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Diffstat (limited to 'raylib/src/rlgl.h')
-rw-r--r-- | raylib/src/rlgl.h | 4694 |
1 files changed, 4694 insertions, 0 deletions
diff --git a/raylib/src/rlgl.h b/raylib/src/rlgl.h new file mode 100644 index 0000000..8513998 --- /dev/null +++ b/raylib/src/rlgl.h @@ -0,0 +1,4694 @@ +/********************************************************************************************** +* +* rlgl v4.0 - A multi-OpenGL abstraction layer with an immediate-mode style API +* +* An abstraction layer for multiple OpenGL versions (1.1, 2.1, 3.3 Core, 4.3 Core, ES 2.0) +* that provides a pseudo-OpenGL 1.1 immediate-mode style API (rlVertex, rlTranslate, rlRotate...) +* +* When chosing an OpenGL backend different than OpenGL 1.1, some internal buffer are +* initialized on rlglInit() to accumulate vertex data. +* +* When an internal state change is required all the stored vertex data is renderer in batch, +* additioanlly, rlDrawRenderBatchActive() could be called to force flushing of the batch. +* +* Some additional resources are also loaded for convenience, here the complete list: +* - Default batch (RLGL.defaultBatch): RenderBatch system to accumulate vertex data +* - Default texture (RLGL.defaultTextureId): 1x1 white pixel R8G8B8A8 +* - Default shader (RLGL.State.defaultShaderId, RLGL.State.defaultShaderLocs) +* +* Internal buffer (and additional resources) must be manually unloaded calling rlglClose(). +* +* +* CONFIGURATION: +* +* #define GRAPHICS_API_OPENGL_11 +* #define GRAPHICS_API_OPENGL_21 +* #define GRAPHICS_API_OPENGL_33 +* #define GRAPHICS_API_OPENGL_43 +* #define GRAPHICS_API_OPENGL_ES2 +* Use selected OpenGL graphics backend, should be supported by platform +* Those preprocessor defines are only used on rlgl module, if OpenGL version is +* required by any other module, use rlGetVersion() to check it +* +* #define RLGL_IMPLEMENTATION +* Generates the implementation of the library into the included file. +* If not defined, the library is in header only mode and can be included in other headers +* or source files without problems. But only ONE file should hold the implementation. +* +* #define RLGL_RENDER_TEXTURES_HINT +* Enable framebuffer objects (fbo) support (enabled by default) +* Some GPUs could not support them despite the OpenGL version +* +* #define RLGL_SHOW_GL_DETAILS_INFO +* Show OpenGL extensions and capabilities detailed logs on init +* +* #define RLGL_ENABLE_OPENGL_DEBUG_CONTEXT +* Enable debug context (only available on OpenGL 4.3) +* +* rlgl capabilities could be customized just defining some internal +* values before library inclusion (default values listed): +* +* #define RL_DEFAULT_BATCH_BUFFER_ELEMENTS 8192 // Default internal render batch elements limits +* #define RL_DEFAULT_BATCH_BUFFERS 1 // Default number of batch buffers (multi-buffering) +* #define RL_DEFAULT_BATCH_DRAWCALLS 256 // Default number of batch draw calls (by state changes: mode, texture) +* #define RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS 4 // Maximum number of textures units that can be activated on batch drawing (SetShaderValueTexture()) +* +* #define RL_MAX_MATRIX_STACK_SIZE 32 // Maximum size of internal Matrix stack +* #define RL_MAX_SHADER_LOCATIONS 32 // Maximum number of shader locations supported +* #define RL_CULL_DISTANCE_NEAR 0.01 // Default projection matrix near cull distance +* #define RL_CULL_DISTANCE_FAR 1000.0 // Default projection matrix far cull distance +* +* When loading a shader, the following vertex attribute and uniform +* location names are tried to be set automatically: +* +* #define RL_DEFAULT_SHADER_ATTRIB_NAME_POSITION "vertexPosition" // Binded by default to shader location: 0 +* #define RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD "vertexTexCoord" // Binded by default to shader location: 1 +* #define RL_DEFAULT_SHADER_ATTRIB_NAME_NORMAL "vertexNormal" // Binded by default to shader location: 2 +* #define RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR "vertexColor" // Binded by default to shader location: 3 +* #define RL_DEFAULT_SHADER_ATTRIB_NAME_TANGENT "vertexTangent" // Binded by default to shader location: 4 +* #define RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2 "vertexTexCoord2" // Binded by default to shader location: 5 +* #define RL_DEFAULT_SHADER_UNIFORM_NAME_MVP "mvp" // model-view-projection matrix +* #define RL_DEFAULT_SHADER_UNIFORM_NAME_VIEW "matView" // view matrix +* #define RL_DEFAULT_SHADER_UNIFORM_NAME_PROJECTION "matProjection" // projection matrix +* #define RL_DEFAULT_SHADER_UNIFORM_NAME_MODEL "matModel" // model matrix +* #define RL_DEFAULT_SHADER_UNIFORM_NAME_NORMAL "matNormal" // normal matrix (transpose(inverse(matModelView)) +* #define RL_DEFAULT_SHADER_UNIFORM_NAME_COLOR "colDiffuse" // color diffuse (base tint color, multiplied by texture color) +* #define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE0 "texture0" // texture0 (texture slot active 0) +* #define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE1 "texture1" // texture1 (texture slot active 1) +* #define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE2 "texture2" // texture2 (texture slot active 2) +* +* DEPENDENCIES: +* +* - OpenGL libraries (depending on platform and OpenGL version selected) +* - GLAD OpenGL extensions loading library (only for OpenGL 3.3 Core, 4.3 Core) +* +* +* LICENSE: zlib/libpng +* +* Copyright (c) 2014-2022 Ramon Santamaria (@raysan5) +* +* This software is provided "as-is", without any express or implied warranty. In no event +* will the authors be held liable for any damages arising from the use of this software. +* +* Permission is granted to anyone to use this software for any purpose, including commercial +* applications, and to alter it and redistribute it freely, subject to the following restrictions: +* +* 1. The origin of this software must not be misrepresented; you must not claim that you +* wrote the original software. If you use this software in a product, an acknowledgment +* in the product documentation would be appreciated but is not required. +* +* 2. Altered source versions must be plainly marked as such, and must not be misrepresented +* as being the original software. +* +* 3. This notice may not be removed or altered from any source distribution. +* +**********************************************************************************************/ + +#ifndef RLGL_H +#define RLGL_H + +#define RLGL_VERSION "4.0" + +// Function specifiers in case library is build/used as a shared library (Windows) +// NOTE: Microsoft specifiers to tell compiler that symbols are imported/exported from a .dll +#if defined(_WIN32) + #if defined(BUILD_LIBTYPE_SHARED) + #define RLAPI __declspec(dllexport) // We are building the library as a Win32 shared library (.dll) + #elif defined(USE_LIBTYPE_SHARED) + #define RLAPI __declspec(dllimport) // We are using the library as a Win32 shared library (.dll) + #endif +#endif + +// Function specifiers definition +#ifndef RLAPI + #define RLAPI // Functions defined as 'extern' by default (implicit specifiers) +#endif + +// Support TRACELOG macros +#ifndef TRACELOG + #define TRACELOG(level, ...) (void)0 + #define TRACELOGD(...) (void)0 +#endif + +// Allow custom memory allocators +#ifndef RL_MALLOC + #define RL_MALLOC(sz) malloc(sz) +#endif +#ifndef RL_CALLOC + #define RL_CALLOC(n,sz) calloc(n,sz) +#endif +#ifndef RL_REALLOC + #define RL_REALLOC(n,sz) realloc(n,sz) +#endif +#ifndef RL_FREE + #define RL_FREE(p) free(p) +#endif + +// Security check in case no GRAPHICS_API_OPENGL_* defined +#if !defined(GRAPHICS_API_OPENGL_11) && \ + !defined(GRAPHICS_API_OPENGL_21) && \ + !defined(GRAPHICS_API_OPENGL_33) && \ + !defined(GRAPHICS_API_OPENGL_43) && \ + !defined(GRAPHICS_API_OPENGL_ES2) + #define GRAPHICS_API_OPENGL_33 +#endif + +// Security check in case multiple GRAPHICS_API_OPENGL_* defined +#if defined(GRAPHICS_API_OPENGL_11) + #if defined(GRAPHICS_API_OPENGL_21) + #undef GRAPHICS_API_OPENGL_21 + #endif + #if defined(GRAPHICS_API_OPENGL_33) + #undef GRAPHICS_API_OPENGL_33 + #endif + #if defined(GRAPHICS_API_OPENGL_43) + #undef GRAPHICS_API_OPENGL_43 + #endif + #if defined(GRAPHICS_API_OPENGL_ES2) + #undef GRAPHICS_API_OPENGL_ES2 + #endif +#endif + +// OpenGL 2.1 uses most of OpenGL 3.3 Core functionality +// WARNING: Specific parts are checked with #if defines +#if defined(GRAPHICS_API_OPENGL_21) + #define GRAPHICS_API_OPENGL_33 +#endif + +// OpenGL 4.3 uses OpenGL 3.3 Core functionality +#if defined(GRAPHICS_API_OPENGL_43) + #define GRAPHICS_API_OPENGL_33 +#endif + +// Support framebuffer objects by default +// NOTE: Some driver implementation do not support it, despite they should +#define RLGL_RENDER_TEXTURES_HINT + +//---------------------------------------------------------------------------------- +// Defines and Macros +//---------------------------------------------------------------------------------- + +// Default internal render batch elements limits +#ifndef RL_DEFAULT_BATCH_BUFFER_ELEMENTS + #if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33) + // This is the maximum amount of elements (quads) per batch + // NOTE: Be careful with text, every letter maps to a quad + #define RL_DEFAULT_BATCH_BUFFER_ELEMENTS 8192 + #endif + #if defined(GRAPHICS_API_OPENGL_ES2) + // We reduce memory sizes for embedded systems (RPI and HTML5) + // NOTE: On HTML5 (emscripten) this is allocated on heap, + // by default it's only 16MB!...just take care... + #define RL_DEFAULT_BATCH_BUFFER_ELEMENTS 2048 + #endif +#endif +#ifndef RL_DEFAULT_BATCH_BUFFERS + #define RL_DEFAULT_BATCH_BUFFERS 1 // Default number of batch buffers (multi-buffering) +#endif +#ifndef RL_DEFAULT_BATCH_DRAWCALLS + #define RL_DEFAULT_BATCH_DRAWCALLS 256 // Default number of batch draw calls (by state changes: mode, texture) +#endif +#ifndef RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS + #define RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS 4 // Maximum number of textures units that can be activated on batch drawing (SetShaderValueTexture()) +#endif + +// Internal Matrix stack +#ifndef RL_MAX_MATRIX_STACK_SIZE + #define RL_MAX_MATRIX_STACK_SIZE 32 // Maximum size of Matrix stack +#endif + +// Shader limits +#ifndef RL_MAX_SHADER_LOCATIONS + #define RL_MAX_SHADER_LOCATIONS 32 // Maximum number of shader locations supported +#endif + +// Projection matrix culling +#ifndef RL_CULL_DISTANCE_NEAR + #define RL_CULL_DISTANCE_NEAR 0.01 // Default near cull distance +#endif +#ifndef RL_CULL_DISTANCE_FAR + #define RL_CULL_DISTANCE_FAR 1000.0 // Default far cull distance +#endif + +// Texture parameters (equivalent to OpenGL defines) +#define RL_TEXTURE_WRAP_S 0x2802 // GL_TEXTURE_WRAP_S +#define RL_TEXTURE_WRAP_T 0x2803 // GL_TEXTURE_WRAP_T +#define RL_TEXTURE_MAG_FILTER 0x2800 // GL_TEXTURE_MAG_FILTER +#define RL_TEXTURE_MIN_FILTER 0x2801 // GL_TEXTURE_MIN_FILTER + +#define RL_TEXTURE_FILTER_NEAREST 0x2600 // GL_NEAREST +#define RL_TEXTURE_FILTER_LINEAR 0x2601 // GL_LINEAR +#define RL_TEXTURE_FILTER_MIP_NEAREST 0x2700 // GL_NEAREST_MIPMAP_NEAREST +#define RL_TEXTURE_FILTER_NEAREST_MIP_LINEAR 0x2702 // GL_NEAREST_MIPMAP_LINEAR +#define RL_TEXTURE_FILTER_LINEAR_MIP_NEAREST 0x2701 // GL_LINEAR_MIPMAP_NEAREST +#define RL_TEXTURE_FILTER_MIP_LINEAR 0x2703 // GL_LINEAR_MIPMAP_LINEAR +#define RL_TEXTURE_FILTER_ANISOTROPIC 0x3000 // Anisotropic filter (custom identifier) + +#define RL_TEXTURE_WRAP_REPEAT 0x2901 // GL_REPEAT +#define RL_TEXTURE_WRAP_CLAMP 0x812F // GL_CLAMP_TO_EDGE +#define RL_TEXTURE_WRAP_MIRROR_REPEAT 0x8370 // GL_MIRRORED_REPEAT +#define RL_TEXTURE_WRAP_MIRROR_CLAMP 0x8742 // GL_MIRROR_CLAMP_EXT + +// Matrix modes (equivalent to OpenGL) +#define RL_MODELVIEW 0x1700 // GL_MODELVIEW +#define RL_PROJECTION 0x1701 // GL_PROJECTION +#define RL_TEXTURE 0x1702 // GL_TEXTURE + +// Primitive assembly draw modes +#define RL_LINES 0x0001 // GL_LINES +#define RL_TRIANGLES 0x0004 // GL_TRIANGLES +#define RL_QUADS 0x0007 // GL_QUADS + +// GL equivalent data types +#define RL_UNSIGNED_BYTE 0x1401 // GL_UNSIGNED_BYTE +#define RL_FLOAT 0x1406 // GL_FLOAT + +// Buffer usage hint +#define RL_STREAM_DRAW 0x88E0 // GL_STREAM_DRAW +#define RL_STREAM_READ 0x88E1 // GL_STREAM_READ +#define RL_STREAM_COPY 0x88E2 // GL_STREAM_COPY +#define RL_STATIC_DRAW 0x88E4 // GL_STATIC_DRAW +#define RL_STATIC_READ 0x88E5 // GL_STATIC_READ +#define RL_STATIC_COPY 0x88E6 // GL_STATIC_COPY +#define RL_DYNAMIC_DRAW 0x88E8 // GL_DYNAMIC_DRAW +#define RL_DYNAMIC_READ 0x88E9 // GL_DYNAMIC_READ +#define RL_DYNAMIC_COPY 0x88EA // GL_DYNAMIC_COPY + +// GL Shader type +#define RL_FRAGMENT_SHADER 0x8B30 // GL_FRAGMENT_SHADER +#define RL_VERTEX_SHADER 0x8B31 // GL_VERTEX_SHADER +#define RL_COMPUTE_SHADER 0x91B9 // GL_COMPUTE_SHADER + +//---------------------------------------------------------------------------------- +// Types and Structures Definition +//---------------------------------------------------------------------------------- +typedef enum { + OPENGL_11 = 1, + OPENGL_21, + OPENGL_33, + OPENGL_43, + OPENGL_ES_20 +} rlGlVersion; + +typedef enum { + RL_ATTACHMENT_COLOR_CHANNEL0 = 0, + RL_ATTACHMENT_COLOR_CHANNEL1, + RL_ATTACHMENT_COLOR_CHANNEL2, + RL_ATTACHMENT_COLOR_CHANNEL3, + RL_ATTACHMENT_COLOR_CHANNEL4, + RL_ATTACHMENT_COLOR_CHANNEL5, + RL_ATTACHMENT_COLOR_CHANNEL6, + RL_ATTACHMENT_COLOR_CHANNEL7, + RL_ATTACHMENT_DEPTH = 100, + RL_ATTACHMENT_STENCIL = 200, +} rlFramebufferAttachType; + +typedef enum { + RL_ATTACHMENT_CUBEMAP_POSITIVE_X = 0, + RL_ATTACHMENT_CUBEMAP_NEGATIVE_X, + RL_ATTACHMENT_CUBEMAP_POSITIVE_Y, + RL_ATTACHMENT_CUBEMAP_NEGATIVE_Y, + RL_ATTACHMENT_CUBEMAP_POSITIVE_Z, + RL_ATTACHMENT_CUBEMAP_NEGATIVE_Z, + RL_ATTACHMENT_TEXTURE2D = 100, + RL_ATTACHMENT_RENDERBUFFER = 200, +} rlFramebufferAttachTextureType; + +// Dynamic vertex buffers (position + texcoords + colors + indices arrays) +typedef struct rlVertexBuffer { + int elementCount; // Number of elements in the buffer (QUADS) + + float *vertices; // Vertex position (XYZ - 3 components per vertex) (shader-location = 0) + float *texcoords; // Vertex texture coordinates (UV - 2 components per vertex) (shader-location = 1) + unsigned char *colors; // Vertex colors (RGBA - 4 components per vertex) (shader-location = 3) +#if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33) + unsigned int *indices; // Vertex indices (in case vertex data comes indexed) (6 indices per quad) +#endif +#if defined(GRAPHICS_API_OPENGL_ES2) + unsigned short *indices; // Vertex indices (in case vertex data comes indexed) (6 indices per quad) +#endif + unsigned int vaoId; // OpenGL Vertex Array Object id + unsigned int vboId[4]; // OpenGL Vertex Buffer Objects id (4 types of vertex data) +} rlVertexBuffer; + +// Draw call type +// NOTE: Only texture changes register a new draw, other state-change-related elements are not +// used at this moment (vaoId, shaderId, matrices), raylib just forces a batch draw call if any +// of those state-change happens (this is done in core module) +typedef struct rlDrawCall { + int mode; // Drawing mode: LINES, TRIANGLES, QUADS + int vertexCount; // Number of vertex of the draw + int vertexAlignment; // Number of vertex required for index alignment (LINES, TRIANGLES) + //unsigned int vaoId; // Vertex array id to be used on the draw -> Using RLGL.currentBatch->vertexBuffer.vaoId + //unsigned int shaderId; // Shader id to be used on the draw -> Using RLGL.currentShaderId + unsigned int textureId; // Texture id to be used on the draw -> Use to create new draw call if changes + + //Matrix projection; // Projection matrix for this draw -> Using RLGL.projection by default + //Matrix modelview; // Modelview matrix for this draw -> Using RLGL.modelview by default +} rlDrawCall; + +// rlRenderBatch type +typedef struct rlRenderBatch { + int bufferCount; // Number of vertex buffers (multi-buffering support) + int currentBuffer; // Current buffer tracking in case of multi-buffering + rlVertexBuffer *vertexBuffer; // Dynamic buffer(s) for vertex data + + rlDrawCall *draws; // Draw calls array, depends on textureId + int drawCounter; // Draw calls counter + float currentDepth; // Current depth value for next draw +} rlRenderBatch; + +#if defined(__STDC__) && __STDC_VERSION__ >= 199901L + #include <stdbool.h> +#elif !defined(__cplusplus) && !defined(bool) && !defined(RL_BOOL_TYPE) + // Boolean type + typedef enum bool { false, true } bool; +#endif + +#if !defined(RL_MATRIX_TYPE) +// Matrix, 4x4 components, column major, OpenGL style, right handed +typedef struct Matrix { + float m0, m4, m8, m12; // Matrix first row (4 components) + float m1, m5, m9, m13; // Matrix second row (4 components) + float m2, m6, m10, m14; // Matrix third row (4 components) + float m3, m7, m11, m15; // Matrix fourth row (4 components) +} Matrix; +#define RL_MATRIX_TYPE +#endif + +// Trace log level +// NOTE: Organized by priority level +typedef enum { + RL_LOG_ALL = 0, // Display all logs + RL_LOG_TRACE, // Trace logging, intended for internal use only + RL_LOG_DEBUG, // Debug logging, used for internal debugging, it should be disabled on release builds + RL_LOG_INFO, // Info logging, used for program execution info + RL_LOG_WARNING, // Warning logging, used on recoverable failures + RL_LOG_ERROR, // Error logging, used on unrecoverable failures + RL_LOG_FATAL, // Fatal logging, used to abort program: exit(EXIT_FAILURE) + RL_LOG_NONE // Disable logging +} rlTraceLogLevel; + +// Texture formats (support depends on OpenGL version) +typedef enum { + RL_PIXELFORMAT_UNCOMPRESSED_GRAYSCALE = 1, // 8 bit per pixel (no alpha) + RL_PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA, // 8*2 bpp (2 channels) + RL_PIXELFORMAT_UNCOMPRESSED_R5G6B5, // 16 bpp + RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8, // 24 bpp + RL_PIXELFORMAT_UNCOMPRESSED_R5G5B5A1, // 16 bpp (1 bit alpha) + RL_PIXELFORMAT_UNCOMPRESSED_R4G4B4A4, // 16 bpp (4 bit alpha) + RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8A8, // 32 bpp + RL_PIXELFORMAT_UNCOMPRESSED_R32, // 32 bpp (1 channel - float) + RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32, // 32*3 bpp (3 channels - float) + RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32A32, // 32*4 bpp (4 channels - float) + RL_PIXELFORMAT_COMPRESSED_DXT1_RGB, // 4 bpp (no alpha) + RL_PIXELFORMAT_COMPRESSED_DXT1_RGBA, // 4 bpp (1 bit alpha) + RL_PIXELFORMAT_COMPRESSED_DXT3_RGBA, // 8 bpp + RL_PIXELFORMAT_COMPRESSED_DXT5_RGBA, // 8 bpp + RL_PIXELFORMAT_COMPRESSED_ETC1_RGB, // 4 bpp + RL_PIXELFORMAT_COMPRESSED_ETC2_RGB, // 4 bpp + RL_PIXELFORMAT_COMPRESSED_ETC2_EAC_RGBA, // 8 bpp + RL_PIXELFORMAT_COMPRESSED_PVRT_RGB, // 4 bpp + RL_PIXELFORMAT_COMPRESSED_PVRT_RGBA, // 4 bpp + RL_PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA, // 8 bpp + RL_PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA // 2 bpp +} rlPixelFormat; + +// Texture parameters: filter mode +// NOTE 1: Filtering considers mipmaps if available in the texture +// NOTE 2: Filter is accordingly set for minification and magnification +typedef enum { + RL_TEXTURE_FILTER_POINT = 0, // No filter, just pixel approximation + RL_TEXTURE_FILTER_BILINEAR, // Linear filtering + RL_TEXTURE_FILTER_TRILINEAR, // Trilinear filtering (linear with mipmaps) + RL_TEXTURE_FILTER_ANISOTROPIC_4X, // Anisotropic filtering 4x + RL_TEXTURE_FILTER_ANISOTROPIC_8X, // Anisotropic filtering 8x + RL_TEXTURE_FILTER_ANISOTROPIC_16X, // Anisotropic filtering 16x +} rlTextureFilter; + +// Color blending modes (pre-defined) +typedef enum { + RL_BLEND_ALPHA = 0, // Blend textures considering alpha (default) + RL_BLEND_ADDITIVE, // Blend textures adding colors + RL_BLEND_MULTIPLIED, // Blend textures multiplying colors + RL_BLEND_ADD_COLORS, // Blend textures adding colors (alternative) + RL_BLEND_SUBTRACT_COLORS, // Blend textures subtracting colors (alternative) + RL_BLEND_ALPHA_PREMUL, // Blend premultiplied textures considering alpha + RL_BLEND_CUSTOM // Blend textures using custom src/dst factors (use rlSetBlendFactors()) +} rlBlendMode; + +// Shader location point type +typedef enum { + RL_SHADER_LOC_VERTEX_POSITION = 0, // Shader location: vertex attribute: position + RL_SHADER_LOC_VERTEX_TEXCOORD01, // Shader location: vertex attribute: texcoord01 + RL_SHADER_LOC_VERTEX_TEXCOORD02, // Shader location: vertex attribute: texcoord02 + RL_SHADER_LOC_VERTEX_NORMAL, // Shader location: vertex attribute: normal + RL_SHADER_LOC_VERTEX_TANGENT, // Shader location: vertex attribute: tangent + RL_SHADER_LOC_VERTEX_COLOR, // Shader location: vertex attribute: color + RL_SHADER_LOC_MATRIX_MVP, // Shader location: matrix uniform: model-view-projection + RL_SHADER_LOC_MATRIX_VIEW, // Shader location: matrix uniform: view (camera transform) + RL_SHADER_LOC_MATRIX_PROJECTION, // Shader location: matrix uniform: projection + RL_SHADER_LOC_MATRIX_MODEL, // Shader location: matrix uniform: model (transform) + RL_SHADER_LOC_MATRIX_NORMAL, // Shader location: matrix uniform: normal + RL_SHADER_LOC_VECTOR_VIEW, // Shader location: vector uniform: view + RL_SHADER_LOC_COLOR_DIFFUSE, // Shader location: vector uniform: diffuse color + RL_SHADER_LOC_COLOR_SPECULAR, // Shader location: vector uniform: specular color + RL_SHADER_LOC_COLOR_AMBIENT, // Shader location: vector uniform: ambient color + RL_SHADER_LOC_MAP_ALBEDO, // Shader location: sampler2d texture: albedo (same as: RL_SHADER_LOC_MAP_DIFFUSE) + RL_SHADER_LOC_MAP_METALNESS, // Shader location: sampler2d texture: metalness (same as: RL_SHADER_LOC_MAP_SPECULAR) + RL_SHADER_LOC_MAP_NORMAL, // Shader location: sampler2d texture: normal + RL_SHADER_LOC_MAP_ROUGHNESS, // Shader location: sampler2d texture: roughness + RL_SHADER_LOC_MAP_OCCLUSION, // Shader location: sampler2d texture: occlusion + RL_SHADER_LOC_MAP_EMISSION, // Shader location: sampler2d texture: emission + RL_SHADER_LOC_MAP_HEIGHT, // Shader location: sampler2d texture: height + RL_SHADER_LOC_MAP_CUBEMAP, // Shader location: samplerCube texture: cubemap + RL_SHADER_LOC_MAP_IRRADIANCE, // Shader location: samplerCube texture: irradiance + RL_SHADER_LOC_MAP_PREFILTER, // Shader location: samplerCube texture: prefilter + RL_SHADER_LOC_MAP_BRDF // Shader location: sampler2d texture: brdf +} rlShaderLocationIndex; + +#define RL_SHADER_LOC_MAP_DIFFUSE RL_SHADER_LOC_MAP_ALBEDO +#define RL_SHADER_LOC_MAP_SPECULAR RL_SHADER_LOC_MAP_METALNESS + +// Shader uniform data type +typedef enum { + RL_SHADER_UNIFORM_FLOAT = 0, // Shader uniform type: float + RL_SHADER_UNIFORM_VEC2, // Shader uniform type: vec2 (2 float) + RL_SHADER_UNIFORM_VEC3, // Shader uniform type: vec3 (3 float) + RL_SHADER_UNIFORM_VEC4, // Shader uniform type: vec4 (4 float) + RL_SHADER_UNIFORM_INT, // Shader uniform type: int + RL_SHADER_UNIFORM_IVEC2, // Shader uniform type: ivec2 (2 int) + RL_SHADER_UNIFORM_IVEC3, // Shader uniform type: ivec3 (3 int) + RL_SHADER_UNIFORM_IVEC4, // Shader uniform type: ivec4 (4 int) + RL_SHADER_UNIFORM_SAMPLER2D // Shader uniform type: sampler2d +} rlShaderUniformDataType; + +// Shader attribute data types +typedef enum { + RL_SHADER_ATTRIB_FLOAT = 0, // Shader attribute type: float + RL_SHADER_ATTRIB_VEC2, // Shader attribute type: vec2 (2 float) + RL_SHADER_ATTRIB_VEC3, // Shader attribute type: vec3 (3 float) + RL_SHADER_ATTRIB_VEC4 // Shader attribute type: vec4 (4 float) +} rlShaderAttributeDataType; + +//------------------------------------------------------------------------------------ +// Functions Declaration - Matrix operations +//------------------------------------------------------------------------------------ + +#if defined(__cplusplus) +extern "C" { // Prevents name mangling of functions +#endif + +RLAPI void rlMatrixMode(int mode); // Choose the current matrix to be transformed +RLAPI void rlPushMatrix(void); // Push the current matrix to stack +RLAPI void rlPopMatrix(void); // Pop lattest inserted matrix from stack +RLAPI void rlLoadIdentity(void); // Reset current matrix to identity matrix +RLAPI void rlTranslatef(float x, float y, float z); // Multiply the current matrix by a translation matrix +RLAPI void rlRotatef(float angle, float x, float y, float z); // Multiply the current matrix by a rotation matrix +RLAPI void rlScalef(float x, float y, float z); // Multiply the current matrix by a scaling matrix +RLAPI void rlMultMatrixf(float *matf); // Multiply the current matrix by another matrix +RLAPI void rlFrustum(double left, double right, double bottom, double top, double znear, double zfar); +RLAPI void rlOrtho(double left, double right, double bottom, double top, double znear, double zfar); +RLAPI void rlViewport(int x, int y, int width, int height); // Set the viewport area + +//------------------------------------------------------------------------------------ +// Functions Declaration - Vertex level operations +//------------------------------------------------------------------------------------ +RLAPI void rlBegin(int mode); // Initialize drawing mode (how to organize vertex) +RLAPI void rlEnd(void); // Finish vertex providing +RLAPI void rlVertex2i(int x, int y); // Define one vertex (position) - 2 int +RLAPI void rlVertex2f(float x, float y); // Define one vertex (position) - 2 float +RLAPI void rlVertex3f(float x, float y, float z); // Define one vertex (position) - 3 float +RLAPI void rlTexCoord2f(float x, float y); // Define one vertex (texture coordinate) - 2 float +RLAPI void rlNormal3f(float x, float y, float z); // Define one vertex (normal) - 3 float +RLAPI void rlColor4ub(unsigned char r, unsigned char g, unsigned char b, unsigned char a); // Define one vertex (color) - 4 byte +RLAPI void rlColor3f(float x, float y, float z); // Define one vertex (color) - 3 float +RLAPI void rlColor4f(float x, float y, float z, float w); // Define one vertex (color) - 4 float + +//------------------------------------------------------------------------------------ +// Functions Declaration - OpenGL style functions (common to 1.1, 3.3+, ES2) +// NOTE: This functions are used to completely abstract raylib code from OpenGL layer, +// some of them are direct wrappers over OpenGL calls, some others are custom +//------------------------------------------------------------------------------------ + +// Vertex buffers state +RLAPI bool rlEnableVertexArray(unsigned int vaoId); // Enable vertex array (VAO, if supported) +RLAPI void rlDisableVertexArray(void); // Disable vertex array (VAO, if supported) +RLAPI void rlEnableVertexBuffer(unsigned int id); // Enable vertex buffer (VBO) +RLAPI void rlDisableVertexBuffer(void); // Disable vertex buffer (VBO) +RLAPI void rlEnableVertexBufferElement(unsigned int id);// Enable vertex buffer element (VBO element) +RLAPI void rlDisableVertexBufferElement(void); // Disable vertex buffer element (VBO element) +RLAPI void rlEnableVertexAttribute(unsigned int index); // Enable vertex attribute index +RLAPI void rlDisableVertexAttribute(unsigned int index);// Disable vertex attribute index +#if defined(GRAPHICS_API_OPENGL_11) +RLAPI void rlEnableStatePointer(int vertexAttribType, void *buffer); // Enable attribute state pointer +RLAPI void rlDisableStatePointer(int vertexAttribType); // Disable attribute state pointer +#endif + +// Textures state +RLAPI void rlActiveTextureSlot(int slot); // Select and active a texture slot +RLAPI void rlEnableTexture(unsigned int id); // Enable texture +RLAPI void rlDisableTexture(void); // Disable texture +RLAPI void rlEnableTextureCubemap(unsigned int id); // Enable texture cubemap +RLAPI void rlDisableTextureCubemap(void); // Disable texture cubemap +RLAPI void rlTextureParameters(unsigned int id, int param, int value); // Set texture parameters (filter, wrap) + +// Shader state +RLAPI void rlEnableShader(unsigned int id); // Enable shader program +RLAPI void rlDisableShader(void); // Disable shader program + +// Framebuffer state +RLAPI void rlEnableFramebuffer(unsigned int id); // Enable render texture (fbo) +RLAPI void rlDisableFramebuffer(void); // Disable render texture (fbo), return to default framebuffer +RLAPI void rlActiveDrawBuffers(int count); // Activate multiple draw color buffers + +// General render state +RLAPI void rlEnableColorBlend(void); // Enable color blending +RLAPI void rlDisableColorBlend(void); // Disable color blending +RLAPI void rlEnableDepthTest(void); // Enable depth test +RLAPI void rlDisableDepthTest(void); // Disable depth test +RLAPI void rlEnableDepthMask(void); // Enable depth write +RLAPI void rlDisableDepthMask(void); // Disable depth write +RLAPI void rlEnableBackfaceCulling(void); // Enable backface culling +RLAPI void rlDisableBackfaceCulling(void); // Disable backface culling +RLAPI void rlEnableScissorTest(void); // Enable scissor test +RLAPI void rlDisableScissorTest(void); // Disable scissor test +RLAPI void rlScissor(int x, int y, int width, int height); // Scissor test +RLAPI void rlEnableWireMode(void); // Enable wire mode +RLAPI void rlDisableWireMode(void); // Disable wire mode +RLAPI void rlSetLineWidth(float width); // Set the line drawing width +RLAPI float rlGetLineWidth(void); // Get the line drawing width +RLAPI void rlEnableSmoothLines(void); // Enable line aliasing +RLAPI void rlDisableSmoothLines(void); // Disable line aliasing +RLAPI void rlEnableStereoRender(void); // Enable stereo rendering +RLAPI void rlDisableStereoRender(void); // Disable stereo rendering +RLAPI bool rlIsStereoRenderEnabled(void); // Check if stereo render is enabled + +RLAPI void rlClearColor(unsigned char r, unsigned char g, unsigned char b, unsigned char a); // Clear color buffer with color +RLAPI void rlClearScreenBuffers(void); // Clear used screen buffers (color and depth) +RLAPI void rlCheckErrors(void); // Check and log OpenGL error codes +RLAPI void rlSetBlendMode(int mode); // Set blending mode +RLAPI void rlSetBlendFactors(int glSrcFactor, int glDstFactor, int glEquation); // Set blending mode factor and equation (using OpenGL factors) + +//------------------------------------------------------------------------------------ +// Functions Declaration - rlgl functionality +//------------------------------------------------------------------------------------ +// rlgl initialization functions +RLAPI void rlglInit(int width, int height); // Initialize rlgl (buffers, shaders, textures, states) +RLAPI void rlglClose(void); // De-inititialize rlgl (buffers, shaders, textures) +RLAPI void rlLoadExtensions(void *loader); // Load OpenGL extensions (loader function required) +RLAPI int rlGetVersion(void); // Get current OpenGL version +RLAPI int rlGetFramebufferWidth(void); // Get default framebuffer width +RLAPI int rlGetFramebufferHeight(void); // Get default framebuffer height + +RLAPI unsigned int rlGetTextureIdDefault(void); // Get default texture id +RLAPI unsigned int rlGetShaderIdDefault(void); // Get default shader id +RLAPI int *rlGetShaderLocsDefault(void); // Get default shader locations + +// Render batch management +// NOTE: rlgl provides a default render batch to behave like OpenGL 1.1 immediate mode +// but this render batch API is exposed in case of custom batches are required +RLAPI rlRenderBatch rlLoadRenderBatch(int numBuffers, int bufferElements); // Load a render batch system +RLAPI void rlUnloadRenderBatch(rlRenderBatch batch); // Unload render batch system +RLAPI void rlDrawRenderBatch(rlRenderBatch *batch); // Draw render batch data (Update->Draw->Reset) +RLAPI void rlSetRenderBatchActive(rlRenderBatch *batch); // Set the active render batch for rlgl (NULL for default internal) +RLAPI void rlDrawRenderBatchActive(void); // Update and draw internal render batch +RLAPI bool rlCheckRenderBatchLimit(int vCount); // Check internal buffer overflow for a given number of vertex +RLAPI void rlSetTexture(unsigned int id); // Set current texture for render batch and check buffers limits + +//------------------------------------------------------------------------------------------------------------------------ + +// Vertex buffers management +RLAPI unsigned int rlLoadVertexArray(void); // Load vertex array (vao) if supported +RLAPI unsigned int rlLoadVertexBuffer(const void *buffer, int size, bool dynamic); // Load a vertex buffer attribute +RLAPI unsigned int rlLoadVertexBufferElement(const void *buffer, int size, bool dynamic); // Load a new attributes element buffer +RLAPI void rlUpdateVertexBuffer(unsigned int bufferId, const void *data, int dataSize, int offset); // Update GPU buffer with new data +RLAPI void rlUpdateVertexBufferElements(unsigned int id, const void *data, int dataSize, int offset); // Update vertex buffer elements with new data +RLAPI void rlUnloadVertexArray(unsigned int vaoId); +RLAPI void rlUnloadVertexBuffer(unsigned int vboId); +RLAPI void rlSetVertexAttribute(unsigned int index, int compSize, int type, bool normalized, int stride, const void *pointer); +RLAPI void rlSetVertexAttributeDivisor(unsigned int index, int divisor); +RLAPI void rlSetVertexAttributeDefault(int locIndex, const void *value, int attribType, int count); // Set vertex attribute default value +RLAPI void rlDrawVertexArray(int offset, int count); +RLAPI void rlDrawVertexArrayElements(int offset, int count, const void *buffer); +RLAPI void rlDrawVertexArrayInstanced(int offset, int count, int instances); +RLAPI void rlDrawVertexArrayElementsInstanced(int offset, int count, const void *buffer, int instances); + +// Textures management +RLAPI unsigned int rlLoadTexture(const void *data, int width, int height, int format, int mipmapCount); // Load texture in GPU +RLAPI unsigned int rlLoadTextureDepth(int width, int height, bool useRenderBuffer); // Load depth texture/renderbuffer (to be attached to fbo) +RLAPI unsigned int rlLoadTextureCubemap(const void *data, int size, int format); // Load texture cubemap +RLAPI void rlUpdateTexture(unsigned int id, int offsetX, int offsetY, int width, int height, int format, const void *data); // Update GPU texture with new data +RLAPI void rlGetGlTextureFormats(int format, int *glInternalFormat, int *glFormat, int *glType); // Get OpenGL internal formats +RLAPI const char *rlGetPixelFormatName(unsigned int format); // Get name string for pixel format +RLAPI void rlUnloadTexture(unsigned int id); // Unload texture from GPU memory +RLAPI void rlGenTextureMipmaps(unsigned int id, int width, int height, int format, int *mipmaps); // Generate mipmap data for selected texture +RLAPI void *rlReadTexturePixels(unsigned int id, int width, int height, int format); // Read texture pixel data +RLAPI unsigned char *rlReadScreenPixels(int width, int height); // Read screen pixel data (color buffer) + +// Framebuffer management (fbo) +RLAPI unsigned int rlLoadFramebuffer(int width, int height); // Load an empty framebuffer +RLAPI void rlFramebufferAttach(unsigned int fboId, unsigned int texId, int attachType, int texType, int mipLevel); // Attach texture/renderbuffer to a framebuffer +RLAPI bool rlFramebufferComplete(unsigned int id); // Verify framebuffer is complete +RLAPI void rlUnloadFramebuffer(unsigned int id); // Delete framebuffer from GPU + +// Shaders management +RLAPI unsigned int rlLoadShaderCode(const char *vsCode, const char *fsCode); // Load shader from code strings +RLAPI unsigned int rlCompileShader(const char *shaderCode, int type); // Compile custom shader and return shader id (type: RL_VERTEX_SHADER, RL_FRAGMENT_SHADER, RL_COMPUTE_SHADER) +RLAPI unsigned int rlLoadShaderProgram(unsigned int vShaderId, unsigned int fShaderId); // Load custom shader program +RLAPI void rlUnloadShaderProgram(unsigned int id); // Unload shader program +RLAPI int rlGetLocationUniform(unsigned int shaderId, const char *uniformName); // Get shader location uniform +RLAPI int rlGetLocationAttrib(unsigned int shaderId, const char *attribName); // Get shader location attribute +RLAPI void rlSetUniform(int locIndex, const void *value, int uniformType, int count); // Set shader value uniform +RLAPI void rlSetUniformMatrix(int locIndex, Matrix mat); // Set shader value matrix +RLAPI void rlSetUniformSampler(int locIndex, unsigned int textureId); // Set shader value sampler +RLAPI void rlSetShader(unsigned int id, int *locs); // Set shader currently active (id and locations) + +// Compute shader management +RLAPI unsigned int rlLoadComputeShaderProgram(unsigned int shaderId); // Load compute shader program +RLAPI void rlComputeShaderDispatch(unsigned int groupX, unsigned int groupY, unsigned int groupZ); // Dispatch compute shader (equivalent to *draw* for graphics pilepine) + +// Shader buffer storage object management (ssbo) +RLAPI unsigned int rlLoadShaderBuffer(unsigned long long size, const void *data, int usageHint); // Load shader storage buffer object (SSBO) +RLAPI void rlUnloadShaderBuffer(unsigned int ssboId); // Unload shader storage buffer object (SSBO) +RLAPI void rlUpdateShaderBufferElements(unsigned int id, const void *data, unsigned long long dataSize, unsigned long long offset); // Update SSBO buffer data +RLAPI unsigned long long rlGetShaderBufferSize(unsigned int id); // Get SSBO buffer size +RLAPI void rlReadShaderBufferElements(unsigned int id, void *dest, unsigned long long count, unsigned long long offset); // Bind SSBO buffer +RLAPI void rlBindShaderBuffer(unsigned int id, unsigned int index); // Copy SSBO buffer data + +// Buffer management +RLAPI void rlCopyBuffersElements(unsigned int destId, unsigned int srcId, unsigned long long destOffset, unsigned long long srcOffset, unsigned long long count); // Copy SSBO buffer data +RLAPI void rlBindImageTexture(unsigned int id, unsigned int index, unsigned int format, int readonly); // Bind image texture + +// Matrix state management +RLAPI Matrix rlGetMatrixModelview(void); // Get internal modelview matrix +RLAPI Matrix rlGetMatrixProjection(void); // Get internal projection matrix +RLAPI Matrix rlGetMatrixTransform(void); // Get internal accumulated transform matrix +RLAPI Matrix rlGetMatrixProjectionStereo(int eye); // Get internal projection matrix for stereo render (selected eye) +RLAPI Matrix rlGetMatrixViewOffsetStereo(int eye); // Get internal view offset matrix for stereo render (selected eye) +RLAPI void rlSetMatrixProjection(Matrix proj); // Set a custom projection matrix (replaces internal projection matrix) +RLAPI void rlSetMatrixModelview(Matrix view); // Set a custom modelview matrix (replaces internal modelview matrix) +RLAPI void rlSetMatrixProjectionStereo(Matrix right, Matrix left); // Set eyes projection matrices for stereo rendering +RLAPI void rlSetMatrixViewOffsetStereo(Matrix right, Matrix left); // Set eyes view offsets matrices for stereo rendering + +// Quick and dirty cube/quad buffers load->draw->unload +RLAPI void rlLoadDrawCube(void); // Load and draw a cube +RLAPI void rlLoadDrawQuad(void); // Load and draw a quad + +#if defined(__cplusplus) +} +#endif + +#endif // RLGL_H + +/*********************************************************************************** +* +* RLGL IMPLEMENTATION +* +************************************************************************************/ + +#if defined(RLGL_IMPLEMENTATION) + +#if defined(GRAPHICS_API_OPENGL_11) + #if defined(__APPLE__) + #include <OpenGL/gl.h> // OpenGL 1.1 library for OSX + #include <OpenGL/glext.h> // OpenGL extensions library + #else + // APIENTRY for OpenGL function pointer declarations is required + #ifndef APIENTRY + #if defined(_WIN32) + #define APIENTRY __stdcall + #else + #define APIENTRY + #endif + #endif + // WINGDIAPI definition. Some Windows OpenGL headers need it + #if !defined(WINGDIAPI) && defined(_WIN32) + #define WINGDIAPI __declspec(dllimport) + #endif + + #include <GL/gl.h> // OpenGL 1.1 library + #endif +#endif + +#if defined(GRAPHICS_API_OPENGL_33) + #if defined(__APPLE__) + #include <OpenGL/gl3.h> // OpenGL 3 library for OSX + #include <OpenGL/gl3ext.h> // OpenGL 3 extensions library for OSX + #else + #define GLAD_MALLOC RL_MALLOC + #define GLAD_FREE RL_FREE + + #define GLAD_GL_IMPLEMENTATION + #include "external/glad.h" // GLAD extensions loading library, includes OpenGL headers + #endif +#endif + +#if defined(GRAPHICS_API_OPENGL_ES2) + #define GL_GLEXT_PROTOTYPES + //#include <EGL/egl.h> // EGL library -> not required, platform layer + #include <GLES2/gl2.h> // OpenGL ES 2.0 library + #include <GLES2/gl2ext.h> // OpenGL ES 2.0 extensions library + + // It seems OpenGL ES 2.0 instancing entry points are not defined on Raspberry Pi + // provided headers (despite being defined in official Khronos GLES2 headers) + #if defined(PLATFORM_RPI) || defined(PLATFORM_DRM) + typedef void (GL_APIENTRYP PFNGLDRAWARRAYSINSTANCEDEXTPROC) (GLenum mode, GLint start, GLsizei count, GLsizei primcount); + typedef void (GL_APIENTRYP PFNGLDRAWELEMENTSINSTANCEDEXTPROC) (GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei primcount); + typedef void (GL_APIENTRYP PFNGLVERTEXATTRIBDIVISOREXTPROC) (GLuint index, GLuint divisor); + #endif +#endif + +#include <stdlib.h> // Required for: malloc(), free() +#include <string.h> // Required for: strcmp(), strlen() [Used in rlglInit(), on extensions loading] +#include <math.h> // Required for: sqrtf(), sinf(), cosf(), floor(), log() + +//---------------------------------------------------------------------------------- +// Defines and Macros +//---------------------------------------------------------------------------------- +#ifndef PI + #define PI 3.14159265358979323846f +#endif +#ifndef DEG2RAD + #define DEG2RAD (PI/180.0f) +#endif +#ifndef RAD2DEG + #define RAD2DEG (180.0f/PI) +#endif + +#ifndef GL_SHADING_LANGUAGE_VERSION + #define GL_SHADING_LANGUAGE_VERSION 0x8B8C +#endif + +#ifndef GL_COMPRESSED_RGB_S3TC_DXT1_EXT + #define GL_COMPRESSED_RGB_S3TC_DXT1_EXT 0x83F0 +#endif +#ifndef GL_COMPRESSED_RGBA_S3TC_DXT1_EXT + #define GL_COMPRESSED_RGBA_S3TC_DXT1_EXT 0x83F1 +#endif +#ifndef GL_COMPRESSED_RGBA_S3TC_DXT3_EXT + #define GL_COMPRESSED_RGBA_S3TC_DXT3_EXT 0x83F2 +#endif +#ifndef GL_COMPRESSED_RGBA_S3TC_DXT5_EXT + #define GL_COMPRESSED_RGBA_S3TC_DXT5_EXT 0x83F3 +#endif +#ifndef GL_ETC1_RGB8_OES + #define GL_ETC1_RGB8_OES 0x8D64 +#endif +#ifndef GL_COMPRESSED_RGB8_ETC2 + #define GL_COMPRESSED_RGB8_ETC2 0x9274 +#endif +#ifndef GL_COMPRESSED_RGBA8_ETC2_EAC + #define GL_COMPRESSED_RGBA8_ETC2_EAC 0x9278 +#endif +#ifndef GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG + #define GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG 0x8C00 +#endif +#ifndef GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG + #define GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG 0x8C02 +#endif +#ifndef GL_COMPRESSED_RGBA_ASTC_4x4_KHR + #define GL_COMPRESSED_RGBA_ASTC_4x4_KHR 0x93b0 +#endif +#ifndef GL_COMPRESSED_RGBA_ASTC_8x8_KHR + #define GL_COMPRESSED_RGBA_ASTC_8x8_KHR 0x93b7 +#endif + +#ifndef GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT + #define GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT 0x84FF +#endif +#ifndef GL_TEXTURE_MAX_ANISOTROPY_EXT + #define GL_TEXTURE_MAX_ANISOTROPY_EXT 0x84FE +#endif + +#if defined(GRAPHICS_API_OPENGL_11) + #define GL_UNSIGNED_SHORT_5_6_5 0x8363 + #define GL_UNSIGNED_SHORT_5_5_5_1 0x8034 + #define GL_UNSIGNED_SHORT_4_4_4_4 0x8033 +#endif + +#if defined(GRAPHICS_API_OPENGL_21) + #define GL_LUMINANCE 0x1909 + #define GL_LUMINANCE_ALPHA 0x190A +#endif + +#if defined(GRAPHICS_API_OPENGL_ES2) + #define glClearDepth glClearDepthf + #define GL_READ_FRAMEBUFFER GL_FRAMEBUFFER + #define GL_DRAW_FRAMEBUFFER GL_FRAMEBUFFER +#endif + +// Default shader vertex attribute names to set location points +#ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_POSITION + #define RL_DEFAULT_SHADER_ATTRIB_NAME_POSITION "vertexPosition" // Binded by default to shader location: 0 +#endif +#ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD + #define RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD "vertexTexCoord" // Binded by default to shader location: 1 +#endif +#ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_NORMAL + #define RL_DEFAULT_SHADER_ATTRIB_NAME_NORMAL "vertexNormal" // Binded by default to shader location: 2 +#endif +#ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR + #define RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR "vertexColor" // Binded by default to shader location: 3 +#endif +#ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_TANGENT + #define RL_DEFAULT_SHADER_ATTRIB_NAME_TANGENT "vertexTangent" // Binded by default to shader location: 4 +#endif +#ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2 + #define RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2 "vertexTexCoord2" // Binded by default to shader location: 5 +#endif + +#ifndef RL_DEFAULT_SHADER_UNIFORM_NAME_MVP + #define RL_DEFAULT_SHADER_UNIFORM_NAME_MVP "mvp" // model-view-projection matrix +#endif +#ifndef RL_DEFAULT_SHADER_UNIFORM_NAME_VIEW + #define RL_DEFAULT_SHADER_UNIFORM_NAME_VIEW "matView" // view matrix +#endif +#ifndef RL_DEFAULT_SHADER_UNIFORM_NAME_PROJECTION + #define RL_DEFAULT_SHADER_UNIFORM_NAME_PROJECTION "matProjection" // projection matrix +#endif +#ifndef RL_DEFAULT_SHADER_UNIFORM_NAME_MODEL + #define RL_DEFAULT_SHADER_UNIFORM_NAME_MODEL "matModel" // model matrix +#endif +#ifndef RL_DEFAULT_SHADER_UNIFORM_NAME_NORMAL + #define RL_DEFAULT_SHADER_UNIFORM_NAME_NORMAL "matNormal" // normal matrix (transpose(inverse(matModelView)) +#endif +#ifndef RL_DEFAULT_SHADER_UNIFORM_NAME_COLOR + #define RL_DEFAULT_SHADER_UNIFORM_NAME_COLOR "colDiffuse" // color diffuse (base tint color, multiplied by texture color) +#endif +#ifndef RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE0 + #define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE0 "texture0" // texture0 (texture slot active 0) +#endif +#ifndef RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE1 + #define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE1 "texture1" // texture1 (texture slot active 1) +#endif +#ifndef RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE2 + #define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE2 "texture2" // texture2 (texture slot active 2) +#endif + +//---------------------------------------------------------------------------------- +// Types and Structures Definition +//---------------------------------------------------------------------------------- +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) +typedef struct rlglData { + rlRenderBatch *currentBatch; // Current render batch + rlRenderBatch defaultBatch; // Default internal render batch + + struct { + int vertexCounter; // Current active render batch vertex counter (generic, used for all batches) + float texcoordx, texcoordy; // Current active texture coordinate (added on glVertex*()) + float normalx, normaly, normalz; // Current active normal (added on glVertex*()) + unsigned char colorr, colorg, colorb, colora; // Current active color (added on glVertex*()) + + int currentMatrixMode; // Current matrix mode + Matrix *currentMatrix; // Current matrix pointer + Matrix modelview; // Default modelview matrix + Matrix projection; // Default projection matrix + Matrix transform; // Transform matrix to be used with rlTranslate, rlRotate, rlScale + bool transformRequired; // Require transform matrix application to current draw-call vertex (if required) + Matrix stack[RL_MAX_MATRIX_STACK_SIZE];// Matrix stack for push/pop + int stackCounter; // Matrix stack counter + + unsigned int defaultTextureId; // Default texture used on shapes/poly drawing (required by shader) + unsigned int activeTextureId[RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS]; // Active texture ids to be enabled on batch drawing (0 active by default) + unsigned int defaultVShaderId; // Default vertex shader id (used by default shader program) + unsigned int defaultFShaderId; // Default fragment shader id (used by default shader program) + unsigned int defaultShaderId; // Default shader program id, supports vertex color and diffuse texture + int *defaultShaderLocs; // Default shader locations pointer to be used on rendering + unsigned int currentShaderId; // Current shader id to be used on rendering (by default, defaultShaderId) + int *currentShaderLocs; // Current shader locations pointer to be used on rendering (by default, defaultShaderLocs) + + bool stereoRender; // Stereo rendering flag + Matrix projectionStereo[2]; // VR stereo rendering eyes projection matrices + Matrix viewOffsetStereo[2]; // VR stereo rendering eyes view offset matrices + + int currentBlendMode; // Blending mode active + int glBlendSrcFactor; // Blending source factor + int glBlendDstFactor; // Blending destination factor + int glBlendEquation; // Blending equation + + int framebufferWidth; // Default framebuffer width + int framebufferHeight; // Default framebuffer height + + } State; // Renderer state + struct { + bool vao; // VAO support (OpenGL ES2 could not support VAO extension) (GL_ARB_vertex_array_object) + bool instancing; // Instancing supported (GL_ANGLE_instanced_arrays, GL_EXT_draw_instanced + GL_EXT_instanced_arrays) + bool texNPOT; // NPOT textures full support (GL_ARB_texture_non_power_of_two, GL_OES_texture_npot) + bool texDepth; // Depth textures supported (GL_ARB_depth_texture, GL_WEBGL_depth_texture, GL_OES_depth_texture) + bool texFloat32; // float textures support (32 bit per channel) (GL_OES_texture_float) + bool texCompDXT; // DDS texture compression support (GL_EXT_texture_compression_s3tc, GL_WEBGL_compressed_texture_s3tc, GL_WEBKIT_WEBGL_compressed_texture_s3tc) + bool texCompETC1; // ETC1 texture compression support (GL_OES_compressed_ETC1_RGB8_texture, GL_WEBGL_compressed_texture_etc1) + bool texCompETC2; // ETC2/EAC texture compression support (GL_ARB_ES3_compatibility) + bool texCompPVRT; // PVR texture compression support (GL_IMG_texture_compression_pvrtc) + bool texCompASTC; // ASTC texture compression support (GL_KHR_texture_compression_astc_hdr, GL_KHR_texture_compression_astc_ldr) + bool texMirrorClamp; // Clamp mirror wrap mode supported (GL_EXT_texture_mirror_clamp) + bool texAnisoFilter; // Anisotropic texture filtering support (GL_EXT_texture_filter_anisotropic) + bool computeShader; // Compute shaders support (GL_ARB_compute_shader) + bool ssbo; // Shader storage buffer object support (GL_ARB_shader_storage_buffer_object) + + float maxAnisotropyLevel; // Maximum anisotropy level supported (minimum is 2.0f) + int maxDepthBits; // Maximum bits for depth component + + } ExtSupported; // Extensions supported flags +} rlglData; + +typedef void *(*rlglLoadProc)(const char *name); // OpenGL extension functions loader signature (same as GLADloadproc) + +#endif // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2 + +//---------------------------------------------------------------------------------- +// Global Variables Definition +//---------------------------------------------------------------------------------- +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) +static rlglData RLGL = { 0 }; +#endif // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2 + +#if defined(GRAPHICS_API_OPENGL_ES2) +// NOTE: VAO functionality is exposed through extensions (OES) +static PFNGLGENVERTEXARRAYSOESPROC glGenVertexArrays = NULL; +static PFNGLBINDVERTEXARRAYOESPROC glBindVertexArray = NULL; +static PFNGLDELETEVERTEXARRAYSOESPROC glDeleteVertexArrays = NULL; + +// NOTE: Instancing functionality could also be available through extension +static PFNGLDRAWARRAYSINSTANCEDEXTPROC glDrawArraysInstanced = NULL; +static PFNGLDRAWELEMENTSINSTANCEDEXTPROC glDrawElementsInstanced = NULL; +static PFNGLVERTEXATTRIBDIVISOREXTPROC glVertexAttribDivisor = NULL; +#endif + +//---------------------------------------------------------------------------------- +// Module specific Functions Declaration +//---------------------------------------------------------------------------------- +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) +static void rlLoadShaderDefault(void); // Load default shader +static void rlUnloadShaderDefault(void); // Unload default shader +#if defined(RLGL_SHOW_GL_DETAILS_INFO) +static char *rlGetCompressedFormatName(int format); // Get compressed format official GL identifier name +#endif // RLGL_SHOW_GL_DETAILS_INFO +#endif // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2 +#if defined(GRAPHICS_API_OPENGL_11) +static int rlGenTextureMipmapsData(unsigned char *data, int baseWidth, int baseHeight); // Generate mipmaps data on CPU side +static unsigned char *rlGenNextMipmapData(unsigned char *srcData, int srcWidth, int srcHeight); // Generate next mipmap level on CPU side +#endif +static int rlGetPixelDataSize(int width, int height, int format); // Get pixel data size in bytes (image or texture) +// Auxiliar matrix math functions +static Matrix rlMatrixIdentity(void); // Get identity matrix +static Matrix rlMatrixMultiply(Matrix left, Matrix right); // Multiply two matrices + +//---------------------------------------------------------------------------------- +// Module Functions Definition - Matrix operations +//---------------------------------------------------------------------------------- + +#if defined(GRAPHICS_API_OPENGL_11) +// Fallback to OpenGL 1.1 function calls +//--------------------------------------- +void rlMatrixMode(int mode) +{ + switch (mode) + { + case RL_PROJECTION: glMatrixMode(GL_PROJECTION); break; + case RL_MODELVIEW: glMatrixMode(GL_MODELVIEW); break; + case RL_TEXTURE: glMatrixMode(GL_TEXTURE); break; + default: break; + } +} + +void rlFrustum(double left, double right, double bottom, double top, double znear, double zfar) +{ + glFrustum(left, right, bottom, top, znear, zfar); +} + +void rlOrtho(double left, double right, double bottom, double top, double znear, double zfar) +{ + glOrtho(left, right, bottom, top, znear, zfar); +} + +void rlPushMatrix(void) { glPushMatrix(); } +void rlPopMatrix(void) { glPopMatrix(); } +void rlLoadIdentity(void) { glLoadIdentity(); } +void rlTranslatef(float x, float y, float z) { glTranslatef(x, y, z); } +void rlRotatef(float angle, float x, float y, float z) { glRotatef(angle, x, y, z); } +void rlScalef(float x, float y, float z) { glScalef(x, y, z); } +void rlMultMatrixf(float *matf) { glMultMatrixf(matf); } +#endif +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) +// Choose the current matrix to be transformed +void rlMatrixMode(int mode) +{ + if (mode == RL_PROJECTION) RLGL.State.currentMatrix = &RLGL.State.projection; + else if (mode == RL_MODELVIEW) RLGL.State.currentMatrix = &RLGL.State.modelview; + //else if (mode == RL_TEXTURE) // Not supported + + RLGL.State.currentMatrixMode = mode; +} + +// Push the current matrix into RLGL.State.stack +void rlPushMatrix(void) +{ + if (RLGL.State.stackCounter >= RL_MAX_MATRIX_STACK_SIZE) TRACELOG(RL_LOG_ERROR, "RLGL: Matrix stack overflow (RL_MAX_MATRIX_STACK_SIZE)"); + + if (RLGL.State.currentMatrixMode == RL_MODELVIEW) + { + RLGL.State.transformRequired = true; + RLGL.State.currentMatrix = &RLGL.State.transform; + } + + RLGL.State.stack[RLGL.State.stackCounter] = *RLGL.State.currentMatrix; + RLGL.State.stackCounter++; +} + +// Pop lattest inserted matrix from RLGL.State.stack +void rlPopMatrix(void) +{ + if (RLGL.State.stackCounter > 0) + { + Matrix mat = RLGL.State.stack[RLGL.State.stackCounter - 1]; + *RLGL.State.currentMatrix = mat; + RLGL.State.stackCounter--; + } + + if ((RLGL.State.stackCounter == 0) && (RLGL.State.currentMatrixMode == RL_MODELVIEW)) + { + RLGL.State.currentMatrix = &RLGL.State.modelview; + RLGL.State.transformRequired = false; + } +} + +// Reset current matrix to identity matrix +void rlLoadIdentity(void) +{ + *RLGL.State.currentMatrix = rlMatrixIdentity(); +} + +// Multiply the current matrix by a translation matrix +void rlTranslatef(float x, float y, float z) +{ + Matrix matTranslation = { + 1.0f, 0.0f, 0.0f, x, + 0.0f, 1.0f, 0.0f, y, + 0.0f, 0.0f, 1.0f, z, + 0.0f, 0.0f, 0.0f, 1.0f + }; + + // NOTE: We transpose matrix with multiplication order + *RLGL.State.currentMatrix = rlMatrixMultiply(matTranslation, *RLGL.State.currentMatrix); +} + +// Multiply the current matrix by a rotation matrix +// NOTE: The provided angle must be in degrees +void rlRotatef(float angle, float x, float y, float z) +{ + Matrix matRotation = rlMatrixIdentity(); + + // Axis vector (x, y, z) normalization + float lengthSquared = x*x + y*y + z*z; + if ((lengthSquared != 1.0f) && (lengthSquared != 0.0f)) + { + float inverseLength = 1.0f/sqrtf(lengthSquared); + x *= inverseLength; + y *= inverseLength; + z *= inverseLength; + } + + // Rotation matrix generation + float sinres = sinf(DEG2RAD*angle); + float cosres = cosf(DEG2RAD*angle); + float t = 1.0f - cosres; + + matRotation.m0 = x*x*t + cosres; + matRotation.m1 = y*x*t + z*sinres; + matRotation.m2 = z*x*t - y*sinres; + matRotation.m3 = 0.0f; + + matRotation.m4 = x*y*t - z*sinres; + matRotation.m5 = y*y*t + cosres; + matRotation.m6 = z*y*t + x*sinres; + matRotation.m7 = 0.0f; + + matRotation.m8 = x*z*t + y*sinres; + matRotation.m9 = y*z*t - x*sinres; + matRotation.m10 = z*z*t + cosres; + matRotation.m11 = 0.0f; + + matRotation.m12 = 0.0f; + matRotation.m13 = 0.0f; + matRotation.m14 = 0.0f; + matRotation.m15 = 1.0f; + + // NOTE: We transpose matrix with multiplication order + *RLGL.State.currentMatrix = rlMatrixMultiply(matRotation, *RLGL.State.currentMatrix); +} + +// Multiply the current matrix by a scaling matrix +void rlScalef(float x, float y, float z) +{ + Matrix matScale = { + x, 0.0f, 0.0f, 0.0f, + 0.0f, y, 0.0f, 0.0f, + 0.0f, 0.0f, z, 0.0f, + 0.0f, 0.0f, 0.0f, 1.0f + }; + + // NOTE: We transpose matrix with multiplication order + *RLGL.State.currentMatrix = rlMatrixMultiply(matScale, *RLGL.State.currentMatrix); +} + +// Multiply the current matrix by another matrix +void rlMultMatrixf(float *matf) +{ + // Matrix creation from array + Matrix mat = { matf[0], matf[4], matf[8], matf[12], + matf[1], matf[5], matf[9], matf[13], + matf[2], matf[6], matf[10], matf[14], + matf[3], matf[7], matf[11], matf[15] }; + + *RLGL.State.currentMatrix = rlMatrixMultiply(*RLGL.State.currentMatrix, mat); +} + +// Multiply the current matrix by a perspective matrix generated by parameters +void rlFrustum(double left, double right, double bottom, double top, double znear, double zfar) +{ + Matrix matFrustum = { 0 }; + + float rl = (float)(right - left); + float tb = (float)(top - bottom); + float fn = (float)(zfar - znear); + + matFrustum.m0 = ((float) znear*2.0f)/rl; + matFrustum.m1 = 0.0f; + matFrustum.m2 = 0.0f; + matFrustum.m3 = 0.0f; + + matFrustum.m4 = 0.0f; + matFrustum.m5 = ((float) znear*2.0f)/tb; + matFrustum.m6 = 0.0f; + matFrustum.m7 = 0.0f; + + matFrustum.m8 = ((float)right + (float)left)/rl; + matFrustum.m9 = ((float)top + (float)bottom)/tb; + matFrustum.m10 = -((float)zfar + (float)znear)/fn; + matFrustum.m11 = -1.0f; + + matFrustum.m12 = 0.0f; + matFrustum.m13 = 0.0f; + matFrustum.m14 = -((float)zfar*(float)znear*2.0f)/fn; + matFrustum.m15 = 0.0f; + + *RLGL.State.currentMatrix = rlMatrixMultiply(*RLGL.State.currentMatrix, matFrustum); +} + +// Multiply the current matrix by an orthographic matrix generated by parameters +void rlOrtho(double left, double right, double bottom, double top, double znear, double zfar) +{ + // NOTE: If left-right and top-botton values are equal it could create a division by zero, + // response to it is platform/compiler dependant + Matrix matOrtho = { 0 }; + + float rl = (float)(right - left); + float tb = (float)(top - bottom); + float fn = (float)(zfar - znear); + + matOrtho.m0 = 2.0f/rl; + matOrtho.m1 = 0.0f; + matOrtho.m2 = 0.0f; + matOrtho.m3 = 0.0f; + matOrtho.m4 = 0.0f; + matOrtho.m5 = 2.0f/tb; + matOrtho.m6 = 0.0f; + matOrtho.m7 = 0.0f; + matOrtho.m8 = 0.0f; + matOrtho.m9 = 0.0f; + matOrtho.m10 = -2.0f/fn; + matOrtho.m11 = 0.0f; + matOrtho.m12 = -((float)left + (float)right)/rl; + matOrtho.m13 = -((float)top + (float)bottom)/tb; + matOrtho.m14 = -((float)zfar + (float)znear)/fn; + matOrtho.m15 = 1.0f; + + *RLGL.State.currentMatrix = rlMatrixMultiply(*RLGL.State.currentMatrix, matOrtho); +} +#endif + +// Set the viewport area (transformation from normalized device coordinates to window coordinates) +void rlViewport(int x, int y, int width, int height) +{ + glViewport(x, y, width, height); +} + +//---------------------------------------------------------------------------------- +// Module Functions Definition - Vertex level operations +//---------------------------------------------------------------------------------- +#if defined(GRAPHICS_API_OPENGL_11) +// Fallback to OpenGL 1.1 function calls +//--------------------------------------- +void rlBegin(int mode) +{ + switch (mode) + { + case RL_LINES: glBegin(GL_LINES); break; + case RL_TRIANGLES: glBegin(GL_TRIANGLES); break; + case RL_QUADS: glBegin(GL_QUADS); break; + default: break; + } +} + +void rlEnd() { glEnd(); } +void rlVertex2i(int x, int y) { glVertex2i(x, y); } +void rlVertex2f(float x, float y) { glVertex2f(x, y); } +void rlVertex3f(float x, float y, float z) { glVertex3f(x, y, z); } +void rlTexCoord2f(float x, float y) { glTexCoord2f(x, y); } +void rlNormal3f(float x, float y, float z) { glNormal3f(x, y, z); } +void rlColor4ub(unsigned char r, unsigned char g, unsigned char b, unsigned char a) { glColor4ub(r, g, b, a); } +void rlColor3f(float x, float y, float z) { glColor3f(x, y, z); } +void rlColor4f(float x, float y, float z, float w) { glColor4f(x, y, z, w); } +#endif +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) +// Initialize drawing mode (how to organize vertex) +void rlBegin(int mode) +{ + // Draw mode can be RL_LINES, RL_TRIANGLES and RL_QUADS + // NOTE: In all three cases, vertex are accumulated over default internal vertex buffer + if (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].mode != mode) + { + if (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount > 0) + { + // Make sure current RLGL.currentBatch->draws[i].vertexCount is aligned a multiple of 4, + // that way, following QUADS drawing will keep aligned with index processing + // It implies adding some extra alignment vertex at the end of the draw, + // those vertex are not processed but they are considered as an additional offset + // for the next set of vertex to be drawn + 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); + 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))); + else RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexAlignment = 0; + + if (!rlCheckRenderBatchLimit(RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexAlignment)) + { + RLGL.State.vertexCounter += RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexAlignment; + RLGL.currentBatch->drawCounter++; + } + } + + if (RLGL.currentBatch->drawCounter >= RL_DEFAULT_BATCH_DRAWCALLS) rlDrawRenderBatch(RLGL.currentBatch); + + RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].mode = mode; + RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount = 0; + RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].textureId = RLGL.State.defaultTextureId; + } +} + +// Finish vertex providing +void rlEnd(void) +{ + // NOTE: Depth increment is dependant on rlOrtho(): z-near and z-far values, + // as well as depth buffer bit-depth (16bit or 24bit or 32bit) + // Correct increment formula would be: depthInc = (zfar - znear)/pow(2, bits) + RLGL.currentBatch->currentDepth += (1.0f/20000.0f); + + // Verify internal buffers limits + // NOTE: This check is combined with usage of rlCheckRenderBatchLimit() + if (RLGL.State.vertexCounter >= (RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].elementCount*4 - 4)) + { + // WARNING: If we are between rlPushMatrix() and rlPopMatrix() and we need to force a rlDrawRenderBatch(), + // we need to call rlPopMatrix() before to recover *RLGL.State.currentMatrix (RLGL.State.modelview) for the next forced draw call! + // If we have multiple matrix pushed, it will require "RLGL.State.stackCounter" pops before launching the draw + for (int i = RLGL.State.stackCounter; i >= 0; i--) rlPopMatrix(); + rlDrawRenderBatch(RLGL.currentBatch); + } +} + +// Define one vertex (position) +// NOTE: Vertex position data is the basic information required for drawing +void rlVertex3f(float x, float y, float z) +{ + float tx = x; + float ty = y; + float tz = z; + + // Transform provided vector if required + if (RLGL.State.transformRequired) + { + tx = RLGL.State.transform.m0*x + RLGL.State.transform.m4*y + RLGL.State.transform.m8*z + RLGL.State.transform.m12; + ty = RLGL.State.transform.m1*x + RLGL.State.transform.m5*y + RLGL.State.transform.m9*z + RLGL.State.transform.m13; + tz = RLGL.State.transform.m2*x + RLGL.State.transform.m6*y + RLGL.State.transform.m10*z + RLGL.State.transform.m14; + } + + // Verify that current vertex buffer elements limit has not been reached + if (RLGL.State.vertexCounter < (RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].elementCount*4)) + { + // Add vertices + RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vertices[3*RLGL.State.vertexCounter] = tx; + RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vertices[3*RLGL.State.vertexCounter + 1] = ty; + RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vertices[3*RLGL.State.vertexCounter + 2] = tz; + + // Add current texcoord + RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].texcoords[2*RLGL.State.vertexCounter] = RLGL.State.texcoordx; + RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].texcoords[2*RLGL.State.vertexCounter + 1] = RLGL.State.texcoordy; + + // TODO: Add current normal + // By default rlVertexBuffer type does not store normals + + // Add current color + RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].colors[4*RLGL.State.vertexCounter] = RLGL.State.colorr; + RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].colors[4*RLGL.State.vertexCounter + 1] = RLGL.State.colorg; + RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].colors[4*RLGL.State.vertexCounter + 2] = RLGL.State.colorb; + RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].colors[4*RLGL.State.vertexCounter + 3] = RLGL.State.colora; + + RLGL.State.vertexCounter++; + + RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount++; + } + else TRACELOG(RL_LOG_ERROR, "RLGL: Batch elements overflow"); +} + +// Define one vertex (position) +void rlVertex2f(float x, float y) +{ + rlVertex3f(x, y, RLGL.currentBatch->currentDepth); +} + +// Define one vertex (position) +void rlVertex2i(int x, int y) +{ + rlVertex3f((float)x, (float)y, RLGL.currentBatch->currentDepth); +} + +// Define one vertex (texture coordinate) +// NOTE: Texture coordinates are limited to QUADS only +void rlTexCoord2f(float x, float y) +{ + RLGL.State.texcoordx = x; + RLGL.State.texcoordy = y; +} + +// Define one vertex (normal) +// NOTE: Normals limited to TRIANGLES only? +void rlNormal3f(float x, float y, float z) +{ + RLGL.State.normalx = x; + RLGL.State.normaly = y; + RLGL.State.normalz = z; +} + +// Define one vertex (color) +void rlColor4ub(unsigned char x, unsigned char y, unsigned char z, unsigned char w) +{ + RLGL.State.colorr = x; + RLGL.State.colorg = y; + RLGL.State.colorb = z; + RLGL.State.colora = w; +} + +// Define one vertex (color) +void rlColor4f(float r, float g, float b, float a) +{ + rlColor4ub((unsigned char)(r*255), (unsigned char)(g*255), (unsigned char)(b*255), (unsigned char)(a*255)); +} + +// Define one vertex (color) +void rlColor3f(float x, float y, float z) +{ + rlColor4ub((unsigned char)(x*255), (unsigned char)(y*255), (unsigned char)(z*255), 255); +} + +#endif + +//-------------------------------------------------------------------------------------- +// Module Functions Definition - OpenGL style functions (common to 1.1, 3.3+, ES2) +//-------------------------------------------------------------------------------------- + +// Set current texture to use +void rlSetTexture(unsigned int id) +{ + if (id == 0) + { +#if defined(GRAPHICS_API_OPENGL_11) + rlDisableTexture(); +#else + // NOTE: If quads batch limit is reached, we force a draw call and next batch starts + if (RLGL.State.vertexCounter >= + RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].elementCount*4) + { + rlDrawRenderBatch(RLGL.currentBatch); + } +#endif + } + else + { +#if defined(GRAPHICS_API_OPENGL_11) + rlEnableTexture(id); +#else + if (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].textureId != id) + { + if (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount > 0) + { + // Make sure current RLGL.currentBatch->draws[i].vertexCount is aligned a multiple of 4, + // that way, following QUADS drawing will keep aligned with index processing + // It implies adding some extra alignment vertex at the end of the draw, + // those vertex are not processed but they are considered as an additional offset + // for the next set of vertex to be drawn + 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); + 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))); + else RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexAlignment = 0; + + if (!rlCheckRenderBatchLimit(RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexAlignment)) + { + RLGL.State.vertexCounter += RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexAlignment; + + RLGL.currentBatch->drawCounter++; + } + } + + if (RLGL.currentBatch->drawCounter >= RL_DEFAULT_BATCH_DRAWCALLS) rlDrawRenderBatch(RLGL.currentBatch); + + RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].textureId = id; + RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount = 0; + } +#endif + } +} + +// Select and active a texture slot +void rlActiveTextureSlot(int slot) +{ +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) + glActiveTexture(GL_TEXTURE0 + slot); +#endif +} + +// Enable texture +void rlEnableTexture(unsigned int id) +{ +#if defined(GRAPHICS_API_OPENGL_11) + glEnable(GL_TEXTURE_2D); +#endif + glBindTexture(GL_TEXTURE_2D, id); +} + +// Disable texture +void rlDisableTexture(void) +{ +#if defined(GRAPHICS_API_OPENGL_11) + glDisable(GL_TEXTURE_2D); +#endif + glBindTexture(GL_TEXTURE_2D, 0); +} + +// Enable texture cubemap +void rlEnableTextureCubemap(unsigned int id) +{ +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) + glBindTexture(GL_TEXTURE_CUBE_MAP, id); +#endif +} + +// Disable texture cubemap +void rlDisableTextureCubemap(void) +{ +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) + glBindTexture(GL_TEXTURE_CUBE_MAP, 0); +#endif +} + +// Set texture parameters (wrap mode/filter mode) +void rlTextureParameters(unsigned int id, int param, int value) +{ + glBindTexture(GL_TEXTURE_2D, id); + + switch (param) + { + case RL_TEXTURE_WRAP_S: + case RL_TEXTURE_WRAP_T: + { + if (value == RL_TEXTURE_WRAP_MIRROR_CLAMP) + { +#if !defined(GRAPHICS_API_OPENGL_11) + if (RLGL.ExtSupported.texMirrorClamp) glTexParameteri(GL_TEXTURE_2D, param, value); + else TRACELOG(RL_LOG_WARNING, "GL: Clamp mirror wrap mode not supported (GL_MIRROR_CLAMP_EXT)"); +#endif + } + else glTexParameteri(GL_TEXTURE_2D, param, value); + + } break; + case RL_TEXTURE_MAG_FILTER: + case RL_TEXTURE_MIN_FILTER: glTexParameteri(GL_TEXTURE_2D, param, value); break; + case RL_TEXTURE_FILTER_ANISOTROPIC: + { +#if !defined(GRAPHICS_API_OPENGL_11) + if (value <= RLGL.ExtSupported.maxAnisotropyLevel) glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, (float)value); + else if (RLGL.ExtSupported.maxAnisotropyLevel > 0.0f) + { + TRACELOG(RL_LOG_WARNING, "GL: Maximum anisotropic filter level supported is %iX", id, RLGL.ExtSupported.maxAnisotropyLevel); + glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, (float)value); + } + else TRACELOG(RL_LOG_WARNING, "GL: Anisotropic filtering not supported"); +#endif + } break; + default: break; + } + + glBindTexture(GL_TEXTURE_2D, 0); +} + +// Enable shader program +void rlEnableShader(unsigned int id) +{ +#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)) + glUseProgram(id); +#endif +} + +// Disable shader program +void rlDisableShader(void) +{ +#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)) + glUseProgram(0); +#endif +} + +// Enable rendering to texture (fbo) +void rlEnableFramebuffer(unsigned int id) +{ +#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)) && defined(RLGL_RENDER_TEXTURES_HINT) + glBindFramebuffer(GL_FRAMEBUFFER, id); +#endif +} + +// Disable rendering to texture +void rlDisableFramebuffer(void) +{ +#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)) && defined(RLGL_RENDER_TEXTURES_HINT) + glBindFramebuffer(GL_FRAMEBUFFER, 0); +#endif +} + +// Activate multiple draw color buffers +// NOTE: One color buffer is always active by default +void rlActiveDrawBuffers(int count) +{ +#if (defined(GRAPHICS_API_OPENGL_33) && defined(RLGL_RENDER_TEXTURES_HINT)) + // NOTE: Maximum number of draw buffers supported is implementation dependant, + // it can be queried with glGet*() but it must be at least 8 + //GLint maxDrawBuffers = 0; + //glGetIntegerv(GL_MAX_DRAW_BUFFERS, &maxDrawBuffers); + + if (count > 0) + { + if (count > 8) TRACELOG(LOG_WARNING, "GL: Max color buffers limited to 8"); + else + { + unsigned int buffers[8] = { + GL_COLOR_ATTACHMENT0, + GL_COLOR_ATTACHMENT1, + GL_COLOR_ATTACHMENT2, + GL_COLOR_ATTACHMENT3, + GL_COLOR_ATTACHMENT4, + GL_COLOR_ATTACHMENT5, + GL_COLOR_ATTACHMENT6, + GL_COLOR_ATTACHMENT7, + }; + + glDrawBuffers(count, buffers); + } + } + else TRACELOG(LOG_WARNING, "GL: One color buffer active by default"); +#endif +} + +//---------------------------------------------------------------------------------- +// General render state configuration +//---------------------------------------------------------------------------------- + +// Enable color blending +void rlEnableColorBlend(void) { glEnable(GL_BLEND); } + +// Disable color blending +void rlDisableColorBlend(void) { glDisable(GL_BLEND); } + +// Enable depth test +void rlEnableDepthTest(void) { glEnable(GL_DEPTH_TEST); } + +// Disable depth test +void rlDisableDepthTest(void) { glDisable(GL_DEPTH_TEST); } + +// Enable depth write +void rlEnableDepthMask(void) { glDepthMask(GL_TRUE); } + +// Disable depth write +void rlDisableDepthMask(void) { glDepthMask(GL_FALSE); } + +// Enable backface culling +void rlEnableBackfaceCulling(void) { glEnable(GL_CULL_FACE); } + +// Disable backface culling +void rlDisableBackfaceCulling(void) { glDisable(GL_CULL_FACE); } + +// Enable scissor test +void rlEnableScissorTest(void) { glEnable(GL_SCISSOR_TEST); } + +// Disable scissor test +void rlDisableScissorTest(void) { glDisable(GL_SCISSOR_TEST); } + +// Scissor test +void rlScissor(int x, int y, int width, int height) { glScissor(x, y, width, height); } + +// Enable wire mode +void rlEnableWireMode(void) +{ +#if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33) + // NOTE: glPolygonMode() not available on OpenGL ES + glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); +#endif +} + +// Disable wire mode +void rlDisableWireMode(void) +{ +#if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33) + // NOTE: glPolygonMode() not available on OpenGL ES + glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); +#endif +} + +// Set the line drawing width +void rlSetLineWidth(float width) { glLineWidth(width); } + +// Get the line drawing width +float rlGetLineWidth(void) +{ + float width = 0; + glGetFloatv(GL_LINE_WIDTH, &width); + return width; +} + +// Enable line aliasing +void rlEnableSmoothLines(void) +{ +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_11) + glEnable(GL_LINE_SMOOTH); +#endif +} + +// Disable line aliasing +void rlDisableSmoothLines(void) +{ +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_11) + glDisable(GL_LINE_SMOOTH); +#endif +} + +// Enable stereo rendering +void rlEnableStereoRender(void) +{ +#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)) + RLGL.State.stereoRender = true; +#endif +} + +// Disable stereo rendering +void rlDisableStereoRender(void) +{ +#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)) + RLGL.State.stereoRender = false; +#endif +} + +// Check if stereo render is enabled +bool rlIsStereoRenderEnabled(void) +{ +#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)) + return RLGL.State.stereoRender; +#else + return false; +#endif +} + +// Clear color buffer with color +void rlClearColor(unsigned char r, unsigned char g, unsigned char b, unsigned char a) +{ + // Color values clamp to 0.0f(0) and 1.0f(255) + float cr = (float)r/255; + float cg = (float)g/255; + float cb = (float)b/255; + float ca = (float)a/255; + + glClearColor(cr, cg, cb, ca); +} + +// Clear used screen buffers (color and depth) +void rlClearScreenBuffers(void) +{ + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear used buffers: Color and Depth (Depth is used for 3D) + //glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); // Stencil buffer not used... +} + +// Check and log OpenGL error codes +void rlCheckErrors() +{ +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) + int check = 1; + while (check) + { + const GLenum err = glGetError(); + switch (err) + { + case GL_NO_ERROR: check = 0; break; + case 0x0500: TRACELOG(RL_LOG_WARNING, "GL: Error detected: GL_INVALID_ENUM"); break; + case 0x0501: TRACELOG(RL_LOG_WARNING, "GL: Error detected: GL_INVALID_VALUE"); break; + case 0x0502: TRACELOG(RL_LOG_WARNING, "GL: Error detected: GL_INVALID_OPERATION"); break; + case 0x0503: TRACELOG(RL_LOG_WARNING, "GL: Error detected: GL_STACK_OVERFLOW"); break; + case 0x0504: TRACELOG(RL_LOG_WARNING, "GL: Error detected: GL_STACK_UNDERFLOW"); break; + case 0x0505: TRACELOG(RL_LOG_WARNING, "GL: Error detected: GL_OUT_OF_MEMORY"); break; + case 0x0506: TRACELOG(RL_LOG_WARNING, "GL: Error detected: GL_INVALID_FRAMEBUFFER_OPERATION"); break; + default: TRACELOG(RL_LOG_WARNING, "GL: Error detected: Unknown error code: %x", err); break; + } + } +#endif +} + +// Set blend mode +void rlSetBlendMode(int mode) +{ +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) + if (RLGL.State.currentBlendMode != mode) + { + rlDrawRenderBatch(RLGL.currentBatch); + + switch (mode) + { + case RL_BLEND_ALPHA: glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glBlendEquation(GL_FUNC_ADD); break; + case RL_BLEND_ADDITIVE: glBlendFunc(GL_SRC_ALPHA, GL_ONE); glBlendEquation(GL_FUNC_ADD); break; + case RL_BLEND_MULTIPLIED: glBlendFunc(GL_DST_COLOR, GL_ONE_MINUS_SRC_ALPHA); glBlendEquation(GL_FUNC_ADD); break; + case RL_BLEND_ADD_COLORS: glBlendFunc(GL_ONE, GL_ONE); glBlendEquation(GL_FUNC_ADD); break; + case RL_BLEND_SUBTRACT_COLORS: glBlendFunc(GL_ONE, GL_ONE); glBlendEquation(GL_FUNC_SUBTRACT); break; + case RL_BLEND_ALPHA_PREMUL: glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA); glBlendEquation(GL_FUNC_ADD); break; + case RL_BLEND_CUSTOM: + { + // NOTE: Using GL blend src/dst factors and GL equation configured with rlSetBlendFactors() + glBlendFunc(RLGL.State.glBlendSrcFactor, RLGL.State.glBlendDstFactor); glBlendEquation(RLGL.State.glBlendEquation); + } break; + default: break; + } + + RLGL.State.currentBlendMode = mode; + } +#endif +} + +// Set blending mode factor and equation +void rlSetBlendFactors(int glSrcFactor, int glDstFactor, int glEquation) +{ +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) + RLGL.State.glBlendSrcFactor = glSrcFactor; + RLGL.State.glBlendDstFactor = glDstFactor; + RLGL.State.glBlendEquation = glEquation; +#endif +} + +//---------------------------------------------------------------------------------- +// Module Functions Definition - OpenGL Debug +//---------------------------------------------------------------------------------- +#if defined(RLGL_ENABLE_OPENGL_DEBUG_CONTEXT) && defined(GRAPHICS_API_OPENGL_43) +static void GLAPIENTRY rlDebugMessageCallback(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar *message, const void *userParam) +{ + // Ignore non-significant error/warning codes (NVidia drivers) + // NOTE: Here there are the details with a sample output: + // - #131169 - Framebuffer detailed info: The driver allocated storage for renderbuffer 2. (severity: low) + // - #131185 - Buffer detailed info: Buffer object 1 (bound to GL_ELEMENT_ARRAY_BUFFER_ARB, usage hint is GL_ENUM_88e4) + // will use VIDEO memory as the source for buffer object operations. (severity: low) + // - #131218 - Program/shader state performance warning: Vertex shader in program 7 is being recompiled based on GL state. (severity: medium) + // - #131204 - Texture state usage warning: The texture object (0) bound to texture image unit 0 does not have + // a defined base level and cannot be used for texture mapping. (severity: low) + if ((id == 131169) || (id == 131185) || (id == 131218) || (id == 131204)) return; + + const char *msgSource = NULL; + switch (source) + { + case GL_DEBUG_SOURCE_API: msgSource = "API"; break; + case GL_DEBUG_SOURCE_WINDOW_SYSTEM: msgSource = "WINDOW_SYSTEM"; break; + case GL_DEBUG_SOURCE_SHADER_COMPILER: msgSource = "SHADER_COMPILER"; break; + case GL_DEBUG_SOURCE_THIRD_PARTY: msgSource = "THIRD_PARTY"; break; + case GL_DEBUG_SOURCE_APPLICATION: msgSource = "APPLICATION"; break; + case GL_DEBUG_SOURCE_OTHER: msgSource = "OTHER"; break; + default: break; + } + + const char *msgType = NULL; + switch (type) + { + case GL_DEBUG_TYPE_ERROR: msgType = "ERROR"; break; + case GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR: msgType = "DEPRECATED_BEHAVIOR"; break; + case GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR: msgType = "UNDEFINED_BEHAVIOR"; break; + case GL_DEBUG_TYPE_PORTABILITY: msgType = "PORTABILITY"; break; + case GL_DEBUG_TYPE_PERFORMANCE: msgType = "PERFORMANCE"; break; + case GL_DEBUG_TYPE_MARKER: msgType = "MARKER"; break; + case GL_DEBUG_TYPE_PUSH_GROUP: msgType = "PUSH_GROUP"; break; + case GL_DEBUG_TYPE_POP_GROUP: msgType = "POP_GROUP"; break; + case GL_DEBUG_TYPE_OTHER: msgType = "OTHER"; break; + default: break; + } + + const char *msgSeverity = "DEFAULT"; + switch (severity) + { + case GL_DEBUG_SEVERITY_LOW: msgSeverity = "LOW"; break; + case GL_DEBUG_SEVERITY_MEDIUM: msgSeverity = "MEDIUM"; break; + case GL_DEBUG_SEVERITY_HIGH: msgSeverity = "HIGH"; break; + case GL_DEBUG_SEVERITY_NOTIFICATION: msgSeverity = "NOTIFICATION"; break; + default: break; + } + + TRACELOG(LOG_WARNING, "GL: OpenGL debug message: %s", message); + TRACELOG(LOG_WARNING, " > Type: %s", msgType); + TRACELOG(LOG_WARNING, " > Source = %s", msgSource); + TRACELOG(LOG_WARNING, " > Severity = %s", msgSeverity); +} +#endif + +//---------------------------------------------------------------------------------- +// Module Functions Definition - rlgl functionality +//---------------------------------------------------------------------------------- + +// Initialize rlgl: OpenGL extensions, default buffers/shaders/textures, OpenGL states +void rlglInit(int width, int height) +{ + // Enable OpenGL debug context if required +#if defined(RLGL_ENABLE_OPENGL_DEBUG_CONTEXT) && defined(GRAPHICS_API_OPENGL_43) + if ((glDebugMessageCallback != NULL) && (glDebugMessageControl != NULL)) + { + glDebugMessageCallback(rlDebugMessageCallback, 0); + // glDebugMessageControl(GL_DEBUG_SOURCE_API, GL_DEBUG_TYPE_ERROR, GL_DEBUG_SEVERITY_HIGH, 0, 0, GL_TRUE); // TODO: Filter message + + // Debug context options: + // - GL_DEBUG_OUTPUT - Faster version but not useful for breakpoints + // - 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 + glEnable(GL_DEBUG_OUTPUT); + glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS); + } +#endif + +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) + // Init default white texture + unsigned char pixels[4] = { 255, 255, 255, 255 }; // 1 pixel RGBA (4 bytes) + RLGL.State.defaultTextureId = rlLoadTexture(pixels, 1, 1, RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8A8, 1); + + if (RLGL.State.defaultTextureId != 0) TRACELOG(RL_LOG_INFO, "TEXTURE: [ID %i] Default texture loaded successfully", RLGL.State.defaultTextureId); + else TRACELOG(RL_LOG_WARNING, "TEXTURE: Failed to load default texture"); + + // Init default Shader (customized for GL 3.3 and ES2) + // Loaded: RLGL.State.defaultShaderId + RLGL.State.defaultShaderLocs + rlLoadShaderDefault(); + RLGL.State.currentShaderId = RLGL.State.defaultShaderId; + RLGL.State.currentShaderLocs = RLGL.State.defaultShaderLocs; + + // Init default vertex arrays buffers + RLGL.defaultBatch = rlLoadRenderBatch(RL_DEFAULT_BATCH_BUFFERS, RL_DEFAULT_BATCH_BUFFER_ELEMENTS); + RLGL.currentBatch = &RLGL.defaultBatch; + + // Init stack matrices (emulating OpenGL 1.1) + for (int i = 0; i < RL_MAX_MATRIX_STACK_SIZE; i++) RLGL.State.stack[i] = rlMatrixIdentity(); + + // Init internal matrices + RLGL.State.transform = rlMatrixIdentity(); + RLGL.State.projection = rlMatrixIdentity(); + RLGL.State.modelview = rlMatrixIdentity(); + RLGL.State.currentMatrix = &RLGL.State.modelview; +#endif // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2 + + // Initialize OpenGL default states + //---------------------------------------------------------- + // Init state: Depth test + glDepthFunc(GL_LEQUAL); // Type of depth testing to apply + glDisable(GL_DEPTH_TEST); // Disable depth testing for 2D (only used for 3D) + + // Init state: Blending mode + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // Color blending function (how colors are mixed) + glEnable(GL_BLEND); // Enable color blending (required to work with transparencies) + + // Init state: Culling + // NOTE: All shapes/models triangles are drawn CCW + glCullFace(GL_BACK); // Cull the back face (default) + glFrontFace(GL_CCW); // Front face are defined counter clockwise (default) + glEnable(GL_CULL_FACE); // Enable backface culling + + // Init state: Cubemap seamless +#if defined(GRAPHICS_API_OPENGL_33) + glEnable(GL_TEXTURE_CUBE_MAP_SEAMLESS); // Seamless cubemaps (not supported on OpenGL ES 2.0) +#endif + +#if defined(GRAPHICS_API_OPENGL_11) + // Init state: Color hints (deprecated in OpenGL 3.0+) + glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Improve quality of color and texture coordinate interpolation + glShadeModel(GL_SMOOTH); // Smooth shading between vertex (vertex colors interpolation) +#endif + +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) + // Store screen size into global variables + RLGL.State.framebufferWidth = width; + RLGL.State.framebufferHeight = height; + + TRACELOG(RL_LOG_INFO, "RLGL: Default OpenGL state initialized successfully"); + //---------------------------------------------------------- +#endif + + // Init state: Color/Depth buffers clear + glClearColor(0.0f, 0.0f, 0.0f, 1.0f); // Set clear color (black) + glClearDepth(1.0f); // Set clear depth value (default) + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear color and depth buffers (depth buffer required for 3D) +} + +// Vertex Buffer Object deinitialization (memory free) +void rlglClose(void) +{ +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) + rlUnloadRenderBatch(RLGL.defaultBatch); + + rlUnloadShaderDefault(); // Unload default shader + + glDeleteTextures(1, &RLGL.State.defaultTextureId); // Unload default texture + TRACELOG(RL_LOG_INFO, "TEXTURE: [ID %i] Default texture unloaded successfully", RLGL.State.defaultTextureId); +#endif +} + +// Load OpenGL extensions +// NOTE: External loader function must be provided +void rlLoadExtensions(void *loader) +{ +#if defined(GRAPHICS_API_OPENGL_33) // Also defined for GRAPHICS_API_OPENGL_21 + // NOTE: glad is generated and contains only required OpenGL 3.3 Core extensions (and lower versions) + #if !defined(__APPLE__) + if (gladLoadGL((GLADloadfunc)loader) == 0) TRACELOG(RL_LOG_WARNING, "GLAD: Cannot load OpenGL extensions"); + else TRACELOG(RL_LOG_INFO, "GLAD: OpenGL extensions loaded successfully"); + #endif + + // Get number of supported extensions + GLint numExt = 0; + glGetIntegerv(GL_NUM_EXTENSIONS, &numExt); + TRACELOG(RL_LOG_INFO, "GL: Supported extensions count: %i", numExt); + +#if defined(RLGL_SHOW_GL_DETAILS_INFO) + // Get supported extensions list + // WARNING: glGetStringi() not available on OpenGL 2.1 + TRACELOG(RL_LOG_INFO, "GL: OpenGL extensions:"); + for (int i = 0; i < numExt; i++) TRACELOG(RL_LOG_INFO, " %s", glGetStringi(GL_EXTENSIONS, i)); +#endif + + // Register supported extensions flags + // OpenGL 3.3 extensions supported by default (core) + RLGL.ExtSupported.vao = true; + RLGL.ExtSupported.instancing = true; + RLGL.ExtSupported.texNPOT = true; + RLGL.ExtSupported.texFloat32 = true; + RLGL.ExtSupported.texDepth = true; + RLGL.ExtSupported.maxDepthBits = 32; + RLGL.ExtSupported.texAnisoFilter = true; + RLGL.ExtSupported.texMirrorClamp = true; + #if defined(GRAPHICS_API_OPENGL_43) + if (GLAD_GL_ARB_compute_shader) RLGL.ExtSupported.computeShader = true; + if (GLAD_GL_ARB_shader_storage_buffer_object) RLGL.ExtSupported.ssbo = true; + #endif + #if !defined(__APPLE__) + // NOTE: With GLAD, we can check if an extension is supported using the GLAD_GL_xxx booleans + if (GLAD_GL_EXT_texture_compression_s3tc) RLGL.ExtSupported.texCompDXT = true; // Texture compression: DXT + if (GLAD_GL_ARB_ES3_compatibility) RLGL.ExtSupported.texCompETC2 = true; // Texture compression: ETC2/EAC + #endif +#endif // GRAPHICS_API_OPENGL_33 + +#if defined(GRAPHICS_API_OPENGL_ES2) + // Get supported extensions list + GLint numExt = 0; + const char **extList = RL_MALLOC(512*sizeof(const char *)); // Allocate 512 strings pointers (2 KB) + const char *extensions = (const char *)glGetString(GL_EXTENSIONS); // One big const string + + // NOTE: We have to duplicate string because glGetString() returns a const string + int size = strlen(extensions) + 1; // Get extensions string size in bytes + char *extensionsDup = (char *)RL_CALLOC(size, sizeof(char)); + strcpy(extensionsDup, extensions); + extList[numExt] = extensionsDup; + + for (int i = 0; i < size; i++) + { + if (extensionsDup[i] == ' ') + { + extensionsDup[i] = '\0'; + numExt++; + extList[numExt] = &extensionsDup[i + 1]; + } + } + + TRACELOG(RL_LOG_INFO, "GL: Supported extensions count: %i", numExt); + +#if defined(RLGL_SHOW_GL_DETAILS_INFO) + TRACELOG(RL_LOG_INFO, "GL: OpenGL extensions:"); + for (int i = 0; i < numExt; i++) TRACELOG(RL_LOG_INFO, " %s", extList[i]); +#endif + + // Check required extensions + for (int i = 0; i < numExt; i++) + { + // Check VAO support + // NOTE: Only check on OpenGL ES, OpenGL 3.3 has VAO support as core feature + if (strcmp(extList[i], (const char *)"GL_OES_vertex_array_object") == 0) + { + // The extension is supported by our hardware and driver, try to get related functions pointers + // NOTE: emscripten does not support VAOs natively, it uses emulation and it reduces overall performance... + glGenVertexArrays = (PFNGLGENVERTEXARRAYSOESPROC)((rlglLoadProc)loader)("glGenVertexArraysOES"); + glBindVertexArray = (PFNGLBINDVERTEXARRAYOESPROC)((rlglLoadProc)loader)("glBindVertexArrayOES"); + glDeleteVertexArrays = (PFNGLDELETEVERTEXARRAYSOESPROC)((rlglLoadProc)loader)("glDeleteVertexArraysOES"); + //glIsVertexArray = (PFNGLISVERTEXARRAYOESPROC)loader("glIsVertexArrayOES"); // NOTE: Fails in WebGL, omitted + + if ((glGenVertexArrays != NULL) && (glBindVertexArray != NULL) && (glDeleteVertexArrays != NULL)) RLGL.ExtSupported.vao = true; + } + + // Check instanced rendering support + if (strcmp(extList[i], (const char *)"GL_ANGLE_instanced_arrays") == 0) // Web ANGLE + { + glDrawArraysInstanced = (PFNGLDRAWARRAYSINSTANCEDEXTPROC)((rlglLoadProc)loader)("glDrawArraysInstancedANGLE"); + glDrawElementsInstanced = (PFNGLDRAWELEMENTSINSTANCEDEXTPROC)((rlglLoadProc)loader)("glDrawElementsInstancedANGLE"); + glVertexAttribDivisor = (PFNGLVERTEXATTRIBDIVISOREXTPROC)((rlglLoadProc)loader)("glVertexAttribDivisorANGLE"); + + if ((glDrawArraysInstanced != NULL) && (glDrawElementsInstanced != NULL) && (glVertexAttribDivisor != NULL)) RLGL.ExtSupported.instancing = true; + } + else + { + if ((strcmp(extList[i], (const char *)"GL_EXT_draw_instanced") == 0) && // Standard EXT + (strcmp(extList[i], (const char *)"GL_EXT_instanced_arrays") == 0)) + { + glDrawArraysInstanced = (PFNGLDRAWARRAYSINSTANCEDEXTPROC)((rlglLoadProc)loader)("glDrawArraysInstancedEXT"); + glDrawElementsInstanced = (PFNGLDRAWELEMENTSINSTANCEDEXTPROC)((rlglLoadProc)loader)("glDrawElementsInstancedEXT"); + glVertexAttribDivisor = (PFNGLVERTEXATTRIBDIVISOREXTPROC)((rlglLoadProc)loader)("glVertexAttribDivisorEXT"); + + if ((glDrawArraysInstanced != NULL) && (glDrawElementsInstanced != NULL) && (glVertexAttribDivisor != NULL)) RLGL.ExtSupported.instancing = true; + } + } + + // Check NPOT textures support + // NOTE: Only check on OpenGL ES, OpenGL 3.3 has NPOT textures full support as core feature + if (strcmp(extList[i], (const char *)"GL_OES_texture_npot") == 0) RLGL.ExtSupported.texNPOT = true; + + // Check texture float support + if (strcmp(extList[i], (const char *)"GL_OES_texture_float") == 0) RLGL.ExtSupported.texFloat32 = true; + + // Check depth texture support + if ((strcmp(extList[i], (const char *)"GL_OES_depth_texture") == 0) || + (strcmp(extList[i], (const char *)"GL_WEBGL_depth_texture") == 0)) RLGL.ExtSupported.texDepth = true; + + if (strcmp(extList[i], (const char *)"GL_OES_depth24") == 0) RLGL.ExtSupported.maxDepthBits = 24; + if (strcmp(extList[i], (const char *)"GL_OES_depth32") == 0) RLGL.ExtSupported.maxDepthBits = 32; + + // Check texture compression support: DXT + if ((strcmp(extList[i], (const char *)"GL_EXT_texture_compression_s3tc") == 0) || + (strcmp(extList[i], (const char *)"GL_WEBGL_compressed_texture_s3tc") == 0) || + (strcmp(extList[i], (const char *)"GL_WEBKIT_WEBGL_compressed_texture_s3tc") == 0)) RLGL.ExtSupported.texCompDXT = true; + + // Check texture compression support: ETC1 + if ((strcmp(extList[i], (const char *)"GL_OES_compressed_ETC1_RGB8_texture") == 0) || + (strcmp(extList[i], (const char *)"GL_WEBGL_compressed_texture_etc1") == 0)) RLGL.ExtSupported.texCompETC1 = true; + + // Check texture compression support: ETC2/EAC + if (strcmp(extList[i], (const char *)"GL_ARB_ES3_compatibility") == 0) RLGL.ExtSupported.texCompETC2 = true; + + // Check texture compression support: PVR + if (strcmp(extList[i], (const char *)"GL_IMG_texture_compression_pvrtc") == 0) RLGL.ExtSupported.texCompPVRT = true; + + // Check texture compression support: ASTC + if (strcmp(extList[i], (const char *)"GL_KHR_texture_compression_astc_hdr") == 0) RLGL.ExtSupported.texCompASTC = true; + + // Check anisotropic texture filter support + if (strcmp(extList[i], (const char *)"GL_EXT_texture_filter_anisotropic") == 0) RLGL.ExtSupported.texAnisoFilter = true; + + // Check clamp mirror wrap mode support + if (strcmp(extList[i], (const char *)"GL_EXT_texture_mirror_clamp") == 0) RLGL.ExtSupported.texMirrorClamp = true; + } + + // Free extensions pointers + RL_FREE(extList); + RL_FREE(extensionsDup); // Duplicated string must be deallocated +#endif // GRAPHICS_API_OPENGL_ES2 + + // Check OpenGL information and capabilities + //------------------------------------------------------------------------------ + // Show current OpenGL and GLSL version + TRACELOG(RL_LOG_INFO, "GL: OpenGL device information:"); + TRACELOG(RL_LOG_INFO, " > Vendor: %s", glGetString(GL_VENDOR)); + TRACELOG(RL_LOG_INFO, " > Renderer: %s", glGetString(GL_RENDERER)); + TRACELOG(RL_LOG_INFO, " > Version: %s", glGetString(GL_VERSION)); + TRACELOG(RL_LOG_INFO, " > GLSL: %s", glGetString(GL_SHADING_LANGUAGE_VERSION)); + +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) + // NOTE: Anisotropy levels capability is an extension + #ifndef GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT + #define GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT 0x84FF + #endif + glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &RLGL.ExtSupported.maxAnisotropyLevel); + +#if defined(RLGL_SHOW_GL_DETAILS_INFO) + // Show some OpenGL GPU capabilities + TRACELOG(RL_LOG_INFO, "GL: OpenGL capabilities:"); + GLint capability = 0; + glGetIntegerv(GL_MAX_TEXTURE_SIZE, &capability); + TRACELOG(RL_LOG_INFO, " GL_MAX_TEXTURE_SIZE: %i", capability); + glGetIntegerv(GL_MAX_CUBE_MAP_TEXTURE_SIZE, &capability); + TRACELOG(RL_LOG_INFO, " GL_MAX_CUBE_MAP_TEXTURE_SIZE: %i", capability); + glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &capability); + TRACELOG(RL_LOG_INFO, " GL_MAX_TEXTURE_IMAGE_UNITS: %i", capability); + glGetIntegerv(GL_MAX_VERTEX_ATTRIBS, &capability); + TRACELOG(RL_LOG_INFO, " GL_MAX_VERTEX_ATTRIBS: %i", capability); + #if !defined(GRAPHICS_API_OPENGL_ES2) + glGetIntegerv(GL_MAX_UNIFORM_BLOCK_SIZE, &capability); + TRACELOG(RL_LOG_INFO, " GL_MAX_UNIFORM_BLOCK_SIZE: %i", capability); + glGetIntegerv(GL_MAX_DRAW_BUFFERS, &capability); + TRACELOG(RL_LOG_INFO, " GL_MAX_DRAW_BUFFERS: %i", capability); + if (RLGL.ExtSupported.texAnisoFilter) TRACELOG(RL_LOG_INFO, " GL_MAX_TEXTURE_MAX_ANISOTROPY: %.0f", RLGL.ExtSupported.maxAnisotropyLevel); + #endif + glGetIntegerv(GL_NUM_COMPRESSED_TEXTURE_FORMATS, &capability); + TRACELOG(RL_LOG_INFO, " GL_NUM_COMPRESSED_TEXTURE_FORMATS: %i", capability); + GLint *compFormats = (GLint *)RL_CALLOC(capability, sizeof(GLint)); + glGetIntegerv(GL_COMPRESSED_TEXTURE_FORMATS, compFormats); + for (int i = 0; i < capability; i++) TRACELOG(RL_LOG_INFO, " %s", rlGetCompressedFormatName(compFormats[i])); + RL_FREE(compFormats); + +#if defined(GRAPHICS_API_OPENGL_43) + glGetIntegerv(GL_MAX_VERTEX_ATTRIB_BINDINGS, &capability); + TRACELOG(RL_LOG_INFO, " GL_MAX_VERTEX_ATTRIB_BINDINGS: %i", capability); + glGetIntegerv(GL_MAX_UNIFORM_LOCATIONS, &capability); + TRACELOG(RL_LOG_INFO, " GL_MAX_UNIFORM_LOCATIONS: %i", capability); +#endif // GRAPHICS_API_OPENGL_43 +#else // RLGL_SHOW_GL_DETAILS_INFO + + // Show some basic info about GL supported features + #if defined(GRAPHICS_API_OPENGL_ES2) + if (RLGL.ExtSupported.vao) TRACELOG(RL_LOG_INFO, "GL: VAO extension detected, VAO functions loaded successfully"); + else TRACELOG(RL_LOG_WARNING, "GL: VAO extension not found, VAO not supported"); + if (RLGL.ExtSupported.texNPOT) TRACELOG(RL_LOG_INFO, "GL: NPOT textures extension detected, full NPOT textures supported"); + else TRACELOG(RL_LOG_WARNING, "GL: NPOT textures extension not found, limited NPOT support (no-mipmaps, no-repeat)"); + #endif + if (RLGL.ExtSupported.texCompDXT) TRACELOG(RL_LOG_INFO, "GL: DXT compressed textures supported"); + if (RLGL.ExtSupported.texCompETC1) TRACELOG(RL_LOG_INFO, "GL: ETC1 compressed textures supported"); + if (RLGL.ExtSupported.texCompETC2) TRACELOG(RL_LOG_INFO, "GL: ETC2/EAC compressed textures supported"); + if (RLGL.ExtSupported.texCompPVRT) TRACELOG(RL_LOG_INFO, "GL: PVRT compressed textures supported"); + if (RLGL.ExtSupported.texCompASTC) TRACELOG(RL_LOG_INFO, "GL: ASTC compressed textures supported"); + if (RLGL.ExtSupported.computeShader) TRACELOG(RL_LOG_INFO, "GL: Compute shaders supported"); + if (RLGL.ExtSupported.ssbo) TRACELOG(RL_LOG_INFO, "GL: Shader storage buffer objects supported"); +#endif // RLGL_SHOW_GL_DETAILS_INFO + +#endif // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2 +} + +// Get current OpenGL version +int rlGetVersion(void) +{ + int glVersion = 0; +#if defined(GRAPHICS_API_OPENGL_11) + glVersion = OPENGL_11; +#endif +#if defined(GRAPHICS_API_OPENGL_21) + #if defined(__APPLE__) + glVersion = OPENGL_33; // NOTE: Force OpenGL 3.3 on OSX + #else + glVersion = OPENGL_21; + #endif +#elif defined(GRAPHICS_API_OPENGL_33) + glVersion = OPENGL_33; +#endif +#if defined(GRAPHICS_API_OPENGL_43) + glVersion = OPENGL_43; +#endif +#if defined(GRAPHICS_API_OPENGL_ES2) + glVersion = OPENGL_ES_20; +#endif + return glVersion; +} + +// Get default framebuffer width +int rlGetFramebufferWidth(void) +{ + int width = 0; +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) + width = RLGL.State.framebufferWidth; +#endif + return width; +} + +// Get default framebuffer height +int rlGetFramebufferHeight(void) +{ + int height = 0; +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) + height = RLGL.State.framebufferHeight; +#endif + return height; +} + +// Get default internal texture (white texture) +// NOTE: Default texture is a 1x1 pixel UNCOMPRESSED_R8G8B8A8 +unsigned int rlGetTextureIdDefault(void) +{ + unsigned int id = 0; +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) + id = RLGL.State.defaultTextureId; +#endif + return id; +} + +// Get default shader id +unsigned int rlGetShaderIdDefault(void) +{ + unsigned int id = 0; +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) + id = RLGL.State.defaultShaderId; +#endif + return id; +} + +// Get default shader locs +int *rlGetShaderLocsDefault(void) +{ + int *locs = NULL; +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) + locs = RLGL.State.defaultShaderLocs; +#endif + return locs; +} + +// Render batch management +//------------------------------------------------------------------------------------------------ +// Load render batch +rlRenderBatch rlLoadRenderBatch(int numBuffers, int bufferElements) +{ + rlRenderBatch batch = { 0 }; + +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) + // Initialize CPU (RAM) vertex buffers (position, texcoord, color data and indexes) + //-------------------------------------------------------------------------------------------- + batch.vertexBuffer = (rlVertexBuffer *)RL_MALLOC(numBuffers*sizeof(rlVertexBuffer)); + + for (int i = 0; i < numBuffers; i++) + { + batch.vertexBuffer[i].elementCount = bufferElements; + + batch.vertexBuffer[i].vertices = (float *)RL_MALLOC(bufferElements*3*4*sizeof(float)); // 3 float by vertex, 4 vertex by quad + batch.vertexBuffer[i].texcoords = (float *)RL_MALLOC(bufferElements*2*4*sizeof(float)); // 2 float by texcoord, 4 texcoord by quad + batch.vertexBuffer[i].colors = (unsigned char *)RL_MALLOC(bufferElements*4*4*sizeof(unsigned char)); // 4 float by color, 4 colors by quad +#if defined(GRAPHICS_API_OPENGL_33) + batch.vertexBuffer[i].indices = (unsigned int *)RL_MALLOC(bufferElements*6*sizeof(unsigned int)); // 6 int by quad (indices) +#endif +#if defined(GRAPHICS_API_OPENGL_ES2) + batch.vertexBuffer[i].indices = (unsigned short *)RL_MALLOC(bufferElements*6*sizeof(unsigned short)); // 6 int by quad (indices) +#endif + + for (int j = 0; j < (3*4*bufferElements); j++) batch.vertexBuffer[i].vertices[j] = 0.0f; + for (int j = 0; j < (2*4*bufferElements); j++) batch.vertexBuffer[i].texcoords[j] = 0.0f; + for (int j = 0; j < (4*4*bufferElements); j++) batch.vertexBuffer[i].colors[j] = 0; + + int k = 0; + + // Indices can be initialized right now + for (int j = 0; j < (6*bufferElements); j += 6) + { + batch.vertexBuffer[i].indices[j] = 4*k; + batch.vertexBuffer[i].indices[j + 1] = 4*k + 1; + batch.vertexBuffer[i].indices[j + 2] = 4*k + 2; + batch.vertexBuffer[i].indices[j + 3] = 4*k; + batch.vertexBuffer[i].indices[j + 4] = 4*k + 2; + batch.vertexBuffer[i].indices[j + 5] = 4*k + 3; + + k++; + } + + RLGL.State.vertexCounter = 0; + } + + TRACELOG(RL_LOG_INFO, "RLGL: Render batch vertex buffers loaded successfully in RAM (CPU)"); + //-------------------------------------------------------------------------------------------- + + // Upload to GPU (VRAM) vertex data and initialize VAOs/VBOs + //-------------------------------------------------------------------------------------------- + for (int i = 0; i < numBuffers; i++) + { + if (RLGL.ExtSupported.vao) + { + // Initialize Quads VAO + glGenVertexArrays(1, &batch.vertexBuffer[i].vaoId); + glBindVertexArray(batch.vertexBuffer[i].vaoId); + } + + // Quads - Vertex buffers binding and attributes enable + // Vertex position buffer (shader-location = 0) + glGenBuffers(1, &batch.vertexBuffer[i].vboId[0]); + glBindBuffer(GL_ARRAY_BUFFER, batch.vertexBuffer[i].vboId[0]); + glBufferData(GL_ARRAY_BUFFER, bufferElements*3*4*sizeof(float), batch.vertexBuffer[i].vertices, GL_DYNAMIC_DRAW); + glEnableVertexAttribArray(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_POSITION]); + glVertexAttribPointer(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_POSITION], 3, GL_FLOAT, 0, 0, 0); + + // Vertex texcoord buffer (shader-location = 1) + glGenBuffers(1, &batch.vertexBuffer[i].vboId[1]); + glBindBuffer(GL_ARRAY_BUFFER, batch.vertexBuffer[i].vboId[1]); + glBufferData(GL_ARRAY_BUFFER, bufferElements*2*4*sizeof(float), batch.vertexBuffer[i].texcoords, GL_DYNAMIC_DRAW); + glEnableVertexAttribArray(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_TEXCOORD01]); + glVertexAttribPointer(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_TEXCOORD01], 2, GL_FLOAT, 0, 0, 0); + + // Vertex color buffer (shader-location = 3) + glGenBuffers(1, &batch.vertexBuffer[i].vboId[2]); + glBindBuffer(GL_ARRAY_BUFFER, batch.vertexBuffer[i].vboId[2]); + glBufferData(GL_ARRAY_BUFFER, bufferElements*4*4*sizeof(unsigned char), batch.vertexBuffer[i].colors, GL_DYNAMIC_DRAW); + glEnableVertexAttribArray(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_COLOR]); + glVertexAttribPointer(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_COLOR], 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0); + + // Fill index buffer + glGenBuffers(1, &batch.vertexBuffer[i].vboId[3]); + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, batch.vertexBuffer[i].vboId[3]); +#if defined(GRAPHICS_API_OPENGL_33) + glBufferData(GL_ELEMENT_ARRAY_BUFFER, bufferElements*6*sizeof(int), batch.vertexBuffer[i].indices, GL_STATIC_DRAW); +#endif +#if defined(GRAPHICS_API_OPENGL_ES2) + glBufferData(GL_ELEMENT_ARRAY_BUFFER, bufferElements*6*sizeof(short), batch.vertexBuffer[i].indices, GL_STATIC_DRAW); +#endif + } + + TRACELOG(RL_LOG_INFO, "RLGL: Render batch vertex buffers loaded successfully in VRAM (GPU)"); + + // Unbind the current VAO + if (RLGL.ExtSupported.vao) glBindVertexArray(0); + //-------------------------------------------------------------------------------------------- + + // Init draw calls tracking system + //-------------------------------------------------------------------------------------------- + batch.draws = (rlDrawCall *)RL_MALLOC(RL_DEFAULT_BATCH_DRAWCALLS*sizeof(rlDrawCall)); + + for (int i = 0; i < RL_DEFAULT_BATCH_DRAWCALLS; i++) + { + batch.draws[i].mode = RL_QUADS; + batch.draws[i].vertexCount = 0; + batch.draws[i].vertexAlignment = 0; + //batch.draws[i].vaoId = 0; + //batch.draws[i].shaderId = 0; + batch.draws[i].textureId = RLGL.State.defaultTextureId; + //batch.draws[i].RLGL.State.projection = rlMatrixIdentity(); + //batch.draws[i].RLGL.State.modelview = rlMatrixIdentity(); + } + + batch.bufferCount = numBuffers; // Record buffer count + batch.drawCounter = 1; // Reset draws counter + batch.currentDepth = -1.0f; // Reset depth value + //-------------------------------------------------------------------------------------------- +#endif + + return batch; +} + +// Unload default internal buffers vertex data from CPU and GPU +void rlUnloadRenderBatch(rlRenderBatch batch) +{ +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) + // Unbind everything + glBindBuffer(GL_ARRAY_BUFFER, 0); + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); + + // Unload all vertex buffers data + for (int i = 0; i < batch.bufferCount; i++) + { + // Unbind VAO attribs data + if (RLGL.ExtSupported.vao) + { + glBindVertexArray(batch.vertexBuffer[i].vaoId); + glDisableVertexAttribArray(0); + glDisableVertexAttribArray(1); + glDisableVertexAttribArray(2); + glDisableVertexAttribArray(3); + glBindVertexArray(0); + } + + // Delete VBOs from GPU (VRAM) + glDeleteBuffers(1, &batch.vertexBuffer[i].vboId[0]); + glDeleteBuffers(1, &batch.vertexBuffer[i].vboId[1]); + glDeleteBuffers(1, &batch.vertexBuffer[i].vboId[2]); + glDeleteBuffers(1, &batch.vertexBuffer[i].vboId[3]); + + // Delete VAOs from GPU (VRAM) + if (RLGL.ExtSupported.vao) glDeleteVertexArrays(1, &batch.vertexBuffer[i].vaoId); + + // Free vertex arrays memory from CPU (RAM) + RL_FREE(batch.vertexBuffer[i].vertices); + RL_FREE(batch.vertexBuffer[i].texcoords); + RL_FREE(batch.vertexBuffer[i].colors); + RL_FREE(batch.vertexBuffer[i].indices); + } + + // Unload arrays + RL_FREE(batch.vertexBuffer); + RL_FREE(batch.draws); +#endif +} + +// Draw render batch +// NOTE: We require a pointer to reset batch and increase current buffer (multi-buffer) +void rlDrawRenderBatch(rlRenderBatch *batch) +{ +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) + // Update batch vertex buffers + //------------------------------------------------------------------------------------------------------------ + // NOTE: If there is not vertex data, buffers doesn't need to be updated (vertexCount > 0) + // TODO: If no data changed on the CPU arrays --> No need to re-update GPU arrays (change flag required) + if (RLGL.State.vertexCounter > 0) + { + // Activate elements VAO + if (RLGL.ExtSupported.vao) glBindVertexArray(batch->vertexBuffer[batch->currentBuffer].vaoId); + + // Vertex positions buffer + glBindBuffer(GL_ARRAY_BUFFER, batch->vertexBuffer[batch->currentBuffer].vboId[0]); + glBufferSubData(GL_ARRAY_BUFFER, 0, RLGL.State.vertexCounter*3*sizeof(float), batch->vertexBuffer[batch->currentBuffer].vertices); + //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*4*batch->vertexBuffer[batch->currentBuffer].elementCount, batch->vertexBuffer[batch->currentBuffer].vertices, GL_DYNAMIC_DRAW); // Update all buffer + + // Texture coordinates buffer + glBindBuffer(GL_ARRAY_BUFFER, batch->vertexBuffer[batch->currentBuffer].vboId[1]); + glBufferSubData(GL_ARRAY_BUFFER, 0, RLGL.State.vertexCounter*2*sizeof(float), batch->vertexBuffer[batch->currentBuffer].texcoords); + //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*4*batch->vertexBuffer[batch->currentBuffer].elementCount, batch->vertexBuffer[batch->currentBuffer].texcoords, GL_DYNAMIC_DRAW); // Update all buffer + + // Colors buffer + glBindBuffer(GL_ARRAY_BUFFER, batch->vertexBuffer[batch->currentBuffer].vboId[2]); + glBufferSubData(GL_ARRAY_BUFFER, 0, RLGL.State.vertexCounter*4*sizeof(unsigned char), batch->vertexBuffer[batch->currentBuffer].colors); + //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*4*4*batch->vertexBuffer[batch->currentBuffer].elementCount, batch->vertexBuffer[batch->currentBuffer].colors, GL_DYNAMIC_DRAW); // Update all buffer + + // NOTE: glMapBuffer() causes sync issue. + // If GPU is working with this buffer, glMapBuffer() will wait(stall) until GPU to finish its job. + // To avoid waiting (idle), you can call first glBufferData() with NULL pointer before glMapBuffer(). + // If you do that, the previous data in PBO will be discarded and glMapBuffer() returns a new + // allocated pointer immediately even if GPU is still working with the previous data. + + // Another option: map the buffer object into client's memory + // Probably this code could be moved somewhere else... + // batch->vertexBuffer[batch->currentBuffer].vertices = (float *)glMapBuffer(GL_ARRAY_BUFFER, GL_READ_WRITE); + // if (batch->vertexBuffer[batch->currentBuffer].vertices) + // { + // Update vertex data + // } + // glUnmapBuffer(GL_ARRAY_BUFFER); + + // Unbind the current VAO + if (RLGL.ExtSupported.vao) glBindVertexArray(0); + } + //------------------------------------------------------------------------------------------------------------ + + // Draw batch vertex buffers (considering VR stereo if required) + //------------------------------------------------------------------------------------------------------------ + Matrix matProjection = RLGL.State.projection; + Matrix matModelView = RLGL.State.modelview; + + int eyeCount = 1; + if (RLGL.State.stereoRender) eyeCount = 2; + + for (int eye = 0; eye < eyeCount; eye++) + { + if (eyeCount == 2) + { + // Setup current eye viewport (half screen width) + rlViewport(eye*RLGL.State.framebufferWidth/2, 0, RLGL.State.framebufferWidth/2, RLGL.State.framebufferHeight); + + // Set current eye view offset to modelview matrix + rlSetMatrixModelview(rlMatrixMultiply(matModelView, RLGL.State.viewOffsetStereo[eye])); + // Set current eye projection matrix + rlSetMatrixProjection(RLGL.State.projectionStereo[eye]); + } + + // Draw buffers + if (RLGL.State.vertexCounter > 0) + { + // Set current shader and upload current MVP matrix + glUseProgram(RLGL.State.currentShaderId); + + // Create modelview-projection matrix and upload to shader + Matrix matMVP = rlMatrixMultiply(RLGL.State.modelview, RLGL.State.projection); + float matMVPfloat[16] = { + matMVP.m0, matMVP.m1, matMVP.m2, matMVP.m3, + matMVP.m4, matMVP.m5, matMVP.m6, matMVP.m7, + matMVP.m8, matMVP.m9, matMVP.m10, matMVP.m11, + matMVP.m12, matMVP.m13, matMVP.m14, matMVP.m15 + }; + glUniformMatrix4fv(RLGL.State.currentShaderLocs[RL_SHADER_LOC_MATRIX_MVP], 1, false, matMVPfloat); + + if (RLGL.ExtSupported.vao) glBindVertexArray(batch->vertexBuffer[batch->currentBuffer].vaoId); + else + { + // Bind vertex attrib: position (shader-location = 0) + glBindBuffer(GL_ARRAY_BUFFER, batch->vertexBuffer[batch->currentBuffer].vboId[0]); + glVertexAttribPointer(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_POSITION], 3, GL_FLOAT, 0, 0, 0); + glEnableVertexAttribArray(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_POSITION]); + + // Bind vertex attrib: texcoord (shader-location = 1) + glBindBuffer(GL_ARRAY_BUFFER, batch->vertexBuffer[batch->currentBuffer].vboId[1]); + glVertexAttribPointer(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_TEXCOORD01], 2, GL_FLOAT, 0, 0, 0); + glEnableVertexAttribArray(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_TEXCOORD01]); + + // Bind vertex attrib: color (shader-location = 3) + glBindBuffer(GL_ARRAY_BUFFER, batch->vertexBuffer[batch->currentBuffer].vboId[2]); + glVertexAttribPointer(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_COLOR], 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0); + glEnableVertexAttribArray(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_COLOR]); + + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, batch->vertexBuffer[batch->currentBuffer].vboId[3]); + } + + // Setup some default shader values + glUniform4f(RLGL.State.currentShaderLocs[RL_SHADER_LOC_COLOR_DIFFUSE], 1.0f, 1.0f, 1.0f, 1.0f); + glUniform1i(RLGL.State.currentShaderLocs[RL_SHADER_LOC_MAP_DIFFUSE], 0); // Active default sampler2D: texture0 + + // Activate additional sampler textures + // Those additional textures will be common for all draw calls of the batch + for (int i = 0; i < RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS; i++) + { + if (RLGL.State.activeTextureId[i] > 0) + { + glActiveTexture(GL_TEXTURE0 + 1 + i); + glBindTexture(GL_TEXTURE_2D, RLGL.State.activeTextureId[i]); + } + } + + // Activate default sampler2D texture0 (one texture is always active for default batch shader) + // NOTE: Batch system accumulates calls by texture0 changes, additional textures are enabled for all the draw calls + glActiveTexture(GL_TEXTURE0); + + for (int i = 0, vertexOffset = 0; i < batch->drawCounter; i++) + { + // Bind current draw call texture, activated as GL_TEXTURE0 and binded to sampler2D texture0 by default + glBindTexture(GL_TEXTURE_2D, batch->draws[i].textureId); + + if ((batch->draws[i].mode == RL_LINES) || (batch->draws[i].mode == RL_TRIANGLES)) glDrawArrays(batch->draws[i].mode, vertexOffset, batch->draws[i].vertexCount); + else + { +#if defined(GRAPHICS_API_OPENGL_33) + // We need to define the number of indices to be processed: elementCount*6 + // NOTE: The final parameter tells the GPU the offset in bytes from the + // start of the index buffer to the location of the first index to process + glDrawElements(GL_TRIANGLES, batch->draws[i].vertexCount/4*6, GL_UNSIGNED_INT, (GLvoid *)(vertexOffset/4*6*sizeof(GLuint))); +#endif +#if defined(GRAPHICS_API_OPENGL_ES2) + glDrawElements(GL_TRIANGLES, batch->draws[i].vertexCount/4*6, GL_UNSIGNED_SHORT, (GLvoid *)(vertexOffset/4*6*sizeof(GLushort))); +#endif + } + + vertexOffset += (batch->draws[i].vertexCount + batch->draws[i].vertexAlignment); + } + + if (!RLGL.ExtSupported.vao) + { + glBindBuffer(GL_ARRAY_BUFFER, 0); + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); + } + + glBindTexture(GL_TEXTURE_2D, 0); // Unbind textures + } + + if (RLGL.ExtSupported.vao) glBindVertexArray(0); // Unbind VAO + + glUseProgram(0); // Unbind shader program + } + //------------------------------------------------------------------------------------------------------------ + + // Reset batch buffers + //------------------------------------------------------------------------------------------------------------ + // Reset vertex counter for next frame + RLGL.State.vertexCounter = 0; + + // Reset depth for next draw + batch->currentDepth = -1.0f; + + // Restore projection/modelview matrices + RLGL.State.projection = matProjection; + RLGL.State.modelview = matModelView; + + // Reset RLGL.currentBatch->draws array + for (int i = 0; i < RL_DEFAULT_BATCH_DRAWCALLS; i++) + { + batch->draws[i].mode = RL_QUADS; + batch->draws[i].vertexCount = 0; + batch->draws[i].textureId = RLGL.State.defaultTextureId; + } + + // Reset active texture units for next batch + for (int i = 0; i < RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS; i++) RLGL.State.activeTextureId[i] = 0; + + // Reset draws counter to one draw for the batch + batch->drawCounter = 1; + //------------------------------------------------------------------------------------------------------------ + + // Change to next buffer in the list (in case of multi-buffering) + batch->currentBuffer++; + if (batch->currentBuffer >= batch->bufferCount) batch->currentBuffer = 0; +#endif +} + +// Set the active render batch for rlgl +void rlSetRenderBatchActive(rlRenderBatch *batch) +{ +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) + rlDrawRenderBatch(RLGL.currentBatch); + + if (batch != NULL) RLGL.currentBatch = batch; + else RLGL.currentBatch = &RLGL.defaultBatch; +#endif +} + +// Update and draw internal render batch +void rlDrawRenderBatchActive(void) +{ +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) + rlDrawRenderBatch(RLGL.currentBatch); // NOTE: Stereo rendering is checked inside +#endif +} + +// Check internal buffer overflow for a given number of vertex +// and force a rlRenderBatch draw call if required +bool rlCheckRenderBatchLimit(int vCount) +{ + bool overflow = false; + +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) + if ((RLGL.State.vertexCounter + vCount) >= + (RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].elementCount*4)) + { + int currentMode = RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].mode; + int currentTexture = RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].textureId; + + overflow = true; + rlDrawRenderBatch(RLGL.currentBatch); // NOTE: Stereo rendering is checked inside + + // Restore state of last batch so we can continue adding vertices + RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].mode = currentMode; + RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].textureId = currentTexture; + } +#endif + + return overflow; +} + +// Textures data management +//----------------------------------------------------------------------------------------- +// Convert image data to OpenGL texture (returns OpenGL valid Id) +unsigned int rlLoadTexture(const void *data, int width, int height, int format, int mipmapCount) +{ + glBindTexture(GL_TEXTURE_2D, 0); // Free any old binding + + unsigned int id = 0; + + // Check texture format support by OpenGL 1.1 (compressed textures not supported) +#if defined(GRAPHICS_API_OPENGL_11) + if (format >= RL_PIXELFORMAT_COMPRESSED_DXT1_RGB) + { + TRACELOG(RL_LOG_WARNING, "GL: OpenGL 1.1 does not support GPU compressed texture formats"); + return id; + } +#else + if ((!RLGL.ExtSupported.texCompDXT) && ((format == RL_PIXELFORMAT_COMPRESSED_DXT1_RGB) || (format == RL_PIXELFORMAT_COMPRESSED_DXT1_RGBA) || + (format == RL_PIXELFORMAT_COMPRESSED_DXT3_RGBA) || (format == RL_PIXELFORMAT_COMPRESSED_DXT5_RGBA))) + { + TRACELOG(RL_LOG_WARNING, "GL: DXT compressed texture format not supported"); + return id; + } +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) + if ((!RLGL.ExtSupported.texCompETC1) && (format == RL_PIXELFORMAT_COMPRESSED_ETC1_RGB)) + { + TRACELOG(RL_LOG_WARNING, "GL: ETC1 compressed texture format not supported"); + return id; + } + + if ((!RLGL.ExtSupported.texCompETC2) && ((format == RL_PIXELFORMAT_COMPRESSED_ETC2_RGB) || (format == RL_PIXELFORMAT_COMPRESSED_ETC2_EAC_RGBA))) + { + TRACELOG(RL_LOG_WARNING, "GL: ETC2 compressed texture format not supported"); + return id; + } + + if ((!RLGL.ExtSupported.texCompPVRT) && ((format == RL_PIXELFORMAT_COMPRESSED_PVRT_RGB) || (format == RL_PIXELFORMAT_COMPRESSED_PVRT_RGBA))) + { + TRACELOG(RL_LOG_WARNING, "GL: PVRT compressed texture format not supported"); + return id; + } + + if ((!RLGL.ExtSupported.texCompASTC) && ((format == RL_PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA) || (format == RL_PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA))) + { + TRACELOG(RL_LOG_WARNING, "GL: ASTC compressed texture format not supported"); + return id; + } +#endif +#endif // GRAPHICS_API_OPENGL_11 + + glPixelStorei(GL_UNPACK_ALIGNMENT, 1); + + glGenTextures(1, &id); // Generate texture id + + glBindTexture(GL_TEXTURE_2D, id); + + int mipWidth = width; + int mipHeight = height; + int mipOffset = 0; // Mipmap data offset + + // Load the different mipmap levels + for (int i = 0; i < mipmapCount; i++) + { + unsigned int mipSize = rlGetPixelDataSize(mipWidth, mipHeight, format); + + int glInternalFormat, glFormat, glType; + rlGetGlTextureFormats(format, &glInternalFormat, &glFormat, &glType); + + TRACELOGD("TEXTURE: Load mipmap level %i (%i x %i), size: %i, offset: %i", i, mipWidth, mipHeight, mipSize, mipOffset); + + if (glInternalFormat != -1) + { + if (format < RL_PIXELFORMAT_COMPRESSED_DXT1_RGB) glTexImage2D(GL_TEXTURE_2D, i, glInternalFormat, mipWidth, mipHeight, 0, glFormat, glType, (unsigned char *)data + mipOffset); +#if !defined(GRAPHICS_API_OPENGL_11) + else glCompressedTexImage2D(GL_TEXTURE_2D, i, glInternalFormat, mipWidth, mipHeight, 0, mipSize, (unsigned char *)data + mipOffset); +#endif + +#if defined(GRAPHICS_API_OPENGL_33) + if (format == RL_PIXELFORMAT_UNCOMPRESSED_GRAYSCALE) + { + GLint swizzleMask[] = { GL_RED, GL_RED, GL_RED, GL_ONE }; + glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask); + } + else if (format == RL_PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA) + { +#if defined(GRAPHICS_API_OPENGL_21) + GLint swizzleMask[] = { GL_RED, GL_RED, GL_RED, GL_ALPHA }; +#elif defined(GRAPHICS_API_OPENGL_33) + GLint swizzleMask[] = { GL_RED, GL_RED, GL_RED, GL_GREEN }; +#endif + glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask); + } +#endif + } + + mipWidth /= 2; + mipHeight /= 2; + mipOffset += mipSize; + + // Security check for NPOT textures + if (mipWidth < 1) mipWidth = 1; + if (mipHeight < 1) mipHeight = 1; + } + + // Texture parameters configuration + // NOTE: glTexParameteri does NOT affect texture uploading, just the way it's used +#if defined(GRAPHICS_API_OPENGL_ES2) + // 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 + if (RLGL.ExtSupported.texNPOT) + { + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); // Set texture to repeat on x-axis + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); // Set texture to repeat on y-axis + } + else + { + // NOTE: If using negative texture coordinates (LoadOBJ()), it does not work! + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); // Set texture to clamp on x-axis + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); // Set texture to clamp on y-axis + } +#else + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); // Set texture to repeat on x-axis + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); // Set texture to repeat on y-axis +#endif + + // Magnification and minification filters + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); // Alternative: GL_LINEAR + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); // Alternative: GL_LINEAR + +#if defined(GRAPHICS_API_OPENGL_33) + if (mipmapCount > 1) + { + // Activate Trilinear filtering if mipmaps are available + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); + } +#endif + + // At this point we have the texture loaded in GPU and texture parameters configured + + // NOTE: If mipmaps were not in data, they are not generated automatically + + // Unbind current texture + glBindTexture(GL_TEXTURE_2D, 0); + + if (id > 0) TRACELOG(RL_LOG_INFO, "TEXTURE: [ID %i] Texture loaded successfully (%ix%i | %s | %i mipmaps)", id, width, height, rlGetPixelFormatName(format), mipmapCount); + else TRACELOG(RL_LOG_WARNING, "TEXTURE: Failed to load texture"); + + return id; +} + +// Load depth texture/renderbuffer (to be attached to fbo) +// WARNING: OpenGL ES 2.0 requires GL_OES_depth_texture/WEBGL_depth_texture extensions +unsigned int rlLoadTextureDepth(int width, int height, bool useRenderBuffer) +{ + unsigned int id = 0; + +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) + // In case depth textures not supported, we force renderbuffer usage + if (!RLGL.ExtSupported.texDepth) useRenderBuffer = true; + + // NOTE: We let the implementation to choose the best bit-depth + // Possible formats: GL_DEPTH_COMPONENT16, GL_DEPTH_COMPONENT24, GL_DEPTH_COMPONENT32 and GL_DEPTH_COMPONENT32F + unsigned int glInternalFormat = GL_DEPTH_COMPONENT; + +#if defined(GRAPHICS_API_OPENGL_ES2) + if (RLGL.ExtSupported.maxDepthBits == 32) glInternalFormat = GL_DEPTH_COMPONENT32_OES; + else if (RLGL.ExtSupported.maxDepthBits == 24) glInternalFormat = GL_DEPTH_COMPONENT24_OES; + else glInternalFormat = GL_DEPTH_COMPONENT16; +#endif + + if (!useRenderBuffer && RLGL.ExtSupported.texDepth) + { + glGenTextures(1, &id); + glBindTexture(GL_TEXTURE_2D, id); + glTexImage2D(GL_TEXTURE_2D, 0, glInternalFormat, width, height, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL); + + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); + + glBindTexture(GL_TEXTURE_2D, 0); + + TRACELOG(RL_LOG_INFO, "TEXTURE: Depth texture loaded successfully"); + } + else + { + // Create the renderbuffer that will serve as the depth attachment for the framebuffer + // NOTE: A renderbuffer is simpler than a texture and could offer better performance on embedded devices + glGenRenderbuffers(1, &id); + glBindRenderbuffer(GL_RENDERBUFFER, id); + glRenderbufferStorage(GL_RENDERBUFFER, glInternalFormat, width, height); + + glBindRenderbuffer(GL_RENDERBUFFER, 0); + + TRACELOG(RL_LOG_INFO, "TEXTURE: [ID %i] Depth renderbuffer loaded successfully (%i bits)", id, (RLGL.ExtSupported.maxDepthBits >= 24)? RLGL.ExtSupported.maxDepthBits : 16); + } +#endif + + return id; +} + +// Load texture cubemap +// NOTE: Cubemap data is expected to be 6 images in a single data array (one after the other), +// expected the following convention: +X, -X, +Y, -Y, +Z, -Z +unsigned int rlLoadTextureCubemap(const void *data, int size, int format) +{ + unsigned int id = 0; + +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) + unsigned int dataSize = rlGetPixelDataSize(size, size, format); + + glGenTextures(1, &id); + glBindTexture(GL_TEXTURE_CUBE_MAP, id); + + int glInternalFormat, glFormat, glType; + rlGetGlTextureFormats(format, &glInternalFormat, &glFormat, &glType); + + if (glInternalFormat != -1) + { + // Load cubemap faces + for (unsigned int i = 0; i < 6; i++) + { + if (data == NULL) + { + if (format < RL_PIXELFORMAT_COMPRESSED_DXT1_RGB) + { + if (format == RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32) + { + // Instead of using a sized internal texture format (GL_RGB16F, GL_RGB32F), we let the driver to choose the better format for us (GL_RGB) + if (RLGL.ExtSupported.texFloat32) glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_RGB, size, size, 0, GL_RGB, GL_FLOAT, NULL); + else TRACELOG(RL_LOG_WARNING, "TEXTURES: Cubemap requested format not supported"); + } + else if ((format == RL_PIXELFORMAT_UNCOMPRESSED_R32) || (format == RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32A32)) TRACELOG(RL_LOG_WARNING, "TEXTURES: Cubemap requested format not supported"); + else glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glInternalFormat, size, size, 0, glFormat, glType, NULL); + } + else TRACELOG(RL_LOG_WARNING, "TEXTURES: Empty cubemap creation does not support compressed format"); + } + else + { + if (format < RL_PIXELFORMAT_COMPRESSED_DXT1_RGB) glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glInternalFormat, size, size, 0, glFormat, glType, (unsigned char *)data + i*dataSize); + else glCompressedTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glInternalFormat, size, size, 0, dataSize, (unsigned char *)data + i*dataSize); + } + +#if defined(GRAPHICS_API_OPENGL_33) + if (format == RL_PIXELFORMAT_UNCOMPRESSED_GRAYSCALE) + { + GLint swizzleMask[] = { GL_RED, GL_RED, GL_RED, GL_ONE }; + glTexParameteriv(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask); + } + else if (format == RL_PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA) + { +#if defined(GRAPHICS_API_OPENGL_21) + GLint swizzleMask[] = { GL_RED, GL_RED, GL_RED, GL_ALPHA }; +#elif defined(GRAPHICS_API_OPENGL_33) + GLint swizzleMask[] = { GL_RED, GL_RED, GL_RED, GL_GREEN }; +#endif + glTexParameteriv(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask); + } +#endif + } + } + + // Set cubemap texture sampling parameters + glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); + glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); +#if defined(GRAPHICS_API_OPENGL_33) + glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE); // Flag not supported on OpenGL ES 2.0 +#endif + + glBindTexture(GL_TEXTURE_CUBE_MAP, 0); +#endif + + if (id > 0) TRACELOG(RL_LOG_INFO, "TEXTURE: [ID %i] Cubemap texture loaded successfully (%ix%i)", id, size, size); + else TRACELOG(RL_LOG_WARNING, "TEXTURE: Failed to load cubemap texture"); + + return id; +} + +// Update already loaded texture in GPU with new data +// NOTE: We don't know safely if internal texture format is the expected one... +void rlUpdateTexture(unsigned int id, int offsetX, int offsetY, int width, int height, int format, const void *data) +{ + glBindTexture(GL_TEXTURE_2D, id); + + int glInternalFormat, glFormat, glType; + rlGetGlTextureFormats(format, &glInternalFormat, &glFormat, &glType); + + if ((glInternalFormat != -1) && (format < RL_PIXELFORMAT_COMPRESSED_DXT1_RGB)) + { + glTexSubImage2D(GL_TEXTURE_2D, 0, offsetX, offsetY, width, height, glFormat, glType, data); + } + else TRACELOG(RL_LOG_WARNING, "TEXTURE: [ID %i] Failed to update for current texture format (%i)", id, format); +} + +// Get OpenGL internal formats and data type from raylib PixelFormat +void rlGetGlTextureFormats(int format, int *glInternalFormat, int *glFormat, int *glType) +{ + *glInternalFormat = -1; + *glFormat = -1; + *glType = -1; + + switch (format) + { + #if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_21) || defined(GRAPHICS_API_OPENGL_ES2) + // NOTE: on OpenGL ES 2.0 (WebGL), internalFormat must match format and options allowed are: GL_LUMINANCE, GL_RGB, GL_RGBA + case RL_PIXELFORMAT_UNCOMPRESSED_GRAYSCALE: *glInternalFormat = GL_LUMINANCE; *glFormat = GL_LUMINANCE; *glType = GL_UNSIGNED_BYTE; break; + case RL_PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA: *glInternalFormat = GL_LUMINANCE_ALPHA; *glFormat = GL_LUMINANCE_ALPHA; *glType = GL_UNSIGNED_BYTE; break; + case RL_PIXELFORMAT_UNCOMPRESSED_R5G6B5: *glInternalFormat = GL_RGB; *glFormat = GL_RGB; *glType = GL_UNSIGNED_SHORT_5_6_5; break; + case RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8: *glInternalFormat = GL_RGB; *glFormat = GL_RGB; *glType = GL_UNSIGNED_BYTE; break; + case RL_PIXELFORMAT_UNCOMPRESSED_R5G5B5A1: *glInternalFormat = GL_RGBA; *glFormat = GL_RGBA; *glType = GL_UNSIGNED_SHORT_5_5_5_1; break; + case RL_PIXELFORMAT_UNCOMPRESSED_R4G4B4A4: *glInternalFormat = GL_RGBA; *glFormat = GL_RGBA; *glType = GL_UNSIGNED_SHORT_4_4_4_4; break; + case RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8A8: *glInternalFormat = GL_RGBA; *glFormat = GL_RGBA; *glType = GL_UNSIGNED_BYTE; break; + #if !defined(GRAPHICS_API_OPENGL_11) + 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 + 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 + 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 + #endif + #elif defined(GRAPHICS_API_OPENGL_33) + case RL_PIXELFORMAT_UNCOMPRESSED_GRAYSCALE: *glInternalFormat = GL_R8; *glFormat = GL_RED; *glType = GL_UNSIGNED_BYTE; break; + case RL_PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA: *glInternalFormat = GL_RG8; *glFormat = GL_RG; *glType = GL_UNSIGNED_BYTE; break; + case RL_PIXELFORMAT_UNCOMPRESSED_R5G6B5: *glInternalFormat = GL_RGB565; *glFormat = GL_RGB; *glType = GL_UNSIGNED_SHORT_5_6_5; break; + case RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8: *glInternalFormat = GL_RGB8; *glFormat = GL_RGB; *glType = GL_UNSIGNED_BYTE; break; + case RL_PIXELFORMAT_UNCOMPRESSED_R5G5B5A1: *glInternalFormat = GL_RGB5_A1; *glFormat = GL_RGBA; *glType = GL_UNSIGNED_SHORT_5_5_5_1; break; + case RL_PIXELFORMAT_UNCOMPRESSED_R4G4B4A4: *glInternalFormat = GL_RGBA4; *glFormat = GL_RGBA; *glType = GL_UNSIGNED_SHORT_4_4_4_4; break; + case RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8A8: *glInternalFormat = GL_RGBA8; *glFormat = GL_RGBA; *glType = GL_UNSIGNED_BYTE; break; + case RL_PIXELFORMAT_UNCOMPRESSED_R32: if (RLGL.ExtSupported.texFloat32) *glInternalFormat = GL_R32F; *glFormat = GL_RED; *glType = GL_FLOAT; break; + case RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32: if (RLGL.ExtSupported.texFloat32) *glInternalFormat = GL_RGB32F; *glFormat = GL_RGB; *glType = GL_FLOAT; break; + case RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32A32: if (RLGL.ExtSupported.texFloat32) *glInternalFormat = GL_RGBA32F; *glFormat = GL_RGBA; *glType = GL_FLOAT; break; + #endif + #if !defined(GRAPHICS_API_OPENGL_11) + case RL_PIXELFORMAT_COMPRESSED_DXT1_RGB: if (RLGL.ExtSupported.texCompDXT) *glInternalFormat = GL_COMPRESSED_RGB_S3TC_DXT1_EXT; break; + case RL_PIXELFORMAT_COMPRESSED_DXT1_RGBA: if (RLGL.ExtSupported.texCompDXT) *glInternalFormat = GL_COMPRESSED_RGBA_S3TC_DXT1_EXT; break; + case RL_PIXELFORMAT_COMPRESSED_DXT3_RGBA: if (RLGL.ExtSupported.texCompDXT) *glInternalFormat = GL_COMPRESSED_RGBA_S3TC_DXT3_EXT; break; + case RL_PIXELFORMAT_COMPRESSED_DXT5_RGBA: if (RLGL.ExtSupported.texCompDXT) *glInternalFormat = GL_COMPRESSED_RGBA_S3TC_DXT5_EXT; break; + 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 + 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 + 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 + case RL_PIXELFORMAT_COMPRESSED_PVRT_RGB: if (RLGL.ExtSupported.texCompPVRT) *glInternalFormat = GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG; break; // NOTE: Requires PowerVR GPU + case RL_PIXELFORMAT_COMPRESSED_PVRT_RGBA: if (RLGL.ExtSupported.texCompPVRT) *glInternalFormat = GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG; break; // NOTE: Requires PowerVR GPU + 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 + 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 + #endif + default: TRACELOG(RL_LOG_WARNING, "TEXTURE: Current format not supported (%i)", format); break; + } +} + +// Unload texture from GPU memory +void rlUnloadTexture(unsigned int id) +{ + glDeleteTextures(1, &id); +} + +// Generate mipmap data for selected texture +void rlGenTextureMipmaps(unsigned int id, int width, int height, int format, int *mipmaps) +{ + glBindTexture(GL_TEXTURE_2D, id); + + // Check if texture is power-of-two (POT) + bool texIsPOT = false; + + if (((width > 0) && ((width & (width - 1)) == 0)) && + ((height > 0) && ((height & (height - 1)) == 0))) texIsPOT = true; + +#if defined(GRAPHICS_API_OPENGL_11) + if (texIsPOT) + { + // WARNING: Manual mipmap generation only works for RGBA 32bit textures! + if (format == RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8A8) + { + // Retrieve texture data from VRAM + void *texData = rlReadTexturePixels(id, width, height, format); + + // NOTE: Texture data size is reallocated to fit mipmaps data + // NOTE: CPU mipmap generation only supports RGBA 32bit data + int mipmapCount = rlGenTextureMipmapsData(texData, width, height); + + int size = width*height*4; + int offset = size; + + int mipWidth = width/2; + int mipHeight = height/2; + + // Load the mipmaps + for (int level = 1; level < mipmapCount; level++) + { + glTexImage2D(GL_TEXTURE_2D, level, GL_RGBA8, mipWidth, mipHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, (unsigned char *)texData + offset); + + size = mipWidth*mipHeight*4; + offset += size; + + mipWidth /= 2; + mipHeight /= 2; + } + + *mipmaps = mipmapCount + 1; + RL_FREE(texData); // Once mipmaps have been generated and data has been uploaded to GPU VRAM, we can discard RAM data + + TRACELOG(RL_LOG_WARNING, "TEXTURE: [ID %i] Mipmaps generated manually on CPU side, total: %i", id, *mipmaps); + } + else TRACELOG(RL_LOG_WARNING, "TEXTURE: [ID %i] Failed to generate mipmaps for provided texture format", id); + } +#endif +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) + if ((texIsPOT) || (RLGL.ExtSupported.texNPOT)) + { + //glHint(GL_GENERATE_MIPMAP_HINT, GL_DONT_CARE); // Hint for mipmaps generation algorythm: GL_FASTEST, GL_NICEST, GL_DONT_CARE + glGenerateMipmap(GL_TEXTURE_2D); // Generate mipmaps automatically + + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); // Activate Trilinear filtering for mipmaps + + #define MIN(a,b) (((a)<(b))?(a):(b)) + #define MAX(a,b) (((a)>(b))?(a):(b)) + + *mipmaps = 1 + (int)floor(log(MAX(width, height))/log(2)); + TRACELOG(RL_LOG_INFO, "TEXTURE: [ID %i] Mipmaps generated automatically, total: %i", id, *mipmaps); + } +#endif + else TRACELOG(RL_LOG_WARNING, "TEXTURE: [ID %i] Failed to generate mipmaps", id); + + glBindTexture(GL_TEXTURE_2D, 0); +} + + +// Read texture pixel data +void *rlReadTexturePixels(unsigned int id, int width, int height, int format) +{ + void *pixels = NULL; + +#if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33) + glBindTexture(GL_TEXTURE_2D, id); + + // NOTE: Using texture id, we can retrieve some texture info (but not on OpenGL ES 2.0) + // Possible texture info: GL_TEXTURE_RED_SIZE, GL_TEXTURE_GREEN_SIZE, GL_TEXTURE_BLUE_SIZE, GL_TEXTURE_ALPHA_SIZE + //int width, height, format; + //glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_WIDTH, &width); + //glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_HEIGHT, &height); + //glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_INTERNAL_FORMAT, &format); + + // 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. + // Use glPixelStorei to modify padding with the GL_[UN]PACK_ALIGNMENT setting. + // GL_PACK_ALIGNMENT affects operations that read from OpenGL memory (glReadPixels, glGetTexImage, etc.) + // GL_UNPACK_ALIGNMENT affects operations that write to OpenGL memory (glTexImage, etc.) + glPixelStorei(GL_PACK_ALIGNMENT, 1); + + int glInternalFormat, glFormat, glType; + rlGetGlTextureFormats(format, &glInternalFormat, &glFormat, &glType); + unsigned int size = rlGetPixelDataSize(width, height, format); + + if ((glInternalFormat != -1) && (format < RL_PIXELFORMAT_COMPRESSED_DXT1_RGB)) + { + pixels = RL_MALLOC(size); + glGetTexImage(GL_TEXTURE_2D, 0, glFormat, glType, pixels); + } + else TRACELOG(RL_LOG_WARNING, "TEXTURE: [ID %i] Data retrieval not suported for pixel format (%i)", id, format); + + glBindTexture(GL_TEXTURE_2D, 0); +#endif + +#if defined(GRAPHICS_API_OPENGL_ES2) + // glGetTexImage() is not available on OpenGL ES 2.0 + // Texture width and height are required on OpenGL ES 2.0. There is no way to get it from texture id. + // Two possible Options: + // 1 - Bind texture to color fbo attachment and glReadPixels() + // 2 - Create an fbo, activate it, render quad with texture, glReadPixels() + // We are using Option 1, just need to care for texture format on retrieval + // NOTE: This behaviour could be conditioned by graphic driver... + unsigned int fboId = rlLoadFramebuffer(width, height); + + glBindFramebuffer(GL_FRAMEBUFFER, fboId); + glBindTexture(GL_TEXTURE_2D, 0); + + // Attach our texture to FBO + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, id, 0); + + // We read data as RGBA because FBO texture is configured as RGBA, despite binding another texture format + pixels = (unsigned char *)RL_MALLOC(rlGetPixelDataSize(width, height, RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8A8)); + glReadPixels(0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, pixels); + + glBindFramebuffer(GL_FRAMEBUFFER, 0); + + // Clean up temporal fbo + rlUnloadFramebuffer(fboId); +#endif + + return pixels; +} + + +// Read screen pixel data (color buffer) +unsigned char *rlReadScreenPixels(int width, int height) +{ + unsigned char *screenData = (unsigned char *)RL_CALLOC(width*height*4, sizeof(unsigned char)); + + // NOTE 1: glReadPixels returns image flipped vertically -> (0,0) is the bottom left corner of the framebuffer + // NOTE 2: We are getting alpha channel! Be careful, it can be transparent if not cleared properly! + glReadPixels(0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, screenData); + + // Flip image vertically! + unsigned char *imgData = (unsigned char *)RL_MALLOC(width*height*4*sizeof(unsigned char)); + + for (int y = height - 1; y >= 0; y--) + { + for (int x = 0; x < (width*4); x++) + { + imgData[((height - 1) - y)*width*4 + x] = screenData[(y*width*4) + x]; // Flip line + + // Set alpha component value to 255 (no trasparent image retrieval) + // NOTE: Alpha value has already been applied to RGB in framebuffer, we don't need it! + if (((x + 1)%4) == 0) imgData[((height - 1) - y)*width*4 + x] = 255; + } + } + + RL_FREE(screenData); + + return imgData; // NOTE: image data should be freed +} + +// Framebuffer management (fbo) +//----------------------------------------------------------------------------------------- +// Load a framebuffer to be used for rendering +// NOTE: No textures attached +unsigned int rlLoadFramebuffer(int width, int height) +{ + unsigned int fboId = 0; + +#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)) && defined(RLGL_RENDER_TEXTURES_HINT) + glGenFramebuffers(1, &fboId); // Create the framebuffer object + glBindFramebuffer(GL_FRAMEBUFFER, 0); // Unbind any framebuffer +#endif + + return fboId; +} + +// Attach color buffer texture to an fbo (unloads previous attachment) +// NOTE: Attach type: 0-Color, 1-Depth renderbuffer, 2-Depth texture +void rlFramebufferAttach(unsigned int fboId, unsigned int texId, int attachType, int texType, int mipLevel) +{ +#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)) && defined(RLGL_RENDER_TEXTURES_HINT) + glBindFramebuffer(GL_FRAMEBUFFER, fboId); + + switch (attachType) + { + case RL_ATTACHMENT_COLOR_CHANNEL0: + case RL_ATTACHMENT_COLOR_CHANNEL1: + case RL_ATTACHMENT_COLOR_CHANNEL2: + case RL_ATTACHMENT_COLOR_CHANNEL3: + case RL_ATTACHMENT_COLOR_CHANNEL4: + case RL_ATTACHMENT_COLOR_CHANNEL5: + case RL_ATTACHMENT_COLOR_CHANNEL6: + case RL_ATTACHMENT_COLOR_CHANNEL7: + { + if (texType == RL_ATTACHMENT_TEXTURE2D) glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + attachType, GL_TEXTURE_2D, texId, mipLevel); + else if (texType == RL_ATTACHMENT_RENDERBUFFER) glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + attachType, GL_RENDERBUFFER, texId); + else if (texType >= RL_ATTACHMENT_CUBEMAP_POSITIVE_X) glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + attachType, GL_TEXTURE_CUBE_MAP_POSITIVE_X + texType, texId, mipLevel); + + } break; + case RL_ATTACHMENT_DEPTH: + { + if (texType == RL_ATTACHMENT_TEXTURE2D) glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, texId, mipLevel); + else if (texType == RL_ATTACHMENT_RENDERBUFFER) glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, texId); + + } break; + case RL_ATTACHMENT_STENCIL: + { + if (texType == RL_ATTACHMENT_TEXTURE2D) glFramebufferTexture2D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, texId, mipLevel); + else if (texType == RL_ATTACHMENT_RENDERBUFFER) glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, texId); + + } break; + default: break; + } + + glBindFramebuffer(GL_FRAMEBUFFER, 0); +#endif +} + +// Verify render texture is complete +bool rlFramebufferComplete(unsigned int id) +{ + bool result = false; + +#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)) && defined(RLGL_RENDER_TEXTURES_HINT) + glBindFramebuffer(GL_FRAMEBUFFER, id); + + GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER); + + if (status != GL_FRAMEBUFFER_COMPLETE) + { + switch (status) + { + case GL_FRAMEBUFFER_UNSUPPORTED: TRACELOG(RL_LOG_WARNING, "FBO: [ID %i] Framebuffer is unsupported", id); break; + case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT: TRACELOG(RL_LOG_WARNING, "FBO: [ID %i] Framebuffer has incomplete attachment", id); break; +#if defined(GRAPHICS_API_OPENGL_ES2) + case GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS: TRACELOG(RL_LOG_WARNING, "FBO: [ID %i] Framebuffer has incomplete dimensions", id); break; +#endif + case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT: TRACELOG(RL_LOG_WARNING, "FBO: [ID %i] Framebuffer has a missing attachment", id); break; + default: break; + } + } + + glBindFramebuffer(GL_FRAMEBUFFER, 0); + + result = (status == GL_FRAMEBUFFER_COMPLETE); +#endif + + return result; +} + +// Unload framebuffer from GPU memory +// NOTE: All attached textures/cubemaps/renderbuffers are also deleted +void rlUnloadFramebuffer(unsigned int id) +{ +#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)) && defined(RLGL_RENDER_TEXTURES_HINT) + + // Query depth attachment to automatically delete texture/renderbuffer + int depthType = 0, depthId = 0; + glBindFramebuffer(GL_FRAMEBUFFER, id); // Bind framebuffer to query depth texture type + glGetFramebufferAttachmentParameteriv(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE, &depthType); + glGetFramebufferAttachmentParameteriv(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME, &depthId); + + unsigned int depthIdU = (unsigned int)depthId; + if (depthType == GL_RENDERBUFFER) glDeleteRenderbuffers(1, &depthIdU); + else if (depthType == GL_RENDERBUFFER) glDeleteTextures(1, &depthIdU); + + // NOTE: If a texture object is deleted while its image is attached to the *currently bound* framebuffer, + // the texture image is automatically detached from the currently bound framebuffer. + + glBindFramebuffer(GL_FRAMEBUFFER, 0); + glDeleteFramebuffers(1, &id); + + TRACELOG(RL_LOG_INFO, "FBO: [ID %i] Unloaded framebuffer from VRAM (GPU)", id); +#endif +} + +// Vertex data management +//----------------------------------------------------------------------------------------- +// Load a new attributes buffer +unsigned int rlLoadVertexBuffer(const void *buffer, int size, bool dynamic) +{ + unsigned int id = 0; + +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) + glGenBuffers(1, &id); + glBindBuffer(GL_ARRAY_BUFFER, id); + glBufferData(GL_ARRAY_BUFFER, size, buffer, dynamic? GL_DYNAMIC_DRAW : GL_STATIC_DRAW); +#endif + + return id; +} + +// Load a new attributes element buffer +unsigned int rlLoadVertexBufferElement(const void *buffer, int size, bool dynamic) +{ + unsigned int id = 0; + +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) + glGenBuffers(1, &id); + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, id); + glBufferData(GL_ELEMENT_ARRAY_BUFFER, size, buffer, dynamic? GL_DYNAMIC_DRAW : GL_STATIC_DRAW); +#endif + + return id; +} + +// Enable vertex buffer (VBO) +void rlEnableVertexBuffer(unsigned int id) +{ +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) + glBindBuffer(GL_ARRAY_BUFFER, id); +#endif +} + +// Disable vertex buffer (VBO) +void rlDisableVertexBuffer(void) +{ +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) + glBindBuffer(GL_ARRAY_BUFFER, 0); +#endif +} + +// Enable vertex buffer element (VBO element) +void rlEnableVertexBufferElement(unsigned int id) +{ +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, id); +#endif +} + +// Disable vertex buffer element (VBO element) +void rlDisableVertexBufferElement(void) +{ +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); +#endif +} + +// Update vertex buffer with new data +// NOTE: dataSize and offset must be provided in bytes +void rlUpdateVertexBuffer(unsigned int id, const void *data, int dataSize, int offset) +{ +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) + glBindBuffer(GL_ARRAY_BUFFER, id); + glBufferSubData(GL_ARRAY_BUFFER, offset, dataSize, data); +#endif +} + +// Update vertex buffer elements with new data +// NOTE: dataSize and offset must be provided in bytes +void rlUpdateVertexBufferElements(unsigned int id, const void *data, int dataSize, int offset) +{ +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, id); + glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, offset, dataSize, data); +#endif +} + +// Enable vertex array object (VAO) +bool rlEnableVertexArray(unsigned int vaoId) +{ + bool result = false; +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) + if (RLGL.ExtSupported.vao) + { + glBindVertexArray(vaoId); + result = true; + } +#endif + return result; +} + +// Disable vertex array object (VAO) +void rlDisableVertexArray(void) +{ +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) + if (RLGL.ExtSupported.vao) glBindVertexArray(0); +#endif +} + +// Enable vertex attribute index +void rlEnableVertexAttribute(unsigned int index) +{ +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) + glEnableVertexAttribArray(index); +#endif +} + +// Disable vertex attribute index +void rlDisableVertexAttribute(unsigned int index) +{ +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) + glDisableVertexAttribArray(index); +#endif +} + +// Draw vertex array +void rlDrawVertexArray(int offset, int count) +{ + glDrawArrays(GL_TRIANGLES, offset, count); +} + +// Draw vertex array elements +void rlDrawVertexArrayElements(int offset, int count, const void *buffer) +{ + glDrawElements(GL_TRIANGLES, count, GL_UNSIGNED_SHORT, (const unsigned short *)buffer + offset); +} + +// Draw vertex array instanced +void rlDrawVertexArrayInstanced(int offset, int count, int instances) +{ +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) + glDrawArraysInstanced(GL_TRIANGLES, 0, count, instances); +#endif +} + +// Draw vertex array elements instanced +void rlDrawVertexArrayElementsInstanced(int offset, int count, const void *buffer, int instances) +{ +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) + glDrawElementsInstanced(GL_TRIANGLES, count, GL_UNSIGNED_SHORT, (const unsigned short *)buffer + offset, instances); +#endif +} + +#if defined(GRAPHICS_API_OPENGL_11) +// Enable vertex state pointer +void rlEnableStatePointer(int vertexAttribType, void *buffer) +{ + if (buffer != NULL) glEnableClientState(vertexAttribType); + switch (vertexAttribType) + { + case GL_VERTEX_ARRAY: glVertexPointer(3, GL_FLOAT, 0, buffer); break; + case GL_TEXTURE_COORD_ARRAY: glTexCoordPointer(2, GL_FLOAT, 0, buffer); break; + case GL_NORMAL_ARRAY: if (buffer != NULL) glNormalPointer(GL_FLOAT, 0, buffer); break; + case GL_COLOR_ARRAY: if (buffer != NULL) glColorPointer(4, GL_UNSIGNED_BYTE, 0, buffer); break; + //case GL_INDEX_ARRAY: if (buffer != NULL) glIndexPointer(GL_SHORT, 0, buffer); break; // Indexed colors + default: break; + } +} + +// Disable vertex state pointer +void rlDisableStatePointer(int vertexAttribType) +{ + glDisableClientState(vertexAttribType); +} +#endif + +// Load vertex array object (VAO) +unsigned int rlLoadVertexArray(void) +{ + unsigned int vaoId = 0; +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) + if (RLGL.ExtSupported.vao) + { + glGenVertexArrays(1, &vaoId); + } +#endif + return vaoId; +} + +// Set vertex attribute +void rlSetVertexAttribute(unsigned int index, int compSize, int type, bool normalized, int stride, const void *pointer) +{ +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) + glVertexAttribPointer(index, compSize, type, normalized, stride, pointer); +#endif +} + +// Set vertex attribute divisor +void rlSetVertexAttributeDivisor(unsigned int index, int divisor) +{ +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) + glVertexAttribDivisor(index, divisor); +#endif +} + +// Unload vertex array object (VAO) +void rlUnloadVertexArray(unsigned int vaoId) +{ +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) + if (RLGL.ExtSupported.vao) + { + glBindVertexArray(0); + glDeleteVertexArrays(1, &vaoId); + TRACELOG(RL_LOG_INFO, "VAO: [ID %i] Unloaded vertex array data from VRAM (GPU)", vaoId); + } +#endif +} + +// Unload vertex buffer (VBO) +void rlUnloadVertexBuffer(unsigned int vboId) +{ +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) + glDeleteBuffers(1, &vboId); + //TRACELOG(RL_LOG_INFO, "VBO: Unloaded vertex data from VRAM (GPU)"); +#endif +} + +// Shaders management +//----------------------------------------------------------------------------------------------- +// Load shader from code strings +// NOTE: If shader string is NULL, using default vertex/fragment shaders +unsigned int rlLoadShaderCode(const char *vsCode, const char *fsCode) +{ + unsigned int id = 0; + +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) + unsigned int vertexShaderId = 0; + unsigned int fragmentShaderId = 0; + + // Compile vertex shader (if provided) + if (vsCode != NULL) vertexShaderId = rlCompileShader(vsCode, GL_VERTEX_SHADER); + // In case no vertex shader was provided or compilation failed, we use default vertex shader + if (vertexShaderId == 0) vertexShaderId = RLGL.State.defaultVShaderId; + + // Compile fragment shader (if provided) + if (fsCode != NULL) fragmentShaderId = rlCompileShader(fsCode, GL_FRAGMENT_SHADER); + // In case no fragment shader was provided or compilation failed, we use default fragment shader + if (fragmentShaderId == 0) fragmentShaderId = RLGL.State.defaultFShaderId; + + // In case vertex and fragment shader are the default ones, no need to recompile, we can just assign the default shader program id + if ((vertexShaderId == RLGL.State.defaultVShaderId) && (fragmentShaderId == RLGL.State.defaultFShaderId)) id = RLGL.State.defaultShaderId; + else + { + // One of or both shader are new, we need to compile a new shader program + id = rlLoadShaderProgram(vertexShaderId, fragmentShaderId); + + // We can detach and delete vertex/fragment shaders (if not default ones) + // NOTE: We detach shader before deletion to make sure memory is freed + if (vertexShaderId != RLGL.State.defaultVShaderId) + { + glDetachShader(id, vertexShaderId); + glDeleteShader(vertexShaderId); + } + if (fragmentShaderId != RLGL.State.defaultFShaderId) + { + glDetachShader(id, fragmentShaderId); + glDeleteShader(fragmentShaderId); + } + + // In case shader program loading failed, we assign default shader + if (id == 0) + { + // In case shader loading fails, we return the default shader + TRACELOG(RL_LOG_WARNING, "SHADER: Failed to load custom shader code, using default shader"); + id = RLGL.State.defaultShaderId; + } + /* + else + { + // Get available shader uniforms + // NOTE: This information is useful for debug... + int uniformCount = -1; + glGetProgramiv(id, GL_ACTIVE_UNIFORMS, &uniformCount); + + for (int i = 0; i < uniformCount; i++) + { + int namelen = -1; + int num = -1; + char name[256] = { 0 }; // Assume no variable names longer than 256 + GLenum type = GL_ZERO; + + // Get the name of the uniforms + glGetActiveUniform(id, i, sizeof(name) - 1, &namelen, &num, &type, name); + + name[namelen] = 0; + TRACELOGD("SHADER: [ID %i] Active uniform (%s) set at location: %i", id, name, glGetUniformLocation(id, name)); + } + } + */ + } +#endif + + return id; +} + +// Compile custom shader and return shader id +unsigned int rlCompileShader(const char *shaderCode, int type) +{ + unsigned int shader = 0; + +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) + shader = glCreateShader(type); + glShaderSource(shader, 1, &shaderCode, NULL); + + GLint success = 0; + glCompileShader(shader); + glGetShaderiv(shader, GL_COMPILE_STATUS, &success); + + if (success == GL_FALSE) + { + switch (type) + { + case GL_VERTEX_SHADER: TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Failed to compile vertex shader code", shader); break; + case GL_FRAGMENT_SHADER: TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Failed to compile fragment shader code", shader); break; + //case GL_GEOMETRY_SHADER: + #if defined(GRAPHICS_API_OPENGL_43) + case GL_COMPUTE_SHADER: TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Failed to compile compute shader code", shader); break; + #endif + default: break; + } + + int maxLength = 0; + glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &maxLength); + + if (maxLength > 0) + { + int length = 0; + char *log = RL_CALLOC(maxLength, sizeof(char)); + glGetShaderInfoLog(shader, maxLength, &length, log); + TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Compile error: %s", shader, log); + RL_FREE(log); + } + } + else + { + switch (type) + { + case GL_VERTEX_SHADER: TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Vertex shader compiled successfully", shader); break; + case GL_FRAGMENT_SHADER: TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Fragment shader compiled successfully", shader); break; + //case GL_GEOMETRY_SHADER: + #if defined(GRAPHICS_API_OPENGL_43) + case GL_COMPUTE_SHADER: TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Compute shader compiled successfully", shader); break; + #endif + default: break; + } + } +#endif + + return shader; +} + +// Load custom shader strings and return program id +unsigned int rlLoadShaderProgram(unsigned int vShaderId, unsigned int fShaderId) +{ + unsigned int program = 0; + +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) + GLint success = 0; + program = glCreateProgram(); + + glAttachShader(program, vShaderId); + glAttachShader(program, fShaderId); + + // NOTE: Default attribute shader locations must be binded before linking + glBindAttribLocation(program, 0, RL_DEFAULT_SHADER_ATTRIB_NAME_POSITION); + glBindAttribLocation(program, 1, RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD); + glBindAttribLocation(program, 2, RL_DEFAULT_SHADER_ATTRIB_NAME_NORMAL); + glBindAttribLocation(program, 3, RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR); + glBindAttribLocation(program, 4, RL_DEFAULT_SHADER_ATTRIB_NAME_TANGENT); + glBindAttribLocation(program, 5, RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2); + + // NOTE: If some attrib name is no found on the shader, it locations becomes -1 + + glLinkProgram(program); + + // NOTE: All uniform variables are intitialised to 0 when a program links + + glGetProgramiv(program, GL_LINK_STATUS, &success); + + if (success == GL_FALSE) + { + TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Failed to link shader program", program); + + int maxLength = 0; + glGetProgramiv(program, GL_INFO_LOG_LENGTH, &maxLength); + + if (maxLength > 0) + { + int length = 0; + char *log = RL_CALLOC(maxLength, sizeof(char)); + glGetProgramInfoLog(program, maxLength, &length, log); + TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Link error: %s", program, log); + RL_FREE(log); + } + + glDeleteProgram(program); + + program = 0; + } + else + { + // Get the size of compiled shader program (not available on OpenGL ES 2.0) + // NOTE: If GL_LINK_STATUS is GL_FALSE, program binary length is zero. + //GLint binarySize = 0; + //glGetProgramiv(id, GL_PROGRAM_BINARY_LENGTH, &binarySize); + + TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Program shader loaded successfully", program); + } +#endif + return program; +} + +// Unload shader program +void rlUnloadShaderProgram(unsigned int id) +{ +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) + glDeleteProgram(id); + + TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Unloaded shader program data from VRAM (GPU)", id); +#endif +} + +// Get shader location uniform +int rlGetLocationUniform(unsigned int shaderId, const char *uniformName) +{ + int location = -1; +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) + location = glGetUniformLocation(shaderId, uniformName); + + if (location == -1) TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Failed to find shader uniform: %s", shaderId, uniformName); + else TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Shader uniform (%s) set at location: %i", shaderId, uniformName, location); +#endif + return location; +} + +// Get shader location attribute +int rlGetLocationAttrib(unsigned int shaderId, const char *attribName) +{ + int location = -1; +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) + location = glGetAttribLocation(shaderId, attribName); + + if (location == -1) TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Failed to find shader attribute: %s", shaderId, attribName); + else TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Shader attribute (%s) set at location: %i", shaderId, attribName, location); +#endif + return location; +} + +// Set shader value uniform +void rlSetUniform(int locIndex, const void *value, int uniformType, int count) +{ +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) + switch (uniformType) + { + case RL_SHADER_UNIFORM_FLOAT: glUniform1fv(locIndex, count, (float *)value); break; + case RL_SHADER_UNIFORM_VEC2: glUniform2fv(locIndex, count, (float *)value); break; + case RL_SHADER_UNIFORM_VEC3: glUniform3fv(locIndex, count, (float *)value); break; + case RL_SHADER_UNIFORM_VEC4: glUniform4fv(locIndex, count, (float *)value); break; + case RL_SHADER_UNIFORM_INT: glUniform1iv(locIndex, count, (int *)value); break; + case RL_SHADER_UNIFORM_IVEC2: glUniform2iv(locIndex, count, (int *)value); break; + case RL_SHADER_UNIFORM_IVEC3: glUniform3iv(locIndex, count, (int *)value); break; + case RL_SHADER_UNIFORM_IVEC4: glUniform4iv(locIndex, count, (int *)value); break; + case RL_SHADER_UNIFORM_SAMPLER2D: glUniform1iv(locIndex, count, (int *)value); break; + default: TRACELOG(RL_LOG_WARNING, "SHADER: Failed to set uniform value, data type not recognized"); + } +#endif +} + +// Set shader value attribute +void rlSetVertexAttributeDefault(int locIndex, const void *value, int attribType, int count) +{ +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) + switch (attribType) + { + case RL_SHADER_ATTRIB_FLOAT: if (count == 1) glVertexAttrib1fv(locIndex, (float *)value); break; + case RL_SHADER_ATTRIB_VEC2: if (count == 2) glVertexAttrib2fv(locIndex, (float *)value); break; + case RL_SHADER_ATTRIB_VEC3: if (count == 3) glVertexAttrib3fv(locIndex, (float *)value); break; + case RL_SHADER_ATTRIB_VEC4: if (count == 4) glVertexAttrib4fv(locIndex, (float *)value); break; + default: TRACELOG(RL_LOG_WARNING, "SHADER: Failed to set attrib default value, data type not recognized"); + } +#endif +} + +// Set shader value uniform matrix +void rlSetUniformMatrix(int locIndex, Matrix mat) +{ +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) + float matfloat[16] = { + mat.m0, mat.m1, mat.m2, mat.m3, + mat.m4, mat.m5, mat.m6, mat.m7, + mat.m8, mat.m9, mat.m10, mat.m11, + mat.m12, mat.m13, mat.m14, mat.m15 + }; + glUniformMatrix4fv(locIndex, 1, false, matfloat); +#endif +} + +// Set shader value uniform sampler +void rlSetUniformSampler(int locIndex, unsigned int textureId) +{ +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) + // Check if texture is already active + for (int i = 0; i < RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS; i++) if (RLGL.State.activeTextureId[i] == textureId) return; + + // Register a new active texture for the internal batch system + // NOTE: Default texture is always activated as GL_TEXTURE0 + for (int i = 0; i < RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS; i++) + { + if (RLGL.State.activeTextureId[i] == 0) + { + glUniform1i(locIndex, 1 + i); // Activate new texture unit + RLGL.State.activeTextureId[i] = textureId; // Save texture id for binding on drawing + break; + } + } +#endif +} + +// Set shader currently active (id and locations) +void rlSetShader(unsigned int id, int *locs) +{ +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) + if (RLGL.State.currentShaderId != id) + { + rlDrawRenderBatch(RLGL.currentBatch); + RLGL.State.currentShaderId = id; + RLGL.State.currentShaderLocs = locs; + } +#endif +} + +// Load compute shader program +unsigned int rlLoadComputeShaderProgram(unsigned int shaderId) +{ + unsigned int program = 0; + +#if defined(GRAPHICS_API_OPENGL_43) + GLint success = 0; + program = glCreateProgram(); + glAttachShader(program, shaderId); + glLinkProgram(program); + + // NOTE: All uniform variables are intitialised to 0 when a program links + + glGetProgramiv(program, GL_LINK_STATUS, &success); + + if (success == GL_FALSE) + { + TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Failed to link compute shader program", program); + + int maxLength = 0; + glGetProgramiv(program, GL_INFO_LOG_LENGTH, &maxLength); + + if (maxLength > 0) + { + int length = 0; + char *log = RL_CALLOC(maxLength, sizeof(char)); + glGetProgramInfoLog(program, maxLength, &length, log); + TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Link error: %s", program, log); + RL_FREE(log); + } + + glDeleteProgram(program); + + program = 0; + } + else + { + // Get the size of compiled shader program (not available on OpenGL ES 2.0) + // NOTE: If GL_LINK_STATUS is GL_FALSE, program binary length is zero. + //GLint binarySize = 0; + //glGetProgramiv(id, GL_PROGRAM_BINARY_LENGTH, &binarySize); + + TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Compute shader program loaded successfully", program); + } +#endif + + return program; +} + +// Dispatch compute shader (equivalent to *draw* for graphics pilepine) +void rlComputeShaderDispatch(unsigned int groupX, unsigned int groupY, unsigned int groupZ) +{ +#if defined(GRAPHICS_API_OPENGL_43) + glDispatchCompute(groupX, groupY, groupZ); +#endif +} + +// Load shader storage buffer object (SSBO) +unsigned int rlLoadShaderBuffer(unsigned long long size, const void *data, int usageHint) +{ + unsigned int ssbo = 0; + +#if defined(GRAPHICS_API_OPENGL_43) + glGenBuffers(1, &ssbo); + glBindBuffer(GL_SHADER_STORAGE_BUFFER, ssbo); + glBufferData(GL_SHADER_STORAGE_BUFFER, size, data, usageHint? usageHint : RL_STREAM_COPY); + glClearBufferData(GL_SHADER_STORAGE_BUFFER, GL_R8UI, GL_RED_INTEGER, GL_UNSIGNED_BYTE, 0); + glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0); +#endif + + return ssbo; +} + +// Unload shader storage buffer object (SSBO) +void rlUnloadShaderBuffer(unsigned int ssboId) +{ +#if defined(GRAPHICS_API_OPENGL_43) + glDeleteBuffers(1, &ssboId); +#endif +} + +// Update SSBO buffer data +void rlUpdateShaderBufferElements(unsigned int id, const void *data, unsigned long long dataSize, unsigned long long offset) +{ +#if defined(GRAPHICS_API_OPENGL_43) + glBindBuffer(GL_SHADER_STORAGE_BUFFER, id); + glBufferSubData(GL_SHADER_STORAGE_BUFFER, offset, dataSize, data); +#endif +} + +// Get SSBO buffer size +unsigned long long rlGetShaderBufferSize(unsigned int id) +{ + long long size = 0; + +#if defined(GRAPHICS_API_OPENGL_43) + glBindBuffer(GL_SHADER_STORAGE_BUFFER, id); + glGetInteger64v(GL_SHADER_STORAGE_BUFFER_SIZE, &size); +#endif + + return (size > 0)? size : 0; +} + +// Read SSBO buffer data +void rlReadShaderBufferElements(unsigned int id, void *dest, unsigned long long count, unsigned long long offset) +{ +#if defined(GRAPHICS_API_OPENGL_43) + glBindBuffer(GL_SHADER_STORAGE_BUFFER, id); + glGetBufferSubData(GL_SHADER_STORAGE_BUFFER, offset, count, dest); +#endif +} + +// Bind SSBO buffer +void rlBindShaderBuffer(unsigned int id, unsigned int index) +{ +#if defined(GRAPHICS_API_OPENGL_43) + glBindBufferBase(GL_SHADER_STORAGE_BUFFER, index, id); +#endif +} + +// Copy SSBO buffer data +void rlCopyBuffersElements(unsigned int destId, unsigned int srcId, unsigned long long destOffset, unsigned long long srcOffset, unsigned long long count) +{ +#if defined(GRAPHICS_API_OPENGL_43) + glBindBuffer(GL_COPY_READ_BUFFER, srcId); + glBindBuffer(GL_COPY_WRITE_BUFFER, destId); + glCopyBufferSubData(GL_COPY_READ_BUFFER, GL_COPY_WRITE_BUFFER, srcOffset, destOffset, count); +#endif +} + +// Bind image texture +void rlBindImageTexture(unsigned int id, unsigned int index, unsigned int format, int readonly) +{ +#if defined(GRAPHICS_API_OPENGL_43) + int glInternalFormat = 0, glFormat = 0, glType = 0; + + rlGetGlTextureFormats(format, &glInternalFormat, &glFormat, &glType); + glBindImageTexture(index, id, 0, 0, 0, readonly ? GL_READ_ONLY : GL_READ_WRITE, glInternalFormat); +#endif +} + +// Matrix state management +//----------------------------------------------------------------------------------------- +// Get internal modelview matrix +Matrix rlGetMatrixModelview(void) +{ + Matrix matrix = rlMatrixIdentity(); +#if defined(GRAPHICS_API_OPENGL_11) + float mat[16]; + glGetFloatv(GL_MODELVIEW_MATRIX, mat); + matrix.m0 = mat[0]; + matrix.m1 = mat[1]; + matrix.m2 = mat[2]; + matrix.m3 = mat[3]; + matrix.m4 = mat[4]; + matrix.m5 = mat[5]; + matrix.m6 = mat[6]; + matrix.m7 = mat[7]; + matrix.m8 = mat[8]; + matrix.m9 = mat[9]; + matrix.m10 = mat[10]; + matrix.m11 = mat[11]; + matrix.m12 = mat[12]; + matrix.m13 = mat[13]; + matrix.m14 = mat[14]; + matrix.m15 = mat[15]; +#else + matrix = RLGL.State.modelview; +#endif + return matrix; +} + +// Get internal projection matrix +Matrix rlGetMatrixProjection(void) +{ +#if defined(GRAPHICS_API_OPENGL_11) + float mat[16]; + glGetFloatv(GL_PROJECTION_MATRIX,mat); + Matrix m; + m.m0 = mat[0]; + m.m1 = mat[1]; + m.m2 = mat[2]; + m.m3 = mat[3]; + m.m4 = mat[4]; + m.m5 = mat[5]; + m.m6 = mat[6]; + m.m7 = mat[7]; + m.m8 = mat[8]; + m.m9 = mat[9]; + m.m10 = mat[10]; + m.m11 = mat[11]; + m.m12 = mat[12]; + m.m13 = mat[13]; + m.m14 = mat[14]; + m.m15 = mat[15]; + return m; +#else + return RLGL.State.projection; +#endif +} + +// Get internal accumulated transform matrix +Matrix rlGetMatrixTransform(void) +{ + Matrix mat = rlMatrixIdentity(); +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) + // TODO: Consider possible transform matrices in the RLGL.State.stack + // Is this the right order? or should we start with the first stored matrix instead of the last one? + //Matrix matStackTransform = rlMatrixIdentity(); + //for (int i = RLGL.State.stackCounter; i > 0; i--) matStackTransform = rlMatrixMultiply(RLGL.State.stack[i], matStackTransform); + mat = RLGL.State.transform; +#endif + return mat; +} + +// Get internal projection matrix for stereo render (selected eye) +RLAPI Matrix rlGetMatrixProjectionStereo(int eye) +{ + Matrix mat = rlMatrixIdentity(); +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) + mat = RLGL.State.projectionStereo[eye]; +#endif + return mat; +} + +// Get internal view offset matrix for stereo render (selected eye) +RLAPI Matrix rlGetMatrixViewOffsetStereo(int eye) +{ + Matrix mat = rlMatrixIdentity(); +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) + mat = RLGL.State.viewOffsetStereo[eye]; +#endif + return mat; +} + +// Set a custom modelview matrix (replaces internal modelview matrix) +void rlSetMatrixModelview(Matrix view) +{ +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) + RLGL.State.modelview = view; +#endif +} + +// Set a custom projection matrix (replaces internal projection matrix) +void rlSetMatrixProjection(Matrix projection) +{ +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) + RLGL.State.projection = projection; +#endif +} + +// Set eyes projection matrices for stereo rendering +void rlSetMatrixProjectionStereo(Matrix right, Matrix left) +{ +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) + RLGL.State.projectionStereo[0] = right; + RLGL.State.projectionStereo[1] = left; +#endif +} + +// Set eyes view offsets matrices for stereo rendering +void rlSetMatrixViewOffsetStereo(Matrix right, Matrix left) +{ +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) + RLGL.State.viewOffsetStereo[0] = right; + RLGL.State.viewOffsetStereo[1] = left; +#endif +} + +// Load and draw a quad in NDC +void rlLoadDrawQuad(void) +{ +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) + unsigned int quadVAO = 0; + unsigned int quadVBO = 0; + + float vertices[] = { + // Positions Texcoords + -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, + -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, + 1.0f, 1.0f, 0.0f, 1.0f, 1.0f, + 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, + }; + + // Gen VAO to contain VBO + glGenVertexArrays(1, &quadVAO); + glBindVertexArray(quadVAO); + + // Gen and fill vertex buffer (VBO) + glGenBuffers(1, &quadVBO); + glBindBuffer(GL_ARRAY_BUFFER, quadVBO); + glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), &vertices, GL_STATIC_DRAW); + + // Bind vertex attributes (position, texcoords) + glEnableVertexAttribArray(0); + glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5*sizeof(float), (void *)0); // Positions + glEnableVertexAttribArray(1); + glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5*sizeof(float), (void *)(3*sizeof(float))); // Texcoords + + // Draw quad + glBindVertexArray(quadVAO); + glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); + glBindVertexArray(0); + + // Delete buffers (VBO and VAO) + glDeleteBuffers(1, &quadVBO); + glDeleteVertexArrays(1, &quadVAO); +#endif +} + +// Load and draw a cube in NDC +void rlLoadDrawCube(void) +{ +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) + unsigned int cubeVAO = 0; + unsigned int cubeVBO = 0; + + float vertices[] = { + // Positions Normals Texcoords + -1.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, + 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f, + 1.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 1.0f, 0.0f, + 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f, + -1.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, + -1.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 1.0f, + -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, + 1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, + 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, + 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, + -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, + -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, + -1.0f, 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f, + -1.0f, 1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 1.0f, + -1.0f, -1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f, + -1.0f, -1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f, + -1.0f, -1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f, + -1.0f, 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f, + 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, + 1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f, + 1.0f, 1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, + 1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f, + 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, + 1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, + -1.0f, -1.0f, -1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f, + 1.0f, -1.0f, -1.0f, 0.0f, -1.0f, 0.0f, 1.0f, 1.0f, + 1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f, + 1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f, + -1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 0.0f, + -1.0f, -1.0f, -1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f, + -1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, + 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, + 1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, + 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, + -1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, + -1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f + }; + + // Gen VAO to contain VBO + glGenVertexArrays(1, &cubeVAO); + glBindVertexArray(cubeVAO); + + // Gen and fill vertex buffer (VBO) + glGenBuffers(1, &cubeVBO); + glBindBuffer(GL_ARRAY_BUFFER, cubeVBO); + glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW); + + // Bind vertex attributes (position, normals, texcoords) + glBindVertexArray(cubeVAO); + glEnableVertexAttribArray(0); + glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8*sizeof(float), (void *)0); // Positions + glEnableVertexAttribArray(1); + glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8*sizeof(float), (void *)(3*sizeof(float))); // Normals + glEnableVertexAttribArray(2); + glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8*sizeof(float), (void *)(6*sizeof(float))); // Texcoords + glBindBuffer(GL_ARRAY_BUFFER, 0); + glBindVertexArray(0); + + // Draw cube + glBindVertexArray(cubeVAO); + glDrawArrays(GL_TRIANGLES, 0, 36); + glBindVertexArray(0); + + // Delete VBO and VAO + glDeleteBuffers(1, &cubeVBO); + glDeleteVertexArrays(1, &cubeVAO); +#endif +} + +// Get name string for pixel format +const char *rlGetPixelFormatName(unsigned int format) +{ + switch (format) + { + case RL_PIXELFORMAT_UNCOMPRESSED_GRAYSCALE: return "GRAYSCALE"; break; // 8 bit per pixel (no alpha) + case RL_PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA: return "GRAY_ALPHA"; break; // 8*2 bpp (2 channels) + case RL_PIXELFORMAT_UNCOMPRESSED_R5G6B5: return "R5G6B5"; break; // 16 bpp + case RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8: return "R8G8B8"; break; // 24 bpp + case RL_PIXELFORMAT_UNCOMPRESSED_R5G5B5A1: return "R5G5B5A1"; break; // 16 bpp (1 bit alpha) + case RL_PIXELFORMAT_UNCOMPRESSED_R4G4B4A4: return "R4G4B4A4"; break; // 16 bpp (4 bit alpha) + case RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8A8: return "R8G8B8A8"; break; // 32 bpp + case RL_PIXELFORMAT_UNCOMPRESSED_R32: return "R32"; break; // 32 bpp (1 channel - float) + case RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32: return "R32G32B32"; break; // 32*3 bpp (3 channels - float) + case RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32A32: return "R32G32B32A32"; break; // 32*4 bpp (4 channels - float) + case RL_PIXELFORMAT_COMPRESSED_DXT1_RGB: return "DXT1_RGB"; break; // 4 bpp (no alpha) + case RL_PIXELFORMAT_COMPRESSED_DXT1_RGBA: return "DXT1_RGBA"; break; // 4 bpp (1 bit alpha) + case RL_PIXELFORMAT_COMPRESSED_DXT3_RGBA: return "DXT3_RGBA"; break; // 8 bpp + case RL_PIXELFORMAT_COMPRESSED_DXT5_RGBA: return "DXT5_RGBA"; break; // 8 bpp + case RL_PIXELFORMAT_COMPRESSED_ETC1_RGB: return "ETC1_RGB"; break; // 4 bpp + case RL_PIXELFORMAT_COMPRESSED_ETC2_RGB: return "ETC2_RGB"; break; // 4 bpp + case RL_PIXELFORMAT_COMPRESSED_ETC2_EAC_RGBA: return "ETC2_RGBA"; break; // 8 bpp + case RL_PIXELFORMAT_COMPRESSED_PVRT_RGB: return "PVRT_RGB"; break; // 4 bpp + case RL_PIXELFORMAT_COMPRESSED_PVRT_RGBA: return "PVRT_RGBA"; break; // 4 bpp + case RL_PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA: return "ASTC_4x4_RGBA"; break; // 8 bpp + case RL_PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA: return "ASTC_8x8_RGBA"; break; // 2 bpp + default: return "UNKNOWN"; break; + } +} + +//---------------------------------------------------------------------------------- +// Module specific Functions Definition +//---------------------------------------------------------------------------------- +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) +// Load default shader (just vertex positioning and texture coloring) +// NOTE: This shader program is used for internal buffers +// NOTE: Loaded: RLGL.State.defaultShaderId, RLGL.State.defaultShaderLocs +static void rlLoadShaderDefault(void) +{ + RLGL.State.defaultShaderLocs = (int *)RL_CALLOC(RL_MAX_SHADER_LOCATIONS, sizeof(int)); + + // NOTE: All locations must be reseted to -1 (no location) + for (int i = 0; i < RL_MAX_SHADER_LOCATIONS; i++) RLGL.State.defaultShaderLocs[i] = -1; + + // Vertex shader directly defined, no external file required + const char *defaultVShaderCode = +#if defined(GRAPHICS_API_OPENGL_21) + "#version 120 \n" + "attribute vec3 vertexPosition; \n" + "attribute vec2 vertexTexCoord; \n" + "attribute vec4 vertexColor; \n" + "varying vec2 fragTexCoord; \n" + "varying vec4 fragColor; \n" +#elif defined(GRAPHICS_API_OPENGL_33) + "#version 330 \n" + "in vec3 vertexPosition; \n" + "in vec2 vertexTexCoord; \n" + "in vec4 vertexColor; \n" + "out vec2 fragTexCoord; \n" + "out vec4 fragColor; \n" +#endif +#if defined(GRAPHICS_API_OPENGL_ES2) + "#version 100 \n" + "attribute vec3 vertexPosition; \n" + "attribute vec2 vertexTexCoord; \n" + "attribute vec4 vertexColor; \n" + "varying vec2 fragTexCoord; \n" + "varying vec4 fragColor; \n" +#endif + "uniform mat4 mvp; \n" + "void main() \n" + "{ \n" + " fragTexCoord = vertexTexCoord; \n" + " fragColor = vertexColor; \n" + " gl_Position = mvp*vec4(vertexPosition, 1.0); \n" + "} \n"; + + // Fragment shader directly defined, no external file required + const char *defaultFShaderCode = +#if defined(GRAPHICS_API_OPENGL_21) + "#version 120 \n" + "varying vec2 fragTexCoord; \n" + "varying vec4 fragColor; \n" + "uniform sampler2D texture0; \n" + "uniform vec4 colDiffuse; \n" + "void main() \n" + "{ \n" + " vec4 texelColor = texture2D(texture0, fragTexCoord); \n" + " gl_FragColor = texelColor*colDiffuse*fragColor; \n" + "} \n"; +#elif defined(GRAPHICS_API_OPENGL_33) + "#version 330 \n" + "in vec2 fragTexCoord; \n" + "in vec4 fragColor; \n" + "out vec4 finalColor; \n" + "uniform sampler2D texture0; \n" + "uniform vec4 colDiffuse; \n" + "void main() \n" + "{ \n" + " vec4 texelColor = texture(texture0, fragTexCoord); \n" + " finalColor = texelColor*colDiffuse*fragColor; \n" + "} \n"; +#endif +#if defined(GRAPHICS_API_OPENGL_ES2) + "#version 100 \n" + "precision mediump float; \n" // Precision required for OpenGL ES2 (WebGL) + "varying vec2 fragTexCoord; \n" + "varying vec4 fragColor; \n" + "uniform sampler2D texture0; \n" + "uniform vec4 colDiffuse; \n" + "void main() \n" + "{ \n" + " vec4 texelColor = texture2D(texture0, fragTexCoord); \n" + " gl_FragColor = texelColor*colDiffuse*fragColor; \n" + "} \n"; +#endif + + // NOTE: Compiled vertex/fragment shaders are not deleted, + // they are kept for re-use as default shaders in case some shader loading fails + RLGL.State.defaultVShaderId = rlCompileShader(defaultVShaderCode, GL_VERTEX_SHADER); // Compile default vertex shader + RLGL.State.defaultFShaderId = rlCompileShader(defaultFShaderCode, GL_FRAGMENT_SHADER); // Compile default fragment shader + + RLGL.State.defaultShaderId = rlLoadShaderProgram(RLGL.State.defaultVShaderId, RLGL.State.defaultFShaderId); + + if (RLGL.State.defaultShaderId > 0) + { + TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Default shader loaded successfully", RLGL.State.defaultShaderId); + + // Set default shader locations: attributes locations + RLGL.State.defaultShaderLocs[RL_SHADER_LOC_VERTEX_POSITION] = glGetAttribLocation(RLGL.State.defaultShaderId, "vertexPosition"); + RLGL.State.defaultShaderLocs[RL_SHADER_LOC_VERTEX_TEXCOORD01] = glGetAttribLocation(RLGL.State.defaultShaderId, "vertexTexCoord"); + RLGL.State.defaultShaderLocs[RL_SHADER_LOC_VERTEX_COLOR] = glGetAttribLocation(RLGL.State.defaultShaderId, "vertexColor"); + + // Set default shader locations: uniform locations + RLGL.State.defaultShaderLocs[RL_SHADER_LOC_MATRIX_MVP] = glGetUniformLocation(RLGL.State.defaultShaderId, "mvp"); + RLGL.State.defaultShaderLocs[RL_SHADER_LOC_COLOR_DIFFUSE] = glGetUniformLocation(RLGL.State.defaultShaderId, "colDiffuse"); + RLGL.State.defaultShaderLocs[RL_SHADER_LOC_MAP_DIFFUSE] = glGetUniformLocation(RLGL.State.defaultShaderId, "texture0"); + } + else TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Failed to load default shader", RLGL.State.defaultShaderId); +} + +// Unload default shader +// NOTE: Unloads: RLGL.State.defaultShaderId, RLGL.State.defaultShaderLocs +static void rlUnloadShaderDefault(void) +{ + glUseProgram(0); + + glDetachShader(RLGL.State.defaultShaderId, RLGL.State.defaultVShaderId); + glDetachShader(RLGL.State.defaultShaderId, RLGL.State.defaultFShaderId); + glDeleteShader(RLGL.State.defaultVShaderId); + glDeleteShader(RLGL.State.defaultFShaderId); + + glDeleteProgram(RLGL.State.defaultShaderId); + + RL_FREE(RLGL.State.defaultShaderLocs); + + TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Default shader unloaded successfully", RLGL.State.defaultShaderId); +} + +#if defined(RLGL_SHOW_GL_DETAILS_INFO) +// Get compressed format official GL identifier name +static char *rlGetCompressedFormatName(int format) +{ + switch (format) + { + // GL_EXT_texture_compression_s3tc + case 0x83F0: return "GL_COMPRESSED_RGB_S3TC_DXT1_EXT"; break; + case 0x83F1: return "GL_COMPRESSED_RGBA_S3TC_DXT1_EXT"; break; + case 0x83F2: return "GL_COMPRESSED_RGBA_S3TC_DXT3_EXT"; break; + case 0x83F3: return "GL_COMPRESSED_RGBA_S3TC_DXT5_EXT"; break; + // GL_3DFX_texture_compression_FXT1 + case 0x86B0: return "GL_COMPRESSED_RGB_FXT1_3DFX"; break; + case 0x86B1: return "GL_COMPRESSED_RGBA_FXT1_3DFX"; break; + // GL_IMG_texture_compression_pvrtc + case 0x8C00: return "GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG"; break; + case 0x8C01: return "GL_COMPRESSED_RGB_PVRTC_2BPPV1_IMG"; break; + case 0x8C02: return "GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG"; break; + case 0x8C03: return "GL_COMPRESSED_RGBA_PVRTC_2BPPV1_IMG"; break; + // GL_OES_compressed_ETC1_RGB8_texture + case 0x8D64: return "GL_ETC1_RGB8_OES"; break; + // GL_ARB_texture_compression_rgtc + case 0x8DBB: return "GL_COMPRESSED_RED_RGTC1"; break; + case 0x8DBC: return "GL_COMPRESSED_SIGNED_RED_RGTC1"; break; + case 0x8DBD: return "GL_COMPRESSED_RG_RGTC2"; break; + case 0x8DBE: return "GL_COMPRESSED_SIGNED_RG_RGTC2"; break; + // GL_ARB_texture_compression_bptc + case 0x8E8C: return "GL_COMPRESSED_RGBA_BPTC_UNORM_ARB"; break; + case 0x8E8D: return "GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM_ARB"; break; + case 0x8E8E: return "GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT_ARB"; break; + case 0x8E8F: return "GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT_ARB"; break; + // GL_ARB_ES3_compatibility + case 0x9274: return "GL_COMPRESSED_RGB8_ETC2"; break; + case 0x9275: return "GL_COMPRESSED_SRGB8_ETC2"; break; + case 0x9276: return "GL_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2"; break; + case 0x9277: return "GL_COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2"; break; + case 0x9278: return "GL_COMPRESSED_RGBA8_ETC2_EAC"; break; + case 0x9279: return "GL_COMPRESSED_SRGB8_ALPHA8_ETC2_EAC"; break; + case 0x9270: return "GL_COMPRESSED_R11_EAC"; break; + case 0x9271: return "GL_COMPRESSED_SIGNED_R11_EAC"; break; + case 0x9272: return "GL_COMPRESSED_RG11_EAC"; break; + case 0x9273: return "GL_COMPRESSED_SIGNED_RG11_EAC"; break; + // GL_KHR_texture_compression_astc_hdr + case 0x93B0: return "GL_COMPRESSED_RGBA_ASTC_4x4_KHR"; break; + case 0x93B1: return "GL_COMPRESSED_RGBA_ASTC_5x4_KHR"; break; + case 0x93B2: return "GL_COMPRESSED_RGBA_ASTC_5x5_KHR"; break; + case 0x93B3: return "GL_COMPRESSED_RGBA_ASTC_6x5_KHR"; break; + case 0x93B4: return "GL_COMPRESSED_RGBA_ASTC_6x6_KHR"; break; + case 0x93B5: return "GL_COMPRESSED_RGBA_ASTC_8x5_KHR"; break; + case 0x93B6: return "GL_COMPRESSED_RGBA_ASTC_8x6_KHR"; break; + case 0x93B7: return "GL_COMPRESSED_RGBA_ASTC_8x8_KHR"; break; + case 0x93B8: return "GL_COMPRESSED_RGBA_ASTC_10x5_KHR"; break; + case 0x93B9: return "GL_COMPRESSED_RGBA_ASTC_10x6_KHR"; break; + case 0x93BA: return "GL_COMPRESSED_RGBA_ASTC_10x8_KHR"; break; + case 0x93BB: return "GL_COMPRESSED_RGBA_ASTC_10x10_KHR"; break; + case 0x93BC: return "GL_COMPRESSED_RGBA_ASTC_12x10_KHR"; break; + case 0x93BD: return "GL_COMPRESSED_RGBA_ASTC_12x12_KHR"; break; + case 0x93D0: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_4x4_KHR"; break; + case 0x93D1: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x4_KHR"; break; + case 0x93D2: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x5_KHR"; break; + case 0x93D3: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x5_KHR"; break; + case 0x93D4: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x6_KHR"; break; + case 0x93D5: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x5_KHR"; break; + case 0x93D6: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x6_KHR"; break; + case 0x93D7: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x8_KHR"; break; + case 0x93D8: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x5_KHR"; break; + case 0x93D9: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x6_KHR"; break; + case 0x93DA: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x8_KHR"; break; + case 0x93DB: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x10_KHR"; break; + case 0x93DC: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_12x10_KHR"; break; + case 0x93DD: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_12x12_KHR"; break; + default: return "GL_COMPRESSED_UNKNOWN"; break; + } +} +#endif // RLGL_SHOW_GL_DETAILS_INFO + +#endif // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2 + +#if defined(GRAPHICS_API_OPENGL_11) +// Mipmaps data is generated after image data +// NOTE: Only works with RGBA (4 bytes) data! +static int rlGenTextureMipmapsData(unsigned char *data, int baseWidth, int baseHeight) +{ + int mipmapCount = 1; // Required mipmap levels count (including base level) + int width = baseWidth; + int height = baseHeight; + int size = baseWidth*baseHeight*4; // Size in bytes (will include mipmaps...), RGBA only + + // Count mipmap levels required + while ((width != 1) && (height != 1)) + { + width /= 2; + height /= 2; + + TRACELOGD("TEXTURE: Next mipmap size: %i x %i", width, height); + + mipmapCount++; + + size += (width*height*4); // Add mipmap size (in bytes) + } + + TRACELOGD("TEXTURE: Total mipmaps required: %i", mipmapCount); + TRACELOGD("TEXTURE: Total size of data required: %i", size); + + unsigned char *temp = RL_REALLOC(data, size); + + if (temp != NULL) data = temp; + else TRACELOG(RL_LOG_WARNING, "TEXTURE: Failed to re-allocate required mipmaps memory"); + + width = baseWidth; + height = baseHeight; + size = (width*height*4); // RGBA: 4 bytes + + // Generate mipmaps + // NOTE: Every mipmap data is stored after data (RGBA - 4 bytes) + unsigned char *image = (unsigned char *)RL_MALLOC(width*height*4); + unsigned char *mipmap = NULL; + int offset = 0; + + for (int i = 0; i < size; i += 4) + { + image[i] = data[i]; + image[i + 1] = data[i + 1]; + image[i + 2] = data[i + 2]; + image[i + 3] = data[i + 3]; + } + + TRACELOGD("TEXTURE: Mipmap base size (%ix%i)", width, height); + + for (int mip = 1; mip < mipmapCount; mip++) + { + mipmap = rlGenNextMipmapData(image, width, height); + + offset += (width*height*4); // Size of last mipmap + + width /= 2; + height /= 2; + size = (width*height*4); // Mipmap size to store after offset + + // Add mipmap to data + for (int i = 0; i < size; i += 4) + { + data[offset + i] = mipmap[i]; + data[offset + i + 1] = mipmap[i + 1]; + data[offset + i + 2] = mipmap[i + 2]; + data[offset + i + 3] = mipmap[i + 3]; + } + + RL_FREE(image); + + image = mipmap; + mipmap = NULL; + } + + RL_FREE(mipmap); // free mipmap data + + return mipmapCount; +} + +// Manual mipmap generation (basic scaling algorithm) +static unsigned char *rlGenNextMipmapData(unsigned char *srcData, int srcWidth, int srcHeight) +{ + int x2 = 0; + int y2 = 0; + unsigned char prow[4] = { 0 }; + unsigned char pcol[4] = { 0 }; + + int width = srcWidth/2; + int height = srcHeight/2; + + unsigned char *mipmap = (unsigned char *)RL_MALLOC(width*height*4); + + // Scaling algorithm works perfectly (box-filter) + for (int y = 0; y < height; y++) + { + y2 = 2*y; + + for (int x = 0; x < width; x++) + { + x2 = 2*x; + + prow[0] = (srcData[(y2*srcWidth + x2)*4 + 0] + srcData[(y2*srcWidth + x2 + 1)*4 + 0])/2; + prow[1] = (srcData[(y2*srcWidth + x2)*4 + 1] + srcData[(y2*srcWidth + x2 + 1)*4 + 1])/2; + prow[2] = (srcData[(y2*srcWidth + x2)*4 + 2] + srcData[(y2*srcWidth + x2 + 1)*4 + 2])/2; + prow[3] = (srcData[(y2*srcWidth + x2)*4 + 3] + srcData[(y2*srcWidth + x2 + 1)*4 + 3])/2; + + pcol[0] = (srcData[((y2 + 1)*srcWidth + x2)*4 + 0] + srcData[((y2 + 1)*srcWidth + x2 + 1)*4 + 0])/2; + pcol[1] = (srcData[((y2 + 1)*srcWidth + x2)*4 + 1] + srcData[((y2 + 1)*srcWidth + x2 + 1)*4 + 1])/2; + pcol[2] = (srcData[((y2 + 1)*srcWidth + x2)*4 + 2] + srcData[((y2 + 1)*srcWidth + x2 + 1)*4 + 2])/2; + pcol[3] = (srcData[((y2 + 1)*srcWidth + x2)*4 + 3] + srcData[((y2 + 1)*srcWidth + x2 + 1)*4 + 3])/2; + + mipmap[(y*width + x)*4 + 0] = (prow[0] + pcol[0])/2; + mipmap[(y*width + x)*4 + 1] = (prow[1] + pcol[1])/2; + mipmap[(y*width + x)*4 + 2] = (prow[2] + pcol[2])/2; + mipmap[(y*width + x)*4 + 3] = (prow[3] + pcol[3])/2; + } + } + + TRACELOGD("TEXTURE: Mipmap generated successfully (%ix%i)", width, height); + + return mipmap; +} +#endif // GRAPHICS_API_OPENGL_11 + +// Get pixel data size in bytes (image or texture) +// NOTE: Size depends on pixel format +static int rlGetPixelDataSize(int width, int height, int format) +{ + int dataSize = 0; // Size in bytes + int bpp = 0; // Bits per pixel + + switch (format) + { + case RL_PIXELFORMAT_UNCOMPRESSED_GRAYSCALE: bpp = 8; break; + case RL_PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA: + case RL_PIXELFORMAT_UNCOMPRESSED_R5G6B5: + case RL_PIXELFORMAT_UNCOMPRESSED_R5G5B5A1: + case RL_PIXELFORMAT_UNCOMPRESSED_R4G4B4A4: bpp = 16; break; + case RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8A8: bpp = 32; break; + case RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8: bpp = 24; break; + case RL_PIXELFORMAT_UNCOMPRESSED_R32: bpp = 32; break; + case RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32: bpp = 32*3; break; + case RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32A32: bpp = 32*4; break; + case RL_PIXELFORMAT_COMPRESSED_DXT1_RGB: + case RL_PIXELFORMAT_COMPRESSED_DXT1_RGBA: + case RL_PIXELFORMAT_COMPRESSED_ETC1_RGB: + case RL_PIXELFORMAT_COMPRESSED_ETC2_RGB: + case RL_PIXELFORMAT_COMPRESSED_PVRT_RGB: + case RL_PIXELFORMAT_COMPRESSED_PVRT_RGBA: bpp = 4; break; + case RL_PIXELFORMAT_COMPRESSED_DXT3_RGBA: + case RL_PIXELFORMAT_COMPRESSED_DXT5_RGBA: + case RL_PIXELFORMAT_COMPRESSED_ETC2_EAC_RGBA: + case RL_PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA: bpp = 8; break; + case RL_PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA: bpp = 2; break; + default: break; + } + + dataSize = width*height*bpp/8; // Total data size in bytes + + // Most compressed formats works on 4x4 blocks, + // if texture is smaller, minimum dataSize is 8 or 16 + if ((width < 4) && (height < 4)) + { + if ((format >= RL_PIXELFORMAT_COMPRESSED_DXT1_RGB) && (format < RL_PIXELFORMAT_COMPRESSED_DXT3_RGBA)) dataSize = 8; + else if ((format >= RL_PIXELFORMAT_COMPRESSED_DXT3_RGBA) && (format < RL_PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA)) dataSize = 16; + } + + return dataSize; +} + +// Auxiliar math functions + +// Get identity matrix +static Matrix rlMatrixIdentity(void) +{ + Matrix result = { + 1.0f, 0.0f, 0.0f, 0.0f, + 0.0f, 1.0f, 0.0f, 0.0f, + 0.0f, 0.0f, 1.0f, 0.0f, + 0.0f, 0.0f, 0.0f, 1.0f + }; + + return result; +} + +// Get two matrix multiplication +// NOTE: When multiplying matrices... the order matters! +static Matrix rlMatrixMultiply(Matrix left, Matrix right) +{ + Matrix result = { 0 }; + + result.m0 = left.m0*right.m0 + left.m1*right.m4 + left.m2*right.m8 + left.m3*right.m12; + result.m1 = left.m0*right.m1 + left.m1*right.m5 + left.m2*right.m9 + left.m3*right.m13; + result.m2 = left.m0*right.m2 + left.m1*right.m6 + left.m2*right.m10 + left.m3*right.m14; + result.m3 = left.m0*right.m3 + left.m1*right.m7 + left.m2*right.m11 + left.m3*right.m15; + result.m4 = left.m4*right.m0 + left.m5*right.m4 + left.m6*right.m8 + left.m7*right.m12; + result.m5 = left.m4*right.m1 + left.m5*right.m5 + left.m6*right.m9 + left.m7*right.m13; + result.m6 = left.m4*right.m2 + left.m5*right.m6 + left.m6*right.m10 + left.m7*right.m14; + result.m7 = left.m4*right.m3 + left.m5*right.m7 + left.m6*right.m11 + left.m7*right.m15; + result.m8 = left.m8*right.m0 + left.m9*right.m4 + left.m10*right.m8 + left.m11*right.m12; + result.m9 = left.m8*right.m1 + left.m9*right.m5 + left.m10*right.m9 + left.m11*right.m13; + result.m10 = left.m8*right.m2 + left.m9*right.m6 + left.m10*right.m10 + left.m11*right.m14; + result.m11 = left.m8*right.m3 + left.m9*right.m7 + left.m10*right.m11 + left.m11*right.m15; + result.m12 = left.m12*right.m0 + left.m13*right.m4 + left.m14*right.m8 + left.m15*right.m12; + result.m13 = left.m12*right.m1 + left.m13*right.m5 + left.m14*right.m9 + left.m15*right.m13; + result.m14 = left.m12*right.m2 + left.m13*right.m6 + left.m14*right.m10 + left.m15*right.m14; + result.m15 = left.m12*right.m3 + left.m13*right.m7 + left.m14*right.m11 + left.m15*right.m15; + + return result; +} + +#endif // RLGL_IMPLEMENTATION |