1/**********************************************************************************************
   2*
   3*   rlgl v6.0 - A multi-OpenGL abstraction layer with an immediate-mode style API
   4*
   5*   DESCRIPTION:
   6*       An abstraction layer for multiple OpenGL versions (1.1, 2.1, 3.3 Core, 4.3 Core, ES 2.0, ES 3.0)
   7*       that provides a pseudo-OpenGL 1.1 immediate-mode style API (rlVertex, rlTranslate, rlRotate...)
   8*
   9*   ADDITIONAL NOTES:
  10*       When choosing an OpenGL backend different than OpenGL 1.1, some internal buffers are
  11*       initialized on rlglInit() to accumulate vertex data
  12*
  13*       When an internal state change is required all the stored vertex data is rendered in a 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_SOFTWARE
  25*       #define GRAPHICS_API_OPENGL_11
  26*       #define GRAPHICS_API_OPENGL_21
  27*       #define GRAPHICS_API_OPENGL_33
  28*       #define GRAPHICS_API_OPENGL_43
  29*       #define GRAPHICS_API_OPENGL_ES2
  30*       #define GRAPHICS_API_OPENGL_ES3
  31*           Use selected OpenGL graphics backend, should be supported by platform
  32*           Those preprocessor defines are only used on the rlgl module, if OpenGL version is
  33*           required by any other module, use rlGetVersion() to check it
  34*
  35*       #define RLGL_IMPLEMENTATION
  36*           Generates the implementation of the library into the included file
  37*           If not defined, the library is in header only mode and can be included in other headers
  38*           or source files without problems. But only ONE file should hold the implementation
  39*
  40*       #if RLGL_SHOW_GL_DETAILS_INFO
  41*           Show OpenGL extensions and capabilities detailed logs on init
  42*
  43*       #if RLGL_ENABLE_OPENGL_DEBUG_CONTEXT
  44*           Enable debug context (only available on OpenGL 4.3)
  45*
  46*       rlgl capabilities could be customized defining some internal
  47*       values before library inclusion (default values listed):
  48*
  49*       #define RL_DEFAULT_BATCH_BUFFER_ELEMENTS   8192    // Default internal render batch elements limits
  50*       #define RL_DEFAULT_BATCH_BUFFERS              1    // Default number of batch buffers (multi-buffering)
  51*       #define RL_DEFAULT_BATCH_DRAWCALLS          256    // Default number of batch draw calls (by state changes: mode, texture)
  52*       #define RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS    4    // Maximum number of texture units that can be activated on batch drawing (SetShaderValueTexture())
  53*
  54*       #define RL_MAX_MATRIX_STACK_SIZE             32    // Maximum size of internal Matrix stack
  55*       #define RL_MAX_SHADER_LOCATIONS              32    // Maximum number of shader locations supported
  56*       #define RL_CULL_DISTANCE_NEAR              0.05    // Default projection matrix near cull distance
  57*       #define RL_CULL_DISTANCE_FAR             4000.0    // Default projection matrix far cull distance
  58*
  59*       When loading a shader, the following vertex attributes and uniform
  60*       location names are tried to be set automatically:
  61*
  62*       #define RL_DEFAULT_SHADER_ATTRIB_NAME_POSITION     "vertexPosition"    // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_LOCATION_POSITION
  63*       #define RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD     "vertexTexCoord"    // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD
  64*       #define RL_DEFAULT_SHADER_ATTRIB_NAME_NORMAL       "vertexNormal"      // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_LOCATION_NORMAL
  65*       #define RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR        "vertexColor"       // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_LOCATION_COLOR
  66*       #define RL_DEFAULT_SHADER_ATTRIB_NAME_TANGENT      "vertexTangent"     // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_LOCATION_TANGENT
  67*       #define RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2    "vertexTexCoord2"   // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD2
  68*       #define RL_DEFAULT_SHADER_ATTRIB_NAME_BONEINDICES  "vertexBoneIndices" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEINDICES
  69*       #define RL_DEFAULT_SHADER_ATTRIB_NAME_BONEWEIGHTS  "vertexBoneWeights" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEWEIGHTS
  70*       #define RL_DEFAULT_SHADER_UNIFORM_NAME_MVP         "mvp"               // model-view-projection matrix
  71*       #define RL_DEFAULT_SHADER_UNIFORM_NAME_VIEW        "matView"           // view matrix
  72*       #define RL_DEFAULT_SHADER_UNIFORM_NAME_PROJECTION  "matProjection"     // projection matrix
  73*       #define RL_DEFAULT_SHADER_UNIFORM_NAME_MODEL       "matModel"          // model matrix
  74*       #define RL_DEFAULT_SHADER_UNIFORM_NAME_NORMAL      "matNormal"         // normal matrix (transpose(inverse(matModelView)))
  75*       #define RL_DEFAULT_SHADER_UNIFORM_NAME_COLOR       "colDiffuse"        // color diffuse (base tint color, multiplied by texture color)
  76*       #define RL_DEFAULT_SHADER_UNIFORM_NAME_BONEMATRICES "boneMatrices"     // bone matrices
  77*       #define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE0  "texture0"          // texture0 (texture slot active 0)
  78*       #define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE1  "texture1"          // texture1 (texture slot active 1)
  79*       #define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE2  "texture2"          // texture2 (texture slot active 2)
  80*
  81*   DEPENDENCIES:
  82*      - OpenGL libraries (depending on platform and OpenGL version selected)
  83*      - GLAD OpenGL extensions loading library (only for OpenGL 3.3 Core, 4.3 Core)
  84*
  85*
  86*   LICENSE: zlib/libpng
  87*
  88*   Copyright (c) 2014-2026 Ramon Santamaria (@raysan5)
  89*
  90*   This software is provided "as-is", without any express or implied warranty. In no event
  91*   will the authors be held liable for any damages arising from the use of this software.
  92*
  93*   Permission is granted to anyone to use this software for any purpose, including commercial
  94*   applications, and to alter it and redistribute it freely, subject to the following restrictions:
  95*
  96*     1. The origin of this software must not be misrepresented; you must not claim that you
  97*     wrote the original software. If you use this software in a product, an acknowledgment
  98*     in the product documentation would be appreciated but is not required.
  99*
 100*     2. Altered source versions must be plainly marked as such, and must not be misrepresented
 101*     as being the original software.
 102*
 103*     3. This notice may not be removed or altered from any source distribution.
 104*
 105**********************************************************************************************/
 106
 107#ifndef RLGL_H
 108#define RLGL_H
 109
 110#define RLGL_VERSION  "6.0"
 111
 112// Function specifiers in case library is build/used as a shared library
 113// NOTE: Microsoft specifiers to tell compiler that symbols are imported/exported from a .dll
 114// NOTE: visibility(default) attribute makes symbols "visible" when compiled with -fvisibility=hidden
 115#if defined(_WIN32) && defined(BUILD_LIBTYPE_SHARED)
 116    #define RLAPI __declspec(dllexport)     // Building the library as a Win32 shared library (.dll)
 117#elif defined(BUILD_LIBTYPE_SHARED)
 118    #define RLAPI __attribute__((visibility("default"))) // Building the library as a Unix shared library (.so/.dylib)
 119#elif defined(_WIN32) && defined(USE_LIBTYPE_SHARED)
 120    #define RLAPI __declspec(dllimport)     // Using the library as a Win32 shared library (.dll)
 121#endif
 122
 123// Function specifiers definition
 124#ifndef RLAPI
 125    #define RLAPI       // Functions defined as 'extern' by default (implicit specifiers)
 126#endif
 127
 128// Support TRACELOG macros
 129#ifndef TRACELOG
 130    #define TRACELOG(level, ...) (void)0
 131#endif
 132
 133// Allow custom memory allocators
 134#ifndef RL_MALLOC
 135    #define RL_MALLOC(sz)     malloc(sz)
 136#endif
 137#ifndef RL_CALLOC
 138    #define RL_CALLOC(n,sz)   calloc(n,sz)
 139#endif
 140#ifndef RL_REALLOC
 141    #define RL_REALLOC(n,sz)  realloc(n,sz)
 142#endif
 143#ifndef RL_FREE
 144    #define RL_FREE(p)        free(p)
 145#endif
 146
 147// Security check in case no GRAPHICS_API_OPENGL_* defined
 148#if !defined(GRAPHICS_API_OPENGL_SOFTWARE) && \
 149    !defined(GRAPHICS_API_OPENGL_11) && \
 150    !defined(GRAPHICS_API_OPENGL_21) && \
 151    !defined(GRAPHICS_API_OPENGL_33) && \
 152    !defined(GRAPHICS_API_OPENGL_43) && \
 153    !defined(GRAPHICS_API_OPENGL_ES2) && \
 154    !defined(GRAPHICS_API_OPENGL_ES3)
 155        #define GRAPHICS_API_OPENGL_33
 156#endif
 157
 158// Security check in case multiple GRAPHICS_API_OPENGL_* defined
 159#if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_SOFTWARE)
 160    #if defined(GRAPHICS_API_OPENGL_21)
 161        #undef GRAPHICS_API_OPENGL_21
 162    #endif
 163    #if defined(GRAPHICS_API_OPENGL_33)
 164        #undef GRAPHICS_API_OPENGL_33
 165    #endif
 166    #if defined(GRAPHICS_API_OPENGL_43)
 167        #undef GRAPHICS_API_OPENGL_43
 168    #endif
 169    #if defined(GRAPHICS_API_OPENGL_ES2)
 170        #undef GRAPHICS_API_OPENGL_ES2
 171    #endif
 172#endif
 173
 174// Software implementation uses OpenGL 1.1 functionality
 175#if defined(GRAPHICS_API_OPENGL_SOFTWARE)
 176    #define GRAPHICS_API_OPENGL_11
 177#endif
 178
 179// OpenGL 2.1 uses most of OpenGL 3.3 Core functionality
 180// WARNING: Specific parts are checked with #if defines
 181#if defined(GRAPHICS_API_OPENGL_21)
 182    #define GRAPHICS_API_OPENGL_33
 183#endif
 184
 185// OpenGL 4.3 uses OpenGL 3.3 Core functionality
 186#if defined(GRAPHICS_API_OPENGL_43)
 187    #define GRAPHICS_API_OPENGL_33
 188#endif
 189
 190// OpenGL ES 3.0 uses OpenGL ES 2.0 functionality (and more)
 191#if defined(GRAPHICS_API_OPENGL_ES3)
 192    #define GRAPHICS_API_OPENGL_ES2
 193#endif
 194
 195//----------------------------------------------------------------------------------
 196// Defines and Macros
 197//----------------------------------------------------------------------------------
 198
 199// Default internal render batch elements limits
 200#ifndef RL_DEFAULT_BATCH_BUFFER_ELEMENTS
 201    #if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33)
 202        // This is the maximum amount of elements (quads) per batch
 203        // NOTE: Be careful with text, every letter maps to a quad
 204        #define RL_DEFAULT_BATCH_BUFFER_ELEMENTS  8192
 205    #endif
 206    #if defined(GRAPHICS_API_OPENGL_ES2)
 207        // Reducing memory sizes for embedded systems (RPI and HTML5)
 208        // NOTE: On HTML5 (emscripten) this is allocated on heap,
 209        // by default heap is only 16MB!...just take care...
 210        #define RL_DEFAULT_BATCH_BUFFER_ELEMENTS  2048
 211    #endif
 212#endif
 213#ifndef RL_DEFAULT_BATCH_BUFFERS
 214    #define RL_DEFAULT_BATCH_BUFFERS                 1      // Default number of batch buffers (multi-buffering)
 215#endif
 216#ifndef RL_DEFAULT_BATCH_DRAWCALLS
 217    #define RL_DEFAULT_BATCH_DRAWCALLS             256      // Default number of batch draw calls (by state changes: mode, texture)
 218#endif
 219#ifndef RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS
 220    #define RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS       4      // Maximum number of textures units that can be activated on batch drawing (SetShaderValueTexture())
 221#endif
 222
 223// Internal Matrix stack
 224#ifndef RL_MAX_MATRIX_STACK_SIZE
 225    #define RL_MAX_MATRIX_STACK_SIZE                32      // Maximum size of Matrix stack
 226#endif
 227
 228// Shader limits
 229#ifndef RL_MAX_SHADER_LOCATIONS
 230    #define RL_MAX_SHADER_LOCATIONS                 32      // Maximum number of shader locations supported
 231#endif
 232
 233// Projection matrix culling
 234#ifndef RL_CULL_DISTANCE_NEAR
 235    #define RL_CULL_DISTANCE_NEAR                 0.05      // Default near cull distance
 236#endif
 237#ifndef RL_CULL_DISTANCE_FAR
 238    #define RL_CULL_DISTANCE_FAR                4000.0      // Default far cull distance
 239#endif
 240
 241// Texture parameters (equivalent to OpenGL defines)
 242#define RL_TEXTURE_WRAP_S                       0x2802      // GL_TEXTURE_WRAP_S
 243#define RL_TEXTURE_WRAP_T                       0x2803      // GL_TEXTURE_WRAP_T
 244#define RL_TEXTURE_MAG_FILTER                   0x2800      // GL_TEXTURE_MAG_FILTER
 245#define RL_TEXTURE_MIN_FILTER                   0x2801      // GL_TEXTURE_MIN_FILTER
 246
 247#define RL_TEXTURE_FILTER_NEAREST               0x2600      // GL_NEAREST
 248#define RL_TEXTURE_FILTER_LINEAR                0x2601      // GL_LINEAR
 249#define RL_TEXTURE_FILTER_MIP_NEAREST           0x2700      // GL_NEAREST_MIPMAP_NEAREST
 250#define RL_TEXTURE_FILTER_NEAREST_MIP_LINEAR    0x2702      // GL_NEAREST_MIPMAP_LINEAR
 251#define RL_TEXTURE_FILTER_LINEAR_MIP_NEAREST    0x2701      // GL_LINEAR_MIPMAP_NEAREST
 252#define RL_TEXTURE_FILTER_MIP_LINEAR            0x2703      // GL_LINEAR_MIPMAP_LINEAR
 253#define RL_TEXTURE_FILTER_ANISOTROPIC           0x3000      // Anisotropic filter (custom identifier)
 254#define RL_TEXTURE_MIPMAP_BIAS_RATIO            0x4000      // Texture mipmap bias, percentage ratio (custom identifier)
 255
 256#define RL_TEXTURE_WRAP_REPEAT                  0x2901      // GL_REPEAT
 257#define RL_TEXTURE_WRAP_CLAMP                   0x812F      // GL_CLAMP_TO_EDGE
 258#define RL_TEXTURE_WRAP_MIRROR_REPEAT           0x8370      // GL_MIRRORED_REPEAT
 259#define RL_TEXTURE_WRAP_MIRROR_CLAMP            0x8742      // GL_MIRROR_CLAMP_EXT
 260
 261// Matrix modes (equivalent to OpenGL)
 262#define RL_MODELVIEW                            0x1700      // GL_MODELVIEW
 263#define RL_PROJECTION                           0x1701      // GL_PROJECTION
 264#define RL_TEXTURE                              0x1702      // GL_TEXTURE
 265
 266// Primitive assembly draw modes
 267#define RL_LINES                                0x0001      // GL_LINES
 268#define RL_TRIANGLES                            0x0004      // GL_TRIANGLES
 269#define RL_QUADS                                0x0007      // GL_QUADS
 270
 271// GL equivalent data types
 272#define RL_UNSIGNED_BYTE                        0x1401      // GL_UNSIGNED_BYTE
 273#define RL_FLOAT                                0x1406      // GL_FLOAT
 274
 275// GL buffer usage hint
 276#define RL_STREAM_DRAW                          0x88E0      // GL_STREAM_DRAW
 277#define RL_STREAM_READ                          0x88E1      // GL_STREAM_READ
 278#define RL_STREAM_COPY                          0x88E2      // GL_STREAM_COPY
 279#define RL_STATIC_DRAW                          0x88E4      // GL_STATIC_DRAW
 280#define RL_STATIC_READ                          0x88E5      // GL_STATIC_READ
 281#define RL_STATIC_COPY                          0x88E6      // GL_STATIC_COPY
 282#define RL_DYNAMIC_DRAW                         0x88E8      // GL_DYNAMIC_DRAW
 283#define RL_DYNAMIC_READ                         0x88E9      // GL_DYNAMIC_READ
 284#define RL_DYNAMIC_COPY                         0x88EA      // GL_DYNAMIC_COPY
 285
 286// GL Shader type
 287#define RL_FRAGMENT_SHADER                      0x8B30      // GL_FRAGMENT_SHADER
 288#define RL_VERTEX_SHADER                        0x8B31      // GL_VERTEX_SHADER
 289#define RL_COMPUTE_SHADER                       0x91B9      // GL_COMPUTE_SHADER
 290
 291// GL blending factors
 292#define RL_ZERO                                 0           // GL_ZERO
 293#define RL_ONE                                  1           // GL_ONE
 294#define RL_SRC_COLOR                            0x0300      // GL_SRC_COLOR
 295#define RL_ONE_MINUS_SRC_COLOR                  0x0301      // GL_ONE_MINUS_SRC_COLOR
 296#define RL_SRC_ALPHA                            0x0302      // GL_SRC_ALPHA
 297#define RL_ONE_MINUS_SRC_ALPHA                  0x0303      // GL_ONE_MINUS_SRC_ALPHA
 298#define RL_DST_ALPHA                            0x0304      // GL_DST_ALPHA
 299#define RL_ONE_MINUS_DST_ALPHA                  0x0305      // GL_ONE_MINUS_DST_ALPHA
 300#define RL_DST_COLOR                            0x0306      // GL_DST_COLOR
 301#define RL_ONE_MINUS_DST_COLOR                  0x0307      // GL_ONE_MINUS_DST_COLOR
 302#define RL_SRC_ALPHA_SATURATE                   0x0308      // GL_SRC_ALPHA_SATURATE
 303#define RL_CONSTANT_COLOR                       0x8001      // GL_CONSTANT_COLOR
 304#define RL_ONE_MINUS_CONSTANT_COLOR             0x8002      // GL_ONE_MINUS_CONSTANT_COLOR
 305#define RL_CONSTANT_ALPHA                       0x8003      // GL_CONSTANT_ALPHA
 306#define RL_ONE_MINUS_CONSTANT_ALPHA             0x8004      // GL_ONE_MINUS_CONSTANT_ALPHA
 307
 308// GL blending functions/equations
 309#define RL_FUNC_ADD                             0x8006      // GL_FUNC_ADD
 310#define RL_MIN                                  0x8007      // GL_MIN
 311#define RL_MAX                                  0x8008      // GL_MAX
 312#define RL_FUNC_SUBTRACT                        0x800A      // GL_FUNC_SUBTRACT
 313#define RL_FUNC_REVERSE_SUBTRACT                0x800B      // GL_FUNC_REVERSE_SUBTRACT
 314#define RL_BLEND_EQUATION                       0x8009      // GL_BLEND_EQUATION
 315#define RL_BLEND_EQUATION_RGB                   0x8009      // GL_BLEND_EQUATION_RGB   // (Same as BLEND_EQUATION)
 316#define RL_BLEND_EQUATION_ALPHA                 0x883D      // GL_BLEND_EQUATION_ALPHA
 317#define RL_BLEND_DST_RGB                        0x80C8      // GL_BLEND_DST_RGB
 318#define RL_BLEND_SRC_RGB                        0x80C9      // GL_BLEND_SRC_RGB
 319#define RL_BLEND_DST_ALPHA                      0x80CA      // GL_BLEND_DST_ALPHA
 320#define RL_BLEND_SRC_ALPHA                      0x80CB      // GL_BLEND_SRC_ALPHA
 321#define RL_BLEND_COLOR                          0x8005      // GL_BLEND_COLOR
 322
 323#define RL_READ_FRAMEBUFFER                     0x8CA8      // GL_READ_FRAMEBUFFER
 324#define RL_DRAW_FRAMEBUFFER                     0x8CA9      // GL_DRAW_FRAMEBUFFER
 325
 326// Default shader vertex attribute locations
 327#ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_POSITION
 328    #define RL_DEFAULT_SHADER_ATTRIB_LOCATION_POSITION    0
 329#endif
 330#ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD
 331    #define RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD    1
 332#endif
 333#ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_NORMAL
 334    #define RL_DEFAULT_SHADER_ATTRIB_LOCATION_NORMAL      2
 335#endif
 336#ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_COLOR
 337    #define RL_DEFAULT_SHADER_ATTRIB_LOCATION_COLOR       3
 338#endif
 339    #ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_TANGENT
 340#define RL_DEFAULT_SHADER_ATTRIB_LOCATION_TANGENT         4
 341#endif
 342#ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD2
 343    #define RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD2   5
 344#endif
 345#ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_INDICES
 346    #define RL_DEFAULT_SHADER_ATTRIB_LOCATION_INDICES     6
 347#endif
 348#ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEINDICES
 349    #define RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEINDICES 7
 350#endif
 351#ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEWEIGHTS
 352    #define RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEWEIGHTS 8
 353#endif
 354#ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_INSTANCETRANSFORM
 355    #define RL_DEFAULT_SHADER_ATTRIB_LOCATION_INSTANCETRANSFORM 9
 356#endif
 357
 358//----------------------------------------------------------------------------------
 359// Types and Structures Definition
 360//----------------------------------------------------------------------------------
 361#if (defined(__STDC__) && __STDC_VERSION__ >= 199901L) || (defined(_MSC_VER) && _MSC_VER >= 1800)
 362    #include <stdbool.h>
 363#elif !defined(__cplusplus) && !defined(bool) && !defined(RL_BOOL_TYPE)
 364    // Boolean type
 365typedef enum bool { false = 0, true = !false } bool;
 366#endif
 367
 368#if !defined(RL_MATRIX_TYPE)
 369// Matrix, 4x4 components, column major, OpenGL style, right handed
 370typedef struct Matrix {
 371    float m0, m4, m8, m12;      // Matrix first row (4 components)
 372    float m1, m5, m9, m13;      // Matrix second row (4 components)
 373    float m2, m6, m10, m14;     // Matrix third row (4 components)
 374    float m3, m7, m11, m15;     // Matrix fourth row (4 components)
 375} Matrix;
 376#define RL_MATRIX_TYPE
 377#endif
 378
 379// Dynamic vertex buffers (position + texcoords + colors + indices arrays)
 380typedef struct rlVertexBuffer {
 381    int elementCount;           // Number of elements in the buffer (QUADS)
 382
 383    float *vertices;            // Vertex position (XYZ - 3 components per vertex) (shader-location = 0)
 384    float *texcoords;           // Vertex texture coordinates (UV - 2 components per vertex) (shader-location = 1)
 385    float *normals;             // Vertex normal (XYZ - 3 components per vertex) (shader-location = 2)
 386    unsigned char *colors;      // Vertex colors (RGBA - 4 components per vertex) (shader-location = 3)
 387#if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33)
 388    unsigned int *indices;      // Vertex indices (in case vertex data comes indexed) (6 indices per quad)
 389#endif
 390#if defined(GRAPHICS_API_OPENGL_ES2)
 391    unsigned short *indices;    // Vertex indices (in case vertex data comes indexed) (6 indices per quad)
 392#endif
 393    unsigned int vaoId;         // OpenGL Vertex Array Object id
 394    unsigned int vboId[5];      // OpenGL Vertex Buffer Objects id (5 types of vertex data)
 395} rlVertexBuffer;
 396
 397// Draw call type
 398// NOTE: Only texture changes register a new draw, other state-change-related elements are not
 399// used at this moment (vaoId, shaderId, matrices), raylib forces a batch draw call if any
 400// of those state-change happens (this is done in core module)
 401typedef struct rlDrawCall {
 402    int mode;                   // Drawing mode: LINES, TRIANGLES, QUADS
 403    int vertexCount;            // Number of vertex of the draw
 404    int vertexAlignment;        // Number of vertex required for index alignment (LINES, TRIANGLES)
 405    //unsigned int vaoId;       // Vertex array id to be used on the draw -> Using RLGL.currentBatch->vertexBuffer.vaoId
 406    //unsigned int shaderId;    // Shader id to be used on the draw -> Using RLGL.currentShaderId
 407    unsigned int textureId;     // Texture id to be used on the draw -> Use to create new draw call if changes
 408
 409    //Matrix projection;        // Projection matrix for this draw -> Using RLGL.projection by default
 410    //Matrix modelview;         // Modelview matrix for this draw -> Using RLGL.modelview by default
 411} rlDrawCall;
 412
 413// rlRenderBatch type
 414typedef struct rlRenderBatch {
 415    int bufferCount;            // Number of vertex buffers (multi-buffering support)
 416    int currentBuffer;          // Current buffer tracking in case of multi-buffering
 417    rlVertexBuffer *vertexBuffer; // Dynamic buffer(s) for vertex data
 418
 419    rlDrawCall *draws;          // Draw calls array, depends on textureId
 420    int drawCounter;            // Draw calls counter
 421    float currentDepth;         // Current depth value for next draw
 422} rlRenderBatch;
 423
 424// OpenGL version
 425typedef enum {
 426    RL_OPENGL_SOFTWARE = 0,  // Software rendering
 427    RL_OPENGL_11,               // 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, 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
 644RLAPI void rlEnableStatePointer(int vertexAttribType, void *buffer); // Enable attribute state pointer
 645RLAPI void rlDisableStatePointer(int vertexAttribType); // Disable attribute state pointer
 646
 647// Textures state
 648RLAPI void rlActiveTextureSlot(int slot);               // Select and active a texture slot
 649RLAPI void rlEnableTexture(unsigned int id);            // Enable texture
 650RLAPI void rlDisableTexture(void);                      // Disable texture
 651RLAPI void rlEnableTextureCubemap(unsigned int id);     // Enable texture cubemap
 652RLAPI void rlDisableTextureCubemap(void);               // Disable texture cubemap
 653RLAPI void rlTextureParameters(unsigned int id, int param, int value); // Set texture parameters (filter, wrap)
 654RLAPI void rlCubemapParameters(unsigned int id, int param, int value); // Set cubemap parameters (filter, wrap)
 655
 656// Shader state
 657RLAPI void rlEnableShader(unsigned int id);             // Enable shader program
 658RLAPI void rlDisableShader(void);                       // Disable shader program
 659
 660// Framebuffer state
 661RLAPI void rlEnableFramebuffer(unsigned int id);        // Enable render texture (fbo)
 662RLAPI void rlDisableFramebuffer(void);                  // Disable render texture (fbo), return to default framebuffer
 663RLAPI unsigned int rlGetActiveFramebuffer(void);        // Get the currently active render texture (fbo), 0 for default framebuffer
 664RLAPI void rlActiveDrawBuffers(int count);              // Activate multiple draw color buffers
 665RLAPI 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
 666RLAPI void rlBindFramebuffer(unsigned int target, unsigned int framebuffer); // Bind framebuffer (FBO)
 667
 668// General render state
 669RLAPI void rlEnableColorBlend(void);                    // Enable color blending
 670RLAPI void rlDisableColorBlend(void);                   // Disable color blending
 671RLAPI void rlEnableDepthTest(void);                     // Enable depth test
 672RLAPI void rlDisableDepthTest(void);                    // Disable depth test
 673RLAPI void rlEnableDepthMask(void);                     // Enable depth write
 674RLAPI void rlDisableDepthMask(void);                    // Disable depth write
 675RLAPI void rlEnableBackfaceCulling(void);               // Enable backface culling
 676RLAPI void rlDisableBackfaceCulling(void);              // Disable backface culling
 677RLAPI void rlColorMask(bool r, bool g, bool b, bool a); // Color mask control
 678RLAPI void rlSetCullFace(int mode);                     // Set face culling mode
 679RLAPI void rlEnableScissorTest(void);                   // Enable scissor test
 680RLAPI void rlDisableScissorTest(void);                  // Disable scissor test
 681RLAPI void rlScissor(int x, int y, int width, int height); // Scissor test
 682RLAPI void rlEnablePointMode(void);                     // Enable point mode
 683RLAPI void rlDisablePointMode(void);                    // Disable point mode
 684RLAPI void rlSetPointSize(float size);                  // Set the point drawing size
 685RLAPI float rlGetPointSize(void);                       // Get the point drawing size
 686RLAPI void rlEnableWireMode(void);                      // Enable wire mode
 687RLAPI void rlDisableWireMode(void);                     // Disable wire mode
 688RLAPI void rlSetLineWidth(float width);                 // Set the line drawing width
 689RLAPI float rlGetLineWidth(void);                       // Get the line drawing width
 690RLAPI void rlEnableSmoothLines(void);                   // Enable line aliasing
 691RLAPI void rlDisableSmoothLines(void);                  // Disable line aliasing
 692RLAPI void rlEnableStereoRender(void);                  // Enable stereo rendering
 693RLAPI void rlDisableStereoRender(void);                 // Disable stereo rendering
 694RLAPI bool rlIsStereoRenderEnabled(void);               // Check if stereo render is enabled
 695
 696RLAPI void rlClearColor(unsigned char r, unsigned char g, unsigned char b, unsigned char a); // Clear color buffer with color
 697RLAPI void rlClearScreenBuffers(void);                  // Clear used screen buffers (color and depth)
 698RLAPI void rlCheckErrors(void);                         // Check and log OpenGL error codes
 699RLAPI void rlSetBlendMode(int mode);                    // Set blending mode
 700RLAPI void rlSetBlendFactors(int glSrcFactor, int glDstFactor, int glEquation); // Set blending mode factor and equation (using OpenGL factors)
 701RLAPI void rlSetBlendFactorsSeparate(int glSrcRGB, int glDstRGB, int glSrcAlpha, int glDstAlpha, int glEqRGB, int glEqAlpha); // Set blending mode factors and equations separately (using OpenGL factors)
 702
 703//------------------------------------------------------------------------------------
 704// Functions Declaration - rlgl functionality
 705//------------------------------------------------------------------------------------
 706// rlgl initialization functions
 707RLAPI void rlglInit(int width, int height);             // Initialize rlgl (buffers, shaders, textures, states)
 708RLAPI void rlglClose(void);                             // De-initialize rlgl (buffers, shaders, textures)
 709RLAPI void rlLoadExtensions(void *loader);              // Load OpenGL extensions (loader function required)
 710RLAPI void *rlGetProcAddress(const char *procName);     // Get OpenGL procedure address
 711RLAPI int rlGetVersion(void);                           // Get current OpenGL version
 712RLAPI void rlSetFramebufferWidth(int width);            // Set current framebuffer width
 713RLAPI int rlGetFramebufferWidth(void);                  // Get default framebuffer width
 714RLAPI void rlSetFramebufferHeight(int height);          // Set current framebuffer height
 715RLAPI int rlGetFramebufferHeight(void);                 // Get default framebuffer height
 716
 717RLAPI unsigned int rlGetTextureIdDefault(void);         // Get default texture id
 718RLAPI unsigned int rlGetShaderIdDefault(void);          // Get default shader id
 719RLAPI int *rlGetShaderLocsDefault(void);                // Get default shader locations
 720
 721// Render batch management
 722// NOTE: rlgl provides a default render batch to behave like OpenGL 1.1 immediate mode
 723// but this render batch API is exposed in case of custom batches are required
 724RLAPI rlRenderBatch rlLoadRenderBatch(int numBuffers, int bufferElements); // Load a render batch system
 725RLAPI void rlUnloadRenderBatch(rlRenderBatch batch);    // Unload render batch system
 726RLAPI void rlDrawRenderBatch(rlRenderBatch *batch);     // Draw render batch data (Update->Draw->Reset)
 727RLAPI void rlSetRenderBatchActive(rlRenderBatch *batch); // Set the active render batch for rlgl (NULL for default internal)
 728RLAPI void rlDrawRenderBatchActive(void);               // Update and draw internal render batch
 729RLAPI bool rlCheckRenderBatchLimit(int vCount);         // Check internal buffer overflow for a given number of vertex
 730
 731RLAPI void rlSetTexture(unsigned int id);               // Set current texture for render batch and check buffers limits
 732
 733//------------------------------------------------------------------------------------------------------------------------
 734
 735// Vertex buffers management
 736RLAPI unsigned int rlLoadVertexArray(void);             // Load vertex array (vao) if supported
 737RLAPI unsigned int rlLoadVertexBuffer(const void *buffer, int size, bool dynamic); // Load a vertex buffer object
 738RLAPI unsigned int rlLoadVertexBufferElement(const void *buffer, int size, bool dynamic); // Load vertex buffer elements object
 739RLAPI void rlUpdateVertexBuffer(unsigned int bufferId, const void *data, int dataSize, int offset); // Update vertex buffer object data on GPU buffer
 740RLAPI void rlUpdateVertexBufferElements(unsigned int id, const void *data, int dataSize, int offset); // Update vertex buffer elements data on GPU buffer
 741RLAPI void rlUnloadVertexArray(unsigned int vaoId);     // Unload vertex array (vao)
 742RLAPI void rlUnloadVertexBuffer(unsigned int vboId);    // Unload vertex buffer object
 743RLAPI void rlSetVertexAttribute(unsigned int index, int compSize, int type, bool normalized, int stride, int offset); // Set vertex attribute data configuration
 744RLAPI void rlSetVertexAttributeDivisor(unsigned int index, int divisor); // Set vertex attribute data divisor
 745RLAPI void rlSetVertexAttributeDefault(int locIndex, const void *value, int attribType, int count); // Set vertex attribute default value, when attribute to provided
 746RLAPI void rlDrawVertexArray(int offset, int count);    // Draw vertex array (currently active vao)
 747RLAPI void rlDrawVertexArrayElements(int offset, int count, const void *buffer); // Draw vertex array elements
 748RLAPI void rlDrawVertexArrayInstanced(int offset, int count, int instances); // Draw vertex array (currently active vao) with instancing
 749RLAPI void rlDrawVertexArrayElementsInstanced(int offset, int count, const void *buffer, int instances); // Draw vertex array elements with instancing
 750
 751// Textures management
 752RLAPI unsigned int rlLoadTexture(const void *data, int width, int height, int format, int mipmapCount); // Load texture data
 753RLAPI unsigned int rlLoadTextureDepth(int width, int height, bool useRenderBuffer); // Load depth texture/renderbuffer (to be attached to fbo)
 754RLAPI unsigned int rlLoadTextureCubemap(const void *data, int size, int format, int mipmapCount); // Load texture cubemap data
 755RLAPI 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
 756RLAPI void rlGetGlTextureFormats(int format, unsigned int *glInternalFormat, unsigned int *glFormat, unsigned int *glType); // Get OpenGL internal formats
 757RLAPI const char *rlGetPixelFormatName(unsigned int format);              // Get name string for pixel format
 758RLAPI void rlUnloadTexture(unsigned int id);                              // Unload texture from GPU memory
 759RLAPI void rlGenTextureMipmaps(unsigned int id, int width, int height, int format, int *mipmaps); // Generate mipmap data for selected texture
 760RLAPI void *rlReadTexturePixels(unsigned int id, int width, int height, int format); // Read texture pixel data
 761RLAPI unsigned char *rlReadScreenPixels(int width, int height);           // Read screen pixel data (color buffer)
 762
 763// Framebuffer management (fbo)
 764RLAPI unsigned int rlLoadFramebuffer(void);                               // Load an empty framebuffer
 765RLAPI void rlFramebufferAttach(unsigned int id, unsigned int texId, int attachType, int texType, int mipLevel); // Attach texture/renderbuffer to a framebuffer
 766RLAPI bool rlFramebufferComplete(unsigned int id);                        // Verify framebuffer is complete
 767RLAPI void rlUnloadFramebuffer(unsigned int id);                          // Delete framebuffer from GPU
 768// WARNING: Copy and resize framebuffer functionality only defined for software backend
 769RLAPI void rlCopyFramebuffer(int x, int y, int width, int height, int format, void *pixels); // Copy framebuffer pixel data to internal buffer
 770RLAPI void rlResizeFramebuffer(int width, int height);                    // Resize internal framebuffer
 771
 772// Shaders management
 773RLAPI unsigned int rlLoadShader(const char *code, int type);                    // Load (compile) shader and return shader id (type: RL_VERTEX_SHADER, RL_FRAGMENT_SHADER, RL_COMPUTE_SHADER)
 774RLAPI unsigned int rlLoadShaderProgram(const char *vsCode, const char *fsCode); // Load shader from code strings
 775RLAPI unsigned int rlLoadShaderProgramEx(unsigned int vsId, unsigned int fsId); // Load shader program, using already loaded shader ids
 776RLAPI unsigned int rlLoadShaderProgramCompute(unsigned int csId);               // Load compute shader program
 777RLAPI void rlUnloadShader(unsigned int id);                                     // Unload shader, loaded with rlLoadShader()
 778RLAPI void rlUnloadShaderProgram(unsigned int id);                              // Unload shader program
 779RLAPI int rlGetLocationUniform(unsigned int id, const char *uniformName);       // Get shader location uniform, requires shader program id
 780RLAPI int rlGetLocationAttrib(unsigned int id, const char *attribName);         // Get shader location attribute, requires shader program id
 781RLAPI void rlSetUniform(int locIndex, const void *value, int uniformType, int count); // Set shader value uniform
 782RLAPI void rlSetUniformMatrix(int locIndex, Matrix mat);                        // Set shader value matrix
 783RLAPI void rlSetUniformMatrices(int locIndex, const Matrix *mat, int count);    // Set shader value matrices
 784RLAPI void rlSetUniformSampler(int locIndex, unsigned int textureId);           // Set shader value sampler
 785RLAPI void rlSetShader(unsigned int id, int *locs);                             // Set shader currently active (id and locations)
 786
 787// Compute shader management
 788RLAPI void rlComputeShaderDispatch(unsigned int groupX, unsigned int groupY, unsigned int groupZ); // Dispatch compute shader (equivalent to *draw* for graphics pipeline)
 789
 790// Shader buffer storage object management (ssbo)
 791RLAPI unsigned int rlLoadShaderBuffer(unsigned int size, const void *data, int usageHint); // Load shader storage buffer object (SSBO)
 792RLAPI void rlUnloadShaderBuffer(unsigned int ssboId);                           // Unload shader storage buffer object (SSBO)
 793RLAPI void rlUpdateShaderBuffer(unsigned int id, const void *data, unsigned int dataSize, unsigned int offset); // Update SSBO buffer data
 794RLAPI void rlBindShaderBuffer(unsigned int id, unsigned int index);             // Bind SSBO buffer
 795RLAPI void rlReadShaderBuffer(unsigned int id, void *dest, unsigned int count, unsigned int offset); // Read SSBO buffer data (GPU->CPU)
 796RLAPI void rlCopyShaderBuffer(unsigned int destId, unsigned int srcId, unsigned int destOffset, unsigned int srcOffset, unsigned int count); // Copy SSBO data between buffers
 797RLAPI unsigned int rlGetShaderBufferSize(unsigned int id);                      // Get SSBO buffer size
 798
 799// Buffer management
 800RLAPI void rlBindImageTexture(unsigned int id, unsigned int index, int format, bool readonly);  // Bind image texture
 801
 802// Matrix state management
 803RLAPI Matrix rlGetMatrixModelview(void);                                  // Get internal modelview matrix
 804RLAPI Matrix rlGetMatrixProjection(void);                                 // Get internal projection matrix
 805RLAPI Matrix rlGetMatrixTransform(void);                                  // Get internal accumulated transform matrix
 806RLAPI Matrix rlGetMatrixProjectionStereo(int eye);                        // Get internal projection matrix for stereo render (selected eye)
 807RLAPI Matrix rlGetMatrixViewOffsetStereo(int eye);                        // Get internal view offset matrix for stereo render (selected eye)
 808RLAPI void rlSetMatrixProjection(Matrix proj);                            // Set a custom projection matrix (replaces internal projection matrix)
 809RLAPI void rlSetMatrixModelview(Matrix view);                             // Set a custom modelview matrix (replaces internal modelview matrix)
 810RLAPI void rlSetMatrixProjectionStereo(Matrix right, Matrix left);        // Set eyes projection matrices for stereo rendering
 811RLAPI void rlSetMatrixViewOffsetStereo(Matrix right, Matrix left);        // Set eyes view offsets matrices for stereo rendering
 812
 813// Quick and dirty cube/quad buffers load->draw->unload
 814RLAPI void rlLoadDrawCube(void);     // Load and draw a cube
 815RLAPI void rlLoadDrawQuad(void);     // Load and draw a quad
 816
 817#if defined(__cplusplus)
 818}
 819#endif
 820
 821#endif // RLGL_H
 822
 823/***********************************************************************************
 824*
 825*   RLGL IMPLEMENTATION
 826*
 827************************************************************************************/
 828
 829#if defined(RLGL_IMPLEMENTATION)
 830
 831// Expose OpenGL functions from glad in raylib
 832#if defined(BUILD_LIBTYPE_SHARED)
 833    #define GLAD_API_CALL_EXPORT
 834    #define GLAD_API_CALL_EXPORT_BUILD
 835#endif
 836
 837#if defined(GRAPHICS_API_OPENGL_11)
 838    #if defined(GRAPHICS_API_OPENGL_SOFTWARE)
 839        #define RLSW_IMPLEMENTATION
 840        #define SW_MALLOC(sz) RL_MALLOC(sz)
 841        #define SW_CALLOC(n,sz) RL_CALLOC(n, sz)
 842        #define SW_REALLOC(ptr, newSz) RL_REALLOC(ptr, newSz)
 843        #define SW_FREE(ptr) RL_FREE(ptr)
 844        #include "external/rlsw.h"          // OpenGL 1.1 software implementation
 845    #else
 846        #if defined(__APPLE__)
 847            #include <OpenGL/gl.h>          // OpenGL 1.1 library for OSX
 848            #include <OpenGL/glext.h>       // OpenGL extensions library
 849        #else
 850            // APIENTRY for OpenGL function pointer declarations is required
 851            #if !defined(APIENTRY)
 852                #if defined(_WIN32)
 853                    #define APIENTRY __stdcall
 854                #else
 855                    #define APIENTRY
 856                #endif
 857            #endif
 858            // WINGDIAPI definition. Some Windows OpenGL headers need it
 859            #if !defined(WINGDIAPI) && defined(_WIN32)
 860                #define WINGDIAPI __declspec(dllimport)
 861            #endif
 862
 863            #include <GL/gl.h>              // OpenGL 1.1 library
 864        #endif
 865    #endif
 866#endif
 867
 868#if defined(GRAPHICS_API_OPENGL_33)
 869    #define GLAD_MALLOC RL_MALLOC
 870    #define GLAD_FREE RL_FREE
 871
 872    #define GLAD_GL_IMPLEMENTATION
 873    #include "external/glad.h"          // GLAD extensions loading library, includes OpenGL headers
 874#endif
 875
 876#if defined(GRAPHICS_API_OPENGL_ES3)
 877    #include <GLES3/gl3.h>              // OpenGL ES 3.0 library
 878    #define GL_GLEXT_PROTOTYPES
 879    #include <GLES2/gl2ext.h>           // OpenGL ES 2.0 extensions library
 880#elif defined(GRAPHICS_API_OPENGL_ES2)
 881    // NOTE: OpenGL ES 2.0 can be enabled on Desktop platforms,
 882    // in that case, functions are loaded from a custom glad for OpenGL ES 2.0
 883    // TODO: OpenGL ES 2.0 support shouldn't be platform-dependent, neither require GLAD
 884    #if defined(PLATFORM_DESKTOP_GLFW) || defined(PLATFORM_DESKTOP_SDL)
 885        #define GLAD_GLES2_IMPLEMENTATION
 886        #include "external/glad_gles2.h"
 887    #else
 888        #define GL_GLEXT_PROTOTYPES
 889        //#include <EGL/egl.h>          // EGL library -> not required, platform layer
 890        #include <GLES2/gl2.h>          // OpenGL ES 2.0 library
 891        #include <GLES2/gl2ext.h>       // OpenGL ES 2.0 extensions library
 892    #endif
 893
 894    // It seems OpenGL ES 2.0 instancing entry points are not defined on Raspberry Pi
 895    // provided headers (despite being defined in official Khronos GLES2 headers)
 896    // TODO: Avoid raylib platform-dependent code on rlgl, it should be a completely portable library
 897    #if defined(PLATFORM_DRM)
 898    typedef void (GL_APIENTRYP PFNGLDRAWARRAYSINSTANCEDEXTPROC) (GLenum mode, GLint start, GLsizei count, GLsizei primcount);
 899    typedef void (GL_APIENTRYP PFNGLDRAWELEMENTSINSTANCEDEXTPROC) (GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei primcount);
 900    typedef void (GL_APIENTRYP PFNGLVERTEXATTRIBDIVISOREXTPROC) (GLuint index, GLuint divisor);
 901    #endif
 902#endif
 903
 904#include <stdlib.h>                     // Required for: calloc(), free()
 905#include <string.h>                     // Required for: strcmp(), strlen() [Used in rlglInit(), on extensions loading]
 906#include <math.h>                       // Required for: sqrtf(), sinf(), cosf(), floor(), log()
 907
 908//----------------------------------------------------------------------------------
 909// Defines and Macros
 910//----------------------------------------------------------------------------------
 911#ifndef PI
 912    #define PI 3.14159265358979323846f
 913#endif
 914#ifndef DEG2RAD
 915    #define DEG2RAD (PI/180.0f)
 916#endif
 917#ifndef RAD2DEG
 918    #define RAD2DEG (180.0f/PI)
 919#endif
 920
 921#ifndef GL_SHADING_LANGUAGE_VERSION
 922    #define GL_SHADING_LANGUAGE_VERSION         0x8B8C
 923#endif
 924
 925#ifndef GL_COMPRESSED_RGB_S3TC_DXT1_EXT
 926    #define GL_COMPRESSED_RGB_S3TC_DXT1_EXT     0x83F0
 927#endif
 928#ifndef GL_COMPRESSED_RGBA_S3TC_DXT1_EXT
 929    #define GL_COMPRESSED_RGBA_S3TC_DXT1_EXT    0x83F1
 930#endif
 931#ifndef GL_COMPRESSED_RGBA_S3TC_DXT3_EXT
 932    #define GL_COMPRESSED_RGBA_S3TC_DXT3_EXT    0x83F2
 933#endif
 934#ifndef GL_COMPRESSED_RGBA_S3TC_DXT5_EXT
 935    #define GL_COMPRESSED_RGBA_S3TC_DXT5_EXT    0x83F3
 936#endif
 937#ifndef GL_ETC1_RGB8_OES
 938    #define GL_ETC1_RGB8_OES                    0x8D64
 939#endif
 940#ifndef GL_COMPRESSED_RGB8_ETC2
 941    #define GL_COMPRESSED_RGB8_ETC2             0x9274
 942#endif
 943#ifndef GL_COMPRESSED_RGBA8_ETC2_EAC
 944    #define GL_COMPRESSED_RGBA8_ETC2_EAC        0x9278
 945#endif
 946#ifndef GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG
 947    #define GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG  0x8C00
 948#endif
 949#ifndef GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG
 950    #define GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG 0x8C02
 951#endif
 952#ifndef GL_COMPRESSED_RGBA_ASTC_4x4_KHR
 953    #define GL_COMPRESSED_RGBA_ASTC_4x4_KHR     0x93b0
 954#endif
 955#ifndef GL_COMPRESSED_RGBA_ASTC_8x8_KHR
 956    #define GL_COMPRESSED_RGBA_ASTC_8x8_KHR     0x93b7
 957#endif
 958
 959#ifndef GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT
 960    #define GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT   0x84FF
 961#endif
 962#ifndef GL_TEXTURE_MAX_ANISOTROPY_EXT
 963    #define GL_TEXTURE_MAX_ANISOTROPY_EXT       0x84FE
 964#endif
 965
 966#ifndef GL_PROGRAM_POINT_SIZE
 967    #define GL_PROGRAM_POINT_SIZE               0x8642
 968#endif
 969
 970#ifndef GL_LINE_WIDTH
 971    #define GL_LINE_WIDTH                       0x0B21
 972#endif
 973
 974#if defined(GRAPHICS_API_OPENGL_11)
 975    #define GL_UNSIGNED_SHORT_5_6_5             0x8363
 976    #define GL_UNSIGNED_SHORT_5_5_5_1           0x8034
 977    #define GL_UNSIGNED_SHORT_4_4_4_4           0x8033
 978#endif
 979
 980#if defined(GRAPHICS_API_OPENGL_21)
 981    #define GL_LUMINANCE                        0x1909
 982    #define GL_LUMINANCE_ALPHA                  0x190A
 983#endif
 984
 985#if defined(GRAPHICS_API_OPENGL_ES2)
 986    #define glClearDepth                 glClearDepthf
 987    #if !defined(GRAPHICS_API_OPENGL_ES3)
 988        #define GL_READ_FRAMEBUFFER         GL_FRAMEBUFFER
 989        #define GL_DRAW_FRAMEBUFFER         GL_FRAMEBUFFER
 990    #endif
 991#endif
 992
 993// Default shader vertex attribute names to set location points
 994#ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_POSITION
 995    #define RL_DEFAULT_SHADER_ATTRIB_NAME_POSITION     "vertexPosition"    // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_LOCATION_POSITION
 996#endif
 997#ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD
 998    #define RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD     "vertexTexCoord"    // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD
 999#endif
1000#ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_NORMAL
1001    #define RL_DEFAULT_SHADER_ATTRIB_NAME_NORMAL       "vertexNormal"      // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_LOCATION_NORMAL
1002#endif
1003#ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR
1004    #define RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR        "vertexColor"       // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_LOCATION_COLOR
1005#endif
1006#ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_TANGENT
1007    #define RL_DEFAULT_SHADER_ATTRIB_NAME_TANGENT      "vertexTangent"     // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_LOCATION_TANGENT
1008#endif
1009#ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2
1010    #define RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2    "vertexTexCoord2"   // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD2
1011#endif
1012#ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_BONEINDICES
1013    #define RL_DEFAULT_SHADER_ATTRIB_NAME_BONEINDICES  "vertexBoneIndices" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEINDICES
1014#endif
1015#ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_BONEWEIGHTS
1016    #define RL_DEFAULT_SHADER_ATTRIB_NAME_BONEWEIGHTS  "vertexBoneWeights" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEWEIGHTS
1017#endif
1018
1019#ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_INSTANCETRANSFORM
1020    #define RL_DEFAULT_SHADER_ATTRIB_NAME_INSTANCETRANSFORM "instanceTransform" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_LOCATION_INSTANCETRANSFORM
1021#endif
1022
1023#ifndef RL_DEFAULT_SHADER_UNIFORM_NAME_MVP
1024    #define RL_DEFAULT_SHADER_UNIFORM_NAME_MVP         "mvp"               // model-view-projection matrix
1025#endif
1026#ifndef RL_DEFAULT_SHADER_UNIFORM_NAME_VIEW
1027    #define RL_DEFAULT_SHADER_UNIFORM_NAME_VIEW        "matView"           // view matrix
1028#endif
1029#ifndef RL_DEFAULT_SHADER_UNIFORM_NAME_PROJECTION
1030    #define RL_DEFAULT_SHADER_UNIFORM_NAME_PROJECTION  "matProjection"     // projection matrix
1031#endif
1032#ifndef RL_DEFAULT_SHADER_UNIFORM_NAME_MODEL
1033    #define RL_DEFAULT_SHADER_UNIFORM_NAME_MODEL       "matModel"          // model matrix
1034#endif
1035#ifndef RL_DEFAULT_SHADER_UNIFORM_NAME_NORMAL
1036    #define RL_DEFAULT_SHADER_UNIFORM_NAME_NORMAL      "matNormal"         // normal matrix (transpose(inverse(matModelView))
1037#endif
1038#ifndef RL_DEFAULT_SHADER_UNIFORM_NAME_COLOR
1039    #define RL_DEFAULT_SHADER_UNIFORM_NAME_COLOR       "colDiffuse"        // color diffuse (base tint color, multiplied by texture color)
1040#endif
1041#ifndef RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE0
1042    #define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE0  "texture0"          // texture0 (texture slot active 0)
1043#endif
1044#ifndef RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE1
1045    #define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE1  "texture1"          // texture1 (texture slot active 1)
1046#endif
1047#ifndef RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE2
1048    #define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE2  "texture2"          // texture2 (texture slot active 2)
1049#endif
1050#ifndef RL_DEFAULT_SHADER_UNIFORM_NAME_BONEMATRICES
1051    #define RL_DEFAULT_SHADER_UNIFORM_NAME_BONEMATRICES "boneMatrices"     // bone matrices (required for GPU skinning)
1052#endif
1053
1054//----------------------------------------------------------------------------------
1055// Module Types and Structures Definition
1056//----------------------------------------------------------------------------------
1057#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
1058
1059typedef void *(*rlglLoadProc)(const char *name);   // OpenGL extension functions loader signature (same as GLADloadproc)
1060
1061typedef struct rlglData {
1062    rlRenderBatch *currentBatch;            // Current render batch
1063    rlRenderBatch defaultBatch;             // Default internal render batch
1064
1065    rlglLoadProc loader;                    // OpenGL function loader
1066
1067    struct {
1068        int vertexCounter;                  // Current active render batch vertex counter (generic, used for all batches)
1069        float texcoordx, texcoordy;         // Current active texture coordinate (added on glVertex*())
1070        float normalx, normaly, normalz;    // Current active normal (added on glVertex*())
1071        unsigned char colorr, colorg, colorb, colora;   // Current active color (added on glVertex*())
1072
1073        int currentMatrixMode;              // Current matrix mode
1074        Matrix *currentMatrix;              // Current matrix pointer
1075        Matrix modelview;                   // Default modelview matrix
1076        Matrix projection;                  // Default projection matrix
1077        Matrix transform;                   // Transform matrix to be used with rlTranslate, rlRotate, rlScale
1078        bool transformRequired;             // Require transform matrix application to current draw-call vertex (if required)
1079        Matrix stack[RL_MAX_MATRIX_STACK_SIZE];// Matrix stack for push/pop
1080        int stackCounter;                   // Matrix stack counter
1081
1082        unsigned int currentTextureId;      // Current texture id to be used on glBegin
1083        unsigned int defaultTextureId;      // Default texture used on shapes/poly drawing (required by shader)
1084        unsigned int activeTextureId[RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS];    // Active texture ids to be enabled on batch drawing (0 active by default)
1085        unsigned int defaultVShaderId;      // Default vertex shader id (used by default shader program)
1086        unsigned int defaultFShaderId;      // Default fragment shader id (used by default shader program)
1087        unsigned int defaultShaderId;       // Default shader program id, supports vertex color and diffuse texture
1088        int *defaultShaderLocs;             // Default shader locations pointer to be used on rendering
1089        unsigned int currentShaderId;       // Current shader id to be used on rendering (by default, defaultShaderId)
1090        int *currentShaderLocs;             // Current shader locations pointer to be used on rendering (by default, defaultShaderLocs)
1091
1092        bool stereoRender;                  // Stereo rendering flag
1093        Matrix projectionStereo[2];         // VR stereo rendering eyes projection matrices
1094        Matrix viewOffsetStereo[2];         // VR stereo rendering eyes view offset matrices
1095
1096        // Blending variables
1097        int currentBlendMode;               // Blending mode active
1098        int glBlendSrcFactor;               // Blending source factor
1099        int glBlendDstFactor;               // Blending destination factor
1100        int glBlendEquation;                // Blending equation
1101        int glBlendSrcFactorRGB;            // Blending source RGB factor
1102        int glBlendDestFactorRGB;           // Blending destination RGB factor
1103        int glBlendSrcFactorAlpha;          // Blending source alpha factor
1104        int glBlendDestFactorAlpha;         // Blending destination alpha factor
1105        int glBlendEquationRGB;             // Blending equation for RGB
1106        int glBlendEquationAlpha;           // Blending equation for alpha
1107        bool glCustomBlendModeModified;     // Custom blending factor and equation modification status
1108
1109        int framebufferWidth;               // Current framebuffer width
1110        int framebufferHeight;              // Current framebuffer height
1111
1112    } State;            // Renderer state
1113    struct {
1114        bool vao;                           // VAO support (OpenGL ES2 could not support VAO extension) (GL_ARB_vertex_array_object)
1115        bool instancing;                    // Instancing supported (GL_ANGLE_instanced_arrays, GL_EXT_draw_instanced + GL_EXT_instanced_arrays)
1116        bool texNPOT;                       // NPOT textures full support (GL_ARB_texture_non_power_of_two, GL_OES_texture_npot)
1117        bool texDepth;                      // Depth textures supported (GL_ARB_depth_texture, GL_OES_depth_texture)
1118        bool texDepthWebGL;                 // Depth textures supported WebGL specific (GL_WEBGL_depth_texture)
1119        bool texFloat32;                    // float textures support (32 bit per channel) (GL_OES_texture_float)
1120        bool texFloat16;                    // half float textures support (16 bit per channel) (GL_OES_texture_half_float)
1121        bool texCompDXT;                    // DDS texture compression support (GL_EXT_texture_compression_s3tc, GL_WEBGL_compressed_texture_s3tc, GL_WEBKIT_WEBGL_compressed_texture_s3tc)
1122        bool texCompETC1;                   // ETC1 texture compression support (GL_OES_compressed_ETC1_RGB8_texture, GL_WEBGL_compressed_texture_etc1)
1123        bool texCompETC2;                   // ETC2/EAC texture compression support (GL_ARB_ES3_compatibility)
1124        bool texCompPVRT;                   // PVR texture compression support (GL_IMG_texture_compression_pvrtc)
1125        bool texCompASTC;                   // ASTC texture compression support (GL_KHR_texture_compression_astc_hdr, GL_KHR_texture_compression_astc_ldr)
1126        bool texMirrorClamp;                // Clamp mirror wrap mode supported (GL_EXT_texture_mirror_clamp)
1127        bool texAnisoFilter;                // Anisotropic texture filtering support (GL_EXT_texture_filter_anisotropic)
1128        bool computeShader;                 // Compute shaders support (GL_ARB_compute_shader)
1129        bool ssbo;                          // Shader storage buffer object support (GL_ARB_shader_storage_buffer_object)
1130
1131        float maxAnisotropyLevel;           // Maximum anisotropy level supported (minimum is 2.0f)
1132        int maxDepthBits;                   // Maximum bits for depth component
1133
1134    } ExtSupported;     // Extensions supported flags
1135} rlglData;
1136
1137#endif // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2
1138
1139//----------------------------------------------------------------------------------
1140// Global Variables Definition
1141//----------------------------------------------------------------------------------
1142static bool isGpuReady = false;
1143static double rlCullDistanceNear = RL_CULL_DISTANCE_NEAR;
1144static double rlCullDistanceFar = RL_CULL_DISTANCE_FAR;
1145
1146#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
1147static rlglData RLGL = { 0 };
1148#endif
1149
1150#if defined(GRAPHICS_API_OPENGL_ES2) && !defined(GRAPHICS_API_OPENGL_ES3)
1151// VAO functions entry points
1152// NOTE: VAO functionality is exposed through extensions (OES)
1153static PFNGLGENVERTEXARRAYSOESPROC glGenVertexArrays = NULL;
1154static PFNGLBINDVERTEXARRAYOESPROC glBindVertexArray = NULL;
1155static PFNGLDELETEVERTEXARRAYSOESPROC glDeleteVertexArrays = NULL;
1156
1157// Instancing functionality entry points
1158// NOTE: Instancing functionality could be available through extensions
1159static PFNGLDRAWARRAYSINSTANCEDEXTPROC glDrawArraysInstanced = NULL;
1160static PFNGLDRAWELEMENTSINSTANCEDEXTPROC glDrawElementsInstanced = NULL;
1161static PFNGLVERTEXATTRIBDIVISOREXTPROC glVertexAttribDivisor = NULL;
1162#endif
1163
1164//----------------------------------------------------------------------------------
1165// Module Functions Declaration
1166//----------------------------------------------------------------------------------
1167#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
1168static void rlLoadShaderDefault(void);      // Load default shader
1169static void rlUnloadShaderDefault(void);    // Unload default shader
1170#if RLGL_SHOW_GL_DETAILS_INFO
1171static const char *rlGetCompressedFormatName(int format); // Get compressed format official GL identifier name
1172#endif
1173#endif
1174
1175static int rlGetPixelDataSize(int width, int height, int format);   // Get pixel data size in bytes (image or texture)
1176
1177static Matrix rlMatrixIdentity(void);                       // Get identity matrix
1178#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
1179// Auxiliar matrix math functions
1180typedef struct rl_float16 { float v[16]; } rl_float16;
1181static rl_float16 rlMatrixToFloatV(Matrix mat);             // Get float array of matrix data
1182#define rlMatrixToFloat(mat) (rlMatrixToFloatV(mat).v)      // Get float vector for Matrix
1183static Matrix rlMatrixMultiply(Matrix left, Matrix right);  // Multiply two matrices
1184static Matrix rlMatrixTranspose(Matrix mat);                // Transposes provided matrix
1185static Matrix rlMatrixInvert(Matrix mat);                   // Invert provided matrix
1186#endif
1187
1188//----------------------------------------------------------------------------------
1189// Module Functions Definition - Matrix operations
1190//----------------------------------------------------------------------------------
1191
1192#if defined(GRAPHICS_API_OPENGL_11)
1193// Fallback to OpenGL 1.1 function calls
1194//---------------------------------------
1195void rlMatrixMode(int mode)
1196{
1197    switch (mode)
1198    {
1199        case RL_PROJECTION: glMatrixMode(GL_PROJECTION); break;
1200        case RL_MODELVIEW: glMatrixMode(GL_MODELVIEW); break;
1201        case RL_TEXTURE: glMatrixMode(GL_TEXTURE); break;
1202        default: break;
1203    }
1204}
1205
1206void rlFrustum(double left, double right, double bottom, double top, double znear, double zfar)
1207{
1208    glFrustum(left, right, bottom, top, znear, zfar);
1209}
1210
1211void rlOrtho(double left, double right, double bottom, double top, double znear, double zfar)
1212{
1213    glOrtho(left, right, bottom, top, znear, zfar);
1214}
1215
1216void rlPushMatrix(void) { glPushMatrix(); }
1217void rlPopMatrix(void) { glPopMatrix(); }
1218void rlLoadIdentity(void) { glLoadIdentity(); }
1219void rlTranslatef(float x, float y, float z) { glTranslatef(x, y, z); }
1220void rlRotatef(float angle, float x, float y, float z) { glRotatef(angle, x, y, z); }
1221void rlScalef(float x, float y, float z) { glScalef(x, y, z); }
1222void rlMultMatrixf(const float *matf) { glMultMatrixf(matf); }
1223#endif
1224#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
1225// Choose the current matrix to be transformed
1226void rlMatrixMode(int mode)
1227{
1228    if (mode == RL_PROJECTION) RLGL.State.currentMatrix = &RLGL.State.projection;
1229    else if (mode == RL_MODELVIEW) RLGL.State.currentMatrix = &RLGL.State.modelview;
1230    //else if (mode == RL_TEXTURE) // Not supported
1231
1232    RLGL.State.currentMatrixMode = mode;
1233}
1234
1235// Push the current matrix into RLGL.State.stack
1236void rlPushMatrix(void)
1237{
1238    if (RLGL.State.stackCounter >= RL_MAX_MATRIX_STACK_SIZE) TRACELOG(RL_LOG_ERROR, "RLGL: Matrix stack overflow (RL_MAX_MATRIX_STACK_SIZE)");
1239
1240    if (RLGL.State.currentMatrixMode == RL_MODELVIEW)
1241    {
1242        RLGL.State.transformRequired = true;
1243        RLGL.State.currentMatrix = &RLGL.State.transform;
1244    }
1245
1246    RLGL.State.stack[RLGL.State.stackCounter] = *RLGL.State.currentMatrix;
1247    RLGL.State.stackCounter++;
1248}
1249
1250// Pop latest inserted matrix from RLGL.State.stack
1251void rlPopMatrix(void)
1252{
1253    if (RLGL.State.stackCounter > 0)
1254    {
1255        Matrix mat = RLGL.State.stack[RLGL.State.stackCounter - 1];
1256        *RLGL.State.currentMatrix = mat;
1257        RLGL.State.stackCounter--;
1258    }
1259
1260    if ((RLGL.State.stackCounter == 0) && (RLGL.State.currentMatrixMode == RL_MODELVIEW))
1261    {
1262        RLGL.State.currentMatrix = &RLGL.State.modelview;
1263        RLGL.State.transformRequired = false;
1264    }
1265}
1266
1267// Reset current matrix to identity matrix
1268void rlLoadIdentity(void)
1269{
1270    *RLGL.State.currentMatrix = rlMatrixIdentity();
1271}
1272
1273// Multiply the current matrix by a translation matrix
1274void rlTranslatef(float x, float y, float z)
1275{
1276    Matrix matTranslation = rlMatrixIdentity();
1277
1278    // Set translation component of matrix
1279    matTranslation.m12 = x;
1280    matTranslation.m13 = y;
1281    matTranslation.m14 = z;
1282
1283    // NOTE: Transposing matrix by multiplication order
1284    *RLGL.State.currentMatrix = rlMatrixMultiply(matTranslation, *RLGL.State.currentMatrix);
1285}
1286
1287// Multiply the current matrix by a rotation matrix
1288// NOTE: The provided angle must be in degrees
1289void rlRotatef(float angle, float x, float y, float z)
1290{
1291    Matrix matRotation = rlMatrixIdentity();
1292
1293    // Axis vector (x, y, z) normalization
1294    float lengthSquared = x*x + y*y + z*z;
1295    if ((lengthSquared != 1.0f) && (lengthSquared != 0.0f))
1296    {
1297        float inverseLength = 1.0f/sqrtf(lengthSquared);
1298        x *= inverseLength;
1299        y *= inverseLength;
1300        z *= inverseLength;
1301    }
1302
1303    // Rotation matrix generation
1304    float sinres = sinf(DEG2RAD*angle);
1305    float cosres = cosf(DEG2RAD*angle);
1306    float t = 1.0f - cosres;
1307
1308    matRotation.m0 = x*x*t + cosres;
1309    matRotation.m1 = y*x*t + z*sinres;
1310    matRotation.m2 = z*x*t - y*sinres;
1311    matRotation.m3 = 0.0f;
1312
1313    matRotation.m4 = x*y*t - z*sinres;
1314    matRotation.m5 = y*y*t + cosres;
1315    matRotation.m6 = z*y*t + x*sinres;
1316    matRotation.m7 = 0.0f;
1317
1318    matRotation.m8 = x*z*t + y*sinres;
1319    matRotation.m9 = y*z*t - x*sinres;
1320    matRotation.m10 = z*z*t + cosres;
1321    matRotation.m11 = 0.0f;
1322
1323    matRotation.m12 = 0.0f;
1324    matRotation.m13 = 0.0f;
1325    matRotation.m14 = 0.0f;
1326    matRotation.m15 = 1.0f;
1327
1328    // NOTE: Transposing matrix by multiplication order
1329    *RLGL.State.currentMatrix = rlMatrixMultiply(matRotation, *RLGL.State.currentMatrix);
1330}
1331
1332// Multiply the current matrix by a scaling matrix
1333void rlScalef(float x, float y, float z)
1334{
1335    Matrix matScale = rlMatrixIdentity();
1336
1337    // Set scale component of matrix
1338    matScale.m0 = x;
1339    matScale.m5 = y;
1340    matScale.m10 = z;
1341
1342    // NOTE: Transposing matrix by multiplication order
1343    *RLGL.State.currentMatrix = rlMatrixMultiply(matScale, *RLGL.State.currentMatrix);
1344}
1345
1346// Multiply the current matrix by another matrix
1347void rlMultMatrixf(const float *matf)
1348{
1349    // Matrix creation from array
1350    // Conversion from column-major to row-major memory order
1351    Matrix mat = { matf[0], matf[4], matf[8], matf[12],
1352                   matf[1], matf[5], matf[9], matf[13],
1353                   matf[2], matf[6], matf[10], matf[14],
1354                   matf[3], matf[7], matf[11], matf[15] };
1355
1356    *RLGL.State.currentMatrix = rlMatrixMultiply(mat, *RLGL.State.currentMatrix);
1357}
1358
1359// Multiply the current matrix by a perspective matrix generated by parameters
1360void rlFrustum(double left, double right, double bottom, double top, double znear, double zfar)
1361{
1362    Matrix matFrustum = { 0 };
1363
1364    float rl = (float)(right - left);
1365    float tb = (float)(top - bottom);
1366    float fn = (float)(zfar - znear);
1367
1368    matFrustum.m0 = ((float) znear*2.0f)/rl;
1369    matFrustum.m1 = 0.0f;
1370    matFrustum.m2 = 0.0f;
1371    matFrustum.m3 = 0.0f;
1372
1373    matFrustum.m4 = 0.0f;
1374    matFrustum.m5 = ((float) znear*2.0f)/tb;
1375    matFrustum.m6 = 0.0f;
1376    matFrustum.m7 = 0.0f;
1377
1378    matFrustum.m8 = ((float)right + (float)left)/rl;
1379    matFrustum.m9 = ((float)top + (float)bottom)/tb;
1380    matFrustum.m10 = -((float)zfar + (float)znear)/fn;
1381    matFrustum.m11 = -1.0f;
1382
1383    matFrustum.m12 = 0.0f;
1384    matFrustum.m13 = 0.0f;
1385    matFrustum.m14 = -((float)zfar*(float)znear*2.0f)/fn;
1386    matFrustum.m15 = 0.0f;
1387
1388    *RLGL.State.currentMatrix = rlMatrixMultiply(*RLGL.State.currentMatrix, matFrustum);
1389}
1390
1391// Multiply the current matrix by an orthographic matrix generated by parameters
1392void rlOrtho(double left, double right, double bottom, double top, double znear, double zfar)
1393{
1394    // NOTE: If left-right and top-botton values are equal it could create a division by zero,
1395    // response to it is platform/compiler dependent
1396    Matrix matOrtho = { 0 };
1397
1398    float rl = (float)(right - left);
1399    float tb = (float)(top - bottom);
1400    float fn = (float)(zfar - znear);
1401
1402    matOrtho.m0 = 2.0f/rl;
1403    matOrtho.m1 = 0.0f;
1404    matOrtho.m2 = 0.0f;
1405    matOrtho.m3 = 0.0f;
1406    matOrtho.m4 = 0.0f;
1407    matOrtho.m5 = 2.0f/tb;
1408    matOrtho.m6 = 0.0f;
1409    matOrtho.m7 = 0.0f;
1410    matOrtho.m8 = 0.0f;
1411    matOrtho.m9 = 0.0f;
1412    matOrtho.m10 = -2.0f/fn;
1413    matOrtho.m11 = 0.0f;
1414    matOrtho.m12 = -((float)left + (float)right)/rl;
1415    matOrtho.m13 = -((float)top + (float)bottom)/tb;
1416    matOrtho.m14 = -((float)zfar + (float)znear)/fn;
1417    matOrtho.m15 = 1.0f;
1418
1419    *RLGL.State.currentMatrix = rlMatrixMultiply(*RLGL.State.currentMatrix, matOrtho);
1420}
1421#endif
1422
1423// Set the viewport area (transformation from normalized device coordinates to window coordinates)
1424void rlViewport(int x, int y, int width, int height)
1425{
1426    glViewport(x, y, width, height);
1427}
1428
1429// Set clip planes distances
1430void rlSetClipPlanes(double nearPlane, double farPlane)
1431{
1432    rlCullDistanceNear = nearPlane;
1433    rlCullDistanceFar = farPlane;
1434}
1435
1436// Get cull plane distance near
1437double rlGetCullDistanceNear(void)
1438{
1439    return rlCullDistanceNear;
1440}
1441
1442// Get cull plane distance far
1443double rlGetCullDistanceFar(void)
1444{
1445    return rlCullDistanceFar;
1446}
1447
1448//----------------------------------------------------------------------------------
1449// Module Functions Definition - Vertex level operations
1450//----------------------------------------------------------------------------------
1451#if defined(GRAPHICS_API_OPENGL_11)
1452// Fallback to OpenGL 1.1 function calls
1453//---------------------------------------
1454void rlBegin(int mode)
1455{
1456    switch (mode)
1457    {
1458        case RL_LINES: glBegin(GL_LINES); break;
1459        case RL_TRIANGLES: glBegin(GL_TRIANGLES); break;
1460        case RL_QUADS: glBegin(GL_QUADS); break;
1461        default: break;
1462    }
1463}
1464
1465void rlEnd(void) { glEnd(); }
1466void rlVertex2i(int x, int y) { glVertex2i(x, y); }
1467void rlVertex2f(float x, float y) { glVertex2f(x, y); }
1468void rlVertex3f(float x, float y, float z) { glVertex3f(x, y, z); }
1469void rlTexCoord2f(float x, float y) { glTexCoord2f(x, y); }
1470void rlNormal3f(float x, float y, float z) { glNormal3f(x, y, z); }
1471void rlColor4ub(unsigned char r, unsigned char g, unsigned char b, unsigned char a) { glColor4ub(r, g, b, a); }
1472void rlColor3f(float x, float y, float z) { glColor3f(x, y, z); }
1473void rlColor4f(float x, float y, float z, float w) { glColor4f(x, y, z, w); }
1474#endif
1475#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
1476// Initialize drawing mode (how to organize vertex)
1477void rlBegin(int mode)
1478{
1479    // Draw mode can be RL_LINES, RL_TRIANGLES and RL_QUADS
1480    // NOTE: In all three cases, vertex are accumulated over default internal vertex buffer
1481    if (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].mode != mode)
1482    {
1483        if (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount > 0)
1484        {
1485            // Make sure current RLGL.currentBatch->draws[i].vertexCount is aligned a multiple of 4,
1486            // that way, following QUADS drawing will keep aligned with index processing
1487            // It implies adding some extra alignment vertex at the end of the draw,
1488            // those vertex are not processed but they are considered as an additional offset
1489            // for the next set of vertex to be drawn
1490            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);
1491            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)));
1492            else RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexAlignment = 0;
1493
1494            if (!rlCheckRenderBatchLimit(RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexAlignment))
1495            {
1496                RLGL.State.vertexCounter += RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexAlignment;
1497                RLGL.currentBatch->drawCounter++;
1498            }
1499        }
1500
1501        if (RLGL.currentBatch->drawCounter >= RL_DEFAULT_BATCH_DRAWCALLS) rlDrawRenderBatch(RLGL.currentBatch);
1502
1503        RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].mode = mode;
1504        RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].textureId = RLGL.State.currentTextureId;
1505        RLGL.State.currentTextureId = RLGL.State.defaultTextureId;
1506    }
1507}
1508
1509// Finish vertex providing
1510void rlEnd(void)
1511{
1512    // NOTE: Depth increment is dependent on rlOrtho(): z-near and z-far values,
1513    // as well as depth buffer bit-depth (16bit or 24bit or 32bit)
1514    // Correct increment formula would be: depthInc = (zfar - znear)/pow(2, bits)
1515    RLGL.currentBatch->currentDepth += (1.0f/20000.0f);
1516}
1517
1518// Define one vertex (position)
1519// NOTE: Vertex position data is the basic information required for drawing
1520void rlVertex3f(float x, float y, float z)
1521{
1522    float tx = x;
1523    float ty = y;
1524    float tz = z;
1525
1526    // Transform provided vector if required
1527    if (RLGL.State.transformRequired)
1528    {
1529        tx = RLGL.State.transform.m0*x + RLGL.State.transform.m4*y + RLGL.State.transform.m8*z + RLGL.State.transform.m12;
1530        ty = RLGL.State.transform.m1*x + RLGL.State.transform.m5*y + RLGL.State.transform.m9*z + RLGL.State.transform.m13;
1531        tz = RLGL.State.transform.m2*x + RLGL.State.transform.m6*y + RLGL.State.transform.m10*z + RLGL.State.transform.m14;
1532    }
1533
1534    // WARNING: Be careful with primitives breaking when launching a new batch!
1535    // RL_LINES comes in pairs, RL_TRIANGLES come in groups of 3 vertices and RL_QUADS come in groups of 4 vertices
1536    // Checking 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
1537    if (RLGL.State.vertexCounter > (RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].elementCount*4 - 4))
1538    {
1539        if ((RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].mode == RL_LINES) &&
1540            (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount%2 == 0))
1541        {
1542            // Reached the maximum number of vertices for RL_LINES drawing
1543            // Launch a draw call but keep current state for next vertices comming
1544            // NOTE: Adding +1 vertex to the check for some safety
1545            rlCheckRenderBatchLimit(2 + 1);
1546        }
1547        else if ((RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].mode == RL_TRIANGLES) &&
1548            (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount%3 == 0))
1549        {
1550            rlCheckRenderBatchLimit(3 + 1);
1551        }
1552        else if ((RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].mode == RL_QUADS) &&
1553            (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount%4 == 0))
1554        {
1555            rlCheckRenderBatchLimit(4 + 1);
1556        }
1557    }
1558
1559    // Add vertices
1560    RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vertices[3*RLGL.State.vertexCounter] = tx;
1561    RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vertices[3*RLGL.State.vertexCounter + 1] = ty;
1562    RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vertices[3*RLGL.State.vertexCounter + 2] = tz;
1563
1564    // Add current texcoord
1565    RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].texcoords[2*RLGL.State.vertexCounter] = RLGL.State.texcoordx;
1566    RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].texcoords[2*RLGL.State.vertexCounter + 1] = RLGL.State.texcoordy;
1567
1568    // Add current normal
1569    RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].normals[3*RLGL.State.vertexCounter] = RLGL.State.normalx;
1570    RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].normals[3*RLGL.State.vertexCounter + 1] = RLGL.State.normaly;
1571    RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].normals[3*RLGL.State.vertexCounter + 2] = RLGL.State.normalz;
1572
1573    // Add current color
1574    RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].colors[4*RLGL.State.vertexCounter] = RLGL.State.colorr;
1575    RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].colors[4*RLGL.State.vertexCounter + 1] = RLGL.State.colorg;
1576    RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].colors[4*RLGL.State.vertexCounter + 2] = RLGL.State.colorb;
1577    RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].colors[4*RLGL.State.vertexCounter + 3] = RLGL.State.colora;
1578
1579    RLGL.State.vertexCounter++;
1580    RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount++;
1581}
1582
1583// Define one vertex (position)
1584void rlVertex2f(float x, float y)
1585{
1586    rlVertex3f(x, y, RLGL.currentBatch->currentDepth);
1587}
1588
1589// Define one vertex (position)
1590void rlVertex2i(int x, int y)
1591{
1592    rlVertex3f((float)x, (float)y, RLGL.currentBatch->currentDepth);
1593}
1594
1595// Define one vertex (texture coordinate)
1596// NOTE: Texture coordinates are limited to QUADS only
1597void rlTexCoord2f(float x, float y)
1598{
1599    RLGL.State.texcoordx = x;
1600    RLGL.State.texcoordy = y;
1601}
1602
1603// Define one vertex (normal)
1604// NOTE: Normals limited to TRIANGLES only?
1605void rlNormal3f(float x, float y, float z)
1606{
1607    float normalx = x;
1608    float normaly = y;
1609    float normalz = z;
1610    if (RLGL.State.transformRequired)
1611    {
1612        normalx = RLGL.State.transform.m0*x + RLGL.State.transform.m4*y + RLGL.State.transform.m8*z;
1613        normaly = RLGL.State.transform.m1*x + RLGL.State.transform.m5*y + RLGL.State.transform.m9*z;
1614        normalz = RLGL.State.transform.m2*x + RLGL.State.transform.m6*y + RLGL.State.transform.m10*z;
1615    }
1616
1617    // NOTE: Default behavior assumes the normal vector is in the correct space for what the shader expects,
1618    // it could be not normalized to 0.0f..1.0f, magnitud can be useed for some effects
1619    /*
1620    // WARNING: Vector normalization if required
1621    float length = sqrtf(normalx*normalx + normaly*normaly + normalz*normalz);
1622    if (length != 0.0f)
1623    {
1624        float ilength = 1.0f/length;
1625        normalx *= ilength;
1626        normaly *= ilength;
1627        normalz *= ilength;
1628    }
1629    */
1630    RLGL.State.normalx = normalx;
1631    RLGL.State.normaly = normaly;
1632    RLGL.State.normalz = normalz;
1633}
1634
1635// Define one vertex (color)
1636void rlColor4ub(unsigned char x, unsigned char y, unsigned char z, unsigned char w)
1637{
1638    RLGL.State.colorr = x;
1639    RLGL.State.colorg = y;
1640    RLGL.State.colorb = z;
1641    RLGL.State.colora = w;
1642}
1643
1644// Define one vertex (color)
1645void rlColor4f(float r, float g, float b, float a)
1646{
1647    rlColor4ub((unsigned char)(r*255), (unsigned char)(g*255), (unsigned char)(b*255), (unsigned char)(a*255));
1648}
1649
1650// Define one vertex (color)
1651void rlColor3f(float x, float y, float z)
1652{
1653    rlColor4ub((unsigned char)(x*255), (unsigned char)(y*255), (unsigned char)(z*255), 255);
1654}
1655
1656#endif
1657
1658//--------------------------------------------------------------------------------------
1659// Module Functions Definition - OpenGL style functions (common to 1.1, 3.3+, ES2)
1660//--------------------------------------------------------------------------------------
1661
1662// Set current texture to use
1663void rlSetTexture(unsigned int id)
1664{
1665    if (id == 0)
1666    {
1667#if defined(GRAPHICS_API_OPENGL_11)
1668        rlDisableTexture();
1669#else
1670        // NOTE: If quads batch limit is reached, force a draw call and next batch starts
1671        if (RLGL.State.vertexCounter >=
1672            RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].elementCount*4)
1673        {
1674            rlDrawRenderBatch(RLGL.currentBatch);
1675        }
1676        RLGL.State.currentTextureId = RLGL.State.defaultTextureId;
1677#endif
1678    }
1679    else
1680    {
1681#if defined(GRAPHICS_API_OPENGL_11)
1682        rlEnableTexture(id);
1683#else
1684        RLGL.State.currentTextureId = id;
1685        if (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].textureId != id)
1686        {
1687            if (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount > 0)
1688            {
1689                // Make sure current RLGL.currentBatch->draws[i].vertexCount is aligned a multiple of 4,
1690                // that way, following QUADS drawing will keep aligned with index processing
1691                // It implies adding some extra alignment vertex at the end of the draw,
1692                // those vertex are not processed but they are considered as an additional offset
1693                // for the next set of vertex to be drawn
1694                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);
1695                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)));
1696                else RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexAlignment = 0;
1697
1698                if (!rlCheckRenderBatchLimit(RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexAlignment))
1699                {
1700                    RLGL.State.vertexCounter += RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexAlignment;
1701
1702                    RLGL.currentBatch->drawCounter++;
1703
1704                    RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].mode = RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 2].mode;
1705
1706                }
1707            }
1708
1709            if (RLGL.currentBatch->drawCounter >= RL_DEFAULT_BATCH_DRAWCALLS) rlDrawRenderBatch(RLGL.currentBatch);
1710
1711            RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].textureId = id;
1712            RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount = 0;
1713        }
1714#endif
1715    }
1716}
1717
1718// Select and active a texture slot
1719void rlActiveTextureSlot(int slot)
1720{
1721#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
1722    glActiveTexture(GL_TEXTURE0 + slot);
1723#endif
1724}
1725
1726// Enable texture
1727void rlEnableTexture(unsigned int id)
1728{
1729#if defined(GRAPHICS_API_OPENGL_11)
1730    glEnable(GL_TEXTURE_2D);
1731#endif
1732    glBindTexture(GL_TEXTURE_2D, id);
1733}
1734
1735// Disable texture
1736void rlDisableTexture(void)
1737{
1738#if defined(GRAPHICS_API_OPENGL_11)
1739    glDisable(GL_TEXTURE_2D);
1740#endif
1741    glBindTexture(GL_TEXTURE_2D, 0);
1742}
1743
1744// Enable texture cubemap
1745void rlEnableTextureCubemap(unsigned int id)
1746{
1747#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
1748    glBindTexture(GL_TEXTURE_CUBE_MAP, id);
1749#endif
1750}
1751
1752// Disable texture cubemap
1753void rlDisableTextureCubemap(void)
1754{
1755#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
1756    glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
1757#endif
1758}
1759
1760// Set texture parameters (wrap mode/filter mode)
1761void rlTextureParameters(unsigned int id, int param, int value)
1762{
1763    glBindTexture(GL_TEXTURE_2D, id);
1764
1765    switch (param)
1766    {
1767        case RL_TEXTURE_WRAP_S:
1768        case RL_TEXTURE_WRAP_T:
1769        {
1770            if (value == RL_TEXTURE_WRAP_MIRROR_CLAMP)
1771            {
1772#if !defined(GRAPHICS_API_OPENGL_11)
1773                if (RLGL.ExtSupported.texMirrorClamp) glTexParameteri(GL_TEXTURE_2D, param, value);
1774                else TRACELOG(RL_LOG_WARNING, "GL: Clamp mirror wrap mode not supported (GL_MIRROR_CLAMP_EXT)");
1775#endif
1776            }
1777            else glTexParameteri(GL_TEXTURE_2D, param, value);
1778        } break;
1779        case RL_TEXTURE_MAG_FILTER:
1780        case RL_TEXTURE_MIN_FILTER: glTexParameteri(GL_TEXTURE_2D, param, value); break;
1781        case RL_TEXTURE_FILTER_ANISOTROPIC:
1782        {
1783#if !defined(GRAPHICS_API_OPENGL_11)
1784            // Reset anisotropy filter, in case it was set
1785            glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, 1.0f);
1786
1787            if (value <= RLGL.ExtSupported.maxAnisotropyLevel) glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, (float)value);
1788            else if (RLGL.ExtSupported.maxAnisotropyLevel > 0.0f)
1789            {
1790                TRACELOG(RL_LOG_WARNING, "GL: Maximum anisotropic filter level supported is %iX", id, (int)RLGL.ExtSupported.maxAnisotropyLevel);
1791                glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, (float)value);
1792            }
1793            else TRACELOG(RL_LOG_WARNING, "GL: Anisotropic filtering not supported");
1794#endif
1795        } break;
1796#if defined(GRAPHICS_API_OPENGL_33)
1797        case RL_TEXTURE_MIPMAP_BIAS_RATIO: glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_LOD_BIAS, value/100.0f);
1798#endif
1799        default: break;
1800    }
1801
1802    glBindTexture(GL_TEXTURE_2D, 0);
1803}
1804
1805// Set cubemap parameters (wrap mode/filter mode)
1806void rlCubemapParameters(unsigned int id, int param, int value)
1807{
1808#if !defined(GRAPHICS_API_OPENGL_11)
1809    glBindTexture(GL_TEXTURE_CUBE_MAP, id);
1810
1811    // Reset anisotropy filter, in case it was set
1812    glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAX_ANISOTROPY_EXT, 1.0f);
1813
1814    switch (param)
1815    {
1816        case RL_TEXTURE_WRAP_S:
1817        case RL_TEXTURE_WRAP_T:
1818        {
1819            if (value == RL_TEXTURE_WRAP_MIRROR_CLAMP)
1820            {
1821                if (RLGL.ExtSupported.texMirrorClamp) glTexParameteri(GL_TEXTURE_CUBE_MAP, param, value);
1822                else TRACELOG(RL_LOG_WARNING, "GL: Clamp mirror wrap mode not supported (GL_MIRROR_CLAMP_EXT)");
1823            }
1824            else glTexParameteri(GL_TEXTURE_CUBE_MAP, param, value);
1825        } break;
1826        case RL_TEXTURE_MAG_FILTER:
1827        case RL_TEXTURE_MIN_FILTER: glTexParameteri(GL_TEXTURE_CUBE_MAP, param, value); break;
1828        case RL_TEXTURE_FILTER_ANISOTROPIC:
1829        {
1830            if (value <= RLGL.ExtSupported.maxAnisotropyLevel) glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAX_ANISOTROPY_EXT, (float)value);
1831            else if (RLGL.ExtSupported.maxAnisotropyLevel > 0.0f)
1832            {
1833                TRACELOG(RL_LOG_WARNING, "GL: Maximum anisotropic filter level supported is %iX", id, (int)RLGL.ExtSupported.maxAnisotropyLevel);
1834                glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAX_ANISOTROPY_EXT, (float)value);
1835            }
1836            else TRACELOG(RL_LOG_WARNING, "GL: Anisotropic filtering not supported");
1837        } break;
1838#if defined(GRAPHICS_API_OPENGL_33)
1839        case RL_TEXTURE_MIPMAP_BIAS_RATIO: glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_LOD_BIAS, value/100.0f);
1840#endif
1841        default: break;
1842    }
1843
1844    glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
1845#endif
1846}
1847
1848// Enable shader program
1849void rlEnableShader(unsigned int id)
1850{
1851#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2))
1852    glUseProgram(id);
1853#endif
1854}
1855
1856// Disable shader program
1857void rlDisableShader(void)
1858{
1859#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2))
1860    glUseProgram(0);
1861#endif
1862}
1863
1864// Enable rendering to texture (fbo)
1865void rlEnableFramebuffer(unsigned int id)
1866{
1867#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) || defined(GRAPHICS_API_OPENGL_SOFTWARE))
1868    glBindFramebuffer(GL_FRAMEBUFFER, id);
1869#endif
1870}
1871
1872// return the active render texture (fbo)
1873unsigned int rlGetActiveFramebuffer(void)
1874{
1875    GLint fboId = 0;
1876#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES3) || defined(GRAPHICS_API_OPENGL_SOFTWARE))
1877    glGetIntegerv(GL_DRAW_FRAMEBUFFER_BINDING, &fboId);
1878#endif
1879    return fboId;
1880}
1881
1882// Disable rendering to texture
1883void rlDisableFramebuffer(void)
1884{
1885#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) || defined(GRAPHICS_API_OPENGL_SOFTWARE))
1886    glBindFramebuffer(GL_FRAMEBUFFER, 0);
1887#endif
1888}
1889
1890// Blit active framebuffer to main framebuffer
1891void rlBlitFramebuffer(int srcX, int srcY, int srcWidth, int srcHeight, int dstX, int dstY, int dstWidth, int dstHeight, int bufferMask)
1892{
1893#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES3))
1894    glBlitFramebuffer(srcX, srcY, srcWidth, srcHeight, dstX, dstY, dstWidth, dstHeight, bufferMask, GL_NEAREST);
1895#endif
1896}
1897
1898// Bind framebuffer object (fbo)
1899void rlBindFramebuffer(unsigned int target, unsigned int framebuffer)
1900{
1901#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) || defined(GRAPHICS_API_OPENGL_SOFTWARE))
1902    glBindFramebuffer(target, framebuffer);
1903#endif
1904}
1905
1906// Activate multiple draw color buffers
1907// NOTE: One color buffer is always active by default
1908void rlActiveDrawBuffers(int count)
1909{
1910#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES3))
1911    // NOTE: Maximum number of draw buffers supported is implementation dependent,
1912    // it can be queried with glGet*() but it must be at least 8
1913    //GLint maxDrawBuffers = 0;
1914    //glGetIntegerv(GL_MAX_DRAW_BUFFERS, &maxDrawBuffers);
1915
1916    if (count > 0)
1917    {
1918        if (count > 8) TRACELOG(RL_LOG_WARNING, "GL: Max color buffers limited to 8");
1919        else
1920        {
1921            unsigned int buffers[8] = {
1922                GL_COLOR_ATTACHMENT0,
1923                GL_COLOR_ATTACHMENT1,
1924                GL_COLOR_ATTACHMENT2,
1925                GL_COLOR_ATTACHMENT3,
1926                GL_COLOR_ATTACHMENT4,
1927                GL_COLOR_ATTACHMENT5,
1928                GL_COLOR_ATTACHMENT6,
1929                GL_COLOR_ATTACHMENT7,
1930            };
1931
1932            glDrawBuffers(count, buffers);
1933        }
1934    }
1935    else TRACELOG(RL_LOG_WARNING, "GL: One color buffer active by default");
1936#endif
1937}
1938
1939//----------------------------------------------------------------------------------
1940// General render state configuration
1941//----------------------------------------------------------------------------------
1942
1943// Enable color blending
1944void rlEnableColorBlend(void) { glEnable(GL_BLEND); }
1945
1946// Disable color blending
1947void rlDisableColorBlend(void) { glDisable(GL_BLEND); }
1948
1949// Enable depth test
1950void rlEnableDepthTest(void) { glEnable(GL_DEPTH_TEST); }
1951
1952// Disable depth test
1953void rlDisableDepthTest(void) { glDisable(GL_DEPTH_TEST); }
1954
1955// Enable depth write
1956void rlEnableDepthMask(void) { glDepthMask(GL_TRUE); }
1957
1958// Disable depth write
1959void rlDisableDepthMask(void) { glDepthMask(GL_FALSE); }
1960
1961// Enable backface culling
1962void rlEnableBackfaceCulling(void) { glEnable(GL_CULL_FACE); }
1963
1964// Disable backface culling
1965void rlDisableBackfaceCulling(void) { glDisable(GL_CULL_FACE); }
1966
1967// Set color mask active for screen read/draw
1968void rlColorMask(bool r, bool g, bool b, bool a) { glColorMask(r, g, b, a); }
1969
1970// Set face culling mode
1971void rlSetCullFace(int mode)
1972{
1973    switch (mode)
1974    {
1975        case RL_CULL_FACE_BACK: glCullFace(GL_BACK); break;
1976        case RL_CULL_FACE_FRONT: glCullFace(GL_FRONT); break;
1977        default: break;
1978    }
1979}
1980
1981// Enable scissor test
1982void rlEnableScissorTest(void) { glEnable(GL_SCISSOR_TEST); }
1983
1984// Disable scissor test
1985void rlDisableScissorTest(void) { glDisable(GL_SCISSOR_TEST); }
1986
1987// Scissor test
1988void rlScissor(int x, int y, int width, int height) { glScissor(x, y, width, height); }
1989
1990// Enable wire mode
1991void rlEnableWireMode(void)
1992{
1993#if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33)
1994    // NOTE: glPolygonMode() not available on OpenGL ES
1995    glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
1996#endif
1997}
1998
1999// Disable wire mode
2000void rlDisableWireMode(void)
2001{
2002#if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33)
2003    // NOTE: glPolygonMode() not available on OpenGL ES
2004    glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
2005#endif
2006}
2007
2008// Enable point mode
2009void rlEnablePointMode(void)
2010{
2011#if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33)
2012    // NOTE: glPolygonMode() not available on OpenGL ES
2013    glPolygonMode(GL_FRONT_AND_BACK, GL_POINT);
2014    glEnable(GL_PROGRAM_POINT_SIZE);
2015#endif
2016}
2017
2018// Disable point mode
2019void rlDisablePointMode(void)
2020{
2021#if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33)
2022    // NOTE: glPolygonMode() not available on OpenGL ES
2023    glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
2024#endif
2025}
2026
2027// Set the line drawing width
2028void rlSetLineWidth(float width) { glLineWidth(width); }
2029
2030// Get the line drawing width
2031float rlGetLineWidth(void)
2032{
2033    float width = 0;
2034    glGetFloatv(GL_LINE_WIDTH, &width);
2035    return width;
2036}
2037
2038// Set the point drawing size
2039void rlSetPointSize(float size)
2040{
2041#if defined(GRAPHICS_API_OPENGL_11)
2042    glPointSize(size);
2043#endif
2044}
2045
2046// Get the point drawing size
2047float rlGetPointSize(void)
2048{
2049    float size = 1;
2050#if defined(GRAPHICS_API_OPENGL_11)
2051    glGetFloatv(GL_POINT_SIZE, &size);
2052#endif
2053    return size;
2054
2055}
2056
2057// Enable line aliasing
2058void rlEnableSmoothLines(void)
2059{
2060#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_11)
2061    glEnable(GL_LINE_SMOOTH);
2062#endif
2063}
2064
2065// Disable line aliasing
2066void rlDisableSmoothLines(void)
2067{
2068#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_11)
2069    glDisable(GL_LINE_SMOOTH);
2070#endif
2071}
2072
2073// Enable stereo rendering
2074void rlEnableStereoRender(void)
2075{
2076#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2))
2077    RLGL.State.stereoRender = true;
2078#endif
2079}
2080
2081// Disable stereo rendering
2082void rlDisableStereoRender(void)
2083{
2084#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2))
2085    RLGL.State.stereoRender = false;
2086#endif
2087}
2088
2089// Check if stereo render is enabled
2090bool rlIsStereoRenderEnabled(void)
2091{
2092#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2))
2093    return RLGL.State.stereoRender;
2094#else
2095    return false;
2096#endif
2097}
2098
2099// Clear color buffer with color
2100void rlClearColor(unsigned char r, unsigned char g, unsigned char b, unsigned char a)
2101{
2102    // Color values clamp to 0.0f(0) and 1.0f(255)
2103    float cr = (float)r/255;
2104    float cg = (float)g/255;
2105    float cb = (float)b/255;
2106    float ca = (float)a/255;
2107
2108    glClearColor(cr, cg, cb, ca);
2109}
2110
2111// Clear used screen buffers (color and depth)
2112void rlClearScreenBuffers(void)
2113{
2114    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);     // Clear used buffers: Color and Depth (Depth is used for 3D)
2115    //glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);     // Stencil buffer not used...
2116}
2117
2118// Check and log OpenGL error codes
2119void rlCheckErrors(void)
2120{
2121#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
2122    int check = 1;
2123    while (check)
2124    {
2125        const GLenum err = glGetError();
2126        switch (err)
2127        {
2128            case GL_NO_ERROR: check = 0; break;
2129            case 0x0500: TRACELOG(RL_LOG_WARNING, "GL: Error detected: GL_INVALID_ENUM"); break;
2130            case 0x0501: TRACELOG(RL_LOG_WARNING, "GL: Error detected: GL_INVALID_VALUE"); break;
2131            case 0x0502: TRACELOG(RL_LOG_WARNING, "GL: Error detected: GL_INVALID_OPERATION"); break;
2132            case 0x0503: TRACELOG(RL_LOG_WARNING, "GL: Error detected: GL_STACK_OVERFLOW"); break;
2133            case 0x0504: TRACELOG(RL_LOG_WARNING, "GL: Error detected: GL_STACK_UNDERFLOW"); break;
2134            case 0x0505: TRACELOG(RL_LOG_WARNING, "GL: Error detected: GL_OUT_OF_MEMORY"); break;
2135            case 0x0506: TRACELOG(RL_LOG_WARNING, "GL: Error detected: GL_INVALID_FRAMEBUFFER_OPERATION"); break;
2136            default: TRACELOG(RL_LOG_WARNING, "GL: Error detected: Unknown error code: %x", err); break;
2137        }
2138    }
2139#endif
2140}
2141
2142// Set blend mode
2143void rlSetBlendMode(int mode)
2144{
2145#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
2146    if ((RLGL.State.currentBlendMode != mode) || ((mode == RL_BLEND_CUSTOM || mode == RL_BLEND_CUSTOM_SEPARATE) && RLGL.State.glCustomBlendModeModified))
2147    {
2148        rlDrawRenderBatch(RLGL.currentBatch);
2149
2150        switch (mode)
2151        {
2152            case RL_BLEND_ALPHA: glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glBlendEquation(GL_FUNC_ADD); break;
2153            case RL_BLEND_ADDITIVE: glBlendFunc(GL_SRC_ALPHA, GL_ONE); glBlendEquation(GL_FUNC_ADD); break;
2154            case RL_BLEND_MULTIPLIED: glBlendFunc(GL_DST_COLOR, GL_ONE_MINUS_SRC_ALPHA); glBlendEquation(GL_FUNC_ADD); break;
2155            case RL_BLEND_ADD_COLORS: glBlendFunc(GL_ONE, GL_ONE); glBlendEquation(GL_FUNC_ADD); break;
2156            case RL_BLEND_SUBTRACT_COLORS: glBlendFunc(GL_ONE, GL_ONE); glBlendEquation(GL_FUNC_SUBTRACT); break;
2157            case RL_BLEND_ALPHA_PREMULTIPLY: glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA); glBlendEquation(GL_FUNC_ADD); break;
2158            case RL_BLEND_CUSTOM:
2159            {
2160                // NOTE: Using GL blend src/dst factors and GL equation configured with rlSetBlendFactors()
2161                glBlendFunc(RLGL.State.glBlendSrcFactor, RLGL.State.glBlendDstFactor); glBlendEquation(RLGL.State.glBlendEquation);
2162            } break;
2163            case RL_BLEND_CUSTOM_SEPARATE:
2164            {
2165                // NOTE: Using GL blend src/dst factors and GL equation configured with rlSetBlendFactorsSeparate()
2166                glBlendFuncSeparate(RLGL.State.glBlendSrcFactorRGB, RLGL.State.glBlendDestFactorRGB, RLGL.State.glBlendSrcFactorAlpha, RLGL.State.glBlendDestFactorAlpha);
2167                glBlendEquationSeparate(RLGL.State.glBlendEquationRGB, RLGL.State.glBlendEquationAlpha);
2168            } break;
2169            default: break;
2170        }
2171
2172        RLGL.State.currentBlendMode = mode;
2173        RLGL.State.glCustomBlendModeModified = false;
2174    }
2175#endif
2176}
2177
2178// Set blending mode factor and equation
2179void rlSetBlendFactors(int glSrcFactor, int glDstFactor, int glEquation)
2180{
2181#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
2182    if ((RLGL.State.glBlendSrcFactor != glSrcFactor) ||
2183        (RLGL.State.glBlendDstFactor != glDstFactor) ||
2184        (RLGL.State.glBlendEquation != glEquation))
2185    {
2186        RLGL.State.glBlendSrcFactor = glSrcFactor;
2187        RLGL.State.glBlendDstFactor = glDstFactor;
2188        RLGL.State.glBlendEquation = glEquation;
2189
2190        RLGL.State.glCustomBlendModeModified = true;
2191    }
2192#endif
2193}
2194
2195// Set blending mode factor and equation separately for RGB and alpha
2196void rlSetBlendFactorsSeparate(int glSrcRGB, int glDstRGB, int glSrcAlpha, int glDstAlpha, int glEqRGB, int glEqAlpha)
2197{
2198#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
2199    if ((RLGL.State.glBlendSrcFactorRGB != glSrcRGB) ||
2200        (RLGL.State.glBlendDestFactorRGB != glDstRGB) ||
2201        (RLGL.State.glBlendSrcFactorAlpha != glSrcAlpha) ||
2202        (RLGL.State.glBlendDestFactorAlpha != glDstAlpha) ||
2203        (RLGL.State.glBlendEquationRGB != glEqRGB) ||
2204        (RLGL.State.glBlendEquationAlpha != glEqAlpha))
2205    {
2206        RLGL.State.glBlendSrcFactorRGB = glSrcRGB;
2207        RLGL.State.glBlendDestFactorRGB = glDstRGB;
2208        RLGL.State.glBlendSrcFactorAlpha = glSrcAlpha;
2209        RLGL.State.glBlendDestFactorAlpha = glDstAlpha;
2210        RLGL.State.glBlendEquationRGB = glEqRGB;
2211        RLGL.State.glBlendEquationAlpha = glEqAlpha;
2212
2213        RLGL.State.glCustomBlendModeModified = true;
2214    }
2215#endif
2216}
2217
2218//----------------------------------------------------------------------------------
2219// Module Functions Definition - OpenGL Debug
2220//----------------------------------------------------------------------------------
2221#if defined(GRAPHICS_API_OPENGL_43) && RLGL_ENABLE_OPENGL_DEBUG_CONTEXT
2222static void GLAPIENTRY rlDebugMessageCallback(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar *message, const void *userParam)
2223{
2224    // Ignore non-significant error/warning codes (NVidia drivers)
2225    // NOTE: Here there are the details with a sample output:
2226    // - #131169 - Framebuffer detailed info: The driver allocated storage for renderbuffer 2. (severity: low)
2227    // - #131185 - Buffer detailed info: Buffer object 1 (bound to GL_ELEMENT_ARRAY_BUFFER_ARB, usage hint is GL_ENUM_88e4)
2228    //             will use VIDEO memory as the source for buffer object operations. (severity: low)
2229    // - #131218 - Program/shader state performance warning: Vertex shader in program 7 is being recompiled based on GL state. (severity: medium)
2230    // - #131204 - Texture state usage warning: The texture object (0) bound to texture image unit 0 does not have
2231    //             a defined base level and cannot be used for texture mapping. (severity: low)
2232    if ((id == 131169) || (id == 131185) || (id == 131218) || (id == 131204)) return;
2233
2234    const char *msgSource = NULL;
2235    switch (source)
2236    {
2237        case GL_DEBUG_SOURCE_API: msgSource = "API"; break;
2238        case GL_DEBUG_SOURCE_WINDOW_SYSTEM: msgSource = "WINDOW_SYSTEM"; break;
2239        case GL_DEBUG_SOURCE_SHADER_COMPILER: msgSource = "SHADER_COMPILER"; break;
2240        case GL_DEBUG_SOURCE_THIRD_PARTY: msgSource = "THIRD_PARTY"; break;
2241        case GL_DEBUG_SOURCE_APPLICATION: msgSource = "APPLICATION"; break;
2242        case GL_DEBUG_SOURCE_OTHER: msgSource = "OTHER"; break;
2243        default: break;
2244    }
2245
2246    const char *msgType = NULL;
2247    switch (type)
2248    {
2249        case GL_DEBUG_TYPE_ERROR: msgType = "ERROR"; break;
2250        case GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR: msgType = "DEPRECATED_BEHAVIOR"; break;
2251        case GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR: msgType = "UNDEFINED_BEHAVIOR"; break;
2252        case GL_DEBUG_TYPE_PORTABILITY: msgType = "PORTABILITY"; break;
2253        case GL_DEBUG_TYPE_PERFORMANCE: msgType = "PERFORMANCE"; break;
2254        case GL_DEBUG_TYPE_MARKER: msgType = "MARKER"; break;
2255        case GL_DEBUG_TYPE_PUSH_GROUP: msgType = "PUSH_GROUP"; break;
2256        case GL_DEBUG_TYPE_POP_GROUP: msgType = "POP_GROUP"; break;
2257        case GL_DEBUG_TYPE_OTHER: msgType = "OTHER"; break;
2258        default: break;
2259    }
2260
2261    const char *msgSeverity = "DEFAULT";
2262    switch (severity)
2263    {
2264        case GL_DEBUG_SEVERITY_LOW: msgSeverity = "LOW"; break;
2265        case GL_DEBUG_SEVERITY_MEDIUM: msgSeverity = "MEDIUM"; break;
2266        case GL_DEBUG_SEVERITY_HIGH: msgSeverity = "HIGH"; break;
2267        case GL_DEBUG_SEVERITY_NOTIFICATION: msgSeverity = "NOTIFICATION"; break;
2268        default: break;
2269    }
2270
2271    TRACELOG(RL_LOG_WARNING, "GL: OpenGL debug message: %s", message);
2272    TRACELOG(RL_LOG_WARNING, "    > Type: %s", msgType);
2273    TRACELOG(RL_LOG_WARNING, "    > Source = %s", msgSource);
2274    TRACELOG(RL_LOG_WARNING, "    > Severity = %s", msgSeverity);
2275}
2276#endif
2277
2278//----------------------------------------------------------------------------------
2279// Module Functions Definition - rlgl functionality
2280//----------------------------------------------------------------------------------
2281
2282// Initialize rlgl: OpenGL extensions, default buffers/shaders/textures, OpenGL states
2283void rlglInit(int width, int height)
2284{
2285    isGpuReady = true;
2286
2287    // Enable OpenGL debug context if requested (and supported)
2288#if defined(GRAPHICS_API_OPENGL_43) && RLGL_ENABLE_OPENGL_DEBUG_CONTEXT
2289    if ((glDebugMessageCallback != NULL) && (glDebugMessageControl != NULL))
2290    {
2291        glDebugMessageCallback(rlDebugMessageCallback, 0);
2292        // glDebugMessageControl(GL_DEBUG_SOURCE_API, GL_DEBUG_TYPE_ERROR, GL_DEBUG_SEVERITY_HIGH, 0, 0, GL_TRUE);
2293
2294        // Debug context options:
2295        //  - GL_DEBUG_OUTPUT - Faster version but not useful for breakpoints
2296        //  - 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
2297        glEnable(GL_DEBUG_OUTPUT);
2298        glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS);
2299    }
2300#endif
2301
2302#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
2303    // Init default white texture
2304    unsigned char pixels[4] = { 255, 255, 255, 255 };   // 1 pixel RGBA (4 bytes)
2305    RLGL.State.defaultTextureId = rlLoadTexture(pixels, 1, 1, RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8A8, 1);
2306    RLGL.State.currentTextureId = RLGL.State.defaultTextureId;
2307
2308    if (RLGL.State.defaultTextureId != 0) TRACELOG(RL_LOG_INFO, "TEXTURE: [ID %i] Default texture loaded successfully", RLGL.State.defaultTextureId);
2309    else TRACELOG(RL_LOG_WARNING, "TEXTURE: Failed to load default texture");
2310
2311    // Init default Shader (customized for GL 3.3 and ES2)
2312    // Loaded: RLGL.State.defaultShaderId + RLGL.State.defaultShaderLocs
2313    rlLoadShaderDefault();
2314    RLGL.State.currentShaderId = RLGL.State.defaultShaderId;
2315    RLGL.State.currentShaderLocs = RLGL.State.defaultShaderLocs;
2316
2317    // Init default vertex arrays buffers
2318    // Simulate that the default shader has the location RL_SHADER_LOC_VERTEX_NORMAL to bind the normal buffer for the default render batch
2319    RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_NORMAL] = RL_DEFAULT_SHADER_ATTRIB_LOCATION_NORMAL;
2320    RLGL.defaultBatch = rlLoadRenderBatch(RL_DEFAULT_BATCH_BUFFERS, RL_DEFAULT_BATCH_BUFFER_ELEMENTS);
2321    RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_NORMAL] = -1;
2322    RLGL.currentBatch = &RLGL.defaultBatch;
2323
2324    // Init stack matrices (emulating OpenGL 1.1)
2325    for (int i = 0; i < RL_MAX_MATRIX_STACK_SIZE; i++) RLGL.State.stack[i] = rlMatrixIdentity();
2326
2327    // Init internal matrices
2328    RLGL.State.transform = rlMatrixIdentity();
2329    RLGL.State.projection = rlMatrixIdentity();
2330    RLGL.State.modelview = rlMatrixIdentity();
2331    RLGL.State.currentMatrix = &RLGL.State.modelview;
2332#endif // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2
2333
2334#if defined(GRAPHICS_API_OPENGL_SOFTWARE)
2335    // Initialize software renderer backend
2336    int result = swInit(width, height);
2337    if (result == 0)
2338    {
2339        TRACELOG(RL_LOG_ERROR, "RLSW: Software renderer initialization failed!");
2340        exit(-1);
2341    }
2342#endif
2343
2344    // Initialize OpenGL default states
2345    //----------------------------------------------------------
2346    // Init state: Depth test
2347    glDepthFunc(GL_LEQUAL);                                 // Type of depth testing to apply
2348    glDisable(GL_DEPTH_TEST);                               // Disable depth testing for 2D (only used for 3D)
2349
2350    // Init state: Blending mode
2351    glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);      // Color blending function (how colors are mixed)
2352    glEnable(GL_BLEND);                                     // Enable color blending (required to work with transparencies)
2353
2354    // Init state: Culling
2355    // NOTE: All shapes/models triangles are drawn CCW
2356    glCullFace(GL_BACK);                                    // Cull the back face (default)
2357    glFrontFace(GL_CCW);                                    // Front face are defined counter clockwise (default)
2358    glEnable(GL_CULL_FACE);                                 // Enable backface culling
2359
2360#if defined(GRAPHICS_API_OPENGL_11)
2361    // Init state: Color hints (deprecated in OpenGL 3.0+)
2362    glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);      // Improve quality of color and texture coordinate interpolation
2363    glShadeModel(GL_SMOOTH);                                // Smooth shading between vertex (vertex colors interpolation)
2364#endif
2365#if defined(GRAPHICS_API_OPENGL_33)
2366    // Init state: Cubemap seamless
2367    glEnable(GL_TEXTURE_CUBE_MAP_SEAMLESS);                 // Seamless cubemaps (not supported on OpenGL ES 2.0)
2368#endif
2369#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
2370    // Store screen size into global variables
2371    RLGL.State.framebufferWidth = width;
2372    RLGL.State.framebufferHeight = height;
2373#endif
2374
2375    // Init state: Color/Depth buffers clear
2376    glClearColor(0.0f, 0.0f, 0.0f, 1.0f);                   // Set clear color (black)
2377    glClearDepth(1.0f);                                     // Set clear depth value (default)
2378    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);     // Clear color and depth buffers (depth buffer required for 3D)
2379
2380    TRACELOG(RL_LOG_INFO, "RLGL: Default OpenGL state initialized successfully");
2381    //----------------------------------------------------------
2382}
2383
2384// Vertex Buffer Object deinitialization (memory free)
2385void rlglClose(void)
2386{
2387#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
2388    rlUnloadRenderBatch(RLGL.defaultBatch);
2389
2390    rlUnloadShaderDefault(); // Unload default shader
2391
2392    glDeleteTextures(1, &RLGL.State.defaultTextureId); // Unload default texture
2393    TRACELOG(RL_LOG_INFO, "TEXTURE: [ID %i] Default texture unloaded successfully", RLGL.State.defaultTextureId);
2394#endif
2395
2396#if defined(GRAPHICS_API_OPENGL_SOFTWARE)
2397    swClose(); // Unload sofware renderer resources
2398#endif
2399    isGpuReady = false;
2400}
2401
2402// Load OpenGL extensions
2403// NOTE: External loader function must be provided
2404void rlLoadExtensions(void *loader)
2405{
2406#if defined(GRAPHICS_API_OPENGL_33)     // Also defined for GRAPHICS_API_OPENGL_21
2407    // NOTE: glad is generated and contains only required OpenGL 3.3 Core extensions (and lower versions)
2408    if (gladLoadGL((GLADloadfunc)loader) == 0) TRACELOG(RL_LOG_WARNING, "GLAD: Cannot load OpenGL extensions");
2409    else TRACELOG(RL_LOG_INFO, "GLAD: OpenGL extensions loaded successfully");
2410
2411    // Get number of supported extensions
2412    GLint numExt = 0;
2413    glGetIntegerv(GL_NUM_EXTENSIONS, &numExt);
2414    TRACELOG(RL_LOG_INFO, "GL: Supported extensions count: %i", numExt);
2415
2416#if RLGL_SHOW_GL_DETAILS_INFO
2417    // Get supported extensions list
2418    // WARNING: glGetStringi() not available on OpenGL 2.1
2419    TRACELOG(RL_LOG_INFO, "GL: OpenGL extensions:");
2420    for (int i = 0; i < numExt; i++) TRACELOG(RL_LOG_INFO, "    %s", glGetStringi(GL_EXTENSIONS, i));
2421#endif
2422
2423#if defined(GRAPHICS_API_OPENGL_21)
2424    // Register supported extensions flags
2425    // Optional OpenGL 2.1 extensions
2426    RLGL.ExtSupported.vao = GLAD_GL_ARB_vertex_array_object;
2427    RLGL.ExtSupported.instancing = (GLAD_GL_EXT_draw_instanced && GLAD_GL_ARB_instanced_arrays);
2428    RLGL.ExtSupported.texNPOT = GLAD_GL_ARB_texture_non_power_of_two;
2429    RLGL.ExtSupported.texFloat32 = GLAD_GL_ARB_texture_float;
2430    RLGL.ExtSupported.texFloat16 = GLAD_GL_ARB_texture_float;
2431    RLGL.ExtSupported.texDepth = GLAD_GL_ARB_depth_texture;
2432    RLGL.ExtSupported.maxDepthBits = 32;
2433    RLGL.ExtSupported.texAnisoFilter = GLAD_GL_EXT_texture_filter_anisotropic;
2434    RLGL.ExtSupported.texMirrorClamp = GLAD_GL_EXT_texture_mirror_clamp;
2435#else
2436    // Register supported extensions flags
2437    // OpenGL 3.3 extensions supported by default (core)
2438    RLGL.ExtSupported.vao = true;
2439    RLGL.ExtSupported.instancing = true;
2440    RLGL.ExtSupported.texNPOT = true;
2441    RLGL.ExtSupported.texFloat32 = true;
2442    RLGL.ExtSupported.texFloat16 = true;
2443    RLGL.ExtSupported.texDepth = true;
2444    RLGL.ExtSupported.maxDepthBits = 32;
2445    RLGL.ExtSupported.texAnisoFilter = true;
2446    RLGL.ExtSupported.texMirrorClamp = true;
2447#endif
2448
2449    // Optional OpenGL 3.3 extensions
2450    RLGL.ExtSupported.texCompASTC = GLAD_GL_KHR_texture_compression_astc_hdr && GLAD_GL_KHR_texture_compression_astc_ldr;
2451    RLGL.ExtSupported.texCompDXT = GLAD_GL_EXT_texture_compression_s3tc;  // Texture compression: DXT
2452    RLGL.ExtSupported.texCompETC2 = GLAD_GL_ARB_ES3_compatibility;        // Texture compression: ETC2/EAC
2453    #if defined(GRAPHICS_API_OPENGL_43)
2454    RLGL.ExtSupported.computeShader = GLAD_GL_ARB_compute_shader;
2455    RLGL.ExtSupported.ssbo = GLAD_GL_ARB_shader_storage_buffer_object;
2456    #endif
2457
2458#endif // GRAPHICS_API_OPENGL_33
2459
2460#if defined(GRAPHICS_API_OPENGL_ES3)
2461    // Register supported extensions flags
2462    // OpenGL ES 3.0 extensions supported by default (or it should be)
2463    RLGL.ExtSupported.vao = true;
2464    RLGL.ExtSupported.instancing = true;
2465    RLGL.ExtSupported.texNPOT = true;
2466    RLGL.ExtSupported.texFloat32 = true;
2467    RLGL.ExtSupported.texFloat16 = true;
2468    RLGL.ExtSupported.texDepth = true;
2469    RLGL.ExtSupported.texDepthWebGL = true;
2470    RLGL.ExtSupported.maxDepthBits = 24;
2471    RLGL.ExtSupported.texAnisoFilter = true;
2472    RLGL.ExtSupported.texMirrorClamp = true;
2473    // TODO: Check for additional OpenGL ES 3.0 supported extensions:
2474    //RLGL.ExtSupported.texCompDXT = true;
2475    //RLGL.ExtSupported.texCompETC1 = true;
2476    //RLGL.ExtSupported.texCompETC2 = true;
2477    //RLGL.ExtSupported.texCompPVRT = true;
2478    //RLGL.ExtSupported.texCompASTC = true;
2479    //RLGL.ExtSupported.maxAnisotropyLevel = true;
2480    //RLGL.ExtSupported.computeShader = true;
2481    //RLGL.ExtSupported.ssbo = true;
2482
2483#elif defined(GRAPHICS_API_OPENGL_ES2)
2484
2485    #if defined(PLATFORM_DESKTOP_GLFW) || defined(PLATFORM_DESKTOP_SDL)
2486    // TODO: Support GLAD loader for OpenGL ES 3.0
2487    if (gladLoadGLES2((GLADloadfunc)loader) == 0) TRACELOG(RL_LOG_WARNING, "GLAD: Cannot load OpenGL ES2.0 functions");
2488    else TRACELOG(RL_LOG_INFO, "GLAD: OpenGL ES 2.0 loaded successfully");
2489    #endif
2490
2491    // Get supported extensions list
2492    GLint numExt = 0;
2493    const char **extList = (const char **)RL_CALLOC(512, sizeof(const char *)); // Allocate 512 strings pointers (2 KB)
2494    const char *extensions = (const char *)glGetString(GL_EXTENSIONS);  // One big const string
2495
2496    // NOTE: String duplication rquired because glGetString() returns a const string
2497    int extensionsLength = (int)strlen(extensions); // Get extensions string size in bytes
2498    char *extensionsDup = (char *)RL_CALLOC(extensionsLength + 1, sizeof(char)); // Allocate space for copy with additional EOL byte
2499    strncpy(extensionsDup, extensions, extensionsLength);
2500    extList[numExt] = extensionsDup;
2501
2502    for (int i = 0; i < extensionsLength; i++)
2503    {
2504        if (extensionsDup[i] == ' ')
2505        {
2506            extensionsDup[i] = '\0';
2507            numExt++;
2508            extList[numExt] = &extensionsDup[i + 1];
2509        }
2510    }
2511
2512    TRACELOG(RL_LOG_INFO, "GL: Supported extensions count: %i", numExt);
2513
2514#if RLGL_SHOW_GL_DETAILS_INFO
2515    TRACELOG(RL_LOG_INFO, "GL: OpenGL extensions:");
2516    for (int i = 0; i < numExt; i++) TRACELOG(RL_LOG_INFO, "    %s", extList[i]);
2517#endif
2518
2519    // Check required extensions
2520    for (int i = 0; i < numExt; i++)
2521    {
2522        // Check VAO support
2523        // NOTE: Only check on OpenGL ES, OpenGL 3.3 has VAO support as core feature
2524        if (strcmp(extList[i], (const char *)"GL_OES_vertex_array_object") == 0)
2525        {
2526            // The extension is supported by our hardware and driver, try to get related functions pointers
2527            // NOTE: emscripten does not support VAOs natively, it uses emulation and it reduces overall performance...
2528            glGenVertexArrays = (PFNGLGENVERTEXARRAYSOESPROC)((rlglLoadProc)loader)("glGenVertexArraysOES");
2529            glBindVertexArray = (PFNGLBINDVERTEXARRAYOESPROC)((rlglLoadProc)loader)("glBindVertexArrayOES");
2530            glDeleteVertexArrays = (PFNGLDELETEVERTEXARRAYSOESPROC)((rlglLoadProc)loader)("glDeleteVertexArraysOES");
2531            //glIsVertexArray = (PFNGLISVERTEXARRAYOESPROC)loader("glIsVertexArrayOES");     // NOTE: Fails in WebGL, omitted
2532
2533            if ((glGenVertexArrays != NULL) && (glBindVertexArray != NULL) && (glDeleteVertexArrays != NULL)) RLGL.ExtSupported.vao = true;
2534        }
2535
2536        // Check instanced rendering support
2537        if (strstr(extList[i], (const char *)"instanced_arrays") != NULL)   // Broad check for instanced_arrays
2538        {
2539            // Specific check
2540            if (strcmp(extList[i], (const char *)"GL_ANGLE_instanced_arrays") == 0)      // ANGLE
2541            {
2542                glDrawArraysInstanced = (PFNGLDRAWARRAYSINSTANCEDEXTPROC)((rlglLoadProc)loader)("glDrawArraysInstancedANGLE");
2543                glDrawElementsInstanced = (PFNGLDRAWELEMENTSINSTANCEDEXTPROC)((rlglLoadProc)loader)("glDrawElementsInstancedANGLE");
2544                glVertexAttribDivisor = (PFNGLVERTEXATTRIBDIVISOREXTPROC)((rlglLoadProc)loader)("glVertexAttribDivisorANGLE");
2545            }
2546            else if (strcmp(extList[i], (const char *)"GL_EXT_instanced_arrays") == 0)   // EXT
2547            {
2548                glDrawArraysInstanced = (PFNGLDRAWARRAYSINSTANCEDEXTPROC)((rlglLoadProc)loader)("glDrawArraysInstancedEXT");
2549                glDrawElementsInstanced = (PFNGLDRAWELEMENTSINSTANCEDEXTPROC)((rlglLoadProc)loader)("glDrawElementsInstancedEXT");
2550                glVertexAttribDivisor = (PFNGLVERTEXATTRIBDIVISOREXTPROC)((rlglLoadProc)loader)("glVertexAttribDivisorEXT");
2551            }
2552            else if (strcmp(extList[i], (const char *)"GL_NV_instanced_arrays") == 0)    // NVIDIA GLES
2553            {
2554                glDrawArraysInstanced = (PFNGLDRAWARRAYSINSTANCEDEXTPROC)((rlglLoadProc)loader)("glDrawArraysInstancedNV");
2555                glDrawElementsInstanced = (PFNGLDRAWELEMENTSINSTANCEDEXTPROC)((rlglLoadProc)loader)("glDrawElementsInstancedNV");
2556                glVertexAttribDivisor = (PFNGLVERTEXATTRIBDIVISOREXTPROC)((rlglLoadProc)loader)("glVertexAttribDivisorNV");
2557            }
2558
2559            // The feature will only be marked as supported if the elements from GL_XXX_instanced_arrays are present
2560            if ((glDrawArraysInstanced != NULL) && (glDrawElementsInstanced != NULL) && (glVertexAttribDivisor != NULL)) RLGL.ExtSupported.instancing = true;
2561        }
2562        else if (strstr(extList[i], (const char *)"draw_instanced") != NULL)
2563        {
2564            // GL_ANGLE_draw_instanced doesn't exist
2565            if (strcmp(extList[i], (const char *)"GL_EXT_draw_instanced") == 0)
2566            {
2567                glDrawArraysInstanced = (PFNGLDRAWARRAYSINSTANCEDEXTPROC)((rlglLoadProc)loader)("glDrawArraysInstancedEXT");
2568                glDrawElementsInstanced = (PFNGLDRAWELEMENTSINSTANCEDEXTPROC)((rlglLoadProc)loader)("glDrawElementsInstancedEXT");
2569            }
2570            else if (strcmp(extList[i], (const char *)"GL_NV_draw_instanced") == 0)
2571            {
2572                glDrawArraysInstanced = (PFNGLDRAWARRAYSINSTANCEDEXTPROC)((rlglLoadProc)loader)("glDrawArraysInstancedNV");
2573                glDrawElementsInstanced = (PFNGLDRAWELEMENTSINSTANCEDEXTPROC)((rlglLoadProc)loader)("glDrawElementsInstancedNV");
2574            }
2575
2576            // But the functions will at least be loaded if only GL_XX_EXT_draw_instanced exist
2577            if ((glDrawArraysInstanced != NULL) && (glDrawElementsInstanced != NULL) && (glVertexAttribDivisor != NULL)) RLGL.ExtSupported.instancing = true;
2578        }
2579
2580        // Check NPOT textures support
2581        // NOTE: Only check on OpenGL ES, OpenGL 3.3 has NPOT textures full support as core feature
2582        if (strcmp(extList[i], (const char *)"GL_OES_texture_npot") == 0) RLGL.ExtSupported.texNPOT = true;
2583
2584        // Check texture float support
2585        if (strcmp(extList[i], (const char *)"GL_OES_texture_float") == 0) RLGL.ExtSupported.texFloat32 = true;
2586        if (strcmp(extList[i], (const char *)"GL_OES_texture_half_float") == 0) RLGL.ExtSupported.texFloat16 = true;
2587
2588        // Check depth texture support
2589        if (strcmp(extList[i], (const char *)"GL_OES_depth_texture") == 0) RLGL.ExtSupported.texDepth = true;
2590        if (strcmp(extList[i], (const char *)"GL_WEBGL_depth_texture") == 0) RLGL.ExtSupported.texDepthWebGL = true; // WebGL requires unsized internal format
2591        if (RLGL.ExtSupported.texDepthWebGL) RLGL.ExtSupported.texDepth = true;
2592
2593        if (strcmp(extList[i], (const char *)"GL_OES_depth24") == 0) RLGL.ExtSupported.maxDepthBits = 24; // Not available on WebGL
2594        if (strcmp(extList[i], (const char *)"GL_OES_depth32") == 0) RLGL.ExtSupported.maxDepthBits = 32; // Not available on WebGL
2595
2596        // Check texture compression support: DXT
2597        if ((strcmp(extList[i], (const char *)"GL_EXT_texture_compression_s3tc") == 0) ||
2598            (strcmp(extList[i], (const char *)"GL_WEBGL_compressed_texture_s3tc") == 0) ||
2599            (strcmp(extList[i], (const char *)"GL_WEBKIT_WEBGL_compressed_texture_s3tc") == 0)) RLGL.ExtSupported.texCompDXT = true;
2600
2601        // Check texture compression support: ETC1
2602        if ((strcmp(extList[i], (const char *)"GL_OES_compressed_ETC1_RGB8_texture") == 0) ||
2603            (strcmp(extList[i], (const char *)"GL_WEBGL_compressed_texture_etc1") == 0)) RLGL.ExtSupported.texCompETC1 = true;
2604
2605        // Check texture compression support: ETC2/EAC
2606        if (strcmp(extList[i], (const char *)"GL_ARB_ES3_compatibility") == 0) RLGL.ExtSupported.texCompETC2 = true;
2607
2608        // Check texture compression support: PVR
2609        if (strcmp(extList[i], (const char *)"GL_IMG_texture_compression_pvrtc") == 0) RLGL.ExtSupported.texCompPVRT = true;
2610
2611        // Check texture compression support: ASTC
2612        if (strcmp(extList[i], (const char *)"GL_KHR_texture_compression_astc_hdr") == 0) RLGL.ExtSupported.texCompASTC = true;
2613
2614        // Check anisotropic texture filter support
2615        if (strcmp(extList[i], (const char *)"GL_EXT_texture_filter_anisotropic") == 0) RLGL.ExtSupported.texAnisoFilter = true;
2616
2617        // Check clamp mirror wrap mode support
2618        if (strcmp(extList[i], (const char *)"GL_EXT_texture_mirror_clamp") == 0) RLGL.ExtSupported.texMirrorClamp = true;
2619    }
2620
2621    // Free extensions pointers
2622    RL_FREE(extList);
2623    RL_FREE(extensionsDup);    // Duplicated string must be deallocated
2624#endif // GRAPHICS_API_OPENGL_ES2
2625
2626    // Check OpenGL information and capabilities
2627    //------------------------------------------------------------------------------
2628    // Show current OpenGL and GLSL version
2629    TRACELOG(RL_LOG_INFO, "GL: OpenGL device information:");
2630    TRACELOG(RL_LOG_INFO, "    > Vendor:   %s", glGetString(GL_VENDOR));
2631    TRACELOG(RL_LOG_INFO, "    > Renderer: %s", glGetString(GL_RENDERER));
2632    TRACELOG(RL_LOG_INFO, "    > Version:  %s", glGetString(GL_VERSION));
2633    TRACELOG(RL_LOG_INFO, "    > GLSL:     %s", glGetString(GL_SHADING_LANGUAGE_VERSION));
2634
2635#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
2636    RLGL.loader = (rlglLoadProc)loader;
2637
2638    // NOTE: Anisotropy levels capability is an extension
2639    #ifndef GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT
2640        #define GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT 0x84FF
2641    #endif
2642    glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &RLGL.ExtSupported.maxAnisotropyLevel);
2643
2644#if RLGL_SHOW_GL_DETAILS_INFO
2645    // Show some OpenGL GPU capabilities
2646    TRACELOG(RL_LOG_INFO, "GL: OpenGL capabilities:");
2647    GLint capability = 0;
2648    glGetIntegerv(GL_MAX_TEXTURE_SIZE, &capability);
2649    TRACELOG(RL_LOG_INFO, "    GL_MAX_TEXTURE_SIZE: %i", capability);
2650    glGetIntegerv(GL_MAX_CUBE_MAP_TEXTURE_SIZE, &capability);
2651    TRACELOG(RL_LOG_INFO, "    GL_MAX_CUBE_MAP_TEXTURE_SIZE: %i", capability);
2652    glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &capability);
2653    TRACELOG(RL_LOG_INFO, "    GL_MAX_TEXTURE_IMAGE_UNITS: %i", capability);
2654    glGetIntegerv(GL_MAX_VERTEX_ATTRIBS, &capability);
2655    TRACELOG(RL_LOG_INFO, "    GL_MAX_VERTEX_ATTRIBS: %i", capability);
2656    #if !defined(GRAPHICS_API_OPENGL_ES2)
2657    glGetIntegerv(GL_MAX_UNIFORM_BLOCK_SIZE, &capability);
2658    TRACELOG(RL_LOG_INFO, "    GL_MAX_UNIFORM_BLOCK_SIZE: %i", capability);
2659    glGetIntegerv(GL_MAX_DRAW_BUFFERS, &capability);
2660    TRACELOG(RL_LOG_INFO, "    GL_MAX_DRAW_BUFFERS: %i", capability);
2661    if (RLGL.ExtSupported.texAnisoFilter) TRACELOG(RL_LOG_INFO, "    GL_MAX_TEXTURE_MAX_ANISOTROPY: %.0f", RLGL.ExtSupported.maxAnisotropyLevel);
2662    #endif
2663    glGetIntegerv(GL_NUM_COMPRESSED_TEXTURE_FORMATS, &capability);
2664    TRACELOG(RL_LOG_INFO, "    GL_NUM_COMPRESSED_TEXTURE_FORMATS: %i", capability);
2665    GLint *compFormats = (GLint *)RL_CALLOC(capability, sizeof(GLint));
2666    glGetIntegerv(GL_COMPRESSED_TEXTURE_FORMATS, compFormats);
2667    for (int i = 0; i < capability; i++) TRACELOG(RL_LOG_INFO, "        %s", rlGetCompressedFormatName(compFormats[i]));
2668    RL_FREE(compFormats);
2669
2670#if defined(GRAPHICS_API_OPENGL_43)
2671    glGetIntegerv(GL_MAX_VERTEX_ATTRIB_BINDINGS, &capability);
2672    TRACELOG(RL_LOG_INFO, "    GL_MAX_VERTEX_ATTRIB_BINDINGS: %i", capability);
2673    glGetIntegerv(GL_MAX_UNIFORM_LOCATIONS, &capability);
2674    TRACELOG(RL_LOG_INFO, "    GL_MAX_UNIFORM_LOCATIONS: %i", capability);
2675#endif
2676
2677#else   // !RLGL_SHOW_GL_DETAILS_INFO
2678
2679    // Show some basic info about GL supported features
2680    if (RLGL.ExtSupported.vao) TRACELOG(RL_LOG_INFO, "GL: VAO extension detected, VAO functions loaded successfully");
2681    else TRACELOG(RL_LOG_WARNING, "GL: VAO extension not found, VAO not supported");
2682    if (RLGL.ExtSupported.texNPOT) TRACELOG(RL_LOG_INFO, "GL: NPOT textures extension detected, full NPOT textures supported");
2683    else TRACELOG(RL_LOG_WARNING, "GL: NPOT textures extension not found, limited NPOT support (no-mipmaps, no-repeat)");
2684    if (RLGL.ExtSupported.texCompDXT) TRACELOG(RL_LOG_INFO, "GL: DXT compressed textures supported");
2685    if (RLGL.ExtSupported.texCompETC1) TRACELOG(RL_LOG_INFO, "GL: ETC1 compressed textures supported");
2686    if (RLGL.ExtSupported.texCompETC2) TRACELOG(RL_LOG_INFO, "GL: ETC2/EAC compressed textures supported");
2687    if (RLGL.ExtSupported.texCompPVRT) TRACELOG(RL_LOG_INFO, "GL: PVRT compressed textures supported");
2688    if (RLGL.ExtSupported.texCompASTC) TRACELOG(RL_LOG_INFO, "GL: ASTC compressed textures supported");
2689    if (RLGL.ExtSupported.computeShader) TRACELOG(RL_LOG_INFO, "GL: Compute shaders supported");
2690    if (RLGL.ExtSupported.ssbo) TRACELOG(RL_LOG_INFO, "GL: Shader storage buffer objects supported");
2691#endif
2692
2693#endif // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2
2694}
2695
2696// Get OpenGL procedure address
2697void *rlGetProcAddress(const char *procName)
2698{
2699    void *func = NULL;
2700#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
2701    func = RLGL.loader(procName);
2702#endif
2703    return func;
2704}
2705
2706// Get current OpenGL version
2707int rlGetVersion(void)
2708{
2709    int glVersion = 0;
2710
2711#if defined(GRAPHICS_API_OPENGL_SOFTWARE)
2712    glVersion = RL_OPENGL_SOFTWARE;
2713#elif defined(GRAPHICS_API_OPENGL_11)
2714    glVersion = RL_OPENGL_11;
2715#endif
2716#if defined(GRAPHICS_API_OPENGL_21)
2717    glVersion = RL_OPENGL_21;
2718#elif defined(GRAPHICS_API_OPENGL_43)
2719    glVersion = RL_OPENGL_43;
2720#elif defined(GRAPHICS_API_OPENGL_33)
2721    glVersion = RL_OPENGL_33;
2722#endif
2723#if defined(GRAPHICS_API_OPENGL_ES3)
2724    glVersion = RL_OPENGL_ES_30;
2725#elif defined(GRAPHICS_API_OPENGL_ES2)
2726    glVersion = RL_OPENGL_ES_20;
2727#endif
2728
2729    return glVersion;
2730}
2731
2732// Set current framebuffer width
2733void rlSetFramebufferWidth(int width)
2734{
2735#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
2736    RLGL.State.framebufferWidth = width;
2737#endif
2738}
2739
2740// Set current framebuffer height
2741void rlSetFramebufferHeight(int height)
2742{
2743#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
2744    RLGL.State.framebufferHeight = height;
2745#endif
2746}
2747
2748// Get default framebuffer width
2749int rlGetFramebufferWidth(void)
2750{
2751    int width = 0;
2752#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
2753    width = RLGL.State.framebufferWidth;
2754#endif
2755    return width;
2756}
2757
2758// Get default framebuffer height
2759int rlGetFramebufferHeight(void)
2760{
2761    int height = 0;
2762#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
2763    height = RLGL.State.framebufferHeight;
2764#endif
2765    return height;
2766}
2767
2768// Get default internal texture (white texture)
2769// NOTE: Default texture is a 1x1 pixel UNCOMPRESSED_R8G8B8A8
2770unsigned int rlGetTextureIdDefault(void)
2771{
2772    unsigned int id = 0;
2773#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
2774    id = RLGL.State.defaultTextureId;
2775#endif
2776    return id;
2777}
2778
2779// Get default shader id
2780unsigned int rlGetShaderIdDefault(void)
2781{
2782    unsigned int id = 0;
2783#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
2784    id = RLGL.State.defaultShaderId;
2785#endif
2786    return id;
2787}
2788
2789// Get default shader locs
2790int *rlGetShaderLocsDefault(void)
2791{
2792    int *locs = NULL;
2793#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
2794    locs = RLGL.State.defaultShaderLocs;
2795#endif
2796    return locs;
2797}
2798
2799// Render batch management
2800//------------------------------------------------------------------------------------------------
2801// Load render batch
2802rlRenderBatch rlLoadRenderBatch(int numBuffers, int bufferElements)
2803{
2804    rlRenderBatch batch = { 0 };
2805    if (!isGpuReady) { TRACELOG(RL_LOG_WARNING, "GL: GPU is not ready to load data, trying to load before InitWindow()?"); return batch; }
2806
2807#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
2808    // Initialize CPU (RAM) vertex buffers (position, texcoord, color data and indexes)
2809    //--------------------------------------------------------------------------------------------
2810    batch.vertexBuffer = (rlVertexBuffer *)RL_CALLOC(numBuffers, sizeof(rlVertexBuffer));
2811
2812    for (int i = 0; i < numBuffers; i++)
2813    {
2814        batch.vertexBuffer[i].elementCount = bufferElements;
2815
2816        batch.vertexBuffer[i].vertices = (float *)RL_CALLOC(bufferElements*3*4, sizeof(float));     // 3 float by vertex, 4 vertex by quad
2817        batch.vertexBuffer[i].texcoords = (float *)RL_CALLOC(bufferElements*2*4, sizeof(float));    // 2 float by texcoord, 4 texcoord by quad
2818        batch.vertexBuffer[i].normals = (float *)RL_CALLOC(bufferElements*3*4, sizeof(float));      // 3 float by vertex, 4 vertex by quad
2819        batch.vertexBuffer[i].colors = (unsigned char *)RL_CALLOC(bufferElements*4*4, sizeof(unsigned char));   // 4 float by color, 4 colors by quad
2820#if defined(GRAPHICS_API_OPENGL_33)
2821        batch.vertexBuffer[i].indices = (unsigned int *)RL_CALLOC(bufferElements*6, sizeof(unsigned int));      // 6 int by quad (indices)
2822#endif
2823#if defined(GRAPHICS_API_OPENGL_ES2)
2824        batch.vertexBuffer[i].indices = (unsigned short *)RL_CALLOC(bufferElements*6, sizeof(unsigned short));  // 6 int by quad (indices)
2825#endif
2826
2827        for (int j = 0; j < (3*4*bufferElements); j++) batch.vertexBuffer[i].vertices[j] = 0.0f;
2828        for (int j = 0; j < (2*4*bufferElements); j++) batch.vertexBuffer[i].texcoords[j] = 0.0f;
2829        for (int j = 0; j < (3*4*bufferElements); j++) batch.vertexBuffer[i].normals[j] = 0.0f;
2830        for (int j = 0; j < (4*4*bufferElements); j++) batch.vertexBuffer[i].colors[j] = 0;
2831
2832        int k = 0;
2833
2834        // Indices can be initialized right now
2835        for (int j = 0; j < (6*bufferElements); j += 6)
2836        {
2837            batch.vertexBuffer[i].indices[j] = 4*k;
2838            batch.vertexBuffer[i].indices[j + 1] = 4*k + 1;
2839            batch.vertexBuffer[i].indices[j + 2] = 4*k + 2;
2840            batch.vertexBuffer[i].indices[j + 3] = 4*k;
2841            batch.vertexBuffer[i].indices[j + 4] = 4*k + 2;
2842            batch.vertexBuffer[i].indices[j + 5] = 4*k + 3;
2843
2844            k++;
2845        }
2846
2847        RLGL.State.vertexCounter = 0;
2848    }
2849
2850    TRACELOG(RL_LOG_INFO, "RLGL: Render batch vertex buffers loaded successfully in RAM (CPU)");
2851    //--------------------------------------------------------------------------------------------
2852
2853    // Upload to GPU (VRAM) vertex data and initialize VAOs/VBOs
2854    //--------------------------------------------------------------------------------------------
2855    for (int i = 0; i < numBuffers; i++)
2856    {
2857        if (RLGL.ExtSupported.vao)
2858        {
2859            // Initialize Quads VAO
2860            glGenVertexArrays(1, &batch.vertexBuffer[i].vaoId);
2861            glBindVertexArray(batch.vertexBuffer[i].vaoId);
2862        }
2863
2864        // Quads - Vertex buffers binding and attributes enable
2865        // Vertex position buffer (shader-location = 0)
2866        glGenBuffers(1, &batch.vertexBuffer[i].vboId[0]);
2867        glBindBuffer(GL_ARRAY_BUFFER, batch.vertexBuffer[i].vboId[0]);
2868        glBufferData(GL_ARRAY_BUFFER, bufferElements*3*4*sizeof(float), batch.vertexBuffer[i].vertices, GL_DYNAMIC_DRAW);
2869        glEnableVertexAttribArray(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_POSITION]);
2870        glVertexAttribPointer(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_POSITION], 3, GL_FLOAT, 0, 0, 0);
2871
2872        // Vertex texcoord buffer (shader-location = 1)
2873        glGenBuffers(1, &batch.vertexBuffer[i].vboId[1]);
2874        glBindBuffer(GL_ARRAY_BUFFER, batch.vertexBuffer[i].vboId[1]);
2875        glBufferData(GL_ARRAY_BUFFER, bufferElements*2*4*sizeof(float), batch.vertexBuffer[i].texcoords, GL_DYNAMIC_DRAW);
2876        glEnableVertexAttribArray(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_TEXCOORD01]);
2877        glVertexAttribPointer(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_TEXCOORD01], 2, GL_FLOAT, 0, 0, 0);
2878
2879        // Vertex normal buffer (shader-location = 2)
2880        glGenBuffers(1, &batch.vertexBuffer[i].vboId[2]);
2881        glBindBuffer(GL_ARRAY_BUFFER, batch.vertexBuffer[i].vboId[2]);
2882        glBufferData(GL_ARRAY_BUFFER, bufferElements*3*4*sizeof(float), batch.vertexBuffer[i].normals, GL_DYNAMIC_DRAW);
2883        glEnableVertexAttribArray(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_NORMAL]);
2884        glVertexAttribPointer(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_NORMAL], 3, GL_FLOAT, 0, 0, 0);
2885
2886        // Vertex color buffer (shader-location = 3)
2887        glGenBuffers(1, &batch.vertexBuffer[i].vboId[3]);
2888        glBindBuffer(GL_ARRAY_BUFFER, batch.vertexBuffer[i].vboId[3]);
2889        glBufferData(GL_ARRAY_BUFFER, bufferElements*4*4*sizeof(unsigned char), batch.vertexBuffer[i].colors, GL_DYNAMIC_DRAW);
2890        glEnableVertexAttribArray(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_COLOR]);
2891        glVertexAttribPointer(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_COLOR], 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
2892
2893        // Fill index buffer
2894        glGenBuffers(1, &batch.vertexBuffer[i].vboId[4]);
2895        glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, batch.vertexBuffer[i].vboId[4]);
2896#if defined(GRAPHICS_API_OPENGL_33)
2897        glBufferData(GL_ELEMENT_ARRAY_BUFFER, bufferElements*6*sizeof(int), batch.vertexBuffer[i].indices, GL_STATIC_DRAW);
2898#endif
2899#if defined(GRAPHICS_API_OPENGL_ES2)
2900        glBufferData(GL_ELEMENT_ARRAY_BUFFER, bufferElements*6*sizeof(short), batch.vertexBuffer[i].indices, GL_STATIC_DRAW);
2901#endif
2902    }
2903
2904    TRACELOG(RL_LOG_INFO, "RLGL: Render batch vertex buffers loaded successfully in VRAM (GPU)");
2905
2906    // Unbind the current VAO
2907    if (RLGL.ExtSupported.vao) glBindVertexArray(0);
2908    //--------------------------------------------------------------------------------------------
2909
2910    // Init draw calls tracking system
2911    //--------------------------------------------------------------------------------------------
2912    batch.draws = (rlDrawCall *)RL_CALLOC(RL_DEFAULT_BATCH_DRAWCALLS, sizeof(rlDrawCall));
2913
2914    for (int i = 0; i < RL_DEFAULT_BATCH_DRAWCALLS; i++)
2915    {
2916        batch.draws[i].mode = RL_QUADS;
2917        batch.draws[i].vertexCount = 0;
2918        batch.draws[i].vertexAlignment = 0;
2919        //batch.draws[i].vaoId = 0;
2920        //batch.draws[i].shaderId = 0;
2921        batch.draws[i].textureId = RLGL.State.defaultTextureId;
2922        //batch.draws[i].RLGL.State.projection = rlMatrixIdentity();
2923        //batch.draws[i].RLGL.State.modelview = rlMatrixIdentity();
2924    }
2925
2926    batch.bufferCount = numBuffers;    // Record buffer count
2927    batch.drawCounter = 1;             // Reset draws counter
2928    batch.currentDepth = -1.0f;        // Reset depth value
2929    //--------------------------------------------------------------------------------------------
2930#endif
2931
2932    return batch;
2933}
2934
2935// Unload default internal buffers vertex data from CPU and GPU
2936void rlUnloadRenderBatch(rlRenderBatch batch)
2937{
2938#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
2939    // Unbind everything
2940    glBindBuffer(GL_ARRAY_BUFFER, 0);
2941    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
2942
2943    // Unload all vertex buffers data
2944    for (int i = 0; i < batch.bufferCount; i++)
2945    {
2946        // Unbind VAO attribs data
2947        if (RLGL.ExtSupported.vao)
2948        {
2949            glBindVertexArray(batch.vertexBuffer[i].vaoId);
2950            glDisableVertexAttribArray(RL_DEFAULT_SHADER_ATTRIB_LOCATION_POSITION);
2951            glDisableVertexAttribArray(RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD);
2952            glDisableVertexAttribArray(RL_DEFAULT_SHADER_ATTRIB_LOCATION_NORMAL);
2953            glDisableVertexAttribArray(RL_DEFAULT_SHADER_ATTRIB_LOCATION_COLOR);
2954            glBindVertexArray(0);
2955        }
2956
2957        // Delete VBOs from GPU (VRAM)
2958        glDeleteBuffers(1, &batch.vertexBuffer[i].vboId[0]);
2959        glDeleteBuffers(1, &batch.vertexBuffer[i].vboId[1]);
2960        glDeleteBuffers(1, &batch.vertexBuffer[i].vboId[2]);
2961        glDeleteBuffers(1, &batch.vertexBuffer[i].vboId[3]);
2962        glDeleteBuffers(1, &batch.vertexBuffer[i].vboId[4]);
2963
2964        // Delete VAOs from GPU (VRAM)
2965        if (RLGL.ExtSupported.vao) glDeleteVertexArrays(1, &batch.vertexBuffer[i].vaoId);
2966
2967        // Free vertex arrays memory from CPU (RAM)
2968        RL_FREE(batch.vertexBuffer[i].vertices);
2969        RL_FREE(batch.vertexBuffer[i].texcoords);
2970        RL_FREE(batch.vertexBuffer[i].normals);
2971        RL_FREE(batch.vertexBuffer[i].colors);
2972        RL_FREE(batch.vertexBuffer[i].indices);
2973    }
2974
2975    // Unload arrays
2976    RL_FREE(batch.vertexBuffer);
2977    RL_FREE(batch.draws);
2978#endif
2979}
2980
2981// Draw render batch
2982// NOTE: Batch is reseted and current buffer is updated (for multi-buffer config)
2983void rlDrawRenderBatch(rlRenderBatch *batch)
2984{
2985#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
2986    // Update batch vertex buffers
2987    //------------------------------------------------------------------------------------------------------------
2988    // NOTE: If there is not vertex data, buffers doesn't need to be updated (vertexCount > 0)
2989    if (RLGL.State.vertexCounter > 0)
2990    {
2991        // Activate elements VAO
2992        if (RLGL.ExtSupported.vao) glBindVertexArray(batch->vertexBuffer[batch->currentBuffer].vaoId);
2993
2994        // TODO: If no data changed on the CPU arrays there is no need to re-upload data to GPU,
2995        // a flag can be used to detect changes but it would imply keeping a copy buffer and memcmp() both, does it worth it?
2996
2997        // Vertex positions buffer
2998        glBindBuffer(GL_ARRAY_BUFFER, batch->vertexBuffer[batch->currentBuffer].vboId[0]);
2999        glBufferSubData(GL_ARRAY_BUFFER, 0, RLGL.State.vertexCounter*3*sizeof(float), batch->vertexBuffer[batch->currentBuffer].vertices);
3000        //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*4*batch->vertexBuffer[batch->currentBuffer].elementCount, batch->vertexBuffer[batch->currentBuffer].vertices, GL_DYNAMIC_DRAW);  // Update all buffer
3001
3002        // Texture coordinates buffer
3003        glBindBuffer(GL_ARRAY_BUFFER, batch->vertexBuffer[batch->currentBuffer].vboId[1]);
3004        glBufferSubData(GL_ARRAY_BUFFER, 0, RLGL.State.vertexCounter*2*sizeof(float), batch->vertexBuffer[batch->currentBuffer].texcoords);
3005        //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*4*batch->vertexBuffer[batch->currentBuffer].elementCount, batch->vertexBuffer[batch->currentBuffer].texcoords, GL_DYNAMIC_DRAW); // Update all buffer
3006
3007        // Normals buffer
3008        glBindBuffer(GL_ARRAY_BUFFER, batch->vertexBuffer[batch->currentBuffer].vboId[2]);
3009        glBufferSubData(GL_ARRAY_BUFFER, 0, RLGL.State.vertexCounter*3*sizeof(float), batch->vertexBuffer[batch->currentBuffer].normals);
3010        //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*4*batch->vertexBuffer[batch->currentBuffer].elementCount, batch->vertexBuffer[batch->currentBuffer].normals, GL_DYNAMIC_DRAW); // Update all buffer
3011
3012        // Colors buffer
3013        glBindBuffer(GL_ARRAY_BUFFER, batch->vertexBuffer[batch->currentBuffer].vboId[3]);
3014        glBufferSubData(GL_ARRAY_BUFFER, 0, RLGL.State.vertexCounter*4*sizeof(unsigned char), batch->vertexBuffer[batch->currentBuffer].colors);
3015        //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*4*4*batch->vertexBuffer[batch->currentBuffer].elementCount, batch->vertexBuffer[batch->currentBuffer].colors, GL_DYNAMIC_DRAW);    // Update all buffer
3016
3017        // NOTE: glMapBuffer() causes sync issue
3018        // If GPU is working with this buffer, glMapBuffer() will wait(stall) until GPU to finish its job
3019        // To avoid waiting (idle), glBufferData() can bee called first with NULL pointer before glMapBuffer()
3020        // Doing that, the previous data in PBO will be discarded and glMapBuffer() returns a new
3021        // allocated pointer immediately even if GPU is still working with the previous data
3022
3023        // Another option: map the buffer object into client's memory
3024        //batch->vertexBuffer[batch->currentBuffer].vertices = (float *)glMapBuffer(GL_ARRAY_BUFFER, GL_READ_WRITE);
3025        //if (batch->vertexBuffer[batch->currentBuffer].vertices)
3026        //{
3027        //    Update vertex data
3028        //}
3029        //glUnmapBuffer(GL_ARRAY_BUFFER);
3030
3031        // Unbind the current VAO
3032        if (RLGL.ExtSupported.vao) glBindVertexArray(0);
3033    }
3034    //------------------------------------------------------------------------------------------------------------
3035
3036    // Draw batch vertex buffers (considering VR stereo if required)
3037    //------------------------------------------------------------------------------------------------------------
3038    Matrix matProjection = RLGL.State.projection;
3039    Matrix matModelView = RLGL.State.modelview;
3040
3041    int eyeCount = 1;
3042    if (RLGL.State.stereoRender) eyeCount = 2;
3043
3044    for (int eye = 0; eye < eyeCount; eye++)
3045    {
3046        if (eyeCount == 2)
3047        {
3048            // Setup current eye viewport (half screen width)
3049            rlViewport(eye*RLGL.State.framebufferWidth/2, 0, RLGL.State.framebufferWidth/2, RLGL.State.framebufferHeight);
3050
3051            // Set current eye view offset to modelview matrix
3052            rlSetMatrixModelview(rlMatrixMultiply(matModelView, RLGL.State.viewOffsetStereo[eye]));
3053            // Set current eye projection matrix
3054            rlSetMatrixProjection(RLGL.State.projectionStereo[eye]);
3055        }
3056
3057        // Draw buffers
3058        if (RLGL.State.vertexCounter > 0)
3059        {
3060            // Set current shader and upload current MVP matrix
3061            glUseProgram(RLGL.State.currentShaderId);
3062
3063            // Create modelview-projection matrix and upload to shader
3064            Matrix matMVP = rlMatrixMultiply(RLGL.State.modelview, RLGL.State.projection);
3065            glUniformMatrix4fv(RLGL.State.currentShaderLocs[RL_SHADER_LOC_MATRIX_MVP], 1, false, rlMatrixToFloat(matMVP));
3066
3067            if (RLGL.State.currentShaderLocs[RL_SHADER_LOC_MATRIX_PROJECTION] != -1)
3068            {
3069                glUniformMatrix4fv(RLGL.State.currentShaderLocs[RL_SHADER_LOC_MATRIX_PROJECTION], 1, false, rlMatrixToFloat(RLGL.State.projection));
3070            }
3071
3072            // WARNING: For the following setup of the view, model, and normal matrices, it is expected that
3073            // transformations and rendering occur between rlPushMatrix() and rlPopMatrix()
3074
3075            if (RLGL.State.currentShaderLocs[RL_SHADER_LOC_MATRIX_VIEW] != -1)
3076            {
3077                glUniformMatrix4fv(RLGL.State.currentShaderLocs[RL_SHADER_LOC_MATRIX_VIEW], 1, false, rlMatrixToFloat(RLGL.State.modelview));
3078            }
3079
3080            if (RLGL.State.currentShaderLocs[RL_SHADER_LOC_MATRIX_MODEL] != -1)
3081            {
3082                glUniformMatrix4fv(RLGL.State.currentShaderLocs[RL_SHADER_LOC_MATRIX_MODEL], 1, false, rlMatrixToFloat(RLGL.State.transform));
3083            }
3084
3085            if (RLGL.State.currentShaderLocs[RL_SHADER_LOC_MATRIX_NORMAL] != -1)
3086            {
3087                glUniformMatrix4fv(RLGL.State.currentShaderLocs[RL_SHADER_LOC_MATRIX_NORMAL], 1, false, rlMatrixToFloat(rlMatrixTranspose(rlMatrixInvert(RLGL.State.transform))));
3088            }
3089
3090            if (RLGL.ExtSupported.vao) glBindVertexArray(batch->vertexBuffer[batch->currentBuffer].vaoId);
3091            else
3092            {
3093                // Bind vertex attrib: position (shader-location = 0)
3094                glBindBuffer(GL_ARRAY_BUFFER, batch->vertexBuffer[batch->currentBuffer].vboId[0]);
3095                glVertexAttribPointer(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_POSITION], 3, GL_FLOAT, 0, 0, 0);
3096                glEnableVertexAttribArray(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_POSITION]);
3097
3098                // Bind vertex attrib: texcoord (shader-location = 1)
3099                glBindBuffer(GL_ARRAY_BUFFER, batch->vertexBuffer[batch->currentBuffer].vboId[1]);
3100                glVertexAttribPointer(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_TEXCOORD01], 2, GL_FLOAT, 0, 0, 0);
3101                glEnableVertexAttribArray(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_TEXCOORD01]);
3102
3103                // Bind vertex attrib: normal (shader-location = 2)
3104                glBindBuffer(GL_ARRAY_BUFFER, batch->vertexBuffer[batch->currentBuffer].vboId[2]);
3105                glVertexAttribPointer(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_NORMAL], 3, GL_FLOAT, 0, 0, 0);
3106                glEnableVertexAttribArray(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_NORMAL]);
3107
3108                // Bind vertex attrib: color (shader-location = 3)
3109                glBindBuffer(GL_ARRAY_BUFFER, batch->vertexBuffer[batch->currentBuffer].vboId[3]);
3110                glVertexAttribPointer(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_COLOR], 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
3111                glEnableVertexAttribArray(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_COLOR]);
3112
3113                glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, batch->vertexBuffer[batch->currentBuffer].vboId[4]);
3114            }
3115
3116            // Setup some default shader values
3117            glUniform4f(RLGL.State.currentShaderLocs[RL_SHADER_LOC_COLOR_DIFFUSE], 1.0f, 1.0f, 1.0f, 1.0f);
3118            glUniform1i(RLGL.State.currentShaderLocs[RL_SHADER_LOC_MAP_DIFFUSE], 0);  // Active default sampler2D: texture0
3119
3120            // Activate additional sampler textures
3121            // Those additional textures will be common for all draw calls of the batch
3122            for (int i = 0; i < RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS; i++)
3123            {
3124                if (RLGL.State.activeTextureId[i] > 0)
3125                {
3126                    glActiveTexture(GL_TEXTURE0 + 1 + i);
3127                    glBindTexture(GL_TEXTURE_2D, RLGL.State.activeTextureId[i]);
3128                }
3129            }
3130
3131            // Activate default sampler2D texture0 (one texture is always active for default batch shader)
3132            // NOTE: Batch system accumulates calls by texture0 changes, additional textures are enabled for all the draw calls
3133            glActiveTexture(GL_TEXTURE0);
3134
3135            for (int i = 0, vertexOffset = 0; i < batch->drawCounter; i++)
3136            {
3137                // Bind current draw call texture, activated as GL_TEXTURE0 and bound to sampler2D texture0 by default
3138                glBindTexture(GL_TEXTURE_2D, batch->draws[i].textureId);
3139
3140                if ((batch->draws[i].mode == RL_LINES) || (batch->draws[i].mode == RL_TRIANGLES)) glDrawArrays(batch->draws[i].mode, vertexOffset, batch->draws[i].vertexCount);
3141                else
3142                {
3143    #if defined(GRAPHICS_API_OPENGL_33)
3144                    // The number of indices to be processed needs to be defined: elementCount*6
3145                    // NOTE: The final parameter tells the GPU the offset in bytes from the
3146                    // start of the index buffer to the location of the first index to process
3147                    glDrawElements(GL_TRIANGLES, batch->draws[i].vertexCount/4*6, GL_UNSIGNED_INT, (GLvoid *)(vertexOffset/4*6*sizeof(GLuint)));
3148    #endif
3149    #if defined(GRAPHICS_API_OPENGL_ES2)
3150                    glDrawElements(GL_TRIANGLES, batch->draws[i].vertexCount/4*6, GL_UNSIGNED_SHORT, (GLvoid *)(vertexOffset/4*6*sizeof(GLushort)));
3151    #endif
3152                }
3153
3154                vertexOffset += (batch->draws[i].vertexCount + batch->draws[i].vertexAlignment);
3155            }
3156
3157            if (!RLGL.ExtSupported.vao)
3158            {
3159                glBindBuffer(GL_ARRAY_BUFFER, 0);
3160                glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
3161            }
3162
3163            glBindTexture(GL_TEXTURE_2D, 0);    // Unbind textures
3164        }
3165
3166        if (RLGL.ExtSupported.vao) glBindVertexArray(0); // Unbind VAO
3167
3168        glUseProgram(0);    // Unbind shader program
3169    }
3170
3171    // Restore viewport to default measures
3172    if (eyeCount == 2) rlViewport(0, 0, RLGL.State.framebufferWidth, RLGL.State.framebufferHeight);
3173    //------------------------------------------------------------------------------------------------------------
3174
3175    // Reset batch buffers
3176    //------------------------------------------------------------------------------------------------------------
3177    // Reset vertex counter for next frame
3178    RLGL.State.vertexCounter = 0;
3179
3180    // Reset depth for next draw
3181    batch->currentDepth = -1.0f;
3182
3183    // Restore projection/modelview matrices
3184    RLGL.State.projection = matProjection;
3185    RLGL.State.modelview = matModelView;
3186
3187    // Reset RLGL.currentBatch->draws array
3188    for (int i = 0; i < RL_DEFAULT_BATCH_DRAWCALLS; i++)
3189    {
3190        batch->draws[i].mode = RL_QUADS;
3191        batch->draws[i].vertexCount = 0;
3192        batch->draws[i].textureId = RLGL.State.defaultTextureId;
3193    }
3194
3195    // Reset active texture units for next batch
3196    for (int i = 0; i < RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS; i++) RLGL.State.activeTextureId[i] = 0;
3197
3198    // Reset draws counter to one draw for the batch
3199    batch->drawCounter = 1;
3200    //------------------------------------------------------------------------------------------------------------
3201
3202    // Change to next buffer in the list (in case of multi-buffering)
3203    batch->currentBuffer++;
3204    if (batch->currentBuffer >= batch->bufferCount) batch->currentBuffer = 0;
3205#endif
3206}
3207
3208// Set the active render batch for rlgl
3209void rlSetRenderBatchActive(rlRenderBatch *batch)
3210{
3211#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
3212    rlDrawRenderBatch(RLGL.currentBatch);
3213
3214    if (batch != NULL) RLGL.currentBatch = batch;
3215    else RLGL.currentBatch = &RLGL.defaultBatch;
3216#endif
3217}
3218
3219// Update and draw internal render batch
3220void rlDrawRenderBatchActive(void)
3221{
3222#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
3223    rlDrawRenderBatch(RLGL.currentBatch);    // NOTE: Stereo rendering is checked inside
3224#endif
3225}
3226
3227// Check internal buffer overflow for a given number of vertex
3228// and force a rlRenderBatch draw call if required
3229bool rlCheckRenderBatchLimit(int vCount)
3230{
3231    bool overflow = false;
3232
3233#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
3234    if ((RLGL.State.vertexCounter + vCount) >=
3235        (RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].elementCount*4))
3236    {
3237        overflow = true;
3238
3239        // Store current primitive drawing mode and texture id
3240        int currentMode = RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].mode;
3241        int currentTexture = RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].textureId;
3242
3243        rlDrawRenderBatch(RLGL.currentBatch);    // NOTE: Stereo rendering is checked inside
3244
3245        // Restore state of last batch so new vertices can be added
3246        RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].mode = currentMode;
3247        RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].textureId = currentTexture;
3248    }
3249#endif
3250
3251    return overflow;
3252}
3253
3254// Textures data management
3255//-----------------------------------------------------------------------------------------
3256// Convert image data to OpenGL texture (returns OpenGL valid Id)
3257unsigned int rlLoadTexture(const void *data, int width, int height, int format, int mipmapCount)
3258{
3259    unsigned int id = 0;
3260    if (!isGpuReady) { TRACELOG(RL_LOG_WARNING, "GL: GPU is not ready to load data, trying to load before InitWindow()?"); return id; }
3261
3262    glBindTexture(GL_TEXTURE_2D, 0);    // Free any old binding
3263
3264    // Check texture format support by OpenGL 1.1 (compressed textures not supported)
3265#if defined(GRAPHICS_API_OPENGL_11)
3266    if (format >= RL_PIXELFORMAT_COMPRESSED_DXT1_RGB)
3267    {
3268        // TODO: Support texture data decompression
3269        TRACELOG(RL_LOG_WARNING, "GL: OpenGL 1.1 does not support GPU compressed texture formats");
3270        return id;
3271    }
3272#else
3273    if ((!RLGL.ExtSupported.texCompDXT) && ((format == RL_PIXELFORMAT_COMPRESSED_DXT1_RGB) || (format == RL_PIXELFORMAT_COMPRESSED_DXT1_RGBA) ||
3274        (format == RL_PIXELFORMAT_COMPRESSED_DXT3_RGBA) || (format == RL_PIXELFORMAT_COMPRESSED_DXT5_RGBA)))
3275    {
3276        TRACELOG(RL_LOG_WARNING, "GL: DXT compressed texture format not supported");
3277        return id;
3278    }
3279#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
3280    if ((!RLGL.ExtSupported.texCompETC1) && (format == RL_PIXELFORMAT_COMPRESSED_ETC1_RGB))
3281    {
3282        TRACELOG(RL_LOG_WARNING, "GL: ETC1 compressed texture format not supported");
3283        return id;
3284    }
3285
3286    if ((!RLGL.ExtSupported.texCompETC2) && ((format == RL_PIXELFORMAT_COMPRESSED_ETC2_RGB) || (format == RL_PIXELFORMAT_COMPRESSED_ETC2_EAC_RGBA)))
3287    {
3288        TRACELOG(RL_LOG_WARNING, "GL: ETC2 compressed texture format not supported");
3289        return id;
3290    }
3291
3292    if ((!RLGL.ExtSupported.texCompPVRT) && ((format == RL_PIXELFORMAT_COMPRESSED_PVRT_RGB) || (format == RL_PIXELFORMAT_COMPRESSED_PVRT_RGBA)))
3293    {
3294        TRACELOG(RL_LOG_WARNING, "GL: PVRT compressed texture format not supported");
3295        return id;
3296    }
3297
3298    if ((!RLGL.ExtSupported.texCompASTC) && ((format == RL_PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA) || (format == RL_PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA)))
3299    {
3300        TRACELOG(RL_LOG_WARNING, "GL: ASTC compressed texture format not supported");
3301        return id;
3302    }
3303#endif
3304#endif // GRAPHICS_API_OPENGL_11
3305
3306    glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
3307
3308    glGenTextures(1, &id);              // Generate texture id
3309
3310    glBindTexture(GL_TEXTURE_2D, id);
3311
3312    int mipWidth = width;
3313    int mipHeight = height;
3314    int mipOffset = 0;          // Mipmap data offset, only used for tracelog
3315    (void)mipOffset;            // Used to avoid gcc warnings about unused variable
3316
3317    // NOTE: Added pointer math separately from function to avoid UBSAN complaining
3318    unsigned char *dataPtr = NULL;
3319    if (data != NULL) dataPtr = (unsigned char *)data;
3320
3321    // Load the different mipmap levels
3322    for (int i = 0; i < mipmapCount; i++)
3323    {
3324        unsigned int mipSize = rlGetPixelDataSize(mipWidth, mipHeight, format);
3325
3326        unsigned int glInternalFormat, glFormat, glType;
3327        rlGetGlTextureFormats(format, &glInternalFormat, &glFormat, &glType);
3328
3329        TRACELOG(RL_LOG_DEBUG, "TEXTURE: Load mipmap level %i (%i x %i), size: %i, offset: %i", i, mipWidth, mipHeight, mipSize, mipOffset);
3330
3331        if (glInternalFormat != 0)
3332        {
3333            if (format < RL_PIXELFORMAT_COMPRESSED_DXT1_RGB) glTexImage2D(GL_TEXTURE_2D, i, glInternalFormat, mipWidth, mipHeight, 0, glFormat, glType, dataPtr);
3334#if !defined(GRAPHICS_API_OPENGL_11)
3335            else glCompressedTexImage2D(GL_TEXTURE_2D, i, glInternalFormat, mipWidth, mipHeight, 0, mipSize, dataPtr);
3336#endif
3337
3338#if defined(GRAPHICS_API_OPENGL_33)
3339            if (format == RL_PIXELFORMAT_UNCOMPRESSED_GRAYSCALE)
3340            {
3341                GLint swizzleMask[] = { GL_RED, GL_RED, GL_RED, GL_ONE };
3342                glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
3343            }
3344            else if (format == RL_PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA)
3345            {
3346#if defined(GRAPHICS_API_OPENGL_21)
3347                GLint swizzleMask[] = { GL_RED, GL_RED, GL_RED, GL_ALPHA };
3348#elif defined(GRAPHICS_API_OPENGL_33)
3349                GLint swizzleMask[] = { GL_RED, GL_RED, GL_RED, GL_GREEN };
3350#endif
3351                glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
3352            }
3353#endif
3354        }
3355
3356        mipWidth /= 2;
3357        mipHeight /= 2;
3358        mipOffset += mipSize; // Increment offset position to next mipmap
3359        if (data != NULL) dataPtr += mipSize; // Increment data pointer to next mipmap
3360
3361        // Security check for NPOT textures
3362        if (mipWidth < 1) mipWidth = 1;
3363        if (mipHeight < 1) mipHeight = 1;
3364    }
3365
3366    // Texture parameters configuration
3367    // NOTE: glTexParameteri does NOT affect texture uploading
3368#if defined(GRAPHICS_API_OPENGL_ES2)
3369    // 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
3370    if (RLGL.ExtSupported.texNPOT)
3371    {
3372        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);       // Set texture to repeat on x-axis
3373        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);       // Set texture to repeat on y-axis
3374    }
3375    else
3376    {
3377        // NOTE: If using negative texture coordinates (LoadOBJ()), it does not work!
3378        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);       // Set texture to clamp on x-axis
3379        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);       // Set texture to clamp on y-axis
3380    }
3381#else
3382    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);       // Set texture to repeat on x-axis
3383    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);       // Set texture to repeat on y-axis
3384#endif
3385
3386    // Magnification and minification filters
3387    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);  // Alternative: GL_LINEAR
3388    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);  // Alternative: GL_LINEAR
3389
3390#if defined(GRAPHICS_API_OPENGL_33)
3391    if (mipmapCount > 1)
3392    {
3393        // Activate trilinear filtering if mipmaps are available
3394        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
3395        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
3396
3397        // Define the maximum number of mipmap levels to be used, 0 is base texture size
3398        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
3399        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, mipmapCount - 1);
3400
3401        // Check if the loaded texture with mipmaps is complete,
3402        // uncomplete textures will draw in black if mipmap filtering is required
3403        //GLint complete = 0;
3404        //glGetTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_IMMUTABLE_FORMAT, &complete);
3405    }
3406#endif
3407
3408    // At this point texture is loaded in GPU and texture parameters configured
3409
3410    // NOTE: If mipmaps were not in data, they are not generated automatically
3411
3412    // Unbind current texture
3413    glBindTexture(GL_TEXTURE_2D, 0);
3414
3415    if (id > 0) TRACELOG(RL_LOG_INFO, "TEXTURE: [ID %i] Texture loaded successfully (%ix%i | %s | %i mipmaps)", id, width, height, rlGetPixelFormatName(format), mipmapCount);
3416    else TRACELOG(RL_LOG_WARNING, "TEXTURE: Failed to load texture");
3417
3418    return id;
3419}
3420
3421// Load depth texture/renderbuffer (to be attached to fbo)
3422// WARNING: OpenGL ES 2.0 requires GL_OES_depth_texture and WebGL requires WEBGL_depth_texture extensions
3423unsigned int rlLoadTextureDepth(int width, int height, bool useRenderBuffer)
3424{
3425    unsigned int id = 0;
3426    if (!isGpuReady) { TRACELOG(RL_LOG_WARNING, "GL: GPU is not ready to load data, trying to load before InitWindow()?"); return id; }
3427
3428#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
3429    // In case depth textures were not supported, force renderbuffer usage
3430    if (!RLGL.ExtSupported.texDepth) useRenderBuffer = true;
3431
3432    // NOTE: Letting the implementation to choose the best bit-depth
3433    // Possible formats: GL_DEPTH_COMPONENT16, GL_DEPTH_COMPONENT24, GL_DEPTH_COMPONENT32 and GL_DEPTH_COMPONENT32F
3434    unsigned int glInternalFormat = GL_DEPTH_COMPONENT;
3435
3436#if defined(GRAPHICS_API_OPENGL_ES2)
3437    // WARNING: WebGL platform requires unsized internal format definition (GL_DEPTH_COMPONENT)
3438    // while other platforms using OpenGL ES 2.0 require/support sized internal formats depending on the GPU capabilities
3439    if (!RLGL.ExtSupported.texDepthWebGL || useRenderBuffer)
3440    {
3441        if (RLGL.ExtSupported.maxDepthBits == 32) glInternalFormat = GL_DEPTH_COMPONENT32_OES;
3442        else if (RLGL.ExtSupported.maxDepthBits == 24) glInternalFormat = GL_DEPTH_COMPONENT24_OES;
3443        else glInternalFormat = GL_DEPTH_COMPONENT16;
3444    }
3445#endif
3446#if defined(GRAPHICS_API_OPENGL_ES3)
3447    // NOTE: This sized internal format should also work for WebGL 2.0
3448    // WARNING: Specification only allows GL_DEPTH_COMPONENT32F for GL_FLOAT type
3449    // REF: https://registry.khronos.org/OpenGL-Refpages/es3.0/html/glTexImage2D.xhtml
3450    if (RLGL.ExtSupported.maxDepthBits == 24) glInternalFormat = GL_DEPTH_COMPONENT24;
3451    else glInternalFormat = GL_DEPTH_COMPONENT16;
3452#endif
3453
3454    if (!useRenderBuffer && RLGL.ExtSupported.texDepth)
3455    {
3456        glGenTextures(1, &id);
3457        glBindTexture(GL_TEXTURE_2D, id);
3458        glTexImage2D(GL_TEXTURE_2D, 0, glInternalFormat, width, height, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL);
3459
3460        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
3461        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
3462        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
3463        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
3464
3465        glBindTexture(GL_TEXTURE_2D, 0);
3466
3467        TRACELOG(RL_LOG_INFO, "TEXTURE: Depth texture loaded successfully");
3468    }
3469    else
3470    {
3471        // Create the renderbuffer that will serve as the depth attachment for the framebuffer
3472        // NOTE: A renderbuffer is simpler than a texture and could offer better performance on embedded devices
3473        glGenRenderbuffers(1, &id);
3474        glBindRenderbuffer(GL_RENDERBUFFER, id);
3475        glRenderbufferStorage(GL_RENDERBUFFER, glInternalFormat, width, height);
3476
3477        glBindRenderbuffer(GL_RENDERBUFFER, 0);
3478
3479        TRACELOG(RL_LOG_INFO, "TEXTURE: [ID %i] Depth renderbuffer loaded successfully (%i bits)", id, (RLGL.ExtSupported.maxDepthBits >= 24)? RLGL.ExtSupported.maxDepthBits : 16);
3480    }
3481#elif defined(GRAPHICS_API_OPENGL_SOFTWARE)
3482    // NOTE: Renderbuffers are the same type of object as textures in rlsw
3483    // WARNING: Ensure that the depth format is the one specified at rlsw compilation
3484    glGenRenderbuffers(1, &id);
3485    glBindRenderbuffer(GL_RENDERBUFFER, id);
3486    glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT32, width, height);
3487    glBindRenderbuffer(GL_RENDERBUFFER, 0);
3488#endif
3489
3490    return id;
3491}
3492
3493// Load texture cubemap
3494// NOTE: Cubemap data is expected to be 6 images in a single data array (one after the other),
3495// expected the following convention: +X, -X, +Y, -Y, +Z, -Z
3496unsigned int rlLoadTextureCubemap(const void *data, int size, int format, int mipmapCount)
3497{
3498    unsigned int id = 0;
3499    if (!isGpuReady) { TRACELOG(RL_LOG_WARNING, "GL: GPU is not ready to load data, trying to load before InitWindow()?"); return id; }
3500
3501#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
3502    int mipSize = size;
3503
3504    // NOTE: Added pointer math separately from function to avoid UBSAN complaining
3505    unsigned char *dataPtr = NULL;
3506    if (data != NULL) dataPtr = (unsigned char *)data;
3507
3508    unsigned int dataSize = rlGetPixelDataSize(size, size, format);
3509
3510    glGenTextures(1, &id);
3511    glBindTexture(GL_TEXTURE_CUBE_MAP, id);
3512
3513    unsigned int glInternalFormat, glFormat, glType;
3514    rlGetGlTextureFormats(format, &glInternalFormat, &glFormat, &glType);
3515
3516    if (glInternalFormat != 0)
3517    {
3518        // Load cubemap faces/mipmaps
3519        for (int i = 0; i < 6*mipmapCount; i++)
3520        {
3521            int mipmapLevel = i/6;
3522            int face = i%6;
3523
3524            if (data == NULL)
3525            {
3526                if (format < RL_PIXELFORMAT_COMPRESSED_DXT1_RGB)
3527                {
3528                    if ((format == RL_PIXELFORMAT_UNCOMPRESSED_R32) ||
3529                        (format == RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32A32) ||
3530                        (format == RL_PIXELFORMAT_UNCOMPRESSED_R16) ||
3531                        (format == RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16A16)) TRACELOG(RL_LOG_WARNING, "TEXTURES: Cubemap requested format not supported");
3532                    else glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, mipmapLevel, glInternalFormat, mipSize, mipSize, 0, glFormat, glType, NULL);
3533                }
3534                else TRACELOG(RL_LOG_WARNING, "TEXTURES: Empty cubemap creation does not support compressed format");
3535            }
3536            else
3537            {
3538                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);
3539                else glCompressedTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, mipmapLevel, glInternalFormat, mipSize, mipSize, 0, dataSize, (unsigned char *)dataPtr + face*dataSize);
3540            }
3541
3542#if defined(GRAPHICS_API_OPENGL_33)
3543            if (format == RL_PIXELFORMAT_UNCOMPRESSED_GRAYSCALE)
3544            {
3545                GLint swizzleMask[] = { GL_RED, GL_RED, GL_RED, GL_ONE };
3546                glTexParameteriv(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
3547            }
3548            else if (format == RL_PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA)
3549            {
3550#if defined(GRAPHICS_API_OPENGL_21)
3551                GLint swizzleMask[] = { GL_RED, GL_RED, GL_RED, GL_ALPHA };
3552#elif defined(GRAPHICS_API_OPENGL_33)
3553                GLint swizzleMask[] = { GL_RED, GL_RED, GL_RED, GL_GREEN };
3554#endif
3555                glTexParameteriv(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
3556            }
3557#endif
3558            if (face == 5)
3559            {
3560                mipSize /= 2;
3561                if (data != NULL) dataPtr += dataSize*6; // Increment data pointer to next mipmap
3562
3563                // Security check for NPOT textures
3564                if (mipSize < 1) mipSize = 1;
3565
3566                dataSize = rlGetPixelDataSize(mipSize, mipSize, format);
3567            }
3568        }
3569    }
3570
3571    // Set cubemap texture sampling parameters
3572    if (mipmapCount > 1) glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
3573    else glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
3574
3575    glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
3576    glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
3577    glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
3578#if defined(GRAPHICS_API_OPENGL_33)
3579    glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);  // Flag not supported on OpenGL ES 2.0
3580#endif
3581
3582    glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
3583#endif
3584
3585    if (id > 0) TRACELOG(RL_LOG_INFO, "TEXTURE: [ID %i] Cubemap texture loaded successfully (%ix%i)", id, size, size);
3586    else TRACELOG(RL_LOG_WARNING, "TEXTURE: Failed to load cubemap texture");
3587
3588    return id;
3589}
3590
3591// Update already loaded texture in GPU with new data
3592// WARNING: Not possible to know safely if internal texture format is the expected one...
3593void rlUpdateTexture(unsigned int id, int offsetX, int offsetY, int width, int height, int format, const void *data)
3594{
3595    glBindTexture(GL_TEXTURE_2D, id);
3596
3597    unsigned int glInternalFormat, glFormat, glType;
3598    rlGetGlTextureFormats(format, &glInternalFormat, &glFormat, &glType);
3599
3600    if ((glInternalFormat != 0) && (format < RL_PIXELFORMAT_COMPRESSED_DXT1_RGB))
3601    {
3602        glTexSubImage2D(GL_TEXTURE_2D, 0, offsetX, offsetY, width, height, glFormat, glType, data);
3603    }
3604    else TRACELOG(RL_LOG_WARNING, "TEXTURE: [ID %i] Failed to update for current texture format (%i)", id, format);
3605}
3606
3607// Get OpenGL internal formats and data type from raylib PixelFormat
3608void rlGetGlTextureFormats(int format, unsigned int *glInternalFormat, unsigned int *glFormat, unsigned int *glType)
3609{
3610    *glInternalFormat = 0;
3611    *glFormat = 0;
3612    *glType = 0;
3613
3614    switch (format)
3615    {
3616    #if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_21) || defined(GRAPHICS_API_OPENGL_ES2)
3617        // NOTE: on OpenGL ES 2.0 (WebGL), internalFormat must match format and options allowed are: GL_LUMINANCE, GL_RGB, GL_RGBA
3618        case RL_PIXELFORMAT_UNCOMPRESSED_GRAYSCALE: *glInternalFormat = GL_LUMINANCE; *glFormat = GL_LUMINANCE; *glType = GL_UNSIGNED_BYTE; break;
3619        case RL_PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA: *glInternalFormat = GL_LUMINANCE_ALPHA; *glFormat = GL_LUMINANCE_ALPHA; *glType = GL_UNSIGNED_BYTE; break;
3620        case RL_PIXELFORMAT_UNCOMPRESSED_R5G6B5: *glInternalFormat = GL_RGB; *glFormat = GL_RGB; *glType = GL_UNSIGNED_SHORT_5_6_5; break;
3621        case RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8: *glInternalFormat = GL_RGB; *glFormat = GL_RGB; *glType = GL_UNSIGNED_BYTE; break;
3622        case RL_PIXELFORMAT_UNCOMPRESSED_R5G5B5A1: *glInternalFormat = GL_RGBA; *glFormat = GL_RGBA; *glType = GL_UNSIGNED_SHORT_5_5_5_1; break;
3623        case RL_PIXELFORMAT_UNCOMPRESSED_R4G4B4A4: *glInternalFormat = GL_RGBA; *glFormat = GL_RGBA; *glType = GL_UNSIGNED_SHORT_4_4_4_4; break;
3624        case RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8A8: *glInternalFormat = GL_RGBA; *glFormat = GL_RGBA; *glType = GL_UNSIGNED_BYTE; break;
3625        #if !defined(GRAPHICS_API_OPENGL_11)
3626        #if defined(GRAPHICS_API_OPENGL_ES3)
3627        case RL_PIXELFORMAT_UNCOMPRESSED_R32: if (RLGL.ExtSupported.texFloat32) *glInternalFormat = GL_R32F_EXT; *glFormat = GL_RED_EXT; *glType = GL_FLOAT; break;
3628        case RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32: if (RLGL.ExtSupported.texFloat32) *glInternalFormat = GL_RGB32F_EXT; *glFormat = GL_RGB; *glType = GL_FLOAT; break;
3629        case RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32A32: if (RLGL.ExtSupported.texFloat32) *glInternalFormat = GL_RGBA32F_EXT; *glFormat = GL_RGBA; *glType = GL_FLOAT; break;
3630        case RL_PIXELFORMAT_UNCOMPRESSED_R16: if (RLGL.ExtSupported.texFloat16) *glInternalFormat = GL_R16F_EXT; *glFormat = GL_RED_EXT; *glType = GL_HALF_FLOAT; break;
3631        case RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16: if (RLGL.ExtSupported.texFloat16) *glInternalFormat = GL_RGB16F_EXT; *glFormat = GL_RGB; *glType = GL_HALF_FLOAT; break;
3632        case RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16A16: if (RLGL.ExtSupported.texFloat16) *glInternalFormat = GL_RGBA16F_EXT; *glFormat = GL_RGBA; *glType = GL_HALF_FLOAT; break;
3633        #else
3634        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
3635        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
3636        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
3637        #if defined(GRAPHICS_API_OPENGL_21)
3638        case RL_PIXELFORMAT_UNCOMPRESSED_R16: if (RLGL.ExtSupported.texFloat16) *glInternalFormat = GL_LUMINANCE; *glFormat = GL_LUMINANCE; *glType = GL_HALF_FLOAT_ARB; break;
3639        case RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16: if (RLGL.ExtSupported.texFloat16) *glInternalFormat = GL_RGB; *glFormat = GL_RGB; *glType = GL_HALF_FLOAT_ARB; break;
3640        case RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16A16: if (RLGL.ExtSupported.texFloat16) *glInternalFormat = GL_RGBA; *glFormat = GL_RGBA; *glType = GL_HALF_FLOAT_ARB; break;
3641        #else // defined(GRAPHICS_API_OPENGL_ES2)
3642        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
3643        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
3644        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
3645        #endif
3646        #endif
3647        #endif
3648    #elif defined(GRAPHICS_API_OPENGL_33)
3649        case RL_PIXELFORMAT_UNCOMPRESSED_GRAYSCALE: *glInternalFormat = GL_R8; *glFormat = GL_RED; *glType = GL_UNSIGNED_BYTE; break;
3650        case RL_PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA: *glInternalFormat = GL_RG8; *glFormat = GL_RG; *glType = GL_UNSIGNED_BYTE; break;
3651        case RL_PIXELFORMAT_UNCOMPRESSED_R5G6B5: *glInternalFormat = GL_RGB565; *glFormat = GL_RGB; *glType = GL_UNSIGNED_SHORT_5_6_5; break;
3652        case RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8: *glInternalFormat = GL_RGB8; *glFormat = GL_RGB; *glType = GL_UNSIGNED_BYTE; break;
3653        case RL_PIXELFORMAT_UNCOMPRESSED_R5G5B5A1: *glInternalFormat = GL_RGB5_A1; *glFormat = GL_RGBA; *glType = GL_UNSIGNED_SHORT_5_5_5_1; break;
3654        case RL_PIXELFORMAT_UNCOMPRESSED_R4G4B4A4: *glInternalFormat = GL_RGBA4; *glFormat = GL_RGBA; *glType = GL_UNSIGNED_SHORT_4_4_4_4; break;
3655        case RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8A8: *glInternalFormat = GL_RGBA8; *glFormat = GL_RGBA; *glType = GL_UNSIGNED_BYTE; break;
3656        case RL_PIXELFORMAT_UNCOMPRESSED_R32: if (RLGL.ExtSupported.texFloat32) *glInternalFormat = GL_R32F; *glFormat = GL_RED; *glType = GL_FLOAT; break;
3657        case RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32: if (RLGL.ExtSupported.texFloat32) *glInternalFormat = GL_RGB32F; *glFormat = GL_RGB; *glType = GL_FLOAT; break;
3658        case RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32A32: if (RLGL.ExtSupported.texFloat32) *glInternalFormat = GL_RGBA32F; *glFormat = GL_RGBA; *glType = GL_FLOAT; break;
3659        case RL_PIXELFORMAT_UNCOMPRESSED_R16: if (RLGL.ExtSupported.texFloat16) *glInternalFormat = GL_R16F; *glFormat = GL_RED; *glType = GL_HALF_FLOAT; break;
3660        case RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16: if (RLGL.ExtSupported.texFloat16) *glInternalFormat = GL_RGB16F; *glFormat = GL_RGB; *glType = GL_HALF_FLOAT; break;
3661        case RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16A16: if (RLGL.ExtSupported.texFloat16) *glInternalFormat = GL_RGBA16F; *glFormat = GL_RGBA; *glType = GL_HALF_FLOAT; break;
3662    #endif
3663    #if !defined(GRAPHICS_API_OPENGL_11)
3664        case RL_PIXELFORMAT_COMPRESSED_DXT1_RGB: if (RLGL.ExtSupported.texCompDXT) *glInternalFormat = GL_COMPRESSED_RGB_S3TC_DXT1_EXT; break;
3665        case RL_PIXELFORMAT_COMPRESSED_DXT1_RGBA: if (RLGL.ExtSupported.texCompDXT) *glInternalFormat = GL_COMPRESSED_RGBA_S3TC_DXT1_EXT; break;
3666        case RL_PIXELFORMAT_COMPRESSED_DXT3_RGBA: if (RLGL.ExtSupported.texCompDXT) *glInternalFormat = GL_COMPRESSED_RGBA_S3TC_DXT3_EXT; break;
3667        case RL_PIXELFORMAT_COMPRESSED_DXT5_RGBA: if (RLGL.ExtSupported.texCompDXT) *glInternalFormat = GL_COMPRESSED_RGBA_S3TC_DXT5_EXT; break;
3668        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
3669        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
3670        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
3671        case RL_PIXELFORMAT_COMPRESSED_PVRT_RGB: if (RLGL.ExtSupported.texCompPVRT) *glInternalFormat = GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG; break;    // NOTE: Requires PowerVR GPU
3672        case RL_PIXELFORMAT_COMPRESSED_PVRT_RGBA: if (RLGL.ExtSupported.texCompPVRT) *glInternalFormat = GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG; break;  // NOTE: Requires PowerVR GPU
3673        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
3674        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
3675    #endif
3676        default: TRACELOG(RL_LOG_WARNING, "TEXTURE: Current format not supported (%i)", format); break;
3677    }
3678}
3679
3680// Unload texture from GPU memory
3681void rlUnloadTexture(unsigned int id)
3682{
3683    glDeleteTextures(1, &id);
3684}
3685
3686// Generate mipmap data for selected texture
3687// NOTE: Only supports GPU mipmap generation
3688void rlGenTextureMipmaps(unsigned int id, int width, int height, int format, int *mipmaps)
3689{
3690    if (!isGpuReady) { TRACELOG(RL_LOG_WARNING, "GL: GPU is not ready to load data, trying to load before InitWindow()?"); return; }
3691
3692#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
3693    glBindTexture(GL_TEXTURE_2D, id);
3694
3695    // Check if texture is power-of-two (POT)
3696    bool texIsPOT = false;
3697
3698    if (((width > 0) && ((width & (width - 1)) == 0)) &&
3699        ((height > 0) && ((height & (height - 1)) == 0))) texIsPOT = true;
3700
3701    if ((texIsPOT) || (RLGL.ExtSupported.texNPOT))
3702    {
3703        //glHint(GL_GENERATE_MIPMAP_HINT, GL_DONT_CARE);   // Hint for mipmaps generation algorithm: GL_FASTEST, GL_NICEST, GL_DONT_CARE
3704        glGenerateMipmap(GL_TEXTURE_2D);    // Generate mipmaps automatically
3705
3706        #define MIN(a,b) (((a)<(b))? (a):(b))
3707        #define MAX(a,b) (((a)>(b))? (a):(b))
3708
3709        *mipmaps = 1 + (int)floor(log(MAX(width, height))/log(2));
3710        TRACELOG(RL_LOG_INFO, "TEXTURE: [ID %i] Mipmaps generated automatically, total: %i", id, *mipmaps);
3711    }
3712    else TRACELOG(RL_LOG_WARNING, "TEXTURE: [ID %i] Failed to generate mipmaps", id);
3713
3714    glBindTexture(GL_TEXTURE_2D, 0);
3715#else
3716    TRACELOG(RL_LOG_WARNING, "TEXTURE: [ID %i] GPU mipmap generation not supported", id);
3717#endif
3718}
3719
3720// Read texture pixel data
3721void *rlReadTexturePixels(unsigned int id, int width, int height, int format)
3722{
3723    void *pixels = NULL;
3724
3725#if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33)
3726    glBindTexture(GL_TEXTURE_2D, id);
3727
3728    // NOTE: Using texture id, some texture info can be retrieved (but not on OpenGL ES 2.0)
3729    // Possible texture info: GL_TEXTURE_RED_SIZE, GL_TEXTURE_GREEN_SIZE, GL_TEXTURE_BLUE_SIZE, GL_TEXTURE_ALPHA_SIZE
3730    //int width, height, format;
3731    //glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_WIDTH, &width);
3732    //glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_HEIGHT, &height);
3733    //glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_INTERNAL_FORMAT, &format);
3734
3735    // 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
3736    // Use glPixelStorei to modify padding with the GL_[UN]PACK_ALIGNMENT setting
3737    // GL_PACK_ALIGNMENT affects operations that read from OpenGL memory (glReadPixels, glGetTexImage, etc.)
3738    // GL_UNPACK_ALIGNMENT affects operations that write to OpenGL memory (glTexImage, etc.)
3739    glPixelStorei(GL_PACK_ALIGNMENT, 1);
3740
3741    unsigned int glInternalFormat, glFormat, glType;
3742    rlGetGlTextureFormats(format, &glInternalFormat, &glFormat, &glType);
3743    unsigned int size = rlGetPixelDataSize(width, height, format);
3744
3745    if ((glInternalFormat != 0) && (format < RL_PIXELFORMAT_COMPRESSED_DXT1_RGB))
3746    {
3747        pixels = RL_CALLOC(size, 1);
3748        glGetTexImage(GL_TEXTURE_2D, 0, glFormat, glType, pixels);
3749    }
3750    else TRACELOG(RL_LOG_WARNING, "TEXTURE: [ID %i] Data retrieval not suported for pixel format (%i)", id, format);
3751
3752    glBindTexture(GL_TEXTURE_2D, 0);
3753#endif
3754
3755#if defined(GRAPHICS_API_OPENGL_ES2)
3756    // glGetTexImage() is not available on OpenGL ES 2.0
3757    // Texture width and height are required on OpenGL ES 2.0, there is no way to get it from texture id
3758    // Two possible Options:
3759    // 1 - Bind texture to color fbo attachment and glReadPixels()
3760    // 2 - Create an fbo, activate it, render quad with texture, glReadPixels()
3761    // Using Option 1, care for texture format on retrieval
3762    // NOTE: This behaviour could be conditioned by graphic driver...
3763    unsigned int fboId = rlLoadFramebuffer();
3764
3765    glBindFramebuffer(GL_FRAMEBUFFER, fboId);
3766    glBindTexture(GL_TEXTURE_2D, 0);
3767
3768    // Attach our texture to FBO
3769    glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, id, 0);
3770
3771    // Reading data as RGBA because FBO texture is configured as RGBA, despite binding another texture format
3772    pixels = RL_CALLOC(rlGetPixelDataSize(width, height, RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8A8), 1);
3773    glReadPixels(0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
3774
3775    glBindFramebuffer(GL_FRAMEBUFFER, 0);
3776
3777    // Clean up temporal fbo
3778    rlUnloadFramebuffer(fboId);
3779#endif
3780
3781    return pixels;
3782}
3783
3784// Copy framebuffer pixel data to internal buffer
3785void rlCopyFramebuffer(int x, int y, int width, int height, int format, void *pixels)
3786{
3787#if defined(GRAPHICS_API_OPENGL_SOFTWARE)
3788    unsigned int glInternalFormat, glFormat, glType;
3789    rlGetGlTextureFormats(format, &glInternalFormat, &glFormat, &glType); // Get OpenGL texture format
3790    swReadPixels(x, y, width, height, glFormat, glType, pixels);
3791#endif
3792}
3793
3794// Resize internal framebuffer
3795void rlResizeFramebuffer(int width, int height)
3796{
3797#if defined(GRAPHICS_API_OPENGL_SOFTWARE)
3798    swResize(width, height);
3799#endif
3800}
3801
3802// Read screen pixel data (color buffer)
3803unsigned char *rlReadScreenPixels(int width, int height)
3804{
3805    unsigned char *imgData = (unsigned char *)RL_CALLOC(width*height*4, sizeof(unsigned char));
3806
3807    // NOTE: glReadPixels() returns image flipped vertically -> (0,0) is the bottom left corner of the framebuffer
3808    // WARNING: Getting alpha channel! Be careful, it can be transparent if not cleared properly!
3809    glReadPixels(0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, imgData);
3810
3811    // Flip image vertically
3812    // NOTE: Alpha value has already been applied to RGB in framebuffer, not needed anymore
3813    for (int y = height - 1; y >= height/2; y--)
3814    {
3815        for (int x = 0; x < (width*4); x += 4)
3816        {
3817            unsigned int s = ((height - 1) - y)*width*4 + x;
3818            unsigned int e = y*width*4 + x;
3819
3820            unsigned char r = imgData[s];
3821            unsigned char g = imgData[s+1];
3822            unsigned char b = imgData[s+2];
3823
3824            imgData[s] = imgData[e];
3825            imgData[s+1] = imgData[e+1];
3826            imgData[s+2] = imgData[e+2];
3827            imgData[s+3] = 255; // Set alpha component value to 255 (no trasparent image retrieval)
3828
3829            imgData[e] = r;
3830            imgData[e+1] = g;
3831            imgData[e+2] = b;
3832            imgData[e+3] = 255; // Ditto
3833        }
3834    }
3835
3836    return imgData;     // NOTE: image data should be freed
3837}
3838
3839// Framebuffer management (fbo)
3840//-----------------------------------------------------------------------------------------
3841// Load a framebuffer to be used for rendering
3842// NOTE: No textures attached
3843unsigned int rlLoadFramebuffer(void)
3844{
3845    unsigned int fboId = 0;
3846    if (!isGpuReady) { TRACELOG(RL_LOG_WARNING, "GL: GPU is not ready to load data, trying to load before InitWindow()?"); return fboId; }
3847
3848#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) || defined(GRAPHICS_API_OPENGL_SOFTWARE))
3849    glGenFramebuffers(1, &fboId);         // Create the framebuffer object
3850    glBindFramebuffer(GL_FRAMEBUFFER, 0); // Unbind any framebuffer
3851#endif
3852
3853    return fboId;
3854}
3855
3856// Attach color buffer texture to a framebuffer object (unloads previous attachment)
3857// NOTE: Attach type: 0-Color, 1-Depth renderbuffer, 2-Depth texture
3858void rlFramebufferAttach(unsigned int id, unsigned int texId, int attachType, int texType, int mipLevel)
3859{
3860#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) || defined(GRAPHICS_API_OPENGL_SOFTWARE))
3861    glBindFramebuffer(GL_FRAMEBUFFER, id);
3862
3863    switch (attachType)
3864    {
3865        case RL_ATTACHMENT_COLOR_CHANNEL0:
3866        case RL_ATTACHMENT_COLOR_CHANNEL1:
3867        case RL_ATTACHMENT_COLOR_CHANNEL2:
3868        case RL_ATTACHMENT_COLOR_CHANNEL3:
3869        case RL_ATTACHMENT_COLOR_CHANNEL4:
3870        case RL_ATTACHMENT_COLOR_CHANNEL5:
3871        case RL_ATTACHMENT_COLOR_CHANNEL6:
3872        case RL_ATTACHMENT_COLOR_CHANNEL7:
3873        {
3874            if (texType == RL_ATTACHMENT_TEXTURE2D) glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + attachType, GL_TEXTURE_2D, texId, mipLevel);
3875            else if (texType == RL_ATTACHMENT_RENDERBUFFER) glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + attachType, GL_RENDERBUFFER, texId);
3876            else if (texType >= RL_ATTACHMENT_CUBEMAP_POSITIVE_X) glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + attachType, GL_TEXTURE_CUBE_MAP_POSITIVE_X + texType, texId, mipLevel);
3877        } break;
3878        case RL_ATTACHMENT_DEPTH:
3879        {
3880            if (texType == RL_ATTACHMENT_TEXTURE2D) glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, texId, mipLevel);
3881            else if (texType == RL_ATTACHMENT_RENDERBUFFER)  glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, texId);
3882        } break;
3883        case RL_ATTACHMENT_STENCIL:
3884        {
3885            if (texType == RL_ATTACHMENT_TEXTURE2D) glFramebufferTexture2D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, texId, mipLevel);
3886            else if (texType == RL_ATTACHMENT_RENDERBUFFER)  glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, texId);
3887        } break;
3888        default: break;
3889    }
3890
3891    glBindFramebuffer(GL_FRAMEBUFFER, 0);
3892#endif
3893}
3894
3895// Verify render texture is complete
3896bool rlFramebufferComplete(unsigned int id)
3897{
3898    bool result = false;
3899
3900#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) || defined(GRAPHICS_API_OPENGL_SOFTWARE))
3901    glBindFramebuffer(GL_FRAMEBUFFER, id);
3902
3903    GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
3904
3905    if (status != GL_FRAMEBUFFER_COMPLETE)
3906    {
3907        switch (status)
3908        {
3909            case GL_FRAMEBUFFER_UNSUPPORTED: TRACELOG(RL_LOG_WARNING, "FBO: [ID %i] Framebuffer is unsupported", id); break;
3910            case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT: TRACELOG(RL_LOG_WARNING, "FBO: [ID %i] Framebuffer has incomplete attachment", id); break;
3911#if defined(GRAPHICS_API_OPENGL_ES2)
3912            case GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS: TRACELOG(RL_LOG_WARNING, "FBO: [ID %i] Framebuffer has incomplete dimensions", id); break;
3913#endif
3914            case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT: TRACELOG(RL_LOG_WARNING, "FBO: [ID %i] Framebuffer has a missing attachment", id); break;
3915            default: break;
3916        }
3917    }
3918
3919    glBindFramebuffer(GL_FRAMEBUFFER, 0);
3920
3921    result = (status == GL_FRAMEBUFFER_COMPLETE);
3922#endif
3923
3924    return result;
3925}
3926
3927// Unload framebuffer from GPU memory
3928// NOTE: All attached textures/cubemaps/renderbuffers are also deleted
3929void rlUnloadFramebuffer(unsigned int id)
3930{
3931#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) || defined(GRAPHICS_API_OPENGL_SOFTWARE))
3932    // Query depth attachment to automatically delete texture/renderbuffer
3933    int depthType = 0;
3934    glBindFramebuffer(GL_FRAMEBUFFER, id);   // Bind framebuffer to query depth texture type
3935    glGetFramebufferAttachmentParameteriv(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE, &depthType);
3936
3937    // WARNING: WebGL: INVALID_ENUM: getFramebufferAttachmentParameter: invalid parameter name
3938    // REF: https://registry.khronos.org/webgl/specs/latest/1.0/
3939    int depthId = 0;
3940    glGetFramebufferAttachmentParameteriv(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME, &depthId);
3941
3942    unsigned int depthIdU = (unsigned int)depthId;
3943    if (depthType == GL_RENDERBUFFER) glDeleteRenderbuffers(1, &depthIdU);
3944    else if (depthType == GL_TEXTURE) glDeleteTextures(1, &depthIdU);
3945
3946    // NOTE: If a texture object is deleted while its image is attached to the *currently bound* framebuffer,
3947    // the texture image is automatically detached from the currently bound framebuffer
3948
3949    glBindFramebuffer(GL_FRAMEBUFFER, 0);
3950    glDeleteFramebuffers(1, &id);
3951
3952    TRACELOG(RL_LOG_INFO, "FBO: [ID %i] Unloaded framebuffer from VRAM (GPU)", id);
3953#endif
3954}
3955
3956// Vertex data management
3957//-----------------------------------------------------------------------------------------
3958// Load a new attributes buffer
3959unsigned int rlLoadVertexBuffer(const void *buffer, int size, bool dynamic)
3960{
3961    unsigned int id = 0;
3962    if (!isGpuReady) { TRACELOG(RL_LOG_WARNING, "GL: GPU is not ready to load data, trying to load before InitWindow()?"); return id; }
3963
3964#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
3965    glGenBuffers(1, &id);
3966    glBindBuffer(GL_ARRAY_BUFFER, id);
3967    glBufferData(GL_ARRAY_BUFFER, size, buffer, dynamic? GL_DYNAMIC_DRAW : GL_STATIC_DRAW);
3968#endif
3969
3970    return id;
3971}
3972
3973// Load a new attributes element buffer
3974unsigned int rlLoadVertexBufferElement(const void *buffer, int size, bool dynamic)
3975{
3976    unsigned int id = 0;
3977    if (!isGpuReady) { TRACELOG(RL_LOG_WARNING, "GL: GPU is not ready to load data, trying to load before InitWindow()?"); return id; }
3978
3979#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
3980    glGenBuffers(1, &id);
3981    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, id);
3982    glBufferData(GL_ELEMENT_ARRAY_BUFFER, size, buffer, dynamic? GL_DYNAMIC_DRAW : GL_STATIC_DRAW);
3983#endif
3984
3985    return id;
3986}
3987
3988// Enable vertex buffer (VBO)
3989void rlEnableVertexBuffer(unsigned int id)
3990{
3991#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
3992    glBindBuffer(GL_ARRAY_BUFFER, id);
3993#endif
3994}
3995
3996// Disable vertex buffer (VBO)
3997void rlDisableVertexBuffer(void)
3998{
3999#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
4000    glBindBuffer(GL_ARRAY_BUFFER, 0);
4001#endif
4002}
4003
4004// Enable vertex buffer element (VBO element)
4005void rlEnableVertexBufferElement(unsigned int id)
4006{
4007#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
4008    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, id);
4009#endif
4010}
4011
4012// Disable vertex buffer element (VBO element)
4013void rlDisableVertexBufferElement(void)
4014{
4015#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
4016    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
4017#endif
4018}
4019
4020// Update vertex buffer with new data
4021// NOTE: dataSize and offset must be provided in bytes
4022void rlUpdateVertexBuffer(unsigned int id, const void *data, int dataSize, int offset)
4023{
4024#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
4025    glBindBuffer(GL_ARRAY_BUFFER, id);
4026    glBufferSubData(GL_ARRAY_BUFFER, offset, dataSize, data);
4027#endif
4028}
4029
4030// Update vertex buffer elements with new data
4031// NOTE: dataSize and offset must be provided in bytes
4032void rlUpdateVertexBufferElements(unsigned int id, const void *data, int dataSize, int offset)
4033{
4034#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
4035    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, id);
4036    glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, offset, dataSize, data);
4037#endif
4038}
4039
4040// Enable vertex array object (VAO)
4041bool rlEnableVertexArray(unsigned int vaoId)
4042{
4043    bool result = false;
4044#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
4045    if (RLGL.ExtSupported.vao)
4046    {
4047        glBindVertexArray(vaoId);
4048        result = true;
4049    }
4050#endif
4051    return result;
4052}
4053
4054// Disable vertex array object (VAO)
4055void rlDisableVertexArray(void)
4056{
4057#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
4058    if (RLGL.ExtSupported.vao) glBindVertexArray(0);
4059#endif
4060}
4061
4062// Enable vertex attribute index
4063void rlEnableVertexAttribute(unsigned int index)
4064{
4065#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
4066    glEnableVertexAttribArray(index);
4067#endif
4068}
4069
4070// Disable vertex attribute index
4071void rlDisableVertexAttribute(unsigned int index)
4072{
4073#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
4074    glDisableVertexAttribArray(index);
4075#endif
4076}
4077
4078// Draw vertex array
4079void rlDrawVertexArray(int offset, int count)
4080{
4081    glDrawArrays(GL_TRIANGLES, offset, count);
4082}
4083
4084// Draw vertex array elements
4085void rlDrawVertexArrayElements(int offset, int count, const void *buffer)
4086{
4087    // NOTE: Added pointer math separately from function to avoid UBSAN complaining
4088    unsigned short *bufferPtr = (unsigned short *)buffer;
4089    if (offset > 0) bufferPtr += offset;
4090
4091    glDrawElements(GL_TRIANGLES, count, GL_UNSIGNED_SHORT, (const unsigned short *)bufferPtr);
4092}
4093
4094// Draw vertex array instanced
4095void rlDrawVertexArrayInstanced(int offset, int count, int instances)
4096{
4097#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
4098    glDrawArraysInstanced(GL_TRIANGLES, offset, count, instances);
4099#endif
4100}
4101
4102// Draw vertex array elements instanced
4103void rlDrawVertexArrayElementsInstanced(int offset, int count, const void *buffer, int instances)
4104{
4105#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
4106    // NOTE: Added pointer math separately from function to avoid UBSAN complaining
4107    unsigned short *bufferPtr = (unsigned short *)buffer;
4108    if (offset > 0) bufferPtr += offset;
4109
4110    glDrawElementsInstanced(GL_TRIANGLES, count, GL_UNSIGNED_SHORT, (const unsigned short *)bufferPtr, instances);
4111#endif
4112}
4113
4114// Enable vertex state pointer
4115void rlEnableStatePointer(int vertexAttribType, void *buffer)
4116{
4117#if defined(GRAPHICS_API_OPENGL_11)
4118    if (buffer != NULL) glEnableClientState(vertexAttribType);
4119    switch (vertexAttribType)
4120    {
4121        case GL_VERTEX_ARRAY: glVertexPointer(3, GL_FLOAT, 0, buffer); break;
4122        case GL_TEXTURE_COORD_ARRAY: glTexCoordPointer(2, GL_FLOAT, 0, buffer); break;
4123        case GL_NORMAL_ARRAY: if (buffer != NULL) glNormalPointer(GL_FLOAT, 0, buffer); break;
4124        case GL_COLOR_ARRAY: if (buffer != NULL) glColorPointer(4, GL_UNSIGNED_BYTE, 0, buffer); break;
4125        //case GL_INDEX_ARRAY: if (buffer != NULL) glIndexPointer(GL_SHORT, 0, buffer); break; // Indexed colors
4126        default: break;
4127    }
4128#endif
4129}
4130
4131// Disable vertex state pointer
4132void rlDisableStatePointer(int vertexAttribType)
4133{
4134#if defined(GRAPHICS_API_OPENGL_11)
4135    glDisableClientState(vertexAttribType);
4136#endif
4137}
4138
4139// Load vertex array object (VAO)
4140unsigned int rlLoadVertexArray(void)
4141{
4142    unsigned int vaoId = 0;
4143    if (!isGpuReady) { TRACELOG(RL_LOG_WARNING, "GL: GPU is not ready to load data, trying to load before InitWindow()?"); return vaoId; }
4144
4145#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
4146    if (RLGL.ExtSupported.vao) glGenVertexArrays(1, &vaoId);
4147#endif
4148
4149    return vaoId;
4150}
4151
4152// Set vertex attribute
4153void rlSetVertexAttribute(unsigned int index, int compSize, int type, bool normalized, int stride, int offset)
4154{
4155#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
4156    // NOTE: Data type could be: GL_BYTE, GL_UNSIGNED_BYTE, GL_SHORT, GL_UNSIGNED_SHORT, GL_INT, GL_UNSIGNED_INT
4157    // Additional types (depends on OpenGL version or extensions):
4158    //  - GL_HALF_FLOAT, GL_FLOAT, GL_DOUBLE, GL_FIXED,
4159    //  - GL_INT_2_10_10_10_REV, GL_UNSIGNED_INT_2_10_10_10_REV, GL_UNSIGNED_INT_10F_11F_11F_REV
4160
4161    size_t offsetNative = offset;
4162    glVertexAttribPointer(index, compSize, type, normalized, stride, (void *)offsetNative);
4163#endif
4164}
4165
4166// Set vertex attribute divisor
4167void rlSetVertexAttributeDivisor(unsigned int index, int divisor)
4168{
4169#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
4170    glVertexAttribDivisor(index, divisor);
4171#endif
4172}
4173
4174// Unload vertex array object (VAO)
4175void rlUnloadVertexArray(unsigned int vaoId)
4176{
4177#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
4178    if (RLGL.ExtSupported.vao)
4179    {
4180        glBindVertexArray(0);
4181        glDeleteVertexArrays(1, &vaoId);
4182        TRACELOG(RL_LOG_INFO, "VAO: [ID %i] Unloaded vertex array data from VRAM (GPU)", vaoId);
4183    }
4184#endif
4185}
4186
4187// Unload vertex buffer (VBO)
4188void rlUnloadVertexBuffer(unsigned int vboId)
4189{
4190#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
4191    glDeleteBuffers(1, &vboId);
4192    //TRACELOG(RL_LOG_INFO, "VBO: Unloaded vertex data from VRAM (GPU)");
4193#endif
4194}
4195
4196// Shaders management
4197//-----------------------------------------------------------------------------------------------
4198// Load (compile) shader and return shader id
4199unsigned int rlLoadShader(const char *code, int type)
4200{
4201    unsigned int shaderId = 0;
4202
4203#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
4204    shaderId = glCreateShader(type);
4205    glShaderSource(shaderId, 1, &code, NULL);
4206
4207    GLint success = 0;
4208    glCompileShader(shaderId);
4209    glGetShaderiv(shaderId, GL_COMPILE_STATUS, &success);
4210
4211    if (success == GL_FALSE)
4212    {
4213        switch (type)
4214        {
4215            case GL_VERTEX_SHADER: TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Failed to compile vertex shader code", shaderId); break;
4216            case GL_FRAGMENT_SHADER: TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Failed to compile fragment shader code", shaderId); break;
4217            //case GL_GEOMETRY_SHADER:
4218        #if defined(GRAPHICS_API_OPENGL_43)
4219            case GL_COMPUTE_SHADER: TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Failed to compile compute shader code", shaderId); break;
4220        #elif defined(GRAPHICS_API_OPENGL_33)
4221            case GL_COMPUTE_SHADER: TRACELOG(RL_LOG_WARNING, "SHADER: Compute shaders not enabled. Define GRAPHICS_API_OPENGL_43", shaderId); break;
4222        #endif
4223            default: break;
4224        }
4225
4226        int maxLength = 0;
4227        glGetShaderiv(shaderId, GL_INFO_LOG_LENGTH, &maxLength);
4228
4229        if (maxLength > 0)
4230        {
4231            int length = 0;
4232            char *log = (char *)RL_CALLOC(maxLength, sizeof(char));
4233            glGetShaderInfoLog(shaderId, maxLength, &length, log);
4234            TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Compile error: %s", shaderId, log);
4235            RL_FREE(log);
4236        }
4237
4238        // Unload object allocated by glCreateShader(),
4239        // despite failing in the compilation process
4240        glDeleteShader(shaderId);
4241        shaderId = 0;
4242    }
4243    else
4244    {
4245        switch (type)
4246        {
4247            case GL_VERTEX_SHADER: TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Vertex shader compiled successfully", shaderId); break;
4248            case GL_FRAGMENT_SHADER: TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Fragment shader compiled successfully", shaderId); break;
4249            //case GL_GEOMETRY_SHADER:
4250        #if defined(GRAPHICS_API_OPENGL_43)
4251            case GL_COMPUTE_SHADER: TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Compute shader compiled successfully", shaderId); break;
4252        #elif defined(GRAPHICS_API_OPENGL_33)
4253            case GL_COMPUTE_SHADER: TRACELOG(RL_LOG_WARNING, "SHADER: Compute shaders not enabled. Define GRAPHICS_API_OPENGL_43", shaderId); break;
4254        #endif
4255            default: break;
4256        }
4257    }
4258#endif
4259
4260    return shaderId;
4261}
4262
4263// Load shader program from code strings
4264// NOTE: If shader string is NULL, using default vertex/fragment shaders
4265unsigned int rlLoadShaderProgram(const char *vsCode, const char *fsCode)
4266{
4267    unsigned int id = 0; // Shader program id
4268    if (!isGpuReady) { TRACELOG(RL_LOG_WARNING, "GL: GPU is not ready to load data, trying to load before InitWindow()?"); return id; }
4269
4270#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
4271    unsigned int vertexShaderId = 0;
4272    unsigned int fragmentShaderId = 0;
4273
4274    // Compile vertex shader (if provided)
4275    // NOTE: If not vertex shader is provided, use default one
4276    if (vsCode != NULL) vertexShaderId = rlLoadShader(vsCode, GL_VERTEX_SHADER);
4277    else vertexShaderId = RLGL.State.defaultVShaderId;
4278
4279    // Compile fragment shader (if provided)
4280    // NOTE: If not vertex shader is provided, use default one
4281    if (fsCode != NULL) fragmentShaderId = rlLoadShader(fsCode, GL_FRAGMENT_SHADER);
4282    else fragmentShaderId = RLGL.State.defaultFShaderId;
4283
4284    // In case vertex and fragment shader are the default ones, no need to recompile, assign the default shader program id
4285    if ((vertexShaderId == RLGL.State.defaultVShaderId) && (fragmentShaderId == RLGL.State.defaultFShaderId)) id = RLGL.State.defaultShaderId;
4286    else if ((vertexShaderId > 0) && (fragmentShaderId > 0))
4287    {
4288        // One of or both shader are new, a new shader program needs to be compiled
4289        id = rlLoadShaderProgramEx(vertexShaderId, fragmentShaderId);
4290
4291        // Detaching and deleting vertex/fragment shaders (if not default ones)
4292        // WARNING: Detach shader before deletion to make sure memory is freed
4293        if (vertexShaderId != RLGL.State.defaultVShaderId)
4294        {
4295            // WARNING: Shader program linkage could fail and returned id is 0
4296            if (id > 0) glDetachShader(id, vertexShaderId);
4297            glDeleteShader(vertexShaderId);
4298        }
4299        if (fragmentShaderId != RLGL.State.defaultFShaderId)
4300        {
4301            // WARNING: Shader program linkage could fail and returned id is 0
4302            if (id > 0) glDetachShader(id, fragmentShaderId);
4303            glDeleteShader(fragmentShaderId);
4304        }
4305
4306        // In case shader program loading failed, assign default shader
4307        if (id == 0)
4308        {
4309            // In case shader loading fails, reassigning default shader
4310            TRACELOG(RL_LOG_WARNING, "SHADER: Failed to load custom shader code, using default shader");
4311            id = RLGL.State.defaultShaderId;
4312        }
4313        /*
4314        else
4315        {
4316            // Get available shader uniforms
4317            // NOTE: This information is useful for debug...
4318            int uniformCount = -1;
4319            glGetProgramiv(id, GL_ACTIVE_UNIFORMS, &uniformCount);
4320
4321            for (int i = 0; i < uniformCount; i++)
4322            {
4323                int namelen = -1;
4324                int num = -1;
4325                char name[256] = { 0 };     // Assume no variable names longer than 256
4326                GLenum type = GL_ZERO;
4327
4328                // Get the name of the uniforms
4329                glGetActiveUniform(id, i, sizeof(name) - 1, &namelen, &num, &type, name);
4330
4331                name[namelen] = 0;
4332                TRACELOG(RL_LOG_DEBUG, "SHADER: [ID %i] Active uniform (%s) set at location: %i", id, name, glGetUniformLocation(id, name));
4333            }
4334        }
4335        */
4336    }
4337#endif
4338
4339    return id;
4340}
4341
4342// Load shader program from already loaded shader ids
4343unsigned int rlLoadShaderProgramEx(unsigned int vsId, unsigned int fsId)
4344{
4345    unsigned int programId = 0;
4346    if (!isGpuReady) { TRACELOG(RL_LOG_WARNING, "GL: GPU is not ready to load data, trying to load before InitWindow()?"); return programId; }
4347
4348#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
4349    GLint success = 0;
4350    programId = glCreateProgram();
4351
4352    glAttachShader(programId, vsId);
4353    glAttachShader(programId, fsId);
4354
4355    // Default attribute shader locations must be bound before linking
4356    // NOTE: There is no problem with binding a generic attribute index to an attribute variable name
4357    // that is never used; if some attrib name is no found on the shader, it locations becomes -1
4358    glBindAttribLocation(programId, RL_DEFAULT_SHADER_ATTRIB_LOCATION_POSITION, RL_DEFAULT_SHADER_ATTRIB_NAME_POSITION);
4359    glBindAttribLocation(programId, RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD, RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD);
4360    glBindAttribLocation(programId, RL_DEFAULT_SHADER_ATTRIB_LOCATION_NORMAL, RL_DEFAULT_SHADER_ATTRIB_NAME_NORMAL);
4361    glBindAttribLocation(programId, RL_DEFAULT_SHADER_ATTRIB_LOCATION_COLOR, RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR);
4362    glBindAttribLocation(programId, RL_DEFAULT_SHADER_ATTRIB_LOCATION_TANGENT, RL_DEFAULT_SHADER_ATTRIB_NAME_TANGENT);
4363    glBindAttribLocation(programId, RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD2, RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2);
4364    glBindAttribLocation(programId, RL_DEFAULT_SHADER_ATTRIB_LOCATION_INSTANCETRANSFORM, RL_DEFAULT_SHADER_ATTRIB_NAME_INSTANCETRANSFORM);
4365    glBindAttribLocation(programId, RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEINDICES, RL_DEFAULT_SHADER_ATTRIB_NAME_BONEINDICES);
4366    glBindAttribLocation(programId, RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEWEIGHTS, RL_DEFAULT_SHADER_ATTRIB_NAME_BONEWEIGHTS);
4367
4368    glLinkProgram(programId);
4369
4370    // NOTE: All uniform variables are intitialised to 0 when a program links
4371
4372    glGetProgramiv(programId, GL_LINK_STATUS, &success);
4373
4374    if (success == GL_FALSE)
4375    {
4376        TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Failed to link shader program", programId);
4377
4378        int maxLength = 0;
4379        glGetProgramiv(programId, GL_INFO_LOG_LENGTH, &maxLength);
4380
4381        if (maxLength > 0)
4382        {
4383            int length = 0;
4384            char *log = (char *)RL_CALLOC(maxLength, sizeof(char));
4385            glGetProgramInfoLog(programId, maxLength, &length, log);
4386            TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Link error: %s", programId, log);
4387            RL_FREE(log);
4388        }
4389
4390        glDeleteProgram(programId);
4391
4392        programId = 0;
4393    }
4394    else
4395    {
4396        // Get the size of compiled shader program (not available on OpenGL ES 2.0)
4397        // NOTE: If GL_LINK_STATUS is GL_FALSE, program binary length is zero
4398        //GLint binarySize = 0;
4399        //glGetProgramiv(id, GL_PROGRAM_BINARY_LENGTH, &binarySize);
4400
4401        TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Program shader loaded successfully", programId);
4402    }
4403#endif
4404    return programId;
4405}
4406
4407// Load compute shader program
4408unsigned int rlLoadShaderProgramCompute(unsigned int csId)
4409{
4410    unsigned int programId = 0;
4411
4412#if defined(GRAPHICS_API_OPENGL_43)
4413    GLint success = 0;
4414    programId = glCreateProgram();
4415
4416    glAttachShader(programId, csId);
4417
4418    glLinkProgram(programId);
4419
4420    // NOTE: All uniform variables are intitialised to 0 when a program links
4421
4422    glGetProgramiv(programId, GL_LINK_STATUS, &success);
4423
4424    if (success == GL_FALSE)
4425    {
4426        TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Failed to link compute shader program", programId);
4427
4428        int maxLength = 0;
4429        glGetProgramiv(programId, GL_INFO_LOG_LENGTH, &maxLength);
4430
4431        if (maxLength > 0)
4432        {
4433            int length = 0;
4434            char *log = (char *)RL_CALLOC(maxLength, sizeof(char));
4435            glGetProgramInfoLog(programId, maxLength, &length, log);
4436            TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Link error: %s", programId, log);
4437            RL_FREE(log);
4438        }
4439
4440        glDeleteProgram(programId);
4441
4442        programId = 0;
4443    }
4444    else
4445    {
4446        // Get the size of compiled shader program (not available on OpenGL ES 2.0)
4447        // NOTE: If GL_LINK_STATUS is GL_FALSE, program binary length is zero
4448        //GLint binarySize = 0;
4449        //glGetProgramiv(id, GL_PROGRAM_BINARY_LENGTH, &binarySize);
4450
4451        TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Compute shader program loaded successfully", programId);
4452    }
4453#else
4454    TRACELOG(RL_LOG_WARNING, "SHADER: Compute shaders not supported, enable GRAPHICS_API_OPENGL_43");
4455#endif
4456
4457    return programId;
4458}
4459
4460// Delete shader
4461void rlUnloadShader(unsigned int id)
4462{
4463#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
4464    glDeleteShader(id);
4465
4466    TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Unloaded shader data from VRAM (GPU)", id);
4467#endif
4468}
4469
4470// Unload shader program
4471void rlUnloadShaderProgram(unsigned int id)
4472{
4473#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
4474    glDeleteProgram(id);
4475
4476    TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Unloaded shader program data from VRAM (GPU)", id);
4477#endif
4478}
4479
4480// Get shader location uniform
4481// NOTE: First parameter refers to shader program id
4482int rlGetLocationUniform(unsigned int id, const char *uniformName)
4483{
4484    int location = -1;
4485#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
4486    location = glGetUniformLocation(id, uniformName);
4487
4488    //if (location == -1) TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Failed to find shader uniform: %s", shaderId, uniformName);
4489    //else TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Shader uniform (%s) set at location: %i", shaderId, uniformName, location);
4490#endif
4491    return location;
4492}
4493
4494// Get shader location attribute
4495// NOTE: First parameter refers to shader program id
4496int rlGetLocationAttrib(unsigned int id, const char *attribName)
4497{
4498    int location = -1;
4499#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
4500    location = glGetAttribLocation(id, attribName);
4501
4502    //if (location == -1) TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Failed to find shader attribute: %s", shaderId, attribName);
4503    //else TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Shader attribute (%s) set at location: %i", shaderId, attribName, location);
4504#endif
4505    return location;
4506}
4507
4508// Set shader value uniform
4509void rlSetUniform(int locIndex, const void *value, int uniformType, int count)
4510{
4511#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
4512    switch (uniformType)
4513    {
4514        case RL_SHADER_UNIFORM_FLOAT: glUniform1fv(locIndex, count, (float *)value); break;
4515        case RL_SHADER_UNIFORM_VEC2: glUniform2fv(locIndex, count, (float *)value); break;
4516        case RL_SHADER_UNIFORM_VEC3: glUniform3fv(locIndex, count, (float *)value); break;
4517        case RL_SHADER_UNIFORM_VEC4: glUniform4fv(locIndex, count, (float *)value); break;
4518        case RL_SHADER_UNIFORM_INT: glUniform1iv(locIndex, count, (int *)value); break;
4519        case RL_SHADER_UNIFORM_IVEC2: glUniform2iv(locIndex, count, (int *)value); break;
4520        case RL_SHADER_UNIFORM_IVEC3: glUniform3iv(locIndex, count, (int *)value); break;
4521        case RL_SHADER_UNIFORM_IVEC4: glUniform4iv(locIndex, count, (int *)value); break;
4522    #if !defined(GRAPHICS_API_OPENGL_ES2)
4523        case RL_SHADER_UNIFORM_UINT: glUniform1uiv(locIndex, count, (unsigned int *)value); break;
4524        case RL_SHADER_UNIFORM_UIVEC2: glUniform2uiv(locIndex, count, (unsigned int *)value); break;
4525        case RL_SHADER_UNIFORM_UIVEC3: glUniform3uiv(locIndex, count, (unsigned int *)value); break;
4526        case RL_SHADER_UNIFORM_UIVEC4: glUniform4uiv(locIndex, count, (unsigned int *)value); break;
4527    #endif
4528        case RL_SHADER_UNIFORM_SAMPLER2D: glUniform1iv(locIndex, count, (int *)value); break;
4529        default: TRACELOG(RL_LOG_WARNING, "SHADER: Failed to set uniform value, data type not recognized");
4530    }
4531#endif
4532}
4533
4534// Set shader value attribute
4535void rlSetVertexAttributeDefault(int locIndex, const void *value, int attribType, int count)
4536{
4537#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
4538    switch (attribType)
4539    {
4540        case RL_SHADER_ATTRIB_FLOAT: if (count == 1) glVertexAttrib1fv(locIndex, (float *)value); break;
4541        case RL_SHADER_ATTRIB_VEC2: if (count == 2) glVertexAttrib2fv(locIndex, (float *)value); break;
4542        case RL_SHADER_ATTRIB_VEC3: if (count == 3) glVertexAttrib3fv(locIndex, (float *)value); break;
4543        case RL_SHADER_ATTRIB_VEC4: if (count == 4) glVertexAttrib4fv(locIndex, (float *)value); break;
4544        default: TRACELOG(RL_LOG_WARNING, "SHADER: Failed to set attrib default value, data type not recognized");
4545    }
4546#endif
4547}
4548
4549// Set shader value uniform matrix
4550void rlSetUniformMatrix(int locIndex, Matrix mat)
4551{
4552#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
4553    glUniformMatrix4fv(locIndex, 1, false, rlMatrixToFloat(mat));
4554#endif
4555}
4556
4557// Set shader value uniform matrix
4558void rlSetUniformMatrices(int locIndex, const Matrix *matrices, int count)
4559{
4560#if defined(GRAPHICS_API_OPENGL_33)
4561    glUniformMatrix4fv(locIndex, count, true, (const float *)matrices);
4562#elif defined(GRAPHICS_API_OPENGL_ES2)
4563    // WARNING: WebGL does not support Matrix transpose ("true" parameter)
4564    // REF: https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/uniformMatrix
4565    glUniformMatrix4fv(locIndex, count, false, (const float *)matrices);
4566#endif
4567}
4568
4569// Set shader value uniform sampler
4570void rlSetUniformSampler(int locIndex, unsigned int textureId)
4571{
4572#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
4573    // Check if texture is already active
4574    for (int i = 0; i < RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS; i++)
4575    {
4576        if (RLGL.State.activeTextureId[i] == textureId)
4577        {
4578            glUniform1i(locIndex, 1 + i);
4579            return;
4580        }
4581    }
4582
4583    // Register a new active texture for the internal batch system
4584    // NOTE: Default texture is always activated as GL_TEXTURE0
4585    for (int i = 0; i < RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS; i++)
4586    {
4587        if (RLGL.State.activeTextureId[i] == 0)
4588        {
4589            glUniform1i(locIndex, 1 + i);              // Activate new texture unit
4590            RLGL.State.activeTextureId[i] = textureId; // Save texture id for binding on drawing
4591            break;
4592        }
4593    }
4594#endif
4595}
4596
4597// Set shader currently active (id and locations)
4598void rlSetShader(unsigned int id, int *locs)
4599{
4600#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
4601    if (RLGL.State.currentShaderId != id)
4602    {
4603        rlDrawRenderBatch(RLGL.currentBatch);
4604        RLGL.State.currentShaderId = id;
4605        RLGL.State.currentShaderLocs = locs;
4606    }
4607#endif
4608}
4609
4610// Dispatch compute shader (equivalent to *draw* for graphics pilepine)
4611void rlComputeShaderDispatch(unsigned int groupX, unsigned int groupY, unsigned int groupZ)
4612{
4613#if defined(GRAPHICS_API_OPENGL_43)
4614    glDispatchCompute(groupX, groupY, groupZ);
4615#endif
4616}
4617
4618// Load shader storage buffer object (SSBO)
4619unsigned int rlLoadShaderBuffer(unsigned int size, const void *data, int usageHint)
4620{
4621    unsigned int ssbo = 0;
4622
4623#if defined(GRAPHICS_API_OPENGL_43)
4624    glGenBuffers(1, &ssbo);
4625    glBindBuffer(GL_SHADER_STORAGE_BUFFER, ssbo);
4626    glBufferData(GL_SHADER_STORAGE_BUFFER, size, data, usageHint? usageHint : RL_STREAM_COPY);
4627    if (data == NULL) glClearBufferData(GL_SHADER_STORAGE_BUFFER, GL_R8UI, GL_RED_INTEGER, GL_UNSIGNED_BYTE, NULL);    // Clear buffer data to 0
4628    glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
4629#else
4630    TRACELOG(RL_LOG_WARNING, "SSBO: SSBO not enabled. Define GRAPHICS_API_OPENGL_43");
4631#endif
4632
4633    return ssbo;
4634}
4635
4636// Unload shader storage buffer object (SSBO)
4637void rlUnloadShaderBuffer(unsigned int ssboId)
4638{
4639#if defined(GRAPHICS_API_OPENGL_43)
4640    glDeleteBuffers(1, &ssboId);
4641#else
4642    TRACELOG(RL_LOG_WARNING, "SSBO: SSBO not enabled. Define GRAPHICS_API_OPENGL_43");
4643#endif
4644}
4645
4646// Update SSBO buffer data
4647void rlUpdateShaderBuffer(unsigned int id, const void *data, unsigned int dataSize, unsigned int offset)
4648{
4649#if defined(GRAPHICS_API_OPENGL_43)
4650    glBindBuffer(GL_SHADER_STORAGE_BUFFER, id);
4651    glBufferSubData(GL_SHADER_STORAGE_BUFFER, offset, dataSize, data);
4652#endif
4653}
4654
4655// Get SSBO buffer size
4656unsigned int rlGetShaderBufferSize(unsigned int id)
4657{
4658    unsigned int result = 0;
4659#if defined(GRAPHICS_API_OPENGL_43)
4660    GLint64 size = 0;
4661    glBindBuffer(GL_SHADER_STORAGE_BUFFER, id);
4662    glGetBufferParameteri64v(GL_SHADER_STORAGE_BUFFER, GL_BUFFER_SIZE, &size);
4663    if (size > 0) result = (unsigned int)size;
4664#endif
4665    return result;
4666}
4667
4668// Read SSBO buffer data (GPU->CPU)
4669void rlReadShaderBuffer(unsigned int id, void *dest, unsigned int count, unsigned int offset)
4670{
4671#if defined(GRAPHICS_API_OPENGL_43)
4672    glBindBuffer(GL_SHADER_STORAGE_BUFFER, id);
4673    glGetBufferSubData(GL_SHADER_STORAGE_BUFFER, offset, count, dest);
4674#endif
4675}
4676
4677// Bind SSBO buffer
4678void rlBindShaderBuffer(unsigned int id, unsigned int index)
4679{
4680#if defined(GRAPHICS_API_OPENGL_43)
4681    glBindBufferBase(GL_SHADER_STORAGE_BUFFER, index, id);
4682#endif
4683}
4684
4685// Copy SSBO buffer data
4686void rlCopyShaderBuffer(unsigned int destId, unsigned int srcId, unsigned int destOffset, unsigned int srcOffset, unsigned int count)
4687{
4688#if defined(GRAPHICS_API_OPENGL_43)
4689    glBindBuffer(GL_COPY_READ_BUFFER, srcId);
4690    glBindBuffer(GL_COPY_WRITE_BUFFER, destId);
4691    glCopyBufferSubData(GL_COPY_READ_BUFFER, GL_COPY_WRITE_BUFFER, srcOffset, destOffset, count);
4692#endif
4693}
4694
4695// Bind image texture
4696void rlBindImageTexture(unsigned int id, unsigned int index, int format, bool readonly)
4697{
4698#if defined(GRAPHICS_API_OPENGL_43)
4699    unsigned int glInternalFormat = 0, glFormat = 0, glType = 0;
4700
4701    rlGetGlTextureFormats(format, &glInternalFormat, &glFormat, &glType);
4702    glBindImageTexture(index, id, 0, 0, 0, readonly? GL_READ_ONLY : GL_READ_WRITE, glInternalFormat);
4703#else
4704    TRACELOG(RL_LOG_WARNING, "TEXTURE: Image texture binding not enabled. Define GRAPHICS_API_OPENGL_43");
4705#endif
4706}
4707
4708// Matrix state management
4709//-----------------------------------------------------------------------------------------
4710// Get internal modelview matrix
4711Matrix rlGetMatrixModelview(void)
4712{
4713    Matrix matrix = rlMatrixIdentity();
4714#if defined(GRAPHICS_API_OPENGL_11)
4715    float mat[16];
4716    glGetFloatv(GL_MODELVIEW_MATRIX, mat);
4717    matrix.m0 = mat[0];
4718    matrix.m1 = mat[1];
4719    matrix.m2 = mat[2];
4720    matrix.m3 = mat[3];
4721    matrix.m4 = mat[4];
4722    matrix.m5 = mat[5];
4723    matrix.m6 = mat[6];
4724    matrix.m7 = mat[7];
4725    matrix.m8 = mat[8];
4726    matrix.m9 = mat[9];
4727    matrix.m10 = mat[10];
4728    matrix.m11 = mat[11];
4729    matrix.m12 = mat[12];
4730    matrix.m13 = mat[13];
4731    matrix.m14 = mat[14];
4732    matrix.m15 = mat[15];
4733#else
4734    matrix = RLGL.State.modelview;
4735#endif
4736    return matrix;
4737}
4738
4739// Get internal projection matrix
4740Matrix rlGetMatrixProjection(void)
4741{
4742#if defined(GRAPHICS_API_OPENGL_11)
4743    float mat[16];
4744    glGetFloatv(GL_PROJECTION_MATRIX,mat);
4745    Matrix m;
4746    m.m0 = mat[0];
4747    m.m1 = mat[1];
4748    m.m2 = mat[2];
4749    m.m3 = mat[3];
4750    m.m4 = mat[4];
4751    m.m5 = mat[5];
4752    m.m6 = mat[6];
4753    m.m7 = mat[7];
4754    m.m8 = mat[8];
4755    m.m9 = mat[9];
4756    m.m10 = mat[10];
4757    m.m11 = mat[11];
4758    m.m12 = mat[12];
4759    m.m13 = mat[13];
4760    m.m14 = mat[14];
4761    m.m15 = mat[15];
4762    return m;
4763#else
4764    return RLGL.State.projection;
4765#endif
4766}
4767
4768// Get internal accumulated transform matrix
4769Matrix rlGetMatrixTransform(void)
4770{
4771    Matrix mat = rlMatrixIdentity();
4772#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
4773    // TODO: Consider possible transform matrices in the RLGL.State.stack
4774    //Matrix matStackTransform = rlMatrixIdentity();
4775    //for (int i = RLGL.State.stackCounter; i > 0; i--) matStackTransform = rlMatrixMultiply(RLGL.State.stack[i], matStackTransform);
4776
4777    mat = RLGL.State.transform;
4778#endif
4779    return mat;
4780}
4781
4782// Get internal projection matrix for stereo render (selected eye)
4783Matrix rlGetMatrixProjectionStereo(int eye)
4784{
4785    Matrix mat = rlMatrixIdentity();
4786#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
4787    mat = RLGL.State.projectionStereo[eye];
4788#endif
4789    return mat;
4790}
4791
4792// Get internal view offset matrix for stereo render (selected eye)
4793Matrix rlGetMatrixViewOffsetStereo(int eye)
4794{
4795    Matrix mat = rlMatrixIdentity();
4796#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
4797    mat = RLGL.State.viewOffsetStereo[eye];
4798#endif
4799    return mat;
4800}
4801
4802// Set a custom modelview matrix (replaces internal modelview matrix)
4803void rlSetMatrixModelview(Matrix view)
4804{
4805#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
4806    RLGL.State.modelview = view;
4807#endif
4808}
4809
4810// Set a custom projection matrix (replaces internal projection matrix)
4811void rlSetMatrixProjection(Matrix projection)
4812{
4813#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
4814    RLGL.State.projection = projection;
4815#endif
4816}
4817
4818// Set eyes projection matrices for stereo rendering
4819void rlSetMatrixProjectionStereo(Matrix right, Matrix left)
4820{
4821#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
4822    RLGL.State.projectionStereo[0] = right;
4823    RLGL.State.projectionStereo[1] = left;
4824#endif
4825}
4826
4827// Set eyes view offsets matrices for stereo rendering
4828void rlSetMatrixViewOffsetStereo(Matrix right, Matrix left)
4829{
4830#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
4831    RLGL.State.viewOffsetStereo[0] = right;
4832    RLGL.State.viewOffsetStereo[1] = left;
4833#endif
4834}
4835
4836// Load and draw a quad in NDC
4837void rlLoadDrawQuad(void)
4838{
4839#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
4840    unsigned int quadVAO = 0;
4841    unsigned int quadVBO = 0;
4842
4843    float vertices[] = {
4844         // Positions         Texcoords
4845        -1.0f,  1.0f, 0.0f,   0.0f, 1.0f,
4846        -1.0f, -1.0f, 0.0f,   0.0f, 0.0f,
4847         1.0f,  1.0f, 0.0f,   1.0f, 1.0f,
4848         1.0f, -1.0f, 0.0f,   1.0f, 0.0f,
4849    };
4850
4851    // Gen VAO to contain VBO
4852    glGenVertexArrays(1, &quadVAO);
4853    glBindVertexArray(quadVAO);
4854
4855    // Gen and fill vertex buffer (VBO)
4856    glGenBuffers(1, &quadVBO);
4857    glBindBuffer(GL_ARRAY_BUFFER, quadVBO);
4858    glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), &vertices, GL_STATIC_DRAW);
4859
4860    // Bind vertex attributes (position, texcoords)
4861    glEnableVertexAttribArray(RL_DEFAULT_SHADER_ATTRIB_LOCATION_POSITION);
4862    glVertexAttribPointer(RL_DEFAULT_SHADER_ATTRIB_LOCATION_POSITION, 3, GL_FLOAT, GL_FALSE, 5*sizeof(float), (void *)0); // Positions
4863    glEnableVertexAttribArray(RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD);
4864    glVertexAttribPointer(RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD, 2, GL_FLOAT, GL_FALSE, 5*sizeof(float), (void *)(3*sizeof(float))); // Texcoords
4865
4866    // Draw quad
4867    glBindVertexArray(quadVAO);
4868    glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
4869    glBindVertexArray(0);
4870
4871    // Delete buffers (VBO and VAO)
4872    glDeleteBuffers(1, &quadVBO);
4873    glDeleteVertexArrays(1, &quadVAO);
4874#endif
4875}
4876
4877// Load and draw a cube in NDC
4878void rlLoadDrawCube(void)
4879{
4880#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
4881    unsigned int cubeVAO = 0;
4882    unsigned int cubeVBO = 0;
4883
4884    float vertices[] = {
4885         // Positions          Normals               Texcoords
4886        -1.0f, -1.0f, -1.0f,   0.0f,  0.0f, -1.0f,   0.0f, 0.0f,
4887         1.0f,  1.0f, -1.0f,   0.0f,  0.0f, -1.0f,   1.0f, 1.0f,
4888         1.0f, -1.0f, -1.0f,   0.0f,  0.0f, -1.0f,   1.0f, 0.0f,
4889         1.0f,  1.0f, -1.0f,   0.0f,  0.0f, -1.0f,   1.0f, 1.0f,
4890        -1.0f, -1.0f, -1.0f,   0.0f,  0.0f, -1.0f,   0.0f, 0.0f,
4891        -1.0f,  1.0f, -1.0f,   0.0f,  0.0f, -1.0f,   0.0f, 1.0f,
4892        -1.0f, -1.0f,  1.0f,   0.0f,  0.0f,  1.0f,   0.0f, 0.0f,
4893         1.0f, -1.0f,  1.0f,   0.0f,  0.0f,  1.0f,   1.0f, 0.0f,
4894         1.0f,  1.0f,  1.0f,   0.0f,  0.0f,  1.0f,   1.0f, 1.0f,
4895         1.0f,  1.0f,  1.0f,   0.0f,  0.0f,  1.0f,   1.0f, 1.0f,
4896        -1.0f,  1.0f,  1.0f,   0.0f,  0.0f,  1.0f,   0.0f, 1.0f,
4897        -1.0f, -1.0f,  1.0f,   0.0f,  0.0f,  1.0f,   0.0f, 0.0f,
4898        -1.0f,  1.0f,  1.0f,  -1.0f,  0.0f,  0.0f,   1.0f, 0.0f,
4899        -1.0f,  1.0f, -1.0f,  -1.0f,  0.0f,  0.0f,   1.0f, 1.0f,
4900        -1.0f, -1.0f, -1.0f,  -1.0f,  0.0f,  0.0f,   0.0f, 1.0f,
4901        -1.0f, -1.0f, -1.0f,  -1.0f,  0.0f,  0.0f,   0.0f, 1.0f,
4902        -1.0f, -1.0f,  1.0f,  -1.0f,  0.0f,  0.0f,   0.0f, 0.0f,
4903        -1.0f,  1.0f,  1.0f,  -1.0f,  0.0f,  0.0f,   1.0f, 0.0f,
4904         1.0f,  1.0f,  1.0f,   1.0f,  0.0f,  0.0f,   1.0f, 0.0f,
4905         1.0f, -1.0f, -1.0f,   1.0f,  0.0f,  0.0f,   0.0f, 1.0f,
4906         1.0f,  1.0f, -1.0f,   1.0f,  0.0f,  0.0f,   1.0f, 1.0f,
4907         1.0f, -1.0f, -1.0f,   1.0f,  0.0f,  0.0f,   0.0f, 1.0f,
4908         1.0f,  1.0f,  1.0f,   1.0f,  0.0f,  0.0f,   1.0f, 0.0f,
4909         1.0f, -1.0f,  1.0f,   1.0f,  0.0f,  0.0f,   0.0f, 0.0f,
4910        -1.0f, -1.0f, -1.0f,   0.0f, -1.0f,  0.0f,   0.0f, 1.0f,
4911         1.0f, -1.0f, -1.0f,   0.0f, -1.0f,  0.0f,   1.0f, 1.0f,
4912         1.0f, -1.0f,  1.0f,   0.0f, -1.0f,  0.0f,   1.0f, 0.0f,
4913         1.0f, -1.0f,  1.0f,   0.0f, -1.0f,  0.0f,   1.0f, 0.0f,
4914        -1.0f, -1.0f,  1.0f,   0.0f, -1.0f,  0.0f,   0.0f, 0.0f,
4915        -1.0f, -1.0f, -1.0f,   0.0f, -1.0f,  0.0f,   0.0f, 1.0f,
4916        -1.0f,  1.0f, -1.0f,   0.0f,  1.0f,  0.0f,   0.0f, 1.0f,
4917         1.0f,  1.0f,  1.0f,   0.0f,  1.0f,  0.0f,   1.0f, 0.0f,
4918         1.0f,  1.0f, -1.0f,   0.0f,  1.0f,  0.0f,   1.0f, 1.0f,
4919         1.0f,  1.0f,  1.0f,   0.0f,  1.0f,  0.0f,   1.0f, 0.0f,
4920        -1.0f,  1.0f, -1.0f,   0.0f,  1.0f,  0.0f,   0.0f, 1.0f,
4921        -1.0f,  1.0f,  1.0f,   0.0f,  1.0f,  0.0f,   0.0f, 0.0f
4922    };
4923
4924    // Gen VAO to contain VBO
4925    glGenVertexArrays(1, &cubeVAO);
4926    glBindVertexArray(cubeVAO);
4927
4928    // Gen and fill vertex buffer (VBO)
4929    glGenBuffers(1, &cubeVBO);
4930    glBindBuffer(GL_ARRAY_BUFFER, cubeVBO);
4931    glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
4932
4933    // Bind vertex attributes (position, normals, texcoords)
4934    glBindVertexArray(cubeVAO);
4935    glEnableVertexAttribArray(RL_DEFAULT_SHADER_ATTRIB_LOCATION_POSITION);
4936    glVertexAttribPointer(RL_DEFAULT_SHADER_ATTRIB_LOCATION_POSITION, 3, GL_FLOAT, GL_FALSE, 8*sizeof(float), (void *)0); // Positions
4937    glEnableVertexAttribArray(RL_DEFAULT_SHADER_ATTRIB_LOCATION_NORMAL);
4938    glVertexAttribPointer(RL_DEFAULT_SHADER_ATTRIB_LOCATION_NORMAL, 3, GL_FLOAT, GL_FALSE, 8*sizeof(float), (void *)(3*sizeof(float))); // Normals
4939    glEnableVertexAttribArray(RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD);
4940    glVertexAttribPointer(RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD, 2, GL_FLOAT, GL_FALSE, 8*sizeof(float), (void *)(6*sizeof(float))); // Texcoords
4941    glBindBuffer(GL_ARRAY_BUFFER, 0);
4942    glBindVertexArray(0);
4943
4944    // Draw cube
4945    glBindVertexArray(cubeVAO);
4946    glDrawArrays(GL_TRIANGLES, 0, 36);
4947    glBindVertexArray(0);
4948
4949    // Delete VBO and VAO
4950    glDeleteBuffers(1, &cubeVBO);
4951    glDeleteVertexArrays(1, &cubeVAO);
4952#endif
4953}
4954
4955// Get name string for pixel format
4956const char *rlGetPixelFormatName(unsigned int format)
4957{
4958    switch (format)
4959    {
4960        case RL_PIXELFORMAT_UNCOMPRESSED_GRAYSCALE: return "GRAYSCALE"; break;         // 8 bit per pixel (no alpha)
4961        case RL_PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA: return "GRAY_ALPHA"; break;       // 8*2 bpp (2 channels)
4962        case RL_PIXELFORMAT_UNCOMPRESSED_R5G6B5: return "R5G6B5"; break;               // 16 bpp
4963        case RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8: return "R8G8B8"; break;               // 24 bpp
4964        case RL_PIXELFORMAT_UNCOMPRESSED_R5G5B5A1: return "R5G5B5A1"; break;           // 16 bpp (1 bit alpha)
4965        case RL_PIXELFORMAT_UNCOMPRESSED_R4G4B4A4: return "R4G4B4A4"; break;           // 16 bpp (4 bit alpha)
4966        case RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8A8: return "R8G8B8A8"; break;           // 32 bpp
4967        case RL_PIXELFORMAT_UNCOMPRESSED_R32: return "R32"; break;                     // 32 bpp (1 channel - float)
4968        case RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32: return "R32G32B32"; break;         // 32*3 bpp (3 channels - float)
4969        case RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32A32: return "R32G32B32A32"; break;   // 32*4 bpp (4 channels - float)
4970        case RL_PIXELFORMAT_UNCOMPRESSED_R16: return "R16"; break;                     // 16 bpp (1 channel - half float)
4971        case RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16: return "R16G16B16"; break;         // 16*3 bpp (3 channels - half float)
4972        case RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16A16: return "R16G16B16A16"; break;   // 16*4 bpp (4 channels - half float)
4973        case RL_PIXELFORMAT_COMPRESSED_DXT1_RGB: return "DXT1_RGB"; break;             // 4 bpp (no alpha)
4974        case RL_PIXELFORMAT_COMPRESSED_DXT1_RGBA: return "DXT1_RGBA"; break;           // 4 bpp (1 bit alpha)
4975        case RL_PIXELFORMAT_COMPRESSED_DXT3_RGBA: return "DXT3_RGBA"; break;           // 8 bpp
4976        case RL_PIXELFORMAT_COMPRESSED_DXT5_RGBA: return "DXT5_RGBA"; break;           // 8 bpp
4977        case RL_PIXELFORMAT_COMPRESSED_ETC1_RGB: return "ETC1_RGB"; break;             // 4 bpp
4978        case RL_PIXELFORMAT_COMPRESSED_ETC2_RGB: return "ETC2_RGB"; break;             // 4 bpp
4979        case RL_PIXELFORMAT_COMPRESSED_ETC2_EAC_RGBA: return "ETC2_RGBA"; break;       // 8 bpp
4980        case RL_PIXELFORMAT_COMPRESSED_PVRT_RGB: return "PVRT_RGB"; break;             // 4 bpp
4981        case RL_PIXELFORMAT_COMPRESSED_PVRT_RGBA: return "PVRT_RGBA"; break;           // 4 bpp
4982        case RL_PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA: return "ASTC_4x4_RGBA"; break;   // 8 bpp
4983        case RL_PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA: return "ASTC_8x8_RGBA"; break;   // 2 bpp
4984        default: return "UNKNOWN"; break;
4985    }
4986}
4987
4988//----------------------------------------------------------------------------------
4989// Module Functions Definition
4990//----------------------------------------------------------------------------------
4991#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
4992// Load default shader (just vertex positioning and texture coloring)
4993// NOTE: This shader program is used for internal buffers
4994// NOTE: Loaded: RLGL.State.defaultShaderId, RLGL.State.defaultShaderLocs
4995static void rlLoadShaderDefault(void)
4996{
4997    RLGL.State.defaultShaderLocs = (int *)RL_CALLOC(RL_MAX_SHADER_LOCATIONS, sizeof(int));
4998
4999    // NOTE: All locations must be reseted to -1 (no location)
5000    for (int i = 0; i < RL_MAX_SHADER_LOCATIONS; i++) RLGL.State.defaultShaderLocs[i] = -1;
5001
5002    // Vertex shader directly defined, no external file required
5003    const char *defaultVShaderCode =
5004#if defined(GRAPHICS_API_OPENGL_21)
5005    "#version 120                       \n"
5006    "attribute vec3 vertexPosition;     \n"
5007    "attribute vec2 vertexTexCoord;     \n"
5008    "attribute vec4 vertexColor;        \n"
5009    "varying vec2 fragTexCoord;         \n"
5010    "varying vec4 fragColor;            \n"
5011#elif defined(GRAPHICS_API_OPENGL_33)
5012    "#version 330                       \n"
5013    "in vec3 vertexPosition;            \n"
5014    "in vec2 vertexTexCoord;            \n"
5015    "in vec4 vertexColor;               \n"
5016    "out vec2 fragTexCoord;             \n"
5017    "out vec4 fragColor;                \n"
5018#endif
5019
5020#if defined(GRAPHICS_API_OPENGL_ES3)
5021    "#version 300 es                    \n"
5022    "precision mediump float;           \n"     // Precision required for OpenGL ES3 (WebGL 2) (on some browsers)
5023    "in vec3 vertexPosition;            \n"
5024    "in vec2 vertexTexCoord;            \n"
5025    "in vec4 vertexColor;               \n"
5026    "out vec2 fragTexCoord;             \n"
5027    "out vec4 fragColor;                \n"
5028#elif defined(GRAPHICS_API_OPENGL_ES2)
5029    "#version 100                       \n"
5030    "precision mediump float;           \n"     // Precision required for OpenGL ES2 (WebGL) (on some browsers)
5031    "attribute vec3 vertexPosition;     \n"
5032    "attribute vec2 vertexTexCoord;     \n"
5033    "attribute vec4 vertexColor;        \n"
5034    "varying vec2 fragTexCoord;         \n"
5035    "varying vec4 fragColor;            \n"
5036#endif
5037
5038    "uniform mat4 mvp;                  \n"
5039    "void main()                        \n"
5040    "{                                  \n"
5041    "    fragTexCoord = vertexTexCoord; \n"
5042    "    fragColor = vertexColor;       \n"
5043    "    gl_Position = mvp*vec4(vertexPosition, 1.0); \n"
5044    "}                                  \n";
5045
5046    // Fragment shader directly defined, no external file required
5047    const char *defaultFShaderCode =
5048#if defined(GRAPHICS_API_OPENGL_21)
5049    "#version 120                       \n"
5050    "varying vec2 fragTexCoord;         \n"
5051    "varying vec4 fragColor;            \n"
5052    "uniform sampler2D texture0;        \n"
5053    "uniform vec4 colDiffuse;           \n"
5054    "void main()                        \n"
5055    "{                                  \n"
5056    "    vec4 texelColor = texture2D(texture0, fragTexCoord); \n"
5057    "    gl_FragColor = texelColor*colDiffuse*fragColor;      \n"
5058    "}                                  \n";
5059#elif defined(GRAPHICS_API_OPENGL_33)
5060    "#version 330       \n"
5061    "in vec2 fragTexCoord;              \n"
5062    "in vec4 fragColor;                 \n"
5063    "out vec4 finalColor;               \n"
5064    "uniform sampler2D texture0;        \n"
5065    "uniform vec4 colDiffuse;           \n"
5066    "void main()                        \n"
5067    "{                                  \n"
5068    "    vec4 texelColor = texture(texture0, fragTexCoord);   \n"
5069    "    finalColor = texelColor*colDiffuse*fragColor;        \n"
5070    "}                                  \n";
5071#endif
5072
5073#if defined(GRAPHICS_API_OPENGL_ES3)
5074    "#version 300 es                    \n"
5075    "precision mediump float;           \n"     // Precision required for OpenGL ES3 (WebGL 2)
5076    "in vec2 fragTexCoord;              \n"
5077    "in vec4 fragColor;                 \n"
5078    "out vec4 finalColor;               \n"
5079    "uniform sampler2D texture0;        \n"
5080    "uniform vec4 colDiffuse;           \n"
5081    "void main()                        \n"
5082    "{                                  \n"
5083    "    vec4 texelColor = texture(texture0, fragTexCoord);   \n"
5084    "    finalColor = texelColor*colDiffuse*fragColor;        \n"
5085    "}                                  \n";
5086#elif defined(GRAPHICS_API_OPENGL_ES2)
5087    "#version 100                       \n"
5088    "precision mediump float;           \n"     // Precision required for OpenGL ES2 (WebGL)
5089    "varying vec2 fragTexCoord;         \n"
5090    "varying vec4 fragColor;            \n"
5091    "uniform sampler2D texture0;        \n"
5092    "uniform vec4 colDiffuse;           \n"
5093    "void main()                        \n"
5094    "{                                  \n"
5095    "    vec4 texelColor = texture2D(texture0, fragTexCoord); \n"
5096    "    gl_FragColor = texelColor*colDiffuse*fragColor;      \n"
5097    "}                                  \n";
5098#endif
5099
5100    // NOTE: Compiled vertex/fragment shaders are not deleted,
5101    // they are kept for re-use as default shaders in case some shader loading fails
5102    RLGL.State.defaultVShaderId = rlLoadShader(defaultVShaderCode, GL_VERTEX_SHADER);     // Compile default vertex shader
5103    RLGL.State.defaultFShaderId = rlLoadShader(defaultFShaderCode, GL_FRAGMENT_SHADER);   // Compile default fragment shader
5104
5105    RLGL.State.defaultShaderId = rlLoadShaderProgramEx(RLGL.State.defaultVShaderId, RLGL.State.defaultFShaderId);
5106
5107    if (RLGL.State.defaultShaderId > 0)
5108    {
5109        TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Default shader loaded successfully", RLGL.State.defaultShaderId);
5110
5111        // Set default shader locations: attributes locations
5112        RLGL.State.defaultShaderLocs[RL_SHADER_LOC_VERTEX_POSITION] = glGetAttribLocation(RLGL.State.defaultShaderId, RL_DEFAULT_SHADER_ATTRIB_NAME_POSITION);
5113        RLGL.State.defaultShaderLocs[RL_SHADER_LOC_VERTEX_TEXCOORD01] = glGetAttribLocation(RLGL.State.defaultShaderId, RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD);
5114        RLGL.State.defaultShaderLocs[RL_SHADER_LOC_VERTEX_COLOR] = glGetAttribLocation(RLGL.State.defaultShaderId, RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR);
5115
5116        // Set default shader locations: uniform locations
5117        RLGL.State.defaultShaderLocs[RL_SHADER_LOC_MATRIX_MVP] = glGetUniformLocation(RLGL.State.defaultShaderId, RL_DEFAULT_SHADER_UNIFORM_NAME_MVP);
5118        RLGL.State.defaultShaderLocs[RL_SHADER_LOC_COLOR_DIFFUSE] = glGetUniformLocation(RLGL.State.defaultShaderId, RL_DEFAULT_SHADER_UNIFORM_NAME_COLOR);
5119        RLGL.State.defaultShaderLocs[RL_SHADER_LOC_MAP_DIFFUSE] = glGetUniformLocation(RLGL.State.defaultShaderId, RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE0);
5120    }
5121    else TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Failed to load default shader", RLGL.State.defaultShaderId);
5122}
5123
5124// Unload default shader
5125// NOTE: Unloads: RLGL.State.defaultShaderId, RLGL.State.defaultShaderLocs
5126static void rlUnloadShaderDefault(void)
5127{
5128    glUseProgram(0);
5129
5130    glDetachShader(RLGL.State.defaultShaderId, RLGL.State.defaultVShaderId);
5131    glDetachShader(RLGL.State.defaultShaderId, RLGL.State.defaultFShaderId);
5132    glDeleteShader(RLGL.State.defaultVShaderId);
5133    glDeleteShader(RLGL.State.defaultFShaderId);
5134
5135    glDeleteProgram(RLGL.State.defaultShaderId);
5136
5137    RL_FREE(RLGL.State.defaultShaderLocs);
5138
5139    TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Default shader unloaded successfully", RLGL.State.defaultShaderId);
5140}
5141
5142#if RLGL_SHOW_GL_DETAILS_INFO
5143// Get compressed format official GL identifier name
5144static const char *rlGetCompressedFormatName(int format)
5145{
5146    switch (format)
5147    {
5148        // GL_EXT_texture_compression_s3tc
5149        case 0x83F0: return "GL_COMPRESSED_RGB_S3TC_DXT1_EXT"; break;
5150        case 0x83F1: return "GL_COMPRESSED_RGBA_S3TC_DXT1_EXT"; break;
5151        case 0x83F2: return "GL_COMPRESSED_RGBA_S3TC_DXT3_EXT"; break;
5152        case 0x83F3: return "GL_COMPRESSED_RGBA_S3TC_DXT5_EXT"; break;
5153        // GL_3DFX_texture_compression_FXT1
5154        case 0x86B0: return "GL_COMPRESSED_RGB_FXT1_3DFX"; break;
5155        case 0x86B1: return "GL_COMPRESSED_RGBA_FXT1_3DFX"; break;
5156        // GL_IMG_texture_compression_pvrtc
5157        case 0x8C00: return "GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG"; break;
5158        case 0x8C01: return "GL_COMPRESSED_RGB_PVRTC_2BPPV1_IMG"; break;
5159        case 0x8C02: return "GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG"; break;
5160        case 0x8C03: return "GL_COMPRESSED_RGBA_PVRTC_2BPPV1_IMG"; break;
5161        // GL_OES_compressed_ETC1_RGB8_texture
5162        case 0x8D64: return "GL_ETC1_RGB8_OES"; break;
5163        // GL_ARB_texture_compression_rgtc
5164        case 0x8DBB: return "GL_COMPRESSED_RED_RGTC1"; break;
5165        case 0x8DBC: return "GL_COMPRESSED_SIGNED_RED_RGTC1"; break;
5166        case 0x8DBD: return "GL_COMPRESSED_RG_RGTC2"; break;
5167        case 0x8DBE: return "GL_COMPRESSED_SIGNED_RG_RGTC2"; break;
5168        // GL_ARB_texture_compression_bptc
5169        case 0x8E8C: return "GL_COMPRESSED_RGBA_BPTC_UNORM_ARB"; break;
5170        case 0x8E8D: return "GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM_ARB"; break;
5171        case 0x8E8E: return "GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT_ARB"; break;
5172        case 0x8E8F: return "GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT_ARB"; break;
5173        // GL_ARB_ES3_compatibility
5174        case 0x9274: return "GL_COMPRESSED_RGB8_ETC2"; break;
5175        case 0x9275: return "GL_COMPRESSED_SRGB8_ETC2"; break;
5176        case 0x9276: return "GL_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2"; break;
5177        case 0x9277: return "GL_COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2"; break;
5178        case 0x9278: return "GL_COMPRESSED_RGBA8_ETC2_EAC"; break;
5179        case 0x9279: return "GL_COMPRESSED_SRGB8_ALPHA8_ETC2_EAC"; break;
5180        case 0x9270: return "GL_COMPRESSED_R11_EAC"; break;
5181        case 0x9271: return "GL_COMPRESSED_SIGNED_R11_EAC"; break;
5182        case 0x9272: return "GL_COMPRESSED_RG11_EAC"; break;
5183        case 0x9273: return "GL_COMPRESSED_SIGNED_RG11_EAC"; break;
5184        // GL_KHR_texture_compression_astc_hdr
5185        case 0x93B0: return "GL_COMPRESSED_RGBA_ASTC_4x4_KHR"; break;
5186        case 0x93B1: return "GL_COMPRESSED_RGBA_ASTC_5x4_KHR"; break;
5187        case 0x93B2: return "GL_COMPRESSED_RGBA_ASTC_5x5_KHR"; break;
5188        case 0x93B3: return "GL_COMPRESSED_RGBA_ASTC_6x5_KHR"; break;
5189        case 0x93B4: return "GL_COMPRESSED_RGBA_ASTC_6x6_KHR"; break;
5190        case 0x93B5: return "GL_COMPRESSED_RGBA_ASTC_8x5_KHR"; break;
5191        case 0x93B6: return "GL_COMPRESSED_RGBA_ASTC_8x6_KHR"; break;
5192        case 0x93B7: return "GL_COMPRESSED_RGBA_ASTC_8x8_KHR"; break;
5193        case 0x93B8: return "GL_COMPRESSED_RGBA_ASTC_10x5_KHR"; break;
5194        case 0x93B9: return "GL_COMPRESSED_RGBA_ASTC_10x6_KHR"; break;
5195        case 0x93BA: return "GL_COMPRESSED_RGBA_ASTC_10x8_KHR"; break;
5196        case 0x93BB: return "GL_COMPRESSED_RGBA_ASTC_10x10_KHR"; break;
5197        case 0x93BC: return "GL_COMPRESSED_RGBA_ASTC_12x10_KHR"; break;
5198        case 0x93BD: return "GL_COMPRESSED_RGBA_ASTC_12x12_KHR"; break;
5199        case 0x93D0: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_4x4_KHR"; break;
5200        case 0x93D1: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x4_KHR"; break;
5201        case 0x93D2: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x5_KHR"; break;
5202        case 0x93D3: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x5_KHR"; break;
5203        case 0x93D4: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x6_KHR"; break;
5204        case 0x93D5: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x5_KHR"; break;
5205        case 0x93D6: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x6_KHR"; break;
5206        case 0x93D7: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x8_KHR"; break;
5207        case 0x93D8: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x5_KHR"; break;
5208        case 0x93D9: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x6_KHR"; break;
5209        case 0x93DA: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x8_KHR"; break;
5210        case 0x93DB: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x10_KHR"; break;
5211        case 0x93DC: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_12x10_KHR"; break;
5212        case 0x93DD: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_12x12_KHR"; break;
5213        default: return "GL_COMPRESSED_UNKNOWN"; break;
5214    }
5215}
5216#endif
5217
5218#endif // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2
5219
5220// Get pixel data size in bytes (image or texture)
5221// NOTE: Size depends on pixel format
5222static int rlGetPixelDataSize(int width, int height, int format)
5223{
5224    int dataSize = 0;       // Size in bytes
5225    int bpp = 0;            // Bits per pixel
5226
5227    switch (format)
5228    {
5229        case RL_PIXELFORMAT_UNCOMPRESSED_GRAYSCALE: bpp = 8; break;
5230        case RL_PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA:
5231        case RL_PIXELFORMAT_UNCOMPRESSED_R5G6B5:
5232        case RL_PIXELFORMAT_UNCOMPRESSED_R5G5B5A1:
5233        case RL_PIXELFORMAT_UNCOMPRESSED_R4G4B4A4: bpp = 16; break;
5234        case RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8A8: bpp = 32; break;
5235        case RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8: bpp = 24; break;
5236        case RL_PIXELFORMAT_UNCOMPRESSED_R32: bpp = 32; break;
5237        case RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32: bpp = 32*3; break;
5238        case RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32A32: bpp = 32*4; break;
5239        case RL_PIXELFORMAT_UNCOMPRESSED_R16: bpp = 16; break;
5240        case RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16: bpp = 16*3; break;
5241        case RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16A16: bpp = 16*4; break;
5242        case RL_PIXELFORMAT_COMPRESSED_DXT1_RGB:
5243        case RL_PIXELFORMAT_COMPRESSED_DXT1_RGBA:
5244        case RL_PIXELFORMAT_COMPRESSED_ETC1_RGB:
5245        case RL_PIXELFORMAT_COMPRESSED_ETC2_RGB:
5246        case RL_PIXELFORMAT_COMPRESSED_PVRT_RGB:
5247        case RL_PIXELFORMAT_COMPRESSED_PVRT_RGBA: // 8 bytes per each 4x4 block
5248        {
5249            int blockWidth = (width + 3)/4;
5250            int blockHeight = (height + 3)/4;
5251            dataSize = blockWidth*blockHeight*8;
5252        } break;
5253        case RL_PIXELFORMAT_COMPRESSED_DXT3_RGBA:
5254        case RL_PIXELFORMAT_COMPRESSED_DXT5_RGBA:
5255        case RL_PIXELFORMAT_COMPRESSED_ETC2_EAC_RGBA:
5256        case RL_PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA: // 16 bytes per each 4x4 block
5257        {
5258            int blockWidth = (width + 3)/4;
5259            int blockHeight = (height + 3)/4;
5260            dataSize = blockWidth*blockHeight*16;
5261        } break;
5262        case RL_PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA: // 4 bytes per each 4x4 block
5263        {
5264            int blockWidth = (width + 3)/4;
5265            int blockHeight = (height + 3)/4;
5266            dataSize = blockWidth*blockHeight*4;
5267        } break;
5268        default: break;
5269    }
5270
5271    // Compute dataSize for uncompressed texture data (no blocks)
5272    if ((format >= RL_PIXELFORMAT_UNCOMPRESSED_GRAYSCALE) &&
5273        (format <= RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16A16))
5274    {
5275        double bytesPerPixel = (double)bpp/8.0;
5276        dataSize = (int)(bytesPerPixel*width*height); // Total data size in bytes
5277    }
5278
5279    return dataSize;
5280}
5281
5282// Auxiliar math functions
5283//-------------------------------------------------------------------------------
5284// Get identity matrix
5285static Matrix rlMatrixIdentity(void)
5286{
5287    Matrix matIdentity = { 0 };
5288    matIdentity.m0 = 1.0f;
5289    matIdentity.m5 = 1.0f;
5290    matIdentity.m10 = 1.0f;
5291    matIdentity.m15 = 1.0f;
5292
5293    return matIdentity;
5294}
5295#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
5296// Get float array of matrix data
5297// Explicit conversion to column-major memory layout
5298static rl_float16 rlMatrixToFloatV(Matrix mat)
5299{
5300    rl_float16 result = { 0 };
5301
5302    result.v[0] = mat.m0;
5303    result.v[1] = mat.m1;
5304    result.v[2] = mat.m2;
5305    result.v[3] = mat.m3;
5306    result.v[4] = mat.m4;
5307    result.v[5] = mat.m5;
5308    result.v[6] = mat.m6;
5309    result.v[7] = mat.m7;
5310    result.v[8] = mat.m8;
5311    result.v[9] = mat.m9;
5312    result.v[10] = mat.m10;
5313    result.v[11] = mat.m11;
5314    result.v[12] = mat.m12;
5315    result.v[13] = mat.m13;
5316    result.v[14] = mat.m14;
5317    result.v[15] = mat.m15;
5318
5319    return result;
5320}
5321
5322// Get two matrix multiplication
5323// NOTE: When multiplying matrices... the order matters!
5324static Matrix rlMatrixMultiply(Matrix left, Matrix right)
5325{
5326    Matrix result = { 0 };
5327
5328    result.m0 = left.m0*right.m0 + left.m1*right.m4 + left.m2*right.m8 + left.m3*right.m12;
5329    result.m1 = left.m0*right.m1 + left.m1*right.m5 + left.m2*right.m9 + left.m3*right.m13;
5330    result.m2 = left.m0*right.m2 + left.m1*right.m6 + left.m2*right.m10 + left.m3*right.m14;
5331    result.m3 = left.m0*right.m3 + left.m1*right.m7 + left.m2*right.m11 + left.m3*right.m15;
5332    result.m4 = left.m4*right.m0 + left.m5*right.m4 + left.m6*right.m8 + left.m7*right.m12;
5333    result.m5 = left.m4*right.m1 + left.m5*right.m5 + left.m6*right.m9 + left.m7*right.m13;
5334    result.m6 = left.m4*right.m2 + left.m5*right.m6 + left.m6*right.m10 + left.m7*right.m14;
5335    result.m7 = left.m4*right.m3 + left.m5*right.m7 + left.m6*right.m11 + left.m7*right.m15;
5336    result.m8 = left.m8*right.m0 + left.m9*right.m4 + left.m10*right.m8 + left.m11*right.m12;
5337    result.m9 = left.m8*right.m1 + left.m9*right.m5 + left.m10*right.m9 + left.m11*right.m13;
5338    result.m10 = left.m8*right.m2 + left.m9*right.m6 + left.m10*right.m10 + left.m11*right.m14;
5339    result.m11 = left.m8*right.m3 + left.m9*right.m7 + left.m10*right.m11 + left.m11*right.m15;
5340    result.m12 = left.m12*right.m0 + left.m13*right.m4 + left.m14*right.m8 + left.m15*right.m12;
5341    result.m13 = left.m12*right.m1 + left.m13*right.m5 + left.m14*right.m9 + left.m15*right.m13;
5342    result.m14 = left.m12*right.m2 + left.m13*right.m6 + left.m14*right.m10 + left.m15*right.m14;
5343    result.m15 = left.m12*right.m3 + left.m13*right.m7 + left.m14*right.m11 + left.m15*right.m15;
5344
5345    return result;
5346}
5347
5348// Transposes provided matrix
5349static Matrix rlMatrixTranspose(Matrix mat)
5350{
5351    Matrix result = { 0 };
5352
5353    result.m0 = mat.m0;
5354    result.m1 = mat.m4;
5355    result.m2 = mat.m8;
5356    result.m3 = mat.m12;
5357    result.m4 = mat.m1;
5358    result.m5 = mat.m5;
5359    result.m6 = mat.m9;
5360    result.m7 = mat.m13;
5361    result.m8 = mat.m2;
5362    result.m9 = mat.m6;
5363    result.m10 = mat.m10;
5364    result.m11 = mat.m14;
5365    result.m12 = mat.m3;
5366    result.m13 = mat.m7;
5367    result.m14 = mat.m11;
5368    result.m15 = mat.m15;
5369
5370    return result;
5371}
5372
5373// Invert provided matrix
5374static Matrix rlMatrixInvert(Matrix mat)
5375{
5376    Matrix result = { 0 };
5377
5378    // Cache the matrix values (speed optimization)
5379    float a00 = mat.m0, a01 = mat.m1, a02 = mat.m2, a03 = mat.m3;
5380    float a10 = mat.m4, a11 = mat.m5, a12 = mat.m6, a13 = mat.m7;
5381    float a20 = mat.m8, a21 = mat.m9, a22 = mat.m10, a23 = mat.m11;
5382    float a30 = mat.m12, a31 = mat.m13, a32 = mat.m14, a33 = mat.m15;
5383
5384    float b00 = a00*a11 - a01*a10;
5385    float b01 = a00*a12 - a02*a10;
5386    float b02 = a00*a13 - a03*a10;
5387    float b03 = a01*a12 - a02*a11;
5388    float b04 = a01*a13 - a03*a11;
5389    float b05 = a02*a13 - a03*a12;
5390    float b06 = a20*a31 - a21*a30;
5391    float b07 = a20*a32 - a22*a30;
5392    float b08 = a20*a33 - a23*a30;
5393    float b09 = a21*a32 - a22*a31;
5394    float b10 = a21*a33 - a23*a31;
5395    float b11 = a22*a33 - a23*a32;
5396
5397    // Calculate the invert determinant (inlined to avoid double-caching)
5398    float invDet = 1.0f/(b00*b11 - b01*b10 + b02*b09 + b03*b08 - b04*b07 + b05*b06);
5399
5400    result.m0 = (a11*b11 - a12*b10 + a13*b09)*invDet;
5401    result.m1 = (-a01*b11 + a02*b10 - a03*b09)*invDet;
5402    result.m2 = (a31*b05 - a32*b04 + a33*b03)*invDet;
5403    result.m3 = (-a21*b05 + a22*b04 - a23*b03)*invDet;
5404    result.m4 = (-a10*b11 + a12*b08 - a13*b07)*invDet;
5405    result.m5 = (a00*b11 - a02*b08 + a03*b07)*invDet;
5406    result.m6 = (-a30*b05 + a32*b02 - a33*b01)*invDet;
5407    result.m7 = (a20*b05 - a22*b02 + a23*b01)*invDet;
5408    result.m8 = (a10*b10 - a11*b08 + a13*b06)*invDet;
5409    result.m9 = (-a00*b10 + a01*b08 - a03*b06)*invDet;
5410    result.m10 = (a30*b04 - a31*b02 + a33*b00)*invDet;
5411    result.m11 = (-a20*b04 + a21*b02 - a23*b00)*invDet;
5412    result.m12 = (-a10*b09 + a11*b07 - a12*b06)*invDet;
5413    result.m13 = (a00*b09 - a01*b07 + a02*b06)*invDet;
5414    result.m14 = (-a30*b03 + a31*b01 - a32*b00)*invDet;
5415    result.m15 = (a20*b03 - a21*b01 + a22*b00)*invDet;
5416
5417    return result;
5418}
5419#endif
5420
5421#endif // RLGL_IMPLEMENTATION