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@ -243,7 +243,7 @@ |
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#define RL_TEXTURE_FILTER_LINEAR_MIP_NEAREST 0x2701 // GL_LINEAR_MIPMAP_NEAREST |
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#define RL_TEXTURE_FILTER_MIP_LINEAR 0x2703 // GL_LINEAR_MIPMAP_LINEAR |
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#define RL_TEXTURE_FILTER_ANISOTROPIC 0x3000 // Anisotropic filter (custom identifier) |
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#define RL_TEXTURE_MIPMAP_BIAS_RATIO 0x4000 // Texture mipmap bias (percentage ratio) |
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#define RL_TEXTURE_MIPMAP_BIAS_RATIO 0x4000 // Texture mipmap bias, percentage ratio (custom identifier) |
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#define RL_TEXTURE_WRAP_REPEAT 0x2901 // GL_REPEAT |
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#define RL_TEXTURE_WRAP_CLAMP 0x812F // GL_CLAMP_TO_EDGE |
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@ -283,37 +283,23 @@ |
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//---------------------------------------------------------------------------------- |
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// Types and Structures Definition |
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//---------------------------------------------------------------------------------- |
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typedef enum { |
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OPENGL_11 = 1, |
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OPENGL_21, |
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OPENGL_33, |
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OPENGL_43, |
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OPENGL_ES_20 |
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} rlGlVersion; |
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typedef enum { |
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RL_ATTACHMENT_COLOR_CHANNEL0 = 0, |
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RL_ATTACHMENT_COLOR_CHANNEL1, |
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RL_ATTACHMENT_COLOR_CHANNEL2, |
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RL_ATTACHMENT_COLOR_CHANNEL3, |
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RL_ATTACHMENT_COLOR_CHANNEL4, |
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RL_ATTACHMENT_COLOR_CHANNEL5, |
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RL_ATTACHMENT_COLOR_CHANNEL6, |
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RL_ATTACHMENT_COLOR_CHANNEL7, |
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RL_ATTACHMENT_DEPTH = 100, |
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RL_ATTACHMENT_STENCIL = 200, |
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} rlFramebufferAttachType; |
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#if (defined(__STDC__) && __STDC_VERSION__ >= 199901L) || (defined(_MSC_VER) && _MSC_VER >= 1800) |
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#include <stdbool.h> |
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#elif !defined(__cplusplus) && !defined(bool) && !defined(RL_BOOL_TYPE) |
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// Boolean type |
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typedef enum bool { false = 0, true = !false } bool; |
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#endif |
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k">typedef enum { |
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RL_ATTACHMENT_CUBEMAP_POSITIVE_X = 0, |
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RL_ATTACHMENT_CUBEMAP_NEGATIVE_X, |
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n">RL_ATTACHMENT_CUBEMAP_POSITIVE_Y, |
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n">RL_ATTACHMENT_CUBEMAP_NEGATIVE_Y, |
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n">RL_ATTACHMENT_CUBEMAP_POSITIVE_Z, |
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n">RL_ATTACHMENT_CUBEMAP_NEGATIVE_Z, |
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RL_ATTACHMENT_TEXTURE2D = 100, |
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RL_ATTACHMENT_RENDERBUFFER = 200, |
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p">} rlFramebufferAttachTextureType; |
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#if !defined(RL_MATRIX_TYPE) |
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// Matrix, 4x4 components, column major, OpenGL style, right handed |
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typedef struct Matrix { |
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float m0, m4, m8, m12; // Matrix first row (4 components) |
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float m1, m5, m9, m13; // Matrix second row (4 components) |
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float m2, m6, m10, m14; // Matrix third row (4 components) |
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float m3, m7, m11, m15; // Matrix fourth row (4 components) |
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} Matrix; |
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#define RL_MATRIX_TYPE |
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#endif |
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// Dynamic vertex buffers (position + texcoords + colors + indices arrays) |
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typedef struct rlVertexBuffer { |
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@ -344,8 +330,8 @@ typedef struct rlDrawCall { |
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//unsigned int shaderId; // Shader id to be used on the draw -> Using RLGL.currentShaderId |
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unsigned int textureId; // Texture id to be used on the draw -> Use to create new draw call if changes |
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//Matrix projection; // Projection matrix for this draw -> Using RLGL.projection by default |
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//Matrix modelview; // Modelview matrix for this draw -> Using RLGL.modelview by default |
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//Matrix projection; // Projection matrix for this draw -> Using RLGL.projection by default |
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//Matrix modelview; // Modelview matrix for this draw -> Using RLGL.modelview by default |
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} rlDrawCall; |
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// rlRenderBatch type |
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@ -359,38 +345,31 @@ typedef struct rlRenderBatch { |
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float currentDepth; // Current depth value for next draw |
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} rlRenderBatch; |
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#if (defined(__STDC__) && __STDC_VERSION__ >= 199901L) || (defined(_MSC_VER) && _MSC_VER >= 1800) |
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#include <stdbool.h> |
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#elif !defined(__cplusplus) && !defined(bool) && !defined(RL_BOOL_TYPE) |
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// Boolean type |
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typedef enum bool { false = 0, true = !false } bool; |
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#endif |
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#if !defined(RL_MATRIX_TYPE) |
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// Matrix, 4x4 components, column major, OpenGL style, right handed |
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typedef struct Matrix { |
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float m0, m4, m8, m12; // Matrix first row (4 components) |
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float m1, m5, m9, m13; // Matrix second row (4 components) |
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float m2, m6, m10, m14; // Matrix third row (4 components) |
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float m3, m7, m11, m15; // Matrix fourth row (4 components) |
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} Matrix; |
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#define RL_MATRIX_TYPE |
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#endif |
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// OpenGL version |
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typedef enum { |
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RL_OPENGL_11 = 1, // OpenGL 1.1 |
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RL_OPENGL_21, // OpenGL 2.1 (GLSL 120) |
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RL_OPENGL_33, // OpenGL 3.3 (GLSL 330) |
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RL_OPENGL_43, // OpenGL 4.3 (using GLSL 330) |
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RL_OPENGL_ES_20 // OpenGL ES 2.0 (GLSL 100) |
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} rlGlVersion; |
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// Trace log level |
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// NOTE: Organized by priority level |
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typedef enum { |
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RL_LOG_ALL = 0, // Display all logs |
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RL_LOG_TRACE, // Trace logging, intended for internal use only |
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RL_LOG_DEBUG, // Debug logging, used for internal debugging, it should be disabled on release builds |
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RL_LOG_INFO, // Info logging, used for program execution info |
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RL_LOG_WARNING, // Warning logging, used on recoverable failures |
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RL_LOG_ERROR, // Error logging, used on unrecoverable failures |
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RL_LOG_FATAL, // Fatal logging, used to abort program: exit(EXIT_FAILURE) |
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RL_LOG_NONE // Disable logging |
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RL_LOG_ALL = 0, // Display all logs |
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RL_LOG_TRACE, // Trace logging, intended for internal use only |
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RL_LOG_DEBUG, // Debug logging, used for internal debugging, it should be disabled on release builds |
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RL_LOG_INFO, // Info logging, used for program execution info |
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RL_LOG_WARNING, // Warning logging, used on recoverable failures |
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RL_LOG_ERROR, // Error logging, used on unrecoverable failures |
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RL_LOG_FATAL, // Fatal logging, used to abort program: exit(EXIT_FAILURE) |
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RL_LOG_NONE // Disable logging |
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} rlTraceLogLevel; |
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// Texture formats (support depends on OpenGL version) |
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// Texture pixel formats |
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// NOTE: Support depends on OpenGL version |
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typedef enum { |
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RL_PIXELFORMAT_UNCOMPRESSED_GRAYSCALE = 1, // 8 bit per pixel (no alpha) |
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RL_PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA, // 8*2 bpp (2 channels) |
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@ -419,79 +398,106 @@ typedef enum { |
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// NOTE 1: Filtering considers mipmaps if available in the texture |
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// NOTE 2: Filter is accordingly set for minification and magnification |
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typedef enum { |
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RL_TEXTURE_FILTER_POINT = 0, // No filter, just pixel approximation |
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RL_TEXTURE_FILTER_BILINEAR, // Linear filtering |
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RL_TEXTURE_FILTER_TRILINEAR, // Trilinear filtering (linear with mipmaps) |
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RL_TEXTURE_FILTER_ANISOTROPIC_4X, // Anisotropic filtering 4x |
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RL_TEXTURE_FILTER_ANISOTROPIC_8X, // Anisotropic filtering 8x |
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RL_TEXTURE_FILTER_ANISOTROPIC_16X, // Anisotropic filtering 16x |
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RL_TEXTURE_FILTER_POINT = 0, // No filter, just pixel approximation |
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RL_TEXTURE_FILTER_BILINEAR, // Linear filtering |
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RL_TEXTURE_FILTER_TRILINEAR, // Trilinear filtering (linear with mipmaps) |
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RL_TEXTURE_FILTER_ANISOTROPIC_4X, // Anisotropic filtering 4x |
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RL_TEXTURE_FILTER_ANISOTROPIC_8X, // Anisotropic filtering 8x |
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RL_TEXTURE_FILTER_ANISOTROPIC_16X, // Anisotropic filtering 16x |
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} rlTextureFilter; |
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// Color blending modes (pre-defined) |
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typedef enum { |
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RL_BLEND_ALPHA = 0, // Blend textures considering alpha (default) |
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RL_BLEND_ADDITIVE, // Blend textures adding colors |
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RL_BLEND_MULTIPLIED, // Blend textures multiplying colors |
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RL_BLEND_ADD_COLORS, // Blend textures adding colors (alternative) |
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RL_BLEND_SUBTRACT_COLORS, // Blend textures subtracting colors (alternative) |
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RL_BLEND_ALPHA_PREMULTIPLY, // Blend premultiplied textures considering alpha |
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RL_BLEND_CUSTOM // Blend textures using custom src/dst factors (use rlSetBlendFactors()) |
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RL_BLEND_ALPHA = 0, // Blend textures considering alpha (default) |
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RL_BLEND_ADDITIVE, // Blend textures adding colors |
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RL_BLEND_MULTIPLIED, // Blend textures multiplying colors |
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RL_BLEND_ADD_COLORS, // Blend textures adding colors (alternative) |
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RL_BLEND_SUBTRACT_COLORS, // Blend textures subtracting colors (alternative) |
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RL_BLEND_ALPHA_PREMULTIPLY, // Blend premultiplied textures considering alpha |
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RL_BLEND_CUSTOM // Blend textures using custom src/dst factors (use rlSetBlendFactors()) |
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} rlBlendMode; |
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// Shader location point type |
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typedef enum { |
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RL_SHADER_LOC_VERTEX_POSITION = 0, // Shader location: vertex attribute: position |
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RL_SHADER_LOC_VERTEX_TEXCOORD01, // Shader location: vertex attribute: texcoord01 |
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RL_SHADER_LOC_VERTEX_TEXCOORD02, // Shader location: vertex attribute: texcoord02 |
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RL_SHADER_LOC_VERTEX_NORMAL, // Shader location: vertex attribute: normal |
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RL_SHADER_LOC_VERTEX_TANGENT, // Shader location: vertex attribute: tangent |
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RL_SHADER_LOC_VERTEX_COLOR, // Shader location: vertex attribute: color |
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RL_SHADER_LOC_MATRIX_MVP, // Shader location: matrix uniform: model-view-projection |
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RL_SHADER_LOC_MATRIX_VIEW, // Shader location: matrix uniform: view (camera transform) |
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RL_SHADER_LOC_MATRIX_PROJECTION, // Shader location: matrix uniform: projection |
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RL_SHADER_LOC_MATRIX_MODEL, // Shader location: matrix uniform: model (transform) |
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RL_SHADER_LOC_MATRIX_NORMAL, // Shader location: matrix uniform: normal |
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RL_SHADER_LOC_VECTOR_VIEW, // Shader location: vector uniform: view |
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RL_SHADER_LOC_COLOR_DIFFUSE, // Shader location: vector uniform: diffuse color |
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RL_SHADER_LOC_COLOR_SPECULAR, // Shader location: vector uniform: specular color |
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RL_SHADER_LOC_COLOR_AMBIENT, // Shader location: vector uniform: ambient color |
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RL_SHADER_LOC_MAP_ALBEDO, // Shader location: sampler2d texture: albedo (same as: RL_SHADER_LOC_MAP_DIFFUSE) |
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RL_SHADER_LOC_MAP_METALNESS, // Shader location: sampler2d texture: metalness (same as: RL_SHADER_LOC_MAP_SPECULAR) |
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RL_SHADER_LOC_MAP_NORMAL, // Shader location: sampler2d texture: normal |
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RL_SHADER_LOC_MAP_ROUGHNESS, // Shader location: sampler2d texture: roughness |
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RL_SHADER_LOC_MAP_OCCLUSION, // Shader location: sampler2d texture: occlusion |
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RL_SHADER_LOC_MAP_EMISSION, // Shader location: sampler2d texture: emission |
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RL_SHADER_LOC_MAP_HEIGHT, // Shader location: sampler2d texture: height |
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RL_SHADER_LOC_MAP_CUBEMAP, // Shader location: samplerCube texture: cubemap |
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RL_SHADER_LOC_MAP_IRRADIANCE, // Shader location: samplerCube texture: irradiance |
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RL_SHADER_LOC_MAP_PREFILTER, // Shader location: samplerCube texture: prefilter |
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RL_SHADER_LOC_MAP_BRDF // Shader location: sampler2d texture: brdf |
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} rlShaderLocationIndex; |
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#define RL_SHADER_LOC_MAP_DIFFUSE RL_SHADER_LOC_MAP_ALBEDO |
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#define RL_SHADER_LOC_MAP_SPECULAR RL_SHADER_LOC_MAP_METALNESS |
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// Shader uniform data type |
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typedef enum { |
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RL_SHADER_UNIFORM_FLOAT = 0, // Shader uniform type: float |
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RL_SHADER_UNIFORM_VEC2, // Shader uniform type: vec2 (2 float) |
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RL_SHADER_UNIFORM_VEC3, // Shader uniform type: vec3 (3 float) |
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RL_SHADER_UNIFORM_VEC4, // Shader uniform type: vec4 (4 float) |
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RL_SHADER_UNIFORM_INT, // Shader uniform type: int |
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RL_SHADER_UNIFORM_IVEC2, // Shader uniform type: ivec2 (2 int) |
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RL_SHADER_UNIFORM_IVEC3, // Shader uniform type: ivec3 (3 int) |
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RL_SHADER_UNIFORM_IVEC4, // Shader uniform type: ivec4 (4 int) |
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RL_SHADER_UNIFORM_SAMPLER2D // Shader uniform type: sampler2d |
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RL_SHADER_LOC_VERTEX_POSITION = 0, // Shader location: vertex attribute: position |
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RL_SHADER_LOC_VERTEX_TEXCOORD01, // Shader location: vertex attribute: texcoord01 |
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RL_SHADER_LOC_VERTEX_TEXCOORD02, // Shader location: vertex attribute: texcoord02 |
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RL_SHADER_LOC_VERTEX_NORMAL, // Shader location: vertex attribute: normal |
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RL_SHADER_LOC_VERTEX_TANGENT, // Shader location: vertex attribute: tangent |
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RL_SHADER_LOC_VERTEX_COLOR, // Shader location: vertex attribute: color |
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RL_SHADER_LOC_MATRIX_MVP, // Shader location: matrix uniform: model-view-projection |
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RL_SHADER_LOC_MATRIX_VIEW, // Shader location: matrix uniform: view (camera transform) |
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RL_SHADER_LOC_MATRIX_PROJECTION, // Shader location: matrix uniform: projection |
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RL_SHADER_LOC_MATRIX_MODEL, // Shader location: matrix uniform: model (transform) |
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RL_SHADER_LOC_MATRIX_NORMAL, // Shader location: matrix uniform: normal |
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RL_SHADER_LOC_VECTOR_VIEW, // Shader location: vector uniform: view |
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RL_SHADER_LOC_COLOR_DIFFUSE, // Shader location: vector uniform: diffuse color |
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RL_SHADER_LOC_COLOR_SPECULAR, // Shader location: vector uniform: specular color |
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RL_SHADER_LOC_COLOR_AMBIENT, // Shader location: vector uniform: ambient color |
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RL_SHADER_LOC_MAP_ALBEDO, // Shader location: sampler2d texture: albedo (same as: RL_SHADER_LOC_MAP_DIFFUSE) |
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RL_SHADER_LOC_MAP_METALNESS, // Shader location: sampler2d texture: metalness (same as: RL_SHADER_LOC_MAP_SPECULAR) |
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RL_SHADER_LOC_MAP_NORMAL, // Shader location: sampler2d texture: normal |
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RL_SHADER_LOC_MAP_ROUGHNESS, // Shader location: sampler2d texture: roughness |
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RL_SHADER_LOC_MAP_OCCLUSION, // Shader location: sampler2d texture: occlusion |
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RL_SHADER_LOC_MAP_EMISSION, // Shader location: sampler2d texture: emission |
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RL_SHADER_LOC_MAP_HEIGHT, // Shader location: sampler2d texture: height |
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RL_SHADER_LOC_MAP_CUBEMAP, // Shader location: samplerCube texture: cubemap |
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RL_SHADER_LOC_MAP_IRRADIANCE, // Shader location: samplerCube texture: irradiance |
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RL_SHADER_LOC_MAP_PREFILTER, // Shader location: samplerCube texture: prefilter |
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RL_SHADER_LOC_MAP_BRDF // Shader location: sampler2d texture: brdf |
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} rlShaderLocationIndex; |
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#define RL_SHADER_LOC_MAP_DIFFUSE RL_SHADER_LOC_MAP_ALBEDO |
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#define RL_SHADER_LOC_MAP_SPECULAR RL_SHADER_LOC_MAP_METALNESS |
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// Shader uniform data type |
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typedef enum { |
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RL_SHADER_UNIFORM_FLOAT = 0, // Shader uniform type: float |
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RL_SHADER_UNIFORM_VEC2, // Shader uniform type: vec2 (2 float) |
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RL_SHADER_UNIFORM_VEC3, // Shader uniform type: vec3 (3 float) |
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RL_SHADER_UNIFORM_VEC4, // Shader uniform type: vec4 (4 float) |
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RL_SHADER_UNIFORM_INT, // Shader uniform type: int |
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RL_SHADER_UNIFORM_IVEC2, // Shader uniform type: ivec2 (2 int) |
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RL_SHADER_UNIFORM_IVEC3, // Shader uniform type: ivec3 (3 int) |
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RL_SHADER_UNIFORM_IVEC4, // Shader uniform type: ivec4 (4 int) |
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RL_SHADER_UNIFORM_SAMPLER2D // Shader uniform type: sampler2d |
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} rlShaderUniformDataType; |
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// Shader attribute data types |
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typedef enum { |
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RL_SHADER_ATTRIB_FLOAT = 0, // Shader attribute type: float |
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RL_SHADER_ATTRIB_VEC2, // Shader attribute type: vec2 (2 float) |
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RL_SHADER_ATTRIB_VEC3, // Shader attribute type: vec3 (3 float) |
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RL_SHADER_ATTRIB_VEC4 // Shader attribute type: vec4 (4 float) |
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RL_SHADER_ATTRIB_FLOAT = 0, // Shader attribute type: float |
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RL_SHADER_ATTRIB_VEC2, // Shader attribute type: vec2 (2 float) |
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RL_SHADER_ATTRIB_VEC3, // Shader attribute type: vec3 (3 float) |
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RL_SHADER_ATTRIB_VEC4 // Shader attribute type: vec4 (4 float) |
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} rlShaderAttributeDataType; |
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// Framebuffer attachment type |
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// NOTE: By default up to 8 color channels defined but it can be more |
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typedef enum { |
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RL_ATTACHMENT_COLOR_CHANNEL0 = 0, // Framebuffer attachmment type: color 0 |
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RL_ATTACHMENT_COLOR_CHANNEL1, // Framebuffer attachmment type: color 1 |
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RL_ATTACHMENT_COLOR_CHANNEL2, // Framebuffer attachmment type: color 2 |
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RL_ATTACHMENT_COLOR_CHANNEL3, // Framebuffer attachmment type: color 3 |
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RL_ATTACHMENT_COLOR_CHANNEL4, // Framebuffer attachmment type: color 4 |
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RL_ATTACHMENT_COLOR_CHANNEL5, // Framebuffer attachmment type: color 5 |
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RL_ATTACHMENT_COLOR_CHANNEL6, // Framebuffer attachmment type: color 6 |
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RL_ATTACHMENT_COLOR_CHANNEL7, // Framebuffer attachmment type: color 7 |
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RL_ATTACHMENT_DEPTH = 100, // Framebuffer attachmment type: depth |
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RL_ATTACHMENT_STENCIL = 200, // Framebuffer attachmment type: stencil |
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} rlFramebufferAttachType; |
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// Framebuffer texture attachment type |
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typedef enum { |
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RL_ATTACHMENT_CUBEMAP_POSITIVE_X = 0, // Framebuffer texture attachment type: cubemap, +X side |
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RL_ATTACHMENT_CUBEMAP_NEGATIVE_X, // Framebuffer texture attachment type: cubemap, -X side |
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RL_ATTACHMENT_CUBEMAP_POSITIVE_Y, // Framebuffer texture attachment type: cubemap, +Y side |
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RL_ATTACHMENT_CUBEMAP_NEGATIVE_Y, // Framebuffer texture attachment type: cubemap, -Y side |
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RL_ATTACHMENT_CUBEMAP_POSITIVE_Z, // Framebuffer texture attachment type: cubemap, +Z side |
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RL_ATTACHMENT_CUBEMAP_NEGATIVE_Z, // Framebuffer texture attachment type: cubemap, -Z side |
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RL_ATTACHMENT_TEXTURE2D = 100, // Framebuffer texture attachment type: texture2d |
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RL_ATTACHMENT_RENDERBUFFER = 200, // Framebuffer texture attachment type: renderbuffer |
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} rlFramebufferAttachTextureType; |
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//------------------------------------------------------------------------------------ |
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// Functions Declaration - Matrix operations |
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//------------------------------------------------------------------------------------ |
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@ -617,7 +623,7 @@ RLAPI void rlDrawRenderBatch(rlRenderBatch *batch); // D |
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RLAPI void rlSetRenderBatchActive(rlRenderBatch *batch); // Set the active render batch for rlgl (NULL for default internal) |
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RLAPI void rlDrawRenderBatchActive(void); // Update and draw internal render batch |
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RLAPI bool rlCheckRenderBatchLimit(int vCount); // Check internal buffer overflow for a given number of vertex |
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RLAPI void rlSetTexture(unsigned int id); // Set current texture for render batch and check buffers limits |
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RLAPI void rlSetTexture(unsigned int id); // Set current texture for render batch and check buffers limits |
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//------------------------------------------------------------------------------------------------------------------------ |
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@ -2211,22 +2217,22 @@ int rlGetVersion(void) |
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{ |
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int glVersion = 0; |
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#if defined(GRAPHICS_API_OPENGL_11) |
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glVersion = OPENGL_11; |
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glVersion = RL_OPENGL_11; |
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#endif |
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#if defined(GRAPHICS_API_OPENGL_21) |
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#if defined(__APPLE__) |
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glVersion = OPENGL_33; // NOTE: Force OpenGL 3.3 on OSX |
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glVersion = RL_OPENGL_33; // NOTE: Force OpenGL 3.3 on OSX |
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#else |
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glVersion = OPENGL_21; |
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glVersion = RL_OPENGL_21; |
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#endif |
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#elif defined(GRAPHICS_API_OPENGL_33) |
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glVersion = OPENGL_33; |
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glVersion = RL_OPENGL_33; |
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#endif |
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#if defined(GRAPHICS_API_OPENGL_43) |
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glVersion = OPENGL_43; |
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glVersion = RL_OPENGL_43; |
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#endif |
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#if defined(GRAPHICS_API_OPENGL_ES2) |
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glVersion = OPENGL_ES_20; |
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glVersion = RL_OPENGL_ES_20; |
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#endif |
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return glVersion; |
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} |
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