1 module rlgl; 2 3 /********************************************************************************************** 4 * 5 * rlgl v4.0 - A multi-OpenGL abstraction layer with an immediate-mode style API 6 * 7 * An abstraction layer for multiple OpenGL versions (1.1, 2.1, 3.3 Core, 4.3 Core, ES 2.0) 8 * that provides a pseudo-OpenGL 1.1 immediate-mode style API (rlVertex, rlTranslate, rlRotate...) 9 * 10 * When chosing an OpenGL backend different than OpenGL 1.1, some internal buffer are 11 * initialized on rlglInit() to accumulate vertex data. 12 * 13 * When an internal state change is required all the stored vertex data is renderer in batch, 14 * additioanlly, rlDrawRenderBatchActive() could be called to force flushing of the batch. 15 * 16 * Some additional resources are also loaded for convenience, here the complete list: 17 * - Default batch (RLGL.defaultBatch): RenderBatch system to accumulate vertex data 18 * - Default texture (RLGL.defaultTextureId): 1x1 white pixel R8G8B8A8 19 * - Default shader (RLGL.State.defaultShaderId, RLGL.State.defaultShaderLocs) 20 * 21 * Internal buffer (and additional resources) must be manually unloaded calling rlglClose(). 22 * 23 * 24 * CONFIGURATION: 25 * 26 * #define GRAPHICS_API_OPENGL_11 27 * #define GRAPHICS_API_OPENGL_21 28 * #define GRAPHICS_API_OPENGL_33 29 * #define GRAPHICS_API_OPENGL_43 30 * #define GRAPHICS_API_OPENGL_ES2 31 * Use selected OpenGL graphics backend, should be supported by platform 32 * Those preprocessor defines are only used on rlgl module, if OpenGL version is 33 * required by any other module, use rlGetVersion() to check it 34 * 35 * #define RLGL_IMPLEMENTATION 36 * Generates the implementation of the library into the included file. 37 * If not defined, the library is in header only mode and can be included in other headers 38 * or source files without problems. But only ONE file should hold the implementation. 39 * 40 * #define RLGL_RENDER_TEXTURES_HINT 41 * Enable framebuffer objects (fbo) support (enabled by default) 42 * Some GPUs could not support them despite the OpenGL version 43 * 44 * #define RLGL_SHOW_GL_DETAILS_INFO 45 * Show OpenGL extensions and capabilities detailed logs on init 46 * 47 * #define RLGL_ENABLE_OPENGL_DEBUG_CONTEXT 48 * Enable debug context (only available on OpenGL 4.3) 49 * 50 * rlgl capabilities could be customized just defining some internal 51 * values before library inclusion (default values listed): 52 * 53 * #define RL_DEFAULT_BATCH_BUFFER_ELEMENTS 8192 // Default internal render batch elements limits 54 * #define RL_DEFAULT_BATCH_BUFFERS 1 // Default number of batch buffers (multi-buffering) 55 * #define RL_DEFAULT_BATCH_DRAWCALLS 256 // Default number of batch draw calls (by state changes: mode, texture) 56 * #define RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS 4 // Maximum number of textures units that can be activated on batch drawing (SetShaderValueTexture()) 57 * 58 * #define RL_MAX_MATRIX_STACK_SIZE 32 // Maximum size of internal Matrix stack 59 * #define RL_MAX_SHADER_LOCATIONS 32 // Maximum number of shader locations supported 60 * #define RL_CULL_DISTANCE_NEAR 0.01 // Default projection matrix near cull distance 61 * #define RL_CULL_DISTANCE_FAR 1000.0 // Default projection matrix far cull distance 62 * 63 * When loading a shader, the following vertex attribute and uniform 64 * location names are tried to be set automatically: 65 * 66 * #define RL_DEFAULT_SHADER_ATTRIB_NAME_POSITION "vertexPosition" // Binded by default to shader location: 0 67 * #define RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD "vertexTexCoord" // Binded by default to shader location: 1 68 * #define RL_DEFAULT_SHADER_ATTRIB_NAME_NORMAL "vertexNormal" // Binded by default to shader location: 2 69 * #define RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR "vertexColor" // Binded by default to shader location: 3 70 * #define RL_DEFAULT_SHADER_ATTRIB_NAME_TANGENT "vertexTangent" // Binded by default to shader location: 4 71 * #define RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2 "vertexTexCoord2" // Binded by default to shader location: 5 72 * #define RL_DEFAULT_SHADER_UNIFORM_NAME_MVP "mvp" // model-view-projection matrix 73 * #define RL_DEFAULT_SHADER_UNIFORM_NAME_VIEW "matView" // view matrix 74 * #define RL_DEFAULT_SHADER_UNIFORM_NAME_PROJECTION "matProjection" // projection matrix 75 * #define RL_DEFAULT_SHADER_UNIFORM_NAME_MODEL "matModel" // model matrix 76 * #define RL_DEFAULT_SHADER_UNIFORM_NAME_NORMAL "matNormal" // normal matrix (transpose(inverse(matModelView)) 77 * #define RL_DEFAULT_SHADER_UNIFORM_NAME_COLOR "colDiffuse" // color diffuse (base tint color, multiplied by texture color) 78 * #define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE0 "texture0" // texture0 (texture slot active 0) 79 * #define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE1 "texture1" // texture1 (texture slot active 1) 80 * #define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE2 "texture2" // texture2 (texture slot active 2) 81 * 82 * DEPENDENCIES: 83 * 84 * - OpenGL libraries (depending on platform and OpenGL version selected) 85 * - GLAD OpenGL extensions loading library (only for OpenGL 3.3 Core, 4.3 Core) 86 * 87 * 88 * LICENSE: zlib/libpng 89 * 90 * Copyright (c) 2014-2022 Ramon Santamaria (@raysan5) 91 * 92 * This software is provided "as-is", without any express or implied warranty. In no event 93 * will the authors be held liable for any damages arising from the use of this software. 94 * 95 * Permission is granted to anyone to use this software for any purpose, including commercial 96 * applications, and to alter it and redistribute it freely, subject to the following restrictions: 97 * 98 * 1. The origin of this software must not be misrepresented; you must not claim that you 99 * wrote the original software. If you use this software in a product, an acknowledgment 100 * in the product documentation would be appreciated but is not required. 101 * 102 * 2. Altered source versions must be plainly marked as such, and must not be misrepresented 103 * as being the original software. 104 * 105 * 3. This notice may not be removed or altered from any source distribution. 106 * 107 **********************************************************************************************/ 108 109 import core.stdc.config; 110 import core.stdc.stdarg; 111 import core.stdc.stdlib; 112 113 extern (C) @nogc nothrow: 114 115 enum RLGL_VERSION = "4.0"; 116 117 // Function specifiers in case library is build/used as a shared library (Windows) 118 // NOTE: Microsoft specifiers to tell compiler that symbols are imported/exported from a .dll 119 120 // We are building the library as a Win32 shared library (.dll) 121 122 // We are using the library as a Win32 shared library (.dll) 123 124 // Function specifiers definition // Functions defined as 'extern' by default (implicit specifiers) 125 126 // Support TRACELOG macros 127 128 // Security check in case no GRAPHICS_API_OPENGL_* defined 129 130 // Security check in case multiple GRAPHICS_API_OPENGL_* defined 131 132 // OpenGL 2.1 uses most of OpenGL 3.3 Core functionality 133 // WARNING: Specific parts are checked with #if defines 134 135 // OpenGL 4.3 uses OpenGL 3.3 Core functionality 136 137 // Support framebuffer objects by default 138 // NOTE: Some driver implementation do not support it, despite they should 139 140 //---------------------------------------------------------------------------------- 141 // Defines and Macros 142 //---------------------------------------------------------------------------------- 143 144 // Default internal render batch elements limits 145 146 // This is the maximum amount of elements (quads) per batch 147 // NOTE: Be careful with text, every letter maps to a quad 148 enum RL_DEFAULT_BATCH_BUFFER_ELEMENTS = 8192; 149 150 // We reduce memory sizes for embedded systems (RPI and HTML5) 151 // NOTE: On HTML5 (emscripten) this is allocated on heap, 152 // by default it's only 16MB!...just take care... 153 154 enum RL_DEFAULT_BATCH_BUFFERS = 1; // Default number of batch buffers (multi-buffering) 155 156 enum RL_DEFAULT_BATCH_DRAWCALLS = 256; // Default number of batch draw calls (by state changes: mode, texture) 157 158 enum RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS = 4; // Maximum number of textures units that can be activated on batch drawing (SetShaderValueTexture()) 159 160 // Internal Matrix stack 161 162 enum RL_MAX_MATRIX_STACK_SIZE = 32; // Maximum size of Matrix stack 163 164 // Shader limits 165 166 enum RL_MAX_SHADER_LOCATIONS = 32; // Maximum number of shader locations supported 167 168 // Projection matrix culling 169 170 enum RL_CULL_DISTANCE_NEAR = 0.01; // Default near cull distance 171 172 enum RL_CULL_DISTANCE_FAR = 1000.0; // Default far cull distance 173 174 // Texture parameters (equivalent to OpenGL defines) 175 enum RL_TEXTURE_WRAP_S = 0x2802; // GL_TEXTURE_WRAP_S 176 enum RL_TEXTURE_WRAP_T = 0x2803; // GL_TEXTURE_WRAP_T 177 enum RL_TEXTURE_MAG_FILTER = 0x2800; // GL_TEXTURE_MAG_FILTER 178 enum RL_TEXTURE_MIN_FILTER = 0x2801; // GL_TEXTURE_MIN_FILTER 179 180 enum RL_TEXTURE_FILTER_NEAREST = 0x2600; // GL_NEAREST 181 enum RL_TEXTURE_FILTER_LINEAR = 0x2601; // GL_LINEAR 182 enum RL_TEXTURE_FILTER_MIP_NEAREST = 0x2700; // GL_NEAREST_MIPMAP_NEAREST 183 enum RL_TEXTURE_FILTER_NEAREST_MIP_LINEAR = 0x2702; // GL_NEAREST_MIPMAP_LINEAR 184 enum RL_TEXTURE_FILTER_LINEAR_MIP_NEAREST = 0x2701; // GL_LINEAR_MIPMAP_NEAREST 185 enum RL_TEXTURE_FILTER_MIP_LINEAR = 0x2703; // GL_LINEAR_MIPMAP_LINEAR 186 enum RL_TEXTURE_FILTER_ANISOTROPIC = 0x3000; // Anisotropic filter (custom identifier) 187 188 enum RL_TEXTURE_WRAP_REPEAT = 0x2901; // GL_REPEAT 189 enum RL_TEXTURE_WRAP_CLAMP = 0x812F; // GL_CLAMP_TO_EDGE 190 enum RL_TEXTURE_WRAP_MIRROR_REPEAT = 0x8370; // GL_MIRRORED_REPEAT 191 enum RL_TEXTURE_WRAP_MIRROR_CLAMP = 0x8742; // GL_MIRROR_CLAMP_EXT 192 193 // Matrix modes (equivalent to OpenGL) 194 enum RL_MODELVIEW = 0x1700; // GL_MODELVIEW 195 enum RL_PROJECTION = 0x1701; // GL_PROJECTION 196 enum RL_TEXTURE = 0x1702; // GL_TEXTURE 197 198 // Primitive assembly draw modes 199 enum RL_LINES = 0x0001; // GL_LINES 200 enum RL_TRIANGLES = 0x0004; // GL_TRIANGLES 201 enum RL_QUADS = 0x0007; // GL_QUADS 202 203 // GL equivalent data types 204 enum RL_UNSIGNED_BYTE = 0x1401; // GL_UNSIGNED_BYTE 205 enum RL_FLOAT = 0x1406; // GL_FLOAT 206 207 // Buffer usage hint 208 enum RL_STREAM_DRAW = 0x88E0; // GL_STREAM_DRAW 209 enum RL_STREAM_READ = 0x88E1; // GL_STREAM_READ 210 enum RL_STREAM_COPY = 0x88E2; // GL_STREAM_COPY 211 enum RL_STATIC_DRAW = 0x88E4; // GL_STATIC_DRAW 212 enum RL_STATIC_READ = 0x88E5; // GL_STATIC_READ 213 enum RL_STATIC_COPY = 0x88E6; // GL_STATIC_COPY 214 enum RL_DYNAMIC_DRAW = 0x88E8; // GL_DYNAMIC_DRAW 215 enum RL_DYNAMIC_READ = 0x88E9; // GL_DYNAMIC_READ 216 enum RL_DYNAMIC_COPY = 0x88EA; // GL_DYNAMIC_COPY 217 218 // GL Shader type 219 enum RL_FRAGMENT_SHADER = 0x8B30; // GL_FRAGMENT_SHADER 220 enum RL_VERTEX_SHADER = 0x8B31; // GL_VERTEX_SHADER 221 enum RL_COMPUTE_SHADER = 0x91B9; // GL_COMPUTE_SHADER 222 223 //---------------------------------------------------------------------------------- 224 // Types and Structures Definition 225 //---------------------------------------------------------------------------------- 226 enum rlGlVersion 227 { 228 OPENGL_11 = 1, 229 OPENGL_21 = 2, 230 OPENGL_33 = 3, 231 OPENGL_43 = 4, 232 OPENGL_ES_20 = 5 233 } 234 235 enum rlFramebufferAttachType 236 { 237 RL_ATTACHMENT_COLOR_CHANNEL0 = 0, 238 RL_ATTACHMENT_COLOR_CHANNEL1 = 1, 239 RL_ATTACHMENT_COLOR_CHANNEL2 = 2, 240 RL_ATTACHMENT_COLOR_CHANNEL3 = 3, 241 RL_ATTACHMENT_COLOR_CHANNEL4 = 4, 242 RL_ATTACHMENT_COLOR_CHANNEL5 = 5, 243 RL_ATTACHMENT_COLOR_CHANNEL6 = 6, 244 RL_ATTACHMENT_COLOR_CHANNEL7 = 7, 245 RL_ATTACHMENT_DEPTH = 100, 246 RL_ATTACHMENT_STENCIL = 200 247 } 248 249 enum rlFramebufferAttachTextureType 250 { 251 RL_ATTACHMENT_CUBEMAP_POSITIVE_X = 0, 252 RL_ATTACHMENT_CUBEMAP_NEGATIVE_X = 1, 253 RL_ATTACHMENT_CUBEMAP_POSITIVE_Y = 2, 254 RL_ATTACHMENT_CUBEMAP_NEGATIVE_Y = 3, 255 RL_ATTACHMENT_CUBEMAP_POSITIVE_Z = 4, 256 RL_ATTACHMENT_CUBEMAP_NEGATIVE_Z = 5, 257 RL_ATTACHMENT_TEXTURE2D = 100, 258 RL_ATTACHMENT_RENDERBUFFER = 200 259 } 260 261 // Dynamic vertex buffers (position + texcoords + colors + indices arrays) 262 struct rlVertexBuffer 263 { 264 int elementCount; // Number of elements in the buffer (QUADS) 265 266 float* vertices; // Vertex position (XYZ - 3 components per vertex) (shader-location = 0) 267 float* texcoords; // Vertex texture coordinates (UV - 2 components per vertex) (shader-location = 1) 268 ubyte* colors; // Vertex colors (RGBA - 4 components per vertex) (shader-location = 3) 269 270 uint* indices; // Vertex indices (in case vertex data comes indexed) (6 indices per quad) 271 272 // Vertex indices (in case vertex data comes indexed) (6 indices per quad) 273 274 uint vaoId; // OpenGL Vertex Array Object id 275 uint[4] vboId; // OpenGL Vertex Buffer Objects id (4 types of vertex data) 276 } 277 278 // Draw call type 279 // NOTE: Only texture changes register a new draw, other state-change-related elements are not 280 // used at this moment (vaoId, shaderId, matrices), raylib just forces a batch draw call if any 281 // of those state-change happens (this is done in core module) 282 struct rlDrawCall 283 { 284 int mode; // Drawing mode: LINES, TRIANGLES, QUADS 285 int vertexCount; // Number of vertex of the draw 286 int vertexAlignment; // Number of vertex required for index alignment (LINES, TRIANGLES) 287 //unsigned int vaoId; // Vertex array id to be used on the draw -> Using RLGL.currentBatch->vertexBuffer.vaoId 288 //unsigned int shaderId; // Shader id to be used on the draw -> Using RLGL.currentShaderId 289 uint textureId; // Texture id to be used on the draw -> Use to create new draw call if changes 290 291 //Matrix projection; // Projection matrix for this draw -> Using RLGL.projection by default 292 //Matrix modelview; // Modelview matrix for this draw -> Using RLGL.modelview by default 293 } 294 295 // rlRenderBatch type 296 struct rlRenderBatch 297 { 298 int bufferCount; // Number of vertex buffers (multi-buffering support) 299 int currentBuffer; // Current buffer tracking in case of multi-buffering 300 rlVertexBuffer* vertexBuffer; // Dynamic buffer(s) for vertex data 301 302 rlDrawCall* draws; // Draw calls array, depends on textureId 303 int drawCounter; // Draw calls counter 304 float currentDepth; // Current depth value for next draw 305 } 306 307 // Boolean type 308 309 // Matrix, 4x4 components, column major, OpenGL style, right handed 310 struct Matrix 311 { 312 float m0; 313 float m4; 314 float m8; 315 float m12; // Matrix first row (4 components) 316 float m1; 317 float m5; 318 float m9; 319 float m13; // Matrix second row (4 components) 320 float m2; 321 float m6; 322 float m10; 323 float m14; // Matrix third row (4 components) 324 float m3; 325 float m7; 326 float m11; 327 float m15; // Matrix fourth row (4 components) 328 } 329 330 // Trace log level 331 // NOTE: Organized by priority level 332 enum rlTraceLogLevel 333 { 334 RL_LOG_ALL = 0, // Display all logs 335 RL_LOG_TRACE = 1, // Trace logging, intended for internal use only 336 RL_LOG_DEBUG = 2, // Debug logging, used for internal debugging, it should be disabled on release builds 337 RL_LOG_INFO = 3, // Info logging, used for program execution info 338 RL_LOG_WARNING = 4, // Warning logging, used on recoverable failures 339 RL_LOG_ERROR = 5, // Error logging, used on unrecoverable failures 340 RL_LOG_FATAL = 6, // Fatal logging, used to abort program: exit(EXIT_FAILURE) 341 RL_LOG_NONE = 7 // Disable logging 342 } 343 344 // Texture formats (support depends on OpenGL version) 345 enum rlPixelFormat 346 { 347 RL_PIXELFORMAT_UNCOMPRESSED_GRAYSCALE = 1, // 8 bit per pixel (no alpha) 348 RL_PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA = 2, // 8*2 bpp (2 channels) 349 RL_PIXELFORMAT_UNCOMPRESSED_R5G6B5 = 3, // 16 bpp 350 RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8 = 4, // 24 bpp 351 RL_PIXELFORMAT_UNCOMPRESSED_R5G5B5A1 = 5, // 16 bpp (1 bit alpha) 352 RL_PIXELFORMAT_UNCOMPRESSED_R4G4B4A4 = 6, // 16 bpp (4 bit alpha) 353 RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8A8 = 7, // 32 bpp 354 RL_PIXELFORMAT_UNCOMPRESSED_R32 = 8, // 32 bpp (1 channel - float) 355 RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32 = 9, // 32*3 bpp (3 channels - float) 356 RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32A32 = 10, // 32*4 bpp (4 channels - float) 357 RL_PIXELFORMAT_COMPRESSED_DXT1_RGB = 11, // 4 bpp (no alpha) 358 RL_PIXELFORMAT_COMPRESSED_DXT1_RGBA = 12, // 4 bpp (1 bit alpha) 359 RL_PIXELFORMAT_COMPRESSED_DXT3_RGBA = 13, // 8 bpp 360 RL_PIXELFORMAT_COMPRESSED_DXT5_RGBA = 14, // 8 bpp 361 RL_PIXELFORMAT_COMPRESSED_ETC1_RGB = 15, // 4 bpp 362 RL_PIXELFORMAT_COMPRESSED_ETC2_RGB = 16, // 4 bpp 363 RL_PIXELFORMAT_COMPRESSED_ETC2_EAC_RGBA = 17, // 8 bpp 364 RL_PIXELFORMAT_COMPRESSED_PVRT_RGB = 18, // 4 bpp 365 RL_PIXELFORMAT_COMPRESSED_PVRT_RGBA = 19, // 4 bpp 366 RL_PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA = 20, // 8 bpp 367 RL_PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA = 21 // 2 bpp 368 } 369 370 // Texture parameters: filter mode 371 // NOTE 1: Filtering considers mipmaps if available in the texture 372 // NOTE 2: Filter is accordingly set for minification and magnification 373 enum rlTextureFilter 374 { 375 RL_TEXTURE_FILTER_POINT = 0, // No filter, just pixel approximation 376 RL_TEXTURE_FILTER_BILINEAR = 1, // Linear filtering 377 RL_TEXTURE_FILTER_TRILINEAR = 2, // Trilinear filtering (linear with mipmaps) 378 RL_TEXTURE_FILTER_ANISOTROPIC_4X = 3, // Anisotropic filtering 4x 379 RL_TEXTURE_FILTER_ANISOTROPIC_8X = 4, // Anisotropic filtering 8x 380 RL_TEXTURE_FILTER_ANISOTROPIC_16X = 5 // Anisotropic filtering 16x 381 } 382 383 // Color blending modes (pre-defined) 384 enum rlBlendMode 385 { 386 RL_BLEND_ALPHA = 0, // Blend textures considering alpha (default) 387 RL_BLEND_ADDITIVE = 1, // Blend textures adding colors 388 RL_BLEND_MULTIPLIED = 2, // Blend textures multiplying colors 389 RL_BLEND_ADD_COLORS = 3, // Blend textures adding colors (alternative) 390 RL_BLEND_SUBTRACT_COLORS = 4, // Blend textures subtracting colors (alternative) 391 RL_BLEND_ALPHA_PREMULTIPLY = 5, // Blend premultiplied textures considering alpha 392 RL_BLEND_CUSTOM = 6 // Blend textures using custom src/dst factors (use rlSetBlendFactors()) 393 } 394 395 // Shader location point type 396 enum rlShaderLocationIndex 397 { 398 RL_SHADER_LOC_VERTEX_POSITION = 0, // Shader location: vertex attribute: position 399 RL_SHADER_LOC_VERTEX_TEXCOORD01 = 1, // Shader location: vertex attribute: texcoord01 400 RL_SHADER_LOC_VERTEX_TEXCOORD02 = 2, // Shader location: vertex attribute: texcoord02 401 RL_SHADER_LOC_VERTEX_NORMAL = 3, // Shader location: vertex attribute: normal 402 RL_SHADER_LOC_VERTEX_TANGENT = 4, // Shader location: vertex attribute: tangent 403 RL_SHADER_LOC_VERTEX_COLOR = 5, // Shader location: vertex attribute: color 404 RL_SHADER_LOC_MATRIX_MVP = 6, // Shader location: matrix uniform: model-view-projection 405 RL_SHADER_LOC_MATRIX_VIEW = 7, // Shader location: matrix uniform: view (camera transform) 406 RL_SHADER_LOC_MATRIX_PROJECTION = 8, // Shader location: matrix uniform: projection 407 RL_SHADER_LOC_MATRIX_MODEL = 9, // Shader location: matrix uniform: model (transform) 408 RL_SHADER_LOC_MATRIX_NORMAL = 10, // Shader location: matrix uniform: normal 409 RL_SHADER_LOC_VECTOR_VIEW = 11, // Shader location: vector uniform: view 410 RL_SHADER_LOC_COLOR_DIFFUSE = 12, // Shader location: vector uniform: diffuse color 411 RL_SHADER_LOC_COLOR_SPECULAR = 13, // Shader location: vector uniform: specular color 412 RL_SHADER_LOC_COLOR_AMBIENT = 14, // Shader location: vector uniform: ambient color 413 RL_SHADER_LOC_MAP_ALBEDO = 15, // Shader location: sampler2d texture: albedo (same as: RL_SHADER_LOC_MAP_DIFFUSE) 414 RL_SHADER_LOC_MAP_METALNESS = 16, // Shader location: sampler2d texture: metalness (same as: RL_SHADER_LOC_MAP_SPECULAR) 415 RL_SHADER_LOC_MAP_NORMAL = 17, // Shader location: sampler2d texture: normal 416 RL_SHADER_LOC_MAP_ROUGHNESS = 18, // Shader location: sampler2d texture: roughness 417 RL_SHADER_LOC_MAP_OCCLUSION = 19, // Shader location: sampler2d texture: occlusion 418 RL_SHADER_LOC_MAP_EMISSION = 20, // Shader location: sampler2d texture: emission 419 RL_SHADER_LOC_MAP_HEIGHT = 21, // Shader location: sampler2d texture: height 420 RL_SHADER_LOC_MAP_CUBEMAP = 22, // Shader location: samplerCube texture: cubemap 421 RL_SHADER_LOC_MAP_IRRADIANCE = 23, // Shader location: samplerCube texture: irradiance 422 RL_SHADER_LOC_MAP_PREFILTER = 24, // Shader location: samplerCube texture: prefilter 423 RL_SHADER_LOC_MAP_BRDF = 25 // Shader location: sampler2d texture: brdf 424 } 425 426 enum RL_SHADER_LOC_MAP_DIFFUSE = rlShaderLocationIndex.RL_SHADER_LOC_MAP_ALBEDO; 427 enum RL_SHADER_LOC_MAP_SPECULAR = rlShaderLocationIndex.RL_SHADER_LOC_MAP_METALNESS; 428 429 // Shader uniform data type 430 enum rlShaderUniformDataType 431 { 432 RL_SHADER_UNIFORM_FLOAT = 0, // Shader uniform type: float 433 RL_SHADER_UNIFORM_VEC2 = 1, // Shader uniform type: vec2 (2 float) 434 RL_SHADER_UNIFORM_VEC3 = 2, // Shader uniform type: vec3 (3 float) 435 RL_SHADER_UNIFORM_VEC4 = 3, // Shader uniform type: vec4 (4 float) 436 RL_SHADER_UNIFORM_INT = 4, // Shader uniform type: int 437 RL_SHADER_UNIFORM_IVEC2 = 5, // Shader uniform type: ivec2 (2 int) 438 RL_SHADER_UNIFORM_IVEC3 = 6, // Shader uniform type: ivec3 (3 int) 439 RL_SHADER_UNIFORM_IVEC4 = 7, // Shader uniform type: ivec4 (4 int) 440 RL_SHADER_UNIFORM_SAMPLER2D = 8 // Shader uniform type: sampler2d 441 } 442 443 // Shader attribute data types 444 enum rlShaderAttributeDataType 445 { 446 RL_SHADER_ATTRIB_FLOAT = 0, // Shader attribute type: float 447 RL_SHADER_ATTRIB_VEC2 = 1, // Shader attribute type: vec2 (2 float) 448 RL_SHADER_ATTRIB_VEC3 = 2, // Shader attribute type: vec3 (3 float) 449 RL_SHADER_ATTRIB_VEC4 = 3 // Shader attribute type: vec4 (4 float) 450 } 451 452 //------------------------------------------------------------------------------------ 453 // Functions Declaration - Matrix operations 454 //------------------------------------------------------------------------------------ 455 456 // Prevents name mangling of functions 457 458 void rlMatrixMode (int mode); // Choose the current matrix to be transformed 459 void rlPushMatrix (); // Push the current matrix to stack 460 void rlPopMatrix (); // Pop lattest inserted matrix from stack 461 void rlLoadIdentity (); // Reset current matrix to identity matrix 462 void rlTranslatef (float x, float y, float z); // Multiply the current matrix by a translation matrix 463 void rlRotatef (float angle, float x, float y, float z); // Multiply the current matrix by a rotation matrix 464 void rlScalef (float x, float y, float z); // Multiply the current matrix by a scaling matrix 465 void rlMultMatrixf (float* matf); // Multiply the current matrix by another matrix 466 void rlFrustum (double left, double right, double bottom, double top, double znear, double zfar); 467 void rlOrtho (double left, double right, double bottom, double top, double znear, double zfar); 468 void rlViewport (int x, int y, int width, int height); // Set the viewport area 469 470 //------------------------------------------------------------------------------------ 471 // Functions Declaration - Vertex level operations 472 //------------------------------------------------------------------------------------ 473 void rlBegin (int mode); // Initialize drawing mode (how to organize vertex) 474 void rlEnd (); // Finish vertex providing 475 void rlVertex2i (int x, int y); // Define one vertex (position) - 2 int 476 void rlVertex2f (float x, float y); // Define one vertex (position) - 2 float 477 void rlVertex3f (float x, float y, float z); // Define one vertex (position) - 3 float 478 void rlTexCoord2f (float x, float y); // Define one vertex (texture coordinate) - 2 float 479 void rlNormal3f (float x, float y, float z); // Define one vertex (normal) - 3 float 480 void rlColor4ub (ubyte r, ubyte g, ubyte b, ubyte a); // Define one vertex (color) - 4 byte 481 void rlColor3f (float x, float y, float z); // Define one vertex (color) - 3 float 482 void rlColor4f (float x, float y, float z, float w); // Define one vertex (color) - 4 float 483 484 //------------------------------------------------------------------------------------ 485 // Functions Declaration - OpenGL style functions (common to 1.1, 3.3+, ES2) 486 // NOTE: This functions are used to completely abstract raylib code from OpenGL layer, 487 // some of them are direct wrappers over OpenGL calls, some others are custom 488 //------------------------------------------------------------------------------------ 489 490 // Vertex buffers state 491 bool rlEnableVertexArray (uint vaoId); // Enable vertex array (VAO, if supported) 492 void rlDisableVertexArray (); // Disable vertex array (VAO, if supported) 493 void rlEnableVertexBuffer (uint id); // Enable vertex buffer (VBO) 494 void rlDisableVertexBuffer (); // Disable vertex buffer (VBO) 495 void rlEnableVertexBufferElement (uint id); // Enable vertex buffer element (VBO element) 496 void rlDisableVertexBufferElement (); // Disable vertex buffer element (VBO element) 497 void rlEnableVertexAttribute (uint index); // Enable vertex attribute index 498 void rlDisableVertexAttribute (uint index); // Disable vertex attribute index 499 500 // Enable attribute state pointer 501 // Disable attribute state pointer 502 503 // Textures state 504 void rlActiveTextureSlot (int slot); // Select and active a texture slot 505 void rlEnableTexture (uint id); // Enable texture 506 void rlDisableTexture (); // Disable texture 507 void rlEnableTextureCubemap (uint id); // Enable texture cubemap 508 void rlDisableTextureCubemap (); // Disable texture cubemap 509 void rlTextureParameters (uint id, int param, int value); // Set texture parameters (filter, wrap) 510 511 // Shader state 512 void rlEnableShader (uint id); // Enable shader program 513 void rlDisableShader (); // Disable shader program 514 515 // Framebuffer state 516 void rlEnableFramebuffer (uint id); // Enable render texture (fbo) 517 void rlDisableFramebuffer (); // Disable render texture (fbo), return to default framebuffer 518 void rlActiveDrawBuffers (int count); // Activate multiple draw color buffers 519 520 // General render state 521 void rlEnableColorBlend (); // Enable color blending 522 void rlDisableColorBlend (); // Disable color blending 523 void rlEnableDepthTest (); // Enable depth test 524 void rlDisableDepthTest (); // Disable depth test 525 void rlEnableDepthMask (); // Enable depth write 526 void rlDisableDepthMask (); // Disable depth write 527 void rlEnableBackfaceCulling (); // Enable backface culling 528 void rlDisableBackfaceCulling (); // Disable backface culling 529 void rlEnableScissorTest (); // Enable scissor test 530 void rlDisableScissorTest (); // Disable scissor test 531 void rlScissor (int x, int y, int width, int height); // Scissor test 532 void rlEnableWireMode (); // Enable wire mode 533 void rlDisableWireMode (); // Disable wire mode 534 void rlSetLineWidth (float width); // Set the line drawing width 535 float rlGetLineWidth (); // Get the line drawing width 536 void rlEnableSmoothLines (); // Enable line aliasing 537 void rlDisableSmoothLines (); // Disable line aliasing 538 void rlEnableStereoRender (); // Enable stereo rendering 539 void rlDisableStereoRender (); // Disable stereo rendering 540 bool rlIsStereoRenderEnabled (); // Check if stereo render is enabled 541 542 void rlClearColor (ubyte r, ubyte g, ubyte b, ubyte a); // Clear color buffer with color 543 void rlClearScreenBuffers (); // Clear used screen buffers (color and depth) 544 void rlCheckErrors (); // Check and log OpenGL error codes 545 void rlSetBlendMode (int mode); // Set blending mode 546 void rlSetBlendFactors (int glSrcFactor, int glDstFactor, int glEquation); // Set blending mode factor and equation (using OpenGL factors) 547 548 //------------------------------------------------------------------------------------ 549 // Functions Declaration - rlgl functionality 550 //------------------------------------------------------------------------------------ 551 // rlgl initialization functions 552 void rlglInit (int width, int height); // Initialize rlgl (buffers, shaders, textures, states) 553 void rlglClose (); // De-inititialize rlgl (buffers, shaders, textures) 554 void rlLoadExtensions (void* loader); // Load OpenGL extensions (loader function required) 555 int rlGetVersion (); // Get current OpenGL version 556 void rlSetFramebufferWidth (int width); // Set current framebuffer width 557 int rlGetFramebufferWidth (); // Get default framebuffer width 558 void rlSetFramebufferHeight (int height); // Set current framebuffer height 559 int rlGetFramebufferHeight (); // Get default framebuffer height 560 561 uint rlGetTextureIdDefault (); // Get default texture id 562 uint rlGetShaderIdDefault (); // Get default shader id 563 int* rlGetShaderLocsDefault (); // Get default shader locations 564 565 // Render batch management 566 // NOTE: rlgl provides a default render batch to behave like OpenGL 1.1 immediate mode 567 // but this render batch API is exposed in case of custom batches are required 568 rlRenderBatch rlLoadRenderBatch (int numBuffers, int bufferElements); // Load a render batch system 569 void rlUnloadRenderBatch (rlRenderBatch batch); // Unload render batch system 570 void rlDrawRenderBatch (rlRenderBatch* batch); // Draw render batch data (Update->Draw->Reset) 571 void rlSetRenderBatchActive (rlRenderBatch* batch); // Set the active render batch for rlgl (NULL for default internal) 572 void rlDrawRenderBatchActive (); // Update and draw internal render batch 573 bool rlCheckRenderBatchLimit (int vCount); // Check internal buffer overflow for a given number of vertex 574 void rlSetTexture (uint id); // Set current texture for render batch and check buffers limits 575 576 //------------------------------------------------------------------------------------------------------------------------ 577 578 // Vertex buffers management 579 uint rlLoadVertexArray (); // Load vertex array (vao) if supported 580 uint rlLoadVertexBuffer (const(void)* buffer, int size, bool dynamic); // Load a vertex buffer attribute 581 uint rlLoadVertexBufferElement (const(void)* buffer, int size, bool dynamic); // Load a new attributes element buffer 582 void rlUpdateVertexBuffer (uint bufferId, const(void)* data, int dataSize, int offset); // Update GPU buffer with new data 583 void rlUpdateVertexBufferElements (uint id, const(void)* data, int dataSize, int offset); // Update vertex buffer elements with new data 584 void rlUnloadVertexArray (uint vaoId); 585 void rlUnloadVertexBuffer (uint vboId); 586 void rlSetVertexAttribute (uint index, int compSize, int type, bool normalized, int stride, const(void)* pointer); 587 void rlSetVertexAttributeDivisor (uint index, int divisor); 588 void rlSetVertexAttributeDefault (int locIndex, const(void)* value, int attribType, int count); // Set vertex attribute default value 589 void rlDrawVertexArray (int offset, int count); 590 void rlDrawVertexArrayElements (int offset, int count, const(void)* buffer); 591 void rlDrawVertexArrayInstanced (int offset, int count, int instances); 592 void rlDrawVertexArrayElementsInstanced (int offset, int count, const(void)* buffer, int instances); 593 594 // Textures management 595 uint rlLoadTexture (const(void)* data, int width, int height, int format, int mipmapCount); // Load texture in GPU 596 uint rlLoadTextureDepth (int width, int height, bool useRenderBuffer); // Load depth texture/renderbuffer (to be attached to fbo) 597 uint rlLoadTextureCubemap (const(void)* data, int size, int format); // Load texture cubemap 598 void rlUpdateTexture (uint id, int offsetX, int offsetY, int width, int height, int format, const(void)* data); // Update GPU texture with new data 599 void rlGetGlTextureFormats (int format, uint* glInternalFormat, uint* glFormat, uint* glType); // Get OpenGL internal formats 600 const(char)* rlGetPixelFormatName (uint format); // Get name string for pixel format 601 void rlUnloadTexture (uint id); // Unload texture from GPU memory 602 void rlGenTextureMipmaps (uint id, int width, int height, int format, int* mipmaps); // Generate mipmap data for selected texture 603 void* rlReadTexturePixels (uint id, int width, int height, int format); // Read texture pixel data 604 ubyte* rlReadScreenPixels (int width, int height); // Read screen pixel data (color buffer) 605 606 // Framebuffer management (fbo) 607 uint rlLoadFramebuffer (int width, int height); // Load an empty framebuffer 608 void rlFramebufferAttach (uint fboId, uint texId, int attachType, int texType, int mipLevel); // Attach texture/renderbuffer to a framebuffer 609 bool rlFramebufferComplete (uint id); // Verify framebuffer is complete 610 void rlUnloadFramebuffer (uint id); // Delete framebuffer from GPU 611 612 // Shaders management 613 uint rlLoadShaderCode (const(char)* vsCode, const(char)* fsCode); // Load shader from code strings 614 uint rlCompileShader (const(char)* shaderCode, int type); // Compile custom shader and return shader id (type: RL_VERTEX_SHADER, RL_FRAGMENT_SHADER, RL_COMPUTE_SHADER) 615 uint rlLoadShaderProgram (uint vShaderId, uint fShaderId); // Load custom shader program 616 void rlUnloadShaderProgram (uint id); // Unload shader program 617 int rlGetLocationUniform (uint shaderId, const(char)* uniformName); // Get shader location uniform 618 int rlGetLocationAttrib (uint shaderId, const(char)* attribName); // Get shader location attribute 619 void rlSetUniform (int locIndex, const(void)* value, int uniformType, int count); // Set shader value uniform 620 void rlSetUniformMatrix (int locIndex, Matrix mat); // Set shader value matrix 621 void rlSetUniformSampler (int locIndex, uint textureId); // Set shader value sampler 622 void rlSetShader (uint id, int* locs); // Set shader currently active (id and locations) 623 624 // Compute shader management 625 uint rlLoadComputeShaderProgram (uint shaderId); // Load compute shader program 626 void rlComputeShaderDispatch (uint groupX, uint groupY, uint groupZ); // Dispatch compute shader (equivalent to *draw* for graphics pilepine) 627 628 // Shader buffer storage object management (ssbo) 629 uint rlLoadShaderBuffer (ulong size, const(void)* data, int usageHint); // Load shader storage buffer object (SSBO) 630 void rlUnloadShaderBuffer (uint ssboId); // Unload shader storage buffer object (SSBO) 631 void rlUpdateShaderBufferElements (uint id, const(void)* data, ulong dataSize, ulong offset); // Update SSBO buffer data 632 ulong rlGetShaderBufferSize (uint id); // Get SSBO buffer size 633 void rlReadShaderBufferElements (uint id, void* dest, ulong count, ulong offset); // Bind SSBO buffer 634 void rlBindShaderBuffer (uint id, uint index); // Copy SSBO buffer data 635 636 // Buffer management 637 void rlCopyBuffersElements (uint destId, uint srcId, ulong destOffset, ulong srcOffset, ulong count); // Copy SSBO buffer data 638 void rlBindImageTexture (uint id, uint index, uint format, int readonly); // Bind image texture 639 640 // Matrix state management 641 Matrix rlGetMatrixModelview (); // Get internal modelview matrix 642 Matrix rlGetMatrixProjection (); // Get internal projection matrix 643 Matrix rlGetMatrixTransform (); // Get internal accumulated transform matrix 644 Matrix rlGetMatrixProjectionStereo (int eye); // Get internal projection matrix for stereo render (selected eye) 645 Matrix rlGetMatrixViewOffsetStereo (int eye); // Get internal view offset matrix for stereo render (selected eye) 646 void rlSetMatrixProjection (Matrix proj); // Set a custom projection matrix (replaces internal projection matrix) 647 void rlSetMatrixModelview (Matrix view); // Set a custom modelview matrix (replaces internal modelview matrix) 648 void rlSetMatrixProjectionStereo (Matrix right, Matrix left); // Set eyes projection matrices for stereo rendering 649 void rlSetMatrixViewOffsetStereo (Matrix right, Matrix left); // Set eyes view offsets matrices for stereo rendering 650 651 // Quick and dirty cube/quad buffers load->draw->unload 652 void rlLoadDrawCube (); // Load and draw a cube 653 void rlLoadDrawQuad (); // Load and draw a quad 654 655 // RLGL_H 656 657 /*********************************************************************************** 658 * 659 * RLGL IMPLEMENTATION 660 * 661 ************************************************************************************/ 662 663 // OpenGL 1.1 library for OSX 664 // OpenGL extensions library 665 666 // APIENTRY for OpenGL function pointer declarations is required 667 668 // WINGDIAPI definition. Some Windows OpenGL headers need it 669 670 // OpenGL 1.1 library 671 672 // OpenGL 3 library for OSX 673 // OpenGL 3 extensions library for OSX 674 675 // GLAD extensions loading library, includes OpenGL headers 676 677 //#include <EGL/egl.h> // EGL library -> not required, platform layer 678 // OpenGL ES 2.0 library 679 // OpenGL ES 2.0 extensions library 680 681 // It seems OpenGL ES 2.0 instancing entry points are not defined on Raspberry Pi 682 // provided headers (despite being defined in official Khronos GLES2 headers) 683 684 // Required for: malloc(), free() 685 // Required for: strcmp(), strlen() [Used in rlglInit(), on extensions loading] 686 // Required for: sqrtf(), sinf(), cosf(), floor(), log() 687 688 //---------------------------------------------------------------------------------- 689 // Defines and Macros 690 //---------------------------------------------------------------------------------- 691 692 // Default shader vertex attribute names to set location points 693 694 // Binded by default to shader location: 0 695 696 // Binded by default to shader location: 1 697 698 // Binded by default to shader location: 2 699 700 // Binded by default to shader location: 3 701 702 // Binded by default to shader location: 4 703 704 // Binded by default to shader location: 5 705 706 // model-view-projection matrix 707 708 // view matrix 709 710 // projection matrix 711 712 // model matrix 713 714 // normal matrix (transpose(inverse(matModelView)) 715 716 // color diffuse (base tint color, multiplied by texture color) 717 718 // texture0 (texture slot active 0) 719 720 // texture1 (texture slot active 1) 721 722 // texture2 (texture slot active 2) 723 724 //---------------------------------------------------------------------------------- 725 // Types and Structures Definition 726 //---------------------------------------------------------------------------------- 727 728 // Current render batch 729 // Default internal render batch 730 731 // Current active render batch vertex counter (generic, used for all batches) 732 // Current active texture coordinate (added on glVertex*()) 733 // Current active normal (added on glVertex*()) 734 // Current active color (added on glVertex*()) 735 736 // Current matrix mode 737 // Current matrix pointer 738 // Default modelview matrix 739 // Default projection matrix 740 // Transform matrix to be used with rlTranslate, rlRotate, rlScale 741 // Require transform matrix application to current draw-call vertex (if required) 742 // Matrix stack for push/pop 743 // Matrix stack counter 744 745 // Default texture used on shapes/poly drawing (required by shader) 746 // Active texture ids to be enabled on batch drawing (0 active by default) 747 // Default vertex shader id (used by default shader program) 748 // Default fragment shader id (used by default shader program) 749 // Default shader program id, supports vertex color and diffuse texture 750 // Default shader locations pointer to be used on rendering 751 // Current shader id to be used on rendering (by default, defaultShaderId) 752 // Current shader locations pointer to be used on rendering (by default, defaultShaderLocs) 753 754 // Stereo rendering flag 755 // VR stereo rendering eyes projection matrices 756 // VR stereo rendering eyes view offset matrices 757 758 // Blending mode active 759 // Blending source factor 760 // Blending destination factor 761 // Blending equation 762 763 // Current framebuffer width 764 // Current framebuffer height 765 766 // Renderer state 767 768 // VAO support (OpenGL ES2 could not support VAO extension) (GL_ARB_vertex_array_object) 769 // Instancing supported (GL_ANGLE_instanced_arrays, GL_EXT_draw_instanced + GL_EXT_instanced_arrays) 770 // NPOT textures full support (GL_ARB_texture_non_power_of_two, GL_OES_texture_npot) 771 // Depth textures supported (GL_ARB_depth_texture, GL_WEBGL_depth_texture, GL_OES_depth_texture) 772 // float textures support (32 bit per channel) (GL_OES_texture_float) 773 // DDS texture compression support (GL_EXT_texture_compression_s3tc, GL_WEBGL_compressed_texture_s3tc, GL_WEBKIT_WEBGL_compressed_texture_s3tc) 774 // ETC1 texture compression support (GL_OES_compressed_ETC1_RGB8_texture, GL_WEBGL_compressed_texture_etc1) 775 // ETC2/EAC texture compression support (GL_ARB_ES3_compatibility) 776 // PVR texture compression support (GL_IMG_texture_compression_pvrtc) 777 // ASTC texture compression support (GL_KHR_texture_compression_astc_hdr, GL_KHR_texture_compression_astc_ldr) 778 // Clamp mirror wrap mode supported (GL_EXT_texture_mirror_clamp) 779 // Anisotropic texture filtering support (GL_EXT_texture_filter_anisotropic) 780 // Compute shaders support (GL_ARB_compute_shader) 781 // Shader storage buffer object support (GL_ARB_shader_storage_buffer_object) 782 783 // Maximum anisotropy level supported (minimum is 2.0f) 784 // Maximum bits for depth component 785 786 // Extensions supported flags 787 788 // OpenGL extension functions loader signature (same as GLADloadproc) 789 790 // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2 791 792 //---------------------------------------------------------------------------------- 793 // Global Variables Definition 794 //---------------------------------------------------------------------------------- 795 796 // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2 797 798 // NOTE: VAO functionality is exposed through extensions (OES) 799 800 // NOTE: Instancing functionality could also be available through extension 801 802 //---------------------------------------------------------------------------------- 803 // Module specific Functions Declaration 804 //---------------------------------------------------------------------------------- 805 806 // Load default shader 807 // Unload default shader 808 809 // Get compressed format official GL identifier name 810 // RLGL_SHOW_GL_DETAILS_INFO 811 // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2 812 813 // Generate mipmaps data on CPU side 814 // Generate next mipmap level on CPU side 815 816 // Get pixel data size in bytes (image or texture) 817 // Auxiliar matrix math functions 818 // Get identity matrix 819 // Multiply two matrices 820 821 //---------------------------------------------------------------------------------- 822 // Module Functions Definition - Matrix operations 823 //---------------------------------------------------------------------------------- 824 825 // Fallback to OpenGL 1.1 function calls 826 //--------------------------------------- 827 828 // Choose the current matrix to be transformed 829 830 //else if (mode == RL_TEXTURE) // Not supported 831 832 // Push the current matrix into RLGL.State.stack 833 834 // Pop lattest inserted matrix from RLGL.State.stack 835 836 // Reset current matrix to identity matrix 837 838 // Multiply the current matrix by a translation matrix 839 840 // NOTE: We transpose matrix with multiplication order 841 842 // Multiply the current matrix by a rotation matrix 843 // NOTE: The provided angle must be in degrees 844 845 // Axis vector (x, y, z) normalization 846 847 // Rotation matrix generation 848 849 // NOTE: We transpose matrix with multiplication order 850 851 // Multiply the current matrix by a scaling matrix 852 853 // NOTE: We transpose matrix with multiplication order 854 855 // Multiply the current matrix by another matrix 856 857 // Matrix creation from array 858 859 // Multiply the current matrix by a perspective matrix generated by parameters 860 861 // Multiply the current matrix by an orthographic matrix generated by parameters 862 863 // NOTE: If left-right and top-botton values are equal it could create a division by zero, 864 // response to it is platform/compiler dependant 865 866 // Set the viewport area (transformation from normalized device coordinates to window coordinates) 867 // NOTE: We store current viewport dimensions 868 869 //---------------------------------------------------------------------------------- 870 // Module Functions Definition - Vertex level operations 871 //---------------------------------------------------------------------------------- 872 873 // Fallback to OpenGL 1.1 function calls 874 //--------------------------------------- 875 876 // Initialize drawing mode (how to organize vertex) 877 878 // Draw mode can be RL_LINES, RL_TRIANGLES and RL_QUADS 879 // NOTE: In all three cases, vertex are accumulated over default internal vertex buffer 880 881 // Make sure current RLGL.currentBatch->draws[i].vertexCount is aligned a multiple of 4, 882 // that way, following QUADS drawing will keep aligned with index processing 883 // It implies adding some extra alignment vertex at the end of the draw, 884 // those vertex are not processed but they are considered as an additional offset 885 // for the next set of vertex to be drawn 886 887 // Finish vertex providing 888 889 // NOTE: Depth increment is dependant on rlOrtho(): z-near and z-far values, 890 // as well as depth buffer bit-depth (16bit or 24bit or 32bit) 891 // Correct increment formula would be: depthInc = (zfar - znear)/pow(2, bits) 892 893 // Verify internal buffers limits 894 // NOTE: This check is combined with usage of rlCheckRenderBatchLimit() 895 896 // WARNING: If we are between rlPushMatrix() and rlPopMatrix() and we need to force a rlDrawRenderBatch(), 897 // we need to call rlPopMatrix() before to recover *RLGL.State.currentMatrix (RLGL.State.modelview) for the next forced draw call! 898 // If we have multiple matrix pushed, it will require "RLGL.State.stackCounter" pops before launching the draw 899 900 // Define one vertex (position) 901 // NOTE: Vertex position data is the basic information required for drawing 902 903 // Transform provided vector if required 904 905 // Verify that current vertex buffer elements limit has not been reached 906 907 // Add vertices 908 909 // Add current texcoord 910 911 // TODO: Add current normal 912 // By default rlVertexBuffer type does not store normals 913 914 // Add current color 915 916 // Define one vertex (position) 917 918 // Define one vertex (position) 919 920 // Define one vertex (texture coordinate) 921 // NOTE: Texture coordinates are limited to QUADS only 922 923 // Define one vertex (normal) 924 // NOTE: Normals limited to TRIANGLES only? 925 926 // Define one vertex (color) 927 928 // Define one vertex (color) 929 930 // Define one vertex (color) 931 932 //-------------------------------------------------------------------------------------- 933 // Module Functions Definition - OpenGL style functions (common to 1.1, 3.3+, ES2) 934 //-------------------------------------------------------------------------------------- 935 936 // Set current texture to use 937 938 // NOTE: If quads batch limit is reached, we force a draw call and next batch starts 939 940 // Make sure current RLGL.currentBatch->draws[i].vertexCount is aligned a multiple of 4, 941 // that way, following QUADS drawing will keep aligned with index processing 942 // It implies adding some extra alignment vertex at the end of the draw, 943 // those vertex are not processed but they are considered as an additional offset 944 // for the next set of vertex to be drawn 945 946 // Select and active a texture slot 947 948 // Enable texture 949 950 // Disable texture 951 952 // Enable texture cubemap 953 954 // Disable texture cubemap 955 956 // Set texture parameters (wrap mode/filter mode) 957 958 // Reset anisotropy filter, in case it was set 959 960 // Enable shader program 961 962 // Disable shader program 963 964 // Enable rendering to texture (fbo) 965 966 // Disable rendering to texture 967 968 // Activate multiple draw color buffers 969 // NOTE: One color buffer is always active by default 970 971 // NOTE: Maximum number of draw buffers supported is implementation dependant, 972 // it can be queried with glGet*() but it must be at least 8 973 //GLint maxDrawBuffers = 0; 974 //glGetIntegerv(GL_MAX_DRAW_BUFFERS, &maxDrawBuffers); 975 976 //---------------------------------------------------------------------------------- 977 // General render state configuration 978 //---------------------------------------------------------------------------------- 979 980 // Enable color blending 981 982 // Disable color blending 983 984 // Enable depth test 985 986 // Disable depth test 987 988 // Enable depth write 989 990 // Disable depth write 991 992 // Enable backface culling 993 994 // Disable backface culling 995 996 // Enable scissor test 997 998 // Disable scissor test 999 1000 // Scissor test 1001 1002 // Enable wire mode 1003 1004 // NOTE: glPolygonMode() not available on OpenGL ES 1005 1006 // Disable wire mode 1007 1008 // NOTE: glPolygonMode() not available on OpenGL ES 1009 1010 // Set the line drawing width 1011 1012 // Get the line drawing width 1013 1014 // Enable line aliasing 1015 1016 // Disable line aliasing 1017 1018 // Enable stereo rendering 1019 1020 // Disable stereo rendering 1021 1022 // Check if stereo render is enabled 1023 1024 // Clear color buffer with color 1025 1026 // Color values clamp to 0.0f(0) and 1.0f(255) 1027 1028 // Clear used screen buffers (color and depth) 1029 1030 // Clear used buffers: Color and Depth (Depth is used for 3D) 1031 //glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); // Stencil buffer not used... 1032 1033 // Check and log OpenGL error codes 1034 1035 // Set blend mode 1036 1037 // NOTE: Using GL blend src/dst factors and GL equation configured with rlSetBlendFactors() 1038 1039 // Set blending mode factor and equation 1040 1041 //---------------------------------------------------------------------------------- 1042 // Module Functions Definition - OpenGL Debug 1043 //---------------------------------------------------------------------------------- 1044 1045 // Ignore non-significant error/warning codes (NVidia drivers) 1046 // NOTE: Here there are the details with a sample output: 1047 // - #131169 - Framebuffer detailed info: The driver allocated storage for renderbuffer 2. (severity: low) 1048 // - #131185 - Buffer detailed info: Buffer object 1 (bound to GL_ELEMENT_ARRAY_BUFFER_ARB, usage hint is GL_ENUM_88e4) 1049 // will use VIDEO memory as the source for buffer object operations. (severity: low) 1050 // - #131218 - Program/shader state performance warning: Vertex shader in program 7 is being recompiled based on GL state. (severity: medium) 1051 // - #131204 - Texture state usage warning: The texture object (0) bound to texture image unit 0 does not have 1052 // a defined base level and cannot be used for texture mapping. (severity: low) 1053 1054 //---------------------------------------------------------------------------------- 1055 // Module Functions Definition - rlgl functionality 1056 //---------------------------------------------------------------------------------- 1057 1058 // Initialize rlgl: OpenGL extensions, default buffers/shaders/textures, OpenGL states 1059 1060 // Enable OpenGL debug context if required 1061 1062 // glDebugMessageControl(GL_DEBUG_SOURCE_API, GL_DEBUG_TYPE_ERROR, GL_DEBUG_SEVERITY_HIGH, 0, 0, GL_TRUE); // TODO: Filter message 1063 1064 // Debug context options: 1065 // - GL_DEBUG_OUTPUT - Faster version but not useful for breakpoints 1066 // - 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 1067 1068 // Init default white texture 1069 // 1 pixel RGBA (4 bytes) 1070 1071 // Init default Shader (customized for GL 3.3 and ES2) 1072 // Loaded: RLGL.State.defaultShaderId + RLGL.State.defaultShaderLocs 1073 1074 // Init default vertex arrays buffers 1075 1076 // Init stack matrices (emulating OpenGL 1.1) 1077 1078 // Init internal matrices 1079 1080 // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2 1081 1082 // Initialize OpenGL default states 1083 //---------------------------------------------------------- 1084 // Init state: Depth test 1085 // Type of depth testing to apply 1086 // Disable depth testing for 2D (only used for 3D) 1087 1088 // Init state: Blending mode 1089 // Color blending function (how colors are mixed) 1090 // Enable color blending (required to work with transparencies) 1091 1092 // Init state: Culling 1093 // NOTE: All shapes/models triangles are drawn CCW 1094 // Cull the back face (default) 1095 // Front face are defined counter clockwise (default) 1096 // Enable backface culling 1097 1098 // Init state: Cubemap seamless 1099 1100 // Seamless cubemaps (not supported on OpenGL ES 2.0) 1101 1102 // Init state: Color hints (deprecated in OpenGL 3.0+) 1103 // Improve quality of color and texture coordinate interpolation 1104 // Smooth shading between vertex (vertex colors interpolation) 1105 1106 // Store screen size into global variables 1107 1108 //---------------------------------------------------------- 1109 1110 // Init state: Color/Depth buffers clear 1111 // Set clear color (black) 1112 // Set clear depth value (default) 1113 // Clear color and depth buffers (depth buffer required for 3D) 1114 1115 // Vertex Buffer Object deinitialization (memory free) 1116 1117 // Unload default shader 1118 1119 // Unload default texture 1120 1121 // Load OpenGL extensions 1122 // NOTE: External loader function must be provided 1123 1124 // Also defined for GRAPHICS_API_OPENGL_21 1125 // NOTE: glad is generated and contains only required OpenGL 3.3 Core extensions (and lower versions) 1126 1127 // Get number of supported extensions 1128 1129 // Get supported extensions list 1130 // WARNING: glGetStringi() not available on OpenGL 2.1 1131 1132 // Register supported extensions flags 1133 // OpenGL 3.3 extensions supported by default (core) 1134 1135 // NOTE: With GLAD, we can check if an extension is supported using the GLAD_GL_xxx booleans 1136 // Texture compression: DXT 1137 // Texture compression: ETC2/EAC 1138 1139 // GRAPHICS_API_OPENGL_33 1140 1141 // Get supported extensions list 1142 1143 // Allocate 512 strings pointers (2 KB) 1144 // One big const string 1145 1146 // NOTE: We have to duplicate string because glGetString() returns a const string 1147 // Get extensions string size in bytes 1148 1149 // Check required extensions 1150 1151 // Check VAO support 1152 // NOTE: Only check on OpenGL ES, OpenGL 3.3 has VAO support as core feature 1153 1154 // The extension is supported by our hardware and driver, try to get related functions pointers 1155 // NOTE: emscripten does not support VAOs natively, it uses emulation and it reduces overall performance... 1156 1157 //glIsVertexArray = (PFNGLISVERTEXARRAYOESPROC)loader("glIsVertexArrayOES"); // NOTE: Fails in WebGL, omitted 1158 1159 // Check instanced rendering support 1160 // Web ANGLE 1161 1162 // Standard EXT 1163 1164 // Check NPOT textures support 1165 // NOTE: Only check on OpenGL ES, OpenGL 3.3 has NPOT textures full support as core feature 1166 1167 // Check texture float support 1168 1169 // Check depth texture support 1170 1171 // Check texture compression support: DXT 1172 1173 // Check texture compression support: ETC1 1174 1175 // Check texture compression support: ETC2/EAC 1176 1177 // Check texture compression support: PVR 1178 1179 // Check texture compression support: ASTC 1180 1181 // Check anisotropic texture filter support 1182 1183 // Check clamp mirror wrap mode support 1184 1185 // Free extensions pointers 1186 1187 // Duplicated string must be deallocated 1188 // GRAPHICS_API_OPENGL_ES2 1189 1190 // Check OpenGL information and capabilities 1191 //------------------------------------------------------------------------------ 1192 // Show current OpenGL and GLSL version 1193 1194 // NOTE: Anisotropy levels capability is an extension 1195 1196 // Show some OpenGL GPU capabilities 1197 1198 // GRAPHICS_API_OPENGL_43 1199 // RLGL_SHOW_GL_DETAILS_INFO 1200 1201 // Show some basic info about GL supported features 1202 1203 // RLGL_SHOW_GL_DETAILS_INFO 1204 1205 // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2 1206 1207 // Get current OpenGL version 1208 1209 // NOTE: Force OpenGL 3.3 on OSX 1210 1211 // Set current framebuffer width 1212 1213 // Set current framebuffer height 1214 1215 // Get default framebuffer width 1216 1217 // Get default framebuffer height 1218 1219 // Get default internal texture (white texture) 1220 // NOTE: Default texture is a 1x1 pixel UNCOMPRESSED_R8G8B8A8 1221 1222 // Get default shader id 1223 1224 // Get default shader locs 1225 1226 // Render batch management 1227 //------------------------------------------------------------------------------------------------ 1228 // Load render batch 1229 1230 // Initialize CPU (RAM) vertex buffers (position, texcoord, color data and indexes) 1231 //-------------------------------------------------------------------------------------------- 1232 1233 // 3 float by vertex, 4 vertex by quad 1234 // 2 float by texcoord, 4 texcoord by quad 1235 // 4 float by color, 4 colors by quad 1236 1237 // 6 int by quad (indices) 1238 1239 // 6 int by quad (indices) 1240 1241 // Indices can be initialized right now 1242 1243 //-------------------------------------------------------------------------------------------- 1244 1245 // Upload to GPU (VRAM) vertex data and initialize VAOs/VBOs 1246 //-------------------------------------------------------------------------------------------- 1247 1248 // Initialize Quads VAO 1249 1250 // Quads - Vertex buffers binding and attributes enable 1251 // Vertex position buffer (shader-location = 0) 1252 1253 // Vertex texcoord buffer (shader-location = 1) 1254 1255 // Vertex color buffer (shader-location = 3) 1256 1257 // Fill index buffer 1258 1259 // Unbind the current VAO 1260 1261 //-------------------------------------------------------------------------------------------- 1262 1263 // Init draw calls tracking system 1264 //-------------------------------------------------------------------------------------------- 1265 1266 //batch.draws[i].vaoId = 0; 1267 //batch.draws[i].shaderId = 0; 1268 1269 //batch.draws[i].RLGL.State.projection = rlMatrixIdentity(); 1270 //batch.draws[i].RLGL.State.modelview = rlMatrixIdentity(); 1271 1272 // Record buffer count 1273 // Reset draws counter 1274 // Reset depth value 1275 //-------------------------------------------------------------------------------------------- 1276 1277 // Unload default internal buffers vertex data from CPU and GPU 1278 1279 // Unbind everything 1280 1281 // Unload all vertex buffers data 1282 1283 // Unbind VAO attribs data 1284 1285 // Delete VBOs from GPU (VRAM) 1286 1287 // Delete VAOs from GPU (VRAM) 1288 1289 // Free vertex arrays memory from CPU (RAM) 1290 1291 // Unload arrays 1292 1293 // Draw render batch 1294 // NOTE: We require a pointer to reset batch and increase current buffer (multi-buffer) 1295 1296 // Update batch vertex buffers 1297 //------------------------------------------------------------------------------------------------------------ 1298 // NOTE: If there is not vertex data, buffers doesn't need to be updated (vertexCount > 0) 1299 // TODO: If no data changed on the CPU arrays --> No need to re-update GPU arrays (change flag required) 1300 1301 // Activate elements VAO 1302 1303 // Vertex positions buffer 1304 1305 //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*4*batch->vertexBuffer[batch->currentBuffer].elementCount, batch->vertexBuffer[batch->currentBuffer].vertices, GL_DYNAMIC_DRAW); // Update all buffer 1306 1307 // Texture coordinates buffer 1308 1309 //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*4*batch->vertexBuffer[batch->currentBuffer].elementCount, batch->vertexBuffer[batch->currentBuffer].texcoords, GL_DYNAMIC_DRAW); // Update all buffer 1310 1311 // Colors buffer 1312 1313 //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*4*4*batch->vertexBuffer[batch->currentBuffer].elementCount, batch->vertexBuffer[batch->currentBuffer].colors, GL_DYNAMIC_DRAW); // Update all buffer 1314 1315 // NOTE: glMapBuffer() causes sync issue. 1316 // If GPU is working with this buffer, glMapBuffer() will wait(stall) until GPU to finish its job. 1317 // To avoid waiting (idle), you can call first glBufferData() with NULL pointer before glMapBuffer(). 1318 // If you do that, the previous data in PBO will be discarded and glMapBuffer() returns a new 1319 // allocated pointer immediately even if GPU is still working with the previous data. 1320 1321 // Another option: map the buffer object into client's memory 1322 // Probably this code could be moved somewhere else... 1323 // batch->vertexBuffer[batch->currentBuffer].vertices = (float *)glMapBuffer(GL_ARRAY_BUFFER, GL_READ_WRITE); 1324 // if (batch->vertexBuffer[batch->currentBuffer].vertices) 1325 // { 1326 // Update vertex data 1327 // } 1328 // glUnmapBuffer(GL_ARRAY_BUFFER); 1329 1330 // Unbind the current VAO 1331 1332 //------------------------------------------------------------------------------------------------------------ 1333 1334 // Draw batch vertex buffers (considering VR stereo if required) 1335 //------------------------------------------------------------------------------------------------------------ 1336 1337 // Setup current eye viewport (half screen width) 1338 1339 // Set current eye view offset to modelview matrix 1340 1341 // Set current eye projection matrix 1342 1343 // Draw buffers 1344 1345 // Set current shader and upload current MVP matrix 1346 1347 // Create modelview-projection matrix and upload to shader 1348 1349 // Bind vertex attrib: position (shader-location = 0) 1350 1351 // Bind vertex attrib: texcoord (shader-location = 1) 1352 1353 // Bind vertex attrib: color (shader-location = 3) 1354 1355 // Setup some default shader values 1356 1357 // Active default sampler2D: texture0 1358 1359 // Activate additional sampler textures 1360 // Those additional textures will be common for all draw calls of the batch 1361 1362 // Activate default sampler2D texture0 (one texture is always active for default batch shader) 1363 // NOTE: Batch system accumulates calls by texture0 changes, additional textures are enabled for all the draw calls 1364 1365 // Bind current draw call texture, activated as GL_TEXTURE0 and binded to sampler2D texture0 by default 1366 1367 // We need to define the number of indices to be processed: elementCount*6 1368 // NOTE: The final parameter tells the GPU the offset in bytes from the 1369 // start of the index buffer to the location of the first index to process 1370 1371 // Unbind textures 1372 1373 // Unbind VAO 1374 1375 // Unbind shader program 1376 1377 // Restore viewport to default measures 1378 1379 //------------------------------------------------------------------------------------------------------------ 1380 1381 // Reset batch buffers 1382 //------------------------------------------------------------------------------------------------------------ 1383 // Reset vertex counter for next frame 1384 1385 // Reset depth for next draw 1386 1387 // Restore projection/modelview matrices 1388 1389 // Reset RLGL.currentBatch->draws array 1390 1391 // Reset active texture units for next batch 1392 1393 // Reset draws counter to one draw for the batch 1394 1395 //------------------------------------------------------------------------------------------------------------ 1396 1397 // Change to next buffer in the list (in case of multi-buffering) 1398 1399 // Set the active render batch for rlgl 1400 1401 // Update and draw internal render batch 1402 1403 // NOTE: Stereo rendering is checked inside 1404 1405 // Check internal buffer overflow for a given number of vertex 1406 // and force a rlRenderBatch draw call if required 1407 1408 // NOTE: Stereo rendering is checked inside 1409 1410 // Restore state of last batch so we can continue adding vertices 1411 1412 // Textures data management 1413 //----------------------------------------------------------------------------------------- 1414 // Convert image data to OpenGL texture (returns OpenGL valid Id) 1415 1416 // Free any old binding 1417 1418 // Check texture format support by OpenGL 1.1 (compressed textures not supported) 1419 1420 // GRAPHICS_API_OPENGL_11 1421 1422 // Generate texture id 1423 1424 // Mipmap data offset 1425 1426 // Load the different mipmap levels 1427 1428 // Security check for NPOT textures 1429 1430 // Texture parameters configuration 1431 // NOTE: glTexParameteri does NOT affect texture uploading, just the way it's used 1432 1433 // 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 1434 1435 // Set texture to repeat on x-axis 1436 // Set texture to repeat on y-axis 1437 1438 // NOTE: If using negative texture coordinates (LoadOBJ()), it does not work! 1439 // Set texture to clamp on x-axis 1440 // Set texture to clamp on y-axis 1441 1442 // Set texture to repeat on x-axis 1443 // Set texture to repeat on y-axis 1444 1445 // Magnification and minification filters 1446 // Alternative: GL_LINEAR 1447 // Alternative: GL_LINEAR 1448 1449 // Activate Trilinear filtering if mipmaps are available 1450 1451 // At this point we have the texture loaded in GPU and texture parameters configured 1452 1453 // NOTE: If mipmaps were not in data, they are not generated automatically 1454 1455 // Unbind current texture 1456 1457 // Load depth texture/renderbuffer (to be attached to fbo) 1458 // WARNING: OpenGL ES 2.0 requires GL_OES_depth_texture/WEBGL_depth_texture extensions 1459 1460 // In case depth textures not supported, we force renderbuffer usage 1461 1462 // NOTE: We let the implementation to choose the best bit-depth 1463 // Possible formats: GL_DEPTH_COMPONENT16, GL_DEPTH_COMPONENT24, GL_DEPTH_COMPONENT32 and GL_DEPTH_COMPONENT32F 1464 1465 // Create the renderbuffer that will serve as the depth attachment for the framebuffer 1466 // NOTE: A renderbuffer is simpler than a texture and could offer better performance on embedded devices 1467 1468 // Load texture cubemap 1469 // NOTE: Cubemap data is expected to be 6 images in a single data array (one after the other), 1470 // expected the following convention: +X, -X, +Y, -Y, +Z, -Z 1471 1472 // Load cubemap faces 1473 1474 // 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) 1475 1476 // Set cubemap texture sampling parameters 1477 1478 // Flag not supported on OpenGL ES 2.0 1479 1480 // Update already loaded texture in GPU with new data 1481 // NOTE: We don't know safely if internal texture format is the expected one... 1482 1483 // Get OpenGL internal formats and data type from raylib PixelFormat 1484 1485 // NOTE: on OpenGL ES 2.0 (WebGL), internalFormat must match format and options allowed are: GL_LUMINANCE, GL_RGB, GL_RGBA 1486 1487 // NOTE: Requires extension OES_texture_float 1488 // NOTE: Requires extension OES_texture_float 1489 // NOTE: Requires extension OES_texture_float 1490 1491 // NOTE: Requires OpenGL ES 2.0 or OpenGL 4.3 1492 // NOTE: Requires OpenGL ES 3.0 or OpenGL 4.3 1493 // NOTE: Requires OpenGL ES 3.0 or OpenGL 4.3 1494 // NOTE: Requires PowerVR GPU 1495 // NOTE: Requires PowerVR GPU 1496 // NOTE: Requires OpenGL ES 3.1 or OpenGL 4.3 1497 // NOTE: Requires OpenGL ES 3.1 or OpenGL 4.3 1498 1499 // Unload texture from GPU memory 1500 1501 // Generate mipmap data for selected texture 1502 1503 // Check if texture is power-of-two (POT) 1504 1505 // WARNING: Manual mipmap generation only works for RGBA 32bit textures! 1506 1507 // Retrieve texture data from VRAM 1508 1509 // NOTE: Texture data size is reallocated to fit mipmaps data 1510 // NOTE: CPU mipmap generation only supports RGBA 32bit data 1511 1512 // Load the mipmaps 1513 1514 // Once mipmaps have been generated and data has been uploaded to GPU VRAM, we can discard RAM data 1515 1516 //glHint(GL_GENERATE_MIPMAP_HINT, GL_DONT_CARE); // Hint for mipmaps generation algorithm: GL_FASTEST, GL_NICEST, GL_DONT_CARE 1517 // Generate mipmaps automatically 1518 1519 // Read texture pixel data 1520 1521 // NOTE: Using texture id, we can retrieve some texture info (but not on OpenGL ES 2.0) 1522 // Possible texture info: GL_TEXTURE_RED_SIZE, GL_TEXTURE_GREEN_SIZE, GL_TEXTURE_BLUE_SIZE, GL_TEXTURE_ALPHA_SIZE 1523 //int width, height, format; 1524 //glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_WIDTH, &width); 1525 //glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_HEIGHT, &height); 1526 //glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_INTERNAL_FORMAT, &format); 1527 1528 // 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. 1529 // Use glPixelStorei to modify padding with the GL_[UN]PACK_ALIGNMENT setting. 1530 // GL_PACK_ALIGNMENT affects operations that read from OpenGL memory (glReadPixels, glGetTexImage, etc.) 1531 // GL_UNPACK_ALIGNMENT affects operations that write to OpenGL memory (glTexImage, etc.) 1532 1533 // glGetTexImage() is not available on OpenGL ES 2.0 1534 // Texture width and height are required on OpenGL ES 2.0. There is no way to get it from texture id. 1535 // Two possible Options: 1536 // 1 - Bind texture to color fbo attachment and glReadPixels() 1537 // 2 - Create an fbo, activate it, render quad with texture, glReadPixels() 1538 // We are using Option 1, just need to care for texture format on retrieval 1539 // NOTE: This behaviour could be conditioned by graphic driver... 1540 1541 // Attach our texture to FBO 1542 1543 // We read data as RGBA because FBO texture is configured as RGBA, despite binding another texture format 1544 1545 // Clean up temporal fbo 1546 1547 // Read screen pixel data (color buffer) 1548 1549 // NOTE 1: glReadPixels returns image flipped vertically -> (0,0) is the bottom left corner of the framebuffer 1550 // NOTE 2: We are getting alpha channel! Be careful, it can be transparent if not cleared properly! 1551 1552 // Flip image vertically! 1553 1554 // Flip line 1555 1556 // Set alpha component value to 255 (no trasparent image retrieval) 1557 // NOTE: Alpha value has already been applied to RGB in framebuffer, we don't need it! 1558 1559 // NOTE: image data should be freed 1560 1561 // Framebuffer management (fbo) 1562 //----------------------------------------------------------------------------------------- 1563 // Load a framebuffer to be used for rendering 1564 // NOTE: No textures attached 1565 1566 // Create the framebuffer object 1567 // Unbind any framebuffer 1568 1569 // Attach color buffer texture to an fbo (unloads previous attachment) 1570 // NOTE: Attach type: 0-Color, 1-Depth renderbuffer, 2-Depth texture 1571 1572 // Verify render texture is complete 1573 1574 // Unload framebuffer from GPU memory 1575 // NOTE: All attached textures/cubemaps/renderbuffers are also deleted 1576 1577 // Query depth attachment to automatically delete texture/renderbuffer 1578 1579 // Bind framebuffer to query depth texture type 1580 1581 // NOTE: If a texture object is deleted while its image is attached to the *currently bound* framebuffer, 1582 // the texture image is automatically detached from the currently bound framebuffer. 1583 1584 // Vertex data management 1585 //----------------------------------------------------------------------------------------- 1586 // Load a new attributes buffer 1587 1588 // Load a new attributes element buffer 1589 1590 // Enable vertex buffer (VBO) 1591 1592 // Disable vertex buffer (VBO) 1593 1594 // Enable vertex buffer element (VBO element) 1595 1596 // Disable vertex buffer element (VBO element) 1597 1598 // Update vertex buffer with new data 1599 // NOTE: dataSize and offset must be provided in bytes 1600 1601 // Update vertex buffer elements with new data 1602 // NOTE: dataSize and offset must be provided in bytes 1603 1604 // Enable vertex array object (VAO) 1605 1606 // Disable vertex array object (VAO) 1607 1608 // Enable vertex attribute index 1609 1610 // Disable vertex attribute index 1611 1612 // Draw vertex array 1613 1614 // Draw vertex array elements 1615 1616 // Draw vertex array instanced 1617 1618 // Draw vertex array elements instanced 1619 1620 // Enable vertex state pointer 1621 1622 //case GL_INDEX_ARRAY: if (buffer != NULL) glIndexPointer(GL_SHORT, 0, buffer); break; // Indexed colors 1623 1624 // Disable vertex state pointer 1625 1626 // Load vertex array object (VAO) 1627 1628 // Set vertex attribute 1629 1630 // Set vertex attribute divisor 1631 1632 // Unload vertex array object (VAO) 1633 1634 // Unload vertex buffer (VBO) 1635 1636 //TRACELOG(RL_LOG_INFO, "VBO: Unloaded vertex data from VRAM (GPU)"); 1637 1638 // Shaders management 1639 //----------------------------------------------------------------------------------------------- 1640 // Load shader from code strings 1641 // NOTE: If shader string is NULL, using default vertex/fragment shaders 1642 1643 // Compile vertex shader (if provided) 1644 1645 // In case no vertex shader was provided or compilation failed, we use default vertex shader 1646 1647 // Compile fragment shader (if provided) 1648 1649 // In case no fragment shader was provided or compilation failed, we use default fragment shader 1650 1651 // In case vertex and fragment shader are the default ones, no need to recompile, we can just assign the default shader program id 1652 1653 // One of or both shader are new, we need to compile a new shader program 1654 1655 // We can detach and delete vertex/fragment shaders (if not default ones) 1656 // NOTE: We detach shader before deletion to make sure memory is freed 1657 1658 // In case shader program loading failed, we assign default shader 1659 1660 // In case shader loading fails, we return the default shader 1661 1662 /* 1663 else 1664 { 1665 // Get available shader uniforms 1666 // NOTE: This information is useful for debug... 1667 int uniformCount = -1; 1668 glGetProgramiv(id, GL_ACTIVE_UNIFORMS, &uniformCount); 1669 1670 for (int i = 0; i < uniformCount; i++) 1671 { 1672 int namelen = -1; 1673 int num = -1; 1674 char name[256] = { 0 }; // Assume no variable names longer than 256 1675 GLenum type = GL_ZERO; 1676 1677 // Get the name of the uniforms 1678 glGetActiveUniform(id, i, sizeof(name) - 1, &namelen, &num, &type, name); 1679 1680 name[namelen] = 0; 1681 TRACELOGD("SHADER: [ID %i] Active uniform (%s) set at location: %i", id, name, glGetUniformLocation(id, name)); 1682 } 1683 } 1684 */ 1685 1686 // Compile custom shader and return shader id 1687 1688 //case GL_GEOMETRY_SHADER: 1689 1690 //case GL_GEOMETRY_SHADER: 1691 1692 // Load custom shader strings and return program id 1693 1694 // NOTE: Default attribute shader locations must be binded before linking 1695 1696 // NOTE: If some attrib name is no found on the shader, it locations becomes -1 1697 1698 // NOTE: All uniform variables are intitialised to 0 when a program links 1699 1700 // Get the size of compiled shader program (not available on OpenGL ES 2.0) 1701 // NOTE: If GL_LINK_STATUS is GL_FALSE, program binary length is zero. 1702 //GLint binarySize = 0; 1703 //glGetProgramiv(id, GL_PROGRAM_BINARY_LENGTH, &binarySize); 1704 1705 // Unload shader program 1706 1707 // Get shader location uniform 1708 1709 // Get shader location attribute 1710 1711 // Set shader value uniform 1712 1713 // Set shader value attribute 1714 1715 // Set shader value uniform matrix 1716 1717 // Set shader value uniform sampler 1718 1719 // Check if texture is already active 1720 1721 // Register a new active texture for the internal batch system 1722 // NOTE: Default texture is always activated as GL_TEXTURE0 1723 1724 // Activate new texture unit 1725 // Save texture id for binding on drawing 1726 1727 // Set shader currently active (id and locations) 1728 1729 // Load compute shader program 1730 1731 // NOTE: All uniform variables are intitialised to 0 when a program links 1732 1733 // Get the size of compiled shader program (not available on OpenGL ES 2.0) 1734 // NOTE: If GL_LINK_STATUS is GL_FALSE, program binary length is zero. 1735 //GLint binarySize = 0; 1736 //glGetProgramiv(id, GL_PROGRAM_BINARY_LENGTH, &binarySize); 1737 1738 // Dispatch compute shader (equivalent to *draw* for graphics pilepine) 1739 1740 // Load shader storage buffer object (SSBO) 1741 1742 // Unload shader storage buffer object (SSBO) 1743 1744 // Update SSBO buffer data 1745 1746 // Get SSBO buffer size 1747 1748 // Read SSBO buffer data 1749 1750 // Bind SSBO buffer 1751 1752 // Copy SSBO buffer data 1753 1754 // Bind image texture 1755 1756 // Matrix state management 1757 //----------------------------------------------------------------------------------------- 1758 // Get internal modelview matrix 1759 1760 // Get internal projection matrix 1761 1762 // Get internal accumulated transform matrix 1763 1764 // TODO: Consider possible transform matrices in the RLGL.State.stack 1765 // Is this the right order? or should we start with the first stored matrix instead of the last one? 1766 //Matrix matStackTransform = rlMatrixIdentity(); 1767 //for (int i = RLGL.State.stackCounter; i > 0; i--) matStackTransform = rlMatrixMultiply(RLGL.State.stack[i], matStackTransform); 1768 1769 // Get internal projection matrix for stereo render (selected eye) 1770 1771 // Get internal view offset matrix for stereo render (selected eye) 1772 1773 // Set a custom modelview matrix (replaces internal modelview matrix) 1774 1775 // Set a custom projection matrix (replaces internal projection matrix) 1776 1777 // Set eyes projection matrices for stereo rendering 1778 1779 // Set eyes view offsets matrices for stereo rendering 1780 1781 // Load and draw a quad in NDC 1782 1783 // Positions Texcoords 1784 1785 // Gen VAO to contain VBO 1786 1787 // Gen and fill vertex buffer (VBO) 1788 1789 // Bind vertex attributes (position, texcoords) 1790 1791 // Positions 1792 1793 // Texcoords 1794 1795 // Draw quad 1796 1797 // Delete buffers (VBO and VAO) 1798 1799 // Load and draw a cube in NDC 1800 1801 // Positions Normals Texcoords 1802 1803 // Gen VAO to contain VBO 1804 1805 // Gen and fill vertex buffer (VBO) 1806 1807 // Bind vertex attributes (position, normals, texcoords) 1808 1809 // Positions 1810 1811 // Normals 1812 1813 // Texcoords 1814 1815 // Draw cube 1816 1817 // Delete VBO and VAO 1818 1819 // Get name string for pixel format 1820 1821 // 8 bit per pixel (no alpha) 1822 // 8*2 bpp (2 channels) 1823 // 16 bpp 1824 // 24 bpp 1825 // 16 bpp (1 bit alpha) 1826 // 16 bpp (4 bit alpha) 1827 // 32 bpp 1828 // 32 bpp (1 channel - float) 1829 // 32*3 bpp (3 channels - float) 1830 // 32*4 bpp (4 channels - float) 1831 // 4 bpp (no alpha) 1832 // 4 bpp (1 bit alpha) 1833 // 8 bpp 1834 // 8 bpp 1835 // 4 bpp 1836 // 4 bpp 1837 // 8 bpp 1838 // 4 bpp 1839 // 4 bpp 1840 // 8 bpp 1841 // 2 bpp 1842 1843 //---------------------------------------------------------------------------------- 1844 // Module specific Functions Definition 1845 //---------------------------------------------------------------------------------- 1846 1847 // Load default shader (just vertex positioning and texture coloring) 1848 // NOTE: This shader program is used for internal buffers 1849 // NOTE: Loaded: RLGL.State.defaultShaderId, RLGL.State.defaultShaderLocs 1850 1851 // NOTE: All locations must be reseted to -1 (no location) 1852 1853 // Vertex shader directly defined, no external file required 1854 1855 // Fragment shader directly defined, no external file required 1856 1857 // Precision required for OpenGL ES2 (WebGL) 1858 1859 // NOTE: Compiled vertex/fragment shaders are not deleted, 1860 // they are kept for re-use as default shaders in case some shader loading fails 1861 // Compile default vertex shader 1862 // Compile default fragment shader 1863 1864 // Set default shader locations: attributes locations 1865 1866 // Set default shader locations: uniform locations 1867 1868 // Unload default shader 1869 // NOTE: Unloads: RLGL.State.defaultShaderId, RLGL.State.defaultShaderLocs 1870 1871 // Get compressed format official GL identifier name 1872 1873 // GL_EXT_texture_compression_s3tc 1874 1875 // GL_3DFX_texture_compression_FXT1 1876 1877 // GL_IMG_texture_compression_pvrtc 1878 1879 // GL_OES_compressed_ETC1_RGB8_texture 1880 1881 // GL_ARB_texture_compression_rgtc 1882 1883 // GL_ARB_texture_compression_bptc 1884 1885 // GL_ARB_ES3_compatibility 1886 1887 // GL_KHR_texture_compression_astc_hdr 1888 1889 // RLGL_SHOW_GL_DETAILS_INFO 1890 1891 // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2 1892 1893 // Mipmaps data is generated after image data 1894 // NOTE: Only works with RGBA (4 bytes) data! 1895 1896 // Required mipmap levels count (including base level) 1897 1898 // Size in bytes (will include mipmaps...), RGBA only 1899 1900 // Count mipmap levels required 1901 1902 // Add mipmap size (in bytes) 1903 1904 // RGBA: 4 bytes 1905 1906 // Generate mipmaps 1907 // NOTE: Every mipmap data is stored after data (RGBA - 4 bytes) 1908 1909 // Size of last mipmap 1910 1911 // Mipmap size to store after offset 1912 1913 // Add mipmap to data 1914 1915 // free mipmap data 1916 1917 // Manual mipmap generation (basic scaling algorithm) 1918 1919 // Scaling algorithm works perfectly (box-filter) 1920 1921 // GRAPHICS_API_OPENGL_11 1922 1923 // Get pixel data size in bytes (image or texture) 1924 // NOTE: Size depends on pixel format 1925 1926 // Size in bytes 1927 // Bits per pixel 1928 1929 // Total data size in bytes 1930 1931 // Most compressed formats works on 4x4 blocks, 1932 // if texture is smaller, minimum dataSize is 8 or 16 1933 1934 // Auxiliar math functions 1935 1936 // Get identity matrix 1937 1938 // Get two matrix multiplication 1939 // NOTE: When multiplying matrices... the order matters! 1940 1941 // RLGL_IMPLEMENTATION