1/**********************************************************************************************
2*
3* rlgl v5.0 - A multi-OpenGL abstraction layer with an immediate-mode style API
4*
5* DESCRIPTION:
6* An abstraction layer for multiple OpenGL versions (1.1, 2.1, 3.3 Core, 4.3 Core, ES 2.0)
7* that provides a pseudo-OpenGL 1.1 immediate-mode style API (rlVertex, rlTranslate, rlRotate...)
8*
9* ADDITIONAL NOTES:
10* When choosing an OpenGL backend different than OpenGL 1.1, some internal buffer are
11* initialized on rlglInit() to accumulate vertex data
12*
13* When an internal state change is required all the stored vertex data is renderer in batch,
14* additionally, rlDrawRenderBatchActive() could be called to force flushing of the batch
15*
16* Some resources are also loaded for convenience, here the complete list:
17* - Default batch (RLGL.defaultBatch): RenderBatch system to accumulate vertex data
18* - Default texture (RLGL.defaultTextureId): 1x1 white pixel R8G8B8A8
19* - Default shader (RLGL.State.defaultShaderId, RLGL.State.defaultShaderLocs)
20*
21* Internal buffer (and resources) must be manually unloaded calling rlglClose()
22*
23* CONFIGURATION:
24* #define GRAPHICS_API_OPENGL_11
25* #define GRAPHICS_API_OPENGL_21
26* #define GRAPHICS_API_OPENGL_33
27* #define GRAPHICS_API_OPENGL_43
28* #define GRAPHICS_API_OPENGL_ES2
29* #define GRAPHICS_API_OPENGL_ES3
30* Use selected OpenGL graphics backend, should be supported by platform
31* Those preprocessor defines are only used on rlgl module, if OpenGL version is
32* required by any other module, use rlGetVersion() to check it
33*
34* #define RLGL_IMPLEMENTATION
35* Generates the implementation of the library into the included file
36* If not defined, the library is in header only mode and can be included in other headers
37* or source files without problems. But only ONE file should hold the implementation
38*
39* #define RLGL_RENDER_TEXTURES_HINT
40* Enable framebuffer objects (fbo) support (enabled by default)
41* Some GPUs could not support them despite the OpenGL version
42*
43* #define RLGL_SHOW_GL_DETAILS_INFO
44* Show OpenGL extensions and capabilities detailed logs on init
45*
46* #define RLGL_ENABLE_OPENGL_DEBUG_CONTEXT
47* Enable debug context (only available on OpenGL 4.3)
48*
49* rlgl capabilities could be customized just defining some internal
50* values before library inclusion (default values listed):
51*
52* #define RL_DEFAULT_BATCH_BUFFER_ELEMENTS 8192 // Default internal render batch elements limits
53* #define RL_DEFAULT_BATCH_BUFFERS 1 // Default number of batch buffers (multi-buffering)
54* #define RL_DEFAULT_BATCH_DRAWCALLS 256 // Default number of batch draw calls (by state changes: mode, texture)
55* #define RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS 4 // Maximum number of textures units that can be activated on batch drawing (SetShaderValueTexture())
56*
57* #define RL_MAX_MATRIX_STACK_SIZE 32 // Maximum size of internal Matrix stack
58* #define RL_MAX_SHADER_LOCATIONS 32 // Maximum number of shader locations supported
59* #define RL_CULL_DISTANCE_NEAR 0.01 // Default projection matrix near cull distance
60* #define RL_CULL_DISTANCE_FAR 1000.0 // Default projection matrix far cull distance
61*
62* When loading a shader, the following vertex attributes and uniform
63* location names are tried to be set automatically:
64*
65* #define RL_DEFAULT_SHADER_ATTRIB_NAME_POSITION "vertexPosition" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_LOCATION_POSITION
66* #define RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD "vertexTexCoord" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD
67* #define RL_DEFAULT_SHADER_ATTRIB_NAME_NORMAL "vertexNormal" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_LOCATION_NORMAL
68* #define RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR "vertexColor" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_LOCATION_COLOR
69* #define RL_DEFAULT_SHADER_ATTRIB_NAME_TANGENT "vertexTangent" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_LOCATION_TANGENT
70* #define RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2 "vertexTexCoord2" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD2
71* #define RL_DEFAULT_SHADER_ATTRIB_NAME_BONEIDS "vertexBoneIds" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEIDS
72* #define RL_DEFAULT_SHADER_ATTRIB_NAME_BONEWEIGHTS "vertexBoneWeights" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEWEIGHTS
73* #define RL_DEFAULT_SHADER_UNIFORM_NAME_MVP "mvp" // model-view-projection matrix
74* #define RL_DEFAULT_SHADER_UNIFORM_NAME_VIEW "matView" // view matrix
75* #define RL_DEFAULT_SHADER_UNIFORM_NAME_PROJECTION "matProjection" // projection matrix
76* #define RL_DEFAULT_SHADER_UNIFORM_NAME_MODEL "matModel" // model matrix
77* #define RL_DEFAULT_SHADER_UNIFORM_NAME_NORMAL "matNormal" // normal matrix (transpose(inverse(matModelView)))
78* #define RL_DEFAULT_SHADER_UNIFORM_NAME_COLOR "colDiffuse" // color diffuse (base tint color, multiplied by texture color)
79* #define RL_DEFAULT_SHADER_UNIFORM_NAME_BONE_MATRICES "boneMatrices" // bone matrices
80* #define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE0 "texture0" // texture0 (texture slot active 0)
81* #define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE1 "texture1" // texture1 (texture slot active 1)
82* #define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE2 "texture2" // texture2 (texture slot active 2)
83*
84* DEPENDENCIES:
85* - OpenGL libraries (depending on platform and OpenGL version selected)
86* - GLAD OpenGL extensions loading library (only for OpenGL 3.3 Core, 4.3 Core)
87*
88*
89* LICENSE: zlib/libpng
90*
91* Copyright (c) 2014-2024 Ramon Santamaria (@raysan5)
92*
93* This software is provided "as-is", without any express or implied warranty. In no event
94* will the authors be held liable for any damages arising from the use of this software.
95*
96* Permission is granted to anyone to use this software for any purpose, including commercial
97* applications, and to alter it and redistribute it freely, subject to the following restrictions:
98*
99* 1. The origin of this software must not be misrepresented; you must not claim that you
100* wrote the original software. If you use this software in a product, an acknowledgment
101* in the product documentation would be appreciated but is not required.
102*
103* 2. Altered source versions must be plainly marked as such, and must not be misrepresented
104* as being the original software.
105*
106* 3. This notice may not be removed or altered from any source distribution.
107*
108**********************************************************************************************/
109
110#ifndef RLGL_H
111#define RLGL_H
112
113#define RLGL_VERSION "5.0"
114
115// Function specifiers in case library is build/used as a shared library
116// NOTE: Microsoft specifiers to tell compiler that symbols are imported/exported from a .dll
117// NOTE: visibility(default) attribute makes symbols "visible" when compiled with -fvisibility=hidden
118#if defined(_WIN32) && defined(BUILD_LIBTYPE_SHARED)
119 #define RLAPI __declspec(dllexport) // We are building the library as a Win32 shared library (.dll)
120#elif defined(BUILD_LIBTYPE_SHARED)
121 #define RLAPI __attribute__((visibility("default"))) // We are building the library as a Unix shared library (.so/.dylib)
122#elif defined(_WIN32) && defined(USE_LIBTYPE_SHARED)
123 #define RLAPI __declspec(dllimport) // We are using the library as a Win32 shared library (.dll)
124#endif
125
126// Function specifiers definition
127#ifndef RLAPI
128 #define RLAPI // Functions defined as 'extern' by default (implicit specifiers)
129#endif
130
131// Support TRACELOG macros
132#ifndef TRACELOG
133 #define TRACELOG(level, ...) (void)0
134 #define TRACELOGD(...) (void)0
135#endif
136
137// Allow custom memory allocators
138#ifndef RL_MALLOC
139 #define RL_MALLOC(sz) malloc(sz)
140#endif
141#ifndef RL_CALLOC
142 #define RL_CALLOC(n,sz) calloc(n,sz)
143#endif
144#ifndef RL_REALLOC
145 #define RL_REALLOC(n,sz) realloc(n,sz)
146#endif
147#ifndef RL_FREE
148 #define RL_FREE(p) free(p)
149#endif
150
151// Security check in case no GRAPHICS_API_OPENGL_* defined
152#if !defined(GRAPHICS_API_OPENGL_11) && \
153 !defined(GRAPHICS_API_OPENGL_21) && \
154 !defined(GRAPHICS_API_OPENGL_33) && \
155 !defined(GRAPHICS_API_OPENGL_43) && \
156 !defined(GRAPHICS_API_OPENGL_ES2) && \
157 !defined(GRAPHICS_API_OPENGL_ES3)
158 #define GRAPHICS_API_OPENGL_33
159#endif
160
161// Security check in case multiple GRAPHICS_API_OPENGL_* defined
162#if defined(GRAPHICS_API_OPENGL_11)
163 #if defined(GRAPHICS_API_OPENGL_21)
164 #undef GRAPHICS_API_OPENGL_21
165 #endif
166 #if defined(GRAPHICS_API_OPENGL_33)
167 #undef GRAPHICS_API_OPENGL_33
168 #endif
169 #if defined(GRAPHICS_API_OPENGL_43)
170 #undef GRAPHICS_API_OPENGL_43
171 #endif
172 #if defined(GRAPHICS_API_OPENGL_ES2)
173 #undef GRAPHICS_API_OPENGL_ES2
174 #endif
175#endif
176
177// OpenGL 2.1 uses most of OpenGL 3.3 Core functionality
178// WARNING: Specific parts are checked with #if defines
179#if defined(GRAPHICS_API_OPENGL_21)
180 #define GRAPHICS_API_OPENGL_33
181#endif
182
183// OpenGL 4.3 uses OpenGL 3.3 Core functionality
184#if defined(GRAPHICS_API_OPENGL_43)
185 #define GRAPHICS_API_OPENGL_33
186#endif
187
188// OpenGL ES 3.0 uses OpenGL ES 2.0 functionality (and more)
189#if defined(GRAPHICS_API_OPENGL_ES3)
190 #define GRAPHICS_API_OPENGL_ES2
191#endif
192
193// Support framebuffer objects by default
194// NOTE: Some driver implementation do not support it, despite they should
195#define RLGL_RENDER_TEXTURES_HINT
196
197//----------------------------------------------------------------------------------
198// Defines and Macros
199//----------------------------------------------------------------------------------
200
201// Default internal render batch elements limits
202#ifndef RL_DEFAULT_BATCH_BUFFER_ELEMENTS
203 #if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33)
204 // This is the maximum amount of elements (quads) per batch
205 // NOTE: Be careful with text, every letter maps to a quad
206 #define RL_DEFAULT_BATCH_BUFFER_ELEMENTS 8192
207 #endif
208 #if defined(GRAPHICS_API_OPENGL_ES2)
209 // We reduce memory sizes for embedded systems (RPI and HTML5)
210 // NOTE: On HTML5 (emscripten) this is allocated on heap,
211 // by default it's only 16MB!...just take care...
212 #define RL_DEFAULT_BATCH_BUFFER_ELEMENTS 2048
213 #endif
214#endif
215#ifndef RL_DEFAULT_BATCH_BUFFERS
216 #define RL_DEFAULT_BATCH_BUFFERS 1 // Default number of batch buffers (multi-buffering)
217#endif
218#ifndef RL_DEFAULT_BATCH_DRAWCALLS
219 #define RL_DEFAULT_BATCH_DRAWCALLS 256 // Default number of batch draw calls (by state changes: mode, texture)
220#endif
221#ifndef RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS
222 #define RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS 4 // Maximum number of textures units that can be activated on batch drawing (SetShaderValueTexture())
223#endif
224
225// Internal Matrix stack
226#ifndef RL_MAX_MATRIX_STACK_SIZE
227 #define RL_MAX_MATRIX_STACK_SIZE 32 // Maximum size of Matrix stack
228#endif
229
230// Shader limits
231#ifndef RL_MAX_SHADER_LOCATIONS
232 #define RL_MAX_SHADER_LOCATIONS 32 // Maximum number of shader locations supported
233#endif
234
235// Projection matrix culling
236#ifndef RL_CULL_DISTANCE_NEAR
237 #define RL_CULL_DISTANCE_NEAR 0.01 // Default near cull distance
238#endif
239#ifndef RL_CULL_DISTANCE_FAR
240 #define RL_CULL_DISTANCE_FAR 1000.0 // Default far cull distance
241#endif
242
243// Texture parameters (equivalent to OpenGL defines)
244#define RL_TEXTURE_WRAP_S 0x2802 // GL_TEXTURE_WRAP_S
245#define RL_TEXTURE_WRAP_T 0x2803 // GL_TEXTURE_WRAP_T
246#define RL_TEXTURE_MAG_FILTER 0x2800 // GL_TEXTURE_MAG_FILTER
247#define RL_TEXTURE_MIN_FILTER 0x2801 // GL_TEXTURE_MIN_FILTER
248
249#define RL_TEXTURE_FILTER_NEAREST 0x2600 // GL_NEAREST
250#define RL_TEXTURE_FILTER_LINEAR 0x2601 // GL_LINEAR
251#define RL_TEXTURE_FILTER_MIP_NEAREST 0x2700 // GL_NEAREST_MIPMAP_NEAREST
252#define RL_TEXTURE_FILTER_NEAREST_MIP_LINEAR 0x2702 // GL_NEAREST_MIPMAP_LINEAR
253#define RL_TEXTURE_FILTER_LINEAR_MIP_NEAREST 0x2701 // GL_LINEAR_MIPMAP_NEAREST
254#define RL_TEXTURE_FILTER_MIP_LINEAR 0x2703 // GL_LINEAR_MIPMAP_LINEAR
255#define RL_TEXTURE_FILTER_ANISOTROPIC 0x3000 // Anisotropic filter (custom identifier)
256#define RL_TEXTURE_MIPMAP_BIAS_RATIO 0x4000 // Texture mipmap bias, percentage ratio (custom identifier)
257
258#define RL_TEXTURE_WRAP_REPEAT 0x2901 // GL_REPEAT
259#define RL_TEXTURE_WRAP_CLAMP 0x812F // GL_CLAMP_TO_EDGE
260#define RL_TEXTURE_WRAP_MIRROR_REPEAT 0x8370 // GL_MIRRORED_REPEAT
261#define RL_TEXTURE_WRAP_MIRROR_CLAMP 0x8742 // GL_MIRROR_CLAMP_EXT
262
263// Matrix modes (equivalent to OpenGL)
264#define RL_MODELVIEW 0x1700 // GL_MODELVIEW
265#define RL_PROJECTION 0x1701 // GL_PROJECTION
266#define RL_TEXTURE 0x1702 // GL_TEXTURE
267
268// Primitive assembly draw modes
269#define RL_LINES 0x0001 // GL_LINES
270#define RL_TRIANGLES 0x0004 // GL_TRIANGLES
271#define RL_QUADS 0x0007 // GL_QUADS
272
273// GL equivalent data types
274#define RL_UNSIGNED_BYTE 0x1401 // GL_UNSIGNED_BYTE
275#define RL_FLOAT 0x1406 // GL_FLOAT
276
277// GL buffer usage hint
278#define RL_STREAM_DRAW 0x88E0 // GL_STREAM_DRAW
279#define RL_STREAM_READ 0x88E1 // GL_STREAM_READ
280#define RL_STREAM_COPY 0x88E2 // GL_STREAM_COPY
281#define RL_STATIC_DRAW 0x88E4 // GL_STATIC_DRAW
282#define RL_STATIC_READ 0x88E5 // GL_STATIC_READ
283#define RL_STATIC_COPY 0x88E6 // GL_STATIC_COPY
284#define RL_DYNAMIC_DRAW 0x88E8 // GL_DYNAMIC_DRAW
285#define RL_DYNAMIC_READ 0x88E9 // GL_DYNAMIC_READ
286#define RL_DYNAMIC_COPY 0x88EA // GL_DYNAMIC_COPY
287
288// GL Shader type
289#define RL_FRAGMENT_SHADER 0x8B30 // GL_FRAGMENT_SHADER
290#define RL_VERTEX_SHADER 0x8B31 // GL_VERTEX_SHADER
291#define RL_COMPUTE_SHADER 0x91B9 // GL_COMPUTE_SHADER
292
293// GL blending factors
294#define RL_ZERO 0 // GL_ZERO
295#define RL_ONE 1 // GL_ONE
296#define RL_SRC_COLOR 0x0300 // GL_SRC_COLOR
297#define RL_ONE_MINUS_SRC_COLOR 0x0301 // GL_ONE_MINUS_SRC_COLOR
298#define RL_SRC_ALPHA 0x0302 // GL_SRC_ALPHA
299#define RL_ONE_MINUS_SRC_ALPHA 0x0303 // GL_ONE_MINUS_SRC_ALPHA
300#define RL_DST_ALPHA 0x0304 // GL_DST_ALPHA
301#define RL_ONE_MINUS_DST_ALPHA 0x0305 // GL_ONE_MINUS_DST_ALPHA
302#define RL_DST_COLOR 0x0306 // GL_DST_COLOR
303#define RL_ONE_MINUS_DST_COLOR 0x0307 // GL_ONE_MINUS_DST_COLOR
304#define RL_SRC_ALPHA_SATURATE 0x0308 // GL_SRC_ALPHA_SATURATE
305#define RL_CONSTANT_COLOR 0x8001 // GL_CONSTANT_COLOR
306#define RL_ONE_MINUS_CONSTANT_COLOR 0x8002 // GL_ONE_MINUS_CONSTANT_COLOR
307#define RL_CONSTANT_ALPHA 0x8003 // GL_CONSTANT_ALPHA
308#define RL_ONE_MINUS_CONSTANT_ALPHA 0x8004 // GL_ONE_MINUS_CONSTANT_ALPHA
309
310// GL blending functions/equations
311#define RL_FUNC_ADD 0x8006 // GL_FUNC_ADD
312#define RL_MIN 0x8007 // GL_MIN
313#define RL_MAX 0x8008 // GL_MAX
314#define RL_FUNC_SUBTRACT 0x800A // GL_FUNC_SUBTRACT
315#define RL_FUNC_REVERSE_SUBTRACT 0x800B // GL_FUNC_REVERSE_SUBTRACT
316#define RL_BLEND_EQUATION 0x8009 // GL_BLEND_EQUATION
317#define RL_BLEND_EQUATION_RGB 0x8009 // GL_BLEND_EQUATION_RGB // (Same as BLEND_EQUATION)
318#define RL_BLEND_EQUATION_ALPHA 0x883D // GL_BLEND_EQUATION_ALPHA
319#define RL_BLEND_DST_RGB 0x80C8 // GL_BLEND_DST_RGB
320#define RL_BLEND_SRC_RGB 0x80C9 // GL_BLEND_SRC_RGB
321#define RL_BLEND_DST_ALPHA 0x80CA // GL_BLEND_DST_ALPHA
322#define RL_BLEND_SRC_ALPHA 0x80CB // GL_BLEND_SRC_ALPHA
323#define RL_BLEND_COLOR 0x8005 // GL_BLEND_COLOR
324
325#define RL_READ_FRAMEBUFFER 0x8CA8 // GL_READ_FRAMEBUFFER
326#define RL_DRAW_FRAMEBUFFER 0x8CA9 // GL_DRAW_FRAMEBUFFER
327
328// Default shader vertex attribute locations
329#ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_POSITION
330 #define RL_DEFAULT_SHADER_ATTRIB_LOCATION_POSITION 0
331#endif
332#ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD
333 #define RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD 1
334#endif
335#ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_NORMAL
336 #define RL_DEFAULT_SHADER_ATTRIB_LOCATION_NORMAL 2
337#endif
338#ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_COLOR
339 #define RL_DEFAULT_SHADER_ATTRIB_LOCATION_COLOR 3
340#endif
341 #ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_TANGENT
342#define RL_DEFAULT_SHADER_ATTRIB_LOCATION_TANGENT 4
343#endif
344#ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD2
345 #define RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD2 5
346#endif
347#ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_INDICES
348 #define RL_DEFAULT_SHADER_ATTRIB_LOCATION_INDICES 6
349#endif
350#ifdef RL_SUPPORT_MESH_GPU_SKINNING
351#ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEIDS
352 #define RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEIDS 7
353#endif
354#ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEWEIGHTS
355 #define RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEWEIGHTS 8
356#endif
357#endif
358
359//----------------------------------------------------------------------------------
360// Types and Structures Definition
361//----------------------------------------------------------------------------------
362#if (defined(__STDC__) && __STDC_VERSION__ >= 199901L) || (defined(_MSC_VER) && _MSC_VER >= 1800)
363 #include <stdbool.h>
364#elif !defined(__cplusplus) && !defined(bool) && !defined(RL_BOOL_TYPE)
365 // Boolean type
366typedef enum bool { false = 0, true = !false } bool;
367#endif
368
369#if !defined(RL_MATRIX_TYPE)
370// Matrix, 4x4 components, column major, OpenGL style, right handed
371typedef struct Matrix {
372 float m0, m4, m8, m12; // Matrix first row (4 components)
373 float m1, m5, m9, m13; // Matrix second row (4 components)
374 float m2, m6, m10, m14; // Matrix third row (4 components)
375 float m3, m7, m11, m15; // Matrix fourth row (4 components)
376} Matrix;
377#define RL_MATRIX_TYPE
378#endif
379
380// Dynamic vertex buffers (position + texcoords + colors + indices arrays)
381typedef struct rlVertexBuffer {
382 int elementCount; // Number of elements in the buffer (QUADS)
383
384 float *vertices; // Vertex position (XYZ - 3 components per vertex) (shader-location = 0)
385 float *texcoords; // Vertex texture coordinates (UV - 2 components per vertex) (shader-location = 1)
386 float *normals; // Vertex normal (XYZ - 3 components per vertex) (shader-location = 2)
387 unsigned char *colors; // Vertex colors (RGBA - 4 components per vertex) (shader-location = 3)
388#if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33)
389 unsigned int *indices; // Vertex indices (in case vertex data comes indexed) (6 indices per quad)
390#endif
391#if defined(GRAPHICS_API_OPENGL_ES2)
392 unsigned short *indices; // Vertex indices (in case vertex data comes indexed) (6 indices per quad)
393#endif
394 unsigned int vaoId; // OpenGL Vertex Array Object id
395 unsigned int vboId[5]; // OpenGL Vertex Buffer Objects id (5 types of vertex data)
396} rlVertexBuffer;
397
398// Draw call type
399// NOTE: Only texture changes register a new draw, other state-change-related elements are not
400// used at this moment (vaoId, shaderId, matrices), raylib just forces a batch draw call if any
401// of those state-change happens (this is done in core module)
402typedef struct rlDrawCall {
403 int mode; // Drawing mode: LINES, TRIANGLES, QUADS
404 int vertexCount; // Number of vertex of the draw
405 int vertexAlignment; // Number of vertex required for index alignment (LINES, TRIANGLES)
406 //unsigned int vaoId; // Vertex array id to be used on the draw -> Using RLGL.currentBatch->vertexBuffer.vaoId
407 //unsigned int shaderId; // Shader id to be used on the draw -> Using RLGL.currentShaderId
408 unsigned int textureId; // Texture id to be used on the draw -> Use to create new draw call if changes
409
410 //Matrix projection; // Projection matrix for this draw -> Using RLGL.projection by default
411 //Matrix modelview; // Modelview matrix for this draw -> Using RLGL.modelview by default
412} rlDrawCall;
413
414// rlRenderBatch type
415typedef struct rlRenderBatch {
416 int bufferCount; // Number of vertex buffers (multi-buffering support)
417 int currentBuffer; // Current buffer tracking in case of multi-buffering
418 rlVertexBuffer *vertexBuffer; // Dynamic buffer(s) for vertex data
419
420 rlDrawCall *draws; // Draw calls array, depends on textureId
421 int drawCounter; // Draw calls counter
422 float currentDepth; // Current depth value for next draw
423} rlRenderBatch;
424
425// OpenGL version
426typedef enum {
427 RL_OPENGL_11 = 1, // OpenGL 1.1
428 RL_OPENGL_21, // OpenGL 2.1 (GLSL 120)
429 RL_OPENGL_33, // OpenGL 3.3 (GLSL 330)
430 RL_OPENGL_43, // OpenGL 4.3 (using GLSL 330)
431 RL_OPENGL_ES_20, // OpenGL ES 2.0 (GLSL 100)
432 RL_OPENGL_ES_30 // OpenGL ES 3.0 (GLSL 300 es)
433} rlGlVersion;
434
435// Trace log level
436// NOTE: Organized by priority level
437typedef enum {
438 RL_LOG_ALL = 0, // Display all logs
439 RL_LOG_TRACE, // Trace logging, intended for internal use only
440 RL_LOG_DEBUG, // Debug logging, used for internal debugging, it should be disabled on release builds
441 RL_LOG_INFO, // Info logging, used for program execution info
442 RL_LOG_WARNING, // Warning logging, used on recoverable failures
443 RL_LOG_ERROR, // Error logging, used on unrecoverable failures
444 RL_LOG_FATAL, // Fatal logging, used to abort program: exit(EXIT_FAILURE)
445 RL_LOG_NONE // Disable logging
446} rlTraceLogLevel;
447
448// Texture pixel formats
449// NOTE: Support depends on OpenGL version
450typedef enum {
451 RL_PIXELFORMAT_UNCOMPRESSED_GRAYSCALE = 1, // 8 bit per pixel (no alpha)
452 RL_PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA, // 8*2 bpp (2 channels)
453 RL_PIXELFORMAT_UNCOMPRESSED_R5G6B5, // 16 bpp
454 RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8, // 24 bpp
455 RL_PIXELFORMAT_UNCOMPRESSED_R5G5B5A1, // 16 bpp (1 bit alpha)
456 RL_PIXELFORMAT_UNCOMPRESSED_R4G4B4A4, // 16 bpp (4 bit alpha)
457 RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8A8, // 32 bpp
458 RL_PIXELFORMAT_UNCOMPRESSED_R32, // 32 bpp (1 channel - float)
459 RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32, // 32*3 bpp (3 channels - float)
460 RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32A32, // 32*4 bpp (4 channels - float)
461 RL_PIXELFORMAT_UNCOMPRESSED_R16, // 16 bpp (1 channel - half float)
462 RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16, // 16*3 bpp (3 channels - half float)
463 RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16A16, // 16*4 bpp (4 channels - half float)
464 RL_PIXELFORMAT_COMPRESSED_DXT1_RGB, // 4 bpp (no alpha)
465 RL_PIXELFORMAT_COMPRESSED_DXT1_RGBA, // 4 bpp (1 bit alpha)
466 RL_PIXELFORMAT_COMPRESSED_DXT3_RGBA, // 8 bpp
467 RL_PIXELFORMAT_COMPRESSED_DXT5_RGBA, // 8 bpp
468 RL_PIXELFORMAT_COMPRESSED_ETC1_RGB, // 4 bpp
469 RL_PIXELFORMAT_COMPRESSED_ETC2_RGB, // 4 bpp
470 RL_PIXELFORMAT_COMPRESSED_ETC2_EAC_RGBA, // 8 bpp
471 RL_PIXELFORMAT_COMPRESSED_PVRT_RGB, // 4 bpp
472 RL_PIXELFORMAT_COMPRESSED_PVRT_RGBA, // 4 bpp
473 RL_PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA, // 8 bpp
474 RL_PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA // 2 bpp
475} rlPixelFormat;
476
477// Texture parameters: filter mode
478// NOTE 1: Filtering considers mipmaps if available in the texture
479// NOTE 2: Filter is accordingly set for minification and magnification
480typedef enum {
481 RL_TEXTURE_FILTER_POINT = 0, // No filter, just pixel approximation
482 RL_TEXTURE_FILTER_BILINEAR, // Linear filtering
483 RL_TEXTURE_FILTER_TRILINEAR, // Trilinear filtering (linear with mipmaps)
484 RL_TEXTURE_FILTER_ANISOTROPIC_4X, // Anisotropic filtering 4x
485 RL_TEXTURE_FILTER_ANISOTROPIC_8X, // Anisotropic filtering 8x
486 RL_TEXTURE_FILTER_ANISOTROPIC_16X, // Anisotropic filtering 16x
487} rlTextureFilter;
488
489// Color blending modes (pre-defined)
490typedef enum {
491 RL_BLEND_ALPHA = 0, // Blend textures considering alpha (default)
492 RL_BLEND_ADDITIVE, // Blend textures adding colors
493 RL_BLEND_MULTIPLIED, // Blend textures multiplying colors
494 RL_BLEND_ADD_COLORS, // Blend textures adding colors (alternative)
495 RL_BLEND_SUBTRACT_COLORS, // Blend textures subtracting colors (alternative)
496 RL_BLEND_ALPHA_PREMULTIPLY, // Blend premultiplied textures considering alpha
497 RL_BLEND_CUSTOM, // Blend textures using custom src/dst factors (use rlSetBlendFactors())
498 RL_BLEND_CUSTOM_SEPARATE // Blend textures using custom src/dst factors (use rlSetBlendFactorsSeparate())
499} rlBlendMode;
500
501// Shader location point type
502typedef enum {
503 RL_SHADER_LOC_VERTEX_POSITION = 0, // Shader location: vertex attribute: position
504 RL_SHADER_LOC_VERTEX_TEXCOORD01, // Shader location: vertex attribute: texcoord01
505 RL_SHADER_LOC_VERTEX_TEXCOORD02, // Shader location: vertex attribute: texcoord02
506 RL_SHADER_LOC_VERTEX_NORMAL, // Shader location: vertex attribute: normal
507 RL_SHADER_LOC_VERTEX_TANGENT, // Shader location: vertex attribute: tangent
508 RL_SHADER_LOC_VERTEX_COLOR, // Shader location: vertex attribute: color
509 RL_SHADER_LOC_MATRIX_MVP, // Shader location: matrix uniform: model-view-projection
510 RL_SHADER_LOC_MATRIX_VIEW, // Shader location: matrix uniform: view (camera transform)
511 RL_SHADER_LOC_MATRIX_PROJECTION, // Shader location: matrix uniform: projection
512 RL_SHADER_LOC_MATRIX_MODEL, // Shader location: matrix uniform: model (transform)
513 RL_SHADER_LOC_MATRIX_NORMAL, // Shader location: matrix uniform: normal
514 RL_SHADER_LOC_VECTOR_VIEW, // Shader location: vector uniform: view
515 RL_SHADER_LOC_COLOR_DIFFUSE, // Shader location: vector uniform: diffuse color
516 RL_SHADER_LOC_COLOR_SPECULAR, // Shader location: vector uniform: specular color
517 RL_SHADER_LOC_COLOR_AMBIENT, // Shader location: vector uniform: ambient color
518 RL_SHADER_LOC_MAP_ALBEDO, // Shader location: sampler2d texture: albedo (same as: RL_SHADER_LOC_MAP_DIFFUSE)
519 RL_SHADER_LOC_MAP_METALNESS, // Shader location: sampler2d texture: metalness (same as: RL_SHADER_LOC_MAP_SPECULAR)
520 RL_SHADER_LOC_MAP_NORMAL, // Shader location: sampler2d texture: normal
521 RL_SHADER_LOC_MAP_ROUGHNESS, // Shader location: sampler2d texture: roughness
522 RL_SHADER_LOC_MAP_OCCLUSION, // Shader location: sampler2d texture: occlusion
523 RL_SHADER_LOC_MAP_EMISSION, // Shader location: sampler2d texture: emission
524 RL_SHADER_LOC_MAP_HEIGHT, // Shader location: sampler2d texture: height
525 RL_SHADER_LOC_MAP_CUBEMAP, // Shader location: samplerCube texture: cubemap
526 RL_SHADER_LOC_MAP_IRRADIANCE, // Shader location: samplerCube texture: irradiance
527 RL_SHADER_LOC_MAP_PREFILTER, // Shader location: samplerCube texture: prefilter
528 RL_SHADER_LOC_MAP_BRDF // Shader location: sampler2d texture: brdf
529} rlShaderLocationIndex;
530
531#define RL_SHADER_LOC_MAP_DIFFUSE RL_SHADER_LOC_MAP_ALBEDO
532#define RL_SHADER_LOC_MAP_SPECULAR RL_SHADER_LOC_MAP_METALNESS
533
534// Shader uniform data type
535typedef enum {
536 RL_SHADER_UNIFORM_FLOAT = 0, // Shader uniform type: float
537 RL_SHADER_UNIFORM_VEC2, // Shader uniform type: vec2 (2 float)
538 RL_SHADER_UNIFORM_VEC3, // Shader uniform type: vec3 (3 float)
539 RL_SHADER_UNIFORM_VEC4, // Shader uniform type: vec4 (4 float)
540 RL_SHADER_UNIFORM_INT, // Shader uniform type: int
541 RL_SHADER_UNIFORM_IVEC2, // Shader uniform type: ivec2 (2 int)
542 RL_SHADER_UNIFORM_IVEC3, // Shader uniform type: ivec3 (3 int)
543 RL_SHADER_UNIFORM_IVEC4, // Shader uniform type: ivec4 (4 int)
544 RL_SHADER_UNIFORM_UINT, // Shader uniform type: unsigned int
545 RL_SHADER_UNIFORM_UIVEC2, // Shader uniform type: uivec2 (2 unsigned int)
546 RL_SHADER_UNIFORM_UIVEC3, // Shader uniform type: uivec3 (3 unsigned int)
547 RL_SHADER_UNIFORM_UIVEC4, // Shader uniform type: uivec4 (4 unsigned int)
548 RL_SHADER_UNIFORM_SAMPLER2D // Shader uniform type: sampler2d
549} rlShaderUniformDataType;
550
551// Shader attribute data types
552typedef enum {
553 RL_SHADER_ATTRIB_FLOAT = 0, // Shader attribute type: float
554 RL_SHADER_ATTRIB_VEC2, // Shader attribute type: vec2 (2 float)
555 RL_SHADER_ATTRIB_VEC3, // Shader attribute type: vec3 (3 float)
556 RL_SHADER_ATTRIB_VEC4 // Shader attribute type: vec4 (4 float)
557} rlShaderAttributeDataType;
558
559// Framebuffer attachment type
560// NOTE: By default up to 8 color channels defined, but it can be more
561typedef enum {
562 RL_ATTACHMENT_COLOR_CHANNEL0 = 0, // Framebuffer attachment type: color 0
563 RL_ATTACHMENT_COLOR_CHANNEL1 = 1, // Framebuffer attachment type: color 1
564 RL_ATTACHMENT_COLOR_CHANNEL2 = 2, // Framebuffer attachment type: color 2
565 RL_ATTACHMENT_COLOR_CHANNEL3 = 3, // Framebuffer attachment type: color 3
566 RL_ATTACHMENT_COLOR_CHANNEL4 = 4, // Framebuffer attachment type: color 4
567 RL_ATTACHMENT_COLOR_CHANNEL5 = 5, // Framebuffer attachment type: color 5
568 RL_ATTACHMENT_COLOR_CHANNEL6 = 6, // Framebuffer attachment type: color 6
569 RL_ATTACHMENT_COLOR_CHANNEL7 = 7, // Framebuffer attachment type: color 7
570 RL_ATTACHMENT_DEPTH = 100, // Framebuffer attachment type: depth
571 RL_ATTACHMENT_STENCIL = 200, // Framebuffer attachment type: stencil
572} rlFramebufferAttachType;
573
574// Framebuffer texture attachment type
575typedef enum {
576 RL_ATTACHMENT_CUBEMAP_POSITIVE_X = 0, // Framebuffer texture attachment type: cubemap, +X side
577 RL_ATTACHMENT_CUBEMAP_NEGATIVE_X = 1, // Framebuffer texture attachment type: cubemap, -X side
578 RL_ATTACHMENT_CUBEMAP_POSITIVE_Y = 2, // Framebuffer texture attachment type: cubemap, +Y side
579 RL_ATTACHMENT_CUBEMAP_NEGATIVE_Y = 3, // Framebuffer texture attachment type: cubemap, -Y side
580 RL_ATTACHMENT_CUBEMAP_POSITIVE_Z = 4, // Framebuffer texture attachment type: cubemap, +Z side
581 RL_ATTACHMENT_CUBEMAP_NEGATIVE_Z = 5, // Framebuffer texture attachment type: cubemap, -Z side
582 RL_ATTACHMENT_TEXTURE2D = 100, // Framebuffer texture attachment type: texture2d
583 RL_ATTACHMENT_RENDERBUFFER = 200, // Framebuffer texture attachment type: renderbuffer
584} rlFramebufferAttachTextureType;
585
586// Face culling mode
587typedef enum {
588 RL_CULL_FACE_FRONT = 0,
589 RL_CULL_FACE_BACK
590} rlCullMode;
591
592//------------------------------------------------------------------------------------
593// Functions Declaration - Matrix operations
594//------------------------------------------------------------------------------------
595
596#if defined(__cplusplus)
597extern "C" { // Prevents name mangling of functions
598#endif
599
600RLAPI void rlMatrixMode(int mode); // Choose the current matrix to be transformed
601RLAPI void rlPushMatrix(void); // Push the current matrix to stack
602RLAPI void rlPopMatrix(void); // Pop latest inserted matrix from stack
603RLAPI void rlLoadIdentity(void); // Reset current matrix to identity matrix
604RLAPI void rlTranslatef(float x, float y, float z); // Multiply the current matrix by a translation matrix
605RLAPI void rlRotatef(float angle, float x, float y, float z); // Multiply the current matrix by a rotation matrix
606RLAPI void rlScalef(float x, float y, float z); // Multiply the current matrix by a scaling matrix
607RLAPI void rlMultMatrixf(const float *matf); // Multiply the current matrix by another matrix
608RLAPI void rlFrustum(double left, double right, double bottom, double top, double znear, double zfar);
609RLAPI void rlOrtho(double left, double right, double bottom, double top, double znear, double zfar);
610RLAPI void rlViewport(int x, int y, int width, int height); // Set the viewport area
611RLAPI void rlSetClipPlanes(double nearPlane, double farPlane); // Set clip planes distances
612RLAPI double rlGetCullDistanceNear(void); // Get cull plane distance near
613RLAPI double rlGetCullDistanceFar(void); // Get cull plane distance far
614
615//------------------------------------------------------------------------------------
616// Functions Declaration - Vertex level operations
617//------------------------------------------------------------------------------------
618RLAPI void rlBegin(int mode); // Initialize drawing mode (how to organize vertex)
619RLAPI void rlEnd(void); // Finish vertex providing
620RLAPI void rlVertex2i(int x, int y); // Define one vertex (position) - 2 int
621RLAPI void rlVertex2f(float x, float y); // Define one vertex (position) - 2 float
622RLAPI void rlVertex3f(float x, float y, float z); // Define one vertex (position) - 3 float
623RLAPI void rlTexCoord2f(float x, float y); // Define one vertex (texture coordinate) - 2 float
624RLAPI void rlNormal3f(float x, float y, float z); // Define one vertex (normal) - 3 float
625RLAPI void rlColor4ub(unsigned char r, unsigned char g, unsigned char b, unsigned char a); // Define one vertex (color) - 4 byte
626RLAPI void rlColor3f(float x, float y, float z); // Define one vertex (color) - 3 float
627RLAPI void rlColor4f(float x, float y, float z, float w); // Define one vertex (color) - 4 float
628
629//------------------------------------------------------------------------------------
630// Functions Declaration - OpenGL style functions (common to 1.1, 3.3+, ES2)
631// NOTE: This functions are used to completely abstract raylib code from OpenGL layer,
632// some of them are direct wrappers over OpenGL calls, some others are custom
633//------------------------------------------------------------------------------------
634
635// Vertex buffers state
636RLAPI bool rlEnableVertexArray(unsigned int vaoId); // Enable vertex array (VAO, if supported)
637RLAPI void rlDisableVertexArray(void); // Disable vertex array (VAO, if supported)
638RLAPI void rlEnableVertexBuffer(unsigned int id); // Enable vertex buffer (VBO)
639RLAPI void rlDisableVertexBuffer(void); // Disable vertex buffer (VBO)
640RLAPI void rlEnableVertexBufferElement(unsigned int id); // Enable vertex buffer element (VBO element)
641RLAPI void rlDisableVertexBufferElement(void); // Disable vertex buffer element (VBO element)
642RLAPI void rlEnableVertexAttribute(unsigned int index); // Enable vertex attribute index
643RLAPI void rlDisableVertexAttribute(unsigned int index); // Disable vertex attribute index
644#if defined(GRAPHICS_API_OPENGL_11)
645RLAPI void rlEnableStatePointer(int vertexAttribType, void *buffer); // Enable attribute state pointer
646RLAPI void rlDisableStatePointer(int vertexAttribType); // Disable attribute state pointer
647#endif
648
649// Textures state
650RLAPI void rlActiveTextureSlot(int slot); // Select and active a texture slot
651RLAPI void rlEnableTexture(unsigned int id); // Enable texture
652RLAPI void rlDisableTexture(void); // Disable texture
653RLAPI void rlEnableTextureCubemap(unsigned int id); // Enable texture cubemap
654RLAPI void rlDisableTextureCubemap(void); // Disable texture cubemap
655RLAPI void rlTextureParameters(unsigned int id, int param, int value); // Set texture parameters (filter, wrap)
656RLAPI void rlCubemapParameters(unsigned int id, int param, int value); // Set cubemap parameters (filter, wrap)
657
658// Shader state
659RLAPI void rlEnableShader(unsigned int id); // Enable shader program
660RLAPI void rlDisableShader(void); // Disable shader program
661
662// Framebuffer state
663RLAPI void rlEnableFramebuffer(unsigned int id); // Enable render texture (fbo)
664RLAPI void rlDisableFramebuffer(void); // Disable render texture (fbo), return to default framebuffer
665RLAPI unsigned int rlGetActiveFramebuffer(void); // Get the currently active render texture (fbo), 0 for default framebuffer
666RLAPI void rlActiveDrawBuffers(int count); // Activate multiple draw color buffers
667RLAPI 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
668RLAPI void rlBindFramebuffer(unsigned int target, unsigned int framebuffer); // Bind framebuffer (FBO)
669
670// General render state
671RLAPI void rlEnableColorBlend(void); // Enable color blending
672RLAPI void rlDisableColorBlend(void); // Disable color blending
673RLAPI void rlEnableDepthTest(void); // Enable depth test
674RLAPI void rlDisableDepthTest(void); // Disable depth test
675RLAPI void rlEnableDepthMask(void); // Enable depth write
676RLAPI void rlDisableDepthMask(void); // Disable depth write
677RLAPI void rlEnableBackfaceCulling(void); // Enable backface culling
678RLAPI void rlDisableBackfaceCulling(void); // Disable backface culling
679RLAPI void rlColorMask(bool r, bool g, bool b, bool a); // Color mask control
680RLAPI void rlSetCullFace(int mode); // Set face culling mode
681RLAPI void rlEnableScissorTest(void); // Enable scissor test
682RLAPI void rlDisableScissorTest(void); // Disable scissor test
683RLAPI void rlScissor(int x, int y, int width, int height); // Scissor test
684RLAPI void rlEnableWireMode(void); // Enable wire mode
685RLAPI void rlEnablePointMode(void); // Enable point mode
686RLAPI void rlDisableWireMode(void); // Disable wire (and point) mode
687RLAPI void rlSetLineWidth(float width); // Set the line drawing width
688RLAPI float rlGetLineWidth(void); // Get the line drawing width
689RLAPI void rlEnableSmoothLines(void); // Enable line aliasing
690RLAPI void rlDisableSmoothLines(void); // Disable line aliasing
691RLAPI void rlEnableStereoRender(void); // Enable stereo rendering
692RLAPI void rlDisableStereoRender(void); // Disable stereo rendering
693RLAPI bool rlIsStereoRenderEnabled(void); // Check if stereo render is enabled
694
695RLAPI void rlClearColor(unsigned char r, unsigned char g, unsigned char b, unsigned char a); // Clear color buffer with color
696RLAPI void rlClearScreenBuffers(void); // Clear used screen buffers (color and depth)
697RLAPI void rlCheckErrors(void); // Check and log OpenGL error codes
698RLAPI void rlSetBlendMode(int mode); // Set blending mode
699RLAPI void rlSetBlendFactors(int glSrcFactor, int glDstFactor, int glEquation); // Set blending mode factor and equation (using OpenGL factors)
700RLAPI void rlSetBlendFactorsSeparate(int glSrcRGB, int glDstRGB, int glSrcAlpha, int glDstAlpha, int glEqRGB, int glEqAlpha); // Set blending mode factors and equations separately (using OpenGL factors)
701
702//------------------------------------------------------------------------------------
703// Functions Declaration - rlgl functionality
704//------------------------------------------------------------------------------------
705// rlgl initialization functions
706RLAPI void rlglInit(int width, int height); // Initialize rlgl (buffers, shaders, textures, states)
707RLAPI void rlglClose(void); // De-initialize rlgl (buffers, shaders, textures)
708RLAPI void rlLoadExtensions(void *loader); // Load OpenGL extensions (loader function required)
709RLAPI int rlGetVersion(void); // Get current OpenGL version
710RLAPI void rlSetFramebufferWidth(int width); // Set current framebuffer width
711RLAPI int rlGetFramebufferWidth(void); // Get default framebuffer width
712RLAPI void rlSetFramebufferHeight(int height); // Set current framebuffer height
713RLAPI int rlGetFramebufferHeight(void); // Get default framebuffer height
714
715RLAPI unsigned int rlGetTextureIdDefault(void); // Get default texture id
716RLAPI unsigned int rlGetShaderIdDefault(void); // Get default shader id
717RLAPI int *rlGetShaderLocsDefault(void); // Get default shader locations
718
719// Render batch management
720// NOTE: rlgl provides a default render batch to behave like OpenGL 1.1 immediate mode
721// but this render batch API is exposed in case of custom batches are required
722RLAPI rlRenderBatch rlLoadRenderBatch(int numBuffers, int bufferElements); // Load a render batch system
723RLAPI void rlUnloadRenderBatch(rlRenderBatch batch); // Unload render batch system
724RLAPI void rlDrawRenderBatch(rlRenderBatch *batch); // Draw render batch data (Update->Draw->Reset)
725RLAPI void rlSetRenderBatchActive(rlRenderBatch *batch); // Set the active render batch for rlgl (NULL for default internal)
726RLAPI void rlDrawRenderBatchActive(void); // Update and draw internal render batch
727RLAPI bool rlCheckRenderBatchLimit(int vCount); // Check internal buffer overflow for a given number of vertex
728
729RLAPI void rlSetTexture(unsigned int id); // Set current texture for render batch and check buffers limits
730
731//------------------------------------------------------------------------------------------------------------------------
732
733// Vertex buffers management
734RLAPI unsigned int rlLoadVertexArray(void); // Load vertex array (vao) if supported
735RLAPI unsigned int rlLoadVertexBuffer(const void *buffer, int size, bool dynamic); // Load a vertex buffer object
736RLAPI unsigned int rlLoadVertexBufferElement(const void *buffer, int size, bool dynamic); // Load vertex buffer elements object
737RLAPI void rlUpdateVertexBuffer(unsigned int bufferId, const void *data, int dataSize, int offset); // Update vertex buffer object data on GPU buffer
738RLAPI void rlUpdateVertexBufferElements(unsigned int id, const void *data, int dataSize, int offset); // Update vertex buffer elements data on GPU buffer
739RLAPI void rlUnloadVertexArray(unsigned int vaoId); // Unload vertex array (vao)
740RLAPI void rlUnloadVertexBuffer(unsigned int vboId); // Unload vertex buffer object
741RLAPI void rlSetVertexAttribute(unsigned int index, int compSize, int type, bool normalized, int stride, int offset); // Set vertex attribute data configuration
742RLAPI void rlSetVertexAttributeDivisor(unsigned int index, int divisor); // Set vertex attribute data divisor
743RLAPI void rlSetVertexAttributeDefault(int locIndex, const void *value, int attribType, int count); // Set vertex attribute default value, when attribute to provided
744RLAPI void rlDrawVertexArray(int offset, int count); // Draw vertex array (currently active vao)
745RLAPI void rlDrawVertexArrayElements(int offset, int count, const void *buffer); // Draw vertex array elements
746RLAPI void rlDrawVertexArrayInstanced(int offset, int count, int instances); // Draw vertex array (currently active vao) with instancing
747RLAPI void rlDrawVertexArrayElementsInstanced(int offset, int count, const void *buffer, int instances); // Draw vertex array elements with instancing
748
749// Textures management
750RLAPI unsigned int rlLoadTexture(const void *data, int width, int height, int format, int mipmapCount); // Load texture data
751RLAPI unsigned int rlLoadTextureDepth(int width, int height, bool useRenderBuffer); // Load depth texture/renderbuffer (to be attached to fbo)
752RLAPI unsigned int rlLoadTextureCubemap(const void *data, int size, int format, int mipmapCount); // Load texture cubemap data
753RLAPI 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
754RLAPI void rlGetGlTextureFormats(int format, unsigned int *glInternalFormat, unsigned int *glFormat, unsigned int *glType); // Get OpenGL internal formats
755RLAPI const char *rlGetPixelFormatName(unsigned int format); // Get name string for pixel format
756RLAPI void rlUnloadTexture(unsigned int id); // Unload texture from GPU memory
757RLAPI void rlGenTextureMipmaps(unsigned int id, int width, int height, int format, int *mipmaps); // Generate mipmap data for selected texture
758RLAPI void *rlReadTexturePixels(unsigned int id, int width, int height, int format); // Read texture pixel data
759RLAPI unsigned char *rlReadScreenPixels(int width, int height); // Read screen pixel data (color buffer)
760
761// Framebuffer management (fbo)
762RLAPI unsigned int rlLoadFramebuffer(void); // Load an empty framebuffer
763RLAPI void rlFramebufferAttach(unsigned int fboId, unsigned int texId, int attachType, int texType, int mipLevel); // Attach texture/renderbuffer to a framebuffer
764RLAPI bool rlFramebufferComplete(unsigned int id); // Verify framebuffer is complete
765RLAPI void rlUnloadFramebuffer(unsigned int id); // Delete framebuffer from GPU
766
767// Shaders management
768RLAPI unsigned int rlLoadShaderCode(const char *vsCode, const char *fsCode); // Load shader from code strings
769RLAPI 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)
770RLAPI unsigned int rlLoadShaderProgram(unsigned int vShaderId, unsigned int fShaderId); // Load custom shader program
771RLAPI void rlUnloadShaderProgram(unsigned int id); // Unload shader program
772RLAPI int rlGetLocationUniform(unsigned int shaderId, const char *uniformName); // Get shader location uniform
773RLAPI int rlGetLocationAttrib(unsigned int shaderId, const char *attribName); // Get shader location attribute
774RLAPI void rlSetUniform(int locIndex, const void *value, int uniformType, int count); // Set shader value uniform
775RLAPI void rlSetUniformMatrix(int locIndex, Matrix mat); // Set shader value matrix
776RLAPI void rlSetUniformMatrices(int locIndex, const Matrix *mat, int count); // Set shader value matrices
777RLAPI void rlSetUniformSampler(int locIndex, unsigned int textureId); // Set shader value sampler
778RLAPI void rlSetShader(unsigned int id, int *locs); // Set shader currently active (id and locations)
779
780// Compute shader management
781RLAPI unsigned int rlLoadComputeShaderProgram(unsigned int shaderId); // Load compute shader program
782RLAPI void rlComputeShaderDispatch(unsigned int groupX, unsigned int groupY, unsigned int groupZ); // Dispatch compute shader (equivalent to *draw* for graphics pipeline)
783
784// Shader buffer storage object management (ssbo)
785RLAPI unsigned int rlLoadShaderBuffer(unsigned int size, const void *data, int usageHint); // Load shader storage buffer object (SSBO)
786RLAPI void rlUnloadShaderBuffer(unsigned int ssboId); // Unload shader storage buffer object (SSBO)
787RLAPI void rlUpdateShaderBuffer(unsigned int id, const void *data, unsigned int dataSize, unsigned int offset); // Update SSBO buffer data
788RLAPI void rlBindShaderBuffer(unsigned int id, unsigned int index); // Bind SSBO buffer
789RLAPI void rlReadShaderBuffer(unsigned int id, void *dest, unsigned int count, unsigned int offset); // Read SSBO buffer data (GPU->CPU)
790RLAPI void rlCopyShaderBuffer(unsigned int destId, unsigned int srcId, unsigned int destOffset, unsigned int srcOffset, unsigned int count); // Copy SSBO data between buffers
791RLAPI unsigned int rlGetShaderBufferSize(unsigned int id); // Get SSBO buffer size
792
793// Buffer management
794RLAPI void rlBindImageTexture(unsigned int id, unsigned int index, int format, bool readonly); // Bind image texture
795
796// Matrix state management
797RLAPI Matrix rlGetMatrixModelview(void); // Get internal modelview matrix
798RLAPI Matrix rlGetMatrixProjection(void); // Get internal projection matrix
799RLAPI Matrix rlGetMatrixTransform(void); // Get internal accumulated transform matrix
800RLAPI Matrix rlGetMatrixProjectionStereo(int eye); // Get internal projection matrix for stereo render (selected eye)
801RLAPI Matrix rlGetMatrixViewOffsetStereo(int eye); // Get internal view offset matrix for stereo render (selected eye)
802RLAPI void rlSetMatrixProjection(Matrix proj); // Set a custom projection matrix (replaces internal projection matrix)
803RLAPI void rlSetMatrixModelview(Matrix view); // Set a custom modelview matrix (replaces internal modelview matrix)
804RLAPI void rlSetMatrixProjectionStereo(Matrix right, Matrix left); // Set eyes projection matrices for stereo rendering
805RLAPI void rlSetMatrixViewOffsetStereo(Matrix right, Matrix left); // Set eyes view offsets matrices for stereo rendering
806
807// Quick and dirty cube/quad buffers load->draw->unload
808RLAPI void rlLoadDrawCube(void); // Load and draw a cube
809RLAPI void rlLoadDrawQuad(void); // Load and draw a quad
810
811#if defined(__cplusplus)
812}
813#endif
814
815#endif // RLGL_H
816
817/***********************************************************************************
818*
819* RLGL IMPLEMENTATION
820*
821************************************************************************************/
822
823#if defined(RLGL_IMPLEMENTATION)
824
825// Expose OpenGL functions from glad in raylib
826#if defined(BUILD_LIBTYPE_SHARED)
827 #define GLAD_API_CALL_EXPORT
828 #define GLAD_API_CALL_EXPORT_BUILD
829#endif
830
831#if defined(GRAPHICS_API_OPENGL_11)
832 #if defined(__APPLE__)
833 #include <OpenGL/gl.h> // OpenGL 1.1 library for OSX
834 #include <OpenGL/glext.h> // OpenGL extensions library
835 #else
836 // APIENTRY for OpenGL function pointer declarations is required
837 #if !defined(APIENTRY)
838 #if defined(_WIN32)
839 #define APIENTRY __stdcall
840 #else
841 #define APIENTRY
842 #endif
843 #endif
844 // WINGDIAPI definition. Some Windows OpenGL headers need it
845 #if !defined(WINGDIAPI) && defined(_WIN32)
846 #define WINGDIAPI __declspec(dllimport)
847 #endif
848
849 #include <GL/gl.h> // OpenGL 1.1 library
850 #endif
851#endif
852
853#if defined(GRAPHICS_API_OPENGL_33)
854 #define GLAD_MALLOC RL_MALLOC
855 #define GLAD_FREE RL_FREE
856
857 #define GLAD_GL_IMPLEMENTATION
858 #include "external/glad.h" // GLAD extensions loading library, includes OpenGL headers
859#endif
860
861#if defined(GRAPHICS_API_OPENGL_ES3)
862 #include <GLES3/gl3.h> // OpenGL ES 3.0 library
863 #define GL_GLEXT_PROTOTYPES
864 #include <GLES2/gl2ext.h> // OpenGL ES 2.0 extensions library
865#elif defined(GRAPHICS_API_OPENGL_ES2)
866 // NOTE: OpenGL ES 2.0 can be enabled on Desktop platforms,
867 // in that case, functions are loaded from a custom glad for OpenGL ES 2.0
868 #if defined(PLATFORM_DESKTOP_GLFW) || defined(PLATFORM_DESKTOP_SDL)
869 #define GLAD_GLES2_IMPLEMENTATION
870 #include "external/glad_gles2.h"
871 #else
872 #define GL_GLEXT_PROTOTYPES
873 //#include <EGL/egl.h> // EGL library -> not required, platform layer
874 #include <GLES2/gl2.h> // OpenGL ES 2.0 library
875 #include <GLES2/gl2ext.h> // OpenGL ES 2.0 extensions library
876 #endif
877
878 // It seems OpenGL ES 2.0 instancing entry points are not defined on Raspberry Pi
879 // provided headers (despite being defined in official Khronos GLES2 headers)
880 #if defined(PLATFORM_DRM)
881 typedef void (GL_APIENTRYP PFNGLDRAWARRAYSINSTANCEDEXTPROC) (GLenum mode, GLint start, GLsizei count, GLsizei primcount);
882 typedef void (GL_APIENTRYP PFNGLDRAWELEMENTSINSTANCEDEXTPROC) (GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei primcount);
883 typedef void (GL_APIENTRYP PFNGLVERTEXATTRIBDIVISOREXTPROC) (GLuint index, GLuint divisor);
884 #endif
885#endif
886
887#include <stdlib.h> // Required for: malloc(), free()
888#include <string.h> // Required for: strcmp(), strlen() [Used in rlglInit(), on extensions loading]
889#include <math.h> // Required for: sqrtf(), sinf(), cosf(), floor(), log()
890
891//----------------------------------------------------------------------------------
892// Defines and Macros
893//----------------------------------------------------------------------------------
894#ifndef PI
895 #define PI 3.14159265358979323846f
896#endif
897#ifndef DEG2RAD
898 #define DEG2RAD (PI/180.0f)
899#endif
900#ifndef RAD2DEG
901 #define RAD2DEG (180.0f/PI)
902#endif
903
904#ifndef GL_SHADING_LANGUAGE_VERSION
905 #define GL_SHADING_LANGUAGE_VERSION 0x8B8C
906#endif
907
908#ifndef GL_COMPRESSED_RGB_S3TC_DXT1_EXT
909 #define GL_COMPRESSED_RGB_S3TC_DXT1_EXT 0x83F0
910#endif
911#ifndef GL_COMPRESSED_RGBA_S3TC_DXT1_EXT
912 #define GL_COMPRESSED_RGBA_S3TC_DXT1_EXT 0x83F1
913#endif
914#ifndef GL_COMPRESSED_RGBA_S3TC_DXT3_EXT
915 #define GL_COMPRESSED_RGBA_S3TC_DXT3_EXT 0x83F2
916#endif
917#ifndef GL_COMPRESSED_RGBA_S3TC_DXT5_EXT
918 #define GL_COMPRESSED_RGBA_S3TC_DXT5_EXT 0x83F3
919#endif
920#ifndef GL_ETC1_RGB8_OES
921 #define GL_ETC1_RGB8_OES 0x8D64
922#endif
923#ifndef GL_COMPRESSED_RGB8_ETC2
924 #define GL_COMPRESSED_RGB8_ETC2 0x9274
925#endif
926#ifndef GL_COMPRESSED_RGBA8_ETC2_EAC
927 #define GL_COMPRESSED_RGBA8_ETC2_EAC 0x9278
928#endif
929#ifndef GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG
930 #define GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG 0x8C00
931#endif
932#ifndef GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG
933 #define GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG 0x8C02
934#endif
935#ifndef GL_COMPRESSED_RGBA_ASTC_4x4_KHR
936 #define GL_COMPRESSED_RGBA_ASTC_4x4_KHR 0x93b0
937#endif
938#ifndef GL_COMPRESSED_RGBA_ASTC_8x8_KHR
939 #define GL_COMPRESSED_RGBA_ASTC_8x8_KHR 0x93b7
940#endif
941
942#ifndef GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT
943 #define GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT 0x84FF
944#endif
945#ifndef GL_TEXTURE_MAX_ANISOTROPY_EXT
946 #define GL_TEXTURE_MAX_ANISOTROPY_EXT 0x84FE
947#endif
948
949#ifndef GL_PROGRAM_POINT_SIZE
950 #define GL_PROGRAM_POINT_SIZE 0x8642
951#endif
952
953#ifndef GL_LINE_WIDTH
954 #define GL_LINE_WIDTH 0x0B21
955#endif
956
957#if defined(GRAPHICS_API_OPENGL_11)
958 #define GL_UNSIGNED_SHORT_5_6_5 0x8363
959 #define GL_UNSIGNED_SHORT_5_5_5_1 0x8034
960 #define GL_UNSIGNED_SHORT_4_4_4_4 0x8033
961#endif
962
963#if defined(GRAPHICS_API_OPENGL_21)
964 #define GL_LUMINANCE 0x1909
965 #define GL_LUMINANCE_ALPHA 0x190A
966#endif
967
968#if defined(GRAPHICS_API_OPENGL_ES2)
969 #define glClearDepth glClearDepthf
970 #if !defined(GRAPHICS_API_OPENGL_ES3)
971 #define GL_READ_FRAMEBUFFER GL_FRAMEBUFFER
972 #define GL_DRAW_FRAMEBUFFER GL_FRAMEBUFFER
973 #endif
974#endif
975
976// Default shader vertex attribute names to set location points
977#ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_POSITION
978 #define RL_DEFAULT_SHADER_ATTRIB_NAME_POSITION "vertexPosition" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_NAME_POSITION
979#endif
980#ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD
981 #define RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD "vertexTexCoord" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD
982#endif
983#ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_NORMAL
984 #define RL_DEFAULT_SHADER_ATTRIB_NAME_NORMAL "vertexNormal" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_NAME_NORMAL
985#endif
986#ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR
987 #define RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR "vertexColor" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR
988#endif
989#ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_TANGENT
990 #define RL_DEFAULT_SHADER_ATTRIB_NAME_TANGENT "vertexTangent" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_NAME_TANGENT
991#endif
992#ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2
993 #define RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2 "vertexTexCoord2" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2
994#endif
995#ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_BONEIDS
996 #define RL_DEFAULT_SHADER_ATTRIB_NAME_BONEIDS "vertexBoneIds" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_NAME_BONEIDS
997#endif
998#ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_BONEWEIGHTS
999 #define RL_DEFAULT_SHADER_ATTRIB_NAME_BONEWEIGHTS "vertexBoneWeights" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_NAME_BONEWEIGHTS
1000#endif
1001
1002#ifndef RL_DEFAULT_SHADER_UNIFORM_NAME_MVP
1003 #define RL_DEFAULT_SHADER_UNIFORM_NAME_MVP "mvp" // model-view-projection matrix
1004#endif
1005#ifndef RL_DEFAULT_SHADER_UNIFORM_NAME_VIEW
1006 #define RL_DEFAULT_SHADER_UNIFORM_NAME_VIEW "matView" // view matrix
1007#endif
1008#ifndef RL_DEFAULT_SHADER_UNIFORM_NAME_PROJECTION
1009 #define RL_DEFAULT_SHADER_UNIFORM_NAME_PROJECTION "matProjection" // projection matrix
1010#endif
1011#ifndef RL_DEFAULT_SHADER_UNIFORM_NAME_MODEL
1012 #define RL_DEFAULT_SHADER_UNIFORM_NAME_MODEL "matModel" // model matrix
1013#endif
1014#ifndef RL_DEFAULT_SHADER_UNIFORM_NAME_NORMAL
1015 #define RL_DEFAULT_SHADER_UNIFORM_NAME_NORMAL "matNormal" // normal matrix (transpose(inverse(matModelView))
1016#endif
1017#ifndef RL_DEFAULT_SHADER_UNIFORM_NAME_COLOR
1018 #define RL_DEFAULT_SHADER_UNIFORM_NAME_COLOR "colDiffuse" // color diffuse (base tint color, multiplied by texture color)
1019#endif
1020#ifndef RL_DEFAULT_SHADER_UNIFORM_NAME_BONE_MATRICES
1021 #define RL_DEFAULT_SHADER_UNIFORM_NAME_BONE_MATRICES "boneMatrices" // bone matrices
1022#endif
1023#ifndef RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE0
1024 #define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE0 "texture0" // texture0 (texture slot active 0)
1025#endif
1026#ifndef RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE1
1027 #define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE1 "texture1" // texture1 (texture slot active 1)
1028#endif
1029#ifndef RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE2
1030 #define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE2 "texture2" // texture2 (texture slot active 2)
1031#endif
1032
1033//----------------------------------------------------------------------------------
1034// Types and Structures Definition
1035//----------------------------------------------------------------------------------
1036#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
1037typedef struct rlglData {
1038 rlRenderBatch *currentBatch; // Current render batch
1039 rlRenderBatch defaultBatch; // Default internal render batch
1040
1041 struct {
1042 int vertexCounter; // Current active render batch vertex counter (generic, used for all batches)
1043 float texcoordx, texcoordy; // Current active texture coordinate (added on glVertex*())
1044 float normalx, normaly, normalz; // Current active normal (added on glVertex*())
1045 unsigned char colorr, colorg, colorb, colora; // Current active color (added on glVertex*())
1046
1047 int currentMatrixMode; // Current matrix mode
1048 Matrix *currentMatrix; // Current matrix pointer
1049 Matrix modelview; // Default modelview matrix
1050 Matrix projection; // Default projection matrix
1051 Matrix transform; // Transform matrix to be used with rlTranslate, rlRotate, rlScale
1052 bool transformRequired; // Require transform matrix application to current draw-call vertex (if required)
1053 Matrix stack[RL_MAX_MATRIX_STACK_SIZE];// Matrix stack for push/pop
1054 int stackCounter; // Matrix stack counter
1055
1056 unsigned int defaultTextureId; // Default texture used on shapes/poly drawing (required by shader)
1057 unsigned int activeTextureId[RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS]; // Active texture ids to be enabled on batch drawing (0 active by default)
1058 unsigned int defaultVShaderId; // Default vertex shader id (used by default shader program)
1059 unsigned int defaultFShaderId; // Default fragment shader id (used by default shader program)
1060 unsigned int defaultShaderId; // Default shader program id, supports vertex color and diffuse texture
1061 int *defaultShaderLocs; // Default shader locations pointer to be used on rendering
1062 unsigned int currentShaderId; // Current shader id to be used on rendering (by default, defaultShaderId)
1063 int *currentShaderLocs; // Current shader locations pointer to be used on rendering (by default, defaultShaderLocs)
1064
1065 bool stereoRender; // Stereo rendering flag
1066 Matrix projectionStereo[2]; // VR stereo rendering eyes projection matrices
1067 Matrix viewOffsetStereo[2]; // VR stereo rendering eyes view offset matrices
1068
1069 // Blending variables
1070 int currentBlendMode; // Blending mode active
1071 int glBlendSrcFactor; // Blending source factor
1072 int glBlendDstFactor; // Blending destination factor
1073 int glBlendEquation; // Blending equation
1074 int glBlendSrcFactorRGB; // Blending source RGB factor
1075 int glBlendDestFactorRGB; // Blending destination RGB factor
1076 int glBlendSrcFactorAlpha; // Blending source alpha factor
1077 int glBlendDestFactorAlpha; // Blending destination alpha factor
1078 int glBlendEquationRGB; // Blending equation for RGB
1079 int glBlendEquationAlpha; // Blending equation for alpha
1080 bool glCustomBlendModeModified; // Custom blending factor and equation modification status
1081
1082 int framebufferWidth; // Current framebuffer width
1083 int framebufferHeight; // Current framebuffer height
1084
1085 } State; // Renderer state
1086 struct {
1087 bool vao; // VAO support (OpenGL ES2 could not support VAO extension) (GL_ARB_vertex_array_object)
1088 bool instancing; // Instancing supported (GL_ANGLE_instanced_arrays, GL_EXT_draw_instanced + GL_EXT_instanced_arrays)
1089 bool texNPOT; // NPOT textures full support (GL_ARB_texture_non_power_of_two, GL_OES_texture_npot)
1090 bool texDepth; // Depth textures supported (GL_ARB_depth_texture, GL_OES_depth_texture)
1091 bool texDepthWebGL; // Depth textures supported WebGL specific (GL_WEBGL_depth_texture)
1092 bool texFloat32; // float textures support (32 bit per channel) (GL_OES_texture_float)
1093 bool texFloat16; // half float textures support (16 bit per channel) (GL_OES_texture_half_float)
1094 bool texCompDXT; // DDS texture compression support (GL_EXT_texture_compression_s3tc, GL_WEBGL_compressed_texture_s3tc, GL_WEBKIT_WEBGL_compressed_texture_s3tc)
1095 bool texCompETC1; // ETC1 texture compression support (GL_OES_compressed_ETC1_RGB8_texture, GL_WEBGL_compressed_texture_etc1)
1096 bool texCompETC2; // ETC2/EAC texture compression support (GL_ARB_ES3_compatibility)
1097 bool texCompPVRT; // PVR texture compression support (GL_IMG_texture_compression_pvrtc)
1098 bool texCompASTC; // ASTC texture compression support (GL_KHR_texture_compression_astc_hdr, GL_KHR_texture_compression_astc_ldr)
1099 bool texMirrorClamp; // Clamp mirror wrap mode supported (GL_EXT_texture_mirror_clamp)
1100 bool texAnisoFilter; // Anisotropic texture filtering support (GL_EXT_texture_filter_anisotropic)
1101 bool computeShader; // Compute shaders support (GL_ARB_compute_shader)
1102 bool ssbo; // Shader storage buffer object support (GL_ARB_shader_storage_buffer_object)
1103
1104 float maxAnisotropyLevel; // Maximum anisotropy level supported (minimum is 2.0f)
1105 int maxDepthBits; // Maximum bits for depth component
1106
1107 } ExtSupported; // Extensions supported flags
1108} rlglData;
1109
1110typedef void *(*rlglLoadProc)(const char *name); // OpenGL extension functions loader signature (same as GLADloadproc)
1111
1112#endif // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2
1113
1114//----------------------------------------------------------------------------------
1115// Global Variables Definition
1116//----------------------------------------------------------------------------------
1117static double rlCullDistanceNear = RL_CULL_DISTANCE_NEAR;
1118static double rlCullDistanceFar = RL_CULL_DISTANCE_FAR;
1119
1120#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
1121static rlglData RLGL = { 0 };
1122#endif // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2
1123
1124#if defined(GRAPHICS_API_OPENGL_ES2) && !defined(GRAPHICS_API_OPENGL_ES3)
1125// NOTE: VAO functionality is exposed through extensions (OES)
1126static PFNGLGENVERTEXARRAYSOESPROC glGenVertexArrays = NULL;
1127static PFNGLBINDVERTEXARRAYOESPROC glBindVertexArray = NULL;
1128static PFNGLDELETEVERTEXARRAYSOESPROC glDeleteVertexArrays = NULL;
1129
1130// NOTE: Instancing functionality could also be available through extension
1131static PFNGLDRAWARRAYSINSTANCEDEXTPROC glDrawArraysInstanced = NULL;
1132static PFNGLDRAWELEMENTSINSTANCEDEXTPROC glDrawElementsInstanced = NULL;
1133static PFNGLVERTEXATTRIBDIVISOREXTPROC glVertexAttribDivisor = NULL;
1134#endif
1135
1136//----------------------------------------------------------------------------------
1137// Module specific Functions Declaration
1138//----------------------------------------------------------------------------------
1139#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
1140static void rlLoadShaderDefault(void); // Load default shader
1141static void rlUnloadShaderDefault(void); // Unload default shader
1142#if defined(RLGL_SHOW_GL_DETAILS_INFO)
1143static const char *rlGetCompressedFormatName(int format); // Get compressed format official GL identifier name
1144#endif // RLGL_SHOW_GL_DETAILS_INFO
1145#endif // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2
1146
1147static int rlGetPixelDataSize(int width, int height, int format); // Get pixel data size in bytes (image or texture)
1148
1149// Auxiliar matrix math functions
1150typedef struct rl_float16 {
1151 float v[16];
1152} rl_float16;
1153static rl_float16 rlMatrixToFloatV(Matrix mat); // Get float array of matrix data
1154#define rlMatrixToFloat(mat) (rlMatrixToFloatV(mat).v) // Get float vector for Matrix
1155static Matrix rlMatrixIdentity(void); // Get identity matrix
1156static Matrix rlMatrixMultiply(Matrix left, Matrix right); // Multiply two matrices
1157static Matrix rlMatrixTranspose(Matrix mat); // Transposes provided matrix
1158static Matrix rlMatrixInvert(Matrix mat); // Invert provided matrix
1159
1160//----------------------------------------------------------------------------------
1161// Module Functions Definition - Matrix operations
1162//----------------------------------------------------------------------------------
1163
1164#if defined(GRAPHICS_API_OPENGL_11)
1165// Fallback to OpenGL 1.1 function calls
1166//---------------------------------------
1167void rlMatrixMode(int mode)
1168{
1169 switch (mode)
1170 {
1171 case RL_PROJECTION: glMatrixMode(GL_PROJECTION); break;
1172 case RL_MODELVIEW: glMatrixMode(GL_MODELVIEW); break;
1173 case RL_TEXTURE: glMatrixMode(GL_TEXTURE); break;
1174 default: break;
1175 }
1176}
1177
1178void rlFrustum(double left, double right, double bottom, double top, double znear, double zfar)
1179{
1180 glFrustum(left, right, bottom, top, znear, zfar);
1181}
1182
1183void rlOrtho(double left, double right, double bottom, double top, double znear, double zfar)
1184{
1185 glOrtho(left, right, bottom, top, znear, zfar);
1186}
1187
1188void rlPushMatrix(void) { glPushMatrix(); }
1189void rlPopMatrix(void) { glPopMatrix(); }
1190void rlLoadIdentity(void) { glLoadIdentity(); }
1191void rlTranslatef(float x, float y, float z) { glTranslatef(x, y, z); }
1192void rlRotatef(float angle, float x, float y, float z) { glRotatef(angle, x, y, z); }
1193void rlScalef(float x, float y, float z) { glScalef(x, y, z); }
1194void rlMultMatrixf(const float *matf) { glMultMatrixf(matf); }
1195#endif
1196#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
1197// Choose the current matrix to be transformed
1198void rlMatrixMode(int mode)
1199{
1200 if (mode == RL_PROJECTION) RLGL.State.currentMatrix = &RLGL.State.projection;
1201 else if (mode == RL_MODELVIEW) RLGL.State.currentMatrix = &RLGL.State.modelview;
1202 //else if (mode == RL_TEXTURE) // Not supported
1203
1204 RLGL.State.currentMatrixMode = mode;
1205}
1206
1207// Push the current matrix into RLGL.State.stack
1208void rlPushMatrix(void)
1209{
1210 if (RLGL.State.stackCounter >= RL_MAX_MATRIX_STACK_SIZE) TRACELOG(RL_LOG_ERROR, "RLGL: Matrix stack overflow (RL_MAX_MATRIX_STACK_SIZE)");
1211
1212 if (RLGL.State.currentMatrixMode == RL_MODELVIEW)
1213 {
1214 RLGL.State.transformRequired = true;
1215 RLGL.State.currentMatrix = &RLGL.State.transform;
1216 }
1217
1218 RLGL.State.stack[RLGL.State.stackCounter] = *RLGL.State.currentMatrix;
1219 RLGL.State.stackCounter++;
1220}
1221
1222// Pop lattest inserted matrix from RLGL.State.stack
1223void rlPopMatrix(void)
1224{
1225 if (RLGL.State.stackCounter > 0)
1226 {
1227 Matrix mat = RLGL.State.stack[RLGL.State.stackCounter - 1];
1228 *RLGL.State.currentMatrix = mat;
1229 RLGL.State.stackCounter--;
1230 }
1231
1232 if ((RLGL.State.stackCounter == 0) && (RLGL.State.currentMatrixMode == RL_MODELVIEW))
1233 {
1234 RLGL.State.currentMatrix = &RLGL.State.modelview;
1235 RLGL.State.transformRequired = false;
1236 }
1237}
1238
1239// Reset current matrix to identity matrix
1240void rlLoadIdentity(void)
1241{
1242 *RLGL.State.currentMatrix = rlMatrixIdentity();
1243}
1244
1245// Multiply the current matrix by a translation matrix
1246void rlTranslatef(float x, float y, float z)
1247{
1248 Matrix matTranslation = {
1249 1.0f, 0.0f, 0.0f, x,
1250 0.0f, 1.0f, 0.0f, y,
1251 0.0f, 0.0f, 1.0f, z,
1252 0.0f, 0.0f, 0.0f, 1.0f
1253 };
1254
1255 // NOTE: We transpose matrix with multiplication order
1256 *RLGL.State.currentMatrix = rlMatrixMultiply(matTranslation, *RLGL.State.currentMatrix);
1257}
1258
1259// Multiply the current matrix by a rotation matrix
1260// NOTE: The provided angle must be in degrees
1261void rlRotatef(float angle, float x, float y, float z)
1262{
1263 Matrix matRotation = rlMatrixIdentity();
1264
1265 // Axis vector (x, y, z) normalization
1266 float lengthSquared = x*x + y*y + z*z;
1267 if ((lengthSquared != 1.0f) && (lengthSquared != 0.0f))
1268 {
1269 float inverseLength = 1.0f/sqrtf(lengthSquared);
1270 x *= inverseLength;
1271 y *= inverseLength;
1272 z *= inverseLength;
1273 }
1274
1275 // Rotation matrix generation
1276 float sinres = sinf(DEG2RAD*angle);
1277 float cosres = cosf(DEG2RAD*angle);
1278 float t = 1.0f - cosres;
1279
1280 matRotation.m0 = x*x*t + cosres;
1281 matRotation.m1 = y*x*t + z*sinres;
1282 matRotation.m2 = z*x*t - y*sinres;
1283 matRotation.m3 = 0.0f;
1284
1285 matRotation.m4 = x*y*t - z*sinres;
1286 matRotation.m5 = y*y*t + cosres;
1287 matRotation.m6 = z*y*t + x*sinres;
1288 matRotation.m7 = 0.0f;
1289
1290 matRotation.m8 = x*z*t + y*sinres;
1291 matRotation.m9 = y*z*t - x*sinres;
1292 matRotation.m10 = z*z*t + cosres;
1293 matRotation.m11 = 0.0f;
1294
1295 matRotation.m12 = 0.0f;
1296 matRotation.m13 = 0.0f;
1297 matRotation.m14 = 0.0f;
1298 matRotation.m15 = 1.0f;
1299
1300 // NOTE: We transpose matrix with multiplication order
1301 *RLGL.State.currentMatrix = rlMatrixMultiply(matRotation, *RLGL.State.currentMatrix);
1302}
1303
1304// Multiply the current matrix by a scaling matrix
1305void rlScalef(float x, float y, float z)
1306{
1307 Matrix matScale = {
1308 x, 0.0f, 0.0f, 0.0f,
1309 0.0f, y, 0.0f, 0.0f,
1310 0.0f, 0.0f, z, 0.0f,
1311 0.0f, 0.0f, 0.0f, 1.0f
1312 };
1313
1314 // NOTE: We transpose matrix with multiplication order
1315 *RLGL.State.currentMatrix = rlMatrixMultiply(matScale, *RLGL.State.currentMatrix);
1316}
1317
1318// Multiply the current matrix by another matrix
1319void rlMultMatrixf(const float *matf)
1320{
1321 // Matrix creation from array
1322 Matrix mat = { matf[0], matf[4], matf[8], matf[12],
1323 matf[1], matf[5], matf[9], matf[13],
1324 matf[2], matf[6], matf[10], matf[14],
1325 matf[3], matf[7], matf[11], matf[15] };
1326
1327 *RLGL.State.currentMatrix = rlMatrixMultiply(mat, *RLGL.State.currentMatrix);
1328}
1329
1330// Multiply the current matrix by a perspective matrix generated by parameters
1331void rlFrustum(double left, double right, double bottom, double top, double znear, double zfar)
1332{
1333 Matrix matFrustum = { 0 };
1334
1335 float rl = (float)(right - left);
1336 float tb = (float)(top - bottom);
1337 float fn = (float)(zfar - znear);
1338
1339 matFrustum.m0 = ((float) znear*2.0f)/rl;
1340 matFrustum.m1 = 0.0f;
1341 matFrustum.m2 = 0.0f;
1342 matFrustum.m3 = 0.0f;
1343
1344 matFrustum.m4 = 0.0f;
1345 matFrustum.m5 = ((float) znear*2.0f)/tb;
1346 matFrustum.m6 = 0.0f;
1347 matFrustum.m7 = 0.0f;
1348
1349 matFrustum.m8 = ((float)right + (float)left)/rl;
1350 matFrustum.m9 = ((float)top + (float)bottom)/tb;
1351 matFrustum.m10 = -((float)zfar + (float)znear)/fn;
1352 matFrustum.m11 = -1.0f;
1353
1354 matFrustum.m12 = 0.0f;
1355 matFrustum.m13 = 0.0f;
1356 matFrustum.m14 = -((float)zfar*(float)znear*2.0f)/fn;
1357 matFrustum.m15 = 0.0f;
1358
1359 *RLGL.State.currentMatrix = rlMatrixMultiply(*RLGL.State.currentMatrix, matFrustum);
1360}
1361
1362// Multiply the current matrix by an orthographic matrix generated by parameters
1363void rlOrtho(double left, double right, double bottom, double top, double znear, double zfar)
1364{
1365 // NOTE: If left-right and top-botton values are equal it could create a division by zero,
1366 // response to it is platform/compiler dependant
1367 Matrix matOrtho = { 0 };
1368
1369 float rl = (float)(right - left);
1370 float tb = (float)(top - bottom);
1371 float fn = (float)(zfar - znear);
1372
1373 matOrtho.m0 = 2.0f/rl;
1374 matOrtho.m1 = 0.0f;
1375 matOrtho.m2 = 0.0f;
1376 matOrtho.m3 = 0.0f;
1377 matOrtho.m4 = 0.0f;
1378 matOrtho.m5 = 2.0f/tb;
1379 matOrtho.m6 = 0.0f;
1380 matOrtho.m7 = 0.0f;
1381 matOrtho.m8 = 0.0f;
1382 matOrtho.m9 = 0.0f;
1383 matOrtho.m10 = -2.0f/fn;
1384 matOrtho.m11 = 0.0f;
1385 matOrtho.m12 = -((float)left + (float)right)/rl;
1386 matOrtho.m13 = -((float)top + (float)bottom)/tb;
1387 matOrtho.m14 = -((float)zfar + (float)znear)/fn;
1388 matOrtho.m15 = 1.0f;
1389
1390 *RLGL.State.currentMatrix = rlMatrixMultiply(*RLGL.State.currentMatrix, matOrtho);
1391}
1392#endif
1393
1394// Set the viewport area (transformation from normalized device coordinates to window coordinates)
1395// NOTE: We store current viewport dimensions
1396void rlViewport(int x, int y, int width, int height)
1397{
1398 glViewport(x, y, width, height);
1399}
1400
1401// Set clip planes distances
1402void rlSetClipPlanes(double nearPlane, double farPlane)
1403{
1404 rlCullDistanceNear = nearPlane;
1405 rlCullDistanceFar = farPlane;
1406}
1407
1408// Get cull plane distance near
1409double rlGetCullDistanceNear(void)
1410{
1411 return rlCullDistanceNear;
1412}
1413
1414// Get cull plane distance far
1415double rlGetCullDistanceFar(void)
1416{
1417 return rlCullDistanceFar;
1418}
1419
1420//----------------------------------------------------------------------------------
1421// Module Functions Definition - Vertex level operations
1422//----------------------------------------------------------------------------------
1423#if defined(GRAPHICS_API_OPENGL_11)
1424// Fallback to OpenGL 1.1 function calls
1425//---------------------------------------
1426void rlBegin(int mode)
1427{
1428 switch (mode)
1429 {
1430 case RL_LINES: glBegin(GL_LINES); break;
1431 case RL_TRIANGLES: glBegin(GL_TRIANGLES); break;
1432 case RL_QUADS: glBegin(GL_QUADS); break;
1433 default: break;
1434 }
1435}
1436
1437void rlEnd(void) { glEnd(); }
1438void rlVertex2i(int x, int y) { glVertex2i(x, y); }
1439void rlVertex2f(float x, float y) { glVertex2f(x, y); }
1440void rlVertex3f(float x, float y, float z) { glVertex3f(x, y, z); }
1441void rlTexCoord2f(float x, float y) { glTexCoord2f(x, y); }
1442void rlNormal3f(float x, float y, float z) { glNormal3f(x, y, z); }
1443void rlColor4ub(unsigned char r, unsigned char g, unsigned char b, unsigned char a) { glColor4ub(r, g, b, a); }
1444void rlColor3f(float x, float y, float z) { glColor3f(x, y, z); }
1445void rlColor4f(float x, float y, float z, float w) { glColor4f(x, y, z, w); }
1446#endif
1447#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
1448// Initialize drawing mode (how to organize vertex)
1449void rlBegin(int mode)
1450{
1451 // Draw mode can be RL_LINES, RL_TRIANGLES and RL_QUADS
1452 // NOTE: In all three cases, vertex are accumulated over default internal vertex buffer
1453 if (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].mode != mode)
1454 {
1455 if (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount > 0)
1456 {
1457 // Make sure current RLGL.currentBatch->draws[i].vertexCount is aligned a multiple of 4,
1458 // that way, following QUADS drawing will keep aligned with index processing
1459 // It implies adding some extra alignment vertex at the end of the draw,
1460 // those vertex are not processed but they are considered as an additional offset
1461 // for the next set of vertex to be drawn
1462 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);
1463 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)));
1464 else RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexAlignment = 0;
1465
1466 if (!rlCheckRenderBatchLimit(RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexAlignment))
1467 {
1468 RLGL.State.vertexCounter += RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexAlignment;
1469 RLGL.currentBatch->drawCounter++;
1470 }
1471 }
1472
1473 if (RLGL.currentBatch->drawCounter >= RL_DEFAULT_BATCH_DRAWCALLS) rlDrawRenderBatch(RLGL.currentBatch);
1474
1475 RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].mode = mode;
1476 RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount = 0;
1477 RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].textureId = RLGL.State.defaultTextureId;
1478 }
1479}
1480
1481// Finish vertex providing
1482void rlEnd(void)
1483{
1484 // NOTE: Depth increment is dependant on rlOrtho(): z-near and z-far values,
1485 // as well as depth buffer bit-depth (16bit or 24bit or 32bit)
1486 // Correct increment formula would be: depthInc = (zfar - znear)/pow(2, bits)
1487 RLGL.currentBatch->currentDepth += (1.0f/20000.0f);
1488}
1489
1490// Define one vertex (position)
1491// NOTE: Vertex position data is the basic information required for drawing
1492void rlVertex3f(float x, float y, float z)
1493{
1494 float tx = x;
1495 float ty = y;
1496 float tz = z;
1497
1498 // Transform provided vector if required
1499 if (RLGL.State.transformRequired)
1500 {
1501 tx = RLGL.State.transform.m0*x + RLGL.State.transform.m4*y + RLGL.State.transform.m8*z + RLGL.State.transform.m12;
1502 ty = RLGL.State.transform.m1*x + RLGL.State.transform.m5*y + RLGL.State.transform.m9*z + RLGL.State.transform.m13;
1503 tz = RLGL.State.transform.m2*x + RLGL.State.transform.m6*y + RLGL.State.transform.m10*z + RLGL.State.transform.m14;
1504 }
1505
1506 // WARNING: We can't break primitives when launching a new batch
1507 // RL_LINES comes in pairs, RL_TRIANGLES come in groups of 3 vertices and RL_QUADS come in groups of 4 vertices
1508 // 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
1509 if (RLGL.State.vertexCounter > (RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].elementCount*4 - 4))
1510 {
1511 if ((RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].mode == RL_LINES) &&
1512 (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount%2 == 0))
1513 {
1514 // Reached the maximum number of vertices for RL_LINES drawing
1515 // Launch a draw call but keep current state for next vertices comming
1516 // NOTE: We add +1 vertex to the check for security
1517 rlCheckRenderBatchLimit(2 + 1);
1518 }
1519 else if ((RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].mode == RL_TRIANGLES) &&
1520 (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount%3 == 0))
1521 {
1522 rlCheckRenderBatchLimit(3 + 1);
1523 }
1524 else if ((RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].mode == RL_QUADS) &&
1525 (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount%4 == 0))
1526 {
1527 rlCheckRenderBatchLimit(4 + 1);
1528 }
1529 }
1530
1531 // Add vertices
1532 RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vertices[3*RLGL.State.vertexCounter] = tx;
1533 RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vertices[3*RLGL.State.vertexCounter + 1] = ty;
1534 RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vertices[3*RLGL.State.vertexCounter + 2] = tz;
1535
1536 // Add current texcoord
1537 RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].texcoords[2*RLGL.State.vertexCounter] = RLGL.State.texcoordx;
1538 RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].texcoords[2*RLGL.State.vertexCounter + 1] = RLGL.State.texcoordy;
1539
1540 // Add current normal
1541 RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].normals[3*RLGL.State.vertexCounter] = RLGL.State.normalx;
1542 RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].normals[3*RLGL.State.vertexCounter + 1] = RLGL.State.normaly;
1543 RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].normals[3*RLGL.State.vertexCounter + 2] = RLGL.State.normalz;
1544
1545 // Add current color
1546 RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].colors[4*RLGL.State.vertexCounter] = RLGL.State.colorr;
1547 RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].colors[4*RLGL.State.vertexCounter + 1] = RLGL.State.colorg;
1548 RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].colors[4*RLGL.State.vertexCounter + 2] = RLGL.State.colorb;
1549 RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].colors[4*RLGL.State.vertexCounter + 3] = RLGL.State.colora;
1550
1551 RLGL.State.vertexCounter++;
1552 RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount++;
1553}
1554
1555// Define one vertex (position)
1556void rlVertex2f(float x, float y)
1557{
1558 rlVertex3f(x, y, RLGL.currentBatch->currentDepth);
1559}
1560
1561// Define one vertex (position)
1562void rlVertex2i(int x, int y)
1563{
1564 rlVertex3f((float)x, (float)y, RLGL.currentBatch->currentDepth);
1565}
1566
1567// Define one vertex (texture coordinate)
1568// NOTE: Texture coordinates are limited to QUADS only
1569void rlTexCoord2f(float x, float y)
1570{
1571 RLGL.State.texcoordx = x;
1572 RLGL.State.texcoordy = y;
1573}
1574
1575// Define one vertex (normal)
1576// NOTE: Normals limited to TRIANGLES only?
1577void rlNormal3f(float x, float y, float z)
1578{
1579 float normalx = x;
1580 float normaly = y;
1581 float normalz = z;
1582 if (RLGL.State.transformRequired)
1583 {
1584 normalx = RLGL.State.transform.m0*x + RLGL.State.transform.m4*y + RLGL.State.transform.m8*z;
1585 normaly = RLGL.State.transform.m1*x + RLGL.State.transform.m5*y + RLGL.State.transform.m9*z;
1586 normalz = RLGL.State.transform.m2*x + RLGL.State.transform.m6*y + RLGL.State.transform.m10*z;
1587 }
1588 float length = sqrtf(normalx*normalx + normaly*normaly + normalz*normalz);
1589 if (length != 0.0f)
1590 {
1591 float ilength = 1.0f/length;
1592 normalx *= ilength;
1593 normaly *= ilength;
1594 normalz *= ilength;
1595 }
1596 RLGL.State.normalx = normalx;
1597 RLGL.State.normaly = normaly;
1598 RLGL.State.normalz = normalz;
1599}
1600
1601// Define one vertex (color)
1602void rlColor4ub(unsigned char x, unsigned char y, unsigned char z, unsigned char w)
1603{
1604 RLGL.State.colorr = x;
1605 RLGL.State.colorg = y;
1606 RLGL.State.colorb = z;
1607 RLGL.State.colora = w;
1608}
1609
1610// Define one vertex (color)
1611void rlColor4f(float r, float g, float b, float a)
1612{
1613 rlColor4ub((unsigned char)(r*255), (unsigned char)(g*255), (unsigned char)(b*255), (unsigned char)(a*255));
1614}
1615
1616// Define one vertex (color)
1617void rlColor3f(float x, float y, float z)
1618{
1619 rlColor4ub((unsigned char)(x*255), (unsigned char)(y*255), (unsigned char)(z*255), 255);
1620}
1621
1622#endif
1623
1624//--------------------------------------------------------------------------------------
1625// Module Functions Definition - OpenGL style functions (common to 1.1, 3.3+, ES2)
1626//--------------------------------------------------------------------------------------
1627
1628// Set current texture to use
1629void rlSetTexture(unsigned int id)
1630{
1631 if (id == 0)
1632 {
1633#if defined(GRAPHICS_API_OPENGL_11)
1634 rlDisableTexture();
1635#else
1636 // NOTE: If quads batch limit is reached, we force a draw call and next batch starts
1637 if (RLGL.State.vertexCounter >=
1638 RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].elementCount*4)
1639 {
1640 rlDrawRenderBatch(RLGL.currentBatch);
1641 }
1642#endif
1643 }
1644 else
1645 {
1646#if defined(GRAPHICS_API_OPENGL_11)
1647 rlEnableTexture(id);
1648#else
1649 if (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].textureId != id)
1650 {
1651 if (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount > 0)
1652 {
1653 // Make sure current RLGL.currentBatch->draws[i].vertexCount is aligned a multiple of 4,
1654 // that way, following QUADS drawing will keep aligned with index processing
1655 // It implies adding some extra alignment vertex at the end of the draw,
1656 // those vertex are not processed but they are considered as an additional offset
1657 // for the next set of vertex to be drawn
1658 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);
1659 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)));
1660 else RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexAlignment = 0;
1661
1662 if (!rlCheckRenderBatchLimit(RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexAlignment))
1663 {
1664 RLGL.State.vertexCounter += RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexAlignment;
1665
1666 RLGL.currentBatch->drawCounter++;
1667 }
1668 }
1669
1670 if (RLGL.currentBatch->drawCounter >= RL_DEFAULT_BATCH_DRAWCALLS) rlDrawRenderBatch(RLGL.currentBatch);
1671
1672 RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].textureId = id;
1673 RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount = 0;
1674 }
1675#endif
1676 }
1677}
1678
1679// Select and active a texture slot
1680void rlActiveTextureSlot(int slot)
1681{
1682#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
1683 glActiveTexture(GL_TEXTURE0 + slot);
1684#endif
1685}
1686
1687// Enable texture
1688void rlEnableTexture(unsigned int id)
1689{
1690#if defined(GRAPHICS_API_OPENGL_11)
1691 glEnable(GL_TEXTURE_2D);
1692#endif
1693 glBindTexture(GL_TEXTURE_2D, id);
1694}
1695
1696// Disable texture
1697void rlDisableTexture(void)
1698{
1699#if defined(GRAPHICS_API_OPENGL_11)
1700 glDisable(GL_TEXTURE_2D);
1701#endif
1702 glBindTexture(GL_TEXTURE_2D, 0);
1703}
1704
1705// Enable texture cubemap
1706void rlEnableTextureCubemap(unsigned int id)
1707{
1708#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
1709 glBindTexture(GL_TEXTURE_CUBE_MAP, id);
1710#endif
1711}
1712
1713// Disable texture cubemap
1714void rlDisableTextureCubemap(void)
1715{
1716#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
1717 glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
1718#endif
1719}
1720
1721// Set texture parameters (wrap mode/filter mode)
1722void rlTextureParameters(unsigned int id, int param, int value)
1723{
1724 glBindTexture(GL_TEXTURE_2D, id);
1725
1726#if !defined(GRAPHICS_API_OPENGL_11)
1727 // Reset anisotropy filter, in case it was set
1728 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, 1.0f);
1729#endif
1730
1731 switch (param)
1732 {
1733 case RL_TEXTURE_WRAP_S:
1734 case RL_TEXTURE_WRAP_T:
1735 {
1736 if (value == RL_TEXTURE_WRAP_MIRROR_CLAMP)
1737 {
1738#if !defined(GRAPHICS_API_OPENGL_11)
1739 if (RLGL.ExtSupported.texMirrorClamp) glTexParameteri(GL_TEXTURE_2D, param, value);
1740 else TRACELOG(RL_LOG_WARNING, "GL: Clamp mirror wrap mode not supported (GL_MIRROR_CLAMP_EXT)");
1741#endif
1742 }
1743 else glTexParameteri(GL_TEXTURE_2D, param, value);
1744
1745 } break;
1746 case RL_TEXTURE_MAG_FILTER:
1747 case RL_TEXTURE_MIN_FILTER: glTexParameteri(GL_TEXTURE_2D, param, value); break;
1748 case RL_TEXTURE_FILTER_ANISOTROPIC:
1749 {
1750#if !defined(GRAPHICS_API_OPENGL_11)
1751 if (value <= RLGL.ExtSupported.maxAnisotropyLevel) glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, (float)value);
1752 else if (RLGL.ExtSupported.maxAnisotropyLevel > 0.0f)
1753 {
1754 TRACELOG(RL_LOG_WARNING, "GL: Maximum anisotropic filter level supported is %iX", id, (int)RLGL.ExtSupported.maxAnisotropyLevel);
1755 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, (float)value);
1756 }
1757 else TRACELOG(RL_LOG_WARNING, "GL: Anisotropic filtering not supported");
1758#endif
1759 } break;
1760#if defined(GRAPHICS_API_OPENGL_33)
1761 case RL_TEXTURE_MIPMAP_BIAS_RATIO: glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_LOD_BIAS, value/100.0f);
1762#endif
1763 default: break;
1764 }
1765
1766 glBindTexture(GL_TEXTURE_2D, 0);
1767}
1768
1769// Set cubemap parameters (wrap mode/filter mode)
1770void rlCubemapParameters(unsigned int id, int param, int value)
1771{
1772#if !defined(GRAPHICS_API_OPENGL_11)
1773 glBindTexture(GL_TEXTURE_CUBE_MAP, id);
1774
1775 // Reset anisotropy filter, in case it was set
1776 glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAX_ANISOTROPY_EXT, 1.0f);
1777
1778 switch (param)
1779 {
1780 case RL_TEXTURE_WRAP_S:
1781 case RL_TEXTURE_WRAP_T:
1782 {
1783 if (value == RL_TEXTURE_WRAP_MIRROR_CLAMP)
1784 {
1785 if (RLGL.ExtSupported.texMirrorClamp) glTexParameteri(GL_TEXTURE_CUBE_MAP, param, value);
1786 else TRACELOG(RL_LOG_WARNING, "GL: Clamp mirror wrap mode not supported (GL_MIRROR_CLAMP_EXT)");
1787 }
1788 else glTexParameteri(GL_TEXTURE_CUBE_MAP, param, value);
1789
1790 } break;
1791 case RL_TEXTURE_MAG_FILTER:
1792 case RL_TEXTURE_MIN_FILTER: glTexParameteri(GL_TEXTURE_CUBE_MAP, param, value); break;
1793 case RL_TEXTURE_FILTER_ANISOTROPIC:
1794 {
1795 if (value <= RLGL.ExtSupported.maxAnisotropyLevel) glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAX_ANISOTROPY_EXT, (float)value);
1796 else if (RLGL.ExtSupported.maxAnisotropyLevel > 0.0f)
1797 {
1798 TRACELOG(RL_LOG_WARNING, "GL: Maximum anisotropic filter level supported is %iX", id, (int)RLGL.ExtSupported.maxAnisotropyLevel);
1799 glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAX_ANISOTROPY_EXT, (float)value);
1800 }
1801 else TRACELOG(RL_LOG_WARNING, "GL: Anisotropic filtering not supported");
1802 } break;
1803#if defined(GRAPHICS_API_OPENGL_33)
1804 case RL_TEXTURE_MIPMAP_BIAS_RATIO: glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_LOD_BIAS, value/100.0f);
1805#endif
1806 default: break;
1807 }
1808
1809 glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
1810#endif
1811}
1812
1813// Enable shader program
1814void rlEnableShader(unsigned int id)
1815{
1816#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2))
1817 glUseProgram(id);
1818#endif
1819}
1820
1821// Disable shader program
1822void rlDisableShader(void)
1823{
1824#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2))
1825 glUseProgram(0);
1826#endif
1827}
1828
1829// Enable rendering to texture (fbo)
1830void rlEnableFramebuffer(unsigned int id)
1831{
1832#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)) && defined(RLGL_RENDER_TEXTURES_HINT)
1833 glBindFramebuffer(GL_FRAMEBUFFER, id);
1834#endif
1835}
1836
1837// return the active render texture (fbo)
1838unsigned int rlGetActiveFramebuffer(void)
1839{
1840 GLint fboId = 0;
1841#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES3)) && defined(RLGL_RENDER_TEXTURES_HINT)
1842 glGetIntegerv(GL_DRAW_FRAMEBUFFER_BINDING, &fboId);
1843#endif
1844 return fboId;
1845}
1846
1847// Disable rendering to texture
1848void rlDisableFramebuffer(void)
1849{
1850#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)) && defined(RLGL_RENDER_TEXTURES_HINT)
1851 glBindFramebuffer(GL_FRAMEBUFFER, 0);
1852#endif
1853}
1854
1855// Blit active framebuffer to main framebuffer
1856void rlBlitFramebuffer(int srcX, int srcY, int srcWidth, int srcHeight, int dstX, int dstY, int dstWidth, int dstHeight, int bufferMask)
1857{
1858#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES3)) && defined(RLGL_RENDER_TEXTURES_HINT)
1859 glBlitFramebuffer(srcX, srcY, srcWidth, srcHeight, dstX, dstY, dstWidth, dstHeight, bufferMask, GL_NEAREST);
1860#endif
1861}
1862
1863// Bind framebuffer object (fbo)
1864void rlBindFramebuffer(unsigned int target, unsigned int framebuffer)
1865{
1866#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)) && defined(RLGL_RENDER_TEXTURES_HINT)
1867 glBindFramebuffer(target, framebuffer);
1868#endif
1869}
1870
1871// Activate multiple draw color buffers
1872// NOTE: One color buffer is always active by default
1873void rlActiveDrawBuffers(int count)
1874{
1875#if ((defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES3)) && defined(RLGL_RENDER_TEXTURES_HINT))
1876 // NOTE: Maximum number of draw buffers supported is implementation dependant,
1877 // it can be queried with glGet*() but it must be at least 8
1878 //GLint maxDrawBuffers = 0;
1879 //glGetIntegerv(GL_MAX_DRAW_BUFFERS, &maxDrawBuffers);
1880
1881 if (count > 0)
1882 {
1883 if (count > 8) TRACELOG(LOG_WARNING, "GL: Max color buffers limited to 8");
1884 else
1885 {
1886 unsigned int buffers[8] = {
1887#if defined(GRAPHICS_API_OPENGL_ES3)
1888 GL_COLOR_ATTACHMENT0_EXT,
1889 GL_COLOR_ATTACHMENT1_EXT,
1890 GL_COLOR_ATTACHMENT2_EXT,
1891 GL_COLOR_ATTACHMENT3_EXT,
1892 GL_COLOR_ATTACHMENT4_EXT,
1893 GL_COLOR_ATTACHMENT5_EXT,
1894 GL_COLOR_ATTACHMENT6_EXT,
1895 GL_COLOR_ATTACHMENT7_EXT,
1896#else
1897 GL_COLOR_ATTACHMENT0,
1898 GL_COLOR_ATTACHMENT1,
1899 GL_COLOR_ATTACHMENT2,
1900 GL_COLOR_ATTACHMENT3,
1901 GL_COLOR_ATTACHMENT4,
1902 GL_COLOR_ATTACHMENT5,
1903 GL_COLOR_ATTACHMENT6,
1904 GL_COLOR_ATTACHMENT7,
1905#endif
1906 };
1907
1908#if defined(GRAPHICS_API_OPENGL_ES3)
1909 glDrawBuffersEXT(count, buffers);
1910#else
1911 glDrawBuffers(count, buffers);
1912#endif
1913 }
1914 }
1915 else TRACELOG(LOG_WARNING, "GL: One color buffer active by default");
1916#endif
1917}
1918
1919//----------------------------------------------------------------------------------
1920// General render state configuration
1921//----------------------------------------------------------------------------------
1922
1923// Enable color blending
1924void rlEnableColorBlend(void) { glEnable(GL_BLEND); }
1925
1926// Disable color blending
1927void rlDisableColorBlend(void) { glDisable(GL_BLEND); }
1928
1929// Enable depth test
1930void rlEnableDepthTest(void) { glEnable(GL_DEPTH_TEST); }
1931
1932// Disable depth test
1933void rlDisableDepthTest(void) { glDisable(GL_DEPTH_TEST); }
1934
1935// Enable depth write
1936void rlEnableDepthMask(void) { glDepthMask(GL_TRUE); }
1937
1938// Disable depth write
1939void rlDisableDepthMask(void) { glDepthMask(GL_FALSE); }
1940
1941// Enable backface culling
1942void rlEnableBackfaceCulling(void) { glEnable(GL_CULL_FACE); }
1943
1944// Disable backface culling
1945void rlDisableBackfaceCulling(void) { glDisable(GL_CULL_FACE); }
1946
1947// Set color mask active for screen read/draw
1948void rlColorMask(bool r, bool g, bool b, bool a) { glColorMask(r, g, b, a); }
1949
1950// Set face culling mode
1951void rlSetCullFace(int mode)
1952{
1953 switch (mode)
1954 {
1955 case RL_CULL_FACE_BACK: glCullFace(GL_BACK); break;
1956 case RL_CULL_FACE_FRONT: glCullFace(GL_FRONT); break;
1957 default: break;
1958 }
1959}
1960
1961// Enable scissor test
1962void rlEnableScissorTest(void) { glEnable(GL_SCISSOR_TEST); }
1963
1964// Disable scissor test
1965void rlDisableScissorTest(void) { glDisable(GL_SCISSOR_TEST); }
1966
1967// Scissor test
1968void rlScissor(int x, int y, int width, int height) { glScissor(x, y, width, height); }
1969
1970// Enable wire mode
1971void rlEnableWireMode(void)
1972{
1973#if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33)
1974 // NOTE: glPolygonMode() not available on OpenGL ES
1975 glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
1976#endif
1977}
1978
1979// Enable point mode
1980void rlEnablePointMode(void)
1981{
1982#if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33)
1983 // NOTE: glPolygonMode() not available on OpenGL ES
1984 glPolygonMode(GL_FRONT_AND_BACK, GL_POINT);
1985 glEnable(GL_PROGRAM_POINT_SIZE);
1986#endif
1987}
1988
1989// Disable wire mode
1990void rlDisableWireMode(void)
1991{
1992#if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33)
1993 // NOTE: glPolygonMode() not available on OpenGL ES
1994 glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
1995#endif
1996}
1997
1998// Set the line drawing width
1999void rlSetLineWidth(float width) { glLineWidth(width); }
2000
2001// Get the line drawing width
2002float rlGetLineWidth(void)
2003{
2004 float width = 0;
2005 glGetFloatv(GL_LINE_WIDTH, &width);
2006 return width;
2007}
2008
2009// Enable line aliasing
2010void rlEnableSmoothLines(void)
2011{
2012#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_11)
2013 glEnable(GL_LINE_SMOOTH);
2014#endif
2015}
2016
2017// Disable line aliasing
2018void rlDisableSmoothLines(void)
2019{
2020#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_11)
2021 glDisable(GL_LINE_SMOOTH);
2022#endif
2023}
2024
2025// Enable stereo rendering
2026void rlEnableStereoRender(void)
2027{
2028#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2))
2029 RLGL.State.stereoRender = true;
2030#endif
2031}
2032
2033// Disable stereo rendering
2034void rlDisableStereoRender(void)
2035{
2036#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2))
2037 RLGL.State.stereoRender = false;
2038#endif
2039}
2040
2041// Check if stereo render is enabled
2042bool rlIsStereoRenderEnabled(void)
2043{
2044#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2))
2045 return RLGL.State.stereoRender;
2046#else
2047 return false;
2048#endif
2049}
2050
2051// Clear color buffer with color
2052void rlClearColor(unsigned char r, unsigned char g, unsigned char b, unsigned char a)
2053{
2054 // Color values clamp to 0.0f(0) and 1.0f(255)
2055 float cr = (float)r/255;
2056 float cg = (float)g/255;
2057 float cb = (float)b/255;
2058 float ca = (float)a/255;
2059
2060 glClearColor(cr, cg, cb, ca);
2061}
2062
2063// Clear used screen buffers (color and depth)
2064void rlClearScreenBuffers(void)
2065{
2066 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear used buffers: Color and Depth (Depth is used for 3D)
2067 //glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); // Stencil buffer not used...
2068}
2069
2070// Check and log OpenGL error codes
2071void rlCheckErrors(void)
2072{
2073#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
2074 int check = 1;
2075 while (check)
2076 {
2077 const GLenum err = glGetError();
2078 switch (err)
2079 {
2080 case GL_NO_ERROR: check = 0; break;
2081 case 0x0500: TRACELOG(RL_LOG_WARNING, "GL: Error detected: GL_INVALID_ENUM"); break;
2082 case 0x0501: TRACELOG(RL_LOG_WARNING, "GL: Error detected: GL_INVALID_VALUE"); break;
2083 case 0x0502: TRACELOG(RL_LOG_WARNING, "GL: Error detected: GL_INVALID_OPERATION"); break;
2084 case 0x0503: TRACELOG(RL_LOG_WARNING, "GL: Error detected: GL_STACK_OVERFLOW"); break;
2085 case 0x0504: TRACELOG(RL_LOG_WARNING, "GL: Error detected: GL_STACK_UNDERFLOW"); break;
2086 case 0x0505: TRACELOG(RL_LOG_WARNING, "GL: Error detected: GL_OUT_OF_MEMORY"); break;
2087 case 0x0506: TRACELOG(RL_LOG_WARNING, "GL: Error detected: GL_INVALID_FRAMEBUFFER_OPERATION"); break;
2088 default: TRACELOG(RL_LOG_WARNING, "GL: Error detected: Unknown error code: %x", err); break;
2089 }
2090 }
2091#endif
2092}
2093
2094// Set blend mode
2095void rlSetBlendMode(int mode)
2096{
2097#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
2098 if ((RLGL.State.currentBlendMode != mode) || ((mode == RL_BLEND_CUSTOM || mode == RL_BLEND_CUSTOM_SEPARATE) && RLGL.State.glCustomBlendModeModified))
2099 {
2100 rlDrawRenderBatch(RLGL.currentBatch);
2101
2102 switch (mode)
2103 {
2104 case RL_BLEND_ALPHA: glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glBlendEquation(GL_FUNC_ADD); break;
2105 case RL_BLEND_ADDITIVE: glBlendFunc(GL_SRC_ALPHA, GL_ONE); glBlendEquation(GL_FUNC_ADD); break;
2106 case RL_BLEND_MULTIPLIED: glBlendFunc(GL_DST_COLOR, GL_ONE_MINUS_SRC_ALPHA); glBlendEquation(GL_FUNC_ADD); break;
2107 case RL_BLEND_ADD_COLORS: glBlendFunc(GL_ONE, GL_ONE); glBlendEquation(GL_FUNC_ADD); break;
2108 case RL_BLEND_SUBTRACT_COLORS: glBlendFunc(GL_ONE, GL_ONE); glBlendEquation(GL_FUNC_SUBTRACT); break;
2109 case RL_BLEND_ALPHA_PREMULTIPLY: glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA); glBlendEquation(GL_FUNC_ADD); break;
2110 case RL_BLEND_CUSTOM:
2111 {
2112 // NOTE: Using GL blend src/dst factors and GL equation configured with rlSetBlendFactors()
2113 glBlendFunc(RLGL.State.glBlendSrcFactor, RLGL.State.glBlendDstFactor); glBlendEquation(RLGL.State.glBlendEquation);
2114
2115 } break;
2116 case RL_BLEND_CUSTOM_SEPARATE:
2117 {
2118 // NOTE: Using GL blend src/dst factors and GL equation configured with rlSetBlendFactorsSeparate()
2119 glBlendFuncSeparate(RLGL.State.glBlendSrcFactorRGB, RLGL.State.glBlendDestFactorRGB, RLGL.State.glBlendSrcFactorAlpha, RLGL.State.glBlendDestFactorAlpha);
2120 glBlendEquationSeparate(RLGL.State.glBlendEquationRGB, RLGL.State.glBlendEquationAlpha);
2121
2122 } break;
2123 default: break;
2124 }
2125
2126 RLGL.State.currentBlendMode = mode;
2127 RLGL.State.glCustomBlendModeModified = false;
2128 }
2129#endif
2130}
2131
2132// Set blending mode factor and equation
2133void rlSetBlendFactors(int glSrcFactor, int glDstFactor, int glEquation)
2134{
2135#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
2136 if ((RLGL.State.glBlendSrcFactor != glSrcFactor) ||
2137 (RLGL.State.glBlendDstFactor != glDstFactor) ||
2138 (RLGL.State.glBlendEquation != glEquation))
2139 {
2140 RLGL.State.glBlendSrcFactor = glSrcFactor;
2141 RLGL.State.glBlendDstFactor = glDstFactor;
2142 RLGL.State.glBlendEquation = glEquation;
2143
2144 RLGL.State.glCustomBlendModeModified = true;
2145 }
2146#endif
2147}
2148
2149// Set blending mode factor and equation separately for RGB and alpha
2150void rlSetBlendFactorsSeparate(int glSrcRGB, int glDstRGB, int glSrcAlpha, int glDstAlpha, int glEqRGB, int glEqAlpha)
2151{
2152#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
2153 if ((RLGL.State.glBlendSrcFactorRGB != glSrcRGB) ||
2154 (RLGL.State.glBlendDestFactorRGB != glDstRGB) ||
2155 (RLGL.State.glBlendSrcFactorAlpha != glSrcAlpha) ||
2156 (RLGL.State.glBlendDestFactorAlpha != glDstAlpha) ||
2157 (RLGL.State.glBlendEquationRGB != glEqRGB) ||
2158 (RLGL.State.glBlendEquationAlpha != glEqAlpha))
2159 {
2160 RLGL.State.glBlendSrcFactorRGB = glSrcRGB;
2161 RLGL.State.glBlendDestFactorRGB = glDstRGB;
2162 RLGL.State.glBlendSrcFactorAlpha = glSrcAlpha;
2163 RLGL.State.glBlendDestFactorAlpha = glDstAlpha;
2164 RLGL.State.glBlendEquationRGB = glEqRGB;
2165 RLGL.State.glBlendEquationAlpha = glEqAlpha;
2166
2167 RLGL.State.glCustomBlendModeModified = true;
2168 }
2169#endif
2170}
2171
2172//----------------------------------------------------------------------------------
2173// Module Functions Definition - OpenGL Debug
2174//----------------------------------------------------------------------------------
2175#if defined(RLGL_ENABLE_OPENGL_DEBUG_CONTEXT) && defined(GRAPHICS_API_OPENGL_43)
2176static void GLAPIENTRY rlDebugMessageCallback(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar *message, const void *userParam)
2177{
2178 // Ignore non-significant error/warning codes (NVidia drivers)
2179 // NOTE: Here there are the details with a sample output:
2180 // - #131169 - Framebuffer detailed info: The driver allocated storage for renderbuffer 2. (severity: low)
2181 // - #131185 - Buffer detailed info: Buffer object 1 (bound to GL_ELEMENT_ARRAY_BUFFER_ARB, usage hint is GL_ENUM_88e4)
2182 // will use VIDEO memory as the source for buffer object operations. (severity: low)
2183 // - #131218 - Program/shader state performance warning: Vertex shader in program 7 is being recompiled based on GL state. (severity: medium)
2184 // - #131204 - Texture state usage warning: The texture object (0) bound to texture image unit 0 does not have
2185 // a defined base level and cannot be used for texture mapping. (severity: low)
2186 if ((id == 131169) || (id == 131185) || (id == 131218) || (id == 131204)) return;
2187
2188 const char *msgSource = NULL;
2189 switch (source)
2190 {
2191 case GL_DEBUG_SOURCE_API: msgSource = "API"; break;
2192 case GL_DEBUG_SOURCE_WINDOW_SYSTEM: msgSource = "WINDOW_SYSTEM"; break;
2193 case GL_DEBUG_SOURCE_SHADER_COMPILER: msgSource = "SHADER_COMPILER"; break;
2194 case GL_DEBUG_SOURCE_THIRD_PARTY: msgSource = "THIRD_PARTY"; break;
2195 case GL_DEBUG_SOURCE_APPLICATION: msgSource = "APPLICATION"; break;
2196 case GL_DEBUG_SOURCE_OTHER: msgSource = "OTHER"; break;
2197 default: break;
2198 }
2199
2200 const char *msgType = NULL;
2201 switch (type)
2202 {
2203 case GL_DEBUG_TYPE_ERROR: msgType = "ERROR"; break;
2204 case GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR: msgType = "DEPRECATED_BEHAVIOR"; break;
2205 case GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR: msgType = "UNDEFINED_BEHAVIOR"; break;
2206 case GL_DEBUG_TYPE_PORTABILITY: msgType = "PORTABILITY"; break;
2207 case GL_DEBUG_TYPE_PERFORMANCE: msgType = "PERFORMANCE"; break;
2208 case GL_DEBUG_TYPE_MARKER: msgType = "MARKER"; break;
2209 case GL_DEBUG_TYPE_PUSH_GROUP: msgType = "PUSH_GROUP"; break;
2210 case GL_DEBUG_TYPE_POP_GROUP: msgType = "POP_GROUP"; break;
2211 case GL_DEBUG_TYPE_OTHER: msgType = "OTHER"; break;
2212 default: break;
2213 }
2214
2215 const char *msgSeverity = "DEFAULT";
2216 switch (severity)
2217 {
2218 case GL_DEBUG_SEVERITY_LOW: msgSeverity = "LOW"; break;
2219 case GL_DEBUG_SEVERITY_MEDIUM: msgSeverity = "MEDIUM"; break;
2220 case GL_DEBUG_SEVERITY_HIGH: msgSeverity = "HIGH"; break;
2221 case GL_DEBUG_SEVERITY_NOTIFICATION: msgSeverity = "NOTIFICATION"; break;
2222 default: break;
2223 }
2224
2225 TRACELOG(LOG_WARNING, "GL: OpenGL debug message: %s", message);
2226 TRACELOG(LOG_WARNING, " > Type: %s", msgType);
2227 TRACELOG(LOG_WARNING, " > Source = %s", msgSource);
2228 TRACELOG(LOG_WARNING, " > Severity = %s", msgSeverity);
2229}
2230#endif
2231
2232//----------------------------------------------------------------------------------
2233// Module Functions Definition - rlgl functionality
2234//----------------------------------------------------------------------------------
2235
2236// Initialize rlgl: OpenGL extensions, default buffers/shaders/textures, OpenGL states
2237void rlglInit(int width, int height)
2238{
2239 // Enable OpenGL debug context if required
2240#if defined(RLGL_ENABLE_OPENGL_DEBUG_CONTEXT) && defined(GRAPHICS_API_OPENGL_43)
2241 if ((glDebugMessageCallback != NULL) && (glDebugMessageControl != NULL))
2242 {
2243 glDebugMessageCallback(rlDebugMessageCallback, 0);
2244 // glDebugMessageControl(GL_DEBUG_SOURCE_API, GL_DEBUG_TYPE_ERROR, GL_DEBUG_SEVERITY_HIGH, 0, 0, GL_TRUE);
2245
2246 // Debug context options:
2247 // - GL_DEBUG_OUTPUT - Faster version but not useful for breakpoints
2248 // - 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
2249 glEnable(GL_DEBUG_OUTPUT);
2250 glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS);
2251 }
2252#endif
2253
2254#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
2255 // Init default white texture
2256 unsigned char pixels[4] = { 255, 255, 255, 255 }; // 1 pixel RGBA (4 bytes)
2257 RLGL.State.defaultTextureId = rlLoadTexture(pixels, 1, 1, RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8A8, 1);
2258
2259 if (RLGL.State.defaultTextureId != 0) TRACELOG(RL_LOG_INFO, "TEXTURE: [ID %i] Default texture loaded successfully", RLGL.State.defaultTextureId);
2260 else TRACELOG(RL_LOG_WARNING, "TEXTURE: Failed to load default texture");
2261
2262 // Init default Shader (customized for GL 3.3 and ES2)
2263 // Loaded: RLGL.State.defaultShaderId + RLGL.State.defaultShaderLocs
2264 rlLoadShaderDefault();
2265 RLGL.State.currentShaderId = RLGL.State.defaultShaderId;
2266 RLGL.State.currentShaderLocs = RLGL.State.defaultShaderLocs;
2267
2268 // Init default vertex arrays buffers
2269 // Simulate that the default shader has the location RL_SHADER_LOC_VERTEX_NORMAL to bind the normal buffer for the default render batch
2270 RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_NORMAL] = RL_DEFAULT_SHADER_ATTRIB_LOCATION_NORMAL;
2271 RLGL.defaultBatch = rlLoadRenderBatch(RL_DEFAULT_BATCH_BUFFERS, RL_DEFAULT_BATCH_BUFFER_ELEMENTS);
2272 RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_NORMAL] = -1;
2273 RLGL.currentBatch = &RLGL.defaultBatch;
2274
2275 // Init stack matrices (emulating OpenGL 1.1)
2276 for (int i = 0; i < RL_MAX_MATRIX_STACK_SIZE; i++) RLGL.State.stack[i] = rlMatrixIdentity();
2277
2278 // Init internal matrices
2279 RLGL.State.transform = rlMatrixIdentity();
2280 RLGL.State.projection = rlMatrixIdentity();
2281 RLGL.State.modelview = rlMatrixIdentity();
2282 RLGL.State.currentMatrix = &RLGL.State.modelview;
2283#endif // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2
2284
2285 // Initialize OpenGL default states
2286 //----------------------------------------------------------
2287 // Init state: Depth test
2288 glDepthFunc(GL_LEQUAL); // Type of depth testing to apply
2289 glDisable(GL_DEPTH_TEST); // Disable depth testing for 2D (only used for 3D)
2290
2291 // Init state: Blending mode
2292 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // Color blending function (how colors are mixed)
2293 glEnable(GL_BLEND); // Enable color blending (required to work with transparencies)
2294
2295 // Init state: Culling
2296 // NOTE: All shapes/models triangles are drawn CCW
2297 glCullFace(GL_BACK); // Cull the back face (default)
2298 glFrontFace(GL_CCW); // Front face are defined counter clockwise (default)
2299 glEnable(GL_CULL_FACE); // Enable backface culling
2300
2301 // Init state: Cubemap seamless
2302#if defined(GRAPHICS_API_OPENGL_33)
2303 glEnable(GL_TEXTURE_CUBE_MAP_SEAMLESS); // Seamless cubemaps (not supported on OpenGL ES 2.0)
2304#endif
2305
2306#if defined(GRAPHICS_API_OPENGL_11)
2307 // Init state: Color hints (deprecated in OpenGL 3.0+)
2308 glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Improve quality of color and texture coordinate interpolation
2309 glShadeModel(GL_SMOOTH); // Smooth shading between vertex (vertex colors interpolation)
2310#endif
2311
2312#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
2313 // Store screen size into global variables
2314 RLGL.State.framebufferWidth = width;
2315 RLGL.State.framebufferHeight = height;
2316
2317 TRACELOG(RL_LOG_INFO, "RLGL: Default OpenGL state initialized successfully");
2318 //----------------------------------------------------------
2319#endif
2320
2321 // Init state: Color/Depth buffers clear
2322 glClearColor(0.0f, 0.0f, 0.0f, 1.0f); // Set clear color (black)
2323 glClearDepth(1.0f); // Set clear depth value (default)
2324 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear color and depth buffers (depth buffer required for 3D)
2325}
2326
2327// Vertex Buffer Object deinitialization (memory free)
2328void rlglClose(void)
2329{
2330#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
2331 rlUnloadRenderBatch(RLGL.defaultBatch);
2332
2333 rlUnloadShaderDefault(); // Unload default shader
2334
2335 glDeleteTextures(1, &RLGL.State.defaultTextureId); // Unload default texture
2336 TRACELOG(RL_LOG_INFO, "TEXTURE: [ID %i] Default texture unloaded successfully", RLGL.State.defaultTextureId);
2337#endif
2338}
2339
2340// Load OpenGL extensions
2341// NOTE: External loader function must be provided
2342void rlLoadExtensions(void *loader)
2343{
2344#if defined(GRAPHICS_API_OPENGL_33) // Also defined for GRAPHICS_API_OPENGL_21
2345 // NOTE: glad is generated and contains only required OpenGL 3.3 Core extensions (and lower versions)
2346 if (gladLoadGL((GLADloadfunc)loader) == 0) TRACELOG(RL_LOG_WARNING, "GLAD: Cannot load OpenGL extensions");
2347 else TRACELOG(RL_LOG_INFO, "GLAD: OpenGL extensions loaded successfully");
2348
2349 // Get number of supported extensions
2350 GLint numExt = 0;
2351 glGetIntegerv(GL_NUM_EXTENSIONS, &numExt);
2352 TRACELOG(RL_LOG_INFO, "GL: Supported extensions count: %i", numExt);
2353
2354#if defined(RLGL_SHOW_GL_DETAILS_INFO)
2355 // Get supported extensions list
2356 // WARNING: glGetStringi() not available on OpenGL 2.1
2357 TRACELOG(RL_LOG_INFO, "GL: OpenGL extensions:");
2358 for (int i = 0; i < numExt; i++) TRACELOG(RL_LOG_INFO, " %s", glGetStringi(GL_EXTENSIONS, i));
2359#endif
2360
2361#if defined(GRAPHICS_API_OPENGL_21)
2362 // Register supported extensions flags
2363 // Optional OpenGL 2.1 extensions
2364 RLGL.ExtSupported.vao = GLAD_GL_ARB_vertex_array_object;
2365 RLGL.ExtSupported.instancing = (GLAD_GL_EXT_draw_instanced && GLAD_GL_ARB_instanced_arrays);
2366 RLGL.ExtSupported.texNPOT = GLAD_GL_ARB_texture_non_power_of_two;
2367 RLGL.ExtSupported.texFloat32 = GLAD_GL_ARB_texture_float;
2368 RLGL.ExtSupported.texFloat16 = GLAD_GL_ARB_texture_float;
2369 RLGL.ExtSupported.texDepth = GLAD_GL_ARB_depth_texture;
2370 RLGL.ExtSupported.maxDepthBits = 32;
2371 RLGL.ExtSupported.texAnisoFilter = GLAD_GL_EXT_texture_filter_anisotropic;
2372 RLGL.ExtSupported.texMirrorClamp = GLAD_GL_EXT_texture_mirror_clamp;
2373#else
2374 // Register supported extensions flags
2375 // OpenGL 3.3 extensions supported by default (core)
2376 RLGL.ExtSupported.vao = true;
2377 RLGL.ExtSupported.instancing = true;
2378 RLGL.ExtSupported.texNPOT = true;
2379 RLGL.ExtSupported.texFloat32 = true;
2380 RLGL.ExtSupported.texFloat16 = true;
2381 RLGL.ExtSupported.texDepth = true;
2382 RLGL.ExtSupported.maxDepthBits = 32;
2383 RLGL.ExtSupported.texAnisoFilter = true;
2384 RLGL.ExtSupported.texMirrorClamp = true;
2385#endif
2386
2387 // Optional OpenGL 3.3 extensions
2388 RLGL.ExtSupported.texCompASTC = GLAD_GL_KHR_texture_compression_astc_hdr && GLAD_GL_KHR_texture_compression_astc_ldr;
2389 RLGL.ExtSupported.texCompDXT = GLAD_GL_EXT_texture_compression_s3tc; // Texture compression: DXT
2390 RLGL.ExtSupported.texCompETC2 = GLAD_GL_ARB_ES3_compatibility; // Texture compression: ETC2/EAC
2391 #if defined(GRAPHICS_API_OPENGL_43)
2392 RLGL.ExtSupported.computeShader = GLAD_GL_ARB_compute_shader;
2393 RLGL.ExtSupported.ssbo = GLAD_GL_ARB_shader_storage_buffer_object;
2394 #endif
2395
2396#endif // GRAPHICS_API_OPENGL_33
2397
2398#if defined(GRAPHICS_API_OPENGL_ES3)
2399 // Register supported extensions flags
2400 // OpenGL ES 3.0 extensions supported by default (or it should be)
2401 RLGL.ExtSupported.vao = true;
2402 RLGL.ExtSupported.instancing = true;
2403 RLGL.ExtSupported.texNPOT = true;
2404 RLGL.ExtSupported.texFloat32 = true;
2405 RLGL.ExtSupported.texFloat16 = true;
2406 RLGL.ExtSupported.texDepth = true;
2407 RLGL.ExtSupported.texDepthWebGL = true;
2408 RLGL.ExtSupported.maxDepthBits = 24;
2409 RLGL.ExtSupported.texAnisoFilter = true;
2410 RLGL.ExtSupported.texMirrorClamp = true;
2411 // TODO: Check for additional OpenGL ES 3.0 supported extensions:
2412 //RLGL.ExtSupported.texCompDXT = true;
2413 //RLGL.ExtSupported.texCompETC1 = true;
2414 //RLGL.ExtSupported.texCompETC2 = true;
2415 //RLGL.ExtSupported.texCompPVRT = true;
2416 //RLGL.ExtSupported.texCompASTC = true;
2417 //RLGL.ExtSupported.maxAnisotropyLevel = true;
2418 //RLGL.ExtSupported.computeShader = true;
2419 //RLGL.ExtSupported.ssbo = true;
2420
2421#elif defined(GRAPHICS_API_OPENGL_ES2)
2422
2423 #if defined(PLATFORM_DESKTOP_GLFW) || defined(PLATFORM_DESKTOP_SDL)
2424 // TODO: Support GLAD loader for OpenGL ES 3.0
2425 if (gladLoadGLES2((GLADloadfunc)loader) == 0) TRACELOG(RL_LOG_WARNING, "GLAD: Cannot load OpenGL ES2.0 functions");
2426 else TRACELOG(RL_LOG_INFO, "GLAD: OpenGL ES 2.0 loaded successfully");
2427 #endif
2428
2429 // Get supported extensions list
2430 GLint numExt = 0;
2431 const char **extList = RL_MALLOC(512*sizeof(const char *)); // Allocate 512 strings pointers (2 KB)
2432 const char *extensions = (const char *)glGetString(GL_EXTENSIONS); // One big const string
2433
2434 // NOTE: We have to duplicate string because glGetString() returns a const string
2435 int size = strlen(extensions) + 1; // Get extensions string size in bytes
2436 char *extensionsDup = (char *)RL_CALLOC(size, sizeof(char));
2437 strcpy(extensionsDup, extensions);
2438 extList[numExt] = extensionsDup;
2439
2440 for (int i = 0; i < size; i++)
2441 {
2442 if (extensionsDup[i] == ' ')
2443 {
2444 extensionsDup[i] = '\0';
2445 numExt++;
2446 extList[numExt] = &extensionsDup[i + 1];
2447 }
2448 }
2449
2450 TRACELOG(RL_LOG_INFO, "GL: Supported extensions count: %i", numExt);
2451
2452#if defined(RLGL_SHOW_GL_DETAILS_INFO)
2453 TRACELOG(RL_LOG_INFO, "GL: OpenGL extensions:");
2454 for (int i = 0; i < numExt; i++) TRACELOG(RL_LOG_INFO, " %s", extList[i]);
2455#endif
2456
2457 // Check required extensions
2458 for (int i = 0; i < numExt; i++)
2459 {
2460 // Check VAO support
2461 // NOTE: Only check on OpenGL ES, OpenGL 3.3 has VAO support as core feature
2462 if (strcmp(extList[i], (const char *)"GL_OES_vertex_array_object") == 0)
2463 {
2464 // The extension is supported by our hardware and driver, try to get related functions pointers
2465 // NOTE: emscripten does not support VAOs natively, it uses emulation and it reduces overall performance...
2466 glGenVertexArrays = (PFNGLGENVERTEXARRAYSOESPROC)((rlglLoadProc)loader)("glGenVertexArraysOES");
2467 glBindVertexArray = (PFNGLBINDVERTEXARRAYOESPROC)((rlglLoadProc)loader)("glBindVertexArrayOES");
2468 glDeleteVertexArrays = (PFNGLDELETEVERTEXARRAYSOESPROC)((rlglLoadProc)loader)("glDeleteVertexArraysOES");
2469 //glIsVertexArray = (PFNGLISVERTEXARRAYOESPROC)loader("glIsVertexArrayOES"); // NOTE: Fails in WebGL, omitted
2470
2471 if ((glGenVertexArrays != NULL) && (glBindVertexArray != NULL) && (glDeleteVertexArrays != NULL)) RLGL.ExtSupported.vao = true;
2472 }
2473
2474 // Check instanced rendering support
2475 if (strstr(extList[i], (const char*)"instanced_arrays") != NULL) // Broad check for instanced_arrays
2476 {
2477 // Specific check
2478 if (strcmp(extList[i], (const char *)"GL_ANGLE_instanced_arrays") == 0) // ANGLE
2479 {
2480 glDrawArraysInstanced = (PFNGLDRAWARRAYSINSTANCEDEXTPROC)((rlglLoadProc)loader)("glDrawArraysInstancedANGLE");
2481 glDrawElementsInstanced = (PFNGLDRAWELEMENTSINSTANCEDEXTPROC)((rlglLoadProc)loader)("glDrawElementsInstancedANGLE");
2482 glVertexAttribDivisor = (PFNGLVERTEXATTRIBDIVISOREXTPROC)((rlglLoadProc)loader)("glVertexAttribDivisorANGLE");
2483 }
2484 else if (strcmp(extList[i], (const char *)"GL_EXT_instanced_arrays") == 0) // EXT
2485 {
2486 glDrawArraysInstanced = (PFNGLDRAWARRAYSINSTANCEDEXTPROC)((rlglLoadProc)loader)("glDrawArraysInstancedEXT");
2487 glDrawElementsInstanced = (PFNGLDRAWELEMENTSINSTANCEDEXTPROC)((rlglLoadProc)loader)("glDrawElementsInstancedEXT");
2488 glVertexAttribDivisor = (PFNGLVERTEXATTRIBDIVISOREXTPROC)((rlglLoadProc)loader)("glVertexAttribDivisorEXT");
2489 }
2490 else if (strcmp(extList[i], (const char *)"GL_NV_instanced_arrays") == 0) // NVIDIA GLES
2491 {
2492 glDrawArraysInstanced = (PFNGLDRAWARRAYSINSTANCEDEXTPROC)((rlglLoadProc)loader)("glDrawArraysInstancedNV");
2493 glDrawElementsInstanced = (PFNGLDRAWELEMENTSINSTANCEDEXTPROC)((rlglLoadProc)loader)("glDrawElementsInstancedNV");
2494 glVertexAttribDivisor = (PFNGLVERTEXATTRIBDIVISOREXTPROC)((rlglLoadProc)loader)("glVertexAttribDivisorNV");
2495 }
2496
2497 // The feature will only be marked as supported if the elements from GL_XXX_instanced_arrays are present
2498 if ((glDrawArraysInstanced != NULL) && (glDrawElementsInstanced != NULL) && (glVertexAttribDivisor != NULL)) RLGL.ExtSupported.instancing = true;
2499 }
2500 else if (strstr(extList[i], (const char *)"draw_instanced") != NULL)
2501 {
2502 // GL_ANGLE_draw_instanced doesn't exist
2503 if (strcmp(extList[i], (const char *)"GL_EXT_draw_instanced") == 0)
2504 {
2505 glDrawArraysInstanced = (PFNGLDRAWARRAYSINSTANCEDEXTPROC)((rlglLoadProc)loader)("glDrawArraysInstancedEXT");
2506 glDrawElementsInstanced = (PFNGLDRAWELEMENTSINSTANCEDEXTPROC)((rlglLoadProc)loader)("glDrawElementsInstancedEXT");
2507 }
2508 else if (strcmp(extList[i], (const char*)"GL_NV_draw_instanced") == 0)
2509 {
2510 glDrawArraysInstanced = (PFNGLDRAWARRAYSINSTANCEDEXTPROC)((rlglLoadProc)loader)("glDrawArraysInstancedNV");
2511 glDrawElementsInstanced = (PFNGLDRAWELEMENTSINSTANCEDEXTPROC)((rlglLoadProc)loader)("glDrawElementsInstancedNV");
2512 }
2513
2514 // But the functions will at least be loaded if only GL_XX_EXT_draw_instanced exist
2515 if ((glDrawArraysInstanced != NULL) && (glDrawElementsInstanced != NULL) && (glVertexAttribDivisor != NULL)) RLGL.ExtSupported.instancing = true;
2516 }
2517
2518 // Check NPOT textures support
2519 // NOTE: Only check on OpenGL ES, OpenGL 3.3 has NPOT textures full support as core feature
2520 if (strcmp(extList[i], (const char *)"GL_OES_texture_npot") == 0) RLGL.ExtSupported.texNPOT = true;
2521
2522 // Check texture float support
2523 if (strcmp(extList[i], (const char *)"GL_OES_texture_float") == 0) RLGL.ExtSupported.texFloat32 = true;
2524 if (strcmp(extList[i], (const char *)"GL_OES_texture_half_float") == 0) RLGL.ExtSupported.texFloat16 = true;
2525
2526 // Check depth texture support
2527 if (strcmp(extList[i], (const char *)"GL_OES_depth_texture") == 0) RLGL.ExtSupported.texDepth = true;
2528 if (strcmp(extList[i], (const char *)"GL_WEBGL_depth_texture") == 0) RLGL.ExtSupported.texDepthWebGL = true; // WebGL requires unsized internal format
2529 if (RLGL.ExtSupported.texDepthWebGL) RLGL.ExtSupported.texDepth = true;
2530
2531 if (strcmp(extList[i], (const char *)"GL_OES_depth24") == 0) RLGL.ExtSupported.maxDepthBits = 24; // Not available on WebGL
2532 if (strcmp(extList[i], (const char *)"GL_OES_depth32") == 0) RLGL.ExtSupported.maxDepthBits = 32; // Not available on WebGL
2533
2534 // Check texture compression support: DXT
2535 if ((strcmp(extList[i], (const char *)"GL_EXT_texture_compression_s3tc") == 0) ||
2536 (strcmp(extList[i], (const char *)"GL_WEBGL_compressed_texture_s3tc") == 0) ||
2537 (strcmp(extList[i], (const char *)"GL_WEBKIT_WEBGL_compressed_texture_s3tc") == 0)) RLGL.ExtSupported.texCompDXT = true;
2538
2539 // Check texture compression support: ETC1
2540 if ((strcmp(extList[i], (const char *)"GL_OES_compressed_ETC1_RGB8_texture") == 0) ||
2541 (strcmp(extList[i], (const char *)"GL_WEBGL_compressed_texture_etc1") == 0)) RLGL.ExtSupported.texCompETC1 = true;
2542
2543 // Check texture compression support: ETC2/EAC
2544 if (strcmp(extList[i], (const char *)"GL_ARB_ES3_compatibility") == 0) RLGL.ExtSupported.texCompETC2 = true;
2545
2546 // Check texture compression support: PVR
2547 if (strcmp(extList[i], (const char *)"GL_IMG_texture_compression_pvrtc") == 0) RLGL.ExtSupported.texCompPVRT = true;
2548
2549 // Check texture compression support: ASTC
2550 if (strcmp(extList[i], (const char *)"GL_KHR_texture_compression_astc_hdr") == 0) RLGL.ExtSupported.texCompASTC = true;
2551
2552 // Check anisotropic texture filter support
2553 if (strcmp(extList[i], (const char *)"GL_EXT_texture_filter_anisotropic") == 0) RLGL.ExtSupported.texAnisoFilter = true;
2554
2555 // Check clamp mirror wrap mode support
2556 if (strcmp(extList[i], (const char *)"GL_EXT_texture_mirror_clamp") == 0) RLGL.ExtSupported.texMirrorClamp = true;
2557 }
2558
2559 // Free extensions pointers
2560 RL_FREE(extList);
2561 RL_FREE(extensionsDup); // Duplicated string must be deallocated
2562#endif // GRAPHICS_API_OPENGL_ES2
2563
2564 // Check OpenGL information and capabilities
2565 //------------------------------------------------------------------------------
2566 // Show current OpenGL and GLSL version
2567 TRACELOG(RL_LOG_INFO, "GL: OpenGL device information:");
2568 TRACELOG(RL_LOG_INFO, " > Vendor: %s", glGetString(GL_VENDOR));
2569 TRACELOG(RL_LOG_INFO, " > Renderer: %s", glGetString(GL_RENDERER));
2570 TRACELOG(RL_LOG_INFO, " > Version: %s", glGetString(GL_VERSION));
2571 TRACELOG(RL_LOG_INFO, " > GLSL: %s", glGetString(GL_SHADING_LANGUAGE_VERSION));
2572
2573#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
2574 // NOTE: Anisotropy levels capability is an extension
2575 #ifndef GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT
2576 #define GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT 0x84FF
2577 #endif
2578 glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &RLGL.ExtSupported.maxAnisotropyLevel);
2579
2580#if defined(RLGL_SHOW_GL_DETAILS_INFO)
2581 // Show some OpenGL GPU capabilities
2582 TRACELOG(RL_LOG_INFO, "GL: OpenGL capabilities:");
2583 GLint capability = 0;
2584 glGetIntegerv(GL_MAX_TEXTURE_SIZE, &capability);
2585 TRACELOG(RL_LOG_INFO, " GL_MAX_TEXTURE_SIZE: %i", capability);
2586 glGetIntegerv(GL_MAX_CUBE_MAP_TEXTURE_SIZE, &capability);
2587 TRACELOG(RL_LOG_INFO, " GL_MAX_CUBE_MAP_TEXTURE_SIZE: %i", capability);
2588 glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &capability);
2589 TRACELOG(RL_LOG_INFO, " GL_MAX_TEXTURE_IMAGE_UNITS: %i", capability);
2590 glGetIntegerv(GL_MAX_VERTEX_ATTRIBS, &capability);
2591 TRACELOG(RL_LOG_INFO, " GL_MAX_VERTEX_ATTRIBS: %i", capability);
2592 #if !defined(GRAPHICS_API_OPENGL_ES2)
2593 glGetIntegerv(GL_MAX_UNIFORM_BLOCK_SIZE, &capability);
2594 TRACELOG(RL_LOG_INFO, " GL_MAX_UNIFORM_BLOCK_SIZE: %i", capability);
2595 glGetIntegerv(GL_MAX_DRAW_BUFFERS, &capability);
2596 TRACELOG(RL_LOG_INFO, " GL_MAX_DRAW_BUFFERS: %i", capability);
2597 if (RLGL.ExtSupported.texAnisoFilter) TRACELOG(RL_LOG_INFO, " GL_MAX_TEXTURE_MAX_ANISOTROPY: %.0f", RLGL.ExtSupported.maxAnisotropyLevel);
2598 #endif
2599 glGetIntegerv(GL_NUM_COMPRESSED_TEXTURE_FORMATS, &capability);
2600 TRACELOG(RL_LOG_INFO, " GL_NUM_COMPRESSED_TEXTURE_FORMATS: %i", capability);
2601 GLint *compFormats = (GLint *)RL_CALLOC(capability, sizeof(GLint));
2602 glGetIntegerv(GL_COMPRESSED_TEXTURE_FORMATS, compFormats);
2603 for (int i = 0; i < capability; i++) TRACELOG(RL_LOG_INFO, " %s", rlGetCompressedFormatName(compFormats[i]));
2604 RL_FREE(compFormats);
2605
2606#if defined(GRAPHICS_API_OPENGL_43)
2607 glGetIntegerv(GL_MAX_VERTEX_ATTRIB_BINDINGS, &capability);
2608 TRACELOG(RL_LOG_INFO, " GL_MAX_VERTEX_ATTRIB_BINDINGS: %i", capability);
2609 glGetIntegerv(GL_MAX_UNIFORM_LOCATIONS, &capability);
2610 TRACELOG(RL_LOG_INFO, " GL_MAX_UNIFORM_LOCATIONS: %i", capability);
2611#endif // GRAPHICS_API_OPENGL_43
2612#else // RLGL_SHOW_GL_DETAILS_INFO
2613
2614 // Show some basic info about GL supported features
2615 if (RLGL.ExtSupported.vao) TRACELOG(RL_LOG_INFO, "GL: VAO extension detected, VAO functions loaded successfully");
2616 else TRACELOG(RL_LOG_WARNING, "GL: VAO extension not found, VAO not supported");
2617 if (RLGL.ExtSupported.texNPOT) TRACELOG(RL_LOG_INFO, "GL: NPOT textures extension detected, full NPOT textures supported");
2618 else TRACELOG(RL_LOG_WARNING, "GL: NPOT textures extension not found, limited NPOT support (no-mipmaps, no-repeat)");
2619 if (RLGL.ExtSupported.texCompDXT) TRACELOG(RL_LOG_INFO, "GL: DXT compressed textures supported");
2620 if (RLGL.ExtSupported.texCompETC1) TRACELOG(RL_LOG_INFO, "GL: ETC1 compressed textures supported");
2621 if (RLGL.ExtSupported.texCompETC2) TRACELOG(RL_LOG_INFO, "GL: ETC2/EAC compressed textures supported");
2622 if (RLGL.ExtSupported.texCompPVRT) TRACELOG(RL_LOG_INFO, "GL: PVRT compressed textures supported");
2623 if (RLGL.ExtSupported.texCompASTC) TRACELOG(RL_LOG_INFO, "GL: ASTC compressed textures supported");
2624 if (RLGL.ExtSupported.computeShader) TRACELOG(RL_LOG_INFO, "GL: Compute shaders supported");
2625 if (RLGL.ExtSupported.ssbo) TRACELOG(RL_LOG_INFO, "GL: Shader storage buffer objects supported");
2626#endif // RLGL_SHOW_GL_DETAILS_INFO
2627
2628#endif // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2
2629}
2630
2631// Get current OpenGL version
2632int rlGetVersion(void)
2633{
2634 int glVersion = 0;
2635#if defined(GRAPHICS_API_OPENGL_11)
2636 glVersion = RL_OPENGL_11;
2637#endif
2638#if defined(GRAPHICS_API_OPENGL_21)
2639 glVersion = RL_OPENGL_21;
2640#elif defined(GRAPHICS_API_OPENGL_43)
2641 glVersion = RL_OPENGL_43;
2642#elif defined(GRAPHICS_API_OPENGL_33)
2643 glVersion = RL_OPENGL_33;
2644#endif
2645#if defined(GRAPHICS_API_OPENGL_ES3)
2646 glVersion = RL_OPENGL_ES_30;
2647#elif defined(GRAPHICS_API_OPENGL_ES2)
2648 glVersion = RL_OPENGL_ES_20;
2649#endif
2650
2651 return glVersion;
2652}
2653
2654// Set current framebuffer width
2655void rlSetFramebufferWidth(int width)
2656{
2657#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
2658 RLGL.State.framebufferWidth = width;
2659#endif
2660}
2661
2662// Set current framebuffer height
2663void rlSetFramebufferHeight(int height)
2664{
2665#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
2666 RLGL.State.framebufferHeight = height;
2667#endif
2668}
2669
2670// Get default framebuffer width
2671int rlGetFramebufferWidth(void)
2672{
2673 int width = 0;
2674#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
2675 width = RLGL.State.framebufferWidth;
2676#endif
2677 return width;
2678}
2679
2680// Get default framebuffer height
2681int rlGetFramebufferHeight(void)
2682{
2683 int height = 0;
2684#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
2685 height = RLGL.State.framebufferHeight;
2686#endif
2687 return height;
2688}
2689
2690// Get default internal texture (white texture)
2691// NOTE: Default texture is a 1x1 pixel UNCOMPRESSED_R8G8B8A8
2692unsigned int rlGetTextureIdDefault(void)
2693{
2694 unsigned int id = 0;
2695#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
2696 id = RLGL.State.defaultTextureId;
2697#endif
2698 return id;
2699}
2700
2701// Get default shader id
2702unsigned int rlGetShaderIdDefault(void)
2703{
2704 unsigned int id = 0;
2705#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
2706 id = RLGL.State.defaultShaderId;
2707#endif
2708 return id;
2709}
2710
2711// Get default shader locs
2712int *rlGetShaderLocsDefault(void)
2713{
2714 int *locs = NULL;
2715#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
2716 locs = RLGL.State.defaultShaderLocs;
2717#endif
2718 return locs;
2719}
2720
2721// Render batch management
2722//------------------------------------------------------------------------------------------------
2723// Load render batch
2724rlRenderBatch rlLoadRenderBatch(int numBuffers, int bufferElements)
2725{
2726 rlRenderBatch batch = { 0 };
2727
2728#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
2729 // Initialize CPU (RAM) vertex buffers (position, texcoord, color data and indexes)
2730 //--------------------------------------------------------------------------------------------
2731 batch.vertexBuffer = (rlVertexBuffer *)RL_MALLOC(numBuffers*sizeof(rlVertexBuffer));
2732
2733 for (int i = 0; i < numBuffers; i++)
2734 {
2735 batch.vertexBuffer[i].elementCount = bufferElements;
2736
2737 batch.vertexBuffer[i].vertices = (float *)RL_MALLOC(bufferElements*3*4*sizeof(float)); // 3 float by vertex, 4 vertex by quad
2738 batch.vertexBuffer[i].texcoords = (float *)RL_MALLOC(bufferElements*2*4*sizeof(float)); // 2 float by texcoord, 4 texcoord by quad
2739 batch.vertexBuffer[i].normals = (float *)RL_MALLOC(bufferElements*3*4*sizeof(float)); // 3 float by vertex, 4 vertex by quad
2740 batch.vertexBuffer[i].colors = (unsigned char *)RL_MALLOC(bufferElements*4*4*sizeof(unsigned char)); // 4 float by color, 4 colors by quad
2741#if defined(GRAPHICS_API_OPENGL_33)
2742 batch.vertexBuffer[i].indices = (unsigned int *)RL_MALLOC(bufferElements*6*sizeof(unsigned int)); // 6 int by quad (indices)
2743#endif
2744#if defined(GRAPHICS_API_OPENGL_ES2)
2745 batch.vertexBuffer[i].indices = (unsigned short *)RL_MALLOC(bufferElements*6*sizeof(unsigned short)); // 6 int by quad (indices)
2746#endif
2747
2748 for (int j = 0; j < (3*4*bufferElements); j++) batch.vertexBuffer[i].vertices[j] = 0.0f;
2749 for (int j = 0; j < (2*4*bufferElements); j++) batch.vertexBuffer[i].texcoords[j] = 0.0f;
2750 for (int j = 0; j < (3*4*bufferElements); j++) batch.vertexBuffer[i].normals[j] = 0.0f;
2751 for (int j = 0; j < (4*4*bufferElements); j++) batch.vertexBuffer[i].colors[j] = 0;
2752
2753 int k = 0;
2754
2755 // Indices can be initialized right now
2756 for (int j = 0; j < (6*bufferElements); j += 6)
2757 {
2758 batch.vertexBuffer[i].indices[j] = 4*k;
2759 batch.vertexBuffer[i].indices[j + 1] = 4*k + 1;
2760 batch.vertexBuffer[i].indices[j + 2] = 4*k + 2;
2761 batch.vertexBuffer[i].indices[j + 3] = 4*k;
2762 batch.vertexBuffer[i].indices[j + 4] = 4*k + 2;
2763 batch.vertexBuffer[i].indices[j + 5] = 4*k + 3;
2764
2765 k++;
2766 }
2767
2768 RLGL.State.vertexCounter = 0;
2769 }
2770
2771 TRACELOG(RL_LOG_INFO, "RLGL: Render batch vertex buffers loaded successfully in RAM (CPU)");
2772 //--------------------------------------------------------------------------------------------
2773
2774 // Upload to GPU (VRAM) vertex data and initialize VAOs/VBOs
2775 //--------------------------------------------------------------------------------------------
2776 for (int i = 0; i < numBuffers; i++)
2777 {
2778 if (RLGL.ExtSupported.vao)
2779 {
2780 // Initialize Quads VAO
2781 glGenVertexArrays(1, &batch.vertexBuffer[i].vaoId);
2782 glBindVertexArray(batch.vertexBuffer[i].vaoId);
2783 }
2784
2785 // Quads - Vertex buffers binding and attributes enable
2786 // Vertex position buffer (shader-location = 0)
2787 glGenBuffers(1, &batch.vertexBuffer[i].vboId[0]);
2788 glBindBuffer(GL_ARRAY_BUFFER, batch.vertexBuffer[i].vboId[0]);
2789 glBufferData(GL_ARRAY_BUFFER, bufferElements*3*4*sizeof(float), batch.vertexBuffer[i].vertices, GL_DYNAMIC_DRAW);
2790 glEnableVertexAttribArray(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_POSITION]);
2791 glVertexAttribPointer(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_POSITION], 3, GL_FLOAT, 0, 0, 0);
2792
2793 // Vertex texcoord buffer (shader-location = 1)
2794 glGenBuffers(1, &batch.vertexBuffer[i].vboId[1]);
2795 glBindBuffer(GL_ARRAY_BUFFER, batch.vertexBuffer[i].vboId[1]);
2796 glBufferData(GL_ARRAY_BUFFER, bufferElements*2*4*sizeof(float), batch.vertexBuffer[i].texcoords, GL_DYNAMIC_DRAW);
2797 glEnableVertexAttribArray(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_TEXCOORD01]);
2798 glVertexAttribPointer(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_TEXCOORD01], 2, GL_FLOAT, 0, 0, 0);
2799
2800 // Vertex normal buffer (shader-location = 2)
2801 glGenBuffers(1, &batch.vertexBuffer[i].vboId[2]);
2802 glBindBuffer(GL_ARRAY_BUFFER, batch.vertexBuffer[i].vboId[2]);
2803 glBufferData(GL_ARRAY_BUFFER, bufferElements*3*4*sizeof(float), batch.vertexBuffer[i].normals, GL_DYNAMIC_DRAW);
2804 glEnableVertexAttribArray(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_NORMAL]);
2805 glVertexAttribPointer(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_NORMAL], 3, GL_FLOAT, 0, 0, 0);
2806
2807 // Vertex color buffer (shader-location = 3)
2808 glGenBuffers(1, &batch.vertexBuffer[i].vboId[3]);
2809 glBindBuffer(GL_ARRAY_BUFFER, batch.vertexBuffer[i].vboId[3]);
2810 glBufferData(GL_ARRAY_BUFFER, bufferElements*4*4*sizeof(unsigned char), batch.vertexBuffer[i].colors, GL_DYNAMIC_DRAW);
2811 glEnableVertexAttribArray(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_COLOR]);
2812 glVertexAttribPointer(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_COLOR], 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
2813
2814 // Fill index buffer
2815 glGenBuffers(1, &batch.vertexBuffer[i].vboId[4]);
2816 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, batch.vertexBuffer[i].vboId[4]);
2817#if defined(GRAPHICS_API_OPENGL_33)
2818 glBufferData(GL_ELEMENT_ARRAY_BUFFER, bufferElements*6*sizeof(int), batch.vertexBuffer[i].indices, GL_STATIC_DRAW);
2819#endif
2820#if defined(GRAPHICS_API_OPENGL_ES2)
2821 glBufferData(GL_ELEMENT_ARRAY_BUFFER, bufferElements*6*sizeof(short), batch.vertexBuffer[i].indices, GL_STATIC_DRAW);
2822#endif
2823 }
2824
2825 TRACELOG(RL_LOG_INFO, "RLGL: Render batch vertex buffers loaded successfully in VRAM (GPU)");
2826
2827 // Unbind the current VAO
2828 if (RLGL.ExtSupported.vao) glBindVertexArray(0);
2829 //--------------------------------------------------------------------------------------------
2830
2831 // Init draw calls tracking system
2832 //--------------------------------------------------------------------------------------------
2833 batch.draws = (rlDrawCall *)RL_MALLOC(RL_DEFAULT_BATCH_DRAWCALLS*sizeof(rlDrawCall));
2834
2835 for (int i = 0; i < RL_DEFAULT_BATCH_DRAWCALLS; i++)
2836 {
2837 batch.draws[i].mode = RL_QUADS;
2838 batch.draws[i].vertexCount = 0;
2839 batch.draws[i].vertexAlignment = 0;
2840 //batch.draws[i].vaoId = 0;
2841 //batch.draws[i].shaderId = 0;
2842 batch.draws[i].textureId = RLGL.State.defaultTextureId;
2843 //batch.draws[i].RLGL.State.projection = rlMatrixIdentity();
2844 //batch.draws[i].RLGL.State.modelview = rlMatrixIdentity();
2845 }
2846
2847 batch.bufferCount = numBuffers; // Record buffer count
2848 batch.drawCounter = 1; // Reset draws counter
2849 batch.currentDepth = -1.0f; // Reset depth value
2850 //--------------------------------------------------------------------------------------------
2851#endif
2852
2853 return batch;
2854}
2855
2856// Unload default internal buffers vertex data from CPU and GPU
2857void rlUnloadRenderBatch(rlRenderBatch batch)
2858{
2859#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
2860 // Unbind everything
2861 glBindBuffer(GL_ARRAY_BUFFER, 0);
2862 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
2863
2864 // Unload all vertex buffers data
2865 for (int i = 0; i < batch.bufferCount; i++)
2866 {
2867 // Unbind VAO attribs data
2868 if (RLGL.ExtSupported.vao)
2869 {
2870 glBindVertexArray(batch.vertexBuffer[i].vaoId);
2871 glDisableVertexAttribArray(RL_DEFAULT_SHADER_ATTRIB_LOCATION_POSITION);
2872 glDisableVertexAttribArray(RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD);
2873 glDisableVertexAttribArray(RL_DEFAULT_SHADER_ATTRIB_LOCATION_NORMAL);
2874 glDisableVertexAttribArray(RL_DEFAULT_SHADER_ATTRIB_LOCATION_COLOR);
2875 glBindVertexArray(0);
2876 }
2877
2878 // Delete VBOs from GPU (VRAM)
2879 glDeleteBuffers(1, &batch.vertexBuffer[i].vboId[0]);
2880 glDeleteBuffers(1, &batch.vertexBuffer[i].vboId[1]);
2881 glDeleteBuffers(1, &batch.vertexBuffer[i].vboId[2]);
2882 glDeleteBuffers(1, &batch.vertexBuffer[i].vboId[3]);
2883 glDeleteBuffers(1, &batch.vertexBuffer[i].vboId[4]);
2884
2885 // Delete VAOs from GPU (VRAM)
2886 if (RLGL.ExtSupported.vao) glDeleteVertexArrays(1, &batch.vertexBuffer[i].vaoId);
2887
2888 // Free vertex arrays memory from CPU (RAM)
2889 RL_FREE(batch.vertexBuffer[i].vertices);
2890 RL_FREE(batch.vertexBuffer[i].texcoords);
2891 RL_FREE(batch.vertexBuffer[i].normals);
2892 RL_FREE(batch.vertexBuffer[i].colors);
2893 RL_FREE(batch.vertexBuffer[i].indices);
2894 }
2895
2896 // Unload arrays
2897 RL_FREE(batch.vertexBuffer);
2898 RL_FREE(batch.draws);
2899#endif
2900}
2901
2902// Draw render batch
2903// NOTE: We require a pointer to reset batch and increase current buffer (multi-buffer)
2904void rlDrawRenderBatch(rlRenderBatch *batch)
2905{
2906#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
2907 // Update batch vertex buffers
2908 //------------------------------------------------------------------------------------------------------------
2909 // NOTE: If there is not vertex data, buffers doesn't need to be updated (vertexCount > 0)
2910 // TODO: If no data changed on the CPU arrays --> No need to re-update GPU arrays (use a change detector flag?)
2911 if (RLGL.State.vertexCounter > 0)
2912 {
2913 // Activate elements VAO
2914 if (RLGL.ExtSupported.vao) glBindVertexArray(batch->vertexBuffer[batch->currentBuffer].vaoId);
2915
2916 // Vertex positions buffer
2917 glBindBuffer(GL_ARRAY_BUFFER, batch->vertexBuffer[batch->currentBuffer].vboId[0]);
2918 glBufferSubData(GL_ARRAY_BUFFER, 0, RLGL.State.vertexCounter*3*sizeof(float), batch->vertexBuffer[batch->currentBuffer].vertices);
2919 //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*4*batch->vertexBuffer[batch->currentBuffer].elementCount, batch->vertexBuffer[batch->currentBuffer].vertices, GL_DYNAMIC_DRAW); // Update all buffer
2920
2921 // Texture coordinates buffer
2922 glBindBuffer(GL_ARRAY_BUFFER, batch->vertexBuffer[batch->currentBuffer].vboId[1]);
2923 glBufferSubData(GL_ARRAY_BUFFER, 0, RLGL.State.vertexCounter*2*sizeof(float), batch->vertexBuffer[batch->currentBuffer].texcoords);
2924 //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*4*batch->vertexBuffer[batch->currentBuffer].elementCount, batch->vertexBuffer[batch->currentBuffer].texcoords, GL_DYNAMIC_DRAW); // Update all buffer
2925
2926 // Normals buffer
2927 glBindBuffer(GL_ARRAY_BUFFER, batch->vertexBuffer[batch->currentBuffer].vboId[2]);
2928 glBufferSubData(GL_ARRAY_BUFFER, 0, RLGL.State.vertexCounter*3*sizeof(float), batch->vertexBuffer[batch->currentBuffer].normals);
2929 //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*4*batch->vertexBuffer[batch->currentBuffer].elementCount, batch->vertexBuffer[batch->currentBuffer].normals, GL_DYNAMIC_DRAW); // Update all buffer
2930
2931 // Colors buffer
2932 glBindBuffer(GL_ARRAY_BUFFER, batch->vertexBuffer[batch->currentBuffer].vboId[3]);
2933 glBufferSubData(GL_ARRAY_BUFFER, 0, RLGL.State.vertexCounter*4*sizeof(unsigned char), batch->vertexBuffer[batch->currentBuffer].colors);
2934 //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*4*4*batch->vertexBuffer[batch->currentBuffer].elementCount, batch->vertexBuffer[batch->currentBuffer].colors, GL_DYNAMIC_DRAW); // Update all buffer
2935
2936 // NOTE: glMapBuffer() causes sync issue
2937 // If GPU is working with this buffer, glMapBuffer() will wait(stall) until GPU to finish its job
2938 // To avoid waiting (idle), you can call first glBufferData() with NULL pointer before glMapBuffer()
2939 // If you do that, the previous data in PBO will be discarded and glMapBuffer() returns a new
2940 // allocated pointer immediately even if GPU is still working with the previous data
2941
2942 // Another option: map the buffer object into client's memory
2943 // Probably this code could be moved somewhere else...
2944 // batch->vertexBuffer[batch->currentBuffer].vertices = (float *)glMapBuffer(GL_ARRAY_BUFFER, GL_READ_WRITE);
2945 // if (batch->vertexBuffer[batch->currentBuffer].vertices)
2946 // {
2947 // Update vertex data
2948 // }
2949 // glUnmapBuffer(GL_ARRAY_BUFFER);
2950
2951 // Unbind the current VAO
2952 if (RLGL.ExtSupported.vao) glBindVertexArray(0);
2953 }
2954 //------------------------------------------------------------------------------------------------------------
2955
2956 // Draw batch vertex buffers (considering VR stereo if required)
2957 //------------------------------------------------------------------------------------------------------------
2958 Matrix matProjection = RLGL.State.projection;
2959 Matrix matModelView = RLGL.State.modelview;
2960
2961 int eyeCount = 1;
2962 if (RLGL.State.stereoRender) eyeCount = 2;
2963
2964 for (int eye = 0; eye < eyeCount; eye++)
2965 {
2966 if (eyeCount == 2)
2967 {
2968 // Setup current eye viewport (half screen width)
2969 rlViewport(eye*RLGL.State.framebufferWidth/2, 0, RLGL.State.framebufferWidth/2, RLGL.State.framebufferHeight);
2970
2971 // Set current eye view offset to modelview matrix
2972 rlSetMatrixModelview(rlMatrixMultiply(matModelView, RLGL.State.viewOffsetStereo[eye]));
2973 // Set current eye projection matrix
2974 rlSetMatrixProjection(RLGL.State.projectionStereo[eye]);
2975 }
2976
2977 // Draw buffers
2978 if (RLGL.State.vertexCounter > 0)
2979 {
2980 // Set current shader and upload current MVP matrix
2981 glUseProgram(RLGL.State.currentShaderId);
2982
2983 // Create modelview-projection matrix and upload to shader
2984 Matrix matMVP = rlMatrixMultiply(RLGL.State.modelview, RLGL.State.projection);
2985 glUniformMatrix4fv(RLGL.State.currentShaderLocs[RL_SHADER_LOC_MATRIX_MVP], 1, false, rlMatrixToFloat(matMVP));
2986
2987 if (RLGL.State.currentShaderLocs[RL_SHADER_LOC_MATRIX_PROJECTION] != -1)
2988 {
2989 glUniformMatrix4fv(RLGL.State.currentShaderLocs[RL_SHADER_LOC_MATRIX_PROJECTION], 1, false, rlMatrixToFloat(RLGL.State.projection));
2990 }
2991
2992 // WARNING: For the following setup of the view, model, and normal matrices, it is expected that
2993 // transformations and rendering occur between rlPushMatrix() and rlPopMatrix()
2994
2995 if (RLGL.State.currentShaderLocs[RL_SHADER_LOC_MATRIX_VIEW] != -1)
2996 {
2997 glUniformMatrix4fv(RLGL.State.currentShaderLocs[RL_SHADER_LOC_MATRIX_VIEW], 1, false, rlMatrixToFloat(RLGL.State.modelview));
2998 }
2999
3000 if (RLGL.State.currentShaderLocs[RL_SHADER_LOC_MATRIX_MODEL] != -1)
3001 {
3002 glUniformMatrix4fv(RLGL.State.currentShaderLocs[RL_SHADER_LOC_MATRIX_MODEL], 1, false, rlMatrixToFloat(RLGL.State.transform));
3003 }
3004
3005 if (RLGL.State.currentShaderLocs[RL_SHADER_LOC_MATRIX_NORMAL] != -1)
3006 {
3007 glUniformMatrix4fv(RLGL.State.currentShaderLocs[RL_SHADER_LOC_MATRIX_NORMAL], 1, false, rlMatrixToFloat(rlMatrixTranspose(rlMatrixInvert(RLGL.State.transform))));
3008 }
3009
3010 if (RLGL.ExtSupported.vao) glBindVertexArray(batch->vertexBuffer[batch->currentBuffer].vaoId);
3011 else
3012 {
3013 // Bind vertex attrib: position (shader-location = 0)
3014 glBindBuffer(GL_ARRAY_BUFFER, batch->vertexBuffer[batch->currentBuffer].vboId[0]);
3015 glVertexAttribPointer(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_POSITION], 3, GL_FLOAT, 0, 0, 0);
3016 glEnableVertexAttribArray(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_POSITION]);
3017
3018 // Bind vertex attrib: texcoord (shader-location = 1)
3019 glBindBuffer(GL_ARRAY_BUFFER, batch->vertexBuffer[batch->currentBuffer].vboId[1]);
3020 glVertexAttribPointer(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_TEXCOORD01], 2, GL_FLOAT, 0, 0, 0);
3021 glEnableVertexAttribArray(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_TEXCOORD01]);
3022
3023 // Bind vertex attrib: normal (shader-location = 2)
3024 glBindBuffer(GL_ARRAY_BUFFER, batch->vertexBuffer[batch->currentBuffer].vboId[2]);
3025 glVertexAttribPointer(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_NORMAL], 3, GL_FLOAT, 0, 0, 0);
3026 glEnableVertexAttribArray(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_NORMAL]);
3027
3028 // Bind vertex attrib: color (shader-location = 3)
3029 glBindBuffer(GL_ARRAY_BUFFER, batch->vertexBuffer[batch->currentBuffer].vboId[3]);
3030 glVertexAttribPointer(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_COLOR], 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
3031 glEnableVertexAttribArray(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_COLOR]);
3032
3033 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, batch->vertexBuffer[batch->currentBuffer].vboId[4]);
3034 }
3035
3036 // Setup some default shader values
3037 glUniform4f(RLGL.State.currentShaderLocs[RL_SHADER_LOC_COLOR_DIFFUSE], 1.0f, 1.0f, 1.0f, 1.0f);
3038 glUniform1i(RLGL.State.currentShaderLocs[RL_SHADER_LOC_MAP_DIFFUSE], 0); // Active default sampler2D: texture0
3039
3040 // Activate additional sampler textures
3041 // Those additional textures will be common for all draw calls of the batch
3042 for (int i = 0; i < RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS; i++)
3043 {
3044 if (RLGL.State.activeTextureId[i] > 0)
3045 {
3046 glActiveTexture(GL_TEXTURE0 + 1 + i);
3047 glBindTexture(GL_TEXTURE_2D, RLGL.State.activeTextureId[i]);
3048 }
3049 }
3050
3051 // Activate default sampler2D texture0 (one texture is always active for default batch shader)
3052 // NOTE: Batch system accumulates calls by texture0 changes, additional textures are enabled for all the draw calls
3053 glActiveTexture(GL_TEXTURE0);
3054
3055 for (int i = 0, vertexOffset = 0; i < batch->drawCounter; i++)
3056 {
3057 // Bind current draw call texture, activated as GL_TEXTURE0 and Bound to sampler2D texture0 by default
3058 glBindTexture(GL_TEXTURE_2D, batch->draws[i].textureId);
3059
3060 if ((batch->draws[i].mode == RL_LINES) || (batch->draws[i].mode == RL_TRIANGLES)) glDrawArrays(batch->draws[i].mode, vertexOffset, batch->draws[i].vertexCount);
3061 else
3062 {
3063 #if defined(GRAPHICS_API_OPENGL_33)
3064 // We need to define the number of indices to be processed: elementCount*6
3065 // NOTE: The final parameter tells the GPU the offset in bytes from the
3066 // start of the index buffer to the location of the first index to process
3067 glDrawElements(GL_TRIANGLES, batch->draws[i].vertexCount/4*6, GL_UNSIGNED_INT, (GLvoid *)(vertexOffset/4*6*sizeof(GLuint)));
3068 #endif
3069 #if defined(GRAPHICS_API_OPENGL_ES2)
3070 glDrawElements(GL_TRIANGLES, batch->draws[i].vertexCount/4*6, GL_UNSIGNED_SHORT, (GLvoid *)(vertexOffset/4*6*sizeof(GLushort)));
3071 #endif
3072 }
3073
3074 vertexOffset += (batch->draws[i].vertexCount + batch->draws[i].vertexAlignment);
3075 }
3076
3077 if (!RLGL.ExtSupported.vao)
3078 {
3079 glBindBuffer(GL_ARRAY_BUFFER, 0);
3080 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
3081 }
3082
3083 glBindTexture(GL_TEXTURE_2D, 0); // Unbind textures
3084 }
3085
3086 if (RLGL.ExtSupported.vao) glBindVertexArray(0); // Unbind VAO
3087
3088 glUseProgram(0); // Unbind shader program
3089 }
3090
3091 // Restore viewport to default measures
3092 if (eyeCount == 2) rlViewport(0, 0, RLGL.State.framebufferWidth, RLGL.State.framebufferHeight);
3093 //------------------------------------------------------------------------------------------------------------
3094
3095 // Reset batch buffers
3096 //------------------------------------------------------------------------------------------------------------
3097 // Reset vertex counter for next frame
3098 RLGL.State.vertexCounter = 0;
3099
3100 // Reset depth for next draw
3101 batch->currentDepth = -1.0f;
3102
3103 // Restore projection/modelview matrices
3104 RLGL.State.projection = matProjection;
3105 RLGL.State.modelview = matModelView;
3106
3107 // Reset RLGL.currentBatch->draws array
3108 for (int i = 0; i < RL_DEFAULT_BATCH_DRAWCALLS; i++)
3109 {
3110 batch->draws[i].mode = RL_QUADS;
3111 batch->draws[i].vertexCount = 0;
3112 batch->draws[i].textureId = RLGL.State.defaultTextureId;
3113 }
3114
3115 // Reset active texture units for next batch
3116 for (int i = 0; i < RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS; i++) RLGL.State.activeTextureId[i] = 0;
3117
3118 // Reset draws counter to one draw for the batch
3119 batch->drawCounter = 1;
3120 //------------------------------------------------------------------------------------------------------------
3121
3122 // Change to next buffer in the list (in case of multi-buffering)
3123 batch->currentBuffer++;
3124 if (batch->currentBuffer >= batch->bufferCount) batch->currentBuffer = 0;
3125#endif
3126}
3127
3128// Set the active render batch for rlgl
3129void rlSetRenderBatchActive(rlRenderBatch *batch)
3130{
3131#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
3132 rlDrawRenderBatch(RLGL.currentBatch);
3133
3134 if (batch != NULL) RLGL.currentBatch = batch;
3135 else RLGL.currentBatch = &RLGL.defaultBatch;
3136#endif
3137}
3138
3139// Update and draw internal render batch
3140void rlDrawRenderBatchActive(void)
3141{
3142#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
3143 rlDrawRenderBatch(RLGL.currentBatch); // NOTE: Stereo rendering is checked inside
3144#endif
3145}
3146
3147// Check internal buffer overflow for a given number of vertex
3148// and force a rlRenderBatch draw call if required
3149bool rlCheckRenderBatchLimit(int vCount)
3150{
3151 bool overflow = false;
3152
3153#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
3154 if ((RLGL.State.vertexCounter + vCount) >=
3155 (RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].elementCount*4))
3156 {
3157 overflow = true;
3158
3159 // Store current primitive drawing mode and texture id
3160 int currentMode = RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].mode;
3161 int currentTexture = RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].textureId;
3162
3163 rlDrawRenderBatch(RLGL.currentBatch); // NOTE: Stereo rendering is checked inside
3164
3165 // Restore state of last batch so we can continue adding vertices
3166 RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].mode = currentMode;
3167 RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].textureId = currentTexture;
3168 }
3169#endif
3170
3171 return overflow;
3172}
3173
3174// Textures data management
3175//-----------------------------------------------------------------------------------------
3176// Convert image data to OpenGL texture (returns OpenGL valid Id)
3177unsigned int rlLoadTexture(const void *data, int width, int height, int format, int mipmapCount)
3178{
3179 unsigned int id = 0;
3180
3181 glBindTexture(GL_TEXTURE_2D, 0); // Free any old binding
3182
3183 // Check texture format support by OpenGL 1.1 (compressed textures not supported)
3184#if defined(GRAPHICS_API_OPENGL_11)
3185 if (format >= RL_PIXELFORMAT_COMPRESSED_DXT1_RGB)
3186 {
3187 TRACELOG(RL_LOG_WARNING, "GL: OpenGL 1.1 does not support GPU compressed texture formats");
3188 return id;
3189 }
3190#else
3191 if ((!RLGL.ExtSupported.texCompDXT) && ((format == RL_PIXELFORMAT_COMPRESSED_DXT1_RGB) || (format == RL_PIXELFORMAT_COMPRESSED_DXT1_RGBA) ||
3192 (format == RL_PIXELFORMAT_COMPRESSED_DXT3_RGBA) || (format == RL_PIXELFORMAT_COMPRESSED_DXT5_RGBA)))
3193 {
3194 TRACELOG(RL_LOG_WARNING, "GL: DXT compressed texture format not supported");
3195 return id;
3196 }
3197#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
3198 if ((!RLGL.ExtSupported.texCompETC1) && (format == RL_PIXELFORMAT_COMPRESSED_ETC1_RGB))
3199 {
3200 TRACELOG(RL_LOG_WARNING, "GL: ETC1 compressed texture format not supported");
3201 return id;
3202 }
3203
3204 if ((!RLGL.ExtSupported.texCompETC2) && ((format == RL_PIXELFORMAT_COMPRESSED_ETC2_RGB) || (format == RL_PIXELFORMAT_COMPRESSED_ETC2_EAC_RGBA)))
3205 {
3206 TRACELOG(RL_LOG_WARNING, "GL: ETC2 compressed texture format not supported");
3207 return id;
3208 }
3209
3210 if ((!RLGL.ExtSupported.texCompPVRT) && ((format == RL_PIXELFORMAT_COMPRESSED_PVRT_RGB) || (format == RL_PIXELFORMAT_COMPRESSED_PVRT_RGBA)))
3211 {
3212 TRACELOG(RL_LOG_WARNING, "GL: PVRT compressed texture format not supported");
3213 return id;
3214 }
3215
3216 if ((!RLGL.ExtSupported.texCompASTC) && ((format == RL_PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA) || (format == RL_PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA)))
3217 {
3218 TRACELOG(RL_LOG_WARNING, "GL: ASTC compressed texture format not supported");
3219 return id;
3220 }
3221#endif
3222#endif // GRAPHICS_API_OPENGL_11
3223
3224 glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
3225
3226 glGenTextures(1, &id); // Generate texture id
3227
3228 glBindTexture(GL_TEXTURE_2D, id);
3229
3230 int mipWidth = width;
3231 int mipHeight = height;
3232 int mipOffset = 0; // Mipmap data offset, only used for tracelog
3233
3234 // NOTE: Added pointer math separately from function to avoid UBSAN complaining
3235 unsigned char *dataPtr = NULL;
3236 if (data != NULL) dataPtr = (unsigned char *)data;
3237
3238 // Load the different mipmap levels
3239 for (int i = 0; i < mipmapCount; i++)
3240 {
3241 unsigned int mipSize = rlGetPixelDataSize(mipWidth, mipHeight, format);
3242
3243 unsigned int glInternalFormat, glFormat, glType;
3244 rlGetGlTextureFormats(format, &glInternalFormat, &glFormat, &glType);
3245
3246 TRACELOGD("TEXTURE: Load mipmap level %i (%i x %i), size: %i, offset: %i", i, mipWidth, mipHeight, mipSize, mipOffset);
3247
3248 if (glInternalFormat != 0)
3249 {
3250 if (format < RL_PIXELFORMAT_COMPRESSED_DXT1_RGB) glTexImage2D(GL_TEXTURE_2D, i, glInternalFormat, mipWidth, mipHeight, 0, glFormat, glType, dataPtr);
3251#if !defined(GRAPHICS_API_OPENGL_11)
3252 else glCompressedTexImage2D(GL_TEXTURE_2D, i, glInternalFormat, mipWidth, mipHeight, 0, mipSize, dataPtr);
3253#endif
3254
3255#if defined(GRAPHICS_API_OPENGL_33)
3256 if (format == RL_PIXELFORMAT_UNCOMPRESSED_GRAYSCALE)
3257 {
3258 GLint swizzleMask[] = { GL_RED, GL_RED, GL_RED, GL_ONE };
3259 glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
3260 }
3261 else if (format == RL_PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA)
3262 {
3263#if defined(GRAPHICS_API_OPENGL_21)
3264 GLint swizzleMask[] = { GL_RED, GL_RED, GL_RED, GL_ALPHA };
3265#elif defined(GRAPHICS_API_OPENGL_33)
3266 GLint swizzleMask[] = { GL_RED, GL_RED, GL_RED, GL_GREEN };
3267#endif
3268 glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
3269 }
3270#endif
3271 }
3272
3273 mipWidth /= 2;
3274 mipHeight /= 2;
3275 mipOffset += mipSize; // Increment offset position to next mipmap
3276 if (data != NULL) dataPtr += mipSize; // Increment data pointer to next mipmap
3277
3278 // Security check for NPOT textures
3279 if (mipWidth < 1) mipWidth = 1;
3280 if (mipHeight < 1) mipHeight = 1;
3281 }
3282
3283 // Texture parameters configuration
3284 // NOTE: glTexParameteri does NOT affect texture uploading, just the way it's used
3285#if defined(GRAPHICS_API_OPENGL_ES2)
3286 // 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
3287 if (RLGL.ExtSupported.texNPOT)
3288 {
3289 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); // Set texture to repeat on x-axis
3290 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); // Set texture to repeat on y-axis
3291 }
3292 else
3293 {
3294 // NOTE: If using negative texture coordinates (LoadOBJ()), it does not work!
3295 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); // Set texture to clamp on x-axis
3296 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); // Set texture to clamp on y-axis
3297 }
3298#else
3299 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); // Set texture to repeat on x-axis
3300 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); // Set texture to repeat on y-axis
3301#endif
3302
3303 // Magnification and minification filters
3304 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); // Alternative: GL_LINEAR
3305 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); // Alternative: GL_LINEAR
3306
3307#if defined(GRAPHICS_API_OPENGL_33)
3308 if (mipmapCount > 1)
3309 {
3310 // Activate Trilinear filtering if mipmaps are available
3311 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
3312 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
3313 }
3314#endif
3315
3316 // At this point we have the texture loaded in GPU and texture parameters configured
3317
3318 // NOTE: If mipmaps were not in data, they are not generated automatically
3319
3320 // Unbind current texture
3321 glBindTexture(GL_TEXTURE_2D, 0);
3322
3323 if (id > 0) TRACELOG(RL_LOG_INFO, "TEXTURE: [ID %i] Texture loaded successfully (%ix%i | %s | %i mipmaps)", id, width, height, rlGetPixelFormatName(format), mipmapCount);
3324 else TRACELOG(RL_LOG_WARNING, "TEXTURE: Failed to load texture");
3325
3326 return id;
3327}
3328
3329// Load depth texture/renderbuffer (to be attached to fbo)
3330// WARNING: OpenGL ES 2.0 requires GL_OES_depth_texture and WebGL requires WEBGL_depth_texture extensions
3331unsigned int rlLoadTextureDepth(int width, int height, bool useRenderBuffer)
3332{
3333 unsigned int id = 0;
3334
3335#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
3336 // In case depth textures not supported, we force renderbuffer usage
3337 if (!RLGL.ExtSupported.texDepth) useRenderBuffer = true;
3338
3339 // NOTE: We let the implementation to choose the best bit-depth
3340 // Possible formats: GL_DEPTH_COMPONENT16, GL_DEPTH_COMPONENT24, GL_DEPTH_COMPONENT32 and GL_DEPTH_COMPONENT32F
3341 unsigned int glInternalFormat = GL_DEPTH_COMPONENT;
3342
3343#if (defined(GRAPHICS_API_OPENGL_ES2) || defined(GRAPHICS_API_OPENGL_ES3))
3344 // WARNING: WebGL platform requires unsized internal format definition (GL_DEPTH_COMPONENT)
3345 // while other platforms using OpenGL ES 2.0 require/support sized internal formats depending on the GPU capabilities
3346 if (!RLGL.ExtSupported.texDepthWebGL || useRenderBuffer)
3347 {
3348 if (RLGL.ExtSupported.maxDepthBits == 32) glInternalFormat = GL_DEPTH_COMPONENT32_OES;
3349 else if (RLGL.ExtSupported.maxDepthBits == 24) glInternalFormat = GL_DEPTH_COMPONENT24_OES;
3350 else glInternalFormat = GL_DEPTH_COMPONENT16;
3351 }
3352#endif
3353
3354 if (!useRenderBuffer && RLGL.ExtSupported.texDepth)
3355 {
3356 glGenTextures(1, &id);
3357 glBindTexture(GL_TEXTURE_2D, id);
3358 glTexImage2D(GL_TEXTURE_2D, 0, glInternalFormat, width, height, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL);
3359
3360 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
3361 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
3362 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
3363 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
3364
3365 glBindTexture(GL_TEXTURE_2D, 0);
3366
3367 TRACELOG(RL_LOG_INFO, "TEXTURE: Depth texture loaded successfully");
3368 }
3369 else
3370 {
3371 // Create the renderbuffer that will serve as the depth attachment for the framebuffer
3372 // NOTE: A renderbuffer is simpler than a texture and could offer better performance on embedded devices
3373 glGenRenderbuffers(1, &id);
3374 glBindRenderbuffer(GL_RENDERBUFFER, id);
3375 glRenderbufferStorage(GL_RENDERBUFFER, glInternalFormat, width, height);
3376
3377 glBindRenderbuffer(GL_RENDERBUFFER, 0);
3378
3379 TRACELOG(RL_LOG_INFO, "TEXTURE: [ID %i] Depth renderbuffer loaded successfully (%i bits)", id, (RLGL.ExtSupported.maxDepthBits >= 24)? RLGL.ExtSupported.maxDepthBits : 16);
3380 }
3381#endif
3382
3383 return id;
3384}
3385
3386// Load texture cubemap
3387// NOTE: Cubemap data is expected to be 6 images in a single data array (one after the other),
3388// expected the following convention: +X, -X, +Y, -Y, +Z, -Z
3389unsigned int rlLoadTextureCubemap(const void *data, int size, int format, int mipmapCount)
3390{
3391 unsigned int id = 0;
3392
3393#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
3394 int mipSize = size;
3395
3396 // NOTE: Added pointer math separately from function to avoid UBSAN complaining
3397 unsigned char *dataPtr = NULL;
3398 if (data != NULL) dataPtr = (unsigned char *)data;
3399
3400 unsigned int dataSize = rlGetPixelDataSize(size, size, format);
3401
3402 glGenTextures(1, &id);
3403 glBindTexture(GL_TEXTURE_CUBE_MAP, id);
3404
3405 unsigned int glInternalFormat, glFormat, glType;
3406 rlGetGlTextureFormats(format, &glInternalFormat, &glFormat, &glType);
3407
3408 if (glInternalFormat != 0)
3409 {
3410 // Load cubemap faces/mipmaps
3411 for (int i = 0; i < 6*mipmapCount; i++)
3412 {
3413 int mipmapLevel = i/6;
3414 int face = i%6;
3415
3416 if (data == NULL)
3417 {
3418 if (format < RL_PIXELFORMAT_COMPRESSED_DXT1_RGB)
3419 {
3420 if ((format == RL_PIXELFORMAT_UNCOMPRESSED_R32) ||
3421 (format == RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32A32) ||
3422 (format == RL_PIXELFORMAT_UNCOMPRESSED_R16) ||
3423 (format == RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16A16)) TRACELOG(RL_LOG_WARNING, "TEXTURES: Cubemap requested format not supported");
3424 else glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, mipmapLevel, glInternalFormat, mipSize, mipSize, 0, glFormat, glType, NULL);
3425 }
3426 else TRACELOG(RL_LOG_WARNING, "TEXTURES: Empty cubemap creation does not support compressed format");
3427 }
3428 else
3429 {
3430 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);
3431 else glCompressedTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, mipmapLevel, glInternalFormat, mipSize, mipSize, 0, dataSize, (unsigned char *)dataPtr + face*dataSize);
3432 }
3433
3434#if defined(GRAPHICS_API_OPENGL_33)
3435 if (format == RL_PIXELFORMAT_UNCOMPRESSED_GRAYSCALE)
3436 {
3437 GLint swizzleMask[] = { GL_RED, GL_RED, GL_RED, GL_ONE };
3438 glTexParameteriv(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
3439 }
3440 else if (format == RL_PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA)
3441 {
3442#if defined(GRAPHICS_API_OPENGL_21)
3443 GLint swizzleMask[] = { GL_RED, GL_RED, GL_RED, GL_ALPHA };
3444#elif defined(GRAPHICS_API_OPENGL_33)
3445 GLint swizzleMask[] = { GL_RED, GL_RED, GL_RED, GL_GREEN };
3446#endif
3447 glTexParameteriv(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
3448 }
3449#endif
3450 if (face == 5)
3451 {
3452 mipSize /= 2;
3453 if (data != NULL) dataPtr += dataSize*6; // Increment data pointer to next mipmap
3454
3455 // Security check for NPOT textures
3456 if (mipSize < 1) mipSize = 1;
3457
3458 dataSize = rlGetPixelDataSize(mipSize, mipSize, format);
3459 }
3460 }
3461 }
3462
3463 // Set cubemap texture sampling parameters
3464 if (mipmapCount > 1) glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
3465 else glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
3466
3467 glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
3468 glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
3469 glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
3470#if defined(GRAPHICS_API_OPENGL_33)
3471 glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE); // Flag not supported on OpenGL ES 2.0
3472#endif
3473
3474 glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
3475#endif
3476
3477 if (id > 0) TRACELOG(RL_LOG_INFO, "TEXTURE: [ID %i] Cubemap texture loaded successfully (%ix%i)", id, size, size);
3478 else TRACELOG(RL_LOG_WARNING, "TEXTURE: Failed to load cubemap texture");
3479
3480 return id;
3481}
3482
3483// Update already loaded texture in GPU with new data
3484// NOTE: We don't know safely if internal texture format is the expected one...
3485void rlUpdateTexture(unsigned int id, int offsetX, int offsetY, int width, int height, int format, const void *data)
3486{
3487 glBindTexture(GL_TEXTURE_2D, id);
3488
3489 unsigned int glInternalFormat, glFormat, glType;
3490 rlGetGlTextureFormats(format, &glInternalFormat, &glFormat, &glType);
3491
3492 if ((glInternalFormat != 0) && (format < RL_PIXELFORMAT_COMPRESSED_DXT1_RGB))
3493 {
3494 glTexSubImage2D(GL_TEXTURE_2D, 0, offsetX, offsetY, width, height, glFormat, glType, data);
3495 }
3496 else TRACELOG(RL_LOG_WARNING, "TEXTURE: [ID %i] Failed to update for current texture format (%i)", id, format);
3497}
3498
3499// Get OpenGL internal formats and data type from raylib PixelFormat
3500void rlGetGlTextureFormats(int format, unsigned int *glInternalFormat, unsigned int *glFormat, unsigned int *glType)
3501{
3502 *glInternalFormat = 0;
3503 *glFormat = 0;
3504 *glType = 0;
3505
3506 switch (format)
3507 {
3508 #if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_21) || defined(GRAPHICS_API_OPENGL_ES2)
3509 // NOTE: on OpenGL ES 2.0 (WebGL), internalFormat must match format and options allowed are: GL_LUMINANCE, GL_RGB, GL_RGBA
3510 case RL_PIXELFORMAT_UNCOMPRESSED_GRAYSCALE: *glInternalFormat = GL_LUMINANCE; *glFormat = GL_LUMINANCE; *glType = GL_UNSIGNED_BYTE; break;
3511 case RL_PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA: *glInternalFormat = GL_LUMINANCE_ALPHA; *glFormat = GL_LUMINANCE_ALPHA; *glType = GL_UNSIGNED_BYTE; break;
3512 case RL_PIXELFORMAT_UNCOMPRESSED_R5G6B5: *glInternalFormat = GL_RGB; *glFormat = GL_RGB; *glType = GL_UNSIGNED_SHORT_5_6_5; break;
3513 case RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8: *glInternalFormat = GL_RGB; *glFormat = GL_RGB; *glType = GL_UNSIGNED_BYTE; break;
3514 case RL_PIXELFORMAT_UNCOMPRESSED_R5G5B5A1: *glInternalFormat = GL_RGBA; *glFormat = GL_RGBA; *glType = GL_UNSIGNED_SHORT_5_5_5_1; break;
3515 case RL_PIXELFORMAT_UNCOMPRESSED_R4G4B4A4: *glInternalFormat = GL_RGBA; *glFormat = GL_RGBA; *glType = GL_UNSIGNED_SHORT_4_4_4_4; break;
3516 case RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8A8: *glInternalFormat = GL_RGBA; *glFormat = GL_RGBA; *glType = GL_UNSIGNED_BYTE; break;
3517 #if !defined(GRAPHICS_API_OPENGL_11)
3518 #if defined(GRAPHICS_API_OPENGL_ES3)
3519 case RL_PIXELFORMAT_UNCOMPRESSED_R32: if (RLGL.ExtSupported.texFloat32) *glInternalFormat = GL_R32F_EXT; *glFormat = GL_RED_EXT; *glType = GL_FLOAT; break;
3520 case RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32: if (RLGL.ExtSupported.texFloat32) *glInternalFormat = GL_RGB32F_EXT; *glFormat = GL_RGB; *glType = GL_FLOAT; break;
3521 case RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32A32: if (RLGL.ExtSupported.texFloat32) *glInternalFormat = GL_RGBA32F_EXT; *glFormat = GL_RGBA; *glType = GL_FLOAT; break;
3522 case RL_PIXELFORMAT_UNCOMPRESSED_R16: if (RLGL.ExtSupported.texFloat16) *glInternalFormat = GL_R16F_EXT; *glFormat = GL_RED_EXT; *glType = GL_HALF_FLOAT; break;
3523 case RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16: if (RLGL.ExtSupported.texFloat16) *glInternalFormat = GL_RGB16F_EXT; *glFormat = GL_RGB; *glType = GL_HALF_FLOAT; break;
3524 case RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16A16: if (RLGL.ExtSupported.texFloat16) *glInternalFormat = GL_RGBA16F_EXT; *glFormat = GL_RGBA; *glType = GL_HALF_FLOAT; break;
3525 #else
3526 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
3527 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
3528 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
3529 #if defined(GRAPHICS_API_OPENGL_21)
3530 case RL_PIXELFORMAT_UNCOMPRESSED_R16: if (RLGL.ExtSupported.texFloat16) *glInternalFormat = GL_LUMINANCE; *glFormat = GL_LUMINANCE; *glType = GL_HALF_FLOAT_ARB; break;
3531 case RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16: if (RLGL.ExtSupported.texFloat16) *glInternalFormat = GL_RGB; *glFormat = GL_RGB; *glType = GL_HALF_FLOAT_ARB; break;
3532 case RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16A16: if (RLGL.ExtSupported.texFloat16) *glInternalFormat = GL_RGBA; *glFormat = GL_RGBA; *glType = GL_HALF_FLOAT_ARB; break;
3533 #else // defined(GRAPHICS_API_OPENGL_ES2)
3534 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
3535 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
3536 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
3537 #endif
3538 #endif
3539 #endif
3540 #elif defined(GRAPHICS_API_OPENGL_33)
3541 case RL_PIXELFORMAT_UNCOMPRESSED_GRAYSCALE: *glInternalFormat = GL_R8; *glFormat = GL_RED; *glType = GL_UNSIGNED_BYTE; break;
3542 case RL_PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA: *glInternalFormat = GL_RG8; *glFormat = GL_RG; *glType = GL_UNSIGNED_BYTE; break;
3543 case RL_PIXELFORMAT_UNCOMPRESSED_R5G6B5: *glInternalFormat = GL_RGB565; *glFormat = GL_RGB; *glType = GL_UNSIGNED_SHORT_5_6_5; break;
3544 case RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8: *glInternalFormat = GL_RGB8; *glFormat = GL_RGB; *glType = GL_UNSIGNED_BYTE; break;
3545 case RL_PIXELFORMAT_UNCOMPRESSED_R5G5B5A1: *glInternalFormat = GL_RGB5_A1; *glFormat = GL_RGBA; *glType = GL_UNSIGNED_SHORT_5_5_5_1; break;
3546 case RL_PIXELFORMAT_UNCOMPRESSED_R4G4B4A4: *glInternalFormat = GL_RGBA4; *glFormat = GL_RGBA; *glType = GL_UNSIGNED_SHORT_4_4_4_4; break;
3547 case RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8A8: *glInternalFormat = GL_RGBA8; *glFormat = GL_RGBA; *glType = GL_UNSIGNED_BYTE; break;
3548 case RL_PIXELFORMAT_UNCOMPRESSED_R32: if (RLGL.ExtSupported.texFloat32) *glInternalFormat = GL_R32F; *glFormat = GL_RED; *glType = GL_FLOAT; break;
3549 case RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32: if (RLGL.ExtSupported.texFloat32) *glInternalFormat = GL_RGB32F; *glFormat = GL_RGB; *glType = GL_FLOAT; break;
3550 case RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32A32: if (RLGL.ExtSupported.texFloat32) *glInternalFormat = GL_RGBA32F; *glFormat = GL_RGBA; *glType = GL_FLOAT; break;
3551 case RL_PIXELFORMAT_UNCOMPRESSED_R16: if (RLGL.ExtSupported.texFloat16) *glInternalFormat = GL_R16F; *glFormat = GL_RED; *glType = GL_HALF_FLOAT; break;
3552 case RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16: if (RLGL.ExtSupported.texFloat16) *glInternalFormat = GL_RGB16F; *glFormat = GL_RGB; *glType = GL_HALF_FLOAT; break;
3553 case RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16A16: if (RLGL.ExtSupported.texFloat16) *glInternalFormat = GL_RGBA16F; *glFormat = GL_RGBA; *glType = GL_HALF_FLOAT; break;
3554 #endif
3555 #if !defined(GRAPHICS_API_OPENGL_11)
3556 case RL_PIXELFORMAT_COMPRESSED_DXT1_RGB: if (RLGL.ExtSupported.texCompDXT) *glInternalFormat = GL_COMPRESSED_RGB_S3TC_DXT1_EXT; break;
3557 case RL_PIXELFORMAT_COMPRESSED_DXT1_RGBA: if (RLGL.ExtSupported.texCompDXT) *glInternalFormat = GL_COMPRESSED_RGBA_S3TC_DXT1_EXT; break;
3558 case RL_PIXELFORMAT_COMPRESSED_DXT3_RGBA: if (RLGL.ExtSupported.texCompDXT) *glInternalFormat = GL_COMPRESSED_RGBA_S3TC_DXT3_EXT; break;
3559 case RL_PIXELFORMAT_COMPRESSED_DXT5_RGBA: if (RLGL.ExtSupported.texCompDXT) *glInternalFormat = GL_COMPRESSED_RGBA_S3TC_DXT5_EXT; break;
3560 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
3561 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
3562 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
3563 case RL_PIXELFORMAT_COMPRESSED_PVRT_RGB: if (RLGL.ExtSupported.texCompPVRT) *glInternalFormat = GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG; break; // NOTE: Requires PowerVR GPU
3564 case RL_PIXELFORMAT_COMPRESSED_PVRT_RGBA: if (RLGL.ExtSupported.texCompPVRT) *glInternalFormat = GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG; break; // NOTE: Requires PowerVR GPU
3565 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
3566 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
3567 #endif
3568 default: TRACELOG(RL_LOG_WARNING, "TEXTURE: Current format not supported (%i)", format); break;
3569 }
3570}
3571
3572// Unload texture from GPU memory
3573void rlUnloadTexture(unsigned int id)
3574{
3575 glDeleteTextures(1, &id);
3576}
3577
3578// Generate mipmap data for selected texture
3579// NOTE: Only supports GPU mipmap generation
3580void rlGenTextureMipmaps(unsigned int id, int width, int height, int format, int *mipmaps)
3581{
3582#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
3583 glBindTexture(GL_TEXTURE_2D, id);
3584
3585 // Check if texture is power-of-two (POT)
3586 bool texIsPOT = false;
3587
3588 if (((width > 0) && ((width & (width - 1)) == 0)) &&
3589 ((height > 0) && ((height & (height - 1)) == 0))) texIsPOT = true;
3590
3591 if ((texIsPOT) || (RLGL.ExtSupported.texNPOT))
3592 {
3593 //glHint(GL_GENERATE_MIPMAP_HINT, GL_DONT_CARE); // Hint for mipmaps generation algorithm: GL_FASTEST, GL_NICEST, GL_DONT_CARE
3594 glGenerateMipmap(GL_TEXTURE_2D); // Generate mipmaps automatically
3595
3596 #define MIN(a,b) (((a)<(b))? (a):(b))
3597 #define MAX(a,b) (((a)>(b))? (a):(b))
3598
3599 *mipmaps = 1 + (int)floor(log(MAX(width, height))/log(2));
3600 TRACELOG(RL_LOG_INFO, "TEXTURE: [ID %i] Mipmaps generated automatically, total: %i", id, *mipmaps);
3601 }
3602 else TRACELOG(RL_LOG_WARNING, "TEXTURE: [ID %i] Failed to generate mipmaps", id);
3603
3604 glBindTexture(GL_TEXTURE_2D, 0);
3605#else
3606 TRACELOG(RL_LOG_WARNING, "TEXTURE: [ID %i] GPU mipmap generation not supported", id);
3607#endif
3608}
3609
3610// Read texture pixel data
3611void *rlReadTexturePixels(unsigned int id, int width, int height, int format)
3612{
3613 void *pixels = NULL;
3614
3615#if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33)
3616 glBindTexture(GL_TEXTURE_2D, id);
3617
3618 // NOTE: Using texture id, we can retrieve some texture info (but not on OpenGL ES 2.0)
3619 // Possible texture info: GL_TEXTURE_RED_SIZE, GL_TEXTURE_GREEN_SIZE, GL_TEXTURE_BLUE_SIZE, GL_TEXTURE_ALPHA_SIZE
3620 //int width, height, format;
3621 //glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_WIDTH, &width);
3622 //glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_HEIGHT, &height);
3623 //glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_INTERNAL_FORMAT, &format);
3624
3625 // 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
3626 // Use glPixelStorei to modify padding with the GL_[UN]PACK_ALIGNMENT setting
3627 // GL_PACK_ALIGNMENT affects operations that read from OpenGL memory (glReadPixels, glGetTexImage, etc.)
3628 // GL_UNPACK_ALIGNMENT affects operations that write to OpenGL memory (glTexImage, etc.)
3629 glPixelStorei(GL_PACK_ALIGNMENT, 1);
3630
3631 unsigned int glInternalFormat, glFormat, glType;
3632 rlGetGlTextureFormats(format, &glInternalFormat, &glFormat, &glType);
3633 unsigned int size = rlGetPixelDataSize(width, height, format);
3634
3635 if ((glInternalFormat != 0) && (format < RL_PIXELFORMAT_COMPRESSED_DXT1_RGB))
3636 {
3637 pixels = RL_MALLOC(size);
3638 glGetTexImage(GL_TEXTURE_2D, 0, glFormat, glType, pixels);
3639 }
3640 else TRACELOG(RL_LOG_WARNING, "TEXTURE: [ID %i] Data retrieval not suported for pixel format (%i)", id, format);
3641
3642 glBindTexture(GL_TEXTURE_2D, 0);
3643#endif
3644
3645#if defined(GRAPHICS_API_OPENGL_ES2)
3646 // glGetTexImage() is not available on OpenGL ES 2.0
3647 // Texture width and height are required on OpenGL ES 2.0, there is no way to get it from texture id
3648 // Two possible Options:
3649 // 1 - Bind texture to color fbo attachment and glReadPixels()
3650 // 2 - Create an fbo, activate it, render quad with texture, glReadPixels()
3651 // We are using Option 1, just need to care for texture format on retrieval
3652 // NOTE: This behaviour could be conditioned by graphic driver...
3653 unsigned int fboId = rlLoadFramebuffer();
3654
3655 glBindFramebuffer(GL_FRAMEBUFFER, fboId);
3656 glBindTexture(GL_TEXTURE_2D, 0);
3657
3658 // Attach our texture to FBO
3659 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, id, 0);
3660
3661 // We read data as RGBA because FBO texture is configured as RGBA, despite binding another texture format
3662 pixels = (unsigned char *)RL_MALLOC(rlGetPixelDataSize(width, height, RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8A8));
3663 glReadPixels(0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
3664
3665 glBindFramebuffer(GL_FRAMEBUFFER, 0);
3666
3667 // Clean up temporal fbo
3668 rlUnloadFramebuffer(fboId);
3669#endif
3670
3671 return pixels;
3672}
3673
3674// Read screen pixel data (color buffer)
3675unsigned char *rlReadScreenPixels(int width, int height)
3676{
3677 unsigned char *screenData = (unsigned char *)RL_CALLOC(width*height*4, sizeof(unsigned char));
3678
3679 // NOTE 1: glReadPixels returns image flipped vertically -> (0,0) is the bottom left corner of the framebuffer
3680 // NOTE 2: We are getting alpha channel! Be careful, it can be transparent if not cleared properly!
3681 glReadPixels(0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, screenData);
3682
3683 // Flip image vertically!
3684 unsigned char *imgData = (unsigned char *)RL_MALLOC(width*height*4*sizeof(unsigned char));
3685
3686 for (int y = height - 1; y >= 0; y--)
3687 {
3688 for (int x = 0; x < (width*4); x++)
3689 {
3690 imgData[((height - 1) - y)*width*4 + x] = screenData[(y*width*4) + x]; // Flip line
3691
3692 // Set alpha component value to 255 (no trasparent image retrieval)
3693 // NOTE: Alpha value has already been applied to RGB in framebuffer, we don't need it!
3694 if (((x + 1)%4) == 0) imgData[((height - 1) - y)*width*4 + x] = 255;
3695 }
3696 }
3697
3698 RL_FREE(screenData);
3699
3700 return imgData; // NOTE: image data should be freed
3701}
3702
3703// Framebuffer management (fbo)
3704//-----------------------------------------------------------------------------------------
3705// Load a framebuffer to be used for rendering
3706// NOTE: No textures attached
3707unsigned int rlLoadFramebuffer(void)
3708{
3709 unsigned int fboId = 0;
3710
3711#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)) && defined(RLGL_RENDER_TEXTURES_HINT)
3712 glGenFramebuffers(1, &fboId); // Create the framebuffer object
3713 glBindFramebuffer(GL_FRAMEBUFFER, 0); // Unbind any framebuffer
3714#endif
3715
3716 return fboId;
3717}
3718
3719// Attach color buffer texture to an fbo (unloads previous attachment)
3720// NOTE: Attach type: 0-Color, 1-Depth renderbuffer, 2-Depth texture
3721void rlFramebufferAttach(unsigned int fboId, unsigned int texId, int attachType, int texType, int mipLevel)
3722{
3723#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)) && defined(RLGL_RENDER_TEXTURES_HINT)
3724 glBindFramebuffer(GL_FRAMEBUFFER, fboId);
3725
3726 switch (attachType)
3727 {
3728 case RL_ATTACHMENT_COLOR_CHANNEL0:
3729 case RL_ATTACHMENT_COLOR_CHANNEL1:
3730 case RL_ATTACHMENT_COLOR_CHANNEL2:
3731 case RL_ATTACHMENT_COLOR_CHANNEL3:
3732 case RL_ATTACHMENT_COLOR_CHANNEL4:
3733 case RL_ATTACHMENT_COLOR_CHANNEL5:
3734 case RL_ATTACHMENT_COLOR_CHANNEL6:
3735 case RL_ATTACHMENT_COLOR_CHANNEL7:
3736 {
3737 if (texType == RL_ATTACHMENT_TEXTURE2D) glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + attachType, GL_TEXTURE_2D, texId, mipLevel);
3738 else if (texType == RL_ATTACHMENT_RENDERBUFFER) glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + attachType, GL_RENDERBUFFER, texId);
3739 else if (texType >= RL_ATTACHMENT_CUBEMAP_POSITIVE_X) glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + attachType, GL_TEXTURE_CUBE_MAP_POSITIVE_X + texType, texId, mipLevel);
3740
3741 } break;
3742 case RL_ATTACHMENT_DEPTH:
3743 {
3744 if (texType == RL_ATTACHMENT_TEXTURE2D) glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, texId, mipLevel);
3745 else if (texType == RL_ATTACHMENT_RENDERBUFFER) glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, texId);
3746
3747 } break;
3748 case RL_ATTACHMENT_STENCIL:
3749 {
3750 if (texType == RL_ATTACHMENT_TEXTURE2D) glFramebufferTexture2D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, texId, mipLevel);
3751 else if (texType == RL_ATTACHMENT_RENDERBUFFER) glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, texId);
3752
3753 } break;
3754 default: break;
3755 }
3756
3757 glBindFramebuffer(GL_FRAMEBUFFER, 0);
3758#endif
3759}
3760
3761// Verify render texture is complete
3762bool rlFramebufferComplete(unsigned int id)
3763{
3764 bool result = false;
3765
3766#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)) && defined(RLGL_RENDER_TEXTURES_HINT)
3767 glBindFramebuffer(GL_FRAMEBUFFER, id);
3768
3769 GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
3770
3771 if (status != GL_FRAMEBUFFER_COMPLETE)
3772 {
3773 switch (status)
3774 {
3775 case GL_FRAMEBUFFER_UNSUPPORTED: TRACELOG(RL_LOG_WARNING, "FBO: [ID %i] Framebuffer is unsupported", id); break;
3776 case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT: TRACELOG(RL_LOG_WARNING, "FBO: [ID %i] Framebuffer has incomplete attachment", id); break;
3777#if defined(GRAPHICS_API_OPENGL_ES2)
3778 case GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS: TRACELOG(RL_LOG_WARNING, "FBO: [ID %i] Framebuffer has incomplete dimensions", id); break;
3779#endif
3780 case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT: TRACELOG(RL_LOG_WARNING, "FBO: [ID %i] Framebuffer has a missing attachment", id); break;
3781 default: break;
3782 }
3783 }
3784
3785 glBindFramebuffer(GL_FRAMEBUFFER, 0);
3786
3787 result = (status == GL_FRAMEBUFFER_COMPLETE);
3788#endif
3789
3790 return result;
3791}
3792
3793// Unload framebuffer from GPU memory
3794// NOTE: All attached textures/cubemaps/renderbuffers are also deleted
3795void rlUnloadFramebuffer(unsigned int id)
3796{
3797#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)) && defined(RLGL_RENDER_TEXTURES_HINT)
3798 // Query depth attachment to automatically delete texture/renderbuffer
3799 int depthType = 0, depthId = 0;
3800 glBindFramebuffer(GL_FRAMEBUFFER, id); // Bind framebuffer to query depth texture type
3801 glGetFramebufferAttachmentParameteriv(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE, &depthType);
3802
3803 // TODO: Review warning retrieving object name in WebGL
3804 // WARNING: WebGL: INVALID_ENUM: getFramebufferAttachmentParameter: invalid parameter name
3805 // https://registry.khronos.org/webgl/specs/latest/1.0/
3806 glGetFramebufferAttachmentParameteriv(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME, &depthId);
3807
3808 unsigned int depthIdU = (unsigned int)depthId;
3809 if (depthType == GL_RENDERBUFFER) glDeleteRenderbuffers(1, &depthIdU);
3810 else if (depthType == GL_TEXTURE) glDeleteTextures(1, &depthIdU);
3811
3812 // NOTE: If a texture object is deleted while its image is attached to the *currently bound* framebuffer,
3813 // the texture image is automatically detached from the currently bound framebuffer
3814
3815 glBindFramebuffer(GL_FRAMEBUFFER, 0);
3816 glDeleteFramebuffers(1, &id);
3817
3818 TRACELOG(RL_LOG_INFO, "FBO: [ID %i] Unloaded framebuffer from VRAM (GPU)", id);
3819#endif
3820}
3821
3822// Vertex data management
3823//-----------------------------------------------------------------------------------------
3824// Load a new attributes buffer
3825unsigned int rlLoadVertexBuffer(const void *buffer, int size, bool dynamic)
3826{
3827 unsigned int id = 0;
3828
3829#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
3830 glGenBuffers(1, &id);
3831 glBindBuffer(GL_ARRAY_BUFFER, id);
3832 glBufferData(GL_ARRAY_BUFFER, size, buffer, dynamic? GL_DYNAMIC_DRAW : GL_STATIC_DRAW);
3833#endif
3834
3835 return id;
3836}
3837
3838// Load a new attributes element buffer
3839unsigned int rlLoadVertexBufferElement(const void *buffer, int size, bool dynamic)
3840{
3841 unsigned int id = 0;
3842
3843#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
3844 glGenBuffers(1, &id);
3845 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, id);
3846 glBufferData(GL_ELEMENT_ARRAY_BUFFER, size, buffer, dynamic? GL_DYNAMIC_DRAW : GL_STATIC_DRAW);
3847#endif
3848
3849 return id;
3850}
3851
3852// Enable vertex buffer (VBO)
3853void rlEnableVertexBuffer(unsigned int id)
3854{
3855#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
3856 glBindBuffer(GL_ARRAY_BUFFER, id);
3857#endif
3858}
3859
3860// Disable vertex buffer (VBO)
3861void rlDisableVertexBuffer(void)
3862{
3863#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
3864 glBindBuffer(GL_ARRAY_BUFFER, 0);
3865#endif
3866}
3867
3868// Enable vertex buffer element (VBO element)
3869void rlEnableVertexBufferElement(unsigned int id)
3870{
3871#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
3872 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, id);
3873#endif
3874}
3875
3876// Disable vertex buffer element (VBO element)
3877void rlDisableVertexBufferElement(void)
3878{
3879#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
3880 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
3881#endif
3882}
3883
3884// Update vertex buffer with new data
3885// NOTE: dataSize and offset must be provided in bytes
3886void rlUpdateVertexBuffer(unsigned int id, const void *data, int dataSize, int offset)
3887{
3888#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
3889 glBindBuffer(GL_ARRAY_BUFFER, id);
3890 glBufferSubData(GL_ARRAY_BUFFER, offset, dataSize, data);
3891#endif
3892}
3893
3894// Update vertex buffer elements with new data
3895// NOTE: dataSize and offset must be provided in bytes
3896void rlUpdateVertexBufferElements(unsigned int id, const void *data, int dataSize, int offset)
3897{
3898#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
3899 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, id);
3900 glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, offset, dataSize, data);
3901#endif
3902}
3903
3904// Enable vertex array object (VAO)
3905bool rlEnableVertexArray(unsigned int vaoId)
3906{
3907 bool result = false;
3908#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
3909 if (RLGL.ExtSupported.vao)
3910 {
3911 glBindVertexArray(vaoId);
3912 result = true;
3913 }
3914#endif
3915 return result;
3916}
3917
3918// Disable vertex array object (VAO)
3919void rlDisableVertexArray(void)
3920{
3921#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
3922 if (RLGL.ExtSupported.vao) glBindVertexArray(0);
3923#endif
3924}
3925
3926// Enable vertex attribute index
3927void rlEnableVertexAttribute(unsigned int index)
3928{
3929#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
3930 glEnableVertexAttribArray(index);
3931#endif
3932}
3933
3934// Disable vertex attribute index
3935void rlDisableVertexAttribute(unsigned int index)
3936{
3937#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
3938 glDisableVertexAttribArray(index);
3939#endif
3940}
3941
3942// Draw vertex array
3943void rlDrawVertexArray(int offset, int count)
3944{
3945 glDrawArrays(GL_TRIANGLES, offset, count);
3946}
3947
3948// Draw vertex array elements
3949void rlDrawVertexArrayElements(int offset, int count, const void *buffer)
3950{
3951 // NOTE: Added pointer math separately from function to avoid UBSAN complaining
3952 unsigned short *bufferPtr = (unsigned short *)buffer;
3953 if (offset > 0) bufferPtr += offset;
3954
3955 glDrawElements(GL_TRIANGLES, count, GL_UNSIGNED_SHORT, (const unsigned short *)bufferPtr);
3956}
3957
3958// Draw vertex array instanced
3959void rlDrawVertexArrayInstanced(int offset, int count, int instances)
3960{
3961#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
3962 glDrawArraysInstanced(GL_TRIANGLES, 0, count, instances);
3963#endif
3964}
3965
3966// Draw vertex array elements instanced
3967void rlDrawVertexArrayElementsInstanced(int offset, int count, const void *buffer, int instances)
3968{
3969#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
3970 // NOTE: Added pointer math separately from function to avoid UBSAN complaining
3971 unsigned short *bufferPtr = (unsigned short *)buffer;
3972 if (offset > 0) bufferPtr += offset;
3973
3974 glDrawElementsInstanced(GL_TRIANGLES, count, GL_UNSIGNED_SHORT, (const unsigned short *)bufferPtr, instances);
3975#endif
3976}
3977
3978#if defined(GRAPHICS_API_OPENGL_11)
3979// Enable vertex state pointer
3980void rlEnableStatePointer(int vertexAttribType, void *buffer)
3981{
3982 if (buffer != NULL) glEnableClientState(vertexAttribType);
3983 switch (vertexAttribType)
3984 {
3985 case GL_VERTEX_ARRAY: glVertexPointer(3, GL_FLOAT, 0, buffer); break;
3986 case GL_TEXTURE_COORD_ARRAY: glTexCoordPointer(2, GL_FLOAT, 0, buffer); break;
3987 case GL_NORMAL_ARRAY: if (buffer != NULL) glNormalPointer(GL_FLOAT, 0, buffer); break;
3988 case GL_COLOR_ARRAY: if (buffer != NULL) glColorPointer(4, GL_UNSIGNED_BYTE, 0, buffer); break;
3989 //case GL_INDEX_ARRAY: if (buffer != NULL) glIndexPointer(GL_SHORT, 0, buffer); break; // Indexed colors
3990 default: break;
3991 }
3992}
3993
3994// Disable vertex state pointer
3995void rlDisableStatePointer(int vertexAttribType)
3996{
3997 glDisableClientState(vertexAttribType);
3998}
3999#endif
4000
4001// Load vertex array object (VAO)
4002unsigned int rlLoadVertexArray(void)
4003{
4004 unsigned int vaoId = 0;
4005#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
4006 if (RLGL.ExtSupported.vao)
4007 {
4008 glGenVertexArrays(1, &vaoId);
4009 }
4010#endif
4011 return vaoId;
4012}
4013
4014// Set vertex attribute
4015void rlSetVertexAttribute(unsigned int index, int compSize, int type, bool normalized, int stride, int offset)
4016{
4017#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
4018 // NOTE: Data type could be: GL_BYTE, GL_UNSIGNED_BYTE, GL_SHORT, GL_UNSIGNED_SHORT, GL_INT, GL_UNSIGNED_INT
4019 // Additional types (depends on OpenGL version or extensions):
4020 // - GL_HALF_FLOAT, GL_FLOAT, GL_DOUBLE, GL_FIXED,
4021 // - GL_INT_2_10_10_10_REV, GL_UNSIGNED_INT_2_10_10_10_REV, GL_UNSIGNED_INT_10F_11F_11F_REV
4022
4023 size_t offsetNative = offset;
4024 glVertexAttribPointer(index, compSize, type, normalized, stride, (void *)offsetNative);
4025#endif
4026}
4027
4028// Set vertex attribute divisor
4029void rlSetVertexAttributeDivisor(unsigned int index, int divisor)
4030{
4031#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
4032 glVertexAttribDivisor(index, divisor);
4033#endif
4034}
4035
4036// Unload vertex array object (VAO)
4037void rlUnloadVertexArray(unsigned int vaoId)
4038{
4039#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
4040 if (RLGL.ExtSupported.vao)
4041 {
4042 glBindVertexArray(0);
4043 glDeleteVertexArrays(1, &vaoId);
4044 TRACELOG(RL_LOG_INFO, "VAO: [ID %i] Unloaded vertex array data from VRAM (GPU)", vaoId);
4045 }
4046#endif
4047}
4048
4049// Unload vertex buffer (VBO)
4050void rlUnloadVertexBuffer(unsigned int vboId)
4051{
4052#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
4053 glDeleteBuffers(1, &vboId);
4054 //TRACELOG(RL_LOG_INFO, "VBO: Unloaded vertex data from VRAM (GPU)");
4055#endif
4056}
4057
4058// Shaders management
4059//-----------------------------------------------------------------------------------------------
4060// Load shader from code strings
4061// NOTE: If shader string is NULL, using default vertex/fragment shaders
4062unsigned int rlLoadShaderCode(const char *vsCode, const char *fsCode)
4063{
4064 unsigned int id = 0;
4065
4066#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
4067 unsigned int vertexShaderId = 0;
4068 unsigned int fragmentShaderId = 0;
4069
4070 // Compile vertex shader (if provided)
4071 // NOTE: If not vertex shader is provided, use default one
4072 if (vsCode != NULL) vertexShaderId = rlCompileShader(vsCode, GL_VERTEX_SHADER);
4073 else vertexShaderId = RLGL.State.defaultVShaderId;
4074
4075 // Compile fragment shader (if provided)
4076 // NOTE: If not vertex shader is provided, use default one
4077 if (fsCode != NULL) fragmentShaderId = rlCompileShader(fsCode, GL_FRAGMENT_SHADER);
4078 else fragmentShaderId = RLGL.State.defaultFShaderId;
4079
4080 // In case vertex and fragment shader are the default ones, no need to recompile, we can just assign the default shader program id
4081 if ((vertexShaderId == RLGL.State.defaultVShaderId) && (fragmentShaderId == RLGL.State.defaultFShaderId)) id = RLGL.State.defaultShaderId;
4082 else if ((vertexShaderId > 0) && (fragmentShaderId > 0))
4083 {
4084 // One of or both shader are new, we need to compile a new shader program
4085 id = rlLoadShaderProgram(vertexShaderId, fragmentShaderId);
4086
4087 // We can detach and delete vertex/fragment shaders (if not default ones)
4088 // NOTE: We detach shader before deletion to make sure memory is freed
4089 if (vertexShaderId != RLGL.State.defaultVShaderId)
4090 {
4091 // WARNING: Shader program linkage could fail and returned id is 0
4092 if (id > 0) glDetachShader(id, vertexShaderId);
4093 glDeleteShader(vertexShaderId);
4094 }
4095 if (fragmentShaderId != RLGL.State.defaultFShaderId)
4096 {
4097 // WARNING: Shader program linkage could fail and returned id is 0
4098 if (id > 0) glDetachShader(id, fragmentShaderId);
4099 glDeleteShader(fragmentShaderId);
4100 }
4101
4102 // In case shader program loading failed, we assign default shader
4103 if (id == 0)
4104 {
4105 // In case shader loading fails, we return the default shader
4106 TRACELOG(RL_LOG_WARNING, "SHADER: Failed to load custom shader code, using default shader");
4107 id = RLGL.State.defaultShaderId;
4108 }
4109 /*
4110 else
4111 {
4112 // Get available shader uniforms
4113 // NOTE: This information is useful for debug...
4114 int uniformCount = -1;
4115 glGetProgramiv(id, GL_ACTIVE_UNIFORMS, &uniformCount);
4116
4117 for (int i = 0; i < uniformCount; i++)
4118 {
4119 int namelen = -1;
4120 int num = -1;
4121 char name[256] = { 0 }; // Assume no variable names longer than 256
4122 GLenum type = GL_ZERO;
4123
4124 // Get the name of the uniforms
4125 glGetActiveUniform(id, i, sizeof(name) - 1, &namelen, &num, &type, name);
4126
4127 name[namelen] = 0;
4128 TRACELOGD("SHADER: [ID %i] Active uniform (%s) set at location: %i", id, name, glGetUniformLocation(id, name));
4129 }
4130 }
4131 */
4132 }
4133#endif
4134
4135 return id;
4136}
4137
4138// Compile custom shader and return shader id
4139unsigned int rlCompileShader(const char *shaderCode, int type)
4140{
4141 unsigned int shader = 0;
4142
4143#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
4144 shader = glCreateShader(type);
4145 glShaderSource(shader, 1, &shaderCode, NULL);
4146
4147 GLint success = 0;
4148 glCompileShader(shader);
4149 glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
4150
4151 if (success == GL_FALSE)
4152 {
4153 switch (type)
4154 {
4155 case GL_VERTEX_SHADER: TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Failed to compile vertex shader code", shader); break;
4156 case GL_FRAGMENT_SHADER: TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Failed to compile fragment shader code", shader); break;
4157 //case GL_GEOMETRY_SHADER:
4158 #if defined(GRAPHICS_API_OPENGL_43)
4159 case GL_COMPUTE_SHADER: TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Failed to compile compute shader code", shader); break;
4160 #elif defined(GRAPHICS_API_OPENGL_33)
4161 case GL_COMPUTE_SHADER: TRACELOG(RL_LOG_WARNING, "SHADER: Compute shaders not enabled. Define GRAPHICS_API_OPENGL_43", shader); break;
4162 #endif
4163 default: break;
4164 }
4165
4166 int maxLength = 0;
4167 glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &maxLength);
4168
4169 if (maxLength > 0)
4170 {
4171 int length = 0;
4172 char *log = (char *)RL_CALLOC(maxLength, sizeof(char));
4173 glGetShaderInfoLog(shader, maxLength, &length, log);
4174 TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Compile error: %s", shader, log);
4175 RL_FREE(log);
4176 }
4177
4178 shader = 0;
4179 }
4180 else
4181 {
4182 switch (type)
4183 {
4184 case GL_VERTEX_SHADER: TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Vertex shader compiled successfully", shader); break;
4185 case GL_FRAGMENT_SHADER: TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Fragment shader compiled successfully", shader); break;
4186 //case GL_GEOMETRY_SHADER:
4187 #if defined(GRAPHICS_API_OPENGL_43)
4188 case GL_COMPUTE_SHADER: TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Compute shader compiled successfully", shader); break;
4189 #elif defined(GRAPHICS_API_OPENGL_33)
4190 case GL_COMPUTE_SHADER: TRACELOG(RL_LOG_WARNING, "SHADER: Compute shaders not enabled. Define GRAPHICS_API_OPENGL_43", shader); break;
4191 #endif
4192 default: break;
4193 }
4194 }
4195#endif
4196
4197 return shader;
4198}
4199
4200// Load custom shader strings and return program id
4201unsigned int rlLoadShaderProgram(unsigned int vShaderId, unsigned int fShaderId)
4202{
4203 unsigned int program = 0;
4204
4205#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
4206 GLint success = 0;
4207 program = glCreateProgram();
4208
4209 glAttachShader(program, vShaderId);
4210 glAttachShader(program, fShaderId);
4211
4212 // NOTE: Default attribute shader locations must be Bound before linking
4213 glBindAttribLocation(program, RL_DEFAULT_SHADER_ATTRIB_LOCATION_POSITION, RL_DEFAULT_SHADER_ATTRIB_NAME_POSITION);
4214 glBindAttribLocation(program, RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD, RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD);
4215 glBindAttribLocation(program, RL_DEFAULT_SHADER_ATTRIB_LOCATION_NORMAL, RL_DEFAULT_SHADER_ATTRIB_NAME_NORMAL);
4216 glBindAttribLocation(program, RL_DEFAULT_SHADER_ATTRIB_LOCATION_COLOR, RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR);
4217 glBindAttribLocation(program, RL_DEFAULT_SHADER_ATTRIB_LOCATION_TANGENT, RL_DEFAULT_SHADER_ATTRIB_NAME_TANGENT);
4218 glBindAttribLocation(program, RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD2, RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2);
4219
4220#ifdef RL_SUPPORT_MESH_GPU_SKINNING
4221 glBindAttribLocation(program, RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEIDS, RL_DEFAULT_SHADER_ATTRIB_NAME_BONEIDS);
4222 glBindAttribLocation(program, RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEWEIGHTS, RL_DEFAULT_SHADER_ATTRIB_NAME_BONEWEIGHTS);
4223#endif
4224
4225 // NOTE: If some attrib name is no found on the shader, it locations becomes -1
4226
4227 glLinkProgram(program);
4228
4229 // NOTE: All uniform variables are intitialised to 0 when a program links
4230
4231 glGetProgramiv(program, GL_LINK_STATUS, &success);
4232
4233 if (success == GL_FALSE)
4234 {
4235 TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Failed to link shader program", program);
4236
4237 int maxLength = 0;
4238 glGetProgramiv(program, GL_INFO_LOG_LENGTH, &maxLength);
4239
4240 if (maxLength > 0)
4241 {
4242 int length = 0;
4243 char *log = (char *)RL_CALLOC(maxLength, sizeof(char));
4244 glGetProgramInfoLog(program, maxLength, &length, log);
4245 TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Link error: %s", program, log);
4246 RL_FREE(log);
4247 }
4248
4249 glDeleteProgram(program);
4250
4251 program = 0;
4252 }
4253 else
4254 {
4255 // Get the size of compiled shader program (not available on OpenGL ES 2.0)
4256 // NOTE: If GL_LINK_STATUS is GL_FALSE, program binary length is zero
4257 //GLint binarySize = 0;
4258 //glGetProgramiv(id, GL_PROGRAM_BINARY_LENGTH, &binarySize);
4259
4260 TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Program shader loaded successfully", program);
4261 }
4262#endif
4263 return program;
4264}
4265
4266// Unload shader program
4267void rlUnloadShaderProgram(unsigned int id)
4268{
4269#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
4270 glDeleteProgram(id);
4271
4272 TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Unloaded shader program data from VRAM (GPU)", id);
4273#endif
4274}
4275
4276// Get shader location uniform
4277int rlGetLocationUniform(unsigned int shaderId, const char *uniformName)
4278{
4279 int location = -1;
4280#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
4281 location = glGetUniformLocation(shaderId, uniformName);
4282
4283 //if (location == -1) TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Failed to find shader uniform: %s", shaderId, uniformName);
4284 //else TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Shader uniform (%s) set at location: %i", shaderId, uniformName, location);
4285#endif
4286 return location;
4287}
4288
4289// Get shader location attribute
4290int rlGetLocationAttrib(unsigned int shaderId, const char *attribName)
4291{
4292 int location = -1;
4293#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
4294 location = glGetAttribLocation(shaderId, attribName);
4295
4296 //if (location == -1) TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Failed to find shader attribute: %s", shaderId, attribName);
4297 //else TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Shader attribute (%s) set at location: %i", shaderId, attribName, location);
4298#endif
4299 return location;
4300}
4301
4302// Set shader value uniform
4303void rlSetUniform(int locIndex, const void *value, int uniformType, int count)
4304{
4305#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
4306 switch (uniformType)
4307 {
4308 case RL_SHADER_UNIFORM_FLOAT: glUniform1fv(locIndex, count, (float *)value); break;
4309 case RL_SHADER_UNIFORM_VEC2: glUniform2fv(locIndex, count, (float *)value); break;
4310 case RL_SHADER_UNIFORM_VEC3: glUniform3fv(locIndex, count, (float *)value); break;
4311 case RL_SHADER_UNIFORM_VEC4: glUniform4fv(locIndex, count, (float *)value); break;
4312 case RL_SHADER_UNIFORM_INT: glUniform1iv(locIndex, count, (int *)value); break;
4313 case RL_SHADER_UNIFORM_IVEC2: glUniform2iv(locIndex, count, (int *)value); break;
4314 case RL_SHADER_UNIFORM_IVEC3: glUniform3iv(locIndex, count, (int *)value); break;
4315 case RL_SHADER_UNIFORM_IVEC4: glUniform4iv(locIndex, count, (int *)value); break;
4316 #if !defined(GRAPHICS_API_OPENGL_ES2)
4317 case RL_SHADER_UNIFORM_UINT: glUniform1uiv(locIndex, count, (unsigned int *)value); break;
4318 case RL_SHADER_UNIFORM_UIVEC2: glUniform2uiv(locIndex, count, (unsigned int *)value); break;
4319 case RL_SHADER_UNIFORM_UIVEC3: glUniform3uiv(locIndex, count, (unsigned int *)value); break;
4320 case RL_SHADER_UNIFORM_UIVEC4: glUniform4uiv(locIndex, count, (unsigned int *)value); break;
4321 #endif
4322 case RL_SHADER_UNIFORM_SAMPLER2D: glUniform1iv(locIndex, count, (int *)value); break;
4323 default: TRACELOG(RL_LOG_WARNING, "SHADER: Failed to set uniform value, data type not recognized");
4324
4325 // TODO: Support glUniform1uiv(), glUniform2uiv(), glUniform3uiv(), glUniform4uiv()
4326 }
4327#endif
4328}
4329
4330// Set shader value attribute
4331void rlSetVertexAttributeDefault(int locIndex, const void *value, int attribType, int count)
4332{
4333#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
4334 switch (attribType)
4335 {
4336 case RL_SHADER_ATTRIB_FLOAT: if (count == 1) glVertexAttrib1fv(locIndex, (float *)value); break;
4337 case RL_SHADER_ATTRIB_VEC2: if (count == 2) glVertexAttrib2fv(locIndex, (float *)value); break;
4338 case RL_SHADER_ATTRIB_VEC3: if (count == 3) glVertexAttrib3fv(locIndex, (float *)value); break;
4339 case RL_SHADER_ATTRIB_VEC4: if (count == 4) glVertexAttrib4fv(locIndex, (float *)value); break;
4340 default: TRACELOG(RL_LOG_WARNING, "SHADER: Failed to set attrib default value, data type not recognized");
4341 }
4342#endif
4343}
4344
4345// Set shader value uniform matrix
4346void rlSetUniformMatrix(int locIndex, Matrix mat)
4347{
4348#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
4349 float matfloat[16] = {
4350 mat.m0, mat.m1, mat.m2, mat.m3,
4351 mat.m4, mat.m5, mat.m6, mat.m7,
4352 mat.m8, mat.m9, mat.m10, mat.m11,
4353 mat.m12, mat.m13, mat.m14, mat.m15
4354 };
4355 glUniformMatrix4fv(locIndex, 1, false, matfloat);
4356#endif
4357}
4358
4359// Set shader value uniform matrix
4360void rlSetUniformMatrices(int locIndex, const Matrix *matrices, int count)
4361{
4362#if defined(GRAPHICS_API_OPENGL_33)
4363 glUniformMatrix4fv(locIndex, count, true, (const float *)matrices);
4364#elif defined(GRAPHICS_API_OPENGL_ES2)
4365 // WARNING: WebGL does not support Matrix transpose ("true" parameter)
4366 // REF: https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/uniformMatrix
4367 glUniformMatrix4fv(locIndex, count, false, (const float *)matrices);
4368#endif
4369}
4370
4371// Set shader value uniform sampler
4372void rlSetUniformSampler(int locIndex, unsigned int textureId)
4373{
4374#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
4375 // Check if texture is already active
4376 for (int i = 0; i < RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS; i++)
4377 {
4378 if (RLGL.State.activeTextureId[i] == textureId)
4379 {
4380 glUniform1i(locIndex, 1 + i);
4381 return;
4382 }
4383 }
4384
4385 // Register a new active texture for the internal batch system
4386 // NOTE: Default texture is always activated as GL_TEXTURE0
4387 for (int i = 0; i < RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS; i++)
4388 {
4389 if (RLGL.State.activeTextureId[i] == 0)
4390 {
4391 glUniform1i(locIndex, 1 + i); // Activate new texture unit
4392 RLGL.State.activeTextureId[i] = textureId; // Save texture id for binding on drawing
4393 break;
4394 }
4395 }
4396#endif
4397}
4398
4399// Set shader currently active (id and locations)
4400void rlSetShader(unsigned int id, int *locs)
4401{
4402#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
4403 if (RLGL.State.currentShaderId != id)
4404 {
4405 rlDrawRenderBatch(RLGL.currentBatch);
4406 RLGL.State.currentShaderId = id;
4407 RLGL.State.currentShaderLocs = locs;
4408 }
4409#endif
4410}
4411
4412// Load compute shader program
4413unsigned int rlLoadComputeShaderProgram(unsigned int shaderId)
4414{
4415 unsigned int program = 0;
4416
4417#if defined(GRAPHICS_API_OPENGL_43)
4418 GLint success = 0;
4419 program = glCreateProgram();
4420 glAttachShader(program, shaderId);
4421 glLinkProgram(program);
4422
4423 // NOTE: All uniform variables are intitialised to 0 when a program links
4424
4425 glGetProgramiv(program, GL_LINK_STATUS, &success);
4426
4427 if (success == GL_FALSE)
4428 {
4429 TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Failed to link compute shader program", program);
4430
4431 int maxLength = 0;
4432 glGetProgramiv(program, GL_INFO_LOG_LENGTH, &maxLength);
4433
4434 if (maxLength > 0)
4435 {
4436 int length = 0;
4437 char *log = (char *)RL_CALLOC(maxLength, sizeof(char));
4438 glGetProgramInfoLog(program, maxLength, &length, log);
4439 TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Link error: %s", program, log);
4440 RL_FREE(log);
4441 }
4442
4443 glDeleteProgram(program);
4444
4445 program = 0;
4446 }
4447 else
4448 {
4449 // Get the size of compiled shader program (not available on OpenGL ES 2.0)
4450 // NOTE: If GL_LINK_STATUS is GL_FALSE, program binary length is zero
4451 //GLint binarySize = 0;
4452 //glGetProgramiv(id, GL_PROGRAM_BINARY_LENGTH, &binarySize);
4453
4454 TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Compute shader program loaded successfully", program);
4455 }
4456#else
4457 TRACELOG(RL_LOG_WARNING, "SHADER: Compute shaders not enabled. Define GRAPHICS_API_OPENGL_43");
4458#endif
4459
4460 return program;
4461}
4462
4463// Dispatch compute shader (equivalent to *draw* for graphics pilepine)
4464void rlComputeShaderDispatch(unsigned int groupX, unsigned int groupY, unsigned int groupZ)
4465{
4466#if defined(GRAPHICS_API_OPENGL_43)
4467 glDispatchCompute(groupX, groupY, groupZ);
4468#endif
4469}
4470
4471// Load shader storage buffer object (SSBO)
4472unsigned int rlLoadShaderBuffer(unsigned int size, const void *data, int usageHint)
4473{
4474 unsigned int ssbo = 0;
4475
4476#if defined(GRAPHICS_API_OPENGL_43)
4477 glGenBuffers(1, &ssbo);
4478 glBindBuffer(GL_SHADER_STORAGE_BUFFER, ssbo);
4479 glBufferData(GL_SHADER_STORAGE_BUFFER, size, data, usageHint? usageHint : RL_STREAM_COPY);
4480 if (data == NULL) glClearBufferData(GL_SHADER_STORAGE_BUFFER, GL_R8UI, GL_RED_INTEGER, GL_UNSIGNED_BYTE, NULL); // Clear buffer data to 0
4481 glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
4482#else
4483 TRACELOG(RL_LOG_WARNING, "SSBO: SSBO not enabled. Define GRAPHICS_API_OPENGL_43");
4484#endif
4485
4486 return ssbo;
4487}
4488
4489// Unload shader storage buffer object (SSBO)
4490void rlUnloadShaderBuffer(unsigned int ssboId)
4491{
4492#if defined(GRAPHICS_API_OPENGL_43)
4493 glDeleteBuffers(1, &ssboId);
4494#else
4495 TRACELOG(RL_LOG_WARNING, "SSBO: SSBO not enabled. Define GRAPHICS_API_OPENGL_43");
4496#endif
4497
4498}
4499
4500// Update SSBO buffer data
4501void rlUpdateShaderBuffer(unsigned int id, const void *data, unsigned int dataSize, unsigned int offset)
4502{
4503#if defined(GRAPHICS_API_OPENGL_43)
4504 glBindBuffer(GL_SHADER_STORAGE_BUFFER, id);
4505 glBufferSubData(GL_SHADER_STORAGE_BUFFER, offset, dataSize, data);
4506#endif
4507}
4508
4509// Get SSBO buffer size
4510unsigned int rlGetShaderBufferSize(unsigned int id)
4511{
4512#if defined(GRAPHICS_API_OPENGL_43)
4513 GLint64 size = 0;
4514 glBindBuffer(GL_SHADER_STORAGE_BUFFER, id);
4515 glGetBufferParameteri64v(GL_SHADER_STORAGE_BUFFER, GL_BUFFER_SIZE, &size);
4516 return (size > 0)? (unsigned int)size : 0;
4517#else
4518 return 0;
4519#endif
4520}
4521
4522// Read SSBO buffer data (GPU->CPU)
4523void rlReadShaderBuffer(unsigned int id, void *dest, unsigned int count, unsigned int offset)
4524{
4525#if defined(GRAPHICS_API_OPENGL_43)
4526 glBindBuffer(GL_SHADER_STORAGE_BUFFER, id);
4527 glGetBufferSubData(GL_SHADER_STORAGE_BUFFER, offset, count, dest);
4528#endif
4529}
4530
4531// Bind SSBO buffer
4532void rlBindShaderBuffer(unsigned int id, unsigned int index)
4533{
4534#if defined(GRAPHICS_API_OPENGL_43)
4535 glBindBufferBase(GL_SHADER_STORAGE_BUFFER, index, id);
4536#endif
4537}
4538
4539// Copy SSBO buffer data
4540void rlCopyShaderBuffer(unsigned int destId, unsigned int srcId, unsigned int destOffset, unsigned int srcOffset, unsigned int count)
4541{
4542#if defined(GRAPHICS_API_OPENGL_43)
4543 glBindBuffer(GL_COPY_READ_BUFFER, srcId);
4544 glBindBuffer(GL_COPY_WRITE_BUFFER, destId);
4545 glCopyBufferSubData(GL_COPY_READ_BUFFER, GL_COPY_WRITE_BUFFER, srcOffset, destOffset, count);
4546#endif
4547}
4548
4549// Bind image texture
4550void rlBindImageTexture(unsigned int id, unsigned int index, int format, bool readonly)
4551{
4552#if defined(GRAPHICS_API_OPENGL_43)
4553 unsigned int glInternalFormat = 0, glFormat = 0, glType = 0;
4554
4555 rlGetGlTextureFormats(format, &glInternalFormat, &glFormat, &glType);
4556 glBindImageTexture(index, id, 0, 0, 0, readonly? GL_READ_ONLY : GL_READ_WRITE, glInternalFormat);
4557#else
4558 TRACELOG(RL_LOG_WARNING, "TEXTURE: Image texture binding not enabled. Define GRAPHICS_API_OPENGL_43");
4559#endif
4560}
4561
4562// Matrix state management
4563//-----------------------------------------------------------------------------------------
4564// Get internal modelview matrix
4565Matrix rlGetMatrixModelview(void)
4566{
4567 Matrix matrix = rlMatrixIdentity();
4568#if defined(GRAPHICS_API_OPENGL_11)
4569 float mat[16];
4570 glGetFloatv(GL_MODELVIEW_MATRIX, mat);
4571 matrix.m0 = mat[0];
4572 matrix.m1 = mat[1];
4573 matrix.m2 = mat[2];
4574 matrix.m3 = mat[3];
4575 matrix.m4 = mat[4];
4576 matrix.m5 = mat[5];
4577 matrix.m6 = mat[6];
4578 matrix.m7 = mat[7];
4579 matrix.m8 = mat[8];
4580 matrix.m9 = mat[9];
4581 matrix.m10 = mat[10];
4582 matrix.m11 = mat[11];
4583 matrix.m12 = mat[12];
4584 matrix.m13 = mat[13];
4585 matrix.m14 = mat[14];
4586 matrix.m15 = mat[15];
4587#else
4588 matrix = RLGL.State.modelview;
4589#endif
4590 return matrix;
4591}
4592
4593// Get internal projection matrix
4594Matrix rlGetMatrixProjection(void)
4595{
4596#if defined(GRAPHICS_API_OPENGL_11)
4597 float mat[16];
4598 glGetFloatv(GL_PROJECTION_MATRIX,mat);
4599 Matrix m;
4600 m.m0 = mat[0];
4601 m.m1 = mat[1];
4602 m.m2 = mat[2];
4603 m.m3 = mat[3];
4604 m.m4 = mat[4];
4605 m.m5 = mat[5];
4606 m.m6 = mat[6];
4607 m.m7 = mat[7];
4608 m.m8 = mat[8];
4609 m.m9 = mat[9];
4610 m.m10 = mat[10];
4611 m.m11 = mat[11];
4612 m.m12 = mat[12];
4613 m.m13 = mat[13];
4614 m.m14 = mat[14];
4615 m.m15 = mat[15];
4616 return m;
4617#else
4618 return RLGL.State.projection;
4619#endif
4620}
4621
4622// Get internal accumulated transform matrix
4623Matrix rlGetMatrixTransform(void)
4624{
4625 Matrix mat = rlMatrixIdentity();
4626#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
4627 // TODO: Consider possible transform matrices in the RLGL.State.stack
4628 // Is this the right order? or should we start with the first stored matrix instead of the last one?
4629 //Matrix matStackTransform = rlMatrixIdentity();
4630 //for (int i = RLGL.State.stackCounter; i > 0; i--) matStackTransform = rlMatrixMultiply(RLGL.State.stack[i], matStackTransform);
4631 mat = RLGL.State.transform;
4632#endif
4633 return mat;
4634}
4635
4636// Get internal projection matrix for stereo render (selected eye)
4637Matrix rlGetMatrixProjectionStereo(int eye)
4638{
4639 Matrix mat = rlMatrixIdentity();
4640#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
4641 mat = RLGL.State.projectionStereo[eye];
4642#endif
4643 return mat;
4644}
4645
4646// Get internal view offset matrix for stereo render (selected eye)
4647Matrix rlGetMatrixViewOffsetStereo(int eye)
4648{
4649 Matrix mat = rlMatrixIdentity();
4650#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
4651 mat = RLGL.State.viewOffsetStereo[eye];
4652#endif
4653 return mat;
4654}
4655
4656// Set a custom modelview matrix (replaces internal modelview matrix)
4657void rlSetMatrixModelview(Matrix view)
4658{
4659#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
4660 RLGL.State.modelview = view;
4661#endif
4662}
4663
4664// Set a custom projection matrix (replaces internal projection matrix)
4665void rlSetMatrixProjection(Matrix projection)
4666{
4667#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
4668 RLGL.State.projection = projection;
4669#endif
4670}
4671
4672// Set eyes projection matrices for stereo rendering
4673void rlSetMatrixProjectionStereo(Matrix right, Matrix left)
4674{
4675#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
4676 RLGL.State.projectionStereo[0] = right;
4677 RLGL.State.projectionStereo[1] = left;
4678#endif
4679}
4680
4681// Set eyes view offsets matrices for stereo rendering
4682void rlSetMatrixViewOffsetStereo(Matrix right, Matrix left)
4683{
4684#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
4685 RLGL.State.viewOffsetStereo[0] = right;
4686 RLGL.State.viewOffsetStereo[1] = left;
4687#endif
4688}
4689
4690// Load and draw a quad in NDC
4691void rlLoadDrawQuad(void)
4692{
4693#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
4694 unsigned int quadVAO = 0;
4695 unsigned int quadVBO = 0;
4696
4697 float vertices[] = {
4698 // Positions Texcoords
4699 -1.0f, 1.0f, 0.0f, 0.0f, 1.0f,
4700 -1.0f, -1.0f, 0.0f, 0.0f, 0.0f,
4701 1.0f, 1.0f, 0.0f, 1.0f, 1.0f,
4702 1.0f, -1.0f, 0.0f, 1.0f, 0.0f,
4703 };
4704
4705 // Gen VAO to contain VBO
4706 glGenVertexArrays(1, &quadVAO);
4707 glBindVertexArray(quadVAO);
4708
4709 // Gen and fill vertex buffer (VBO)
4710 glGenBuffers(1, &quadVBO);
4711 glBindBuffer(GL_ARRAY_BUFFER, quadVBO);
4712 glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), &vertices, GL_STATIC_DRAW);
4713
4714 // Bind vertex attributes (position, texcoords)
4715 glEnableVertexAttribArray(RL_DEFAULT_SHADER_ATTRIB_LOCATION_POSITION);
4716 glVertexAttribPointer(RL_DEFAULT_SHADER_ATTRIB_LOCATION_POSITION, 3, GL_FLOAT, GL_FALSE, 5*sizeof(float), (void *)0); // Positions
4717 glEnableVertexAttribArray(RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD);
4718 glVertexAttribPointer(RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD, 2, GL_FLOAT, GL_FALSE, 5*sizeof(float), (void *)(3*sizeof(float))); // Texcoords
4719
4720 // Draw quad
4721 glBindVertexArray(quadVAO);
4722 glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
4723 glBindVertexArray(0);
4724
4725 // Delete buffers (VBO and VAO)
4726 glDeleteBuffers(1, &quadVBO);
4727 glDeleteVertexArrays(1, &quadVAO);
4728#endif
4729}
4730
4731// Load and draw a cube in NDC
4732void rlLoadDrawCube(void)
4733{
4734#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
4735 unsigned int cubeVAO = 0;
4736 unsigned int cubeVBO = 0;
4737
4738 float vertices[] = {
4739 // Positions Normals Texcoords
4740 -1.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f,
4741 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f,
4742 1.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 1.0f, 0.0f,
4743 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f,
4744 -1.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f,
4745 -1.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 1.0f,
4746 -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f,
4747 1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f,
4748 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f,
4749 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f,
4750 -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f,
4751 -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f,
4752 -1.0f, 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
4753 -1.0f, 1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 1.0f,
4754 -1.0f, -1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
4755 -1.0f, -1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
4756 -1.0f, -1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f,
4757 -1.0f, 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
4758 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
4759 1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
4760 1.0f, 1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f,
4761 1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
4762 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
4763 1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f,
4764 -1.0f, -1.0f, -1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f,
4765 1.0f, -1.0f, -1.0f, 0.0f, -1.0f, 0.0f, 1.0f, 1.0f,
4766 1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f,
4767 1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f,
4768 -1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 0.0f,
4769 -1.0f, -1.0f, -1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f,
4770 -1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f,
4771 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f,
4772 1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f,
4773 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f,
4774 -1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f,
4775 -1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f
4776 };
4777
4778 // Gen VAO to contain VBO
4779 glGenVertexArrays(1, &cubeVAO);
4780 glBindVertexArray(cubeVAO);
4781
4782 // Gen and fill vertex buffer (VBO)
4783 glGenBuffers(1, &cubeVBO);
4784 glBindBuffer(GL_ARRAY_BUFFER, cubeVBO);
4785 glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
4786
4787 // Bind vertex attributes (position, normals, texcoords)
4788 glBindVertexArray(cubeVAO);
4789 glEnableVertexAttribArray(RL_DEFAULT_SHADER_ATTRIB_LOCATION_POSITION);
4790 glVertexAttribPointer(RL_DEFAULT_SHADER_ATTRIB_LOCATION_POSITION, 3, GL_FLOAT, GL_FALSE, 8*sizeof(float), (void *)0); // Positions
4791 glEnableVertexAttribArray(RL_DEFAULT_SHADER_ATTRIB_LOCATION_NORMAL);
4792 glVertexAttribPointer(RL_DEFAULT_SHADER_ATTRIB_LOCATION_NORMAL, 3, GL_FLOAT, GL_FALSE, 8*sizeof(float), (void *)(3*sizeof(float))); // Normals
4793 glEnableVertexAttribArray(RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD);
4794 glVertexAttribPointer(RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD, 2, GL_FLOAT, GL_FALSE, 8*sizeof(float), (void *)(6*sizeof(float))); // Texcoords
4795 glBindBuffer(GL_ARRAY_BUFFER, 0);
4796 glBindVertexArray(0);
4797
4798 // Draw cube
4799 glBindVertexArray(cubeVAO);
4800 glDrawArrays(GL_TRIANGLES, 0, 36);
4801 glBindVertexArray(0);
4802
4803 // Delete VBO and VAO
4804 glDeleteBuffers(1, &cubeVBO);
4805 glDeleteVertexArrays(1, &cubeVAO);
4806#endif
4807}
4808
4809// Get name string for pixel format
4810const char *rlGetPixelFormatName(unsigned int format)
4811{
4812 switch (format)
4813 {
4814 case RL_PIXELFORMAT_UNCOMPRESSED_GRAYSCALE: return "GRAYSCALE"; break; // 8 bit per pixel (no alpha)
4815 case RL_PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA: return "GRAY_ALPHA"; break; // 8*2 bpp (2 channels)
4816 case RL_PIXELFORMAT_UNCOMPRESSED_R5G6B5: return "R5G6B5"; break; // 16 bpp
4817 case RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8: return "R8G8B8"; break; // 24 bpp
4818 case RL_PIXELFORMAT_UNCOMPRESSED_R5G5B5A1: return "R5G5B5A1"; break; // 16 bpp (1 bit alpha)
4819 case RL_PIXELFORMAT_UNCOMPRESSED_R4G4B4A4: return "R4G4B4A4"; break; // 16 bpp (4 bit alpha)
4820 case RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8A8: return "R8G8B8A8"; break; // 32 bpp
4821 case RL_PIXELFORMAT_UNCOMPRESSED_R32: return "R32"; break; // 32 bpp (1 channel - float)
4822 case RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32: return "R32G32B32"; break; // 32*3 bpp (3 channels - float)
4823 case RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32A32: return "R32G32B32A32"; break; // 32*4 bpp (4 channels - float)
4824 case RL_PIXELFORMAT_UNCOMPRESSED_R16: return "R16"; break; // 16 bpp (1 channel - half float)
4825 case RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16: return "R16G16B16"; break; // 16*3 bpp (3 channels - half float)
4826 case RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16A16: return "R16G16B16A16"; break; // 16*4 bpp (4 channels - half float)
4827 case RL_PIXELFORMAT_COMPRESSED_DXT1_RGB: return "DXT1_RGB"; break; // 4 bpp (no alpha)
4828 case RL_PIXELFORMAT_COMPRESSED_DXT1_RGBA: return "DXT1_RGBA"; break; // 4 bpp (1 bit alpha)
4829 case RL_PIXELFORMAT_COMPRESSED_DXT3_RGBA: return "DXT3_RGBA"; break; // 8 bpp
4830 case RL_PIXELFORMAT_COMPRESSED_DXT5_RGBA: return "DXT5_RGBA"; break; // 8 bpp
4831 case RL_PIXELFORMAT_COMPRESSED_ETC1_RGB: return "ETC1_RGB"; break; // 4 bpp
4832 case RL_PIXELFORMAT_COMPRESSED_ETC2_RGB: return "ETC2_RGB"; break; // 4 bpp
4833 case RL_PIXELFORMAT_COMPRESSED_ETC2_EAC_RGBA: return "ETC2_RGBA"; break; // 8 bpp
4834 case RL_PIXELFORMAT_COMPRESSED_PVRT_RGB: return "PVRT_RGB"; break; // 4 bpp
4835 case RL_PIXELFORMAT_COMPRESSED_PVRT_RGBA: return "PVRT_RGBA"; break; // 4 bpp
4836 case RL_PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA: return "ASTC_4x4_RGBA"; break; // 8 bpp
4837 case RL_PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA: return "ASTC_8x8_RGBA"; break; // 2 bpp
4838 default: return "UNKNOWN"; break;
4839 }
4840}
4841
4842//----------------------------------------------------------------------------------
4843// Module specific Functions Definition
4844//----------------------------------------------------------------------------------
4845#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
4846// Load default shader (just vertex positioning and texture coloring)
4847// NOTE: This shader program is used for internal buffers
4848// NOTE: Loaded: RLGL.State.defaultShaderId, RLGL.State.defaultShaderLocs
4849static void rlLoadShaderDefault(void)
4850{
4851 RLGL.State.defaultShaderLocs = (int *)RL_CALLOC(RL_MAX_SHADER_LOCATIONS, sizeof(int));
4852
4853 // NOTE: All locations must be reseted to -1 (no location)
4854 for (int i = 0; i < RL_MAX_SHADER_LOCATIONS; i++) RLGL.State.defaultShaderLocs[i] = -1;
4855
4856 // Vertex shader directly defined, no external file required
4857 const char *defaultVShaderCode =
4858#if defined(GRAPHICS_API_OPENGL_21)
4859 "#version 120 \n"
4860 "attribute vec3 vertexPosition; \n"
4861 "attribute vec2 vertexTexCoord; \n"
4862 "attribute vec4 vertexColor; \n"
4863 "varying vec2 fragTexCoord; \n"
4864 "varying vec4 fragColor; \n"
4865#elif defined(GRAPHICS_API_OPENGL_33)
4866 "#version 330 \n"
4867 "in vec3 vertexPosition; \n"
4868 "in vec2 vertexTexCoord; \n"
4869 "in vec4 vertexColor; \n"
4870 "out vec2 fragTexCoord; \n"
4871 "out vec4 fragColor; \n"
4872#endif
4873
4874#if defined(GRAPHICS_API_OPENGL_ES3)
4875 "#version 300 es \n"
4876 "precision mediump float; \n" // Precision required for OpenGL ES3 (WebGL 2) (on some browsers)
4877 "in vec3 vertexPosition; \n"
4878 "in vec2 vertexTexCoord; \n"
4879 "in vec4 vertexColor; \n"
4880 "out vec2 fragTexCoord; \n"
4881 "out vec4 fragColor; \n"
4882#elif defined(GRAPHICS_API_OPENGL_ES2)
4883 "#version 100 \n"
4884 "precision mediump float; \n" // Precision required for OpenGL ES2 (WebGL) (on some browsers)
4885 "attribute vec3 vertexPosition; \n"
4886 "attribute vec2 vertexTexCoord; \n"
4887 "attribute vec4 vertexColor; \n"
4888 "varying vec2 fragTexCoord; \n"
4889 "varying vec4 fragColor; \n"
4890#endif
4891
4892 "uniform mat4 mvp; \n"
4893 "void main() \n"
4894 "{ \n"
4895 " fragTexCoord = vertexTexCoord; \n"
4896 " fragColor = vertexColor; \n"
4897 " gl_Position = mvp*vec4(vertexPosition, 1.0); \n"
4898 "} \n";
4899
4900 // Fragment shader directly defined, no external file required
4901 const char *defaultFShaderCode =
4902#if defined(GRAPHICS_API_OPENGL_21)
4903 "#version 120 \n"
4904 "varying vec2 fragTexCoord; \n"
4905 "varying vec4 fragColor; \n"
4906 "uniform sampler2D texture0; \n"
4907 "uniform vec4 colDiffuse; \n"
4908 "void main() \n"
4909 "{ \n"
4910 " vec4 texelColor = texture2D(texture0, fragTexCoord); \n"
4911 " gl_FragColor = texelColor*colDiffuse*fragColor; \n"
4912 "} \n";
4913#elif defined(GRAPHICS_API_OPENGL_33)
4914 "#version 330 \n"
4915 "in vec2 fragTexCoord; \n"
4916 "in vec4 fragColor; \n"
4917 "out vec4 finalColor; \n"
4918 "uniform sampler2D texture0; \n"
4919 "uniform vec4 colDiffuse; \n"
4920 "void main() \n"
4921 "{ \n"
4922 " vec4 texelColor = texture(texture0, fragTexCoord); \n"
4923 " finalColor = texelColor*colDiffuse*fragColor; \n"
4924 "} \n";
4925#endif
4926
4927#if defined(GRAPHICS_API_OPENGL_ES3)
4928 "#version 300 es \n"
4929 "precision mediump float; \n" // Precision required for OpenGL ES3 (WebGL 2)
4930 "in vec2 fragTexCoord; \n"
4931 "in vec4 fragColor; \n"
4932 "out vec4 finalColor; \n"
4933 "uniform sampler2D texture0; \n"
4934 "uniform vec4 colDiffuse; \n"
4935 "void main() \n"
4936 "{ \n"
4937 " vec4 texelColor = texture(texture0, fragTexCoord); \n"
4938 " finalColor = texelColor*colDiffuse*fragColor; \n"
4939 "} \n";
4940#elif defined(GRAPHICS_API_OPENGL_ES2)
4941 "#version 100 \n"
4942 "precision mediump float; \n" // Precision required for OpenGL ES2 (WebGL)
4943 "varying vec2 fragTexCoord; \n"
4944 "varying vec4 fragColor; \n"
4945 "uniform sampler2D texture0; \n"
4946 "uniform vec4 colDiffuse; \n"
4947 "void main() \n"
4948 "{ \n"
4949 " vec4 texelColor = texture2D(texture0, fragTexCoord); \n"
4950 " gl_FragColor = texelColor*colDiffuse*fragColor; \n"
4951 "} \n";
4952#endif
4953
4954 // NOTE: Compiled vertex/fragment shaders are not deleted,
4955 // they are kept for re-use as default shaders in case some shader loading fails
4956 RLGL.State.defaultVShaderId = rlCompileShader(defaultVShaderCode, GL_VERTEX_SHADER); // Compile default vertex shader
4957 RLGL.State.defaultFShaderId = rlCompileShader(defaultFShaderCode, GL_FRAGMENT_SHADER); // Compile default fragment shader
4958
4959 RLGL.State.defaultShaderId = rlLoadShaderProgram(RLGL.State.defaultVShaderId, RLGL.State.defaultFShaderId);
4960
4961 if (RLGL.State.defaultShaderId > 0)
4962 {
4963 TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Default shader loaded successfully", RLGL.State.defaultShaderId);
4964
4965 // Set default shader locations: attributes locations
4966 RLGL.State.defaultShaderLocs[RL_SHADER_LOC_VERTEX_POSITION] = glGetAttribLocation(RLGL.State.defaultShaderId, RL_DEFAULT_SHADER_ATTRIB_NAME_POSITION);
4967 RLGL.State.defaultShaderLocs[RL_SHADER_LOC_VERTEX_TEXCOORD01] = glGetAttribLocation(RLGL.State.defaultShaderId, RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD);
4968 RLGL.State.defaultShaderLocs[RL_SHADER_LOC_VERTEX_COLOR] = glGetAttribLocation(RLGL.State.defaultShaderId, RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR);
4969
4970 // Set default shader locations: uniform locations
4971 RLGL.State.defaultShaderLocs[RL_SHADER_LOC_MATRIX_MVP] = glGetUniformLocation(RLGL.State.defaultShaderId, RL_DEFAULT_SHADER_UNIFORM_NAME_MVP);
4972 RLGL.State.defaultShaderLocs[RL_SHADER_LOC_COLOR_DIFFUSE] = glGetUniformLocation(RLGL.State.defaultShaderId, RL_DEFAULT_SHADER_UNIFORM_NAME_COLOR);
4973 RLGL.State.defaultShaderLocs[RL_SHADER_LOC_MAP_DIFFUSE] = glGetUniformLocation(RLGL.State.defaultShaderId, RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE0);
4974 }
4975 else TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Failed to load default shader", RLGL.State.defaultShaderId);
4976}
4977
4978// Unload default shader
4979// NOTE: Unloads: RLGL.State.defaultShaderId, RLGL.State.defaultShaderLocs
4980static void rlUnloadShaderDefault(void)
4981{
4982 glUseProgram(0);
4983
4984 glDetachShader(RLGL.State.defaultShaderId, RLGL.State.defaultVShaderId);
4985 glDetachShader(RLGL.State.defaultShaderId, RLGL.State.defaultFShaderId);
4986 glDeleteShader(RLGL.State.defaultVShaderId);
4987 glDeleteShader(RLGL.State.defaultFShaderId);
4988
4989 glDeleteProgram(RLGL.State.defaultShaderId);
4990
4991 RL_FREE(RLGL.State.defaultShaderLocs);
4992
4993 TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Default shader unloaded successfully", RLGL.State.defaultShaderId);
4994}
4995
4996#if defined(RLGL_SHOW_GL_DETAILS_INFO)
4997// Get compressed format official GL identifier name
4998static const char *rlGetCompressedFormatName(int format)
4999{
5000 switch (format)
5001 {
5002 // GL_EXT_texture_compression_s3tc
5003 case 0x83F0: return "GL_COMPRESSED_RGB_S3TC_DXT1_EXT"; break;
5004 case 0x83F1: return "GL_COMPRESSED_RGBA_S3TC_DXT1_EXT"; break;
5005 case 0x83F2: return "GL_COMPRESSED_RGBA_S3TC_DXT3_EXT"; break;
5006 case 0x83F3: return "GL_COMPRESSED_RGBA_S3TC_DXT5_EXT"; break;
5007 // GL_3DFX_texture_compression_FXT1
5008 case 0x86B0: return "GL_COMPRESSED_RGB_FXT1_3DFX"; break;
5009 case 0x86B1: return "GL_COMPRESSED_RGBA_FXT1_3DFX"; break;
5010 // GL_IMG_texture_compression_pvrtc
5011 case 0x8C00: return "GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG"; break;
5012 case 0x8C01: return "GL_COMPRESSED_RGB_PVRTC_2BPPV1_IMG"; break;
5013 case 0x8C02: return "GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG"; break;
5014 case 0x8C03: return "GL_COMPRESSED_RGBA_PVRTC_2BPPV1_IMG"; break;
5015 // GL_OES_compressed_ETC1_RGB8_texture
5016 case 0x8D64: return "GL_ETC1_RGB8_OES"; break;
5017 // GL_ARB_texture_compression_rgtc
5018 case 0x8DBB: return "GL_COMPRESSED_RED_RGTC1"; break;
5019 case 0x8DBC: return "GL_COMPRESSED_SIGNED_RED_RGTC1"; break;
5020 case 0x8DBD: return "GL_COMPRESSED_RG_RGTC2"; break;
5021 case 0x8DBE: return "GL_COMPRESSED_SIGNED_RG_RGTC2"; break;
5022 // GL_ARB_texture_compression_bptc
5023 case 0x8E8C: return "GL_COMPRESSED_RGBA_BPTC_UNORM_ARB"; break;
5024 case 0x8E8D: return "GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM_ARB"; break;
5025 case 0x8E8E: return "GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT_ARB"; break;
5026 case 0x8E8F: return "GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT_ARB"; break;
5027 // GL_ARB_ES3_compatibility
5028 case 0x9274: return "GL_COMPRESSED_RGB8_ETC2"; break;
5029 case 0x9275: return "GL_COMPRESSED_SRGB8_ETC2"; break;
5030 case 0x9276: return "GL_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2"; break;
5031 case 0x9277: return "GL_COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2"; break;
5032 case 0x9278: return "GL_COMPRESSED_RGBA8_ETC2_EAC"; break;
5033 case 0x9279: return "GL_COMPRESSED_SRGB8_ALPHA8_ETC2_EAC"; break;
5034 case 0x9270: return "GL_COMPRESSED_R11_EAC"; break;
5035 case 0x9271: return "GL_COMPRESSED_SIGNED_R11_EAC"; break;
5036 case 0x9272: return "GL_COMPRESSED_RG11_EAC"; break;
5037 case 0x9273: return "GL_COMPRESSED_SIGNED_RG11_EAC"; break;
5038 // GL_KHR_texture_compression_astc_hdr
5039 case 0x93B0: return "GL_COMPRESSED_RGBA_ASTC_4x4_KHR"; break;
5040 case 0x93B1: return "GL_COMPRESSED_RGBA_ASTC_5x4_KHR"; break;
5041 case 0x93B2: return "GL_COMPRESSED_RGBA_ASTC_5x5_KHR"; break;
5042 case 0x93B3: return "GL_COMPRESSED_RGBA_ASTC_6x5_KHR"; break;
5043 case 0x93B4: return "GL_COMPRESSED_RGBA_ASTC_6x6_KHR"; break;
5044 case 0x93B5: return "GL_COMPRESSED_RGBA_ASTC_8x5_KHR"; break;
5045 case 0x93B6: return "GL_COMPRESSED_RGBA_ASTC_8x6_KHR"; break;
5046 case 0x93B7: return "GL_COMPRESSED_RGBA_ASTC_8x8_KHR"; break;
5047 case 0x93B8: return "GL_COMPRESSED_RGBA_ASTC_10x5_KHR"; break;
5048 case 0x93B9: return "GL_COMPRESSED_RGBA_ASTC_10x6_KHR"; break;
5049 case 0x93BA: return "GL_COMPRESSED_RGBA_ASTC_10x8_KHR"; break;
5050 case 0x93BB: return "GL_COMPRESSED_RGBA_ASTC_10x10_KHR"; break;
5051 case 0x93BC: return "GL_COMPRESSED_RGBA_ASTC_12x10_KHR"; break;
5052 case 0x93BD: return "GL_COMPRESSED_RGBA_ASTC_12x12_KHR"; break;
5053 case 0x93D0: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_4x4_KHR"; break;
5054 case 0x93D1: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x4_KHR"; break;
5055 case 0x93D2: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x5_KHR"; break;
5056 case 0x93D3: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x5_KHR"; break;
5057 case 0x93D4: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x6_KHR"; break;
5058 case 0x93D5: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x5_KHR"; break;
5059 case 0x93D6: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x6_KHR"; break;
5060 case 0x93D7: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x8_KHR"; break;
5061 case 0x93D8: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x5_KHR"; break;
5062 case 0x93D9: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x6_KHR"; break;
5063 case 0x93DA: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x8_KHR"; break;
5064 case 0x93DB: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x10_KHR"; break;
5065 case 0x93DC: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_12x10_KHR"; break;
5066 case 0x93DD: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_12x12_KHR"; break;
5067 default: return "GL_COMPRESSED_UNKNOWN"; break;
5068 }
5069}
5070#endif // RLGL_SHOW_GL_DETAILS_INFO
5071
5072#endif // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2
5073
5074// Get pixel data size in bytes (image or texture)
5075// NOTE: Size depends on pixel format
5076static int rlGetPixelDataSize(int width, int height, int format)
5077{
5078 int dataSize = 0; // Size in bytes
5079 int bpp = 0; // Bits per pixel
5080
5081 switch (format)
5082 {
5083 case RL_PIXELFORMAT_UNCOMPRESSED_GRAYSCALE: bpp = 8; break;
5084 case RL_PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA:
5085 case RL_PIXELFORMAT_UNCOMPRESSED_R5G6B5:
5086 case RL_PIXELFORMAT_UNCOMPRESSED_R5G5B5A1:
5087 case RL_PIXELFORMAT_UNCOMPRESSED_R4G4B4A4: bpp = 16; break;
5088 case RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8A8: bpp = 32; break;
5089 case RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8: bpp = 24; break;
5090 case RL_PIXELFORMAT_UNCOMPRESSED_R32: bpp = 32; break;
5091 case RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32: bpp = 32*3; break;
5092 case RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32A32: bpp = 32*4; break;
5093 case RL_PIXELFORMAT_UNCOMPRESSED_R16: bpp = 16; break;
5094 case RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16: bpp = 16*3; break;
5095 case RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16A16: bpp = 16*4; break;
5096 case RL_PIXELFORMAT_COMPRESSED_DXT1_RGB:
5097 case RL_PIXELFORMAT_COMPRESSED_DXT1_RGBA:
5098 case RL_PIXELFORMAT_COMPRESSED_ETC1_RGB:
5099 case RL_PIXELFORMAT_COMPRESSED_ETC2_RGB:
5100 case RL_PIXELFORMAT_COMPRESSED_PVRT_RGB:
5101 case RL_PIXELFORMAT_COMPRESSED_PVRT_RGBA: bpp = 4; break;
5102 case RL_PIXELFORMAT_COMPRESSED_DXT3_RGBA:
5103 case RL_PIXELFORMAT_COMPRESSED_DXT5_RGBA:
5104 case RL_PIXELFORMAT_COMPRESSED_ETC2_EAC_RGBA:
5105 case RL_PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA: bpp = 8; break;
5106 case RL_PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA: bpp = 2; break;
5107 default: break;
5108 }
5109
5110 double bytesPerPixel = (double)bpp/8.0;
5111 dataSize = (int)(bytesPerPixel*width*height); // Total data size in bytes
5112
5113 // Most compressed formats works on 4x4 blocks,
5114 // if texture is smaller, minimum dataSize is 8 or 16
5115 if ((width < 4) && (height < 4))
5116 {
5117 if ((format >= RL_PIXELFORMAT_COMPRESSED_DXT1_RGB) && (format < RL_PIXELFORMAT_COMPRESSED_DXT3_RGBA)) dataSize = 8;
5118 else if ((format >= RL_PIXELFORMAT_COMPRESSED_DXT3_RGBA) && (format < RL_PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA)) dataSize = 16;
5119 }
5120
5121 return dataSize;
5122}
5123
5124// Auxiliar math functions
5125
5126// Get float array of matrix data
5127static rl_float16 rlMatrixToFloatV(Matrix mat)
5128{
5129 rl_float16 result = { 0 };
5130
5131 result.v[0] = mat.m0;
5132 result.v[1] = mat.m1;
5133 result.v[2] = mat.m2;
5134 result.v[3] = mat.m3;
5135 result.v[4] = mat.m4;
5136 result.v[5] = mat.m5;
5137 result.v[6] = mat.m6;
5138 result.v[7] = mat.m7;
5139 result.v[8] = mat.m8;
5140 result.v[9] = mat.m9;
5141 result.v[10] = mat.m10;
5142 result.v[11] = mat.m11;
5143 result.v[12] = mat.m12;
5144 result.v[13] = mat.m13;
5145 result.v[14] = mat.m14;
5146 result.v[15] = mat.m15;
5147
5148 return result;
5149}
5150
5151// Get identity matrix
5152static Matrix rlMatrixIdentity(void)
5153{
5154 Matrix result = {
5155 1.0f, 0.0f, 0.0f, 0.0f,
5156 0.0f, 1.0f, 0.0f, 0.0f,
5157 0.0f, 0.0f, 1.0f, 0.0f,
5158 0.0f, 0.0f, 0.0f, 1.0f
5159 };
5160
5161 return result;
5162}
5163
5164// Get two matrix multiplication
5165// NOTE: When multiplying matrices... the order matters!
5166static Matrix rlMatrixMultiply(Matrix left, Matrix right)
5167{
5168 Matrix result = { 0 };
5169
5170 result.m0 = left.m0*right.m0 + left.m1*right.m4 + left.m2*right.m8 + left.m3*right.m12;
5171 result.m1 = left.m0*right.m1 + left.m1*right.m5 + left.m2*right.m9 + left.m3*right.m13;
5172 result.m2 = left.m0*right.m2 + left.m1*right.m6 + left.m2*right.m10 + left.m3*right.m14;
5173 result.m3 = left.m0*right.m3 + left.m1*right.m7 + left.m2*right.m11 + left.m3*right.m15;
5174 result.m4 = left.m4*right.m0 + left.m5*right.m4 + left.m6*right.m8 + left.m7*right.m12;
5175 result.m5 = left.m4*right.m1 + left.m5*right.m5 + left.m6*right.m9 + left.m7*right.m13;
5176 result.m6 = left.m4*right.m2 + left.m5*right.m6 + left.m6*right.m10 + left.m7*right.m14;
5177 result.m7 = left.m4*right.m3 + left.m5*right.m7 + left.m6*right.m11 + left.m7*right.m15;
5178 result.m8 = left.m8*right.m0 + left.m9*right.m4 + left.m10*right.m8 + left.m11*right.m12;
5179 result.m9 = left.m8*right.m1 + left.m9*right.m5 + left.m10*right.m9 + left.m11*right.m13;
5180 result.m10 = left.m8*right.m2 + left.m9*right.m6 + left.m10*right.m10 + left.m11*right.m14;
5181 result.m11 = left.m8*right.m3 + left.m9*right.m7 + left.m10*right.m11 + left.m11*right.m15;
5182 result.m12 = left.m12*right.m0 + left.m13*right.m4 + left.m14*right.m8 + left.m15*right.m12;
5183 result.m13 = left.m12*right.m1 + left.m13*right.m5 + left.m14*right.m9 + left.m15*right.m13;
5184 result.m14 = left.m12*right.m2 + left.m13*right.m6 + left.m14*right.m10 + left.m15*right.m14;
5185 result.m15 = left.m12*right.m3 + left.m13*right.m7 + left.m14*right.m11 + left.m15*right.m15;
5186
5187 return result;
5188}
5189
5190// Transposes provided matrix
5191static Matrix rlMatrixTranspose(Matrix mat)
5192{
5193 Matrix result = { 0 };
5194
5195 result.m0 = mat.m0;
5196 result.m1 = mat.m4;
5197 result.m2 = mat.m8;
5198 result.m3 = mat.m12;
5199 result.m4 = mat.m1;
5200 result.m5 = mat.m5;
5201 result.m6 = mat.m9;
5202 result.m7 = mat.m13;
5203 result.m8 = mat.m2;
5204 result.m9 = mat.m6;
5205 result.m10 = mat.m10;
5206 result.m11 = mat.m14;
5207 result.m12 = mat.m3;
5208 result.m13 = mat.m7;
5209 result.m14 = mat.m11;
5210 result.m15 = mat.m15;
5211
5212 return result;
5213}
5214
5215// Invert provided matrix
5216static Matrix rlMatrixInvert(Matrix mat)
5217{
5218 Matrix result = { 0 };
5219
5220 // Cache the matrix values (speed optimization)
5221 float a00 = mat.m0, a01 = mat.m1, a02 = mat.m2, a03 = mat.m3;
5222 float a10 = mat.m4, a11 = mat.m5, a12 = mat.m6, a13 = mat.m7;
5223 float a20 = mat.m8, a21 = mat.m9, a22 = mat.m10, a23 = mat.m11;
5224 float a30 = mat.m12, a31 = mat.m13, a32 = mat.m14, a33 = mat.m15;
5225
5226 float b00 = a00*a11 - a01*a10;
5227 float b01 = a00*a12 - a02*a10;
5228 float b02 = a00*a13 - a03*a10;
5229 float b03 = a01*a12 - a02*a11;
5230 float b04 = a01*a13 - a03*a11;
5231 float b05 = a02*a13 - a03*a12;
5232 float b06 = a20*a31 - a21*a30;
5233 float b07 = a20*a32 - a22*a30;
5234 float b08 = a20*a33 - a23*a30;
5235 float b09 = a21*a32 - a22*a31;
5236 float b10 = a21*a33 - a23*a31;
5237 float b11 = a22*a33 - a23*a32;
5238
5239 // Calculate the invert determinant (inlined to avoid double-caching)
5240 float invDet = 1.0f/(b00*b11 - b01*b10 + b02*b09 + b03*b08 - b04*b07 + b05*b06);
5241
5242 result.m0 = (a11*b11 - a12*b10 + a13*b09)*invDet;
5243 result.m1 = (-a01*b11 + a02*b10 - a03*b09)*invDet;
5244 result.m2 = (a31*b05 - a32*b04 + a33*b03)*invDet;
5245 result.m3 = (-a21*b05 + a22*b04 - a23*b03)*invDet;
5246 result.m4 = (-a10*b11 + a12*b08 - a13*b07)*invDet;
5247 result.m5 = (a00*b11 - a02*b08 + a03*b07)*invDet;
5248 result.m6 = (-a30*b05 + a32*b02 - a33*b01)*invDet;
5249 result.m7 = (a20*b05 - a22*b02 + a23*b01)*invDet;
5250 result.m8 = (a10*b10 - a11*b08 + a13*b06)*invDet;
5251 result.m9 = (-a00*b10 + a01*b08 - a03*b06)*invDet;
5252 result.m10 = (a30*b04 - a31*b02 + a33*b00)*invDet;
5253 result.m11 = (-a20*b04 + a21*b02 - a23*b00)*invDet;
5254 result.m12 = (-a10*b09 + a11*b07 - a12*b06)*invDet;
5255 result.m13 = (a00*b09 - a01*b07 + a02*b06)*invDet;
5256 result.m14 = (-a30*b03 + a31*b01 - a32*b00)*invDet;
5257 result.m15 = (a20*b03 - a21*b01 + a22*b00)*invDet;
5258
5259 return result;
5260}
5261
5262#endif // RLGL_IMPLEMENTATION