.State.viewOffsetStereo[0] = right; 4192 RLGL.State.viewOffsetStereo[1] = left; 4193 #endif 4194 } 4195 4196 // Load and draw a quad in NDC 4197 void rlLoadDrawQuad(void) 4198 { 4199 #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) 4200 unsigned int quadVAO = 0; 4201 unsigned int quadVBO = 0; 4202 4203 float vertices[] = { 4204 // Positions Texcoords 4205 -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 4206 -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 4207 1.0f, 1.0f, 0.0f, 1.0f, 1.0f, 4208 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 4209 }; 4210 4211 // Gen VAO to contain VBO 4212 glGenVertexArrays(1, &quadVAO); 4213 glBindVertexArray(quadVAO); 4214 4215 // Gen and fill vertex buffer (VBO) 4216 glGenBuffers(1, &quadVBO); 4217 glBindBuffer(GL_ARRAY_BUFFER, quadVBO); 4218 glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), &vertices, GL_STATIC_DRAW); 4219 4220 // Bind vertex attributes (position, texcoords) 4221 glEnableVertexAttribArray(0); 4222 glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5*sizeof(float), (void *)0); // Positions 4223 glEnableVertexAttribArray(1); 4224 glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5*sizeof(float), (void *)(3*sizeof(float))); // Texcoords 4225 4226 // Draw quad 4227 glBindVertexArray(quadVAO); 4228 glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); 4229 glBindVertexArray(0); 4230 4231 // Delete buffers (VBO and VAO) 4232 glDeleteBuffers(1, &quadVBO); 4233 glDeleteVertexArrays(1, &quadVAO); 4234 #endif 4235 } 4236 4237 // Load and draw a cube in NDC 4238 void rlLoadDrawCube(void) 4239 { 4240 #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) 4241 unsigned int cubeVAO = 0; 4242 unsigned int cubeVBO = 0; 4243 4244 float vertices[] = { 4245 // Positions Normals Texcoords 4246 -1.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, 4247 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f, 4248 1.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 1.0f, 0.0f, 4249 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f, 4250 -1.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, 4251 -1.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 1.0f, 4252 -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 4253 1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 4254 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 4255 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 4256 -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 4257 -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 4258 -1.0f, 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 4259 -1.0f, 1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 4260 -1.0f, -1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f, 4261 -1.0f, -1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f, 4262 -1.0f, -1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 4263 -1.0f, 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 4264 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 4265 1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f, 4266 1.0f, 1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 4267 1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f, 4268 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 4269 1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 4270 -1.0f, -1.0f, -1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f, 4271 1.0f, -1.0f, -1.0f, 0.0f, -1.0f, 0.0f, 1.0f, 1.0f, 4272 1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f, 4273 1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f, 4274 -1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 0.0f, 4275 -1.0f, -1.0f, -1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f, 4276 -1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 4277 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 4278 1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 4279 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 4280 -1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 4281 -1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f 4282 }; 4283 4284 // Gen VAO to contain VBO 4285 glGenVertexArrays(1, &cubeVAO); 4286 glBindVertexArray(cubeVAO); 4287 4288 // Gen and fill vertex buffer (VBO) 4289 glGenBuffers(1, &cubeVBO); 4290 glBindBuffer(GL_ARRAY_BUFFER, cubeVBO); 4291 glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW); 4292 4293 // Bind vertex attributes (position, normals, texcoords) 4294 glBindVertexArray(cubeVAO); 4295 glEnableVertexAttribArray(0); 4296 glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8*sizeof(float), (void *)0); // Positions 4297 glEnableVertexAttribArray(1); 4298 glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8*sizeof(float), (void *)(3*sizeof(float))); // Normals 4299 glEnableVertexAttribArray(2); 4300 glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8*sizeof(float), (void *)(6*sizeof(float))); // Texcoords 4301 glBindBuffer(GL_ARRAY_BUFFER, 0); 4302 glBindVertexArray(0); 4303 4304 // Draw cube 4305 glBindVertexArray(cubeVAO); 4306 glDrawArrays(GL_TRIANGLES, 0, 36); 4307 glBindVertexArray(0); 4308 4309 // Delete VBO and VAO 4310 glDeleteBuffers(1, &cubeVBO); 4311 glDeleteVertexArrays(1, &cubeVAO); 4312 #endif 4313 } 4314 4315 // Get name string for pixel format 4316 const char *rlGetPixelFormatName(unsigned int format) 4317 { 4318 switch (format) 4319 { 4320 case RL_PIXELFORMAT_UNCOMPRESSED_GRAYSCALE: return "GRAYSCALE"; break; // 8 bit per pixel (no alpha) 4321 case RL_PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA: return "GRAY_ALPHA"; break; // 8*2 bpp (2 channels) 4322 case RL_PIXELFORMAT_UNCOMPRESSED_R5G6B5: return "R5G6B5"; break; // 16 bpp 4323 case RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8: return "R8G8B8"; break; // 24 bpp 4324 case RL_PIXELFORMAT_UNCOMPRESSED_R5G5B5A1: return "R5G5B5A1"; break; // 16 bpp (1 bit alpha) 4325 case RL_PIXELFORMAT_UNCOMPRESSED_R4G4B4A4: return "R4G4B4A4"; break; // 16 bpp (4 bit alpha) 4326 case RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8A8: return "R8G8B8A8"; break; // 32 bpp 4327 case RL_PIXELFORMAT_UNCOMPRESSED_R32: return "R32"; break; // 32 bpp (1 channel - float) 4328 case RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32: return "R32G32B32"; break; // 32*3 bpp (3 channels - float) 4329 case RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32A32: return "R32G32B32A32"; break; // 32*4 bpp (4 channels - float) 4330 case RL_PIXELFORMAT_COMPRESSED_DXT1_RGB: return "DXT1_RGB"; break; // 4 bpp (no alpha) 4331 case RL_PIXELFORMAT_COMPRESSED_DXT1_RGBA: return "DXT1_RGBA"; break; // 4 bpp (1 bit alpha) 4332 case RL_PIXELFORMAT_COMPRESSED_DXT3_RGBA: return "DXT3_RGBA"; break; // 8 bpp 4333 case RL_PIXELFORMAT_COMPRESSED_DXT5_RGBA: return "DXT5_RGBA"; break; // 8 bpp 4334 case RL_PIXELFORMAT_COMPRESSED_ETC1_RGB: return "ETC1_RGB"; break; // 4 bpp 4335 case RL_PIXELFORMAT_COMPRESSED_ETC2_RGB: return "ETC2_RGB"; break; // 4 bpp 4336 case RL_PIXELFORMAT_COMPRESSED_ETC2_EAC_RGBA: return "ETC2_RGBA"; break; // 8 bpp 4337 case RL_PIXELFORMAT_COMPRESSED_PVRT_RGB: return "PVRT_RGB"; break; // 4 bpp 4338 case RL_PIXELFORMAT_COMPRESSED_PVRT_RGBA: return "PVRT_RGBA"; break; // 4 bpp 4339 case RL_PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA: return "ASTC_4x4_RGBA"; break; // 8 bpp 4340 case RL_PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA: return "ASTC_8x8_RGBA"; break; // 2 bpp 4341 default: return "UNKNOWN"; break; 4342 } 4343 } 4344 4345 //---------------------------------------------------------------------------------- 4346 // Module specific Functions Definition 4347 //---------------------------------------------------------------------------------- 4348 #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) 4349 // Load default shader (just vertex positioning and texture coloring) 4350 // NOTE: This shader program is used for internal buffers 4351 // NOTE: Loaded: RLGL.State.defaultShaderId, RLGL.State.defaultShaderLocs 4352 static void rlLoadShaderDefault(void) 4353 { 4354 RLGL.State.defaultShaderLocs = (int *)RL_CALLOC(RL_MAX_SHADER_LOCATIONS, sizeof(int)); 4355 4356 // NOTE: All locations must be reseted to -1 (no location) 4357 for (int i = 0; i < RL_MAX_SHADER_LOCATIONS; i++) RLGL.State.defaultShaderLocs[i] = -1; 4358 4359 // Vertex shader directly defined, no external file required 4360 const char *defaultVShaderCode = 4361 #if defined(GRAPHICS_API_OPENGL_21) 4362 "#version 120 \n" 4363 "attribute vec3 vertexPosition; \n" 4364 "attribute vec2 vertexTexCoord; \n" 4365 "attribute vec4 vertexColor; \n" 4366 "varying vec2 fragTexCoord; \n" 4367 "varying vec4 fragColor; \n" 4368 #elif defined(GRAPHICS_API_OPENGL_33) 4369 "#version 330 \n" 4370 "in vec3 vertexPosition; \n" 4371 "in vec2 vertexTexCoord; \n" 4372 "in vec4 vertexColor; \n" 4373 "out vec2 fragTexCoord; \n" 4374 "out vec4 fragColor; \n" 4375 #endif 4376 #if defined(GRAPHICS_API_OPENGL_ES2) 4377 "#version 100 \n" 4378 "attribute vec3 vertexPosition; \n" 4379 "attribute vec2 vertexTexCoord; \n" 4380 "attribute vec4 vertexColor; \n" 4381 "varying vec2 fragTexCoord; \n" 4382 "varying vec4 fragColor; \n" 4383 #endif 4384 "uniform mat4 mvp; \n" 4385 "void main() \n" 4386 "{ \n" 4387 " fragTexCoord = vertexTexCoord; \n" 4388 " fragColor = vertexColor; \n" 4389 " gl_Position = mvp*vec4(vertexPosition, 1.0); \n" 4390 "} \n"; 4391 4392 // Fragment shader directly defined, no external file required 4393 const char *defaultFShaderCode = 4394 #if defined(GRAPHICS_API_OPENGL_21) 4395 "#version 120 \n" 4396 "varying vec2 fragTexCoord; \n" 4397 "varying vec4 fragColor; \n" 4398 "uniform sampler2D texture0; \n" 4399 "uniform vec4 colDiffuse; \n" 4400 "void main() \n" 4401 "{ \n" 4402 " vec4 texelColor = texture2D(texture0, fragTexCoord); \n" 4403 " gl_FragColor = texelColor*colDiffuse*fragColor; \n" 4404 "} \n"; 4405 #elif defined(GRAPHICS_API_OPENGL_33) 4406 "#version 330 \n" 4407 "in vec2 fragTexCoord; \n" 4408 "in vec4 fragColor; \n" 4409 "out vec4 finalColor; \n" 4410 "uniform sampler2D texture0; \n" 4411 "uniform vec4 colDiffuse; \n" 4412 "void main() \n" 4413 "{ \n" 4414 " vec4 texelColor = texture(texture0, fragTexCoord); \n" 4415 " finalColor = texelColor*colDiffuse*fragColor; \n" 4416 "} \n"; 4417 #endif 4418 #if defined(GRAPHICS_API_OPENGL_ES2) 4419 "#version 100 \n" 4420 "precision mediump float; \n" // Precision required for OpenGL ES2 (WebGL) 4421 "varying vec2 fragTexCoord; \n" 4422 "varying vec4 fragColor; \n" 4423 "uniform sampler2D texture0; \n" 4424 "uniform vec4 colDiffuse; \n" 4425 "void main() \n" 4426 "{ \n" 4427 " vec4 texelColor = texture2D(texture0, fragTexCoord); \n" 4428 " gl_FragColor = texelColor*colDiffuse*fragColor; \n" 4429 "} \n"; 4430 #endif 4431 4432 // NOTE: Compiled vertex/fragment shaders are not deleted, 4433 // they are kept for re-use as default shaders in case some shader loading fails 4434 RLGL.State.defaultVShaderId = rlCompileShader(defaultVShaderCode, GL_VERTEX_SHADER); // Compile default vertex shader 4435 RLGL.State.defaultFShaderId = rlCompileShader(defaultFShaderCode, GL_FRAGMENT_SHADER); // Compile default fragment shader 4436 4437 RLGL.State.defaultShaderId = rlLoadShaderProgram(RLGL.State.defaultVShaderId, RLGL.State.defaultFShaderId); 4438 4439 if (RLGL.State.defaultShaderId > 0) 4440 { 4441 TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Default shader loaded successfully", RLGL.State.defaultShaderId); 4442 4443 // Set default shader locations: attributes locations 4444 RLGL.State.defaultShaderLocs[RL_SHADER_LOC_VERTEX_POSITION] = glGetAttribLocation(RLGL.State.defaultShaderId, "vertexPosition"); 4445 RLGL.State.defaultShaderLocs[RL_SHADER_LOC_VERTEX_TEXCOORD01] = glGetAttribLocation(RLGL.State.defaultShaderId, "vertexTexCoord"); 4446 RLGL.State.defaultShaderLocs[RL_SHADER_LOC_VERTEX_COLOR] = glGetAttribLocation(RLGL.State.defaultShaderId, "vertexColor"); 4447 4448 // Set default shader locations: uniform locations 4449 RLGL.State.defaultShaderLocs[RL_SHADER_LOC_MATRIX_MVP] = glGetUniformLocation(RLGL.State.defaultShaderId, "mvp"); 4450 RLGL.State.defaultShaderLocs[RL_SHADER_LOC_COLOR_DIFFUSE] = glGetUniformLocation(RLGL.State.defaultShaderId, "colDiffuse"); 4451 RLGL.State.defaultShaderLocs[RL_SHADER_LOC_MAP_DIFFUSE] = glGetUniformLocation(RLGL.State.defaultShaderId, "texture0"); 4452 } 4453 else TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Failed to load default shader", RLGL.State.defaultShaderId); 4454 } 4455 4456 // Unload default shader 4457 // NOTE: Unloads: RLGL.State.defaultShaderId, RLGL.State.defaultShaderLocs 4458 static void rlUnloadShaderDefault(void) 4459 { 4460 glUseProgram(0); 4461 4462 glDetachShader(RLGL.State.defaultShaderId, RLGL.State.defaultVShaderId); 4463 glDetachShader(RLGL.State.defaultShaderId, RLGL.State.defaultFShaderId); 4464 glDeleteShader(RLGL.State.defaultVShaderId); 4465 glDeleteShader(RLGL.State.defaultFShaderId); 4466 4467 glDeleteProgram(RLGL.State.defaultShaderId); 4468 4469 RL_FREE(RLGL.State.defaultShaderLocs); 4470 4471 TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Default shader unloaded successfully", RLGL.State.defaultShaderId); 4472 } 4473 4474 #if defined(RLGL_SHOW_GL_DETAILS_INFO) 4475 // Get compressed format official GL identifier name 4476 static char *rlGetCompressedFormatName(int format) 4477 { 4478 switch (format) 4479 { 4480 // GL_EXT_texture_compression_s3tc 4481 case 0x83F0: return "GL_COMPRESSED_RGB_S3TC_DXT1_EXT"; break; 4482 case 0x83F1: return "GL_COMPRESSED_RGBA_S3TC_DXT1_EXT"; break; 4483 case 0x83F2: return "GL_COMPRESSED_RGBA_S3TC_DXT3_EXT"; break; 4484 case 0x83F3: return "GL_COMPRESSED_RGBA_S3TC_DXT5_EXT"; break; 4485 // GL_3DFX_texture_compression_FXT1 4486 case 0x86B0: return "GL_COMPRESSED_RGB_FXT1_3DFX"; break; 4487 case 0x86B1: return "GL_COMPRESSED_RGBA_FXT1_3DFX"; break; 4488 // GL_IMG_texture_compression_pvrtc 4489 case 0x8C00: return "GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG"; break; 4490 case 0x8C01: return "GL_COMPRESSED_RGB_PVRTC_2BPPV1_IMG"; break; 4491 case 0x8C02: return "GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG"; break; 4492 case 0x8C03: return "GL_COMPRESSED_RGBA_PVRTC_2BPPV1_IMG"; break; 4493 // GL_OES_compressed_ETC1_RGB8_texture 4494 case 0x8D64: return "GL_ETC1_RGB8_OES"; break; 4495 // GL_ARB_texture_compression_rgtc 4496 case 0x8DBB: return "GL_COMPRESSED_RED_RGTC1"; break; 4497 case 0x8DBC: return "GL_COMPRESSED_SIGNED_RED_RGTC1"; break; 4498 case 0x8DBD: return "GL_COMPRESSED_RG_RGTC2"; break; 4499 case 0x8DBE: return "GL_COMPRESSED_SIGNED_RG_RGTC2"; break; 4500 // GL_ARB_texture_compression_bptc 4501 case 0x8E8C: return "GL_COMPRESSED_RGBA_BPTC_UNORM_ARB"; break; 4502 case 0x8E8D: return "GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM_ARB"; break; 4503 case 0x8E8E: return "GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT_ARB"; break; 4504 case 0x8E8F: return "GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT_ARB"; break; 4505 // GL_ARB_ES3_compatibility 4506 case 0x9274: return "GL_COMPRESSED_RGB8_ETC2"; break; 4507 case 0x9275: return "GL_COMPRESSED_SRGB8_ETC2"; break; 4508 case 0x9276: return "GL_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2"; break; 4509 case 0x9277: return "GL_COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2"; break; 4510 case 0x9278: return "GL_COMPRESSED_RGBA8_ETC2_EAC"; break; 4511 case 0x9279: return "GL_COMPRESSED_SRGB8_ALPHA8_ETC2_EAC"; break; 4512 case 0x9270: return "GL_COMPRESSED_R11_EAC"; break; 4513 case 0x9271: return "GL_COMPRESSED_SIGNED_R11_EAC"; break; 4514 case 0x9272: return "GL_COMPRESSED_RG11_EAC"; break; 4515 case 0x9273: return "GL_COMPRESSED_SIGNED_RG11_EAC"; break; 4516 // GL_KHR_texture_compression_astc_hdr 4517 case 0x93B0: return "GL_COMPRESSED_RGBA_ASTC_4x4_KHR"; break; 4518 case 0x93B1: return "GL_COMPRESSED_RGBA_ASTC_5x4_KHR"; break; 4519 case 0x93B2: return "GL_COMPRESSED_RGBA_ASTC_5x5_KHR"; break; 4520 case 0x93B3: return "GL_COMPRESSED_RGBA_ASTC_6x5_KHR"; break; 4521 case 0x93B4: return "GL_COMPRESSED_RGBA_ASTC_6x6_KHR"; break; 4522 case 0x93B5: return "GL_COMPRESSED_RGBA_ASTC_8x5_KHR"; break; 4523 case 0x93B6: return "GL_COMPRESSED_RGBA_ASTC_8x6_KHR"; break; 4524 case 0x93B7: return "GL_COMPRESSED_RGBA_ASTC_8x8_KHR"; break; 4525 case 0x93B8: return "GL_COMPRESSED_RGBA_ASTC_10x5_KHR"; break; 4526 case 0x93B9: return "GL_COMPRESSED_RGBA_ASTC_10x6_KHR"; break; 4527 case 0x93BA: return "GL_COMPRESSED_RGBA_ASTC_10x8_KHR"; break; 4528 case 0x93BB: return "GL_COMPRESSED_RGBA_ASTC_10x10_KHR"; break; 4529 case 0x93BC: return "GL_COMPRESSED_RGBA_ASTC_12x10_KHR"; break; 4530 case 0x93BD: return "GL_COMPRESSED_RGBA_ASTC_12x12_KHR"; break; 4531 case 0x93D0: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_4x4_KHR"; break; 4532 case 0x93D1: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x4_KHR"; break; 4533 case 0x93D2: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x5_KHR"; break; 4534 case 0x93D3: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x5_KHR"; break; 4535 case 0x93D4: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x6_KHR"; break; 4536 case 0x93D5: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x5_KHR"; break; 4537 case 0x93D6: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x6_KHR"; break; 4538 case 0x93D7: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x8_KHR"; break; 4539 case 0x93D8: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x5_KHR"; break; 4540 case 0x93D9: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x6_KHR"; break; 4541 case 0x93DA: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x8_KHR"; break; 4542 case 0x93DB: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x10_KHR"; break; 4543 case 0x93DC: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_12x10_KHR"; break; 4544 case 0x93DD: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_12x12_KHR"; break; 4545 default: return "GL_COMPRESSED_UNKNOWN"; break; 4546 } 4547 } 4548 #endif // RLGL_SHOW_GL_DETAILS_INFO 4549 4550 #endif // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2 4551 4552 // Get pixel data size in bytes (image or texture) 4553 // NOTE: Size depends on pixel format 4554 static int rlGetPixelDataSize(int width, int height, int format) 4555 { 4556 int dataSize = 0; // Size in bytes 4557 int bpp = 0; // Bits per pixel 4558 4559 switch (format) 4560 { 4561 case RL_PIXELFORMAT_UNCOMPRESSED_GRAYSCALE: bpp = 8; break; 4562 case RL_PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA: 4563 case RL_PIXELFORMAT_UNCOMPRESSED_R5G6B5: 4564 case RL_PIXELFORMAT_UNCOMPRESSED_R5G5B5A1: 4565 case RL_PIXELFORMAT_UNCOMPRESSED_R4G4B4A4: bpp = 16; break; 4566 case RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8A8: bpp = 32; break; 4567 case RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8: bpp = 24; break; 4568 case RL_PIXELFORMAT_UNCOMPRESSED_R32: bpp = 32; break; 4569 case RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32: bpp = 32*3; break; 4570 case RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32A32: bpp = 32*4; break; 4571 case RL_PIXELFORMAT_COMPRESSED_DXT1_RGB: 4572 case RL_PIXELFORMAT_COMPRESSED_DXT1_RGBA: 4573 case RL_PIXELFORMAT_COMPRESSED_ETC1_RGB: 4574 case RL_PIXELFORMAT_COMPRESSED_ETC2_RGB: 4575 case RL_PIXELFORMAT_COMPRESSED_PVRT_RGB: 4576 case RL_PIXELFORMAT_COMPRESSED_PVRT_RGBA: bpp = 4; break; 4577 case RL_PIXELFORMAT_COMPRESSED_DXT3_RGBA: 4578 case RL_PIXELFORMAT_COMPRESSED_DXT5_RGBA: 4579 case RL_PIXELFORMAT_COMPRESSED_ETC2_EAC_RGBA: 4580 case RL_PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA: bpp = 8; break; 4581 case RL_PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA: bpp = 2; break; 4582 default: break; 4583 } 4584 4585 dataSize = width*height*bpp/8; // Total data size in bytes 4586 4587 // Most compressed formats works on 4x4 blocks, 4588 // if texture is smaller, minimum dataSize is 8 or 16 4589 if ((width < 4) && (height < 4)) 4590 { 4591 if ((format >= RL_PIXELFORMAT_COMPRESSED_DXT1_RGB) && (format < RL_PIXELFORMAT_COMPRESSED_DXT3_RGBA)) dataSize = 8; 4592 else if ((format >= RL_PIXELFORMAT_COMPRESSED_DXT3_RGBA) && (format < RL_PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA)) dataSize = 16; 4593 } 4594 4595 return dataSize; 4596 } 4597 4598 // Auxiliar math functions 4599 4600 // Get identity matrix 4601 static Matrix rlMatrixIdentity(void) 4602 { 4603 Matrix result = { 4604 1.0f, 0.0f, 0.0f, 0.0f, 4605 0.0f, 1.0f, 0.0f, 0.0f, 4606 0.0f, 0.0f, 1.0f, 0.0f, 4607 0.0f, 0.0f, 0.0f, 1.0f 4608 }; 4609 4610 return result; 4611 } 4612 4613 // Get two matrix multiplication 4614 // NOTE: When multiplying matrices... the order matters! 4615 static Matrix rlMatrixMultiply(Matrix left, Matrix right) 4616 { 4617 Matrix result = { 0 }; 4618 4619 result.m0 = left.m0*right.m0 + left.m1*right.m4 + left.m2*right.m8 + left.m3*right.m12; 4620 result.m1 = left.m0*right.m1 + left.m1*right.m5 + left.m2*right.m9 + left.m3*right.m13; 4621 result.m2 = left.m0*right.m2 + left.m1*right.m6 + left.m2*right.m10 + left.m3*right.m14; 4622 result.m3 = left.m0*right.m3 + left.m1*right.m7 + left.m2*right.m11 + left.m3*right.m15; 4623 result.m4 = left.m4*right.m0 + left.m5*right.m4 + left.m6*right.m8 + left.m7*right.m12; 4624 result.m5 = left.m4*right.m1 + left.m5*right.m5 + left.m6*right.m9 + left.m7*right.m13; 4625 result.m6 = left.m4*right.m2 + left.m5*right.m6 + left.m6*right.m10 + left.m7*right.m14; 4626 result.m7 = left.m4*right.m3 + left.m5*right.m7 + left.m6*right.m11 + left.m7*right.m15; 4627 result.m8 = left.m8*right.m0 + left.m9*right.m4 + left.m10*right.m8 + left.m11*right.m12; 4628 result.m9 = left.m8*right.m1 + left.m9*right.m5 + left.m10*right.m9 + left.m11*right.m13; 4629 result.m10 = left.m8*right.m2 + left.m9*right.m6 + left.m10*right.m10 + left.m11*right.m14; 4630 result.m11 = left.m8*right.m3 + left.m9*right.m7 + left.m10*right.m11 + left.m11*right.m15; 4631 result.m12 = left.m12*right.m0 + left.m13*right.m4 + left.m14*right.m8 + left.m15*right.m12; 4632 result.m13 = left.m12*right.m1 + left.m13*right.m5 + left.m14*right.m9 + left.m15*right.m13; 4633 result.m14 = left.m12*right.m2 + left.m13*right.m6 + left.m14*right.m10 + left.m15*right.m14; 4634 result.m15 = left.m12*right.m3 + left.m13*right.m7 + left.m14*right.m11 + left.m15*right.m15; 4635 4636 return result; 4637 } 4638 4639 #endif // RLGL_IMPLEMENTATION