rlgl.h 249 KB

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  1. /**********************************************************************************************
  2. *
  3. * rlgl v5.0 - A multi-OpenGL abstraction layer with an immediate-mode style API
  4. *
  5. * DESCRIPTION:
  6. * An abstraction layer for multiple OpenGL versions (1.1, 2.1, 3.3 Core, 4.3 Core, ES 2.0, ES 3.0)
  7. * that provides a pseudo-OpenGL 1.1 immediate-mode style API (rlVertex, rlTranslate, rlRotate...)
  8. *
  9. * ADDITIONAL NOTES:
  10. * When choosing an OpenGL backend different than OpenGL 1.1, some internal buffer are
  11. * initialized on rlglInit() to accumulate vertex data
  12. *
  13. * When an internal state change is required all the stored vertex data is rendered in batch,
  14. * additionally, rlDrawRenderBatchActive() could be called to force flushing of the batch
  15. *
  16. * Some resources are also loaded for convenience, here the complete list:
  17. * - Default batch (RLGL.defaultBatch): RenderBatch system to accumulate vertex data
  18. * - Default texture (RLGL.defaultTextureId): 1x1 white pixel R8G8B8A8
  19. * - Default shader (RLGL.State.defaultShaderId, RLGL.State.defaultShaderLocs)
  20. *
  21. * Internal buffer (and resources) must be manually unloaded calling rlglClose()
  22. *
  23. * CONFIGURATION:
  24. * #define GRAPHICS_API_OPENGL_11
  25. * #define GRAPHICS_API_OPENGL_21
  26. * #define GRAPHICS_API_OPENGL_33
  27. * #define GRAPHICS_API_OPENGL_43
  28. * #define GRAPHICS_API_OPENGL_ES2
  29. * #define GRAPHICS_API_OPENGL_ES3
  30. * Use selected OpenGL graphics backend, should be supported by platform
  31. * Those preprocessor defines are only used on rlgl module, if OpenGL version is
  32. * required by any other module, use rlGetVersion() to check it
  33. *
  34. * #define RLGL_IMPLEMENTATION
  35. * Generates the implementation of the library into the included file
  36. * If not defined, the library is in header only mode and can be included in other headers
  37. * or source files without problems. But only ONE file should hold the implementation
  38. *
  39. * #define RLGL_RENDER_TEXTURES_HINT
  40. * Enable framebuffer objects (fbo) support (enabled by default)
  41. * Some GPUs could not support them despite the OpenGL version
  42. *
  43. * #define RLGL_SHOW_GL_DETAILS_INFO
  44. * Show OpenGL extensions and capabilities detailed logs on init
  45. *
  46. * #define RLGL_ENABLE_OPENGL_DEBUG_CONTEXT
  47. * Enable debug context (only available on OpenGL 4.3)
  48. *
  49. * rlgl capabilities could be customized just defining some internal
  50. * values before library inclusion (default values listed):
  51. *
  52. * #define RL_DEFAULT_BATCH_BUFFER_ELEMENTS 8192 // Default internal render batch elements limits
  53. * #define RL_DEFAULT_BATCH_BUFFERS 1 // Default number of batch buffers (multi-buffering)
  54. * #define RL_DEFAULT_BATCH_DRAWCALLS 256 // Default number of batch draw calls (by state changes: mode, texture)
  55. * #define RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS 4 // Maximum number of textures units that can be activated on batch drawing (SetShaderValueTexture())
  56. *
  57. * #define RL_MAX_MATRIX_STACK_SIZE 32 // Maximum size of internal Matrix stack
  58. * #define RL_MAX_SHADER_LOCATIONS 32 // Maximum number of shader locations supported
  59. * #define RL_CULL_DISTANCE_NEAR 0.05 // Default projection matrix near cull distance
  60. * #define RL_CULL_DISTANCE_FAR 4000.0 // Default projection matrix far cull distance
  61. *
  62. * When loading a shader, the following vertex attributes and uniform
  63. * location names are tried to be set automatically:
  64. *
  65. * #define RL_DEFAULT_SHADER_ATTRIB_NAME_POSITION "vertexPosition" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_LOCATION_POSITION
  66. * #define RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD "vertexTexCoord" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD
  67. * #define RL_DEFAULT_SHADER_ATTRIB_NAME_NORMAL "vertexNormal" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_LOCATION_NORMAL
  68. * #define RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR "vertexColor" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_LOCATION_COLOR
  69. * #define RL_DEFAULT_SHADER_ATTRIB_NAME_TANGENT "vertexTangent" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_LOCATION_TANGENT
  70. * #define RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2 "vertexTexCoord2" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD2
  71. * #define RL_DEFAULT_SHADER_ATTRIB_NAME_BONEIDS "vertexBoneIds" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEIDS
  72. * #define RL_DEFAULT_SHADER_ATTRIB_NAME_BONEWEIGHTS "vertexBoneWeights" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEWEIGHTS
  73. * #define RL_DEFAULT_SHADER_UNIFORM_NAME_MVP "mvp" // model-view-projection matrix
  74. * #define RL_DEFAULT_SHADER_UNIFORM_NAME_VIEW "matView" // view matrix
  75. * #define RL_DEFAULT_SHADER_UNIFORM_NAME_PROJECTION "matProjection" // projection matrix
  76. * #define RL_DEFAULT_SHADER_UNIFORM_NAME_MODEL "matModel" // model matrix
  77. * #define RL_DEFAULT_SHADER_UNIFORM_NAME_NORMAL "matNormal" // normal matrix (transpose(inverse(matModelView)))
  78. * #define RL_DEFAULT_SHADER_UNIFORM_NAME_COLOR "colDiffuse" // color diffuse (base tint color, multiplied by texture color)
  79. * #define RL_DEFAULT_SHADER_UNIFORM_NAME_BONE_MATRICES "boneMatrices" // bone matrices
  80. * #define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE0 "texture0" // texture0 (texture slot active 0)
  81. * #define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE1 "texture1" // texture1 (texture slot active 1)
  82. * #define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE2 "texture2" // texture2 (texture slot active 2)
  83. *
  84. * DEPENDENCIES:
  85. * - OpenGL libraries (depending on platform and OpenGL version selected)
  86. * - GLAD OpenGL extensions loading library (only for OpenGL 3.3 Core, 4.3 Core)
  87. *
  88. *
  89. * LICENSE: zlib/libpng
  90. *
  91. * Copyright (c) 2014-2025 Ramon Santamaria (@raysan5)
  92. *
  93. * This software is provided "as-is", without any express or implied warranty. In no event
  94. * will the authors be held liable for any damages arising from the use of this software.
  95. *
  96. * Permission is granted to anyone to use this software for any purpose, including commercial
  97. * applications, and to alter it and redistribute it freely, subject to the following restrictions:
  98. *
  99. * 1. The origin of this software must not be misrepresented; you must not claim that you
  100. * wrote the original software. If you use this software in a product, an acknowledgment
  101. * in the product documentation would be appreciated but is not required.
  102. *
  103. * 2. Altered source versions must be plainly marked as such, and must not be misrepresented
  104. * as being the original software.
  105. *
  106. * 3. This notice may not be removed or altered from any source distribution.
  107. *
  108. **********************************************************************************************/
  109. #ifndef RLGL_H
  110. #define RLGL_H
  111. #define RLGL_VERSION "5.0"
  112. // Function specifiers in case library is build/used as a shared library
  113. // NOTE: Microsoft specifiers to tell compiler that symbols are imported/exported from a .dll
  114. // NOTE: visibility(default) attribute makes symbols "visible" when compiled with -fvisibility=hidden
  115. #if defined(_WIN32) && defined(BUILD_LIBTYPE_SHARED)
  116. #define RLAPI __declspec(dllexport) // We are building the library as a Win32 shared library (.dll)
  117. #elif defined(BUILD_LIBTYPE_SHARED)
  118. #define RLAPI __attribute__((visibility("default"))) // We are building the library as a Unix shared library (.so/.dylib)
  119. #elif defined(_WIN32) && defined(USE_LIBTYPE_SHARED)
  120. #define RLAPI __declspec(dllimport) // We are using the library as a Win32 shared library (.dll)
  121. #endif
  122. // Function specifiers definition
  123. #ifndef RLAPI
  124. #define RLAPI // Functions defined as 'extern' by default (implicit specifiers)
  125. #endif
  126. // Support TRACELOG macros
  127. #ifndef TRACELOG
  128. #define TRACELOG(level, ...) (void)0
  129. #define TRACELOGD(...) (void)0
  130. #endif
  131. // Allow custom memory allocators
  132. #ifndef RL_MALLOC
  133. #define RL_MALLOC(sz) malloc(sz)
  134. #endif
  135. #ifndef RL_CALLOC
  136. #define RL_CALLOC(n,sz) calloc(n,sz)
  137. #endif
  138. #ifndef RL_REALLOC
  139. #define RL_REALLOC(n,sz) realloc(n,sz)
  140. #endif
  141. #ifndef RL_FREE
  142. #define RL_FREE(p) free(p)
  143. #endif
  144. // Security check in case no GRAPHICS_API_OPENGL_* defined
  145. #if !defined(GRAPHICS_API_OPENGL_11_SOFTWARE) && \
  146. !defined(GRAPHICS_API_OPENGL_11) && \
  147. !defined(GRAPHICS_API_OPENGL_21) && \
  148. !defined(GRAPHICS_API_OPENGL_33) && \
  149. !defined(GRAPHICS_API_OPENGL_43) && \
  150. !defined(GRAPHICS_API_OPENGL_ES2) && \
  151. !defined(GRAPHICS_API_OPENGL_ES3)
  152. #define GRAPHICS_API_OPENGL_33
  153. #endif
  154. // Security check in case multiple GRAPHICS_API_OPENGL_* defined
  155. #if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_11_SOFTWARE)
  156. #if defined(GRAPHICS_API_OPENGL_21)
  157. #undef GRAPHICS_API_OPENGL_21
  158. #endif
  159. #if defined(GRAPHICS_API_OPENGL_33)
  160. #undef GRAPHICS_API_OPENGL_33
  161. #endif
  162. #if defined(GRAPHICS_API_OPENGL_43)
  163. #undef GRAPHICS_API_OPENGL_43
  164. #endif
  165. #if defined(GRAPHICS_API_OPENGL_ES2)
  166. #undef GRAPHICS_API_OPENGL_ES2
  167. #endif
  168. #endif
  169. // Software implementation uses OpenGL 1.1 functionality
  170. #if defined(GRAPHICS_API_OPENGL_11_SOFTWARE)
  171. #define GRAPHICS_API_OPENGL_11
  172. #endif
  173. // OpenGL 2.1 uses most of OpenGL 3.3 Core functionality
  174. // WARNING: Specific parts are checked with #if defines
  175. #if defined(GRAPHICS_API_OPENGL_21)
  176. #define GRAPHICS_API_OPENGL_33
  177. #endif
  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. // OpenGL ES 3.0 uses OpenGL ES 2.0 functionality (and more)
  183. #if defined(GRAPHICS_API_OPENGL_ES3)
  184. #define GRAPHICS_API_OPENGL_ES2
  185. #endif
  186. // Support framebuffer objects by default
  187. // NOTE: Some driver implementation do not support it, despite they should
  188. #define RLGL_RENDER_TEXTURES_HINT
  189. //----------------------------------------------------------------------------------
  190. // Defines and Macros
  191. //----------------------------------------------------------------------------------
  192. // Default internal render batch elements limits
  193. #ifndef RL_DEFAULT_BATCH_BUFFER_ELEMENTS
  194. #if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33)
  195. // This is the maximum amount of elements (quads) per batch
  196. // NOTE: Be careful with text, every letter maps to a quad
  197. #define RL_DEFAULT_BATCH_BUFFER_ELEMENTS 8192
  198. #endif
  199. #if defined(GRAPHICS_API_OPENGL_ES2)
  200. // We reduce memory sizes for embedded systems (RPI and HTML5)
  201. // NOTE: On HTML5 (emscripten) this is allocated on heap,
  202. // by default it's only 16MB!...just take care...
  203. #define RL_DEFAULT_BATCH_BUFFER_ELEMENTS 2048
  204. #endif
  205. #endif
  206. #ifndef RL_DEFAULT_BATCH_BUFFERS
  207. #define RL_DEFAULT_BATCH_BUFFERS 1 // Default number of batch buffers (multi-buffering)
  208. #endif
  209. #ifndef RL_DEFAULT_BATCH_DRAWCALLS
  210. #define RL_DEFAULT_BATCH_DRAWCALLS 256 // Default number of batch draw calls (by state changes: mode, texture)
  211. #endif
  212. #ifndef RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS
  213. #define RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS 4 // Maximum number of textures units that can be activated on batch drawing (SetShaderValueTexture())
  214. #endif
  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. // Shader limits
  220. #ifndef RL_MAX_SHADER_LOCATIONS
  221. #define RL_MAX_SHADER_LOCATIONS 32 // Maximum number of shader locations supported
  222. #endif
  223. // Projection matrix culling
  224. #ifndef RL_CULL_DISTANCE_NEAR
  225. #define RL_CULL_DISTANCE_NEAR 0.05 // Default near cull distance
  226. #endif
  227. #ifndef RL_CULL_DISTANCE_FAR
  228. #define RL_CULL_DISTANCE_FAR 4000.0 // Default far cull distance
  229. #endif
  230. // Texture parameters (equivalent to OpenGL defines)
  231. #define RL_TEXTURE_WRAP_S 0x2802 // GL_TEXTURE_WRAP_S
  232. #define RL_TEXTURE_WRAP_T 0x2803 // GL_TEXTURE_WRAP_T
  233. #define RL_TEXTURE_MAG_FILTER 0x2800 // GL_TEXTURE_MAG_FILTER
  234. #define RL_TEXTURE_MIN_FILTER 0x2801 // GL_TEXTURE_MIN_FILTER
  235. #define RL_TEXTURE_FILTER_NEAREST 0x2600 // GL_NEAREST
  236. #define RL_TEXTURE_FILTER_LINEAR 0x2601 // GL_LINEAR
  237. #define RL_TEXTURE_FILTER_MIP_NEAREST 0x2700 // GL_NEAREST_MIPMAP_NEAREST
  238. #define RL_TEXTURE_FILTER_NEAREST_MIP_LINEAR 0x2702 // GL_NEAREST_MIPMAP_LINEAR
  239. #define RL_TEXTURE_FILTER_LINEAR_MIP_NEAREST 0x2701 // GL_LINEAR_MIPMAP_NEAREST
  240. #define RL_TEXTURE_FILTER_MIP_LINEAR 0x2703 // GL_LINEAR_MIPMAP_LINEAR
  241. #define RL_TEXTURE_FILTER_ANISOTROPIC 0x3000 // Anisotropic filter (custom identifier)
  242. #define RL_TEXTURE_MIPMAP_BIAS_RATIO 0x4000 // Texture mipmap bias, percentage ratio (custom identifier)
  243. #define RL_TEXTURE_WRAP_REPEAT 0x2901 // GL_REPEAT
  244. #define RL_TEXTURE_WRAP_CLAMP 0x812F // GL_CLAMP_TO_EDGE
  245. #define RL_TEXTURE_WRAP_MIRROR_REPEAT 0x8370 // GL_MIRRORED_REPEAT
  246. #define RL_TEXTURE_WRAP_MIRROR_CLAMP 0x8742 // GL_MIRROR_CLAMP_EXT
  247. // Matrix modes (equivalent to OpenGL)
  248. #define RL_MODELVIEW 0x1700 // GL_MODELVIEW
  249. #define RL_PROJECTION 0x1701 // GL_PROJECTION
  250. #define RL_TEXTURE 0x1702 // GL_TEXTURE
  251. // Primitive assembly draw modes
  252. #define RL_LINES 0x0001 // GL_LINES
  253. #define RL_TRIANGLES 0x0004 // GL_TRIANGLES
  254. #define RL_QUADS 0x0007 // GL_QUADS
  255. // GL equivalent data types
  256. #define RL_UNSIGNED_BYTE 0x1401 // GL_UNSIGNED_BYTE
  257. #define RL_FLOAT 0x1406 // GL_FLOAT
  258. // GL buffer usage hint
  259. #define RL_STREAM_DRAW 0x88E0 // GL_STREAM_DRAW
  260. #define RL_STREAM_READ 0x88E1 // GL_STREAM_READ
  261. #define RL_STREAM_COPY 0x88E2 // GL_STREAM_COPY
  262. #define RL_STATIC_DRAW 0x88E4 // GL_STATIC_DRAW
  263. #define RL_STATIC_READ 0x88E5 // GL_STATIC_READ
  264. #define RL_STATIC_COPY 0x88E6 // GL_STATIC_COPY
  265. #define RL_DYNAMIC_DRAW 0x88E8 // GL_DYNAMIC_DRAW
  266. #define RL_DYNAMIC_READ 0x88E9 // GL_DYNAMIC_READ
  267. #define RL_DYNAMIC_COPY 0x88EA // GL_DYNAMIC_COPY
  268. // GL Shader type
  269. #define RL_FRAGMENT_SHADER 0x8B30 // GL_FRAGMENT_SHADER
  270. #define RL_VERTEX_SHADER 0x8B31 // GL_VERTEX_SHADER
  271. #define RL_COMPUTE_SHADER 0x91B9 // GL_COMPUTE_SHADER
  272. // GL blending factors
  273. #define RL_ZERO 0 // GL_ZERO
  274. #define RL_ONE 1 // GL_ONE
  275. #define RL_SRC_COLOR 0x0300 // GL_SRC_COLOR
  276. #define RL_ONE_MINUS_SRC_COLOR 0x0301 // GL_ONE_MINUS_SRC_COLOR
  277. #define RL_SRC_ALPHA 0x0302 // GL_SRC_ALPHA
  278. #define RL_ONE_MINUS_SRC_ALPHA 0x0303 // GL_ONE_MINUS_SRC_ALPHA
  279. #define RL_DST_ALPHA 0x0304 // GL_DST_ALPHA
  280. #define RL_ONE_MINUS_DST_ALPHA 0x0305 // GL_ONE_MINUS_DST_ALPHA
  281. #define RL_DST_COLOR 0x0306 // GL_DST_COLOR
  282. #define RL_ONE_MINUS_DST_COLOR 0x0307 // GL_ONE_MINUS_DST_COLOR
  283. #define RL_SRC_ALPHA_SATURATE 0x0308 // GL_SRC_ALPHA_SATURATE
  284. #define RL_CONSTANT_COLOR 0x8001 // GL_CONSTANT_COLOR
  285. #define RL_ONE_MINUS_CONSTANT_COLOR 0x8002 // GL_ONE_MINUS_CONSTANT_COLOR
  286. #define RL_CONSTANT_ALPHA 0x8003 // GL_CONSTANT_ALPHA
  287. #define RL_ONE_MINUS_CONSTANT_ALPHA 0x8004 // GL_ONE_MINUS_CONSTANT_ALPHA
  288. // GL blending functions/equations
  289. #define RL_FUNC_ADD 0x8006 // GL_FUNC_ADD
  290. #define RL_MIN 0x8007 // GL_MIN
  291. #define RL_MAX 0x8008 // GL_MAX
  292. #define RL_FUNC_SUBTRACT 0x800A // GL_FUNC_SUBTRACT
  293. #define RL_FUNC_REVERSE_SUBTRACT 0x800B // GL_FUNC_REVERSE_SUBTRACT
  294. #define RL_BLEND_EQUATION 0x8009 // GL_BLEND_EQUATION
  295. #define RL_BLEND_EQUATION_RGB 0x8009 // GL_BLEND_EQUATION_RGB // (Same as BLEND_EQUATION)
  296. #define RL_BLEND_EQUATION_ALPHA 0x883D // GL_BLEND_EQUATION_ALPHA
  297. #define RL_BLEND_DST_RGB 0x80C8 // GL_BLEND_DST_RGB
  298. #define RL_BLEND_SRC_RGB 0x80C9 // GL_BLEND_SRC_RGB
  299. #define RL_BLEND_DST_ALPHA 0x80CA // GL_BLEND_DST_ALPHA
  300. #define RL_BLEND_SRC_ALPHA 0x80CB // GL_BLEND_SRC_ALPHA
  301. #define RL_BLEND_COLOR 0x8005 // GL_BLEND_COLOR
  302. #define RL_READ_FRAMEBUFFER 0x8CA8 // GL_READ_FRAMEBUFFER
  303. #define RL_DRAW_FRAMEBUFFER 0x8CA9 // GL_DRAW_FRAMEBUFFER
  304. // Default shader vertex attribute locations
  305. #ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_POSITION
  306. #define RL_DEFAULT_SHADER_ATTRIB_LOCATION_POSITION 0
  307. #endif
  308. #ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD
  309. #define RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD 1
  310. #endif
  311. #ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_NORMAL
  312. #define RL_DEFAULT_SHADER_ATTRIB_LOCATION_NORMAL 2
  313. #endif
  314. #ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_COLOR
  315. #define RL_DEFAULT_SHADER_ATTRIB_LOCATION_COLOR 3
  316. #endif
  317. #ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_TANGENT
  318. #define RL_DEFAULT_SHADER_ATTRIB_LOCATION_TANGENT 4
  319. #endif
  320. #ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD2
  321. #define RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD2 5
  322. #endif
  323. #ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_INDICES
  324. #define RL_DEFAULT_SHADER_ATTRIB_LOCATION_INDICES 6
  325. #endif
  326. #ifdef RL_SUPPORT_MESH_GPU_SKINNING
  327. #ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEIDS
  328. #define RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEIDS 7
  329. #endif
  330. #ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEWEIGHTS
  331. #define RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEWEIGHTS 8
  332. #endif
  333. #endif
  334. #ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_INSTANCE_TX
  335. #define RL_DEFAULT_SHADER_ATTRIB_LOCATION_INSTANCE_TX 9
  336. #endif
  337. //----------------------------------------------------------------------------------
  338. // Types and Structures Definition
  339. //----------------------------------------------------------------------------------
  340. #if (defined(__STDC__) && __STDC_VERSION__ >= 199901L) || (defined(_MSC_VER) && _MSC_VER >= 1800)
  341. #include <stdbool.h>
  342. #elif !defined(__cplusplus) && !defined(bool) && !defined(RL_BOOL_TYPE)
  343. // Boolean type
  344. typedef enum bool { false = 0, true = !false } bool;
  345. #endif
  346. #if !defined(RL_MATRIX_TYPE)
  347. // Matrix, 4x4 components, column major, OpenGL style, right handed
  348. typedef struct Matrix {
  349. float m0, m4, m8, m12; // Matrix first row (4 components)
  350. float m1, m5, m9, m13; // Matrix second row (4 components)
  351. float m2, m6, m10, m14; // Matrix third row (4 components)
  352. float m3, m7, m11, m15; // Matrix fourth row (4 components)
  353. } Matrix;
  354. #define RL_MATRIX_TYPE
  355. #endif
  356. // Dynamic vertex buffers (position + texcoords + colors + indices arrays)
  357. typedef struct rlVertexBuffer {
  358. int elementCount; // Number of elements in the buffer (QUADS)
  359. float *vertices; // Vertex position (XYZ - 3 components per vertex) (shader-location = 0)
  360. float *texcoords; // Vertex texture coordinates (UV - 2 components per vertex) (shader-location = 1)
  361. float *normals; // Vertex normal (XYZ - 3 components per vertex) (shader-location = 2)
  362. unsigned char *colors; // Vertex colors (RGBA - 4 components per vertex) (shader-location = 3)
  363. #if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33)
  364. unsigned int *indices; // Vertex indices (in case vertex data comes indexed) (6 indices per quad)
  365. #endif
  366. #if defined(GRAPHICS_API_OPENGL_ES2)
  367. unsigned short *indices; // Vertex indices (in case vertex data comes indexed) (6 indices per quad)
  368. #endif
  369. unsigned int vaoId; // OpenGL Vertex Array Object id
  370. unsigned int vboId[5]; // OpenGL Vertex Buffer Objects id (5 types of vertex data)
  371. } rlVertexBuffer;
  372. // Draw call type
  373. // NOTE: Only texture changes register a new draw, other state-change-related elements are not
  374. // used at this moment (vaoId, shaderId, matrices), raylib just forces a batch draw call if any
  375. // of those state-change happens (this is done in core module)
  376. typedef struct rlDrawCall {
  377. int mode; // Drawing mode: LINES, TRIANGLES, QUADS
  378. int vertexCount; // Number of vertex of the draw
  379. int vertexAlignment; // Number of vertex required for index alignment (LINES, TRIANGLES)
  380. //unsigned int vaoId; // Vertex array id to be used on the draw -> Using RLGL.currentBatch->vertexBuffer.vaoId
  381. //unsigned int shaderId; // Shader id to be used on the draw -> Using RLGL.currentShaderId
  382. unsigned int textureId; // Texture id to be used on the draw -> Use to create new draw call if changes
  383. //Matrix projection; // Projection matrix for this draw -> Using RLGL.projection by default
  384. //Matrix modelview; // Modelview matrix for this draw -> Using RLGL.modelview by default
  385. } rlDrawCall;
  386. // rlRenderBatch type
  387. typedef struct rlRenderBatch {
  388. int bufferCount; // Number of vertex buffers (multi-buffering support)
  389. int currentBuffer; // Current buffer tracking in case of multi-buffering
  390. rlVertexBuffer *vertexBuffer; // Dynamic buffer(s) for vertex data
  391. rlDrawCall *draws; // Draw calls array, depends on textureId
  392. int drawCounter; // Draw calls counter
  393. float currentDepth; // Current depth value for next draw
  394. } rlRenderBatch;
  395. // OpenGL version
  396. typedef enum {
  397. RL_OPENGL_11_SOFTWARE = 0, // Software rendering
  398. RL_OPENGL_11, // OpenGL 1.1
  399. RL_OPENGL_21, // OpenGL 2.1 (GLSL 120)
  400. RL_OPENGL_33, // OpenGL 3.3 (GLSL 330)
  401. RL_OPENGL_43, // OpenGL 4.3 (using GLSL 330)
  402. RL_OPENGL_ES_20, // OpenGL ES 2.0 (GLSL 100)
  403. RL_OPENGL_ES_30 // OpenGL ES 3.0 (GLSL 300 es)
  404. } rlGlVersion;
  405. // Trace log level
  406. // NOTE: Organized by priority level
  407. typedef enum {
  408. RL_LOG_ALL = 0, // Display all logs
  409. RL_LOG_TRACE, // Trace logging, intended for internal use only
  410. RL_LOG_DEBUG, // Debug logging, used for internal debugging, it should be disabled on release builds
  411. RL_LOG_INFO, // Info logging, used for program execution info
  412. RL_LOG_WARNING, // Warning logging, used on recoverable failures
  413. RL_LOG_ERROR, // Error logging, used on unrecoverable failures
  414. RL_LOG_FATAL, // Fatal logging, used to abort program: exit(EXIT_FAILURE)
  415. RL_LOG_NONE // Disable logging
  416. } rlTraceLogLevel;
  417. // Texture pixel formats
  418. // NOTE: Support depends on OpenGL version
  419. typedef enum {
  420. RL_PIXELFORMAT_UNCOMPRESSED_GRAYSCALE = 1, // 8 bit per pixel (no alpha)
  421. RL_PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA, // 8*2 bpp (2 channels)
  422. RL_PIXELFORMAT_UNCOMPRESSED_R5G6B5, // 16 bpp
  423. RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8, // 24 bpp
  424. RL_PIXELFORMAT_UNCOMPRESSED_R5G5B5A1, // 16 bpp (1 bit alpha)
  425. RL_PIXELFORMAT_UNCOMPRESSED_R4G4B4A4, // 16 bpp (4 bit alpha)
  426. RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8A8, // 32 bpp
  427. RL_PIXELFORMAT_UNCOMPRESSED_R32, // 32 bpp (1 channel - float)
  428. RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32, // 32*3 bpp (3 channels - float)
  429. RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32A32, // 32*4 bpp (4 channels - float)
  430. RL_PIXELFORMAT_UNCOMPRESSED_R16, // 16 bpp (1 channel - half float)
  431. RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16, // 16*3 bpp (3 channels - half float)
  432. RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16A16, // 16*4 bpp (4 channels - half float)
  433. RL_PIXELFORMAT_COMPRESSED_DXT1_RGB, // 4 bpp (no alpha)
  434. RL_PIXELFORMAT_COMPRESSED_DXT1_RGBA, // 4 bpp (1 bit alpha)
  435. RL_PIXELFORMAT_COMPRESSED_DXT3_RGBA, // 8 bpp
  436. RL_PIXELFORMAT_COMPRESSED_DXT5_RGBA, // 8 bpp
  437. RL_PIXELFORMAT_COMPRESSED_ETC1_RGB, // 4 bpp
  438. RL_PIXELFORMAT_COMPRESSED_ETC2_RGB, // 4 bpp
  439. RL_PIXELFORMAT_COMPRESSED_ETC2_EAC_RGBA, // 8 bpp
  440. RL_PIXELFORMAT_COMPRESSED_PVRT_RGB, // 4 bpp
  441. RL_PIXELFORMAT_COMPRESSED_PVRT_RGBA, // 4 bpp
  442. RL_PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA, // 8 bpp
  443. RL_PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA // 2 bpp
  444. } rlPixelFormat;
  445. // Texture parameters: filter mode
  446. // NOTE 1: Filtering considers mipmaps if available in the texture
  447. // NOTE 2: Filter is accordingly set for minification and magnification
  448. typedef enum {
  449. RL_TEXTURE_FILTER_POINT = 0, // No filter, just pixel approximation
  450. RL_TEXTURE_FILTER_BILINEAR, // Linear filtering
  451. RL_TEXTURE_FILTER_TRILINEAR, // Trilinear filtering (linear with mipmaps)
  452. RL_TEXTURE_FILTER_ANISOTROPIC_4X, // Anisotropic filtering 4x
  453. RL_TEXTURE_FILTER_ANISOTROPIC_8X, // Anisotropic filtering 8x
  454. RL_TEXTURE_FILTER_ANISOTROPIC_16X, // Anisotropic filtering 16x
  455. } rlTextureFilter;
  456. // Color blending modes (pre-defined)
  457. typedef enum {
  458. RL_BLEND_ALPHA = 0, // Blend textures considering alpha (default)
  459. RL_BLEND_ADDITIVE, // Blend textures adding colors
  460. RL_BLEND_MULTIPLIED, // Blend textures multiplying colors
  461. RL_BLEND_ADD_COLORS, // Blend textures adding colors (alternative)
  462. RL_BLEND_SUBTRACT_COLORS, // Blend textures subtracting colors (alternative)
  463. RL_BLEND_ALPHA_PREMULTIPLY, // Blend premultiplied textures considering alpha
  464. RL_BLEND_CUSTOM, // Blend textures using custom src/dst factors (use rlSetBlendFactors())
  465. RL_BLEND_CUSTOM_SEPARATE // Blend textures using custom src/dst factors (use rlSetBlendFactorsSeparate())
  466. } rlBlendMode;
  467. // Shader location point type
  468. typedef enum {
  469. RL_SHADER_LOC_VERTEX_POSITION = 0, // Shader location: vertex attribute: position
  470. RL_SHADER_LOC_VERTEX_TEXCOORD01, // Shader location: vertex attribute: texcoord01
  471. RL_SHADER_LOC_VERTEX_TEXCOORD02, // Shader location: vertex attribute: texcoord02
  472. RL_SHADER_LOC_VERTEX_NORMAL, // Shader location: vertex attribute: normal
  473. RL_SHADER_LOC_VERTEX_TANGENT, // Shader location: vertex attribute: tangent
  474. RL_SHADER_LOC_VERTEX_COLOR, // Shader location: vertex attribute: color
  475. RL_SHADER_LOC_MATRIX_MVP, // Shader location: matrix uniform: model-view-projection
  476. RL_SHADER_LOC_MATRIX_VIEW, // Shader location: matrix uniform: view (camera transform)
  477. RL_SHADER_LOC_MATRIX_PROJECTION, // Shader location: matrix uniform: projection
  478. RL_SHADER_LOC_MATRIX_MODEL, // Shader location: matrix uniform: model (transform)
  479. RL_SHADER_LOC_MATRIX_NORMAL, // Shader location: matrix uniform: normal
  480. RL_SHADER_LOC_VECTOR_VIEW, // Shader location: vector uniform: view
  481. RL_SHADER_LOC_COLOR_DIFFUSE, // Shader location: vector uniform: diffuse color
  482. RL_SHADER_LOC_COLOR_SPECULAR, // Shader location: vector uniform: specular color
  483. RL_SHADER_LOC_COLOR_AMBIENT, // Shader location: vector uniform: ambient color
  484. RL_SHADER_LOC_MAP_ALBEDO, // Shader location: sampler2d texture: albedo (same as: RL_SHADER_LOC_MAP_DIFFUSE)
  485. RL_SHADER_LOC_MAP_METALNESS, // Shader location: sampler2d texture: metalness (same as: RL_SHADER_LOC_MAP_SPECULAR)
  486. RL_SHADER_LOC_MAP_NORMAL, // Shader location: sampler2d texture: normal
  487. RL_SHADER_LOC_MAP_ROUGHNESS, // Shader location: sampler2d texture: roughness
  488. RL_SHADER_LOC_MAP_OCCLUSION, // Shader location: sampler2d texture: occlusion
  489. RL_SHADER_LOC_MAP_EMISSION, // Shader location: sampler2d texture: emission
  490. RL_SHADER_LOC_MAP_HEIGHT, // Shader location: sampler2d texture: height
  491. RL_SHADER_LOC_MAP_CUBEMAP, // Shader location: samplerCube texture: cubemap
  492. RL_SHADER_LOC_MAP_IRRADIANCE, // Shader location: samplerCube texture: irradiance
  493. RL_SHADER_LOC_MAP_PREFILTER, // Shader location: samplerCube texture: prefilter
  494. RL_SHADER_LOC_MAP_BRDF // Shader location: sampler2d texture: brdf
  495. } rlShaderLocationIndex;
  496. #define RL_SHADER_LOC_MAP_DIFFUSE RL_SHADER_LOC_MAP_ALBEDO
  497. #define RL_SHADER_LOC_MAP_SPECULAR RL_SHADER_LOC_MAP_METALNESS
  498. // Shader uniform data type
  499. typedef enum {
  500. RL_SHADER_UNIFORM_FLOAT = 0, // Shader uniform type: float
  501. RL_SHADER_UNIFORM_VEC2, // Shader uniform type: vec2 (2 float)
  502. RL_SHADER_UNIFORM_VEC3, // Shader uniform type: vec3 (3 float)
  503. RL_SHADER_UNIFORM_VEC4, // Shader uniform type: vec4 (4 float)
  504. RL_SHADER_UNIFORM_INT, // Shader uniform type: int
  505. RL_SHADER_UNIFORM_IVEC2, // Shader uniform type: ivec2 (2 int)
  506. RL_SHADER_UNIFORM_IVEC3, // Shader uniform type: ivec3 (3 int)
  507. RL_SHADER_UNIFORM_IVEC4, // Shader uniform type: ivec4 (4 int)
  508. RL_SHADER_UNIFORM_UINT, // Shader uniform type: unsigned int
  509. RL_SHADER_UNIFORM_UIVEC2, // Shader uniform type: uivec2 (2 unsigned int)
  510. RL_SHADER_UNIFORM_UIVEC3, // Shader uniform type: uivec3 (3 unsigned int)
  511. RL_SHADER_UNIFORM_UIVEC4, // Shader uniform type: uivec4 (4 unsigned int)
  512. RL_SHADER_UNIFORM_SAMPLER2D // Shader uniform type: sampler2d
  513. } rlShaderUniformDataType;
  514. // Shader attribute data types
  515. typedef enum {
  516. RL_SHADER_ATTRIB_FLOAT = 0, // Shader attribute type: float
  517. RL_SHADER_ATTRIB_VEC2, // Shader attribute type: vec2 (2 float)
  518. RL_SHADER_ATTRIB_VEC3, // Shader attribute type: vec3 (3 float)
  519. RL_SHADER_ATTRIB_VEC4 // Shader attribute type: vec4 (4 float)
  520. } rlShaderAttributeDataType;
  521. // Framebuffer attachment type
  522. // NOTE: By default up to 8 color channels defined, but it can be more
  523. typedef enum {
  524. RL_ATTACHMENT_COLOR_CHANNEL0 = 0, // Framebuffer attachment type: color 0
  525. RL_ATTACHMENT_COLOR_CHANNEL1 = 1, // Framebuffer attachment type: color 1
  526. RL_ATTACHMENT_COLOR_CHANNEL2 = 2, // Framebuffer attachment type: color 2
  527. RL_ATTACHMENT_COLOR_CHANNEL3 = 3, // Framebuffer attachment type: color 3
  528. RL_ATTACHMENT_COLOR_CHANNEL4 = 4, // Framebuffer attachment type: color 4
  529. RL_ATTACHMENT_COLOR_CHANNEL5 = 5, // Framebuffer attachment type: color 5
  530. RL_ATTACHMENT_COLOR_CHANNEL6 = 6, // Framebuffer attachment type: color 6
  531. RL_ATTACHMENT_COLOR_CHANNEL7 = 7, // Framebuffer attachment type: color 7
  532. RL_ATTACHMENT_DEPTH = 100, // Framebuffer attachment type: depth
  533. RL_ATTACHMENT_STENCIL = 200, // Framebuffer attachment type: stencil
  534. } rlFramebufferAttachType;
  535. // Framebuffer texture attachment type
  536. typedef enum {
  537. RL_ATTACHMENT_CUBEMAP_POSITIVE_X = 0, // Framebuffer texture attachment type: cubemap, +X side
  538. RL_ATTACHMENT_CUBEMAP_NEGATIVE_X = 1, // Framebuffer texture attachment type: cubemap, -X side
  539. RL_ATTACHMENT_CUBEMAP_POSITIVE_Y = 2, // Framebuffer texture attachment type: cubemap, +Y side
  540. RL_ATTACHMENT_CUBEMAP_NEGATIVE_Y = 3, // Framebuffer texture attachment type: cubemap, -Y side
  541. RL_ATTACHMENT_CUBEMAP_POSITIVE_Z = 4, // Framebuffer texture attachment type: cubemap, +Z side
  542. RL_ATTACHMENT_CUBEMAP_NEGATIVE_Z = 5, // Framebuffer texture attachment type: cubemap, -Z side
  543. RL_ATTACHMENT_TEXTURE2D = 100, // Framebuffer texture attachment type: texture2d
  544. RL_ATTACHMENT_RENDERBUFFER = 200, // Framebuffer texture attachment type: renderbuffer
  545. } rlFramebufferAttachTextureType;
  546. // Face culling mode
  547. typedef enum {
  548. RL_CULL_FACE_FRONT = 0,
  549. RL_CULL_FACE_BACK
  550. } rlCullMode;
  551. //------------------------------------------------------------------------------------
  552. // Functions Declaration - Matrix operations
  553. //------------------------------------------------------------------------------------
  554. #if defined(__cplusplus)
  555. extern "C" { // Prevents name mangling of functions
  556. #endif
  557. RLAPI void rlMatrixMode(int mode); // Choose the current matrix to be transformed
  558. RLAPI void rlPushMatrix(void); // Push the current matrix to stack
  559. RLAPI void rlPopMatrix(void); // Pop latest inserted matrix from stack
  560. RLAPI void rlLoadIdentity(void); // Reset current matrix to identity matrix
  561. RLAPI void rlTranslatef(float x, float y, float z); // Multiply the current matrix by a translation matrix
  562. RLAPI void rlRotatef(float angle, float x, float y, float z); // Multiply the current matrix by a rotation matrix
  563. RLAPI void rlScalef(float x, float y, float z); // Multiply the current matrix by a scaling matrix
  564. RLAPI void rlMultMatrixf(const float *matf); // Multiply the current matrix by another matrix
  565. RLAPI void rlFrustum(double left, double right, double bottom, double top, double znear, double zfar);
  566. RLAPI void rlOrtho(double left, double right, double bottom, double top, double znear, double zfar);
  567. RLAPI void rlViewport(int x, int y, int width, int height); // Set the viewport area
  568. RLAPI void rlSetClipPlanes(double nearPlane, double farPlane); // Set clip planes distances
  569. RLAPI double rlGetCullDistanceNear(void); // Get cull plane distance near
  570. RLAPI double rlGetCullDistanceFar(void); // Get cull plane distance far
  571. //------------------------------------------------------------------------------------
  572. // Functions Declaration - Vertex level operations
  573. //------------------------------------------------------------------------------------
  574. RLAPI void rlBegin(int mode); // Initialize drawing mode (how to organize vertex)
  575. RLAPI void rlEnd(void); // Finish vertex providing
  576. RLAPI void rlVertex2i(int x, int y); // Define one vertex (position) - 2 int
  577. RLAPI void rlVertex2f(float x, float y); // Define one vertex (position) - 2 float
  578. RLAPI void rlVertex3f(float x, float y, float z); // Define one vertex (position) - 3 float
  579. RLAPI void rlTexCoord2f(float x, float y); // Define one vertex (texture coordinate) - 2 float
  580. RLAPI void rlNormal3f(float x, float y, float z); // Define one vertex (normal) - 3 float
  581. RLAPI void rlColor4ub(unsigned char r, unsigned char g, unsigned char b, unsigned char a); // Define one vertex (color) - 4 byte
  582. RLAPI void rlColor3f(float x, float y, float z); // Define one vertex (color) - 3 float
  583. RLAPI void rlColor4f(float x, float y, float z, float w); // Define one vertex (color) - 4 float
  584. //------------------------------------------------------------------------------------
  585. // Functions Declaration - OpenGL style functions (common to 1.1, 3.3+, ES2)
  586. // NOTE: This functions are used to completely abstract raylib code from OpenGL layer,
  587. // some of them are direct wrappers over OpenGL calls, some others are custom
  588. //------------------------------------------------------------------------------------
  589. // Vertex buffers state
  590. RLAPI bool rlEnableVertexArray(unsigned int vaoId); // Enable vertex array (VAO, if supported)
  591. RLAPI void rlDisableVertexArray(void); // Disable vertex array (VAO, if supported)
  592. RLAPI void rlEnableVertexBuffer(unsigned int id); // Enable vertex buffer (VBO)
  593. RLAPI void rlDisableVertexBuffer(void); // Disable vertex buffer (VBO)
  594. RLAPI void rlEnableVertexBufferElement(unsigned int id); // Enable vertex buffer element (VBO element)
  595. RLAPI void rlDisableVertexBufferElement(void); // Disable vertex buffer element (VBO element)
  596. RLAPI void rlEnableVertexAttribute(unsigned int index); // Enable vertex attribute index
  597. RLAPI void rlDisableVertexAttribute(unsigned int index); // Disable vertex attribute index
  598. RLAPI void rlEnableStatePointer(int vertexAttribType, void *buffer); // Enable attribute state pointer
  599. RLAPI void rlDisableStatePointer(int vertexAttribType); // Disable attribute state pointer
  600. // Textures state
  601. RLAPI void rlActiveTextureSlot(int slot); // Select and active a texture slot
  602. RLAPI void rlEnableTexture(unsigned int id); // Enable texture
  603. RLAPI void rlDisableTexture(void); // Disable texture
  604. RLAPI void rlEnableTextureCubemap(unsigned int id); // Enable texture cubemap
  605. RLAPI void rlDisableTextureCubemap(void); // Disable texture cubemap
  606. RLAPI void rlTextureParameters(unsigned int id, int param, int value); // Set texture parameters (filter, wrap)
  607. RLAPI void rlCubemapParameters(unsigned int id, int param, int value); // Set cubemap parameters (filter, wrap)
  608. // Shader state
  609. RLAPI void rlEnableShader(unsigned int id); // Enable shader program
  610. RLAPI void rlDisableShader(void); // Disable shader program
  611. // Framebuffer state
  612. RLAPI void rlEnableFramebuffer(unsigned int id); // Enable render texture (fbo)
  613. RLAPI void rlDisableFramebuffer(void); // Disable render texture (fbo), return to default framebuffer
  614. RLAPI unsigned int rlGetActiveFramebuffer(void); // Get the currently active render texture (fbo), 0 for default framebuffer
  615. RLAPI void rlActiveDrawBuffers(int count); // Activate multiple draw color buffers
  616. RLAPI void rlBlitFramebuffer(int srcX, int srcY, int srcWidth, int srcHeight, int dstX, int dstY, int dstWidth, int dstHeight, int bufferMask); // Blit active framebuffer to main framebuffer
  617. RLAPI void rlBindFramebuffer(unsigned int target, unsigned int framebuffer); // Bind framebuffer (FBO)
  618. // General render state
  619. RLAPI void rlEnableColorBlend(void); // Enable color blending
  620. RLAPI void rlDisableColorBlend(void); // Disable color blending
  621. RLAPI void rlEnableDepthTest(void); // Enable depth test
  622. RLAPI void rlDisableDepthTest(void); // Disable depth test
  623. RLAPI void rlEnableDepthMask(void); // Enable depth write
  624. RLAPI void rlDisableDepthMask(void); // Disable depth write
  625. RLAPI void rlEnableBackfaceCulling(void); // Enable backface culling
  626. RLAPI void rlDisableBackfaceCulling(void); // Disable backface culling
  627. RLAPI void rlColorMask(bool r, bool g, bool b, bool a); // Color mask control
  628. RLAPI void rlSetCullFace(int mode); // Set face culling mode
  629. RLAPI void rlEnableScissorTest(void); // Enable scissor test
  630. RLAPI void rlDisableScissorTest(void); // Disable scissor test
  631. RLAPI void rlScissor(int x, int y, int width, int height); // Scissor test
  632. RLAPI void rlEnablePointMode(void); // Enable point mode
  633. RLAPI void rlDisablePointMode(void); // Disable point mode
  634. RLAPI void rlSetPointSize(float size); // Set the point drawing size
  635. RLAPI float rlGetPointSize(void); // Get the point drawing size
  636. RLAPI void rlEnableWireMode(void); // Enable wire mode
  637. RLAPI void rlDisableWireMode(void); // Disable wire mode
  638. RLAPI void rlSetLineWidth(float width); // Set the line drawing width
  639. RLAPI float rlGetLineWidth(void); // Get the line drawing width
  640. RLAPI void rlEnableSmoothLines(void); // Enable line aliasing
  641. RLAPI void rlDisableSmoothLines(void); // Disable line aliasing
  642. RLAPI void rlEnableStereoRender(void); // Enable stereo rendering
  643. RLAPI void rlDisableStereoRender(void); // Disable stereo rendering
  644. RLAPI bool rlIsStereoRenderEnabled(void); // Check if stereo render is enabled
  645. RLAPI void rlClearColor(unsigned char r, unsigned char g, unsigned char b, unsigned char a); // Clear color buffer with color
  646. RLAPI void rlClearScreenBuffers(void); // Clear used screen buffers (color and depth)
  647. RLAPI void rlCheckErrors(void); // Check and log OpenGL error codes
  648. RLAPI void rlSetBlendMode(int mode); // Set blending mode
  649. RLAPI void rlSetBlendFactors(int glSrcFactor, int glDstFactor, int glEquation); // Set blending mode factor and equation (using OpenGL factors)
  650. 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)
  651. //------------------------------------------------------------------------------------
  652. // Functions Declaration - rlgl functionality
  653. //------------------------------------------------------------------------------------
  654. // rlgl initialization functions
  655. RLAPI void rlglInit(int width, int height); // Initialize rlgl (buffers, shaders, textures, states)
  656. RLAPI void rlglClose(void); // De-initialize rlgl (buffers, shaders, textures)
  657. RLAPI void rlLoadExtensions(void *loader); // Load OpenGL extensions (loader function required)
  658. RLAPI void *rlGetProcAddress(const char *procName); // Get OpenGL procedure address
  659. RLAPI int rlGetVersion(void); // Get current OpenGL version
  660. RLAPI void rlSetFramebufferWidth(int width); // Set current framebuffer width
  661. RLAPI int rlGetFramebufferWidth(void); // Get default framebuffer width
  662. RLAPI void rlSetFramebufferHeight(int height); // Set current framebuffer height
  663. RLAPI int rlGetFramebufferHeight(void); // Get default framebuffer height
  664. RLAPI unsigned int rlGetTextureIdDefault(void); // Get default texture id
  665. RLAPI unsigned int rlGetShaderIdDefault(void); // Get default shader id
  666. RLAPI int *rlGetShaderLocsDefault(void); // Get default shader locations
  667. // Render batch management
  668. // NOTE: rlgl provides a default render batch to behave like OpenGL 1.1 immediate mode
  669. // but this render batch API is exposed in case of custom batches are required
  670. RLAPI rlRenderBatch rlLoadRenderBatch(int numBuffers, int bufferElements); // Load a render batch system
  671. RLAPI void rlUnloadRenderBatch(rlRenderBatch batch); // Unload render batch system
  672. RLAPI void rlDrawRenderBatch(rlRenderBatch *batch); // Draw render batch data (Update->Draw->Reset)
  673. RLAPI void rlSetRenderBatchActive(rlRenderBatch *batch); // Set the active render batch for rlgl (NULL for default internal)
  674. RLAPI void rlDrawRenderBatchActive(void); // Update and draw internal render batch
  675. RLAPI bool rlCheckRenderBatchLimit(int vCount); // Check internal buffer overflow for a given number of vertex
  676. RLAPI void rlSetTexture(unsigned int id); // Set current texture for render batch and check buffers limits
  677. //------------------------------------------------------------------------------------------------------------------------
  678. // Vertex buffers management
  679. RLAPI unsigned int rlLoadVertexArray(void); // Load vertex array (vao) if supported
  680. RLAPI unsigned int rlLoadVertexBuffer(const void *buffer, int size, bool dynamic); // Load a vertex buffer object
  681. RLAPI unsigned int rlLoadVertexBufferElement(const void *buffer, int size, bool dynamic); // Load vertex buffer elements object
  682. RLAPI void rlUpdateVertexBuffer(unsigned int bufferId, const void *data, int dataSize, int offset); // Update vertex buffer object data on GPU buffer
  683. RLAPI void rlUpdateVertexBufferElements(unsigned int id, const void *data, int dataSize, int offset); // Update vertex buffer elements data on GPU buffer
  684. RLAPI void rlUnloadVertexArray(unsigned int vaoId); // Unload vertex array (vao)
  685. RLAPI void rlUnloadVertexBuffer(unsigned int vboId); // Unload vertex buffer object
  686. RLAPI void rlSetVertexAttribute(unsigned int index, int compSize, int type, bool normalized, int stride, int offset); // Set vertex attribute data configuration
  687. RLAPI void rlSetVertexAttributeDivisor(unsigned int index, int divisor); // Set vertex attribute data divisor
  688. RLAPI void rlSetVertexAttributeDefault(int locIndex, const void *value, int attribType, int count); // Set vertex attribute default value, when attribute to provided
  689. RLAPI void rlDrawVertexArray(int offset, int count); // Draw vertex array (currently active vao)
  690. RLAPI void rlDrawVertexArrayElements(int offset, int count, const void *buffer); // Draw vertex array elements
  691. RLAPI void rlDrawVertexArrayInstanced(int offset, int count, int instances); // Draw vertex array (currently active vao) with instancing
  692. RLAPI void rlDrawVertexArrayElementsInstanced(int offset, int count, const void *buffer, int instances); // Draw vertex array elements with instancing
  693. // Textures management
  694. RLAPI unsigned int rlLoadTexture(const void *data, int width, int height, int format, int mipmapCount); // Load texture data
  695. RLAPI unsigned int rlLoadTextureDepth(int width, int height, bool useRenderBuffer); // Load depth texture/renderbuffer (to be attached to fbo)
  696. RLAPI unsigned int rlLoadTextureCubemap(const void *data, int size, int format, int mipmapCount); // Load texture cubemap data
  697. RLAPI void rlUpdateTexture(unsigned int id, int offsetX, int offsetY, int width, int height, int format, const void *data); // Update texture with new data on GPU
  698. RLAPI void rlGetGlTextureFormats(int format, unsigned int *glInternalFormat, unsigned int *glFormat, unsigned int *glType); // Get OpenGL internal formats
  699. RLAPI const char *rlGetPixelFormatName(unsigned int format); // Get name string for pixel format
  700. RLAPI void rlUnloadTexture(unsigned int id); // Unload texture from GPU memory
  701. RLAPI void rlGenTextureMipmaps(unsigned int id, int width, int height, int format, int *mipmaps); // Generate mipmap data for selected texture
  702. RLAPI void *rlReadTexturePixels(unsigned int id, int width, int height, int format); // Read texture pixel data
  703. RLAPI unsigned char *rlReadScreenPixels(int width, int height); // Read screen pixel data (color buffer)
  704. // Framebuffer management (fbo)
  705. RLAPI unsigned int rlLoadFramebuffer(void); // Load an empty framebuffer
  706. RLAPI void rlFramebufferAttach(unsigned int fboId, unsigned int texId, int attachType, int texType, int mipLevel); // Attach texture/renderbuffer to a framebuffer
  707. RLAPI bool rlFramebufferComplete(unsigned int id); // Verify framebuffer is complete
  708. RLAPI void rlUnloadFramebuffer(unsigned int id); // Delete framebuffer from GPU
  709. #if defined(GRAPHICS_API_OPENGL_11_SOFTWARE)
  710. RLAPI void rlCopyFramebuffer(int x, int y, int width, int height, int format, void *pixels); // Copy framebuffer pixel data to internal buffer
  711. RLAPI void rlResizeFramebuffer(int width, int height); // Resize internal framebuffer
  712. #endif
  713. // Shaders management
  714. RLAPI unsigned int rlLoadShaderCode(const char *vsCode, const char *fsCode); // Load shader from code strings
  715. 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)
  716. RLAPI unsigned int rlLoadShaderProgram(unsigned int vShaderId, unsigned int fShaderId); // Load custom shader program
  717. RLAPI void rlUnloadShaderProgram(unsigned int id); // Unload shader program
  718. RLAPI int rlGetLocationUniform(unsigned int shaderId, const char *uniformName); // Get shader location uniform
  719. RLAPI int rlGetLocationAttrib(unsigned int shaderId, const char *attribName); // Get shader location attribute
  720. RLAPI void rlSetUniform(int locIndex, const void *value, int uniformType, int count); // Set shader value uniform
  721. RLAPI void rlSetUniformMatrix(int locIndex, Matrix mat); // Set shader value matrix
  722. RLAPI void rlSetUniformMatrices(int locIndex, const Matrix *mat, int count); // Set shader value matrices
  723. RLAPI void rlSetUniformSampler(int locIndex, unsigned int textureId); // Set shader value sampler
  724. RLAPI void rlSetShader(unsigned int id, int *locs); // Set shader currently active (id and locations)
  725. // Compute shader management
  726. RLAPI unsigned int rlLoadComputeShaderProgram(unsigned int shaderId); // Load compute shader program
  727. RLAPI void rlComputeShaderDispatch(unsigned int groupX, unsigned int groupY, unsigned int groupZ); // Dispatch compute shader (equivalent to *draw* for graphics pipeline)
  728. // Shader buffer storage object management (ssbo)
  729. RLAPI unsigned int rlLoadShaderBuffer(unsigned int size, const void *data, int usageHint); // Load shader storage buffer object (SSBO)
  730. RLAPI void rlUnloadShaderBuffer(unsigned int ssboId); // Unload shader storage buffer object (SSBO)
  731. RLAPI void rlUpdateShaderBuffer(unsigned int id, const void *data, unsigned int dataSize, unsigned int offset); // Update SSBO buffer data
  732. RLAPI void rlBindShaderBuffer(unsigned int id, unsigned int index); // Bind SSBO buffer
  733. RLAPI void rlReadShaderBuffer(unsigned int id, void *dest, unsigned int count, unsigned int offset); // Read SSBO buffer data (GPU->CPU)
  734. RLAPI void rlCopyShaderBuffer(unsigned int destId, unsigned int srcId, unsigned int destOffset, unsigned int srcOffset, unsigned int count); // Copy SSBO data between buffers
  735. RLAPI unsigned int rlGetShaderBufferSize(unsigned int id); // Get SSBO buffer size
  736. // Buffer management
  737. RLAPI void rlBindImageTexture(unsigned int id, unsigned int index, int format, bool readonly); // Bind image texture
  738. // Matrix state management
  739. RLAPI Matrix rlGetMatrixModelview(void); // Get internal modelview matrix
  740. RLAPI Matrix rlGetMatrixProjection(void); // Get internal projection matrix
  741. RLAPI Matrix rlGetMatrixTransform(void); // Get internal accumulated transform matrix
  742. RLAPI Matrix rlGetMatrixProjectionStereo(int eye); // Get internal projection matrix for stereo render (selected eye)
  743. RLAPI Matrix rlGetMatrixViewOffsetStereo(int eye); // Get internal view offset matrix for stereo render (selected eye)
  744. RLAPI void rlSetMatrixProjection(Matrix proj); // Set a custom projection matrix (replaces internal projection matrix)
  745. RLAPI void rlSetMatrixModelview(Matrix view); // Set a custom modelview matrix (replaces internal modelview matrix)
  746. RLAPI void rlSetMatrixProjectionStereo(Matrix right, Matrix left); // Set eyes projection matrices for stereo rendering
  747. RLAPI void rlSetMatrixViewOffsetStereo(Matrix right, Matrix left); // Set eyes view offsets matrices for stereo rendering
  748. // Quick and dirty cube/quad buffers load->draw->unload
  749. RLAPI void rlLoadDrawCube(void); // Load and draw a cube
  750. RLAPI void rlLoadDrawQuad(void); // Load and draw a quad
  751. #if defined(__cplusplus)
  752. }
  753. #endif
  754. #endif // RLGL_H
  755. /***********************************************************************************
  756. *
  757. * RLGL IMPLEMENTATION
  758. *
  759. ************************************************************************************/
  760. #if defined(RLGL_IMPLEMENTATION)
  761. // Expose OpenGL functions from glad in raylib
  762. #if defined(BUILD_LIBTYPE_SHARED)
  763. #define GLAD_API_CALL_EXPORT
  764. #define GLAD_API_CALL_EXPORT_BUILD
  765. #endif
  766. #if defined(GRAPHICS_API_OPENGL_11)
  767. #if defined(GRAPHICS_API_OPENGL_11_SOFTWARE)
  768. #define RLSW_IMPLEMENTATION
  769. #define SW_MALLOC(sz) RL_MALLOC(sz)
  770. #define SW_REALLOC(ptr, newSz) RL_REALLOC(ptr, newSz)
  771. #define SW_FREE(ptr) RL_FREE(ptr)
  772. #include "external/rlsw.h" // OpenGL 1.1 software implementation
  773. #else
  774. #if defined(__APPLE__)
  775. #include <OpenGL/gl.h> // OpenGL 1.1 library for OSX
  776. #include <OpenGL/glext.h> // OpenGL extensions library
  777. #else
  778. // APIENTRY for OpenGL function pointer declarations is required
  779. #if !defined(APIENTRY)
  780. #if defined(_WIN32)
  781. #define APIENTRY __stdcall
  782. #else
  783. #define APIENTRY
  784. #endif
  785. #endif
  786. // WINGDIAPI definition. Some Windows OpenGL headers need it
  787. #if !defined(WINGDIAPI) && defined(_WIN32)
  788. #define WINGDIAPI __declspec(dllimport)
  789. #endif
  790. #include <GL/gl.h> // OpenGL 1.1 library
  791. #endif
  792. #endif
  793. #endif
  794. #if defined(GRAPHICS_API_OPENGL_33)
  795. #define GLAD_MALLOC RL_MALLOC
  796. #define GLAD_FREE RL_FREE
  797. #define GLAD_GL_IMPLEMENTATION
  798. #include "external/glad.h" // GLAD extensions loading library, includes OpenGL headers
  799. #endif
  800. #if defined(GRAPHICS_API_OPENGL_ES3)
  801. #include <GLES3/gl3.h> // OpenGL ES 3.0 library
  802. #define GL_GLEXT_PROTOTYPES
  803. #include <GLES2/gl2ext.h> // OpenGL ES 2.0 extensions library
  804. #elif defined(GRAPHICS_API_OPENGL_ES2)
  805. // NOTE: OpenGL ES 2.0 can be enabled on Desktop platforms,
  806. // in that case, functions are loaded from a custom glad for OpenGL ES 2.0
  807. // TODO: OpenGL ES 2.0 support shouldn't be platform-dependant, neither require GLAD
  808. #if defined(PLATFORM_DESKTOP_GLFW) || defined(PLATFORM_DESKTOP_SDL)
  809. #define GLAD_GLES2_IMPLEMENTATION
  810. #include "external/glad_gles2.h"
  811. #else
  812. #define GL_GLEXT_PROTOTYPES
  813. //#include <EGL/egl.h> // EGL library -> not required, platform layer
  814. #include <GLES2/gl2.h> // OpenGL ES 2.0 library
  815. #include <GLES2/gl2ext.h> // OpenGL ES 2.0 extensions library
  816. #endif
  817. // It seems OpenGL ES 2.0 instancing entry points are not defined on Raspberry Pi
  818. // provided headers (despite being defined in official Khronos GLES2 headers)
  819. #if defined(PLATFORM_DRM)
  820. typedef void (GL_APIENTRYP PFNGLDRAWARRAYSINSTANCEDEXTPROC) (GLenum mode, GLint start, GLsizei count, GLsizei primcount);
  821. typedef void (GL_APIENTRYP PFNGLDRAWELEMENTSINSTANCEDEXTPROC) (GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei primcount);
  822. typedef void (GL_APIENTRYP PFNGLVERTEXATTRIBDIVISOREXTPROC) (GLuint index, GLuint divisor);
  823. #endif
  824. #endif
  825. #include <stdlib.h> // Required for: calloc(), free()
  826. #include <string.h> // Required for: strcmp(), strlen() [Used in rlglInit(), on extensions loading]
  827. #include <math.h> // Required for: sqrtf(), sinf(), cosf(), floor(), log()
  828. //----------------------------------------------------------------------------------
  829. // Defines and Macros
  830. //----------------------------------------------------------------------------------
  831. #ifndef PI
  832. #define PI 3.14159265358979323846f
  833. #endif
  834. #ifndef DEG2RAD
  835. #define DEG2RAD (PI/180.0f)
  836. #endif
  837. #ifndef RAD2DEG
  838. #define RAD2DEG (180.0f/PI)
  839. #endif
  840. #ifndef GL_SHADING_LANGUAGE_VERSION
  841. #define GL_SHADING_LANGUAGE_VERSION 0x8B8C
  842. #endif
  843. #ifndef GL_COMPRESSED_RGB_S3TC_DXT1_EXT
  844. #define GL_COMPRESSED_RGB_S3TC_DXT1_EXT 0x83F0
  845. #endif
  846. #ifndef GL_COMPRESSED_RGBA_S3TC_DXT1_EXT
  847. #define GL_COMPRESSED_RGBA_S3TC_DXT1_EXT 0x83F1
  848. #endif
  849. #ifndef GL_COMPRESSED_RGBA_S3TC_DXT3_EXT
  850. #define GL_COMPRESSED_RGBA_S3TC_DXT3_EXT 0x83F2
  851. #endif
  852. #ifndef GL_COMPRESSED_RGBA_S3TC_DXT5_EXT
  853. #define GL_COMPRESSED_RGBA_S3TC_DXT5_EXT 0x83F3
  854. #endif
  855. #ifndef GL_ETC1_RGB8_OES
  856. #define GL_ETC1_RGB8_OES 0x8D64
  857. #endif
  858. #ifndef GL_COMPRESSED_RGB8_ETC2
  859. #define GL_COMPRESSED_RGB8_ETC2 0x9274
  860. #endif
  861. #ifndef GL_COMPRESSED_RGBA8_ETC2_EAC
  862. #define GL_COMPRESSED_RGBA8_ETC2_EAC 0x9278
  863. #endif
  864. #ifndef GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG
  865. #define GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG 0x8C00
  866. #endif
  867. #ifndef GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG
  868. #define GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG 0x8C02
  869. #endif
  870. #ifndef GL_COMPRESSED_RGBA_ASTC_4x4_KHR
  871. #define GL_COMPRESSED_RGBA_ASTC_4x4_KHR 0x93b0
  872. #endif
  873. #ifndef GL_COMPRESSED_RGBA_ASTC_8x8_KHR
  874. #define GL_COMPRESSED_RGBA_ASTC_8x8_KHR 0x93b7
  875. #endif
  876. #ifndef GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT
  877. #define GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT 0x84FF
  878. #endif
  879. #ifndef GL_TEXTURE_MAX_ANISOTROPY_EXT
  880. #define GL_TEXTURE_MAX_ANISOTROPY_EXT 0x84FE
  881. #endif
  882. #ifndef GL_PROGRAM_POINT_SIZE
  883. #define GL_PROGRAM_POINT_SIZE 0x8642
  884. #endif
  885. #ifndef GL_LINE_WIDTH
  886. #define GL_LINE_WIDTH 0x0B21
  887. #endif
  888. #if defined(GRAPHICS_API_OPENGL_11)
  889. #define GL_UNSIGNED_SHORT_5_6_5 0x8363
  890. #define GL_UNSIGNED_SHORT_5_5_5_1 0x8034
  891. #define GL_UNSIGNED_SHORT_4_4_4_4 0x8033
  892. #endif
  893. #if defined(GRAPHICS_API_OPENGL_21)
  894. #define GL_LUMINANCE 0x1909
  895. #define GL_LUMINANCE_ALPHA 0x190A
  896. #endif
  897. #if defined(GRAPHICS_API_OPENGL_ES2)
  898. #define glClearDepth glClearDepthf
  899. #if !defined(GRAPHICS_API_OPENGL_ES3)
  900. #define GL_READ_FRAMEBUFFER GL_FRAMEBUFFER
  901. #define GL_DRAW_FRAMEBUFFER GL_FRAMEBUFFER
  902. #endif
  903. #endif
  904. // Default shader vertex attribute names to set location points
  905. #ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_POSITION
  906. #define RL_DEFAULT_SHADER_ATTRIB_NAME_POSITION "vertexPosition" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_NAME_POSITION
  907. #endif
  908. #ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD
  909. #define RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD "vertexTexCoord" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD
  910. #endif
  911. #ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_NORMAL
  912. #define RL_DEFAULT_SHADER_ATTRIB_NAME_NORMAL "vertexNormal" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_NAME_NORMAL
  913. #endif
  914. #ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR
  915. #define RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR "vertexColor" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR
  916. #endif
  917. #ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_TANGENT
  918. #define RL_DEFAULT_SHADER_ATTRIB_NAME_TANGENT "vertexTangent" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_NAME_TANGENT
  919. #endif
  920. #ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2
  921. #define RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2 "vertexTexCoord2" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2
  922. #endif
  923. #ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_BONEIDS
  924. #define RL_DEFAULT_SHADER_ATTRIB_NAME_BONEIDS "vertexBoneIds" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_NAME_BONEIDS
  925. #endif
  926. #ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_BONEWEIGHTS
  927. #define RL_DEFAULT_SHADER_ATTRIB_NAME_BONEWEIGHTS "vertexBoneWeights" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_NAME_BONEWEIGHTS
  928. #endif
  929. #ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_INSTANCE_TX
  930. #define RL_DEFAULT_SHADER_ATTRIB_NAME_INSTANCE_TX "instanceTransform" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_NAME_INSTANCE_TX
  931. #endif
  932. #ifndef RL_DEFAULT_SHADER_UNIFORM_NAME_MVP
  933. #define RL_DEFAULT_SHADER_UNIFORM_NAME_MVP "mvp" // model-view-projection matrix
  934. #endif
  935. #ifndef RL_DEFAULT_SHADER_UNIFORM_NAME_VIEW
  936. #define RL_DEFAULT_SHADER_UNIFORM_NAME_VIEW "matView" // view matrix
  937. #endif
  938. #ifndef RL_DEFAULT_SHADER_UNIFORM_NAME_PROJECTION
  939. #define RL_DEFAULT_SHADER_UNIFORM_NAME_PROJECTION "matProjection" // projection matrix
  940. #endif
  941. #ifndef RL_DEFAULT_SHADER_UNIFORM_NAME_MODEL
  942. #define RL_DEFAULT_SHADER_UNIFORM_NAME_MODEL "matModel" // model matrix
  943. #endif
  944. #ifndef RL_DEFAULT_SHADER_UNIFORM_NAME_NORMAL
  945. #define RL_DEFAULT_SHADER_UNIFORM_NAME_NORMAL "matNormal" // normal matrix (transpose(inverse(matModelView))
  946. #endif
  947. #ifndef RL_DEFAULT_SHADER_UNIFORM_NAME_COLOR
  948. #define RL_DEFAULT_SHADER_UNIFORM_NAME_COLOR "colDiffuse" // color diffuse (base tint color, multiplied by texture color)
  949. #endif
  950. #ifndef RL_DEFAULT_SHADER_UNIFORM_NAME_BONE_MATRICES
  951. #define RL_DEFAULT_SHADER_UNIFORM_NAME_BONE_MATRICES "boneMatrices" // bone matrices
  952. #endif
  953. #ifndef RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE0
  954. #define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE0 "texture0" // texture0 (texture slot active 0)
  955. #endif
  956. #ifndef RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE1
  957. #define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE1 "texture1" // texture1 (texture slot active 1)
  958. #endif
  959. #ifndef RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE2
  960. #define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE2 "texture2" // texture2 (texture slot active 2)
  961. #endif
  962. //----------------------------------------------------------------------------------
  963. // Module Types and Structures Definition
  964. //----------------------------------------------------------------------------------
  965. #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
  966. typedef void *(*rlglLoadProc)(const char *name); // OpenGL extension functions loader signature (same as GLADloadproc)
  967. typedef struct rlglData {
  968. rlRenderBatch *currentBatch; // Current render batch
  969. rlRenderBatch defaultBatch; // Default internal render batch
  970. rlglLoadProc loader; // OpenGL function loader
  971. struct {
  972. int vertexCounter; // Current active render batch vertex counter (generic, used for all batches)
  973. float texcoordx, texcoordy; // Current active texture coordinate (added on glVertex*())
  974. float normalx, normaly, normalz; // Current active normal (added on glVertex*())
  975. unsigned char colorr, colorg, colorb, colora; // Current active color (added on glVertex*())
  976. int currentMatrixMode; // Current matrix mode
  977. Matrix *currentMatrix; // Current matrix pointer
  978. Matrix modelview; // Default modelview matrix
  979. Matrix projection; // Default projection matrix
  980. Matrix transform; // Transform matrix to be used with rlTranslate, rlRotate, rlScale
  981. bool transformRequired; // Require transform matrix application to current draw-call vertex (if required)
  982. Matrix stack[RL_MAX_MATRIX_STACK_SIZE];// Matrix stack for push/pop
  983. int stackCounter; // Matrix stack counter
  984. unsigned int currentTextureId; // Current texture id to be used on glBegin
  985. unsigned int defaultTextureId; // Default texture used on shapes/poly drawing (required by shader)
  986. unsigned int activeTextureId[RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS]; // Active texture ids to be enabled on batch drawing (0 active by default)
  987. unsigned int defaultVShaderId; // Default vertex shader id (used by default shader program)
  988. unsigned int defaultFShaderId; // Default fragment shader id (used by default shader program)
  989. unsigned int defaultShaderId; // Default shader program id, supports vertex color and diffuse texture
  990. int *defaultShaderLocs; // Default shader locations pointer to be used on rendering
  991. unsigned int currentShaderId; // Current shader id to be used on rendering (by default, defaultShaderId)
  992. int *currentShaderLocs; // Current shader locations pointer to be used on rendering (by default, defaultShaderLocs)
  993. bool stereoRender; // Stereo rendering flag
  994. Matrix projectionStereo[2]; // VR stereo rendering eyes projection matrices
  995. Matrix viewOffsetStereo[2]; // VR stereo rendering eyes view offset matrices
  996. // Blending variables
  997. int currentBlendMode; // Blending mode active
  998. int glBlendSrcFactor; // Blending source factor
  999. int glBlendDstFactor; // Blending destination factor
  1000. int glBlendEquation; // Blending equation
  1001. int glBlendSrcFactorRGB; // Blending source RGB factor
  1002. int glBlendDestFactorRGB; // Blending destination RGB factor
  1003. int glBlendSrcFactorAlpha; // Blending source alpha factor
  1004. int glBlendDestFactorAlpha; // Blending destination alpha factor
  1005. int glBlendEquationRGB; // Blending equation for RGB
  1006. int glBlendEquationAlpha; // Blending equation for alpha
  1007. bool glCustomBlendModeModified; // Custom blending factor and equation modification status
  1008. int framebufferWidth; // Current framebuffer width
  1009. int framebufferHeight; // Current framebuffer height
  1010. } State; // Renderer state
  1011. struct {
  1012. bool vao; // VAO support (OpenGL ES2 could not support VAO extension) (GL_ARB_vertex_array_object)
  1013. bool instancing; // Instancing supported (GL_ANGLE_instanced_arrays, GL_EXT_draw_instanced + GL_EXT_instanced_arrays)
  1014. bool texNPOT; // NPOT textures full support (GL_ARB_texture_non_power_of_two, GL_OES_texture_npot)
  1015. bool texDepth; // Depth textures supported (GL_ARB_depth_texture, GL_OES_depth_texture)
  1016. bool texDepthWebGL; // Depth textures supported WebGL specific (GL_WEBGL_depth_texture)
  1017. bool texFloat32; // float textures support (32 bit per channel) (GL_OES_texture_float)
  1018. bool texFloat16; // half float textures support (16 bit per channel) (GL_OES_texture_half_float)
  1019. bool texCompDXT; // DDS texture compression support (GL_EXT_texture_compression_s3tc, GL_WEBGL_compressed_texture_s3tc, GL_WEBKIT_WEBGL_compressed_texture_s3tc)
  1020. bool texCompETC1; // ETC1 texture compression support (GL_OES_compressed_ETC1_RGB8_texture, GL_WEBGL_compressed_texture_etc1)
  1021. bool texCompETC2; // ETC2/EAC texture compression support (GL_ARB_ES3_compatibility)
  1022. bool texCompPVRT; // PVR texture compression support (GL_IMG_texture_compression_pvrtc)
  1023. bool texCompASTC; // ASTC texture compression support (GL_KHR_texture_compression_astc_hdr, GL_KHR_texture_compression_astc_ldr)
  1024. bool texMirrorClamp; // Clamp mirror wrap mode supported (GL_EXT_texture_mirror_clamp)
  1025. bool texAnisoFilter; // Anisotropic texture filtering support (GL_EXT_texture_filter_anisotropic)
  1026. bool computeShader; // Compute shaders support (GL_ARB_compute_shader)
  1027. bool ssbo; // Shader storage buffer object support (GL_ARB_shader_storage_buffer_object)
  1028. float maxAnisotropyLevel; // Maximum anisotropy level supported (minimum is 2.0f)
  1029. int maxDepthBits; // Maximum bits for depth component
  1030. } ExtSupported; // Extensions supported flags
  1031. } rlglData;
  1032. #endif // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2
  1033. //----------------------------------------------------------------------------------
  1034. // Global Variables Definition
  1035. //----------------------------------------------------------------------------------
  1036. static double rlCullDistanceNear = RL_CULL_DISTANCE_NEAR;
  1037. static double rlCullDistanceFar = RL_CULL_DISTANCE_FAR;
  1038. #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
  1039. static rlglData RLGL = { 0 };
  1040. #endif // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2
  1041. #if defined(GRAPHICS_API_OPENGL_ES2) && !defined(GRAPHICS_API_OPENGL_ES3)
  1042. // NOTE: VAO functionality is exposed through extensions (OES)
  1043. static PFNGLGENVERTEXARRAYSOESPROC glGenVertexArrays = NULL;
  1044. static PFNGLBINDVERTEXARRAYOESPROC glBindVertexArray = NULL;
  1045. static PFNGLDELETEVERTEXARRAYSOESPROC glDeleteVertexArrays = NULL;
  1046. // NOTE: Instancing functionality could also be available through extension
  1047. static PFNGLDRAWARRAYSINSTANCEDEXTPROC glDrawArraysInstanced = NULL;
  1048. static PFNGLDRAWELEMENTSINSTANCEDEXTPROC glDrawElementsInstanced = NULL;
  1049. static PFNGLVERTEXATTRIBDIVISOREXTPROC glVertexAttribDivisor = NULL;
  1050. #endif
  1051. //----------------------------------------------------------------------------------
  1052. // Module Functions Declaration
  1053. //----------------------------------------------------------------------------------
  1054. #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
  1055. static void rlLoadShaderDefault(void); // Load default shader
  1056. static void rlUnloadShaderDefault(void); // Unload default shader
  1057. #if defined(RLGL_SHOW_GL_DETAILS_INFO)
  1058. static const char *rlGetCompressedFormatName(int format); // Get compressed format official GL identifier name
  1059. #endif // RLGL_SHOW_GL_DETAILS_INFO
  1060. #endif // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2
  1061. static int rlGetPixelDataSize(int width, int height, int format); // Get pixel data size in bytes (image or texture)
  1062. static Matrix rlMatrixIdentity(void); // Get identity matrix
  1063. #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
  1064. // Auxiliar matrix math functions
  1065. typedef struct rl_float16 { float v[16]; } rl_float16;
  1066. static rl_float16 rlMatrixToFloatV(Matrix mat); // Get float array of matrix data
  1067. #define rlMatrixToFloat(mat) (rlMatrixToFloatV(mat).v) // Get float vector for Matrix
  1068. static Matrix rlMatrixMultiply(Matrix left, Matrix right); // Multiply two matrices
  1069. static Matrix rlMatrixTranspose(Matrix mat); // Transposes provided matrix
  1070. static Matrix rlMatrixInvert(Matrix mat); // Invert provided matrix
  1071. #endif
  1072. //----------------------------------------------------------------------------------
  1073. // Module Functions Definition - Matrix operations
  1074. //----------------------------------------------------------------------------------
  1075. #if defined(GRAPHICS_API_OPENGL_11)
  1076. // Fallback to OpenGL 1.1 function calls
  1077. //---------------------------------------
  1078. void rlMatrixMode(int mode)
  1079. {
  1080. switch (mode)
  1081. {
  1082. case RL_PROJECTION: glMatrixMode(GL_PROJECTION); break;
  1083. case RL_MODELVIEW: glMatrixMode(GL_MODELVIEW); break;
  1084. case RL_TEXTURE: glMatrixMode(GL_TEXTURE); break;
  1085. default: break;
  1086. }
  1087. }
  1088. void rlFrustum(double left, double right, double bottom, double top, double znear, double zfar)
  1089. {
  1090. glFrustum(left, right, bottom, top, znear, zfar);
  1091. }
  1092. void rlOrtho(double left, double right, double bottom, double top, double znear, double zfar)
  1093. {
  1094. glOrtho(left, right, bottom, top, znear, zfar);
  1095. }
  1096. void rlPushMatrix(void) { glPushMatrix(); }
  1097. void rlPopMatrix(void) { glPopMatrix(); }
  1098. void rlLoadIdentity(void) { glLoadIdentity(); }
  1099. void rlTranslatef(float x, float y, float z) { glTranslatef(x, y, z); }
  1100. void rlRotatef(float angle, float x, float y, float z) { glRotatef(angle, x, y, z); }
  1101. void rlScalef(float x, float y, float z) { glScalef(x, y, z); }
  1102. void rlMultMatrixf(const float *matf) { glMultMatrixf(matf); }
  1103. #endif
  1104. #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
  1105. // Choose the current matrix to be transformed
  1106. void rlMatrixMode(int mode)
  1107. {
  1108. if (mode == RL_PROJECTION) RLGL.State.currentMatrix = &RLGL.State.projection;
  1109. else if (mode == RL_MODELVIEW) RLGL.State.currentMatrix = &RLGL.State.modelview;
  1110. //else if (mode == RL_TEXTURE) // Not supported
  1111. RLGL.State.currentMatrixMode = mode;
  1112. }
  1113. // Push the current matrix into RLGL.State.stack
  1114. void rlPushMatrix(void)
  1115. {
  1116. if (RLGL.State.stackCounter >= RL_MAX_MATRIX_STACK_SIZE) TRACELOG(RL_LOG_ERROR, "RLGL: Matrix stack overflow (RL_MAX_MATRIX_STACK_SIZE)");
  1117. if (RLGL.State.currentMatrixMode == RL_MODELVIEW)
  1118. {
  1119. RLGL.State.transformRequired = true;
  1120. RLGL.State.currentMatrix = &RLGL.State.transform;
  1121. }
  1122. RLGL.State.stack[RLGL.State.stackCounter] = *RLGL.State.currentMatrix;
  1123. RLGL.State.stackCounter++;
  1124. }
  1125. // Pop lattest inserted matrix from RLGL.State.stack
  1126. void rlPopMatrix(void)
  1127. {
  1128. if (RLGL.State.stackCounter > 0)
  1129. {
  1130. Matrix mat = RLGL.State.stack[RLGL.State.stackCounter - 1];
  1131. *RLGL.State.currentMatrix = mat;
  1132. RLGL.State.stackCounter--;
  1133. }
  1134. if ((RLGL.State.stackCounter == 0) && (RLGL.State.currentMatrixMode == RL_MODELVIEW))
  1135. {
  1136. RLGL.State.currentMatrix = &RLGL.State.modelview;
  1137. RLGL.State.transformRequired = false;
  1138. }
  1139. }
  1140. // Reset current matrix to identity matrix
  1141. void rlLoadIdentity(void)
  1142. {
  1143. *RLGL.State.currentMatrix = rlMatrixIdentity();
  1144. }
  1145. // Multiply the current matrix by a translation matrix
  1146. void rlTranslatef(float x, float y, float z)
  1147. {
  1148. Matrix matTranslation = {
  1149. 1.0f, 0.0f, 0.0f, x,
  1150. 0.0f, 1.0f, 0.0f, y,
  1151. 0.0f, 0.0f, 1.0f, z,
  1152. 0.0f, 0.0f, 0.0f, 1.0f
  1153. };
  1154. // NOTE: We transpose matrix with multiplication order
  1155. *RLGL.State.currentMatrix = rlMatrixMultiply(matTranslation, *RLGL.State.currentMatrix);
  1156. }
  1157. // Multiply the current matrix by a rotation matrix
  1158. // NOTE: The provided angle must be in degrees
  1159. void rlRotatef(float angle, float x, float y, float z)
  1160. {
  1161. Matrix matRotation = rlMatrixIdentity();
  1162. // Axis vector (x, y, z) normalization
  1163. float lengthSquared = x*x + y*y + z*z;
  1164. if ((lengthSquared != 1.0f) && (lengthSquared != 0.0f))
  1165. {
  1166. float inverseLength = 1.0f/sqrtf(lengthSquared);
  1167. x *= inverseLength;
  1168. y *= inverseLength;
  1169. z *= inverseLength;
  1170. }
  1171. // Rotation matrix generation
  1172. float sinres = sinf(DEG2RAD*angle);
  1173. float cosres = cosf(DEG2RAD*angle);
  1174. float t = 1.0f - cosres;
  1175. matRotation.m0 = x*x*t + cosres;
  1176. matRotation.m1 = y*x*t + z*sinres;
  1177. matRotation.m2 = z*x*t - y*sinres;
  1178. matRotation.m3 = 0.0f;
  1179. matRotation.m4 = x*y*t - z*sinres;
  1180. matRotation.m5 = y*y*t + cosres;
  1181. matRotation.m6 = z*y*t + x*sinres;
  1182. matRotation.m7 = 0.0f;
  1183. matRotation.m8 = x*z*t + y*sinres;
  1184. matRotation.m9 = y*z*t - x*sinres;
  1185. matRotation.m10 = z*z*t + cosres;
  1186. matRotation.m11 = 0.0f;
  1187. matRotation.m12 = 0.0f;
  1188. matRotation.m13 = 0.0f;
  1189. matRotation.m14 = 0.0f;
  1190. matRotation.m15 = 1.0f;
  1191. // NOTE: We transpose matrix with multiplication order
  1192. *RLGL.State.currentMatrix = rlMatrixMultiply(matRotation, *RLGL.State.currentMatrix);
  1193. }
  1194. // Multiply the current matrix by a scaling matrix
  1195. void rlScalef(float x, float y, float z)
  1196. {
  1197. Matrix matScale = {
  1198. x, 0.0f, 0.0f, 0.0f,
  1199. 0.0f, y, 0.0f, 0.0f,
  1200. 0.0f, 0.0f, z, 0.0f,
  1201. 0.0f, 0.0f, 0.0f, 1.0f
  1202. };
  1203. // NOTE: We transpose matrix with multiplication order
  1204. *RLGL.State.currentMatrix = rlMatrixMultiply(matScale, *RLGL.State.currentMatrix);
  1205. }
  1206. // Multiply the current matrix by another matrix
  1207. void rlMultMatrixf(const float *matf)
  1208. {
  1209. // Matrix creation from array
  1210. Matrix mat = { matf[0], matf[4], matf[8], matf[12],
  1211. matf[1], matf[5], matf[9], matf[13],
  1212. matf[2], matf[6], matf[10], matf[14],
  1213. matf[3], matf[7], matf[11], matf[15] };
  1214. *RLGL.State.currentMatrix = rlMatrixMultiply(mat, *RLGL.State.currentMatrix);
  1215. }
  1216. // Multiply the current matrix by a perspective matrix generated by parameters
  1217. void rlFrustum(double left, double right, double bottom, double top, double znear, double zfar)
  1218. {
  1219. Matrix matFrustum = { 0 };
  1220. float rl = (float)(right - left);
  1221. float tb = (float)(top - bottom);
  1222. float fn = (float)(zfar - znear);
  1223. matFrustum.m0 = ((float) znear*2.0f)/rl;
  1224. matFrustum.m1 = 0.0f;
  1225. matFrustum.m2 = 0.0f;
  1226. matFrustum.m3 = 0.0f;
  1227. matFrustum.m4 = 0.0f;
  1228. matFrustum.m5 = ((float) znear*2.0f)/tb;
  1229. matFrustum.m6 = 0.0f;
  1230. matFrustum.m7 = 0.0f;
  1231. matFrustum.m8 = ((float)right + (float)left)/rl;
  1232. matFrustum.m9 = ((float)top + (float)bottom)/tb;
  1233. matFrustum.m10 = -((float)zfar + (float)znear)/fn;
  1234. matFrustum.m11 = -1.0f;
  1235. matFrustum.m12 = 0.0f;
  1236. matFrustum.m13 = 0.0f;
  1237. matFrustum.m14 = -((float)zfar*(float)znear*2.0f)/fn;
  1238. matFrustum.m15 = 0.0f;
  1239. *RLGL.State.currentMatrix = rlMatrixMultiply(*RLGL.State.currentMatrix, matFrustum);
  1240. }
  1241. // Multiply the current matrix by an orthographic matrix generated by parameters
  1242. void rlOrtho(double left, double right, double bottom, double top, double znear, double zfar)
  1243. {
  1244. // NOTE: If left-right and top-botton values are equal it could create a division by zero,
  1245. // response to it is platform/compiler dependant
  1246. Matrix matOrtho = { 0 };
  1247. float rl = (float)(right - left);
  1248. float tb = (float)(top - bottom);
  1249. float fn = (float)(zfar - znear);
  1250. matOrtho.m0 = 2.0f/rl;
  1251. matOrtho.m1 = 0.0f;
  1252. matOrtho.m2 = 0.0f;
  1253. matOrtho.m3 = 0.0f;
  1254. matOrtho.m4 = 0.0f;
  1255. matOrtho.m5 = 2.0f/tb;
  1256. matOrtho.m6 = 0.0f;
  1257. matOrtho.m7 = 0.0f;
  1258. matOrtho.m8 = 0.0f;
  1259. matOrtho.m9 = 0.0f;
  1260. matOrtho.m10 = -2.0f/fn;
  1261. matOrtho.m11 = 0.0f;
  1262. matOrtho.m12 = -((float)left + (float)right)/rl;
  1263. matOrtho.m13 = -((float)top + (float)bottom)/tb;
  1264. matOrtho.m14 = -((float)zfar + (float)znear)/fn;
  1265. matOrtho.m15 = 1.0f;
  1266. *RLGL.State.currentMatrix = rlMatrixMultiply(*RLGL.State.currentMatrix, matOrtho);
  1267. }
  1268. #endif
  1269. // Set the viewport area (transformation from normalized device coordinates to window coordinates)
  1270. // NOTE: We store current viewport dimensions
  1271. void rlViewport(int x, int y, int width, int height)
  1272. {
  1273. glViewport(x, y, width, height);
  1274. }
  1275. // Set clip planes distances
  1276. void rlSetClipPlanes(double nearPlane, double farPlane)
  1277. {
  1278. rlCullDistanceNear = nearPlane;
  1279. rlCullDistanceFar = farPlane;
  1280. }
  1281. // Get cull plane distance near
  1282. double rlGetCullDistanceNear(void)
  1283. {
  1284. return rlCullDistanceNear;
  1285. }
  1286. // Get cull plane distance far
  1287. double rlGetCullDistanceFar(void)
  1288. {
  1289. return rlCullDistanceFar;
  1290. }
  1291. //----------------------------------------------------------------------------------
  1292. // Module Functions Definition - Vertex level operations
  1293. //----------------------------------------------------------------------------------
  1294. #if defined(GRAPHICS_API_OPENGL_11)
  1295. // Fallback to OpenGL 1.1 function calls
  1296. //---------------------------------------
  1297. void rlBegin(int mode)
  1298. {
  1299. switch (mode)
  1300. {
  1301. case RL_LINES: glBegin(GL_LINES); break;
  1302. case RL_TRIANGLES: glBegin(GL_TRIANGLES); break;
  1303. case RL_QUADS: glBegin(GL_QUADS); break;
  1304. default: break;
  1305. }
  1306. }
  1307. void rlEnd(void) { glEnd(); }
  1308. void rlVertex2i(int x, int y) { glVertex2i(x, y); }
  1309. void rlVertex2f(float x, float y) { glVertex2f(x, y); }
  1310. void rlVertex3f(float x, float y, float z) { glVertex3f(x, y, z); }
  1311. void rlTexCoord2f(float x, float y) { glTexCoord2f(x, y); }
  1312. void rlNormal3f(float x, float y, float z) { glNormal3f(x, y, z); }
  1313. void rlColor4ub(unsigned char r, unsigned char g, unsigned char b, unsigned char a) { glColor4ub(r, g, b, a); }
  1314. void rlColor3f(float x, float y, float z) { glColor3f(x, y, z); }
  1315. void rlColor4f(float x, float y, float z, float w) { glColor4f(x, y, z, w); }
  1316. #endif
  1317. #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
  1318. // Initialize drawing mode (how to organize vertex)
  1319. void rlBegin(int mode)
  1320. {
  1321. // Draw mode can be RL_LINES, RL_TRIANGLES and RL_QUADS
  1322. // NOTE: In all three cases, vertex are accumulated over default internal vertex buffer
  1323. if (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].mode != mode)
  1324. {
  1325. if (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount > 0)
  1326. {
  1327. // Make sure current RLGL.currentBatch->draws[i].vertexCount is aligned a multiple of 4,
  1328. // that way, following QUADS drawing will keep aligned with index processing
  1329. // It implies adding some extra alignment vertex at the end of the draw,
  1330. // those vertex are not processed but they are considered as an additional offset
  1331. // for the next set of vertex to be drawn
  1332. 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);
  1333. 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)));
  1334. else RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexAlignment = 0;
  1335. if (!rlCheckRenderBatchLimit(RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexAlignment))
  1336. {
  1337. RLGL.State.vertexCounter += RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexAlignment;
  1338. RLGL.currentBatch->drawCounter++;
  1339. }
  1340. }
  1341. if (RLGL.currentBatch->drawCounter >= RL_DEFAULT_BATCH_DRAWCALLS) rlDrawRenderBatch(RLGL.currentBatch);
  1342. RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].mode = mode;
  1343. RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].textureId = RLGL.State.currentTextureId;
  1344. RLGL.State.currentTextureId = RLGL.State.defaultTextureId;
  1345. }
  1346. }
  1347. // Finish vertex providing
  1348. void rlEnd(void)
  1349. {
  1350. // NOTE: Depth increment is dependant on rlOrtho(): z-near and z-far values,
  1351. // as well as depth buffer bit-depth (16bit or 24bit or 32bit)
  1352. // Correct increment formula would be: depthInc = (zfar - znear)/pow(2, bits)
  1353. RLGL.currentBatch->currentDepth += (1.0f/20000.0f);
  1354. }
  1355. // Define one vertex (position)
  1356. // NOTE: Vertex position data is the basic information required for drawing
  1357. void rlVertex3f(float x, float y, float z)
  1358. {
  1359. float tx = x;
  1360. float ty = y;
  1361. float tz = z;
  1362. // Transform provided vector if required
  1363. if (RLGL.State.transformRequired)
  1364. {
  1365. tx = RLGL.State.transform.m0*x + RLGL.State.transform.m4*y + RLGL.State.transform.m8*z + RLGL.State.transform.m12;
  1366. ty = RLGL.State.transform.m1*x + RLGL.State.transform.m5*y + RLGL.State.transform.m9*z + RLGL.State.transform.m13;
  1367. tz = RLGL.State.transform.m2*x + RLGL.State.transform.m6*y + RLGL.State.transform.m10*z + RLGL.State.transform.m14;
  1368. }
  1369. // WARNING: We can't break primitives when launching a new batch
  1370. // RL_LINES comes in pairs, RL_TRIANGLES come in groups of 3 vertices and RL_QUADS come in groups of 4 vertices
  1371. // 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
  1372. if (RLGL.State.vertexCounter > (RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].elementCount*4 - 4))
  1373. {
  1374. if ((RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].mode == RL_LINES) &&
  1375. (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount%2 == 0))
  1376. {
  1377. // Reached the maximum number of vertices for RL_LINES drawing
  1378. // Launch a draw call but keep current state for next vertices comming
  1379. // NOTE: We add +1 vertex to the check for security
  1380. rlCheckRenderBatchLimit(2 + 1);
  1381. }
  1382. else if ((RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].mode == RL_TRIANGLES) &&
  1383. (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount%3 == 0))
  1384. {
  1385. rlCheckRenderBatchLimit(3 + 1);
  1386. }
  1387. else if ((RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].mode == RL_QUADS) &&
  1388. (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount%4 == 0))
  1389. {
  1390. rlCheckRenderBatchLimit(4 + 1);
  1391. }
  1392. }
  1393. // Add vertices
  1394. RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vertices[3*RLGL.State.vertexCounter] = tx;
  1395. RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vertices[3*RLGL.State.vertexCounter + 1] = ty;
  1396. RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vertices[3*RLGL.State.vertexCounter + 2] = tz;
  1397. // Add current texcoord
  1398. RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].texcoords[2*RLGL.State.vertexCounter] = RLGL.State.texcoordx;
  1399. RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].texcoords[2*RLGL.State.vertexCounter + 1] = RLGL.State.texcoordy;
  1400. // Add current normal
  1401. RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].normals[3*RLGL.State.vertexCounter] = RLGL.State.normalx;
  1402. RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].normals[3*RLGL.State.vertexCounter + 1] = RLGL.State.normaly;
  1403. RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].normals[3*RLGL.State.vertexCounter + 2] = RLGL.State.normalz;
  1404. // Add current color
  1405. RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].colors[4*RLGL.State.vertexCounter] = RLGL.State.colorr;
  1406. RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].colors[4*RLGL.State.vertexCounter + 1] = RLGL.State.colorg;
  1407. RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].colors[4*RLGL.State.vertexCounter + 2] = RLGL.State.colorb;
  1408. RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].colors[4*RLGL.State.vertexCounter + 3] = RLGL.State.colora;
  1409. RLGL.State.vertexCounter++;
  1410. RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount++;
  1411. }
  1412. // Define one vertex (position)
  1413. void rlVertex2f(float x, float y)
  1414. {
  1415. rlVertex3f(x, y, RLGL.currentBatch->currentDepth);
  1416. }
  1417. // Define one vertex (position)
  1418. void rlVertex2i(int x, int y)
  1419. {
  1420. rlVertex3f((float)x, (float)y, RLGL.currentBatch->currentDepth);
  1421. }
  1422. // Define one vertex (texture coordinate)
  1423. // NOTE: Texture coordinates are limited to QUADS only
  1424. void rlTexCoord2f(float x, float y)
  1425. {
  1426. RLGL.State.texcoordx = x;
  1427. RLGL.State.texcoordy = y;
  1428. }
  1429. // Define one vertex (normal)
  1430. // NOTE: Normals limited to TRIANGLES only?
  1431. void rlNormal3f(float x, float y, float z)
  1432. {
  1433. float normalx = x;
  1434. float normaly = y;
  1435. float normalz = z;
  1436. if (RLGL.State.transformRequired)
  1437. {
  1438. normalx = RLGL.State.transform.m0*x + RLGL.State.transform.m4*y + RLGL.State.transform.m8*z;
  1439. normaly = RLGL.State.transform.m1*x + RLGL.State.transform.m5*y + RLGL.State.transform.m9*z;
  1440. normalz = RLGL.State.transform.m2*x + RLGL.State.transform.m6*y + RLGL.State.transform.m10*z;
  1441. }
  1442. float length = sqrtf(normalx*normalx + normaly*normaly + normalz*normalz);
  1443. if (length != 0.0f)
  1444. {
  1445. float ilength = 1.0f/length;
  1446. normalx *= ilength;
  1447. normaly *= ilength;
  1448. normalz *= ilength;
  1449. }
  1450. RLGL.State.normalx = normalx;
  1451. RLGL.State.normaly = normaly;
  1452. RLGL.State.normalz = normalz;
  1453. }
  1454. // Define one vertex (color)
  1455. void rlColor4ub(unsigned char x, unsigned char y, unsigned char z, unsigned char w)
  1456. {
  1457. RLGL.State.colorr = x;
  1458. RLGL.State.colorg = y;
  1459. RLGL.State.colorb = z;
  1460. RLGL.State.colora = w;
  1461. }
  1462. // Define one vertex (color)
  1463. void rlColor4f(float r, float g, float b, float a)
  1464. {
  1465. rlColor4ub((unsigned char)(r*255), (unsigned char)(g*255), (unsigned char)(b*255), (unsigned char)(a*255));
  1466. }
  1467. // Define one vertex (color)
  1468. void rlColor3f(float x, float y, float z)
  1469. {
  1470. rlColor4ub((unsigned char)(x*255), (unsigned char)(y*255), (unsigned char)(z*255), 255);
  1471. }
  1472. #endif
  1473. //--------------------------------------------------------------------------------------
  1474. // Module Functions Definition - OpenGL style functions (common to 1.1, 3.3+, ES2)
  1475. //--------------------------------------------------------------------------------------
  1476. // Set current texture to use
  1477. void rlSetTexture(unsigned int id)
  1478. {
  1479. if (id == 0)
  1480. {
  1481. #if defined(GRAPHICS_API_OPENGL_11)
  1482. rlDisableTexture();
  1483. #else
  1484. // NOTE: If quads batch limit is reached, we force a draw call and next batch starts
  1485. if (RLGL.State.vertexCounter >=
  1486. RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].elementCount*4)
  1487. {
  1488. rlDrawRenderBatch(RLGL.currentBatch);
  1489. }
  1490. RLGL.State.currentTextureId = RLGL.State.defaultTextureId;
  1491. #endif
  1492. }
  1493. else
  1494. {
  1495. #if defined(GRAPHICS_API_OPENGL_11)
  1496. rlEnableTexture(id);
  1497. #else
  1498. RLGL.State.currentTextureId = id;
  1499. if (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].textureId != id)
  1500. {
  1501. if (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount > 0)
  1502. {
  1503. // Make sure current RLGL.currentBatch->draws[i].vertexCount is aligned a multiple of 4,
  1504. // that way, following QUADS drawing will keep aligned with index processing
  1505. // It implies adding some extra alignment vertex at the end of the draw,
  1506. // those vertex are not processed but they are considered as an additional offset
  1507. // for the next set of vertex to be drawn
  1508. 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);
  1509. 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)));
  1510. else RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexAlignment = 0;
  1511. if (!rlCheckRenderBatchLimit(RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexAlignment))
  1512. {
  1513. RLGL.State.vertexCounter += RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexAlignment;
  1514. RLGL.currentBatch->drawCounter++;
  1515. RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].mode = RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 2].mode;
  1516. }
  1517. }
  1518. if (RLGL.currentBatch->drawCounter >= RL_DEFAULT_BATCH_DRAWCALLS) rlDrawRenderBatch(RLGL.currentBatch);
  1519. RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].textureId = id;
  1520. RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount = 0;
  1521. }
  1522. #endif
  1523. }
  1524. }
  1525. // Select and active a texture slot
  1526. void rlActiveTextureSlot(int slot)
  1527. {
  1528. #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
  1529. glActiveTexture(GL_TEXTURE0 + slot);
  1530. #endif
  1531. }
  1532. // Enable texture
  1533. void rlEnableTexture(unsigned int id)
  1534. {
  1535. #if defined(GRAPHICS_API_OPENGL_11)
  1536. glEnable(GL_TEXTURE_2D);
  1537. #endif
  1538. glBindTexture(GL_TEXTURE_2D, id);
  1539. }
  1540. // Disable texture
  1541. void rlDisableTexture(void)
  1542. {
  1543. #if defined(GRAPHICS_API_OPENGL_11)
  1544. glDisable(GL_TEXTURE_2D);
  1545. #endif
  1546. glBindTexture(GL_TEXTURE_2D, 0);
  1547. }
  1548. // Enable texture cubemap
  1549. void rlEnableTextureCubemap(unsigned int id)
  1550. {
  1551. #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
  1552. glBindTexture(GL_TEXTURE_CUBE_MAP, id);
  1553. #endif
  1554. }
  1555. // Disable texture cubemap
  1556. void rlDisableTextureCubemap(void)
  1557. {
  1558. #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
  1559. glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
  1560. #endif
  1561. }
  1562. // Set texture parameters (wrap mode/filter mode)
  1563. void rlTextureParameters(unsigned int id, int param, int value)
  1564. {
  1565. glBindTexture(GL_TEXTURE_2D, id);
  1566. #if !defined(GRAPHICS_API_OPENGL_11)
  1567. // Reset anisotropy filter, in case it was set
  1568. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, 1.0f);
  1569. #endif
  1570. switch (param)
  1571. {
  1572. case RL_TEXTURE_WRAP_S:
  1573. case RL_TEXTURE_WRAP_T:
  1574. {
  1575. if (value == RL_TEXTURE_WRAP_MIRROR_CLAMP)
  1576. {
  1577. #if !defined(GRAPHICS_API_OPENGL_11)
  1578. if (RLGL.ExtSupported.texMirrorClamp) glTexParameteri(GL_TEXTURE_2D, param, value);
  1579. else TRACELOG(RL_LOG_WARNING, "GL: Clamp mirror wrap mode not supported (GL_MIRROR_CLAMP_EXT)");
  1580. #endif
  1581. }
  1582. else glTexParameteri(GL_TEXTURE_2D, param, value);
  1583. } break;
  1584. case RL_TEXTURE_MAG_FILTER:
  1585. case RL_TEXTURE_MIN_FILTER: glTexParameteri(GL_TEXTURE_2D, param, value); break;
  1586. case RL_TEXTURE_FILTER_ANISOTROPIC:
  1587. {
  1588. #if !defined(GRAPHICS_API_OPENGL_11)
  1589. if (value <= RLGL.ExtSupported.maxAnisotropyLevel) glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, (float)value);
  1590. else if (RLGL.ExtSupported.maxAnisotropyLevel > 0.0f)
  1591. {
  1592. TRACELOG(RL_LOG_WARNING, "GL: Maximum anisotropic filter level supported is %iX", id, (int)RLGL.ExtSupported.maxAnisotropyLevel);
  1593. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, (float)value);
  1594. }
  1595. else TRACELOG(RL_LOG_WARNING, "GL: Anisotropic filtering not supported");
  1596. #endif
  1597. } break;
  1598. #if defined(GRAPHICS_API_OPENGL_33)
  1599. case RL_TEXTURE_MIPMAP_BIAS_RATIO: glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_LOD_BIAS, value/100.0f);
  1600. #endif
  1601. default: break;
  1602. }
  1603. glBindTexture(GL_TEXTURE_2D, 0);
  1604. }
  1605. // Set cubemap parameters (wrap mode/filter mode)
  1606. void rlCubemapParameters(unsigned int id, int param, int value)
  1607. {
  1608. #if !defined(GRAPHICS_API_OPENGL_11)
  1609. glBindTexture(GL_TEXTURE_CUBE_MAP, id);
  1610. // Reset anisotropy filter, in case it was set
  1611. glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAX_ANISOTROPY_EXT, 1.0f);
  1612. switch (param)
  1613. {
  1614. case RL_TEXTURE_WRAP_S:
  1615. case RL_TEXTURE_WRAP_T:
  1616. {
  1617. if (value == RL_TEXTURE_WRAP_MIRROR_CLAMP)
  1618. {
  1619. if (RLGL.ExtSupported.texMirrorClamp) glTexParameteri(GL_TEXTURE_CUBE_MAP, param, value);
  1620. else TRACELOG(RL_LOG_WARNING, "GL: Clamp mirror wrap mode not supported (GL_MIRROR_CLAMP_EXT)");
  1621. }
  1622. else glTexParameteri(GL_TEXTURE_CUBE_MAP, param, value);
  1623. } break;
  1624. case RL_TEXTURE_MAG_FILTER:
  1625. case RL_TEXTURE_MIN_FILTER: glTexParameteri(GL_TEXTURE_CUBE_MAP, param, value); break;
  1626. case RL_TEXTURE_FILTER_ANISOTROPIC:
  1627. {
  1628. if (value <= RLGL.ExtSupported.maxAnisotropyLevel) glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAX_ANISOTROPY_EXT, (float)value);
  1629. else if (RLGL.ExtSupported.maxAnisotropyLevel > 0.0f)
  1630. {
  1631. TRACELOG(RL_LOG_WARNING, "GL: Maximum anisotropic filter level supported is %iX", id, (int)RLGL.ExtSupported.maxAnisotropyLevel);
  1632. glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAX_ANISOTROPY_EXT, (float)value);
  1633. }
  1634. else TRACELOG(RL_LOG_WARNING, "GL: Anisotropic filtering not supported");
  1635. } break;
  1636. #if defined(GRAPHICS_API_OPENGL_33)
  1637. case RL_TEXTURE_MIPMAP_BIAS_RATIO: glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_LOD_BIAS, value/100.0f);
  1638. #endif
  1639. default: break;
  1640. }
  1641. glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
  1642. #endif
  1643. }
  1644. // Enable shader program
  1645. void rlEnableShader(unsigned int id)
  1646. {
  1647. #if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2))
  1648. glUseProgram(id);
  1649. #endif
  1650. }
  1651. // Disable shader program
  1652. void rlDisableShader(void)
  1653. {
  1654. #if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2))
  1655. glUseProgram(0);
  1656. #endif
  1657. }
  1658. // Enable rendering to texture (fbo)
  1659. void rlEnableFramebuffer(unsigned int id)
  1660. {
  1661. #if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)) && defined(RLGL_RENDER_TEXTURES_HINT)
  1662. glBindFramebuffer(GL_FRAMEBUFFER, id);
  1663. #endif
  1664. }
  1665. // return the active render texture (fbo)
  1666. unsigned int rlGetActiveFramebuffer(void)
  1667. {
  1668. GLint fboId = 0;
  1669. #if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES3)) && defined(RLGL_RENDER_TEXTURES_HINT)
  1670. glGetIntegerv(GL_DRAW_FRAMEBUFFER_BINDING, &fboId);
  1671. #endif
  1672. return fboId;
  1673. }
  1674. // Disable rendering to texture
  1675. void rlDisableFramebuffer(void)
  1676. {
  1677. #if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)) && defined(RLGL_RENDER_TEXTURES_HINT)
  1678. glBindFramebuffer(GL_FRAMEBUFFER, 0);
  1679. #endif
  1680. }
  1681. // Blit active framebuffer to main framebuffer
  1682. void rlBlitFramebuffer(int srcX, int srcY, int srcWidth, int srcHeight, int dstX, int dstY, int dstWidth, int dstHeight, int bufferMask)
  1683. {
  1684. #if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES3)) && defined(RLGL_RENDER_TEXTURES_HINT)
  1685. glBlitFramebuffer(srcX, srcY, srcWidth, srcHeight, dstX, dstY, dstWidth, dstHeight, bufferMask, GL_NEAREST);
  1686. #endif
  1687. }
  1688. // Bind framebuffer object (fbo)
  1689. void rlBindFramebuffer(unsigned int target, unsigned int framebuffer)
  1690. {
  1691. #if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)) && defined(RLGL_RENDER_TEXTURES_HINT)
  1692. glBindFramebuffer(target, framebuffer);
  1693. #endif
  1694. }
  1695. // Activate multiple draw color buffers
  1696. // NOTE: One color buffer is always active by default
  1697. void rlActiveDrawBuffers(int count)
  1698. {
  1699. #if ((defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES3)) && defined(RLGL_RENDER_TEXTURES_HINT))
  1700. // NOTE: Maximum number of draw buffers supported is implementation dependant,
  1701. // it can be queried with glGet*() but it must be at least 8
  1702. //GLint maxDrawBuffers = 0;
  1703. //glGetIntegerv(GL_MAX_DRAW_BUFFERS, &maxDrawBuffers);
  1704. if (count > 0)
  1705. {
  1706. if (count > 8) TRACELOG(RL_LOG_WARNING, "GL: Max color buffers limited to 8");
  1707. else
  1708. {
  1709. unsigned int buffers[8] = {
  1710. GL_COLOR_ATTACHMENT0,
  1711. GL_COLOR_ATTACHMENT1,
  1712. GL_COLOR_ATTACHMENT2,
  1713. GL_COLOR_ATTACHMENT3,
  1714. GL_COLOR_ATTACHMENT4,
  1715. GL_COLOR_ATTACHMENT5,
  1716. GL_COLOR_ATTACHMENT6,
  1717. GL_COLOR_ATTACHMENT7,
  1718. };
  1719. glDrawBuffers(count, buffers);
  1720. }
  1721. }
  1722. else TRACELOG(RL_LOG_WARNING, "GL: One color buffer active by default");
  1723. #endif
  1724. }
  1725. //----------------------------------------------------------------------------------
  1726. // General render state configuration
  1727. //----------------------------------------------------------------------------------
  1728. // Enable color blending
  1729. void rlEnableColorBlend(void) { glEnable(GL_BLEND); }
  1730. // Disable color blending
  1731. void rlDisableColorBlend(void) { glDisable(GL_BLEND); }
  1732. // Enable depth test
  1733. void rlEnableDepthTest(void) { glEnable(GL_DEPTH_TEST); }
  1734. // Disable depth test
  1735. void rlDisableDepthTest(void) { glDisable(GL_DEPTH_TEST); }
  1736. // Enable depth write
  1737. void rlEnableDepthMask(void) { glDepthMask(GL_TRUE); }
  1738. // Disable depth write
  1739. void rlDisableDepthMask(void) { glDepthMask(GL_FALSE); }
  1740. // Enable backface culling
  1741. void rlEnableBackfaceCulling(void) { glEnable(GL_CULL_FACE); }
  1742. // Disable backface culling
  1743. void rlDisableBackfaceCulling(void) { glDisable(GL_CULL_FACE); }
  1744. // Set color mask active for screen read/draw
  1745. void rlColorMask(bool r, bool g, bool b, bool a) { glColorMask(r, g, b, a); }
  1746. // Set face culling mode
  1747. void rlSetCullFace(int mode)
  1748. {
  1749. switch (mode)
  1750. {
  1751. case RL_CULL_FACE_BACK: glCullFace(GL_BACK); break;
  1752. case RL_CULL_FACE_FRONT: glCullFace(GL_FRONT); break;
  1753. default: break;
  1754. }
  1755. }
  1756. // Enable scissor test
  1757. void rlEnableScissorTest(void) { glEnable(GL_SCISSOR_TEST); }
  1758. // Disable scissor test
  1759. void rlDisableScissorTest(void) { glDisable(GL_SCISSOR_TEST); }
  1760. // Scissor test
  1761. void rlScissor(int x, int y, int width, int height) { glScissor(x, y, width, height); }
  1762. // Enable wire mode
  1763. void rlEnableWireMode(void)
  1764. {
  1765. #if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33)
  1766. // NOTE: glPolygonMode() not available on OpenGL ES
  1767. glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
  1768. #endif
  1769. }
  1770. // Disable wire mode
  1771. void rlDisableWireMode(void)
  1772. {
  1773. #if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33)
  1774. // NOTE: glPolygonMode() not available on OpenGL ES
  1775. glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
  1776. #endif
  1777. }
  1778. // Enable point mode
  1779. void rlEnablePointMode(void)
  1780. {
  1781. #if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33)
  1782. // NOTE: glPolygonMode() not available on OpenGL ES
  1783. glPolygonMode(GL_FRONT_AND_BACK, GL_POINT);
  1784. glEnable(GL_PROGRAM_POINT_SIZE);
  1785. #endif
  1786. }
  1787. // Disable point mode
  1788. void rlDisablePointMode(void)
  1789. {
  1790. #if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33)
  1791. // NOTE: glPolygonMode() not available on OpenGL ES
  1792. glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
  1793. #endif
  1794. }
  1795. // Set the line drawing width
  1796. void rlSetLineWidth(float width) { glLineWidth(width); }
  1797. // Get the line drawing width
  1798. float rlGetLineWidth(void)
  1799. {
  1800. float width = 0;
  1801. glGetFloatv(GL_LINE_WIDTH, &width);
  1802. return width;
  1803. }
  1804. // Set the point drawing size
  1805. void rlSetPointSize(float size)
  1806. {
  1807. #if defined(GRAPHICS_API_OPENGL_11)
  1808. glPointSize(size);
  1809. #endif
  1810. }
  1811. // Get the point drawing size
  1812. float rlGetPointSize(void)
  1813. {
  1814. float size = 1;
  1815. #if defined(GRAPHICS_API_OPENGL_11)
  1816. glGetFloatv(GL_POINT_SIZE, &size);
  1817. #endif
  1818. return size;
  1819. }
  1820. // Enable line aliasing
  1821. void rlEnableSmoothLines(void)
  1822. {
  1823. #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_11)
  1824. glEnable(GL_LINE_SMOOTH);
  1825. #endif
  1826. }
  1827. // Disable line aliasing
  1828. void rlDisableSmoothLines(void)
  1829. {
  1830. #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_11)
  1831. glDisable(GL_LINE_SMOOTH);
  1832. #endif
  1833. }
  1834. // Enable stereo rendering
  1835. void rlEnableStereoRender(void)
  1836. {
  1837. #if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2))
  1838. RLGL.State.stereoRender = true;
  1839. #endif
  1840. }
  1841. // Disable stereo rendering
  1842. void rlDisableStereoRender(void)
  1843. {
  1844. #if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2))
  1845. RLGL.State.stereoRender = false;
  1846. #endif
  1847. }
  1848. // Check if stereo render is enabled
  1849. bool rlIsStereoRenderEnabled(void)
  1850. {
  1851. #if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2))
  1852. return RLGL.State.stereoRender;
  1853. #else
  1854. return false;
  1855. #endif
  1856. }
  1857. // Clear color buffer with color
  1858. void rlClearColor(unsigned char r, unsigned char g, unsigned char b, unsigned char a)
  1859. {
  1860. // Color values clamp to 0.0f(0) and 1.0f(255)
  1861. float cr = (float)r/255;
  1862. float cg = (float)g/255;
  1863. float cb = (float)b/255;
  1864. float ca = (float)a/255;
  1865. glClearColor(cr, cg, cb, ca);
  1866. }
  1867. // Clear used screen buffers (color and depth)
  1868. void rlClearScreenBuffers(void)
  1869. {
  1870. glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear used buffers: Color and Depth (Depth is used for 3D)
  1871. //glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); // Stencil buffer not used...
  1872. }
  1873. // Check and log OpenGL error codes
  1874. void rlCheckErrors(void)
  1875. {
  1876. #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
  1877. int check = 1;
  1878. while (check)
  1879. {
  1880. const GLenum err = glGetError();
  1881. switch (err)
  1882. {
  1883. case GL_NO_ERROR: check = 0; break;
  1884. case 0x0500: TRACELOG(RL_LOG_WARNING, "GL: Error detected: GL_INVALID_ENUM"); break;
  1885. case 0x0501: TRACELOG(RL_LOG_WARNING, "GL: Error detected: GL_INVALID_VALUE"); break;
  1886. case 0x0502: TRACELOG(RL_LOG_WARNING, "GL: Error detected: GL_INVALID_OPERATION"); break;
  1887. case 0x0503: TRACELOG(RL_LOG_WARNING, "GL: Error detected: GL_STACK_OVERFLOW"); break;
  1888. case 0x0504: TRACELOG(RL_LOG_WARNING, "GL: Error detected: GL_STACK_UNDERFLOW"); break;
  1889. case 0x0505: TRACELOG(RL_LOG_WARNING, "GL: Error detected: GL_OUT_OF_MEMORY"); break;
  1890. case 0x0506: TRACELOG(RL_LOG_WARNING, "GL: Error detected: GL_INVALID_FRAMEBUFFER_OPERATION"); break;
  1891. default: TRACELOG(RL_LOG_WARNING, "GL: Error detected: Unknown error code: %x", err); break;
  1892. }
  1893. }
  1894. #endif
  1895. }
  1896. // Set blend mode
  1897. void rlSetBlendMode(int mode)
  1898. {
  1899. #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
  1900. if ((RLGL.State.currentBlendMode != mode) || ((mode == RL_BLEND_CUSTOM || mode == RL_BLEND_CUSTOM_SEPARATE) && RLGL.State.glCustomBlendModeModified))
  1901. {
  1902. rlDrawRenderBatch(RLGL.currentBatch);
  1903. switch (mode)
  1904. {
  1905. case RL_BLEND_ALPHA: glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glBlendEquation(GL_FUNC_ADD); break;
  1906. case RL_BLEND_ADDITIVE: glBlendFunc(GL_SRC_ALPHA, GL_ONE); glBlendEquation(GL_FUNC_ADD); break;
  1907. case RL_BLEND_MULTIPLIED: glBlendFunc(GL_DST_COLOR, GL_ONE_MINUS_SRC_ALPHA); glBlendEquation(GL_FUNC_ADD); break;
  1908. case RL_BLEND_ADD_COLORS: glBlendFunc(GL_ONE, GL_ONE); glBlendEquation(GL_FUNC_ADD); break;
  1909. case RL_BLEND_SUBTRACT_COLORS: glBlendFunc(GL_ONE, GL_ONE); glBlendEquation(GL_FUNC_SUBTRACT); break;
  1910. case RL_BLEND_ALPHA_PREMULTIPLY: glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA); glBlendEquation(GL_FUNC_ADD); break;
  1911. case RL_BLEND_CUSTOM:
  1912. {
  1913. // NOTE: Using GL blend src/dst factors and GL equation configured with rlSetBlendFactors()
  1914. glBlendFunc(RLGL.State.glBlendSrcFactor, RLGL.State.glBlendDstFactor); glBlendEquation(RLGL.State.glBlendEquation);
  1915. } break;
  1916. case RL_BLEND_CUSTOM_SEPARATE:
  1917. {
  1918. // NOTE: Using GL blend src/dst factors and GL equation configured with rlSetBlendFactorsSeparate()
  1919. glBlendFuncSeparate(RLGL.State.glBlendSrcFactorRGB, RLGL.State.glBlendDestFactorRGB, RLGL.State.glBlendSrcFactorAlpha, RLGL.State.glBlendDestFactorAlpha);
  1920. glBlendEquationSeparate(RLGL.State.glBlendEquationRGB, RLGL.State.glBlendEquationAlpha);
  1921. } break;
  1922. default: break;
  1923. }
  1924. RLGL.State.currentBlendMode = mode;
  1925. RLGL.State.glCustomBlendModeModified = false;
  1926. }
  1927. #endif
  1928. }
  1929. // Set blending mode factor and equation
  1930. void rlSetBlendFactors(int glSrcFactor, int glDstFactor, int glEquation)
  1931. {
  1932. #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
  1933. if ((RLGL.State.glBlendSrcFactor != glSrcFactor) ||
  1934. (RLGL.State.glBlendDstFactor != glDstFactor) ||
  1935. (RLGL.State.glBlendEquation != glEquation))
  1936. {
  1937. RLGL.State.glBlendSrcFactor = glSrcFactor;
  1938. RLGL.State.glBlendDstFactor = glDstFactor;
  1939. RLGL.State.glBlendEquation = glEquation;
  1940. RLGL.State.glCustomBlendModeModified = true;
  1941. }
  1942. #endif
  1943. }
  1944. // Set blending mode factor and equation separately for RGB and alpha
  1945. void rlSetBlendFactorsSeparate(int glSrcRGB, int glDstRGB, int glSrcAlpha, int glDstAlpha, int glEqRGB, int glEqAlpha)
  1946. {
  1947. #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
  1948. if ((RLGL.State.glBlendSrcFactorRGB != glSrcRGB) ||
  1949. (RLGL.State.glBlendDestFactorRGB != glDstRGB) ||
  1950. (RLGL.State.glBlendSrcFactorAlpha != glSrcAlpha) ||
  1951. (RLGL.State.glBlendDestFactorAlpha != glDstAlpha) ||
  1952. (RLGL.State.glBlendEquationRGB != glEqRGB) ||
  1953. (RLGL.State.glBlendEquationAlpha != glEqAlpha))
  1954. {
  1955. RLGL.State.glBlendSrcFactorRGB = glSrcRGB;
  1956. RLGL.State.glBlendDestFactorRGB = glDstRGB;
  1957. RLGL.State.glBlendSrcFactorAlpha = glSrcAlpha;
  1958. RLGL.State.glBlendDestFactorAlpha = glDstAlpha;
  1959. RLGL.State.glBlendEquationRGB = glEqRGB;
  1960. RLGL.State.glBlendEquationAlpha = glEqAlpha;
  1961. RLGL.State.glCustomBlendModeModified = true;
  1962. }
  1963. #endif
  1964. }
  1965. //----------------------------------------------------------------------------------
  1966. // Module Functions Definition - OpenGL Debug
  1967. //----------------------------------------------------------------------------------
  1968. #if defined(RLGL_ENABLE_OPENGL_DEBUG_CONTEXT) && defined(GRAPHICS_API_OPENGL_43)
  1969. static void GLAPIENTRY rlDebugMessageCallback(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar *message, const void *userParam)
  1970. {
  1971. // Ignore non-significant error/warning codes (NVidia drivers)
  1972. // NOTE: Here there are the details with a sample output:
  1973. // - #131169 - Framebuffer detailed info: The driver allocated storage for renderbuffer 2. (severity: low)
  1974. // - #131185 - Buffer detailed info: Buffer object 1 (bound to GL_ELEMENT_ARRAY_BUFFER_ARB, usage hint is GL_ENUM_88e4)
  1975. // will use VIDEO memory as the source for buffer object operations. (severity: low)
  1976. // - #131218 - Program/shader state performance warning: Vertex shader in program 7 is being recompiled based on GL state. (severity: medium)
  1977. // - #131204 - Texture state usage warning: The texture object (0) bound to texture image unit 0 does not have
  1978. // a defined base level and cannot be used for texture mapping. (severity: low)
  1979. if ((id == 131169) || (id == 131185) || (id == 131218) || (id == 131204)) return;
  1980. const char *msgSource = NULL;
  1981. switch (source)
  1982. {
  1983. case GL_DEBUG_SOURCE_API: msgSource = "API"; break;
  1984. case GL_DEBUG_SOURCE_WINDOW_SYSTEM: msgSource = "WINDOW_SYSTEM"; break;
  1985. case GL_DEBUG_SOURCE_SHADER_COMPILER: msgSource = "SHADER_COMPILER"; break;
  1986. case GL_DEBUG_SOURCE_THIRD_PARTY: msgSource = "THIRD_PARTY"; break;
  1987. case GL_DEBUG_SOURCE_APPLICATION: msgSource = "APPLICATION"; break;
  1988. case GL_DEBUG_SOURCE_OTHER: msgSource = "OTHER"; break;
  1989. default: break;
  1990. }
  1991. const char *msgType = NULL;
  1992. switch (type)
  1993. {
  1994. case GL_DEBUG_TYPE_ERROR: msgType = "ERROR"; break;
  1995. case GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR: msgType = "DEPRECATED_BEHAVIOR"; break;
  1996. case GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR: msgType = "UNDEFINED_BEHAVIOR"; break;
  1997. case GL_DEBUG_TYPE_PORTABILITY: msgType = "PORTABILITY"; break;
  1998. case GL_DEBUG_TYPE_PERFORMANCE: msgType = "PERFORMANCE"; break;
  1999. case GL_DEBUG_TYPE_MARKER: msgType = "MARKER"; break;
  2000. case GL_DEBUG_TYPE_PUSH_GROUP: msgType = "PUSH_GROUP"; break;
  2001. case GL_DEBUG_TYPE_POP_GROUP: msgType = "POP_GROUP"; break;
  2002. case GL_DEBUG_TYPE_OTHER: msgType = "OTHER"; break;
  2003. default: break;
  2004. }
  2005. const char *msgSeverity = "DEFAULT";
  2006. switch (severity)
  2007. {
  2008. case GL_DEBUG_SEVERITY_LOW: msgSeverity = "LOW"; break;
  2009. case GL_DEBUG_SEVERITY_MEDIUM: msgSeverity = "MEDIUM"; break;
  2010. case GL_DEBUG_SEVERITY_HIGH: msgSeverity = "HIGH"; break;
  2011. case GL_DEBUG_SEVERITY_NOTIFICATION: msgSeverity = "NOTIFICATION"; break;
  2012. default: break;
  2013. }
  2014. TRACELOG(RL_LOG_WARNING, "GL: OpenGL debug message: %s", message);
  2015. TRACELOG(RL_LOG_WARNING, " > Type: %s", msgType);
  2016. TRACELOG(RL_LOG_WARNING, " > Source = %s", msgSource);
  2017. TRACELOG(RL_LOG_WARNING, " > Severity = %s", msgSeverity);
  2018. }
  2019. #endif
  2020. //----------------------------------------------------------------------------------
  2021. // Module Functions Definition - rlgl functionality
  2022. //----------------------------------------------------------------------------------
  2023. // Initialize rlgl: OpenGL extensions, default buffers/shaders/textures, OpenGL states
  2024. void rlglInit(int width, int height)
  2025. {
  2026. // Enable OpenGL debug context if required
  2027. #if defined(RLGL_ENABLE_OPENGL_DEBUG_CONTEXT) && defined(GRAPHICS_API_OPENGL_43)
  2028. if ((glDebugMessageCallback != NULL) && (glDebugMessageControl != NULL))
  2029. {
  2030. glDebugMessageCallback(rlDebugMessageCallback, 0);
  2031. // glDebugMessageControl(GL_DEBUG_SOURCE_API, GL_DEBUG_TYPE_ERROR, GL_DEBUG_SEVERITY_HIGH, 0, 0, GL_TRUE);
  2032. // Debug context options:
  2033. // - GL_DEBUG_OUTPUT - Faster version but not useful for breakpoints
  2034. // - 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
  2035. glEnable(GL_DEBUG_OUTPUT);
  2036. glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS);
  2037. }
  2038. #endif
  2039. #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
  2040. // Init default white texture
  2041. unsigned char pixels[4] = { 255, 255, 255, 255 }; // 1 pixel RGBA (4 bytes)
  2042. RLGL.State.defaultTextureId = rlLoadTexture(pixels, 1, 1, RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8A8, 1);
  2043. RLGL.State.currentTextureId = RLGL.State.defaultTextureId;
  2044. if (RLGL.State.defaultTextureId != 0) TRACELOG(RL_LOG_INFO, "TEXTURE: [ID %i] Default texture loaded successfully", RLGL.State.defaultTextureId);
  2045. else TRACELOG(RL_LOG_WARNING, "TEXTURE: Failed to load default texture");
  2046. // Init default Shader (customized for GL 3.3 and ES2)
  2047. // Loaded: RLGL.State.defaultShaderId + RLGL.State.defaultShaderLocs
  2048. rlLoadShaderDefault();
  2049. RLGL.State.currentShaderId = RLGL.State.defaultShaderId;
  2050. RLGL.State.currentShaderLocs = RLGL.State.defaultShaderLocs;
  2051. // Init default vertex arrays buffers
  2052. // Simulate that the default shader has the location RL_SHADER_LOC_VERTEX_NORMAL to bind the normal buffer for the default render batch
  2053. RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_NORMAL] = RL_DEFAULT_SHADER_ATTRIB_LOCATION_NORMAL;
  2054. RLGL.defaultBatch = rlLoadRenderBatch(RL_DEFAULT_BATCH_BUFFERS, RL_DEFAULT_BATCH_BUFFER_ELEMENTS);
  2055. RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_NORMAL] = -1;
  2056. RLGL.currentBatch = &RLGL.defaultBatch;
  2057. // Init stack matrices (emulating OpenGL 1.1)
  2058. for (int i = 0; i < RL_MAX_MATRIX_STACK_SIZE; i++) RLGL.State.stack[i] = rlMatrixIdentity();
  2059. // Init internal matrices
  2060. RLGL.State.transform = rlMatrixIdentity();
  2061. RLGL.State.projection = rlMatrixIdentity();
  2062. RLGL.State.modelview = rlMatrixIdentity();
  2063. RLGL.State.currentMatrix = &RLGL.State.modelview;
  2064. #endif // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2
  2065. // Initialize OpenGL default states
  2066. //----------------------------------------------------------
  2067. // Init state: Depth test
  2068. glDepthFunc(GL_LEQUAL); // Type of depth testing to apply
  2069. glDisable(GL_DEPTH_TEST); // Disable depth testing for 2D (only used for 3D)
  2070. // Init state: Blending mode
  2071. glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // Color blending function (how colors are mixed)
  2072. glEnable(GL_BLEND); // Enable color blending (required to work with transparencies)
  2073. // Init state: Culling
  2074. // NOTE: All shapes/models triangles are drawn CCW
  2075. glCullFace(GL_BACK); // Cull the back face (default)
  2076. glFrontFace(GL_CCW); // Front face are defined counter clockwise (default)
  2077. glEnable(GL_CULL_FACE); // Enable backface culling
  2078. // Init state: Cubemap seamless
  2079. #if defined(GRAPHICS_API_OPENGL_33)
  2080. glEnable(GL_TEXTURE_CUBE_MAP_SEAMLESS); // Seamless cubemaps (not supported on OpenGL ES 2.0)
  2081. #endif
  2082. #if defined(GRAPHICS_API_OPENGL_11)
  2083. // Init state: Color hints (deprecated in OpenGL 3.0+)
  2084. glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Improve quality of color and texture coordinate interpolation
  2085. glShadeModel(GL_SMOOTH); // Smooth shading between vertex (vertex colors interpolation)
  2086. #endif
  2087. #if defined(GRAPHICS_API_OPENGL_11_SOFTWARE)
  2088. int result = swInit(width, height); // Initialize software renderer backend
  2089. if (result == 0)
  2090. {
  2091. TRACELOG(RL_LOG_ERROR, "RLSW: Software renderer initialization failed!");
  2092. exit(-1);
  2093. }
  2094. #endif
  2095. #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
  2096. // Store screen size into global variables
  2097. RLGL.State.framebufferWidth = width;
  2098. RLGL.State.framebufferHeight = height;
  2099. TRACELOG(RL_LOG_INFO, "RLGL: Default OpenGL state initialized successfully");
  2100. //----------------------------------------------------------
  2101. #endif
  2102. // Init state: Color/Depth buffers clear
  2103. glClearColor(0.0f, 0.0f, 0.0f, 1.0f); // Set clear color (black)
  2104. glClearDepth(1.0f); // Set clear depth value (default)
  2105. glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear color and depth buffers (depth buffer required for 3D)
  2106. }
  2107. // Vertex Buffer Object deinitialization (memory free)
  2108. void rlglClose(void)
  2109. {
  2110. #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
  2111. rlUnloadRenderBatch(RLGL.defaultBatch);
  2112. rlUnloadShaderDefault(); // Unload default shader
  2113. glDeleteTextures(1, &RLGL.State.defaultTextureId); // Unload default texture
  2114. TRACELOG(RL_LOG_INFO, "TEXTURE: [ID %i] Default texture unloaded successfully", RLGL.State.defaultTextureId);
  2115. #endif
  2116. #if defined(GRAPHICS_API_OPENGL_11_SOFTWARE)
  2117. swClose(); // Unload sofware renderer resources
  2118. #endif
  2119. }
  2120. // Load OpenGL extensions
  2121. // NOTE: External loader function must be provided
  2122. void rlLoadExtensions(void *loader)
  2123. {
  2124. #if defined(GRAPHICS_API_OPENGL_33) // Also defined for GRAPHICS_API_OPENGL_21
  2125. // NOTE: glad is generated and contains only required OpenGL 3.3 Core extensions (and lower versions)
  2126. if (gladLoadGL((GLADloadfunc)loader) == 0) TRACELOG(RL_LOG_WARNING, "GLAD: Cannot load OpenGL extensions");
  2127. else TRACELOG(RL_LOG_INFO, "GLAD: OpenGL extensions loaded successfully");
  2128. // Get number of supported extensions
  2129. GLint numExt = 0;
  2130. glGetIntegerv(GL_NUM_EXTENSIONS, &numExt);
  2131. TRACELOG(RL_LOG_INFO, "GL: Supported extensions count: %i", numExt);
  2132. #if defined(RLGL_SHOW_GL_DETAILS_INFO)
  2133. // Get supported extensions list
  2134. // WARNING: glGetStringi() not available on OpenGL 2.1
  2135. TRACELOG(RL_LOG_INFO, "GL: OpenGL extensions:");
  2136. for (int i = 0; i < numExt; i++) TRACELOG(RL_LOG_INFO, " %s", glGetStringi(GL_EXTENSIONS, i));
  2137. #endif
  2138. #if defined(GRAPHICS_API_OPENGL_21)
  2139. // Register supported extensions flags
  2140. // Optional OpenGL 2.1 extensions
  2141. RLGL.ExtSupported.vao = GLAD_GL_ARB_vertex_array_object;
  2142. RLGL.ExtSupported.instancing = (GLAD_GL_EXT_draw_instanced && GLAD_GL_ARB_instanced_arrays);
  2143. RLGL.ExtSupported.texNPOT = GLAD_GL_ARB_texture_non_power_of_two;
  2144. RLGL.ExtSupported.texFloat32 = GLAD_GL_ARB_texture_float;
  2145. RLGL.ExtSupported.texFloat16 = GLAD_GL_ARB_texture_float;
  2146. RLGL.ExtSupported.texDepth = GLAD_GL_ARB_depth_texture;
  2147. RLGL.ExtSupported.maxDepthBits = 32;
  2148. RLGL.ExtSupported.texAnisoFilter = GLAD_GL_EXT_texture_filter_anisotropic;
  2149. RLGL.ExtSupported.texMirrorClamp = GLAD_GL_EXT_texture_mirror_clamp;
  2150. #else
  2151. // Register supported extensions flags
  2152. // OpenGL 3.3 extensions supported by default (core)
  2153. RLGL.ExtSupported.vao = true;
  2154. RLGL.ExtSupported.instancing = true;
  2155. RLGL.ExtSupported.texNPOT = true;
  2156. RLGL.ExtSupported.texFloat32 = true;
  2157. RLGL.ExtSupported.texFloat16 = true;
  2158. RLGL.ExtSupported.texDepth = true;
  2159. RLGL.ExtSupported.maxDepthBits = 32;
  2160. RLGL.ExtSupported.texAnisoFilter = true;
  2161. RLGL.ExtSupported.texMirrorClamp = true;
  2162. #endif
  2163. // Optional OpenGL 3.3 extensions
  2164. RLGL.ExtSupported.texCompASTC = GLAD_GL_KHR_texture_compression_astc_hdr && GLAD_GL_KHR_texture_compression_astc_ldr;
  2165. RLGL.ExtSupported.texCompDXT = GLAD_GL_EXT_texture_compression_s3tc; // Texture compression: DXT
  2166. RLGL.ExtSupported.texCompETC2 = GLAD_GL_ARB_ES3_compatibility; // Texture compression: ETC2/EAC
  2167. #if defined(GRAPHICS_API_OPENGL_43)
  2168. RLGL.ExtSupported.computeShader = GLAD_GL_ARB_compute_shader;
  2169. RLGL.ExtSupported.ssbo = GLAD_GL_ARB_shader_storage_buffer_object;
  2170. #endif
  2171. #endif // GRAPHICS_API_OPENGL_33
  2172. #if defined(GRAPHICS_API_OPENGL_ES3)
  2173. // Register supported extensions flags
  2174. // OpenGL ES 3.0 extensions supported by default (or it should be)
  2175. RLGL.ExtSupported.vao = true;
  2176. RLGL.ExtSupported.instancing = true;
  2177. RLGL.ExtSupported.texNPOT = true;
  2178. RLGL.ExtSupported.texFloat32 = true;
  2179. RLGL.ExtSupported.texFloat16 = true;
  2180. RLGL.ExtSupported.texDepth = true;
  2181. RLGL.ExtSupported.texDepthWebGL = true;
  2182. RLGL.ExtSupported.maxDepthBits = 24;
  2183. RLGL.ExtSupported.texAnisoFilter = true;
  2184. RLGL.ExtSupported.texMirrorClamp = true;
  2185. // TODO: Check for additional OpenGL ES 3.0 supported extensions:
  2186. //RLGL.ExtSupported.texCompDXT = true;
  2187. //RLGL.ExtSupported.texCompETC1 = true;
  2188. //RLGL.ExtSupported.texCompETC2 = true;
  2189. //RLGL.ExtSupported.texCompPVRT = true;
  2190. //RLGL.ExtSupported.texCompASTC = true;
  2191. //RLGL.ExtSupported.maxAnisotropyLevel = true;
  2192. //RLGL.ExtSupported.computeShader = true;
  2193. //RLGL.ExtSupported.ssbo = true;
  2194. #elif defined(GRAPHICS_API_OPENGL_ES2)
  2195. #if defined(PLATFORM_DESKTOP_GLFW) || defined(PLATFORM_DESKTOP_SDL)
  2196. // TODO: Support GLAD loader for OpenGL ES 3.0
  2197. if (gladLoadGLES2((GLADloadfunc)loader) == 0) TRACELOG(RL_LOG_WARNING, "GLAD: Cannot load OpenGL ES2.0 functions");
  2198. else TRACELOG(RL_LOG_INFO, "GLAD: OpenGL ES 2.0 loaded successfully");
  2199. #endif
  2200. // Get supported extensions list
  2201. GLint numExt = 0;
  2202. const char **extList = (const char **)RL_CALLOC(512, sizeof(const char *)); // Allocate 512 strings pointers (2 KB)
  2203. const char *extensions = (const char *)glGetString(GL_EXTENSIONS); // One big const string
  2204. // NOTE: We have to duplicate string because glGetString() returns a const string
  2205. int size = strlen(extensions) + 1; // Get extensions string size in bytes
  2206. char *extensionsDup = (char *)RL_CALLOC(size, sizeof(char));
  2207. strcpy(extensionsDup, extensions);
  2208. extList[numExt] = extensionsDup;
  2209. for (int i = 0; i < size; i++)
  2210. {
  2211. if (extensionsDup[i] == ' ')
  2212. {
  2213. extensionsDup[i] = '\0';
  2214. numExt++;
  2215. extList[numExt] = &extensionsDup[i + 1];
  2216. }
  2217. }
  2218. TRACELOG(RL_LOG_INFO, "GL: Supported extensions count: %i", numExt);
  2219. #if defined(RLGL_SHOW_GL_DETAILS_INFO)
  2220. TRACELOG(RL_LOG_INFO, "GL: OpenGL extensions:");
  2221. for (int i = 0; i < numExt; i++) TRACELOG(RL_LOG_INFO, " %s", extList[i]);
  2222. #endif
  2223. // Check required extensions
  2224. for (int i = 0; i < numExt; i++)
  2225. {
  2226. // Check VAO support
  2227. // NOTE: Only check on OpenGL ES, OpenGL 3.3 has VAO support as core feature
  2228. if (strcmp(extList[i], (const char *)"GL_OES_vertex_array_object") == 0)
  2229. {
  2230. // The extension is supported by our hardware and driver, try to get related functions pointers
  2231. // NOTE: emscripten does not support VAOs natively, it uses emulation and it reduces overall performance...
  2232. glGenVertexArrays = (PFNGLGENVERTEXARRAYSOESPROC)((rlglLoadProc)loader)("glGenVertexArraysOES");
  2233. glBindVertexArray = (PFNGLBINDVERTEXARRAYOESPROC)((rlglLoadProc)loader)("glBindVertexArrayOES");
  2234. glDeleteVertexArrays = (PFNGLDELETEVERTEXARRAYSOESPROC)((rlglLoadProc)loader)("glDeleteVertexArraysOES");
  2235. //glIsVertexArray = (PFNGLISVERTEXARRAYOESPROC)loader("glIsVertexArrayOES"); // NOTE: Fails in WebGL, omitted
  2236. if ((glGenVertexArrays != NULL) && (glBindVertexArray != NULL) && (glDeleteVertexArrays != NULL)) RLGL.ExtSupported.vao = true;
  2237. }
  2238. // Check instanced rendering support
  2239. if (strstr(extList[i], (const char *)"instanced_arrays") != NULL) // Broad check for instanced_arrays
  2240. {
  2241. // Specific check
  2242. if (strcmp(extList[i], (const char *)"GL_ANGLE_instanced_arrays") == 0) // ANGLE
  2243. {
  2244. glDrawArraysInstanced = (PFNGLDRAWARRAYSINSTANCEDEXTPROC)((rlglLoadProc)loader)("glDrawArraysInstancedANGLE");
  2245. glDrawElementsInstanced = (PFNGLDRAWELEMENTSINSTANCEDEXTPROC)((rlglLoadProc)loader)("glDrawElementsInstancedANGLE");
  2246. glVertexAttribDivisor = (PFNGLVERTEXATTRIBDIVISOREXTPROC)((rlglLoadProc)loader)("glVertexAttribDivisorANGLE");
  2247. }
  2248. else if (strcmp(extList[i], (const char *)"GL_EXT_instanced_arrays") == 0) // EXT
  2249. {
  2250. glDrawArraysInstanced = (PFNGLDRAWARRAYSINSTANCEDEXTPROC)((rlglLoadProc)loader)("glDrawArraysInstancedEXT");
  2251. glDrawElementsInstanced = (PFNGLDRAWELEMENTSINSTANCEDEXTPROC)((rlglLoadProc)loader)("glDrawElementsInstancedEXT");
  2252. glVertexAttribDivisor = (PFNGLVERTEXATTRIBDIVISOREXTPROC)((rlglLoadProc)loader)("glVertexAttribDivisorEXT");
  2253. }
  2254. else if (strcmp(extList[i], (const char *)"GL_NV_instanced_arrays") == 0) // NVIDIA GLES
  2255. {
  2256. glDrawArraysInstanced = (PFNGLDRAWARRAYSINSTANCEDEXTPROC)((rlglLoadProc)loader)("glDrawArraysInstancedNV");
  2257. glDrawElementsInstanced = (PFNGLDRAWELEMENTSINSTANCEDEXTPROC)((rlglLoadProc)loader)("glDrawElementsInstancedNV");
  2258. glVertexAttribDivisor = (PFNGLVERTEXATTRIBDIVISOREXTPROC)((rlglLoadProc)loader)("glVertexAttribDivisorNV");
  2259. }
  2260. // The feature will only be marked as supported if the elements from GL_XXX_instanced_arrays are present
  2261. if ((glDrawArraysInstanced != NULL) && (glDrawElementsInstanced != NULL) && (glVertexAttribDivisor != NULL)) RLGL.ExtSupported.instancing = true;
  2262. }
  2263. else if (strstr(extList[i], (const char *)"draw_instanced") != NULL)
  2264. {
  2265. // GL_ANGLE_draw_instanced doesn't exist
  2266. if (strcmp(extList[i], (const char *)"GL_EXT_draw_instanced") == 0)
  2267. {
  2268. glDrawArraysInstanced = (PFNGLDRAWARRAYSINSTANCEDEXTPROC)((rlglLoadProc)loader)("glDrawArraysInstancedEXT");
  2269. glDrawElementsInstanced = (PFNGLDRAWELEMENTSINSTANCEDEXTPROC)((rlglLoadProc)loader)("glDrawElementsInstancedEXT");
  2270. }
  2271. else if (strcmp(extList[i], (const char *)"GL_NV_draw_instanced") == 0)
  2272. {
  2273. glDrawArraysInstanced = (PFNGLDRAWARRAYSINSTANCEDEXTPROC)((rlglLoadProc)loader)("glDrawArraysInstancedNV");
  2274. glDrawElementsInstanced = (PFNGLDRAWELEMENTSINSTANCEDEXTPROC)((rlglLoadProc)loader)("glDrawElementsInstancedNV");
  2275. }
  2276. // But the functions will at least be loaded if only GL_XX_EXT_draw_instanced exist
  2277. if ((glDrawArraysInstanced != NULL) && (glDrawElementsInstanced != NULL) && (glVertexAttribDivisor != NULL)) RLGL.ExtSupported.instancing = true;
  2278. }
  2279. // Check NPOT textures support
  2280. // NOTE: Only check on OpenGL ES, OpenGL 3.3 has NPOT textures full support as core feature
  2281. if (strcmp(extList[i], (const char *)"GL_OES_texture_npot") == 0) RLGL.ExtSupported.texNPOT = true;
  2282. // Check texture float support
  2283. if (strcmp(extList[i], (const char *)"GL_OES_texture_float") == 0) RLGL.ExtSupported.texFloat32 = true;
  2284. if (strcmp(extList[i], (const char *)"GL_OES_texture_half_float") == 0) RLGL.ExtSupported.texFloat16 = true;
  2285. // Check depth texture support
  2286. if (strcmp(extList[i], (const char *)"GL_OES_depth_texture") == 0) RLGL.ExtSupported.texDepth = true;
  2287. if (strcmp(extList[i], (const char *)"GL_WEBGL_depth_texture") == 0) RLGL.ExtSupported.texDepthWebGL = true; // WebGL requires unsized internal format
  2288. if (RLGL.ExtSupported.texDepthWebGL) RLGL.ExtSupported.texDepth = true;
  2289. if (strcmp(extList[i], (const char *)"GL_OES_depth24") == 0) RLGL.ExtSupported.maxDepthBits = 24; // Not available on WebGL
  2290. if (strcmp(extList[i], (const char *)"GL_OES_depth32") == 0) RLGL.ExtSupported.maxDepthBits = 32; // Not available on WebGL
  2291. // Check texture compression support: DXT
  2292. if ((strcmp(extList[i], (const char *)"GL_EXT_texture_compression_s3tc") == 0) ||
  2293. (strcmp(extList[i], (const char *)"GL_WEBGL_compressed_texture_s3tc") == 0) ||
  2294. (strcmp(extList[i], (const char *)"GL_WEBKIT_WEBGL_compressed_texture_s3tc") == 0)) RLGL.ExtSupported.texCompDXT = true;
  2295. // Check texture compression support: ETC1
  2296. if ((strcmp(extList[i], (const char *)"GL_OES_compressed_ETC1_RGB8_texture") == 0) ||
  2297. (strcmp(extList[i], (const char *)"GL_WEBGL_compressed_texture_etc1") == 0)) RLGL.ExtSupported.texCompETC1 = true;
  2298. // Check texture compression support: ETC2/EAC
  2299. if (strcmp(extList[i], (const char *)"GL_ARB_ES3_compatibility") == 0) RLGL.ExtSupported.texCompETC2 = true;
  2300. // Check texture compression support: PVR
  2301. if (strcmp(extList[i], (const char *)"GL_IMG_texture_compression_pvrtc") == 0) RLGL.ExtSupported.texCompPVRT = true;
  2302. // Check texture compression support: ASTC
  2303. if (strcmp(extList[i], (const char *)"GL_KHR_texture_compression_astc_hdr") == 0) RLGL.ExtSupported.texCompASTC = true;
  2304. // Check anisotropic texture filter support
  2305. if (strcmp(extList[i], (const char *)"GL_EXT_texture_filter_anisotropic") == 0) RLGL.ExtSupported.texAnisoFilter = true;
  2306. // Check clamp mirror wrap mode support
  2307. if (strcmp(extList[i], (const char *)"GL_EXT_texture_mirror_clamp") == 0) RLGL.ExtSupported.texMirrorClamp = true;
  2308. }
  2309. // Free extensions pointers
  2310. RL_FREE(extList);
  2311. RL_FREE(extensionsDup); // Duplicated string must be deallocated
  2312. #endif // GRAPHICS_API_OPENGL_ES2
  2313. // Check OpenGL information and capabilities
  2314. //------------------------------------------------------------------------------
  2315. // Show current OpenGL and GLSL version
  2316. TRACELOG(RL_LOG_INFO, "GL: OpenGL device information:");
  2317. TRACELOG(RL_LOG_INFO, " > Vendor: %s", glGetString(GL_VENDOR));
  2318. TRACELOG(RL_LOG_INFO, " > Renderer: %s", glGetString(GL_RENDERER));
  2319. TRACELOG(RL_LOG_INFO, " > Version: %s", glGetString(GL_VERSION));
  2320. TRACELOG(RL_LOG_INFO, " > GLSL: %s", glGetString(GL_SHADING_LANGUAGE_VERSION));
  2321. #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
  2322. RLGL.loader = (rlglLoadProc)loader;
  2323. // NOTE: Anisotropy levels capability is an extension
  2324. #ifndef GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT
  2325. #define GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT 0x84FF
  2326. #endif
  2327. glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &RLGL.ExtSupported.maxAnisotropyLevel);
  2328. #if defined(RLGL_SHOW_GL_DETAILS_INFO)
  2329. // Show some OpenGL GPU capabilities
  2330. TRACELOG(RL_LOG_INFO, "GL: OpenGL capabilities:");
  2331. GLint capability = 0;
  2332. glGetIntegerv(GL_MAX_TEXTURE_SIZE, &capability);
  2333. TRACELOG(RL_LOG_INFO, " GL_MAX_TEXTURE_SIZE: %i", capability);
  2334. glGetIntegerv(GL_MAX_CUBE_MAP_TEXTURE_SIZE, &capability);
  2335. TRACELOG(RL_LOG_INFO, " GL_MAX_CUBE_MAP_TEXTURE_SIZE: %i", capability);
  2336. glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &capability);
  2337. TRACELOG(RL_LOG_INFO, " GL_MAX_TEXTURE_IMAGE_UNITS: %i", capability);
  2338. glGetIntegerv(GL_MAX_VERTEX_ATTRIBS, &capability);
  2339. TRACELOG(RL_LOG_INFO, " GL_MAX_VERTEX_ATTRIBS: %i", capability);
  2340. #if !defined(GRAPHICS_API_OPENGL_ES2)
  2341. glGetIntegerv(GL_MAX_UNIFORM_BLOCK_SIZE, &capability);
  2342. TRACELOG(RL_LOG_INFO, " GL_MAX_UNIFORM_BLOCK_SIZE: %i", capability);
  2343. glGetIntegerv(GL_MAX_DRAW_BUFFERS, &capability);
  2344. TRACELOG(RL_LOG_INFO, " GL_MAX_DRAW_BUFFERS: %i", capability);
  2345. if (RLGL.ExtSupported.texAnisoFilter) TRACELOG(RL_LOG_INFO, " GL_MAX_TEXTURE_MAX_ANISOTROPY: %.0f", RLGL.ExtSupported.maxAnisotropyLevel);
  2346. #endif
  2347. glGetIntegerv(GL_NUM_COMPRESSED_TEXTURE_FORMATS, &capability);
  2348. TRACELOG(RL_LOG_INFO, " GL_NUM_COMPRESSED_TEXTURE_FORMATS: %i", capability);
  2349. GLint *compFormats = (GLint *)RL_CALLOC(capability, sizeof(GLint));
  2350. glGetIntegerv(GL_COMPRESSED_TEXTURE_FORMATS, compFormats);
  2351. for (int i = 0; i < capability; i++) TRACELOG(RL_LOG_INFO, " %s", rlGetCompressedFormatName(compFormats[i]));
  2352. RL_FREE(compFormats);
  2353. #if defined(GRAPHICS_API_OPENGL_43)
  2354. glGetIntegerv(GL_MAX_VERTEX_ATTRIB_BINDINGS, &capability);
  2355. TRACELOG(RL_LOG_INFO, " GL_MAX_VERTEX_ATTRIB_BINDINGS: %i", capability);
  2356. glGetIntegerv(GL_MAX_UNIFORM_LOCATIONS, &capability);
  2357. TRACELOG(RL_LOG_INFO, " GL_MAX_UNIFORM_LOCATIONS: %i", capability);
  2358. #endif // GRAPHICS_API_OPENGL_43
  2359. #else // RLGL_SHOW_GL_DETAILS_INFO
  2360. // Show some basic info about GL supported features
  2361. if (RLGL.ExtSupported.vao) TRACELOG(RL_LOG_INFO, "GL: VAO extension detected, VAO functions loaded successfully");
  2362. else TRACELOG(RL_LOG_WARNING, "GL: VAO extension not found, VAO not supported");
  2363. if (RLGL.ExtSupported.texNPOT) TRACELOG(RL_LOG_INFO, "GL: NPOT textures extension detected, full NPOT textures supported");
  2364. else TRACELOG(RL_LOG_WARNING, "GL: NPOT textures extension not found, limited NPOT support (no-mipmaps, no-repeat)");
  2365. if (RLGL.ExtSupported.texCompDXT) TRACELOG(RL_LOG_INFO, "GL: DXT compressed textures supported");
  2366. if (RLGL.ExtSupported.texCompETC1) TRACELOG(RL_LOG_INFO, "GL: ETC1 compressed textures supported");
  2367. if (RLGL.ExtSupported.texCompETC2) TRACELOG(RL_LOG_INFO, "GL: ETC2/EAC compressed textures supported");
  2368. if (RLGL.ExtSupported.texCompPVRT) TRACELOG(RL_LOG_INFO, "GL: PVRT compressed textures supported");
  2369. if (RLGL.ExtSupported.texCompASTC) TRACELOG(RL_LOG_INFO, "GL: ASTC compressed textures supported");
  2370. if (RLGL.ExtSupported.computeShader) TRACELOG(RL_LOG_INFO, "GL: Compute shaders supported");
  2371. if (RLGL.ExtSupported.ssbo) TRACELOG(RL_LOG_INFO, "GL: Shader storage buffer objects supported");
  2372. #endif // RLGL_SHOW_GL_DETAILS_INFO
  2373. #endif // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2
  2374. }
  2375. // Get OpenGL procedure address
  2376. void *rlGetProcAddress(const char *procName)
  2377. {
  2378. void *func = NULL;
  2379. #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
  2380. func = RLGL.loader(procName);
  2381. #endif
  2382. return func;
  2383. }
  2384. // Get current OpenGL version
  2385. int rlGetVersion(void)
  2386. {
  2387. int glVersion = 0;
  2388. #if defined(GRAPHICS_API_OPENGL_11_SOFTWARE)
  2389. glVersion = RL_OPENGL_11_SOFTWARE;
  2390. #elif defined(GRAPHICS_API_OPENGL_11)
  2391. glVersion = RL_OPENGL_11;
  2392. #endif
  2393. #if defined(GRAPHICS_API_OPENGL_21)
  2394. glVersion = RL_OPENGL_21;
  2395. #elif defined(GRAPHICS_API_OPENGL_43)
  2396. glVersion = RL_OPENGL_43;
  2397. #elif defined(GRAPHICS_API_OPENGL_33)
  2398. glVersion = RL_OPENGL_33;
  2399. #endif
  2400. #if defined(GRAPHICS_API_OPENGL_ES3)
  2401. glVersion = RL_OPENGL_ES_30;
  2402. #elif defined(GRAPHICS_API_OPENGL_ES2)
  2403. glVersion = RL_OPENGL_ES_20;
  2404. #endif
  2405. return glVersion;
  2406. }
  2407. // Set current framebuffer width
  2408. void rlSetFramebufferWidth(int width)
  2409. {
  2410. #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
  2411. RLGL.State.framebufferWidth = width;
  2412. #endif
  2413. }
  2414. // Set current framebuffer height
  2415. void rlSetFramebufferHeight(int height)
  2416. {
  2417. #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
  2418. RLGL.State.framebufferHeight = height;
  2419. #endif
  2420. }
  2421. // Get default framebuffer width
  2422. int rlGetFramebufferWidth(void)
  2423. {
  2424. int width = 0;
  2425. #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
  2426. width = RLGL.State.framebufferWidth;
  2427. #endif
  2428. return width;
  2429. }
  2430. // Get default framebuffer height
  2431. int rlGetFramebufferHeight(void)
  2432. {
  2433. int height = 0;
  2434. #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
  2435. height = RLGL.State.framebufferHeight;
  2436. #endif
  2437. return height;
  2438. }
  2439. // Get default internal texture (white texture)
  2440. // NOTE: Default texture is a 1x1 pixel UNCOMPRESSED_R8G8B8A8
  2441. unsigned int rlGetTextureIdDefault(void)
  2442. {
  2443. unsigned int id = 0;
  2444. #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
  2445. id = RLGL.State.defaultTextureId;
  2446. #endif
  2447. return id;
  2448. }
  2449. // Get default shader id
  2450. unsigned int rlGetShaderIdDefault(void)
  2451. {
  2452. unsigned int id = 0;
  2453. #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
  2454. id = RLGL.State.defaultShaderId;
  2455. #endif
  2456. return id;
  2457. }
  2458. // Get default shader locs
  2459. int *rlGetShaderLocsDefault(void)
  2460. {
  2461. int *locs = NULL;
  2462. #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
  2463. locs = RLGL.State.defaultShaderLocs;
  2464. #endif
  2465. return locs;
  2466. }
  2467. // Render batch management
  2468. //------------------------------------------------------------------------------------------------
  2469. // Load render batch
  2470. rlRenderBatch rlLoadRenderBatch(int numBuffers, int bufferElements)
  2471. {
  2472. rlRenderBatch batch = { 0 };
  2473. #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
  2474. // Initialize CPU (RAM) vertex buffers (position, texcoord, color data and indexes)
  2475. //--------------------------------------------------------------------------------------------
  2476. batch.vertexBuffer = (rlVertexBuffer *)RL_CALLOC(numBuffers, sizeof(rlVertexBuffer));
  2477. for (int i = 0; i < numBuffers; i++)
  2478. {
  2479. batch.vertexBuffer[i].elementCount = bufferElements;
  2480. batch.vertexBuffer[i].vertices = (float *)RL_CALLOC(bufferElements*3*4, sizeof(float)); // 3 float by vertex, 4 vertex by quad
  2481. batch.vertexBuffer[i].texcoords = (float *)RL_CALLOC(bufferElements*2*4, sizeof(float)); // 2 float by texcoord, 4 texcoord by quad
  2482. batch.vertexBuffer[i].normals = (float *)RL_CALLOC(bufferElements*3*4, sizeof(float)); // 3 float by vertex, 4 vertex by quad
  2483. batch.vertexBuffer[i].colors = (unsigned char *)RL_CALLOC(bufferElements*4*4, sizeof(unsigned char)); // 4 float by color, 4 colors by quad
  2484. #if defined(GRAPHICS_API_OPENGL_33)
  2485. batch.vertexBuffer[i].indices = (unsigned int *)RL_CALLOC(bufferElements*6, sizeof(unsigned int)); // 6 int by quad (indices)
  2486. #endif
  2487. #if defined(GRAPHICS_API_OPENGL_ES2)
  2488. batch.vertexBuffer[i].indices = (unsigned short *)RL_CALLOC(bufferElements*6, sizeof(unsigned short)); // 6 int by quad (indices)
  2489. #endif
  2490. for (int j = 0; j < (3*4*bufferElements); j++) batch.vertexBuffer[i].vertices[j] = 0.0f;
  2491. for (int j = 0; j < (2*4*bufferElements); j++) batch.vertexBuffer[i].texcoords[j] = 0.0f;
  2492. for (int j = 0; j < (3*4*bufferElements); j++) batch.vertexBuffer[i].normals[j] = 0.0f;
  2493. for (int j = 0; j < (4*4*bufferElements); j++) batch.vertexBuffer[i].colors[j] = 0;
  2494. int k = 0;
  2495. // Indices can be initialized right now
  2496. for (int j = 0; j < (6*bufferElements); j += 6)
  2497. {
  2498. batch.vertexBuffer[i].indices[j] = 4*k;
  2499. batch.vertexBuffer[i].indices[j + 1] = 4*k + 1;
  2500. batch.vertexBuffer[i].indices[j + 2] = 4*k + 2;
  2501. batch.vertexBuffer[i].indices[j + 3] = 4*k;
  2502. batch.vertexBuffer[i].indices[j + 4] = 4*k + 2;
  2503. batch.vertexBuffer[i].indices[j + 5] = 4*k + 3;
  2504. k++;
  2505. }
  2506. RLGL.State.vertexCounter = 0;
  2507. }
  2508. TRACELOG(RL_LOG_INFO, "RLGL: Render batch vertex buffers loaded successfully in RAM (CPU)");
  2509. //--------------------------------------------------------------------------------------------
  2510. // Upload to GPU (VRAM) vertex data and initialize VAOs/VBOs
  2511. //--------------------------------------------------------------------------------------------
  2512. for (int i = 0; i < numBuffers; i++)
  2513. {
  2514. if (RLGL.ExtSupported.vao)
  2515. {
  2516. // Initialize Quads VAO
  2517. glGenVertexArrays(1, &batch.vertexBuffer[i].vaoId);
  2518. glBindVertexArray(batch.vertexBuffer[i].vaoId);
  2519. }
  2520. // Quads - Vertex buffers binding and attributes enable
  2521. // Vertex position buffer (shader-location = 0)
  2522. glGenBuffers(1, &batch.vertexBuffer[i].vboId[0]);
  2523. glBindBuffer(GL_ARRAY_BUFFER, batch.vertexBuffer[i].vboId[0]);
  2524. glBufferData(GL_ARRAY_BUFFER, bufferElements*3*4*sizeof(float), batch.vertexBuffer[i].vertices, GL_DYNAMIC_DRAW);
  2525. glEnableVertexAttribArray(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_POSITION]);
  2526. glVertexAttribPointer(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_POSITION], 3, GL_FLOAT, 0, 0, 0);
  2527. // Vertex texcoord buffer (shader-location = 1)
  2528. glGenBuffers(1, &batch.vertexBuffer[i].vboId[1]);
  2529. glBindBuffer(GL_ARRAY_BUFFER, batch.vertexBuffer[i].vboId[1]);
  2530. glBufferData(GL_ARRAY_BUFFER, bufferElements*2*4*sizeof(float), batch.vertexBuffer[i].texcoords, GL_DYNAMIC_DRAW);
  2531. glEnableVertexAttribArray(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_TEXCOORD01]);
  2532. glVertexAttribPointer(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_TEXCOORD01], 2, GL_FLOAT, 0, 0, 0);
  2533. // Vertex normal buffer (shader-location = 2)
  2534. glGenBuffers(1, &batch.vertexBuffer[i].vboId[2]);
  2535. glBindBuffer(GL_ARRAY_BUFFER, batch.vertexBuffer[i].vboId[2]);
  2536. glBufferData(GL_ARRAY_BUFFER, bufferElements*3*4*sizeof(float), batch.vertexBuffer[i].normals, GL_DYNAMIC_DRAW);
  2537. glEnableVertexAttribArray(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_NORMAL]);
  2538. glVertexAttribPointer(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_NORMAL], 3, GL_FLOAT, 0, 0, 0);
  2539. // Vertex color buffer (shader-location = 3)
  2540. glGenBuffers(1, &batch.vertexBuffer[i].vboId[3]);
  2541. glBindBuffer(GL_ARRAY_BUFFER, batch.vertexBuffer[i].vboId[3]);
  2542. glBufferData(GL_ARRAY_BUFFER, bufferElements*4*4*sizeof(unsigned char), batch.vertexBuffer[i].colors, GL_DYNAMIC_DRAW);
  2543. glEnableVertexAttribArray(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_COLOR]);
  2544. glVertexAttribPointer(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_COLOR], 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
  2545. // Fill index buffer
  2546. glGenBuffers(1, &batch.vertexBuffer[i].vboId[4]);
  2547. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, batch.vertexBuffer[i].vboId[4]);
  2548. #if defined(GRAPHICS_API_OPENGL_33)
  2549. glBufferData(GL_ELEMENT_ARRAY_BUFFER, bufferElements*6*sizeof(int), batch.vertexBuffer[i].indices, GL_STATIC_DRAW);
  2550. #endif
  2551. #if defined(GRAPHICS_API_OPENGL_ES2)
  2552. glBufferData(GL_ELEMENT_ARRAY_BUFFER, bufferElements*6*sizeof(short), batch.vertexBuffer[i].indices, GL_STATIC_DRAW);
  2553. #endif
  2554. }
  2555. TRACELOG(RL_LOG_INFO, "RLGL: Render batch vertex buffers loaded successfully in VRAM (GPU)");
  2556. // Unbind the current VAO
  2557. if (RLGL.ExtSupported.vao) glBindVertexArray(0);
  2558. //--------------------------------------------------------------------------------------------
  2559. // Init draw calls tracking system
  2560. //--------------------------------------------------------------------------------------------
  2561. batch.draws = (rlDrawCall *)RL_CALLOC(RL_DEFAULT_BATCH_DRAWCALLS, sizeof(rlDrawCall));
  2562. for (int i = 0; i < RL_DEFAULT_BATCH_DRAWCALLS; i++)
  2563. {
  2564. batch.draws[i].mode = RL_QUADS;
  2565. batch.draws[i].vertexCount = 0;
  2566. batch.draws[i].vertexAlignment = 0;
  2567. //batch.draws[i].vaoId = 0;
  2568. //batch.draws[i].shaderId = 0;
  2569. batch.draws[i].textureId = RLGL.State.defaultTextureId;
  2570. //batch.draws[i].RLGL.State.projection = rlMatrixIdentity();
  2571. //batch.draws[i].RLGL.State.modelview = rlMatrixIdentity();
  2572. }
  2573. batch.bufferCount = numBuffers; // Record buffer count
  2574. batch.drawCounter = 1; // Reset draws counter
  2575. batch.currentDepth = -1.0f; // Reset depth value
  2576. //--------------------------------------------------------------------------------------------
  2577. #endif
  2578. return batch;
  2579. }
  2580. // Unload default internal buffers vertex data from CPU and GPU
  2581. void rlUnloadRenderBatch(rlRenderBatch batch)
  2582. {
  2583. #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
  2584. // Unbind everything
  2585. glBindBuffer(GL_ARRAY_BUFFER, 0);
  2586. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
  2587. // Unload all vertex buffers data
  2588. for (int i = 0; i < batch.bufferCount; i++)
  2589. {
  2590. // Unbind VAO attribs data
  2591. if (RLGL.ExtSupported.vao)
  2592. {
  2593. glBindVertexArray(batch.vertexBuffer[i].vaoId);
  2594. glDisableVertexAttribArray(RL_DEFAULT_SHADER_ATTRIB_LOCATION_POSITION);
  2595. glDisableVertexAttribArray(RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD);
  2596. glDisableVertexAttribArray(RL_DEFAULT_SHADER_ATTRIB_LOCATION_NORMAL);
  2597. glDisableVertexAttribArray(RL_DEFAULT_SHADER_ATTRIB_LOCATION_COLOR);
  2598. glBindVertexArray(0);
  2599. }
  2600. // Delete VBOs from GPU (VRAM)
  2601. glDeleteBuffers(1, &batch.vertexBuffer[i].vboId[0]);
  2602. glDeleteBuffers(1, &batch.vertexBuffer[i].vboId[1]);
  2603. glDeleteBuffers(1, &batch.vertexBuffer[i].vboId[2]);
  2604. glDeleteBuffers(1, &batch.vertexBuffer[i].vboId[3]);
  2605. glDeleteBuffers(1, &batch.vertexBuffer[i].vboId[4]);
  2606. // Delete VAOs from GPU (VRAM)
  2607. if (RLGL.ExtSupported.vao) glDeleteVertexArrays(1, &batch.vertexBuffer[i].vaoId);
  2608. // Free vertex arrays memory from CPU (RAM)
  2609. RL_FREE(batch.vertexBuffer[i].vertices);
  2610. RL_FREE(batch.vertexBuffer[i].texcoords);
  2611. RL_FREE(batch.vertexBuffer[i].normals);
  2612. RL_FREE(batch.vertexBuffer[i].colors);
  2613. RL_FREE(batch.vertexBuffer[i].indices);
  2614. }
  2615. // Unload arrays
  2616. RL_FREE(batch.vertexBuffer);
  2617. RL_FREE(batch.draws);
  2618. #endif
  2619. }
  2620. // Draw render batch
  2621. // NOTE: We require a pointer to reset batch and increase current buffer (multi-buffer)
  2622. void rlDrawRenderBatch(rlRenderBatch *batch)
  2623. {
  2624. #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
  2625. // Update batch vertex buffers
  2626. //------------------------------------------------------------------------------------------------------------
  2627. // NOTE: If there is not vertex data, buffers doesn't need to be updated (vertexCount > 0)
  2628. // TODO: If no data changed on the CPU arrays --> No need to re-update GPU arrays (use a change detector flag?)
  2629. if (RLGL.State.vertexCounter > 0)
  2630. {
  2631. // Activate elements VAO
  2632. if (RLGL.ExtSupported.vao) glBindVertexArray(batch->vertexBuffer[batch->currentBuffer].vaoId);
  2633. // Vertex positions buffer
  2634. glBindBuffer(GL_ARRAY_BUFFER, batch->vertexBuffer[batch->currentBuffer].vboId[0]);
  2635. glBufferSubData(GL_ARRAY_BUFFER, 0, RLGL.State.vertexCounter*3*sizeof(float), batch->vertexBuffer[batch->currentBuffer].vertices);
  2636. //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*4*batch->vertexBuffer[batch->currentBuffer].elementCount, batch->vertexBuffer[batch->currentBuffer].vertices, GL_DYNAMIC_DRAW); // Update all buffer
  2637. // Texture coordinates buffer
  2638. glBindBuffer(GL_ARRAY_BUFFER, batch->vertexBuffer[batch->currentBuffer].vboId[1]);
  2639. glBufferSubData(GL_ARRAY_BUFFER, 0, RLGL.State.vertexCounter*2*sizeof(float), batch->vertexBuffer[batch->currentBuffer].texcoords);
  2640. //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*4*batch->vertexBuffer[batch->currentBuffer].elementCount, batch->vertexBuffer[batch->currentBuffer].texcoords, GL_DYNAMIC_DRAW); // Update all buffer
  2641. // Normals buffer
  2642. glBindBuffer(GL_ARRAY_BUFFER, batch->vertexBuffer[batch->currentBuffer].vboId[2]);
  2643. glBufferSubData(GL_ARRAY_BUFFER, 0, RLGL.State.vertexCounter*3*sizeof(float), batch->vertexBuffer[batch->currentBuffer].normals);
  2644. //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*4*batch->vertexBuffer[batch->currentBuffer].elementCount, batch->vertexBuffer[batch->currentBuffer].normals, GL_DYNAMIC_DRAW); // Update all buffer
  2645. // Colors buffer
  2646. glBindBuffer(GL_ARRAY_BUFFER, batch->vertexBuffer[batch->currentBuffer].vboId[3]);
  2647. glBufferSubData(GL_ARRAY_BUFFER, 0, RLGL.State.vertexCounter*4*sizeof(unsigned char), batch->vertexBuffer[batch->currentBuffer].colors);
  2648. //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*4*4*batch->vertexBuffer[batch->currentBuffer].elementCount, batch->vertexBuffer[batch->currentBuffer].colors, GL_DYNAMIC_DRAW); // Update all buffer
  2649. // NOTE: glMapBuffer() causes sync issue
  2650. // If GPU is working with this buffer, glMapBuffer() will wait(stall) until GPU to finish its job
  2651. // To avoid waiting (idle), you can call first glBufferData() with NULL pointer before glMapBuffer()
  2652. // If you do that, the previous data in PBO will be discarded and glMapBuffer() returns a new
  2653. // allocated pointer immediately even if GPU is still working with the previous data
  2654. // Another option: map the buffer object into client's memory
  2655. // Probably this code could be moved somewhere else...
  2656. // batch->vertexBuffer[batch->currentBuffer].vertices = (float *)glMapBuffer(GL_ARRAY_BUFFER, GL_READ_WRITE);
  2657. // if (batch->vertexBuffer[batch->currentBuffer].vertices)
  2658. // {
  2659. // Update vertex data
  2660. // }
  2661. // glUnmapBuffer(GL_ARRAY_BUFFER);
  2662. // Unbind the current VAO
  2663. if (RLGL.ExtSupported.vao) glBindVertexArray(0);
  2664. }
  2665. //------------------------------------------------------------------------------------------------------------
  2666. // Draw batch vertex buffers (considering VR stereo if required)
  2667. //------------------------------------------------------------------------------------------------------------
  2668. Matrix matProjection = RLGL.State.projection;
  2669. Matrix matModelView = RLGL.State.modelview;
  2670. int eyeCount = 1;
  2671. if (RLGL.State.stereoRender) eyeCount = 2;
  2672. for (int eye = 0; eye < eyeCount; eye++)
  2673. {
  2674. if (eyeCount == 2)
  2675. {
  2676. // Setup current eye viewport (half screen width)
  2677. rlViewport(eye*RLGL.State.framebufferWidth/2, 0, RLGL.State.framebufferWidth/2, RLGL.State.framebufferHeight);
  2678. // Set current eye view offset to modelview matrix
  2679. rlSetMatrixModelview(rlMatrixMultiply(matModelView, RLGL.State.viewOffsetStereo[eye]));
  2680. // Set current eye projection matrix
  2681. rlSetMatrixProjection(RLGL.State.projectionStereo[eye]);
  2682. }
  2683. // Draw buffers
  2684. if (RLGL.State.vertexCounter > 0)
  2685. {
  2686. // Set current shader and upload current MVP matrix
  2687. glUseProgram(RLGL.State.currentShaderId);
  2688. // Create modelview-projection matrix and upload to shader
  2689. Matrix matMVP = rlMatrixMultiply(RLGL.State.modelview, RLGL.State.projection);
  2690. glUniformMatrix4fv(RLGL.State.currentShaderLocs[RL_SHADER_LOC_MATRIX_MVP], 1, false, rlMatrixToFloat(matMVP));
  2691. if (RLGL.State.currentShaderLocs[RL_SHADER_LOC_MATRIX_PROJECTION] != -1)
  2692. {
  2693. glUniformMatrix4fv(RLGL.State.currentShaderLocs[RL_SHADER_LOC_MATRIX_PROJECTION], 1, false, rlMatrixToFloat(RLGL.State.projection));
  2694. }
  2695. // WARNING: For the following setup of the view, model, and normal matrices, it is expected that
  2696. // transformations and rendering occur between rlPushMatrix() and rlPopMatrix()
  2697. if (RLGL.State.currentShaderLocs[RL_SHADER_LOC_MATRIX_VIEW] != -1)
  2698. {
  2699. glUniformMatrix4fv(RLGL.State.currentShaderLocs[RL_SHADER_LOC_MATRIX_VIEW], 1, false, rlMatrixToFloat(RLGL.State.modelview));
  2700. }
  2701. if (RLGL.State.currentShaderLocs[RL_SHADER_LOC_MATRIX_MODEL] != -1)
  2702. {
  2703. glUniformMatrix4fv(RLGL.State.currentShaderLocs[RL_SHADER_LOC_MATRIX_MODEL], 1, false, rlMatrixToFloat(RLGL.State.transform));
  2704. }
  2705. if (RLGL.State.currentShaderLocs[RL_SHADER_LOC_MATRIX_NORMAL] != -1)
  2706. {
  2707. glUniformMatrix4fv(RLGL.State.currentShaderLocs[RL_SHADER_LOC_MATRIX_NORMAL], 1, false, rlMatrixToFloat(rlMatrixTranspose(rlMatrixInvert(RLGL.State.transform))));
  2708. }
  2709. if (RLGL.ExtSupported.vao) glBindVertexArray(batch->vertexBuffer[batch->currentBuffer].vaoId);
  2710. else
  2711. {
  2712. // Bind vertex attrib: position (shader-location = 0)
  2713. glBindBuffer(GL_ARRAY_BUFFER, batch->vertexBuffer[batch->currentBuffer].vboId[0]);
  2714. glVertexAttribPointer(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_POSITION], 3, GL_FLOAT, 0, 0, 0);
  2715. glEnableVertexAttribArray(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_POSITION]);
  2716. // Bind vertex attrib: texcoord (shader-location = 1)
  2717. glBindBuffer(GL_ARRAY_BUFFER, batch->vertexBuffer[batch->currentBuffer].vboId[1]);
  2718. glVertexAttribPointer(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_TEXCOORD01], 2, GL_FLOAT, 0, 0, 0);
  2719. glEnableVertexAttribArray(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_TEXCOORD01]);
  2720. // Bind vertex attrib: normal (shader-location = 2)
  2721. glBindBuffer(GL_ARRAY_BUFFER, batch->vertexBuffer[batch->currentBuffer].vboId[2]);
  2722. glVertexAttribPointer(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_NORMAL], 3, GL_FLOAT, 0, 0, 0);
  2723. glEnableVertexAttribArray(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_NORMAL]);
  2724. // Bind vertex attrib: color (shader-location = 3)
  2725. glBindBuffer(GL_ARRAY_BUFFER, batch->vertexBuffer[batch->currentBuffer].vboId[3]);
  2726. glVertexAttribPointer(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_COLOR], 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
  2727. glEnableVertexAttribArray(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_COLOR]);
  2728. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, batch->vertexBuffer[batch->currentBuffer].vboId[4]);
  2729. }
  2730. // Setup some default shader values
  2731. glUniform4f(RLGL.State.currentShaderLocs[RL_SHADER_LOC_COLOR_DIFFUSE], 1.0f, 1.0f, 1.0f, 1.0f);
  2732. glUniform1i(RLGL.State.currentShaderLocs[RL_SHADER_LOC_MAP_DIFFUSE], 0); // Active default sampler2D: texture0
  2733. // Activate additional sampler textures
  2734. // Those additional textures will be common for all draw calls of the batch
  2735. for (int i = 0; i < RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS; i++)
  2736. {
  2737. if (RLGL.State.activeTextureId[i] > 0)
  2738. {
  2739. glActiveTexture(GL_TEXTURE0 + 1 + i);
  2740. glBindTexture(GL_TEXTURE_2D, RLGL.State.activeTextureId[i]);
  2741. }
  2742. }
  2743. // Activate default sampler2D texture0 (one texture is always active for default batch shader)
  2744. // NOTE: Batch system accumulates calls by texture0 changes, additional textures are enabled for all the draw calls
  2745. glActiveTexture(GL_TEXTURE0);
  2746. for (int i = 0, vertexOffset = 0; i < batch->drawCounter; i++)
  2747. {
  2748. // Bind current draw call texture, activated as GL_TEXTURE0 and bound to sampler2D texture0 by default
  2749. glBindTexture(GL_TEXTURE_2D, batch->draws[i].textureId);
  2750. if ((batch->draws[i].mode == RL_LINES) || (batch->draws[i].mode == RL_TRIANGLES)) glDrawArrays(batch->draws[i].mode, vertexOffset, batch->draws[i].vertexCount);
  2751. else
  2752. {
  2753. #if defined(GRAPHICS_API_OPENGL_33)
  2754. // We need to define the number of indices to be processed: elementCount*6
  2755. // NOTE: The final parameter tells the GPU the offset in bytes from the
  2756. // start of the index buffer to the location of the first index to process
  2757. glDrawElements(GL_TRIANGLES, batch->draws[i].vertexCount/4*6, GL_UNSIGNED_INT, (GLvoid *)(vertexOffset/4*6*sizeof(GLuint)));
  2758. #endif
  2759. #if defined(GRAPHICS_API_OPENGL_ES2)
  2760. glDrawElements(GL_TRIANGLES, batch->draws[i].vertexCount/4*6, GL_UNSIGNED_SHORT, (GLvoid *)(vertexOffset/4*6*sizeof(GLushort)));
  2761. #endif
  2762. }
  2763. vertexOffset += (batch->draws[i].vertexCount + batch->draws[i].vertexAlignment);
  2764. }
  2765. if (!RLGL.ExtSupported.vao)
  2766. {
  2767. glBindBuffer(GL_ARRAY_BUFFER, 0);
  2768. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
  2769. }
  2770. glBindTexture(GL_TEXTURE_2D, 0); // Unbind textures
  2771. }
  2772. if (RLGL.ExtSupported.vao) glBindVertexArray(0); // Unbind VAO
  2773. glUseProgram(0); // Unbind shader program
  2774. }
  2775. // Restore viewport to default measures
  2776. if (eyeCount == 2) rlViewport(0, 0, RLGL.State.framebufferWidth, RLGL.State.framebufferHeight);
  2777. //------------------------------------------------------------------------------------------------------------
  2778. // Reset batch buffers
  2779. //------------------------------------------------------------------------------------------------------------
  2780. // Reset vertex counter for next frame
  2781. RLGL.State.vertexCounter = 0;
  2782. // Reset depth for next draw
  2783. batch->currentDepth = -1.0f;
  2784. // Restore projection/modelview matrices
  2785. RLGL.State.projection = matProjection;
  2786. RLGL.State.modelview = matModelView;
  2787. // Reset RLGL.currentBatch->draws array
  2788. for (int i = 0; i < RL_DEFAULT_BATCH_DRAWCALLS; i++)
  2789. {
  2790. batch->draws[i].mode = RL_QUADS;
  2791. batch->draws[i].vertexCount = 0;
  2792. batch->draws[i].textureId = RLGL.State.defaultTextureId;
  2793. }
  2794. // Reset active texture units for next batch
  2795. for (int i = 0; i < RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS; i++) RLGL.State.activeTextureId[i] = 0;
  2796. // Reset draws counter to one draw for the batch
  2797. batch->drawCounter = 1;
  2798. //------------------------------------------------------------------------------------------------------------
  2799. // Change to next buffer in the list (in case of multi-buffering)
  2800. batch->currentBuffer++;
  2801. if (batch->currentBuffer >= batch->bufferCount) batch->currentBuffer = 0;
  2802. #endif
  2803. }
  2804. // Set the active render batch for rlgl
  2805. void rlSetRenderBatchActive(rlRenderBatch *batch)
  2806. {
  2807. #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
  2808. rlDrawRenderBatch(RLGL.currentBatch);
  2809. if (batch != NULL) RLGL.currentBatch = batch;
  2810. else RLGL.currentBatch = &RLGL.defaultBatch;
  2811. #endif
  2812. }
  2813. // Update and draw internal render batch
  2814. void rlDrawRenderBatchActive(void)
  2815. {
  2816. #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
  2817. rlDrawRenderBatch(RLGL.currentBatch); // NOTE: Stereo rendering is checked inside
  2818. #endif
  2819. }
  2820. // Check internal buffer overflow for a given number of vertex
  2821. // and force a rlRenderBatch draw call if required
  2822. bool rlCheckRenderBatchLimit(int vCount)
  2823. {
  2824. bool overflow = false;
  2825. #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
  2826. if ((RLGL.State.vertexCounter + vCount) >=
  2827. (RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].elementCount*4))
  2828. {
  2829. overflow = true;
  2830. // Store current primitive drawing mode and texture id
  2831. int currentMode = RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].mode;
  2832. int currentTexture = RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].textureId;
  2833. rlDrawRenderBatch(RLGL.currentBatch); // NOTE: Stereo rendering is checked inside
  2834. // Restore state of last batch so we can continue adding vertices
  2835. RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].mode = currentMode;
  2836. RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].textureId = currentTexture;
  2837. }
  2838. #endif
  2839. return overflow;
  2840. }
  2841. // Textures data management
  2842. //-----------------------------------------------------------------------------------------
  2843. // Convert image data to OpenGL texture (returns OpenGL valid Id)
  2844. unsigned int rlLoadTexture(const void *data, int width, int height, int format, int mipmapCount)
  2845. {
  2846. unsigned int id = 0;
  2847. glBindTexture(GL_TEXTURE_2D, 0); // Free any old binding
  2848. // Check texture format support by OpenGL 1.1 (compressed textures not supported)
  2849. #if defined(GRAPHICS_API_OPENGL_11)
  2850. if (format >= RL_PIXELFORMAT_COMPRESSED_DXT1_RGB)
  2851. {
  2852. TRACELOG(RL_LOG_WARNING, "GL: OpenGL 1.1 does not support GPU compressed texture formats");
  2853. return id;
  2854. }
  2855. #else
  2856. if ((!RLGL.ExtSupported.texCompDXT) && ((format == RL_PIXELFORMAT_COMPRESSED_DXT1_RGB) || (format == RL_PIXELFORMAT_COMPRESSED_DXT1_RGBA) ||
  2857. (format == RL_PIXELFORMAT_COMPRESSED_DXT3_RGBA) || (format == RL_PIXELFORMAT_COMPRESSED_DXT5_RGBA)))
  2858. {
  2859. TRACELOG(RL_LOG_WARNING, "GL: DXT compressed texture format not supported");
  2860. return id;
  2861. }
  2862. #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
  2863. if ((!RLGL.ExtSupported.texCompETC1) && (format == RL_PIXELFORMAT_COMPRESSED_ETC1_RGB))
  2864. {
  2865. TRACELOG(RL_LOG_WARNING, "GL: ETC1 compressed texture format not supported");
  2866. return id;
  2867. }
  2868. if ((!RLGL.ExtSupported.texCompETC2) && ((format == RL_PIXELFORMAT_COMPRESSED_ETC2_RGB) || (format == RL_PIXELFORMAT_COMPRESSED_ETC2_EAC_RGBA)))
  2869. {
  2870. TRACELOG(RL_LOG_WARNING, "GL: ETC2 compressed texture format not supported");
  2871. return id;
  2872. }
  2873. if ((!RLGL.ExtSupported.texCompPVRT) && ((format == RL_PIXELFORMAT_COMPRESSED_PVRT_RGB) || (format == RL_PIXELFORMAT_COMPRESSED_PVRT_RGBA)))
  2874. {
  2875. TRACELOG(RL_LOG_WARNING, "GL: PVRT compressed texture format not supported");
  2876. return id;
  2877. }
  2878. if ((!RLGL.ExtSupported.texCompASTC) && ((format == RL_PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA) || (format == RL_PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA)))
  2879. {
  2880. TRACELOG(RL_LOG_WARNING, "GL: ASTC compressed texture format not supported");
  2881. return id;
  2882. }
  2883. #endif
  2884. #endif // GRAPHICS_API_OPENGL_11
  2885. glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
  2886. glGenTextures(1, &id); // Generate texture id
  2887. glBindTexture(GL_TEXTURE_2D, id);
  2888. int mipWidth = width;
  2889. int mipHeight = height;
  2890. int mipOffset = 0; // Mipmap data offset, only used for tracelog
  2891. (void)mipOffset; // Used to avoid gcc warnings about unused variable
  2892. // NOTE: Added pointer math separately from function to avoid UBSAN complaining
  2893. unsigned char *dataPtr = NULL;
  2894. if (data != NULL) dataPtr = (unsigned char *)data;
  2895. // Load the different mipmap levels
  2896. for (int i = 0; i < mipmapCount; i++)
  2897. {
  2898. unsigned int mipSize = rlGetPixelDataSize(mipWidth, mipHeight, format);
  2899. unsigned int glInternalFormat, glFormat, glType;
  2900. rlGetGlTextureFormats(format, &glInternalFormat, &glFormat, &glType);
  2901. TRACELOGD("TEXTURE: Load mipmap level %i (%i x %i), size: %i, offset: %i", i, mipWidth, mipHeight, mipSize, mipOffset);
  2902. if (glInternalFormat != 0)
  2903. {
  2904. if (format < RL_PIXELFORMAT_COMPRESSED_DXT1_RGB) glTexImage2D(GL_TEXTURE_2D, i, glInternalFormat, mipWidth, mipHeight, 0, glFormat, glType, dataPtr);
  2905. #if !defined(GRAPHICS_API_OPENGL_11)
  2906. else glCompressedTexImage2D(GL_TEXTURE_2D, i, glInternalFormat, mipWidth, mipHeight, 0, mipSize, dataPtr);
  2907. #endif
  2908. #if defined(GRAPHICS_API_OPENGL_33)
  2909. if (format == RL_PIXELFORMAT_UNCOMPRESSED_GRAYSCALE)
  2910. {
  2911. GLint swizzleMask[] = { GL_RED, GL_RED, GL_RED, GL_ONE };
  2912. glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
  2913. }
  2914. else if (format == RL_PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA)
  2915. {
  2916. #if defined(GRAPHICS_API_OPENGL_21)
  2917. GLint swizzleMask[] = { GL_RED, GL_RED, GL_RED, GL_ALPHA };
  2918. #elif defined(GRAPHICS_API_OPENGL_33)
  2919. GLint swizzleMask[] = { GL_RED, GL_RED, GL_RED, GL_GREEN };
  2920. #endif
  2921. glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
  2922. }
  2923. #endif
  2924. }
  2925. mipWidth /= 2;
  2926. mipHeight /= 2;
  2927. mipOffset += mipSize; // Increment offset position to next mipmap
  2928. if (data != NULL) dataPtr += mipSize; // Increment data pointer to next mipmap
  2929. // Security check for NPOT textures
  2930. if (mipWidth < 1) mipWidth = 1;
  2931. if (mipHeight < 1) mipHeight = 1;
  2932. }
  2933. // Texture parameters configuration
  2934. // NOTE: glTexParameteri does NOT affect texture uploading, just the way it's used
  2935. #if defined(GRAPHICS_API_OPENGL_ES2)
  2936. // 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
  2937. if (RLGL.ExtSupported.texNPOT)
  2938. {
  2939. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); // Set texture to repeat on x-axis
  2940. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); // Set texture to repeat on y-axis
  2941. }
  2942. else
  2943. {
  2944. // NOTE: If using negative texture coordinates (LoadOBJ()), it does not work!
  2945. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); // Set texture to clamp on x-axis
  2946. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); // Set texture to clamp on y-axis
  2947. }
  2948. #else
  2949. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); // Set texture to repeat on x-axis
  2950. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); // Set texture to repeat on y-axis
  2951. #endif
  2952. // Magnification and minification filters
  2953. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); // Alternative: GL_LINEAR
  2954. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); // Alternative: GL_LINEAR
  2955. #if defined(GRAPHICS_API_OPENGL_33)
  2956. if (mipmapCount > 1)
  2957. {
  2958. // Activate Trilinear filtering if mipmaps are available
  2959. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  2960. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
  2961. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, mipmapCount); // Required for user-defined mip count
  2962. }
  2963. #endif
  2964. // At this point we have the texture loaded in GPU and texture parameters configured
  2965. // NOTE: If mipmaps were not in data, they are not generated automatically
  2966. // Unbind current texture
  2967. glBindTexture(GL_TEXTURE_2D, 0);
  2968. if (id > 0) TRACELOG(RL_LOG_INFO, "TEXTURE: [ID %i] Texture loaded successfully (%ix%i | %s | %i mipmaps)", id, width, height, rlGetPixelFormatName(format), mipmapCount);
  2969. else TRACELOG(RL_LOG_WARNING, "TEXTURE: Failed to load texture");
  2970. return id;
  2971. }
  2972. // Load depth texture/renderbuffer (to be attached to fbo)
  2973. // WARNING: OpenGL ES 2.0 requires GL_OES_depth_texture and WebGL requires WEBGL_depth_texture extensions
  2974. unsigned int rlLoadTextureDepth(int width, int height, bool useRenderBuffer)
  2975. {
  2976. unsigned int id = 0;
  2977. #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
  2978. // In case depth textures not supported, we force renderbuffer usage
  2979. if (!RLGL.ExtSupported.texDepth) useRenderBuffer = true;
  2980. // NOTE: We let the implementation to choose the best bit-depth
  2981. // Possible formats: GL_DEPTH_COMPONENT16, GL_DEPTH_COMPONENT24, GL_DEPTH_COMPONENT32 and GL_DEPTH_COMPONENT32F
  2982. unsigned int glInternalFormat = GL_DEPTH_COMPONENT;
  2983. #if (defined(GRAPHICS_API_OPENGL_ES2) || defined(GRAPHICS_API_OPENGL_ES3))
  2984. // WARNING: WebGL platform requires unsized internal format definition (GL_DEPTH_COMPONENT)
  2985. // while other platforms using OpenGL ES 2.0 require/support sized internal formats depending on the GPU capabilities
  2986. if (!RLGL.ExtSupported.texDepthWebGL || useRenderBuffer)
  2987. {
  2988. if (RLGL.ExtSupported.maxDepthBits == 32) glInternalFormat = GL_DEPTH_COMPONENT32_OES;
  2989. else if (RLGL.ExtSupported.maxDepthBits == 24) glInternalFormat = GL_DEPTH_COMPONENT24_OES;
  2990. else glInternalFormat = GL_DEPTH_COMPONENT16;
  2991. }
  2992. #endif
  2993. if (!useRenderBuffer && RLGL.ExtSupported.texDepth)
  2994. {
  2995. glGenTextures(1, &id);
  2996. glBindTexture(GL_TEXTURE_2D, id);
  2997. glTexImage2D(GL_TEXTURE_2D, 0, glInternalFormat, width, height, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL);
  2998. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
  2999. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
  3000. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
  3001. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
  3002. glBindTexture(GL_TEXTURE_2D, 0);
  3003. TRACELOG(RL_LOG_INFO, "TEXTURE: Depth texture loaded successfully");
  3004. }
  3005. else
  3006. {
  3007. // Create the renderbuffer that will serve as the depth attachment for the framebuffer
  3008. // NOTE: A renderbuffer is simpler than a texture and could offer better performance on embedded devices
  3009. glGenRenderbuffers(1, &id);
  3010. glBindRenderbuffer(GL_RENDERBUFFER, id);
  3011. glRenderbufferStorage(GL_RENDERBUFFER, glInternalFormat, width, height);
  3012. glBindRenderbuffer(GL_RENDERBUFFER, 0);
  3013. TRACELOG(RL_LOG_INFO, "TEXTURE: [ID %i] Depth renderbuffer loaded successfully (%i bits)", id, (RLGL.ExtSupported.maxDepthBits >= 24)? RLGL.ExtSupported.maxDepthBits : 16);
  3014. }
  3015. #endif
  3016. return id;
  3017. }
  3018. // Load texture cubemap
  3019. // NOTE: Cubemap data is expected to be 6 images in a single data array (one after the other),
  3020. // expected the following convention: +X, -X, +Y, -Y, +Z, -Z
  3021. unsigned int rlLoadTextureCubemap(const void *data, int size, int format, int mipmapCount)
  3022. {
  3023. unsigned int id = 0;
  3024. #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
  3025. int mipSize = size;
  3026. // NOTE: Added pointer math separately from function to avoid UBSAN complaining
  3027. unsigned char *dataPtr = NULL;
  3028. if (data != NULL) dataPtr = (unsigned char *)data;
  3029. unsigned int dataSize = rlGetPixelDataSize(size, size, format);
  3030. glGenTextures(1, &id);
  3031. glBindTexture(GL_TEXTURE_CUBE_MAP, id);
  3032. unsigned int glInternalFormat, glFormat, glType;
  3033. rlGetGlTextureFormats(format, &glInternalFormat, &glFormat, &glType);
  3034. if (glInternalFormat != 0)
  3035. {
  3036. // Load cubemap faces/mipmaps
  3037. for (int i = 0; i < 6*mipmapCount; i++)
  3038. {
  3039. int mipmapLevel = i/6;
  3040. int face = i%6;
  3041. if (data == NULL)
  3042. {
  3043. if (format < RL_PIXELFORMAT_COMPRESSED_DXT1_RGB)
  3044. {
  3045. if ((format == RL_PIXELFORMAT_UNCOMPRESSED_R32) ||
  3046. (format == RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32A32) ||
  3047. (format == RL_PIXELFORMAT_UNCOMPRESSED_R16) ||
  3048. (format == RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16A16)) TRACELOG(RL_LOG_WARNING, "TEXTURES: Cubemap requested format not supported");
  3049. else glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, mipmapLevel, glInternalFormat, mipSize, mipSize, 0, glFormat, glType, NULL);
  3050. }
  3051. else TRACELOG(RL_LOG_WARNING, "TEXTURES: Empty cubemap creation does not support compressed format");
  3052. }
  3053. else
  3054. {
  3055. if (format < RL_PIXELFORMAT_COMPRESSED_DXT1_RGB) glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, mipmapLevel, glInternalFormat, mipSize, mipSize, 0, glFormat, glType, (unsigned char *)dataPtr + face*dataSize);
  3056. else glCompressedTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, mipmapLevel, glInternalFormat, mipSize, mipSize, 0, dataSize, (unsigned char *)dataPtr + face*dataSize);
  3057. }
  3058. #if defined(GRAPHICS_API_OPENGL_33)
  3059. if (format == RL_PIXELFORMAT_UNCOMPRESSED_GRAYSCALE)
  3060. {
  3061. GLint swizzleMask[] = { GL_RED, GL_RED, GL_RED, GL_ONE };
  3062. glTexParameteriv(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
  3063. }
  3064. else if (format == RL_PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA)
  3065. {
  3066. #if defined(GRAPHICS_API_OPENGL_21)
  3067. GLint swizzleMask[] = { GL_RED, GL_RED, GL_RED, GL_ALPHA };
  3068. #elif defined(GRAPHICS_API_OPENGL_33)
  3069. GLint swizzleMask[] = { GL_RED, GL_RED, GL_RED, GL_GREEN };
  3070. #endif
  3071. glTexParameteriv(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
  3072. }
  3073. #endif
  3074. if (face == 5)
  3075. {
  3076. mipSize /= 2;
  3077. if (data != NULL) dataPtr += dataSize*6; // Increment data pointer to next mipmap
  3078. // Security check for NPOT textures
  3079. if (mipSize < 1) mipSize = 1;
  3080. dataSize = rlGetPixelDataSize(mipSize, mipSize, format);
  3081. }
  3082. }
  3083. }
  3084. // Set cubemap texture sampling parameters
  3085. if (mipmapCount > 1) glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
  3086. else glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
  3087. glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  3088. glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
  3089. glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
  3090. #if defined(GRAPHICS_API_OPENGL_33)
  3091. glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE); // Flag not supported on OpenGL ES 2.0
  3092. #endif
  3093. glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
  3094. #endif
  3095. if (id > 0) TRACELOG(RL_LOG_INFO, "TEXTURE: [ID %i] Cubemap texture loaded successfully (%ix%i)", id, size, size);
  3096. else TRACELOG(RL_LOG_WARNING, "TEXTURE: Failed to load cubemap texture");
  3097. return id;
  3098. }
  3099. // Update already loaded texture in GPU with new data
  3100. // NOTE: We don't know safely if internal texture format is the expected one...
  3101. void rlUpdateTexture(unsigned int id, int offsetX, int offsetY, int width, int height, int format, const void *data)
  3102. {
  3103. glBindTexture(GL_TEXTURE_2D, id);
  3104. unsigned int glInternalFormat, glFormat, glType;
  3105. rlGetGlTextureFormats(format, &glInternalFormat, &glFormat, &glType);
  3106. if ((glInternalFormat != 0) && (format < RL_PIXELFORMAT_COMPRESSED_DXT1_RGB))
  3107. {
  3108. glTexSubImage2D(GL_TEXTURE_2D, 0, offsetX, offsetY, width, height, glFormat, glType, data);
  3109. }
  3110. else TRACELOG(RL_LOG_WARNING, "TEXTURE: [ID %i] Failed to update for current texture format (%i)", id, format);
  3111. }
  3112. // Get OpenGL internal formats and data type from raylib PixelFormat
  3113. void rlGetGlTextureFormats(int format, unsigned int *glInternalFormat, unsigned int *glFormat, unsigned int *glType)
  3114. {
  3115. *glInternalFormat = 0;
  3116. *glFormat = 0;
  3117. *glType = 0;
  3118. switch (format)
  3119. {
  3120. #if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_21) || defined(GRAPHICS_API_OPENGL_ES2)
  3121. // NOTE: on OpenGL ES 2.0 (WebGL), internalFormat must match format and options allowed are: GL_LUMINANCE, GL_RGB, GL_RGBA
  3122. case RL_PIXELFORMAT_UNCOMPRESSED_GRAYSCALE: *glInternalFormat = GL_LUMINANCE; *glFormat = GL_LUMINANCE; *glType = GL_UNSIGNED_BYTE; break;
  3123. case RL_PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA: *glInternalFormat = GL_LUMINANCE_ALPHA; *glFormat = GL_LUMINANCE_ALPHA; *glType = GL_UNSIGNED_BYTE; break;
  3124. case RL_PIXELFORMAT_UNCOMPRESSED_R5G6B5: *glInternalFormat = GL_RGB; *glFormat = GL_RGB; *glType = GL_UNSIGNED_SHORT_5_6_5; break;
  3125. case RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8: *glInternalFormat = GL_RGB; *glFormat = GL_RGB; *glType = GL_UNSIGNED_BYTE; break;
  3126. case RL_PIXELFORMAT_UNCOMPRESSED_R5G5B5A1: *glInternalFormat = GL_RGBA; *glFormat = GL_RGBA; *glType = GL_UNSIGNED_SHORT_5_5_5_1; break;
  3127. case RL_PIXELFORMAT_UNCOMPRESSED_R4G4B4A4: *glInternalFormat = GL_RGBA; *glFormat = GL_RGBA; *glType = GL_UNSIGNED_SHORT_4_4_4_4; break;
  3128. case RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8A8: *glInternalFormat = GL_RGBA; *glFormat = GL_RGBA; *glType = GL_UNSIGNED_BYTE; break;
  3129. #if !defined(GRAPHICS_API_OPENGL_11)
  3130. #if defined(GRAPHICS_API_OPENGL_ES3)
  3131. case RL_PIXELFORMAT_UNCOMPRESSED_R32: if (RLGL.ExtSupported.texFloat32) *glInternalFormat = GL_R32F_EXT; *glFormat = GL_RED_EXT; *glType = GL_FLOAT; break;
  3132. case RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32: if (RLGL.ExtSupported.texFloat32) *glInternalFormat = GL_RGB32F_EXT; *glFormat = GL_RGB; *glType = GL_FLOAT; break;
  3133. case RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32A32: if (RLGL.ExtSupported.texFloat32) *glInternalFormat = GL_RGBA32F_EXT; *glFormat = GL_RGBA; *glType = GL_FLOAT; break;
  3134. case RL_PIXELFORMAT_UNCOMPRESSED_R16: if (RLGL.ExtSupported.texFloat16) *glInternalFormat = GL_R16F_EXT; *glFormat = GL_RED_EXT; *glType = GL_HALF_FLOAT; break;
  3135. case RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16: if (RLGL.ExtSupported.texFloat16) *glInternalFormat = GL_RGB16F_EXT; *glFormat = GL_RGB; *glType = GL_HALF_FLOAT; break;
  3136. case RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16A16: if (RLGL.ExtSupported.texFloat16) *glInternalFormat = GL_RGBA16F_EXT; *glFormat = GL_RGBA; *glType = GL_HALF_FLOAT; break;
  3137. #else
  3138. 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
  3139. 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
  3140. 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
  3141. #if defined(GRAPHICS_API_OPENGL_21)
  3142. case RL_PIXELFORMAT_UNCOMPRESSED_R16: if (RLGL.ExtSupported.texFloat16) *glInternalFormat = GL_LUMINANCE; *glFormat = GL_LUMINANCE; *glType = GL_HALF_FLOAT_ARB; break;
  3143. case RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16: if (RLGL.ExtSupported.texFloat16) *glInternalFormat = GL_RGB; *glFormat = GL_RGB; *glType = GL_HALF_FLOAT_ARB; break;
  3144. case RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16A16: if (RLGL.ExtSupported.texFloat16) *glInternalFormat = GL_RGBA; *glFormat = GL_RGBA; *glType = GL_HALF_FLOAT_ARB; break;
  3145. #else // defined(GRAPHICS_API_OPENGL_ES2)
  3146. case RL_PIXELFORMAT_UNCOMPRESSED_R16: if (RLGL.ExtSupported.texFloat16) *glInternalFormat = GL_LUMINANCE; *glFormat = GL_LUMINANCE; *glType = GL_HALF_FLOAT_OES; break; // NOTE: Requires extension OES_texture_half_float
  3147. case RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16: if (RLGL.ExtSupported.texFloat16) *glInternalFormat = GL_RGB; *glFormat = GL_RGB; *glType = GL_HALF_FLOAT_OES; break; // NOTE: Requires extension OES_texture_half_float
  3148. case RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16A16: if (RLGL.ExtSupported.texFloat16) *glInternalFormat = GL_RGBA; *glFormat = GL_RGBA; *glType = GL_HALF_FLOAT_OES; break; // NOTE: Requires extension OES_texture_half_float
  3149. #endif
  3150. #endif
  3151. #endif
  3152. #elif defined(GRAPHICS_API_OPENGL_33)
  3153. case RL_PIXELFORMAT_UNCOMPRESSED_GRAYSCALE: *glInternalFormat = GL_R8; *glFormat = GL_RED; *glType = GL_UNSIGNED_BYTE; break;
  3154. case RL_PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA: *glInternalFormat = GL_RG8; *glFormat = GL_RG; *glType = GL_UNSIGNED_BYTE; break;
  3155. case RL_PIXELFORMAT_UNCOMPRESSED_R5G6B5: *glInternalFormat = GL_RGB565; *glFormat = GL_RGB; *glType = GL_UNSIGNED_SHORT_5_6_5; break;
  3156. case RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8: *glInternalFormat = GL_RGB8; *glFormat = GL_RGB; *glType = GL_UNSIGNED_BYTE; break;
  3157. case RL_PIXELFORMAT_UNCOMPRESSED_R5G5B5A1: *glInternalFormat = GL_RGB5_A1; *glFormat = GL_RGBA; *glType = GL_UNSIGNED_SHORT_5_5_5_1; break;
  3158. case RL_PIXELFORMAT_UNCOMPRESSED_R4G4B4A4: *glInternalFormat = GL_RGBA4; *glFormat = GL_RGBA; *glType = GL_UNSIGNED_SHORT_4_4_4_4; break;
  3159. case RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8A8: *glInternalFormat = GL_RGBA8; *glFormat = GL_RGBA; *glType = GL_UNSIGNED_BYTE; break;
  3160. case RL_PIXELFORMAT_UNCOMPRESSED_R32: if (RLGL.ExtSupported.texFloat32) *glInternalFormat = GL_R32F; *glFormat = GL_RED; *glType = GL_FLOAT; break;
  3161. case RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32: if (RLGL.ExtSupported.texFloat32) *glInternalFormat = GL_RGB32F; *glFormat = GL_RGB; *glType = GL_FLOAT; break;
  3162. case RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32A32: if (RLGL.ExtSupported.texFloat32) *glInternalFormat = GL_RGBA32F; *glFormat = GL_RGBA; *glType = GL_FLOAT; break;
  3163. case RL_PIXELFORMAT_UNCOMPRESSED_R16: if (RLGL.ExtSupported.texFloat16) *glInternalFormat = GL_R16F; *glFormat = GL_RED; *glType = GL_HALF_FLOAT; break;
  3164. case RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16: if (RLGL.ExtSupported.texFloat16) *glInternalFormat = GL_RGB16F; *glFormat = GL_RGB; *glType = GL_HALF_FLOAT; break;
  3165. case RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16A16: if (RLGL.ExtSupported.texFloat16) *glInternalFormat = GL_RGBA16F; *glFormat = GL_RGBA; *glType = GL_HALF_FLOAT; break;
  3166. #endif
  3167. #if !defined(GRAPHICS_API_OPENGL_11)
  3168. case RL_PIXELFORMAT_COMPRESSED_DXT1_RGB: if (RLGL.ExtSupported.texCompDXT) *glInternalFormat = GL_COMPRESSED_RGB_S3TC_DXT1_EXT; break;
  3169. case RL_PIXELFORMAT_COMPRESSED_DXT1_RGBA: if (RLGL.ExtSupported.texCompDXT) *glInternalFormat = GL_COMPRESSED_RGBA_S3TC_DXT1_EXT; break;
  3170. case RL_PIXELFORMAT_COMPRESSED_DXT3_RGBA: if (RLGL.ExtSupported.texCompDXT) *glInternalFormat = GL_COMPRESSED_RGBA_S3TC_DXT3_EXT; break;
  3171. case RL_PIXELFORMAT_COMPRESSED_DXT5_RGBA: if (RLGL.ExtSupported.texCompDXT) *glInternalFormat = GL_COMPRESSED_RGBA_S3TC_DXT5_EXT; break;
  3172. 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
  3173. 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
  3174. 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
  3175. case RL_PIXELFORMAT_COMPRESSED_PVRT_RGB: if (RLGL.ExtSupported.texCompPVRT) *glInternalFormat = GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG; break; // NOTE: Requires PowerVR GPU
  3176. case RL_PIXELFORMAT_COMPRESSED_PVRT_RGBA: if (RLGL.ExtSupported.texCompPVRT) *glInternalFormat = GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG; break; // NOTE: Requires PowerVR GPU
  3177. 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
  3178. 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
  3179. #endif
  3180. default: TRACELOG(RL_LOG_WARNING, "TEXTURE: Current format not supported (%i)", format); break;
  3181. }
  3182. }
  3183. // Unload texture from GPU memory
  3184. void rlUnloadTexture(unsigned int id)
  3185. {
  3186. glDeleteTextures(1, &id);
  3187. }
  3188. // Generate mipmap data for selected texture
  3189. // NOTE: Only supports GPU mipmap generation
  3190. void rlGenTextureMipmaps(unsigned int id, int width, int height, int format, int *mipmaps)
  3191. {
  3192. #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
  3193. glBindTexture(GL_TEXTURE_2D, id);
  3194. // Check if texture is power-of-two (POT)
  3195. bool texIsPOT = false;
  3196. if (((width > 0) && ((width & (width - 1)) == 0)) &&
  3197. ((height > 0) && ((height & (height - 1)) == 0))) texIsPOT = true;
  3198. if ((texIsPOT) || (RLGL.ExtSupported.texNPOT))
  3199. {
  3200. //glHint(GL_GENERATE_MIPMAP_HINT, GL_DONT_CARE); // Hint for mipmaps generation algorithm: GL_FASTEST, GL_NICEST, GL_DONT_CARE
  3201. glGenerateMipmap(GL_TEXTURE_2D); // Generate mipmaps automatically
  3202. #define MIN(a,b) (((a)<(b))? (a):(b))
  3203. #define MAX(a,b) (((a)>(b))? (a):(b))
  3204. *mipmaps = 1 + (int)floor(log(MAX(width, height))/log(2));
  3205. TRACELOG(RL_LOG_INFO, "TEXTURE: [ID %i] Mipmaps generated automatically, total: %i", id, *mipmaps);
  3206. }
  3207. else TRACELOG(RL_LOG_WARNING, "TEXTURE: [ID %i] Failed to generate mipmaps", id);
  3208. glBindTexture(GL_TEXTURE_2D, 0);
  3209. #else
  3210. TRACELOG(RL_LOG_WARNING, "TEXTURE: [ID %i] GPU mipmap generation not supported", id);
  3211. #endif
  3212. }
  3213. // Read texture pixel data
  3214. void *rlReadTexturePixels(unsigned int id, int width, int height, int format)
  3215. {
  3216. void *pixels = NULL;
  3217. #if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33)
  3218. glBindTexture(GL_TEXTURE_2D, id);
  3219. // NOTE: Using texture id, we can retrieve some texture info (but not on OpenGL ES 2.0)
  3220. // Possible texture info: GL_TEXTURE_RED_SIZE, GL_TEXTURE_GREEN_SIZE, GL_TEXTURE_BLUE_SIZE, GL_TEXTURE_ALPHA_SIZE
  3221. //int width, height, format;
  3222. //glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_WIDTH, &width);
  3223. //glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_HEIGHT, &height);
  3224. //glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_INTERNAL_FORMAT, &format);
  3225. // 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
  3226. // Use glPixelStorei to modify padding with the GL_[UN]PACK_ALIGNMENT setting
  3227. // GL_PACK_ALIGNMENT affects operations that read from OpenGL memory (glReadPixels, glGetTexImage, etc.)
  3228. // GL_UNPACK_ALIGNMENT affects operations that write to OpenGL memory (glTexImage, etc.)
  3229. glPixelStorei(GL_PACK_ALIGNMENT, 1);
  3230. unsigned int glInternalFormat, glFormat, glType;
  3231. rlGetGlTextureFormats(format, &glInternalFormat, &glFormat, &glType);
  3232. unsigned int size = rlGetPixelDataSize(width, height, format);
  3233. if ((glInternalFormat != 0) && (format < RL_PIXELFORMAT_COMPRESSED_DXT1_RGB))
  3234. {
  3235. pixels = RL_CALLOC(size, 1);
  3236. glGetTexImage(GL_TEXTURE_2D, 0, glFormat, glType, pixels);
  3237. }
  3238. else TRACELOG(RL_LOG_WARNING, "TEXTURE: [ID %i] Data retrieval not suported for pixel format (%i)", id, format);
  3239. glBindTexture(GL_TEXTURE_2D, 0);
  3240. #endif
  3241. #if defined(GRAPHICS_API_OPENGL_ES2)
  3242. // glGetTexImage() is not available on OpenGL ES 2.0
  3243. // Texture width and height are required on OpenGL ES 2.0, there is no way to get it from texture id
  3244. // Two possible Options:
  3245. // 1 - Bind texture to color fbo attachment and glReadPixels()
  3246. // 2 - Create an fbo, activate it, render quad with texture, glReadPixels()
  3247. // We are using Option 1, just need to care for texture format on retrieval
  3248. // NOTE: This behaviour could be conditioned by graphic driver...
  3249. unsigned int fboId = rlLoadFramebuffer();
  3250. glBindFramebuffer(GL_FRAMEBUFFER, fboId);
  3251. glBindTexture(GL_TEXTURE_2D, 0);
  3252. // Attach our texture to FBO
  3253. glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, id, 0);
  3254. // We read data as RGBA because FBO texture is configured as RGBA, despite binding another texture format
  3255. pixels = RL_CALLOC(rlGetPixelDataSize(width, height, RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8A8), 1);
  3256. glReadPixels(0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
  3257. glBindFramebuffer(GL_FRAMEBUFFER, 0);
  3258. // Clean up temporal fbo
  3259. rlUnloadFramebuffer(fboId);
  3260. #endif
  3261. return pixels;
  3262. }
  3263. #if defined(GRAPHICS_API_OPENGL_11_SOFTWARE)
  3264. // Copy framebuffer pixel data to internal buffer
  3265. void rlCopyFramebuffer(int x, int y, int width, int height, int format, void* pixels)
  3266. {
  3267. unsigned int glInternalFormat, glFormat, glType;
  3268. rlGetGlTextureFormats(format, &glInternalFormat, &glFormat, &glType); // Get OpenGL texture format
  3269. swCopyFramebuffer(x, y, width, height, glFormat, glType, pixels);
  3270. }
  3271. // Resize internal framebuffer
  3272. void rlResizeFramebuffer(int width, int height)
  3273. {
  3274. swResizeFramebuffer(width, height);
  3275. }
  3276. #endif
  3277. // Read screen pixel data (color buffer)
  3278. unsigned char *rlReadScreenPixels(int width, int height)
  3279. {
  3280. unsigned char *imgData = (unsigned char *)RL_CALLOC(width*height*4, sizeof(unsigned char));
  3281. // NOTE 1: glReadPixels returns image flipped vertically -> (0,0) is the bottom left corner of the framebuffer
  3282. // NOTE 2: We are getting alpha channel! Be careful, it can be transparent if not cleared properly!
  3283. glReadPixels(0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, imgData);
  3284. // Flip image vertically!
  3285. // NOTE: Alpha value has already been applied to RGB in framebuffer, we don't need it!
  3286. for (int y = height - 1; y >= height/2; y--)
  3287. {
  3288. for (int x = 0; x < (width*4); x += 4)
  3289. {
  3290. unsigned int s = ((height - 1) - y)*width*4 + x;
  3291. unsigned int e = y*width*4 + x;
  3292. unsigned char r = imgData[s];
  3293. unsigned char g = imgData[s+1];
  3294. unsigned char b = imgData[s+2];
  3295. imgData[s] = imgData[e];
  3296. imgData[s+1] = imgData[e+1];
  3297. imgData[s+2] = imgData[e+2];
  3298. imgData[s+3] = 255; // Set alpha component value to 255 (no trasparent image retrieval)
  3299. imgData[e] = r;
  3300. imgData[e+1] = g;
  3301. imgData[e+2] = b;
  3302. imgData[e+3] = 255; // Ditto
  3303. }
  3304. }
  3305. return imgData; // NOTE: image data should be freed
  3306. }
  3307. // Framebuffer management (fbo)
  3308. //-----------------------------------------------------------------------------------------
  3309. // Load a framebuffer to be used for rendering
  3310. // NOTE: No textures attached
  3311. unsigned int rlLoadFramebuffer(void)
  3312. {
  3313. unsigned int fboId = 0;
  3314. #if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)) && defined(RLGL_RENDER_TEXTURES_HINT)
  3315. glGenFramebuffers(1, &fboId); // Create the framebuffer object
  3316. glBindFramebuffer(GL_FRAMEBUFFER, 0); // Unbind any framebuffer
  3317. #endif
  3318. return fboId;
  3319. }
  3320. // Attach color buffer texture to an fbo (unloads previous attachment)
  3321. // NOTE: Attach type: 0-Color, 1-Depth renderbuffer, 2-Depth texture
  3322. void rlFramebufferAttach(unsigned int fboId, unsigned int texId, int attachType, int texType, int mipLevel)
  3323. {
  3324. #if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)) && defined(RLGL_RENDER_TEXTURES_HINT)
  3325. glBindFramebuffer(GL_FRAMEBUFFER, fboId);
  3326. switch (attachType)
  3327. {
  3328. case RL_ATTACHMENT_COLOR_CHANNEL0:
  3329. case RL_ATTACHMENT_COLOR_CHANNEL1:
  3330. case RL_ATTACHMENT_COLOR_CHANNEL2:
  3331. case RL_ATTACHMENT_COLOR_CHANNEL3:
  3332. case RL_ATTACHMENT_COLOR_CHANNEL4:
  3333. case RL_ATTACHMENT_COLOR_CHANNEL5:
  3334. case RL_ATTACHMENT_COLOR_CHANNEL6:
  3335. case RL_ATTACHMENT_COLOR_CHANNEL7:
  3336. {
  3337. if (texType == RL_ATTACHMENT_TEXTURE2D) glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + attachType, GL_TEXTURE_2D, texId, mipLevel);
  3338. else if (texType == RL_ATTACHMENT_RENDERBUFFER) glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + attachType, GL_RENDERBUFFER, texId);
  3339. else if (texType >= RL_ATTACHMENT_CUBEMAP_POSITIVE_X) glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + attachType, GL_TEXTURE_CUBE_MAP_POSITIVE_X + texType, texId, mipLevel);
  3340. } break;
  3341. case RL_ATTACHMENT_DEPTH:
  3342. {
  3343. if (texType == RL_ATTACHMENT_TEXTURE2D) glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, texId, mipLevel);
  3344. else if (texType == RL_ATTACHMENT_RENDERBUFFER) glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, texId);
  3345. } break;
  3346. case RL_ATTACHMENT_STENCIL:
  3347. {
  3348. if (texType == RL_ATTACHMENT_TEXTURE2D) glFramebufferTexture2D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, texId, mipLevel);
  3349. else if (texType == RL_ATTACHMENT_RENDERBUFFER) glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, texId);
  3350. } break;
  3351. default: break;
  3352. }
  3353. glBindFramebuffer(GL_FRAMEBUFFER, 0);
  3354. #endif
  3355. }
  3356. // Verify render texture is complete
  3357. bool rlFramebufferComplete(unsigned int id)
  3358. {
  3359. bool result = false;
  3360. #if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)) && defined(RLGL_RENDER_TEXTURES_HINT)
  3361. glBindFramebuffer(GL_FRAMEBUFFER, id);
  3362. GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
  3363. if (status != GL_FRAMEBUFFER_COMPLETE)
  3364. {
  3365. switch (status)
  3366. {
  3367. case GL_FRAMEBUFFER_UNSUPPORTED: TRACELOG(RL_LOG_WARNING, "FBO: [ID %i] Framebuffer is unsupported", id); break;
  3368. case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT: TRACELOG(RL_LOG_WARNING, "FBO: [ID %i] Framebuffer has incomplete attachment", id); break;
  3369. #if defined(GRAPHICS_API_OPENGL_ES2)
  3370. case GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS: TRACELOG(RL_LOG_WARNING, "FBO: [ID %i] Framebuffer has incomplete dimensions", id); break;
  3371. #endif
  3372. case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT: TRACELOG(RL_LOG_WARNING, "FBO: [ID %i] Framebuffer has a missing attachment", id); break;
  3373. default: break;
  3374. }
  3375. }
  3376. glBindFramebuffer(GL_FRAMEBUFFER, 0);
  3377. result = (status == GL_FRAMEBUFFER_COMPLETE);
  3378. #endif
  3379. return result;
  3380. }
  3381. // Unload framebuffer from GPU memory
  3382. // NOTE: All attached textures/cubemaps/renderbuffers are also deleted
  3383. void rlUnloadFramebuffer(unsigned int id)
  3384. {
  3385. #if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)) && defined(RLGL_RENDER_TEXTURES_HINT)
  3386. // Query depth attachment to automatically delete texture/renderbuffer
  3387. int depthType = 0, depthId = 0;
  3388. glBindFramebuffer(GL_FRAMEBUFFER, id); // Bind framebuffer to query depth texture type
  3389. glGetFramebufferAttachmentParameteriv(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE, &depthType);
  3390. // TODO: Review warning retrieving object name in WebGL
  3391. // WARNING: WebGL: INVALID_ENUM: getFramebufferAttachmentParameter: invalid parameter name
  3392. // https://registry.khronos.org/webgl/specs/latest/1.0/
  3393. glGetFramebufferAttachmentParameteriv(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME, &depthId);
  3394. unsigned int depthIdU = (unsigned int)depthId;
  3395. if (depthType == GL_RENDERBUFFER) glDeleteRenderbuffers(1, &depthIdU);
  3396. else if (depthType == GL_TEXTURE) glDeleteTextures(1, &depthIdU);
  3397. // NOTE: If a texture object is deleted while its image is attached to the *currently bound* framebuffer,
  3398. // the texture image is automatically detached from the currently bound framebuffer
  3399. glBindFramebuffer(GL_FRAMEBUFFER, 0);
  3400. glDeleteFramebuffers(1, &id);
  3401. TRACELOG(RL_LOG_INFO, "FBO: [ID %i] Unloaded framebuffer from VRAM (GPU)", id);
  3402. #endif
  3403. }
  3404. // Vertex data management
  3405. //-----------------------------------------------------------------------------------------
  3406. // Load a new attributes buffer
  3407. unsigned int rlLoadVertexBuffer(const void *buffer, int size, bool dynamic)
  3408. {
  3409. unsigned int id = 0;
  3410. #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
  3411. glGenBuffers(1, &id);
  3412. glBindBuffer(GL_ARRAY_BUFFER, id);
  3413. glBufferData(GL_ARRAY_BUFFER, size, buffer, dynamic? GL_DYNAMIC_DRAW : GL_STATIC_DRAW);
  3414. #endif
  3415. return id;
  3416. }
  3417. // Load a new attributes element buffer
  3418. unsigned int rlLoadVertexBufferElement(const void *buffer, int size, bool dynamic)
  3419. {
  3420. unsigned int id = 0;
  3421. #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
  3422. glGenBuffers(1, &id);
  3423. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, id);
  3424. glBufferData(GL_ELEMENT_ARRAY_BUFFER, size, buffer, dynamic? GL_DYNAMIC_DRAW : GL_STATIC_DRAW);
  3425. #endif
  3426. return id;
  3427. }
  3428. // Enable vertex buffer (VBO)
  3429. void rlEnableVertexBuffer(unsigned int id)
  3430. {
  3431. #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
  3432. glBindBuffer(GL_ARRAY_BUFFER, id);
  3433. #endif
  3434. }
  3435. // Disable vertex buffer (VBO)
  3436. void rlDisableVertexBuffer(void)
  3437. {
  3438. #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
  3439. glBindBuffer(GL_ARRAY_BUFFER, 0);
  3440. #endif
  3441. }
  3442. // Enable vertex buffer element (VBO element)
  3443. void rlEnableVertexBufferElement(unsigned int id)
  3444. {
  3445. #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
  3446. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, id);
  3447. #endif
  3448. }
  3449. // Disable vertex buffer element (VBO element)
  3450. void rlDisableVertexBufferElement(void)
  3451. {
  3452. #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
  3453. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
  3454. #endif
  3455. }
  3456. // Update vertex buffer with new data
  3457. // NOTE: dataSize and offset must be provided in bytes
  3458. void rlUpdateVertexBuffer(unsigned int id, const void *data, int dataSize, int offset)
  3459. {
  3460. #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
  3461. glBindBuffer(GL_ARRAY_BUFFER, id);
  3462. glBufferSubData(GL_ARRAY_BUFFER, offset, dataSize, data);
  3463. #endif
  3464. }
  3465. // Update vertex buffer elements with new data
  3466. // NOTE: dataSize and offset must be provided in bytes
  3467. void rlUpdateVertexBufferElements(unsigned int id, const void *data, int dataSize, int offset)
  3468. {
  3469. #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
  3470. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, id);
  3471. glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, offset, dataSize, data);
  3472. #endif
  3473. }
  3474. // Enable vertex array object (VAO)
  3475. bool rlEnableVertexArray(unsigned int vaoId)
  3476. {
  3477. bool result = false;
  3478. #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
  3479. if (RLGL.ExtSupported.vao)
  3480. {
  3481. glBindVertexArray(vaoId);
  3482. result = true;
  3483. }
  3484. #endif
  3485. return result;
  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. // Enable vertex attribute index
  3495. void rlEnableVertexAttribute(unsigned int index)
  3496. {
  3497. #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
  3498. glEnableVertexAttribArray(index);
  3499. #endif
  3500. }
  3501. // Disable vertex attribute index
  3502. void rlDisableVertexAttribute(unsigned int index)
  3503. {
  3504. #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
  3505. glDisableVertexAttribArray(index);
  3506. #endif
  3507. }
  3508. // Draw vertex array
  3509. void rlDrawVertexArray(int offset, int count)
  3510. {
  3511. glDrawArrays(GL_TRIANGLES, offset, count);
  3512. }
  3513. // Draw vertex array elements
  3514. void rlDrawVertexArrayElements(int offset, int count, const void *buffer)
  3515. {
  3516. // NOTE: Added pointer math separately from function to avoid UBSAN complaining
  3517. unsigned short *bufferPtr = (unsigned short *)buffer;
  3518. if (offset > 0) bufferPtr += offset;
  3519. glDrawElements(GL_TRIANGLES, count, GL_UNSIGNED_SHORT, (const unsigned short *)bufferPtr);
  3520. }
  3521. // Draw vertex array instanced
  3522. void rlDrawVertexArrayInstanced(int offset, int count, int instances)
  3523. {
  3524. #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
  3525. glDrawArraysInstanced(GL_TRIANGLES, offset, count, instances);
  3526. #endif
  3527. }
  3528. // Draw vertex array elements instanced
  3529. void rlDrawVertexArrayElementsInstanced(int offset, int count, const void *buffer, int instances)
  3530. {
  3531. #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
  3532. // NOTE: Added pointer math separately from function to avoid UBSAN complaining
  3533. unsigned short *bufferPtr = (unsigned short *)buffer;
  3534. if (offset > 0) bufferPtr += offset;
  3535. glDrawElementsInstanced(GL_TRIANGLES, count, GL_UNSIGNED_SHORT, (const unsigned short *)bufferPtr, instances);
  3536. #endif
  3537. }
  3538. // Enable vertex state pointer
  3539. void rlEnableStatePointer(int vertexAttribType, void *buffer)
  3540. {
  3541. #if defined(GRAPHICS_API_OPENGL_11)
  3542. if (buffer != NULL) glEnableClientState(vertexAttribType);
  3543. switch (vertexAttribType)
  3544. {
  3545. case GL_VERTEX_ARRAY: glVertexPointer(3, GL_FLOAT, 0, buffer); break;
  3546. case GL_TEXTURE_COORD_ARRAY: glTexCoordPointer(2, GL_FLOAT, 0, buffer); break;
  3547. case GL_NORMAL_ARRAY: if (buffer != NULL) glNormalPointer(GL_FLOAT, 0, buffer); break;
  3548. case GL_COLOR_ARRAY: if (buffer != NULL) glColorPointer(4, GL_UNSIGNED_BYTE, 0, buffer); break;
  3549. //case GL_INDEX_ARRAY: if (buffer != NULL) glIndexPointer(GL_SHORT, 0, buffer); break; // Indexed colors
  3550. default: break;
  3551. }
  3552. #endif
  3553. }
  3554. // Disable vertex state pointer
  3555. void rlDisableStatePointer(int vertexAttribType)
  3556. {
  3557. #if defined(GRAPHICS_API_OPENGL_11)
  3558. glDisableClientState(vertexAttribType);
  3559. #endif
  3560. }
  3561. // Load vertex array object (VAO)
  3562. unsigned int rlLoadVertexArray(void)
  3563. {
  3564. unsigned int vaoId = 0;
  3565. #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
  3566. if (RLGL.ExtSupported.vao)
  3567. {
  3568. glGenVertexArrays(1, &vaoId);
  3569. }
  3570. #endif
  3571. return vaoId;
  3572. }
  3573. // Set vertex attribute
  3574. void rlSetVertexAttribute(unsigned int index, int compSize, int type, bool normalized, int stride, int offset)
  3575. {
  3576. #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
  3577. // NOTE: Data type could be: GL_BYTE, GL_UNSIGNED_BYTE, GL_SHORT, GL_UNSIGNED_SHORT, GL_INT, GL_UNSIGNED_INT
  3578. // Additional types (depends on OpenGL version or extensions):
  3579. // - GL_HALF_FLOAT, GL_FLOAT, GL_DOUBLE, GL_FIXED,
  3580. // - GL_INT_2_10_10_10_REV, GL_UNSIGNED_INT_2_10_10_10_REV, GL_UNSIGNED_INT_10F_11F_11F_REV
  3581. size_t offsetNative = offset;
  3582. glVertexAttribPointer(index, compSize, type, normalized, stride, (void *)offsetNative);
  3583. #endif
  3584. }
  3585. // Set vertex attribute divisor
  3586. void rlSetVertexAttributeDivisor(unsigned int index, int divisor)
  3587. {
  3588. #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
  3589. glVertexAttribDivisor(index, divisor);
  3590. #endif
  3591. }
  3592. // Unload vertex array object (VAO)
  3593. void rlUnloadVertexArray(unsigned int vaoId)
  3594. {
  3595. #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
  3596. if (RLGL.ExtSupported.vao)
  3597. {
  3598. glBindVertexArray(0);
  3599. glDeleteVertexArrays(1, &vaoId);
  3600. TRACELOG(RL_LOG_INFO, "VAO: [ID %i] Unloaded vertex array data from VRAM (GPU)", vaoId);
  3601. }
  3602. #endif
  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. // Shaders management
  3613. //-----------------------------------------------------------------------------------------------
  3614. // Load shader from code strings
  3615. // NOTE: If shader string is NULL, using default vertex/fragment shaders
  3616. unsigned int rlLoadShaderCode(const char *vsCode, const char *fsCode)
  3617. {
  3618. unsigned int id = 0;
  3619. #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
  3620. unsigned int vertexShaderId = 0;
  3621. unsigned int fragmentShaderId = 0;
  3622. // Compile vertex shader (if provided)
  3623. // NOTE: If not vertex shader is provided, use default one
  3624. if (vsCode != NULL) vertexShaderId = rlCompileShader(vsCode, GL_VERTEX_SHADER);
  3625. else vertexShaderId = RLGL.State.defaultVShaderId;
  3626. // Compile fragment shader (if provided)
  3627. // NOTE: If not vertex shader is provided, use default one
  3628. if (fsCode != NULL) fragmentShaderId = rlCompileShader(fsCode, GL_FRAGMENT_SHADER);
  3629. else fragmentShaderId = RLGL.State.defaultFShaderId;
  3630. // In case vertex and fragment shader are the default ones, no need to recompile, we can just assign the default shader program id
  3631. if ((vertexShaderId == RLGL.State.defaultVShaderId) && (fragmentShaderId == RLGL.State.defaultFShaderId)) id = RLGL.State.defaultShaderId;
  3632. else if ((vertexShaderId > 0) && (fragmentShaderId > 0))
  3633. {
  3634. // One of or both shader are new, we need to compile a new shader program
  3635. id = rlLoadShaderProgram(vertexShaderId, fragmentShaderId);
  3636. // We can detach and delete vertex/fragment shaders (if not default ones)
  3637. // NOTE: We detach shader before deletion to make sure memory is freed
  3638. if (vertexShaderId != RLGL.State.defaultVShaderId)
  3639. {
  3640. // WARNING: Shader program linkage could fail and returned id is 0
  3641. if (id > 0) glDetachShader(id, vertexShaderId);
  3642. glDeleteShader(vertexShaderId);
  3643. }
  3644. if (fragmentShaderId != RLGL.State.defaultFShaderId)
  3645. {
  3646. // WARNING: Shader program linkage could fail and returned id is 0
  3647. if (id > 0) glDetachShader(id, fragmentShaderId);
  3648. glDeleteShader(fragmentShaderId);
  3649. }
  3650. // In case shader program loading failed, we assign default shader
  3651. if (id == 0)
  3652. {
  3653. // In case shader loading fails, we return the default shader
  3654. TRACELOG(RL_LOG_WARNING, "SHADER: Failed to load custom shader code, using default shader");
  3655. id = RLGL.State.defaultShaderId;
  3656. }
  3657. /*
  3658. else
  3659. {
  3660. // Get available shader uniforms
  3661. // NOTE: This information is useful for debug...
  3662. int uniformCount = -1;
  3663. glGetProgramiv(id, GL_ACTIVE_UNIFORMS, &uniformCount);
  3664. for (int i = 0; i < uniformCount; i++)
  3665. {
  3666. int namelen = -1;
  3667. int num = -1;
  3668. char name[256] = { 0 }; // Assume no variable names longer than 256
  3669. GLenum type = GL_ZERO;
  3670. // Get the name of the uniforms
  3671. glGetActiveUniform(id, i, sizeof(name) - 1, &namelen, &num, &type, name);
  3672. name[namelen] = 0;
  3673. TRACELOGD("SHADER: [ID %i] Active uniform (%s) set at location: %i", id, name, glGetUniformLocation(id, name));
  3674. }
  3675. }
  3676. */
  3677. }
  3678. #endif
  3679. return id;
  3680. }
  3681. // Compile custom shader and return shader id
  3682. unsigned int rlCompileShader(const char *shaderCode, int type)
  3683. {
  3684. unsigned int shader = 0;
  3685. #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
  3686. shader = glCreateShader(type);
  3687. glShaderSource(shader, 1, &shaderCode, NULL);
  3688. GLint success = 0;
  3689. glCompileShader(shader);
  3690. glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
  3691. if (success == GL_FALSE)
  3692. {
  3693. switch (type)
  3694. {
  3695. case GL_VERTEX_SHADER: TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Failed to compile vertex shader code", shader); break;
  3696. case GL_FRAGMENT_SHADER: TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Failed to compile fragment shader code", shader); break;
  3697. //case GL_GEOMETRY_SHADER:
  3698. #if defined(GRAPHICS_API_OPENGL_43)
  3699. case GL_COMPUTE_SHADER: TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Failed to compile compute shader code", shader); break;
  3700. #elif defined(GRAPHICS_API_OPENGL_33)
  3701. case GL_COMPUTE_SHADER: TRACELOG(RL_LOG_WARNING, "SHADER: Compute shaders not enabled. Define GRAPHICS_API_OPENGL_43", shader); break;
  3702. #endif
  3703. default: break;
  3704. }
  3705. int maxLength = 0;
  3706. glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &maxLength);
  3707. if (maxLength > 0)
  3708. {
  3709. int length = 0;
  3710. char *log = (char *)RL_CALLOC(maxLength, sizeof(char));
  3711. glGetShaderInfoLog(shader, maxLength, &length, log);
  3712. TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Compile error: %s", shader, log);
  3713. RL_FREE(log);
  3714. }
  3715. // Unload object allocated by glCreateShader(),
  3716. // despite failing in the compilation process
  3717. glDeleteShader(shader);
  3718. shader = 0;
  3719. }
  3720. else
  3721. {
  3722. switch (type)
  3723. {
  3724. case GL_VERTEX_SHADER: TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Vertex shader compiled successfully", shader); break;
  3725. case GL_FRAGMENT_SHADER: TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Fragment shader compiled successfully", shader); break;
  3726. //case GL_GEOMETRY_SHADER:
  3727. #if defined(GRAPHICS_API_OPENGL_43)
  3728. case GL_COMPUTE_SHADER: TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Compute shader compiled successfully", shader); break;
  3729. #elif defined(GRAPHICS_API_OPENGL_33)
  3730. case GL_COMPUTE_SHADER: TRACELOG(RL_LOG_WARNING, "SHADER: Compute shaders not enabled. Define GRAPHICS_API_OPENGL_43", shader); break;
  3731. #endif
  3732. default: break;
  3733. }
  3734. }
  3735. #endif
  3736. return shader;
  3737. }
  3738. // Load custom shader strings and return program id
  3739. unsigned int rlLoadShaderProgram(unsigned int vShaderId, unsigned int fShaderId)
  3740. {
  3741. unsigned int program = 0;
  3742. #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
  3743. GLint success = 0;
  3744. program = glCreateProgram();
  3745. glAttachShader(program, vShaderId);
  3746. glAttachShader(program, fShaderId);
  3747. // NOTE: Default attribute shader locations must be Bound before linking
  3748. glBindAttribLocation(program, RL_DEFAULT_SHADER_ATTRIB_LOCATION_POSITION, RL_DEFAULT_SHADER_ATTRIB_NAME_POSITION);
  3749. glBindAttribLocation(program, RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD, RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD);
  3750. glBindAttribLocation(program, RL_DEFAULT_SHADER_ATTRIB_LOCATION_NORMAL, RL_DEFAULT_SHADER_ATTRIB_NAME_NORMAL);
  3751. glBindAttribLocation(program, RL_DEFAULT_SHADER_ATTRIB_LOCATION_COLOR, RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR);
  3752. glBindAttribLocation(program, RL_DEFAULT_SHADER_ATTRIB_LOCATION_TANGENT, RL_DEFAULT_SHADER_ATTRIB_NAME_TANGENT);
  3753. glBindAttribLocation(program, RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD2, RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2);
  3754. glBindAttribLocation(program, RL_DEFAULT_SHADER_ATTRIB_LOCATION_INSTANCE_TX, RL_DEFAULT_SHADER_ATTRIB_NAME_INSTANCE_TX);
  3755. #ifdef RL_SUPPORT_MESH_GPU_SKINNING
  3756. glBindAttribLocation(program, RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEIDS, RL_DEFAULT_SHADER_ATTRIB_NAME_BONEIDS);
  3757. glBindAttribLocation(program, RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEWEIGHTS, RL_DEFAULT_SHADER_ATTRIB_NAME_BONEWEIGHTS);
  3758. #endif
  3759. // NOTE: If some attrib name is no found on the shader, it locations becomes -1
  3760. glLinkProgram(program);
  3761. // NOTE: All uniform variables are intitialised to 0 when a program links
  3762. glGetProgramiv(program, GL_LINK_STATUS, &success);
  3763. if (success == GL_FALSE)
  3764. {
  3765. TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Failed to link shader program", program);
  3766. int maxLength = 0;
  3767. glGetProgramiv(program, GL_INFO_LOG_LENGTH, &maxLength);
  3768. if (maxLength > 0)
  3769. {
  3770. int length = 0;
  3771. char *log = (char *)RL_CALLOC(maxLength, sizeof(char));
  3772. glGetProgramInfoLog(program, maxLength, &length, log);
  3773. TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Link error: %s", program, log);
  3774. RL_FREE(log);
  3775. }
  3776. glDeleteProgram(program);
  3777. program = 0;
  3778. }
  3779. else
  3780. {
  3781. // Get the size of compiled shader program (not available on OpenGL ES 2.0)
  3782. // NOTE: If GL_LINK_STATUS is GL_FALSE, program binary length is zero
  3783. //GLint binarySize = 0;
  3784. //glGetProgramiv(id, GL_PROGRAM_BINARY_LENGTH, &binarySize);
  3785. TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Program shader loaded successfully", program);
  3786. }
  3787. #endif
  3788. return program;
  3789. }
  3790. // Unload shader program
  3791. void rlUnloadShaderProgram(unsigned int id)
  3792. {
  3793. #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
  3794. glDeleteProgram(id);
  3795. TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Unloaded shader program data from VRAM (GPU)", id);
  3796. #endif
  3797. }
  3798. // Get shader location uniform
  3799. int rlGetLocationUniform(unsigned int shaderId, const char *uniformName)
  3800. {
  3801. int location = -1;
  3802. #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
  3803. location = glGetUniformLocation(shaderId, uniformName);
  3804. //if (location == -1) TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Failed to find shader uniform: %s", shaderId, uniformName);
  3805. //else TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Shader uniform (%s) set at location: %i", shaderId, uniformName, location);
  3806. #endif
  3807. return location;
  3808. }
  3809. // Get shader location attribute
  3810. int rlGetLocationAttrib(unsigned int shaderId, const char *attribName)
  3811. {
  3812. int location = -1;
  3813. #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
  3814. location = glGetAttribLocation(shaderId, attribName);
  3815. //if (location == -1) TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Failed to find shader attribute: %s", shaderId, attribName);
  3816. //else TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Shader attribute (%s) set at location: %i", shaderId, attribName, location);
  3817. #endif
  3818. return location;
  3819. }
  3820. // Set shader value uniform
  3821. void rlSetUniform(int locIndex, const void *value, int uniformType, int count)
  3822. {
  3823. #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
  3824. switch (uniformType)
  3825. {
  3826. case RL_SHADER_UNIFORM_FLOAT: glUniform1fv(locIndex, count, (float *)value); break;
  3827. case RL_SHADER_UNIFORM_VEC2: glUniform2fv(locIndex, count, (float *)value); break;
  3828. case RL_SHADER_UNIFORM_VEC3: glUniform3fv(locIndex, count, (float *)value); break;
  3829. case RL_SHADER_UNIFORM_VEC4: glUniform4fv(locIndex, count, (float *)value); break;
  3830. case RL_SHADER_UNIFORM_INT: glUniform1iv(locIndex, count, (int *)value); break;
  3831. case RL_SHADER_UNIFORM_IVEC2: glUniform2iv(locIndex, count, (int *)value); break;
  3832. case RL_SHADER_UNIFORM_IVEC3: glUniform3iv(locIndex, count, (int *)value); break;
  3833. case RL_SHADER_UNIFORM_IVEC4: glUniform4iv(locIndex, count, (int *)value); break;
  3834. #if !defined(GRAPHICS_API_OPENGL_ES2)
  3835. case RL_SHADER_UNIFORM_UINT: glUniform1uiv(locIndex, count, (unsigned int *)value); break;
  3836. case RL_SHADER_UNIFORM_UIVEC2: glUniform2uiv(locIndex, count, (unsigned int *)value); break;
  3837. case RL_SHADER_UNIFORM_UIVEC3: glUniform3uiv(locIndex, count, (unsigned int *)value); break;
  3838. case RL_SHADER_UNIFORM_UIVEC4: glUniform4uiv(locIndex, count, (unsigned int *)value); break;
  3839. #endif
  3840. case RL_SHADER_UNIFORM_SAMPLER2D: glUniform1iv(locIndex, count, (int *)value); break;
  3841. default: TRACELOG(RL_LOG_WARNING, "SHADER: Failed to set uniform value, data type not recognized");
  3842. // TODO: Support glUniform1uiv(), glUniform2uiv(), glUniform3uiv(), glUniform4uiv()
  3843. }
  3844. #endif
  3845. }
  3846. // Set shader value attribute
  3847. void rlSetVertexAttributeDefault(int locIndex, const void *value, int attribType, int count)
  3848. {
  3849. #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
  3850. switch (attribType)
  3851. {
  3852. case RL_SHADER_ATTRIB_FLOAT: if (count == 1) glVertexAttrib1fv(locIndex, (float *)value); break;
  3853. case RL_SHADER_ATTRIB_VEC2: if (count == 2) glVertexAttrib2fv(locIndex, (float *)value); break;
  3854. case RL_SHADER_ATTRIB_VEC3: if (count == 3) glVertexAttrib3fv(locIndex, (float *)value); break;
  3855. case RL_SHADER_ATTRIB_VEC4: if (count == 4) glVertexAttrib4fv(locIndex, (float *)value); break;
  3856. default: TRACELOG(RL_LOG_WARNING, "SHADER: Failed to set attrib default value, data type not recognized");
  3857. }
  3858. #endif
  3859. }
  3860. // Set shader value uniform matrix
  3861. void rlSetUniformMatrix(int locIndex, Matrix mat)
  3862. {
  3863. #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
  3864. float matfloat[16] = {
  3865. mat.m0, mat.m1, mat.m2, mat.m3,
  3866. mat.m4, mat.m5, mat.m6, mat.m7,
  3867. mat.m8, mat.m9, mat.m10, mat.m11,
  3868. mat.m12, mat.m13, mat.m14, mat.m15
  3869. };
  3870. glUniformMatrix4fv(locIndex, 1, false, matfloat);
  3871. #endif
  3872. }
  3873. // Set shader value uniform matrix
  3874. void rlSetUniformMatrices(int locIndex, const Matrix *matrices, int count)
  3875. {
  3876. #if defined(GRAPHICS_API_OPENGL_33)
  3877. glUniformMatrix4fv(locIndex, count, true, (const float *)matrices);
  3878. #elif defined(GRAPHICS_API_OPENGL_ES2)
  3879. // WARNING: WebGL does not support Matrix transpose ("true" parameter)
  3880. // REF: https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/uniformMatrix
  3881. glUniformMatrix4fv(locIndex, count, false, (const float *)matrices);
  3882. #endif
  3883. }
  3884. // Set shader value uniform sampler
  3885. void rlSetUniformSampler(int locIndex, unsigned int textureId)
  3886. {
  3887. #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
  3888. // Check if texture is already active
  3889. for (int i = 0; i < RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS; i++)
  3890. {
  3891. if (RLGL.State.activeTextureId[i] == textureId)
  3892. {
  3893. glUniform1i(locIndex, 1 + i);
  3894. return;
  3895. }
  3896. }
  3897. // Register a new active texture for the internal batch system
  3898. // NOTE: Default texture is always activated as GL_TEXTURE0
  3899. for (int i = 0; i < RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS; i++)
  3900. {
  3901. if (RLGL.State.activeTextureId[i] == 0)
  3902. {
  3903. glUniform1i(locIndex, 1 + i); // Activate new texture unit
  3904. RLGL.State.activeTextureId[i] = textureId; // Save texture id for binding on drawing
  3905. break;
  3906. }
  3907. }
  3908. #endif
  3909. }
  3910. // Set shader currently active (id and locations)
  3911. void rlSetShader(unsigned int id, int *locs)
  3912. {
  3913. #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
  3914. if (RLGL.State.currentShaderId != id)
  3915. {
  3916. rlDrawRenderBatch(RLGL.currentBatch);
  3917. RLGL.State.currentShaderId = id;
  3918. RLGL.State.currentShaderLocs = locs;
  3919. }
  3920. #endif
  3921. }
  3922. // Load compute shader program
  3923. unsigned int rlLoadComputeShaderProgram(unsigned int shaderId)
  3924. {
  3925. unsigned int program = 0;
  3926. #if defined(GRAPHICS_API_OPENGL_43)
  3927. GLint success = 0;
  3928. program = glCreateProgram();
  3929. glAttachShader(program, shaderId);
  3930. glLinkProgram(program);
  3931. // NOTE: All uniform variables are intitialised to 0 when a program links
  3932. glGetProgramiv(program, GL_LINK_STATUS, &success);
  3933. if (success == GL_FALSE)
  3934. {
  3935. TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Failed to link compute shader program", program);
  3936. int maxLength = 0;
  3937. glGetProgramiv(program, GL_INFO_LOG_LENGTH, &maxLength);
  3938. if (maxLength > 0)
  3939. {
  3940. int length = 0;
  3941. char *log = (char *)RL_CALLOC(maxLength, sizeof(char));
  3942. glGetProgramInfoLog(program, maxLength, &length, log);
  3943. TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Link error: %s", program, log);
  3944. RL_FREE(log);
  3945. }
  3946. glDeleteProgram(program);
  3947. program = 0;
  3948. }
  3949. else
  3950. {
  3951. // Get the size of compiled shader program (not available on OpenGL ES 2.0)
  3952. // NOTE: If GL_LINK_STATUS is GL_FALSE, program binary length is zero
  3953. //GLint binarySize = 0;
  3954. //glGetProgramiv(id, GL_PROGRAM_BINARY_LENGTH, &binarySize);
  3955. TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Compute shader program loaded successfully", program);
  3956. }
  3957. #else
  3958. TRACELOG(RL_LOG_WARNING, "SHADER: Compute shaders not enabled. Define GRAPHICS_API_OPENGL_43");
  3959. #endif
  3960. return program;
  3961. }
  3962. // Dispatch compute shader (equivalent to *draw* for graphics pilepine)
  3963. void rlComputeShaderDispatch(unsigned int groupX, unsigned int groupY, unsigned int groupZ)
  3964. {
  3965. #if defined(GRAPHICS_API_OPENGL_43)
  3966. glDispatchCompute(groupX, groupY, groupZ);
  3967. #endif
  3968. }
  3969. // Load shader storage buffer object (SSBO)
  3970. unsigned int rlLoadShaderBuffer(unsigned int size, const void *data, int usageHint)
  3971. {
  3972. unsigned int ssbo = 0;
  3973. #if defined(GRAPHICS_API_OPENGL_43)
  3974. glGenBuffers(1, &ssbo);
  3975. glBindBuffer(GL_SHADER_STORAGE_BUFFER, ssbo);
  3976. glBufferData(GL_SHADER_STORAGE_BUFFER, size, data, usageHint? usageHint : RL_STREAM_COPY);
  3977. if (data == NULL) glClearBufferData(GL_SHADER_STORAGE_BUFFER, GL_R8UI, GL_RED_INTEGER, GL_UNSIGNED_BYTE, NULL); // Clear buffer data to 0
  3978. glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
  3979. #else
  3980. TRACELOG(RL_LOG_WARNING, "SSBO: SSBO not enabled. Define GRAPHICS_API_OPENGL_43");
  3981. #endif
  3982. return ssbo;
  3983. }
  3984. // Unload shader storage buffer object (SSBO)
  3985. void rlUnloadShaderBuffer(unsigned int ssboId)
  3986. {
  3987. #if defined(GRAPHICS_API_OPENGL_43)
  3988. glDeleteBuffers(1, &ssboId);
  3989. #else
  3990. TRACELOG(RL_LOG_WARNING, "SSBO: SSBO not enabled. Define GRAPHICS_API_OPENGL_43");
  3991. #endif
  3992. }
  3993. // Update SSBO buffer data
  3994. void rlUpdateShaderBuffer(unsigned int id, const void *data, unsigned int dataSize, unsigned int offset)
  3995. {
  3996. #if defined(GRAPHICS_API_OPENGL_43)
  3997. glBindBuffer(GL_SHADER_STORAGE_BUFFER, id);
  3998. glBufferSubData(GL_SHADER_STORAGE_BUFFER, offset, dataSize, data);
  3999. #endif
  4000. }
  4001. // Get SSBO buffer size
  4002. unsigned int rlGetShaderBufferSize(unsigned int id)
  4003. {
  4004. #if defined(GRAPHICS_API_OPENGL_43)
  4005. GLint64 size = 0;
  4006. glBindBuffer(GL_SHADER_STORAGE_BUFFER, id);
  4007. glGetBufferParameteri64v(GL_SHADER_STORAGE_BUFFER, GL_BUFFER_SIZE, &size);
  4008. return (size > 0)? (unsigned int)size : 0;
  4009. #else
  4010. return 0;
  4011. #endif
  4012. }
  4013. // Read SSBO buffer data (GPU->CPU)
  4014. void rlReadShaderBuffer(unsigned int id, void *dest, unsigned int count, unsigned int offset)
  4015. {
  4016. #if defined(GRAPHICS_API_OPENGL_43)
  4017. glBindBuffer(GL_SHADER_STORAGE_BUFFER, id);
  4018. glGetBufferSubData(GL_SHADER_STORAGE_BUFFER, offset, count, dest);
  4019. #endif
  4020. }
  4021. // Bind SSBO buffer
  4022. void rlBindShaderBuffer(unsigned int id, unsigned int index)
  4023. {
  4024. #if defined(GRAPHICS_API_OPENGL_43)
  4025. glBindBufferBase(GL_SHADER_STORAGE_BUFFER, index, id);
  4026. #endif
  4027. }
  4028. // Copy SSBO buffer data
  4029. void rlCopyShaderBuffer(unsigned int destId, unsigned int srcId, unsigned int destOffset, unsigned int srcOffset, unsigned int count)
  4030. {
  4031. #if defined(GRAPHICS_API_OPENGL_43)
  4032. glBindBuffer(GL_COPY_READ_BUFFER, srcId);
  4033. glBindBuffer(GL_COPY_WRITE_BUFFER, destId);
  4034. glCopyBufferSubData(GL_COPY_READ_BUFFER, GL_COPY_WRITE_BUFFER, srcOffset, destOffset, count);
  4035. #endif
  4036. }
  4037. // Bind image texture
  4038. void rlBindImageTexture(unsigned int id, unsigned int index, int format, bool readonly)
  4039. {
  4040. #if defined(GRAPHICS_API_OPENGL_43)
  4041. unsigned int glInternalFormat = 0, glFormat = 0, glType = 0;
  4042. rlGetGlTextureFormats(format, &glInternalFormat, &glFormat, &glType);
  4043. glBindImageTexture(index, id, 0, 0, 0, readonly? GL_READ_ONLY : GL_READ_WRITE, glInternalFormat);
  4044. #else
  4045. TRACELOG(RL_LOG_WARNING, "TEXTURE: Image texture binding not enabled. Define GRAPHICS_API_OPENGL_43");
  4046. #endif
  4047. }
  4048. // Matrix state management
  4049. //-----------------------------------------------------------------------------------------
  4050. // Get internal modelview matrix
  4051. Matrix rlGetMatrixModelview(void)
  4052. {
  4053. Matrix matrix = rlMatrixIdentity();
  4054. #if defined(GRAPHICS_API_OPENGL_11)
  4055. float mat[16];
  4056. glGetFloatv(GL_MODELVIEW_MATRIX, mat);
  4057. matrix.m0 = mat[0];
  4058. matrix.m1 = mat[1];
  4059. matrix.m2 = mat[2];
  4060. matrix.m3 = mat[3];
  4061. matrix.m4 = mat[4];
  4062. matrix.m5 = mat[5];
  4063. matrix.m6 = mat[6];
  4064. matrix.m7 = mat[7];
  4065. matrix.m8 = mat[8];
  4066. matrix.m9 = mat[9];
  4067. matrix.m10 = mat[10];
  4068. matrix.m11 = mat[11];
  4069. matrix.m12 = mat[12];
  4070. matrix.m13 = mat[13];
  4071. matrix.m14 = mat[14];
  4072. matrix.m15 = mat[15];
  4073. #else
  4074. matrix = RLGL.State.modelview;
  4075. #endif
  4076. return matrix;
  4077. }
  4078. // Get internal projection matrix
  4079. Matrix rlGetMatrixProjection(void)
  4080. {
  4081. #if defined(GRAPHICS_API_OPENGL_11)
  4082. float mat[16];
  4083. glGetFloatv(GL_PROJECTION_MATRIX,mat);
  4084. Matrix m;
  4085. m.m0 = mat[0];
  4086. m.m1 = mat[1];
  4087. m.m2 = mat[2];
  4088. m.m3 = mat[3];
  4089. m.m4 = mat[4];
  4090. m.m5 = mat[5];
  4091. m.m6 = mat[6];
  4092. m.m7 = mat[7];
  4093. m.m8 = mat[8];
  4094. m.m9 = mat[9];
  4095. m.m10 = mat[10];
  4096. m.m11 = mat[11];
  4097. m.m12 = mat[12];
  4098. m.m13 = mat[13];
  4099. m.m14 = mat[14];
  4100. m.m15 = mat[15];
  4101. return m;
  4102. #else
  4103. return RLGL.State.projection;
  4104. #endif
  4105. }
  4106. // Get internal accumulated transform matrix
  4107. Matrix rlGetMatrixTransform(void)
  4108. {
  4109. Matrix mat = rlMatrixIdentity();
  4110. #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
  4111. // TODO: Consider possible transform matrices in the RLGL.State.stack
  4112. // Is this the right order? or should we start with the first stored matrix instead of the last one?
  4113. //Matrix matStackTransform = rlMatrixIdentity();
  4114. //for (int i = RLGL.State.stackCounter; i > 0; i--) matStackTransform = rlMatrixMultiply(RLGL.State.stack[i], matStackTransform);
  4115. mat = RLGL.State.transform;
  4116. #endif
  4117. return mat;
  4118. }
  4119. // Get internal projection matrix for stereo render (selected eye)
  4120. Matrix rlGetMatrixProjectionStereo(int eye)
  4121. {
  4122. Matrix mat = rlMatrixIdentity();
  4123. #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
  4124. mat = RLGL.State.projectionStereo[eye];
  4125. #endif
  4126. return mat;
  4127. }
  4128. // Get internal view offset matrix for stereo render (selected eye)
  4129. Matrix rlGetMatrixViewOffsetStereo(int eye)
  4130. {
  4131. Matrix mat = rlMatrixIdentity();
  4132. #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
  4133. mat = RLGL.State.viewOffsetStereo[eye];
  4134. #endif
  4135. return mat;
  4136. }
  4137. // Set a custom modelview matrix (replaces internal modelview matrix)
  4138. void rlSetMatrixModelview(Matrix view)
  4139. {
  4140. #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
  4141. RLGL.State.modelview = view;
  4142. #endif
  4143. }
  4144. // Set a custom projection matrix (replaces internal projection matrix)
  4145. void rlSetMatrixProjection(Matrix projection)
  4146. {
  4147. #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
  4148. RLGL.State.projection = projection;
  4149. #endif
  4150. }
  4151. // Set eyes projection matrices for stereo rendering
  4152. void rlSetMatrixProjectionStereo(Matrix right, Matrix left)
  4153. {
  4154. #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
  4155. RLGL.State.projectionStereo[0] = right;
  4156. RLGL.State.projectionStereo[1] = left;
  4157. #endif
  4158. }
  4159. // Set eyes view offsets matrices for stereo rendering
  4160. void rlSetMatrixViewOffsetStereo(Matrix right, Matrix left)
  4161. {
  4162. #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
  4163. RLGL.State.viewOffsetStereo[0] = right;
  4164. RLGL.State.viewOffsetStereo[1] = left;
  4165. #endif
  4166. }
  4167. // Load and draw a quad in NDC
  4168. void rlLoadDrawQuad(void)
  4169. {
  4170. #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
  4171. unsigned int quadVAO = 0;
  4172. unsigned int quadVBO = 0;
  4173. float vertices[] = {
  4174. // Positions Texcoords
  4175. -1.0f, 1.0f, 0.0f, 0.0f, 1.0f,
  4176. -1.0f, -1.0f, 0.0f, 0.0f, 0.0f,
  4177. 1.0f, 1.0f, 0.0f, 1.0f, 1.0f,
  4178. 1.0f, -1.0f, 0.0f, 1.0f, 0.0f,
  4179. };
  4180. // Gen VAO to contain VBO
  4181. glGenVertexArrays(1, &quadVAO);
  4182. glBindVertexArray(quadVAO);
  4183. // Gen and fill vertex buffer (VBO)
  4184. glGenBuffers(1, &quadVBO);
  4185. glBindBuffer(GL_ARRAY_BUFFER, quadVBO);
  4186. glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), &vertices, GL_STATIC_DRAW);
  4187. // Bind vertex attributes (position, texcoords)
  4188. glEnableVertexAttribArray(RL_DEFAULT_SHADER_ATTRIB_LOCATION_POSITION);
  4189. glVertexAttribPointer(RL_DEFAULT_SHADER_ATTRIB_LOCATION_POSITION, 3, GL_FLOAT, GL_FALSE, 5*sizeof(float), (void *)0); // Positions
  4190. glEnableVertexAttribArray(RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD);
  4191. glVertexAttribPointer(RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD, 2, GL_FLOAT, GL_FALSE, 5*sizeof(float), (void *)(3*sizeof(float))); // Texcoords
  4192. // Draw quad
  4193. glBindVertexArray(quadVAO);
  4194. glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
  4195. glBindVertexArray(0);
  4196. // Delete buffers (VBO and VAO)
  4197. glDeleteBuffers(1, &quadVBO);
  4198. glDeleteVertexArrays(1, &quadVAO);
  4199. #endif
  4200. }
  4201. // Load and draw a cube in NDC
  4202. void rlLoadDrawCube(void)
  4203. {
  4204. #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
  4205. unsigned int cubeVAO = 0;
  4206. unsigned int cubeVBO = 0;
  4207. float vertices[] = {
  4208. // Positions Normals Texcoords
  4209. -1.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f,
  4210. 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f,
  4211. 1.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 1.0f, 0.0f,
  4212. 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f,
  4213. -1.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f,
  4214. -1.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 1.0f,
  4215. -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f,
  4216. 1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f,
  4217. 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f,
  4218. 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f,
  4219. -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f,
  4220. -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f,
  4221. -1.0f, 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
  4222. -1.0f, 1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 1.0f,
  4223. -1.0f, -1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
  4224. -1.0f, -1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
  4225. -1.0f, -1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f,
  4226. -1.0f, 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
  4227. 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
  4228. 1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
  4229. 1.0f, 1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f,
  4230. 1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
  4231. 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
  4232. 1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f,
  4233. -1.0f, -1.0f, -1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f,
  4234. 1.0f, -1.0f, -1.0f, 0.0f, -1.0f, 0.0f, 1.0f, 1.0f,
  4235. 1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f,
  4236. 1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f,
  4237. -1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 0.0f,
  4238. -1.0f, -1.0f, -1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f,
  4239. -1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f,
  4240. 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f,
  4241. 1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f,
  4242. 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f,
  4243. -1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f,
  4244. -1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f
  4245. };
  4246. // Gen VAO to contain VBO
  4247. glGenVertexArrays(1, &cubeVAO);
  4248. glBindVertexArray(cubeVAO);
  4249. // Gen and fill vertex buffer (VBO)
  4250. glGenBuffers(1, &cubeVBO);
  4251. glBindBuffer(GL_ARRAY_BUFFER, cubeVBO);
  4252. glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
  4253. // Bind vertex attributes (position, normals, texcoords)
  4254. glBindVertexArray(cubeVAO);
  4255. glEnableVertexAttribArray(RL_DEFAULT_SHADER_ATTRIB_LOCATION_POSITION);
  4256. glVertexAttribPointer(RL_DEFAULT_SHADER_ATTRIB_LOCATION_POSITION, 3, GL_FLOAT, GL_FALSE, 8*sizeof(float), (void *)0); // Positions
  4257. glEnableVertexAttribArray(RL_DEFAULT_SHADER_ATTRIB_LOCATION_NORMAL);
  4258. glVertexAttribPointer(RL_DEFAULT_SHADER_ATTRIB_LOCATION_NORMAL, 3, GL_FLOAT, GL_FALSE, 8*sizeof(float), (void *)(3*sizeof(float))); // Normals
  4259. glEnableVertexAttribArray(RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD);
  4260. glVertexAttribPointer(RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD, 2, GL_FLOAT, GL_FALSE, 8*sizeof(float), (void *)(6*sizeof(float))); // Texcoords
  4261. glBindBuffer(GL_ARRAY_BUFFER, 0);
  4262. glBindVertexArray(0);
  4263. // Draw cube
  4264. glBindVertexArray(cubeVAO);
  4265. glDrawArrays(GL_TRIANGLES, 0, 36);
  4266. glBindVertexArray(0);
  4267. // Delete VBO and VAO
  4268. glDeleteBuffers(1, &cubeVBO);
  4269. glDeleteVertexArrays(1, &cubeVAO);
  4270. #endif
  4271. }
  4272. // Get name string for pixel format
  4273. const char *rlGetPixelFormatName(unsigned int format)
  4274. {
  4275. switch (format)
  4276. {
  4277. case RL_PIXELFORMAT_UNCOMPRESSED_GRAYSCALE: return "GRAYSCALE"; break; // 8 bit per pixel (no alpha)
  4278. case RL_PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA: return "GRAY_ALPHA"; break; // 8*2 bpp (2 channels)
  4279. case RL_PIXELFORMAT_UNCOMPRESSED_R5G6B5: return "R5G6B5"; break; // 16 bpp
  4280. case RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8: return "R8G8B8"; break; // 24 bpp
  4281. case RL_PIXELFORMAT_UNCOMPRESSED_R5G5B5A1: return "R5G5B5A1"; break; // 16 bpp (1 bit alpha)
  4282. case RL_PIXELFORMAT_UNCOMPRESSED_R4G4B4A4: return "R4G4B4A4"; break; // 16 bpp (4 bit alpha)
  4283. case RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8A8: return "R8G8B8A8"; break; // 32 bpp
  4284. case RL_PIXELFORMAT_UNCOMPRESSED_R32: return "R32"; break; // 32 bpp (1 channel - float)
  4285. case RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32: return "R32G32B32"; break; // 32*3 bpp (3 channels - float)
  4286. case RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32A32: return "R32G32B32A32"; break; // 32*4 bpp (4 channels - float)
  4287. case RL_PIXELFORMAT_UNCOMPRESSED_R16: return "R16"; break; // 16 bpp (1 channel - half float)
  4288. case RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16: return "R16G16B16"; break; // 16*3 bpp (3 channels - half float)
  4289. case RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16A16: return "R16G16B16A16"; break; // 16*4 bpp (4 channels - half float)
  4290. case RL_PIXELFORMAT_COMPRESSED_DXT1_RGB: return "DXT1_RGB"; break; // 4 bpp (no alpha)
  4291. case RL_PIXELFORMAT_COMPRESSED_DXT1_RGBA: return "DXT1_RGBA"; break; // 4 bpp (1 bit alpha)
  4292. case RL_PIXELFORMAT_COMPRESSED_DXT3_RGBA: return "DXT3_RGBA"; break; // 8 bpp
  4293. case RL_PIXELFORMAT_COMPRESSED_DXT5_RGBA: return "DXT5_RGBA"; break; // 8 bpp
  4294. case RL_PIXELFORMAT_COMPRESSED_ETC1_RGB: return "ETC1_RGB"; break; // 4 bpp
  4295. case RL_PIXELFORMAT_COMPRESSED_ETC2_RGB: return "ETC2_RGB"; break; // 4 bpp
  4296. case RL_PIXELFORMAT_COMPRESSED_ETC2_EAC_RGBA: return "ETC2_RGBA"; break; // 8 bpp
  4297. case RL_PIXELFORMAT_COMPRESSED_PVRT_RGB: return "PVRT_RGB"; break; // 4 bpp
  4298. case RL_PIXELFORMAT_COMPRESSED_PVRT_RGBA: return "PVRT_RGBA"; break; // 4 bpp
  4299. case RL_PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA: return "ASTC_4x4_RGBA"; break; // 8 bpp
  4300. case RL_PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA: return "ASTC_8x8_RGBA"; break; // 2 bpp
  4301. default: return "UNKNOWN"; break;
  4302. }
  4303. }
  4304. //----------------------------------------------------------------------------------
  4305. // Module Functions Definition
  4306. //----------------------------------------------------------------------------------
  4307. #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
  4308. // Load default shader (just vertex positioning and texture coloring)
  4309. // NOTE: This shader program is used for internal buffers
  4310. // NOTE: Loaded: RLGL.State.defaultShaderId, RLGL.State.defaultShaderLocs
  4311. static void rlLoadShaderDefault(void)
  4312. {
  4313. RLGL.State.defaultShaderLocs = (int *)RL_CALLOC(RL_MAX_SHADER_LOCATIONS, sizeof(int));
  4314. // NOTE: All locations must be reseted to -1 (no location)
  4315. for (int i = 0; i < RL_MAX_SHADER_LOCATIONS; i++) RLGL.State.defaultShaderLocs[i] = -1;
  4316. // Vertex shader directly defined, no external file required
  4317. const char *defaultVShaderCode =
  4318. #if defined(GRAPHICS_API_OPENGL_21)
  4319. "#version 120 \n"
  4320. "attribute vec3 vertexPosition; \n"
  4321. "attribute vec2 vertexTexCoord; \n"
  4322. "attribute vec4 vertexColor; \n"
  4323. "varying vec2 fragTexCoord; \n"
  4324. "varying vec4 fragColor; \n"
  4325. #elif defined(GRAPHICS_API_OPENGL_33)
  4326. "#version 330 \n"
  4327. "in vec3 vertexPosition; \n"
  4328. "in vec2 vertexTexCoord; \n"
  4329. "in vec4 vertexColor; \n"
  4330. "out vec2 fragTexCoord; \n"
  4331. "out vec4 fragColor; \n"
  4332. #endif
  4333. #if defined(GRAPHICS_API_OPENGL_ES3)
  4334. "#version 300 es \n"
  4335. "precision mediump float; \n" // Precision required for OpenGL ES3 (WebGL 2) (on some browsers)
  4336. "in vec3 vertexPosition; \n"
  4337. "in vec2 vertexTexCoord; \n"
  4338. "in vec4 vertexColor; \n"
  4339. "out vec2 fragTexCoord; \n"
  4340. "out vec4 fragColor; \n"
  4341. #elif defined(GRAPHICS_API_OPENGL_ES2)
  4342. "#version 100 \n"
  4343. "precision mediump float; \n" // Precision required for OpenGL ES2 (WebGL) (on some browsers)
  4344. "attribute vec3 vertexPosition; \n"
  4345. "attribute vec2 vertexTexCoord; \n"
  4346. "attribute vec4 vertexColor; \n"
  4347. "varying vec2 fragTexCoord; \n"
  4348. "varying vec4 fragColor; \n"
  4349. #endif
  4350. "uniform mat4 mvp; \n"
  4351. "void main() \n"
  4352. "{ \n"
  4353. " fragTexCoord = vertexTexCoord; \n"
  4354. " fragColor = vertexColor; \n"
  4355. " gl_Position = mvp*vec4(vertexPosition, 1.0); \n"
  4356. "} \n";
  4357. // Fragment shader directly defined, no external file required
  4358. const char *defaultFShaderCode =
  4359. #if defined(GRAPHICS_API_OPENGL_21)
  4360. "#version 120 \n"
  4361. "varying vec2 fragTexCoord; \n"
  4362. "varying vec4 fragColor; \n"
  4363. "uniform sampler2D texture0; \n"
  4364. "uniform vec4 colDiffuse; \n"
  4365. "void main() \n"
  4366. "{ \n"
  4367. " vec4 texelColor = texture2D(texture0, fragTexCoord); \n"
  4368. " gl_FragColor = texelColor*colDiffuse*fragColor; \n"
  4369. "} \n";
  4370. #elif defined(GRAPHICS_API_OPENGL_33)
  4371. "#version 330 \n"
  4372. "in vec2 fragTexCoord; \n"
  4373. "in vec4 fragColor; \n"
  4374. "out vec4 finalColor; \n"
  4375. "uniform sampler2D texture0; \n"
  4376. "uniform vec4 colDiffuse; \n"
  4377. "void main() \n"
  4378. "{ \n"
  4379. " vec4 texelColor = texture(texture0, fragTexCoord); \n"
  4380. " finalColor = texelColor*colDiffuse*fragColor; \n"
  4381. "} \n";
  4382. #endif
  4383. #if defined(GRAPHICS_API_OPENGL_ES3)
  4384. "#version 300 es \n"
  4385. "precision mediump float; \n" // Precision required for OpenGL ES3 (WebGL 2)
  4386. "in vec2 fragTexCoord; \n"
  4387. "in vec4 fragColor; \n"
  4388. "out vec4 finalColor; \n"
  4389. "uniform sampler2D texture0; \n"
  4390. "uniform vec4 colDiffuse; \n"
  4391. "void main() \n"
  4392. "{ \n"
  4393. " vec4 texelColor = texture(texture0, fragTexCoord); \n"
  4394. " finalColor = texelColor*colDiffuse*fragColor; \n"
  4395. "} \n";
  4396. #elif defined(GRAPHICS_API_OPENGL_ES2)
  4397. "#version 100 \n"
  4398. "precision mediump float; \n" // Precision required for OpenGL ES2 (WebGL)
  4399. "varying vec2 fragTexCoord; \n"
  4400. "varying vec4 fragColor; \n"
  4401. "uniform sampler2D texture0; \n"
  4402. "uniform vec4 colDiffuse; \n"
  4403. "void main() \n"
  4404. "{ \n"
  4405. " vec4 texelColor = texture2D(texture0, fragTexCoord); \n"
  4406. " gl_FragColor = texelColor*colDiffuse*fragColor; \n"
  4407. "} \n";
  4408. #endif
  4409. // NOTE: Compiled vertex/fragment shaders are not deleted,
  4410. // they are kept for re-use as default shaders in case some shader loading fails
  4411. RLGL.State.defaultVShaderId = rlCompileShader(defaultVShaderCode, GL_VERTEX_SHADER); // Compile default vertex shader
  4412. RLGL.State.defaultFShaderId = rlCompileShader(defaultFShaderCode, GL_FRAGMENT_SHADER); // Compile default fragment shader
  4413. RLGL.State.defaultShaderId = rlLoadShaderProgram(RLGL.State.defaultVShaderId, RLGL.State.defaultFShaderId);
  4414. if (RLGL.State.defaultShaderId > 0)
  4415. {
  4416. TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Default shader loaded successfully", RLGL.State.defaultShaderId);
  4417. // Set default shader locations: attributes locations
  4418. RLGL.State.defaultShaderLocs[RL_SHADER_LOC_VERTEX_POSITION] = glGetAttribLocation(RLGL.State.defaultShaderId, RL_DEFAULT_SHADER_ATTRIB_NAME_POSITION);
  4419. RLGL.State.defaultShaderLocs[RL_SHADER_LOC_VERTEX_TEXCOORD01] = glGetAttribLocation(RLGL.State.defaultShaderId, RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD);
  4420. RLGL.State.defaultShaderLocs[RL_SHADER_LOC_VERTEX_COLOR] = glGetAttribLocation(RLGL.State.defaultShaderId, RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR);
  4421. // Set default shader locations: uniform locations
  4422. RLGL.State.defaultShaderLocs[RL_SHADER_LOC_MATRIX_MVP] = glGetUniformLocation(RLGL.State.defaultShaderId, RL_DEFAULT_SHADER_UNIFORM_NAME_MVP);
  4423. RLGL.State.defaultShaderLocs[RL_SHADER_LOC_COLOR_DIFFUSE] = glGetUniformLocation(RLGL.State.defaultShaderId, RL_DEFAULT_SHADER_UNIFORM_NAME_COLOR);
  4424. RLGL.State.defaultShaderLocs[RL_SHADER_LOC_MAP_DIFFUSE] = glGetUniformLocation(RLGL.State.defaultShaderId, RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE0);
  4425. }
  4426. else TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Failed to load default shader", RLGL.State.defaultShaderId);
  4427. }
  4428. // Unload default shader
  4429. // NOTE: Unloads: RLGL.State.defaultShaderId, RLGL.State.defaultShaderLocs
  4430. static void rlUnloadShaderDefault(void)
  4431. {
  4432. glUseProgram(0);
  4433. glDetachShader(RLGL.State.defaultShaderId, RLGL.State.defaultVShaderId);
  4434. glDetachShader(RLGL.State.defaultShaderId, RLGL.State.defaultFShaderId);
  4435. glDeleteShader(RLGL.State.defaultVShaderId);
  4436. glDeleteShader(RLGL.State.defaultFShaderId);
  4437. glDeleteProgram(RLGL.State.defaultShaderId);
  4438. RL_FREE(RLGL.State.defaultShaderLocs);
  4439. TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Default shader unloaded successfully", RLGL.State.defaultShaderId);
  4440. }
  4441. #if defined(RLGL_SHOW_GL_DETAILS_INFO)
  4442. // Get compressed format official GL identifier name
  4443. static const char *rlGetCompressedFormatName(int format)
  4444. {
  4445. switch (format)
  4446. {
  4447. // GL_EXT_texture_compression_s3tc
  4448. case 0x83F0: return "GL_COMPRESSED_RGB_S3TC_DXT1_EXT"; break;
  4449. case 0x83F1: return "GL_COMPRESSED_RGBA_S3TC_DXT1_EXT"; break;
  4450. case 0x83F2: return "GL_COMPRESSED_RGBA_S3TC_DXT3_EXT"; break;
  4451. case 0x83F3: return "GL_COMPRESSED_RGBA_S3TC_DXT5_EXT"; break;
  4452. // GL_3DFX_texture_compression_FXT1
  4453. case 0x86B0: return "GL_COMPRESSED_RGB_FXT1_3DFX"; break;
  4454. case 0x86B1: return "GL_COMPRESSED_RGBA_FXT1_3DFX"; break;
  4455. // GL_IMG_texture_compression_pvrtc
  4456. case 0x8C00: return "GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG"; break;
  4457. case 0x8C01: return "GL_COMPRESSED_RGB_PVRTC_2BPPV1_IMG"; break;
  4458. case 0x8C02: return "GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG"; break;
  4459. case 0x8C03: return "GL_COMPRESSED_RGBA_PVRTC_2BPPV1_IMG"; break;
  4460. // GL_OES_compressed_ETC1_RGB8_texture
  4461. case 0x8D64: return "GL_ETC1_RGB8_OES"; break;
  4462. // GL_ARB_texture_compression_rgtc
  4463. case 0x8DBB: return "GL_COMPRESSED_RED_RGTC1"; break;
  4464. case 0x8DBC: return "GL_COMPRESSED_SIGNED_RED_RGTC1"; break;
  4465. case 0x8DBD: return "GL_COMPRESSED_RG_RGTC2"; break;
  4466. case 0x8DBE: return "GL_COMPRESSED_SIGNED_RG_RGTC2"; break;
  4467. // GL_ARB_texture_compression_bptc
  4468. case 0x8E8C: return "GL_COMPRESSED_RGBA_BPTC_UNORM_ARB"; break;
  4469. case 0x8E8D: return "GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM_ARB"; break;
  4470. case 0x8E8E: return "GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT_ARB"; break;
  4471. case 0x8E8F: return "GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT_ARB"; break;
  4472. // GL_ARB_ES3_compatibility
  4473. case 0x9274: return "GL_COMPRESSED_RGB8_ETC2"; break;
  4474. case 0x9275: return "GL_COMPRESSED_SRGB8_ETC2"; break;
  4475. case 0x9276: return "GL_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2"; break;
  4476. case 0x9277: return "GL_COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2"; break;
  4477. case 0x9278: return "GL_COMPRESSED_RGBA8_ETC2_EAC"; break;
  4478. case 0x9279: return "GL_COMPRESSED_SRGB8_ALPHA8_ETC2_EAC"; break;
  4479. case 0x9270: return "GL_COMPRESSED_R11_EAC"; break;
  4480. case 0x9271: return "GL_COMPRESSED_SIGNED_R11_EAC"; break;
  4481. case 0x9272: return "GL_COMPRESSED_RG11_EAC"; break;
  4482. case 0x9273: return "GL_COMPRESSED_SIGNED_RG11_EAC"; break;
  4483. // GL_KHR_texture_compression_astc_hdr
  4484. case 0x93B0: return "GL_COMPRESSED_RGBA_ASTC_4x4_KHR"; break;
  4485. case 0x93B1: return "GL_COMPRESSED_RGBA_ASTC_5x4_KHR"; break;
  4486. case 0x93B2: return "GL_COMPRESSED_RGBA_ASTC_5x5_KHR"; break;
  4487. case 0x93B3: return "GL_COMPRESSED_RGBA_ASTC_6x5_KHR"; break;
  4488. case 0x93B4: return "GL_COMPRESSED_RGBA_ASTC_6x6_KHR"; break;
  4489. case 0x93B5: return "GL_COMPRESSED_RGBA_ASTC_8x5_KHR"; break;
  4490. case 0x93B6: return "GL_COMPRESSED_RGBA_ASTC_8x6_KHR"; break;
  4491. case 0x93B7: return "GL_COMPRESSED_RGBA_ASTC_8x8_KHR"; break;
  4492. case 0x93B8: return "GL_COMPRESSED_RGBA_ASTC_10x5_KHR"; break;
  4493. case 0x93B9: return "GL_COMPRESSED_RGBA_ASTC_10x6_KHR"; break;
  4494. case 0x93BA: return "GL_COMPRESSED_RGBA_ASTC_10x8_KHR"; break;
  4495. case 0x93BB: return "GL_COMPRESSED_RGBA_ASTC_10x10_KHR"; break;
  4496. case 0x93BC: return "GL_COMPRESSED_RGBA_ASTC_12x10_KHR"; break;
  4497. case 0x93BD: return "GL_COMPRESSED_RGBA_ASTC_12x12_KHR"; break;
  4498. case 0x93D0: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_4x4_KHR"; break;
  4499. case 0x93D1: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x4_KHR"; break;
  4500. case 0x93D2: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x5_KHR"; break;
  4501. case 0x93D3: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x5_KHR"; break;
  4502. case 0x93D4: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x6_KHR"; break;
  4503. case 0x93D5: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x5_KHR"; break;
  4504. case 0x93D6: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x6_KHR"; break;
  4505. case 0x93D7: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x8_KHR"; break;
  4506. case 0x93D8: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x5_KHR"; break;
  4507. case 0x93D9: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x6_KHR"; break;
  4508. case 0x93DA: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x8_KHR"; break;
  4509. case 0x93DB: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x10_KHR"; break;
  4510. case 0x93DC: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_12x10_KHR"; break;
  4511. case 0x93DD: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_12x12_KHR"; break;
  4512. default: return "GL_COMPRESSED_UNKNOWN"; break;
  4513. }
  4514. }
  4515. #endif // RLGL_SHOW_GL_DETAILS_INFO
  4516. #endif // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2
  4517. // Get pixel data size in bytes (image or texture)
  4518. // NOTE: Size depends on pixel format
  4519. static int rlGetPixelDataSize(int width, int height, int format)
  4520. {
  4521. int dataSize = 0; // Size in bytes
  4522. int bpp = 0; // Bits per pixel
  4523. switch (format)
  4524. {
  4525. case RL_PIXELFORMAT_UNCOMPRESSED_GRAYSCALE: bpp = 8; break;
  4526. case RL_PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA:
  4527. case RL_PIXELFORMAT_UNCOMPRESSED_R5G6B5:
  4528. case RL_PIXELFORMAT_UNCOMPRESSED_R5G5B5A1:
  4529. case RL_PIXELFORMAT_UNCOMPRESSED_R4G4B4A4: bpp = 16; break;
  4530. case RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8A8: bpp = 32; break;
  4531. case RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8: bpp = 24; break;
  4532. case RL_PIXELFORMAT_UNCOMPRESSED_R32: bpp = 32; break;
  4533. case RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32: bpp = 32*3; break;
  4534. case RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32A32: bpp = 32*4; break;
  4535. case RL_PIXELFORMAT_UNCOMPRESSED_R16: bpp = 16; break;
  4536. case RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16: bpp = 16*3; break;
  4537. case RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16A16: bpp = 16*4; break;
  4538. case RL_PIXELFORMAT_COMPRESSED_DXT1_RGB:
  4539. case RL_PIXELFORMAT_COMPRESSED_DXT1_RGBA:
  4540. case RL_PIXELFORMAT_COMPRESSED_ETC1_RGB:
  4541. case RL_PIXELFORMAT_COMPRESSED_ETC2_RGB:
  4542. case RL_PIXELFORMAT_COMPRESSED_PVRT_RGB:
  4543. case RL_PIXELFORMAT_COMPRESSED_PVRT_RGBA: bpp = 4; break;
  4544. case RL_PIXELFORMAT_COMPRESSED_DXT3_RGBA:
  4545. case RL_PIXELFORMAT_COMPRESSED_DXT5_RGBA:
  4546. case RL_PIXELFORMAT_COMPRESSED_ETC2_EAC_RGBA:
  4547. case RL_PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA: bpp = 8; break;
  4548. case RL_PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA: bpp = 2; break;
  4549. default: break;
  4550. }
  4551. double bytesPerPixel = (double)bpp/8.0;
  4552. dataSize = (int)(bytesPerPixel*width*height); // Total data size in bytes
  4553. // Most compressed formats works on 4x4 blocks,
  4554. // if texture is smaller, minimum dataSize is 8 or 16
  4555. if ((width < 4) && (height < 4))
  4556. {
  4557. if ((format >= RL_PIXELFORMAT_COMPRESSED_DXT1_RGB) && (format < RL_PIXELFORMAT_COMPRESSED_DXT3_RGBA)) dataSize = 8;
  4558. else if ((format >= RL_PIXELFORMAT_COMPRESSED_DXT3_RGBA) && (format < RL_PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA)) dataSize = 16;
  4559. }
  4560. return dataSize;
  4561. }
  4562. // Auxiliar math functions
  4563. //-------------------------------------------------------------------------------
  4564. // Get identity matrix
  4565. static Matrix rlMatrixIdentity(void)
  4566. {
  4567. Matrix result = {
  4568. 1.0f, 0.0f, 0.0f, 0.0f,
  4569. 0.0f, 1.0f, 0.0f, 0.0f,
  4570. 0.0f, 0.0f, 1.0f, 0.0f,
  4571. 0.0f, 0.0f, 0.0f, 1.0f
  4572. };
  4573. return result;
  4574. }
  4575. #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
  4576. // Get float array of matrix data
  4577. static rl_float16 rlMatrixToFloatV(Matrix mat)
  4578. {
  4579. rl_float16 result = { 0 };
  4580. result.v[0] = mat.m0;
  4581. result.v[1] = mat.m1;
  4582. result.v[2] = mat.m2;
  4583. result.v[3] = mat.m3;
  4584. result.v[4] = mat.m4;
  4585. result.v[5] = mat.m5;
  4586. result.v[6] = mat.m6;
  4587. result.v[7] = mat.m7;
  4588. result.v[8] = mat.m8;
  4589. result.v[9] = mat.m9;
  4590. result.v[10] = mat.m10;
  4591. result.v[11] = mat.m11;
  4592. result.v[12] = mat.m12;
  4593. result.v[13] = mat.m13;
  4594. result.v[14] = mat.m14;
  4595. result.v[15] = mat.m15;
  4596. return result;
  4597. }
  4598. // Get two matrix multiplication
  4599. // NOTE: When multiplying matrices... the order matters!
  4600. static Matrix rlMatrixMultiply(Matrix left, Matrix right)
  4601. {
  4602. Matrix result = { 0 };
  4603. result.m0 = left.m0*right.m0 + left.m1*right.m4 + left.m2*right.m8 + left.m3*right.m12;
  4604. result.m1 = left.m0*right.m1 + left.m1*right.m5 + left.m2*right.m9 + left.m3*right.m13;
  4605. result.m2 = left.m0*right.m2 + left.m1*right.m6 + left.m2*right.m10 + left.m3*right.m14;
  4606. result.m3 = left.m0*right.m3 + left.m1*right.m7 + left.m2*right.m11 + left.m3*right.m15;
  4607. result.m4 = left.m4*right.m0 + left.m5*right.m4 + left.m6*right.m8 + left.m7*right.m12;
  4608. result.m5 = left.m4*right.m1 + left.m5*right.m5 + left.m6*right.m9 + left.m7*right.m13;
  4609. result.m6 = left.m4*right.m2 + left.m5*right.m6 + left.m6*right.m10 + left.m7*right.m14;
  4610. result.m7 = left.m4*right.m3 + left.m5*right.m7 + left.m6*right.m11 + left.m7*right.m15;
  4611. result.m8 = left.m8*right.m0 + left.m9*right.m4 + left.m10*right.m8 + left.m11*right.m12;
  4612. result.m9 = left.m8*right.m1 + left.m9*right.m5 + left.m10*right.m9 + left.m11*right.m13;
  4613. result.m10 = left.m8*right.m2 + left.m9*right.m6 + left.m10*right.m10 + left.m11*right.m14;
  4614. result.m11 = left.m8*right.m3 + left.m9*right.m7 + left.m10*right.m11 + left.m11*right.m15;
  4615. result.m12 = left.m12*right.m0 + left.m13*right.m4 + left.m14*right.m8 + left.m15*right.m12;
  4616. result.m13 = left.m12*right.m1 + left.m13*right.m5 + left.m14*right.m9 + left.m15*right.m13;
  4617. result.m14 = left.m12*right.m2 + left.m13*right.m6 + left.m14*right.m10 + left.m15*right.m14;
  4618. result.m15 = left.m12*right.m3 + left.m13*right.m7 + left.m14*right.m11 + left.m15*right.m15;
  4619. return result;
  4620. }
  4621. // Transposes provided matrix
  4622. static Matrix rlMatrixTranspose(Matrix mat)
  4623. {
  4624. Matrix result = { 0 };
  4625. result.m0 = mat.m0;
  4626. result.m1 = mat.m4;
  4627. result.m2 = mat.m8;
  4628. result.m3 = mat.m12;
  4629. result.m4 = mat.m1;
  4630. result.m5 = mat.m5;
  4631. result.m6 = mat.m9;
  4632. result.m7 = mat.m13;
  4633. result.m8 = mat.m2;
  4634. result.m9 = mat.m6;
  4635. result.m10 = mat.m10;
  4636. result.m11 = mat.m14;
  4637. result.m12 = mat.m3;
  4638. result.m13 = mat.m7;
  4639. result.m14 = mat.m11;
  4640. result.m15 = mat.m15;
  4641. return result;
  4642. }
  4643. // Invert provided matrix
  4644. static Matrix rlMatrixInvert(Matrix mat)
  4645. {
  4646. Matrix result = { 0 };
  4647. // Cache the matrix values (speed optimization)
  4648. float a00 = mat.m0, a01 = mat.m1, a02 = mat.m2, a03 = mat.m3;
  4649. float a10 = mat.m4, a11 = mat.m5, a12 = mat.m6, a13 = mat.m7;
  4650. float a20 = mat.m8, a21 = mat.m9, a22 = mat.m10, a23 = mat.m11;
  4651. float a30 = mat.m12, a31 = mat.m13, a32 = mat.m14, a33 = mat.m15;
  4652. float b00 = a00*a11 - a01*a10;
  4653. float b01 = a00*a12 - a02*a10;
  4654. float b02 = a00*a13 - a03*a10;
  4655. float b03 = a01*a12 - a02*a11;
  4656. float b04 = a01*a13 - a03*a11;
  4657. float b05 = a02*a13 - a03*a12;
  4658. float b06 = a20*a31 - a21*a30;
  4659. float b07 = a20*a32 - a22*a30;
  4660. float b08 = a20*a33 - a23*a30;
  4661. float b09 = a21*a32 - a22*a31;
  4662. float b10 = a21*a33 - a23*a31;
  4663. float b11 = a22*a33 - a23*a32;
  4664. // Calculate the invert determinant (inlined to avoid double-caching)
  4665. float invDet = 1.0f/(b00*b11 - b01*b10 + b02*b09 + b03*b08 - b04*b07 + b05*b06);
  4666. result.m0 = (a11*b11 - a12*b10 + a13*b09)*invDet;
  4667. result.m1 = (-a01*b11 + a02*b10 - a03*b09)*invDet;
  4668. result.m2 = (a31*b05 - a32*b04 + a33*b03)*invDet;
  4669. result.m3 = (-a21*b05 + a22*b04 - a23*b03)*invDet;
  4670. result.m4 = (-a10*b11 + a12*b08 - a13*b07)*invDet;
  4671. result.m5 = (a00*b11 - a02*b08 + a03*b07)*invDet;
  4672. result.m6 = (-a30*b05 + a32*b02 - a33*b01)*invDet;
  4673. result.m7 = (a20*b05 - a22*b02 + a23*b01)*invDet;
  4674. result.m8 = (a10*b10 - a11*b08 + a13*b06)*invDet;
  4675. result.m9 = (-a00*b10 + a01*b08 - a03*b06)*invDet;
  4676. result.m10 = (a30*b04 - a31*b02 + a33*b00)*invDet;
  4677. result.m11 = (-a20*b04 + a21*b02 - a23*b00)*invDet;
  4678. result.m12 = (-a10*b09 + a11*b07 - a12*b06)*invDet;
  4679. result.m13 = (a00*b09 - a01*b07 + a02*b06)*invDet;
  4680. result.m14 = (-a30*b03 + a31*b01 - a32*b00)*invDet;
  4681. result.m15 = (a20*b03 - a21*b01 + a22*b00)*invDet;
  4682. return result;
  4683. }
  4684. #endif
  4685. #endif // RLGL_IMPLEMENTATION