/********************************************************************************************** * * rlgl v4.5 - A multi-OpenGL abstraction layer with an immediate-mode style API * * DESCRIPTION: * An abstraction layer for multiple OpenGL versions (1.1, 2.1, 3.3 Core, 4.3 Core, ES 2.0) * that provides a pseudo-OpenGL 1.1 immediate-mode style API (rlVertex, rlTranslate, rlRotate...) * * ADDITIONAL NOTES: * When choosing an OpenGL backend different than OpenGL 1.1, some internal buffer are * initialized on rlglInit() to accumulate vertex data. * * When an internal state change is required all the stored vertex data is renderer in batch, * additionally, rlDrawRenderBatchActive() could be called to force flushing of the batch. * * Some resources are also loaded for convenience, here the complete list: * - Default batch (RLGL.defaultBatch): RenderBatch system to accumulate vertex data * - Default texture (RLGL.defaultTextureId): 1x1 white pixel R8G8B8A8 * - Default shader (RLGL.State.defaultShaderId, RLGL.State.defaultShaderLocs) * * Internal buffer (and resources) must be manually unloaded calling rlglClose(). * * CONFIGURATION: * #define GRAPHICS_API_OPENGL_11 * #define GRAPHICS_API_OPENGL_21 * #define GRAPHICS_API_OPENGL_33 * #define GRAPHICS_API_OPENGL_43 * #define GRAPHICS_API_OPENGL_ES2 * #define GRAPHICS_API_OPENGL_ES3 * Use selected OpenGL graphics backend, should be supported by platform * Those preprocessor defines are only used on rlgl module, if OpenGL version is * required by any other module, use rlGetVersion() to check it * * #define RLGL_IMPLEMENTATION * Generates the implementation of the library into the included file. * If not defined, the library is in header only mode and can be included in other headers * or source files without problems. But only ONE file should hold the implementation. * * #define RLGL_RENDER_TEXTURES_HINT * Enable framebuffer objects (fbo) support (enabled by default) * Some GPUs could not support them despite the OpenGL version * * #define RLGL_SHOW_GL_DETAILS_INFO * Show OpenGL extensions and capabilities detailed logs on init * * #define RLGL_ENABLE_OPENGL_DEBUG_CONTEXT * Enable debug context (only available on OpenGL 4.3) * * rlgl capabilities could be customized just defining some internal * values before library inclusion (default values listed): * * #define RL_DEFAULT_BATCH_BUFFER_ELEMENTS 8192 // Default internal render batch elements limits * #define RL_DEFAULT_BATCH_BUFFERS 1 // Default number of batch buffers (multi-buffering) * #define RL_DEFAULT_BATCH_DRAWCALLS 256 // Default number of batch draw calls (by state changes: mode, texture) * #define RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS 4 // Maximum number of textures units that can be activated on batch drawing (SetShaderValueTexture()) * * #define RL_MAX_MATRIX_STACK_SIZE 32 // Maximum size of internal Matrix stack * #define RL_MAX_SHADER_LOCATIONS 32 // Maximum number of shader locations supported * #define RL_CULL_DISTANCE_NEAR 0.01 // Default projection matrix near cull distance * #define RL_CULL_DISTANCE_FAR 1000.0 // Default projection matrix far cull distance * * When loading a shader, the following vertex attributes and uniform * location names are tried to be set automatically: * * #define RL_DEFAULT_SHADER_ATTRIB_NAME_POSITION "vertexPosition" // Bound by default to shader location: 0 * #define RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD "vertexTexCoord" // Bound by default to shader location: 1 * #define RL_DEFAULT_SHADER_ATTRIB_NAME_NORMAL "vertexNormal" // Bound by default to shader location: 2 * #define RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR "vertexColor" // Bound by default to shader location: 3 * #define RL_DEFAULT_SHADER_ATTRIB_NAME_TANGENT "vertexTangent" // Bound by default to shader location: 4 * #define RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2 "vertexTexCoord2" // Bound by default to shader location: 5 * #define RL_DEFAULT_SHADER_UNIFORM_NAME_MVP "mvp" // model-view-projection matrix * #define RL_DEFAULT_SHADER_UNIFORM_NAME_VIEW "matView" // view matrix * #define RL_DEFAULT_SHADER_UNIFORM_NAME_PROJECTION "matProjection" // projection matrix * #define RL_DEFAULT_SHADER_UNIFORM_NAME_MODEL "matModel" // model matrix * #define RL_DEFAULT_SHADER_UNIFORM_NAME_NORMAL "matNormal" // normal matrix (transpose(inverse(matModelView)) * #define RL_DEFAULT_SHADER_UNIFORM_NAME_COLOR "colDiffuse" // color diffuse (base tint color, multiplied by texture color) * #define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE0 "texture0" // texture0 (texture slot active 0) * #define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE1 "texture1" // texture1 (texture slot active 1) * #define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE2 "texture2" // texture2 (texture slot active 2) * * DEPENDENCIES: * - OpenGL libraries (depending on platform and OpenGL version selected) * - GLAD OpenGL extensions loading library (only for OpenGL 3.3 Core, 4.3 Core) * * * LICENSE: zlib/libpng * * Copyright (c) 2014-2023 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. * **********************************************************************************************/ module popka.vendor.ray.rlgl; import core.stdc.stdlib; extern (C): enum RLGL_VERSION = "4.5"; // Function specifiers in case library is build/used as a shared library (Windows) // NOTE: Microsoft specifiers to tell compiler that symbols are imported/exported from a .dll // We are building the library as a Win32 shared library (.dll) // We are using the library as a Win32 shared library (.dll) // Function specifiers definition // Functions defined as 'extern' by default (implicit specifiers) // Support TRACELOG macros // Allow custom memory allocators alias RL_MALLOC = malloc; alias RL_CALLOC = calloc; alias RL_REALLOC = realloc; alias RL_FREE = free; // Security check in case no GRAPHICS_API_OPENGL_* defined // Security check in case multiple GRAPHICS_API_OPENGL_* defined // OpenGL 2.1 uses most of OpenGL 3.3 Core functionality // WARNING: Specific parts are checked with #if defines // OpenGL 4.3 uses OpenGL 3.3 Core functionality // OpenGL ES 3.0 uses OpenGL ES 2.0 functionality (and more) // Support framebuffer objects by default // NOTE: Some driver implementation do not support it, despite they should //---------------------------------------------------------------------------------- // Defines and Macros //---------------------------------------------------------------------------------- // Default internal render batch elements limits // This is the maximum amount of elements (quads) per batch // NOTE: Be careful with text, every letter maps to a quad enum RL_DEFAULT_BATCH_BUFFER_ELEMENTS = 8192; // 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... enum RL_DEFAULT_BATCH_BUFFERS = 1; // Default number of batch buffers (multi-buffering) enum RL_DEFAULT_BATCH_DRAWCALLS = 256; // Default number of batch draw calls (by state changes: mode, texture) enum RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS = 4; // Maximum number of textures units that can be activated on batch drawing (SetShaderValueTexture()) // Internal Matrix stack enum RL_MAX_MATRIX_STACK_SIZE = 32; // Maximum size of Matrix stack // Shader limits enum RL_MAX_SHADER_LOCATIONS = 32; // Maximum number of shader locations supported // Projection matrix culling enum RL_CULL_DISTANCE_NEAR = 0.01; // Default near cull distance enum RL_CULL_DISTANCE_FAR = 1000.0; // Default far cull distance // Texture parameters (equivalent to OpenGL defines) enum RL_TEXTURE_WRAP_S = 0x2802; // GL_TEXTURE_WRAP_S enum RL_TEXTURE_WRAP_T = 0x2803; // GL_TEXTURE_WRAP_T enum RL_TEXTURE_MAG_FILTER = 0x2800; // GL_TEXTURE_MAG_FILTER enum RL_TEXTURE_MIN_FILTER = 0x2801; // GL_TEXTURE_MIN_FILTER enum RL_TEXTURE_FILTER_NEAREST = 0x2600; // GL_NEAREST enum RL_TEXTURE_FILTER_LINEAR = 0x2601; // GL_LINEAR enum RL_TEXTURE_FILTER_MIP_NEAREST = 0x2700; // GL_NEAREST_MIPMAP_NEAREST enum RL_TEXTURE_FILTER_NEAREST_MIP_LINEAR = 0x2702; // GL_NEAREST_MIPMAP_LINEAR enum RL_TEXTURE_FILTER_LINEAR_MIP_NEAREST = 0x2701; // GL_LINEAR_MIPMAP_NEAREST enum RL_TEXTURE_FILTER_MIP_LINEAR = 0x2703; // GL_LINEAR_MIPMAP_LINEAR enum RL_TEXTURE_FILTER_ANISOTROPIC = 0x3000; // Anisotropic filter (custom identifier) enum RL_TEXTURE_MIPMAP_BIAS_RATIO = 0x4000; // Texture mipmap bias, percentage ratio (custom identifier) enum RL_TEXTURE_WRAP_REPEAT = 0x2901; // GL_REPEAT enum RL_TEXTURE_WRAP_CLAMP = 0x812F; // GL_CLAMP_TO_EDGE enum RL_TEXTURE_WRAP_MIRROR_REPEAT = 0x8370; // GL_MIRRORED_REPEAT enum RL_TEXTURE_WRAP_MIRROR_CLAMP = 0x8742; // GL_MIRROR_CLAMP_EXT // Matrix modes (equivalent to OpenGL) enum RL_MODELVIEW = 0x1700; // GL_MODELVIEW enum RL_PROJECTION = 0x1701; // GL_PROJECTION enum RL_TEXTURE = 0x1702; // GL_TEXTURE // Primitive assembly draw modes enum RL_LINES = 0x0001; // GL_LINES enum RL_TRIANGLES = 0x0004; // GL_TRIANGLES enum RL_QUADS = 0x0007; // GL_QUADS // GL equivalent data types enum RL_UNSIGNED_BYTE = 0x1401; // GL_UNSIGNED_BYTE enum RL_FLOAT = 0x1406; // GL_FLOAT // GL buffer usage hint enum RL_STREAM_DRAW = 0x88E0; // GL_STREAM_DRAW enum RL_STREAM_READ = 0x88E1; // GL_STREAM_READ enum RL_STREAM_COPY = 0x88E2; // GL_STREAM_COPY enum RL_STATIC_DRAW = 0x88E4; // GL_STATIC_DRAW enum RL_STATIC_READ = 0x88E5; // GL_STATIC_READ enum RL_STATIC_COPY = 0x88E6; // GL_STATIC_COPY enum RL_DYNAMIC_DRAW = 0x88E8; // GL_DYNAMIC_DRAW enum RL_DYNAMIC_READ = 0x88E9; // GL_DYNAMIC_READ enum RL_DYNAMIC_COPY = 0x88EA; // GL_DYNAMIC_COPY // GL Shader type enum RL_FRAGMENT_SHADER = 0x8B30; // GL_FRAGMENT_SHADER enum RL_VERTEX_SHADER = 0x8B31; // GL_VERTEX_SHADER enum RL_COMPUTE_SHADER = 0x91B9; // GL_COMPUTE_SHADER // GL blending factors enum RL_ZERO = 0; // GL_ZERO enum RL_ONE = 1; // GL_ONE enum RL_SRC_COLOR = 0x0300; // GL_SRC_COLOR enum RL_ONE_MINUS_SRC_COLOR = 0x0301; // GL_ONE_MINUS_SRC_COLOR enum RL_SRC_ALPHA = 0x0302; // GL_SRC_ALPHA enum RL_ONE_MINUS_SRC_ALPHA = 0x0303; // GL_ONE_MINUS_SRC_ALPHA enum RL_DST_ALPHA = 0x0304; // GL_DST_ALPHA enum RL_ONE_MINUS_DST_ALPHA = 0x0305; // GL_ONE_MINUS_DST_ALPHA enum RL_DST_COLOR = 0x0306; // GL_DST_COLOR enum RL_ONE_MINUS_DST_COLOR = 0x0307; // GL_ONE_MINUS_DST_COLOR enum RL_SRC_ALPHA_SATURATE = 0x0308; // GL_SRC_ALPHA_SATURATE enum RL_CONSTANT_COLOR = 0x8001; // GL_CONSTANT_COLOR enum RL_ONE_MINUS_CONSTANT_COLOR = 0x8002; // GL_ONE_MINUS_CONSTANT_COLOR enum RL_CONSTANT_ALPHA = 0x8003; // GL_CONSTANT_ALPHA enum RL_ONE_MINUS_CONSTANT_ALPHA = 0x8004; // GL_ONE_MINUS_CONSTANT_ALPHA // GL blending functions/equations enum RL_FUNC_ADD = 0x8006; // GL_FUNC_ADD enum RL_MIN = 0x8007; // GL_MIN enum RL_MAX = 0x8008; // GL_MAX enum RL_FUNC_SUBTRACT = 0x800A; // GL_FUNC_SUBTRACT enum RL_FUNC_REVERSE_SUBTRACT = 0x800B; // GL_FUNC_REVERSE_SUBTRACT enum RL_BLEND_EQUATION = 0x8009; // GL_BLEND_EQUATION enum RL_BLEND_EQUATION_RGB = 0x8009; // GL_BLEND_EQUATION_RGB // (Same as BLEND_EQUATION) enum RL_BLEND_EQUATION_ALPHA = 0x883D; // GL_BLEND_EQUATION_ALPHA enum RL_BLEND_DST_RGB = 0x80C8; // GL_BLEND_DST_RGB enum RL_BLEND_SRC_RGB = 0x80C9; // GL_BLEND_SRC_RGB enum RL_BLEND_DST_ALPHA = 0x80CA; // GL_BLEND_DST_ALPHA enum RL_BLEND_SRC_ALPHA = 0x80CB; // GL_BLEND_SRC_ALPHA enum RL_BLEND_COLOR = 0x8005; // GL_BLEND_COLOR //---------------------------------------------------------------------------------- // Types and Structures Definition //---------------------------------------------------------------------------------- // Boolean type // Matrix, 4x4 components, column major, OpenGL style, right handed struct Matrix { float m0; float m4; float m8; float m12; // Matrix first row (4 components) float m1; float m5; float m9; float m13; // Matrix second row (4 components) float m2; float m6; float m10; float m14; // Matrix third row (4 components) float m3; float m7; float m11; float m15; // Matrix fourth row (4 components) } // Dynamic vertex buffers (position + texcoords + colors + indices arrays) struct rlVertexBuffer { int elementCount; // Number of elements in the buffer (QUADS) float* vertices; // Vertex position (XYZ - 3 components per vertex) (shader-location = 0) float* texcoords; // Vertex texture coordinates (UV - 2 components per vertex) (shader-location = 1) ubyte* colors; // Vertex colors (RGBA - 4 components per vertex) (shader-location = 3) uint* indices; // Vertex indices (in case vertex data comes indexed) (6 indices per quad) // Vertex indices (in case vertex data comes indexed) (6 indices per quad) uint vaoId; // OpenGL Vertex Array Object id uint[4] vboId; // OpenGL Vertex Buffer Objects id (4 types of vertex data) } // 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) struct rlDrawCall { int mode; // Drawing mode: LINES, TRIANGLES, QUADS int vertexCount; // Number of vertex of the draw int vertexAlignment; // Number of vertex required for index alignment (LINES, TRIANGLES) //unsigned int vaoId; // Vertex array id to be used on the draw -> Using RLGL.currentBatch->vertexBuffer.vaoId //unsigned int shaderId; // Shader id to be used on the draw -> Using RLGL.currentShaderId uint 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 } // rlRenderBatch type struct rlRenderBatch { int bufferCount; // Number of vertex buffers (multi-buffering support) int currentBuffer; // Current buffer tracking in case of multi-buffering rlVertexBuffer* vertexBuffer; // Dynamic buffer(s) for vertex data rlDrawCall* draws; // Draw calls array, depends on textureId int drawCounter; // Draw calls counter float currentDepth; // Current depth value for next draw } // OpenGL version enum { RL_OPENGL_11 = 1, // OpenGL 1.1 RL_OPENGL_21 = 2, // OpenGL 2.1 (GLSL 120) RL_OPENGL_33 = 3, // OpenGL 3.3 (GLSL 330) RL_OPENGL_43 = 4, // OpenGL 4.3 (using GLSL 330) RL_OPENGL_ES_20 = 5, // OpenGL ES 2.0 (GLSL 100) RL_OPENGL_ES_30 = 6 // OpenGL ES 3.0 (GLSL 300 es) } // Trace log level // NOTE: Organized by priority level enum { RL_LOG_ALL = 0, // Display all logs RL_LOG_TRACE = 1, // Trace logging, intended for internal use only RL_LOG_DEBUG = 2, // Debug logging, used for internal debugging, it should be disabled on release builds RL_LOG_INFO = 3, // Info logging, used for program execution info RL_LOG_WARNING = 4, // Warning logging, used on recoverable failures RL_LOG_ERROR = 5, // Error logging, used on unrecoverable failures RL_LOG_FATAL = 6, // Fatal logging, used to abort program: exit(EXIT_FAILURE) RL_LOG_NONE = 7 // Disable logging } // Texture pixel formats // NOTE: Support depends on OpenGL version enum { RL_PIXELFORMAT_UNCOMPRESSED_GRAYSCALE = 1, // 8 bit per pixel (no alpha) RL_PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA = 2, // 8*2 bpp (2 channels) RL_PIXELFORMAT_UNCOMPRESSED_R5G6B5 = 3, // 16 bpp RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8 = 4, // 24 bpp RL_PIXELFORMAT_UNCOMPRESSED_R5G5B5A1 = 5, // 16 bpp (1 bit alpha) RL_PIXELFORMAT_UNCOMPRESSED_R4G4B4A4 = 6, // 16 bpp (4 bit alpha) RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8A8 = 7, // 32 bpp RL_PIXELFORMAT_UNCOMPRESSED_R32 = 8, // 32 bpp (1 channel - float) RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32 = 9, // 32*3 bpp (3 channels - float) RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32A32 = 10, // 32*4 bpp (4 channels - float) RL_PIXELFORMAT_UNCOMPRESSED_R16 = 11, // 16 bpp (1 channel - half float) RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16 = 12, // 16*3 bpp (3 channels - half float) RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16A16 = 13, // 16*4 bpp (4 channels - half float) RL_PIXELFORMAT_COMPRESSED_DXT1_RGB = 14, // 4 bpp (no alpha) RL_PIXELFORMAT_COMPRESSED_DXT1_RGBA = 15, // 4 bpp (1 bit alpha) RL_PIXELFORMAT_COMPRESSED_DXT3_RGBA = 16, // 8 bpp RL_PIXELFORMAT_COMPRESSED_DXT5_RGBA = 17, // 8 bpp RL_PIXELFORMAT_COMPRESSED_ETC1_RGB = 18, // 4 bpp RL_PIXELFORMAT_COMPRESSED_ETC2_RGB = 19, // 4 bpp RL_PIXELFORMAT_COMPRESSED_ETC2_EAC_RGBA = 20, // 8 bpp RL_PIXELFORMAT_COMPRESSED_PVRT_RGB = 21, // 4 bpp RL_PIXELFORMAT_COMPRESSED_PVRT_RGBA = 22, // 4 bpp RL_PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA = 23, // 8 bpp RL_PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA = 24 // 2 bpp } // Texture parameters: filter mode // NOTE 1: Filtering considers mipmaps if available in the texture // NOTE 2: Filter is accordingly set for minification and magnification enum { RL_TEXTURE_FILTER_POINT = 0, // No filter, just pixel approximation RL_TEXTURE_FILTER_BILINEAR = 1, // Linear filtering RL_TEXTURE_FILTER_TRILINEAR = 2, // Trilinear filtering (linear with mipmaps) RL_TEXTURE_FILTER_ANISOTROPIC_4X = 3, // Anisotropic filtering 4x RL_TEXTURE_FILTER_ANISOTROPIC_8X = 4, // Anisotropic filtering 8x RL_TEXTURE_FILTER_ANISOTROPIC_16X = 5 // Anisotropic filtering 16x } // Color blending modes (pre-defined) enum { RL_BLEND_ALPHA = 0, // Blend textures considering alpha (default) RL_BLEND_ADDITIVE = 1, // Blend textures adding colors RL_BLEND_MULTIPLIED = 2, // Blend textures multiplying colors RL_BLEND_ADD_COLORS = 3, // Blend textures adding colors (alternative) RL_BLEND_SUBTRACT_COLORS = 4, // Blend textures subtracting colors (alternative) RL_BLEND_ALPHA_PREMULTIPLY = 5, // Blend premultiplied textures considering alpha RL_BLEND_CUSTOM = 6, // Blend textures using custom src/dst factors (use rlSetBlendFactors()) RL_BLEND_CUSTOM_SEPARATE = 7 // Blend textures using custom src/dst factors (use rlSetBlendFactorsSeparate()) } // Shader location point type enum { RL_SHADER_LOC_VERTEX_POSITION = 0, // Shader location: vertex attribute: position RL_SHADER_LOC_VERTEX_TEXCOORD01 = 1, // Shader location: vertex attribute: texcoord01 RL_SHADER_LOC_VERTEX_TEXCOORD02 = 2, // Shader location: vertex attribute: texcoord02 RL_SHADER_LOC_VERTEX_NORMAL = 3, // Shader location: vertex attribute: normal RL_SHADER_LOC_VERTEX_TANGENT = 4, // Shader location: vertex attribute: tangent RL_SHADER_LOC_VERTEX_COLOR = 5, // Shader location: vertex attribute: color RL_SHADER_LOC_MATRIX_MVP = 6, // Shader location: matrix uniform: model-view-projection RL_SHADER_LOC_MATRIX_VIEW = 7, // Shader location: matrix uniform: view (camera transform) RL_SHADER_LOC_MATRIX_PROJECTION = 8, // Shader location: matrix uniform: projection RL_SHADER_LOC_MATRIX_MODEL = 9, // Shader location: matrix uniform: model (transform) RL_SHADER_LOC_MATRIX_NORMAL = 10, // Shader location: matrix uniform: normal RL_SHADER_LOC_VECTOR_VIEW = 11, // Shader location: vector uniform: view RL_SHADER_LOC_COLOR_DIFFUSE = 12, // Shader location: vector uniform: diffuse color RL_SHADER_LOC_COLOR_SPECULAR = 13, // Shader location: vector uniform: specular color RL_SHADER_LOC_COLOR_AMBIENT = 14, // Shader location: vector uniform: ambient color RL_SHADER_LOC_MAP_ALBEDO = 15, // Shader location: sampler2d texture: albedo (same as: RL_SHADER_LOC_MAP_DIFFUSE) RL_SHADER_LOC_MAP_METALNESS = 16, // Shader location: sampler2d texture: metalness (same as: RL_SHADER_LOC_MAP_SPECULAR) RL_SHADER_LOC_MAP_NORMAL = 17, // Shader location: sampler2d texture: normal RL_SHADER_LOC_MAP_ROUGHNESS = 18, // Shader location: sampler2d texture: roughness RL_SHADER_LOC_MAP_OCCLUSION = 19, // Shader location: sampler2d texture: occlusion RL_SHADER_LOC_MAP_EMISSION = 20, // Shader location: sampler2d texture: emission RL_SHADER_LOC_MAP_HEIGHT = 21, // Shader location: sampler2d texture: height RL_SHADER_LOC_MAP_CUBEMAP = 22, // Shader location: samplerCube texture: cubemap RL_SHADER_LOC_MAP_IRRADIANCE = 23, // Shader location: samplerCube texture: irradiance RL_SHADER_LOC_MAP_PREFILTER = 24, // Shader location: samplerCube texture: prefilter RL_SHADER_LOC_MAP_BRDF = 25 // Shader location: sampler2d texture: brdf } enum RL_SHADER_LOC_MAP_DIFFUSE = RL_SHADER_LOC_MAP_ALBEDO; enum RL_SHADER_LOC_MAP_SPECULAR = RL_SHADER_LOC_MAP_METALNESS; // Shader uniform data type enum { RL_SHADER_UNIFORM_FLOAT = 0, // Shader uniform type: float RL_SHADER_UNIFORM_VEC2 = 1, // Shader uniform type: vec2 (2 float) RL_SHADER_UNIFORM_VEC3 = 2, // Shader uniform type: vec3 (3 float) RL_SHADER_UNIFORM_VEC4 = 3, // Shader uniform type: vec4 (4 float) RL_SHADER_UNIFORM_INT = 4, // Shader uniform type: int RL_SHADER_UNIFORM_IVEC2 = 5, // Shader uniform type: ivec2 (2 int) RL_SHADER_UNIFORM_IVEC3 = 6, // Shader uniform type: ivec3 (3 int) RL_SHADER_UNIFORM_IVEC4 = 7, // Shader uniform type: ivec4 (4 int) RL_SHADER_UNIFORM_SAMPLER2D = 8 // Shader uniform type: sampler2d } // Shader attribute data types enum { RL_SHADER_ATTRIB_FLOAT = 0, // Shader attribute type: float RL_SHADER_ATTRIB_VEC2 = 1, // Shader attribute type: vec2 (2 float) RL_SHADER_ATTRIB_VEC3 = 2, // Shader attribute type: vec3 (3 float) RL_SHADER_ATTRIB_VEC4 = 3 // Shader attribute type: vec4 (4 float) } // Framebuffer attachment type // NOTE: By default up to 8 color channels defined, but it can be more enum { RL_ATTACHMENT_COLOR_CHANNEL0 = 0, // Framebuffer attachment type: color 0 RL_ATTACHMENT_COLOR_CHANNEL1 = 1, // Framebuffer attachment type: color 1 RL_ATTACHMENT_COLOR_CHANNEL2 = 2, // Framebuffer attachment type: color 2 RL_ATTACHMENT_COLOR_CHANNEL3 = 3, // Framebuffer attachment type: color 3 RL_ATTACHMENT_COLOR_CHANNEL4 = 4, // Framebuffer attachment type: color 4 RL_ATTACHMENT_COLOR_CHANNEL5 = 5, // Framebuffer attachment type: color 5 RL_ATTACHMENT_COLOR_CHANNEL6 = 6, // Framebuffer attachment type: color 6 RL_ATTACHMENT_COLOR_CHANNEL7 = 7, // Framebuffer attachment type: color 7 RL_ATTACHMENT_DEPTH = 100, // Framebuffer attachment type: depth RL_ATTACHMENT_STENCIL = 200 // Framebuffer attachment type: stencil } // Framebuffer texture attachment type enum { RL_ATTACHMENT_CUBEMAP_POSITIVE_X = 0, // Framebuffer texture attachment type: cubemap, +X side RL_ATTACHMENT_CUBEMAP_NEGATIVE_X = 1, // Framebuffer texture attachment type: cubemap, -X side RL_ATTACHMENT_CUBEMAP_POSITIVE_Y = 2, // Framebuffer texture attachment type: cubemap, +Y side RL_ATTACHMENT_CUBEMAP_NEGATIVE_Y = 3, // Framebuffer texture attachment type: cubemap, -Y side RL_ATTACHMENT_CUBEMAP_POSITIVE_Z = 4, // Framebuffer texture attachment type: cubemap, +Z side RL_ATTACHMENT_CUBEMAP_NEGATIVE_Z = 5, // Framebuffer texture attachment type: cubemap, -Z side RL_ATTACHMENT_TEXTURE2D = 100, // Framebuffer texture attachment type: texture2d RL_ATTACHMENT_RENDERBUFFER = 200 // Framebuffer texture attachment type: renderbuffer } // Face culling mode enum { RL_CULL_FACE_FRONT = 0, RL_CULL_FACE_BACK = 1 } //------------------------------------------------------------------------------------ // Functions Declaration - Matrix operations //------------------------------------------------------------------------------------ // Prevents name mangling of functions void rlMatrixMode (int mode); // Choose the current matrix to be transformed void rlPushMatrix (); // Push the current matrix to stack void rlPopMatrix (); // Pop latest inserted matrix from stack void rlLoadIdentity (); // Reset current matrix to identity matrix void rlTranslatef (float x, float y, float z); // Multiply the current matrix by a translation matrix void rlRotatef (float angle, float x, float y, float z); // Multiply the current matrix by a rotation matrix void rlScalef (float x, float y, float z); // Multiply the current matrix by a scaling matrix void rlMultMatrixf (const(float)* matf); // Multiply the current matrix by another matrix void rlFrustum (double left, double right, double bottom, double top, double znear, double zfar); void rlOrtho (double left, double right, double bottom, double top, double znear, double zfar); void rlViewport (int x, int y, int width, int height); // Set the viewport area //------------------------------------------------------------------------------------ // Functions Declaration - Vertex level operations //------------------------------------------------------------------------------------ void rlBegin (int mode); // Initialize drawing mode (how to organize vertex) void rlEnd (); // Finish vertex providing void rlVertex2i (int x, int y); // Define one vertex (position) - 2 int void rlVertex2f (float x, float y); // Define one vertex (position) - 2 float void rlVertex3f (float x, float y, float z); // Define one vertex (position) - 3 float void rlTexCoord2f (float x, float y); // Define one vertex (texture coordinate) - 2 float void rlNormal3f (float x, float y, float z); // Define one vertex (normal) - 3 float void rlColor4ub (ubyte r, ubyte g, ubyte b, ubyte a); // Define one vertex (color) - 4 byte void rlColor3f (float x, float y, float z); // Define one vertex (color) - 3 float 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 bool rlEnableVertexArray (uint vaoId); // Enable vertex array (VAO, if supported) void rlDisableVertexArray (); // Disable vertex array (VAO, if supported) void rlEnableVertexBuffer (uint id); // Enable vertex buffer (VBO) void rlDisableVertexBuffer (); // Disable vertex buffer (VBO) void rlEnableVertexBufferElement (uint id); // Enable vertex buffer element (VBO element) void rlDisableVertexBufferElement (); // Disable vertex buffer element (VBO element) void rlEnableVertexAttribute (uint index); // Enable vertex attribute index void rlDisableVertexAttribute (uint index); // Disable vertex attribute index // Enable attribute state pointer // Disable attribute state pointer // Textures state void rlActiveTextureSlot (int slot); // Select and active a texture slot void rlEnableTexture (uint id); // Enable texture void rlDisableTexture (); // Disable texture void rlEnableTextureCubemap (uint id); // Enable texture cubemap void rlDisableTextureCubemap (); // Disable texture cubemap void rlTextureParameters (uint id, int param, int value); // Set texture parameters (filter, wrap) void rlCubemapParameters (uint id, int param, int value); // Set cubemap parameters (filter, wrap) // Shader state void rlEnableShader (uint id); // Enable shader program void rlDisableShader (); // Disable shader program // Framebuffer state void rlEnableFramebuffer (uint id); // Enable render texture (fbo) void rlDisableFramebuffer (); // Disable render texture (fbo), return to default framebuffer void rlActiveDrawBuffers (int count); // Activate multiple draw color buffers void rlBlitFramebuffer (int srcX, int srcY, int srcWidth, int srcHeight, int dstX, int dstY, int dstWidth, int dstHeight, int bufferMask); // Blit active framebuffer to main framebuffer // General render state void rlEnableColorBlend (); // Enable color blending void rlDisableColorBlend (); // Disable color blending void rlEnableDepthTest (); // Enable depth test void rlDisableDepthTest (); // Disable depth test void rlEnableDepthMask (); // Enable depth write void rlDisableDepthMask (); // Disable depth write void rlEnableBackfaceCulling (); // Enable backface culling void rlDisableBackfaceCulling (); // Disable backface culling void rlSetCullFace (int mode); // Set face culling mode void rlEnableScissorTest (); // Enable scissor test void rlDisableScissorTest (); // Disable scissor test void rlScissor (int x, int y, int width, int height); // Scissor test void rlEnableWireMode (); // Enable wire mode void rlEnablePointMode (); // Enable point mode void rlDisableWireMode (); // Disable wire mode ( and point ) maybe rename void rlSetLineWidth (float width); // Set the line drawing width float rlGetLineWidth (); // Get the line drawing width void rlEnableSmoothLines (); // Enable line aliasing void rlDisableSmoothLines (); // Disable line aliasing void rlEnableStereoRender (); // Enable stereo rendering void rlDisableStereoRender (); // Disable stereo rendering bool rlIsStereoRenderEnabled (); // Check if stereo render is enabled void rlClearColor (ubyte r, ubyte g, ubyte b, ubyte a); // Clear color buffer with color void rlClearScreenBuffers (); // Clear used screen buffers (color and depth) void rlCheckErrors (); // Check and log OpenGL error codes void rlSetBlendMode (int mode); // Set blending mode void rlSetBlendFactors (int glSrcFactor, int glDstFactor, int glEquation); // Set blending mode factor and equation (using OpenGL factors) void rlSetBlendFactorsSeparate (int glSrcRGB, int glDstRGB, int glSrcAlpha, int glDstAlpha, int glEqRGB, int glEqAlpha); // Set blending mode factors and equations separately (using OpenGL factors) //------------------------------------------------------------------------------------ // Functions Declaration - rlgl functionality //------------------------------------------------------------------------------------ // rlgl initialization functions void rlglInit (int width, int height); // Initialize rlgl (buffers, shaders, textures, states) void rlglClose (); // De-initialize rlgl (buffers, shaders, textures) void rlLoadExtensions (void* loader); // Load OpenGL extensions (loader function required) int rlGetVersion (); // Get current OpenGL version void rlSetFramebufferWidth (int width); // Set current framebuffer width int rlGetFramebufferWidth (); // Get default framebuffer width void rlSetFramebufferHeight (int height); // Set current framebuffer height int rlGetFramebufferHeight (); // Get default framebuffer height uint rlGetTextureIdDefault (); // Get default texture id uint rlGetShaderIdDefault (); // Get default shader id int* rlGetShaderLocsDefault (); // Get default shader locations // Render batch management // NOTE: rlgl provides a default render batch to behave like OpenGL 1.1 immediate mode // but this render batch API is exposed in case of custom batches are required rlRenderBatch rlLoadRenderBatch (int numBuffers, int bufferElements); // Load a render batch system void rlUnloadRenderBatch (rlRenderBatch batch); // Unload render batch system void rlDrawRenderBatch (rlRenderBatch* batch); // Draw render batch data (Update->Draw->Reset) void rlSetRenderBatchActive (rlRenderBatch* batch); // Set the active render batch for rlgl (NULL for default internal) void rlDrawRenderBatchActive (); // Update and draw internal render batch bool rlCheckRenderBatchLimit (int vCount); // Check internal buffer overflow for a given number of vertex void rlSetTexture (uint id); // Set current texture for render batch and check buffers limits //------------------------------------------------------------------------------------------------------------------------ // Vertex buffers management uint rlLoadVertexArray (); // Load vertex array (vao) if supported uint rlLoadVertexBuffer (const(void)* buffer, int size, bool dynamic); // Load a vertex buffer attribute uint rlLoadVertexBufferElement (const(void)* buffer, int size, bool dynamic); // Load a new attributes element buffer void rlUpdateVertexBuffer (uint bufferId, const(void)* data, int dataSize, int offset); // Update GPU buffer with new data void rlUpdateVertexBufferElements (uint id, const(void)* data, int dataSize, int offset); // Update vertex buffer elements with new data void rlUnloadVertexArray (uint vaoId); void rlUnloadVertexBuffer (uint vboId); void rlSetVertexAttribute (uint index, int compSize, int type, bool normalized, int stride, const(void)* pointer); void rlSetVertexAttributeDivisor (uint index, int divisor); void rlSetVertexAttributeDefault (int locIndex, const(void)* value, int attribType, int count); // Set vertex attribute default value void rlDrawVertexArray (int offset, int count); void rlDrawVertexArrayElements (int offset, int count, const(void)* buffer); void rlDrawVertexArrayInstanced (int offset, int count, int instances); void rlDrawVertexArrayElementsInstanced (int offset, int count, const(void)* buffer, int instances); // Textures management uint rlLoadTexture (const(void)* data, int width, int height, int format, int mipmapCount); // Load texture in GPU uint rlLoadTextureDepth (int width, int height, bool useRenderBuffer); // Load depth texture/renderbuffer (to be attached to fbo) uint rlLoadTextureCubemap (const(void)* data, int size, int format); // Load texture cubemap void rlUpdateTexture (uint id, int offsetX, int offsetY, int width, int height, int format, const(void)* data); // Update GPU texture with new data void rlGetGlTextureFormats (int format, uint* glInternalFormat, uint* glFormat, uint* glType); // Get OpenGL internal formats const(char)* rlGetPixelFormatName (uint format); // Get name string for pixel format void rlUnloadTexture (uint id); // Unload texture from GPU memory void rlGenTextureMipmaps (uint id, int width, int height, int format, int* mipmaps); // Generate mipmap data for selected texture void* rlReadTexturePixels (uint id, int width, int height, int format); // Read texture pixel data ubyte* rlReadScreenPixels (int width, int height); // Read screen pixel data (color buffer) // Framebuffer management (fbo) uint rlLoadFramebuffer (int width, int height); // Load an empty framebuffer void rlFramebufferAttach (uint fboId, uint texId, int attachType, int texType, int mipLevel); // Attach texture/renderbuffer to a framebuffer bool rlFramebufferComplete (uint id); // Verify framebuffer is complete void rlUnloadFramebuffer (uint id); // Delete framebuffer from GPU // Shaders management uint rlLoadShaderCode (const(char)* vsCode, const(char)* fsCode); // Load shader from code strings uint rlCompileShader (const(char)* shaderCode, int type); // Compile custom shader and return shader id (type: RL_VERTEX_SHADER, RL_FRAGMENT_SHADER, RL_COMPUTE_SHADER) uint rlLoadShaderProgram (uint vShaderId, uint fShaderId); // Load custom shader program void rlUnloadShaderProgram (uint id); // Unload shader program int rlGetLocationUniform (uint shaderId, const(char)* uniformName); // Get shader location uniform int rlGetLocationAttrib (uint shaderId, const(char)* attribName); // Get shader location attribute void rlSetUniform (int locIndex, const(void)* value, int uniformType, int count); // Set shader value uniform void rlSetUniformMatrix (int locIndex, Matrix mat); // Set shader value matrix void rlSetUniformSampler (int locIndex, uint textureId); // Set shader value sampler void rlSetShader (uint id, int* locs); // Set shader currently active (id and locations) // Compute shader management uint rlLoadComputeShaderProgram (uint shaderId); // Load compute shader program void rlComputeShaderDispatch (uint groupX, uint groupY, uint groupZ); // Dispatch compute shader (equivalent to *draw* for graphics pipeline) // Shader buffer storage object management (ssbo) uint rlLoadShaderBuffer (uint size, const(void)* data, int usageHint); // Load shader storage buffer object (SSBO) void rlUnloadShaderBuffer (uint ssboId); // Unload shader storage buffer object (SSBO) void rlUpdateShaderBuffer (uint id, const(void)* data, uint dataSize, uint offset); // Update SSBO buffer data void rlBindShaderBuffer (uint id, uint index); // Bind SSBO buffer void rlReadShaderBuffer (uint id, void* dest, uint count, uint offset); // Read SSBO buffer data (GPU->CPU) void rlCopyShaderBuffer (uint destId, uint srcId, uint destOffset, uint srcOffset, uint count); // Copy SSBO data between buffers uint rlGetShaderBufferSize (uint id); // Get SSBO buffer size // Buffer management void rlBindImageTexture (uint id, uint index, int format, bool readonly); // Bind image texture // Matrix state management Matrix rlGetMatrixModelview (); // Get internal modelview matrix Matrix rlGetMatrixProjection (); // Get internal projection matrix Matrix rlGetMatrixTransform (); // Get internal accumulated transform matrix Matrix rlGetMatrixProjectionStereo (int eye); // Get internal projection matrix for stereo render (selected eye) Matrix rlGetMatrixViewOffsetStereo (int eye); // Get internal view offset matrix for stereo render (selected eye) void rlSetMatrixProjection (Matrix proj); // Set a custom projection matrix (replaces internal projection matrix) void rlSetMatrixModelview (Matrix view); // Set a custom modelview matrix (replaces internal modelview matrix) void rlSetMatrixProjectionStereo (Matrix right, Matrix left); // Set eyes projection matrices for stereo rendering void rlSetMatrixViewOffsetStereo (Matrix right, Matrix left); // Set eyes view offsets matrices for stereo rendering // Quick and dirty cube/quad buffers load->draw->unload void rlLoadDrawCube (); // Load and draw a cube void rlLoadDrawQuad (); // Load and draw a quad // RLGL_H /*********************************************************************************** * * RLGL IMPLEMENTATION * ************************************************************************************/ // OpenGL 1.1 library for OSX // OpenGL extensions library // APIENTRY for OpenGL function pointer declarations is required // WINGDIAPI definition. Some Windows OpenGL headers need it // OpenGL 1.1 library // GLAD extensions loading library, includes OpenGL headers // OpenGL ES 3.0 library // OpenGL ES 2.0 extensions library // NOTE: OpenGL ES 2.0 can be enabled on PLATFORM_DESKTOP, // in that case, functions are loaded from a custom glad for OpenGL ES 2.0 //#include // EGL library -> not required, platform layer // OpenGL ES 2.0 library // OpenGL ES 2.0 extensions library // It seems OpenGL ES 2.0 instancing entry points are not defined on Raspberry Pi // provided headers (despite being defined in official Khronos GLES2 headers) // Required for: malloc(), free() // Required for: strcmp(), strlen() [Used in rlglInit(), on extensions loading] // Required for: sqrtf(), sinf(), cosf(), floor(), log() //---------------------------------------------------------------------------------- // Defines and Macros //---------------------------------------------------------------------------------- // Default shader vertex attribute names to set location points // Bound by default to shader location: 0 // Bound by default to shader location: 1 // Bound by default to shader location: 2 // Bound by default to shader location: 3 // Bound by default to shader location: 4 // Bound by default to shader location: 5 // model-view-projection matrix // view matrix // projection matrix // model matrix // normal matrix (transpose(inverse(matModelView)) // color diffuse (base tint color, multiplied by texture color) // texture0 (texture slot active 0) // texture1 (texture slot active 1) // texture2 (texture slot active 2) //---------------------------------------------------------------------------------- // Types and Structures Definition //---------------------------------------------------------------------------------- // Current render batch // Default internal render batch // Current active render batch vertex counter (generic, used for all batches) // Current active texture coordinate (added on glVertex*()) // Current active normal (added on glVertex*()) // Current active color (added on glVertex*()) // Current matrix mode // Current matrix pointer // Default modelview matrix // Default projection matrix // Transform matrix to be used with rlTranslate, rlRotate, rlScale // Require transform matrix application to current draw-call vertex (if required) // Matrix stack for push/pop // Matrix stack counter // Default texture used on shapes/poly drawing (required by shader) // Active texture ids to be enabled on batch drawing (0 active by default) // Default vertex shader id (used by default shader program) // Default fragment shader id (used by default shader program) // Default shader program id, supports vertex color and diffuse texture // Default shader locations pointer to be used on rendering // Current shader id to be used on rendering (by default, defaultShaderId) // Current shader locations pointer to be used on rendering (by default, defaultShaderLocs) // Stereo rendering flag // VR stereo rendering eyes projection matrices // VR stereo rendering eyes view offset matrices // Blending variables // Blending mode active // Blending source factor // Blending destination factor // Blending equation // Blending source RGB factor // Blending destination RGB factor // Blending source alpha factor // Blending destination alpha factor // Blending equation for RGB // Blending equation for alpha // Custom blending factor and equation modification status // Current framebuffer width // Current framebuffer height // Renderer state // VAO support (OpenGL ES2 could not support VAO extension) (GL_ARB_vertex_array_object) // Instancing supported (GL_ANGLE_instanced_arrays, GL_EXT_draw_instanced + GL_EXT_instanced_arrays) // NPOT textures full support (GL_ARB_texture_non_power_of_two, GL_OES_texture_npot) // Depth textures supported (GL_ARB_depth_texture, GL_OES_depth_texture) // Depth textures supported WebGL specific (GL_WEBGL_depth_texture) // float textures support (32 bit per channel) (GL_OES_texture_float) // half float textures support (16 bit per channel) (GL_OES_texture_half_float) // DDS texture compression support (GL_EXT_texture_compression_s3tc, GL_WEBGL_compressed_texture_s3tc, GL_WEBKIT_WEBGL_compressed_texture_s3tc) // ETC1 texture compression support (GL_OES_compressed_ETC1_RGB8_texture, GL_WEBGL_compressed_texture_etc1) // ETC2/EAC texture compression support (GL_ARB_ES3_compatibility) // PVR texture compression support (GL_IMG_texture_compression_pvrtc) // ASTC texture compression support (GL_KHR_texture_compression_astc_hdr, GL_KHR_texture_compression_astc_ldr) // Clamp mirror wrap mode supported (GL_EXT_texture_mirror_clamp) // Anisotropic texture filtering support (GL_EXT_texture_filter_anisotropic) // Compute shaders support (GL_ARB_compute_shader) // Shader storage buffer object support (GL_ARB_shader_storage_buffer_object) // Maximum anisotropy level supported (minimum is 2.0f) // Maximum bits for depth component // Extensions supported flags // OpenGL extension functions loader signature (same as GLADloadproc) // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2 //---------------------------------------------------------------------------------- // Global Variables Definition //---------------------------------------------------------------------------------- // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2 // NOTE: VAO functionality is exposed through extensions (OES) // NOTE: Instancing functionality could also be available through extension //---------------------------------------------------------------------------------- // Module specific Functions Declaration //---------------------------------------------------------------------------------- // Load default shader // Unload default shader // Get compressed format official GL identifier name // RLGL_SHOW_GL_DETAILS_INFO // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2 // Get pixel data size in bytes (image or texture) // Auxiliar matrix math functions // Get identity matrix // Multiply two matrices //---------------------------------------------------------------------------------- // Module Functions Definition - Matrix operations //---------------------------------------------------------------------------------- // Fallback to OpenGL 1.1 function calls //--------------------------------------- // Choose the current matrix to be transformed //else if (mode == RL_TEXTURE) // Not supported // Push the current matrix into RLGL.State.stack // Pop lattest inserted matrix from RLGL.State.stack // Reset current matrix to identity matrix // Multiply the current matrix by a translation matrix // NOTE: We transpose matrix with multiplication order // Multiply the current matrix by a rotation matrix // NOTE: The provided angle must be in degrees // Axis vector (x, y, z) normalization // Rotation matrix generation // NOTE: We transpose matrix with multiplication order // Multiply the current matrix by a scaling matrix // NOTE: We transpose matrix with multiplication order // Multiply the current matrix by another matrix // Matrix creation from array // Multiply the current matrix by a perspective matrix generated by parameters // Multiply the current matrix by an orthographic matrix generated by parameters // NOTE: If left-right and top-botton values are equal it could create a division by zero, // response to it is platform/compiler dependant // Set the viewport area (transformation from normalized device coordinates to window coordinates) // NOTE: We store current viewport dimensions //---------------------------------------------------------------------------------- // Module Functions Definition - Vertex level operations //---------------------------------------------------------------------------------- // Fallback to OpenGL 1.1 function calls //--------------------------------------- // Initialize drawing mode (how to organize vertex) // Draw mode can be RL_LINES, RL_TRIANGLES and RL_QUADS // NOTE: In all three cases, vertex are accumulated over default internal vertex buffer // 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 // Finish vertex providing // 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) // Define one vertex (position) // NOTE: Vertex position data is the basic information required for drawing // Transform provided vector if required // WARNING: We can't break primitives when launching a new batch. // RL_LINES comes in pairs, RL_TRIANGLES come in groups of 3 vertices and RL_QUADS come in groups of 4 vertices. // We must check current draw.mode when a new vertex is required and finish the batch only if the draw.mode draw.vertexCount is %2, %3 or %4 // Reached the maximum number of vertices for RL_LINES drawing // Launch a draw call but keep current state for next vertices comming // NOTE: We add +1 vertex to the check for security // Add vertices // Add current texcoord // WARNING: By default rlVertexBuffer struct does not store normals // Add current color // Define one vertex (position) // Define one vertex (position) // Define one vertex (texture coordinate) // NOTE: Texture coordinates are limited to QUADS only // Define one vertex (normal) // NOTE: Normals limited to TRIANGLES only? // Define one vertex (color) // Define one vertex (color) // Define one vertex (color) //-------------------------------------------------------------------------------------- // Module Functions Definition - OpenGL style functions (common to 1.1, 3.3+, ES2) //-------------------------------------------------------------------------------------- // Set current texture to use // NOTE: If quads batch limit is reached, we force a draw call and next batch starts // 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 // Select and active a texture slot // Enable texture // Disable texture // Enable texture cubemap // Disable texture cubemap // Set texture parameters (wrap mode/filter mode) // Reset anisotropy filter, in case it was set // Set cubemap parameters (wrap mode/filter mode) // Reset anisotropy filter, in case it was set // Enable shader program // Disable shader program // Enable rendering to texture (fbo) // Disable rendering to texture // Blit active framebuffer to main framebuffer // Activate multiple draw color buffers // NOTE: One color buffer is always active by default // NOTE: Maximum number of draw buffers supported is implementation dependant, // it can be queried with glGet*() but it must be at least 8 //GLint maxDrawBuffers = 0; //glGetIntegerv(GL_MAX_DRAW_BUFFERS, &maxDrawBuffers); //---------------------------------------------------------------------------------- // General render state configuration //---------------------------------------------------------------------------------- // Enable color blending // Disable color blending // Enable depth test // Disable depth test // Enable depth write // Disable depth write // Enable backface culling // Disable backface culling // Set face culling mode // Enable scissor test // Disable scissor test // Scissor test // Enable wire mode // NOTE: glPolygonMode() not available on OpenGL ES // NOTE: glPolygonMode() not available on OpenGL ES // Disable wire mode // NOTE: glPolygonMode() not available on OpenGL ES // Set the line drawing width // Get the line drawing width // Enable line aliasing // Disable line aliasing // Enable stereo rendering // Disable stereo rendering // Check if stereo render is enabled // Clear color buffer with color // Color values clamp to 0.0f(0) and 1.0f(255) // Clear used screen buffers (color and depth) // 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 // Set blend mode // NOTE: Using GL blend src/dst factors and GL equation configured with rlSetBlendFactors() // NOTE: Using GL blend src/dst factors and GL equation configured with rlSetBlendFactorsSeparate() // Set blending mode factor and equation // Set blending mode factor and equation separately for RGB and alpha //---------------------------------------------------------------------------------- // Module Functions Definition - OpenGL Debug //---------------------------------------------------------------------------------- // Ignore non-significant error/warning codes (NVidia drivers) // NOTE: Here there are the details with a sample output: // - #131169 - Framebuffer detailed info: The driver allocated storage for renderbuffer 2. (severity: low) // - #131185 - Buffer detailed info: Buffer object 1 (bound to GL_ELEMENT_ARRAY_BUFFER_ARB, usage hint is GL_ENUM_88e4) // will use VIDEO memory as the source for buffer object operations. (severity: low) // - #131218 - Program/shader state performance warning: Vertex shader in program 7 is being recompiled based on GL state. (severity: medium) // - #131204 - Texture state usage warning: The texture object (0) bound to texture image unit 0 does not have // a defined base level and cannot be used for texture mapping. (severity: low) //---------------------------------------------------------------------------------- // Module Functions Definition - rlgl functionality //---------------------------------------------------------------------------------- // Initialize rlgl: OpenGL extensions, default buffers/shaders/textures, OpenGL states // Enable OpenGL debug context if required // glDebugMessageControl(GL_DEBUG_SOURCE_API, GL_DEBUG_TYPE_ERROR, GL_DEBUG_SEVERITY_HIGH, 0, 0, GL_TRUE); // Debug context options: // - GL_DEBUG_OUTPUT - Faster version but not useful for breakpoints // - GL_DEBUG_OUTPUT_SYNCHRONUS - Callback is in sync with errors, so a breakpoint can be placed on the callback in order to get a stacktrace for the GL error // Init default white texture // 1 pixel RGBA (4 bytes) // Init default Shader (customized for GL 3.3 and ES2) // Loaded: RLGL.State.defaultShaderId + RLGL.State.defaultShaderLocs // Init default vertex arrays buffers // Init stack matrices (emulating OpenGL 1.1) // Init internal matrices // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2 // Initialize OpenGL default states //---------------------------------------------------------- // Init state: Depth test // Type of depth testing to apply // Disable depth testing for 2D (only used for 3D) // Init state: Blending mode // Color blending function (how colors are mixed) // Enable color blending (required to work with transparencies) // Init state: Culling // NOTE: All shapes/models triangles are drawn CCW // Cull the back face (default) // Front face are defined counter clockwise (default) // Enable backface culling // Init state: Cubemap seamless // Seamless cubemaps (not supported on OpenGL ES 2.0) // Init state: Color hints (deprecated in OpenGL 3.0+) // Improve quality of color and texture coordinate interpolation // Smooth shading between vertex (vertex colors interpolation) // Store screen size into global variables //---------------------------------------------------------- // Init state: Color/Depth buffers clear // Set clear color (black) // Set clear depth value (default) // Clear color and depth buffers (depth buffer required for 3D) // Vertex Buffer Object deinitialization (memory free) // Unload default shader // Unload default texture // Load OpenGL extensions // NOTE: External loader function must be provided // Also defined for GRAPHICS_API_OPENGL_21 // NOTE: glad is generated and contains only required OpenGL 3.3 Core extensions (and lower versions) // Get number of supported extensions // Get supported extensions list // WARNING: glGetStringi() not available on OpenGL 2.1 // Register supported extensions flags // Optional OpenGL 2.1 extensions // Register supported extensions flags // OpenGL 3.3 extensions supported by default (core) // Optional OpenGL 3.3 extensions // Texture compression: DXT // Texture compression: ETC2/EAC // GRAPHICS_API_OPENGL_33 // Register supported extensions flags // OpenGL ES 3.0 extensions supported by default (or it should be) // TODO: Check for additional OpenGL ES 3.0 supported extensions: //RLGL.ExtSupported.texCompDXT = true; //RLGL.ExtSupported.texCompETC1 = true; //RLGL.ExtSupported.texCompETC2 = true; //RLGL.ExtSupported.texCompPVRT = true; //RLGL.ExtSupported.texCompASTC = true; //RLGL.ExtSupported.maxAnisotropyLevel = true; //RLGL.ExtSupported.computeShader = true; //RLGL.ExtSupported.ssbo = true; // TODO: Support GLAD loader for OpenGL ES 3.0 // Get supported extensions list // Allocate 512 strings pointers (2 KB) // One big const string // NOTE: We have to duplicate string because glGetString() returns a const string // Get extensions string size in bytes // Check required extensions // Check VAO support // NOTE: Only check on OpenGL ES, OpenGL 3.3 has VAO support as core feature // 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... //glIsVertexArray = (PFNGLISVERTEXARRAYOESPROC)loader("glIsVertexArrayOES"); // NOTE: Fails in WebGL, omitted // Check instanced rendering support // Web ANGLE // Standard EXT // Check NPOT textures support // NOTE: Only check on OpenGL ES, OpenGL 3.3 has NPOT textures full support as core feature // Check texture float support // Check depth texture support // WebGL requires unsized internal format // Not available on WebGL // Not available on WebGL // Check texture compression support: DXT // Check texture compression support: ETC1 // Check texture compression support: ETC2/EAC // Check texture compression support: PVR // Check texture compression support: ASTC // Check anisotropic texture filter support // Check clamp mirror wrap mode support // Free extensions pointers // Duplicated string must be deallocated // GRAPHICS_API_OPENGL_ES2 // Check OpenGL information and capabilities //------------------------------------------------------------------------------ // Show current OpenGL and GLSL version // NOTE: Anisotropy levels capability is an extension // Show some OpenGL GPU capabilities // GRAPHICS_API_OPENGL_43 // RLGL_SHOW_GL_DETAILS_INFO // Show some basic info about GL supported features // RLGL_SHOW_GL_DETAILS_INFO // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2 // Get current OpenGL version // Set current framebuffer width // Set current framebuffer height // Get default framebuffer width // Get default framebuffer height // Get default internal texture (white texture) // NOTE: Default texture is a 1x1 pixel UNCOMPRESSED_R8G8B8A8 // Get default shader id // Get default shader locs // Render batch management //------------------------------------------------------------------------------------------------ // Load render batch // Initialize CPU (RAM) vertex buffers (position, texcoord, color data and indexes) //-------------------------------------------------------------------------------------------- // 3 float by vertex, 4 vertex by quad // 2 float by texcoord, 4 texcoord by quad // 4 float by color, 4 colors by quad // 6 int by quad (indices) // 6 int by quad (indices) // Indices can be initialized right now //-------------------------------------------------------------------------------------------- // Upload to GPU (VRAM) vertex data and initialize VAOs/VBOs //-------------------------------------------------------------------------------------------- // Initialize Quads VAO // Quads - Vertex buffers binding and attributes enable // Vertex position buffer (shader-location = 0) // Vertex texcoord buffer (shader-location = 1) // Vertex color buffer (shader-location = 3) // Fill index buffer // Unbind the current VAO //-------------------------------------------------------------------------------------------- // Init draw calls tracking system //-------------------------------------------------------------------------------------------- //batch.draws[i].vaoId = 0; //batch.draws[i].shaderId = 0; //batch.draws[i].RLGL.State.projection = rlMatrixIdentity(); //batch.draws[i].RLGL.State.modelview = rlMatrixIdentity(); // Record buffer count // Reset draws counter // Reset depth value //-------------------------------------------------------------------------------------------- // Unload default internal buffers vertex data from CPU and GPU // Unbind everything // Unload all vertex buffers data // Unbind VAO attribs data // Delete VBOs from GPU (VRAM) // Delete VAOs from GPU (VRAM) // Free vertex arrays memory from CPU (RAM) // Unload arrays // Draw render batch // NOTE: We require a pointer to reset batch and increase current buffer (multi-buffer) // 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 (use a change detector flag?) // Activate elements VAO // Vertex positions buffer //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*4*batch->vertexBuffer[batch->currentBuffer].elementCount, batch->vertexBuffer[batch->currentBuffer].vertices, GL_DYNAMIC_DRAW); // Update all buffer // Texture coordinates buffer //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*4*batch->vertexBuffer[batch->currentBuffer].elementCount, batch->vertexBuffer[batch->currentBuffer].texcoords, GL_DYNAMIC_DRAW); // Update all buffer // Colors buffer //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*4*4*batch->vertexBuffer[batch->currentBuffer].elementCount, batch->vertexBuffer[batch->currentBuffer].colors, GL_DYNAMIC_DRAW); // Update all buffer // NOTE: glMapBuffer() causes sync issue. // If GPU is working with this buffer, glMapBuffer() will wait(stall) until GPU to finish its job. // To avoid waiting (idle), you can call first glBufferData() with NULL pointer before glMapBuffer(). // If you do that, the previous data in PBO will be discarded and glMapBuffer() returns a new // allocated pointer immediately even if GPU is still working with the previous data. // Another option: map the buffer object into client's memory // Probably this code could be moved somewhere else... // batch->vertexBuffer[batch->currentBuffer].vertices = (float *)glMapBuffer(GL_ARRAY_BUFFER, GL_READ_WRITE); // if (batch->vertexBuffer[batch->currentBuffer].vertices) // { // Update vertex data // } // glUnmapBuffer(GL_ARRAY_BUFFER); // Unbind the current VAO //------------------------------------------------------------------------------------------------------------ // Draw batch vertex buffers (considering VR stereo if required) //------------------------------------------------------------------------------------------------------------ // Setup current eye viewport (half screen width) // Set current eye view offset to modelview matrix // Set current eye projection matrix // Draw buffers // Set current shader and upload current MVP matrix // Create modelview-projection matrix and upload to shader // Bind vertex attrib: position (shader-location = 0) // Bind vertex attrib: texcoord (shader-location = 1) // Bind vertex attrib: color (shader-location = 3) // Setup some default shader values // Active default sampler2D: texture0 // Activate additional sampler textures // Those additional textures will be common for all draw calls of the batch // 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 // Bind current draw call texture, activated as GL_TEXTURE0 and Bound to sampler2D texture0 by default // We need to define the number of indices to be processed: elementCount*6 // NOTE: The final parameter tells the GPU the offset in bytes from the // start of the index buffer to the location of the first index to process // Unbind textures // Unbind VAO // Unbind shader program // Restore viewport to default measures //------------------------------------------------------------------------------------------------------------ // Reset batch buffers //------------------------------------------------------------------------------------------------------------ // Reset vertex counter for next frame // Reset depth for next draw // Restore projection/modelview matrices // Reset RLGL.currentBatch->draws array // Reset active texture units for next batch // Reset draws counter to one draw for the batch //------------------------------------------------------------------------------------------------------------ // Change to next buffer in the list (in case of multi-buffering) // Set the active render batch for rlgl // Update and draw internal render batch // NOTE: Stereo rendering is checked inside // Check internal buffer overflow for a given number of vertex // and force a rlRenderBatch draw call if required // Store current primitive drawing mode and texture id // NOTE: Stereo rendering is checked inside // Restore state of last batch so we can continue adding vertices // Textures data management //----------------------------------------------------------------------------------------- // Convert image data to OpenGL texture (returns OpenGL valid Id) // Free any old binding // Check texture format support by OpenGL 1.1 (compressed textures not supported) // GRAPHICS_API_OPENGL_11 // Generate texture id // Mipmap data offset, only used for tracelog // NOTE: Added pointer math separately from function to avoid UBSAN complaining // Load the different mipmap levels // Increment offset position to next mipmap // Increment data pointer to next mipmap // Security check for NPOT textures // Texture parameters configuration // NOTE: glTexParameteri does NOT affect texture uploading, just the way it's used // 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 // Set texture to repeat on x-axis // Set texture to repeat on y-axis // NOTE: If using negative texture coordinates (LoadOBJ()), it does not work! // Set texture to clamp on x-axis // Set texture to clamp on y-axis // Set texture to repeat on x-axis // Set texture to repeat on y-axis // Magnification and minification filters // Alternative: GL_LINEAR // Alternative: GL_LINEAR // Activate Trilinear filtering if mipmaps are available // 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 // Load depth texture/renderbuffer (to be attached to fbo) // WARNING: OpenGL ES 2.0 requires GL_OES_depth_texture and WebGL requires WEBGL_depth_texture extensions // In case depth textures not supported, we force renderbuffer usage // 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 // WARNING: WebGL platform requires unsized internal format definition (GL_DEPTH_COMPONENT) // while other platforms using OpenGL ES 2.0 require/support sized internal formats depending on the GPU capabilities // 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 // 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 // Load cubemap faces // Set cubemap texture sampling parameters // Flag not supported on OpenGL ES 2.0 // Update already loaded texture in GPU with new data // NOTE: We don't know safely if internal texture format is the expected one... // Get OpenGL internal formats and data type from raylib PixelFormat // NOTE: on OpenGL ES 2.0 (WebGL), internalFormat must match format and options allowed are: GL_LUMINANCE, GL_RGB, GL_RGBA // NOTE: Requires extension OES_texture_float // NOTE: Requires extension OES_texture_float // NOTE: Requires extension OES_texture_float // defined(GRAPHICS_API_OPENGL_ES2) // NOTE: Requires extension OES_texture_half_float // NOTE: Requires extension OES_texture_half_float // NOTE: Requires extension OES_texture_half_float // NOTE: Requires OpenGL ES 2.0 or OpenGL 4.3 // NOTE: Requires OpenGL ES 3.0 or OpenGL 4.3 // NOTE: Requires OpenGL ES 3.0 or OpenGL 4.3 // NOTE: Requires PowerVR GPU // NOTE: Requires PowerVR GPU // NOTE: Requires OpenGL ES 3.1 or OpenGL 4.3 // NOTE: Requires OpenGL ES 3.1 or OpenGL 4.3 // Unload texture from GPU memory // Generate mipmap data for selected texture // NOTE: Only supports GPU mipmap generation // Check if texture is power-of-two (POT) //glHint(GL_GENERATE_MIPMAP_HINT, GL_DONT_CARE); // Hint for mipmaps generation algorithm: GL_FASTEST, GL_NICEST, GL_DONT_CARE // Generate mipmaps automatically // Read texture pixel data // 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.) // glGetTexImage() is not available on OpenGL ES 2.0 // Texture width and height are required on OpenGL ES 2.0. There is no way to get it from texture id. // Two possible Options: // 1 - Bind texture to color fbo attachment and glReadPixels() // 2 - Create an fbo, activate it, render quad with texture, glReadPixels() // We are using Option 1, just need to care for texture format on retrieval // NOTE: This behaviour could be conditioned by graphic driver... // Attach our texture to FBO // We read data as RGBA because FBO texture is configured as RGBA, despite binding another texture format // Clean up temporal fbo // Read screen pixel data (color buffer) // 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! // Flip image vertically! // 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! // NOTE: image data should be freed // Framebuffer management (fbo) //----------------------------------------------------------------------------------------- // Load a framebuffer to be used for rendering // NOTE: No textures attached // Create the framebuffer object // Unbind any framebuffer // Attach color buffer texture to an fbo (unloads previous attachment) // NOTE: Attach type: 0-Color, 1-Depth renderbuffer, 2-Depth texture // Verify render texture is complete // Unload framebuffer from GPU memory // NOTE: All attached textures/cubemaps/renderbuffers are also deleted // Query depth attachment to automatically delete texture/renderbuffer // Bind framebuffer to query depth texture type // TODO: Review warning retrieving object name in WebGL // WARNING: WebGL: INVALID_ENUM: getFramebufferAttachmentParameter: invalid parameter name // https://registry.khronos.org/webgl/specs/latest/1.0/ // 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. // Vertex data management //----------------------------------------------------------------------------------------- // Load a new attributes buffer // Load a new attributes element buffer // Enable vertex buffer (VBO) // Disable vertex buffer (VBO) // Enable vertex buffer element (VBO element) // Disable vertex buffer element (VBO element) // Update vertex buffer with new data // NOTE: dataSize and offset must be provided in bytes // Update vertex buffer elements with new data // NOTE: dataSize and offset must be provided in bytes // Enable vertex array object (VAO) // Disable vertex array object (VAO) // Enable vertex attribute index // Disable vertex attribute index // Draw vertex array // Draw vertex array elements // NOTE: Added pointer math separately from function to avoid UBSAN complaining // Draw vertex array instanced // Draw vertex array elements instanced // NOTE: Added pointer math separately from function to avoid UBSAN complaining // Enable vertex state pointer //case GL_INDEX_ARRAY: if (buffer != NULL) glIndexPointer(GL_SHORT, 0, buffer); break; // Indexed colors // Disable vertex state pointer // Load vertex array object (VAO) // Set vertex attribute // Set vertex attribute divisor // Unload vertex array object (VAO) // Unload vertex buffer (VBO) //TRACELOG(RL_LOG_INFO, "VBO: Unloaded vertex data from VRAM (GPU)"); // Shaders management //----------------------------------------------------------------------------------------------- // Load shader from code strings // NOTE: If shader string is NULL, using default vertex/fragment shaders // Compile vertex shader (if provided) // In case no vertex shader was provided or compilation failed, we use default vertex shader // Compile fragment shader (if provided) // In case no fragment shader was provided or compilation failed, we use default fragment shader // In case vertex and fragment shader are the default ones, no need to recompile, we can just assign the default shader program id // One of or both shader are new, we need to compile a new shader program // We can detach and delete vertex/fragment shaders (if not default ones) // NOTE: We detach shader before deletion to make sure memory is freed // WARNING: Shader program linkage could fail and returned id is 0 // WARNING: Shader program linkage could fail and returned id is 0 // In case shader program loading failed, we assign default shader // In case shader loading fails, we return the default shader /* else { // Get available shader uniforms // NOTE: This information is useful for debug... int uniformCount = -1; glGetProgramiv(id, GL_ACTIVE_UNIFORMS, &uniformCount); for (int i = 0; i < uniformCount; i++) { int namelen = -1; int num = -1; char name[256] = { 0 }; // Assume no variable names longer than 256 GLenum type = GL_ZERO; // Get the name of the uniforms glGetActiveUniform(id, i, sizeof(name) - 1, &namelen, &num, &type, name); name[namelen] = 0; TRACELOGD("SHADER: [ID %i] Active uniform (%s) set at location: %i", id, name, glGetUniformLocation(id, name)); } } */ // Compile custom shader and return shader id //case GL_GEOMETRY_SHADER: //case GL_GEOMETRY_SHADER: // Load custom shader strings and return program id // NOTE: Default attribute shader locations must be Bound before linking // NOTE: If some attrib name is no found on the shader, it locations becomes -1 // NOTE: All uniform variables are intitialised to 0 when a program links // Get the size of compiled shader program (not available on OpenGL ES 2.0) // NOTE: If GL_LINK_STATUS is GL_FALSE, program binary length is zero. //GLint binarySize = 0; //glGetProgramiv(id, GL_PROGRAM_BINARY_LENGTH, &binarySize); // Unload shader program // Get shader location uniform //if (location == -1) TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Failed to find shader uniform: %s", shaderId, uniformName); //else TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Shader uniform (%s) set at location: %i", shaderId, uniformName, location); // Get shader location attribute //if (location == -1) TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Failed to find shader attribute: %s", shaderId, attribName); //else TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Shader attribute (%s) set at location: %i", shaderId, attribName, location); // Set shader value uniform // Set shader value attribute // Set shader value uniform matrix // Set shader value uniform sampler // Check if texture is already active // Register a new active texture for the internal batch system // NOTE: Default texture is always activated as GL_TEXTURE0 // Activate new texture unit // Save texture id for binding on drawing // Set shader currently active (id and locations) // Load compute shader program // NOTE: All uniform variables are intitialised to 0 when a program links // Get the size of compiled shader program (not available on OpenGL ES 2.0) // NOTE: If GL_LINK_STATUS is GL_FALSE, program binary length is zero. //GLint binarySize = 0; //glGetProgramiv(id, GL_PROGRAM_BINARY_LENGTH, &binarySize); // Dispatch compute shader (equivalent to *draw* for graphics pilepine) // Load shader storage buffer object (SSBO) // Clear buffer data to 0 // Unload shader storage buffer object (SSBO) // Update SSBO buffer data // Get SSBO buffer size // Read SSBO buffer data (GPU->CPU) // Bind SSBO buffer // Copy SSBO buffer data // Bind image texture // Matrix state management //----------------------------------------------------------------------------------------- // Get internal modelview matrix // Get internal projection matrix // Get internal accumulated transform matrix // TODO: Consider possible transform matrices in the RLGL.State.stack // Is this the right order? or should we start with the first stored matrix instead of the last one? //Matrix matStackTransform = rlMatrixIdentity(); //for (int i = RLGL.State.stackCounter; i > 0; i--) matStackTransform = rlMatrixMultiply(RLGL.State.stack[i], matStackTransform); // Get internal projection matrix for stereo render (selected eye) // Get internal view offset matrix for stereo render (selected eye) // Set a custom modelview matrix (replaces internal modelview matrix) // Set a custom projection matrix (replaces internal projection matrix) // Set eyes projection matrices for stereo rendering // Set eyes view offsets matrices for stereo rendering // Load and draw a quad in NDC // Positions Texcoords // Gen VAO to contain VBO // Gen and fill vertex buffer (VBO) // Bind vertex attributes (position, texcoords) // Positions // Texcoords // Draw quad // Delete buffers (VBO and VAO) // Load and draw a cube in NDC // Positions Normals Texcoords // Gen VAO to contain VBO // Gen and fill vertex buffer (VBO) // Bind vertex attributes (position, normals, texcoords) // Positions // Normals // Texcoords // Draw cube // Delete VBO and VAO // Get name string for pixel format // 8 bit per pixel (no alpha) // 8*2 bpp (2 channels) // 16 bpp // 24 bpp // 16 bpp (1 bit alpha) // 16 bpp (4 bit alpha) // 32 bpp // 32 bpp (1 channel - float) // 32*3 bpp (3 channels - float) // 32*4 bpp (4 channels - float) // 16 bpp (1 channel - half float) // 16*3 bpp (3 channels - half float) // 16*4 bpp (4 channels - half float) // 4 bpp (no alpha) // 4 bpp (1 bit alpha) // 8 bpp // 8 bpp // 4 bpp // 4 bpp // 8 bpp // 4 bpp // 4 bpp // 8 bpp // 2 bpp //---------------------------------------------------------------------------------- // Module specific Functions Definition //---------------------------------------------------------------------------------- // Load default shader (just vertex positioning and texture coloring) // NOTE: This shader program is used for internal buffers // NOTE: Loaded: RLGL.State.defaultShaderId, RLGL.State.defaultShaderLocs // NOTE: All locations must be reseted to -1 (no location) // Vertex shader directly defined, no external file required // Precision required for OpenGL ES2 (WebGL) (on some browsers) // Fragment shader directly defined, no external file required // Precision required for OpenGL ES2 (WebGL) // NOTE: Compiled vertex/fragment shaders are not deleted, // they are kept for re-use as default shaders in case some shader loading fails // Compile default vertex shader // Compile default fragment shader // Set default shader locations: attributes locations // Set default shader locations: uniform locations // Unload default shader // NOTE: Unloads: RLGL.State.defaultShaderId, RLGL.State.defaultShaderLocs // Get compressed format official GL identifier name // GL_EXT_texture_compression_s3tc // GL_3DFX_texture_compression_FXT1 // GL_IMG_texture_compression_pvrtc // GL_OES_compressed_ETC1_RGB8_texture // GL_ARB_texture_compression_rgtc // GL_ARB_texture_compression_bptc // GL_ARB_ES3_compatibility // GL_KHR_texture_compression_astc_hdr // RLGL_SHOW_GL_DETAILS_INFO // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2 // Get pixel data size in bytes (image or texture) // NOTE: Size depends on pixel format // Size in bytes // Bits per pixel // Total data size in bytes // Most compressed formats works on 4x4 blocks, // if texture is smaller, minimum dataSize is 8 or 16 // Auxiliar math functions // Get identity matrix // Get two matrix multiplication // NOTE: When multiplying matrices... the order matters! // RLGL_IMPLEMENTATION