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/**********************************************************************************************
*
* rlgl v3.5 - raylib OpenGL abstraction layer
*
* rlgl is a wrapper for multiple OpenGL versions (1.1, 2.1, 3.3 Core, ES 2.0) to
* pseudo-OpenGL 1.1 style functions (rlVertex, rlTranslate, rlRotate...).
*
* When chosing an OpenGL version greater than OpenGL 1.1, rlgl stores vertex data on internal
* VBO buffers (and VAOs if available). It requires calling 3 functions:
* rlglInit() - Initialize internal buffers and auxiliary resources
* rlglClose() - De-initialize internal buffers data and other auxiliar resources
*
* CONFIGURATION:
*
* #define GRAPHICS_API_OPENGL_11
* #define GRAPHICS_API_OPENGL_21
* #define GRAPHICS_API_OPENGL_33
* #define GRAPHICS_API_OPENGL_ES2
* Use selected OpenGL graphics backend, should be supported by platform
* Those preprocessor defines are only used on rlgl module, if OpenGL version is
* required by any other module, use rlGetVersion() tocheck it
*
* #define RLGL_IMPLEMENTATION
* Generates the implementation of the library into the included file.
* If not defined, the library is in header only mode and can be included in other headers
* or source files without problems. But only ONE file should hold the implementation.
*
* #define RLGL_STANDALONE
* Use rlgl as standalone library (no raylib dependency)
*
*
* DEPENDENCIES:
* raymath - 3D math functionality (Vector3, Matrix, Quaternion)
* GLAD - OpenGL extensions loading (OpenGL 3.3 Core only)
*
*
* LICENSE: zlib/libpng
*
* Copyright (c) 2014-2021 Ramon Santamaria (@raysan5)
*
* This software is provided "as-is", without any express or implied warranty. In no event
* will the authors be held liable for any damages arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose, including commercial
* applications, and to alter it and redistribute it freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not claim that you
* wrote the original software. If you use this software in a product, an acknowledgment
* in the product documentation would be appreciated but is not required.
*
* 2. Altered source versions must be plainly marked as such, and must not be misrepresented
* as being the original software.
*
* 3. This notice may not be removed or altered from any source distribution.
*
**********************************************************************************************/
#ifndef RLGL_H
#define RLGL_H
#if defined(RLGL_STANDALONE)
#define RAYMATH_STANDALONE
#define RAYMATH_HEADER_ONLY
#define RLAPI // We are building or using rlgl as a static library (or Linux shared library)
#if defined(_WIN32)
#if defined(BUILD_LIBTYPE_SHARED)
#define RLAPI __declspec(dllexport) // We are building raylib as a Win32 shared library (.dll)
#elif defined(USE_LIBTYPE_SHARED)
#define RLAPI __declspec(dllimport) // We are using raylib as a Win32 shared library (.dll)
#endif
#endif
// Support TRACELOG macros
#if !defined(TRACELOG)
#define TRACELOG(level, ...) (void)0
#define TRACELOGD(...) (void)0
#endif
// Allow custom memory allocators
#ifndef RL_MALLOC
#define RL_MALLOC(sz) malloc(sz)
#endif
#ifndef RL_CALLOC
#define RL_CALLOC(n,sz) calloc(n,sz)
#endif
#ifndef RL_REALLOC
#define RL_REALLOC(n,sz) realloc(n,sz)
#endif
#ifndef RL_FREE
#define RL_FREE(p) free(p)
#endif
#else
#include "raylib.h" // Required for: Model, Mesh, Material, Shader, Texture2D
#endif
#include "raymath.h" // Required for: Vector3, Matrix
// Security check in case no GRAPHICS_API_OPENGL_* defined
#if !defined(GRAPHICS_API_OPENGL_11) && \
!defined(GRAPHICS_API_OPENGL_21) && \
!defined(GRAPHICS_API_OPENGL_33) && \
!defined(GRAPHICS_API_OPENGL_ES2)
#define GRAPHICS_API_OPENGL_33
#endif
// Security check in case multiple GRAPHICS_API_OPENGL_* defined
#if defined(GRAPHICS_API_OPENGL_11)
#if defined(GRAPHICS_API_OPENGL_21)
#undef GRAPHICS_API_OPENGL_21
#endif
#if defined(GRAPHICS_API_OPENGL_33)
#undef GRAPHICS_API_OPENGL_33
#endif
#if defined(GRAPHICS_API_OPENGL_ES2)
#undef GRAPHICS_API_OPENGL_ES2
#endif
#endif
#if defined(GRAPHICS_API_OPENGL_21)
#define GRAPHICS_API_OPENGL_33
#endif
#define SUPPORT_RENDER_TEXTURES_HINT
//----------------------------------------------------------------------------------
// Defines and Macros
//----------------------------------------------------------------------------------
// Default internal render batch limits
#ifndef DEFAULT_BATCH_BUFFER_ELEMENTS
#if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33)
// This is the maximum amount of elements (quads) per batch
// NOTE: Be careful with text, every letter maps to a quad
#define DEFAULT_BATCH_BUFFER_ELEMENTS 8192
#endif
#if defined(GRAPHICS_API_OPENGL_ES2)
// We reduce memory sizes for embedded systems (RPI and HTML5)
// NOTE: On HTML5 (emscripten) this is allocated on heap,
// by default it's only 16MB!...just take care...
#define DEFAULT_BATCH_BUFFER_ELEMENTS 2048
#endif
#endif
#ifndef DEFAULT_BATCH_BUFFERS
#define DEFAULT_BATCH_BUFFERS 1 // Default number of batch buffers (multi-buffering)
#endif
#ifndef DEFAULT_BATCH_DRAWCALLS
#define DEFAULT_BATCH_DRAWCALLS 256 // Default number of batch draw calls (by state changes: mode, texture)
#endif
#ifndef MAX_BATCH_ACTIVE_TEXTURES
#define MAX_BATCH_ACTIVE_TEXTURES 4 // Maximum number of additional textures that can be activated on batch drawing (SetShaderValueTexture())
#endif
// Internal Matrix stack
#ifndef MAX_MATRIX_STACK_SIZE
#define MAX_MATRIX_STACK_SIZE 32 // Maximum size of Matrix stack
#endif
// Vertex buffers id limit
#ifndef MAX_MESH_VERTEX_BUFFERS
#define MAX_MESH_VERTEX_BUFFERS 7 // Maximum vertex buffers (VBO) per mesh
#endif
// Shader and material limits
#ifndef MAX_SHADER_LOCATIONS
#define MAX_SHADER_LOCATIONS 32 // Maximum number of shader locations supported
#endif
#ifndef MAX_MATERIAL_MAPS
#define MAX_MATERIAL_MAPS 12 // Maximum number of shader maps supported
#endif
// Projection matrix culling
#ifndef RL_CULL_DISTANCE_NEAR
#define RL_CULL_DISTANCE_NEAR 0.01 // Default near cull distance
#endif
#ifndef RL_CULL_DISTANCE_FAR
#define RL_CULL_DISTANCE_FAR 1000.0 // Default far cull distance
#endif
// Texture parameters (equivalent to OpenGL defines)
#define RL_TEXTURE_WRAP_S 0x2802 // GL_TEXTURE_WRAP_S
#define RL_TEXTURE_WRAP_T 0x2803 // GL_TEXTURE_WRAP_T
#define RL_TEXTURE_MAG_FILTER 0x2800 // GL_TEXTURE_MAG_FILTER
#define RL_TEXTURE_MIN_FILTER 0x2801 // GL_TEXTURE_MIN_FILTER
#define RL_TEXTURE_FILTER_NEAREST 0x2600 // GL_NEAREST
#define RL_TEXTURE_FILTER_LINEAR 0x2601 // GL_LINEAR
#define RL_TEXTURE_FILTER_MIP_NEAREST 0x2700 // GL_NEAREST_MIPMAP_NEAREST
#define RL_TEXTURE_FILTER_NEAREST_MIP_LINEAR 0x2702 // GL_NEAREST_MIPMAP_LINEAR
#define RL_TEXTURE_FILTER_LINEAR_MIP_NEAREST 0x2701 // GL_LINEAR_MIPMAP_NEAREST
#define RL_TEXTURE_FILTER_MIP_LINEAR 0x2703 // GL_LINEAR_MIPMAP_LINEAR
#define RL_TEXTURE_FILTER_ANISOTROPIC 0x3000 // Anisotropic filter (custom identifier)
#define RL_TEXTURE_WRAP_REPEAT 0x2901 // GL_REPEAT
#define RL_TEXTURE_WRAP_CLAMP 0x812F // GL_CLAMP_TO_EDGE
#define RL_TEXTURE_WRAP_MIRROR_REPEAT 0x8370 // GL_MIRRORED_REPEAT
#define RL_TEXTURE_WRAP_MIRROR_CLAMP 0x8742 // GL_MIRROR_CLAMP_EXT
// Matrix modes (equivalent to OpenGL)
#define RL_MODELVIEW 0x1700 // GL_MODELVIEW
#define RL_PROJECTION 0x1701 // GL_PROJECTION
#define RL_TEXTURE 0x1702 // GL_TEXTURE
// Primitive assembly draw modes
#define RL_LINES 0x0001 // GL_LINES
#define RL_TRIANGLES 0x0004 // GL_TRIANGLES
#define RL_QUADS 0x0007 // GL_QUADS
// GL equivalent data types
#define RL_UNSIGNED_BYTE 0x1401 // GL_UNSIGNED_BYTE
#define RL_FLOAT 0x1406 // GL_FLOAT
//----------------------------------------------------------------------------------
// Types and Structures Definition
//----------------------------------------------------------------------------------
typedef enum { OPENGL_11 = 1, OPENGL_21, OPENGL_33, OPENGL_ES_20 } GlVersion;
typedef enum {
RL_ATTACHMENT_COLOR_CHANNEL0 = 0,
RL_ATTACHMENT_COLOR_CHANNEL1,
RL_ATTACHMENT_COLOR_CHANNEL2,
RL_ATTACHMENT_COLOR_CHANNEL3,
RL_ATTACHMENT_COLOR_CHANNEL4,
RL_ATTACHMENT_COLOR_CHANNEL5,
RL_ATTACHMENT_COLOR_CHANNEL6,
RL_ATTACHMENT_COLOR_CHANNEL7,
RL_ATTACHMENT_DEPTH = 100,
RL_ATTACHMENT_STENCIL = 200,
} FramebufferAttachType;
typedef enum {
RL_ATTACHMENT_CUBEMAP_POSITIVE_X = 0,
RL_ATTACHMENT_CUBEMAP_NEGATIVE_X,
RL_ATTACHMENT_CUBEMAP_POSITIVE_Y,
RL_ATTACHMENT_CUBEMAP_NEGATIVE_Y,
RL_ATTACHMENT_CUBEMAP_POSITIVE_Z,
RL_ATTACHMENT_CUBEMAP_NEGATIVE_Z,
RL_ATTACHMENT_TEXTURE2D = 100,
RL_ATTACHMENT_RENDERBUFFER = 200,
} FramebufferAttachTextureType;
// Dynamic vertex buffers (position + texcoords + colors + indices arrays)
typedef struct VertexBuffer {
int elementsCount; // Number of elements in the buffer (QUADS)
int vCounter; // Vertex position counter to process (and draw) from full buffer
int tcCounter; // Vertex texcoord counter to process (and draw) from full buffer
int cCounter; // Vertex color counter to process (and draw) from full buffer
float *vertices; // Vertex position (XYZ - 3 components per vertex) (shader-location = 0)
float *texcoords; // Vertex texture coordinates (UV - 2 components per vertex) (shader-location = 1)
unsigned char *colors; // Vertex colors (RGBA - 4 components per vertex) (shader-location = 3)
#if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33)
unsigned int *indices; // Vertex indices (in case vertex data comes indexed) (6 indices per quad)
#endif
#if defined(GRAPHICS_API_OPENGL_ES2)
unsigned short *indices; // Vertex indices (in case vertex data comes indexed) (6 indices per quad)
#endif
unsigned int vaoId; // OpenGL Vertex Array Object id
unsigned int vboId[4]; // OpenGL Vertex Buffer Objects id (4 types of vertex data)
} VertexBuffer;
// Draw call type
// NOTE: Only texture changes register a new draw, other state-change-related elements are not
// used at this moment (vaoId, shaderId, matrices), raylib just forces a batch draw call if any
// of those state-change happens (this is done in core module)
typedef struct DrawCall {
int mode; // Drawing mode: LINES, TRIANGLES, QUADS
int vertexCount; // Number of vertex of the draw
int vertexAlignment; // Number of vertex required for index alignment (LINES, TRIANGLES)
//unsigned int vaoId; // Vertex array id to be used on the draw -> Using RLGL.currentBatch->vertexBuffer.vaoId
//unsigned int shaderId; // Shader id to be used on the draw -> Using RLGL.currentShader.id
unsigned int textureId; // Texture id to be used on the draw -> Use to create new draw call if changes
//Matrix projection; // Projection matrix for this draw -> Using RLGL.projection by default
//Matrix modelview; // Modelview matrix for this draw -> Using RLGL.modelview by default
} DrawCall;
// RenderBatch type
typedef struct RenderBatch {
int buffersCount; // Number of vertex buffers (multi-buffering support)
int currentBuffer; // Current buffer tracking in case of multi-buffering
VertexBuffer *vertexBuffer; // Dynamic buffer(s) for vertex data
DrawCall *draws; // Draw calls array, depends on textureId
int drawsCounter; // Draw calls counter
float currentDepth; // Current depth value for next draw
} RenderBatch;
// Shader attribute data types
typedef enum {
SHADER_ATTRIB_FLOAT = 0,
SHADER_ATTRIB_VEC2,
SHADER_ATTRIB_VEC3,
SHADER_ATTRIB_VEC4
} ShaderAttributeDataType;
#if defined(RLGL_STANDALONE)
#ifndef __cplusplus
// Boolean type
typedef enum { false, true } bool;
#endif
// Color type, RGBA (32bit)
typedef struct Color {
unsigned char r;
unsigned char g;
unsigned char b;
unsigned char a;
} Color;
// Rectangle type
typedef struct Rectangle {
float x;
float y;
float width;
float height;
} Rectangle;
// Texture type
// NOTE: Data stored in GPU memory
typedef struct Texture {
unsigned int id; // OpenGL texture id
int width; // Texture base width
int height; // Texture base height
int mipmaps; // Mipmap levels, 1 by default
int format; // Data format (PixelFormat)
} Texture;
// Texture2D type, same as Texture
typedef Texture Texture2D;
// TextureCubemap type, actually, same as Texture
typedef Texture TextureCubemap;
// Shader type (generic)
typedef struct Shader {
unsigned int id; // Shader program id
int *locs; // Shader locations array (MAX_SHADER_LOCATIONS)
} Shader;
// TraceLog message types
typedef enum {
LOG_ALL,
LOG_TRACE,
LOG_DEBUG,
LOG_INFO,
LOG_WARNING,
LOG_ERROR,
LOG_FATAL,
LOG_NONE
} TraceLogLevel;
// Texture formats (support depends on OpenGL version)
typedef enum {
PIXELFORMAT_UNCOMPRESSED_GRAYSCALE = 1, // 8 bit per pixel (no alpha)
PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA,
PIXELFORMAT_UNCOMPRESSED_R5G6B5, // 16 bpp
PIXELFORMAT_UNCOMPRESSED_R8G8B8, // 24 bpp
PIXELFORMAT_UNCOMPRESSED_R5G5B5A1, // 16 bpp (1 bit alpha)
PIXELFORMAT_UNCOMPRESSED_R4G4B4A4, // 16 bpp (4 bit alpha)
PIXELFORMAT_UNCOMPRESSED_R8G8B8A8, // 32 bpp
PIXELFORMAT_UNCOMPRESSED_R32, // 32 bpp (1 channel - float)
PIXELFORMAT_UNCOMPRESSED_R32G32B32, // 32*3 bpp (3 channels - float)
PIXELFORMAT_UNCOMPRESSED_R32G32B32A32, // 32*4 bpp (4 channels - float)
PIXELFORMAT_COMPRESSED_DXT1_RGB, // 4 bpp (no alpha)
PIXELFORMAT_COMPRESSED_DXT1_RGBA, // 4 bpp (1 bit alpha)
PIXELFORMAT_COMPRESSED_DXT3_RGBA, // 8 bpp
PIXELFORMAT_COMPRESSED_DXT5_RGBA, // 8 bpp
PIXELFORMAT_COMPRESSED_ETC1_RGB, // 4 bpp
PIXELFORMAT_COMPRESSED_ETC2_RGB, // 4 bpp
PIXELFORMAT_COMPRESSED_ETC2_EAC_RGBA, // 8 bpp
PIXELFORMAT_COMPRESSED_PVRT_RGB, // 4 bpp
PIXELFORMAT_COMPRESSED_PVRT_RGBA, // 4 bpp
PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA, // 8 bpp
PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA // 2 bpp
} PixelFormat;
// Texture parameters: filter mode
// NOTE 1: Filtering considers mipmaps if available in the texture
// NOTE 2: Filter is accordingly set for minification and magnification
typedef enum {
TEXTURE_FILTER_POINT = 0, // No filter, just pixel aproximation
TEXTURE_FILTER_BILINEAR, // Linear filtering
TEXTURE_FILTER_TRILINEAR, // Trilinear filtering (linear with mipmaps)
TEXTURE_FILTER_ANISOTROPIC_4X, // Anisotropic filtering 4x
TEXTURE_FILTER_ANISOTROPIC_8X, // Anisotropic filtering 8x
TEXTURE_FILTER_ANISOTROPIC_16X, // Anisotropic filtering 16x
} TextureFilter;
// Texture parameters: wrap mode
typedef enum {
TEXTURE_WRAP_REPEAT = 0, // Repeats texture in tiled mode
TEXTURE_WRAP_CLAMP, // Clamps texture to edge pixel in tiled mode
TEXTURE_WRAP_MIRROR_REPEAT, // Mirrors and repeats the texture in tiled mode
TEXTURE_WRAP_MIRROR_CLAMP // Mirrors and clamps to border the texture in tiled mode
} TextureWrap;
// Color blending modes (pre-defined)
typedef enum {
BLEND_ALPHA = 0, // Blend textures considering alpha (default)
BLEND_ADDITIVE, // Blend textures adding colors
BLEND_MULTIPLIED, // Blend textures multiplying colors
BLEND_ADD_COLORS, // Blend textures adding colors (alternative)
BLEND_SUBTRACT_COLORS, // Blend textures subtracting colors (alternative)
BLEND_CUSTOM // Belnd textures using custom src/dst factors (use SetBlendModeCustom())
} BlendMode;
// Shader location point type
typedef enum {
SHADER_LOC_VERTEX_POSITION = 0,
SHADER_LOC_VERTEX_TEXCOORD01,
SHADER_LOC_VERTEX_TEXCOORD02,
SHADER_LOC_VERTEX_NORMAL,
SHADER_LOC_VERTEX_TANGENT,
SHADER_LOC_VERTEX_COLOR,
SHADER_LOC_MATRIX_MVP,
SHADER_LOC_MATRIX_MODEL,
SHADER_LOC_MATRIX_VIEW,
SHADER_LOC_MATRIX_PROJECTION,
SHADER_LOC_VECTOR_VIEW,
SHADER_LOC_COLOR_DIFFUSE,
SHADER_LOC_COLOR_SPECULAR,
SHADER_LOC_COLOR_AMBIENT,
SHADER_LOC_MAP_ALBEDO, // SHADER_LOC_MAP_DIFFUSE
SHADER_LOC_MAP_METALNESS, // SHADER_LOC_MAP_SPECULAR
SHADER_LOC_MAP_NORMAL,
SHADER_LOC_MAP_ROUGHNESS,
SHADER_LOC_MAP_OCCLUSION,
SHADER_LOC_MAP_EMISSION,
SHADER_LOC_MAP_HEIGHT,
SHADER_LOC_MAP_CUBEMAP,
SHADER_LOC_MAP_IRRADIANCE,
SHADER_LOC_MAP_PREFILTER,
SHADER_LOC_MAP_BRDF
} ShaderLocationIndex;
#define SHADER_LOC_MAP_DIFFUSE SHADER_LOC_MAP_ALBEDO
#define SHADER_LOC_MAP_SPECULAR SHADER_LOC_MAP_METALNESS
// Shader uniform data types
typedef enum {
SHADER_UNIFORM_FLOAT = 0,
SHADER_UNIFORM_VEC2,
SHADER_UNIFORM_VEC3,
SHADER_UNIFORM_VEC4,
SHADER_UNIFORM_INT,
SHADER_UNIFORM_IVEC2,
SHADER_UNIFORM_IVEC3,
SHADER_UNIFORM_IVEC4,
SHADER_UNIFORM_SAMPLER2D
} ShaderUniformDataType;
// Material map type
typedef enum {
MATERIAL_MAP_ALBEDO = 0, // MATERIAL_MAP_DIFFUSE
MATERIAL_MAP_METALNESS = 1, // MATERIAL_MAP_SPECULAR
MATERIAL_MAP_NORMAL = 2,
MATERIAL_MAP_ROUGHNESS = 3,
MATERIAL_MAP_OCCLUSION,
MATERIAL_MAP_EMISSION,
MATERIAL_MAP_HEIGHT,
MATERIAL_MAP_CUBEMAP, // NOTE: Uses GL_TEXTURE_CUBE_MAP
MATERIAL_MAP_IRRADIANCE, // NOTE: Uses GL_TEXTURE_CUBE_MAP
MATERIAL_MAP_PREFILTER, // NOTE: Uses GL_TEXTURE_CUBE_MAP
MATERIAL_MAP_BRDG
} MaterialMapIndex;
#define MATERIAL_MAP_DIFFUSE MATERIAL_MAP_ALBEDO
#define MATERIAL_MAP_SPECULAR MATERIAL_MAP_METALNESS
#endif
#if defined(__cplusplus)
extern "C" { // Prevents name mangling of functions
#endif
//------------------------------------------------------------------------------------
// Functions Declaration - Matrix operations
//------------------------------------------------------------------------------------
RLAPI void rlMatrixMode(int mode); // Choose the current matrix to be transformed
RLAPI void rlPushMatrix(void); // Push the current matrix to stack
RLAPI void rlPopMatrix(void); // Pop lattest inserted matrix from stack
RLAPI void rlLoadIdentity(void); // Reset current matrix to identity matrix
RLAPI void rlTranslatef(float x, float y, float z); // Multiply the current matrix by a translation matrix
RLAPI void rlRotatef(float angleDeg, float x, float y, float z); // Multiply the current matrix by a rotation matrix
RLAPI void rlScalef(float x, float y, float z); // Multiply the current matrix by a scaling matrix
RLAPI void rlMultMatrixf(float *matf); // Multiply the current matrix by another matrix
RLAPI void rlFrustum(double left, double right, double bottom, double top, double znear, double zfar);
RLAPI void rlOrtho(double left, double right, double bottom, double top, double znear, double zfar);
RLAPI void rlViewport(int x, int y, int width, int height); // Set the viewport area
//------------------------------------------------------------------------------------
// Functions Declaration - Vertex level operations
//------------------------------------------------------------------------------------
RLAPI void rlBegin(int mode); // Initialize drawing mode (how to organize vertex)
RLAPI void rlEnd(void); // Finish vertex providing
RLAPI void rlVertex2i(int x, int y); // Define one vertex (position) - 2 int
RLAPI void rlVertex2f(float x, float y); // Define one vertex (position) - 2 float
RLAPI void rlVertex3f(float x, float y, float z); // Define one vertex (position) - 3 float
RLAPI void rlTexCoord2f(float x, float y); // Define one vertex (texture coordinate) - 2 float
RLAPI void rlNormal3f(float x, float y, float z); // Define one vertex (normal) - 3 float
RLAPI void rlColor4ub(unsigned char r, unsigned char g, unsigned char b, unsigned char a); // Define one vertex (color) - 4 byte
RLAPI void rlColor3f(float x, float y, float z); // Define one vertex (color) - 3 float
RLAPI void rlColor4f(float x, float y, float z, float w); // Define one vertex (color) - 4 float
//------------------------------------------------------------------------------------
// Functions Declaration - OpenGL style functions (common to 1.1, 3.3+, ES2)
// NOTE: This functions are used to completely abstract raylib code from OpenGL layer,
// some of them are direct wrappers over OpenGL calls, some others are custom
//------------------------------------------------------------------------------------
// Vertex buffers state
RLAPI bool rlEnableVertexArray(unsigned int vaoId); // Enable vertex array (VAO, if supported)
RLAPI void rlDisableVertexArray(void); // Disable vertex array (VAO, if supported)
RLAPI void rlEnableVertexBuffer(unsigned int id); // Enable vertex buffer (VBO)
RLAPI void rlDisableVertexBuffer(void); // Disable vertex buffer (VBO)
RLAPI void rlEnableVertexBufferElement(unsigned int id);// Enable vertex buffer element (VBO element)
RLAPI void rlDisableVertexBufferElement(void); // Disable vertex buffer element (VBO element)
RLAPI void rlEnableVertexAttribute(unsigned int index); // Enable vertex attribute index
RLAPI void rlDisableVertexAttribute(unsigned int index);// Disable vertex attribute index
#if defined(GRAPHICS_API_OPENGL_11)
RLAPI void rlEnableStatePointer(int vertexAttribType, void *buffer);
RLAPI void rlDisableStatePointer(int vertexAttribType);
#endif
// Textures state
RLAPI void rlActiveTextureSlot(int slot); // Select and active a texture slot
RLAPI void rlEnableTexture(unsigned int id); // Enable texture
RLAPI void rlDisableTexture(void); // Disable texture
RLAPI void rlEnableTextureCubemap(unsigned int id); // Enable texture cubemap
RLAPI void rlDisableTextureCubemap(void); // Disable texture cubemap
RLAPI void rlTextureParameters(unsigned int id, int param, int value); // Set texture parameters (filter, wrap)
// Shader state
RLAPI void rlEnableShader(unsigned int id); // Enable shader program
RLAPI void rlDisableShader(void); // Disable shader program
// Framebuffer state
RLAPI void rlEnableFramebuffer(unsigned int id); // Enable render texture (fbo)
RLAPI void rlDisableFramebuffer(void); // Disable render texture (fbo), return to default framebuffer
// General render state
RLAPI void rlEnableDepthTest(void); // Enable depth test
RLAPI void rlDisableDepthTest(void); // Disable depth test
RLAPI void rlEnableDepthMask(void); // Enable depth write
RLAPI void rlDisableDepthMask(void); // Disable depth write
RLAPI void rlEnableBackfaceCulling(void); // Enable backface culling
RLAPI void rlDisableBackfaceCulling(void); // Disable backface culling
RLAPI void rlEnableScissorTest(void); // Enable scissor test
RLAPI void rlDisableScissorTest(void); // Disable scissor test
RLAPI void rlScissor(int x, int y, int width, int height); // Scissor test
RLAPI void rlEnableWireMode(void); // Enable wire mode
RLAPI void rlDisableWireMode(void); // Disable wire mode
RLAPI void rlSetLineWidth(float width); // Set the line drawing width
RLAPI float rlGetLineWidth(void); // Get the line drawing width
RLAPI void rlEnableSmoothLines(void); // Enable line aliasing
RLAPI void rlDisableSmoothLines(void); // Disable line aliasing
RLAPI void rlEnableStereoRender(void); // Enable stereo rendering
RLAPI void rlDisableStereoRender(void); // Disable stereo rendering
RLAPI bool rlIsStereoRenderEnabled(void); // Check if stereo render is enabled
RLAPI void rlClearColor(unsigned char r, unsigned char g, unsigned char b, unsigned char a); // Clear color buffer with color
RLAPI void rlClearScreenBuffers(void); // Clear used screen buffers (color and depth)
RLAPI void rlCheckErrors(void); // Check and log OpenGL error codes
RLAPI void rlSetBlendMode(int mode); // Set blending mode
RLAPI void rlSetBlendFactors(int glSrcFactor, int glDstFactor, int glEquation); // Set blending mode factor and equation (using OpenGL factors)
//------------------------------------------------------------------------------------
// Functions Declaration - rlgl functionality
//------------------------------------------------------------------------------------
// rlgl initialization functions
RLAPI void rlglInit(int width, int height); // Initialize rlgl (buffers, shaders, textures, states)
RLAPI void rlglClose(void); // De-inititialize rlgl (buffers, shaders, textures)
RLAPI void rlLoadExtensions(void* loader); // Load OpenGL extensions (loader function pointer required)
RLAPI int rlGetVersion(void); // Returns current OpenGL version
RLAPI int rlGetFramebufferWidth(void); // Get default framebuffer width
RLAPI int rlGetFramebufferHeight(void); // Get default framebuffer height
RLAPI Shader rlGetShaderDefault(void); // Get default shader
RLAPI Texture2D rlGetTextureDefault(void); // Get default texture
RLAPI Texture2D rlGetShapesTexture(void); // Get texture to draw shapes
RLAPI Rectangle rlGetShapesTextureRec(void); // Get texture rectangle to draw shapes
RLAPI void rlSetShapesTexture(Texture2D texture, Rectangle source); // Define default texture used to draw shapes
// Render batch management
// NOTE: rlgl provides a default render batch to behave like OpenGL 1.1 immediate mode
// but this render batch API is exposed in case of custom batches are required
RLAPI RenderBatch rlLoadRenderBatch(int numBuffers, int bufferElements); // Load a render batch system
RLAPI void rlUnloadRenderBatch(RenderBatch batch); // Unload render batch system
RLAPI void rlDrawRenderBatch(RenderBatch *batch); // Draw render batch data (Update->Draw->Reset)
RLAPI void rlSetRenderBatchActive(RenderBatch *batch); // Set the active render batch for rlgl (NULL for default internal)
RLAPI void rlDrawRenderBatchActive(void); // Update and draw internal render batch
RLAPI bool rlCheckRenderBatchLimit(int vCount); // Check internal buffer overflow for a given number of vertex
RLAPI void rlSetTexture(unsigned int id); // Set current texture for render batch and check buffers limits
//------------------------------------------------------------------------------------------------------------------------
// Vertex buffers management
RLAPI unsigned int rlLoadVertexArray(void); // Load vertex array (vao) if supported
RLAPI unsigned int rlLoadVertexBuffer(void *buffer, int size, bool dynamic); // Load a vertex buffer attribute
RLAPI unsigned int rlLoadVertexBufferElement(void *buffer, int size, bool dynamic); // Load a new attributes element buffer
RLAPI void rlUpdateVertexBuffer(int bufferId, void *data, int dataSize, int offset); // Update GPU buffer with new data
RLAPI void rlUnloadVertexArray(unsigned int vaoId);
RLAPI void rlUnloadVertexBuffer(unsigned int vboId);
RLAPI void rlSetVertexAttribute(unsigned int index, int compSize, int type, bool normalized, int stride, void *pointer);
RLAPI void rlSetVertexAttributeDivisor(unsigned int index, int divisor);
RLAPI void rlSetVertexAttributeDefault(int locIndex, const void *value, int attribType, int count); // Set vertex attribute default value
RLAPI void rlDrawVertexArray(int offset, int count);
RLAPI void rlDrawVertexArrayElements(int offset, int count, void *buffer);
RLAPI void rlDrawVertexArrayInstanced(int offset, int count, int instances);
RLAPI void rlDrawVertexArrayElementsInstanced(int offset, int count, void *buffer, int instances);
// Textures management
RLAPI unsigned int rlLoadTexture(void *data, int width, int height, int format, int mipmapCount); // Load texture in GPU
RLAPI unsigned int rlLoadTextureDepth(int width, int height, bool useRenderBuffer); // Load depth texture/renderbuffer (to be attached to fbo)
RLAPI unsigned int rlLoadTextureCubemap(void *data, int size, int format); // Load texture cubemap
RLAPI void rlUpdateTexture(unsigned int id, int offsetX, int offsetY, int width, int height, int format, const void *data); // Update GPU texture with new data
RLAPI void rlGetGlTextureFormats(int format, unsigned int *glInternalFormat, unsigned int *glFormat, unsigned int *glType); // Get OpenGL internal formats
RLAPI void rlUnloadTexture(unsigned int id); // Unload texture from GPU memory
RLAPI void rlGenerateMipmaps(Texture2D *texture); // Generate mipmap data for selected texture
RLAPI void *rlReadTexturePixels(Texture2D texture); // Read texture pixel data
RLAPI unsigned char *rlReadScreenPixels(int width, int height); // Read screen pixel data (color buffer)
// Framebuffer management (fbo)
RLAPI unsigned int rlLoadFramebuffer(int width, int height); // Load an empty framebuffer
RLAPI void rlFramebufferAttach(unsigned int fboId, unsigned int texId, int attachType, int texType); // Attach texture/renderbuffer to a framebuffer
RLAPI bool rlFramebufferComplete(unsigned int id); // Verify framebuffer is complete
RLAPI void rlUnloadFramebuffer(unsigned int id); // Delete framebuffer from GPU
// Shaders management
RLAPI unsigned int rlLoadShaderCode(const char *vsCode, const char *fsCode); // Load shader from code strings
RLAPI unsigned int rlCompileShader(const char *shaderCode, int type); // Compile custom shader and return shader id (type: GL_VERTEX_SHADER, GL_FRAGMENT_SHADER)
RLAPI unsigned int rlLoadShaderProgram(unsigned int vShaderId, unsigned int fShaderId); // Load custom shader program
RLAPI void rlUnloadShaderProgram(unsigned int id); // Unload shader program
RLAPI int rlGetLocationUniform(unsigned int shaderId, const char *uniformName); // Get shader location uniform
RLAPI int rlGetLocationAttrib(unsigned int shaderId, const char *attribName); // Get shader location attribute
RLAPI void rlSetUniform(int locIndex, const void *value, int uniformType, int count); // Set shader value uniform
RLAPI void rlSetUniformMatrix(int locIndex, Matrix mat); // Set shader value matrix
RLAPI void rlSetUniformSampler(int locIndex, unsigned int textureId); // Set shader value sampler
RLAPI void rlSetShader(Shader shader); // Set shader currently active
// Matrix state management
RLAPI Matrix rlGetMatrixModelview(void); // Get internal modelview matrix
RLAPI Matrix rlGetMatrixProjection(void); // Get internal projection matrix
RLAPI Matrix rlGetMatrixTransform(void); // Get internal accumulated transform matrix
RLAPI Matrix rlGetMatrixProjectionStereo(int eye); // Get internal projection matrix for stereo render (selected eye)
RLAPI Matrix rlGetMatrixViewOffsetStereo(int eye); // Get internal view offset matrix for stereo render (selected eye)
RLAPI void rlSetMatrixProjection(Matrix proj); // Set a custom projection matrix (replaces internal projection matrix)
RLAPI void rlSetMatrixModelview(Matrix view); // Set a custom modelview matrix (replaces internal modelview matrix)
RLAPI void rlSetMatrixProjectionStereo(Matrix right, Matrix left); // Set eyes projection matrices for stereo rendering
RLAPI void rlSetMatrixViewOffsetStereo(Matrix right, Matrix left); // Set eyes view offsets matrices for stereo rendering
// Texture maps generation (PBR)
// TODO: Redesign or remove to avoid requiring external shaders
RLAPI TextureCubemap rlGenTextureCubemap(Shader shader, Texture2D panorama, int size, int format); // Generate cubemap (6 faces) from equirectangular (panorama) texture
RLAPI TextureCubemap rlGenTextureIrradiance(Shader shader, TextureCubemap cubemap, int size); // Generate irradiance cubemap using cubemap texture
RLAPI TextureCubemap rlGenTexturePrefilter(Shader shader, TextureCubemap cubemap, int size); // Generate prefilter cubemap using cubemap texture
RLAPI Texture2D rlGenTextureBRDF(Shader shader, int size); // Generate a generic BRDF texture
#if defined(__cplusplus)
}
#endif
#endif // RLGL_H
/***********************************************************************************
*
* RLGL IMPLEMENTATION
*
************************************************************************************/
#if defined(RLGL_IMPLEMENTATION)
#if !defined(RLGL_STANDALONE)
// Check if config flags have been externally provided on compilation line
#if !defined(EXTERNAL_CONFIG_FLAGS)
#include "config.h" // Defines module configuration flags
#endif
#include "raymath.h" // Required for: Vector3 and Matrix functions
#endif
#include <stdlib.h> // Required for: malloc(), free()
#include <string.h> // Required for: strcmp(), strlen() [Used in rlglInit(), on extensions loading]
#include <math.h> // Required for: atan2f()
#if defined(GRAPHICS_API_OPENGL_11)
#if defined(__APPLE__)
#include <OpenGL/gl.h> // OpenGL 1.1 library for OSX
#include <OpenGL/glext.h>
#else
// APIENTRY for OpenGL function pointer declarations is required
#ifndef APIENTRY
#if defined(_WIN32)
#define APIENTRY __stdcall
#else
#define APIENTRY
#endif
#endif
// WINGDIAPI definition. Some Windows OpenGL headers need it
#if !defined(WINGDIAPI) && defined(_WIN32)
#define WINGDIAPI __declspec(dllimport)
#endif
#include <GL/gl.h> // OpenGL 1.1 library
#endif
#endif
#if defined(GRAPHICS_API_OPENGL_21)
#define GRAPHICS_API_OPENGL_33 // OpenGL 2.1 uses mostly OpenGL 3.3 Core functionality
#endif
#if defined(GRAPHICS_API_OPENGL_33)
#if defined(__APPLE__)
#include <OpenGL/gl3.h> // OpenGL 3 library for OSX
#include <OpenGL/gl3ext.h> // OpenGL 3 extensions library for OSX
#else
#define GLAD_REALLOC RL_REALLOC
#define GLAD_FREE RL_FREE
#define GLAD_IMPLEMENTATION
#if defined(RLGL_STANDALONE)
#include "glad.h" // GLAD extensions loading library, includes OpenGL headers
#else
#include "external/glad.h" // GLAD extensions loading library, includes OpenGL headers
#endif
#endif
#endif
#if defined(GRAPHICS_API_OPENGL_ES2)
#define GL_GLEXT_PROTOTYPES
#include <EGL/egl.h> // EGL library
#include <GLES2/gl2.h> // OpenGL ES 2.0 library
#include <GLES2/gl2ext.h> // OpenGL ES 2.0 extensions library
#endif
//----------------------------------------------------------------------------------
// Defines and Macros
//----------------------------------------------------------------------------------
#ifndef GL_SHADING_LANGUAGE_VERSION
#define GL_SHADING_LANGUAGE_VERSION 0x8B8C
#endif
#ifndef GL_COMPRESSED_RGB_S3TC_DXT1_EXT
#define GL_COMPRESSED_RGB_S3TC_DXT1_EXT 0x83F0
#endif
#ifndef GL_COMPRESSED_RGBA_S3TC_DXT1_EXT
#define GL_COMPRESSED_RGBA_S3TC_DXT1_EXT 0x83F1
#endif
#ifndef GL_COMPRESSED_RGBA_S3TC_DXT3_EXT
#define GL_COMPRESSED_RGBA_S3TC_DXT3_EXT 0x83F2
#endif
#ifndef GL_COMPRESSED_RGBA_S3TC_DXT5_EXT
#define GL_COMPRESSED_RGBA_S3TC_DXT5_EXT 0x83F3
#endif
#ifndef GL_ETC1_RGB8_OES
#define GL_ETC1_RGB8_OES 0x8D64
#endif
#ifndef GL_COMPRESSED_RGB8_ETC2
#define GL_COMPRESSED_RGB8_ETC2 0x9274
#endif
#ifndef GL_COMPRESSED_RGBA8_ETC2_EAC
#define GL_COMPRESSED_RGBA8_ETC2_EAC 0x9278
#endif
#ifndef GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG
#define GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG 0x8C00
#endif
#ifndef GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG
#define GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG 0x8C02
#endif
#ifndef GL_COMPRESSED_RGBA_ASTC_4x4_KHR
#define GL_COMPRESSED_RGBA_ASTC_4x4_KHR 0x93b0
#endif
#ifndef GL_COMPRESSED_RGBA_ASTC_8x8_KHR
#define GL_COMPRESSED_RGBA_ASTC_8x8_KHR 0x93b7
#endif
#ifndef GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT
#define GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT 0x84FF
#endif
#ifndef GL_TEXTURE_MAX_ANISOTROPY_EXT
#define GL_TEXTURE_MAX_ANISOTROPY_EXT 0x84FE
#endif
#if defined(GRAPHICS_API_OPENGL_11)
#define GL_UNSIGNED_SHORT_5_6_5 0x8363
#define GL_UNSIGNED_SHORT_5_5_5_1 0x8034
#define GL_UNSIGNED_SHORT_4_4_4_4 0x8033
#endif
#if defined(GRAPHICS_API_OPENGL_21)
#define GL_LUMINANCE 0x1909
#define GL_LUMINANCE_ALPHA 0x190A
#endif
#if defined(GRAPHICS_API_OPENGL_ES2)
#define glClearDepth glClearDepthf
#define GL_READ_FRAMEBUFFER GL_FRAMEBUFFER
#define GL_DRAW_FRAMEBUFFER GL_FRAMEBUFFER
#endif
// Default shader vertex attribute names to set location points
#ifndef DEFAULT_SHADER_ATTRIB_NAME_POSITION
#define DEFAULT_SHADER_ATTRIB_NAME_POSITION "vertexPosition" // Binded by default to shader location: 0
#endif
#ifndef DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD
#define DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD "vertexTexCoord" // Binded by default to shader location: 1
#endif
#ifndef DEFAULT_SHADER_ATTRIB_NAME_NORMAL
#define DEFAULT_SHADER_ATTRIB_NAME_NORMAL "vertexNormal" // Binded by default to shader location: 2
#endif
#ifndef DEFAULT_SHADER_ATTRIB_NAME_COLOR
#define DEFAULT_SHADER_ATTRIB_NAME_COLOR "vertexColor" // Binded by default to shader location: 3
#endif
#ifndef DEFAULT_SHADER_ATTRIB_NAME_TANGENT
#define DEFAULT_SHADER_ATTRIB_NAME_TANGENT "vertexTangent" // Binded by default to shader location: 4
#endif
#ifndef DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2
#define DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2 "vertexTexCoord2" // Binded by default to shader location: 5
#endif
//----------------------------------------------------------------------------------
// Types and Structures Definition
//----------------------------------------------------------------------------------
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
typedef struct rlglData {
RenderBatch *currentBatch; // Current render batch
RenderBatch defaultBatch; // Default internal render batch
struct {
int currentMatrixMode; // Current matrix mode
Matrix *currentMatrix; // Current matrix pointer
Matrix modelview; // Default modelview matrix
Matrix projection; // Default projection matrix
Matrix transform; // Transform matrix to be used with rlTranslate, rlRotate, rlScale
bool transformRequired; // Require transform matrix application to current draw-call vertex (if required)
Matrix stack[MAX_MATRIX_STACK_SIZE];// Matrix stack for push/pop
int stackCounter; // Matrix stack counter
Texture2D shapesTexture; // Texture used on shapes drawing (usually a white pixel)
Rectangle shapesTextureRec; // Texture source rectangle used on shapes drawing
unsigned int defaultTextureId; // Default texture used on shapes/poly drawing (required by shader)
unsigned int activeTextureId[MAX_BATCH_ACTIVE_TEXTURES]; // Active texture ids to be enabled on batch drawing (0 active by default)
unsigned int defaultVShaderId; // Default vertex shader id (used by default shader program)
unsigned int defaultFShaderId; // Default fragment shader Id (used by default shader program)
Shader defaultShader; // Basic shader, support vertex color and diffuse texture
Shader currentShader; // Shader to be used on rendering (by default, defaultShader)
bool stereoRender; // Stereo rendering flag
Matrix projectionStereo[2]; // VR stereo rendering eyes projection matrices
Matrix viewOffsetStereo[2]; // VR stereo rendering eyes view offset matrices
int currentBlendMode; // Blending mode active
int glBlendSrcFactor; // Blending source factor
int glBlendDstFactor; // Blending destination factor
int glBlendEquation; // Blending equation
int framebufferWidth; // Default framebuffer width
int framebufferHeight; // Default framebuffer height
} State; // Renderer state
struct {
bool vao; // VAO support (OpenGL ES2 could not support VAO extension) (GL_ARB_vertex_array_object)
bool instancing; // Instancing supported
bool texNPOT; // NPOT textures full support (GL_ARB_texture_non_power_of_two, GL_OES_texture_npot)
bool texDepth; // Depth textures supported (GL_ARB_depth_texture, GL_WEBGL_depth_texture)
bool texFloat32; // float textures support (32 bit per channel) (GL_OES_texture_float)
bool texCompDXT; // DDS texture compression support (GL_EXT_texture_compression_s3tc)
bool texCompETC1; // ETC1 texture compression support
bool texCompETC2; // ETC2/EAC texture compression support
bool texCompPVRT; // PVR texture compression support
bool texCompASTC; // ASTC texture compression support
bool texMirrorClamp; // Clamp mirror wrap mode supported
bool texAnisoFilter; // Anisotropic texture filtering support
float maxAnisotropicLevel; // Maximum anisotropy level supported (minimum is 2.0f)
int maxDepthBits; // Maximum bits for depth component
} ExtSupported; // Extensions supported flags
} rlglData;
#endif // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2
//----------------------------------------------------------------------------------
// Global Variables Definition
//----------------------------------------------------------------------------------
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
static rlglData RLGL = { 0 };
#endif // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2
#if defined(GRAPHICS_API_OPENGL_ES2)
// NOTE: VAO functionality is exposed through extensions (OES)
static PFNGLGENVERTEXARRAYSOESPROC glGenVertexArrays = NULL;
static PFNGLBINDVERTEXARRAYOESPROC glBindVertexArray = NULL;
static PFNGLDELETEVERTEXARRAYSOESPROC glDeleteVertexArrays = NULL;
// NOTE: Instancing functionality could also be available through extension
static PFNGLDRAWARRAYSINSTANCEDEXTPROC glDrawArraysInstanced = NULL;
static PFNGLDRAWELEMENTSINSTANCEDEXTPROC glDrawElementsInstanced = NULL;
static PFNGLVERTEXATTRIBDIVISOREXTPROC glVertexAttribDivisor = NULL;
#endif
//----------------------------------------------------------------------------------
// Module specific Functions Declaration
//----------------------------------------------------------------------------------
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
static Shader rlLoadShaderDefault(void); // Load default shader (just vertex positioning and texture coloring)
static void rlUnloadShaderDefault(void); // Unload default shader
static void rlGenDrawCube(void); // Generate and draw cube
static void rlGenDrawQuad(void); // Generate and draw quad
#endif // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2
#if defined(GRAPHICS_API_OPENGL_11)
static int rlGenerateMipmapsData(unsigned char *data, int baseWidth, int baseHeight); // Generate mipmaps data on CPU side
static Color *rlGenNextMipmapData(Color *srcData, int srcWidth, int srcHeight); // Geenrate next mipmap level on CPU side
#endif
static int rlGetPixelDataSize(int width, int height, int format); // Get pixel data size in bytes (image or texture)
//----------------------------------------------------------------------------------
// Module Functions Definition - Matrix operations
//----------------------------------------------------------------------------------
#if defined(GRAPHICS_API_OPENGL_11)
// Fallback to OpenGL 1.1 function calls
//---------------------------------------
void rlMatrixMode(int mode)
{
switch (mode)
{
case RL_PROJECTION: glMatrixMode(GL_PROJECTION); break;
case RL_MODELVIEW: glMatrixMode(GL_MODELVIEW); break;
case RL_TEXTURE: glMatrixMode(GL_TEXTURE); break;
default: break;
}
}
void rlFrustum(double left, double right, double bottom, double top, double znear, double zfar)
{
glFrustum(left, right, bottom, top, znear, zfar);
}
void rlOrtho(double left, double right, double bottom, double top, double znear, double zfar)
{
glOrtho(left, right, bottom, top, znear, zfar);
}
void rlPushMatrix(void) { glPushMatrix(); }
void rlPopMatrix(void) { glPopMatrix(); }
void rlLoadIdentity(void) { glLoadIdentity(); }
void rlTranslatef(float x, float y, float z) { glTranslatef(x, y, z); }
void rlRotatef(float angleDeg, float x, float y, float z) { glRotatef(angleDeg, x, y, z); }
void rlScalef(float x, float y, float z) { glScalef(x, y, z); }
void rlMultMatrixf(float *matf) { glMultMatrixf(matf); }
#endif
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
// Choose the current matrix to be transformed
void rlMatrixMode(int mode)
{
if (mode == RL_PROJECTION) RLGL.State.currentMatrix = &RLGL.State.projection;
else if (mode == RL_MODELVIEW) RLGL.State.currentMatrix = &RLGL.State.modelview;
//else if (mode == RL_TEXTURE) // Not supported
RLGL.State.currentMatrixMode = mode;
}
// Push the current matrix into RLGL.State.stack
void rlPushMatrix(void)
{
if (RLGL.State.stackCounter >= MAX_MATRIX_STACK_SIZE) TRACELOG(LOG_ERROR, "RLGL: Matrix stack overflow (MAX_MATRIX_STACK_SIZE)");
if (RLGL.State.currentMatrixMode == RL_MODELVIEW)
{
RLGL.State.transformRequired = true;
RLGL.State.currentMatrix = &RLGL.State.transform;
}
RLGL.State.stack[RLGL.State.stackCounter] = *RLGL.State.currentMatrix;
RLGL.State.stackCounter++;
}
// Pop lattest inserted matrix from RLGL.State.stack
void rlPopMatrix(void)
{
if (RLGL.State.stackCounter > 0)
{
Matrix mat = RLGL.State.stack[RLGL.State.stackCounter - 1];
*RLGL.State.currentMatrix = mat;
RLGL.State.stackCounter--;
}
if ((RLGL.State.stackCounter == 0) && (RLGL.State.currentMatrixMode == RL_MODELVIEW))
{
RLGL.State.currentMatrix = &RLGL.State.modelview;
RLGL.State.transformRequired = false;
}
}
// Reset current matrix to identity matrix
void rlLoadIdentity(void)
{
*RLGL.State.currentMatrix = MatrixIdentity();
}
// Multiply the current matrix by a translation matrix
void rlTranslatef(float x, float y, float z)
{
Matrix matTranslation = MatrixTranslate(x, y, z);
// NOTE: We transpose matrix with multiplication order
*RLGL.State.currentMatrix = MatrixMultiply(matTranslation, *RLGL.State.currentMatrix);
}
// Multiply the current matrix by a rotation matrix
void rlRotatef(float angleDeg, float x, float y, float z)
{
Matrix matRotation = MatrixIdentity();
Vector3 axis = (Vector3){ x, y, z };
matRotation = MatrixRotate(Vector3Normalize(axis), angleDeg*DEG2RAD);
// NOTE: We transpose matrix with multiplication order
*RLGL.State.currentMatrix = MatrixMultiply(matRotation, *RLGL.State.currentMatrix);
}
// Multiply the current matrix by a scaling matrix
void rlScalef(float x, float y, float z)
{
Matrix matScale = MatrixScale(x, y, z);
// NOTE: We transpose matrix with multiplication order
*RLGL.State.currentMatrix = MatrixMultiply(matScale, *RLGL.State.currentMatrix);
}
// Multiply the current matrix by another matrix
void rlMultMatrixf(float *matf)
{
// Matrix creation from array
Matrix mat = { matf[0], matf[4], matf[8], matf[12],
matf[1], matf[5], matf[9], matf[13],
matf[2], matf[6], matf[10], matf[14],
matf[3], matf[7], matf[11], matf[15] };
*RLGL.State.currentMatrix = MatrixMultiply(*RLGL.State.currentMatrix, mat);
}
// Multiply the current matrix by a perspective matrix generated by parameters
void rlFrustum(double left, double right, double bottom, double top, double znear, double zfar)
{
Matrix matPerps = MatrixFrustum(left, right, bottom, top, znear, zfar);
*RLGL.State.currentMatrix = MatrixMultiply(*RLGL.State.currentMatrix, matPerps);
}
// Multiply the current matrix by an orthographic matrix generated by parameters
void rlOrtho(double left, double right, double bottom, double top, double znear, double zfar)
{
// NOTE: If left-right and top-botton values are equal it could create
// a division by zero on MatrixOrtho(), response to it is platform/compiler dependant
Matrix matOrtho = MatrixOrtho(left, right, bottom, top, znear, zfar);
*RLGL.State.currentMatrix = MatrixMultiply(*RLGL.State.currentMatrix, matOrtho);
}
#endif
// Set the viewport area (transformation from normalized device coordinates to window coordinates)
void rlViewport(int x, int y, int width, int height)
{
glViewport(x, y, width, height);
}
//----------------------------------------------------------------------------------
// Module Functions Definition - Vertex level operations
//----------------------------------------------------------------------------------
#if defined(GRAPHICS_API_OPENGL_11)
// Fallback to OpenGL 1.1 function calls
//---------------------------------------
void rlBegin(int mode)
{
switch (mode)
{
case RL_LINES: glBegin(GL_LINES); break;
case RL_TRIANGLES: glBegin(GL_TRIANGLES); break;
case RL_QUADS: glBegin(GL_QUADS); break;
default: break;
}
}
void rlEnd() { glEnd(); }
void rlVertex2i(int x, int y) { glVertex2i(x, y); }
void rlVertex2f(float x, float y) { glVertex2f(x, y); }
void rlVertex3f(float x, float y, float z) { glVertex3f(x, y, z); }
void rlTexCoord2f(float x, float y) { glTexCoord2f(x, y); }
void rlNormal3f(float x, float y, float z) { glNormal3f(x, y, z); }
void rlColor4ub(unsigned char r, unsigned char g, unsigned char b, unsigned char a) { glColor4ub(r, g, b, a); }
void rlColor3f(float x, float y, float z) { glColor3f(x, y, z); }
void rlColor4f(float x, float y, float z, float w) { glColor4f(x, y, z, w); }
#endif
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
// Initialize drawing mode (how to organize vertex)
void rlBegin(int mode)
{
// Draw mode can be RL_LINES, RL_TRIANGLES and RL_QUADS
// NOTE: In all three cases, vertex are accumulated over default internal vertex buffer
if (RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].mode != mode)
{
if (RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexCount > 0)
{
// Make sure current RLGL.currentBatch->draws[i].vertexCount is aligned a multiple of 4,
// that way, following QUADS drawing will keep aligned with index processing
// It implies adding some extra alignment vertex at the end of the draw,
// those vertex are not processed but they are considered as an additional offset
// for the next set of vertex to be drawn
if (RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].mode == RL_LINES) RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexAlignment = ((RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexCount < 4)? RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexCount : RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexCount%4);
else if (RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].mode == RL_TRIANGLES) RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexAlignment = ((RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexCount < 4)? 1 : (4 - (RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexCount%4)));
else RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexAlignment = 0;
if (!rlCheckRenderBatchLimit(RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexAlignment))
{
RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vCounter += RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexAlignment;
RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].cCounter += RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexAlignment;
RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].tcCounter += RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexAlignment;
RLGL.currentBatch->drawsCounter++;
}
}
if (RLGL.currentBatch->drawsCounter >= DEFAULT_BATCH_DRAWCALLS) rlDrawRenderBatch(RLGL.currentBatch);
RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].mode = mode;
RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexCount = 0;
RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].textureId = RLGL.State.defaultTextureId;
}
}
// Finish vertex providing
void rlEnd(void)
{
// Make sure vertexCount is the same for vertices, texcoords, colors and normals
// NOTE: In OpenGL 1.1, one glColor call can be made for all the subsequent glVertex calls
// Make sure colors count match vertex count
if (RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vCounter != RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].cCounter)
{
int addColors = RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vCounter - RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].cCounter;
for (int i = 0; i < addColors; i++)
{
RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].colors[4*RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].cCounter] = RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].colors[4*RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].cCounter - 4];
RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].colors[4*RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].cCounter + 1] = RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].colors[4*RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].cCounter - 3];
RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].colors[4*RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].cCounter + 2] = RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].colors[4*RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].cCounter - 2];
RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].colors[4*RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].cCounter + 3] = RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].colors[4*RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].cCounter - 1];
RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].cCounter++;
}
}
// Make sure texcoords count match vertex count
if (RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vCounter != RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].tcCounter)
{
int addTexCoords = RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vCounter - RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].tcCounter;
for (int i = 0; i < addTexCoords; i++)
{
RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].texcoords[2*RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].tcCounter] = 0.0f;
RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].texcoords[2*RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].tcCounter + 1] = 0.0f;
RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].tcCounter++;
}
}
// TODO: Make sure normals count match vertex count... if normals support is added in a future... :P
// NOTE: Depth increment is dependant on rlOrtho(): z-near and z-far values,
// as well as depth buffer bit-depth (16bit or 24bit or 32bit)
// Correct increment formula would be: depthInc = (zfar - znear)/pow(2, bits)
RLGL.currentBatch->currentDepth += (1.0f/20000.0f);
// Verify internal buffers limits
// NOTE: This check is combined with usage of rlCheckRenderBatchLimit()
if ((RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vCounter) >=
(RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].elementsCount*4 - 4))
{
// WARNING: If we are between rlPushMatrix() and rlPopMatrix() and we need to force a rlDrawRenderBatch(),
// we need to call rlPopMatrix() before to recover *RLGL.State.currentMatrix (RLGL.State.modelview) for the next forced draw call!
// If we have multiple matrix pushed, it will require "RLGL.State.stackCounter" pops before launching the draw
for (int i = RLGL.State.stackCounter; i >= 0; i--) rlPopMatrix();
rlDrawRenderBatch(RLGL.currentBatch);
}
}
// Define one vertex (position)
// NOTE: Vertex position data is the basic information required for drawing
void rlVertex3f(float x, float y, float z)
{
Vector3 vec = { x, y, z };
// Transform provided vector if required
if (RLGL.State.transformRequired) vec = Vector3Transform(vec, RLGL.State.transform);
// Verify that current vertex buffer elements limit has not been reached
if (RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vCounter < (RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].elementsCount*4))
{
RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vertices[3*RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vCounter] = vec.x;
RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vertices[3*RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vCounter + 1] = vec.y;
RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vertices[3*RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vCounter + 2] = vec.z;
RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vCounter++;
RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexCount++;
}
else TRACELOG(LOG_ERROR, "RLGL: Batch elements overflow");
}
// Define one vertex (position)
void rlVertex2f(float x, float y)
{
rlVertex3f(x, y, RLGL.currentBatch->currentDepth);
}
// Define one vertex (position)
void rlVertex2i(int x, int y)
{
rlVertex3f((float)x, (float)y, RLGL.currentBatch->currentDepth);
}
// Define one vertex (texture coordinate)
// NOTE: Texture coordinates are limited to QUADS only
void rlTexCoord2f(float x, float y)
{
RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].texcoords[2*RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].tcCounter] = x;
RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].texcoords[2*RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].tcCounter + 1] = y;
RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].tcCounter++;
}
// Define one vertex (normal)
// NOTE: Normals limited to TRIANGLES only?
void rlNormal3f(float x, float y, float z)
{
// TODO: Normals usage...
}
// Define one vertex (color)
void rlColor4ub(unsigned char x, unsigned char y, unsigned char z, unsigned char w)
{
RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].colors[4*RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].cCounter] = x;
RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].colors[4*RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].cCounter + 1] = y;
RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].colors[4*RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].cCounter + 2] = z;
RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].colors[4*RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].cCounter + 3] = w;
RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].cCounter++;
}
// Define one vertex (color)
void rlColor4f(float r, float g, float b, float a)
{
rlColor4ub((unsigned char)(r*255), (unsigned char)(g*255), (unsigned char)(b*255), (unsigned char)(a*255));
}
// Define one vertex (color)
void rlColor3f(float x, float y, float z)
{
rlColor4ub((unsigned char)(x*255), (unsigned char)(y*255), (unsigned char)(z*255), 255);
}
#endif
//--------------------------------------------------------------------------------------
// Module Functions Definition - OpenGL style functions (common to 1.1, 3.3+, ES2)
//--------------------------------------------------------------------------------------
// Set current texture to use
void rlSetTexture(unsigned int id)
{
if (id == 0)
{
#if defined(GRAPHICS_API_OPENGL_11)
rlDisableTexture();
#else
// NOTE: If quads batch limit is reached, we force a draw call and next batch starts
if (RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vCounter >=
RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].elementsCount*4)
{
rlDrawRenderBatch(RLGL.currentBatch);
}
#endif
}
else
{
#if defined(GRAPHICS_API_OPENGL_11)
rlEnableTexture(id);
#else
if (RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].textureId != id)
{
if (RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexCount > 0)
{
// Make sure current RLGL.currentBatch->draws[i].vertexCount is aligned a multiple of 4,
// that way, following QUADS drawing will keep aligned with index processing
// It implies adding some extra alignment vertex at the end of the draw,
// those vertex are not processed but they are considered as an additional offset
// for the next set of vertex to be drawn
if (RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].mode == RL_LINES) RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexAlignment = ((RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexCount < 4)? RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexCount : RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexCount%4);
else if (RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].mode == RL_TRIANGLES) RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexAlignment = ((RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexCount < 4)? 1 : (4 - (RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexCount%4)));
else RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexAlignment = 0;
if (!rlCheckRenderBatchLimit(RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexAlignment))
{
RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vCounter += RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexAlignment;
RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].cCounter += RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexAlignment;
RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].tcCounter += RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexAlignment;
RLGL.currentBatch->drawsCounter++;
}
}
if (RLGL.currentBatch->drawsCounter >= DEFAULT_BATCH_DRAWCALLS) rlDrawRenderBatch(RLGL.currentBatch);
RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].textureId = id;
RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexCount = 0;
}
#endif
}
}
// Select and active a texture slot
void rlActiveTextureSlot(int slot)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
glActiveTexture(GL_TEXTURE0 + slot);
#endif
}
// Enable texture
void rlEnableTexture(unsigned int id)
{
#if defined(GRAPHICS_API_OPENGL_11)
glEnable(GL_TEXTURE_2D);
#endif
glBindTexture(GL_TEXTURE_2D, id);
}
// Disable texture
void rlDisableTexture(void)
{
#if defined(GRAPHICS_API_OPENGL_11)
glDisable(GL_TEXTURE_2D);
#endif
glBindTexture(GL_TEXTURE_2D, 0);
}
// Enable texture cubemap
void rlEnableTextureCubemap(unsigned int id)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
glEnable(GL_TEXTURE_CUBE_MAP); // Core in OpenGL 1.4
glBindTexture(GL_TEXTURE_CUBE_MAP, id);
#endif
}
// Disable texture cubemap
void rlDisableTextureCubemap(void)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
glDisable(GL_TEXTURE_CUBE_MAP);
glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
#endif
}
// Set texture parameters (wrap mode/filter mode)
void rlTextureParameters(unsigned int id, int param, int value)
{
glBindTexture(GL_TEXTURE_2D, id);
switch (param)
{
case RL_TEXTURE_WRAP_S:
case RL_TEXTURE_WRAP_T:
{
if (value == RL_TEXTURE_WRAP_MIRROR_CLAMP)
{
#if !defined(GRAPHICS_API_OPENGL_11)
if (RLGL.ExtSupported.texMirrorClamp) glTexParameteri(GL_TEXTURE_2D, param, value);
else TRACELOG(LOG_WARNING, "GL: Clamp mirror wrap mode not supported (GL_MIRROR_CLAMP_EXT)");
#endif
}
else glTexParameteri(GL_TEXTURE_2D, param, value);
} break;
case RL_TEXTURE_MAG_FILTER:
case RL_TEXTURE_MIN_FILTER: glTexParameteri(GL_TEXTURE_2D, param, value); break;
case RL_TEXTURE_FILTER_ANISOTROPIC:
{
#if !defined(GRAPHICS_API_OPENGL_11)
if (value <= RLGL.ExtSupported.maxAnisotropicLevel) glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, (float)value);
else if (RLGL.ExtSupported.maxAnisotropicLevel > 0.0f)
{
TRACELOG(LOG_WARNING, "GL: Maximum anisotropic filter level supported is %iX", id, RLGL.ExtSupported.maxAnisotropicLevel);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, (float)value);
}
else TRACELOG(LOG_WARNING, "GL: Anisotropic filtering not supported");
#endif
} break;
default: break;
}
glBindTexture(GL_TEXTURE_2D, 0);
}
// Enable shader program
void rlEnableShader(unsigned int id)
{
#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2))
glUseProgram(id);
#endif
}
// Disable shader program
void rlDisableShader(void)
{
#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2))
glUseProgram(0);
#endif
}
// Enable rendering to texture (fbo)
void rlEnableFramebuffer(unsigned int id)
{
#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)) && defined(SUPPORT_RENDER_TEXTURES_HINT)
glBindFramebuffer(GL_FRAMEBUFFER, id);
#endif
}
// Disable rendering to texture
void rlDisableFramebuffer(void)
{
#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)) && defined(SUPPORT_RENDER_TEXTURES_HINT)
glBindFramebuffer(GL_FRAMEBUFFER, 0);
#endif
}
// Enable depth test
void rlEnableDepthTest(void) { glEnable(GL_DEPTH_TEST); }
// Disable depth test
void rlDisableDepthTest(void) { glDisable(GL_DEPTH_TEST); }
// Enable depth write
void rlEnableDepthMask(void) { glDepthMask(GL_TRUE); }
// Disable depth write
void rlDisableDepthMask(void) { glDepthMask(GL_FALSE); }
// Enable backface culling
void rlEnableBackfaceCulling(void) { glEnable(GL_CULL_FACE); }
// Disable backface culling
void rlDisableBackfaceCulling(void) { glDisable(GL_CULL_FACE); }
// Enable scissor test
void rlEnableScissorTest(void) { glEnable(GL_SCISSOR_TEST); }
// Disable scissor test
void rlDisableScissorTest(void) { glDisable(GL_SCISSOR_TEST); }
// Scissor test
void rlScissor(int x, int y, int width, int height) { glScissor(x, y, width, height); }
// Enable wire mode
void rlEnableWireMode(void)
{
#if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33)
// NOTE: glPolygonMode() not available on OpenGL ES
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
#endif
}
// Disable wire mode
void rlDisableWireMode(void)
{
#if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33)
// NOTE: glPolygonMode() not available on OpenGL ES
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
#endif
}
// Set the line drawing width
void rlSetLineWidth(float width)
{
glLineWidth(width);
}
// Get the line drawing width
float rlGetLineWidth(void)
{
float width = 0;
glGetFloatv(GL_LINE_WIDTH, &width);
return width;
}
// Enable line aliasing
void rlEnableSmoothLines(void)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_21) || defined(GRAPHICS_API_OPENGL_11)
glEnable(GL_LINE_SMOOTH);
#endif
}
// Disable line aliasing
void rlDisableSmoothLines(void)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_21) || defined(GRAPHICS_API_OPENGL_11)
glDisable(GL_LINE_SMOOTH);
#endif
}
// Enable stereo rendering
void rlEnableStereoRender(void)
{
#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2))
RLGL.State.stereoRender = true;
#endif
}
// Disable stereo rendering
void rlDisableStereoRender(void)
{
#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2))
RLGL.State.stereoRender = false;
#endif
}
// Check if stereo render is enabled
bool rlIsStereoRenderEnabled(void)
{
#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2))
return RLGL.State.stereoRender;
#else
return false;
#endif
}
// Clear color buffer with color
void rlClearColor(unsigned char r, unsigned char g, unsigned char b, unsigned char a)
{
// Color values clamp to 0.0f(0) and 1.0f(255)
float cr = (float)r/255;
float cg = (float)g/255;
float cb = (float)b/255;
float ca = (float)a/255;
glClearColor(cr, cg, cb, ca);
}
// Clear used screen buffers (color and depth)
void rlClearScreenBuffers(void)
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear used buffers: Color and Depth (Depth is used for 3D)
//glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); // Stencil buffer not used...
}
// Check and log OpenGL error codes
void rlCheckErrors()
{
#if defined(GRAPHICS_API_OPENGL_21) || defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
int check = 1;
while (check)
{
const GLenum err = glGetError();
switch (err)
{
case GL_NO_ERROR: check = 0; break;
case 0x0500: TRACELOG(LOG_WARNING, "GL: Error detected: GL_INVALID_ENUM"); break;
case 0x0501: TRACELOG(LOG_WARNING, "GL: Error detected: GL_INVALID_VALUE"); break;
case 0x0502: TRACELOG(LOG_WARNING, "GL: Error detected: GL_INVALID_OPERATION"); break;
case 0x0503: TRACELOG(LOG_WARNING, "GL: Error detected: GL_STACK_OVERFLOW"); break;
case 0x0504: TRACELOG(LOG_WARNING, "GL: Error detected: GL_STACK_UNDERFLOW"); break;
case 0x0505: TRACELOG(LOG_WARNING, "GL: Error detected: GL_OUT_OF_MEMORY"); break;
case 0x0506: TRACELOG(LOG_WARNING, "GL: Error detected: GL_INVALID_FRAMEBUFFER_OPERATION"); break;
default: TRACELOG(LOG_WARNING, "GL: Error detected: Unknown error code: %x", err); break;
}
}
#endif
}
// Set blend mode
void rlSetBlendMode(int mode)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
if (RLGL.State.currentBlendMode != mode)
{
rlDrawRenderBatch(RLGL.currentBatch);
switch (mode)
{
case BLEND_ALPHA: glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glBlendEquation(GL_FUNC_ADD); break;
case BLEND_ADDITIVE: glBlendFunc(GL_SRC_ALPHA, GL_ONE); glBlendEquation(GL_FUNC_ADD); break;
case BLEND_MULTIPLIED: glBlendFunc(GL_DST_COLOR, GL_ONE_MINUS_SRC_ALPHA); glBlendEquation(GL_FUNC_ADD); break;
case BLEND_ADD_COLORS: glBlendFunc(GL_ONE, GL_ONE); glBlendEquation(GL_FUNC_ADD); break;
case BLEND_SUBTRACT_COLORS: glBlendFunc(GL_ONE, GL_ONE); glBlendEquation(GL_FUNC_SUBTRACT); break;
case BLEND_CUSTOM: glBlendFunc(RLGL.State.glBlendSrcFactor, RLGL.State.glBlendDstFactor); glBlendEquation(RLGL.State.glBlendEquation); break;
default: break;
}
RLGL.State.currentBlendMode = mode;
}
#endif
}
// Set blending mode factor and equation
void rlSetBlendFactors(int glSrcFactor, int glDstFactor, int glEquation)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
RLGL.State.glBlendSrcFactor = glSrcFactor;
RLGL.State.glBlendDstFactor = glDstFactor;
RLGL.State.glBlendEquation = glEquation;
#endif
}
//----------------------------------------------------------------------------------
// Module Functions Definition - rlgl functionality
//----------------------------------------------------------------------------------
// Initialize rlgl: OpenGL extensions, default buffers/shaders/textures, OpenGL states
void rlglInit(int width, int height)
{
// Check OpenGL information and capabilities
//------------------------------------------------------------------------------
// Print current OpenGL and GLSL version
TRACELOG(LOG_INFO, "GL: OpenGL device information:");
TRACELOG(LOG_INFO, " > Vendor: %s", glGetString(GL_VENDOR));
TRACELOG(LOG_INFO, " > Renderer: %s", glGetString(GL_RENDERER));
TRACELOG(LOG_INFO, " > Version: %s", glGetString(GL_VERSION));
TRACELOG(LOG_INFO, " > GLSL: %s", glGetString(GL_SHADING_LANGUAGE_VERSION));
// NOTE: We can get a bunch of extra information about GPU capabilities (glGet*)
//int maxTexSize;
//glGetIntegerv(GL_MAX_TEXTURE_SIZE, &maxTexSize);
//TRACELOG(LOG_INFO, "GL: Maximum texture size: %i", maxTexSize);
//GL_MAX_TEXTURE_IMAGE_UNITS
//GL_MAX_VIEWPORT_DIMS
//int numAuxBuffers;
//glGetIntegerv(GL_AUX_BUFFERS, &numAuxBuffers);
//TRACELOG(LOG_INFO, "GL: Number of aixiliar buffers: %i", numAuxBuffers);
//GLint numComp = 0;
//GLint format[32] = { 0 };
//glGetIntegerv(GL_NUM_COMPRESSED_TEXTURE_FORMATS, &numComp);
//glGetIntegerv(GL_COMPRESSED_TEXTURE_FORMATS, format);
//for (int i = 0; i < numComp; i++) TRACELOG(LOG_INFO, "GL: Supported compressed format: 0x%x", format[i]);
// NOTE: We don't need that much data on screen... right now...
// TODO: Automatize extensions loading using rlLoadExtensions() and GLAD
// Actually, when rlglInit() is called in InitWindow() in core.c,
// OpenGL context has already been created and required extensions loaded
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
// Get supported extensions list
GLint numExt = 0;
#if defined(GRAPHICS_API_OPENGL_33) && !defined(GRAPHICS_API_OPENGL_21)
// OpenGL 3.3 extensions supported by default (core)
RLGL.ExtSupported.vao = true;
RLGL.ExtSupported.instancing = true;
RLGL.ExtSupported.texNPOT = true;
RLGL.ExtSupported.texFloat32 = true;
RLGL.ExtSupported.texDepth = true;
// We get a list of available extensions and we check for some of them (compressed textures)
// NOTE: We don't need to check again supported extensions but we do (GLAD already dealt with that)
glGetIntegerv(GL_NUM_EXTENSIONS, &numExt);
// Allocate numExt strings pointers
char **extList = RL_MALLOC(sizeof(char *)*numExt);
// Get extensions strings
for (int i = 0; i < numExt; i++) extList[i] = (char *)glGetStringi(GL_EXTENSIONS, i);
#endif
#if defined(GRAPHICS_API_OPENGL_ES2) || defined(GRAPHICS_API_OPENGL_21)
// Allocate 512 strings pointers (2 KB)
const char **extList = RL_MALLOC(512*sizeof(const char *));
const char *extensions = (const char *)glGetString(GL_EXTENSIONS); // One big const string
// NOTE: We have to duplicate string because glGetString() returns a const string
int len = strlen(extensions) + 1;
char *extensionsDup = (char *)RL_CALLOC(len, sizeof(char));
strcpy(extensionsDup, extensions);
extList[numExt] = extensionsDup;
for (int i = 0; i < len; i++)
{
if (extensionsDup[i] == ' ')
{
extensionsDup[i] = '\0';
numExt++;
extList[numExt] = &extensionsDup[i + 1];
}
}
// NOTE: Duplicated string (extensionsDup) must be deallocated
#endif
TRACELOG(LOG_INFO, "GL: Supported extensions count: %i", numExt);
// Show supported extensions
//for (int i = 0; i < numExt; i++) TRACELOG(LOG_INFO, "Supported extension: %s", extList[i]);
// Check required extensions
for (int i = 0; i < numExt; i++)
{
#if defined(GRAPHICS_API_OPENGL_ES2)
// Check VAO support
// NOTE: Only check on OpenGL ES, OpenGL 3.3 has VAO support as core feature
if (strcmp(extList[i], (const char *)"GL_OES_vertex_array_object") == 0)
{
// The extension is supported by our hardware and driver, try to get related functions pointers
// NOTE: emscripten does not support VAOs natively, it uses emulation and it reduces overall performance...
glGenVertexArrays = (PFNGLGENVERTEXARRAYSOESPROC)eglGetProcAddress("glGenVertexArraysOES");
glBindVertexArray = (PFNGLBINDVERTEXARRAYOESPROC)eglGetProcAddress("glBindVertexArrayOES");
glDeleteVertexArrays = (PFNGLDELETEVERTEXARRAYSOESPROC)eglGetProcAddress("glDeleteVertexArraysOES");
//glIsVertexArray = (PFNGLISVERTEXARRAYOESPROC)eglGetProcAddress("glIsVertexArrayOES"); // NOTE: Fails in WebGL, omitted
if ((glGenVertexArrays != NULL) && (glBindVertexArray != NULL) && (glDeleteVertexArrays != NULL)) RLGL.ExtSupported.vao = true;
}
// Check instanced rendering support
if (strcmp(extList[i], (const char *)"GL_ANGLE_instanced_arrays") == 0)
{
glDrawArraysInstanced = (PFNGLDRAWARRAYSINSTANCEDEXTPROC)eglGetProcAddress("glDrawArraysInstancedANGLE");
glDrawElementsInstanced = (PFNGLDRAWELEMENTSINSTANCEDEXTPROC)eglGetProcAddress("glDrawElementsInstancedANGLE");
glVertexAttribDivisor = (PFNGLVERTEXATTRIBDIVISOREXTPROC)eglGetProcAddress("glVertexAttribDivisorANGLE");
if ((glDrawArraysInstanced != NULL) && (glDrawElementsInstanced != NULL) && (glVertexAttribDivisor != NULL)) RLGL.ExtSupported.instancing = true;
}
// Check NPOT textures support
// NOTE: Only check on OpenGL ES, OpenGL 3.3 has NPOT textures full support as core feature
if (strcmp(extList[i], (const char *)"GL_OES_texture_npot") == 0) RLGL.ExtSupported.texNPOT = true;
// Check texture float support
if (strcmp(extList[i], (const char *)"GL_OES_texture_float") == 0) RLGL.ExtSupported.texFloat32 = true;
// Check depth texture support
if ((strcmp(extList[i], (const char *)"GL_OES_depth_texture") == 0) ||
(strcmp(extList[i], (const char *)"GL_WEBGL_depth_texture") == 0)) RLGL.ExtSupported.texDepth = true;
if (strcmp(extList[i], (const char *)"GL_OES_depth24") == 0) RLGL.ExtSupported.maxDepthBits = 24;
if (strcmp(extList[i], (const char *)"GL_OES_depth32") == 0) RLGL.ExtSupported.maxDepthBits = 32;
#endif
// DDS texture compression support
if ((strcmp(extList[i], (const char *)"GL_EXT_texture_compression_s3tc") == 0) ||
(strcmp(extList[i], (const char *)"GL_WEBGL_compressed_texture_s3tc") == 0) ||
(strcmp(extList[i], (const char *)"GL_WEBKIT_WEBGL_compressed_texture_s3tc") == 0)) RLGL.ExtSupported.texCompDXT = true;
// ETC1 texture compression support
if ((strcmp(extList[i], (const char *)"GL_OES_compressed_ETC1_RGB8_texture") == 0) ||
(strcmp(extList[i], (const char *)"GL_WEBGL_compressed_texture_etc1") == 0)) RLGL.ExtSupported.texCompETC1 = true;
// ETC2/EAC texture compression support
if (strcmp(extList[i], (const char *)"GL_ARB_ES3_compatibility") == 0) RLGL.ExtSupported.texCompETC2 = true;
// PVR texture compression support
if (strcmp(extList[i], (const char *)"GL_IMG_texture_compression_pvrtc") == 0) RLGL.ExtSupported.texCompPVRT = true;
// ASTC texture compression support
if (strcmp(extList[i], (const char *)"GL_KHR_texture_compression_astc_hdr") == 0) RLGL.ExtSupported.texCompASTC = true;
// Anisotropic texture filter support
if (strcmp(extList[i], (const char *)"GL_EXT_texture_filter_anisotropic") == 0)
{
RLGL.ExtSupported.texAnisoFilter = true;
glGetFloatv(0x84FF, &RLGL.ExtSupported.maxAnisotropicLevel); // GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT
}
// Clamp mirror wrap mode supported
if (strcmp(extList[i], (const char *)"GL_EXT_texture_mirror_clamp") == 0) RLGL.ExtSupported.texMirrorClamp = true;
}
// Free extensions pointers
RL_FREE(extList);
#if defined(GRAPHICS_API_OPENGL_ES2) || defined(GRAPHICS_API_OPENGL_21)
RL_FREE(extensionsDup); // Duplicated string must be deallocated
#endif
#if defined(GRAPHICS_API_OPENGL_ES2)
if (RLGL.ExtSupported.vao) TRACELOG(LOG_INFO, "GL: VAO extension detected, VAO functions initialized successfully");
else TRACELOG(LOG_WARNING, "GL: VAO extension not found, VAO not supported");
if (RLGL.ExtSupported.texNPOT) TRACELOG(LOG_INFO, "GL: NPOT textures extension detected, full NPOT textures supported");
else TRACELOG(LOG_WARNING, "GL: NPOT textures extension not found, limited NPOT support (no-mipmaps, no-repeat)");
#endif
if (RLGL.ExtSupported.texCompDXT) TRACELOG(LOG_INFO, "GL: DXT compressed textures supported");
if (RLGL.ExtSupported.texCompETC1) TRACELOG(LOG_INFO, "GL: ETC1 compressed textures supported");
if (RLGL.ExtSupported.texCompETC2) TRACELOG(LOG_INFO, "GL: ETC2/EAC compressed textures supported");
if (RLGL.ExtSupported.texCompPVRT) TRACELOG(LOG_INFO, "GL: PVRT compressed textures supported");
if (RLGL.ExtSupported.texCompASTC) TRACELOG(LOG_INFO, "GL: ASTC compressed textures supported");
if (RLGL.ExtSupported.texAnisoFilter) TRACELOG(LOG_INFO, "GL: Anisotropic textures filtering supported (max: %.0fX)", RLGL.ExtSupported.maxAnisotropicLevel);
if (RLGL.ExtSupported.texMirrorClamp) TRACELOG(LOG_INFO, "GL: Mirror clamp wrap texture mode supported");
// Initialize buffers, default shaders and default textures
//----------------------------------------------------------
// Init default white texture
unsigned char pixels[4] = { 255, 255, 255, 255 }; // 1 pixel RGBA (4 bytes)
RLGL.State.defaultTextureId = rlLoadTexture(pixels, 1, 1, PIXELFORMAT_UNCOMPRESSED_R8G8B8A8, 1);
if (RLGL.State.defaultTextureId != 0) TRACELOG(LOG_INFO, "TEXTURE: [ID %i] Default texture loaded successfully", RLGL.State.defaultTextureId);
else TRACELOG(LOG_WARNING, "TEXTURE: Failed to load default texture");
// Init default Shader (customized for GL 3.3 and ES2)
RLGL.State.defaultShader = rlLoadShaderDefault();
RLGL.State.currentShader = RLGL.State.defaultShader;
// Init default vertex arrays buffers
RLGL.defaultBatch = rlLoadRenderBatch(DEFAULT_BATCH_BUFFERS, DEFAULT_BATCH_BUFFER_ELEMENTS);
RLGL.currentBatch = &RLGL.defaultBatch;
// Init stack matrices (emulating OpenGL 1.1)
for (int i = 0; i < MAX_MATRIX_STACK_SIZE; i++) RLGL.State.stack[i] = MatrixIdentity();
// Init internal matrices
RLGL.State.transform = MatrixIdentity();
RLGL.State.projection = MatrixIdentity();
RLGL.State.modelview = MatrixIdentity();
RLGL.State.currentMatrix = &RLGL.State.modelview;
#endif // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2
// Initialize OpenGL default states
//----------------------------------------------------------
// Init state: Depth test
glDepthFunc(GL_LEQUAL); // Type of depth testing to apply
glDisable(GL_DEPTH_TEST); // Disable depth testing for 2D (only used for 3D)
// Init state: Blending mode
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // Color blending function (how colors are mixed)
glEnable(GL_BLEND); // Enable color blending (required to work with transparencies)
// Init state: Culling
// NOTE: All shapes/models triangles are drawn CCW
glCullFace(GL_BACK); // Cull the back face (default)
glFrontFace(GL_CCW); // Front face are defined counter clockwise (default)
glEnable(GL_CULL_FACE); // Enable backface culling
// Init state: Cubemap seamless
#if defined(GRAPHICS_API_OPENGL_33)
glEnable(GL_TEXTURE_CUBE_MAP_SEAMLESS); // Seamless cubemaps (not supported on OpenGL ES 2.0)
#endif
#if defined(GRAPHICS_API_OPENGL_11)
// Init state: Color hints (deprecated in OpenGL 3.0+)
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Improve quality of color and texture coordinate interpolation
glShadeModel(GL_SMOOTH); // Smooth shading between vertex (vertex colors interpolation)
#endif
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
// Store screen size into global variables
RLGL.State.framebufferWidth = width;
RLGL.State.framebufferHeight = height;
// Init texture and rectangle used on basic shapes drawing
RLGL.State.shapesTexture = rlGetTextureDefault();
RLGL.State.shapesTextureRec = (Rectangle){ 0.0f, 0.0f, 1.0f, 1.0f };
TRACELOG(LOG_INFO, "RLGL: Default state initialized successfully");
#endif
// Init state: Color/Depth buffers clear
glClearColor(0.0f, 0.0f, 0.0f, 1.0f); // Set clear color (black)
glClearDepth(1.0f); // Set clear depth value (default)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear color and depth buffers (depth buffer required for 3D)
}
// Vertex Buffer Object deinitialization (memory free)
void rlglClose(void)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
rlUnloadRenderBatch(RLGL.defaultBatch);
rlUnloadShaderDefault(); // Unload default shader
glDeleteTextures(1, &RLGL.State.defaultTextureId); // Unload default texture
TRACELOG(LOG_INFO, "TEXTURE: [ID %i] Unloaded default texture data from VRAM (GPU)", RLGL.State.defaultTextureId);
#endif
}
// Load OpenGL extensions
// NOTE: External loader function could be passed as a pointer
void rlLoadExtensions(void *loader)
{
#if defined(GRAPHICS_API_OPENGL_33)
// NOTE: glad is generated and contains only required OpenGL 3.3 Core extensions (and lower versions)
#if !defined(__APPLE__)
if (!gladLoadGLLoader((GLADloadproc)loader)) TRACELOG(LOG_WARNING, "GLAD: Cannot load OpenGL extensions");
else TRACELOG(LOG_INFO, "GLAD: OpenGL extensions loaded successfully");
#if defined(GRAPHICS_API_OPENGL_21)
if (GLAD_GL_VERSION_2_1) TRACELOG(LOG_INFO, "GL: OpenGL 2.1 profile supported");
#endif
#if defined(GRAPHICS_API_OPENGL_33)
if (GLAD_GL_VERSION_3_3) TRACELOG(LOG_INFO, "GL: OpenGL 3.3 Core profile supported");
else TRACELOG(LOG_ERROR, "GL: OpenGL 3.3 Core profile not supported");
#endif
#endif
// With GLAD, we can check if an extension is supported using the GLAD_GL_xxx booleans
//if (GLAD_GL_ARB_vertex_array_object) // Use GL_ARB_vertex_array_object
#endif
}
// Returns current OpenGL version
int rlGetVersion(void)
{
#if defined(GRAPHICS_API_OPENGL_11)
return OPENGL_11;
#endif
#if defined(GRAPHICS_API_OPENGL_21)
#if defined(__APPLE__)
return OPENGL_33; // NOTE: Force OpenGL 3.3 on OSX
#else
return OPENGL_21;
#endif
#endif
#if defined(GRAPHICS_API_OPENGL_33)
return OPENGL_33;
#endif
#if defined(GRAPHICS_API_OPENGL_ES2)
return OPENGL_ES_20;
#endif
}
// Get default framebuffer width
int rlGetFramebufferWidth(void)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
return RLGL.State.framebufferWidth;
#else
return 0;
#endif
}
// Get default framebuffer height
int rlGetFramebufferHeight(void)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
return RLGL.State.framebufferHeight;
#else
return 0;
#endif
}
// Get default internal shader (simple texture + tint color)
Shader rlGetShaderDefault(void)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
return RLGL.State.defaultShader;
#else
Shader shader = { 0 };
return shader;
#endif
}
// Get default internal texture (white texture)
Texture2D rlGetTextureDefault(void)
{
Texture2D texture = { 0 };
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
texture.id = RLGL.State.defaultTextureId;
texture.width = 1;
texture.height = 1;
texture.mipmaps = 1;
texture.format = PIXELFORMAT_UNCOMPRESSED_R8G8B8A8;
#endif
return texture;
}
// Get texture to draw shapes
Texture2D rlGetShapesTexture(void)
{
#if defined(GRAPHICS_API_OPENGL_11)
Texture2D texture = { 0 };
return texture;
#else
return RLGL.State.shapesTexture;
#endif
}
// Get texture rectangle to draw shapes
Rectangle rlGetShapesTextureRec(void)
{
#if defined(GRAPHICS_API_OPENGL_11)
Rectangle rec = { 0 };
return rec;
#else
return RLGL.State.shapesTextureRec;
#endif
}
// Define default texture used to draw shapes
void rlSetShapesTexture(Texture2D texture, Rectangle source)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
RLGL.State.shapesTexture = texture;
RLGL.State.shapesTextureRec = source;
#endif
}
// Render batch management
//------------------------------------------------------------------------------------------------
// Load render batch
RenderBatch rlLoadRenderBatch(int numBuffers, int bufferElements)
{
RenderBatch batch = { 0 };
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
// Initialize CPU (RAM) vertex buffers (position, texcoord, color data and indexes)
//--------------------------------------------------------------------------------------------
batch.vertexBuffer = (VertexBuffer *)RL_MALLOC(sizeof(VertexBuffer)*numBuffers);
for (int i = 0; i < numBuffers; i++)
{
batch.vertexBuffer[i].elementsCount = bufferElements;
batch.vertexBuffer[i].vertices = (float *)RL_MALLOC(bufferElements*3*4*sizeof(float)); // 3 float by vertex, 4 vertex by quad
batch.vertexBuffer[i].texcoords = (float *)RL_MALLOC(bufferElements*2*4*sizeof(float)); // 2 float by texcoord, 4 texcoord by quad
batch.vertexBuffer[i].colors = (unsigned char *)RL_MALLOC(bufferElements*4*4*sizeof(unsigned char)); // 4 float by color, 4 colors by quad
#if defined(GRAPHICS_API_OPENGL_33)
batch.vertexBuffer[i].indices = (unsigned int *)RL_MALLOC(bufferElements*6*sizeof(unsigned int)); // 6 int by quad (indices)
#endif
#if defined(GRAPHICS_API_OPENGL_ES2)
batch.vertexBuffer[i].indices = (unsigned short *)RL_MALLOC(bufferElements*6*sizeof(unsigned short)); // 6 int by quad (indices)
#endif
for (int j = 0; j < (3*4*bufferElements); j++) batch.vertexBuffer[i].vertices[j] = 0.0f;
for (int j = 0; j < (2*4*bufferElements); j++) batch.vertexBuffer[i].texcoords[j] = 0.0f;
for (int j = 0; j < (4*4*bufferElements); j++) batch.vertexBuffer[i].colors[j] = 0;
int k = 0;
// Indices can be initialized right now
for (int j = 0; j < (6*bufferElements); j += 6)
{
batch.vertexBuffer[i].indices[j] = 4*k;
batch.vertexBuffer[i].indices[j + 1] = 4*k + 1;
batch.vertexBuffer[i].indices[j + 2] = 4*k + 2;
batch.vertexBuffer[i].indices[j + 3] = 4*k;
batch.vertexBuffer[i].indices[j + 4] = 4*k + 2;
batch.vertexBuffer[i].indices[j + 5] = 4*k + 3;
k++;
}
batch.vertexBuffer[i].vCounter = 0;
batch.vertexBuffer[i].tcCounter = 0;
batch.vertexBuffer[i].cCounter = 0;
}
TRACELOG(LOG_INFO, "RLGL: Internal vertex buffers initialized successfully in RAM (CPU)");
//--------------------------------------------------------------------------------------------
// Upload to GPU (VRAM) vertex data and initialize VAOs/VBOs
//--------------------------------------------------------------------------------------------
for (int i = 0; i < numBuffers; i++)
{
if (RLGL.ExtSupported.vao)
{
// Initialize Quads VAO
glGenVertexArrays(1, &batch.vertexBuffer[i].vaoId);
glBindVertexArray(batch.vertexBuffer[i].vaoId);
}
// Quads - Vertex buffers binding and attributes enable
// Vertex position buffer (shader-location = 0)
glGenBuffers(1, &batch.vertexBuffer[i].vboId[0]);
glBindBuffer(GL_ARRAY_BUFFER, batch.vertexBuffer[i].vboId[0]);
glBufferData(GL_ARRAY_BUFFER, bufferElements*3*4*sizeof(float), batch.vertexBuffer[i].vertices, GL_DYNAMIC_DRAW);
glEnableVertexAttribArray(RLGL.State.currentShader.locs[SHADER_LOC_VERTEX_POSITION]);
glVertexAttribPointer(RLGL.State.currentShader.locs[SHADER_LOC_VERTEX_POSITION], 3, GL_FLOAT, 0, 0, 0);
// Vertex texcoord buffer (shader-location = 1)
glGenBuffers(1, &batch.vertexBuffer[i].vboId[1]);
glBindBuffer(GL_ARRAY_BUFFER, batch.vertexBuffer[i].vboId[1]);
glBufferData(GL_ARRAY_BUFFER, bufferElements*2*4*sizeof(float), batch.vertexBuffer[i].texcoords, GL_DYNAMIC_DRAW);
glEnableVertexAttribArray(RLGL.State.currentShader.locs[SHADER_LOC_VERTEX_TEXCOORD01]);
glVertexAttribPointer(RLGL.State.currentShader.locs[SHADER_LOC_VERTEX_TEXCOORD01], 2, GL_FLOAT, 0, 0, 0);
// Vertex color buffer (shader-location = 3)
glGenBuffers(1, &batch.vertexBuffer[i].vboId[2]);
glBindBuffer(GL_ARRAY_BUFFER, batch.vertexBuffer[i].vboId[2]);
glBufferData(GL_ARRAY_BUFFER, bufferElements*4*4*sizeof(unsigned char), batch.vertexBuffer[i].colors, GL_DYNAMIC_DRAW);
glEnableVertexAttribArray(RLGL.State.currentShader.locs[SHADER_LOC_VERTEX_COLOR]);
glVertexAttribPointer(RLGL.State.currentShader.locs[SHADER_LOC_VERTEX_COLOR], 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
// Fill index buffer
glGenBuffers(1, &batch.vertexBuffer[i].vboId[3]);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, batch.vertexBuffer[i].vboId[3]);
#if defined(GRAPHICS_API_OPENGL_33)
glBufferData(GL_ELEMENT_ARRAY_BUFFER, bufferElements*6*sizeof(int), batch.vertexBuffer[i].indices, GL_STATIC_DRAW);
#endif
#if defined(GRAPHICS_API_OPENGL_ES2)
glBufferData(GL_ELEMENT_ARRAY_BUFFER, bufferElements*6*sizeof(short), batch.vertexBuffer[i].indices, GL_STATIC_DRAW);
#endif
}
TRACELOG(LOG_INFO, "RLGL: Render batch vertex buffers loaded successfully");
// Unbind the current VAO
if (RLGL.ExtSupported.vao) glBindVertexArray(0);
//--------------------------------------------------------------------------------------------
// Init draw calls tracking system
//--------------------------------------------------------------------------------------------
batch.draws = (DrawCall *)RL_MALLOC(DEFAULT_BATCH_DRAWCALLS*sizeof(DrawCall));
for (int i = 0; i < DEFAULT_BATCH_DRAWCALLS; i++)
{
batch.draws[i].mode = RL_QUADS;
batch.draws[i].vertexCount = 0;
batch.draws[i].vertexAlignment = 0;
//batch.draws[i].vaoId = 0;
//batch.draws[i].shaderId = 0;
batch.draws[i].textureId = RLGL.State.defaultTextureId;
//batch.draws[i].RLGL.State.projection = MatrixIdentity();
//batch.draws[i].RLGL.State.modelview = MatrixIdentity();
}
batch.buffersCount = numBuffers; // Record buffer count
batch.drawsCounter = 1; // Reset draws counter
batch.currentDepth = -1.0f; // Reset depth value
//--------------------------------------------------------------------------------------------
#endif
return batch;
}
// Unload default internal buffers vertex data from CPU and GPU
void rlUnloadRenderBatch(RenderBatch batch)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
// Unbind everything
if (RLGL.ExtSupported.vao) glBindVertexArray(0);
glDisableVertexAttribArray(0);
glDisableVertexAttribArray(1);
glDisableVertexAttribArray(2);
glDisableVertexAttribArray(3);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
// Unload all vertex buffers data
for (int i = 0; i < batch.buffersCount; i++)
{
// Delete VBOs from GPU (VRAM)
glDeleteBuffers(1, &batch.vertexBuffer[i].vboId[0]);
glDeleteBuffers(1, &batch.vertexBuffer[i].vboId[1]);
glDeleteBuffers(1, &batch.vertexBuffer[i].vboId[2]);
glDeleteBuffers(1, &batch.vertexBuffer[i].vboId[3]);
// Delete VAOs from GPU (VRAM)
if (RLGL.ExtSupported.vao) glDeleteVertexArrays(1, &batch.vertexBuffer[i].vaoId);
// Free vertex arrays memory from CPU (RAM)
RL_FREE(batch.vertexBuffer[i].vertices);
RL_FREE(batch.vertexBuffer[i].texcoords);
RL_FREE(batch.vertexBuffer[i].colors);
RL_FREE(batch.vertexBuffer[i].indices);
}
// Unload arrays
RL_FREE(batch.vertexBuffer);
RL_FREE(batch.draws);
#endif
}
// Draw render batch
// NOTE: We require a pointer to reset batch and increase current buffer (multi-buffer)
void rlDrawRenderBatch(RenderBatch *batch)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
// Update batch vertex buffers
//------------------------------------------------------------------------------------------------------------
// NOTE: If there is not vertex data, buffers doesn't need to be updated (vertexCount > 0)
// TODO: If no data changed on the CPU arrays --> No need to re-update GPU arrays (change flag required)
if (batch->vertexBuffer[batch->currentBuffer].vCounter > 0)
{
// Activate elements VAO
if (RLGL.ExtSupported.vao) glBindVertexArray(batch->vertexBuffer[batch->currentBuffer].vaoId);
// Vertex positions buffer
glBindBuffer(GL_ARRAY_BUFFER, batch->vertexBuffer[batch->currentBuffer].vboId[0]);
glBufferSubData(GL_ARRAY_BUFFER, 0, batch->vertexBuffer[batch->currentBuffer].vCounter*3*sizeof(float), batch->vertexBuffer[batch->currentBuffer].vertices);
//glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*4*batch->vertexBuffer[batch->currentBuffer].elementsCount, batch->vertexBuffer[batch->currentBuffer].vertices, GL_DYNAMIC_DRAW); // Update all buffer
// Texture coordinates buffer
glBindBuffer(GL_ARRAY_BUFFER, batch->vertexBuffer[batch->currentBuffer].vboId[1]);
glBufferSubData(GL_ARRAY_BUFFER, 0, batch->vertexBuffer[batch->currentBuffer].vCounter*2*sizeof(float), batch->vertexBuffer[batch->currentBuffer].texcoords);
//glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*4*batch->vertexBuffer[batch->currentBuffer].elementsCount, batch->vertexBuffer[batch->currentBuffer].texcoords, GL_DYNAMIC_DRAW); // Update all buffer
// Colors buffer
glBindBuffer(GL_ARRAY_BUFFER, batch->vertexBuffer[batch->currentBuffer].vboId[2]);
glBufferSubData(GL_ARRAY_BUFFER, 0, batch->vertexBuffer[batch->currentBuffer].vCounter*4*sizeof(unsigned char), batch->vertexBuffer[batch->currentBuffer].colors);
//glBufferData(GL_ARRAY_BUFFER, sizeof(float)*4*4*batch->vertexBuffer[batch->currentBuffer].elementsCount, batch->vertexBuffer[batch->currentBuffer].colors, GL_DYNAMIC_DRAW); // Update all buffer
// NOTE: glMapBuffer() causes sync issue.
// If GPU is working with this buffer, glMapBuffer() will wait(stall) until GPU to finish its job.
// To avoid waiting (idle), you can call first glBufferData() with NULL pointer before glMapBuffer().
// If you do that, the previous data in PBO will be discarded and glMapBuffer() returns a new
// allocated pointer immediately even if GPU is still working with the previous data.
// Another option: map the buffer object into client's memory
// Probably this code could be moved somewhere else...
// batch->vertexBuffer[batch->currentBuffer].vertices = (float *)glMapBuffer(GL_ARRAY_BUFFER, GL_READ_WRITE);
// if (batch->vertexBuffer[batch->currentBuffer].vertices)
// {
// Update vertex data
// }
// glUnmapBuffer(GL_ARRAY_BUFFER);
// Unbind the current VAO
if (RLGL.ExtSupported.vao) glBindVertexArray(0);
}
//------------------------------------------------------------------------------------------------------------
// Draw batch vertex buffers (considering VR stereo if required)
//------------------------------------------------------------------------------------------------------------
Matrix matProjection = RLGL.State.projection;
Matrix matModelView = RLGL.State.modelview;
int eyesCount = 1;
if (RLGL.State.stereoRender) eyesCount = 2;
for (int eye = 0; eye < eyesCount; eye++)
{
if (eyesCount == 2)
{
// Setup current eye viewport (half screen width)
rlViewport(eye*RLGL.State.framebufferWidth/2, 0, RLGL.State.framebufferWidth/2, RLGL.State.framebufferHeight);
// Set current eye view offset to modelview matrix
rlSetMatrixModelview(MatrixMultiply(matModelView, RLGL.State.viewOffsetStereo[eye]));
// Set current eye projection matrix
rlSetMatrixProjection(RLGL.State.projectionStereo[eye]);
}
// Draw buffers
if (batch->vertexBuffer[batch->currentBuffer].vCounter > 0)
{
// Set current shader and upload current MVP matrix
glUseProgram(RLGL.State.currentShader.id);
// Create modelview-projection matrix and upload to shader
Matrix matMVP = MatrixMultiply(RLGL.State.modelview, RLGL.State.projection);
glUniformMatrix4fv(RLGL.State.currentShader.locs[SHADER_LOC_MATRIX_MVP], 1, false, MatrixToFloat(matMVP));
if (RLGL.ExtSupported.vao) glBindVertexArray(batch->vertexBuffer[batch->currentBuffer].vaoId);
else
{
// Bind vertex attrib: position (shader-location = 0)
glBindBuffer(GL_ARRAY_BUFFER, batch->vertexBuffer[batch->currentBuffer].vboId[0]);
glVertexAttribPointer(RLGL.State.currentShader.locs[SHADER_LOC_VERTEX_POSITION], 3, GL_FLOAT, 0, 0, 0);
glEnableVertexAttribArray(RLGL.State.currentShader.locs[SHADER_LOC_VERTEX_POSITION]);
// Bind vertex attrib: texcoord (shader-location = 1)
glBindBuffer(GL_ARRAY_BUFFER, batch->vertexBuffer[batch->currentBuffer].vboId[1]);
glVertexAttribPointer(RLGL.State.currentShader.locs[SHADER_LOC_VERTEX_TEXCOORD01], 2, GL_FLOAT, 0, 0, 0);
glEnableVertexAttribArray(RLGL.State.currentShader.locs[SHADER_LOC_VERTEX_TEXCOORD01]);
// Bind vertex attrib: color (shader-location = 3)
glBindBuffer(GL_ARRAY_BUFFER, batch->vertexBuffer[batch->currentBuffer].vboId[2]);
glVertexAttribPointer(RLGL.State.currentShader.locs[SHADER_LOC_VERTEX_COLOR], 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
glEnableVertexAttribArray(RLGL.State.currentShader.locs[SHADER_LOC_VERTEX_COLOR]);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, batch->vertexBuffer[batch->currentBuffer].vboId[3]);
}
// Setup some default shader values
glUniform4f(RLGL.State.currentShader.locs[SHADER_LOC_COLOR_DIFFUSE], 1.0f, 1.0f, 1.0f, 1.0f);
glUniform1i(RLGL.State.currentShader.locs[SHADER_LOC_MAP_DIFFUSE], 0); // Active default sampler2D: texture0
// Activate additional sampler textures
// Those additional textures will be common for all draw calls of the batch
for (int i = 0; i < MAX_BATCH_ACTIVE_TEXTURES; i++)
{
if (RLGL.State.activeTextureId[i] > 0)
{
glActiveTexture(GL_TEXTURE0 + 1 + i);
glBindTexture(GL_TEXTURE_2D, RLGL.State.activeTextureId[i]);
}
}
// Activate default sampler2D texture0 (one texture is always active for default batch shader)
// NOTE: Batch system accumulates calls by texture0 changes, additional textures are enabled for all the draw calls
glActiveTexture(GL_TEXTURE0);
for (int i = 0, vertexOffset = 0; i < batch->drawsCounter; i++)
{
// Bind current draw call texture, activated as GL_TEXTURE0 and binded to sampler2D texture0 by default
glBindTexture(GL_TEXTURE_2D, batch->draws[i].textureId);
if ((batch->draws[i].mode == RL_LINES) || (batch->draws[i].mode == RL_TRIANGLES)) glDrawArrays(batch->draws[i].mode, vertexOffset, batch->draws[i].vertexCount);
else
{
#if defined(GRAPHICS_API_OPENGL_33)
// We need to define the number of indices to be processed: quadsCount*6
// NOTE: The final parameter tells the GPU the offset in bytes from the
// start of the index buffer to the location of the first index to process
glDrawElements(GL_TRIANGLES, batch->draws[i].vertexCount/4*6, GL_UNSIGNED_INT, (GLvoid *)(vertexOffset/4*6*sizeof(GLuint)));
#endif
#if defined(GRAPHICS_API_OPENGL_ES2)
glDrawElements(GL_TRIANGLES, batch->draws[i].vertexCount/4*6, GL_UNSIGNED_SHORT, (GLvoid *)(vertexOffset/4*6*sizeof(GLushort)));
#endif
}
vertexOffset += (batch->draws[i].vertexCount + batch->draws[i].vertexAlignment);
}
if (!RLGL.ExtSupported.vao)
{
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
}
glBindTexture(GL_TEXTURE_2D, 0); // Unbind textures
}
if (RLGL.ExtSupported.vao) glBindVertexArray(0); // Unbind VAO
glUseProgram(0); // Unbind shader program
}
//------------------------------------------------------------------------------------------------------------
// Reset batch buffers
//------------------------------------------------------------------------------------------------------------
// Reset vertex counters for next frame
batch->vertexBuffer[batch->currentBuffer].vCounter = 0;
batch->vertexBuffer[batch->currentBuffer].tcCounter = 0;
batch->vertexBuffer[batch->currentBuffer].cCounter = 0;
// Reset depth for next draw
batch->currentDepth = -1.0f;
// Restore projection/modelview matrices
RLGL.State.projection = matProjection;
RLGL.State.modelview = matModelView;
// Reset RLGL.currentBatch->draws array
for (int i = 0; i < DEFAULT_BATCH_DRAWCALLS; i++)
{
batch->draws[i].mode = RL_QUADS;
batch->draws[i].vertexCount = 0;
batch->draws[i].textureId = RLGL.State.defaultTextureId;
}
// Reset active texture units for next batch
for (int i = 0; i < MAX_BATCH_ACTIVE_TEXTURES; i++) RLGL.State.activeTextureId[i] = 0;
// Reset draws counter to one draw for the batch
batch->drawsCounter = 1;
//------------------------------------------------------------------------------------------------------------
// Change to next buffer in the list (in case of multi-buffering)
batch->currentBuffer++;
if (batch->currentBuffer >= batch->buffersCount) batch->currentBuffer = 0;
#endif
}
// Set the active render batch for rlgl
void rlSetRenderBatchActive(RenderBatch *batch)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
rlDrawRenderBatch(RLGL.currentBatch);
if (batch != NULL) RLGL.currentBatch = batch;
else RLGL.currentBatch = &RLGL.defaultBatch;
#endif
}
// Update and draw internal render batch
void rlDrawRenderBatchActive(void)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
rlDrawRenderBatch(RLGL.currentBatch); // NOTE: Stereo rendering is checked inside
#endif
}
// Check internal buffer overflow for a given number of vertex
// and force a RenderBatch draw call if required
bool rlCheckRenderBatchLimit(int vCount)
{
bool overflow = false;
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
if ((RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vCounter + vCount) >=
(RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].elementsCount*4))
{
overflow = true;
rlDrawRenderBatch(RLGL.currentBatch); // NOTE: Stereo rendering is checked inside
}
#endif
return overflow;
}
// Textures data management
//-----------------------------------------------------------------------------------------
// Convert image data to OpenGL texture (returns OpenGL valid Id)
unsigned int rlLoadTexture(void *data, int width, int height, int format, int mipmapCount)
{
glBindTexture(GL_TEXTURE_2D, 0); // Free any old binding
unsigned int id = 0;
// Check texture format support by OpenGL 1.1 (compressed textures not supported)
#if defined(GRAPHICS_API_OPENGL_11)
if (format >= PIXELFORMAT_COMPRESSED_DXT1_RGB)
{
TRACELOG(LOG_WARNING, "GL: OpenGL 1.1 does not support GPU compressed texture formats");
return id;
}
#else
if ((!RLGL.ExtSupported.texCompDXT) && ((format == PIXELFORMAT_COMPRESSED_DXT1_RGB) || (format == PIXELFORMAT_COMPRESSED_DXT1_RGBA) ||
(format == PIXELFORMAT_COMPRESSED_DXT3_RGBA) || (format == PIXELFORMAT_COMPRESSED_DXT5_RGBA)))
{
TRACELOG(LOG_WARNING, "GL: DXT compressed texture format not supported");
return id;
}
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
if ((!RLGL.ExtSupported.texCompETC1) && (format == PIXELFORMAT_COMPRESSED_ETC1_RGB))
{
TRACELOG(LOG_WARNING, "GL: ETC1 compressed texture format not supported");
return id;
}
if ((!RLGL.ExtSupported.texCompETC2) && ((format == PIXELFORMAT_COMPRESSED_ETC2_RGB) || (format == PIXELFORMAT_COMPRESSED_ETC2_EAC_RGBA)))
{
TRACELOG(LOG_WARNING, "GL: ETC2 compressed texture format not supported");
return id;
}
if ((!RLGL.ExtSupported.texCompPVRT) && ((format == PIXELFORMAT_COMPRESSED_PVRT_RGB) || (format == PIXELFORMAT_COMPRESSED_PVRT_RGBA)))
{
TRACELOG(LOG_WARNING, "GL: PVRT compressed texture format not supported");
return id;
}
if ((!RLGL.ExtSupported.texCompASTC) && ((format == PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA) || (format == PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA)))
{
TRACELOG(LOG_WARNING, "GL: ASTC compressed texture format not supported");
return id;
}
#endif
#endif // GRAPHICS_API_OPENGL_11
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glGenTextures(1, &id); // Generate texture id
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
//glActiveTexture(GL_TEXTURE0); // If not defined, using GL_TEXTURE0 by default (shader texture)
#endif
glBindTexture(GL_TEXTURE_2D, id);
int mipWidth = width;
int mipHeight = height;
int mipOffset = 0; // Mipmap data offset
// Load the different mipmap levels
for (int i = 0; i < mipmapCount; i++)
{
unsigned int mipSize = rlGetPixelDataSize(mipWidth, mipHeight, format);
unsigned int glInternalFormat, glFormat, glType;
rlGetGlTextureFormats(format, &glInternalFormat, &glFormat, &glType);
TRACELOGD("TEXTURE: Load mipmap level %i (%i x %i), size: %i, offset: %i", i, mipWidth, mipHeight, mipSize, mipOffset);
if (glInternalFormat != -1)
{
if (format < PIXELFORMAT_COMPRESSED_DXT1_RGB) glTexImage2D(GL_TEXTURE_2D, i, glInternalFormat, mipWidth, mipHeight, 0, glFormat, glType, (unsigned char *)data + mipOffset);
#if !defined(GRAPHICS_API_OPENGL_11)
else glCompressedTexImage2D(GL_TEXTURE_2D, i, glInternalFormat, mipWidth, mipHeight, 0, mipSize, (unsigned char *)data + mipOffset);
#endif
#if defined(GRAPHICS_API_OPENGL_33)
if (format == PIXELFORMAT_UNCOMPRESSED_GRAYSCALE)
{
GLint swizzleMask[] = { GL_RED, GL_RED, GL_RED, GL_ONE };
glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
}
else if (format == PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA)
{
#if defined(GRAPHICS_API_OPENGL_21)
GLint swizzleMask[] = { GL_RED, GL_RED, GL_RED, GL_ALPHA };
#elif defined(GRAPHICS_API_OPENGL_33)
GLint swizzleMask[] = { GL_RED, GL_RED, GL_RED, GL_GREEN };
#endif
glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
}
#endif
}
mipWidth /= 2;
mipHeight /= 2;
mipOffset += mipSize;
// Security check for NPOT textures
if (mipWidth < 1) mipWidth = 1;
if (mipHeight < 1) mipHeight = 1;
}
// Texture parameters configuration
// NOTE: glTexParameteri does NOT affect texture uploading, just the way it's used
#if defined(GRAPHICS_API_OPENGL_ES2)
// NOTE: OpenGL ES 2.0 with no GL_OES_texture_npot support (i.e. WebGL) has limited NPOT support, so CLAMP_TO_EDGE must be used
if (RLGL.ExtSupported.texNPOT)
{
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); // Set texture to repeat on x-axis
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); // Set texture to repeat on y-axis
}
else
{
// NOTE: If using negative texture coordinates (LoadOBJ()), it does not work!
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); // Set texture to clamp on x-axis
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); // Set texture to clamp on y-axis
}
#else
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); // Set texture to repeat on x-axis
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); // Set texture to repeat on y-axis
#endif
// Magnification and minification filters
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); // Alternative: GL_LINEAR
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); // Alternative: GL_LINEAR
#if defined(GRAPHICS_API_OPENGL_33)
if (mipmapCount > 1)
{
// Activate Trilinear filtering if mipmaps are available
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
}
#endif
// At this point we have the texture loaded in GPU and texture parameters configured
// NOTE: If mipmaps were not in data, they are not generated automatically
// Unbind current texture
glBindTexture(GL_TEXTURE_2D, 0);
if (id > 0) TRACELOG(LOG_INFO, "TEXTURE: [ID %i] Texture created successfully (%ix%i - %i mipmaps)", id, width, height, mipmapCount);
else TRACELOG(LOG_WARNING, "TEXTURE: Failed to load texture");
return id;
}
// Load depth texture/renderbuffer (to be attached to fbo)
// WARNING: OpenGL ES 2.0 requires GL_OES_depth_texture/WEBGL_depth_texture extensions
unsigned int rlLoadTextureDepth(int width, int height, bool useRenderBuffer)
{
unsigned int id = 0;
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
// In case depth textures not supported, we force renderbuffer usage
if (!RLGL.ExtSupported.texDepth) useRenderBuffer = true;
// NOTE: We let the implementation to choose the best bit-depth
// Possible formats: GL_DEPTH_COMPONENT16, GL_DEPTH_COMPONENT24, GL_DEPTH_COMPONENT32 and GL_DEPTH_COMPONENT32F
unsigned int glInternalFormat = GL_DEPTH_COMPONENT;
#if defined(GRAPHICS_API_OPENGL_ES2)
if (RLGL.ExtSupported.maxDepthBits == 32) glInternalFormat = GL_DEPTH_COMPONENT32_OES;
else if (RLGL.ExtSupported.maxDepthBits == 24) glInternalFormat = GL_DEPTH_COMPONENT24_OES;
else glInternalFormat = GL_DEPTH_COMPONENT16;
#endif
if (!useRenderBuffer && RLGL.ExtSupported.texDepth)
{
glGenTextures(1, &id);
glBindTexture(GL_TEXTURE_2D, id);
glTexImage2D(GL_TEXTURE_2D, 0, glInternalFormat, width, height, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glBindTexture(GL_TEXTURE_2D, 0);
TRACELOG(LOG_INFO, "TEXTURE: Depth texture loaded successfully");
}
else
{
// Create the renderbuffer that will serve as the depth attachment for the framebuffer
// NOTE: A renderbuffer is simpler than a texture and could offer better performance on embedded devices
glGenRenderbuffers(1, &id);
glBindRenderbuffer(GL_RENDERBUFFER, id);
glRenderbufferStorage(GL_RENDERBUFFER, glInternalFormat, width, height);
glBindRenderbuffer(GL_RENDERBUFFER, 0);
TRACELOG(LOG_INFO, "TEXTURE: [ID %i] Depth renderbuffer loaded successfully (%i bits)", id, (RLGL.ExtSupported.maxDepthBits >= 24)? RLGL.ExtSupported.maxDepthBits : 16);
}
#endif
return id;
}
// Load texture cubemap
// NOTE: Cubemap data is expected to be 6 images in a single data array (one after the other),
// expected the following convention: +X, -X, +Y, -Y, +Z, -Z
unsigned int rlLoadTextureCubemap(void *data, int size, int format)
{
unsigned int id = 0;
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
unsigned int dataSize = rlGetPixelDataSize(size, size, format);
glGenTextures(1, &id);
glBindTexture(GL_TEXTURE_CUBE_MAP, id);
unsigned int glInternalFormat, glFormat, glType;
rlGetGlTextureFormats(format, &glInternalFormat, &glFormat, &glType);
if (glInternalFormat != -1)
{
// Load cubemap faces
for (unsigned int i = 0; i < 6; i++)
{
if (data == NULL)
{
if (format < PIXELFORMAT_COMPRESSED_DXT1_RGB)
{
if (format == PIXELFORMAT_UNCOMPRESSED_R32G32B32)
{
// Instead of using a sized internal texture format (GL_RGB16F, GL_RGB32F), we let the driver to choose the better format for us (GL_RGB)
if (RLGL.ExtSupported.texFloat32) glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_RGB, size, size, 0, GL_RGB, GL_FLOAT, NULL);
else TRACELOG(LOG_WARNING, "TEXTURES: Cubemap requested format not supported");
}
else if ((format == PIXELFORMAT_UNCOMPRESSED_R32) || (format == PIXELFORMAT_UNCOMPRESSED_R32G32B32A32)) TRACELOG(LOG_WARNING, "TEXTURES: Cubemap requested format not supported");
else glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glInternalFormat, size, size, 0, glFormat, glType, NULL);
}
else TRACELOG(LOG_WARNING, "TEXTURES: Empty cubemap creation does not support compressed format");
}
else
{
if (format < PIXELFORMAT_COMPRESSED_DXT1_RGB) glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glInternalFormat, size, size, 0, glFormat, glType, (unsigned char *)data + i*dataSize);
else glCompressedTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glInternalFormat, size, size, 0, dataSize, (unsigned char *)data + i*dataSize);
}
#if defined(GRAPHICS_API_OPENGL_33)
if (format == PIXELFORMAT_UNCOMPRESSED_GRAYSCALE)
{
GLint swizzleMask[] = { GL_RED, GL_RED, GL_RED, GL_ONE };
glTexParameteriv(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
}
else if (format == PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA)
{
#if defined(GRAPHICS_API_OPENGL_21)
GLint swizzleMask[] = { GL_RED, GL_RED, GL_RED, GL_ALPHA };
#elif defined(GRAPHICS_API_OPENGL_33)
GLint swizzleMask[] = { GL_RED, GL_RED, GL_RED, GL_GREEN };
#endif
glTexParameteriv(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
}
#endif
}
}
// Set cubemap texture sampling parameters
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
#if defined(GRAPHICS_API_OPENGL_33)
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE); // Flag not supported on OpenGL ES 2.0
#endif
glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
#endif
if (id > 0) TRACELOG(LOG_INFO, "TEXTURE: [ID %i] Cubemap texture created successfully (%ix%i)", id, size, size);
else TRACELOG(LOG_WARNING, "TEXTURE: Failed to load cubemap texture");
return id;
}
// Update already loaded texture in GPU with new data
// NOTE: We don't know safely if internal texture format is the expected one...
void rlUpdateTexture(unsigned int id, int offsetX, int offsetY, int width, int height, int format, const void *data)
{
glBindTexture(GL_TEXTURE_2D, id);
unsigned int glInternalFormat, glFormat, glType;
rlGetGlTextureFormats(format, &glInternalFormat, &glFormat, &glType);
if ((glInternalFormat != -1) && (format < PIXELFORMAT_COMPRESSED_DXT1_RGB))
{
glTexSubImage2D(GL_TEXTURE_2D, 0, offsetX, offsetY, width, height, glFormat, glType, (unsigned char *)data);
}
else TRACELOG(LOG_WARNING, "TEXTURE: [ID %i] Failed to update for current texture format (%i)", id, format);
}
// Get OpenGL internal formats and data type from raylib PixelFormat
void rlGetGlTextureFormats(int format, unsigned int *glInternalFormat, unsigned int *glFormat, unsigned int *glType)
{
*glInternalFormat = -1;
*glFormat = -1;
*glType = -1;
switch (format)
{
#if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_21) || defined(GRAPHICS_API_OPENGL_ES2)
// NOTE: on OpenGL ES 2.0 (WebGL), internalFormat must match format and options allowed are: GL_LUMINANCE, GL_RGB, GL_RGBA
case PIXELFORMAT_UNCOMPRESSED_GRAYSCALE: *glInternalFormat = GL_LUMINANCE; *glFormat = GL_LUMINANCE; *glType = GL_UNSIGNED_BYTE; break;
case PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA: *glInternalFormat = GL_LUMINANCE_ALPHA; *glFormat = GL_LUMINANCE_ALPHA; *glType = GL_UNSIGNED_BYTE; break;
case PIXELFORMAT_UNCOMPRESSED_R5G6B5: *glInternalFormat = GL_RGB; *glFormat = GL_RGB; *glType = GL_UNSIGNED_SHORT_5_6_5; break;
case PIXELFORMAT_UNCOMPRESSED_R8G8B8: *glInternalFormat = GL_RGB; *glFormat = GL_RGB; *glType = GL_UNSIGNED_BYTE; break;
case PIXELFORMAT_UNCOMPRESSED_R5G5B5A1: *glInternalFormat = GL_RGBA; *glFormat = GL_RGBA; *glType = GL_UNSIGNED_SHORT_5_5_5_1; break;
case PIXELFORMAT_UNCOMPRESSED_R4G4B4A4: *glInternalFormat = GL_RGBA; *glFormat = GL_RGBA; *glType = GL_UNSIGNED_SHORT_4_4_4_4; break;
case PIXELFORMAT_UNCOMPRESSED_R8G8B8A8: *glInternalFormat = GL_RGBA; *glFormat = GL_RGBA; *glType = GL_UNSIGNED_BYTE; break;
#if !defined(GRAPHICS_API_OPENGL_11)
case PIXELFORMAT_UNCOMPRESSED_R32: if (RLGL.ExtSupported.texFloat32) *glInternalFormat = GL_LUMINANCE; *glFormat = GL_LUMINANCE; *glType = GL_FLOAT; break; // NOTE: Requires extension OES_texture_float
case PIXELFORMAT_UNCOMPRESSED_R32G32B32: if (RLGL.ExtSupported.texFloat32) *glInternalFormat = GL_RGB; *glFormat = GL_RGB; *glType = GL_FLOAT; break; // NOTE: Requires extension OES_texture_float
case PIXELFORMAT_UNCOMPRESSED_R32G32B32A32: if (RLGL.ExtSupported.texFloat32) *glInternalFormat = GL_RGBA; *glFormat = GL_RGBA; *glType = GL_FLOAT; break; // NOTE: Requires extension OES_texture_float
#endif
#elif defined(GRAPHICS_API_OPENGL_33)
case PIXELFORMAT_UNCOMPRESSED_GRAYSCALE: *glInternalFormat = GL_R8; *glFormat = GL_RED; *glType = GL_UNSIGNED_BYTE; break;
case PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA: *glInternalFormat = GL_RG8; *glFormat = GL_RG; *glType = GL_UNSIGNED_BYTE; break;
case PIXELFORMAT_UNCOMPRESSED_R5G6B5: *glInternalFormat = GL_RGB565; *glFormat = GL_RGB; *glType = GL_UNSIGNED_SHORT_5_6_5; break;
case PIXELFORMAT_UNCOMPRESSED_R8G8B8: *glInternalFormat = GL_RGB8; *glFormat = GL_RGB; *glType = GL_UNSIGNED_BYTE; break;
case PIXELFORMAT_UNCOMPRESSED_R5G5B5A1: *glInternalFormat = GL_RGB5_A1; *glFormat = GL_RGBA; *glType = GL_UNSIGNED_SHORT_5_5_5_1; break;
case PIXELFORMAT_UNCOMPRESSED_R4G4B4A4: *glInternalFormat = GL_RGBA4; *glFormat = GL_RGBA; *glType = GL_UNSIGNED_SHORT_4_4_4_4; break;
case PIXELFORMAT_UNCOMPRESSED_R8G8B8A8: *glInternalFormat = GL_RGBA8; *glFormat = GL_RGBA; *glType = GL_UNSIGNED_BYTE; break;
case PIXELFORMAT_UNCOMPRESSED_R32: if (RLGL.ExtSupported.texFloat32) *glInternalFormat = GL_R32F; *glFormat = GL_RED; *glType = GL_FLOAT; break;
case PIXELFORMAT_UNCOMPRESSED_R32G32B32: if (RLGL.ExtSupported.texFloat32) *glInternalFormat = GL_RGB32F; *glFormat = GL_RGB; *glType = GL_FLOAT; break;
case PIXELFORMAT_UNCOMPRESSED_R32G32B32A32: if (RLGL.ExtSupported.texFloat32) *glInternalFormat = GL_RGBA32F; *glFormat = GL_RGBA; *glType = GL_FLOAT; break;
#endif
#if !defined(GRAPHICS_API_OPENGL_11)
case PIXELFORMAT_COMPRESSED_DXT1_RGB: if (RLGL.ExtSupported.texCompDXT) *glInternalFormat = GL_COMPRESSED_RGB_S3TC_DXT1_EXT; break;
case PIXELFORMAT_COMPRESSED_DXT1_RGBA: if (RLGL.ExtSupported.texCompDXT) *glInternalFormat = GL_COMPRESSED_RGBA_S3TC_DXT1_EXT; break;
case PIXELFORMAT_COMPRESSED_DXT3_RGBA: if (RLGL.ExtSupported.texCompDXT) *glInternalFormat = GL_COMPRESSED_RGBA_S3TC_DXT3_EXT; break;
case PIXELFORMAT_COMPRESSED_DXT5_RGBA: if (RLGL.ExtSupported.texCompDXT) *glInternalFormat = GL_COMPRESSED_RGBA_S3TC_DXT5_EXT; break;
case PIXELFORMAT_COMPRESSED_ETC1_RGB: if (RLGL.ExtSupported.texCompETC1) *glInternalFormat = GL_ETC1_RGB8_OES; break; // NOTE: Requires OpenGL ES 2.0 or OpenGL 4.3
case PIXELFORMAT_COMPRESSED_ETC2_RGB: if (RLGL.ExtSupported.texCompETC2) *glInternalFormat = GL_COMPRESSED_RGB8_ETC2; break; // NOTE: Requires OpenGL ES 3.0 or OpenGL 4.3
case PIXELFORMAT_COMPRESSED_ETC2_EAC_RGBA: if (RLGL.ExtSupported.texCompETC2) *glInternalFormat = GL_COMPRESSED_RGBA8_ETC2_EAC; break; // NOTE: Requires OpenGL ES 3.0 or OpenGL 4.3
case PIXELFORMAT_COMPRESSED_PVRT_RGB: if (RLGL.ExtSupported.texCompPVRT) *glInternalFormat = GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG; break; // NOTE: Requires PowerVR GPU
case PIXELFORMAT_COMPRESSED_PVRT_RGBA: if (RLGL.ExtSupported.texCompPVRT) *glInternalFormat = GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG; break; // NOTE: Requires PowerVR GPU
case PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA: if (RLGL.ExtSupported.texCompASTC) *glInternalFormat = GL_COMPRESSED_RGBA_ASTC_4x4_KHR; break; // NOTE: Requires OpenGL ES 3.1 or OpenGL 4.3
case PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA: if (RLGL.ExtSupported.texCompASTC) *glInternalFormat = GL_COMPRESSED_RGBA_ASTC_8x8_KHR; break; // NOTE: Requires OpenGL ES 3.1 or OpenGL 4.3
#endif
default: TRACELOG(LOG_WARNING, "TEXTURE: Current format not supported (%i)", format); break;
}
}
// Unload texture from GPU memory
void rlUnloadTexture(unsigned int id)
{
glDeleteTextures(1, &id);
}
// Generate mipmap data for selected texture
void rlGenerateMipmaps(Texture2D *texture)
{
glBindTexture(GL_TEXTURE_2D, texture->id);
// Check if texture is power-of-two (POT)
bool texIsPOT = false;
if (((texture->width > 0) && ((texture->width & (texture->width - 1)) == 0)) &&
((texture->height > 0) && ((texture->height & (texture->height - 1)) == 0))) texIsPOT = true;
#if defined(GRAPHICS_API_OPENGL_11)
if (texIsPOT)
{
// WARNING: Manual mipmap generation only works for RGBA 32bit textures!
if (texture->format == PIXELFORMAT_UNCOMPRESSED_R8G8B8A8)
{
// Retrieve texture data from VRAM
void *texData = rlReadTexturePixels(*texture);
// NOTE: Texture data size is reallocated to fit mipmaps data
// NOTE: CPU mipmap generation only supports RGBA 32bit data
int mipmapCount = rlGenerateMipmapsData(texData, texture->width, texture->height);
int size = texture->width*texture->height*4;
int offset = size;
int mipWidth = texture->width/2;
int mipHeight = texture->height/2;
// Load the mipmaps
for (int level = 1; level < mipmapCount; level++)
{
glTexImage2D(GL_TEXTURE_2D, level, GL_RGBA8, mipWidth, mipHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, (unsigned char *)texData + offset);
size = mipWidth*mipHeight*4;
offset += size;
mipWidth /= 2;
mipHeight /= 2;
}
texture->mipmaps = mipmapCount + 1;
RL_FREE(texData); // Once mipmaps have been generated and data has been uploaded to GPU VRAM, we can discard RAM data
TRACELOG(LOG_WARNING, "TEXTURE: [ID %i] Mipmaps generated manually on CPU side, total: %i", texture->id, texture->mipmaps);
}
else TRACELOG(LOG_WARNING, "TEXTURE: [ID %i] Failed to generate mipmaps for provided texture format", texture->id);
}
#endif
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
if ((texIsPOT) || (RLGL.ExtSupported.texNPOT))
{
//glHint(GL_GENERATE_MIPMAP_HINT, GL_DONT_CARE); // Hint for mipmaps generation algorythm: GL_FASTEST, GL_NICEST, GL_DONT_CARE
glGenerateMipmap(GL_TEXTURE_2D); // Generate mipmaps automatically
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); // Activate Trilinear filtering for mipmaps
#define MIN(a,b) (((a)<(b))?(a):(b))
#define MAX(a,b) (((a)>(b))?(a):(b))
texture->mipmaps = 1 + (int)floor(log(MAX(texture->width, texture->height))/log(2));
TRACELOG(LOG_INFO, "TEXTURE: [ID %i] Mipmaps generated automatically, total: %i", texture->id, texture->mipmaps);
}
#endif
else TRACELOG(LOG_WARNING, "TEXTURE: [ID %i] Failed to generate mipmaps", texture->id);
glBindTexture(GL_TEXTURE_2D, 0);
}
// Read texture pixel data
void *rlReadTexturePixels(Texture2D texture)
{
void *pixels = NULL;
#if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33)
glBindTexture(GL_TEXTURE_2D, texture.id);
// NOTE: Using texture.id, we can retrieve some texture info (but not on OpenGL ES 2.0)
// Possible texture info: GL_TEXTURE_RED_SIZE, GL_TEXTURE_GREEN_SIZE, GL_TEXTURE_BLUE_SIZE, GL_TEXTURE_ALPHA_SIZE
//int width, height, format;
//glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_WIDTH, &width);
//glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_HEIGHT, &height);
//glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_INTERNAL_FORMAT, &format);
// NOTE: Each row written to or read from by OpenGL pixel operations like glGetTexImage are aligned to a 4 byte boundary by default, which may add some padding.
// Use glPixelStorei to modify padding with the GL_[UN]PACK_ALIGNMENT setting.
// GL_PACK_ALIGNMENT affects operations that read from OpenGL memory (glReadPixels, glGetTexImage, etc.)
// GL_UNPACK_ALIGNMENT affects operations that write to OpenGL memory (glTexImage, etc.)
glPixelStorei(GL_PACK_ALIGNMENT, 1);
unsigned int glInternalFormat, glFormat, glType;
rlGetGlTextureFormats(texture.format, &glInternalFormat, &glFormat, &glType);
unsigned int size = rlGetPixelDataSize(texture.width, texture.height, texture.format);
if ((glInternalFormat != -1) && (texture.format < PIXELFORMAT_COMPRESSED_DXT1_RGB))
{
pixels = RL_MALLOC(size);
glGetTexImage(GL_TEXTURE_2D, 0, glFormat, glType, pixels);
}
else TRACELOG(LOG_WARNING, "TEXTURE: [ID %i] Data retrieval not suported for pixel format (%i)", texture.id, texture.format);
glBindTexture(GL_TEXTURE_2D, 0);
#endif
#if defined(GRAPHICS_API_OPENGL_ES2)
// glGetTexImage() is not available on OpenGL ES 2.0
// Texture2D width and height are required on OpenGL ES 2.0. There is no way to get it from texture id.
// Two possible Options:
// 1 - Bind texture to color fbo attachment and glReadPixels()
// 2 - Create an fbo, activate it, render quad with texture, glReadPixels()
// We are using Option 1, just need to care for texture format on retrieval
// NOTE: This behaviour could be conditioned by graphic driver...
unsigned int fboId = rlLoadFramebuffer(texture.width, texture.height);
// TODO: Create depth texture/renderbuffer for fbo?
glBindFramebuffer(GL_FRAMEBUFFER, fboId);
glBindTexture(GL_TEXTURE_2D, 0);
// Attach our texture to FBO
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture.id, 0);
// We read data as RGBA because FBO texture is configured as RGBA, despite binding another texture format
pixels = (unsigned char *)RL_MALLOC(rlGetPixelDataSize(texture.width, texture.height, PIXELFORMAT_UNCOMPRESSED_R8G8B8A8));
glReadPixels(0, 0, texture.width, texture.height, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
// Clean up temporal fbo
rlUnloadFramebuffer(fboId);
#endif
return pixels;
}
// Read screen pixel data (color buffer)
unsigned char *rlReadScreenPixels(int width, int height)
{
unsigned char *screenData = (unsigned char *)RL_CALLOC(width*height*4, sizeof(unsigned char));
// NOTE 1: glReadPixels returns image flipped vertically -> (0,0) is the bottom left corner of the framebuffer
// NOTE 2: We are getting alpha channel! Be careful, it can be transparent if not cleared properly!
glReadPixels(0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, screenData);
// Flip image vertically!
unsigned char *imgData = (unsigned char *)RL_MALLOC(width*height*4*sizeof(unsigned char));
for (int y = height - 1; y >= 0; y--)
{
for (int x = 0; x < (width*4); x++)
{
imgData[((height - 1) - y)*width*4 + x] = screenData[(y*width*4) + x]; // Flip line
// Set alpha component value to 255 (no trasparent image retrieval)
// NOTE: Alpha value has already been applied to RGB in framebuffer, we don't need it!
if (((x + 1)%4) == 0) imgData[((height - 1) - y)*width*4 + x] = 255;
}
}
RL_FREE(screenData);
return imgData; // NOTE: image data should be freed
}
// Framebuffer management (fbo)
//-----------------------------------------------------------------------------------------
// Load a framebuffer to be used for rendering
// NOTE: No textures attached
unsigned int rlLoadFramebuffer(int width, int height)
{
unsigned int fboId = 0;
#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)) && defined(SUPPORT_RENDER_TEXTURES_HINT)
glGenFramebuffers(1, &fboId); // Create the framebuffer object
glBindFramebuffer(GL_FRAMEBUFFER, 0); // Unbind any framebuffer
#endif
return fboId;
}
// Attach color buffer texture to an fbo (unloads previous attachment)
// NOTE: Attach type: 0-Color, 1-Depth renderbuffer, 2-Depth texture
void rlFramebufferAttach(unsigned int fboId, unsigned int texId, int attachType, int texType)
{
#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)) && defined(SUPPORT_RENDER_TEXTURES_HINT)
glBindFramebuffer(GL_FRAMEBUFFER, fboId);
switch (attachType)
{
case RL_ATTACHMENT_COLOR_CHANNEL0:
case RL_ATTACHMENT_COLOR_CHANNEL1:
case RL_ATTACHMENT_COLOR_CHANNEL2:
case RL_ATTACHMENT_COLOR_CHANNEL3:
case RL_ATTACHMENT_COLOR_CHANNEL4:
case RL_ATTACHMENT_COLOR_CHANNEL5:
case RL_ATTACHMENT_COLOR_CHANNEL6:
case RL_ATTACHMENT_COLOR_CHANNEL7:
{
if (texType == RL_ATTACHMENT_TEXTURE2D) glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + attachType, GL_TEXTURE_2D, texId, 0);
else if (texType == RL_ATTACHMENT_RENDERBUFFER) glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + attachType, GL_RENDERBUFFER, texId);
else if (texType >= RL_ATTACHMENT_CUBEMAP_POSITIVE_X) glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + attachType, GL_TEXTURE_CUBE_MAP_POSITIVE_X + texType, texId, 0);
} break;
case RL_ATTACHMENT_DEPTH:
{
if (texType == RL_ATTACHMENT_TEXTURE2D) glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, texId, 0);
else if (texType == RL_ATTACHMENT_RENDERBUFFER) glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, texId);
} break;
case RL_ATTACHMENT_STENCIL:
{
if (texType == RL_ATTACHMENT_TEXTURE2D) glFramebufferTexture2D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, texId, 0);
else if (texType == RL_ATTACHMENT_RENDERBUFFER) glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, texId);
} break;
default: break;
}
glBindFramebuffer(GL_FRAMEBUFFER, 0);
#endif
}
// Verify render texture is complete
bool rlFramebufferComplete(unsigned int id)
{
bool result = false;
#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)) && defined(SUPPORT_RENDER_TEXTURES_HINT)
glBindFramebuffer(GL_FRAMEBUFFER, id);
GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
if (status != GL_FRAMEBUFFER_COMPLETE)
{
switch (status)
{
case GL_FRAMEBUFFER_UNSUPPORTED: TRACELOG(LOG_WARNING, "FBO: [ID %i] Framebuffer is unsupported", id); break;
case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT: TRACELOG(LOG_WARNING, "FBO: [ID %i] Framebuffer has incomplete attachment", id); break;
#if defined(GRAPHICS_API_OPENGL_ES2)
case GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS: TRACELOG(LOG_WARNING, "FBO: [ID %i] Framebuffer has incomplete dimensions", id); break;
#endif
case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT: TRACELOG(LOG_WARNING, "FBO: [ID %i] Framebuffer has a missing attachment", id); break;
default: break;
}
}
glBindFramebuffer(GL_FRAMEBUFFER, 0);
result = (status == GL_FRAMEBUFFER_COMPLETE);
#endif
return result;
}
// Unload framebuffer from GPU memory
// NOTE: All attached textures/cubemaps/renderbuffers are also deleted
void rlUnloadFramebuffer(unsigned int id)
{
#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)) && defined(SUPPORT_RENDER_TEXTURES_HINT)
// Query depth attachment to automatically delete texture/renderbuffer
int depthType = 0, depthId = 0;
glBindFramebuffer(GL_FRAMEBUFFER, id); // Bind framebuffer to query depth texture type
glGetFramebufferAttachmentParameteriv(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE, &depthType);
glGetFramebufferAttachmentParameteriv(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME, &depthId);
unsigned int depthIdU = (unsigned int)depthId;
if (depthType == GL_RENDERBUFFER) glDeleteRenderbuffers(1, &depthIdU);
else if (depthType == GL_RENDERBUFFER) glDeleteTextures(1, &depthIdU);
// NOTE: If a texture object is deleted while its image is attached to the *currently bound* framebuffer,
// the texture image is automatically detached from the currently bound framebuffer.
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glDeleteFramebuffers(1, &id);
TRACELOG(LOG_INFO, "FBO: [ID %i] Unloaded framebuffer from VRAM (GPU)", id);
#endif
}
// Vertex data management
//-----------------------------------------------------------------------------------------
// Load a new attributes buffer
unsigned int rlLoadVertexBuffer(void *buffer, int size, bool dynamic)
{
unsigned int id = 0;
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
glGenBuffers(1, &id);
glBindBuffer(GL_ARRAY_BUFFER, id);
glBufferData(GL_ARRAY_BUFFER, size, buffer, dynamic? GL_DYNAMIC_DRAW : GL_STATIC_DRAW);
#endif
return id;
}
// Load a new attributes element buffer
unsigned int rlLoadVertexBufferElement(void *buffer, int size, bool dynamic)
{
unsigned int id = 0;
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
glGenBuffers(1, &id);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, id);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, size, buffer, dynamic? GL_DYNAMIC_DRAW : GL_STATIC_DRAW);
#endif
return id;
}
void rlEnableVertexBuffer(unsigned int id)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
glBindBuffer(GL_ARRAY_BUFFER, id);
#endif
}
void rlDisableVertexBuffer(void)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
glBindBuffer(GL_ARRAY_BUFFER, 0);
#endif
}
void rlEnableVertexBufferElement(unsigned int id)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, id);
#endif
}
void rlDisableVertexBufferElement(void)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
#endif
}
// Update GPU buffer with new data
// NOTE: dataSize and offset must be provided in bytes
void rlUpdateVertexBuffer(int bufferId, void *data, int dataSize, int offset)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
glBindBuffer(GL_ARRAY_BUFFER, bufferId);
glBufferSubData(GL_ARRAY_BUFFER, offset, dataSize, data);
#endif
}
bool rlEnableVertexArray(unsigned int vaoId)
{
bool result = false;
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
if (RLGL.ExtSupported.vao)
{
glBindVertexArray(vaoId);
result = true;
}
#endif
return result;
}
void rlDisableVertexArray(void)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
if (RLGL.ExtSupported.vao) glBindVertexArray(0);
#endif
}
void rlEnableVertexAttribute(unsigned int index)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
glEnableVertexAttribArray(index);
#endif
}
void rlDisableVertexAttribute(unsigned int index)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
glDisableVertexAttribArray(index);
#endif
}
void rlDrawVertexArray(int offset, int count)
{
glDrawArrays(GL_TRIANGLES, offset, count);
}
void rlDrawVertexArrayElements(int offset, int count, void *buffer)
{
glDrawElements(GL_TRIANGLES, count, GL_UNSIGNED_SHORT, (unsigned short*)buffer + offset);
}
void rlDrawVertexArrayInstanced(int offset, int count, int instances)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
glDrawArraysInstanced(GL_TRIANGLES, 0, count, instances);
#endif
}
void rlDrawVertexArrayElementsInstanced(int offset, int count, void *buffer, int instances)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
glDrawElementsInstanced(GL_TRIANGLES, count, GL_UNSIGNED_SHORT, (unsigned short*)buffer + offset, instances);
#endif
}
#if defined(GRAPHICS_API_OPENGL_11)
void rlEnableStatePointer(int vertexAttribType, void *buffer)
{
if (buffer != NULL) glEnableClientState(vertexAttribType);
switch (vertexAttribType)
{
case GL_VERTEX_ARRAY: glVertexPointer(3, GL_FLOAT, 0, buffer); break;
case GL_TEXTURE_COORD_ARRAY: glTexCoordPointer(2, GL_FLOAT, 0, buffer); break;
case GL_NORMAL_ARRAY: if (buffer != NULL) glNormalPointer(GL_FLOAT, 0, buffer); break;
case GL_COLOR_ARRAY: if (buffer != NULL) glColorPointer(4, GL_UNSIGNED_BYTE, 0, buffer); break;
//case GL_INDEX_ARRAY: if (buffer != NULL) glIndexPointer(GL_SHORT, 0, buffer); break; // Indexed colors
default: break;
}
}
void rlDisableStatePointer(int vertexAttribType)
{
glDisableClientState(vertexAttribType);
}
#endif
unsigned int rlLoadVertexArray(void)
{
unsigned int vaoId = 0;
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
glGenVertexArrays(1, &vaoId);
#endif
return vaoId;
}
void rlSetVertexAttribute(unsigned int index, int compSize, int type, bool normalized, int stride, void *pointer)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
glVertexAttribPointer(index, compSize, type, normalized, stride, pointer);
#endif
}
void rlSetVertexAttributeDivisor(unsigned int index, int divisor)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
glVertexAttribDivisor(index, divisor);
#endif
}
void rlUnloadVertexArray(unsigned int vaoId)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
if (RLGL.ExtSupported.vao)
{
glBindVertexArray(0);
glDeleteVertexArrays(1, &vaoId);
TRACELOG(LOG_INFO, "VAO: [ID %i] Unloaded vertex array data from VRAM (GPU)", vaoId);
}
#endif
}
void rlUnloadVertexBuffer(unsigned int vboId)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
glDeleteBuffers(1, &vboId);
//TRACELOG(LOG_INFO, "VBO: Unloaded vertex data from VRAM (GPU)");
#endif
}
// Shaders management
//-----------------------------------------------------------------------------------------------
// Load shader from code strings
// NOTE: If shader string is NULL, using default vertex/fragment shaders
unsigned int rlLoadShaderCode(const char *vsCode, const char *fsCode)
{
unsigned int id = 0;
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
unsigned int vertexShaderId = RLGL.State.defaultVShaderId;
unsigned int fragmentShaderId = RLGL.State.defaultFShaderId;
if (vsCode != NULL) vertexShaderId = rlCompileShader(vsCode, GL_VERTEX_SHADER);
if (fsCode != NULL) fragmentShaderId = rlCompileShader(fsCode, GL_FRAGMENT_SHADER);
if ((vertexShaderId == RLGL.State.defaultVShaderId) && (fragmentShaderId == RLGL.State.defaultFShaderId)) id = RLGL.State.defaultShader.id;
else
{
id = rlLoadShaderProgram(vertexShaderId, fragmentShaderId);
if (vertexShaderId != RLGL.State.defaultVShaderId)
{
// Detach shader before deletion to make sure memory is freed
glDetachShader(id, vertexShaderId);
glDeleteShader(vertexShaderId);
}
if (fragmentShaderId != RLGL.State.defaultFShaderId)
{
// Detach shader before deletion to make sure memory is freed
glDetachShader(id, fragmentShaderId);
glDeleteShader(fragmentShaderId);
}
if (id == 0)
{
TRACELOG(LOG_WARNING, "SHADER: Failed to load custom shader code");
id = RLGL.State.defaultShader.id;
}
}
// Get available shader uniforms
// NOTE: This information is useful for debug...
int uniformCount = -1;
glGetProgramiv(id, GL_ACTIVE_UNIFORMS, &uniformCount);
for (int i = 0; i < uniformCount; i++)
{
int namelen = -1;
int num = -1;
char name[256]; // Assume no variable names longer than 256
GLenum type = GL_ZERO;
// Get the name of the uniforms
glGetActiveUniform(id, i, sizeof(name) - 1, &namelen, &num, &type, name);
name[namelen] = 0;
TRACELOGD("SHADER: [ID %i] Active uniform (%s) set at location: %i", id, name, glGetUniformLocation(id, name));
}
#endif
return id;
}
// Compile custom shader and return shader id
unsigned int rlCompileShader(const char *shaderCode, int type)
{
unsigned int shader = 0;
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
shader = glCreateShader(type);
glShaderSource(shader, 1, &shaderCode, NULL);
GLint success = 0;
glCompileShader(shader);
glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
if (success == GL_FALSE)
{
TRACELOG(LOG_WARNING, "SHADER: [ID %i] Failed to compile shader code", shader);
int maxLength = 0;
glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &maxLength);
if (maxLength > 0)
{
int length = 0;
char *log = RL_CALLOC(maxLength, sizeof(char));
glGetShaderInfoLog(shader, maxLength, &length, log);
TRACELOG(LOG_WARNING, "SHADER: [ID %i] Compile error: %s", shader, log);
RL_FREE(log);
}
}
else TRACELOG(LOG_INFO, "SHADER: [ID %i] Compiled successfully", shader);
#endif
return shader;
}
// Load custom shader strings and return program id
unsigned int rlLoadShaderProgram(unsigned int vShaderId, unsigned int fShaderId)
{
unsigned int program = 0;
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
GLint success = 0;
program = glCreateProgram();
glAttachShader(program, vShaderId);
glAttachShader(program, fShaderId);
// NOTE: Default attribute shader locations must be binded before linking
glBindAttribLocation(program, 0, DEFAULT_SHADER_ATTRIB_NAME_POSITION);
glBindAttribLocation(program, 1, DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD);
glBindAttribLocation(program, 2, DEFAULT_SHADER_ATTRIB_NAME_NORMAL);
glBindAttribLocation(program, 3, DEFAULT_SHADER_ATTRIB_NAME_COLOR);
glBindAttribLocation(program, 4, DEFAULT_SHADER_ATTRIB_NAME_TANGENT);
glBindAttribLocation(program, 5, DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2);
// NOTE: If some attrib name is no found on the shader, it locations becomes -1
glLinkProgram(program);
// NOTE: All uniform variables are intitialised to 0 when a program links
glGetProgramiv(program, GL_LINK_STATUS, &success);
if (success == GL_FALSE)
{
TRACELOG(LOG_WARNING, "SHADER: [ID %i] Failed to link shader program", program);
int maxLength = 0;
glGetProgramiv(program, GL_INFO_LOG_LENGTH, &maxLength);
if (maxLength > 0)
{
int length = 0;
char *log = RL_CALLOC(maxLength, sizeof(char));
glGetProgramInfoLog(program, maxLength, &length, log);
TRACELOG(LOG_WARNING, "SHADER: [ID %i] Link error: %s", program, log);
RL_FREE(log);
}
glDeleteProgram(program);
program = 0;
}
else TRACELOG(LOG_INFO, "SHADER: [ID %i] Program loaded successfully", program);
#endif
return program;
}
// Unload shader program
void rlUnloadShaderProgram(unsigned int id)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
glDeleteProgram(id);
TRACELOG(LOG_INFO, "SHADER: [ID %i] Unloaded shader program data from VRAM (GPU)", id);
#endif
}
// Get shader location uniform
int rlGetLocationUniform(unsigned int shaderId, const char *uniformName)
{
int location = -1;
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
location = glGetUniformLocation(shaderId, uniformName);
if (location == -1) TRACELOG(LOG_WARNING, "SHADER: [ID %i] Failed to find shader uniform: %s", shaderId, uniformName);
else TRACELOG(LOG_INFO, "SHADER: [ID %i] Shader uniform (%s) set at location: %i", shaderId, uniformName, location);
#endif
return location;
}
// Get shader location attribute
int rlGetLocationAttrib(unsigned int shaderId, const char *attribName)
{
int location = -1;
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
location = glGetAttribLocation(shaderId, attribName);
if (location == -1) TRACELOG(LOG_WARNING, "SHADER: [ID %i] Failed to find shader attribute: %s", shaderId, attribName);
else TRACELOG(LOG_INFO, "SHADER: [ID %i] Shader attribute (%s) set at location: %i", shaderId, attribName, location);
#endif
return location;
}
// Set shader value uniform
void rlSetUniform(int locIndex, const void *value, int uniformType, int count)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
switch (uniformType)
{
case SHADER_UNIFORM_FLOAT: glUniform1fv(locIndex, count, (float *)value); break;
case SHADER_UNIFORM_VEC2: glUniform2fv(locIndex, count, (float *)value); break;
case SHADER_UNIFORM_VEC3: glUniform3fv(locIndex, count, (float *)value); break;
case SHADER_UNIFORM_VEC4: glUniform4fv(locIndex, count, (float *)value); break;
case SHADER_UNIFORM_INT: glUniform1iv(locIndex, count, (int *)value); break;
case SHADER_UNIFORM_IVEC2: glUniform2iv(locIndex, count, (int *)value); break;
case SHADER_UNIFORM_IVEC3: glUniform3iv(locIndex, count, (int *)value); break;
case SHADER_UNIFORM_IVEC4: glUniform4iv(locIndex, count, (int *)value); break;
case SHADER_UNIFORM_SAMPLER2D: glUniform1iv(locIndex, count, (int *)value); break;
default: TRACELOG(LOG_WARNING, "SHADER: Failed to set uniform value, data type not recognized");
}
#endif
}
// Set shader value attribute
void rlSetVertexAttributeDefault(int locIndex, const void *value, int attribType, int count)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
switch (attribType)
{
case SHADER_ATTRIB_FLOAT: if (count == 1) glVertexAttrib1fv(locIndex, (float *)value); break;
case SHADER_ATTRIB_VEC2: if (count == 2) glVertexAttrib2fv(locIndex, (float *)value); break;
case SHADER_ATTRIB_VEC3: if (count == 3) glVertexAttrib3fv(locIndex, (float *)value); break;
case SHADER_ATTRIB_VEC4: if (count == 4) glVertexAttrib4fv(locIndex, (float *)value); break;
default: TRACELOG(LOG_WARNING, "SHADER: Failed to set attrib default value, data type not recognized");
}
#endif
}
// Set shader value uniform matrix
void rlSetUniformMatrix(int locIndex, Matrix mat)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
glUniformMatrix4fv(locIndex, 1, false, MatrixToFloat(mat));
#endif
}
// Set shader value uniform sampler
void rlSetUniformSampler(int locIndex, unsigned int textureId)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
// Check if texture is already active
for (int i = 0; i < MAX_BATCH_ACTIVE_TEXTURES; i++) if (RLGL.State.activeTextureId[i] == textureId) return;
// Register a new active texture for the internal batch system
// NOTE: Default texture is always activated as GL_TEXTURE0
for (int i = 0; i < MAX_BATCH_ACTIVE_TEXTURES; i++)
{
if (RLGL.State.activeTextureId[i] == 0)
{
glUniform1i(locIndex, 1 + i); // Activate new texture unit
RLGL.State.activeTextureId[i] = textureId; // Save texture id for binding on drawing
break;
}
}
#endif
}
// Set shader currently active
void rlSetShader(Shader shader)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
if (RLGL.State.currentShader.id != shader.id)
{
rlDrawRenderBatch(RLGL.currentBatch);
RLGL.State.currentShader = shader;
}
#endif
}
// Matrix state management
//-----------------------------------------------------------------------------------------
// Return internal modelview matrix
Matrix rlGetMatrixModelview(void)
{
Matrix matrix = MatrixIdentity();
#if defined(GRAPHICS_API_OPENGL_11)
float mat[16];
glGetFloatv(GL_MODELVIEW_MATRIX, mat);
matrix.m0 = mat[0]; matrix.m1 = mat[1]; matrix.m2 = mat[2]; matrix.m3 = mat[3];
matrix.m4 = mat[4]; matrix.m5 = mat[5]; matrix.m6 = mat[6]; matrix.m7 = mat[7];
matrix.m8 = mat[8]; matrix.m9 = mat[9]; matrix.m10 = mat[10]; matrix.m11 = mat[11];
matrix.m12 = mat[12]; matrix.m13 = mat[13]; matrix.m14 = mat[14]; matrix.m15 = mat[15];
#else
matrix = RLGL.State.modelview;
#endif
return matrix;
}
// Return internal projection matrix
Matrix rlGetMatrixProjection(void)
{
#if defined(GRAPHICS_API_OPENGL_11)
float mat[16];
glGetFloatv(GL_PROJECTION_MATRIX,mat);
Matrix m;
m.m0 = mat[0]; m.m1 = mat[1]; m.m2 = mat[2]; m.m3 = mat[3];
m.m4 = mat[4]; m.m5 = mat[5]; m.m6 = mat[6]; m.m7 = mat[7];
m.m8 = mat[8]; m.m9 = mat[9]; m.m10 = mat[10]; m.m11 = mat[11];
m.m12 = mat[12]; m.m13 = mat[13]; m.m14 = mat[14]; m.m15 = mat[15];
return m;
#else
return RLGL.State.projection;
#endif
}
// Get internal accumulated transform matrix
Matrix rlGetMatrixTransform(void)
{
Matrix mat = MatrixIdentity();
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
// TODO: Consider possible transform matrices in the RLGL.State.stack
// Is this the right order? or should we start with the first stored matrix instead of the last one?
//Matrix matStackTransform = MatrixIdentity();
//for (int i = RLGL.State.stackCounter; i > 0; i--) matStackTransform = MatrixMultiply(RLGL.State.stack[i], matStackTransform);
mat = RLGL.State.transform;
#endif
return mat;
}
// Get internal projection matrix for stereo render (selected eye)
RLAPI Matrix rlGetMatrixProjectionStereo(int eye)
{
Matrix mat = MatrixIdentity();
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
mat = RLGL.State.projectionStereo[eye];
#endif
return mat;
}
// Get internal view offset matrix for stereo render (selected eye)
RLAPI Matrix rlGetMatrixViewOffsetStereo(int eye)
{
Matrix mat = MatrixIdentity();
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
mat = RLGL.State.viewOffsetStereo[eye];
#endif
return mat;
}
// Set a custom modelview matrix (replaces internal modelview matrix)
void rlSetMatrixModelview(Matrix view)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
RLGL.State.modelview = view;
#endif
}
// Set a custom projection matrix (replaces internal projection matrix)
void rlSetMatrixProjection(Matrix projection)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
RLGL.State.projection = projection;
#endif
}
// Set eyes projection matrices for stereo rendering
void rlSetMatrixProjectionStereo(Matrix right, Matrix left)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
RLGL.State.projectionStereo[0] = right;
RLGL.State.projectionStereo[1] = left;
#endif
}
// Set eyes view offsets matrices for stereo rendering
void rlSetMatrixViewOffsetStereo(Matrix right, Matrix left)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
RLGL.State.viewOffsetStereo[0] = right;
RLGL.State.viewOffsetStereo[1] = left;
#endif
}
// Texture maps generation (PBR)
//-------------------------------------------------------------------------------------------
// Generate cubemap texture from HDR texture
TextureCubemap rlGenTextureCubemap(Shader shader, Texture2D panorama, int size, int format)
{
TextureCubemap cubemap = { 0 };
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
rlDisableBackfaceCulling(); // Disable backface culling to render inside the cube
// STEP 1: Setup framebuffer
//------------------------------------------------------------------------------------------
unsigned int rbo = rlLoadTextureDepth(size, size, true);
cubemap.id = rlLoadTextureCubemap(NULL, size, format);
unsigned int fbo = rlLoadFramebuffer(size, size);
rlFramebufferAttach(fbo, rbo, RL_ATTACHMENT_DEPTH, RL_ATTACHMENT_RENDERBUFFER);
rlFramebufferAttach(fbo, cubemap.id, RL_ATTACHMENT_COLOR_CHANNEL0, RL_ATTACHMENT_CUBEMAP_POSITIVE_X);
// Check if framebuffer is complete with attachments (valid)
if (rlFramebufferComplete(fbo)) TRACELOG(LOG_INFO, "FBO: [ID %i] Framebuffer object created successfully", fbo);
//------------------------------------------------------------------------------------------
// STEP 2: Draw to framebuffer
//------------------------------------------------------------------------------------------
// NOTE: Shader is used to convert HDR equirectangular environment map to cubemap equivalent (6 faces)
rlEnableShader(shader.id);
// Define projection matrix and send it to shader
Matrix matFboProjection = MatrixPerspective(90.0*DEG2RAD, 1.0, RL_CULL_DISTANCE_NEAR, RL_CULL_DISTANCE_FAR);
rlSetUniformMatrix(shader.locs[SHADER_LOC_MATRIX_PROJECTION], matFboProjection);
// Define view matrix for every side of the cubemap
Matrix fboViews[6] = {
MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 1.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ -1.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 1.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, 1.0f }),
MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, -1.0f }),
MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, 1.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, -1.0f }, (Vector3){ 0.0f, -1.0f, 0.0f })
};
#if !defined(GENTEXTURECUBEMAP_USE_BATCH_SYSTEM)
rlActiveTextureSlot(0);
rlEnableTexture(panorama.id);
#endif
rlViewport(0, 0, size, size); // Set viewport to current fbo dimensions
for (int i = 0; i < 6; i++)
{
rlSetUniformMatrix(shader.locs[SHADER_LOC_MATRIX_VIEW], fboViews[i]);
rlFramebufferAttach(fbo, cubemap.id, RL_ATTACHMENT_COLOR_CHANNEL0, RL_ATTACHMENT_CUBEMAP_POSITIVE_X + i);
rlEnableFramebuffer(fbo);
#if defined(GENTEXTURECUBEMAP_USE_BATCH_SYSTEM)
rlSetTexture(panorama.id); // WARNING: It must be called after enabling current framebuffer if using internal batch system!
#endif
rlClearScreenBuffers();
rlGenDrawCube();
#if defined(GENTEXTURECUBEMAP_USE_BATCH_SYSTEM)
// Using internal batch system instead of raw OpenGL cube creating+drawing
// NOTE: DrawCubeV() is actually provided by models.c! -> rlGenTextureCubemap() should be moved to user code!
DrawCubeV(Vector3Zero(), Vector3One(), WHITE);
rlDrawRenderBatch(RLGL.currentBatch);
#endif
}
//------------------------------------------------------------------------------------------
// STEP 3: Unload framebuffer and reset state
//------------------------------------------------------------------------------------------
rlDisableShader(); // Unbind shader
rlDisableTexture(); // Unbind texture
rlDisableFramebuffer(); // Unbind framebuffer
rlUnloadFramebuffer(fbo); // Unload framebuffer (and automatically attached depth texture/renderbuffer)
// Reset viewport dimensions to default
rlViewport(0, 0, RLGL.State.framebufferWidth, RLGL.State.framebufferHeight);
rlEnableBackfaceCulling();
//------------------------------------------------------------------------------------------
cubemap.width = size;
cubemap.height = size;
cubemap.mipmaps = 1;
cubemap.format = PIXELFORMAT_UNCOMPRESSED_R32G32B32;
#endif
return cubemap;
}
// Generate irradiance texture using cubemap data
TextureCubemap rlGenTextureIrradiance(Shader shader, TextureCubemap cubemap, int size)
{
TextureCubemap irradiance = { 0 };
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
rlDisableBackfaceCulling(); // Disable backface culling to render inside the cube
// STEP 1: Setup framebuffer
//------------------------------------------------------------------------------------------
unsigned int rbo = rlLoadTextureDepth(size, size, true);
irradiance.id = rlLoadTextureCubemap(NULL, size, PIXELFORMAT_UNCOMPRESSED_R32G32B32);
unsigned int fbo = rlLoadFramebuffer(size, size);
rlFramebufferAttach(fbo, rbo, RL_ATTACHMENT_DEPTH, RL_ATTACHMENT_RENDERBUFFER);
rlFramebufferAttach(fbo, cubemap.id, RL_ATTACHMENT_COLOR_CHANNEL0, RL_ATTACHMENT_CUBEMAP_POSITIVE_X);
//------------------------------------------------------------------------------------------
// STEP 2: Draw to framebuffer
//------------------------------------------------------------------------------------------
// NOTE: Shader is used to solve diffuse integral by convolution to create an irradiance cubemap
rlEnableShader(shader.id);
// Define projection matrix and send it to shader
Matrix matFboProjection = MatrixPerspective(90.0*DEG2RAD, 1.0, RL_CULL_DISTANCE_NEAR, RL_CULL_DISTANCE_FAR);
rlSetUniformMatrix(shader.locs[SHADER_LOC_MATRIX_PROJECTION], matFboProjection);
// Define view matrix for every side of the cubemap
Matrix fboViews[6] = {
MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 1.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ -1.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 1.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, 1.0f }),
MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, -1.0f }),
MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, 1.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, -1.0f }, (Vector3){ 0.0f, -1.0f, 0.0f })
};
rlActiveTextureSlot(0);
rlEnableTextureCubemap(cubemap.id);
rlViewport(0, 0, size, size); // Set viewport to current fbo dimensions
for (int i = 0; i < 6; i++)
{
rlSetUniformMatrix(shader.locs[SHADER_LOC_MATRIX_VIEW], fboViews[i]);
rlFramebufferAttach(fbo, irradiance.id, RL_ATTACHMENT_COLOR_CHANNEL0, RL_ATTACHMENT_CUBEMAP_POSITIVE_X + i);
rlEnableFramebuffer(fbo);
rlClearScreenBuffers();
rlGenDrawCube();
}
//------------------------------------------------------------------------------------------
// STEP 3: Unload framebuffer and reset state
//------------------------------------------------------------------------------------------
rlDisableShader(); // Unbind shader
rlDisableTexture(); // Unbind texture
rlDisableFramebuffer(); // Unbind framebuffer
rlUnloadFramebuffer(fbo); // Unload framebuffer (and automatically attached depth texture/renderbuffer)
// Reset viewport dimensions to default
rlViewport(0, 0, RLGL.State.framebufferWidth, RLGL.State.framebufferHeight);
rlEnableBackfaceCulling();
//------------------------------------------------------------------------------------------
irradiance.width = size;
irradiance.height = size;
irradiance.mipmaps = 1;
irradiance.format = PIXELFORMAT_UNCOMPRESSED_R32G32B32;
#endif
return irradiance;
}
// Generate prefilter texture using cubemap data
TextureCubemap rlGenTexturePrefilter(Shader shader, TextureCubemap cubemap, int size)
{
TextureCubemap prefilter = { 0 };
#if defined(GRAPHICS_API_OPENGL_33) // || defined(GRAPHICS_API_OPENGL_ES2)
rlDisableBackfaceCulling(); // Disable backface culling to render inside the cube
// STEP 1: Setup framebuffer
//------------------------------------------------------------------------------------------
unsigned int rbo = rlLoadTextureDepth(size, size, true);
prefilter.id = rlLoadTextureCubemap(NULL, size, PIXELFORMAT_UNCOMPRESSED_R32G32B32);
rlTextureParameters(prefilter.id, RL_TEXTURE_MIN_FILTER, RL_TEXTURE_FILTER_MIP_LINEAR);
unsigned int fbo = rlLoadFramebuffer(size, size);
rlFramebufferAttach(fbo, rbo, RL_ATTACHMENT_DEPTH, RL_ATTACHMENT_RENDERBUFFER);
rlFramebufferAttach(fbo, cubemap.id, RL_ATTACHMENT_COLOR_CHANNEL0, RL_ATTACHMENT_CUBEMAP_POSITIVE_X);
//------------------------------------------------------------------------------------------
// Generate mipmaps for the prefiltered HDR texture
glGenerateMipmap(GL_TEXTURE_CUBE_MAP);
// STEP 2: Draw to framebuffer
//------------------------------------------------------------------------------------------
// NOTE: Shader is used to prefilter HDR and store data into mipmap levels
// Define projection matrix and send it to shader
Matrix fboProjection = MatrixPerspective(90.0*DEG2RAD, 1.0, RL_CULL_DISTANCE_NEAR, RL_CULL_DISTANCE_FAR);
rlEnableShader(shader.id);
rlSetUniformMatrix(shader.locs[SHADER_LOC_MATRIX_PROJECTION], fboProjection);
// Define view matrix for every side of the cubemap
Matrix fboViews[6] = {
MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 1.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ -1.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 1.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, 1.0f }),
MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, -1.0f }),
MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, 1.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, -1.0f }, (Vector3){ 0.0f, -1.0f, 0.0f })
};
rlActiveTextureSlot(0);
rlEnableTextureCubemap(cubemap.id);
// TODO: Locations should be taken out of this function... too shader dependant...
int roughnessLoc = rlGetLocationUniform(shader.id, "roughness");
rlEnableFramebuffer(fbo);
#define MAX_MIPMAP_LEVELS 5 // Max number of prefilter texture mipmaps
for (int mip = 0; mip < MAX_MIPMAP_LEVELS; mip++)
{
// Resize framebuffer according to mip-level size.
unsigned int mipWidth = size*(int)powf(0.5f, (float)mip);
unsigned int mipHeight = size*(int)powf(0.5f, (float)mip);
rlViewport(0, 0, mipWidth, mipHeight);
glBindRenderbuffer(GL_RENDERBUFFER, rbo);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, mipWidth, mipHeight);
float roughness = (float)mip/(float)(MAX_MIPMAP_LEVELS - 1);
glUniform1f(roughnessLoc, roughness);
for (int i = 0; i < 6; i++)
{
//rlEnableShader(shader.id);
rlSetUniformMatrix(shader.locs[SHADER_LOC_MATRIX_VIEW], fboViews[i]);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, prefilter.id, mip);
//rlFramebufferAttach(fbo, irradiance.id, RL_ATTACHMENT_COLOR_CHANNEL0, RL_ATTACHMENT_CUBEMAP_POSITIVE_X + i); // TODO: Support mip levels?
rlEnableFramebuffer(fbo);
rlClearScreenBuffers();
rlGenDrawCube();
}
}
//------------------------------------------------------------------------------------------
// STEP 3: Unload framebuffer and reset state
//------------------------------------------------------------------------------------------
rlDisableShader(); // Unbind shader
rlDisableTexture(); // Unbind texture
rlDisableFramebuffer(); // Unbind framebuffer
rlUnloadFramebuffer(fbo); // Unload framebuffer (and automatically attached depth texture/renderbuffer)
// Reset viewport dimensions to default
rlViewport(0, 0, RLGL.State.framebufferWidth, RLGL.State.framebufferHeight);
rlEnableBackfaceCulling();
//------------------------------------------------------------------------------------------
prefilter.width = size;
prefilter.height = size;
//prefilter.mipmaps = 1 + (int)floor(log(size)/log(2)); // MAX_MIPMAP_LEVELS
//prefilter.format = PIXELFORMAT_UNCOMPRESSED_R32G32B32;
#endif
return prefilter;
}
// Generate BRDF texture using cubemap data
// TODO: Review implementation: https://github.com/HectorMF/BRDFGenerator
Texture2D rlGenTextureBRDF(Shader shader, int size)
{
Texture2D brdf = { 0 };
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
// STEP 1: Setup framebuffer
//------------------------------------------------------------------------------------------
unsigned int rbo = rlLoadTextureDepth(size, size, true);
brdf.id = rlLoadTexture(NULL, size, size, PIXELFORMAT_UNCOMPRESSED_R32G32B32, 1);
unsigned int fbo = rlLoadFramebuffer(size, size);
rlFramebufferAttach(fbo, rbo, RL_ATTACHMENT_DEPTH, RL_ATTACHMENT_RENDERBUFFER);
rlFramebufferAttach(fbo, brdf.id, RL_ATTACHMENT_COLOR_CHANNEL0, RL_ATTACHMENT_TEXTURE2D);
//------------------------------------------------------------------------------------------
// STEP 2: Draw to framebuffer
//------------------------------------------------------------------------------------------
// NOTE: Render BRDF LUT into a quad using FBO
rlEnableShader(shader.id);
rlViewport(0, 0, size, size);
rlEnableFramebuffer(fbo);
rlClearScreenBuffers();
rlGenDrawQuad();
//------------------------------------------------------------------------------------------
// STEP 3: Unload framebuffer and reset state
//------------------------------------------------------------------------------------------
rlDisableShader(); // Unbind shader
rlDisableTexture(); // Unbind texture
rlDisableFramebuffer(); // Unbind framebuffer
rlUnloadFramebuffer(fbo); // Unload framebuffer (and automatically attached depth texture/renderbuffer)
// Reset viewport dimensions to default
rlViewport(0, 0, RLGL.State.framebufferWidth, RLGL.State.framebufferHeight);
//------------------------------------------------------------------------------------------
brdf.width = size;
brdf.height = size;
brdf.mipmaps = 1;
brdf.format = PIXELFORMAT_UNCOMPRESSED_R32G32B32;
#endif
return brdf;
}
//----------------------------------------------------------------------------------
// Module specific Functions Definition
//----------------------------------------------------------------------------------
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
// Load default shader (just vertex positioning and texture coloring)
// NOTE: This shader program is used for internal buffers
static Shader rlLoadShaderDefault(void)
{
Shader shader = { 0 };
shader.locs = (int *)RL_CALLOC(MAX_SHADER_LOCATIONS, sizeof(int));
// NOTE: All locations must be reseted to -1 (no location)
for (int i = 0; i < MAX_SHADER_LOCATIONS; i++) shader.locs[i] = -1;
// Vertex shader directly defined, no external file required
const char *defaultVShaderStr =
#if defined(GRAPHICS_API_OPENGL_21)
"#version 120 \n"
#endif
#if defined(GRAPHICS_API_OPENGL_ES2)
"#version 100 \n"
#endif
#if defined(GRAPHICS_API_OPENGL_ES2) || defined(GRAPHICS_API_OPENGL_21)
"attribute vec3 vertexPosition; \n"
"attribute vec2 vertexTexCoord; \n"
"attribute vec4 vertexColor; \n"
"varying vec2 fragTexCoord; \n"
"varying vec4 fragColor; \n"
#endif
#if defined(GRAPHICS_API_OPENGL_33)
"#version 330 \n"
"in vec3 vertexPosition; \n"
"in vec2 vertexTexCoord; \n"
"in vec4 vertexColor; \n"
"out vec2 fragTexCoord; \n"
"out vec4 fragColor; \n"
#endif
"uniform mat4 mvp; \n"
"void main() \n"
"{ \n"
" fragTexCoord = vertexTexCoord; \n"
" fragColor = vertexColor; \n"
" gl_Position = mvp*vec4(vertexPosition, 1.0); \n"
"} \n";
// Fragment shader directly defined, no external file required
const char *defaultFShaderStr =
#if defined(GRAPHICS_API_OPENGL_21)
"#version 120 \n"
#endif
#if defined(GRAPHICS_API_OPENGL_ES2)
"#version 100 \n"
"precision mediump float; \n" // precision required for OpenGL ES2 (WebGL)
#endif
#if defined(GRAPHICS_API_OPENGL_ES2) || defined(GRAPHICS_API_OPENGL_21)
"varying vec2 fragTexCoord; \n"
"varying vec4 fragColor; \n"
#endif
#if defined(GRAPHICS_API_OPENGL_33)
"#version 330 \n"
"in vec2 fragTexCoord; \n"
"in vec4 fragColor; \n"
"out vec4 finalColor; \n"
#endif
"uniform sampler2D texture0; \n"
"uniform vec4 colDiffuse; \n"
"void main() \n"
"{ \n"
#if defined(GRAPHICS_API_OPENGL_ES2) || defined(GRAPHICS_API_OPENGL_21)
" vec4 texelColor = texture2D(texture0, fragTexCoord); \n" // NOTE: texture2D() is deprecated on OpenGL 3.3 and ES 3.0
" gl_FragColor = texelColor*colDiffuse*fragColor; \n"
#endif
#if defined(GRAPHICS_API_OPENGL_33)
" vec4 texelColor = texture(texture0, fragTexCoord); \n"
" finalColor = texelColor*colDiffuse*fragColor; \n"
#endif
"} \n";
// NOTE: Compiled vertex/fragment shaders are kept for re-use
RLGL.State.defaultVShaderId = rlCompileShader(defaultVShaderStr, GL_VERTEX_SHADER); // Compile default vertex shader
RLGL.State.defaultFShaderId = rlCompileShader(defaultFShaderStr, GL_FRAGMENT_SHADER); // Compile default fragment shader
shader.id = rlLoadShaderProgram(RLGL.State.defaultVShaderId, RLGL.State.defaultFShaderId);
if (shader.id > 0)
{
TRACELOG(LOG_INFO, "SHADER: [ID %i] Default shader loaded successfully", shader.id);
// Set default shader locations: attributes locations
shader.locs[SHADER_LOC_VERTEX_POSITION] = glGetAttribLocation(shader.id, "vertexPosition");
shader.locs[SHADER_LOC_VERTEX_TEXCOORD01] = glGetAttribLocation(shader.id, "vertexTexCoord");
shader.locs[SHADER_LOC_VERTEX_COLOR] = glGetAttribLocation(shader.id, "vertexColor");
// Set default shader locations: uniform locations
shader.locs[SHADER_LOC_MATRIX_MVP] = glGetUniformLocation(shader.id, "mvp");
shader.locs[SHADER_LOC_COLOR_DIFFUSE] = glGetUniformLocation(shader.id, "colDiffuse");
shader.locs[SHADER_LOC_MAP_DIFFUSE] = glGetUniformLocation(shader.id, "texture0");
}
else TRACELOG(LOG_WARNING, "SHADER: [ID %i] Failed to load default shader", shader.id);
return shader;
}
// Unload default shader
static void rlUnloadShaderDefault(void)
{
glUseProgram(0);
glDetachShader(RLGL.State.defaultShader.id, RLGL.State.defaultVShaderId);
glDetachShader(RLGL.State.defaultShader.id, RLGL.State.defaultFShaderId);
glDeleteShader(RLGL.State.defaultVShaderId);
glDeleteShader(RLGL.State.defaultFShaderId);
glDeleteProgram(RLGL.State.defaultShader.id);
RL_FREE(RLGL.State.defaultShader.locs);
}
// Renders a 1x1 XY quad in NDC
static void rlGenDrawQuad(void)
{
unsigned int quadVAO = 0;
unsigned int quadVBO = 0;
float vertices[] = {
// Positions Texcoords
-1.0f, 1.0f, 0.0f, 0.0f, 1.0f,
-1.0f, -1.0f, 0.0f, 0.0f, 0.0f,
1.0f, 1.0f, 0.0f, 1.0f, 1.0f,
1.0f, -1.0f, 0.0f, 1.0f, 0.0f,
};
// Gen VAO to contain VBO
glGenVertexArrays(1, &quadVAO);
glBindVertexArray(quadVAO);
// Gen and fill vertex buffer (VBO)
glGenBuffers(1, &quadVBO);
glBindBuffer(GL_ARRAY_BUFFER, quadVBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), &vertices, GL_STATIC_DRAW);
// Bind vertex attributes (position, texcoords)
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5*sizeof(float), (void *)0); // Positions
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5*sizeof(float), (void *)(3*sizeof(float))); // Texcoords
// Draw quad
glBindVertexArray(quadVAO);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glBindVertexArray(0);
// Delete buffers (VBO and VAO)
glDeleteBuffers(1, &quadVBO);
glDeleteVertexArrays(1, &quadVAO);
}
// Renders a 1x1 3D cube in NDC
static void rlGenDrawCube(void)
{
unsigned int cubeVAO = 0;
unsigned int cubeVBO = 0;
float vertices[] = {
// Positions Normals Texcoords
-1.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f,
1.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f,
1.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 1.0f, 0.0f,
1.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f,
-1.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f,
-1.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 1.0f,
-1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f,
1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f,
1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f,
1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f,
-1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f,
-1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f,
-1.0f, 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
-1.0f, 1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 1.0f,
-1.0f, -1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
-1.0f, -1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
-1.0f, -1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f,
-1.0f, 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
1.0f, 1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f,
1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f,
-1.0f, -1.0f, -1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f,
1.0f, -1.0f, -1.0f, 0.0f, -1.0f, 0.0f, 1.0f, 1.0f,
1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f,
1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f,
-1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 0.0f,
-1.0f, -1.0f, -1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f,
-1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f,
1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f,
1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f,
1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f,
-1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f,
-1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f
};
// Gen VAO to contain VBO
glGenVertexArrays(1, &cubeVAO);
glBindVertexArray(cubeVAO);
// Gen and fill vertex buffer (VBO)
glGenBuffers(1, &cubeVBO);
glBindBuffer(GL_ARRAY_BUFFER, cubeVBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
// Bind vertex attributes (position, normals, texcoords)
glBindVertexArray(cubeVAO);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8*sizeof(float), (void *)0); // Positions
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8*sizeof(float), (void *)(3*sizeof(float))); // Normals
glEnableVertexAttribArray(2);
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8*sizeof(float), (void *)(6*sizeof(float))); // Texcoords
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
// Draw cube
glBindVertexArray(cubeVAO);
glDrawArrays(GL_TRIANGLES, 0, 36);
glBindVertexArray(0);
// Delete VBO and VAO
glDeleteBuffers(1, &cubeVBO);
glDeleteVertexArrays(1, &cubeVAO);
}
#endif // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2
#if defined(GRAPHICS_API_OPENGL_11)
// Mipmaps data is generated after image data
// NOTE: Only works with RGBA (4 bytes) data!
static int rlGenerateMipmapsData(unsigned char *data, int baseWidth, int baseHeight)
{
int mipmapCount = 1; // Required mipmap levels count (including base level)
int width = baseWidth;
int height = baseHeight;
int size = baseWidth*baseHeight*4; // Size in bytes (will include mipmaps...), RGBA only
// Count mipmap levels required
while ((width != 1) && (height != 1))
{
width /= 2;
height /= 2;
TRACELOGD("TEXTURE: Next mipmap size: %i x %i", width, height);
mipmapCount++;
size += (width*height*4); // Add mipmap size (in bytes)
}
TRACELOGD("TEXTURE: Total mipmaps required: %i", mipmapCount);
TRACELOGD("TEXTURE: Total size of data required: %i", size);
unsigned char *temp = RL_REALLOC(data, size);
if (temp != NULL) data = temp;
else TRACELOG(LOG_WARNING, "TEXTURE: Failed to re-allocate required mipmaps memory");
width = baseWidth;
height = baseHeight;
size = (width*height*4);
// Generate mipmaps
// NOTE: Every mipmap data is stored after data
Color *image = (Color *)RL_MALLOC(width*height*sizeof(Color));
Color *mipmap = NULL;
int offset = 0;
int j = 0;
for (int i = 0; i < size; i += 4)
{
image[j].r = data[i];
image[j].g = data[i + 1];
image[j].b = data[i + 2];
image[j].a = data[i + 3];
j++;
}
TRACELOGD("TEXTURE: Mipmap base size (%ix%i)", width, height);
for (int mip = 1; mip < mipmapCount; mip++)
{
mipmap = rlGenNextMipmapData(image, width, height);
offset += (width*height*4); // Size of last mipmap
j = 0;
width /= 2;
height /= 2;
size = (width*height*4); // Mipmap size to store after offset
// Add mipmap to data
for (int i = 0; i < size; i += 4)
{
data[offset + i] = mipmap[j].r;
data[offset + i + 1] = mipmap[j].g;
data[offset + i + 2] = mipmap[j].b;
data[offset + i + 3] = mipmap[j].a;
j++;
}
RL_FREE(image);
image = mipmap;
mipmap = NULL;
}
RL_FREE(mipmap); // free mipmap data
return mipmapCount;
}
// Manual mipmap generation (basic scaling algorithm)
static Color *rlGenNextMipmapData(Color *srcData, int srcWidth, int srcHeight)
{
int x2, y2;
Color prow, pcol;
int width = srcWidth/2;
int height = srcHeight/2;
Color *mipmap = (Color *)RL_MALLOC(width*height*sizeof(Color));
// Scaling algorithm works perfectly (box-filter)
for (int y = 0; y < height; y++)
{
y2 = 2*y;
for (int x = 0; x < width; x++)
{
x2 = 2*x;
prow.r = (srcData[y2*srcWidth + x2].r + srcData[y2*srcWidth + x2 + 1].r)/2;
prow.g = (srcData[y2*srcWidth + x2].g + srcData[y2*srcWidth + x2 + 1].g)/2;
prow.b = (srcData[y2*srcWidth + x2].b + srcData[y2*srcWidth + x2 + 1].b)/2;
prow.a = (srcData[y2*srcWidth + x2].a + srcData[y2*srcWidth + x2 + 1].a)/2;
pcol.r = (srcData[(y2+1)*srcWidth + x2].r + srcData[(y2+1)*srcWidth + x2 + 1].r)/2;
pcol.g = (srcData[(y2+1)*srcWidth + x2].g + srcData[(y2+1)*srcWidth + x2 + 1].g)/2;
pcol.b = (srcData[(y2+1)*srcWidth + x2].b + srcData[(y2+1)*srcWidth + x2 + 1].b)/2;
pcol.a = (srcData[(y2+1)*srcWidth + x2].a + srcData[(y2+1)*srcWidth + x2 + 1].a)/2;
mipmap[y*width + x].r = (prow.r + pcol.r)/2;
mipmap[y*width + x].g = (prow.g + pcol.g)/2;
mipmap[y*width + x].b = (prow.b + pcol.b)/2;
mipmap[y*width + x].a = (prow.a + pcol.a)/2;
}
}
TRACELOGD("TEXTURE: Mipmap generated successfully (%ix%i)", width, height);
return mipmap;
}
#endif
// Get pixel data size in bytes (image or texture)
// NOTE: Size depends on pixel format
static int rlGetPixelDataSize(int width, int height, int format)
{
int dataSize = 0; // Size in bytes
int bpp = 0; // Bits per pixel
switch (format)
{
case PIXELFORMAT_UNCOMPRESSED_GRAYSCALE: bpp = 8; break;
case PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA:
case PIXELFORMAT_UNCOMPRESSED_R5G6B5:
case PIXELFORMAT_UNCOMPRESSED_R5G5B5A1:
case PIXELFORMAT_UNCOMPRESSED_R4G4B4A4: bpp = 16; break;
case PIXELFORMAT_UNCOMPRESSED_R8G8B8A8: bpp = 32; break;
case PIXELFORMAT_UNCOMPRESSED_R8G8B8: bpp = 24; break;
case PIXELFORMAT_UNCOMPRESSED_R32: bpp = 32; break;
case PIXELFORMAT_UNCOMPRESSED_R32G32B32: bpp = 32*3; break;
case PIXELFORMAT_UNCOMPRESSED_R32G32B32A32: bpp = 32*4; break;
case PIXELFORMAT_COMPRESSED_DXT1_RGB:
case PIXELFORMAT_COMPRESSED_DXT1_RGBA:
case PIXELFORMAT_COMPRESSED_ETC1_RGB:
case PIXELFORMAT_COMPRESSED_ETC2_RGB:
case PIXELFORMAT_COMPRESSED_PVRT_RGB:
case PIXELFORMAT_COMPRESSED_PVRT_RGBA: bpp = 4; break;
case PIXELFORMAT_COMPRESSED_DXT3_RGBA:
case PIXELFORMAT_COMPRESSED_DXT5_RGBA:
case PIXELFORMAT_COMPRESSED_ETC2_EAC_RGBA:
case PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA: bpp = 8; break;
case PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA: bpp = 2; break;
default: break;
}
dataSize = width*height*bpp/8; // Total data size in bytes
// Most compressed formats works on 4x4 blocks,
// if texture is smaller, minimum dataSize is 8 or 16
if ((width < 4) && (height < 4))
{
if ((format >= PIXELFORMAT_COMPRESSED_DXT1_RGB) && (format < PIXELFORMAT_COMPRESSED_DXT3_RGBA)) dataSize = 8;
else if ((format >= PIXELFORMAT_COMPRESSED_DXT3_RGBA) && (format < PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA)) dataSize = 16;
}
return dataSize;
}
#endif // RLGL_IMPLEMENTATION