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