From 56938e3c079c3555c1ef0dc5b54ef71307fa0734 Mon Sep 17 00:00:00 2001 From: Vadim Date: Fri, 5 Nov 2021 19:08:53 +0500 Subject: [PATCH] remove older header --- headers/raylib.h | 1536 ---------- headers/raymath.h | 1853 ------------ headers/rlgl.h | 4661 ------------------------------- tmp/shapes_raylogo_laz.compiled | 5 - tmp/shapes_raylogo_laz.o | Bin 9664 -> 0 bytes 5 files changed, 8055 deletions(-) delete mode 100644 headers/raylib.h delete mode 100644 headers/raymath.h delete mode 100644 headers/rlgl.h delete mode 100644 tmp/shapes_raylogo_laz.compiled delete mode 100644 tmp/shapes_raylogo_laz.o diff --git a/headers/raylib.h b/headers/raylib.h deleted file mode 100644 index df21c12..0000000 --- a/headers/raylib.h +++ /dev/null @@ -1,1536 +0,0 @@ -/********************************************************************************************** -* -* raylib v4.0 - A simple and easy-to-use library to enjoy videogames programming (www.raylib.com) -* -* FEATURES: -* - NO external dependencies, all required libraries included with raylib -* - Multiplatform: Windows, Linux, FreeBSD, OpenBSD, NetBSD, DragonFly, -* MacOS, Haiku, Android, Raspberry Pi, DRM native, HTML5. -* - Written in plain C code (C99) in PascalCase/camelCase notation -* - Hardware accelerated with OpenGL (1.1, 2.1, 3.3 or ES2 - choose at compile) -* - Unique OpenGL abstraction layer (usable as standalone module): [rlgl] -* - Multiple Fonts formats supported (TTF, XNA fonts, AngelCode fonts) -* - Outstanding texture formats support, including compressed formats (DXT, ETC, ASTC) -* - Full 3d support for 3d Shapes, Models, Billboards, Heightmaps and more! -* - Flexible Materials system, supporting classic maps and PBR maps -* - Animated 3D models supported (skeletal bones animation) (IQM) -* - Shaders support, including Model shaders and Postprocessing shaders -* - Powerful math module for Vector, Matrix and Quaternion operations: [raymath] -* - Audio loading and playing with streaming support (WAV, OGG, MP3, FLAC, XM, MOD) -* - VR stereo rendering with configurable HMD device parameters -* - Bindings to multiple programming languages available! -* -* NOTES: -* - One default Font is loaded on InitWindow()->LoadFontDefault() [core, text] -* - One default Texture2D is loaded on rlglInit(), 1x1 white pixel R8G8B8A8 [rlgl] (OpenGL 3.3 or ES2) -* - One default Shader is loaded on rlglInit()->rlLoadShaderDefault() [rlgl] (OpenGL 3.3 or ES2) -* - One default RenderBatch is loaded on rlglInit()->rlLoadRenderBatch() [rlgl] (OpenGL 3.3 or ES2) -* -* DEPENDENCIES (included): -* [rcore] rglfw (Camilla Löwy - github.com/glfw/glfw) for window/context management and input (PLATFORM_DESKTOP) -* [rlgl] glad (David Herberth - github.com/Dav1dde/glad) for OpenGL 3.3 extensions loading (PLATFORM_DESKTOP) -* [raudio] miniaudio (David Reid - github.com/mackron/miniaudio) for audio device/context management -* -* OPTIONAL DEPENDENCIES (included): -* [rcore] msf_gif (Miles Fogle) for GIF recording -* [rcore] sinfl (Micha Mettke) for DEFLATE decompression algorythm -* [rcore] sdefl (Micha Mettke) for DEFLATE compression algorythm -* [rtextures] stb_image (Sean Barret) for images loading (BMP, TGA, PNG, JPEG, HDR...) -* [rtextures] stb_image_write (Sean Barret) for image writting (BMP, TGA, PNG, JPG) -* [rtextures] stb_image_resize (Sean Barret) for image resizing algorithms -* [rtext] stb_truetype (Sean Barret) for ttf fonts loading -* [rtext] stb_rect_pack (Sean Barret) for rectangles packing -* [rmodels] par_shapes (Philip Rideout) for parametric 3d shapes generation -* [rmodels] tinyobj_loader_c (Syoyo Fujita) for models loading (OBJ, MTL) -* [rmodels] cgltf (Johannes Kuhlmann) for models loading (glTF) -* [raudio] dr_wav (David Reid) for WAV audio file loading -* [raudio] dr_flac (David Reid) for FLAC audio file loading -* [raudio] dr_mp3 (David Reid) for MP3 audio file loading -* [raudio] stb_vorbis (Sean Barret) for OGG audio loading -* [raudio] jar_xm (Joshua Reisenauer) for XM audio module loading -* [raudio] jar_mod (Joshua Reisenauer) for MOD audio module loading -* -* -* LICENSE: zlib/libpng -* -* raylib is licensed under an unmodified zlib/libpng license, which is an OSI-certified, -* BSD-like license that allows static linking with closed source software: -* -* Copyright (c) 2013-2021 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 RAYLIB_H -#define RAYLIB_H - -#include // Required for: va_list - Only used by TraceLogCallback - -#define RAYLIB_VERSION "4.0" - -// Function specifiers in case library is build/used as a shared library (Windows) -// NOTE: Microsoft specifiers to tell compiler that symbols are imported/exported from a .dll -#if defined(_WIN32) - #if defined(BUILD_LIBTYPE_SHARED) - #define RLAPI __declspec(dllexport) // We are building the library as a Win32 shared library (.dll) - #elif defined(USE_LIBTYPE_SHARED) - #define RLAPI __declspec(dllimport) // We are using the library as a Win32 shared library (.dll) - #endif -#endif - -#ifndef RLAPI - #define RLAPI // Functions defined as 'extern' by default (implicit specifiers) -#endif - -//---------------------------------------------------------------------------------- -// Some basic Defines -//---------------------------------------------------------------------------------- -#ifndef PI - #define PI 3.14159265358979323846f -#endif -#ifndef DEG2RAD - #define DEG2RAD (PI/180.0f) -#endif -#ifndef RAD2DEG - #define RAD2DEG (180.0f/PI) -#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(ptr,sz) realloc(ptr,sz) -#endif -#ifndef RL_FREE - #define RL_FREE(ptr) free(ptr) -#endif - -// NOTE: MSVC C++ compiler does not support compound literals (C99 feature) -// Plain structures in C++ (without constructors) can be initialized with { } -#if defined(__cplusplus) - #define CLITERAL(type) type -#else - #define CLITERAL(type) (type) -#endif - -// NOTE: We set some defines with some data types declared by raylib -// Other modules (raymath, rlgl) also require some of those types, so, -// to be able to use those other modules as standalone (not depending on raylib) -// this defines are very useful for internal check and avoid type (re)definitions -#define RL_COLOR_TYPE -#define RL_RECTANGLE_TYPE -#define RL_VECTOR2_TYPE -#define RL_VECTOR3_TYPE -#define RL_VECTOR4_TYPE -#define RL_QUATERNION_TYPE -#define RL_MATRIX_TYPE - -// Some Basic Colors -// NOTE: Custom raylib color palette for amazing visuals on WHITE background -#define LIGHTGRAY CLITERAL(Color){ 200, 200, 200, 255 } // Light Gray -#define GRAY CLITERAL(Color){ 130, 130, 130, 255 } // Gray -#define DARKGRAY CLITERAL(Color){ 80, 80, 80, 255 } // Dark Gray -#define YELLOW CLITERAL(Color){ 253, 249, 0, 255 } // Yellow -#define GOLD CLITERAL(Color){ 255, 203, 0, 255 } // Gold -#define ORANGE CLITERAL(Color){ 255, 161, 0, 255 } // Orange -#define PINK CLITERAL(Color){ 255, 109, 194, 255 } // Pink -#define RED CLITERAL(Color){ 230, 41, 55, 255 } // Red -#define MAROON CLITERAL(Color){ 190, 33, 55, 255 } // Maroon -#define GREEN CLITERAL(Color){ 0, 228, 48, 255 } // Green -#define LIME CLITERAL(Color){ 0, 158, 47, 255 } // Lime -#define DARKGREEN CLITERAL(Color){ 0, 117, 44, 255 } // Dark Green -#define SKYBLUE CLITERAL(Color){ 102, 191, 255, 255 } // Sky Blue -#define BLUE CLITERAL(Color){ 0, 121, 241, 255 } // Blue -#define DARKBLUE CLITERAL(Color){ 0, 82, 172, 255 } // Dark Blue -#define PURPLE CLITERAL(Color){ 200, 122, 255, 255 } // Purple -#define VIOLET CLITERAL(Color){ 135, 60, 190, 255 } // Violet -#define DARKPURPLE CLITERAL(Color){ 112, 31, 126, 255 } // Dark Purple -#define BEIGE CLITERAL(Color){ 211, 176, 131, 255 } // Beige -#define BROWN CLITERAL(Color){ 127, 106, 79, 255 } // Brown -#define DARKBROWN CLITERAL(Color){ 76, 63, 47, 255 } // Dark Brown - -#define WHITE CLITERAL(Color){ 255, 255, 255, 255 } // White -#define BLACK CLITERAL(Color){ 0, 0, 0, 255 } // Black -#define BLANK CLITERAL(Color){ 0, 0, 0, 0 } // Blank (Transparent) -#define MAGENTA CLITERAL(Color){ 255, 0, 255, 255 } // Magenta -#define RAYWHITE CLITERAL(Color){ 245, 245, 245, 255 } // My own White (raylib logo) - -//---------------------------------------------------------------------------------- -// Structures Definition -//---------------------------------------------------------------------------------- -// Boolean type -#if defined(__STDC__) && __STDC_VERSION__ >= 199901L - #include -#elif !defined(__cplusplus) && !defined(bool) - typedef enum bool { false, true } bool; - #define RL_BOOL_TYPE -#endif - -// Vector2, 2 components -typedef struct Vector2 { - float x; // Vector x component - float y; // Vector y component -} Vector2; - -// Vector3, 3 components -typedef struct Vector3 { - float x; // Vector x component - float y; // Vector y component - float z; // Vector z component -} Vector3; - -// Vector4, 4 components -typedef struct Vector4 { - float x; // Vector x component - float y; // Vector y component - float z; // Vector z component - float w; // Vector w component -} Vector4; - -// Quaternion, 4 components (Vector4 alias) -typedef Vector4 Quaternion; - -// Matrix, 4x4 components, column major, OpenGL style, right handed -typedef struct Matrix { - float m0, m4, m8, m12; // Matrix first row (4 components) - float m1, m5, m9, m13; // Matrix second row (4 components) - float m2, m6, m10, m14; // Matrix third row (4 components) - float m3, m7, m11, m15; // Matrix fourth row (4 components) -} Matrix; - -// Color, 4 components, R8G8B8A8 (32bit) -typedef struct Color { - unsigned char r; // Color red value - unsigned char g; // Color green value - unsigned char b; // Color blue value - unsigned char a; // Color alpha value -} Color; - -// Rectangle, 4 components -typedef struct Rectangle { - float x; // Rectangle top-left corner position x - float y; // Rectangle top-left corner position y - float width; // Rectangle width - float height; // Rectangle height -} Rectangle; - -// Image, pixel data stored in CPU memory (RAM) -typedef struct Image { - void *data; // Image raw data - int width; // Image base width - int height; // Image base height - int mipmaps; // Mipmap levels, 1 by default - int format; // Data format (PixelFormat type) -} Image; - -// Texture, tex data stored in GPU memory (VRAM) -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 type) -} Texture; - -// Texture2D, same as Texture -typedef Texture Texture2D; - -// TextureCubemap, same as Texture -typedef Texture TextureCubemap; - -// RenderTexture, fbo for texture rendering -typedef struct RenderTexture { - unsigned int id; // OpenGL framebuffer object id - Texture texture; // Color buffer attachment texture - Texture depth; // Depth buffer attachment texture -} RenderTexture; - -// RenderTexture2D, same as RenderTexture -typedef RenderTexture RenderTexture2D; - -// NPatchInfo, n-patch layout info -typedef struct NPatchInfo { - Rectangle source; // Texture source rectangle - int left; // Left border offset - int top; // Top border offset - int right; // Right border offset - int bottom; // Bottom border offset - int layout; // Layout of the n-patch: 3x3, 1x3 or 3x1 -} NPatchInfo; - -// GlyphInfo, font characters glyphs info -typedef struct GlyphInfo { - int value; // Character value (Unicode) - int offsetX; // Character offset X when drawing - int offsetY; // Character offset Y when drawing - int advanceX; // Character advance position X - Image image; // Character image data -} GlyphInfo; - -// Font, font texture and GlyphInfo array data -typedef struct Font { - int baseSize; // Base size (default chars height) - int glyphCount; // Number of glyph characters - int glyphPadding; // Padding around the glyph characters - Texture2D texture; // Texture atlas containing the glyphs - Rectangle *recs; // Rectangles in texture for the glyphs - GlyphInfo *glyphs; // Glyphs info data -} Font; - -// Camera, defines position/orientation in 3d space -typedef struct Camera3D { - Vector3 position; // Camera position - Vector3 target; // Camera target it looks-at - Vector3 up; // Camera up vector (rotation over its axis) - float fovy; // Camera field-of-view apperture in Y (degrees) in perspective, used as near plane width in orthographic - int projection; // Camera projection: CAMERA_PERSPECTIVE or CAMERA_ORTHOGRAPHIC -} Camera3D; - -typedef Camera3D Camera; // Camera type fallback, defaults to Camera3D - -// Camera2D, defines position/orientation in 2d space -typedef struct Camera2D { - Vector2 offset; // Camera offset (displacement from target) - Vector2 target; // Camera target (rotation and zoom origin) - float rotation; // Camera rotation in degrees - float zoom; // Camera zoom (scaling), should be 1.0f by default -} Camera2D; - -// Mesh, vertex data and vao/vbo -typedef struct Mesh { - int vertexCount; // Number of vertices stored in arrays - int triangleCount; // Number of triangles stored (indexed or not) - - // Vertex attributes data - 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) - float *texcoords2; // Vertex second texture coordinates (useful for lightmaps) (shader-location = 5) - float *normals; // Vertex normals (XYZ - 3 components per vertex) (shader-location = 2) - float *tangents; // Vertex tangents (XYZW - 4 components per vertex) (shader-location = 4) - unsigned char *colors; // Vertex colors (RGBA - 4 components per vertex) (shader-location = 3) - unsigned short *indices; // Vertex indices (in case vertex data comes indexed) - - // Animation vertex data - float *animVertices; // Animated vertex positions (after bones transformations) - float *animNormals; // Animated normals (after bones transformations) - int *boneIds; // Vertex bone ids, up to 4 bones influence by vertex (skinning) - float *boneWeights; // Vertex bone weight, up to 4 bones influence by vertex (skinning) - - // OpenGL identifiers - unsigned int vaoId; // OpenGL Vertex Array Object id - unsigned int *vboId; // OpenGL Vertex Buffer Objects id (default vertex data) -} Mesh; - -// Shader -typedef struct Shader { - unsigned int id; // Shader program id - int *locs; // Shader locations array (RL_MAX_SHADER_LOCATIONS) -} Shader; - -// MaterialMap -typedef struct MaterialMap { - Texture2D texture; // Material map texture - Color color; // Material map color - float value; // Material map value -} MaterialMap; - -// Material, includes shader and maps -typedef struct Material { - Shader shader; // Material shader - MaterialMap *maps; // Material maps array (MAX_MATERIAL_MAPS) - float params[4]; // Material generic parameters (if required) -} Material; - -// Transform, vectex transformation data -typedef struct Transform { - Vector3 translation; // Translation - Quaternion rotation; // Rotation - Vector3 scale; // Scale -} Transform; - -// Bone, skeletal animation bone -typedef struct BoneInfo { - char name[32]; // Bone name - int parent; // Bone parent -} BoneInfo; - -// Model, meshes, materials and animation data -typedef struct Model { - Matrix transform; // Local transform matrix - - int meshCount; // Number of meshes - int materialCount; // Number of materials - Mesh *meshes; // Meshes array - Material *materials; // Materials array - int *meshMaterial; // Mesh material number - - // Animation data - int boneCount; // Number of bones - BoneInfo *bones; // Bones information (skeleton) - Transform *bindPose; // Bones base transformation (pose) -} Model; - -// ModelAnimation -typedef struct ModelAnimation { - int boneCount; // Number of bones - int frameCount; // Number of animation frames - BoneInfo *bones; // Bones information (skeleton) - Transform **framePoses; // Poses array by frame -} ModelAnimation; - -// Ray, ray for raycasting -typedef struct Ray { - Vector3 position; // Ray position (origin) - Vector3 direction; // Ray direction -} Ray; - -// RayCollision, ray hit information -typedef struct RayCollision { - bool hit; // Did the ray hit something? - float distance; // Distance to nearest hit - Vector3 point; // Point of nearest hit - Vector3 normal; // Surface normal of hit -} RayCollision; - -// BoundingBox -typedef struct BoundingBox { - Vector3 min; // Minimum vertex box-corner - Vector3 max; // Maximum vertex box-corner -} BoundingBox; - -// Wave, audio wave data -typedef struct Wave { - unsigned int frameCount; // Total number of frames (considering channels) - unsigned int sampleRate; // Frequency (samples per second) - unsigned int sampleSize; // Bit depth (bits per sample): 8, 16, 32 (24 not supported) - unsigned int channels; // Number of channels (1-mono, 2-stereo, ...) - void *data; // Buffer data pointer -} Wave; - -typedef struct rAudioBuffer rAudioBuffer; - -// AudioStream, custom audio stream -typedef struct AudioStream { - rAudioBuffer *buffer; // Pointer to internal data used by the audio system - - unsigned int sampleRate; // Frequency (samples per second) - unsigned int sampleSize; // Bit depth (bits per sample): 8, 16, 32 (24 not supported) - unsigned int channels; // Number of channels (1-mono, 2-stereo, ...) -} AudioStream; - -// Sound -typedef struct Sound { - AudioStream stream; // Audio stream - unsigned int frameCount; // Total number of frames (considering channels) -} Sound; - -// Music, audio stream, anything longer than ~10 seconds should be streamed -typedef struct Music { - AudioStream stream; // Audio stream - unsigned int frameCount; // Total number of frames (considering channels) - bool looping; // Music looping enable - - int ctxType; // Type of music context (audio filetype) - void *ctxData; // Audio context data, depends on type -} Music; - -// VrDeviceInfo, Head-Mounted-Display device parameters -typedef struct VrDeviceInfo { - int hResolution; // Horizontal resolution in pixels - int vResolution; // Vertical resolution in pixels - float hScreenSize; // Horizontal size in meters - float vScreenSize; // Vertical size in meters - float vScreenCenter; // Screen center in meters - float eyeToScreenDistance; // Distance between eye and display in meters - float lensSeparationDistance; // Lens separation distance in meters - float interpupillaryDistance; // IPD (distance between pupils) in meters - float lensDistortionValues[4]; // Lens distortion constant parameters - float chromaAbCorrection[4]; // Chromatic aberration correction parameters -} VrDeviceInfo; - -// VrStereoConfig, VR stereo rendering configuration for simulator -typedef struct VrStereoConfig { - Matrix projection[2]; // VR projection matrices (per eye) - Matrix viewOffset[2]; // VR view offset matrices (per eye) - float leftLensCenter[2]; // VR left lens center - float rightLensCenter[2]; // VR right lens center - float leftScreenCenter[2]; // VR left screen center - float rightScreenCenter[2]; // VR right screen center - float scale[2]; // VR distortion scale - float scaleIn[2]; // VR distortion scale in -} VrStereoConfig; - -//---------------------------------------------------------------------------------- -// Enumerators Definition -//---------------------------------------------------------------------------------- -// System/Window config flags -// NOTE: Every bit registers one state (use it with bit masks) -// By default all flags are set to 0 -typedef enum { - FLAG_VSYNC_HINT = 0x00000040, // Set to try enabling V-Sync on GPU - FLAG_FULLSCREEN_MODE = 0x00000002, // Set to run program in fullscreen - FLAG_WINDOW_RESIZABLE = 0x00000004, // Set to allow resizable window - FLAG_WINDOW_UNDECORATED = 0x00000008, // Set to disable window decoration (frame and buttons) - FLAG_WINDOW_HIDDEN = 0x00000080, // Set to hide window - FLAG_WINDOW_MINIMIZED = 0x00000200, // Set to minimize window (iconify) - FLAG_WINDOW_MAXIMIZED = 0x00000400, // Set to maximize window (expanded to monitor) - FLAG_WINDOW_UNFOCUSED = 0x00000800, // Set to window non focused - FLAG_WINDOW_TOPMOST = 0x00001000, // Set to window always on top - FLAG_WINDOW_ALWAYS_RUN = 0x00000100, // Set to allow windows running while minimized - FLAG_WINDOW_TRANSPARENT = 0x00000010, // Set to allow transparent framebuffer - FLAG_WINDOW_HIGHDPI = 0x00002000, // Set to support HighDPI - FLAG_MSAA_4X_HINT = 0x00000020, // Set to try enabling MSAA 4X - FLAG_INTERLACED_HINT = 0x00010000 // Set to try enabling interlaced video format (for V3D) -} ConfigFlags; - -// Trace log level -// NOTE: Organized by priority level -typedef enum { - LOG_ALL = 0, // Display all logs - LOG_TRACE, // Trace logging, intended for internal use only - LOG_DEBUG, // Debug logging, used for internal debugging, it should be disabled on release builds - LOG_INFO, // Info logging, used for program execution info - LOG_WARNING, // Warning logging, used on recoverable failures - LOG_ERROR, // Error logging, used on unrecoverable failures - LOG_FATAL, // Fatal logging, used to abort program: exit(EXIT_FAILURE) - LOG_NONE // Disable logging -} TraceLogLevel; - -// Keyboard keys (US keyboard layout) -// NOTE: Use GetKeyPressed() to allow redefining -// required keys for alternative layouts -typedef enum { - KEY_NULL = 0, // Key: NULL, used for no key pressed - // Alphanumeric keys - KEY_APOSTROPHE = 39, // Key: ' - KEY_COMMA = 44, // Key: , - KEY_MINUS = 45, // Key: - - KEY_PERIOD = 46, // Key: . - KEY_SLASH = 47, // Key: / - KEY_ZERO = 48, // Key: 0 - KEY_ONE = 49, // Key: 1 - KEY_TWO = 50, // Key: 2 - KEY_THREE = 51, // Key: 3 - KEY_FOUR = 52, // Key: 4 - KEY_FIVE = 53, // Key: 5 - KEY_SIX = 54, // Key: 6 - KEY_SEVEN = 55, // Key: 7 - KEY_EIGHT = 56, // Key: 8 - KEY_NINE = 57, // Key: 9 - KEY_SEMICOLON = 59, // Key: ; - KEY_EQUAL = 61, // Key: = - KEY_A = 65, // Key: A | a - KEY_B = 66, // Key: B | b - KEY_C = 67, // Key: C | c - KEY_D = 68, // Key: D | d - KEY_E = 69, // Key: E | e - KEY_F = 70, // Key: F | f - KEY_G = 71, // Key: G | g - KEY_H = 72, // Key: H | h - KEY_I = 73, // Key: I | i - KEY_J = 74, // Key: J | j - KEY_K = 75, // Key: K | k - KEY_L = 76, // Key: L | l - KEY_M = 77, // Key: M | m - KEY_N = 78, // Key: N | n - KEY_O = 79, // Key: O | o - KEY_P = 80, // Key: P | p - KEY_Q = 81, // Key: Q | q - KEY_R = 82, // Key: R | r - KEY_S = 83, // Key: S | s - KEY_T = 84, // Key: T | t - KEY_U = 85, // Key: U | u - KEY_V = 86, // Key: V | v - KEY_W = 87, // Key: W | w - KEY_X = 88, // Key: X | x - KEY_Y = 89, // Key: Y | y - KEY_Z = 90, // Key: Z | z - KEY_LEFT_BRACKET = 91, // Key: [ - KEY_BACKSLASH = 92, // Key: '\' - KEY_RIGHT_BRACKET = 93, // Key: ] - KEY_GRAVE = 96, // Key: ` - // Function keys - KEY_SPACE = 32, // Key: Space - KEY_ESCAPE = 256, // Key: Esc - KEY_ENTER = 257, // Key: Enter - KEY_TAB = 258, // Key: Tab - KEY_BACKSPACE = 259, // Key: Backspace - KEY_INSERT = 260, // Key: Ins - KEY_DELETE = 261, // Key: Del - KEY_RIGHT = 262, // Key: Cursor right - KEY_LEFT = 263, // Key: Cursor left - KEY_DOWN = 264, // Key: Cursor down - KEY_UP = 265, // Key: Cursor up - KEY_PAGE_UP = 266, // Key: Page up - KEY_PAGE_DOWN = 267, // Key: Page down - KEY_HOME = 268, // Key: Home - KEY_END = 269, // Key: End - KEY_CAPS_LOCK = 280, // Key: Caps lock - KEY_SCROLL_LOCK = 281, // Key: Scroll down - KEY_NUM_LOCK = 282, // Key: Num lock - KEY_PRINT_SCREEN = 283, // Key: Print screen - KEY_PAUSE = 284, // Key: Pause - KEY_F1 = 290, // Key: F1 - KEY_F2 = 291, // Key: F2 - KEY_F3 = 292, // Key: F3 - KEY_F4 = 293, // Key: F4 - KEY_F5 = 294, // Key: F5 - KEY_F6 = 295, // Key: F6 - KEY_F7 = 296, // Key: F7 - KEY_F8 = 297, // Key: F8 - KEY_F9 = 298, // Key: F9 - KEY_F10 = 299, // Key: F10 - KEY_F11 = 300, // Key: F11 - KEY_F12 = 301, // Key: F12 - KEY_LEFT_SHIFT = 340, // Key: Shift left - KEY_LEFT_CONTROL = 341, // Key: Control left - KEY_LEFT_ALT = 342, // Key: Alt left - KEY_LEFT_SUPER = 343, // Key: Super left - KEY_RIGHT_SHIFT = 344, // Key: Shift right - KEY_RIGHT_CONTROL = 345, // Key: Control right - KEY_RIGHT_ALT = 346, // Key: Alt right - KEY_RIGHT_SUPER = 347, // Key: Super right - KEY_KB_MENU = 348, // Key: KB menu - // Keypad keys - KEY_KP_0 = 320, // Key: Keypad 0 - KEY_KP_1 = 321, // Key: Keypad 1 - KEY_KP_2 = 322, // Key: Keypad 2 - KEY_KP_3 = 323, // Key: Keypad 3 - KEY_KP_4 = 324, // Key: Keypad 4 - KEY_KP_5 = 325, // Key: Keypad 5 - KEY_KP_6 = 326, // Key: Keypad 6 - KEY_KP_7 = 327, // Key: Keypad 7 - KEY_KP_8 = 328, // Key: Keypad 8 - KEY_KP_9 = 329, // Key: Keypad 9 - KEY_KP_DECIMAL = 330, // Key: Keypad . - KEY_KP_DIVIDE = 331, // Key: Keypad / - KEY_KP_MULTIPLY = 332, // Key: Keypad * - KEY_KP_SUBTRACT = 333, // Key: Keypad - - KEY_KP_ADD = 334, // Key: Keypad + - KEY_KP_ENTER = 335, // Key: Keypad Enter - KEY_KP_EQUAL = 336, // Key: Keypad = - // Android key buttons - KEY_BACK = 4, // Key: Android back button - KEY_MENU = 82, // Key: Android menu button - KEY_VOLUME_UP = 24, // Key: Android volume up button - KEY_VOLUME_DOWN = 25 // Key: Android volume down button -} KeyboardKey; - -// Add backwards compatibility support for deprecated names -#define MOUSE_LEFT_BUTTON MOUSE_BUTTON_LEFT -#define MOUSE_RIGHT_BUTTON MOUSE_BUTTON_RIGHT -#define MOUSE_MIDDLE_BUTTON MOUSE_BUTTON_MIDDLE - -// Mouse buttons -typedef enum { - MOUSE_BUTTON_LEFT = 0, // Mouse button left - MOUSE_BUTTON_RIGHT = 1, // Mouse button right - MOUSE_BUTTON_MIDDLE = 2, // Mouse button middle (pressed wheel) - MOUSE_BUTTON_SIDE = 3, // Mouse button side (advanced mouse device) - MOUSE_BUTTON_EXTRA = 4, // Mouse button extra (advanced mouse device) - MOUSE_BUTTON_FORWARD = 5, // Mouse button fordward (advanced mouse device) - MOUSE_BUTTON_BACK = 6, // Mouse button back (advanced mouse device) -} MouseButton; - -// Mouse cursor -typedef enum { - MOUSE_CURSOR_DEFAULT = 0, // Default pointer shape - MOUSE_CURSOR_ARROW = 1, // Arrow shape - MOUSE_CURSOR_IBEAM = 2, // Text writing cursor shape - MOUSE_CURSOR_CROSSHAIR = 3, // Cross shape - MOUSE_CURSOR_POINTING_HAND = 4, // Pointing hand cursor - MOUSE_CURSOR_RESIZE_EW = 5, // Horizontal resize/move arrow shape - MOUSE_CURSOR_RESIZE_NS = 6, // Vertical resize/move arrow shape - MOUSE_CURSOR_RESIZE_NWSE = 7, // Top-left to bottom-right diagonal resize/move arrow shape - MOUSE_CURSOR_RESIZE_NESW = 8, // The top-right to bottom-left diagonal resize/move arrow shape - MOUSE_CURSOR_RESIZE_ALL = 9, // The omni-directional resize/move cursor shape - MOUSE_CURSOR_NOT_ALLOWED = 10 // The operation-not-allowed shape -} MouseCursor; - -// Gamepad buttons -typedef enum { - GAMEPAD_BUTTON_UNKNOWN = 0, // Unknown button, just for error checking - GAMEPAD_BUTTON_LEFT_FACE_UP, // Gamepad left DPAD up button - GAMEPAD_BUTTON_LEFT_FACE_RIGHT, // Gamepad left DPAD right button - GAMEPAD_BUTTON_LEFT_FACE_DOWN, // Gamepad left DPAD down button - GAMEPAD_BUTTON_LEFT_FACE_LEFT, // Gamepad left DPAD left button - GAMEPAD_BUTTON_RIGHT_FACE_UP, // Gamepad right button up (i.e. PS3: Triangle, Xbox: Y) - GAMEPAD_BUTTON_RIGHT_FACE_RIGHT, // Gamepad right button right (i.e. PS3: Square, Xbox: X) - GAMEPAD_BUTTON_RIGHT_FACE_DOWN, // Gamepad right button down (i.e. PS3: Cross, Xbox: A) - GAMEPAD_BUTTON_RIGHT_FACE_LEFT, // Gamepad right button left (i.e. PS3: Circle, Xbox: B) - GAMEPAD_BUTTON_LEFT_TRIGGER_1, // Gamepad top/back trigger left (first), it could be a trailing button - GAMEPAD_BUTTON_LEFT_TRIGGER_2, // Gamepad top/back trigger left (second), it could be a trailing button - GAMEPAD_BUTTON_RIGHT_TRIGGER_1, // Gamepad top/back trigger right (one), it could be a trailing button - GAMEPAD_BUTTON_RIGHT_TRIGGER_2, // Gamepad top/back trigger right (second), it could be a trailing button - GAMEPAD_BUTTON_MIDDLE_LEFT, // Gamepad center buttons, left one (i.e. PS3: Select) - GAMEPAD_BUTTON_MIDDLE, // Gamepad center buttons, middle one (i.e. PS3: PS, Xbox: XBOX) - GAMEPAD_BUTTON_MIDDLE_RIGHT, // Gamepad center buttons, right one (i.e. PS3: Start) - GAMEPAD_BUTTON_LEFT_THUMB, // Gamepad joystick pressed button left - GAMEPAD_BUTTON_RIGHT_THUMB // Gamepad joystick pressed button right -} GamepadButton; - -// Gamepad axis -typedef enum { - GAMEPAD_AXIS_LEFT_X = 0, // Gamepad left stick X axis - GAMEPAD_AXIS_LEFT_Y = 1, // Gamepad left stick Y axis - GAMEPAD_AXIS_RIGHT_X = 2, // Gamepad right stick X axis - GAMEPAD_AXIS_RIGHT_Y = 3, // Gamepad right stick Y axis - GAMEPAD_AXIS_LEFT_TRIGGER = 4, // Gamepad back trigger left, pressure level: [1..-1] - GAMEPAD_AXIS_RIGHT_TRIGGER = 5 // Gamepad back trigger right, pressure level: [1..-1] -} GamepadAxis; - -// Material map index -typedef enum { - MATERIAL_MAP_ALBEDO = 0, // Albedo material (same as: MATERIAL_MAP_DIFFUSE) - MATERIAL_MAP_METALNESS, // Metalness material (same as: MATERIAL_MAP_SPECULAR) - MATERIAL_MAP_NORMAL, // Normal material - MATERIAL_MAP_ROUGHNESS, // Roughness material - MATERIAL_MAP_OCCLUSION, // Ambient occlusion material - MATERIAL_MAP_EMISSION, // Emission material - MATERIAL_MAP_HEIGHT, // Heightmap material - MATERIAL_MAP_CUBEMAP, // Cubemap material (NOTE: Uses GL_TEXTURE_CUBE_MAP) - MATERIAL_MAP_IRRADIANCE, // Irradiance material (NOTE: Uses GL_TEXTURE_CUBE_MAP) - MATERIAL_MAP_PREFILTER, // Prefilter material (NOTE: Uses GL_TEXTURE_CUBE_MAP) - MATERIAL_MAP_BRDF // Brdf material -} MaterialMapIndex; - -#define MATERIAL_MAP_DIFFUSE MATERIAL_MAP_ALBEDO -#define MATERIAL_MAP_SPECULAR MATERIAL_MAP_METALNESS - -// Shader location index -typedef enum { - SHADER_LOC_VERTEX_POSITION = 0, // Shader location: vertex attribute: position - SHADER_LOC_VERTEX_TEXCOORD01, // Shader location: vertex attribute: texcoord01 - SHADER_LOC_VERTEX_TEXCOORD02, // Shader location: vertex attribute: texcoord02 - SHADER_LOC_VERTEX_NORMAL, // Shader location: vertex attribute: normal - SHADER_LOC_VERTEX_TANGENT, // Shader location: vertex attribute: tangent - SHADER_LOC_VERTEX_COLOR, // Shader location: vertex attribute: color - SHADER_LOC_MATRIX_MVP, // Shader location: matrix uniform: model-view-projection - SHADER_LOC_MATRIX_VIEW, // Shader location: matrix uniform: view (camera transform) - SHADER_LOC_MATRIX_PROJECTION, // Shader location: matrix uniform: projection - SHADER_LOC_MATRIX_MODEL, // Shader location: matrix uniform: model (transform) - SHADER_LOC_MATRIX_NORMAL, // Shader location: matrix uniform: normal - SHADER_LOC_VECTOR_VIEW, // Shader location: vector uniform: view - SHADER_LOC_COLOR_DIFFUSE, // Shader location: vector uniform: diffuse color - SHADER_LOC_COLOR_SPECULAR, // Shader location: vector uniform: specular color - SHADER_LOC_COLOR_AMBIENT, // Shader location: vector uniform: ambient color - SHADER_LOC_MAP_ALBEDO, // Shader location: sampler2d texture: albedo (same as: SHADER_LOC_MAP_DIFFUSE) - SHADER_LOC_MAP_METALNESS, // Shader location: sampler2d texture: metalness (same as: SHADER_LOC_MAP_SPECULAR) - SHADER_LOC_MAP_NORMAL, // Shader location: sampler2d texture: normal - SHADER_LOC_MAP_ROUGHNESS, // Shader location: sampler2d texture: roughness - SHADER_LOC_MAP_OCCLUSION, // Shader location: sampler2d texture: occlusion - SHADER_LOC_MAP_EMISSION, // Shader location: sampler2d texture: emission - SHADER_LOC_MAP_HEIGHT, // Shader location: sampler2d texture: height - SHADER_LOC_MAP_CUBEMAP, // Shader location: samplerCube texture: cubemap - SHADER_LOC_MAP_IRRADIANCE, // Shader location: samplerCube texture: irradiance - SHADER_LOC_MAP_PREFILTER, // Shader location: samplerCube texture: prefilter - SHADER_LOC_MAP_BRDF // Shader location: sampler2d texture: brdf -} ShaderLocationIndex; - -#define SHADER_LOC_MAP_DIFFUSE SHADER_LOC_MAP_ALBEDO -#define SHADER_LOC_MAP_SPECULAR SHADER_LOC_MAP_METALNESS - -// Shader uniform data type -typedef enum { - SHADER_UNIFORM_FLOAT = 0, // Shader uniform type: float - SHADER_UNIFORM_VEC2, // Shader uniform type: vec2 (2 float) - SHADER_UNIFORM_VEC3, // Shader uniform type: vec3 (3 float) - SHADER_UNIFORM_VEC4, // Shader uniform type: vec4 (4 float) - SHADER_UNIFORM_INT, // Shader uniform type: int - SHADER_UNIFORM_IVEC2, // Shader uniform type: ivec2 (2 int) - SHADER_UNIFORM_IVEC3, // Shader uniform type: ivec3 (3 int) - SHADER_UNIFORM_IVEC4, // Shader uniform type: ivec4 (4 int) - SHADER_UNIFORM_SAMPLER2D // Shader uniform type: sampler2d -} ShaderUniformDataType; - -// Shader attribute data types -typedef enum { - SHADER_ATTRIB_FLOAT = 0, // Shader attribute type: float - SHADER_ATTRIB_VEC2, // Shader attribute type: vec2 (2 float) - SHADER_ATTRIB_VEC3, // Shader attribute type: vec3 (3 float) - SHADER_ATTRIB_VEC4 // Shader attribute type: vec4 (4 float) -} ShaderAttributeDataType; - -// Pixel formats -// NOTE: Support depends on OpenGL version and platform -typedef enum { - PIXELFORMAT_UNCOMPRESSED_GRAYSCALE = 1, // 8 bit per pixel (no alpha) - PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA, // 8*2 bpp (2 channels) - 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; - -// Cubemap layouts -typedef enum { - CUBEMAP_LAYOUT_AUTO_DETECT = 0, // Automatically detect layout type - CUBEMAP_LAYOUT_LINE_VERTICAL, // Layout is defined by a vertical line with faces - CUBEMAP_LAYOUT_LINE_HORIZONTAL, // Layout is defined by an horizontal line with faces - CUBEMAP_LAYOUT_CROSS_THREE_BY_FOUR, // Layout is defined by a 3x4 cross with cubemap faces - CUBEMAP_LAYOUT_CROSS_FOUR_BY_THREE, // Layout is defined by a 4x3 cross with cubemap faces - CUBEMAP_LAYOUT_PANORAMA // Layout is defined by a panorama image (equirectangular map) -} CubemapLayout; - -// Font type, defines generation method -typedef enum { - FONT_DEFAULT = 0, // Default font generation, anti-aliased - FONT_BITMAP, // Bitmap font generation, no anti-aliasing - FONT_SDF // SDF font generation, requires external shader -} FontType; - -// 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 rlSetBlendMode()) -} BlendMode; - -// Gesture -// NOTE: It could be used as flags to enable only some gestures -typedef enum { - GESTURE_NONE = 0, // No gesture - GESTURE_TAP = 1, // Tap gesture - GESTURE_DOUBLETAP = 2, // Double tap gesture - GESTURE_HOLD = 4, // Hold gesture - GESTURE_DRAG = 8, // Drag gesture - GESTURE_SWIPE_RIGHT = 16, // Swipe right gesture - GESTURE_SWIPE_LEFT = 32, // Swipe left gesture - GESTURE_SWIPE_UP = 64, // Swipe up gesture - GESTURE_SWIPE_DOWN = 128, // Swipe down gesture - GESTURE_PINCH_IN = 256, // Pinch in gesture - GESTURE_PINCH_OUT = 512 // Pinch out gesture -} Gesture; - -// Camera system modes -typedef enum { - CAMERA_CUSTOM = 0, // Custom camera - CAMERA_FREE, // Free camera - CAMERA_ORBITAL, // Orbital camera - CAMERA_FIRST_PERSON, // First person camera - CAMERA_THIRD_PERSON // Third person camera -} CameraMode; - -// Camera projection -typedef enum { - CAMERA_PERSPECTIVE = 0, // Perspective projection - CAMERA_ORTHOGRAPHIC // Orthographic projection -} CameraProjection; - -// N-patch layout -typedef enum { - NPATCH_NINE_PATCH = 0, // Npatch layout: 3x3 tiles - NPATCH_THREE_PATCH_VERTICAL, // Npatch layout: 1x3 tiles - NPATCH_THREE_PATCH_HORIZONTAL // Npatch layout: 3x1 tiles -} NPatchLayout; - -// Callbacks to hook some internal functions -// WARNING: This callbacks are intended for advance users -typedef void (*TraceLogCallback)(int logLevel, const char *text, va_list args); // Logging: Redirect trace log messages -typedef unsigned char *(*LoadFileDataCallback)(const char *fileName, unsigned int *bytesRead); // FileIO: Load binary data -typedef bool (*SaveFileDataCallback)(const char *fileName, void *data, unsigned int bytesToWrite); // FileIO: Save binary data -typedef char *(*LoadFileTextCallback)(const char *fileName); // FileIO: Load text data -typedef bool (*SaveFileTextCallback)(const char *fileName, char *text); // FileIO: Save text data - -//------------------------------------------------------------------------------------ -// Global Variables Definition -//------------------------------------------------------------------------------------ -// It's lonely here... - -//------------------------------------------------------------------------------------ -// Window and Graphics Device Functions (Module: core) -//------------------------------------------------------------------------------------ - -#if defined(__cplusplus) -extern "C" { // Prevents name mangling of functions -#endif - -// Window-related functions -RLAPI void InitWindow(int width, int height, const char *title); // Initialize window and OpenGL context -RLAPI bool WindowShouldClose(void); // Check if KEY_ESCAPE pressed or Close icon pressed -RLAPI void CloseWindow(void); // Close window and unload OpenGL context -RLAPI bool IsWindowReady(void); // Check if window has been initialized successfully -RLAPI bool IsWindowFullscreen(void); // Check if window is currently fullscreen -RLAPI bool IsWindowHidden(void); // Check if window is currently hidden (only PLATFORM_DESKTOP) -RLAPI bool IsWindowMinimized(void); // Check if window is currently minimized (only PLATFORM_DESKTOP) -RLAPI bool IsWindowMaximized(void); // Check if window is currently maximized (only PLATFORM_DESKTOP) -RLAPI bool IsWindowFocused(void); // Check if window is currently focused (only PLATFORM_DESKTOP) -RLAPI bool IsWindowResized(void); // Check if window has been resized last frame -RLAPI bool IsWindowState(unsigned int flag); // Check if one specific window flag is enabled -RLAPI void SetWindowState(unsigned int flags); // Set window configuration state using flags -RLAPI void ClearWindowState(unsigned int flags); // Clear window configuration state flags -RLAPI void ToggleFullscreen(void); // Toggle window state: fullscreen/windowed (only PLATFORM_DESKTOP) -RLAPI void MaximizeWindow(void); // Set window state: maximized, if resizable (only PLATFORM_DESKTOP) -RLAPI void MinimizeWindow(void); // Set window state: minimized, if resizable (only PLATFORM_DESKTOP) -RLAPI void RestoreWindow(void); // Set window state: not minimized/maximized (only PLATFORM_DESKTOP) -RLAPI void SetWindowIcon(Image image); // Set icon for window (only PLATFORM_DESKTOP) -RLAPI void SetWindowTitle(const char *title); // Set title for window (only PLATFORM_DESKTOP) -RLAPI void SetWindowPosition(int x, int y); // Set window position on screen (only PLATFORM_DESKTOP) -RLAPI void SetWindowMonitor(int monitor); // Set monitor for the current window (fullscreen mode) -RLAPI void SetWindowMinSize(int width, int height); // Set window minimum dimensions (for FLAG_WINDOW_RESIZABLE) -RLAPI void SetWindowSize(int width, int height); // Set window dimensions -RLAPI void *GetWindowHandle(void); // Get native window handle -RLAPI int GetScreenWidth(void); // Get current screen width -RLAPI int GetScreenHeight(void); // Get current screen height -RLAPI int GetMonitorCount(void); // Get number of connected monitors -RLAPI int GetCurrentMonitor(void); // Get current connected monitor -RLAPI Vector2 GetMonitorPosition(int monitor); // Get specified monitor position -RLAPI int GetMonitorWidth(int monitor); // Get specified monitor width (max available by monitor) -RLAPI int GetMonitorHeight(int monitor); // Get specified monitor height (max available by monitor) -RLAPI int GetMonitorPhysicalWidth(int monitor); // Get specified monitor physical width in millimetres -RLAPI int GetMonitorPhysicalHeight(int monitor); // Get specified monitor physical height in millimetres -RLAPI int GetMonitorRefreshRate(int monitor); // Get specified monitor refresh rate -RLAPI Vector2 GetWindowPosition(void); // Get window position XY on monitor -RLAPI Vector2 GetWindowScaleDPI(void); // Get window scale DPI factor -RLAPI const char *GetMonitorName(int monitor); // Get the human-readable, UTF-8 encoded name of the primary monitor -RLAPI void SetClipboardText(const char *text); // Set clipboard text content -RLAPI const char *GetClipboardText(void); // Get clipboard text content - -// Custom frame control functions -// NOTE: Those functions are intended for advance users that want full control over the frame processing -// By default EndDrawing() does this job: draws everything + SwapScreenBuffer() + manage frame timming + PollInputEvents() -// To avoid that behaviour and control frame processes manually, enable in config.h: SUPPORT_CUSTOM_FRAME_CONTROL -RLAPI void SwapScreenBuffer(void); // Swap back buffer with front buffer (screen drawing) -RLAPI void PollInputEvents(void); // Register all input events -RLAPI void WaitTime(float ms); // Wait for some milliseconds (halt program execution) - -// Cursor-related functions -RLAPI void ShowCursor(void); // Shows cursor -RLAPI void HideCursor(void); // Hides cursor -RLAPI bool IsCursorHidden(void); // Check if cursor is not visible -RLAPI void EnableCursor(void); // Enables cursor (unlock cursor) -RLAPI void DisableCursor(void); // Disables cursor (lock cursor) -RLAPI bool IsCursorOnScreen(void); // Check if cursor is on the screen - -// Drawing-related functions -RLAPI void ClearBackground(Color color); // Set background color (framebuffer clear color) -RLAPI void BeginDrawing(void); // Setup canvas (framebuffer) to start drawing -RLAPI void EndDrawing(void); // End canvas drawing and swap buffers (double buffering) -RLAPI void BeginMode2D(Camera2D camera); // Begin 2D mode with custom camera (2D) -RLAPI void EndMode2D(void); // Ends 2D mode with custom camera -RLAPI void BeginMode3D(Camera3D camera); // Begin 3D mode with custom camera (3D) -RLAPI void EndMode3D(void); // Ends 3D mode and returns to default 2D orthographic mode -RLAPI void BeginTextureMode(RenderTexture2D target); // Begin drawing to render texture -RLAPI void EndTextureMode(void); // Ends drawing to render texture -RLAPI void BeginShaderMode(Shader shader); // Begin custom shader drawing -RLAPI void EndShaderMode(void); // End custom shader drawing (use default shader) -RLAPI void BeginBlendMode(int mode); // Begin blending mode (alpha, additive, multiplied, subtract, custom) -RLAPI void EndBlendMode(void); // End blending mode (reset to default: alpha blending) -RLAPI void BeginScissorMode(int x, int y, int width, int height); // Begin scissor mode (define screen area for following drawing) -RLAPI void EndScissorMode(void); // End scissor mode -RLAPI void BeginVrStereoMode(VrStereoConfig config); // Begin stereo rendering (requires VR simulator) -RLAPI void EndVrStereoMode(void); // End stereo rendering (requires VR simulator) - -// VR stereo config functions for VR simulator -RLAPI VrStereoConfig LoadVrStereoConfig(VrDeviceInfo device); // Load VR stereo config for VR simulator device parameters -RLAPI void UnloadVrStereoConfig(VrStereoConfig config); // Unload VR stereo config - -// Shader management functions -// NOTE: Shader functionality is not available on OpenGL 1.1 -RLAPI Shader LoadShader(const char *vsFileName, const char *fsFileName); // Load shader from files and bind default locations -RLAPI Shader LoadShaderFromMemory(const char *vsCode, const char *fsCode); // Load shader from code strings and bind default locations -RLAPI int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location -RLAPI int GetShaderLocationAttrib(Shader shader, const char *attribName); // Get shader attribute location -RLAPI void SetShaderValue(Shader shader, int locIndex, const void *value, int uniformType); // Set shader uniform value -RLAPI void SetShaderValueV(Shader shader, int locIndex, const void *value, int uniformType, int count); // Set shader uniform value vector -RLAPI void SetShaderValueMatrix(Shader shader, int locIndex, Matrix mat); // Set shader uniform value (matrix 4x4) -RLAPI void SetShaderValueTexture(Shader shader, int locIndex, Texture2D texture); // Set shader uniform value for texture (sampler2d) -RLAPI void UnloadShader(Shader shader); // Unload shader from GPU memory (VRAM) - -// Screen-space-related functions -RLAPI Ray GetMouseRay(Vector2 mousePosition, Camera camera); // Get a ray trace from mouse position -RLAPI Matrix GetCameraMatrix(Camera camera); // Get camera transform matrix (view matrix) -RLAPI Matrix GetCameraMatrix2D(Camera2D camera); // Get camera 2d transform matrix -RLAPI Vector2 GetWorldToScreen(Vector3 position, Camera camera); // Get the screen space position for a 3d world space position -RLAPI Vector2 GetWorldToScreenEx(Vector3 position, Camera camera, int width, int height); // Get size position for a 3d world space position -RLAPI Vector2 GetWorldToScreen2D(Vector2 position, Camera2D camera); // Get the screen space position for a 2d camera world space position -RLAPI Vector2 GetScreenToWorld2D(Vector2 position, Camera2D camera); // Get the world space position for a 2d camera screen space position - -// Timing-related functions -RLAPI void SetTargetFPS(int fps); // Set target FPS (maximum) -RLAPI int GetFPS(void); // Get current FPS -RLAPI float GetFrameTime(void); // Get time in seconds for last frame drawn (delta time) -RLAPI double GetTime(void); // Get elapsed time in seconds since InitWindow() - -// Misc. functions -RLAPI int GetRandomValue(int min, int max); // Get a random value between min and max (both included) -RLAPI void SetRandomSeed(unsigned int seed); // Set the seed for the random number generator -RLAPI void TakeScreenshot(const char *fileName); // Takes a screenshot of current screen (filename extension defines format) -RLAPI void SetConfigFlags(unsigned int flags); // Setup init configuration flags (view FLAGS) - -RLAPI void TraceLog(int logLevel, const char *text, ...); // Show trace log messages (LOG_DEBUG, LOG_INFO, LOG_WARNING, LOG_ERROR...) -RLAPI void SetTraceLogLevel(int logLevel); // Set the current threshold (minimum) log level -RLAPI void *MemAlloc(int size); // Internal memory allocator -RLAPI void *MemRealloc(void *ptr, int size); // Internal memory reallocator -RLAPI void MemFree(void *ptr); // Internal memory free - -// Set custom callbacks -// WARNING: Callbacks setup is intended for advance users -RLAPI void SetTraceLogCallback(TraceLogCallback callback); // Set custom trace log -RLAPI void SetLoadFileDataCallback(LoadFileDataCallback callback); // Set custom file binary data loader -RLAPI void SetSaveFileDataCallback(SaveFileDataCallback callback); // Set custom file binary data saver -RLAPI void SetLoadFileTextCallback(LoadFileTextCallback callback); // Set custom file text data loader -RLAPI void SetSaveFileTextCallback(SaveFileTextCallback callback); // Set custom file text data saver - -// Files management functions -RLAPI unsigned char *LoadFileData(const char *fileName, unsigned int *bytesRead); // Load file data as byte array (read) -RLAPI void UnloadFileData(unsigned char *data); // Unload file data allocated by LoadFileData() -RLAPI bool SaveFileData(const char *fileName, void *data, unsigned int bytesToWrite); // Save data to file from byte array (write), returns true on success -RLAPI char *LoadFileText(const char *fileName); // Load text data from file (read), returns a '\0' terminated string -RLAPI void UnloadFileText(char *text); // Unload file text data allocated by LoadFileText() -RLAPI bool SaveFileText(const char *fileName, char *text); // Save text data to file (write), string must be '\0' terminated, returns true on success -RLAPI bool FileExists(const char *fileName); // Check if file exists -RLAPI bool DirectoryExists(const char *dirPath); // Check if a directory path exists -RLAPI bool IsFileExtension(const char *fileName, const char *ext);// Check file extension (including point: .png, .wav) -RLAPI const char *GetFileExtension(const char *fileName); // Get pointer to extension for a filename string (includes dot: '.png') -RLAPI const char *GetFileName(const char *filePath); // Get pointer to filename for a path string -RLAPI const char *GetFileNameWithoutExt(const char *filePath); // Get filename string without extension (uses static string) -RLAPI const char *GetDirectoryPath(const char *filePath); // Get full path for a given fileName with path (uses static string) -RLAPI const char *GetPrevDirectoryPath(const char *dirPath); // Get previous directory path for a given path (uses static string) -RLAPI const char *GetWorkingDirectory(void); // Get current working directory (uses static string) -RLAPI char **GetDirectoryFiles(const char *dirPath, int *count); // Get filenames in a directory path (memory should be freed) -RLAPI void ClearDirectoryFiles(void); // Clear directory files paths buffers (free memory) -RLAPI bool ChangeDirectory(const char *dir); // Change working directory, return true on success -RLAPI bool IsFileDropped(void); // Check if a file has been dropped into window -RLAPI char **GetDroppedFiles(int *count); // Get dropped files names (memory should be freed) -RLAPI void ClearDroppedFiles(void); // Clear dropped files paths buffer (free memory) -RLAPI long GetFileModTime(const char *fileName); // Get file modification time (last write time) - -// Compression/Encoding functionality -RLAPI unsigned char *CompressData(unsigned char *data, int dataLength, int *compDataLength); // Compress data (DEFLATE algorithm) -RLAPI unsigned char *DecompressData(unsigned char *compData, int compDataLength, int *dataLength); // Decompress data (DEFLATE algorithm) -RLAPI char *EncodeDataBase64(const unsigned char *data, int dataLength, int *outputLength); // Encode data to Base64 string -RLAPI unsigned char *DecodeDataBase64(unsigned char *data, int *outputLength); // Decode Base64 string data - -// Persistent storage management -RLAPI bool SaveStorageValue(unsigned int position, int value); // Save integer value to storage file (to defined position), returns true on success -RLAPI int LoadStorageValue(unsigned int position); // Load integer value from storage file (from defined position) - -RLAPI void OpenURL(const char *url); // Open URL with default system browser (if available) - -//------------------------------------------------------------------------------------ -// Input Handling Functions (Module: core) -//------------------------------------------------------------------------------------ - -// Input-related functions: keyboard -RLAPI bool IsKeyPressed(int key); // Check if a key has been pressed once -RLAPI bool IsKeyDown(int key); // Check if a key is being pressed -RLAPI bool IsKeyReleased(int key); // Check if a key has been released once -RLAPI bool IsKeyUp(int key); // Check if a key is NOT being pressed -RLAPI void SetExitKey(int key); // Set a custom key to exit program (default is ESC) -RLAPI int GetKeyPressed(void); // Get key pressed (keycode), call it multiple times for keys queued, returns 0 when the queue is empty -RLAPI int GetCharPressed(void); // Get char pressed (unicode), call it multiple times for chars queued, returns 0 when the queue is empty - -// Input-related functions: gamepads -RLAPI bool IsGamepadAvailable(int gamepad); // Check if a gamepad is available -RLAPI const char *GetGamepadName(int gamepad); // Get gamepad internal name id -RLAPI bool IsGamepadButtonPressed(int gamepad, int button); // Check if a gamepad button has been pressed once -RLAPI bool IsGamepadButtonDown(int gamepad, int button); // Check if a gamepad button is being pressed -RLAPI bool IsGamepadButtonReleased(int gamepad, int button); // Check if a gamepad button has been released once -RLAPI bool IsGamepadButtonUp(int gamepad, int button); // Check if a gamepad button is NOT being pressed -RLAPI int GetGamepadButtonPressed(void); // Get the last gamepad button pressed -RLAPI int GetGamepadAxisCount(int gamepad); // Get gamepad axis count for a gamepad -RLAPI float GetGamepadAxisMovement(int gamepad, int axis); // Get axis movement value for a gamepad axis -RLAPI int SetGamepadMappings(const char *mappings); // Set internal gamepad mappings (SDL_GameControllerDB) - -// Input-related functions: mouse -RLAPI bool IsMouseButtonPressed(int button); // Check if a mouse button has been pressed once -RLAPI bool IsMouseButtonDown(int button); // Check if a mouse button is being pressed -RLAPI bool IsMouseButtonReleased(int button); // Check if a mouse button has been released once -RLAPI bool IsMouseButtonUp(int button); // Check if a mouse button is NOT being pressed -RLAPI int GetMouseX(void); // Get mouse position X -RLAPI int GetMouseY(void); // Get mouse position Y -RLAPI Vector2 GetMousePosition(void); // Get mouse position XY -RLAPI Vector2 GetMouseDelta(void); // Get mouse delta between frames -RLAPI void SetMousePosition(int x, int y); // Set mouse position XY -RLAPI void SetMouseOffset(int offsetX, int offsetY); // Set mouse offset -RLAPI void SetMouseScale(float scaleX, float scaleY); // Set mouse scaling -RLAPI float GetMouseWheelMove(void); // Get mouse wheel movement Y -RLAPI void SetMouseCursor(int cursor); // Set mouse cursor - -// Input-related functions: touch -RLAPI int GetTouchX(void); // Get touch position X for touch point 0 (relative to screen size) -RLAPI int GetTouchY(void); // Get touch position Y for touch point 0 (relative to screen size) -RLAPI Vector2 GetTouchPosition(int index); // Get touch position XY for a touch point index (relative to screen size) -RLAPI int GetTouchPointId(int index); // Get touch point identifier for given index -RLAPI int GetTouchPointCount(void); // Get number of touch points - -//------------------------------------------------------------------------------------ -// Gestures and Touch Handling Functions (Module: rgestures) -//------------------------------------------------------------------------------------ -RLAPI void SetGesturesEnabled(unsigned int flags); // Enable a set of gestures using flags -RLAPI bool IsGestureDetected(int gesture); // Check if a gesture have been detected -RLAPI int GetGestureDetected(void); // Get latest detected gesture -RLAPI float GetGestureHoldDuration(void); // Get gesture hold time in milliseconds -RLAPI Vector2 GetGestureDragVector(void); // Get gesture drag vector -RLAPI float GetGestureDragAngle(void); // Get gesture drag angle -RLAPI Vector2 GetGesturePinchVector(void); // Get gesture pinch delta -RLAPI float GetGesturePinchAngle(void); // Get gesture pinch angle - -//------------------------------------------------------------------------------------ -// Camera System Functions (Module: rcamera) -//------------------------------------------------------------------------------------ -RLAPI void SetCameraMode(Camera camera, int mode); // Set camera mode (multiple camera modes available) -RLAPI void UpdateCamera(Camera *camera); // Update camera position for selected mode - -RLAPI void SetCameraPanControl(int keyPan); // Set camera pan key to combine with mouse movement (free camera) -RLAPI void SetCameraAltControl(int keyAlt); // Set camera alt key to combine with mouse movement (free camera) -RLAPI void SetCameraSmoothZoomControl(int keySmoothZoom); // Set camera smooth zoom key to combine with mouse (free camera) -RLAPI void SetCameraMoveControls(int keyFront, int keyBack, int keyRight, int keyLeft, int keyUp, int keyDown); // Set camera move controls (1st person and 3rd person cameras) - -//------------------------------------------------------------------------------------ -// Basic Shapes Drawing Functions (Module: shapes) -//------------------------------------------------------------------------------------ -// Set texture and rectangle to be used on shapes drawing -// NOTE: It can be useful when using basic shapes and one single font, -// defining a font char white rectangle would allow drawing everything in a single draw call -RLAPI void SetShapesTexture(Texture2D texture, Rectangle source); // Set texture and rectangle to be used on shapes drawing - -// Basic shapes drawing functions -RLAPI void DrawPixel(int posX, int posY, Color color); // Draw a pixel -RLAPI void DrawPixelV(Vector2 position, Color color); // Draw a pixel (Vector version) -RLAPI void DrawLine(int startPosX, int startPosY, int endPosX, int endPosY, Color color); // Draw a line -RLAPI void DrawLineV(Vector2 startPos, Vector2 endPos, Color color); // Draw a line (Vector version) -RLAPI void DrawLineEx(Vector2 startPos, Vector2 endPos, float thick, Color color); // Draw a line defining thickness -RLAPI void DrawLineBezier(Vector2 startPos, Vector2 endPos, float thick, Color color); // Draw a line using cubic-bezier curves in-out -RLAPI void DrawLineBezierQuad(Vector2 startPos, Vector2 endPos, Vector2 controlPos, float thick, Color color); // Draw line using quadratic bezier curves with a control point -RLAPI void DrawLineBezierCubic(Vector2 startPos, Vector2 endPos, Vector2 startControlPos, Vector2 endControlPos, float thick, Color color); // Draw line using cubic bezier curves with 2 control points -RLAPI void DrawLineStrip(Vector2 *points, int pointCount, Color color); // Draw lines sequence -RLAPI void DrawCircle(int centerX, int centerY, float radius, Color color); // Draw a color-filled circle -RLAPI void DrawCircleSector(Vector2 center, float radius, float startAngle, float endAngle, int segments, Color color); // Draw a piece of a circle -RLAPI void DrawCircleSectorLines(Vector2 center, float radius, float startAngle, float endAngle, int segments, Color color); // Draw circle sector outline -RLAPI void DrawCircleGradient(int centerX, int centerY, float radius, Color color1, Color color2); // Draw a gradient-filled circle -RLAPI void DrawCircleV(Vector2 center, float radius, Color color); // Draw a color-filled circle (Vector version) -RLAPI void DrawCircleLines(int centerX, int centerY, float radius, Color color); // Draw circle outline -RLAPI void DrawEllipse(int centerX, int centerY, float radiusH, float radiusV, Color color); // Draw ellipse -RLAPI void DrawEllipseLines(int centerX, int centerY, float radiusH, float radiusV, Color color); // Draw ellipse outline -RLAPI void DrawRing(Vector2 center, float innerRadius, float outerRadius, float startAngle, float endAngle, int segments, Color color); // Draw ring -RLAPI void DrawRingLines(Vector2 center, float innerRadius, float outerRadius, float startAngle, float endAngle, int segments, Color color); // Draw ring outline -RLAPI void DrawRectangle(int posX, int posY, int width, int height, Color color); // Draw a color-filled rectangle -RLAPI void DrawRectangleV(Vector2 position, Vector2 size, Color color); // Draw a color-filled rectangle (Vector version) -RLAPI void DrawRectangleRec(Rectangle rec, Color color); // Draw a color-filled rectangle -RLAPI void DrawRectanglePro(Rectangle rec, Vector2 origin, float rotation, Color color); // Draw a color-filled rectangle with pro parameters -RLAPI void DrawRectangleGradientV(int posX, int posY, int width, int height, Color color1, Color color2);// Draw a vertical-gradient-filled rectangle -RLAPI void DrawRectangleGradientH(int posX, int posY, int width, int height, Color color1, Color color2);// Draw a horizontal-gradient-filled rectangle -RLAPI void DrawRectangleGradientEx(Rectangle rec, Color col1, Color col2, Color col3, Color col4); // Draw a gradient-filled rectangle with custom vertex colors -RLAPI void DrawRectangleLines(int posX, int posY, int width, int height, Color color); // Draw rectangle outline -RLAPI void DrawRectangleLinesEx(Rectangle rec, float lineThick, Color color); // Draw rectangle outline with extended parameters -RLAPI void DrawRectangleRounded(Rectangle rec, float roundness, int segments, Color color); // Draw rectangle with rounded edges -RLAPI void DrawRectangleRoundedLines(Rectangle rec, float roundness, int segments, float lineThick, Color color); // Draw rectangle with rounded edges outline -RLAPI void DrawTriangle(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw a color-filled triangle (vertex in counter-clockwise order!) -RLAPI void DrawTriangleLines(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw triangle outline (vertex in counter-clockwise order!) -RLAPI void DrawTriangleFan(Vector2 *points, int pointCount, Color color); // Draw a triangle fan defined by points (first vertex is the center) -RLAPI void DrawTriangleStrip(Vector2 *points, int pointCount, Color color); // Draw a triangle strip defined by points -RLAPI void DrawPoly(Vector2 center, int sides, float radius, float rotation, Color color); // Draw a regular polygon (Vector version) -RLAPI void DrawPolyLines(Vector2 center, int sides, float radius, float rotation, Color color); // Draw a polygon outline of n sides -RLAPI void DrawPolyLinesEx(Vector2 center, int sides, float radius, float rotation, float lineThick, Color color); // Draw a polygon outline of n sides with extended parameters - -// Basic shapes collision detection functions -RLAPI bool CheckCollisionRecs(Rectangle rec1, Rectangle rec2); // Check collision between two rectangles -RLAPI bool CheckCollisionCircles(Vector2 center1, float radius1, Vector2 center2, float radius2); // Check collision between two circles -RLAPI bool CheckCollisionCircleRec(Vector2 center, float radius, Rectangle rec); // Check collision between circle and rectangle -RLAPI bool CheckCollisionPointRec(Vector2 point, Rectangle rec); // Check if point is inside rectangle -RLAPI bool CheckCollisionPointCircle(Vector2 point, Vector2 center, float radius); // Check if point is inside circle -RLAPI bool CheckCollisionPointTriangle(Vector2 point, Vector2 p1, Vector2 p2, Vector2 p3); // Check if point is inside a triangle -RLAPI bool CheckCollisionLines(Vector2 startPos1, Vector2 endPos1, Vector2 startPos2, Vector2 endPos2, Vector2 *collisionPoint); // Check the collision between two lines defined by two points each, returns collision point by reference -RLAPI bool CheckCollisionPointLine(Vector2 point, Vector2 p1, Vector2 p2, int threshold); // Check if point belongs to line created between two points [p1] and [p2] with defined margin in pixels [threshold] -RLAPI Rectangle GetCollisionRec(Rectangle rec1, Rectangle rec2); // Get collision rectangle for two rectangles collision - -//------------------------------------------------------------------------------------ -// Texture Loading and Drawing Functions (Module: textures) -//------------------------------------------------------------------------------------ - -// Image loading functions -// NOTE: This functions do not require GPU access -RLAPI Image LoadImage(const char *fileName); // Load image from file into CPU memory (RAM) -RLAPI Image LoadImageRaw(const char *fileName, int width, int height, int format, int headerSize); // Load image from RAW file data -RLAPI Image LoadImageAnim(const char *fileName, int *frames); // Load image sequence from file (frames appended to image.data) -RLAPI Image LoadImageFromMemory(const char *fileType, const unsigned char *fileData, int dataSize); // Load image from memory buffer, fileType refers to extension: i.e. '.png' -RLAPI Image LoadImageFromTexture(Texture2D texture); // Load image from GPU texture data -RLAPI Image LoadImageFromScreen(void); // Load image from screen buffer and (screenshot) -RLAPI void UnloadImage(Image image); // Unload image from CPU memory (RAM) -RLAPI bool ExportImage(Image image, const char *fileName); // Export image data to file, returns true on success -RLAPI bool ExportImageAsCode(Image image, const char *fileName); // Export image as code file defining an array of bytes, returns true on success - -// Image generation functions -RLAPI Image GenImageColor(int width, int height, Color color); // Generate image: plain color -RLAPI Image GenImageGradientV(int width, int height, Color top, Color bottom); // Generate image: vertical gradient -RLAPI Image GenImageGradientH(int width, int height, Color left, Color right); // Generate image: horizontal gradient -RLAPI Image GenImageGradientRadial(int width, int height, float density, Color inner, Color outer); // Generate image: radial gradient -RLAPI Image GenImageChecked(int width, int height, int checksX, int checksY, Color col1, Color col2); // Generate image: checked -RLAPI Image GenImageWhiteNoise(int width, int height, float factor); // Generate image: white noise -RLAPI Image GenImageCellular(int width, int height, int tileSize); // Generate image: cellular algorithm, bigger tileSize means bigger cells - -// Image manipulation functions -RLAPI Image ImageCopy(Image image); // Create an image duplicate (useful for transformations) -RLAPI Image ImageFromImage(Image image, Rectangle rec); // Create an image from another image piece -RLAPI Image ImageText(const char *text, int fontSize, Color color); // Create an image from text (default font) -RLAPI Image ImageTextEx(Font font, const char *text, float fontSize, float spacing, Color tint); // Create an image from text (custom sprite font) -RLAPI void ImageFormat(Image *image, int newFormat); // Convert image data to desired format -RLAPI void ImageToPOT(Image *image, Color fill); // Convert image to POT (power-of-two) -RLAPI void ImageCrop(Image *image, Rectangle crop); // Crop an image to a defined rectangle -RLAPI void ImageAlphaCrop(Image *image, float threshold); // Crop image depending on alpha value -RLAPI void ImageAlphaClear(Image *image, Color color, float threshold); // Clear alpha channel to desired color -RLAPI void ImageAlphaMask(Image *image, Image alphaMask); // Apply alpha mask to image -RLAPI void ImageAlphaPremultiply(Image *image); // Premultiply alpha channel -RLAPI void ImageResize(Image *image, int newWidth, int newHeight); // Resize image (Bicubic scaling algorithm) -RLAPI void ImageResizeNN(Image *image, int newWidth,int newHeight); // Resize image (Nearest-Neighbor scaling algorithm) -RLAPI void ImageResizeCanvas(Image *image, int newWidth, int newHeight, int offsetX, int offsetY, Color fill); // Resize canvas and fill with color -RLAPI void ImageMipmaps(Image *image); // Compute all mipmap levels for a provided image -RLAPI void ImageDither(Image *image, int rBpp, int gBpp, int bBpp, int aBpp); // Dither image data to 16bpp or lower (Floyd-Steinberg dithering) -RLAPI void ImageFlipVertical(Image *image); // Flip image vertically -RLAPI void ImageFlipHorizontal(Image *image); // Flip image horizontally -RLAPI void ImageRotateCW(Image *image); // Rotate image clockwise 90deg -RLAPI void ImageRotateCCW(Image *image); // Rotate image counter-clockwise 90deg -RLAPI void ImageColorTint(Image *image, Color color); // Modify image color: tint -RLAPI void ImageColorInvert(Image *image); // Modify image color: invert -RLAPI void ImageColorGrayscale(Image *image); // Modify image color: grayscale -RLAPI void ImageColorContrast(Image *image, float contrast); // Modify image color: contrast (-100 to 100) -RLAPI void ImageColorBrightness(Image *image, int brightness); // Modify image color: brightness (-255 to 255) -RLAPI void ImageColorReplace(Image *image, Color color, Color replace); // Modify image color: replace color -RLAPI Color *LoadImageColors(Image image); // Load color data from image as a Color array (RGBA - 32bit) -RLAPI Color *LoadImagePalette(Image image, int maxPaletteSize, int *colorCount); // Load colors palette from image as a Color array (RGBA - 32bit) -RLAPI void UnloadImageColors(Color *colors); // Unload color data loaded with LoadImageColors() -RLAPI void UnloadImagePalette(Color *colors); // Unload colors palette loaded with LoadImagePalette() -RLAPI Rectangle GetImageAlphaBorder(Image image, float threshold); // Get image alpha border rectangle -RLAPI Color GetImageColor(Image image, int x, int y); // Get image pixel color at (x, y) position - -// Image drawing functions -// NOTE: Image software-rendering functions (CPU) -RLAPI void ImageClearBackground(Image *dst, Color color); // Clear image background with given color -RLAPI void ImageDrawPixel(Image *dst, int posX, int posY, Color color); // Draw pixel within an image -RLAPI void ImageDrawPixelV(Image *dst, Vector2 position, Color color); // Draw pixel within an image (Vector version) -RLAPI void ImageDrawLine(Image *dst, int startPosX, int startPosY, int endPosX, int endPosY, Color color); // Draw line within an image -RLAPI void ImageDrawLineV(Image *dst, Vector2 start, Vector2 end, Color color); // Draw line within an image (Vector version) -RLAPI void ImageDrawCircle(Image *dst, int centerX, int centerY, int radius, Color color); // Draw circle within an image -RLAPI void ImageDrawCircleV(Image *dst, Vector2 center, int radius, Color color); // Draw circle within an image (Vector version) -RLAPI void ImageDrawRectangle(Image *dst, int posX, int posY, int width, int height, Color color); // Draw rectangle within an image -RLAPI void ImageDrawRectangleV(Image *dst, Vector2 position, Vector2 size, Color color); // Draw rectangle within an image (Vector version) -RLAPI void ImageDrawRectangleRec(Image *dst, Rectangle rec, Color color); // Draw rectangle within an image -RLAPI void ImageDrawRectangleLines(Image *dst, Rectangle rec, int thick, Color color); // Draw rectangle lines within an image -RLAPI void ImageDraw(Image *dst, Image src, Rectangle srcRec, Rectangle dstRec, Color tint); // Draw a source image within a destination image (tint applied to source) -RLAPI void ImageDrawText(Image *dst, const char *text, int posX, int posY, int fontSize, Color color); // Draw text (using default font) within an image (destination) -RLAPI void ImageDrawTextEx(Image *dst, Font font, const char *text, Vector2 position, float fontSize, float spacing, Color tint); // Draw text (custom sprite font) within an image (destination) - -// Texture loading functions -// NOTE: These functions require GPU access -RLAPI Texture2D LoadTexture(const char *fileName); // Load texture from file into GPU memory (VRAM) -RLAPI Texture2D LoadTextureFromImage(Image image); // Load texture from image data -RLAPI TextureCubemap LoadTextureCubemap(Image image, int layout); // Load cubemap from image, multiple image cubemap layouts supported -RLAPI RenderTexture2D LoadRenderTexture(int width, int height); // Load texture for rendering (framebuffer) -RLAPI void UnloadTexture(Texture2D texture); // Unload texture from GPU memory (VRAM) -RLAPI void UnloadRenderTexture(RenderTexture2D target); // Unload render texture from GPU memory (VRAM) -RLAPI void UpdateTexture(Texture2D texture, const void *pixels); // Update GPU texture with new data -RLAPI void UpdateTextureRec(Texture2D texture, Rectangle rec, const void *pixels); // Update GPU texture rectangle with new data - -// Texture configuration functions -RLAPI void GenTextureMipmaps(Texture2D *texture); // Generate GPU mipmaps for a texture -RLAPI void SetTextureFilter(Texture2D texture, int filter); // Set texture scaling filter mode -RLAPI void SetTextureWrap(Texture2D texture, int wrap); // Set texture wrapping mode - -// Texture drawing functions -RLAPI void DrawTexture(Texture2D texture, int posX, int posY, Color tint); // Draw a Texture2D -RLAPI void DrawTextureV(Texture2D texture, Vector2 position, Color tint); // Draw a Texture2D with position defined as Vector2 -RLAPI void DrawTextureEx(Texture2D texture, Vector2 position, float rotation, float scale, Color tint); // Draw a Texture2D with extended parameters -RLAPI void DrawTextureRec(Texture2D texture, Rectangle source, Vector2 position, Color tint); // Draw a part of a texture defined by a rectangle -RLAPI void DrawTextureQuad(Texture2D texture, Vector2 tiling, Vector2 offset, Rectangle quad, Color tint); // Draw texture quad with tiling and offset parameters -RLAPI void DrawTextureTiled(Texture2D texture, Rectangle source, Rectangle dest, Vector2 origin, float rotation, float scale, Color tint); // Draw part of a texture (defined by a rectangle) with rotation and scale tiled into dest. -RLAPI void DrawTexturePro(Texture2D texture, Rectangle source, Rectangle dest, Vector2 origin, float rotation, Color tint); // Draw a part of a texture defined by a rectangle with 'pro' parameters -RLAPI void DrawTextureNPatch(Texture2D texture, NPatchInfo nPatchInfo, Rectangle dest, Vector2 origin, float rotation, Color tint); // Draws a texture (or part of it) that stretches or shrinks nicely -RLAPI void DrawTexturePoly(Texture2D texture, Vector2 center, Vector2 *points, Vector2 *texcoords, int pointCount, Color tint); // Draw a textured polygon - -// Color/pixel related functions -RLAPI Color Fade(Color color, float alpha); // Get color with alpha applied, alpha goes from 0.0f to 1.0f -RLAPI int ColorToInt(Color color); // Get hexadecimal value for a Color -RLAPI Vector4 ColorNormalize(Color color); // Get Color normalized as float [0..1] -RLAPI Color ColorFromNormalized(Vector4 normalized); // Get Color from normalized values [0..1] -RLAPI Vector3 ColorToHSV(Color color); // Get HSV values for a Color, hue [0..360], saturation/value [0..1] -RLAPI Color ColorFromHSV(float hue, float saturation, float value); // Get a Color from HSV values, hue [0..360], saturation/value [0..1] -RLAPI Color ColorAlpha(Color color, float alpha); // Get color with alpha applied, alpha goes from 0.0f to 1.0f -RLAPI Color ColorAlphaBlend(Color dst, Color src, Color tint); // Get src alpha-blended into dst color with tint -RLAPI Color GetColor(unsigned int hexValue); // Get Color structure from hexadecimal value -RLAPI Color GetPixelColor(void *srcPtr, int format); // Get Color from a source pixel pointer of certain format -RLAPI void SetPixelColor(void *dstPtr, Color color, int format); // Set color formatted into destination pixel pointer -RLAPI int GetPixelDataSize(int width, int height, int format); // Get pixel data size in bytes for certain format - -//------------------------------------------------------------------------------------ -// Font Loading and Text Drawing Functions (Module: text) -//------------------------------------------------------------------------------------ - -// Font loading/unloading functions -RLAPI Font GetFontDefault(void); // Get the default Font -RLAPI Font LoadFont(const char *fileName); // Load font from file into GPU memory (VRAM) -RLAPI Font LoadFontEx(const char *fileName, int fontSize, int *fontChars, int glyphCount); // Load font from file with extended parameters -RLAPI Font LoadFontFromImage(Image image, Color key, int firstChar); // Load font from Image (XNA style) -RLAPI Font LoadFontFromMemory(const char *fileType, const unsigned char *fileData, int dataSize, int fontSize, int *fontChars, int glyphCount); // Load font from memory buffer, fileType refers to extension: i.e. '.ttf' -RLAPI GlyphInfo *LoadFontData(const unsigned char *fileData, int dataSize, int fontSize, int *fontChars, int glyphCount, int type); // Load font data for further use -RLAPI Image GenImageFontAtlas(const GlyphInfo *chars, Rectangle **recs, int glyphCount, int fontSize, int padding, int packMethod); // Generate image font atlas using chars info -RLAPI void UnloadFontData(GlyphInfo *chars, int glyphCount); // Unload font chars info data (RAM) -RLAPI void UnloadFont(Font font); // Unload Font from GPU memory (VRAM) - -// Text drawing functions -RLAPI void DrawFPS(int posX, int posY); // Draw current FPS -RLAPI void DrawText(const char *text, int posX, int posY, int fontSize, Color color); // Draw text (using default font) -RLAPI void DrawTextEx(Font font, const char *text, Vector2 position, float fontSize, float spacing, Color tint); // Draw text using font and additional parameters -RLAPI void DrawTextPro(Font font, const char *text, Vector2 position, Vector2 origin, float rotation, float fontSize, float spacing, Color tint); // Draw text using Font and pro parameters (rotation) -RLAPI void DrawTextCodepoint(Font font, int codepoint, Vector2 position, float fontSize, Color tint); // Draw one character (codepoint) - -// Text font info functions -RLAPI int MeasureText(const char *text, int fontSize); // Measure string width for default font -RLAPI Vector2 MeasureTextEx(Font font, const char *text, float fontSize, float spacing); // Measure string size for Font -RLAPI int GetGlyphIndex(Font font, int codepoint); // Get glyph index position in font for a codepoint (unicode character), fallback to '?' if not found -RLAPI GlyphInfo GetGlyphInfo(Font font, int codepoint); // Get glyph font info data for a codepoint (unicode character), fallback to '?' if not found -RLAPI Rectangle GetGlyphAtlasRec(Font font, int codepoint); // Get glyph rectangle in font atlas for a codepoint (unicode character), fallback to '?' if not found - -// Text codepoints management functions (unicode characters) -RLAPI int *LoadCodepoints(const char *text, int *count); // Load all codepoints from a UTF-8 text string, codepoints count returned by parameter -RLAPI void UnloadCodepoints(int *codepoints); // Unload codepoints data from memory -RLAPI int GetCodepointCount(const char *text); // Get total number of codepoints in a UTF-8 encoded string -RLAPI int GetCodepoint(const char *text, int *bytesProcessed); // Get next codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure -RLAPI const char *CodepointToUTF8(int codepoint, int *byteSize); // Encode one codepoint into UTF-8 byte array (array length returned as parameter) -RLAPI char *TextCodepointsToUTF8(int *codepoints, int length); // Encode text as codepoints array into UTF-8 text string (WARNING: memory must be freed!) - -// Text strings management functions (no UTF-8 strings, only byte chars) -// NOTE: Some strings allocate memory internally for returned strings, just be careful! -RLAPI int TextCopy(char *dst, const char *src); // Copy one string to another, returns bytes copied -RLAPI bool TextIsEqual(const char *text1, const char *text2); // Check if two text string are equal -RLAPI unsigned int TextLength(const char *text); // Get text length, checks for '\0' ending -RLAPI const char *TextFormat(const char *text, ...); // Text formatting with variables (sprintf() style) -RLAPI const char *TextSubtext(const char *text, int position, int length); // Get a piece of a text string -RLAPI char *TextReplace(char *text, const char *replace, const char *by); // Replace text string (WARNING: memory must be freed!) -RLAPI char *TextInsert(const char *text, const char *insert, int position); // Insert text in a position (WARNING: memory must be freed!) -RLAPI const char *TextJoin(const char **textList, int count, const char *delimiter); // Join text strings with delimiter -RLAPI const char **TextSplit(const char *text, char delimiter, int *count); // Split text into multiple strings -RLAPI void TextAppend(char *text, const char *append, int *position); // Append text at specific position and move cursor! -RLAPI int TextFindIndex(const char *text, const char *find); // Find first text occurrence within a string -RLAPI const char *TextToUpper(const char *text); // Get upper case version of provided string -RLAPI const char *TextToLower(const char *text); // Get lower case version of provided string -RLAPI const char *TextToPascal(const char *text); // Get Pascal case notation version of provided string -RLAPI int TextToInteger(const char *text); // Get integer value from text (negative values not supported) - -//------------------------------------------------------------------------------------ -// Basic 3d Shapes Drawing Functions (Module: models) -//------------------------------------------------------------------------------------ - -// Basic geometric 3D shapes drawing functions -RLAPI void DrawLine3D(Vector3 startPos, Vector3 endPos, Color color); // Draw a line in 3D world space -RLAPI void DrawPoint3D(Vector3 position, Color color); // Draw a point in 3D space, actually a small line -RLAPI void DrawCircle3D(Vector3 center, float radius, Vector3 rotationAxis, float rotationAngle, Color color); // Draw a circle in 3D world space -RLAPI void DrawTriangle3D(Vector3 v1, Vector3 v2, Vector3 v3, Color color); // Draw a color-filled triangle (vertex in counter-clockwise order!) -RLAPI void DrawTriangleStrip3D(Vector3 *points, int pointCount, Color color); // Draw a triangle strip defined by points -RLAPI void DrawCube(Vector3 position, float width, float height, float length, Color color); // Draw cube -RLAPI void DrawCubeV(Vector3 position, Vector3 size, Color color); // Draw cube (Vector version) -RLAPI void DrawCubeWires(Vector3 position, float width, float height, float length, Color color); // Draw cube wires -RLAPI void DrawCubeWiresV(Vector3 position, Vector3 size, Color color); // Draw cube wires (Vector version) -RLAPI void DrawCubeTexture(Texture2D texture, Vector3 position, float width, float height, float length, Color color); // Draw cube textured -RLAPI void DrawCubeTextureRec(Texture2D texture, Rectangle source, Vector3 position, float width, float height, float length, Color color); // Draw cube with a region of a texture -RLAPI void DrawSphere(Vector3 centerPos, float radius, Color color); // Draw sphere -RLAPI void DrawSphereEx(Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere with extended parameters -RLAPI void DrawSphereWires(Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere wires -RLAPI void DrawCylinder(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone -RLAPI void DrawCylinderEx(Vector3 startPos, Vector3 endPos, float startRadius, float endRadius, int sides, Color color); // Draw a cylinder with base at startPos and top at endPos -RLAPI void DrawCylinderWires(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone wires -RLAPI void DrawCylinderWiresEx(Vector3 startPos, Vector3 endPos, float startRadius, float endRadius, int sides, Color color); // Draw a cylinder wires with base at startPos and top at endPos -RLAPI void DrawPlane(Vector3 centerPos, Vector2 size, Color color); // Draw a plane XZ -RLAPI void DrawRay(Ray ray, Color color); // Draw a ray line -RLAPI void DrawGrid(int slices, float spacing); // Draw a grid (centered at (0, 0, 0)) - -//------------------------------------------------------------------------------------ -// Model 3d Loading and Drawing Functions (Module: models) -//------------------------------------------------------------------------------------ - -// Model management functions -RLAPI Model LoadModel(const char *fileName); // Load model from files (meshes and materials) -RLAPI Model LoadModelFromMesh(Mesh mesh); // Load model from generated mesh (default material) -RLAPI void UnloadModel(Model model); // Unload model (including meshes) from memory (RAM and/or VRAM) -RLAPI void UnloadModelKeepMeshes(Model model); // Unload model (but not meshes) from memory (RAM and/or VRAM) -RLAPI BoundingBox GetModelBoundingBox(Model model); // Compute model bounding box limits (considers all meshes) - -// Model drawing functions -RLAPI void DrawModel(Model model, Vector3 position, float scale, Color tint); // Draw a model (with texture if set) -RLAPI void DrawModelEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model with extended parameters -RLAPI void DrawModelWires(Model model, Vector3 position, float scale, Color tint); // Draw a model wires (with texture if set) -RLAPI void DrawModelWiresEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model wires (with texture if set) with extended parameters -RLAPI void DrawBoundingBox(BoundingBox box, Color color); // Draw bounding box (wires) -RLAPI void DrawBillboard(Camera camera, Texture2D texture, Vector3 position, float size, Color tint); // Draw a billboard texture -RLAPI void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle source, Vector3 position, Vector2 size, Color tint); // Draw a billboard texture defined by source -RLAPI void DrawBillboardPro(Camera camera, Texture2D texture, Rectangle source, Vector3 position, Vector3 up, Vector2 size, Vector2 origin, float rotation, Color tint); // Draw a billboard texture defined by source and rotation - -// Mesh management functions -RLAPI void UploadMesh(Mesh *mesh, bool dynamic); // Upload mesh vertex data in GPU and provide VAO/VBO ids -RLAPI void UpdateMeshBuffer(Mesh mesh, int index, void *data, int dataSize, int offset); // Update mesh vertex data in GPU for a specific buffer index -RLAPI void UnloadMesh(Mesh mesh); // Unload mesh data from CPU and GPU -RLAPI void DrawMesh(Mesh mesh, Material material, Matrix transform); // Draw a 3d mesh with material and transform -RLAPI void DrawMeshInstanced(Mesh mesh, Material material, Matrix *transforms, int instances); // Draw multiple mesh instances with material and different transforms -RLAPI bool ExportMesh(Mesh mesh, const char *fileName); // Export mesh data to file, returns true on success -RLAPI BoundingBox GetMeshBoundingBox(Mesh mesh); // Compute mesh bounding box limits -RLAPI void GenMeshTangents(Mesh *mesh); // Compute mesh tangents -RLAPI void GenMeshBinormals(Mesh *mesh); // Compute mesh binormals - -// Mesh generation functions -RLAPI Mesh GenMeshPoly(int sides, float radius); // Generate polygonal mesh -RLAPI Mesh GenMeshPlane(float width, float length, int resX, int resZ); // Generate plane mesh (with subdivisions) -RLAPI Mesh GenMeshCube(float width, float height, float length); // Generate cuboid mesh -RLAPI Mesh GenMeshSphere(float radius, int rings, int slices); // Generate sphere mesh (standard sphere) -RLAPI Mesh GenMeshHemiSphere(float radius, int rings, int slices); // Generate half-sphere mesh (no bottom cap) -RLAPI Mesh GenMeshCylinder(float radius, float height, int slices); // Generate cylinder mesh -RLAPI Mesh GenMeshCone(float radius, float height, int slices); // Generate cone/pyramid mesh -RLAPI Mesh GenMeshTorus(float radius, float size, int radSeg, int sides); // Generate torus mesh -RLAPI Mesh GenMeshKnot(float radius, float size, int radSeg, int sides); // Generate trefoil knot mesh -RLAPI Mesh GenMeshHeightmap(Image heightmap, Vector3 size); // Generate heightmap mesh from image data -RLAPI Mesh GenMeshCubicmap(Image cubicmap, Vector3 cubeSize); // Generate cubes-based map mesh from image data - -// Material loading/unloading functions -RLAPI Material *LoadMaterials(const char *fileName, int *materialCount); // Load materials from model file -RLAPI Material LoadMaterialDefault(void); // Load default material (Supports: DIFFUSE, SPECULAR, NORMAL maps) -RLAPI void UnloadMaterial(Material material); // Unload material from GPU memory (VRAM) -RLAPI void SetMaterialTexture(Material *material, int mapType, Texture2D texture); // Set texture for a material map type (MATERIAL_MAP_DIFFUSE, MATERIAL_MAP_SPECULAR...) -RLAPI void SetModelMeshMaterial(Model *model, int meshId, int materialId); // Set material for a mesh - -// Model animations loading/unloading functions -RLAPI ModelAnimation *LoadModelAnimations(const char *fileName, unsigned int *animCount); // Load model animations from file -RLAPI void UpdateModelAnimation(Model model, ModelAnimation anim, int frame); // Update model animation pose -RLAPI void UnloadModelAnimation(ModelAnimation anim); // Unload animation data -RLAPI void UnloadModelAnimations(ModelAnimation* animations, unsigned int count); // Unload animation array data -RLAPI bool IsModelAnimationValid(Model model, ModelAnimation anim); // Check model animation skeleton match - -// Collision detection functions -RLAPI bool CheckCollisionSpheres(Vector3 center1, float radius1, Vector3 center2, float radius2); // Check collision between two spheres -RLAPI bool CheckCollisionBoxes(BoundingBox box1, BoundingBox box2); // Check collision between two bounding boxes -RLAPI bool CheckCollisionBoxSphere(BoundingBox box, Vector3 center, float radius); // Check collision between box and sphere -RLAPI RayCollision GetRayCollisionSphere(Ray ray, Vector3 center, float radius); // Get collision info between ray and sphere -RLAPI RayCollision GetRayCollisionBox(Ray ray, BoundingBox box); // Get collision info between ray and box -RLAPI RayCollision GetRayCollisionModel(Ray ray, Model model); // Get collision info between ray and model -RLAPI RayCollision GetRayCollisionMesh(Ray ray, Mesh mesh, Matrix transform); // Get collision info between ray and mesh -RLAPI RayCollision GetRayCollisionTriangle(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3); // Get collision info between ray and triangle -RLAPI RayCollision GetRayCollisionQuad(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3, Vector3 p4); // Get collision info between ray and quad - -//------------------------------------------------------------------------------------ -// Audio Loading and Playing Functions (Module: audio) -//------------------------------------------------------------------------------------ - -// Audio device management functions -RLAPI void InitAudioDevice(void); // Initialize audio device and context -RLAPI void CloseAudioDevice(void); // Close the audio device and context -RLAPI bool IsAudioDeviceReady(void); // Check if audio device has been initialized successfully -RLAPI void SetMasterVolume(float volume); // Set master volume (listener) - -// Wave/Sound loading/unloading functions -RLAPI Wave LoadWave(const char *fileName); // Load wave data from file -RLAPI Wave LoadWaveFromMemory(const char *fileType, const unsigned char *fileData, int dataSize); // Load wave from memory buffer, fileType refers to extension: i.e. '.wav' -RLAPI Sound LoadSound(const char *fileName); // Load sound from file -RLAPI Sound LoadSoundFromWave(Wave wave); // Load sound from wave data -RLAPI void UpdateSound(Sound sound, const void *data, int sampleCount); // Update sound buffer with new data -RLAPI void UnloadWave(Wave wave); // Unload wave data -RLAPI void UnloadSound(Sound sound); // Unload sound -RLAPI bool ExportWave(Wave wave, const char *fileName); // Export wave data to file, returns true on success -RLAPI bool ExportWaveAsCode(Wave wave, const char *fileName); // Export wave sample data to code (.h), returns true on success - -// Wave/Sound management functions -RLAPI void PlaySound(Sound sound); // Play a sound -RLAPI void StopSound(Sound sound); // Stop playing a sound -RLAPI void PauseSound(Sound sound); // Pause a sound -RLAPI void ResumeSound(Sound sound); // Resume a paused sound -RLAPI void PlaySoundMulti(Sound sound); // Play a sound (using multichannel buffer pool) -RLAPI void StopSoundMulti(void); // Stop any sound playing (using multichannel buffer pool) -RLAPI int GetSoundsPlaying(void); // Get number of sounds playing in the multichannel -RLAPI bool IsSoundPlaying(Sound sound); // Check if a sound is currently playing -RLAPI void SetSoundVolume(Sound sound, float volume); // Set volume for a sound (1.0 is max level) -RLAPI void SetSoundPitch(Sound sound, float pitch); // Set pitch for a sound (1.0 is base level) -RLAPI void WaveFormat(Wave *wave, int sampleRate, int sampleSize, int channels); // Convert wave data to desired format -RLAPI Wave WaveCopy(Wave wave); // Copy a wave to a new wave -RLAPI void WaveCrop(Wave *wave, int initSample, int finalSample); // Crop a wave to defined samples range -RLAPI float *LoadWaveSamples(Wave wave); // Load samples data from wave as a floats array -RLAPI void UnloadWaveSamples(float *samples); // Unload samples data loaded with LoadWaveSamples() - -// Music management functions -RLAPI Music LoadMusicStream(const char *fileName); // Load music stream from file -RLAPI Music LoadMusicStreamFromMemory(const char *fileType, unsigned char *data, int dataSize); // Load music stream from data -RLAPI void UnloadMusicStream(Music music); // Unload music stream -RLAPI void PlayMusicStream(Music music); // Start music playing -RLAPI bool IsMusicStreamPlaying(Music music); // Check if music is playing -RLAPI void UpdateMusicStream(Music music); // Updates buffers for music streaming -RLAPI void StopMusicStream(Music music); // Stop music playing -RLAPI void PauseMusicStream(Music music); // Pause music playing -RLAPI void ResumeMusicStream(Music music); // Resume playing paused music -RLAPI void SeekMusicStream(Music music, float position); // Seek music to a position (in seconds) -RLAPI void SetMusicVolume(Music music, float volume); // Set volume for music (1.0 is max level) -RLAPI void SetMusicPitch(Music music, float pitch); // Set pitch for a music (1.0 is base level) -RLAPI float GetMusicTimeLength(Music music); // Get music time length (in seconds) -RLAPI float GetMusicTimePlayed(Music music); // Get current music time played (in seconds) - -// AudioStream management functions -RLAPI AudioStream LoadAudioStream(unsigned int sampleRate, unsigned int sampleSize, unsigned int channels); // Load audio stream (to stream raw audio pcm data) -RLAPI void UnloadAudioStream(AudioStream stream); // Unload audio stream and free memory -RLAPI void UpdateAudioStream(AudioStream stream, const void *data, int frameCount); // Update audio stream buffers with data -RLAPI bool IsAudioStreamProcessed(AudioStream stream); // Check if any audio stream buffers requires refill -RLAPI void PlayAudioStream(AudioStream stream); // Play audio stream -RLAPI void PauseAudioStream(AudioStream stream); // Pause audio stream -RLAPI void ResumeAudioStream(AudioStream stream); // Resume audio stream -RLAPI bool IsAudioStreamPlaying(AudioStream stream); // Check if audio stream is playing -RLAPI void StopAudioStream(AudioStream stream); // Stop audio stream -RLAPI void SetAudioStreamVolume(AudioStream stream, float volume); // Set volume for audio stream (1.0 is max level) -RLAPI void SetAudioStreamPitch(AudioStream stream, float pitch); // Set pitch for audio stream (1.0 is base level) -RLAPI void SetAudioStreamBufferSizeDefault(int size); // Default size for new audio streams - -#if defined(__cplusplus) -} -#endif - -#endif // RAYLIB_H diff --git a/headers/raymath.h b/headers/raymath.h deleted file mode 100644 index 48846a7..0000000 --- a/headers/raymath.h +++ /dev/null @@ -1,1853 +0,0 @@ -/********************************************************************************************** -* -* raymath v1.5 - Math functions to work with Vector2, Vector3, Matrix and Quaternions -* -* CONFIGURATION: -* -* #define RAYMATH_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 RAYMATH_STATIC_INLINE -* Define static inline functions code, so #include header suffices for use. -* This may use up lots of memory. -* -* CONVENTIONS: -* -* - Functions are always self-contained, no function use another raymath function inside, -* required code is directly re-implemented inside -* - Functions input parameters are always received by value (2 unavoidable exceptions) -* - Functions use always a "result" anmed variable for return -* - Functions are always defined inline -* - Angles are always in radians (DEG2RAD/RAD2DEG macros provided for convenience) -* -* -* LICENSE: zlib/libpng -* -* Copyright (c) 2015-2021 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 RAYMATH_H -#define RAYMATH_H - -#if defined(RAYMATH_IMPLEMENTATION) && defined(RAYMATH_STATIC_INLINE) - #error "Specifying both RAYMATH_IMPLEMENTATION and RAYMATH_STATIC_INLINE is contradictory" -#endif - -// Function specifiers definition -#if defined(RAYMATH_IMPLEMENTATION) - #if defined(_WIN32) && defined(BUILD_LIBTYPE_SHARED) - #define RMAPI __declspec(dllexport) extern inline // We are building raylib as a Win32 shared library (.dll). - #elif defined(_WIN32) && defined(USE_LIBTYPE_SHARED) - #define RMAPI __declspec(dllimport) // We are using raylib as a Win32 shared library (.dll) - #else - #define RMAPI extern inline // Provide external definition - #endif -#elif defined(RAYMATH_STATIC_INLINE) - #define RMAPI static inline // Functions may be inlined, no external out-of-line definition -#else - #if defined(__TINYC__) - #define RMAPI static inline // plain inline not supported by tinycc (See issue #435) - #else - #define RMAPI inline // Functions may be inlined or external definition used - #endif -#endif - -//---------------------------------------------------------------------------------- -// Defines and Macros -//---------------------------------------------------------------------------------- -#ifndef PI - #define PI 3.14159265358979323846f -#endif - -#ifndef DEG2RAD - #define DEG2RAD (PI/180.0f) -#endif - -#ifndef RAD2DEG - #define RAD2DEG (180.0f/PI) -#endif - -// Get float vector for Matrix -#ifndef MatrixToFloat - #define MatrixToFloat(mat) (MatrixToFloatV(mat).v) -#endif - -// Get float vector for Vector3 -#ifndef Vector3ToFloat - #define Vector3ToFloat(vec) (Vector3ToFloatV(vec).v) -#endif - -//---------------------------------------------------------------------------------- -// Types and Structures Definition -//---------------------------------------------------------------------------------- -#if !defined(RL_VECTOR2_TYPE) -// Vector2 type -typedef struct Vector2 { - float x; - float y; -} Vector2; -#define RL_VECTOR2_TYPE -#endif - -#if !defined(RL_VECTOR3_TYPE) -// Vector3 type -typedef struct Vector3 { - float x; - float y; - float z; -} Vector3; -#define RL_VECTOR3_TYPE -#endif - -#if !defined(RL_VECTOR4_TYPE) -// Vector4 type -typedef struct Vector4 { - float x; - float y; - float z; - float w; -} Vector4; -#define RL_VECTOR4_TYPE -#endif - -#if !defined(RL_QUATERNION_TYPE) -// Quaternion type -typedef Vector4 Quaternion; -#define RL_QUATERNION_TYPE -#endif - -#if !defined(RL_MATRIX_TYPE) -// Matrix type (OpenGL style 4x4 - right handed, column major) -typedef struct Matrix { - float m0, m4, m8, m12; // Matrix first row (4 components) - float m1, m5, m9, m13; // Matrix second row (4 components) - float m2, m6, m10, m14; // Matrix third row (4 components) - float m3, m7, m11, m15; // Matrix fourth row (4 components) -} Matrix; -#define RL_MATRIX_TYPE -#endif - -// NOTE: Helper types to be used instead of array return types for *ToFloat functions -typedef struct float3 { - float v[3]; -} float3; - -typedef struct float16 { - float v[16]; -} float16; - -#include // Required for: sinf(), cosf(), tan(), atan2f(), sqrtf(), fminf(), fmaxf(), fabs() - -//---------------------------------------------------------------------------------- -// Module Functions Definition - Utils math -//---------------------------------------------------------------------------------- - -// Clamp float value -RMAPI float Clamp(float value, float min, float max) -{ - float result = (value < min)? min : value; - - if (result > max) result = max; - - return result; -} - -// Calculate linear interpolation between two floats -RMAPI float Lerp(float start, float end, float amount) -{ - float result = start + amount*(end - start); - - return result; -} - -// Normalize input value within input range -RMAPI float Normalize(float value, float start, float end) -{ - float result = (value - start)/(end - start); - - return result; -} - -// Remap input value within input range to output range -RMAPI float Remap(float value, float inputStart, float inputEnd, float outputStart, float outputEnd) -{ - float result =(value - inputStart)/(inputEnd - inputStart)*(outputEnd - outputStart) + outputStart; - - return result; -} - -//---------------------------------------------------------------------------------- -// Module Functions Definition - Vector2 math -//---------------------------------------------------------------------------------- - -// Vector with components value 0.0f -RMAPI Vector2 Vector2Zero(void) -{ - Vector2 result = { 0.0f, 0.0f }; - - return result; -} - -// Vector with components value 1.0f -RMAPI Vector2 Vector2One(void) -{ - Vector2 result = { 1.0f, 1.0f }; - - return result; -} - -// Add two vectors (v1 + v2) -RMAPI Vector2 Vector2Add(Vector2 v1, Vector2 v2) -{ - Vector2 result = { v1.x + v2.x, v1.y + v2.y }; - - return result; -} - -// Add vector and float value -RMAPI Vector2 Vector2AddValue(Vector2 v, float add) -{ - Vector2 result = { v.x + add, v.y + add }; - - return result; -} - -// Subtract two vectors (v1 - v2) -RMAPI Vector2 Vector2Subtract(Vector2 v1, Vector2 v2) -{ - Vector2 result = { v1.x - v2.x, v1.y - v2.y }; - - return result; -} - -// Subtract vector by float value -RMAPI Vector2 Vector2SubtractValue(Vector2 v, float sub) -{ - Vector2 result = { v.x - sub, v.y - sub }; - - return result; -} - -// Calculate vector length -RMAPI float Vector2Length(Vector2 v) -{ - float result = sqrtf((v.x*v.x) + (v.y*v.y)); - - return result; -} - -// Calculate vector square length -RMAPI float Vector2LengthSqr(Vector2 v) -{ - float result = (v.x*v.x) + (v.y*v.y); - - return result; -} - -// Calculate two vectors dot product -RMAPI float Vector2DotProduct(Vector2 v1, Vector2 v2) -{ - float result = (v1.x*v2.x + v1.y*v2.y); - - return result; -} - -// Calculate distance between two vectors -RMAPI float Vector2Distance(Vector2 v1, Vector2 v2) -{ - float result = sqrtf((v1.x - v2.x)*(v1.x - v2.x) + (v1.y - v2.y)*(v1.y - v2.y)); - - return result; -} - -// Calculate angle from two vectors in X-axis -RMAPI float Vector2Angle(Vector2 v1, Vector2 v2) -{ - float result = atan2f(v2.y - v1.y, v2.x - v1.x)*(180.0f/PI); - - if (result < 0) result += 360.0f; - - return result; -} - -// Scale vector (multiply by value) -RMAPI Vector2 Vector2Scale(Vector2 v, float scale) -{ - Vector2 result = { v.x*scale, v.y*scale }; - - return result; -} - -// Multiply vector by vector -RMAPI Vector2 Vector2Multiply(Vector2 v1, Vector2 v2) -{ - Vector2 result = { v1.x*v2.x, v1.y*v2.y }; - - return result; -} - -// Negate vector -RMAPI Vector2 Vector2Negate(Vector2 v) -{ - Vector2 result = { -v.x, -v.y }; - - return result; -} - -// Divide vector by vector -RMAPI Vector2 Vector2Divide(Vector2 v1, Vector2 v2) -{ - Vector2 result = { v1.x/v2.x, v1.y/v2.y }; - - return result; -} - -// Normalize provided vector -RMAPI Vector2 Vector2Normalize(Vector2 v) -{ - Vector2 result = { 0 }; - float length = sqrtf((v.x*v.x) + (v.y*v.y)); - - if (length > 0) - { - result.x = v.x*1.0f/length; - result.y = v.y*1.0f/length; - } - - return result; -} - -// Calculate linear interpolation between two vectors -RMAPI Vector2 Vector2Lerp(Vector2 v1, Vector2 v2, float amount) -{ - Vector2 result = { 0 }; - - result.x = v1.x + amount*(v2.x - v1.x); - result.y = v1.y + amount*(v2.y - v1.y); - - return result; -} - -// Calculate reflected vector to normal -RMAPI Vector2 Vector2Reflect(Vector2 v, Vector2 normal) -{ - Vector2 result = { 0 }; - - float dotProduct = (v.x*normal.x + v.y*normal.y); // Dot product - - result.x = v.x - (2.0f*normal.x)*dotProduct; - result.y = v.y - (2.0f*normal.y)*dotProduct; - - return result; -} - -// Rotate vector by angle -RMAPI Vector2 Vector2Rotate(Vector2 v, float angle) -{ - Vector2 result = { 0 }; - - result.x = v.x*cosf(angle) - v.y*sinf(angle); - result.y = v.x*sinf(angle) + v.y*cosf(angle); - - return result; -} - -// Move Vector towards target -RMAPI Vector2 Vector2MoveTowards(Vector2 v, Vector2 target, float maxDistance) -{ - Vector2 result = { 0 }; - - float dx = target.x - v.x; - float dy = target.y - v.y; - float value = (dx*dx) + (dy*dy); - - if ((value == 0) || ((maxDistance >= 0) && (value <= maxDistance*maxDistance))) return target; - - float dist = sqrtf(value); - - result.x = v.x + dx/dist*maxDistance; - result.y = v.y + dy/dist*maxDistance; - - return result; -} - -//---------------------------------------------------------------------------------- -// Module Functions Definition - Vector3 math -//---------------------------------------------------------------------------------- - -// Vector with components value 0.0f -RMAPI Vector3 Vector3Zero(void) -{ - Vector3 result = { 0.0f, 0.0f, 0.0f }; - - return result; -} - -// Vector with components value 1.0f -RMAPI Vector3 Vector3One(void) -{ - Vector3 result = { 1.0f, 1.0f, 1.0f }; - - return result; -} - -// Add two vectors -RMAPI Vector3 Vector3Add(Vector3 v1, Vector3 v2) -{ - Vector3 result = { v1.x + v2.x, v1.y + v2.y, v1.z + v2.z }; - - return result; -} - -// Add vector and float value -RMAPI Vector3 Vector3AddValue(Vector3 v, float add) -{ - Vector3 result = { v.x + add, v.y + add, v.z + add }; - - return result; -} - -// Subtract two vectors -RMAPI Vector3 Vector3Subtract(Vector3 v1, Vector3 v2) -{ - Vector3 result = { v1.x - v2.x, v1.y - v2.y, v1.z - v2.z }; - - return result; -} - -// Subtract vector by float value -RMAPI Vector3 Vector3SubtractValue(Vector3 v, float sub) -{ - Vector3 result = { v.x - sub, v.y - sub, v.z - sub }; - - return result; -} - -// Multiply vector by scalar -RMAPI Vector3 Vector3Scale(Vector3 v, float scalar) -{ - Vector3 result = { v.x*scalar, v.y*scalar, v.z*scalar }; - - return result; -} - -// Multiply vector by vector -RMAPI Vector3 Vector3Multiply(Vector3 v1, Vector3 v2) -{ - Vector3 result = { v1.x*v2.x, v1.y*v2.y, v1.z*v2.z }; - - return result; -} - -// Calculate two vectors cross product -RMAPI Vector3 Vector3CrossProduct(Vector3 v1, Vector3 v2) -{ - Vector3 result = { v1.y*v2.z - v1.z*v2.y, v1.z*v2.x - v1.x*v2.z, v1.x*v2.y - v1.y*v2.x }; - - return result; -} - -// Calculate one vector perpendicular vector -RMAPI Vector3 Vector3Perpendicular(Vector3 v) -{ - Vector3 result = { 0 }; - - float min = (float) fabs(v.x); - Vector3 cardinalAxis = {1.0f, 0.0f, 0.0f}; - - if (fabs(v.y) < min) - { - min = (float) fabs(v.y); - Vector3 tmp = {0.0f, 1.0f, 0.0f}; - cardinalAxis = tmp; - } - - if (fabs(v.z) < min) - { - Vector3 tmp = {0.0f, 0.0f, 1.0f}; - cardinalAxis = tmp; - } - - // Cross product between vectors - result.x = v.y*cardinalAxis.z - v.z*cardinalAxis.y; - result.y = v.z*cardinalAxis.x - v.x*cardinalAxis.z; - result.z = v.x*cardinalAxis.y - v.y*cardinalAxis.x; - - return result; -} - -// Calculate vector length -RMAPI float Vector3Length(const Vector3 v) -{ - float result = sqrtf(v.x*v.x + v.y*v.y + v.z*v.z); - - return result; -} - -// Calculate vector square length -RMAPI float Vector3LengthSqr(const Vector3 v) -{ - float result = v.x*v.x + v.y*v.y + v.z*v.z; - - return result; -} - -// Calculate two vectors dot product -RMAPI float Vector3DotProduct(Vector3 v1, Vector3 v2) -{ - float result = (v1.x*v2.x + v1.y*v2.y + v1.z*v2.z); - - return result; -} - -// Calculate distance between two vectors -RMAPI float Vector3Distance(Vector3 v1, Vector3 v2) -{ - float result = 0.0f; - - float dx = v2.x - v1.x; - float dy = v2.y - v1.y; - float dz = v2.z - v1.z; - result = sqrtf(dx*dx + dy*dy + dz*dz); - - return result; -} - -// Calculate angle between two vectors in XY and XZ -RMAPI Vector2 Vector3Angle(Vector3 v1, Vector3 v2) -{ - Vector2 result = { 0 }; - - float dx = v2.x - v1.x; - float dy = v2.y - v1.y; - float dz = v2.z - v1.z; - - result.x = atan2f(dx, dz); // Angle in XZ - result.y = atan2f(dy, sqrtf(dx*dx + dz*dz)); // Angle in XY - - return result; -} - -// Negate provided vector (invert direction) -RMAPI Vector3 Vector3Negate(Vector3 v) -{ - Vector3 result = { -v.x, -v.y, -v.z }; - - return result; -} - -// Divide vector by vector -RMAPI Vector3 Vector3Divide(Vector3 v1, Vector3 v2) -{ - Vector3 result = { v1.x/v2.x, v1.y/v2.y, v1.z/v2.z }; - - return result; -} - -// Normalize provided vector -RMAPI Vector3 Vector3Normalize(Vector3 v) -{ - Vector3 result = v; - - float length = sqrtf(v.x*v.x + v.y*v.y + v.z*v.z); - if (length == 0.0f) length = 1.0f; - float ilength = 1.0f/length; - - result.x *= ilength; - result.y *= ilength; - result.z *= ilength; - - return result; -} - -// Orthonormalize provided vectors -// Makes vectors normalized and orthogonal to each other -// Gram-Schmidt function implementation -RMAPI void Vector3OrthoNormalize(Vector3 *v1, Vector3 *v2) -{ - float length = 0.0f; - float ilength = 0.0f; - - // Vector3Normalize(*v1); - Vector3 v = *v1; - length = sqrtf(v.x*v.x + v.y*v.y + v.z*v.z); - if (length == 0.0f) length = 1.0f; - ilength = 1.0f/length; - v1->x *= ilength; - v1->y *= ilength; - v1->z *= ilength; - - // Vector3CrossProduct(*v1, *v2) - Vector3 vn1 = { v1->y*v2->z - v1->z*v2->y, v1->z*v2->x - v1->x*v2->z, v1->x*v2->y - v1->y*v2->x }; - - // Vector3Normalize(vn1); - v = vn1; - length = sqrtf(v.x*v.x + v.y*v.y + v.z*v.z); - if (length == 0.0f) length = 1.0f; - ilength = 1.0f/length; - vn1.x *= ilength; - vn1.y *= ilength; - vn1.z *= ilength; - - // Vector3CrossProduct(vn1, *v1) - Vector3 vn2 = { vn1.y*v1->z - vn1.z*v1->y, vn1.z*v1->x - vn1.x*v1->z, vn1.x*v1->y - vn1.y*v1->x }; - - *v2 = vn2; -} - -// Transforms a Vector3 by a given Matrix -RMAPI Vector3 Vector3Transform(Vector3 v, Matrix mat) -{ - Vector3 result = { 0 }; - - float x = v.x; - float y = v.y; - float z = v.z; - - result.x = mat.m0*x + mat.m4*y + mat.m8*z + mat.m12; - result.y = mat.m1*x + mat.m5*y + mat.m9*z + mat.m13; - result.z = mat.m2*x + mat.m6*y + mat.m10*z + mat.m14; - - return result; -} - -// Transform a vector by quaternion rotation -RMAPI Vector3 Vector3RotateByQuaternion(Vector3 v, Quaternion q) -{ - Vector3 result = { 0 }; - - result.x = v.x*(q.x*q.x + q.w*q.w - q.y*q.y - q.z*q.z) + v.y*(2*q.x*q.y - 2*q.w*q.z) + v.z*(2*q.x*q.z + 2*q.w*q.y); - result.y = v.x*(2*q.w*q.z + 2*q.x*q.y) + v.y*(q.w*q.w - q.x*q.x + q.y*q.y - q.z*q.z) + v.z*(-2*q.w*q.x + 2*q.y*q.z); - result.z = v.x*(-2*q.w*q.y + 2*q.x*q.z) + v.y*(2*q.w*q.x + 2*q.y*q.z)+ v.z*(q.w*q.w - q.x*q.x - q.y*q.y + q.z*q.z); - - return result; -} - -// Calculate linear interpolation between two vectors -RMAPI Vector3 Vector3Lerp(Vector3 v1, Vector3 v2, float amount) -{ - Vector3 result = { 0 }; - - result.x = v1.x + amount*(v2.x - v1.x); - result.y = v1.y + amount*(v2.y - v1.y); - result.z = v1.z + amount*(v2.z - v1.z); - - return result; -} - -// Calculate reflected vector to normal -RMAPI Vector3 Vector3Reflect(Vector3 v, Vector3 normal) -{ - Vector3 result = { 0 }; - - // I is the original vector - // N is the normal of the incident plane - // R = I - (2*N*(DotProduct[I, N])) - - float dotProduct = (v.x*normal.x + v.y*normal.y + v.z*normal.z); - - result.x = v.x - (2.0f*normal.x)*dotProduct; - result.y = v.y - (2.0f*normal.y)*dotProduct; - result.z = v.z - (2.0f*normal.z)*dotProduct; - - return result; -} - -// Get min value for each pair of components -RMAPI Vector3 Vector3Min(Vector3 v1, Vector3 v2) -{ - Vector3 result = { 0 }; - - result.x = fminf(v1.x, v2.x); - result.y = fminf(v1.y, v2.y); - result.z = fminf(v1.z, v2.z); - - return result; -} - -// Get max value for each pair of components -RMAPI Vector3 Vector3Max(Vector3 v1, Vector3 v2) -{ - Vector3 result = { 0 }; - - result.x = fmaxf(v1.x, v2.x); - result.y = fmaxf(v1.y, v2.y); - result.z = fmaxf(v1.z, v2.z); - - return result; -} - -// Compute barycenter coordinates (u, v, w) for point p with respect to triangle (a, b, c) -// NOTE: Assumes P is on the plane of the triangle -RMAPI Vector3 Vector3Barycenter(Vector3 p, Vector3 a, Vector3 b, Vector3 c) -{ - Vector3 result = { 0 }; - - Vector3 v0 = { b.x - a.x, b.y - a.y, b.z - a.z }; // Vector3Subtract(b, a) - Vector3 v1 = { c.x - a.x, c.y - a.y, c.z - a.z }; // Vector3Subtract(c, a) - Vector3 v2 = { p.x - a.x, p.y - a.y, p.z - a.z }; // Vector3Subtract(p, a) - float d00 = (v0.x*v0.x + v0.y*v0.y + v0.z*v0.z); // Vector3DotProduct(v0, v0) - float d01 = (v0.x*v1.x + v0.y*v1.y + v0.z*v1.z); // Vector3DotProduct(v0, v1) - float d11 = (v1.x*v1.x + v1.y*v1.y + v1.z*v1.z); // Vector3DotProduct(v1, v1) - float d20 = (v2.x*v0.x + v2.y*v0.y + v2.z*v0.z); // Vector3DotProduct(v2, v0) - float d21 = (v2.x*v1.x + v2.y*v1.y + v2.z*v1.z); // Vector3DotProduct(v2, v1) - - float denom = d00*d11 - d01*d01; - - result.y = (d11*d20 - d01*d21)/denom; - result.z = (d00*d21 - d01*d20)/denom; - result.x = 1.0f - (result.z + result.y); - - return result; -} - -// Projects a Vector3 from screen space into object space -// NOTE: We are avoiding calling other raymath functions despite available -RMAPI Vector3 Vector3Unproject(Vector3 source, Matrix projection, Matrix view) -{ - Vector3 result = { 0 }; - - // Calculate unproject matrix (multiply view patrix by projection matrix) and invert it - Matrix matViewProj = { // MatrixMultiply(view, projection); - view.m0*projection.m0 + view.m1*projection.m4 + view.m2*projection.m8 + view.m3*projection.m12, - view.m0*projection.m1 + view.m1*projection.m5 + view.m2*projection.m9 + view.m3*projection.m13, - view.m0*projection.m2 + view.m1*projection.m6 + view.m2*projection.m10 + view.m3*projection.m14, - view.m0*projection.m3 + view.m1*projection.m7 + view.m2*projection.m11 + view.m3*projection.m15, - view.m4*projection.m0 + view.m5*projection.m4 + view.m6*projection.m8 + view.m7*projection.m12, - view.m4*projection.m1 + view.m5*projection.m5 + view.m6*projection.m9 + view.m7*projection.m13, - view.m4*projection.m2 + view.m5*projection.m6 + view.m6*projection.m10 + view.m7*projection.m14, - view.m4*projection.m3 + view.m5*projection.m7 + view.m6*projection.m11 + view.m7*projection.m15, - view.m8*projection.m0 + view.m9*projection.m4 + view.m10*projection.m8 + view.m11*projection.m12, - view.m8*projection.m1 + view.m9*projection.m5 + view.m10*projection.m9 + view.m11*projection.m13, - view.m8*projection.m2 + view.m9*projection.m6 + view.m10*projection.m10 + view.m11*projection.m14, - view.m8*projection.m3 + view.m9*projection.m7 + view.m10*projection.m11 + view.m11*projection.m15, - view.m12*projection.m0 + view.m13*projection.m4 + view.m14*projection.m8 + view.m15*projection.m12, - view.m12*projection.m1 + view.m13*projection.m5 + view.m14*projection.m9 + view.m15*projection.m13, - view.m12*projection.m2 + view.m13*projection.m6 + view.m14*projection.m10 + view.m15*projection.m14, - view.m12*projection.m3 + view.m13*projection.m7 + view.m14*projection.m11 + view.m15*projection.m15 }; - - // Calculate inverted matrix -> MatrixInvert(matViewProj); - // Cache the matrix values (speed optimization) - float a00 = matViewProj.m0, a01 = matViewProj.m1, a02 = matViewProj.m2, a03 = matViewProj.m3; - float a10 = matViewProj.m4, a11 = matViewProj.m5, a12 = matViewProj.m6, a13 = matViewProj.m7; - float a20 = matViewProj.m8, a21 = matViewProj.m9, a22 = matViewProj.m10, a23 = matViewProj.m11; - float a30 = matViewProj.m12, a31 = matViewProj.m13, a32 = matViewProj.m14, a33 = matViewProj.m15; - - float b00 = a00*a11 - a01*a10; - float b01 = a00*a12 - a02*a10; - float b02 = a00*a13 - a03*a10; - float b03 = a01*a12 - a02*a11; - float b04 = a01*a13 - a03*a11; - float b05 = a02*a13 - a03*a12; - float b06 = a20*a31 - a21*a30; - float b07 = a20*a32 - a22*a30; - float b08 = a20*a33 - a23*a30; - float b09 = a21*a32 - a22*a31; - float b10 = a21*a33 - a23*a31; - float b11 = a22*a33 - a23*a32; - - // Calculate the invert determinant (inlined to avoid double-caching) - float invDet = 1.0f/(b00*b11 - b01*b10 + b02*b09 + b03*b08 - b04*b07 + b05*b06); - - Matrix matViewProjInv = { - (a11*b11 - a12*b10 + a13*b09)*invDet, - (-a01*b11 + a02*b10 - a03*b09)*invDet, - (a31*b05 - a32*b04 + a33*b03)*invDet, - (-a21*b05 + a22*b04 - a23*b03)*invDet, - (-a10*b11 + a12*b08 - a13*b07)*invDet, - (a00*b11 - a02*b08 + a03*b07)*invDet, - (-a30*b05 + a32*b02 - a33*b01)*invDet, - (a20*b05 - a22*b02 + a23*b01)*invDet, - (a10*b10 - a11*b08 + a13*b06)*invDet, - (-a00*b10 + a01*b08 - a03*b06)*invDet, - (a30*b04 - a31*b02 + a33*b00)*invDet, - (-a20*b04 + a21*b02 - a23*b00)*invDet, - (-a10*b09 + a11*b07 - a12*b06)*invDet, - (a00*b09 - a01*b07 + a02*b06)*invDet, - (-a30*b03 + a31*b01 - a32*b00)*invDet, - (a20*b03 - a21*b01 + a22*b00)*invDet }; - - // Create quaternion from source point - Quaternion quat = { source.x, source.y, source.z, 1.0f }; - - // Multiply quat point by unproject matrix - Quaternion qtransformed = { // QuaternionTransform(quat, matViewProjInv) - matViewProjInv.m0*quat.x + matViewProjInv.m4*quat.y + matViewProjInv.m8*quat.z + matViewProjInv.m12*quat.w, - matViewProjInv.m1*quat.x + matViewProjInv.m5*quat.y + matViewProjInv.m9*quat.z + matViewProjInv.m13*quat.w, - matViewProjInv.m2*quat.x + matViewProjInv.m6*quat.y + matViewProjInv.m10*quat.z + matViewProjInv.m14*quat.w, - matViewProjInv.m3*quat.x + matViewProjInv.m7*quat.y + matViewProjInv.m11*quat.z + matViewProjInv.m15*quat.w }; - - // Normalized world points in vectors - result.x = qtransformed.x/qtransformed.w; - result.y = qtransformed.y/qtransformed.w; - result.z = qtransformed.z/qtransformed.w; - - return result; -} - -// Get Vector3 as float array -RMAPI float3 Vector3ToFloatV(Vector3 v) -{ - float3 buffer = { 0 }; - - buffer.v[0] = v.x; - buffer.v[1] = v.y; - buffer.v[2] = v.z; - - return buffer; -} - -//---------------------------------------------------------------------------------- -// Module Functions Definition - Matrix math -//---------------------------------------------------------------------------------- - -// Compute matrix determinant -RMAPI float MatrixDeterminant(Matrix mat) -{ - float result = 0.0f; - - // Cache the matrix values (speed optimization) - float a00 = mat.m0, a01 = mat.m1, a02 = mat.m2, a03 = mat.m3; - float a10 = mat.m4, a11 = mat.m5, a12 = mat.m6, a13 = mat.m7; - float a20 = mat.m8, a21 = mat.m9, a22 = mat.m10, a23 = mat.m11; - float a30 = mat.m12, a31 = mat.m13, a32 = mat.m14, a33 = mat.m15; - - result = a30*a21*a12*a03 - a20*a31*a12*a03 - a30*a11*a22*a03 + a10*a31*a22*a03 + - a20*a11*a32*a03 - a10*a21*a32*a03 - a30*a21*a02*a13 + a20*a31*a02*a13 + - a30*a01*a22*a13 - a00*a31*a22*a13 - a20*a01*a32*a13 + a00*a21*a32*a13 + - a30*a11*a02*a23 - a10*a31*a02*a23 - a30*a01*a12*a23 + a00*a31*a12*a23 + - a10*a01*a32*a23 - a00*a11*a32*a23 - a20*a11*a02*a33 + a10*a21*a02*a33 + - a20*a01*a12*a33 - a00*a21*a12*a33 - a10*a01*a22*a33 + a00*a11*a22*a33; - - return result; -} - -// Get the trace of the matrix (sum of the values along the diagonal) -RMAPI float MatrixTrace(Matrix mat) -{ - float result = (mat.m0 + mat.m5 + mat.m10 + mat.m15); - - return result; -} - -// Transposes provided matrix -RMAPI Matrix MatrixTranspose(Matrix mat) -{ - Matrix result = { 0 }; - - result.m0 = mat.m0; - result.m1 = mat.m4; - result.m2 = mat.m8; - result.m3 = mat.m12; - result.m4 = mat.m1; - result.m5 = mat.m5; - result.m6 = mat.m9; - result.m7 = mat.m13; - result.m8 = mat.m2; - result.m9 = mat.m6; - result.m10 = mat.m10; - result.m11 = mat.m14; - result.m12 = mat.m3; - result.m13 = mat.m7; - result.m14 = mat.m11; - result.m15 = mat.m15; - - return result; -} - -// Invert provided matrix -RMAPI Matrix MatrixInvert(Matrix mat) -{ - Matrix result = { 0 }; - - // Cache the matrix values (speed optimization) - float a00 = mat.m0, a01 = mat.m1, a02 = mat.m2, a03 = mat.m3; - float a10 = mat.m4, a11 = mat.m5, a12 = mat.m6, a13 = mat.m7; - float a20 = mat.m8, a21 = mat.m9, a22 = mat.m10, a23 = mat.m11; - float a30 = mat.m12, a31 = mat.m13, a32 = mat.m14, a33 = mat.m15; - - float b00 = a00*a11 - a01*a10; - float b01 = a00*a12 - a02*a10; - float b02 = a00*a13 - a03*a10; - float b03 = a01*a12 - a02*a11; - float b04 = a01*a13 - a03*a11; - float b05 = a02*a13 - a03*a12; - float b06 = a20*a31 - a21*a30; - float b07 = a20*a32 - a22*a30; - float b08 = a20*a33 - a23*a30; - float b09 = a21*a32 - a22*a31; - float b10 = a21*a33 - a23*a31; - float b11 = a22*a33 - a23*a32; - - // Calculate the invert determinant (inlined to avoid double-caching) - float invDet = 1.0f/(b00*b11 - b01*b10 + b02*b09 + b03*b08 - b04*b07 + b05*b06); - - result.m0 = (a11*b11 - a12*b10 + a13*b09)*invDet; - result.m1 = (-a01*b11 + a02*b10 - a03*b09)*invDet; - result.m2 = (a31*b05 - a32*b04 + a33*b03)*invDet; - result.m3 = (-a21*b05 + a22*b04 - a23*b03)*invDet; - result.m4 = (-a10*b11 + a12*b08 - a13*b07)*invDet; - result.m5 = (a00*b11 - a02*b08 + a03*b07)*invDet; - result.m6 = (-a30*b05 + a32*b02 - a33*b01)*invDet; - result.m7 = (a20*b05 - a22*b02 + a23*b01)*invDet; - result.m8 = (a10*b10 - a11*b08 + a13*b06)*invDet; - result.m9 = (-a00*b10 + a01*b08 - a03*b06)*invDet; - result.m10 = (a30*b04 - a31*b02 + a33*b00)*invDet; - result.m11 = (-a20*b04 + a21*b02 - a23*b00)*invDet; - result.m12 = (-a10*b09 + a11*b07 - a12*b06)*invDet; - result.m13 = (a00*b09 - a01*b07 + a02*b06)*invDet; - result.m14 = (-a30*b03 + a31*b01 - a32*b00)*invDet; - result.m15 = (a20*b03 - a21*b01 + a22*b00)*invDet; - - return result; -} - -// Normalize provided matrix -RMAPI Matrix MatrixNormalize(Matrix mat) -{ - Matrix result = { 0 }; - - // Cache the matrix values (speed optimization) - float a00 = mat.m0, a01 = mat.m1, a02 = mat.m2, a03 = mat.m3; - float a10 = mat.m4, a11 = mat.m5, a12 = mat.m6, a13 = mat.m7; - float a20 = mat.m8, a21 = mat.m9, a22 = mat.m10, a23 = mat.m11; - float a30 = mat.m12, a31 = mat.m13, a32 = mat.m14, a33 = mat.m15; - - // MatrixDeterminant(mat) - float det = a30*a21*a12*a03 - a20*a31*a12*a03 - a30*a11*a22*a03 + a10*a31*a22*a03 + - a20*a11*a32*a03 - a10*a21*a32*a03 - a30*a21*a02*a13 + a20*a31*a02*a13 + - a30*a01*a22*a13 - a00*a31*a22*a13 - a20*a01*a32*a13 + a00*a21*a32*a13 + - a30*a11*a02*a23 - a10*a31*a02*a23 - a30*a01*a12*a23 + a00*a31*a12*a23 + - a10*a01*a32*a23 - a00*a11*a32*a23 - a20*a11*a02*a33 + a10*a21*a02*a33 + - a20*a01*a12*a33 - a00*a21*a12*a33 - a10*a01*a22*a33 + a00*a11*a22*a33; - - result.m0 = mat.m0/det; - result.m1 = mat.m1/det; - result.m2 = mat.m2/det; - result.m3 = mat.m3/det; - result.m4 = mat.m4/det; - result.m5 = mat.m5/det; - result.m6 = mat.m6/det; - result.m7 = mat.m7/det; - result.m8 = mat.m8/det; - result.m9 = mat.m9/det; - result.m10 = mat.m10/det; - result.m11 = mat.m11/det; - result.m12 = mat.m12/det; - result.m13 = mat.m13/det; - result.m14 = mat.m14/det; - result.m15 = mat.m15/det; - - return result; -} - -// Get identity matrix -RMAPI Matrix MatrixIdentity(void) -{ - Matrix result = { 1.0f, 0.0f, 0.0f, 0.0f, - 0.0f, 1.0f, 0.0f, 0.0f, - 0.0f, 0.0f, 1.0f, 0.0f, - 0.0f, 0.0f, 0.0f, 1.0f }; - - return result; -} - -// Add two matrices -RMAPI Matrix MatrixAdd(Matrix left, Matrix right) -{ - Matrix result = { 0 }; - - result.m0 = left.m0 + right.m0; - result.m1 = left.m1 + right.m1; - result.m2 = left.m2 + right.m2; - result.m3 = left.m3 + right.m3; - result.m4 = left.m4 + right.m4; - result.m5 = left.m5 + right.m5; - result.m6 = left.m6 + right.m6; - result.m7 = left.m7 + right.m7; - result.m8 = left.m8 + right.m8; - result.m9 = left.m9 + right.m9; - result.m10 = left.m10 + right.m10; - result.m11 = left.m11 + right.m11; - result.m12 = left.m12 + right.m12; - result.m13 = left.m13 + right.m13; - result.m14 = left.m14 + right.m14; - result.m15 = left.m15 + right.m15; - - return result; -} - -// Subtract two matrices (left - right) -RMAPI Matrix MatrixSubtract(Matrix left, Matrix right) -{ - Matrix result = { 0 }; - - result.m0 = left.m0 - right.m0; - result.m1 = left.m1 - right.m1; - result.m2 = left.m2 - right.m2; - result.m3 = left.m3 - right.m3; - result.m4 = left.m4 - right.m4; - result.m5 = left.m5 - right.m5; - result.m6 = left.m6 - right.m6; - result.m7 = left.m7 - right.m7; - result.m8 = left.m8 - right.m8; - result.m9 = left.m9 - right.m9; - result.m10 = left.m10 - right.m10; - result.m11 = left.m11 - right.m11; - result.m12 = left.m12 - right.m12; - result.m13 = left.m13 - right.m13; - result.m14 = left.m14 - right.m14; - result.m15 = left.m15 - right.m15; - - return result; -} - -// Get two matrix multiplication -// NOTE: When multiplying matrices... the order matters! -RMAPI Matrix MatrixMultiply(Matrix left, Matrix right) -{ - Matrix result = { 0 }; - - result.m0 = left.m0*right.m0 + left.m1*right.m4 + left.m2*right.m8 + left.m3*right.m12; - result.m1 = left.m0*right.m1 + left.m1*right.m5 + left.m2*right.m9 + left.m3*right.m13; - result.m2 = left.m0*right.m2 + left.m1*right.m6 + left.m2*right.m10 + left.m3*right.m14; - result.m3 = left.m0*right.m3 + left.m1*right.m7 + left.m2*right.m11 + left.m3*right.m15; - result.m4 = left.m4*right.m0 + left.m5*right.m4 + left.m6*right.m8 + left.m7*right.m12; - result.m5 = left.m4*right.m1 + left.m5*right.m5 + left.m6*right.m9 + left.m7*right.m13; - result.m6 = left.m4*right.m2 + left.m5*right.m6 + left.m6*right.m10 + left.m7*right.m14; - result.m7 = left.m4*right.m3 + left.m5*right.m7 + left.m6*right.m11 + left.m7*right.m15; - result.m8 = left.m8*right.m0 + left.m9*right.m4 + left.m10*right.m8 + left.m11*right.m12; - result.m9 = left.m8*right.m1 + left.m9*right.m5 + left.m10*right.m9 + left.m11*right.m13; - result.m10 = left.m8*right.m2 + left.m9*right.m6 + left.m10*right.m10 + left.m11*right.m14; - result.m11 = left.m8*right.m3 + left.m9*right.m7 + left.m10*right.m11 + left.m11*right.m15; - result.m12 = left.m12*right.m0 + left.m13*right.m4 + left.m14*right.m8 + left.m15*right.m12; - result.m13 = left.m12*right.m1 + left.m13*right.m5 + left.m14*right.m9 + left.m15*right.m13; - result.m14 = left.m12*right.m2 + left.m13*right.m6 + left.m14*right.m10 + left.m15*right.m14; - result.m15 = left.m12*right.m3 + left.m13*right.m7 + left.m14*right.m11 + left.m15*right.m15; - - return result; -} - -// Get translation matrix -RMAPI Matrix MatrixTranslate(float x, float y, float z) -{ - Matrix result = { 1.0f, 0.0f, 0.0f, x, - 0.0f, 1.0f, 0.0f, y, - 0.0f, 0.0f, 1.0f, z, - 0.0f, 0.0f, 0.0f, 1.0f }; - - return result; -} - -// Create rotation matrix from axis and angle -// NOTE: Angle should be provided in radians -RMAPI Matrix MatrixRotate(Vector3 axis, float angle) -{ - Matrix result = { 0 }; - - float x = axis.x, y = axis.y, z = axis.z; - - float lengthSquared = x*x + y*y + z*z; - - if ((lengthSquared != 1.0f) && (lengthSquared != 0.0f)) - { - float ilength = 1.0f/sqrtf(lengthSquared); - x *= ilength; - y *= ilength; - z *= ilength; - } - - float sinres = sinf(angle); - float cosres = cosf(angle); - float t = 1.0f - cosres; - - result.m0 = x*x*t + cosres; - result.m1 = y*x*t + z*sinres; - result.m2 = z*x*t - y*sinres; - result.m3 = 0.0f; - - result.m4 = x*y*t - z*sinres; - result.m5 = y*y*t + cosres; - result.m6 = z*y*t + x*sinres; - result.m7 = 0.0f; - - result.m8 = x*z*t + y*sinres; - result.m9 = y*z*t - x*sinres; - result.m10 = z*z*t + cosres; - result.m11 = 0.0f; - - result.m12 = 0.0f; - result.m13 = 0.0f; - result.m14 = 0.0f; - result.m15 = 1.0f; - - return result; -} - -// Get x-rotation matrix (angle in radians) -RMAPI Matrix MatrixRotateX(float angle) -{ - Matrix result = { 1.0f, 0.0f, 0.0f, 0.0f, - 0.0f, 1.0f, 0.0f, 0.0f, - 0.0f, 0.0f, 1.0f, 0.0f, - 0.0f, 0.0f, 0.0f, 1.0f }; // MatrixIdentity() - - float cosres = cosf(angle); - float sinres = sinf(angle); - - result.m5 = cosres; - result.m6 = -sinres; - result.m9 = sinres; - result.m10 = cosres; - - return result; -} - -// Get y-rotation matrix (angle in radians) -RMAPI Matrix MatrixRotateY(float angle) -{ - Matrix result = { 1.0f, 0.0f, 0.0f, 0.0f, - 0.0f, 1.0f, 0.0f, 0.0f, - 0.0f, 0.0f, 1.0f, 0.0f, - 0.0f, 0.0f, 0.0f, 1.0f }; // MatrixIdentity() - - float cosres = cosf(angle); - float sinres = sinf(angle); - - result.m0 = cosres; - result.m2 = sinres; - result.m8 = -sinres; - result.m10 = cosres; - - return result; -} - -// Get z-rotation matrix (angle in radians) -RMAPI Matrix MatrixRotateZ(float angle) -{ - Matrix result = { 1.0f, 0.0f, 0.0f, 0.0f, - 0.0f, 1.0f, 0.0f, 0.0f, - 0.0f, 0.0f, 1.0f, 0.0f, - 0.0f, 0.0f, 0.0f, 1.0f }; // MatrixIdentity() - - float cosres = cosf(angle); - float sinres = sinf(angle); - - result.m0 = cosres; - result.m1 = -sinres; - result.m4 = sinres; - result.m5 = cosres; - - return result; -} - - -// Get xyz-rotation matrix (angles in radians) -RMAPI Matrix MatrixRotateXYZ(Vector3 ang) -{ - Matrix result = { 1.0f, 0.0f, 0.0f, 0.0f, - 0.0f, 1.0f, 0.0f, 0.0f, - 0.0f, 0.0f, 1.0f, 0.0f, - 0.0f, 0.0f, 0.0f, 1.0f }; // MatrixIdentity() - - float cosz = cosf(-ang.z); - float sinz = sinf(-ang.z); - float cosy = cosf(-ang.y); - float siny = sinf(-ang.y); - float cosx = cosf(-ang.x); - float sinx = sinf(-ang.x); - - result.m0 = cosz*cosy; - result.m4 = (cosz*siny*sinx) - (sinz*cosx); - result.m8 = (cosz*siny*cosx) + (sinz*sinx); - - result.m1 = sinz*cosy; - result.m5 = (sinz*siny*sinx) + (cosz*cosx); - result.m9 = (sinz*siny*cosx) - (cosz*sinx); - - result.m2 = -siny; - result.m6 = cosy*sinx; - result.m10= cosy*cosx; - - return result; -} - -// Get zyx-rotation matrix (angles in radians) -RMAPI Matrix MatrixRotateZYX(Vector3 ang) -{ - Matrix result = { 0 }; - - float cz = cosf(ang.z); - float sz = sinf(ang.z); - float cy = cosf(ang.y); - float sy = sinf(ang.y); - float cx = cosf(ang.x); - float sx = sinf(ang.x); - - result.m0 = cz*cy; - result.m1 = cz*sy*sx - cx*sz; - result.m2 = sz*sx + cz*cx*sy; - result.m3 = 0; - - result.m4 = cy*sz; - result.m5 = cz*cx + sz*sy*sx; - result.m6 = cx*sz*sy - cz*sx; - result.m7 = 0; - - result.m8 = -sy; - result.m9 = cy*sx; - result.m10 = cy*cx; - result.m11 = 0; - - result.m12 = 0; - result.m13 = 0; - result.m14 = 0; - result.m15 = 1; - - return result; -} - -// Get scaling matrix -RMAPI Matrix MatrixScale(float x, float y, float z) -{ - Matrix result = { x, 0.0f, 0.0f, 0.0f, - 0.0f, y, 0.0f, 0.0f, - 0.0f, 0.0f, z, 0.0f, - 0.0f, 0.0f, 0.0f, 1.0f }; - - return result; -} - -// Get perspective projection matrix -RMAPI Matrix MatrixFrustum(double left, double right, double bottom, double top, double near, double far) -{ - Matrix result = { 0 }; - - float rl = (float)(right - left); - float tb = (float)(top - bottom); - float fn = (float)(far - near); - - result.m0 = ((float)near*2.0f)/rl; - result.m1 = 0.0f; - result.m2 = 0.0f; - result.m3 = 0.0f; - - result.m4 = 0.0f; - result.m5 = ((float)near*2.0f)/tb; - result.m6 = 0.0f; - result.m7 = 0.0f; - - result.m8 = ((float)right + (float)left)/rl; - result.m9 = ((float)top + (float)bottom)/tb; - result.m10 = -((float)far + (float)near)/fn; - result.m11 = -1.0f; - - result.m12 = 0.0f; - result.m13 = 0.0f; - result.m14 = -((float)far*(float)near*2.0f)/fn; - result.m15 = 0.0f; - - return result; -} - -// Get perspective projection matrix -// NOTE: Angle should be provided in radians -RMAPI Matrix MatrixPerspective(double fovy, double aspect, double near, double far) -{ - Matrix result = { 0 }; - - double top = near*tan(fovy*0.5); - double bottom = -top; - double right = top*aspect; - double left = -right; - - // MatrixFrustum(-right, right, -top, top, near, far); - float rl = (float)(right - left); - float tb = (float)(top - bottom); - float fn = (float)(far - near); - - result.m0 = ((float)near*2.0f)/rl; - result.m5 = ((float)near*2.0f)/tb; - result.m8 = ((float)right + (float)left)/rl; - result.m9 = ((float)top + (float)bottom)/tb; - result.m10 = -((float)far + (float)near)/fn; - result.m11 = -1.0f; - result.m14 = -((float)far*(float)near*2.0f)/fn; - - return result; -} - -// Get orthographic projection matrix -RMAPI Matrix MatrixOrtho(double left, double right, double bottom, double top, double near, double far) -{ - Matrix result = { 0 }; - - float rl = (float)(right - left); - float tb = (float)(top - bottom); - float fn = (float)(far - near); - - result.m0 = 2.0f/rl; - result.m1 = 0.0f; - result.m2 = 0.0f; - result.m3 = 0.0f; - result.m4 = 0.0f; - result.m5 = 2.0f/tb; - result.m6 = 0.0f; - result.m7 = 0.0f; - result.m8 = 0.0f; - result.m9 = 0.0f; - result.m10 = -2.0f/fn; - result.m11 = 0.0f; - result.m12 = -((float)left + (float)right)/rl; - result.m13 = -((float)top + (float)bottom)/tb; - result.m14 = -((float)far + (float)near)/fn; - result.m15 = 1.0f; - - return result; -} - -// Get camera look-at matrix (view matrix) -RMAPI Matrix MatrixLookAt(Vector3 eye, Vector3 target, Vector3 up) -{ - Matrix result = { 0 }; - - float length = 0.0f; - float ilength = 0.0f; - - // Vector3Subtract(eye, target) - Vector3 vz = { eye.x - target.x, eye.y - target.y, eye.z - target.z }; - - // Vector3Normalize(vz) - Vector3 v = vz; - length = sqrtf(v.x*v.x + v.y*v.y + v.z*v.z); - if (length == 0.0f) length = 1.0f; - ilength = 1.0f/length; - vz.x *= ilength; - vz.y *= ilength; - vz.z *= ilength; - - // Vector3CrossProduct(up, vz) - Vector3 vx = { up.y*vz.z - up.z*vz.y, up.z*vz.x - up.x*vz.z, up.x*vz.y - up.y*vz.x }; - - // Vector3Normalize(x) - v = vx; - length = sqrtf(v.x*v.x + v.y*v.y + v.z*v.z); - if (length == 0.0f) length = 1.0f; - ilength = 1.0f/length; - vx.x *= ilength; - vx.y *= ilength; - vx.z *= ilength; - - // Vector3CrossProduct(vz, vx) - Vector3 vy = { vz.y*vx.z - vz.z*vx.y, vz.z*vx.x - vz.x*vx.z, vz.x*vx.y - vz.y*vx.x }; - - result.m0 = vx.x; - result.m1 = vy.x; - result.m2 = vz.x; - result.m3 = 0.0f; - result.m4 = vx.y; - result.m5 = vy.y; - result.m6 = vz.y; - result.m7 = 0.0f; - result.m8 = vx.z; - result.m9 = vy.z; - result.m10 = vz.z; - result.m11 = 0.0f; - result.m12 = -(vx.x*eye.x + vx.y*eye.y + vx.z*eye.z); // Vector3DotProduct(vx, eye) - result.m13 = -(vy.x*eye.x + vy.y*eye.y + vy.z*eye.z); // Vector3DotProduct(vy, eye) - result.m14 = -(vz.x*eye.x + vz.y*eye.y + vz.z*eye.z); // Vector3DotProduct(vz, eye) - result.m15 = 1.0f; - - return result; -} - -// Get float array of matrix data -RMAPI float16 MatrixToFloatV(Matrix mat) -{ - float16 result = { 0 }; - - result.v[0] = mat.m0; - result.v[1] = mat.m1; - result.v[2] = mat.m2; - result.v[3] = mat.m3; - result.v[4] = mat.m4; - result.v[5] = mat.m5; - result.v[6] = mat.m6; - result.v[7] = mat.m7; - result.v[8] = mat.m8; - result.v[9] = mat.m9; - result.v[10] = mat.m10; - result.v[11] = mat.m11; - result.v[12] = mat.m12; - result.v[13] = mat.m13; - result.v[14] = mat.m14; - result.v[15] = mat.m15; - - return result; -} - -//---------------------------------------------------------------------------------- -// Module Functions Definition - Quaternion math -//---------------------------------------------------------------------------------- - -// Add two quaternions -RMAPI Quaternion QuaternionAdd(Quaternion q1, Quaternion q2) -{ - Quaternion result = {q1.x + q2.x, q1.y + q2.y, q1.z + q2.z, q1.w + q2.w}; - - return result; -} - -// Add quaternion and float value -RMAPI Quaternion QuaternionAddValue(Quaternion q, float add) -{ - Quaternion result = {q.x + add, q.y + add, q.z + add, q.w + add}; - - return result; -} - -// Subtract two quaternions -RMAPI Quaternion QuaternionSubtract(Quaternion q1, Quaternion q2) -{ - Quaternion result = {q1.x - q2.x, q1.y - q2.y, q1.z - q2.z, q1.w - q2.w}; - - return result; -} - -// Subtract quaternion and float value -RMAPI Quaternion QuaternionSubtractValue(Quaternion q, float sub) -{ - Quaternion result = {q.x - sub, q.y - sub, q.z - sub, q.w - sub}; - - return result; -} - -// Get identity quaternion -RMAPI Quaternion QuaternionIdentity(void) -{ - Quaternion result = { 0.0f, 0.0f, 0.0f, 1.0f }; - - return result; -} - -// Computes the length of a quaternion -RMAPI float QuaternionLength(Quaternion q) -{ - float result = sqrtf(q.x*q.x + q.y*q.y + q.z*q.z + q.w*q.w); - - return result; -} - -// Normalize provided quaternion -RMAPI Quaternion QuaternionNormalize(Quaternion q) -{ - Quaternion result = { 0 }; - - float length = sqrtf(q.x*q.x + q.y*q.y + q.z*q.z + q.w*q.w); - if (length == 0.0f) length = 1.0f; - float ilength = 1.0f/length; - - result.x = q.x*ilength; - result.y = q.y*ilength; - result.z = q.z*ilength; - result.w = q.w*ilength; - - return result; -} - -// Invert provided quaternion -RMAPI Quaternion QuaternionInvert(Quaternion q) -{ - Quaternion result = q; - - float length = sqrtf(q.x*q.x + q.y*q.y + q.z*q.z + q.w*q.w); - float lengthSq = length*length; - - if (lengthSq != 0.0) - { - float invLength = 1.0f/lengthSq; - - result.x *= -invLength; - result.y *= -invLength; - result.z *= -invLength; - result.w *= invLength; - } - - return result; -} - -// Calculate two quaternion multiplication -RMAPI Quaternion QuaternionMultiply(Quaternion q1, Quaternion q2) -{ - Quaternion result = { 0 }; - - float qax = q1.x, qay = q1.y, qaz = q1.z, qaw = q1.w; - float qbx = q2.x, qby = q2.y, qbz = q2.z, qbw = q2.w; - - result.x = qax*qbw + qaw*qbx + qay*qbz - qaz*qby; - result.y = qay*qbw + qaw*qby + qaz*qbx - qax*qbz; - result.z = qaz*qbw + qaw*qbz + qax*qby - qay*qbx; - result.w = qaw*qbw - qax*qbx - qay*qby - qaz*qbz; - - return result; -} - -// Scale quaternion by float value -RMAPI Quaternion QuaternionScale(Quaternion q, float mul) -{ - Quaternion result = { 0 }; - - float qax = q.x, qay = q.y, qaz = q.z, qaw = q.w; - - result.x = qax*mul + qaw*mul + qay*mul - qaz*mul; - result.y = qay*mul + qaw*mul + qaz*mul - qax*mul; - result.z = qaz*mul + qaw*mul + qax*mul - qay*mul; - result.w = qaw*mul - qax*mul - qay*mul - qaz*mul; - - return result; -} - -// Divide two quaternions -RMAPI Quaternion QuaternionDivide(Quaternion q1, Quaternion q2) -{ - Quaternion result = { q1.x/q2.x, q1.y/q2.y, q1.z/q2.z, q1.w/q2.w }; - - return result; -} - -// Calculate linear interpolation between two quaternions -RMAPI Quaternion QuaternionLerp(Quaternion q1, Quaternion q2, float amount) -{ - Quaternion result = { 0 }; - - result.x = q1.x + amount*(q2.x - q1.x); - result.y = q1.y + amount*(q2.y - q1.y); - result.z = q1.z + amount*(q2.z - q1.z); - result.w = q1.w + amount*(q2.w - q1.w); - - return result; -} - -// Calculate slerp-optimized interpolation between two quaternions -RMAPI Quaternion QuaternionNlerp(Quaternion q1, Quaternion q2, float amount) -{ - Quaternion result = { 0 }; - - // QuaternionLerp(q1, q2, amount) - result.x = q1.x + amount*(q2.x - q1.x); - result.y = q1.y + amount*(q2.y - q1.y); - result.z = q1.z + amount*(q2.z - q1.z); - result.w = q1.w + amount*(q2.w - q1.w); - - // QuaternionNormalize(q); - Quaternion q = result; - float length = sqrtf(q.x*q.x + q.y*q.y + q.z*q.z + q.w*q.w); - if (length == 0.0f) length = 1.0f; - float ilength = 1.0f/length; - - result.x = q.x*ilength; - result.y = q.y*ilength; - result.z = q.z*ilength; - result.w = q.w*ilength; - - return result; -} - -// Calculates spherical linear interpolation between two quaternions -RMAPI Quaternion QuaternionSlerp(Quaternion q1, Quaternion q2, float amount) -{ - Quaternion result = { 0 }; - - float cosHalfTheta = q1.x*q2.x + q1.y*q2.y + q1.z*q2.z + q1.w*q2.w; - - if (cosHalfTheta < 0) - { - q2.x = -q2.x; q2.y = -q2.y; q2.z = -q2.z; q2.w = -q2.w; - cosHalfTheta = -cosHalfTheta; - } - - if (fabs(cosHalfTheta) >= 1.0f) result = q1; - else if (cosHalfTheta > 0.95f) result = QuaternionNlerp(q1, q2, amount); - else - { - float halfTheta = acosf(cosHalfTheta); - float sinHalfTheta = sqrtf(1.0f - cosHalfTheta*cosHalfTheta); - - if (fabs(sinHalfTheta) < 0.001f) - { - result.x = (q1.x*0.5f + q2.x*0.5f); - result.y = (q1.y*0.5f + q2.y*0.5f); - result.z = (q1.z*0.5f + q2.z*0.5f); - result.w = (q1.w*0.5f + q2.w*0.5f); - } - else - { - float ratioA = sinf((1 - amount)*halfTheta)/sinHalfTheta; - float ratioB = sinf(amount*halfTheta)/sinHalfTheta; - - result.x = (q1.x*ratioA + q2.x*ratioB); - result.y = (q1.y*ratioA + q2.y*ratioB); - result.z = (q1.z*ratioA + q2.z*ratioB); - result.w = (q1.w*ratioA + q2.w*ratioB); - } - } - - return result; -} - -// Calculate quaternion based on the rotation from one vector to another -RMAPI Quaternion QuaternionFromVector3ToVector3(Vector3 from, Vector3 to) -{ - Quaternion result = { 0 }; - - float cos2Theta = (from.x*to.x + from.y*to.y + from.z*to.z); // Vector3DotProduct(from, to) - Vector3 cross = { from.y*to.z - from.z*to.y, from.z*to.x - from.x*to.z, from.x*to.y - from.y*to.x }; // Vector3CrossProduct(from, to) - - result.x = cross.x; - result.y = cross.y; - result.z = cross.z; - result.w = 1.0f + cos2Theta; - - // QuaternionNormalize(q); - // NOTE: Normalize to essentially nlerp the original and identity to 0.5 - Quaternion q = result; - float length = sqrtf(q.x*q.x + q.y*q.y + q.z*q.z + q.w*q.w); - if (length == 0.0f) length = 1.0f; - float ilength = 1.0f/length; - - result.x = q.x*ilength; - result.y = q.y*ilength; - result.z = q.z*ilength; - result.w = q.w*ilength; - - return result; -} - -// Get a quaternion for a given rotation matrix -RMAPI Quaternion QuaternionFromMatrix(Matrix mat) -{ - Quaternion result = { 0 }; - - if ((mat.m0 > mat.m5) && (mat.m0 > mat.m10)) - { - float s = sqrtf(1.0f + mat.m0 - mat.m5 - mat.m10)*2; - - result.x = 0.25f*s; - result.y = (mat.m4 + mat.m1)/s; - result.z = (mat.m2 + mat.m8)/s; - result.w = (mat.m9 - mat.m6)/s; - } - else if (mat.m5 > mat.m10) - { - float s = sqrtf(1.0f + mat.m5 - mat.m0 - mat.m10)*2; - result.x = (mat.m4 + mat.m1)/s; - result.y = 0.25f*s; - result.z = (mat.m9 + mat.m6)/s; - result.w = (mat.m2 - mat.m8)/s; - } - else - { - float s = sqrtf(1.0f + mat.m10 - mat.m0 - mat.m5)*2; - result.x = (mat.m2 + mat.m8)/s; - result.y = (mat.m9 + mat.m6)/s; - result.z = 0.25f*s; - result.w = (mat.m4 - mat.m1)/s; - } - - return result; -} - -// Get a matrix for a given quaternion -RMAPI Matrix QuaternionToMatrix(Quaternion q) -{ - Matrix result = { 1.0f, 0.0f, 0.0f, 0.0f, - 0.0f, 1.0f, 0.0f, 0.0f, - 0.0f, 0.0f, 1.0f, 0.0f, - 0.0f, 0.0f, 0.0f, 1.0f }; // MatrixIdentity() - - float a2 = q.x*q.x; - float b2 = q.y*q.y; - float c2 = q.z*q.z; - float ac = q.x*q.z; - float ab = q.x*q.y; - float bc = q.y*q.z; - float ad = q.w*q.x; - float bd = q.w*q.y; - float cd = q.w*q.z; - - result.m0 = 1 - 2*(b2 + c2); - result.m1 = 2*(ab + cd); - result.m2 = 2*(ac - bd); - - result.m4 = 2*(ab - cd); - result.m5 = 1 - 2*(a2 + c2); - result.m6 = 2*(bc + ad); - - result.m8 = 2*(ac + bd); - result.m9 = 2*(bc - ad); - result.m10 = 1 - 2*(a2 + b2); - - return result; -} - -// Get rotation quaternion for an angle and axis -// NOTE: angle must be provided in radians -RMAPI Quaternion QuaternionFromAxisAngle(Vector3 axis, float angle) -{ - Quaternion result = { 0.0f, 0.0f, 0.0f, 1.0f }; - - float axisLength = sqrtf(axis.x*axis.x + axis.y*axis.y + axis.z*axis.z); - - if (axisLength != 0.0f) - { - angle *= 0.5f; - - float length = 0.0f; - float ilength = 0.0f; - - // Vector3Normalize(axis) - Vector3 v = axis; - length = sqrtf(v.x*v.x + v.y*v.y + v.z*v.z); - if (length == 0.0f) length = 1.0f; - ilength = 1.0f/length; - axis.x *= ilength; - axis.y *= ilength; - axis.z *= ilength; - - float sinres = sinf(angle); - float cosres = cosf(angle); - - result.x = axis.x*sinres; - result.y = axis.y*sinres; - result.z = axis.z*sinres; - result.w = cosres; - - // QuaternionNormalize(q); - Quaternion q = result; - length = sqrtf(q.x*q.x + q.y*q.y + q.z*q.z + q.w*q.w); - if (length == 0.0f) length = 1.0f; - ilength = 1.0f/length; - result.x = q.x*ilength; - result.y = q.y*ilength; - result.z = q.z*ilength; - result.w = q.w*ilength; - } - - return result; -} - -// Get the rotation angle and axis for a given quaternion -RMAPI void QuaternionToAxisAngle(Quaternion q, Vector3 *outAxis, float *outAngle) -{ - if (fabs(q.w) > 1.0f) - { - // QuaternionNormalize(q); - float length = sqrtf(q.x*q.x + q.y*q.y + q.z*q.z + q.w*q.w); - if (length == 0.0f) length = 1.0f; - float ilength = 1.0f/length; - - q.x = q.x*ilength; - q.y = q.y*ilength; - q.z = q.z*ilength; - q.w = q.w*ilength; - } - - Vector3 resAxis = { 0.0f, 0.0f, 0.0f }; - float resAngle = 2.0f*acosf(q.w); - float den = sqrtf(1.0f - q.w*q.w); - - if (den > 0.0001f) - { - resAxis.x = q.x/den; - resAxis.y = q.y/den; - resAxis.z = q.z/den; - } - else - { - // This occurs when the angle is zero. - // Not a problem: just set an arbitrary normalized axis. - resAxis.x = 1.0f; - } - - *outAxis = resAxis; - *outAngle = resAngle; -} - -// Get the quaternion equivalent to Euler angles -// NOTE: Rotation order is ZYX -RMAPI Quaternion QuaternionFromEuler(float pitch, float yaw, float roll) -{ - Quaternion result = { 0 }; - - float x0 = cosf(pitch*0.5f); - float x1 = sinf(pitch*0.5f); - float y0 = cosf(yaw*0.5f); - float y1 = sinf(yaw*0.5f); - float z0 = cosf(roll*0.5f); - float z1 = sinf(roll*0.5f); - - result.x = x1*y0*z0 - x0*y1*z1; - result.y = x0*y1*z0 + x1*y0*z1; - result.z = x0*y0*z1 - x1*y1*z0; - result.w = x0*y0*z0 + x1*y1*z1; - - return result; -} - -// Get the Euler angles equivalent to quaternion (roll, pitch, yaw) -// NOTE: Angles are returned in a Vector3 struct in radians -RMAPI Vector3 QuaternionToEuler(Quaternion q) -{ - Vector3 result = { 0 }; - - // Roll (x-axis rotation) - float x0 = 2.0f*(q.w*q.x + q.y*q.z); - float x1 = 1.0f - 2.0f*(q.x*q.x + q.y*q.y); - result.x = atan2f(x0, x1); - - // Pitch (y-axis rotation) - float y0 = 2.0f*(q.w*q.y - q.z*q.x); - y0 = y0 > 1.0f ? 1.0f : y0; - y0 = y0 < -1.0f ? -1.0f : y0; - result.y = asinf(y0); - - // Yaw (z-axis rotation) - float z0 = 2.0f*(q.w*q.z + q.x*q.y); - float z1 = 1.0f - 2.0f*(q.y*q.y + q.z*q.z); - result.z = atan2f(z0, z1); - - return result; -} - -// Transform a quaternion given a transformation matrix -RMAPI Quaternion QuaternionTransform(Quaternion q, Matrix mat) -{ - Quaternion result = { 0 }; - - result.x = mat.m0*q.x + mat.m4*q.y + mat.m8*q.z + mat.m12*q.w; - result.y = mat.m1*q.x + mat.m5*q.y + mat.m9*q.z + mat.m13*q.w; - result.z = mat.m2*q.x + mat.m6*q.y + mat.m10*q.z + mat.m14*q.w; - result.w = mat.m3*q.x + mat.m7*q.y + mat.m11*q.z + mat.m15*q.w; - - return result; -} - -#endif // RAYMATH_H diff --git a/headers/rlgl.h b/headers/rlgl.h deleted file mode 100644 index 0d8258c..0000000 --- a/headers/rlgl.h +++ /dev/null @@ -1,4661 +0,0 @@ -/********************************************************************************************** -* -* rlgl v4.0 - A multi-OpenGL abstraction layer with an immediate-mode style API -* -* An abstraction layer for multiple OpenGL versions (1.1, 2.1, 3.3 Core, ES 2.0) -* that provides a pseudo-OpenGL 1.1 immediate-mode style API (rlVertex, rlTranslate, rlRotate...) -* -* When chosing an OpenGL backend different than OpenGL 1.1, some internal buffer are -* initialized on rlglInit() to accumulate vertex data. -* -* When an internal state change is required all the stored vertex data is renderer in batch, -* additioanlly, rlDrawRenderBatchActive() could be called to force flushing of the batch. -* -* Some additional resources are also loaded for convenience, here the complete list: -* - Default batch (RLGL.defaultBatch): RenderBatch system to accumulate vertex data -* - Default texture (RLGL.defaultTextureId): 1x1 white pixel R8G8B8A8 -* - Default shader (RLGL.State.defaultShaderId, RLGL.State.defaultShaderLocs) -* -* Internal buffer (and additional resources) must be manually unloaded calling rlglClose(). -* -* -* CONFIGURATION: -* -* #define GRAPHICS_API_OPENGL_11 -* #define GRAPHICS_API_OPENGL_21 -* #define GRAPHICS_API_OPENGL_33 -* #define GRAPHICS_API_OPENGL_43 -* #define GRAPHICS_API_OPENGL_ES2 -* Use selected OpenGL graphics backend, should be supported by platform -* Those preprocessor defines are only used on rlgl module, if OpenGL version is -* required by any other module, use rlGetVersion() to check it -* -* #define RLGL_IMPLEMENTATION -* Generates the implementation of the library into the included file. -* If not defined, the library is in header only mode and can be included in other headers -* or source files without problems. But only ONE file should hold the implementation. -* -* #define RLGL_RENDER_TEXTURES_HINT -* Enable framebuffer objects (fbo) support (enabled by default) -* Some GPUs could not support them despite the OpenGL version -* -* #define RLGL_SHOW_GL_DETAILS_INFO -* Show OpenGL extensions and capabilities detailed logs on init -* -* #define RLGL_ENABLE_OPENGL_DEBUG_CONTEXT -* Enable debug context (only available on OpenGL 4.3) -* -* rlgl capabilities could be customized just defining some internal -* values before library inclusion (default values listed): -* -* #define RL_DEFAULT_BATCH_BUFFER_ELEMENTS 8192 // Default internal render batch elements limits -* #define RL_DEFAULT_BATCH_BUFFERS 1 // Default number of batch buffers (multi-buffering) -* #define RL_DEFAULT_BATCH_DRAWCALLS 256 // Default number of batch draw calls (by state changes: mode, texture) -* #define RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS 4 // Maximum number of textures units that can be activated on batch drawing (SetShaderValueTexture()) -* -* #define RL_MAX_MATRIX_STACK_SIZE 32 // Maximum size of internal Matrix stack -* #define RL_MAX_SHADER_LOCATIONS 32 // Maximum number of shader locations supported -* #define RL_CULL_DISTANCE_NEAR 0.01 // Default projection matrix near cull distance -* #define RL_CULL_DISTANCE_FAR 1000.0 // Default projection matrix far cull distance -* -* When loading a shader, the following vertex attribute and uniform -* location names are tried to be set automatically: -* -* #define RL_DEFAULT_SHADER_ATTRIB_NAME_POSITION "vertexPosition" // Binded by default to shader location: 0 -* #define RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD "vertexTexCoord" // Binded by default to shader location: 1 -* #define RL_DEFAULT_SHADER_ATTRIB_NAME_NORMAL "vertexNormal" // Binded by default to shader location: 2 -* #define RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR "vertexColor" // Binded by default to shader location: 3 -* #define RL_DEFAULT_SHADER_ATTRIB_NAME_TANGENT "vertexTangent" // Binded by default to shader location: 4 -* #define RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2 "vertexTexCoord2" // Binded by default to shader location: 5 -* #define RL_DEFAULT_SHADER_UNIFORM_NAME_MVP "mvp" // model-view-projection matrix -* #define RL_DEFAULT_SHADER_UNIFORM_NAME_VIEW "matView" // view matrix -* #define RL_DEFAULT_SHADER_UNIFORM_NAME_PROJECTION "matProjection" // projection matrix -* #define RL_DEFAULT_SHADER_UNIFORM_NAME_MODEL "matModel" // model matrix -* #define RL_DEFAULT_SHADER_UNIFORM_NAME_NORMAL "matNormal" // normal matrix (transpose(inverse(matModelView)) -* #define RL_DEFAULT_SHADER_UNIFORM_NAME_COLOR "colDiffuse" // color diffuse (base tint color, multiplied by texture color) -* #define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE0 "texture0" // texture0 (texture slot active 0) -* #define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE1 "texture1" // texture1 (texture slot active 1) -* #define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE2 "texture2" // texture2 (texture slot active 2) -* -* DEPENDENCIES: -* -* - OpenGL libraries (depending on platform and OpenGL version selected) -* - GLAD OpenGL extensions loading library (only for OpenGL 3.3 Core) -* -* -* 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 - -#define RLGL_VERSION "4.0" - -// Function specifiers in case library is build/used as a shared library (Windows) -// NOTE: Microsoft specifiers to tell compiler that symbols are imported/exported from a .dll -#if defined(_WIN32) - #if defined(BUILD_LIBTYPE_SHARED) - #define RLAPI __declspec(dllexport) // We are building the library as a Win32 shared library (.dll) - #elif defined(USE_LIBTYPE_SHARED) - #define RLAPI __declspec(dllimport) // We are using the library as a Win32 shared library (.dll) - #endif -#endif - -// Function specifiers definition -#ifndef RLAPI - #define RLAPI // Functions defined as 'extern' by default (implicit specifiers) -#endif - -// Support TRACELOG macros -#ifndef TRACELOG - #define TRACELOG(level, ...) (void)0 - #define TRACELOGD(...) (void)0 -#endif - -// Allow custom memory allocators -#ifndef RL_MALLOC - #define RL_MALLOC(sz) malloc(sz) -#endif -#ifndef RL_CALLOC - #define RL_CALLOC(n,sz) calloc(n,sz) -#endif -#ifndef RL_REALLOC - #define RL_REALLOC(n,sz) realloc(n,sz) -#endif -#ifndef RL_FREE - #define RL_FREE(p) free(p) -#endif - -// Security check in case no GRAPHICS_API_OPENGL_* defined -#if !defined(GRAPHICS_API_OPENGL_11) && \ - !defined(GRAPHICS_API_OPENGL_21) && \ - !defined(GRAPHICS_API_OPENGL_33) && \ - !defined(GRAPHICS_API_OPENGL_43) && \ - !defined(GRAPHICS_API_OPENGL_ES2) - #define GRAPHICS_API_OPENGL_33 -#endif - -// Security check in case multiple GRAPHICS_API_OPENGL_* defined -#if defined(GRAPHICS_API_OPENGL_11) - #if defined(GRAPHICS_API_OPENGL_21) - #undef GRAPHICS_API_OPENGL_21 - #endif - #if defined(GRAPHICS_API_OPENGL_33) - #undef GRAPHICS_API_OPENGL_33 - #endif - #if defined(GRAPHICS_API_OPENGL_43) - #undef GRAPHICS_API_OPENGL_43 - #endif - #if defined(GRAPHICS_API_OPENGL_ES2) - #undef GRAPHICS_API_OPENGL_ES2 - #endif -#endif - -// OpenGL 2.1 uses most of OpenGL 3.3 Core functionality -// WARNING: Specific parts are checked with #if defines -#if defined(GRAPHICS_API_OPENGL_21) - #define GRAPHICS_API_OPENGL_33 -#endif - -// OpenGL 4.3 uses OpenGL 3.3 Core functionality -#if defined(GRAPHICS_API_OPENGL_43) - #define GRAPHICS_API_OPENGL_33 -#endif - -// Support framebuffer objects by default -// NOTE: Some driver implementation do not support it, despite they should -#define RLGL_RENDER_TEXTURES_HINT - -//---------------------------------------------------------------------------------- -// Defines and Macros -//---------------------------------------------------------------------------------- - -// Default internal render batch elements limits -#ifndef RL_DEFAULT_BATCH_BUFFER_ELEMENTS - #if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33) - // This is the maximum amount of elements (quads) per batch - // NOTE: Be careful with text, every letter maps to a quad - #define RL_DEFAULT_BATCH_BUFFER_ELEMENTS 8192 - #endif - #if defined(GRAPHICS_API_OPENGL_ES2) - // We reduce memory sizes for embedded systems (RPI and HTML5) - // NOTE: On HTML5 (emscripten) this is allocated on heap, - // by default it's only 16MB!...just take care... - #define RL_DEFAULT_BATCH_BUFFER_ELEMENTS 2048 - #endif -#endif -#ifndef RL_DEFAULT_BATCH_BUFFERS - #define RL_DEFAULT_BATCH_BUFFERS 1 // Default number of batch buffers (multi-buffering) -#endif -#ifndef RL_DEFAULT_BATCH_DRAWCALLS - #define RL_DEFAULT_BATCH_DRAWCALLS 256 // Default number of batch draw calls (by state changes: mode, texture) -#endif -#ifndef RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS - #define RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS 4 // Maximum number of textures units that can be activated on batch drawing (SetShaderValueTexture()) -#endif - -// Internal Matrix stack -#ifndef RL_MAX_MATRIX_STACK_SIZE - #define RL_MAX_MATRIX_STACK_SIZE 32 // Maximum size of Matrix stack -#endif - -// Shader limits -#ifndef RL_MAX_SHADER_LOCATIONS - #define RL_MAX_SHADER_LOCATIONS 32 // Maximum number of shader locations supported -#endif - -// Projection matrix culling -#ifndef RL_CULL_DISTANCE_NEAR - #define RL_CULL_DISTANCE_NEAR 0.01 // Default near cull distance -#endif -#ifndef RL_CULL_DISTANCE_FAR - #define RL_CULL_DISTANCE_FAR 1000.0 // Default far cull distance -#endif - -// Texture parameters (equivalent to OpenGL defines) -#define RL_TEXTURE_WRAP_S 0x2802 // GL_TEXTURE_WRAP_S -#define RL_TEXTURE_WRAP_T 0x2803 // GL_TEXTURE_WRAP_T -#define RL_TEXTURE_MAG_FILTER 0x2800 // GL_TEXTURE_MAG_FILTER -#define RL_TEXTURE_MIN_FILTER 0x2801 // GL_TEXTURE_MIN_FILTER - -#define RL_TEXTURE_FILTER_NEAREST 0x2600 // GL_NEAREST -#define RL_TEXTURE_FILTER_LINEAR 0x2601 // GL_LINEAR -#define RL_TEXTURE_FILTER_MIP_NEAREST 0x2700 // GL_NEAREST_MIPMAP_NEAREST -#define RL_TEXTURE_FILTER_NEAREST_MIP_LINEAR 0x2702 // GL_NEAREST_MIPMAP_LINEAR -#define RL_TEXTURE_FILTER_LINEAR_MIP_NEAREST 0x2701 // GL_LINEAR_MIPMAP_NEAREST -#define RL_TEXTURE_FILTER_MIP_LINEAR 0x2703 // GL_LINEAR_MIPMAP_LINEAR -#define RL_TEXTURE_FILTER_ANISOTROPIC 0x3000 // Anisotropic filter (custom identifier) - -#define RL_TEXTURE_WRAP_REPEAT 0x2901 // GL_REPEAT -#define RL_TEXTURE_WRAP_CLAMP 0x812F // GL_CLAMP_TO_EDGE -#define RL_TEXTURE_WRAP_MIRROR_REPEAT 0x8370 // GL_MIRRORED_REPEAT -#define RL_TEXTURE_WRAP_MIRROR_CLAMP 0x8742 // GL_MIRROR_CLAMP_EXT - -// Matrix modes (equivalent to OpenGL) -#define RL_MODELVIEW 0x1700 // GL_MODELVIEW -#define RL_PROJECTION 0x1701 // GL_PROJECTION -#define RL_TEXTURE 0x1702 // GL_TEXTURE - -// Primitive assembly draw modes -#define RL_LINES 0x0001 // GL_LINES -#define RL_TRIANGLES 0x0004 // GL_TRIANGLES -#define RL_QUADS 0x0007 // GL_QUADS - -// GL equivalent data types -#define RL_UNSIGNED_BYTE 0x1401 // GL_UNSIGNED_BYTE -#define RL_FLOAT 0x1406 // GL_FLOAT - -// Buffer usage hint -#define RL_STREAM_DRAW 0x88E0 // GL_STREAM_DRAW -#define RL_STREAM_READ 0x88E1 // GL_STREAM_READ -#define RL_STREAM_COPY 0x88E2 // GL_STREAM_COPY -#define RL_STATIC_DRAW 0x88E4 // GL_STATIC_DRAW -#define RL_STATIC_READ 0x88E5 // GL_STATIC_READ -#define RL_STATIC_COPY 0x88E6 // GL_STATIC_COPY -#define RL_DYNAMIC_DRAW 0x88E8 // GL_DYNAMIC_DRAW -#define RL_DYNAMIC_READ 0x88E9 // GL_DYNAMIC_READ -#define RL_DYNAMIC_COPY 0x88EA // GL_DYNAMIC_COPY - -// GL Shader type -#define RL_FRAGMENT_SHADER 0x8B30 // GL_FRAGMENT_SHADER -#define RL_VERTEX_SHADER 0x8B31 // GL_VERTEX_SHADER -#define RL_COMPUTE_SHADER 0x91B9 // GL_COMPUTE_SHADER - -//---------------------------------------------------------------------------------- -// Types and Structures Definition -//---------------------------------------------------------------------------------- -typedef enum { - OPENGL_11 = 1, - OPENGL_21, - OPENGL_33, - OPENGL_43, - OPENGL_ES_20 -} rlGlVersion; - -typedef enum { - RL_ATTACHMENT_COLOR_CHANNEL0 = 0, - RL_ATTACHMENT_COLOR_CHANNEL1, - RL_ATTACHMENT_COLOR_CHANNEL2, - RL_ATTACHMENT_COLOR_CHANNEL3, - RL_ATTACHMENT_COLOR_CHANNEL4, - RL_ATTACHMENT_COLOR_CHANNEL5, - RL_ATTACHMENT_COLOR_CHANNEL6, - RL_ATTACHMENT_COLOR_CHANNEL7, - RL_ATTACHMENT_DEPTH = 100, - RL_ATTACHMENT_STENCIL = 200, -} rlFramebufferAttachType; - -typedef enum { - RL_ATTACHMENT_CUBEMAP_POSITIVE_X = 0, - RL_ATTACHMENT_CUBEMAP_NEGATIVE_X, - RL_ATTACHMENT_CUBEMAP_POSITIVE_Y, - RL_ATTACHMENT_CUBEMAP_NEGATIVE_Y, - RL_ATTACHMENT_CUBEMAP_POSITIVE_Z, - RL_ATTACHMENT_CUBEMAP_NEGATIVE_Z, - RL_ATTACHMENT_TEXTURE2D = 100, - RL_ATTACHMENT_RENDERBUFFER = 200, -} rlFramebufferAttachTextureType; - -// Dynamic vertex buffers (position + texcoords + colors + indices arrays) -typedef struct rlVertexBuffer { - int elementCount; // Number of elements in the buffer (QUADS) - - float *vertices; // Vertex position (XYZ - 3 components per vertex) (shader-location = 0) - float *texcoords; // Vertex texture coordinates (UV - 2 components per vertex) (shader-location = 1) - unsigned char *colors; // Vertex colors (RGBA - 4 components per vertex) (shader-location = 3) -#if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33) - unsigned int *indices; // Vertex indices (in case vertex data comes indexed) (6 indices per quad) -#endif -#if defined(GRAPHICS_API_OPENGL_ES2) - unsigned short *indices; // Vertex indices (in case vertex data comes indexed) (6 indices per quad) -#endif - unsigned int vaoId; // OpenGL Vertex Array Object id - unsigned int vboId[4]; // OpenGL Vertex Buffer Objects id (4 types of vertex data) -} rlVertexBuffer; - -// Draw call type -// NOTE: Only texture changes register a new draw, other state-change-related elements are not -// used at this moment (vaoId, shaderId, matrices), raylib just forces a batch draw call if any -// of those state-change happens (this is done in core module) -typedef struct rlDrawCall { - int mode; // Drawing mode: LINES, TRIANGLES, QUADS - int vertexCount; // Number of vertex of the draw - int vertexAlignment; // Number of vertex required for index alignment (LINES, TRIANGLES) - //unsigned int vaoId; // Vertex array id to be used on the draw -> Using RLGL.currentBatch->vertexBuffer.vaoId - //unsigned int shaderId; // Shader id to be used on the draw -> Using RLGL.currentShaderId - unsigned int textureId; // Texture id to be used on the draw -> Use to create new draw call if changes - - //Matrix projection; // Projection matrix for this draw -> Using RLGL.projection by default - //Matrix modelview; // Modelview matrix for this draw -> Using RLGL.modelview by default -} rlDrawCall; - -// rlRenderBatch type -typedef struct rlRenderBatch { - int bufferCount; // Number of vertex buffers (multi-buffering support) - int currentBuffer; // Current buffer tracking in case of multi-buffering - rlVertexBuffer *vertexBuffer; // Dynamic buffer(s) for vertex data - - rlDrawCall *draws; // Draw calls array, depends on textureId - int drawCounter; // Draw calls counter - float currentDepth; // Current depth value for next draw -} rlRenderBatch; - -#if defined(__STDC__) && __STDC_VERSION__ >= 199901L - #include -#elif !defined(__cplusplus) && !defined(bool) && !defined(RL_BOOL_TYPE) - // Boolean type - typedef enum bool { false, true } bool; -#endif - -#if !defined(RL_MATRIX_TYPE) -// Matrix, 4x4 components, column major, OpenGL style, right handed -typedef struct Matrix { - float m0, m4, m8, m12; // Matrix first row (4 components) - float m1, m5, m9, m13; // Matrix second row (4 components) - float m2, m6, m10, m14; // Matrix third row (4 components) - float m3, m7, m11, m15; // Matrix fourth row (4 components) -} Matrix; -#define RL_MATRIX_TYPE -#endif - -// Trace log level -// NOTE: Organized by priority level -typedef enum { - RL_LOG_ALL = 0, // Display all logs - RL_LOG_TRACE, // Trace logging, intended for internal use only - RL_LOG_DEBUG, // Debug logging, used for internal debugging, it should be disabled on release builds - RL_LOG_INFO, // Info logging, used for program execution info - RL_LOG_WARNING, // Warning logging, used on recoverable failures - RL_LOG_ERROR, // Error logging, used on unrecoverable failures - RL_LOG_FATAL, // Fatal logging, used to abort program: exit(EXIT_FAILURE) - RL_LOG_NONE // Disable logging -} rlTraceLogLevel; - -// Texture formats (support depends on OpenGL version) -typedef enum { - RL_PIXELFORMAT_UNCOMPRESSED_GRAYSCALE = 1, // 8 bit per pixel (no alpha) - RL_PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA, // 8*2 bpp (2 channels) - RL_PIXELFORMAT_UNCOMPRESSED_R5G6B5, // 16 bpp - RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8, // 24 bpp - RL_PIXELFORMAT_UNCOMPRESSED_R5G5B5A1, // 16 bpp (1 bit alpha) - RL_PIXELFORMAT_UNCOMPRESSED_R4G4B4A4, // 16 bpp (4 bit alpha) - RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8A8, // 32 bpp - RL_PIXELFORMAT_UNCOMPRESSED_R32, // 32 bpp (1 channel - float) - RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32, // 32*3 bpp (3 channels - float) - RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32A32, // 32*4 bpp (4 channels - float) - RL_PIXELFORMAT_COMPRESSED_DXT1_RGB, // 4 bpp (no alpha) - RL_PIXELFORMAT_COMPRESSED_DXT1_RGBA, // 4 bpp (1 bit alpha) - RL_PIXELFORMAT_COMPRESSED_DXT3_RGBA, // 8 bpp - RL_PIXELFORMAT_COMPRESSED_DXT5_RGBA, // 8 bpp - RL_PIXELFORMAT_COMPRESSED_ETC1_RGB, // 4 bpp - RL_PIXELFORMAT_COMPRESSED_ETC2_RGB, // 4 bpp - RL_PIXELFORMAT_COMPRESSED_ETC2_EAC_RGBA, // 8 bpp - RL_PIXELFORMAT_COMPRESSED_PVRT_RGB, // 4 bpp - RL_PIXELFORMAT_COMPRESSED_PVRT_RGBA, // 4 bpp - RL_PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA, // 8 bpp - RL_PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA // 2 bpp -} rlPixelFormat; - -// Texture parameters: filter mode -// NOTE 1: Filtering considers mipmaps if available in the texture -// NOTE 2: Filter is accordingly set for minification and magnification -typedef enum { - RL_TEXTURE_FILTER_POINT = 0, // No filter, just pixel aproximation - RL_TEXTURE_FILTER_BILINEAR, // Linear filtering - RL_TEXTURE_FILTER_TRILINEAR, // Trilinear filtering (linear with mipmaps) - RL_TEXTURE_FILTER_ANISOTROPIC_4X, // Anisotropic filtering 4x - RL_TEXTURE_FILTER_ANISOTROPIC_8X, // Anisotropic filtering 8x - RL_TEXTURE_FILTER_ANISOTROPIC_16X, // Anisotropic filtering 16x -} rlTextureFilter; - -// Color blending modes (pre-defined) -typedef enum { - RL_BLEND_ALPHA = 0, // Blend textures considering alpha (default) - RL_BLEND_ADDITIVE, // Blend textures adding colors - RL_BLEND_MULTIPLIED, // Blend textures multiplying colors - RL_BLEND_ADD_COLORS, // Blend textures adding colors (alternative) - RL_BLEND_SUBTRACT_COLORS, // Blend textures subtracting colors (alternative) - RL_BLEND_CUSTOM // Belnd textures using custom src/dst factors (use SetBlendModeCustom()) -} rlBlendMode; - -// Shader location point type -typedef enum { - RL_SHADER_LOC_VERTEX_POSITION = 0, // Shader location: vertex attribute: position - RL_SHADER_LOC_VERTEX_TEXCOORD01, // Shader location: vertex attribute: texcoord01 - RL_SHADER_LOC_VERTEX_TEXCOORD02, // Shader location: vertex attribute: texcoord02 - RL_SHADER_LOC_VERTEX_NORMAL, // Shader location: vertex attribute: normal - RL_SHADER_LOC_VERTEX_TANGENT, // Shader location: vertex attribute: tangent - RL_SHADER_LOC_VERTEX_COLOR, // Shader location: vertex attribute: color - RL_SHADER_LOC_MATRIX_MVP, // Shader location: matrix uniform: model-view-projection - RL_SHADER_LOC_MATRIX_VIEW, // Shader location: matrix uniform: view (camera transform) - RL_SHADER_LOC_MATRIX_PROJECTION, // Shader location: matrix uniform: projection - RL_SHADER_LOC_MATRIX_MODEL, // Shader location: matrix uniform: model (transform) - RL_SHADER_LOC_MATRIX_NORMAL, // Shader location: matrix uniform: normal - RL_SHADER_LOC_VECTOR_VIEW, // Shader location: vector uniform: view - RL_SHADER_LOC_COLOR_DIFFUSE, // Shader location: vector uniform: diffuse color - RL_SHADER_LOC_COLOR_SPECULAR, // Shader location: vector uniform: specular color - RL_SHADER_LOC_COLOR_AMBIENT, // Shader location: vector uniform: ambient color - RL_SHADER_LOC_MAP_ALBEDO, // Shader location: sampler2d texture: albedo (same as: RL_SHADER_LOC_MAP_DIFFUSE) - RL_SHADER_LOC_MAP_METALNESS, // Shader location: sampler2d texture: metalness (same as: RL_SHADER_LOC_MAP_SPECULAR) - RL_SHADER_LOC_MAP_NORMAL, // Shader location: sampler2d texture: normal - RL_SHADER_LOC_MAP_ROUGHNESS, // Shader location: sampler2d texture: roughness - RL_SHADER_LOC_MAP_OCCLUSION, // Shader location: sampler2d texture: occlusion - RL_SHADER_LOC_MAP_EMISSION, // Shader location: sampler2d texture: emission - RL_SHADER_LOC_MAP_HEIGHT, // Shader location: sampler2d texture: height - RL_SHADER_LOC_MAP_CUBEMAP, // Shader location: samplerCube texture: cubemap - RL_SHADER_LOC_MAP_IRRADIANCE, // Shader location: samplerCube texture: irradiance - RL_SHADER_LOC_MAP_PREFILTER, // Shader location: samplerCube texture: prefilter - RL_SHADER_LOC_MAP_BRDF // Shader location: sampler2d texture: brdf -} rlShaderLocationIndex; - -#define RL_SHADER_LOC_MAP_DIFFUSE RL_SHADER_LOC_MAP_ALBEDO -#define RL_SHADER_LOC_MAP_SPECULAR RL_SHADER_LOC_MAP_METALNESS - -// Shader uniform data type -typedef enum { - RL_SHADER_UNIFORM_FLOAT = 0, // Shader uniform type: float - RL_SHADER_UNIFORM_VEC2, // Shader uniform type: vec2 (2 float) - RL_SHADER_UNIFORM_VEC3, // Shader uniform type: vec3 (3 float) - RL_SHADER_UNIFORM_VEC4, // Shader uniform type: vec4 (4 float) - RL_SHADER_UNIFORM_INT, // Shader uniform type: int - RL_SHADER_UNIFORM_IVEC2, // Shader uniform type: ivec2 (2 int) - RL_SHADER_UNIFORM_IVEC3, // Shader uniform type: ivec3 (3 int) - RL_SHADER_UNIFORM_IVEC4, // Shader uniform type: ivec4 (4 int) - RL_SHADER_UNIFORM_SAMPLER2D // Shader uniform type: sampler2d -} rlShaderUniformDataType; - -// Shader attribute data types -typedef enum { - RL_SHADER_ATTRIB_FLOAT = 0, // Shader attribute type: float - RL_SHADER_ATTRIB_VEC2, // Shader attribute type: vec2 (2 float) - RL_SHADER_ATTRIB_VEC3, // Shader attribute type: vec3 (3 float) - RL_SHADER_ATTRIB_VEC4 // Shader attribute type: vec4 (4 float) -} rlShaderAttributeDataType; - -//------------------------------------------------------------------------------------ -// Functions Declaration - Matrix operations -//------------------------------------------------------------------------------------ - -#if defined(__cplusplus) -extern "C" { // Prevents name mangling of functions -#endif - -RLAPI void rlMatrixMode(int mode); // Choose the current matrix to be transformed -RLAPI void rlPushMatrix(void); // Push the current matrix to stack -RLAPI void rlPopMatrix(void); // Pop lattest inserted matrix from stack -RLAPI void rlLoadIdentity(void); // Reset current matrix to identity matrix -RLAPI void rlTranslatef(float x, float y, float z); // Multiply the current matrix by a translation matrix -RLAPI void rlRotatef(float angle, float x, float y, float z); // Multiply the current matrix by a rotation matrix -RLAPI void rlScalef(float x, float y, float z); // Multiply the current matrix by a scaling matrix -RLAPI void rlMultMatrixf(float *matf); // Multiply the current matrix by another matrix -RLAPI void rlFrustum(double left, double right, double bottom, double top, double znear, double zfar); -RLAPI void rlOrtho(double left, double right, double bottom, double top, double znear, double zfar); -RLAPI void rlViewport(int x, int y, int width, int height); // Set the viewport area - -//------------------------------------------------------------------------------------ -// Functions Declaration - Vertex level operations -//------------------------------------------------------------------------------------ -RLAPI void rlBegin(int mode); // Initialize drawing mode (how to organize vertex) -RLAPI void rlEnd(void); // Finish vertex providing -RLAPI void rlVertex2i(int x, int y); // Define one vertex (position) - 2 int -RLAPI void rlVertex2f(float x, float y); // Define one vertex (position) - 2 float -RLAPI void rlVertex3f(float x, float y, float z); // Define one vertex (position) - 3 float -RLAPI void rlTexCoord2f(float x, float y); // Define one vertex (texture coordinate) - 2 float -RLAPI void rlNormal3f(float x, float y, float z); // Define one vertex (normal) - 3 float -RLAPI void rlColor4ub(unsigned char r, unsigned char g, unsigned char b, unsigned char a); // Define one vertex (color) - 4 byte -RLAPI void rlColor3f(float x, float y, float z); // Define one vertex (color) - 3 float -RLAPI void rlColor4f(float x, float y, float z, float w); // Define one vertex (color) - 4 float - -//------------------------------------------------------------------------------------ -// Functions Declaration - OpenGL style functions (common to 1.1, 3.3+, ES2) -// NOTE: This functions are used to completely abstract raylib code from OpenGL layer, -// some of them are direct wrappers over OpenGL calls, some others are custom -//------------------------------------------------------------------------------------ - -// Vertex buffers state -RLAPI bool rlEnableVertexArray(unsigned int vaoId); // Enable vertex array (VAO, if supported) -RLAPI void rlDisableVertexArray(void); // Disable vertex array (VAO, if supported) -RLAPI void rlEnableVertexBuffer(unsigned int id); // Enable vertex buffer (VBO) -RLAPI void rlDisableVertexBuffer(void); // Disable vertex buffer (VBO) -RLAPI void rlEnableVertexBufferElement(unsigned int id);// Enable vertex buffer element (VBO element) -RLAPI void rlDisableVertexBufferElement(void); // Disable vertex buffer element (VBO element) -RLAPI void rlEnableVertexAttribute(unsigned int index); // Enable vertex attribute index -RLAPI void rlDisableVertexAttribute(unsigned int index);// Disable vertex attribute index -#if defined(GRAPHICS_API_OPENGL_11) -RLAPI void rlEnableStatePointer(int vertexAttribType, void *buffer); // Enable attribute state pointer -RLAPI void rlDisableStatePointer(int vertexAttribType); // Disable attribute state pointer -#endif - -// Textures state -RLAPI void rlActiveTextureSlot(int slot); // Select and active a texture slot -RLAPI void rlEnableTexture(unsigned int id); // Enable texture -RLAPI void rlDisableTexture(void); // Disable texture -RLAPI void rlEnableTextureCubemap(unsigned int id); // Enable texture cubemap -RLAPI void rlDisableTextureCubemap(void); // Disable texture cubemap -RLAPI void rlTextureParameters(unsigned int id, int param, int value); // Set texture parameters (filter, wrap) - -// Shader state -RLAPI void rlEnableShader(unsigned int id); // Enable shader program -RLAPI void rlDisableShader(void); // Disable shader program - -// Framebuffer state -RLAPI void rlEnableFramebuffer(unsigned int id); // Enable render texture (fbo) -RLAPI void rlDisableFramebuffer(void); // Disable render texture (fbo), return to default framebuffer -RLAPI void rlActiveDrawBuffers(int count); // Activate multiple draw color buffers - -// General render state -RLAPI void rlEnableColorBlend(void); // Enable color blending -RLAPI void rlDisableColorBlend(void); // Disable color blending -RLAPI void rlEnableDepthTest(void); // Enable depth test -RLAPI void rlDisableDepthTest(void); // Disable depth test -RLAPI void rlEnableDepthMask(void); // Enable depth write -RLAPI void rlDisableDepthMask(void); // Disable depth write -RLAPI void rlEnableBackfaceCulling(void); // Enable backface culling -RLAPI void rlDisableBackfaceCulling(void); // Disable backface culling -RLAPI void rlEnableScissorTest(void); // Enable scissor test -RLAPI void rlDisableScissorTest(void); // Disable scissor test -RLAPI void rlScissor(int x, int y, int width, int height); // Scissor test -RLAPI void rlEnableWireMode(void); // Enable wire mode -RLAPI void rlDisableWireMode(void); // Disable wire mode -RLAPI void rlSetLineWidth(float width); // Set the line drawing width -RLAPI float rlGetLineWidth(void); // Get the line drawing width -RLAPI void rlEnableSmoothLines(void); // Enable line aliasing -RLAPI void rlDisableSmoothLines(void); // Disable line aliasing -RLAPI void rlEnableStereoRender(void); // Enable stereo rendering -RLAPI void rlDisableStereoRender(void); // Disable stereo rendering -RLAPI bool rlIsStereoRenderEnabled(void); // Check if stereo render is enabled - -RLAPI void rlClearColor(unsigned char r, unsigned char g, unsigned char b, unsigned char a); // Clear color buffer with color -RLAPI void rlClearScreenBuffers(void); // Clear used screen buffers (color and depth) -RLAPI void rlCheckErrors(void); // Check and log OpenGL error codes -RLAPI void rlSetBlendMode(int mode); // Set blending mode -RLAPI void rlSetBlendFactors(int glSrcFactor, int glDstFactor, int glEquation); // Set blending mode factor and equation (using OpenGL factors) - -//------------------------------------------------------------------------------------ -// Functions Declaration - rlgl functionality -//------------------------------------------------------------------------------------ -// rlgl initialization functions -RLAPI void rlglInit(int width, int height); // Initialize rlgl (buffers, shaders, textures, states) -RLAPI void rlglClose(void); // De-inititialize rlgl (buffers, shaders, textures) -RLAPI void rlLoadExtensions(void *loader); // Load OpenGL extensions (loader function required) -RLAPI int rlGetVersion(void); // Get current OpenGL version -RLAPI int rlGetFramebufferWidth(void); // Get default framebuffer width -RLAPI int rlGetFramebufferHeight(void); // Get default framebuffer height - -RLAPI unsigned int rlGetTextureIdDefault(void); // Get default texture id -RLAPI unsigned int rlGetShaderIdDefault(void); // Get default shader id -RLAPI int *rlGetShaderLocsDefault(void); // Get default shader locations - -// Render batch management -// NOTE: rlgl provides a default render batch to behave like OpenGL 1.1 immediate mode -// but this render batch API is exposed in case of custom batches are required -RLAPI rlRenderBatch rlLoadRenderBatch(int numBuffers, int bufferElements); // Load a render batch system -RLAPI void rlUnloadRenderBatch(rlRenderBatch batch); // Unload render batch system -RLAPI void rlDrawRenderBatch(rlRenderBatch *batch); // Draw render batch data (Update->Draw->Reset) -RLAPI void rlSetRenderBatchActive(rlRenderBatch *batch); // Set the active render batch for rlgl (NULL for default internal) -RLAPI void rlDrawRenderBatchActive(void); // Update and draw internal render batch -RLAPI bool rlCheckRenderBatchLimit(int vCount); // Check internal buffer overflow for a given number of vertex -RLAPI void rlSetTexture(unsigned int id); // Set current texture for render batch and check buffers limits - -//------------------------------------------------------------------------------------------------------------------------ - -// Vertex buffers management -RLAPI unsigned int rlLoadVertexArray(void); // Load vertex array (vao) if supported -RLAPI unsigned int rlLoadVertexBuffer(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(unsigned 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, int *glInternalFormat, int *glFormat, int *glType); // Get OpenGL internal formats -RLAPI const char *rlGetPixelFormatName(unsigned int format); // Get name string for pixel format -RLAPI void rlUnloadTexture(unsigned int id); // Unload texture from GPU memory -RLAPI void rlGenTextureMipmaps(unsigned int id, int width, int height, int format, int *mipmaps); // Generate mipmap data for selected texture -RLAPI void *rlReadTexturePixels(unsigned int id, int width, int height, int format); // Read texture pixel data -RLAPI unsigned char *rlReadScreenPixels(int width, int height); // Read screen pixel data (color buffer) - -// Framebuffer management (fbo) -RLAPI unsigned int rlLoadFramebuffer(int width, int height); // Load an empty framebuffer -RLAPI void rlFramebufferAttach(unsigned int fboId, unsigned int texId, int attachType, int texType, int mipLevel); // Attach texture/renderbuffer to a framebuffer -RLAPI bool rlFramebufferComplete(unsigned int id); // Verify framebuffer is complete -RLAPI void rlUnloadFramebuffer(unsigned int id); // Delete framebuffer from GPU - -// Shaders management -RLAPI unsigned int rlLoadShaderCode(const char *vsCode, const char *fsCode); // Load shader from code strings -RLAPI unsigned int rlCompileShader(const char *shaderCode, int type); // Compile custom shader and return shader id (type: RL_VERTEX_SHADER, RL_FRAGMENT_SHADER, RL_COMPUTE_SHADER) -RLAPI unsigned int rlLoadShaderProgram(unsigned int vShaderId, unsigned int fShaderId); // Load custom shader program -RLAPI void rlUnloadShaderProgram(unsigned int id); // Unload shader program -RLAPI int rlGetLocationUniform(unsigned int shaderId, const char *uniformName); // Get shader location uniform -RLAPI int rlGetLocationAttrib(unsigned int shaderId, const char *attribName); // Get shader location attribute -RLAPI void rlSetUniform(int locIndex, const void *value, int uniformType, int count); // Set shader value uniform -RLAPI void rlSetUniformMatrix(int locIndex, Matrix mat); // Set shader value matrix -RLAPI void rlSetUniformSampler(int locIndex, unsigned int textureId); // Set shader value sampler -RLAPI void rlSetShader(unsigned int id, int *locs); // Set shader currently active (id and locations) - -#if defined(GRAPHICS_API_OPENGL_43) -// Compute shader management -RLAPI unsigned int rlLoadComputeShaderProgram(unsigned int shaderId); // Load compute shader program -RLAPI void rlComputeShaderDispatch(unsigned int groupX, unsigned int groupY, unsigned int groupZ); // Dispatch compute shader (equivalent to *draw* for graphics pilepine) - -// Shader buffer storage object management (ssbo) -RLAPI unsigned int rlLoadShaderBuffer(unsigned long long size, const void *data, int usageHint); // Load shader storage buffer object (SSBO) -RLAPI void rlUnloadShaderBuffer(unsigned int ssboId); // Unload shader storage buffer object (SSBO) -RLAPI void rlUpdateShaderBufferElements(unsigned int id, const void *data, unsigned long long dataSize, unsigned long long offset); // Update SSBO buffer data -RLAPI unsigned long long rlGetShaderBufferSize(unsigned int id); // Get SSBO buffer size -RLAPI void rlReadShaderBufferElements(unsigned int id, void *dest, unsigned long long count, unsigned long long offset); // Bind SSBO buffer -RLAPI void rlBindShaderBuffer(unsigned int id, unsigned int index); // Copy SSBO buffer data - -// Buffer management -RLAPI void rlCopyBuffersElements(unsigned int destId, unsigned int srcId, unsigned long long destOffset, unsigned long long srcOffset, unsigned long long count); // Copy SSBO buffer data -RLAPI void rlBindImageTexture(unsigned int id, unsigned int index, unsigned int format, int readonly); // Bind image texture -#endif - -// Matrix state management -RLAPI Matrix rlGetMatrixModelview(void); // Get internal modelview matrix -RLAPI Matrix rlGetMatrixProjection(void); // Get internal projection matrix -RLAPI Matrix rlGetMatrixTransform(void); // Get internal accumulated transform matrix -RLAPI Matrix rlGetMatrixProjectionStereo(int eye); // Get internal projection matrix for stereo render (selected eye) -RLAPI Matrix rlGetMatrixViewOffsetStereo(int eye); // Get internal view offset matrix for stereo render (selected eye) -RLAPI void rlSetMatrixProjection(Matrix proj); // Set a custom projection matrix (replaces internal projection matrix) -RLAPI void rlSetMatrixModelview(Matrix view); // Set a custom modelview matrix (replaces internal modelview matrix) -RLAPI void rlSetMatrixProjectionStereo(Matrix right, Matrix left); // Set eyes projection matrices for stereo rendering -RLAPI void rlSetMatrixViewOffsetStereo(Matrix right, Matrix left); // Set eyes view offsets matrices for stereo rendering - -// Quick and dirty cube/quad buffers load->draw->unload -RLAPI void rlLoadDrawCube(void); // Load and draw a cube -RLAPI void rlLoadDrawQuad(void); // Load and draw a quad - -#if defined(__cplusplus) -} -#endif - -#endif // RLGL_H - -/*********************************************************************************** -* -* RLGL IMPLEMENTATION -* -************************************************************************************/ - -#if defined(RLGL_IMPLEMENTATION) - -#if defined(GRAPHICS_API_OPENGL_11) - #if defined(__APPLE__) - #include // OpenGL 1.1 library for OSX - #include // OpenGL extensions library - #else - // APIENTRY for OpenGL function pointer declarations is required - #ifndef APIENTRY - #if defined(_WIN32) - #define APIENTRY __stdcall - #else - #define APIENTRY - #endif - #endif - // WINGDIAPI definition. Some Windows OpenGL headers need it - #if !defined(WINGDIAPI) && defined(_WIN32) - #define WINGDIAPI __declspec(dllimport) - #endif - - #include // OpenGL 1.1 library - #endif -#endif - -#if defined(GRAPHICS_API_OPENGL_33) - #if defined(__APPLE__) - #include // OpenGL 3 library for OSX - #include // OpenGL 3 extensions library for OSX - #else - #define GLAD_MALLOC RL_MALLOC - #define GLAD_FREE RL_FREE - - #define GLAD_GL_IMPLEMENTATION - #include "external/glad.h" // GLAD extensions loading library, includes OpenGL headers - #endif -#endif - -#if defined(GRAPHICS_API_OPENGL_ES2) - #define GL_GLEXT_PROTOTYPES - //#include // EGL library -> not required, platform layer - #include // OpenGL ES 2.0 library - #include // OpenGL ES 2.0 extensions library - - // It seems OpenGL ES 2.0 instancing entry points are not defined on Raspberry Pi - // provided headers (despite being defined in official Khronos GLES2 headers) - #if defined(PLATFORM_RPI) || defined(PLATFORM_DRM) - typedef void (GL_APIENTRYP PFNGLDRAWARRAYSINSTANCEDEXTPROC) (GLenum mode, GLint start, GLsizei count, GLsizei primcount); - typedef void (GL_APIENTRYP PFNGLDRAWELEMENTSINSTANCEDEXTPROC) (GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei primcount); - typedef void (GL_APIENTRYP PFNGLVERTEXATTRIBDIVISOREXTPROC) (GLuint index, GLuint divisor); - #endif -#endif - -#include // Required for: malloc(), free() -#include // Required for: strcmp(), strlen() [Used in rlglInit(), on extensions loading] -#include // Required for: sqrtf(), sinf(), cosf(), floor(), log() - -//---------------------------------------------------------------------------------- -// Defines and Macros -//---------------------------------------------------------------------------------- -#ifndef PI - #define PI 3.14159265358979323846f -#endif -#ifndef DEG2RAD - #define DEG2RAD (PI/180.0f) -#endif -#ifndef RAD2DEG - #define RAD2DEG (180.0f/PI) -#endif - -#ifndef GL_SHADING_LANGUAGE_VERSION - #define GL_SHADING_LANGUAGE_VERSION 0x8B8C -#endif - -#ifndef GL_COMPRESSED_RGB_S3TC_DXT1_EXT - #define GL_COMPRESSED_RGB_S3TC_DXT1_EXT 0x83F0 -#endif -#ifndef GL_COMPRESSED_RGBA_S3TC_DXT1_EXT - #define GL_COMPRESSED_RGBA_S3TC_DXT1_EXT 0x83F1 -#endif -#ifndef GL_COMPRESSED_RGBA_S3TC_DXT3_EXT - #define GL_COMPRESSED_RGBA_S3TC_DXT3_EXT 0x83F2 -#endif -#ifndef GL_COMPRESSED_RGBA_S3TC_DXT5_EXT - #define GL_COMPRESSED_RGBA_S3TC_DXT5_EXT 0x83F3 -#endif -#ifndef GL_ETC1_RGB8_OES - #define GL_ETC1_RGB8_OES 0x8D64 -#endif -#ifndef GL_COMPRESSED_RGB8_ETC2 - #define GL_COMPRESSED_RGB8_ETC2 0x9274 -#endif -#ifndef GL_COMPRESSED_RGBA8_ETC2_EAC - #define GL_COMPRESSED_RGBA8_ETC2_EAC 0x9278 -#endif -#ifndef GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG - #define GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG 0x8C00 -#endif -#ifndef GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG - #define GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG 0x8C02 -#endif -#ifndef GL_COMPRESSED_RGBA_ASTC_4x4_KHR - #define GL_COMPRESSED_RGBA_ASTC_4x4_KHR 0x93b0 -#endif -#ifndef GL_COMPRESSED_RGBA_ASTC_8x8_KHR - #define GL_COMPRESSED_RGBA_ASTC_8x8_KHR 0x93b7 -#endif - -#ifndef GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT - #define GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT 0x84FF -#endif -#ifndef GL_TEXTURE_MAX_ANISOTROPY_EXT - #define GL_TEXTURE_MAX_ANISOTROPY_EXT 0x84FE -#endif - -#if defined(GRAPHICS_API_OPENGL_11) - #define GL_UNSIGNED_SHORT_5_6_5 0x8363 - #define GL_UNSIGNED_SHORT_5_5_5_1 0x8034 - #define GL_UNSIGNED_SHORT_4_4_4_4 0x8033 -#endif - -#if defined(GRAPHICS_API_OPENGL_21) - #define GL_LUMINANCE 0x1909 - #define GL_LUMINANCE_ALPHA 0x190A -#endif - -#if defined(GRAPHICS_API_OPENGL_ES2) - #define glClearDepth glClearDepthf - #define GL_READ_FRAMEBUFFER GL_FRAMEBUFFER - #define GL_DRAW_FRAMEBUFFER GL_FRAMEBUFFER -#endif - -// Default shader vertex attribute names to set location points -#ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_POSITION - #define RL_DEFAULT_SHADER_ATTRIB_NAME_POSITION "vertexPosition" // Binded by default to shader location: 0 -#endif -#ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD - #define RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD "vertexTexCoord" // Binded by default to shader location: 1 -#endif -#ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_NORMAL - #define RL_DEFAULT_SHADER_ATTRIB_NAME_NORMAL "vertexNormal" // Binded by default to shader location: 2 -#endif -#ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR - #define RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR "vertexColor" // Binded by default to shader location: 3 -#endif -#ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_TANGENT - #define RL_DEFAULT_SHADER_ATTRIB_NAME_TANGENT "vertexTangent" // Binded by default to shader location: 4 -#endif -#ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2 - #define RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2 "vertexTexCoord2" // Binded by default to shader location: 5 -#endif - -#ifndef RL_DEFAULT_SHADER_UNIFORM_NAME_MVP - #define RL_DEFAULT_SHADER_UNIFORM_NAME_MVP "mvp" // model-view-projection matrix -#endif -#ifndef RL_DEFAULT_SHADER_UNIFORM_NAME_VIEW - #define RL_DEFAULT_SHADER_UNIFORM_NAME_VIEW "matView" // view matrix -#endif -#ifndef RL_DEFAULT_SHADER_UNIFORM_NAME_PROJECTION - #define RL_DEFAULT_SHADER_UNIFORM_NAME_PROJECTION "matProjection" // projection matrix -#endif -#ifndef RL_DEFAULT_SHADER_UNIFORM_NAME_MODEL - #define RL_DEFAULT_SHADER_UNIFORM_NAME_MODEL "matModel" // model matrix -#endif -#ifndef RL_DEFAULT_SHADER_UNIFORM_NAME_NORMAL - #define RL_DEFAULT_SHADER_UNIFORM_NAME_NORMAL "matNormal" // normal matrix (transpose(inverse(matModelView)) -#endif -#ifndef RL_DEFAULT_SHADER_UNIFORM_NAME_COLOR - #define RL_DEFAULT_SHADER_UNIFORM_NAME_COLOR "colDiffuse" // color diffuse (base tint color, multiplied by texture color) -#endif -#ifndef RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE0 - #define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE0 "texture0" // texture0 (texture slot active 0) -#endif -#ifndef RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE1 - #define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE1 "texture1" // texture1 (texture slot active 1) -#endif -#ifndef RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE2 - #define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE2 "texture2" // texture2 (texture slot active 2) -#endif - -//---------------------------------------------------------------------------------- -// Types and Structures Definition -//---------------------------------------------------------------------------------- -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) -typedef struct rlglData { - rlRenderBatch *currentBatch; // Current render batch - rlRenderBatch defaultBatch; // Default internal render batch - - struct { - int vertexCounter; // Current active render batch vertex counter (generic, used for all batches) - float texcoordx, texcoordy; // Current active texture coordinate (added on glVertex*()) - float normalx, normaly, normalz; // Current active normal (added on glVertex*()) - unsigned char colorr, colorg, colorb, colora; // Current active color (added on glVertex*()) - - int currentMatrixMode; // Current matrix mode - Matrix *currentMatrix; // Current matrix pointer - Matrix modelview; // Default modelview matrix - Matrix projection; // Default projection matrix - Matrix transform; // Transform matrix to be used with rlTranslate, rlRotate, rlScale - bool transformRequired; // Require transform matrix application to current draw-call vertex (if required) - Matrix stack[RL_MAX_MATRIX_STACK_SIZE];// Matrix stack for push/pop - int stackCounter; // Matrix stack counter - - unsigned int defaultTextureId; // Default texture used on shapes/poly drawing (required by shader) - unsigned int activeTextureId[RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS]; // Active texture ids to be enabled on batch drawing (0 active by default) - unsigned int defaultVShaderId; // Default vertex shader id (used by default shader program) - unsigned int defaultFShaderId; // Default fragment shader id (used by default shader program) - unsigned int defaultShaderId; // Default shader program id, supports vertex color and diffuse texture - int *defaultShaderLocs; // Default shader locations pointer to be used on rendering - unsigned int currentShaderId; // Current shader id to be used on rendering (by default, defaultShaderId) - int *currentShaderLocs; // Current shader locations pointer to be used on rendering (by default, defaultShaderLocs) - - bool stereoRender; // Stereo rendering flag - Matrix projectionStereo[2]; // VR stereo rendering eyes projection matrices - Matrix viewOffsetStereo[2]; // VR stereo rendering eyes view offset matrices - - int currentBlendMode; // Blending mode active - int glBlendSrcFactor; // Blending source factor - int glBlendDstFactor; // Blending destination factor - int glBlendEquation; // Blending equation - - int framebufferWidth; // Default framebuffer width - int framebufferHeight; // Default framebuffer height - - } State; // Renderer state - struct { - bool vao; // VAO support (OpenGL ES2 could not support VAO extension) (GL_ARB_vertex_array_object) - bool instancing; // Instancing supported (GL_ANGLE_instanced_arrays, GL_EXT_draw_instanced + GL_EXT_instanced_arrays) - bool texNPOT; // NPOT textures full support (GL_ARB_texture_non_power_of_two, GL_OES_texture_npot) - bool texDepth; // Depth textures supported (GL_ARB_depth_texture, GL_WEBGL_depth_texture, GL_OES_depth_texture) - bool texFloat32; // float textures support (32 bit per channel) (GL_OES_texture_float) - bool texCompDXT; // DDS texture compression support (GL_EXT_texture_compression_s3tc, GL_WEBGL_compressed_texture_s3tc, GL_WEBKIT_WEBGL_compressed_texture_s3tc) - bool texCompETC1; // ETC1 texture compression support (GL_OES_compressed_ETC1_RGB8_texture, GL_WEBGL_compressed_texture_etc1) - bool texCompETC2; // ETC2/EAC texture compression support (GL_ARB_ES3_compatibility) - bool texCompPVRT; // PVR texture compression support (GL_IMG_texture_compression_pvrtc) - bool texCompASTC; // ASTC texture compression support (GL_KHR_texture_compression_astc_hdr, GL_KHR_texture_compression_astc_ldr) - bool texMirrorClamp; // Clamp mirror wrap mode supported (GL_EXT_texture_mirror_clamp) - bool texAnisoFilter; // Anisotropic texture filtering support (GL_EXT_texture_filter_anisotropic) - bool computeShader; // Compute shaders support (GL_ARB_compute_shader) - bool ssbo; // Shader storage buffer object support (GL_ARB_shader_storage_buffer_object) - - float maxAnisotropyLevel; // Maximum anisotropy level supported (minimum is 2.0f) - int maxDepthBits; // Maximum bits for depth component - - } ExtSupported; // Extensions supported flags -} rlglData; - -typedef void *(*rlglLoadProc)(const char *name); // OpenGL extension functions loader signature (same as GLADloadproc) - -#endif // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2 - -//---------------------------------------------------------------------------------- -// Global Variables Definition -//---------------------------------------------------------------------------------- -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) -static rlglData RLGL = { 0 }; -#endif // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2 - -#if defined(GRAPHICS_API_OPENGL_ES2) -// NOTE: VAO functionality is exposed through extensions (OES) -static PFNGLGENVERTEXARRAYSOESPROC glGenVertexArrays = NULL; -static PFNGLBINDVERTEXARRAYOESPROC glBindVertexArray = NULL; -static PFNGLDELETEVERTEXARRAYSOESPROC glDeleteVertexArrays = NULL; - -// NOTE: Instancing functionality could also be available through extension -static PFNGLDRAWARRAYSINSTANCEDEXTPROC glDrawArraysInstanced = NULL; -static PFNGLDRAWELEMENTSINSTANCEDEXTPROC glDrawElementsInstanced = NULL; -static PFNGLVERTEXATTRIBDIVISOREXTPROC glVertexAttribDivisor = NULL; -#endif - -//---------------------------------------------------------------------------------- -// Module specific Functions Declaration -//---------------------------------------------------------------------------------- -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) -static void rlLoadShaderDefault(void); // Load default shader -static void rlUnloadShaderDefault(void); // Unload default shader -#if defined(RLGL_SHOW_GL_DETAILS_INFO) -static char *rlGetCompressedFormatName(int format); // Get compressed format official GL identifier name -#endif // RLGL_SHOW_GL_DETAILS_INFO -#endif // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2 -#if defined(GRAPHICS_API_OPENGL_11) -static int rlGenTextureMipmapsData(unsigned char *data, int baseWidth, int baseHeight); // Generate mipmaps data on CPU side -static unsigned char *rlGenNextMipmapData(unsigned char *srcData, int srcWidth, int srcHeight); // Generate next mipmap level on CPU side -#endif -static int rlGetPixelDataSize(int width, int height, int format); // Get pixel data size in bytes (image or texture) -// Auxiliar matrix math functions -static Matrix rlMatrixIdentity(void); // Get identity matrix -static Matrix rlMatrixMultiply(Matrix left, Matrix right); // Multiply two matrices - -//---------------------------------------------------------------------------------- -// Module Functions Definition - Matrix operations -//---------------------------------------------------------------------------------- - -#if defined(GRAPHICS_API_OPENGL_11) -// Fallback to OpenGL 1.1 function calls -//--------------------------------------- -void rlMatrixMode(int mode) -{ - switch (mode) - { - case RL_PROJECTION: glMatrixMode(GL_PROJECTION); break; - case RL_MODELVIEW: glMatrixMode(GL_MODELVIEW); break; - case RL_TEXTURE: glMatrixMode(GL_TEXTURE); break; - default: break; - } -} - -void rlFrustum(double left, double right, double bottom, double top, double znear, double zfar) -{ - glFrustum(left, right, bottom, top, znear, zfar); -} - -void rlOrtho(double left, double right, double bottom, double top, double znear, double zfar) -{ - glOrtho(left, right, bottom, top, znear, zfar); -} - -void rlPushMatrix(void) { glPushMatrix(); } -void rlPopMatrix(void) { glPopMatrix(); } -void rlLoadIdentity(void) { glLoadIdentity(); } -void rlTranslatef(float x, float y, float z) { glTranslatef(x, y, z); } -void rlRotatef(float angle, float x, float y, float z) { glRotatef(angle, x, y, z); } -void rlScalef(float x, float y, float z) { glScalef(x, y, z); } -void rlMultMatrixf(float *matf) { glMultMatrixf(matf); } -#endif -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) -// Choose the current matrix to be transformed -void rlMatrixMode(int mode) -{ - if (mode == RL_PROJECTION) RLGL.State.currentMatrix = &RLGL.State.projection; - else if (mode == RL_MODELVIEW) RLGL.State.currentMatrix = &RLGL.State.modelview; - //else if (mode == RL_TEXTURE) // Not supported - - RLGL.State.currentMatrixMode = mode; -} - -// Push the current matrix into RLGL.State.stack -void rlPushMatrix(void) -{ - if (RLGL.State.stackCounter >= RL_MAX_MATRIX_STACK_SIZE) TRACELOG(RL_LOG_ERROR, "RLGL: Matrix stack overflow (RL_MAX_MATRIX_STACK_SIZE)"); - - if (RLGL.State.currentMatrixMode == RL_MODELVIEW) - { - RLGL.State.transformRequired = true; - RLGL.State.currentMatrix = &RLGL.State.transform; - } - - RLGL.State.stack[RLGL.State.stackCounter] = *RLGL.State.currentMatrix; - RLGL.State.stackCounter++; -} - -// Pop lattest inserted matrix from RLGL.State.stack -void rlPopMatrix(void) -{ - if (RLGL.State.stackCounter > 0) - { - Matrix mat = RLGL.State.stack[RLGL.State.stackCounter - 1]; - *RLGL.State.currentMatrix = mat; - RLGL.State.stackCounter--; - } - - if ((RLGL.State.stackCounter == 0) && (RLGL.State.currentMatrixMode == RL_MODELVIEW)) - { - RLGL.State.currentMatrix = &RLGL.State.modelview; - RLGL.State.transformRequired = false; - } -} - -// Reset current matrix to identity matrix -void rlLoadIdentity(void) -{ - *RLGL.State.currentMatrix = rlMatrixIdentity(); -} - -// Multiply the current matrix by a translation matrix -void rlTranslatef(float x, float y, float z) -{ - Matrix matTranslation = { - 1.0f, 0.0f, 0.0f, x, - 0.0f, 1.0f, 0.0f, y, - 0.0f, 0.0f, 1.0f, z, - 0.0f, 0.0f, 0.0f, 1.0f - }; - - // NOTE: We transpose matrix with multiplication order - *RLGL.State.currentMatrix = rlMatrixMultiply(matTranslation, *RLGL.State.currentMatrix); -} - -// Multiply the current matrix by a rotation matrix -// NOTE: The provided angle must be in degrees -void rlRotatef(float angle, float x, float y, float z) -{ - Matrix matRotation = rlMatrixIdentity(); - - // Axis vector (x, y, z) normalization - float lengthSquared = x*x + y*y + z*z; - if ((lengthSquared != 1.0f) && (lengthSquared != 0.0f)) - { - float inverseLength = 1.0f/sqrtf(lengthSquared); - x *= inverseLength; - y *= inverseLength; - z *= inverseLength; - } - - // Rotation matrix generation - float sinres = sinf(DEG2RAD*angle); - float cosres = cosf(DEG2RAD*angle); - float t = 1.0f - cosres; - - matRotation.m0 = x*x*t + cosres; - matRotation.m1 = y*x*t + z*sinres; - matRotation.m2 = z*x*t - y*sinres; - matRotation.m3 = 0.0f; - - matRotation.m4 = x*y*t - z*sinres; - matRotation.m5 = y*y*t + cosres; - matRotation.m6 = z*y*t + x*sinres; - matRotation.m7 = 0.0f; - - matRotation.m8 = x*z*t + y*sinres; - matRotation.m9 = y*z*t - x*sinres; - matRotation.m10 = z*z*t + cosres; - matRotation.m11 = 0.0f; - - matRotation.m12 = 0.0f; - matRotation.m13 = 0.0f; - matRotation.m14 = 0.0f; - matRotation.m15 = 1.0f; - - // NOTE: We transpose matrix with multiplication order - *RLGL.State.currentMatrix = rlMatrixMultiply(matRotation, *RLGL.State.currentMatrix); -} - -// Multiply the current matrix by a scaling matrix -void rlScalef(float x, float y, float z) -{ - Matrix matScale = { - x, 0.0f, 0.0f, 0.0f, - 0.0f, y, 0.0f, 0.0f, - 0.0f, 0.0f, z, 0.0f, - 0.0f, 0.0f, 0.0f, 1.0f - }; - - // NOTE: We transpose matrix with multiplication order - *RLGL.State.currentMatrix = rlMatrixMultiply(matScale, *RLGL.State.currentMatrix); -} - -// Multiply the current matrix by another matrix -void rlMultMatrixf(float *matf) -{ - // Matrix creation from array - Matrix mat = { matf[0], matf[4], matf[8], matf[12], - matf[1], matf[5], matf[9], matf[13], - matf[2], matf[6], matf[10], matf[14], - matf[3], matf[7], matf[11], matf[15] }; - - *RLGL.State.currentMatrix = rlMatrixMultiply(*RLGL.State.currentMatrix, mat); -} - -// Multiply the current matrix by a perspective matrix generated by parameters -void rlFrustum(double left, double right, double bottom, double top, double znear, double zfar) -{ - Matrix matFrustum = { 0 }; - - float rl = (float)(right - left); - float tb = (float)(top - bottom); - float fn = (float)(zfar - znear); - - matFrustum.m0 = ((float) znear*2.0f)/rl; - matFrustum.m1 = 0.0f; - matFrustum.m2 = 0.0f; - matFrustum.m3 = 0.0f; - - matFrustum.m4 = 0.0f; - matFrustum.m5 = ((float) znear*2.0f)/tb; - matFrustum.m6 = 0.0f; - matFrustum.m7 = 0.0f; - - matFrustum.m8 = ((float)right + (float)left)/rl; - matFrustum.m9 = ((float)top + (float)bottom)/tb; - matFrustum.m10 = -((float)zfar + (float)znear)/fn; - matFrustum.m11 = -1.0f; - - matFrustum.m12 = 0.0f; - matFrustum.m13 = 0.0f; - matFrustum.m14 = -((float)zfar*(float)znear*2.0f)/fn; - matFrustum.m15 = 0.0f; - - *RLGL.State.currentMatrix = rlMatrixMultiply(*RLGL.State.currentMatrix, matFrustum); -} - -// Multiply the current matrix by an orthographic matrix generated by parameters -void rlOrtho(double left, double right, double bottom, double top, double znear, double zfar) -{ - // NOTE: If left-right and top-botton values are equal it could create a division by zero, - // response to it is platform/compiler dependant - Matrix matOrtho = { 0 }; - - float rl = (float)(right - left); - float tb = (float)(top - bottom); - float fn = (float)(zfar - znear); - - matOrtho.m0 = 2.0f/rl; - matOrtho.m1 = 0.0f; - matOrtho.m2 = 0.0f; - matOrtho.m3 = 0.0f; - matOrtho.m4 = 0.0f; - matOrtho.m5 = 2.0f/tb; - matOrtho.m6 = 0.0f; - matOrtho.m7 = 0.0f; - matOrtho.m8 = 0.0f; - matOrtho.m9 = 0.0f; - matOrtho.m10 = -2.0f/fn; - matOrtho.m11 = 0.0f; - matOrtho.m12 = -((float)left + (float)right)/rl; - matOrtho.m13 = -((float)top + (float)bottom)/tb; - matOrtho.m14 = -((float)zfar + (float)znear)/fn; - matOrtho.m15 = 1.0f; - - *RLGL.State.currentMatrix = rlMatrixMultiply(*RLGL.State.currentMatrix, matOrtho); -} -#endif - -// Set the viewport area (transformation from normalized device coordinates to window coordinates) -void rlViewport(int x, int y, int width, int height) -{ - glViewport(x, y, width, height); -} - -//---------------------------------------------------------------------------------- -// Module Functions Definition - Vertex level operations -//---------------------------------------------------------------------------------- -#if defined(GRAPHICS_API_OPENGL_11) -// Fallback to OpenGL 1.1 function calls -//--------------------------------------- -void rlBegin(int mode) -{ - switch (mode) - { - case RL_LINES: glBegin(GL_LINES); break; - case RL_TRIANGLES: glBegin(GL_TRIANGLES); break; - case RL_QUADS: glBegin(GL_QUADS); break; - default: break; - } -} - -void rlEnd() { glEnd(); } -void rlVertex2i(int x, int y) { glVertex2i(x, y); } -void rlVertex2f(float x, float y) { glVertex2f(x, y); } -void rlVertex3f(float x, float y, float z) { glVertex3f(x, y, z); } -void rlTexCoord2f(float x, float y) { glTexCoord2f(x, y); } -void rlNormal3f(float x, float y, float z) { glNormal3f(x, y, z); } -void rlColor4ub(unsigned char r, unsigned char g, unsigned char b, unsigned char a) { glColor4ub(r, g, b, a); } -void rlColor3f(float x, float y, float z) { glColor3f(x, y, z); } -void rlColor4f(float x, float y, float z, float w) { glColor4f(x, y, z, w); } -#endif -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) -// Initialize drawing mode (how to organize vertex) -void rlBegin(int mode) -{ - // Draw mode can be RL_LINES, RL_TRIANGLES and RL_QUADS - // NOTE: In all three cases, vertex are accumulated over default internal vertex buffer - if (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].mode != mode) - { - if (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount > 0) - { - // Make sure current RLGL.currentBatch->draws[i].vertexCount is aligned a multiple of 4, - // that way, following QUADS drawing will keep aligned with index processing - // It implies adding some extra alignment vertex at the end of the draw, - // those vertex are not processed but they are considered as an additional offset - // for the next set of vertex to be drawn - if (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].mode == RL_LINES) RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexAlignment = ((RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount < 4)? RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount : RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount%4); - else if (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].mode == RL_TRIANGLES) RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexAlignment = ((RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount < 4)? 1 : (4 - (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount%4))); - else RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexAlignment = 0; - - if (!rlCheckRenderBatchLimit(RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexAlignment)) - { - RLGL.State.vertexCounter += RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexAlignment; - RLGL.currentBatch->drawCounter++; - } - } - - if (RLGL.currentBatch->drawCounter >= RL_DEFAULT_BATCH_DRAWCALLS) rlDrawRenderBatch(RLGL.currentBatch); - - RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].mode = mode; - RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount = 0; - RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].textureId = RLGL.State.defaultTextureId; - } -} - -// Finish vertex providing -void rlEnd(void) -{ - // NOTE: Depth increment is dependant on rlOrtho(): z-near and z-far values, - // as well as depth buffer bit-depth (16bit or 24bit or 32bit) - // Correct increment formula would be: depthInc = (zfar - znear)/pow(2, bits) - RLGL.currentBatch->currentDepth += (1.0f/20000.0f); - - // Verify internal buffers limits - // NOTE: This check is combined with usage of rlCheckRenderBatchLimit() - if (RLGL.State.vertexCounter >= (RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].elementCount*4 - 4)) - { - // WARNING: If we are between rlPushMatrix() and rlPopMatrix() and we need to force a rlDrawRenderBatch(), - // we need to call rlPopMatrix() before to recover *RLGL.State.currentMatrix (RLGL.State.modelview) for the next forced draw call! - // If we have multiple matrix pushed, it will require "RLGL.State.stackCounter" pops before launching the draw - for (int i = RLGL.State.stackCounter; i >= 0; i--) rlPopMatrix(); - rlDrawRenderBatch(RLGL.currentBatch); - } -} - -// Define one vertex (position) -// NOTE: Vertex position data is the basic information required for drawing -void rlVertex3f(float x, float y, float z) -{ - float tx = x; - float ty = y; - float tz = z; - - // Transform provided vector if required - if (RLGL.State.transformRequired) - { - tx = RLGL.State.transform.m0*x + RLGL.State.transform.m4*y + RLGL.State.transform.m8*z + RLGL.State.transform.m12; - ty = RLGL.State.transform.m1*x + RLGL.State.transform.m5*y + RLGL.State.transform.m9*z + RLGL.State.transform.m13; - tz = RLGL.State.transform.m2*x + RLGL.State.transform.m6*y + RLGL.State.transform.m10*z + RLGL.State.transform.m14; - } - - // Verify that current vertex buffer elements limit has not been reached - if (RLGL.State.vertexCounter < (RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].elementCount*4)) - { - // Add vertices - RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vertices[3*RLGL.State.vertexCounter] = tx; - RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vertices[3*RLGL.State.vertexCounter + 1] = ty; - RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vertices[3*RLGL.State.vertexCounter + 2] = tz; - - // Add current texcoord - RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].texcoords[2*RLGL.State.vertexCounter] = RLGL.State.texcoordx; - RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].texcoords[2*RLGL.State.vertexCounter + 1] = RLGL.State.texcoordy; - - // TODO: Add current normal - // By default rlVertexBuffer type does not store normals - - // Add current color - RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].colors[4*RLGL.State.vertexCounter] = RLGL.State.colorr; - RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].colors[4*RLGL.State.vertexCounter + 1] = RLGL.State.colorg; - RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].colors[4*RLGL.State.vertexCounter + 2] = RLGL.State.colorb; - RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].colors[4*RLGL.State.vertexCounter + 3] = RLGL.State.colora; - - RLGL.State.vertexCounter++; - - RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount++; - } - else TRACELOG(RL_LOG_ERROR, "RLGL: Batch elements overflow"); -} - -// Define one vertex (position) -void rlVertex2f(float x, float y) -{ - rlVertex3f(x, y, RLGL.currentBatch->currentDepth); -} - -// Define one vertex (position) -void rlVertex2i(int x, int y) -{ - rlVertex3f((float)x, (float)y, RLGL.currentBatch->currentDepth); -} - -// Define one vertex (texture coordinate) -// NOTE: Texture coordinates are limited to QUADS only -void rlTexCoord2f(float x, float y) -{ - RLGL.State.texcoordx = x; - RLGL.State.texcoordy = y; -} - -// Define one vertex (normal) -// NOTE: Normals limited to TRIANGLES only? -void rlNormal3f(float x, float y, float z) -{ - RLGL.State.normalx = x; - RLGL.State.normaly = y; - RLGL.State.normalz = z; -} - -// Define one vertex (color) -void rlColor4ub(unsigned char x, unsigned char y, unsigned char z, unsigned char w) -{ - RLGL.State.colorr = x; - RLGL.State.colorg = y; - RLGL.State.colorb = z; - RLGL.State.colora = w; -} - -// Define one vertex (color) -void rlColor4f(float r, float g, float b, float a) -{ - rlColor4ub((unsigned char)(r*255), (unsigned char)(g*255), (unsigned char)(b*255), (unsigned char)(a*255)); -} - -// Define one vertex (color) -void rlColor3f(float x, float y, float z) -{ - rlColor4ub((unsigned char)(x*255), (unsigned char)(y*255), (unsigned char)(z*255), 255); -} - -#endif - -//-------------------------------------------------------------------------------------- -// Module Functions Definition - OpenGL style functions (common to 1.1, 3.3+, ES2) -//-------------------------------------------------------------------------------------- - -// Set current texture to use -void rlSetTexture(unsigned int id) -{ - if (id == 0) - { -#if defined(GRAPHICS_API_OPENGL_11) - rlDisableTexture(); -#else - // NOTE: If quads batch limit is reached, we force a draw call and next batch starts - if (RLGL.State.vertexCounter >= - RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].elementCount*4) - { - rlDrawRenderBatch(RLGL.currentBatch); - } -#endif - } - else - { -#if defined(GRAPHICS_API_OPENGL_11) - rlEnableTexture(id); -#else - if (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].textureId != id) - { - if (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount > 0) - { - // Make sure current RLGL.currentBatch->draws[i].vertexCount is aligned a multiple of 4, - // that way, following QUADS drawing will keep aligned with index processing - // It implies adding some extra alignment vertex at the end of the draw, - // those vertex are not processed but they are considered as an additional offset - // for the next set of vertex to be drawn - if (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].mode == RL_LINES) RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexAlignment = ((RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount < 4)? RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount : RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount%4); - else if (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].mode == RL_TRIANGLES) RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexAlignment = ((RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount < 4)? 1 : (4 - (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount%4))); - else RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexAlignment = 0; - - if (!rlCheckRenderBatchLimit(RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexAlignment)) - { - RLGL.State.vertexCounter += RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexAlignment; - - RLGL.currentBatch->drawCounter++; - } - } - - if (RLGL.currentBatch->drawCounter >= RL_DEFAULT_BATCH_DRAWCALLS) rlDrawRenderBatch(RLGL.currentBatch); - - RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].textureId = id; - RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount = 0; - } -#endif - } -} - -// Select and active a texture slot -void rlActiveTextureSlot(int slot) -{ -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - glActiveTexture(GL_TEXTURE0 + slot); -#endif -} - -// Enable texture -void rlEnableTexture(unsigned int id) -{ -#if defined(GRAPHICS_API_OPENGL_11) - glEnable(GL_TEXTURE_2D); -#endif - glBindTexture(GL_TEXTURE_2D, id); -} - -// Disable texture -void rlDisableTexture(void) -{ -#if defined(GRAPHICS_API_OPENGL_11) - glDisable(GL_TEXTURE_2D); -#endif - glBindTexture(GL_TEXTURE_2D, 0); -} - -// Enable texture cubemap -void rlEnableTextureCubemap(unsigned int id) -{ -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - glBindTexture(GL_TEXTURE_CUBE_MAP, id); -#endif -} - -// Disable texture cubemap -void rlDisableTextureCubemap(void) -{ -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - glBindTexture(GL_TEXTURE_CUBE_MAP, 0); -#endif -} - -// Set texture parameters (wrap mode/filter mode) -void rlTextureParameters(unsigned int id, int param, int value) -{ - glBindTexture(GL_TEXTURE_2D, id); - - switch (param) - { - case RL_TEXTURE_WRAP_S: - case RL_TEXTURE_WRAP_T: - { - if (value == RL_TEXTURE_WRAP_MIRROR_CLAMP) - { -#if !defined(GRAPHICS_API_OPENGL_11) - if (RLGL.ExtSupported.texMirrorClamp) glTexParameteri(GL_TEXTURE_2D, param, value); - else TRACELOG(RL_LOG_WARNING, "GL: Clamp mirror wrap mode not supported (GL_MIRROR_CLAMP_EXT)"); -#endif - } - else glTexParameteri(GL_TEXTURE_2D, param, value); - - } break; - case RL_TEXTURE_MAG_FILTER: - case RL_TEXTURE_MIN_FILTER: glTexParameteri(GL_TEXTURE_2D, param, value); break; - case RL_TEXTURE_FILTER_ANISOTROPIC: - { -#if !defined(GRAPHICS_API_OPENGL_11) - if (value <= RLGL.ExtSupported.maxAnisotropyLevel) glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, (float)value); - else if (RLGL.ExtSupported.maxAnisotropyLevel > 0.0f) - { - TRACELOG(RL_LOG_WARNING, "GL: Maximum anisotropic filter level supported is %iX", id, RLGL.ExtSupported.maxAnisotropyLevel); - glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, (float)value); - } - else TRACELOG(RL_LOG_WARNING, "GL: Anisotropic filtering not supported"); -#endif - } break; - default: break; - } - - glBindTexture(GL_TEXTURE_2D, 0); -} - -// Enable shader program -void rlEnableShader(unsigned int id) -{ -#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)) - glUseProgram(id); -#endif -} - -// Disable shader program -void rlDisableShader(void) -{ -#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)) - glUseProgram(0); -#endif -} - -// Enable rendering to texture (fbo) -void rlEnableFramebuffer(unsigned int id) -{ -#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)) && defined(RLGL_RENDER_TEXTURES_HINT) - glBindFramebuffer(GL_FRAMEBUFFER, id); -#endif -} - -// Disable rendering to texture -void rlDisableFramebuffer(void) -{ -#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)) && defined(RLGL_RENDER_TEXTURES_HINT) - glBindFramebuffer(GL_FRAMEBUFFER, 0); -#endif -} - -// Activate multiple draw color buffers -// NOTE: One color buffer is always active by default -void rlActiveDrawBuffers(int count) -{ -#if (defined(GRAPHICS_API_OPENGL_33) && defined(RLGL_RENDER_TEXTURES_HINT)) - // NOTE: Maximum number of draw buffers supported is implementation dependant, - // it can be queried with glGet*() but it must be at least 8 - //GLint maxDrawBuffers = 0; - //glGetIntegerv(GL_MAX_DRAW_BUFFERS, &maxDrawBuffers); - - if (count > 0) - { - if (count > 8) TRACELOG(LOG_WARNING, "GL: Max color buffers limited to 8"); - else - { - unsigned int buffers[8] = { - GL_COLOR_ATTACHMENT0, - GL_COLOR_ATTACHMENT1, - GL_COLOR_ATTACHMENT2, - GL_COLOR_ATTACHMENT3, - GL_COLOR_ATTACHMENT4, - GL_COLOR_ATTACHMENT5, - GL_COLOR_ATTACHMENT6, - GL_COLOR_ATTACHMENT7, - }; - - glDrawBuffers(count, buffers); - } - } - else TRACELOG(LOG_WARNING, "GL: One color buffer active by default"); -#endif -} - -//---------------------------------------------------------------------------------- -// General render state configuration -//---------------------------------------------------------------------------------- - -// Enable color blending -void rlEnableColorBlend(void) { glEnable(GL_BLEND); } - -// Disable color blending -void rlDisableColorBlend(void) { glDisable(GL_BLEND); } - -// Enable depth test -void rlEnableDepthTest(void) { glEnable(GL_DEPTH_TEST); } - -// Disable depth test -void rlDisableDepthTest(void) { glDisable(GL_DEPTH_TEST); } - -// Enable depth write -void rlEnableDepthMask(void) { glDepthMask(GL_TRUE); } - -// Disable depth write -void rlDisableDepthMask(void) { glDepthMask(GL_FALSE); } - -// Enable backface culling -void rlEnableBackfaceCulling(void) { glEnable(GL_CULL_FACE); } - -// Disable backface culling -void rlDisableBackfaceCulling(void) { glDisable(GL_CULL_FACE); } - -// Enable scissor test -void rlEnableScissorTest(void) { glEnable(GL_SCISSOR_TEST); } - -// Disable scissor test -void rlDisableScissorTest(void) { glDisable(GL_SCISSOR_TEST); } - -// Scissor test -void rlScissor(int x, int y, int width, int height) { glScissor(x, y, width, height); } - -// Enable wire mode -void rlEnableWireMode(void) -{ -#if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33) - // NOTE: glPolygonMode() not available on OpenGL ES - glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); -#endif -} - -// Disable wire mode -void rlDisableWireMode(void) -{ -#if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33) - // NOTE: glPolygonMode() not available on OpenGL ES - glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); -#endif -} - -// Set the line drawing width -void rlSetLineWidth(float width) { glLineWidth(width); } - -// Get the line drawing width -float rlGetLineWidth(void) -{ - float width = 0; - glGetFloatv(GL_LINE_WIDTH, &width); - return width; -} - -// Enable line aliasing -void rlEnableSmoothLines(void) -{ -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_11) - glEnable(GL_LINE_SMOOTH); -#endif -} - -// Disable line aliasing -void rlDisableSmoothLines(void) -{ -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_11) - glDisable(GL_LINE_SMOOTH); -#endif -} - -// Enable stereo rendering -void rlEnableStereoRender(void) -{ -#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)) - RLGL.State.stereoRender = true; -#endif -} - -// Disable stereo rendering -void rlDisableStereoRender(void) -{ -#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)) - RLGL.State.stereoRender = false; -#endif -} - -// Check if stereo render is enabled -bool rlIsStereoRenderEnabled(void) -{ -#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)) - return RLGL.State.stereoRender; -#else - return false; -#endif -} - -// Clear color buffer with color -void rlClearColor(unsigned char r, unsigned char g, unsigned char b, unsigned char a) -{ - // Color values clamp to 0.0f(0) and 1.0f(255) - float cr = (float)r/255; - float cg = (float)g/255; - float cb = (float)b/255; - float ca = (float)a/255; - - glClearColor(cr, cg, cb, ca); -} - -// Clear used screen buffers (color and depth) -void rlClearScreenBuffers(void) -{ - glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear used buffers: Color and Depth (Depth is used for 3D) - //glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); // Stencil buffer not used... -} - -// Check and log OpenGL error codes -void rlCheckErrors() -{ -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - int check = 1; - while (check) - { - const GLenum err = glGetError(); - switch (err) - { - case GL_NO_ERROR: check = 0; break; - case 0x0500: TRACELOG(RL_LOG_WARNING, "GL: Error detected: GL_INVALID_ENUM"); break; - case 0x0501: TRACELOG(RL_LOG_WARNING, "GL: Error detected: GL_INVALID_VALUE"); break; - case 0x0502: TRACELOG(RL_LOG_WARNING, "GL: Error detected: GL_INVALID_OPERATION"); break; - case 0x0503: TRACELOG(RL_LOG_WARNING, "GL: Error detected: GL_STACK_OVERFLOW"); break; - case 0x0504: TRACELOG(RL_LOG_WARNING, "GL: Error detected: GL_STACK_UNDERFLOW"); break; - case 0x0505: TRACELOG(RL_LOG_WARNING, "GL: Error detected: GL_OUT_OF_MEMORY"); break; - case 0x0506: TRACELOG(RL_LOG_WARNING, "GL: Error detected: GL_INVALID_FRAMEBUFFER_OPERATION"); break; - default: TRACELOG(RL_LOG_WARNING, "GL: Error detected: Unknown error code: %x", err); break; - } - } -#endif -} - -// Set blend mode -void rlSetBlendMode(int mode) -{ -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - if (RLGL.State.currentBlendMode != mode) - { - rlDrawRenderBatch(RLGL.currentBatch); - - switch (mode) - { - case RL_BLEND_ALPHA: glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glBlendEquation(GL_FUNC_ADD); break; - case RL_BLEND_ADDITIVE: glBlendFunc(GL_SRC_ALPHA, GL_ONE); glBlendEquation(GL_FUNC_ADD); break; - case RL_BLEND_MULTIPLIED: glBlendFunc(GL_DST_COLOR, GL_ONE_MINUS_SRC_ALPHA); glBlendEquation(GL_FUNC_ADD); break; - case RL_BLEND_ADD_COLORS: glBlendFunc(GL_ONE, GL_ONE); glBlendEquation(GL_FUNC_ADD); break; - case RL_BLEND_SUBTRACT_COLORS: glBlendFunc(GL_ONE, GL_ONE); glBlendEquation(GL_FUNC_SUBTRACT); break; - case RL_BLEND_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 - OpenGL Debug -//---------------------------------------------------------------------------------- -#if defined(RLGL_ENABLE_OPENGL_DEBUG_CONTEXT) && defined(GRAPHICS_API_OPENGL_43) -static void GLAPIENTRY rlDebugMessageCallback(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar *message, const void *userParam) -{ - // Ignore non-significant error/warning codes (NVidia drivers) - // NOTE: Here there are the details with a sample output: - // - #131169 - Framebuffer detailed info: The driver allocated storage for renderbuffer 2. (severity: low) - // - #131185 - Buffer detailed info: Buffer object 1 (bound to GL_ELEMENT_ARRAY_BUFFER_ARB, usage hint is GL_ENUM_88e4) - // will use VIDEO memory as the source for buffer object operations. (severity: low) - // - #131218 - Program/shader state performance warning: Vertex shader in program 7 is being recompiled based on GL state. (severity: medium) - // - #131204 - Texture state usage warning: The texture object (0) bound to texture image unit 0 does not have - // a defined base level and cannot be used for texture mapping. (severity: low) - if ((id == 131169) || (id == 131185) || (id == 131218) || (id == 131204)) return; - - const char *msgSource = NULL; - switch (source) - { - case GL_DEBUG_SOURCE_API: msgSource = "API"; break; - case GL_DEBUG_SOURCE_WINDOW_SYSTEM: msgSource = "WINDOW_SYSTEM"; break; - case GL_DEBUG_SOURCE_SHADER_COMPILER: msgSource = "SHADER_COMPILER"; break; - case GL_DEBUG_SOURCE_THIRD_PARTY: msgSource = "THIRD_PARTY"; break; - case GL_DEBUG_SOURCE_APPLICATION: msgSource = "APPLICATION"; break; - case GL_DEBUG_SOURCE_OTHER: msgSource = "OTHER"; break; - default: break; - } - - const char *msgType = NULL; - switch (type) - { - case GL_DEBUG_TYPE_ERROR: msgType = "ERROR"; break; - case GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR: msgType = "DEPRECATED_BEHAVIOR"; break; - case GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR: msgType = "UNDEFINED_BEHAVIOR"; break; - case GL_DEBUG_TYPE_PORTABILITY: msgType = "PORTABILITY"; break; - case GL_DEBUG_TYPE_PERFORMANCE: msgType = "PERFORMANCE"; break; - case GL_DEBUG_TYPE_MARKER: msgType = "MARKER"; break; - case GL_DEBUG_TYPE_PUSH_GROUP: msgType = "PUSH_GROUP"; break; - case GL_DEBUG_TYPE_POP_GROUP: msgType = "POP_GROUP"; break; - case GL_DEBUG_TYPE_OTHER: msgType = "OTHER"; break; - default: break; - } - - const char *msgSeverity = "DEFAULT"; - switch (severity) - { - case GL_DEBUG_SEVERITY_LOW: msgSeverity = "LOW"; break; - case GL_DEBUG_SEVERITY_MEDIUM: msgSeverity = "MEDIUM"; break; - case GL_DEBUG_SEVERITY_HIGH: msgSeverity = "HIGH"; break; - case GL_DEBUG_SEVERITY_NOTIFICATION: msgSeverity = "NOTIFICATION"; break; - default: break; - } - - TRACELOG(LOG_WARNING, "GL: OpenGL debug message: %s", message); - TRACELOG(LOG_WARNING, " > Type: %s", msgType); - TRACELOG(LOG_WARNING, " > Source = %s", msgSource); - TRACELOG(LOG_WARNING, " > Severity = %s", msgSeverity); -} -#endif - -//---------------------------------------------------------------------------------- -// Module Functions Definition - rlgl functionality -//---------------------------------------------------------------------------------- - -// Initialize rlgl: OpenGL extensions, default buffers/shaders/textures, OpenGL states -void rlglInit(int width, int height) -{ - // Enable OpenGL debug context if required -#if defined(RLGL_ENABLE_OPENGL_DEBUG_CONTEXT) && defined(GRAPHICS_API_OPENGL_43) - if ((glDebugMessageCallback != NULL) && (glDebugMessageControl != NULL)) - { - glDebugMessageCallback(rlDebugMessageCallback, 0); - // glDebugMessageControl(GL_DEBUG_SOURCE_API, GL_DEBUG_TYPE_ERROR, GL_DEBUG_SEVERITY_HIGH, 0, 0, GL_TRUE); // TODO: Filter message - - // Debug context options: - // - GL_DEBUG_OUTPUT - Faster version but not useful for breakpoints - // - GL_DEBUG_OUTPUT_SYNCHRONUS - Callback is in sync with errors, so a breakpoint can be placed on the callback in order to get a stacktrace for the GL error - glEnable(GL_DEBUG_OUTPUT); - glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS); - } -#endif - -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - // Init default white texture - unsigned char pixels[4] = { 255, 255, 255, 255 }; // 1 pixel RGBA (4 bytes) - RLGL.State.defaultTextureId = rlLoadTexture(pixels, 1, 1, RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8A8, 1); - - if (RLGL.State.defaultTextureId != 0) TRACELOG(RL_LOG_INFO, "TEXTURE: [ID %i] Default texture loaded successfully", RLGL.State.defaultTextureId); - else TRACELOG(RL_LOG_WARNING, "TEXTURE: Failed to load default texture"); - - // Init default Shader (customized for GL 3.3 and ES2) - // Loaded: RLGL.State.defaultShaderId + RLGL.State.defaultShaderLocs - rlLoadShaderDefault(); - RLGL.State.currentShaderId = RLGL.State.defaultShaderId; - RLGL.State.currentShaderLocs = RLGL.State.defaultShaderLocs; - - // Init default vertex arrays buffers - RLGL.defaultBatch = rlLoadRenderBatch(RL_DEFAULT_BATCH_BUFFERS, RL_DEFAULT_BATCH_BUFFER_ELEMENTS); - RLGL.currentBatch = &RLGL.defaultBatch; - - // Init stack matrices (emulating OpenGL 1.1) - for (int i = 0; i < RL_MAX_MATRIX_STACK_SIZE; i++) RLGL.State.stack[i] = rlMatrixIdentity(); - - // Init internal matrices - RLGL.State.transform = rlMatrixIdentity(); - RLGL.State.projection = rlMatrixIdentity(); - RLGL.State.modelview = rlMatrixIdentity(); - RLGL.State.currentMatrix = &RLGL.State.modelview; -#endif // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2 - - // Initialize OpenGL default states - //---------------------------------------------------------- - // Init state: Depth test - glDepthFunc(GL_LEQUAL); // Type of depth testing to apply - glDisable(GL_DEPTH_TEST); // Disable depth testing for 2D (only used for 3D) - - // Init state: Blending mode - glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // Color blending function (how colors are mixed) - glEnable(GL_BLEND); // Enable color blending (required to work with transparencies) - - // Init state: Culling - // NOTE: All shapes/models triangles are drawn CCW - glCullFace(GL_BACK); // Cull the back face (default) - glFrontFace(GL_CCW); // Front face are defined counter clockwise (default) - glEnable(GL_CULL_FACE); // Enable backface culling - - // Init state: Cubemap seamless -#if defined(GRAPHICS_API_OPENGL_33) - glEnable(GL_TEXTURE_CUBE_MAP_SEAMLESS); // Seamless cubemaps (not supported on OpenGL ES 2.0) -#endif - -#if defined(GRAPHICS_API_OPENGL_11) - // Init state: Color hints (deprecated in OpenGL 3.0+) - glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Improve quality of color and texture coordinate interpolation - glShadeModel(GL_SMOOTH); // Smooth shading between vertex (vertex colors interpolation) -#endif - -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - // Store screen size into global variables - RLGL.State.framebufferWidth = width; - RLGL.State.framebufferHeight = height; - - TRACELOG(RL_LOG_INFO, "RLGL: Default OpenGL state initialized successfully"); - //---------------------------------------------------------- -#endif - - // Init state: Color/Depth buffers clear - glClearColor(0.0f, 0.0f, 0.0f, 1.0f); // Set clear color (black) - glClearDepth(1.0f); // Set clear depth value (default) - glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear color and depth buffers (depth buffer required for 3D) -} - -// Vertex Buffer Object deinitialization (memory free) -void rlglClose(void) -{ -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - rlUnloadRenderBatch(RLGL.defaultBatch); - - rlUnloadShaderDefault(); // Unload default shader - - glDeleteTextures(1, &RLGL.State.defaultTextureId); // Unload default texture - TRACELOG(RL_LOG_INFO, "TEXTURE: [ID %i] Default texture unloaded successfully", RLGL.State.defaultTextureId); -#endif -} - -// Load OpenGL extensions -// NOTE: External loader function must be provided -void rlLoadExtensions(void *loader) -{ -#if defined(GRAPHICS_API_OPENGL_33) // Also defined for GRAPHICS_API_OPENGL_21 - // NOTE: glad is generated and contains only required OpenGL 3.3 Core extensions (and lower versions) - #if !defined(__APPLE__) - if (gladLoadGL((GLADloadfunc)loader) == 0) TRACELOG(RL_LOG_WARNING, "GLAD: Cannot load OpenGL extensions"); - else TRACELOG(RL_LOG_INFO, "GLAD: OpenGL extensions loaded successfully"); - #endif - - // Get number of supported extensions - GLint numExt = 0; - glGetIntegerv(GL_NUM_EXTENSIONS, &numExt); - TRACELOG(RL_LOG_INFO, "GL: Supported extensions count: %i", numExt); - -#if defined(RLGL_SHOW_GL_DETAILS_INFO) - // Get supported extensions list - // WARNING: glGetStringi() not available on OpenGL 2.1 - TRACELOG(RL_LOG_INFO, "GL: OpenGL extensions:"); - for (int i = 0; i < numExt; i++) TRACELOG(RL_LOG_INFO, " %s", glGetStringi(GL_EXTENSIONS, i)); -#endif - - // Register supported extensions flags - // OpenGL 3.3 extensions supported by default (core) - RLGL.ExtSupported.vao = true; - RLGL.ExtSupported.instancing = true; - RLGL.ExtSupported.texNPOT = true; - RLGL.ExtSupported.texFloat32 = true; - RLGL.ExtSupported.texDepth = true; - RLGL.ExtSupported.maxDepthBits = 32; - RLGL.ExtSupported.texAnisoFilter = true; - RLGL.ExtSupported.texMirrorClamp = true; - #if defined(GRAPHICS_API_OPENGL_43) - if (GLAD_GL_ARB_compute_shader) RLGL.ExtSupported.computeShader = true; - if (GLAD_GL_ARB_shader_storage_buffer_object) RLGL.ExtSupported.ssbo = true; - #endif - #if !defined(__APPLE__) - // NOTE: With GLAD, we can check if an extension is supported using the GLAD_GL_xxx booleans - if (GLAD_GL_EXT_texture_compression_s3tc) RLGL.ExtSupported.texCompDXT = true; // Texture compression: DXT - if (GLAD_GL_ARB_ES3_compatibility) RLGL.ExtSupported.texCompETC2 = true; // Texture compression: ETC2/EAC - #endif -#endif // GRAPHICS_API_OPENGL_33 - -#if defined(GRAPHICS_API_OPENGL_ES2) - // Get supported extensions list - GLint numExt = 0; - const char **extList = RL_MALLOC(512*sizeof(const char *)); // Allocate 512 strings pointers (2 KB) - const char *extensions = (const char *)glGetString(GL_EXTENSIONS); // One big const string - - // NOTE: We have to duplicate string because glGetString() returns a const string - int size = strlen(extensions) + 1; // Get extensions string size in bytes - char *extensionsDup = (char *)RL_CALLOC(size, sizeof(char)); - strcpy(extensionsDup, extensions); - extList[numExt] = extensionsDup; - - for (int i = 0; i < size; i++) - { - if (extensionsDup[i] == ' ') - { - extensionsDup[i] = '\0'; - numExt++; - extList[numExt] = &extensionsDup[i + 1]; - } - } - - TRACELOG(RL_LOG_INFO, "GL: Supported extensions count: %i", numExt); - -#if defined(RLGL_SHOW_GL_DETAILS_INFO) - TRACELOG(RL_LOG_INFO, "GL: OpenGL extensions:"); - for (int i = 0; i < numExt; i++) TRACELOG(RL_LOG_INFO, " %s", extList[i]); -#endif - - // Check required extensions - for (int i = 0; i < numExt; i++) - { - // Check VAO support - // NOTE: Only check on OpenGL ES, OpenGL 3.3 has VAO support as core feature - if (strcmp(extList[i], (const char *)"GL_OES_vertex_array_object") == 0) - { - // The extension is supported by our hardware and driver, try to get related functions pointers - // NOTE: emscripten does not support VAOs natively, it uses emulation and it reduces overall performance... - glGenVertexArrays = (PFNGLGENVERTEXARRAYSOESPROC)((rlglLoadProc)loader)("glGenVertexArraysOES"); - glBindVertexArray = (PFNGLBINDVERTEXARRAYOESPROC)((rlglLoadProc)loader)("glBindVertexArrayOES"); - glDeleteVertexArrays = (PFNGLDELETEVERTEXARRAYSOESPROC)((rlglLoadProc)loader)("glDeleteVertexArraysOES"); - //glIsVertexArray = (PFNGLISVERTEXARRAYOESPROC)loader("glIsVertexArrayOES"); // NOTE: Fails in WebGL, omitted - - if ((glGenVertexArrays != NULL) && (glBindVertexArray != NULL) && (glDeleteVertexArrays != NULL)) RLGL.ExtSupported.vao = true; - } - - // Check instanced rendering support - if (strcmp(extList[i], (const char *)"GL_ANGLE_instanced_arrays") == 0) // Web ANGLE - { - glDrawArraysInstanced = (PFNGLDRAWARRAYSINSTANCEDEXTPROC)((rlglLoadProc)loader)("glDrawArraysInstancedANGLE"); - glDrawElementsInstanced = (PFNGLDRAWELEMENTSINSTANCEDEXTPROC)((rlglLoadProc)loader)("glDrawElementsInstancedANGLE"); - glVertexAttribDivisor = (PFNGLVERTEXATTRIBDIVISOREXTPROC)((rlglLoadProc)loader)("glVertexAttribDivisorANGLE"); - - if ((glDrawArraysInstanced != NULL) && (glDrawElementsInstanced != NULL) && (glVertexAttribDivisor != NULL)) RLGL.ExtSupported.instancing = true; - } - else - { - if ((strcmp(extList[i], (const char *)"GL_EXT_draw_instanced") == 0) && // Standard EXT - (strcmp(extList[i], (const char *)"GL_EXT_instanced_arrays") == 0)) - { - glDrawArraysInstanced = (PFNGLDRAWARRAYSINSTANCEDEXTPROC)((rlglLoadProc)loader)("glDrawArraysInstancedEXT"); - glDrawElementsInstanced = (PFNGLDRAWELEMENTSINSTANCEDEXTPROC)((rlglLoadProc)loader)("glDrawElementsInstancedEXT"); - glVertexAttribDivisor = (PFNGLVERTEXATTRIBDIVISOREXTPROC)((rlglLoadProc)loader)("glVertexAttribDivisorEXT"); - - if ((glDrawArraysInstanced != NULL) && (glDrawElementsInstanced != NULL) && (glVertexAttribDivisor != NULL)) RLGL.ExtSupported.instancing = true; - } - } - - // Check NPOT textures support - // NOTE: Only check on OpenGL ES, OpenGL 3.3 has NPOT textures full support as core feature - if (strcmp(extList[i], (const char *)"GL_OES_texture_npot") == 0) RLGL.ExtSupported.texNPOT = true; - - // Check texture float support - if (strcmp(extList[i], (const char *)"GL_OES_texture_float") == 0) RLGL.ExtSupported.texFloat32 = true; - - // Check depth texture support - if ((strcmp(extList[i], (const char *)"GL_OES_depth_texture") == 0) || - (strcmp(extList[i], (const char *)"GL_WEBGL_depth_texture") == 0)) RLGL.ExtSupported.texDepth = true; - - if (strcmp(extList[i], (const char *)"GL_OES_depth24") == 0) RLGL.ExtSupported.maxDepthBits = 24; - if (strcmp(extList[i], (const char *)"GL_OES_depth32") == 0) RLGL.ExtSupported.maxDepthBits = 32; - - // Check texture compression support: DXT - if ((strcmp(extList[i], (const char *)"GL_EXT_texture_compression_s3tc") == 0) || - (strcmp(extList[i], (const char *)"GL_WEBGL_compressed_texture_s3tc") == 0) || - (strcmp(extList[i], (const char *)"GL_WEBKIT_WEBGL_compressed_texture_s3tc") == 0)) RLGL.ExtSupported.texCompDXT = true; - - // Check texture compression support: ETC1 - if ((strcmp(extList[i], (const char *)"GL_OES_compressed_ETC1_RGB8_texture") == 0) || - (strcmp(extList[i], (const char *)"GL_WEBGL_compressed_texture_etc1") == 0)) RLGL.ExtSupported.texCompETC1 = true; - - // Check texture compression support: ETC2/EAC - if (strcmp(extList[i], (const char *)"GL_ARB_ES3_compatibility") == 0) RLGL.ExtSupported.texCompETC2 = true; - - // Check texture compression support: PVR - if (strcmp(extList[i], (const char *)"GL_IMG_texture_compression_pvrtc") == 0) RLGL.ExtSupported.texCompPVRT = true; - - // Check texture compression support: ASTC - if (strcmp(extList[i], (const char *)"GL_KHR_texture_compression_astc_hdr") == 0) RLGL.ExtSupported.texCompASTC = true; - - // Check anisotropic texture filter support - if (strcmp(extList[i], (const char *)"GL_EXT_texture_filter_anisotropic") == 0) RLGL.ExtSupported.texAnisoFilter = true; - - // Check clamp mirror wrap mode support - if (strcmp(extList[i], (const char *)"GL_EXT_texture_mirror_clamp") == 0) RLGL.ExtSupported.texMirrorClamp = true; - } - - // Free extensions pointers - RL_FREE(extList); - RL_FREE(extensionsDup); // Duplicated string must be deallocated -#endif // GRAPHICS_API_OPENGL_ES2 - - // Check OpenGL information and capabilities - //------------------------------------------------------------------------------ - // Show current OpenGL and GLSL version - TRACELOG(RL_LOG_INFO, "GL: OpenGL device information:"); - TRACELOG(RL_LOG_INFO, " > Vendor: %s", glGetString(GL_VENDOR)); - TRACELOG(RL_LOG_INFO, " > Renderer: %s", glGetString(GL_RENDERER)); - TRACELOG(RL_LOG_INFO, " > Version: %s", glGetString(GL_VERSION)); - TRACELOG(RL_LOG_INFO, " > GLSL: %s", glGetString(GL_SHADING_LANGUAGE_VERSION)); - -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - // NOTE: Anisotropy levels capability is an extension - #ifndef GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT - #define GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT 0x84FF - #endif - glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &RLGL.ExtSupported.maxAnisotropyLevel); - -#if defined(RLGL_SHOW_GL_DETAILS_INFO) - // Show some OpenGL GPU capabilities - TRACELOG(RL_LOG_INFO, "GL: OpenGL capabilities:"); - GLint capability = 0; - glGetIntegerv(GL_MAX_TEXTURE_SIZE, &capability); - TRACELOG(RL_LOG_INFO, " GL_MAX_TEXTURE_SIZE: %i", capability); - glGetIntegerv(GL_MAX_CUBE_MAP_TEXTURE_SIZE, &capability); - TRACELOG(RL_LOG_INFO, " GL_MAX_CUBE_MAP_TEXTURE_SIZE: %i", capability); - glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &capability); - TRACELOG(RL_LOG_INFO, " GL_MAX_TEXTURE_IMAGE_UNITS: %i", capability); - glGetIntegerv(GL_MAX_VERTEX_ATTRIBS, &capability); - TRACELOG(RL_LOG_INFO, " GL_MAX_VERTEX_ATTRIBS: %i", capability); - #if !defined(GRAPHICS_API_OPENGL_ES2) - glGetIntegerv(GL_MAX_UNIFORM_BLOCK_SIZE, &capability); - TRACELOG(RL_LOG_INFO, " GL_MAX_UNIFORM_BLOCK_SIZE: %i", capability); - glGetIntegerv(GL_MAX_DRAW_BUFFERS, &capability); - TRACELOG(RL_LOG_INFO, " GL_MAX_DRAW_BUFFERS: %i", capability); - if (RLGL.ExtSupported.texAnisoFilter) TRACELOG(RL_LOG_INFO, " GL_MAX_TEXTURE_MAX_ANISOTROPY: %.0f", RLGL.ExtSupported.maxAnisotropyLevel); - #endif - glGetIntegerv(GL_NUM_COMPRESSED_TEXTURE_FORMATS, &capability); - TRACELOG(RL_LOG_INFO, " GL_NUM_COMPRESSED_TEXTURE_FORMATS: %i", capability); - GLint *compFormats = (GLint *)RL_CALLOC(capability, sizeof(GLint)); - glGetIntegerv(GL_COMPRESSED_TEXTURE_FORMATS, compFormats); - for (int i = 0; i < capability; i++) TRACELOG(RL_LOG_INFO, " %s", rlGetCompressedFormatName(compFormats[i])); - RL_FREE(compFormats); - - /* - // Following capabilities are only supported by OpenGL 4.3 or greater - glGetIntegerv(GL_MAX_VERTEX_ATTRIB_BINDINGS, &capability); - TRACELOG(RL_LOG_INFO, " GL_MAX_VERTEX_ATTRIB_BINDINGS: %i", capability); - glGetIntegerv(GL_MAX_UNIFORM_LOCATIONS, &capability); - TRACELOG(RL_LOG_INFO, " GL_MAX_UNIFORM_LOCATIONS: %i", capability); - */ -#else // RLGL_SHOW_GL_DETAILS_INFO - - // Show some basic info about GL supported features - #if defined(GRAPHICS_API_OPENGL_ES2) - if (RLGL.ExtSupported.vao) TRACELOG(RL_LOG_INFO, "GL: VAO extension detected, VAO functions loaded successfully"); - else TRACELOG(RL_LOG_WARNING, "GL: VAO extension not found, VAO not supported"); - if (RLGL.ExtSupported.texNPOT) TRACELOG(RL_LOG_INFO, "GL: NPOT textures extension detected, full NPOT textures supported"); - else TRACELOG(RL_LOG_WARNING, "GL: NPOT textures extension not found, limited NPOT support (no-mipmaps, no-repeat)"); - #endif - if (RLGL.ExtSupported.texCompDXT) TRACELOG(RL_LOG_INFO, "GL: DXT compressed textures supported"); - if (RLGL.ExtSupported.texCompETC1) TRACELOG(RL_LOG_INFO, "GL: ETC1 compressed textures supported"); - if (RLGL.ExtSupported.texCompETC2) TRACELOG(RL_LOG_INFO, "GL: ETC2/EAC compressed textures supported"); - if (RLGL.ExtSupported.texCompPVRT) TRACELOG(RL_LOG_INFO, "GL: PVRT compressed textures supported"); - if (RLGL.ExtSupported.texCompASTC) TRACELOG(RL_LOG_INFO, "GL: ASTC compressed textures supported"); - if (RLGL.ExtSupported.computeShader) TRACELOG(RL_LOG_INFO, "GL: Compute shaders supported"); - if (RLGL.ExtSupported.ssbo) TRACELOG(RL_LOG_INFO, "GL: Shader storage buffer objects supported"); -#endif // RLGL_SHOW_GL_DETAILS_INFO - -#endif // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2 -} - -// Get current OpenGL version -int rlGetVersion(void) -{ - int glVersion = 0; -#if defined(GRAPHICS_API_OPENGL_11) - glVersion = OPENGL_11; -#endif -#if defined(GRAPHICS_API_OPENGL_21) - #if defined(__APPLE__) - glVersion = OPENGL_33; // NOTE: Force OpenGL 3.3 on OSX - #else - glVersion = OPENGL_21; - #endif -#elif defined(GRAPHICS_API_OPENGL_33) - glVersion = OPENGL_33; -#endif -#if defined(GRAPHICS_API_OPENGL_43) - glVersion = OPENGL_43; -#endif -#if defined(GRAPHICS_API_OPENGL_ES2) - glVersion = OPENGL_ES_20; -#endif - return glVersion; -} - -// Get default framebuffer width -int rlGetFramebufferWidth(void) -{ - int width = 0; -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - width = RLGL.State.framebufferWidth; -#endif - return width; -} - -// Get default framebuffer height -int rlGetFramebufferHeight(void) -{ - int height = 0; -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - height = RLGL.State.framebufferHeight; -#endif - return height; -} - -// Get default internal texture (white texture) -// NOTE: Default texture is a 1x1 pixel UNCOMPRESSED_R8G8B8A8 -unsigned int rlGetTextureIdDefault(void) -{ - unsigned int id = 0; -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - id = RLGL.State.defaultTextureId; -#endif - return id; -} - -// Get default shader id -unsigned int rlGetShaderIdDefault(void) -{ - unsigned int id = 0; -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - id = RLGL.State.defaultShaderId; -#endif - return id; -} - -// Get default shader locs -int *rlGetShaderLocsDefault(void) -{ - int *locs = NULL; -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - locs = RLGL.State.defaultShaderLocs; -#endif - return locs; -} - -// Render batch management -//------------------------------------------------------------------------------------------------ -// Load render batch -rlRenderBatch rlLoadRenderBatch(int numBuffers, int bufferElements) -{ - rlRenderBatch batch = { 0 }; - -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - // Initialize CPU (RAM) vertex buffers (position, texcoord, color data and indexes) - //-------------------------------------------------------------------------------------------- - batch.vertexBuffer = (rlVertexBuffer *)RL_MALLOC(numBuffers*sizeof(rlVertexBuffer)); - - for (int i = 0; i < numBuffers; i++) - { - batch.vertexBuffer[i].elementCount = bufferElements; - - batch.vertexBuffer[i].vertices = (float *)RL_MALLOC(bufferElements*3*4*sizeof(float)); // 3 float by vertex, 4 vertex by quad - batch.vertexBuffer[i].texcoords = (float *)RL_MALLOC(bufferElements*2*4*sizeof(float)); // 2 float by texcoord, 4 texcoord by quad - batch.vertexBuffer[i].colors = (unsigned char *)RL_MALLOC(bufferElements*4*4*sizeof(unsigned char)); // 4 float by color, 4 colors by quad -#if defined(GRAPHICS_API_OPENGL_33) - batch.vertexBuffer[i].indices = (unsigned int *)RL_MALLOC(bufferElements*6*sizeof(unsigned int)); // 6 int by quad (indices) -#endif -#if defined(GRAPHICS_API_OPENGL_ES2) - batch.vertexBuffer[i].indices = (unsigned short *)RL_MALLOC(bufferElements*6*sizeof(unsigned short)); // 6 int by quad (indices) -#endif - - for (int j = 0; j < (3*4*bufferElements); j++) batch.vertexBuffer[i].vertices[j] = 0.0f; - for (int j = 0; j < (2*4*bufferElements); j++) batch.vertexBuffer[i].texcoords[j] = 0.0f; - for (int j = 0; j < (4*4*bufferElements); j++) batch.vertexBuffer[i].colors[j] = 0; - - int k = 0; - - // Indices can be initialized right now - for (int j = 0; j < (6*bufferElements); j += 6) - { - batch.vertexBuffer[i].indices[j] = 4*k; - batch.vertexBuffer[i].indices[j + 1] = 4*k + 1; - batch.vertexBuffer[i].indices[j + 2] = 4*k + 2; - batch.vertexBuffer[i].indices[j + 3] = 4*k; - batch.vertexBuffer[i].indices[j + 4] = 4*k + 2; - batch.vertexBuffer[i].indices[j + 5] = 4*k + 3; - - k++; - } - - RLGL.State.vertexCounter = 0; - } - - TRACELOG(RL_LOG_INFO, "RLGL: Render batch vertex buffers loaded successfully in RAM (CPU)"); - //-------------------------------------------------------------------------------------------- - - // Upload to GPU (VRAM) vertex data and initialize VAOs/VBOs - //-------------------------------------------------------------------------------------------- - for (int i = 0; i < numBuffers; i++) - { - if (RLGL.ExtSupported.vao) - { - // Initialize Quads VAO - glGenVertexArrays(1, &batch.vertexBuffer[i].vaoId); - glBindVertexArray(batch.vertexBuffer[i].vaoId); - } - - // Quads - Vertex buffers binding and attributes enable - // Vertex position buffer (shader-location = 0) - glGenBuffers(1, &batch.vertexBuffer[i].vboId[0]); - glBindBuffer(GL_ARRAY_BUFFER, batch.vertexBuffer[i].vboId[0]); - glBufferData(GL_ARRAY_BUFFER, bufferElements*3*4*sizeof(float), batch.vertexBuffer[i].vertices, GL_DYNAMIC_DRAW); - glEnableVertexAttribArray(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_POSITION]); - glVertexAttribPointer(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_POSITION], 3, GL_FLOAT, 0, 0, 0); - - // Vertex texcoord buffer (shader-location = 1) - glGenBuffers(1, &batch.vertexBuffer[i].vboId[1]); - glBindBuffer(GL_ARRAY_BUFFER, batch.vertexBuffer[i].vboId[1]); - glBufferData(GL_ARRAY_BUFFER, bufferElements*2*4*sizeof(float), batch.vertexBuffer[i].texcoords, GL_DYNAMIC_DRAW); - glEnableVertexAttribArray(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_TEXCOORD01]); - glVertexAttribPointer(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_TEXCOORD01], 2, GL_FLOAT, 0, 0, 0); - - // Vertex color buffer (shader-location = 3) - glGenBuffers(1, &batch.vertexBuffer[i].vboId[2]); - glBindBuffer(GL_ARRAY_BUFFER, batch.vertexBuffer[i].vboId[2]); - glBufferData(GL_ARRAY_BUFFER, bufferElements*4*4*sizeof(unsigned char), batch.vertexBuffer[i].colors, GL_DYNAMIC_DRAW); - glEnableVertexAttribArray(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_COLOR]); - glVertexAttribPointer(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_COLOR], 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0); - - // Fill index buffer - glGenBuffers(1, &batch.vertexBuffer[i].vboId[3]); - glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, batch.vertexBuffer[i].vboId[3]); -#if defined(GRAPHICS_API_OPENGL_33) - glBufferData(GL_ELEMENT_ARRAY_BUFFER, bufferElements*6*sizeof(int), batch.vertexBuffer[i].indices, GL_STATIC_DRAW); -#endif -#if defined(GRAPHICS_API_OPENGL_ES2) - glBufferData(GL_ELEMENT_ARRAY_BUFFER, bufferElements*6*sizeof(short), batch.vertexBuffer[i].indices, GL_STATIC_DRAW); -#endif - } - - TRACELOG(RL_LOG_INFO, "RLGL: Render batch vertex buffers loaded successfully in VRAM (GPU)"); - - // Unbind the current VAO - if (RLGL.ExtSupported.vao) glBindVertexArray(0); - //-------------------------------------------------------------------------------------------- - - // Init draw calls tracking system - //-------------------------------------------------------------------------------------------- - batch.draws = (rlDrawCall *)RL_MALLOC(RL_DEFAULT_BATCH_DRAWCALLS*sizeof(rlDrawCall)); - - for (int i = 0; i < RL_DEFAULT_BATCH_DRAWCALLS; i++) - { - batch.draws[i].mode = RL_QUADS; - batch.draws[i].vertexCount = 0; - batch.draws[i].vertexAlignment = 0; - //batch.draws[i].vaoId = 0; - //batch.draws[i].shaderId = 0; - batch.draws[i].textureId = RLGL.State.defaultTextureId; - //batch.draws[i].RLGL.State.projection = rlMatrixIdentity(); - //batch.draws[i].RLGL.State.modelview = rlMatrixIdentity(); - } - - batch.bufferCount = numBuffers; // Record buffer count - batch.drawCounter = 1; // Reset draws counter - batch.currentDepth = -1.0f; // Reset depth value - //-------------------------------------------------------------------------------------------- -#endif - - return batch; -} - -// Unload default internal buffers vertex data from CPU and GPU -void rlUnloadRenderBatch(rlRenderBatch batch) -{ -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - // Unbind everything - glBindBuffer(GL_ARRAY_BUFFER, 0); - glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); - - // Unload all vertex buffers data - for (int i = 0; i < batch.bufferCount; i++) - { - // Unbind VAO attribs data - if (RLGL.ExtSupported.vao) - { - glBindVertexArray(batch.vertexBuffer[i].vaoId); - glDisableVertexAttribArray(0); - glDisableVertexAttribArray(1); - glDisableVertexAttribArray(2); - glDisableVertexAttribArray(3); - glBindVertexArray(0); - } - - // Delete VBOs from GPU (VRAM) - glDeleteBuffers(1, &batch.vertexBuffer[i].vboId[0]); - glDeleteBuffers(1, &batch.vertexBuffer[i].vboId[1]); - glDeleteBuffers(1, &batch.vertexBuffer[i].vboId[2]); - glDeleteBuffers(1, &batch.vertexBuffer[i].vboId[3]); - - // Delete VAOs from GPU (VRAM) - if (RLGL.ExtSupported.vao) glDeleteVertexArrays(1, &batch.vertexBuffer[i].vaoId); - - // Free vertex arrays memory from CPU (RAM) - RL_FREE(batch.vertexBuffer[i].vertices); - RL_FREE(batch.vertexBuffer[i].texcoords); - RL_FREE(batch.vertexBuffer[i].colors); - RL_FREE(batch.vertexBuffer[i].indices); - } - - // Unload arrays - RL_FREE(batch.vertexBuffer); - RL_FREE(batch.draws); -#endif -} - -// Draw render batch -// NOTE: We require a pointer to reset batch and increase current buffer (multi-buffer) -void rlDrawRenderBatch(rlRenderBatch *batch) -{ -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - // Update batch vertex buffers - //------------------------------------------------------------------------------------------------------------ - // NOTE: If there is not vertex data, buffers doesn't need to be updated (vertexCount > 0) - // TODO: If no data changed on the CPU arrays --> No need to re-update GPU arrays (change flag required) - if (RLGL.State.vertexCounter > 0) - { - // Activate elements VAO - if (RLGL.ExtSupported.vao) glBindVertexArray(batch->vertexBuffer[batch->currentBuffer].vaoId); - - // Vertex positions buffer - glBindBuffer(GL_ARRAY_BUFFER, batch->vertexBuffer[batch->currentBuffer].vboId[0]); - glBufferSubData(GL_ARRAY_BUFFER, 0, RLGL.State.vertexCounter*3*sizeof(float), batch->vertexBuffer[batch->currentBuffer].vertices); - //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*4*batch->vertexBuffer[batch->currentBuffer].elementCount, batch->vertexBuffer[batch->currentBuffer].vertices, GL_DYNAMIC_DRAW); // Update all buffer - - // Texture coordinates buffer - glBindBuffer(GL_ARRAY_BUFFER, batch->vertexBuffer[batch->currentBuffer].vboId[1]); - glBufferSubData(GL_ARRAY_BUFFER, 0, RLGL.State.vertexCounter*2*sizeof(float), batch->vertexBuffer[batch->currentBuffer].texcoords); - //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*4*batch->vertexBuffer[batch->currentBuffer].elementCount, batch->vertexBuffer[batch->currentBuffer].texcoords, GL_DYNAMIC_DRAW); // Update all buffer - - // Colors buffer - glBindBuffer(GL_ARRAY_BUFFER, batch->vertexBuffer[batch->currentBuffer].vboId[2]); - glBufferSubData(GL_ARRAY_BUFFER, 0, RLGL.State.vertexCounter*4*sizeof(unsigned char), batch->vertexBuffer[batch->currentBuffer].colors); - //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*4*4*batch->vertexBuffer[batch->currentBuffer].elementCount, batch->vertexBuffer[batch->currentBuffer].colors, GL_DYNAMIC_DRAW); // Update all buffer - - // NOTE: glMapBuffer() causes sync issue. - // If GPU is working with this buffer, glMapBuffer() will wait(stall) until GPU to finish its job. - // To avoid waiting (idle), you can call first glBufferData() with NULL pointer before glMapBuffer(). - // If you do that, the previous data in PBO will be discarded and glMapBuffer() returns a new - // allocated pointer immediately even if GPU is still working with the previous data. - - // Another option: map the buffer object into client's memory - // Probably this code could be moved somewhere else... - // batch->vertexBuffer[batch->currentBuffer].vertices = (float *)glMapBuffer(GL_ARRAY_BUFFER, GL_READ_WRITE); - // if (batch->vertexBuffer[batch->currentBuffer].vertices) - // { - // Update vertex data - // } - // glUnmapBuffer(GL_ARRAY_BUFFER); - - // Unbind the current VAO - if (RLGL.ExtSupported.vao) glBindVertexArray(0); - } - //------------------------------------------------------------------------------------------------------------ - - // Draw batch vertex buffers (considering VR stereo if required) - //------------------------------------------------------------------------------------------------------------ - Matrix matProjection = RLGL.State.projection; - Matrix matModelView = RLGL.State.modelview; - - int eyeCount = 1; - if (RLGL.State.stereoRender) eyeCount = 2; - - for (int eye = 0; eye < eyeCount; eye++) - { - if (eyeCount == 2) - { - // Setup current eye viewport (half screen width) - rlViewport(eye*RLGL.State.framebufferWidth/2, 0, RLGL.State.framebufferWidth/2, RLGL.State.framebufferHeight); - - // Set current eye view offset to modelview matrix - rlSetMatrixModelview(rlMatrixMultiply(matModelView, RLGL.State.viewOffsetStereo[eye])); - // Set current eye projection matrix - rlSetMatrixProjection(RLGL.State.projectionStereo[eye]); - } - - // Draw buffers - if (RLGL.State.vertexCounter > 0) - { - // Set current shader and upload current MVP matrix - glUseProgram(RLGL.State.currentShaderId); - - // Create modelview-projection matrix and upload to shader - Matrix matMVP = rlMatrixMultiply(RLGL.State.modelview, RLGL.State.projection); - float matMVPfloat[16] = { - matMVP.m0, matMVP.m1, matMVP.m2, matMVP.m3, - matMVP.m4, matMVP.m5, matMVP.m6, matMVP.m7, - matMVP.m8, matMVP.m9, matMVP.m10, matMVP.m11, - matMVP.m12, matMVP.m13, matMVP.m14, matMVP.m15 - }; - glUniformMatrix4fv(RLGL.State.currentShaderLocs[RL_SHADER_LOC_MATRIX_MVP], 1, false, matMVPfloat); - - if (RLGL.ExtSupported.vao) glBindVertexArray(batch->vertexBuffer[batch->currentBuffer].vaoId); - else - { - // Bind vertex attrib: position (shader-location = 0) - glBindBuffer(GL_ARRAY_BUFFER, batch->vertexBuffer[batch->currentBuffer].vboId[0]); - glVertexAttribPointer(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_POSITION], 3, GL_FLOAT, 0, 0, 0); - glEnableVertexAttribArray(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_POSITION]); - - // Bind vertex attrib: texcoord (shader-location = 1) - glBindBuffer(GL_ARRAY_BUFFER, batch->vertexBuffer[batch->currentBuffer].vboId[1]); - glVertexAttribPointer(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_TEXCOORD01], 2, GL_FLOAT, 0, 0, 0); - glEnableVertexAttribArray(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_TEXCOORD01]); - - // Bind vertex attrib: color (shader-location = 3) - glBindBuffer(GL_ARRAY_BUFFER, batch->vertexBuffer[batch->currentBuffer].vboId[2]); - glVertexAttribPointer(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_COLOR], 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0); - glEnableVertexAttribArray(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_COLOR]); - - glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, batch->vertexBuffer[batch->currentBuffer].vboId[3]); - } - - // Setup some default shader values - glUniform4f(RLGL.State.currentShaderLocs[RL_SHADER_LOC_COLOR_DIFFUSE], 1.0f, 1.0f, 1.0f, 1.0f); - glUniform1i(RLGL.State.currentShaderLocs[RL_SHADER_LOC_MAP_DIFFUSE], 0); // Active default sampler2D: texture0 - - // Activate additional sampler textures - // Those additional textures will be common for all draw calls of the batch - for (int i = 0; i < RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS; i++) - { - if (RLGL.State.activeTextureId[i] > 0) - { - glActiveTexture(GL_TEXTURE0 + 1 + i); - glBindTexture(GL_TEXTURE_2D, RLGL.State.activeTextureId[i]); - } - } - - // Activate default sampler2D texture0 (one texture is always active for default batch shader) - // NOTE: Batch system accumulates calls by texture0 changes, additional textures are enabled for all the draw calls - glActiveTexture(GL_TEXTURE0); - - for (int i = 0, vertexOffset = 0; i < batch->drawCounter; i++) - { - // Bind current draw call texture, activated as GL_TEXTURE0 and binded to sampler2D texture0 by default - glBindTexture(GL_TEXTURE_2D, batch->draws[i].textureId); - - if ((batch->draws[i].mode == RL_LINES) || (batch->draws[i].mode == RL_TRIANGLES)) glDrawArrays(batch->draws[i].mode, vertexOffset, batch->draws[i].vertexCount); - else - { -#if defined(GRAPHICS_API_OPENGL_33) - // We need to define the number of indices to be processed: elementCount*6 - // NOTE: The final parameter tells the GPU the offset in bytes from the - // start of the index buffer to the location of the first index to process - glDrawElements(GL_TRIANGLES, batch->draws[i].vertexCount/4*6, GL_UNSIGNED_INT, (GLvoid *)(vertexOffset/4*6*sizeof(GLuint))); -#endif -#if defined(GRAPHICS_API_OPENGL_ES2) - glDrawElements(GL_TRIANGLES, batch->draws[i].vertexCount/4*6, GL_UNSIGNED_SHORT, (GLvoid *)(vertexOffset/4*6*sizeof(GLushort))); -#endif - } - - vertexOffset += (batch->draws[i].vertexCount + batch->draws[i].vertexAlignment); - } - - if (!RLGL.ExtSupported.vao) - { - glBindBuffer(GL_ARRAY_BUFFER, 0); - glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); - } - - glBindTexture(GL_TEXTURE_2D, 0); // Unbind textures - } - - if (RLGL.ExtSupported.vao) glBindVertexArray(0); // Unbind VAO - - glUseProgram(0); // Unbind shader program - } - //------------------------------------------------------------------------------------------------------------ - - // Reset batch buffers - //------------------------------------------------------------------------------------------------------------ - // Reset vertex counter for next frame - RLGL.State.vertexCounter = 0; - - // Reset depth for next draw - batch->currentDepth = -1.0f; - - // Restore projection/modelview matrices - RLGL.State.projection = matProjection; - RLGL.State.modelview = matModelView; - - // Reset RLGL.currentBatch->draws array - for (int i = 0; i < RL_DEFAULT_BATCH_DRAWCALLS; i++) - { - batch->draws[i].mode = RL_QUADS; - batch->draws[i].vertexCount = 0; - batch->draws[i].textureId = RLGL.State.defaultTextureId; - } - - // Reset active texture units for next batch - for (int i = 0; i < RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS; i++) RLGL.State.activeTextureId[i] = 0; - - // Reset draws counter to one draw for the batch - batch->drawCounter = 1; - //------------------------------------------------------------------------------------------------------------ - - // Change to next buffer in the list (in case of multi-buffering) - batch->currentBuffer++; - if (batch->currentBuffer >= batch->bufferCount) batch->currentBuffer = 0; -#endif -} - -// Set the active render batch for rlgl -void rlSetRenderBatchActive(rlRenderBatch *batch) -{ -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - rlDrawRenderBatch(RLGL.currentBatch); - - if (batch != NULL) RLGL.currentBatch = batch; - else RLGL.currentBatch = &RLGL.defaultBatch; -#endif -} - -// Update and draw internal render batch -void rlDrawRenderBatchActive(void) -{ -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - rlDrawRenderBatch(RLGL.currentBatch); // NOTE: Stereo rendering is checked inside -#endif -} - -// Check internal buffer overflow for a given number of vertex -// and force a rlRenderBatch draw call if required -bool rlCheckRenderBatchLimit(int vCount) -{ - bool overflow = false; - -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - if ((RLGL.State.vertexCounter + vCount) >= - (RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].elementCount*4)) - { - int currentMode = RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].mode; - int currentTexture = RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].textureId; - - overflow = true; - rlDrawRenderBatch(RLGL.currentBatch); // NOTE: Stereo rendering is checked inside - - // Restore state of last batch so we can continue adding vertices - RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].mode = currentMode; - RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].textureId = currentTexture; - } -#endif - - return overflow; -} - -// Textures data management -//----------------------------------------------------------------------------------------- -// Convert image data to OpenGL texture (returns OpenGL valid Id) -unsigned int rlLoadTexture(void *data, int width, int height, int format, int mipmapCount) -{ - glBindTexture(GL_TEXTURE_2D, 0); // Free any old binding - - unsigned int id = 0; - - // Check texture format support by OpenGL 1.1 (compressed textures not supported) -#if defined(GRAPHICS_API_OPENGL_11) - if (format >= RL_PIXELFORMAT_COMPRESSED_DXT1_RGB) - { - TRACELOG(RL_LOG_WARNING, "GL: OpenGL 1.1 does not support GPU compressed texture formats"); - return id; - } -#else - if ((!RLGL.ExtSupported.texCompDXT) && ((format == RL_PIXELFORMAT_COMPRESSED_DXT1_RGB) || (format == RL_PIXELFORMAT_COMPRESSED_DXT1_RGBA) || - (format == RL_PIXELFORMAT_COMPRESSED_DXT3_RGBA) || (format == RL_PIXELFORMAT_COMPRESSED_DXT5_RGBA))) - { - TRACELOG(RL_LOG_WARNING, "GL: DXT compressed texture format not supported"); - return id; - } -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - if ((!RLGL.ExtSupported.texCompETC1) && (format == RL_PIXELFORMAT_COMPRESSED_ETC1_RGB)) - { - TRACELOG(RL_LOG_WARNING, "GL: ETC1 compressed texture format not supported"); - return id; - } - - if ((!RLGL.ExtSupported.texCompETC2) && ((format == RL_PIXELFORMAT_COMPRESSED_ETC2_RGB) || (format == RL_PIXELFORMAT_COMPRESSED_ETC2_EAC_RGBA))) - { - TRACELOG(RL_LOG_WARNING, "GL: ETC2 compressed texture format not supported"); - return id; - } - - if ((!RLGL.ExtSupported.texCompPVRT) && ((format == RL_PIXELFORMAT_COMPRESSED_PVRT_RGB) || (format == RL_PIXELFORMAT_COMPRESSED_PVRT_RGBA))) - { - TRACELOG(RL_LOG_WARNING, "GL: PVRT compressed texture format not supported"); - return id; - } - - if ((!RLGL.ExtSupported.texCompASTC) && ((format == RL_PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA) || (format == RL_PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA))) - { - TRACELOG(RL_LOG_WARNING, "GL: ASTC compressed texture format not supported"); - return id; - } -#endif -#endif // GRAPHICS_API_OPENGL_11 - - glPixelStorei(GL_UNPACK_ALIGNMENT, 1); - - glGenTextures(1, &id); // Generate texture id - - glBindTexture(GL_TEXTURE_2D, id); - - int mipWidth = width; - int mipHeight = height; - int mipOffset = 0; // Mipmap data offset - - // Load the different mipmap levels - for (int i = 0; i < mipmapCount; i++) - { - unsigned int mipSize = rlGetPixelDataSize(mipWidth, mipHeight, format); - - int glInternalFormat, glFormat, glType; - rlGetGlTextureFormats(format, &glInternalFormat, &glFormat, &glType); - - TRACELOGD("TEXTURE: Load mipmap level %i (%i x %i), size: %i, offset: %i", i, mipWidth, mipHeight, mipSize, mipOffset); - - if (glInternalFormat != -1) - { - if (format < RL_PIXELFORMAT_COMPRESSED_DXT1_RGB) glTexImage2D(GL_TEXTURE_2D, i, glInternalFormat, mipWidth, mipHeight, 0, glFormat, glType, (unsigned char *)data + mipOffset); -#if !defined(GRAPHICS_API_OPENGL_11) - else glCompressedTexImage2D(GL_TEXTURE_2D, i, glInternalFormat, mipWidth, mipHeight, 0, mipSize, (unsigned char *)data + mipOffset); -#endif - -#if defined(GRAPHICS_API_OPENGL_33) - if (format == RL_PIXELFORMAT_UNCOMPRESSED_GRAYSCALE) - { - GLint swizzleMask[] = { GL_RED, GL_RED, GL_RED, GL_ONE }; - glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask); - } - else if (format == RL_PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA) - { -#if defined(GRAPHICS_API_OPENGL_21) - GLint swizzleMask[] = { GL_RED, GL_RED, GL_RED, GL_ALPHA }; -#elif defined(GRAPHICS_API_OPENGL_33) - GLint swizzleMask[] = { GL_RED, GL_RED, GL_RED, GL_GREEN }; -#endif - glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask); - } -#endif - } - - mipWidth /= 2; - mipHeight /= 2; - mipOffset += mipSize; - - // Security check for NPOT textures - if (mipWidth < 1) mipWidth = 1; - if (mipHeight < 1) mipHeight = 1; - } - - // Texture parameters configuration - // NOTE: glTexParameteri does NOT affect texture uploading, just the way it's used -#if defined(GRAPHICS_API_OPENGL_ES2) - // NOTE: OpenGL ES 2.0 with no GL_OES_texture_npot support (i.e. WebGL) has limited NPOT support, so CLAMP_TO_EDGE must be used - if (RLGL.ExtSupported.texNPOT) - { - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); // Set texture to repeat on x-axis - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); // Set texture to repeat on y-axis - } - else - { - // NOTE: If using negative texture coordinates (LoadOBJ()), it does not work! - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); // Set texture to clamp on x-axis - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); // Set texture to clamp on y-axis - } -#else - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); // Set texture to repeat on x-axis - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); // Set texture to repeat on y-axis -#endif - - // Magnification and minification filters - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); // Alternative: GL_LINEAR - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); // Alternative: GL_LINEAR - -#if defined(GRAPHICS_API_OPENGL_33) - if (mipmapCount > 1) - { - // Activate Trilinear filtering if mipmaps are available - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); - } -#endif - - // At this point we have the texture loaded in GPU and texture parameters configured - - // NOTE: If mipmaps were not in data, they are not generated automatically - - // Unbind current texture - glBindTexture(GL_TEXTURE_2D, 0); - - if (id > 0) TRACELOG(RL_LOG_INFO, "TEXTURE: [ID %i] Texture loaded successfully (%ix%i | %s | %i mipmaps)", id, width, height, rlGetPixelFormatName(format), mipmapCount); - else TRACELOG(RL_LOG_WARNING, "TEXTURE: Failed to load texture"); - - return id; -} - -// Load depth texture/renderbuffer (to be attached to fbo) -// WARNING: OpenGL ES 2.0 requires GL_OES_depth_texture/WEBGL_depth_texture extensions -unsigned int rlLoadTextureDepth(int width, int height, bool useRenderBuffer) -{ - unsigned int id = 0; - -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - // In case depth textures not supported, we force renderbuffer usage - if (!RLGL.ExtSupported.texDepth) useRenderBuffer = true; - - // NOTE: We let the implementation to choose the best bit-depth - // Possible formats: GL_DEPTH_COMPONENT16, GL_DEPTH_COMPONENT24, GL_DEPTH_COMPONENT32 and GL_DEPTH_COMPONENT32F - unsigned int glInternalFormat = GL_DEPTH_COMPONENT; - -#if defined(GRAPHICS_API_OPENGL_ES2) - if (RLGL.ExtSupported.maxDepthBits == 32) glInternalFormat = GL_DEPTH_COMPONENT32_OES; - else if (RLGL.ExtSupported.maxDepthBits == 24) glInternalFormat = GL_DEPTH_COMPONENT24_OES; - else glInternalFormat = GL_DEPTH_COMPONENT16; -#endif - - if (!useRenderBuffer && RLGL.ExtSupported.texDepth) - { - glGenTextures(1, &id); - glBindTexture(GL_TEXTURE_2D, id); - glTexImage2D(GL_TEXTURE_2D, 0, glInternalFormat, width, height, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL); - - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); - - glBindTexture(GL_TEXTURE_2D, 0); - - TRACELOG(RL_LOG_INFO, "TEXTURE: Depth texture loaded successfully"); - } - else - { - // Create the renderbuffer that will serve as the depth attachment for the framebuffer - // NOTE: A renderbuffer is simpler than a texture and could offer better performance on embedded devices - glGenRenderbuffers(1, &id); - glBindRenderbuffer(GL_RENDERBUFFER, id); - glRenderbufferStorage(GL_RENDERBUFFER, glInternalFormat, width, height); - - glBindRenderbuffer(GL_RENDERBUFFER, 0); - - TRACELOG(RL_LOG_INFO, "TEXTURE: [ID %i] Depth renderbuffer loaded successfully (%i bits)", id, (RLGL.ExtSupported.maxDepthBits >= 24)? RLGL.ExtSupported.maxDepthBits : 16); - } -#endif - - return id; -} - -// Load texture cubemap -// NOTE: Cubemap data is expected to be 6 images in a single data array (one after the other), -// expected the following convention: +X, -X, +Y, -Y, +Z, -Z -unsigned int rlLoadTextureCubemap(void *data, int size, int format) -{ - unsigned int id = 0; - -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - unsigned int dataSize = rlGetPixelDataSize(size, size, format); - - glGenTextures(1, &id); - glBindTexture(GL_TEXTURE_CUBE_MAP, id); - - int glInternalFormat, glFormat, glType; - rlGetGlTextureFormats(format, &glInternalFormat, &glFormat, &glType); - - if (glInternalFormat != -1) - { - // Load cubemap faces - for (unsigned int i = 0; i < 6; i++) - { - if (data == NULL) - { - if (format < RL_PIXELFORMAT_COMPRESSED_DXT1_RGB) - { - if (format == RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32) - { - // Instead of using a sized internal texture format (GL_RGB16F, GL_RGB32F), we let the driver to choose the better format for us (GL_RGB) - if (RLGL.ExtSupported.texFloat32) glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_RGB, size, size, 0, GL_RGB, GL_FLOAT, NULL); - else TRACELOG(RL_LOG_WARNING, "TEXTURES: Cubemap requested format not supported"); - } - else if ((format == RL_PIXELFORMAT_UNCOMPRESSED_R32) || (format == RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32A32)) TRACELOG(RL_LOG_WARNING, "TEXTURES: Cubemap requested format not supported"); - else glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glInternalFormat, size, size, 0, glFormat, glType, NULL); - } - else TRACELOG(RL_LOG_WARNING, "TEXTURES: Empty cubemap creation does not support compressed format"); - } - else - { - if (format < RL_PIXELFORMAT_COMPRESSED_DXT1_RGB) glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glInternalFormat, size, size, 0, glFormat, glType, (unsigned char *)data + i*dataSize); - else glCompressedTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glInternalFormat, size, size, 0, dataSize, (unsigned char *)data + i*dataSize); - } - -#if defined(GRAPHICS_API_OPENGL_33) - if (format == RL_PIXELFORMAT_UNCOMPRESSED_GRAYSCALE) - { - GLint swizzleMask[] = { GL_RED, GL_RED, GL_RED, GL_ONE }; - glTexParameteriv(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask); - } - else if (format == RL_PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA) - { -#if defined(GRAPHICS_API_OPENGL_21) - GLint swizzleMask[] = { GL_RED, GL_RED, GL_RED, GL_ALPHA }; -#elif defined(GRAPHICS_API_OPENGL_33) - GLint swizzleMask[] = { GL_RED, GL_RED, GL_RED, GL_GREEN }; -#endif - glTexParameteriv(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask); - } -#endif - } - } - - // Set cubemap texture sampling parameters - glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR); - glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR); - glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); - glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); -#if defined(GRAPHICS_API_OPENGL_33) - glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE); // Flag not supported on OpenGL ES 2.0 -#endif - - glBindTexture(GL_TEXTURE_CUBE_MAP, 0); -#endif - - if (id > 0) TRACELOG(RL_LOG_INFO, "TEXTURE: [ID %i] Cubemap texture loaded successfully (%ix%i)", id, size, size); - else TRACELOG(RL_LOG_WARNING, "TEXTURE: Failed to load cubemap texture"); - - return id; -} - -// Update already loaded texture in GPU with new data -// NOTE: We don't know safely if internal texture format is the expected one... -void rlUpdateTexture(unsigned int id, int offsetX, int offsetY, int width, int height, int format, const void *data) -{ - glBindTexture(GL_TEXTURE_2D, id); - - int glInternalFormat, glFormat, glType; - rlGetGlTextureFormats(format, &glInternalFormat, &glFormat, &glType); - - if ((glInternalFormat != -1) && (format < RL_PIXELFORMAT_COMPRESSED_DXT1_RGB)) - { - glTexSubImage2D(GL_TEXTURE_2D, 0, offsetX, offsetY, width, height, glFormat, glType, (unsigned char *)data); - } - else TRACELOG(RL_LOG_WARNING, "TEXTURE: [ID %i] Failed to update for current texture format (%i)", id, format); -} - -// Get OpenGL internal formats and data type from raylib PixelFormat -void rlGetGlTextureFormats(int format, int *glInternalFormat, int *glFormat, int *glType) -{ - *glInternalFormat = -1; - *glFormat = -1; - *glType = -1; - - switch (format) - { - #if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_21) || defined(GRAPHICS_API_OPENGL_ES2) - // NOTE: on OpenGL ES 2.0 (WebGL), internalFormat must match format and options allowed are: GL_LUMINANCE, GL_RGB, GL_RGBA - case RL_PIXELFORMAT_UNCOMPRESSED_GRAYSCALE: *glInternalFormat = GL_LUMINANCE; *glFormat = GL_LUMINANCE; *glType = GL_UNSIGNED_BYTE; break; - case RL_PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA: *glInternalFormat = GL_LUMINANCE_ALPHA; *glFormat = GL_LUMINANCE_ALPHA; *glType = GL_UNSIGNED_BYTE; break; - case RL_PIXELFORMAT_UNCOMPRESSED_R5G6B5: *glInternalFormat = GL_RGB; *glFormat = GL_RGB; *glType = GL_UNSIGNED_SHORT_5_6_5; break; - case RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8: *glInternalFormat = GL_RGB; *glFormat = GL_RGB; *glType = GL_UNSIGNED_BYTE; break; - case RL_PIXELFORMAT_UNCOMPRESSED_R5G5B5A1: *glInternalFormat = GL_RGBA; *glFormat = GL_RGBA; *glType = GL_UNSIGNED_SHORT_5_5_5_1; break; - case RL_PIXELFORMAT_UNCOMPRESSED_R4G4B4A4: *glInternalFormat = GL_RGBA; *glFormat = GL_RGBA; *glType = GL_UNSIGNED_SHORT_4_4_4_4; break; - case RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8A8: *glInternalFormat = GL_RGBA; *glFormat = GL_RGBA; *glType = GL_UNSIGNED_BYTE; break; - #if !defined(GRAPHICS_API_OPENGL_11) - case RL_PIXELFORMAT_UNCOMPRESSED_R32: if (RLGL.ExtSupported.texFloat32) *glInternalFormat = GL_LUMINANCE; *glFormat = GL_LUMINANCE; *glType = GL_FLOAT; break; // NOTE: Requires extension OES_texture_float - case RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32: if (RLGL.ExtSupported.texFloat32) *glInternalFormat = GL_RGB; *glFormat = GL_RGB; *glType = GL_FLOAT; break; // NOTE: Requires extension OES_texture_float - case RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32A32: if (RLGL.ExtSupported.texFloat32) *glInternalFormat = GL_RGBA; *glFormat = GL_RGBA; *glType = GL_FLOAT; break; // NOTE: Requires extension OES_texture_float - #endif - #elif defined(GRAPHICS_API_OPENGL_33) - case RL_PIXELFORMAT_UNCOMPRESSED_GRAYSCALE: *glInternalFormat = GL_R8; *glFormat = GL_RED; *glType = GL_UNSIGNED_BYTE; break; - case RL_PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA: *glInternalFormat = GL_RG8; *glFormat = GL_RG; *glType = GL_UNSIGNED_BYTE; break; - case RL_PIXELFORMAT_UNCOMPRESSED_R5G6B5: *glInternalFormat = GL_RGB565; *glFormat = GL_RGB; *glType = GL_UNSIGNED_SHORT_5_6_5; break; - case RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8: *glInternalFormat = GL_RGB8; *glFormat = GL_RGB; *glType = GL_UNSIGNED_BYTE; break; - case RL_PIXELFORMAT_UNCOMPRESSED_R5G5B5A1: *glInternalFormat = GL_RGB5_A1; *glFormat = GL_RGBA; *glType = GL_UNSIGNED_SHORT_5_5_5_1; break; - case RL_PIXELFORMAT_UNCOMPRESSED_R4G4B4A4: *glInternalFormat = GL_RGBA4; *glFormat = GL_RGBA; *glType = GL_UNSIGNED_SHORT_4_4_4_4; break; - case RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8A8: *glInternalFormat = GL_RGBA8; *glFormat = GL_RGBA; *glType = GL_UNSIGNED_BYTE; break; - case RL_PIXELFORMAT_UNCOMPRESSED_R32: if (RLGL.ExtSupported.texFloat32) *glInternalFormat = GL_R32F; *glFormat = GL_RED; *glType = GL_FLOAT; break; - case RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32: if (RLGL.ExtSupported.texFloat32) *glInternalFormat = GL_RGB32F; *glFormat = GL_RGB; *glType = GL_FLOAT; break; - case RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32A32: if (RLGL.ExtSupported.texFloat32) *glInternalFormat = GL_RGBA32F; *glFormat = GL_RGBA; *glType = GL_FLOAT; break; - #endif - #if !defined(GRAPHICS_API_OPENGL_11) - case RL_PIXELFORMAT_COMPRESSED_DXT1_RGB: if (RLGL.ExtSupported.texCompDXT) *glInternalFormat = GL_COMPRESSED_RGB_S3TC_DXT1_EXT; break; - case RL_PIXELFORMAT_COMPRESSED_DXT1_RGBA: if (RLGL.ExtSupported.texCompDXT) *glInternalFormat = GL_COMPRESSED_RGBA_S3TC_DXT1_EXT; break; - case RL_PIXELFORMAT_COMPRESSED_DXT3_RGBA: if (RLGL.ExtSupported.texCompDXT) *glInternalFormat = GL_COMPRESSED_RGBA_S3TC_DXT3_EXT; break; - case RL_PIXELFORMAT_COMPRESSED_DXT5_RGBA: if (RLGL.ExtSupported.texCompDXT) *glInternalFormat = GL_COMPRESSED_RGBA_S3TC_DXT5_EXT; break; - case RL_PIXELFORMAT_COMPRESSED_ETC1_RGB: if (RLGL.ExtSupported.texCompETC1) *glInternalFormat = GL_ETC1_RGB8_OES; break; // NOTE: Requires OpenGL ES 2.0 or OpenGL 4.3 - case RL_PIXELFORMAT_COMPRESSED_ETC2_RGB: if (RLGL.ExtSupported.texCompETC2) *glInternalFormat = GL_COMPRESSED_RGB8_ETC2; break; // NOTE: Requires OpenGL ES 3.0 or OpenGL 4.3 - case RL_PIXELFORMAT_COMPRESSED_ETC2_EAC_RGBA: if (RLGL.ExtSupported.texCompETC2) *glInternalFormat = GL_COMPRESSED_RGBA8_ETC2_EAC; break; // NOTE: Requires OpenGL ES 3.0 or OpenGL 4.3 - case RL_PIXELFORMAT_COMPRESSED_PVRT_RGB: if (RLGL.ExtSupported.texCompPVRT) *glInternalFormat = GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG; break; // NOTE: Requires PowerVR GPU - case RL_PIXELFORMAT_COMPRESSED_PVRT_RGBA: if (RLGL.ExtSupported.texCompPVRT) *glInternalFormat = GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG; break; // NOTE: Requires PowerVR GPU - case RL_PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA: if (RLGL.ExtSupported.texCompASTC) *glInternalFormat = GL_COMPRESSED_RGBA_ASTC_4x4_KHR; break; // NOTE: Requires OpenGL ES 3.1 or OpenGL 4.3 - case RL_PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA: if (RLGL.ExtSupported.texCompASTC) *glInternalFormat = GL_COMPRESSED_RGBA_ASTC_8x8_KHR; break; // NOTE: Requires OpenGL ES 3.1 or OpenGL 4.3 - #endif - default: TRACELOG(RL_LOG_WARNING, "TEXTURE: Current format not supported (%i)", format); break; - } -} - -// Unload texture from GPU memory -void rlUnloadTexture(unsigned int id) -{ - glDeleteTextures(1, &id); -} - -// Generate mipmap data for selected texture -void rlGenTextureMipmaps(unsigned int id, int width, int height, int format, int *mipmaps) -{ - glBindTexture(GL_TEXTURE_2D, id); - - // Check if texture is power-of-two (POT) - bool texIsPOT = false; - - if (((width > 0) && ((width & (width - 1)) == 0)) && - ((height > 0) && ((height & (height - 1)) == 0))) texIsPOT = true; - -#if defined(GRAPHICS_API_OPENGL_11) - if (texIsPOT) - { - // WARNING: Manual mipmap generation only works for RGBA 32bit textures! - if (format == RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8A8) - { - // Retrieve texture data from VRAM - void *texData = rlReadTexturePixels(id, width, height, format); - - // NOTE: Texture data size is reallocated to fit mipmaps data - // NOTE: CPU mipmap generation only supports RGBA 32bit data - int mipmapCount = rlGenTextureMipmapsData(texData, width, height); - - int size = width*height*4; - int offset = size; - - int mipWidth = width/2; - int mipHeight = height/2; - - // Load the mipmaps - for (int level = 1; level < mipmapCount; level++) - { - glTexImage2D(GL_TEXTURE_2D, level, GL_RGBA8, mipWidth, mipHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, (unsigned char *)texData + offset); - - size = mipWidth*mipHeight*4; - offset += size; - - mipWidth /= 2; - mipHeight /= 2; - } - - *mipmaps = mipmapCount + 1; - RL_FREE(texData); // Once mipmaps have been generated and data has been uploaded to GPU VRAM, we can discard RAM data - - TRACELOG(RL_LOG_WARNING, "TEXTURE: [ID %i] Mipmaps generated manually on CPU side, total: %i", id, *mipmaps); - } - else TRACELOG(RL_LOG_WARNING, "TEXTURE: [ID %i] Failed to generate mipmaps for provided texture format", id); - } -#endif -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - if ((texIsPOT) || (RLGL.ExtSupported.texNPOT)) - { - //glHint(GL_GENERATE_MIPMAP_HINT, GL_DONT_CARE); // Hint for mipmaps generation algorythm: GL_FASTEST, GL_NICEST, GL_DONT_CARE - glGenerateMipmap(GL_TEXTURE_2D); // Generate mipmaps automatically - - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); // Activate Trilinear filtering for mipmaps - - #define MIN(a,b) (((a)<(b))?(a):(b)) - #define MAX(a,b) (((a)>(b))?(a):(b)) - - *mipmaps = 1 + (int)floor(log(MAX(width, height))/log(2)); - TRACELOG(RL_LOG_INFO, "TEXTURE: [ID %i] Mipmaps generated automatically, total: %i", id, *mipmaps); - } -#endif - else TRACELOG(RL_LOG_WARNING, "TEXTURE: [ID %i] Failed to generate mipmaps", id); - - glBindTexture(GL_TEXTURE_2D, 0); -} - - -// Read texture pixel data -void *rlReadTexturePixels(unsigned int id, int width, int height, int format) -{ - void *pixels = NULL; - -#if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33) - glBindTexture(GL_TEXTURE_2D, id); - - // NOTE: Using texture id, we can retrieve some texture info (but not on OpenGL ES 2.0) - // Possible texture info: GL_TEXTURE_RED_SIZE, GL_TEXTURE_GREEN_SIZE, GL_TEXTURE_BLUE_SIZE, GL_TEXTURE_ALPHA_SIZE - //int width, height, format; - //glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_WIDTH, &width); - //glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_HEIGHT, &height); - //glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_INTERNAL_FORMAT, &format); - - // NOTE: Each row written to or read from by OpenGL pixel operations like glGetTexImage are aligned to a 4 byte boundary by default, which may add some padding. - // Use glPixelStorei to modify padding with the GL_[UN]PACK_ALIGNMENT setting. - // GL_PACK_ALIGNMENT affects operations that read from OpenGL memory (glReadPixels, glGetTexImage, etc.) - // GL_UNPACK_ALIGNMENT affects operations that write to OpenGL memory (glTexImage, etc.) - glPixelStorei(GL_PACK_ALIGNMENT, 1); - - int glInternalFormat, glFormat, glType; - rlGetGlTextureFormats(format, &glInternalFormat, &glFormat, &glType); - unsigned int size = rlGetPixelDataSize(width, height, format); - - if ((glInternalFormat != -1) && (format < RL_PIXELFORMAT_COMPRESSED_DXT1_RGB)) - { - pixels = RL_MALLOC(size); - glGetTexImage(GL_TEXTURE_2D, 0, glFormat, glType, pixels); - } - else TRACELOG(RL_LOG_WARNING, "TEXTURE: [ID %i] Data retrieval not suported for pixel format (%i)", id, format); - - glBindTexture(GL_TEXTURE_2D, 0); -#endif - -#if defined(GRAPHICS_API_OPENGL_ES2) - // glGetTexImage() is not available on OpenGL ES 2.0 - // Texture width and height are required on OpenGL ES 2.0. There is no way to get it from texture id. - // Two possible Options: - // 1 - Bind texture to color fbo attachment and glReadPixels() - // 2 - Create an fbo, activate it, render quad with texture, glReadPixels() - // We are using Option 1, just need to care for texture format on retrieval - // NOTE: This behaviour could be conditioned by graphic driver... - unsigned int fboId = rlLoadFramebuffer(width, height); - - glBindFramebuffer(GL_FRAMEBUFFER, fboId); - glBindTexture(GL_TEXTURE_2D, 0); - - // Attach our texture to FBO - glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, id, 0); - - // We read data as RGBA because FBO texture is configured as RGBA, despite binding another texture format - pixels = (unsigned char *)RL_MALLOC(rlGetPixelDataSize(width, height, RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8A8)); - glReadPixels(0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, pixels); - - glBindFramebuffer(GL_FRAMEBUFFER, 0); - - // Clean up temporal fbo - rlUnloadFramebuffer(fboId); -#endif - - return pixels; -} - - -// Read screen pixel data (color buffer) -unsigned char *rlReadScreenPixels(int width, int height) -{ - unsigned char *screenData = (unsigned char *)RL_CALLOC(width*height*4, sizeof(unsigned char)); - - // NOTE 1: glReadPixels returns image flipped vertically -> (0,0) is the bottom left corner of the framebuffer - // NOTE 2: We are getting alpha channel! Be careful, it can be transparent if not cleared properly! - glReadPixels(0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, screenData); - - // Flip image vertically! - unsigned char *imgData = (unsigned char *)RL_MALLOC(width*height*4*sizeof(unsigned char)); - - for (int y = height - 1; y >= 0; y--) - { - for (int x = 0; x < (width*4); x++) - { - imgData[((height - 1) - y)*width*4 + x] = screenData[(y*width*4) + x]; // Flip line - - // Set alpha component value to 255 (no trasparent image retrieval) - // NOTE: Alpha value has already been applied to RGB in framebuffer, we don't need it! - if (((x + 1)%4) == 0) imgData[((height - 1) - y)*width*4 + x] = 255; - } - } - - RL_FREE(screenData); - - return imgData; // NOTE: image data should be freed -} - -// Framebuffer management (fbo) -//----------------------------------------------------------------------------------------- -// Load a framebuffer to be used for rendering -// NOTE: No textures attached -unsigned int rlLoadFramebuffer(int width, int height) -{ - unsigned int fboId = 0; - -#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)) && defined(RLGL_RENDER_TEXTURES_HINT) - glGenFramebuffers(1, &fboId); // Create the framebuffer object - glBindFramebuffer(GL_FRAMEBUFFER, 0); // Unbind any framebuffer -#endif - - return fboId; -} - -// Attach color buffer texture to an fbo (unloads previous attachment) -// NOTE: Attach type: 0-Color, 1-Depth renderbuffer, 2-Depth texture -void rlFramebufferAttach(unsigned int fboId, unsigned int texId, int attachType, int texType, int mipLevel) -{ -#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)) && defined(RLGL_RENDER_TEXTURES_HINT) - glBindFramebuffer(GL_FRAMEBUFFER, fboId); - - switch (attachType) - { - case RL_ATTACHMENT_COLOR_CHANNEL0: - case RL_ATTACHMENT_COLOR_CHANNEL1: - case RL_ATTACHMENT_COLOR_CHANNEL2: - case RL_ATTACHMENT_COLOR_CHANNEL3: - case RL_ATTACHMENT_COLOR_CHANNEL4: - case RL_ATTACHMENT_COLOR_CHANNEL5: - case RL_ATTACHMENT_COLOR_CHANNEL6: - case RL_ATTACHMENT_COLOR_CHANNEL7: - { - if (texType == RL_ATTACHMENT_TEXTURE2D) glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + attachType, GL_TEXTURE_2D, texId, mipLevel); - else if (texType == RL_ATTACHMENT_RENDERBUFFER) glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + attachType, GL_RENDERBUFFER, texId); - else if (texType >= RL_ATTACHMENT_CUBEMAP_POSITIVE_X) glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + attachType, GL_TEXTURE_CUBE_MAP_POSITIVE_X + texType, texId, mipLevel); - - } break; - case RL_ATTACHMENT_DEPTH: - { - if (texType == RL_ATTACHMENT_TEXTURE2D) glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, texId, mipLevel); - else if (texType == RL_ATTACHMENT_RENDERBUFFER) glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, texId); - - } break; - case RL_ATTACHMENT_STENCIL: - { - if (texType == RL_ATTACHMENT_TEXTURE2D) glFramebufferTexture2D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, texId, mipLevel); - else if (texType == RL_ATTACHMENT_RENDERBUFFER) glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, texId); - - } break; - default: break; - } - - glBindFramebuffer(GL_FRAMEBUFFER, 0); -#endif -} - -// Verify render texture is complete -bool rlFramebufferComplete(unsigned int id) -{ - bool result = false; - -#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)) && defined(RLGL_RENDER_TEXTURES_HINT) - glBindFramebuffer(GL_FRAMEBUFFER, id); - - GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER); - - if (status != GL_FRAMEBUFFER_COMPLETE) - { - switch (status) - { - case GL_FRAMEBUFFER_UNSUPPORTED: TRACELOG(RL_LOG_WARNING, "FBO: [ID %i] Framebuffer is unsupported", id); break; - case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT: TRACELOG(RL_LOG_WARNING, "FBO: [ID %i] Framebuffer has incomplete attachment", id); break; -#if defined(GRAPHICS_API_OPENGL_ES2) - case GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS: TRACELOG(RL_LOG_WARNING, "FBO: [ID %i] Framebuffer has incomplete dimensions", id); break; -#endif - case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT: TRACELOG(RL_LOG_WARNING, "FBO: [ID %i] Framebuffer has a missing attachment", id); break; - default: break; - } - } - - glBindFramebuffer(GL_FRAMEBUFFER, 0); - - result = (status == GL_FRAMEBUFFER_COMPLETE); -#endif - - return result; -} - -// Unload framebuffer from GPU memory -// NOTE: All attached textures/cubemaps/renderbuffers are also deleted -void rlUnloadFramebuffer(unsigned int id) -{ -#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)) && defined(RLGL_RENDER_TEXTURES_HINT) - - // Query depth attachment to automatically delete texture/renderbuffer - int depthType = 0, depthId = 0; - glBindFramebuffer(GL_FRAMEBUFFER, id); // Bind framebuffer to query depth texture type - glGetFramebufferAttachmentParameteriv(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE, &depthType); - glGetFramebufferAttachmentParameteriv(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME, &depthId); - - unsigned int depthIdU = (unsigned int)depthId; - if (depthType == GL_RENDERBUFFER) glDeleteRenderbuffers(1, &depthIdU); - else if (depthType == GL_RENDERBUFFER) glDeleteTextures(1, &depthIdU); - - // NOTE: If a texture object is deleted while its image is attached to the *currently bound* framebuffer, - // the texture image is automatically detached from the currently bound framebuffer. - - glBindFramebuffer(GL_FRAMEBUFFER, 0); - glDeleteFramebuffers(1, &id); - - TRACELOG(RL_LOG_INFO, "FBO: [ID %i] Unloaded framebuffer from VRAM (GPU)", id); -#endif -} - -// Vertex data management -//----------------------------------------------------------------------------------------- -// Load a new attributes buffer -unsigned int rlLoadVertexBuffer(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; -} - -// Enable vertex buffer (VBO) -void rlEnableVertexBuffer(unsigned int id) -{ -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - glBindBuffer(GL_ARRAY_BUFFER, id); -#endif -} - -// Disable vertex buffer (VBO) -void rlDisableVertexBuffer(void) -{ -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - glBindBuffer(GL_ARRAY_BUFFER, 0); -#endif -} - -// Enable vertex buffer element (VBO element) -void rlEnableVertexBufferElement(unsigned int id) -{ -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, id); -#endif -} - -// Disable vertex buffer element (VBO element) -void rlDisableVertexBufferElement(void) -{ -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); -#endif -} - -// Update vertex buffer with new data -// NOTE: dataSize and offset must be provided in bytes -void rlUpdateVertexBuffer(unsigned int id, void *data, int dataSize, int offset) -{ -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - glBindBuffer(GL_ARRAY_BUFFER, id); - glBufferSubData(GL_ARRAY_BUFFER, offset, dataSize, data); -#endif -} - -// Update vertex buffer elements with new data -// NOTE: dataSize and offset must be provided in bytes -void rlUpdateVertexBufferElements(unsigned int id, void *data, int dataSize, int offset) -{ -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, id); - glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, offset, dataSize, data); -#endif -} - -// Enable vertex array object (VAO) -bool rlEnableVertexArray(unsigned int vaoId) -{ - bool result = false; -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - if (RLGL.ExtSupported.vao) - { - glBindVertexArray(vaoId); - result = true; - } -#endif - return result; -} - -// Disable vertex array object (VAO) -void rlDisableVertexArray(void) -{ -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - if (RLGL.ExtSupported.vao) glBindVertexArray(0); -#endif -} - -// Enable vertex attribute index -void rlEnableVertexAttribute(unsigned int index) -{ -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - glEnableVertexAttribArray(index); -#endif -} - -// Disable vertex attribute index -void rlDisableVertexAttribute(unsigned int index) -{ -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - glDisableVertexAttribArray(index); -#endif -} - -// Draw vertex array -void rlDrawVertexArray(int offset, int count) -{ - glDrawArrays(GL_TRIANGLES, offset, count); -} - -// Draw vertex array elements -void rlDrawVertexArrayElements(int offset, int count, void *buffer) -{ - glDrawElements(GL_TRIANGLES, count, GL_UNSIGNED_SHORT, (unsigned short *)buffer + offset); -} - -// Draw vertex array instanced -void rlDrawVertexArrayInstanced(int offset, int count, int instances) -{ -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - glDrawArraysInstanced(GL_TRIANGLES, 0, count, instances); -#endif -} - -// Draw vertex array elements instanced -void rlDrawVertexArrayElementsInstanced(int offset, int count, 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) -// Enable vertex state pointer -void rlEnableStatePointer(int vertexAttribType, void *buffer) -{ - if (buffer != NULL) glEnableClientState(vertexAttribType); - switch (vertexAttribType) - { - case GL_VERTEX_ARRAY: glVertexPointer(3, GL_FLOAT, 0, buffer); break; - case GL_TEXTURE_COORD_ARRAY: glTexCoordPointer(2, GL_FLOAT, 0, buffer); break; - case GL_NORMAL_ARRAY: if (buffer != NULL) glNormalPointer(GL_FLOAT, 0, buffer); break; - case GL_COLOR_ARRAY: if (buffer != NULL) glColorPointer(4, GL_UNSIGNED_BYTE, 0, buffer); break; - //case GL_INDEX_ARRAY: if (buffer != NULL) glIndexPointer(GL_SHORT, 0, buffer); break; // Indexed colors - default: break; - } -} - -// Disable vertex state pointer -void rlDisableStatePointer(int vertexAttribType) -{ - glDisableClientState(vertexAttribType); -} -#endif - -// Load vertex array object (VAO) -unsigned int rlLoadVertexArray(void) -{ - unsigned int vaoId = 0; -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - if (RLGL.ExtSupported.vao) - { - glGenVertexArrays(1, &vaoId); - } -#endif - return vaoId; -} - -// Set vertex attribute -void rlSetVertexAttribute(unsigned int index, int compSize, int type, bool normalized, int stride, void *pointer) -{ -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - glVertexAttribPointer(index, compSize, type, normalized, stride, pointer); -#endif -} - -// Set vertex attribute divisor -void rlSetVertexAttributeDivisor(unsigned int index, int divisor) -{ -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - glVertexAttribDivisor(index, divisor); -#endif -} - -// Unload vertex array object (VAO) -void rlUnloadVertexArray(unsigned int vaoId) -{ -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - if (RLGL.ExtSupported.vao) - { - glBindVertexArray(0); - glDeleteVertexArrays(1, &vaoId); - TRACELOG(RL_LOG_INFO, "VAO: [ID %i] Unloaded vertex array data from VRAM (GPU)", vaoId); - } -#endif -} - -// Unload vertex buffer (VBO) -void rlUnloadVertexBuffer(unsigned int vboId) -{ -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - glDeleteBuffers(1, &vboId); - //TRACELOG(RL_LOG_INFO, "VBO: Unloaded vertex data from VRAM (GPU)"); -#endif -} - -// Shaders management -//----------------------------------------------------------------------------------------------- -// Load shader from code strings -// NOTE: If shader string is NULL, using default vertex/fragment shaders -unsigned int rlLoadShaderCode(const char *vsCode, const char *fsCode) -{ - unsigned int id = 0; - -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - unsigned int vertexShaderId = 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.defaultShaderId; - 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(RL_LOG_WARNING, "SHADER: Failed to load custom shader code"); - id = RLGL.State.defaultShaderId; - } - } - - // Get available shader uniforms - // NOTE: This information is useful for debug... - int uniformCount = -1; - - glGetProgramiv(id, GL_ACTIVE_UNIFORMS, &uniformCount); - - for (int i = 0; i < uniformCount; i++) - { - int namelen = -1; - int num = -1; - char name[256] = { 0 }; // Assume no variable names longer than 256 - GLenum type = GL_ZERO; - - // Get the name of the uniforms - glGetActiveUniform(id, i, sizeof(name) - 1, &namelen, &num, &type, name); - - name[namelen] = 0; - - TRACELOGD("SHADER: [ID %i] Active uniform (%s) set at location: %i", id, name, glGetUniformLocation(id, name)); - } -#endif - - return id; -} - -// Compile custom shader and return shader id -unsigned int rlCompileShader(const char *shaderCode, int type) -{ - unsigned int shader = 0; - -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - shader = glCreateShader(type); - glShaderSource(shader, 1, &shaderCode, NULL); - - GLint success = 0; - glCompileShader(shader); - glGetShaderiv(shader, GL_COMPILE_STATUS, &success); - - if (success == GL_FALSE) - { - switch (type) - { - case GL_VERTEX_SHADER: TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Failed to compile vertex shader code", shader); break; - case GL_FRAGMENT_SHADER: TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Failed to compile fragment shader code", shader); break; - //case GL_GEOMETRY_SHADER: - #if defined(GRAPHICS_API_OPENGL_43) - case GL_COMPUTE_SHADER: TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Failed to compile compute shader code", shader); break; - #endif - default: break; - } - - int maxLength = 0; - glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &maxLength); - - if (maxLength > 0) - { - int length = 0; - char *log = RL_CALLOC(maxLength, sizeof(char)); - glGetShaderInfoLog(shader, maxLength, &length, log); - TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Compile error: %s", shader, log); - RL_FREE(log); - } - } - else - { - switch (type) - { - case GL_VERTEX_SHADER: TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Vertex shader compiled successfully", shader); break; - case GL_FRAGMENT_SHADER: TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Fragment shader compiled successfully", shader); break; - //case GL_GEOMETRY_SHADER: - #if defined(GRAPHICS_API_OPENGL_43) - case GL_COMPUTE_SHADER: TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Compute shader compiled successfully", shader); break; - #endif - default: break; - } - } -#endif - - return shader; -} - -// Load custom shader strings and return program id -unsigned int rlLoadShaderProgram(unsigned int vShaderId, unsigned int fShaderId) -{ - unsigned int program = 0; - -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - GLint success = 0; - program = glCreateProgram(); - - glAttachShader(program, vShaderId); - glAttachShader(program, fShaderId); - - // NOTE: Default attribute shader locations must be binded before linking - glBindAttribLocation(program, 0, RL_DEFAULT_SHADER_ATTRIB_NAME_POSITION); - glBindAttribLocation(program, 1, RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD); - glBindAttribLocation(program, 2, RL_DEFAULT_SHADER_ATTRIB_NAME_NORMAL); - glBindAttribLocation(program, 3, RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR); - glBindAttribLocation(program, 4, RL_DEFAULT_SHADER_ATTRIB_NAME_TANGENT); - glBindAttribLocation(program, 5, RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2); - - // NOTE: If some attrib name is no found on the shader, it locations becomes -1 - - glLinkProgram(program); - - // NOTE: All uniform variables are intitialised to 0 when a program links - - glGetProgramiv(program, GL_LINK_STATUS, &success); - - if (success == GL_FALSE) - { - TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Failed to link shader program", program); - - int maxLength = 0; - glGetProgramiv(program, GL_INFO_LOG_LENGTH, &maxLength); - - if (maxLength > 0) - { - int length = 0; - char *log = RL_CALLOC(maxLength, sizeof(char)); - glGetProgramInfoLog(program, maxLength, &length, log); - TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Link error: %s", program, log); - RL_FREE(log); - } - - glDeleteProgram(program); - - program = 0; - } - else - { - // Get the size of compiled shader program (not available on OpenGL ES 2.0) - // NOTE: If GL_LINK_STATUS is GL_FALSE, program binary length is zero. - //GLint binarySize = 0; - //glGetProgramiv(id, GL_PROGRAM_BINARY_LENGTH, &binarySize); - - TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Program shader loaded successfully", program); - } -#endif - return program; -} - -// Unload shader program -void rlUnloadShaderProgram(unsigned int id) -{ -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - glDeleteProgram(id); - - TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Unloaded shader program data from VRAM (GPU)", id); -#endif -} - -// Get shader location uniform -int rlGetLocationUniform(unsigned int shaderId, const char *uniformName) -{ - int location = -1; -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - location = glGetUniformLocation(shaderId, uniformName); - - if (location == -1) TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Failed to find shader uniform: %s", shaderId, uniformName); - else TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Shader uniform (%s) set at location: %i", shaderId, uniformName, location); -#endif - return location; -} - -// Get shader location attribute -int rlGetLocationAttrib(unsigned int shaderId, const char *attribName) -{ - int location = -1; -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - location = glGetAttribLocation(shaderId, attribName); - - if (location == -1) TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Failed to find shader attribute: %s", shaderId, attribName); - else TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Shader attribute (%s) set at location: %i", shaderId, attribName, location); -#endif - return location; -} - -// Set shader value uniform -void rlSetUniform(int locIndex, const void *value, int uniformType, int count) -{ -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - switch (uniformType) - { - case RL_SHADER_UNIFORM_FLOAT: glUniform1fv(locIndex, count, (float *)value); break; - case RL_SHADER_UNIFORM_VEC2: glUniform2fv(locIndex, count, (float *)value); break; - case RL_SHADER_UNIFORM_VEC3: glUniform3fv(locIndex, count, (float *)value); break; - case RL_SHADER_UNIFORM_VEC4: glUniform4fv(locIndex, count, (float *)value); break; - case RL_SHADER_UNIFORM_INT: glUniform1iv(locIndex, count, (int *)value); break; - case RL_SHADER_UNIFORM_IVEC2: glUniform2iv(locIndex, count, (int *)value); break; - case RL_SHADER_UNIFORM_IVEC3: glUniform3iv(locIndex, count, (int *)value); break; - case RL_SHADER_UNIFORM_IVEC4: glUniform4iv(locIndex, count, (int *)value); break; - case RL_SHADER_UNIFORM_SAMPLER2D: glUniform1iv(locIndex, count, (int *)value); break; - default: TRACELOG(RL_LOG_WARNING, "SHADER: Failed to set uniform value, data type not recognized"); - } -#endif -} - -// Set shader value attribute -void rlSetVertexAttributeDefault(int locIndex, const void *value, int attribType, int count) -{ -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - switch (attribType) - { - case RL_SHADER_ATTRIB_FLOAT: if (count == 1) glVertexAttrib1fv(locIndex, (float *)value); break; - case RL_SHADER_ATTRIB_VEC2: if (count == 2) glVertexAttrib2fv(locIndex, (float *)value); break; - case RL_SHADER_ATTRIB_VEC3: if (count == 3) glVertexAttrib3fv(locIndex, (float *)value); break; - case RL_SHADER_ATTRIB_VEC4: if (count == 4) glVertexAttrib4fv(locIndex, (float *)value); break; - default: TRACELOG(RL_LOG_WARNING, "SHADER: Failed to set attrib default value, data type not recognized"); - } -#endif -} - -// Set shader value uniform matrix -void rlSetUniformMatrix(int locIndex, Matrix mat) -{ -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - float matfloat[16] = { - mat.m0, mat.m1, mat.m2, mat.m3, - mat.m4, mat.m5, mat.m6, mat.m7, - mat.m8, mat.m9, mat.m10, mat.m11, - mat.m12, mat.m13, mat.m14, mat.m15 - }; - glUniformMatrix4fv(locIndex, 1, false, matfloat); -#endif -} - -// Set shader value uniform sampler -void rlSetUniformSampler(int locIndex, unsigned int textureId) -{ -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - // Check if texture is already active - for (int i = 0; i < RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS; i++) if (RLGL.State.activeTextureId[i] == textureId) return; - - // Register a new active texture for the internal batch system - // NOTE: Default texture is always activated as GL_TEXTURE0 - for (int i = 0; i < RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS; i++) - { - if (RLGL.State.activeTextureId[i] == 0) - { - glUniform1i(locIndex, 1 + i); // Activate new texture unit - RLGL.State.activeTextureId[i] = textureId; // Save texture id for binding on drawing - break; - } - } -#endif -} - -// Set shader currently active (id and locations) -void rlSetShader(unsigned int id, int *locs) -{ -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - if (RLGL.State.currentShaderId != id) - { - rlDrawRenderBatch(RLGL.currentBatch); - RLGL.State.currentShaderId = id; - RLGL.State.currentShaderLocs = locs; - } -#endif -} - -#if defined(GRAPHICS_API_OPENGL_43) -// Load compute shader program -unsigned int rlLoadComputeShaderProgram(unsigned int shaderId) -{ - unsigned int program = 0; - - GLint success = 0; - program = glCreateProgram(); - glAttachShader(program, shaderId); - glLinkProgram(program); - - // NOTE: All uniform variables are intitialised to 0 when a program links - - glGetProgramiv(program, GL_LINK_STATUS, &success); - - if (success == GL_FALSE) - { - TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Failed to link compute shader program", program); - - int maxLength = 0; - glGetProgramiv(program, GL_INFO_LOG_LENGTH, &maxLength); - - if (maxLength > 0) - { - int length = 0; - char *log = RL_CALLOC(maxLength, sizeof(char)); - glGetProgramInfoLog(program, maxLength, &length, log); - TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Link error: %s", program, log); - RL_FREE(log); - } - - glDeleteProgram(program); - - program = 0; - } - else - { - // Get the size of compiled shader program (not available on OpenGL ES 2.0) - // NOTE: If GL_LINK_STATUS is GL_FALSE, program binary length is zero. - //GLint binarySize = 0; - //glGetProgramiv(id, GL_PROGRAM_BINARY_LENGTH, &binarySize); - - TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Compute shader program loaded successfully", program); - } - - return program; -} - -// Dispatch compute shader (equivalent to *draw* for graphics pilepine) -void rlComputeShaderDispatch(unsigned int groupX, unsigned int groupY, unsigned int groupZ) -{ - glDispatchCompute(groupX, groupY, groupZ); -} - -// Load shader storage buffer object (SSBO) -unsigned int rlLoadShaderBuffer(unsigned long long size, const void *data, int usageHint) -{ - unsigned int ssbo = 0; - - glGenBuffers(1, &ssbo); - glBindBuffer(GL_SHADER_STORAGE_BUFFER, ssbo); - glBufferData(GL_SHADER_STORAGE_BUFFER, size, data, usageHint? usageHint : RL_STREAM_COPY); - - return ssbo; -} - -// Unload shader storage buffer object (SSBO) -void rlUnloadShaderBuffer(unsigned int ssboId) -{ - glDeleteBuffers(1, &ssboId); -} - -// Update SSBO buffer data -void rlUpdateShaderBufferElements(unsigned int id, const void *data, unsigned long long dataSize, unsigned long long offset) -{ - glBindBuffer(GL_SHADER_STORAGE_BUFFER, id); - glBufferSubData(GL_SHADER_STORAGE_BUFFER, offset, dataSize, data); -} - -// Get SSBO buffer size -unsigned long long rlGetShaderBufferSize(unsigned int id) -{ - long long size = 0; - - glBindBuffer(GL_SHADER_STORAGE_BUFFER, id); - glGetInteger64v(GL_SHADER_STORAGE_BUFFER_SIZE, &size); - - return (size > 0)? size : 0; -} - -// Read SSBO buffer data -void rlReadShaderBufferElements(unsigned int id, void *dest, unsigned long long count, unsigned long long offset) -{ - glBindBuffer(GL_SHADER_STORAGE_BUFFER, id); - glGetBufferSubData(GL_SHADER_STORAGE_BUFFER, offset, count, dest); -} - -// Bind SSBO buffer -void rlBindShaderBuffer(unsigned int id, unsigned int index) -{ - glBindBufferBase(GL_SHADER_STORAGE_BUFFER, index, id); -} - -// Copy SSBO buffer data -void rlCopyBuffersElements(unsigned int destId, unsigned int srcId, unsigned long long destOffset, unsigned long long srcOffset, unsigned long long count) -{ - glBindBuffer(GL_COPY_READ_BUFFER, srcId); - glBindBuffer(GL_COPY_WRITE_BUFFER, destId); - glCopyBufferSubData(GL_COPY_READ_BUFFER, GL_COPY_WRITE_BUFFER, srcOffset, destOffset, count); -} - -// Bind image texture -void rlBindImageTexture(unsigned int id, unsigned int index, unsigned int format, int readonly) -{ - int glInternalFormat = 0, glFormat = 0, glType = 0; - - rlGetGlTextureFormats(format, &glInternalFormat, &glFormat, &glType); - glBindImageTexture(index, id, 0, 0, 0, readonly ? GL_READ_ONLY : GL_READ_WRITE, glInternalFormat); -} -#endif - -// Matrix state management -//----------------------------------------------------------------------------------------- -// Get internal modelview matrix -Matrix rlGetMatrixModelview(void) -{ - Matrix matrix = rlMatrixIdentity(); -#if defined(GRAPHICS_API_OPENGL_11) - float mat[16]; - glGetFloatv(GL_MODELVIEW_MATRIX, mat); - matrix.m0 = mat[0]; - matrix.m1 = mat[1]; - matrix.m2 = mat[2]; - matrix.m3 = mat[3]; - matrix.m4 = mat[4]; - matrix.m5 = mat[5]; - matrix.m6 = mat[6]; - matrix.m7 = mat[7]; - matrix.m8 = mat[8]; - matrix.m9 = mat[9]; - matrix.m10 = mat[10]; - matrix.m11 = mat[11]; - matrix.m12 = mat[12]; - matrix.m13 = mat[13]; - matrix.m14 = mat[14]; - matrix.m15 = mat[15]; -#else - matrix = RLGL.State.modelview; -#endif - return matrix; -} - -// Get internal projection matrix -Matrix rlGetMatrixProjection(void) -{ -#if defined(GRAPHICS_API_OPENGL_11) - float mat[16]; - glGetFloatv(GL_PROJECTION_MATRIX,mat); - Matrix m; - m.m0 = mat[0]; - m.m1 = mat[1]; - m.m2 = mat[2]; - m.m3 = mat[3]; - m.m4 = mat[4]; - m.m5 = mat[5]; - m.m6 = mat[6]; - m.m7 = mat[7]; - m.m8 = mat[8]; - m.m9 = mat[9]; - m.m10 = mat[10]; - m.m11 = mat[11]; - m.m12 = mat[12]; - m.m13 = mat[13]; - m.m14 = mat[14]; - m.m15 = mat[15]; - return m; -#else - return RLGL.State.projection; -#endif -} - -// Get internal accumulated transform matrix -Matrix rlGetMatrixTransform(void) -{ - Matrix mat = rlMatrixIdentity(); -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - // TODO: Consider possible transform matrices in the RLGL.State.stack - // Is this the right order? or should we start with the first stored matrix instead of the last one? - //Matrix matStackTransform = rlMatrixIdentity(); - //for (int i = RLGL.State.stackCounter; i > 0; i--) matStackTransform = rlMatrixMultiply(RLGL.State.stack[i], matStackTransform); - mat = RLGL.State.transform; -#endif - return mat; -} - -// Get internal projection matrix for stereo render (selected eye) -RLAPI Matrix rlGetMatrixProjectionStereo(int eye) -{ - Matrix mat = rlMatrixIdentity(); -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - mat = RLGL.State.projectionStereo[eye]; -#endif - return mat; -} - -// Get internal view offset matrix for stereo render (selected eye) -RLAPI Matrix rlGetMatrixViewOffsetStereo(int eye) -{ - Matrix mat = rlMatrixIdentity(); -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - mat = RLGL.State.viewOffsetStereo[eye]; -#endif - return mat; -} - -// Set a custom modelview matrix (replaces internal modelview matrix) -void rlSetMatrixModelview(Matrix view) -{ -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - RLGL.State.modelview = view; -#endif -} - -// Set a custom projection matrix (replaces internal projection matrix) -void rlSetMatrixProjection(Matrix projection) -{ -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - RLGL.State.projection = projection; -#endif -} - -// Set eyes projection matrices for stereo rendering -void rlSetMatrixProjectionStereo(Matrix right, Matrix left) -{ -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - RLGL.State.projectionStereo[0] = right; - RLGL.State.projectionStereo[1] = left; -#endif -} - -// Set eyes view offsets matrices for stereo rendering -void rlSetMatrixViewOffsetStereo(Matrix right, Matrix left) -{ -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - RLGL.State.viewOffsetStereo[0] = right; - RLGL.State.viewOffsetStereo[1] = left; -#endif -} - -// Load and draw a quad in NDC -void rlLoadDrawQuad(void) -{ -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - unsigned int quadVAO = 0; - unsigned int quadVBO = 0; - - float vertices[] = { - // Positions Texcoords - -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, - -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, - 1.0f, 1.0f, 0.0f, 1.0f, 1.0f, - 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, - }; - - // Gen VAO to contain VBO - glGenVertexArrays(1, &quadVAO); - glBindVertexArray(quadVAO); - - // Gen and fill vertex buffer (VBO) - glGenBuffers(1, &quadVBO); - glBindBuffer(GL_ARRAY_BUFFER, quadVBO); - glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), &vertices, GL_STATIC_DRAW); - - // Bind vertex attributes (position, texcoords) - glEnableVertexAttribArray(0); - glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5*sizeof(float), (void *)0); // Positions - glEnableVertexAttribArray(1); - glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5*sizeof(float), (void *)(3*sizeof(float))); // Texcoords - - // Draw quad - glBindVertexArray(quadVAO); - glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); - glBindVertexArray(0); - - // Delete buffers (VBO and VAO) - glDeleteBuffers(1, &quadVBO); - glDeleteVertexArrays(1, &quadVAO); -#endif -} - -// Load and draw a cube in NDC -void rlLoadDrawCube(void) -{ -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - unsigned int cubeVAO = 0; - unsigned int cubeVBO = 0; - - float vertices[] = { - // Positions Normals Texcoords - -1.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, - 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f, - 1.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 1.0f, 0.0f, - 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f, - -1.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, - -1.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 1.0f, - -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, - 1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, - 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, - 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, - -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, - -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, - -1.0f, 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f, - -1.0f, 1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 1.0f, - -1.0f, -1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f, - -1.0f, -1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f, - -1.0f, -1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f, - -1.0f, 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f, - 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, - 1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f, - 1.0f, 1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, - 1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f, - 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, - 1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, - -1.0f, -1.0f, -1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f, - 1.0f, -1.0f, -1.0f, 0.0f, -1.0f, 0.0f, 1.0f, 1.0f, - 1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f, - 1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f, - -1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 0.0f, - -1.0f, -1.0f, -1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f, - -1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, - 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, - 1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, - 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, - -1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, - -1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f - }; - - // Gen VAO to contain VBO - glGenVertexArrays(1, &cubeVAO); - glBindVertexArray(cubeVAO); - - // Gen and fill vertex buffer (VBO) - glGenBuffers(1, &cubeVBO); - glBindBuffer(GL_ARRAY_BUFFER, cubeVBO); - glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW); - - // Bind vertex attributes (position, normals, texcoords) - glBindVertexArray(cubeVAO); - glEnableVertexAttribArray(0); - glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8*sizeof(float), (void *)0); // Positions - glEnableVertexAttribArray(1); - glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8*sizeof(float), (void *)(3*sizeof(float))); // Normals - glEnableVertexAttribArray(2); - glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8*sizeof(float), (void *)(6*sizeof(float))); // Texcoords - glBindBuffer(GL_ARRAY_BUFFER, 0); - glBindVertexArray(0); - - // Draw cube - glBindVertexArray(cubeVAO); - glDrawArrays(GL_TRIANGLES, 0, 36); - glBindVertexArray(0); - - // Delete VBO and VAO - glDeleteBuffers(1, &cubeVBO); - glDeleteVertexArrays(1, &cubeVAO); -#endif -} - -// Get name string for pixel format -const char *rlGetPixelFormatName(unsigned int format) -{ - switch (format) - { - case RL_PIXELFORMAT_UNCOMPRESSED_GRAYSCALE: return "GRAYSCALE"; break; // 8 bit per pixel (no alpha) - case RL_PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA: return "GRAY_ALPHA"; break; // 8*2 bpp (2 channels) - case RL_PIXELFORMAT_UNCOMPRESSED_R5G6B5: return "R5G6B5"; break; // 16 bpp - case RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8: return "R8G8B8"; break; // 24 bpp - case RL_PIXELFORMAT_UNCOMPRESSED_R5G5B5A1: return "R5G5B5A1"; break; // 16 bpp (1 bit alpha) - case RL_PIXELFORMAT_UNCOMPRESSED_R4G4B4A4: return "R4G4B4A4"; break; // 16 bpp (4 bit alpha) - case RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8A8: return "R8G8B8A8"; break; // 32 bpp - case RL_PIXELFORMAT_UNCOMPRESSED_R32: return "R32"; break; // 32 bpp (1 channel - float) - case RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32: return "R32G32B32"; break; // 32*3 bpp (3 channels - float) - case RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32A32: return "R32G32B32A32"; break; // 32*4 bpp (4 channels - float) - case RL_PIXELFORMAT_COMPRESSED_DXT1_RGB: return "DXT1_RGB"; break; // 4 bpp (no alpha) - case RL_PIXELFORMAT_COMPRESSED_DXT1_RGBA: return "DXT1_RGBA"; break; // 4 bpp (1 bit alpha) - case RL_PIXELFORMAT_COMPRESSED_DXT3_RGBA: return "DXT3_RGBA"; break; // 8 bpp - case RL_PIXELFORMAT_COMPRESSED_DXT5_RGBA: return "DXT5_RGBA"; break; // 8 bpp - case RL_PIXELFORMAT_COMPRESSED_ETC1_RGB: return "ETC1_RGB"; break; // 4 bpp - case RL_PIXELFORMAT_COMPRESSED_ETC2_RGB: return "ETC2_RGB"; break; // 4 bpp - case RL_PIXELFORMAT_COMPRESSED_ETC2_EAC_RGBA: return "ETC2_RGBA"; break; // 8 bpp - case RL_PIXELFORMAT_COMPRESSED_PVRT_RGB: return "PVRT_RGB"; break; // 4 bpp - case RL_PIXELFORMAT_COMPRESSED_PVRT_RGBA: return "PVRT_RGBA"; break; // 4 bpp - case RL_PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA: return "ASTC_4x4_RGBA"; break; // 8 bpp - case RL_PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA: return "ASTC_8x8_RGBA"; break; // 2 bpp - default: return "UNKNOWN"; break; - } -} - -//---------------------------------------------------------------------------------- -// Module specific Functions Definition -//---------------------------------------------------------------------------------- -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) -// Load default shader (just vertex positioning and texture coloring) -// NOTE: This shader program is used for internal buffers -// NOTE: Loaded: RLGL.State.defaultShaderId, RLGL.State.defaultShaderLocs -static void rlLoadShaderDefault(void) -{ - RLGL.State.defaultShaderLocs = (int *)RL_CALLOC(RL_MAX_SHADER_LOCATIONS, sizeof(int)); - - // NOTE: All locations must be reseted to -1 (no location) - for (int i = 0; i < RL_MAX_SHADER_LOCATIONS; i++) RLGL.State.defaultShaderLocs[i] = -1; - - // Vertex shader directly defined, no external file required - const char *defaultVShaderCode = -#if defined(GRAPHICS_API_OPENGL_21) - "#version 120 \n" - "attribute vec3 vertexPosition; \n" - "attribute vec2 vertexTexCoord; \n" - "attribute vec4 vertexColor; \n" - "varying vec2 fragTexCoord; \n" - "varying vec4 fragColor; \n" -#elif defined(GRAPHICS_API_OPENGL_33) - "#version 330 \n" - "in vec3 vertexPosition; \n" - "in vec2 vertexTexCoord; \n" - "in vec4 vertexColor; \n" - "out vec2 fragTexCoord; \n" - "out vec4 fragColor; \n" -#endif -#if defined(GRAPHICS_API_OPENGL_ES2) - "#version 100 \n" - "attribute vec3 vertexPosition; \n" - "attribute vec2 vertexTexCoord; \n" - "attribute vec4 vertexColor; \n" - "varying vec2 fragTexCoord; \n" - "varying vec4 fragColor; \n" -#endif - "uniform mat4 mvp; \n" - "void main() \n" - "{ \n" - " fragTexCoord = vertexTexCoord; \n" - " fragColor = vertexColor; \n" - " gl_Position = mvp*vec4(vertexPosition, 1.0); \n" - "} \n"; - - // Fragment shader directly defined, no external file required - const char *defaultFShaderCode = -#if defined(GRAPHICS_API_OPENGL_21) - "#version 120 \n" - "varying vec2 fragTexCoord; \n" - "varying vec4 fragColor; \n" - "uniform sampler2D texture0; \n" - "uniform vec4 colDiffuse; \n" - "void main() \n" - "{ \n" - " vec4 texelColor = texture2D(texture0, fragTexCoord); \n" - " gl_FragColor = texelColor*colDiffuse*fragColor; \n" - "} \n"; -#elif defined(GRAPHICS_API_OPENGL_33) - "#version 330 \n" - "in vec2 fragTexCoord; \n" - "in vec4 fragColor; \n" - "out vec4 finalColor; \n" - "uniform sampler2D texture0; \n" - "uniform vec4 colDiffuse; \n" - "void main() \n" - "{ \n" - " vec4 texelColor = texture(texture0, fragTexCoord); \n" - " finalColor = texelColor*colDiffuse*fragColor; \n" - "} \n"; -#endif -#if defined(GRAPHICS_API_OPENGL_ES2) - "#version 100 \n" - "precision mediump float; \n" // Precision required for OpenGL ES2 (WebGL) - "varying vec2 fragTexCoord; \n" - "varying vec4 fragColor; \n" - "uniform sampler2D texture0; \n" - "uniform vec4 colDiffuse; \n" - "void main() \n" - "{ \n" - " vec4 texelColor = texture2D(texture0, fragTexCoord); \n" - " gl_FragColor = texelColor*colDiffuse*fragColor; \n" - "} \n"; -#endif - - // NOTE: Compiled vertex/fragment shaders are kept for re-use - RLGL.State.defaultVShaderId = rlCompileShader(defaultVShaderCode, GL_VERTEX_SHADER); // Compile default vertex shader - RLGL.State.defaultFShaderId = rlCompileShader(defaultFShaderCode, GL_FRAGMENT_SHADER); // Compile default fragment shader - - RLGL.State.defaultShaderId = rlLoadShaderProgram(RLGL.State.defaultVShaderId, RLGL.State.defaultFShaderId); - - if (RLGL.State.defaultShaderId > 0) - { - TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Default shader loaded successfully", RLGL.State.defaultShaderId); - - // Set default shader locations: attributes locations - RLGL.State.defaultShaderLocs[RL_SHADER_LOC_VERTEX_POSITION] = glGetAttribLocation(RLGL.State.defaultShaderId, "vertexPosition"); - RLGL.State.defaultShaderLocs[RL_SHADER_LOC_VERTEX_TEXCOORD01] = glGetAttribLocation(RLGL.State.defaultShaderId, "vertexTexCoord"); - RLGL.State.defaultShaderLocs[RL_SHADER_LOC_VERTEX_COLOR] = glGetAttribLocation(RLGL.State.defaultShaderId, "vertexColor"); - - // Set default shader locations: uniform locations - RLGL.State.defaultShaderLocs[RL_SHADER_LOC_MATRIX_MVP] = glGetUniformLocation(RLGL.State.defaultShaderId, "mvp"); - RLGL.State.defaultShaderLocs[RL_SHADER_LOC_COLOR_DIFFUSE] = glGetUniformLocation(RLGL.State.defaultShaderId, "colDiffuse"); - RLGL.State.defaultShaderLocs[RL_SHADER_LOC_MAP_DIFFUSE] = glGetUniformLocation(RLGL.State.defaultShaderId, "texture0"); - } - else TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Failed to load default shader", RLGL.State.defaultShaderId); -} - -// Unload default shader -// NOTE: Unloads: RLGL.State.defaultShaderId, RLGL.State.defaultShaderLocs -static void rlUnloadShaderDefault(void) -{ - glUseProgram(0); - - glDetachShader(RLGL.State.defaultShaderId, RLGL.State.defaultVShaderId); - glDetachShader(RLGL.State.defaultShaderId, RLGL.State.defaultFShaderId); - glDeleteShader(RLGL.State.defaultVShaderId); - glDeleteShader(RLGL.State.defaultFShaderId); - - glDeleteProgram(RLGL.State.defaultShaderId); - - RL_FREE(RLGL.State.defaultShaderLocs); - - TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Default shader unloaded successfully", RLGL.State.defaultShaderId); -} - -#if defined(RLGL_SHOW_GL_DETAILS_INFO) -// Get compressed format official GL identifier name -static char *rlGetCompressedFormatName(int format) -{ - static char compName[64] = { 0 }; - memset(compName, 0, 64); - - switch (format) - { - // GL_EXT_texture_compression_s3tc - case 0x83F0: strcpy(compName, "GL_COMPRESSED_RGB_S3TC_DXT1_EXT"); break; - case 0x83F1: strcpy(compName, "GL_COMPRESSED_RGBA_S3TC_DXT1_EXT"); break; - case 0x83F2: strcpy(compName, "GL_COMPRESSED_RGBA_S3TC_DXT3_EXT"); break; - case 0x83F3: strcpy(compName, "GL_COMPRESSED_RGBA_S3TC_DXT5_EXT"); break; - // GL_3DFX_texture_compression_FXT1 - case 0x86B0: strcpy(compName, "GL_COMPRESSED_RGB_FXT1_3DFX"); break; - case 0x86B1: strcpy(compName, "GL_COMPRESSED_RGBA_FXT1_3DFX"); break; - // GL_IMG_texture_compression_pvrtc - case 0x8C00: strcpy(compName, "GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG"); break; - case 0x8C01: strcpy(compName, "GL_COMPRESSED_RGB_PVRTC_2BPPV1_IMG"); break; - case 0x8C02: strcpy(compName, "GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG"); break; - case 0x8C03: strcpy(compName, "GL_COMPRESSED_RGBA_PVRTC_2BPPV1_IMG"); break; - // GL_OES_compressed_ETC1_RGB8_texture - case 0x8D64: strcpy(compName, "GL_ETC1_RGB8_OES"); break; - // GL_ARB_texture_compression_rgtc - case 0x8DBB: strcpy(compName, "GL_COMPRESSED_RED_RGTC1"); break; - case 0x8DBC: strcpy(compName, "GL_COMPRESSED_SIGNED_RED_RGTC1"); break; - case 0x8DBD: strcpy(compName, "GL_COMPRESSED_RG_RGTC2"); break; - case 0x8DBE: strcpy(compName, "GL_COMPRESSED_SIGNED_RG_RGTC2"); break; - // GL_ARB_texture_compression_bptc - case 0x8E8C: strcpy(compName, "GL_COMPRESSED_RGBA_BPTC_UNORM_ARB"); break; - case 0x8E8D: strcpy(compName, "GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM_ARB"); break; - case 0x8E8E: strcpy(compName, "GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT_ARB"); break; - case 0x8E8F: strcpy(compName, "GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT_ARB"); break; - // GL_ARB_ES3_compatibility - case 0x9274: strcpy(compName, "GL_COMPRESSED_RGB8_ETC2"); break; - case 0x9275: strcpy(compName, "GL_COMPRESSED_SRGB8_ETC2"); break; - case 0x9276: strcpy(compName, "GL_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2"); break; - case 0x9277: strcpy(compName, "GL_COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2"); break; - case 0x9278: strcpy(compName, "GL_COMPRESSED_RGBA8_ETC2_EAC"); break; - case 0x9279: strcpy(compName, "GL_COMPRESSED_SRGB8_ALPHA8_ETC2_EAC"); break; - case 0x9270: strcpy(compName, "GL_COMPRESSED_R11_EAC"); break; - case 0x9271: strcpy(compName, "GL_COMPRESSED_SIGNED_R11_EAC"); break; - case 0x9272: strcpy(compName, "GL_COMPRESSED_RG11_EAC"); break; - case 0x9273: strcpy(compName, "GL_COMPRESSED_SIGNED_RG11_EAC"); break; - // GL_KHR_texture_compression_astc_hdr - case 0x93B0: strcpy(compName, "GL_COMPRESSED_RGBA_ASTC_4x4_KHR"); break; - case 0x93B1: strcpy(compName, "GL_COMPRESSED_RGBA_ASTC_5x4_KHR"); break; - case 0x93B2: strcpy(compName, "GL_COMPRESSED_RGBA_ASTC_5x5_KHR"); break; - case 0x93B3: strcpy(compName, "GL_COMPRESSED_RGBA_ASTC_6x5_KHR"); break; - case 0x93B4: strcpy(compName, "GL_COMPRESSED_RGBA_ASTC_6x6_KHR"); break; - case 0x93B5: strcpy(compName, "GL_COMPRESSED_RGBA_ASTC_8x5_KHR"); break; - case 0x93B6: strcpy(compName, "GL_COMPRESSED_RGBA_ASTC_8x6_KHR"); break; - case 0x93B7: strcpy(compName, "GL_COMPRESSED_RGBA_ASTC_8x8_KHR"); break; - case 0x93B8: strcpy(compName, "GL_COMPRESSED_RGBA_ASTC_10x5_KHR"); break; - case 0x93B9: strcpy(compName, "GL_COMPRESSED_RGBA_ASTC_10x6_KHR"); break; - case 0x93BA: strcpy(compName, "GL_COMPRESSED_RGBA_ASTC_10x8_KHR"); break; - case 0x93BB: strcpy(compName, "GL_COMPRESSED_RGBA_ASTC_10x10_KHR"); break; - case 0x93BC: strcpy(compName, "GL_COMPRESSED_RGBA_ASTC_12x10_KHR"); break; - case 0x93BD: strcpy(compName, "GL_COMPRESSED_RGBA_ASTC_12x12_KHR"); break; - case 0x93D0: strcpy(compName, "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_4x4_KHR"); break; - case 0x93D1: strcpy(compName, "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x4_KHR"); break; - case 0x93D2: strcpy(compName, "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x5_KHR"); break; - case 0x93D3: strcpy(compName, "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x5_KHR"); break; - case 0x93D4: strcpy(compName, "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x6_KHR"); break; - case 0x93D5: strcpy(compName, "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x5_KHR"); break; - case 0x93D6: strcpy(compName, "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x6_KHR"); break; - case 0x93D7: strcpy(compName, "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x8_KHR"); break; - case 0x93D8: strcpy(compName, "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x5_KHR"); break; - case 0x93D9: strcpy(compName, "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x6_KHR"); break; - case 0x93DA: strcpy(compName, "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x8_KHR"); break; - case 0x93DB: strcpy(compName, "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x10_KHR"); break; - case 0x93DC: strcpy(compName, "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_12x10_KHR"); break; - case 0x93DD: strcpy(compName, "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_12x12_KHR"); break; - default: strcpy(compName, "GL_COMPRESSED_UNKNOWN"); break; - } - - return compName; -} -#endif // RLGL_SHOW_GL_DETAILS_INFO - -#endif // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2 - -#if defined(GRAPHICS_API_OPENGL_11) -// Mipmaps data is generated after image data -// NOTE: Only works with RGBA (4 bytes) data! -static int rlGenTextureMipmapsData(unsigned char *data, int baseWidth, int baseHeight) -{ - int mipmapCount = 1; // Required mipmap levels count (including base level) - int width = baseWidth; - int height = baseHeight; - int size = baseWidth*baseHeight*4; // Size in bytes (will include mipmaps...), RGBA only - - // Count mipmap levels required - while ((width != 1) && (height != 1)) - { - width /= 2; - height /= 2; - - TRACELOGD("TEXTURE: Next mipmap size: %i x %i", width, height); - - mipmapCount++; - - size += (width*height*4); // Add mipmap size (in bytes) - } - - TRACELOGD("TEXTURE: Total mipmaps required: %i", mipmapCount); - TRACELOGD("TEXTURE: Total size of data required: %i", size); - - unsigned char *temp = RL_REALLOC(data, size); - - if (temp != NULL) data = temp; - else TRACELOG(RL_LOG_WARNING, "TEXTURE: Failed to re-allocate required mipmaps memory"); - - width = baseWidth; - height = baseHeight; - size = (width*height*4); // RGBA: 4 bytes - - // Generate mipmaps - // NOTE: Every mipmap data is stored after data (RGBA - 4 bytes) - unsigned char *image = (unsigned char *)RL_MALLOC(width*height*4); - unsigned char *mipmap = NULL; - int offset = 0; - - for (int i = 0; i < size; i += 4) - { - image[i] = data[i]; - image[i + 1] = data[i + 1]; - image[i + 2] = data[i + 2]; - image[i + 3] = data[i + 3]; - } - - TRACELOGD("TEXTURE: Mipmap base size (%ix%i)", width, height); - - for (int mip = 1; mip < mipmapCount; mip++) - { - mipmap = rlGenNextMipmapData(image, width, height); - - offset += (width*height*4); // Size of last mipmap - - width /= 2; - height /= 2; - size = (width*height*4); // Mipmap size to store after offset - - // Add mipmap to data - for (int i = 0; i < size; i += 4) - { - data[offset + i] = mipmap[i]; - data[offset + i + 1] = mipmap[i + 1]; - data[offset + i + 2] = mipmap[i + 2]; - data[offset + i + 3] = mipmap[i + 3]; - } - - RL_FREE(image); - - image = mipmap; - mipmap = NULL; - } - - RL_FREE(mipmap); // free mipmap data - - return mipmapCount; -} - -// Manual mipmap generation (basic scaling algorithm) -static unsigned char *rlGenNextMipmapData(unsigned char *srcData, int srcWidth, int srcHeight) -{ - int x2 = 0; - int y2 = 0; - unsigned char prow[4]; - unsigned char pcol[4]; - - int width = srcWidth/2; - int height = srcHeight/2; - - unsigned char *mipmap = (unsigned char *)RL_MALLOC(width*height*4); - - // Scaling algorithm works perfectly (box-filter) - for (int y = 0; y < height; y++) - { - y2 = 2*y; - - for (int x = 0; x < width; x++) - { - x2 = 2*x; - - prow[0] = (srcData[(y2*srcWidth + x2)*4 + 0] + srcData[(y2*srcWidth + x2 + 1)*4 + 0])/2; - prow[1] = (srcData[(y2*srcWidth + x2)*4 + 1] + srcData[(y2*srcWidth + x2 + 1)*4 + 1])/2; - prow[2] = (srcData[(y2*srcWidth + x2)*4 + 2] + srcData[(y2*srcWidth + x2 + 1)*4 + 2])/2; - prow[3] = (srcData[(y2*srcWidth + x2)*4 + 3] + srcData[(y2*srcWidth + x2 + 1)*4 + 3])/2; - - pcol[0] = (srcData[((y2 + 1)*srcWidth + x2)*4 + 0] + srcData[((y2 + 1)*srcWidth + x2 + 1)*4 + 0])/2; - pcol[1] = (srcData[((y2 + 1)*srcWidth + x2)*4 + 1] + srcData[((y2 + 1)*srcWidth + x2 + 1)*4 + 1])/2; - pcol[2] = (srcData[((y2 + 1)*srcWidth + x2)*4 + 2] + srcData[((y2 + 1)*srcWidth + x2 + 1)*4 + 2])/2; - pcol[3] = (srcData[((y2 + 1)*srcWidth + x2)*4 + 3] + srcData[((y2 + 1)*srcWidth + x2 + 1)*4 + 3])/2; - - mipmap[(y*width + x)*4 + 0] = (prow[0] + pcol[0])/2; - mipmap[(y*width + x)*4 + 1] = (prow[1] + pcol[1])/2; - mipmap[(y*width + x)*4 + 2] = (prow[2] + pcol[2])/2; - mipmap[(y*width + x)*4 + 3] = (prow[3] + pcol[3])/2; - } - } - - TRACELOGD("TEXTURE: Mipmap generated successfully (%ix%i)", width, height); - - return mipmap; -} -#endif // GRAPHICS_API_OPENGL_11 - -// Get pixel data size in bytes (image or texture) -// NOTE: Size depends on pixel format -static int rlGetPixelDataSize(int width, int height, int format) -{ - int dataSize = 0; // Size in bytes - int bpp = 0; // Bits per pixel - - switch (format) - { - case RL_PIXELFORMAT_UNCOMPRESSED_GRAYSCALE: bpp = 8; break; - case RL_PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA: - case RL_PIXELFORMAT_UNCOMPRESSED_R5G6B5: - case RL_PIXELFORMAT_UNCOMPRESSED_R5G5B5A1: - case RL_PIXELFORMAT_UNCOMPRESSED_R4G4B4A4: bpp = 16; break; - case RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8A8: bpp = 32; break; - case RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8: bpp = 24; break; - case RL_PIXELFORMAT_UNCOMPRESSED_R32: bpp = 32; break; - case RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32: bpp = 32*3; break; - case RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32A32: bpp = 32*4; break; - case RL_PIXELFORMAT_COMPRESSED_DXT1_RGB: - case RL_PIXELFORMAT_COMPRESSED_DXT1_RGBA: - case RL_PIXELFORMAT_COMPRESSED_ETC1_RGB: - case RL_PIXELFORMAT_COMPRESSED_ETC2_RGB: - case RL_PIXELFORMAT_COMPRESSED_PVRT_RGB: - case RL_PIXELFORMAT_COMPRESSED_PVRT_RGBA: bpp = 4; break; - case RL_PIXELFORMAT_COMPRESSED_DXT3_RGBA: - case RL_PIXELFORMAT_COMPRESSED_DXT5_RGBA: - case RL_PIXELFORMAT_COMPRESSED_ETC2_EAC_RGBA: - case RL_PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA: bpp = 8; break; - case RL_PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA: bpp = 2; break; - default: break; - } - - dataSize = width*height*bpp/8; // Total data size in bytes - - // Most compressed formats works on 4x4 blocks, - // if texture is smaller, minimum dataSize is 8 or 16 - if ((width < 4) && (height < 4)) - { - if ((format >= RL_PIXELFORMAT_COMPRESSED_DXT1_RGB) && (format < RL_PIXELFORMAT_COMPRESSED_DXT3_RGBA)) dataSize = 8; - else if ((format >= RL_PIXELFORMAT_COMPRESSED_DXT3_RGBA) && (format < RL_PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA)) dataSize = 16; - } - - return dataSize; -} - -// Auxiliar math functions - -// Get identity matrix -static Matrix rlMatrixIdentity(void) -{ - Matrix result = { - 1.0f, 0.0f, 0.0f, 0.0f, - 0.0f, 1.0f, 0.0f, 0.0f, - 0.0f, 0.0f, 1.0f, 0.0f, - 0.0f, 0.0f, 0.0f, 1.0f - }; - - return result; -} - -// Get two matrix multiplication -// NOTE: When multiplying matrices... the order matters! -static Matrix rlMatrixMultiply(Matrix left, Matrix right) -{ - Matrix result = { 0 }; - - result.m0 = left.m0*right.m0 + left.m1*right.m4 + left.m2*right.m8 + left.m3*right.m12; - result.m1 = left.m0*right.m1 + left.m1*right.m5 + left.m2*right.m9 + left.m3*right.m13; - result.m2 = left.m0*right.m2 + left.m1*right.m6 + left.m2*right.m10 + left.m3*right.m14; - result.m3 = left.m0*right.m3 + left.m1*right.m7 + left.m2*right.m11 + left.m3*right.m15; - result.m4 = left.m4*right.m0 + left.m5*right.m4 + left.m6*right.m8 + left.m7*right.m12; - result.m5 = left.m4*right.m1 + left.m5*right.m5 + left.m6*right.m9 + left.m7*right.m13; - result.m6 = left.m4*right.m2 + left.m5*right.m6 + left.m6*right.m10 + left.m7*right.m14; - result.m7 = left.m4*right.m3 + left.m5*right.m7 + left.m6*right.m11 + left.m7*right.m15; - result.m8 = left.m8*right.m0 + left.m9*right.m4 + left.m10*right.m8 + left.m11*right.m12; - result.m9 = left.m8*right.m1 + left.m9*right.m5 + left.m10*right.m9 + left.m11*right.m13; - result.m10 = left.m8*right.m2 + left.m9*right.m6 + left.m10*right.m10 + left.m11*right.m14; - result.m11 = left.m8*right.m3 + left.m9*right.m7 + left.m10*right.m11 + left.m11*right.m15; - result.m12 = left.m12*right.m0 + left.m13*right.m4 + left.m14*right.m8 + left.m15*right.m12; - result.m13 = left.m12*right.m1 + left.m13*right.m5 + left.m14*right.m9 + left.m15*right.m13; - result.m14 = left.m12*right.m2 + left.m13*right.m6 + left.m14*right.m10 + left.m15*right.m14; - result.m15 = left.m12*right.m3 + left.m13*right.m7 + left.m14*right.m11 + left.m15*right.m15; - - return result; -} - -#endif // RLGL_IMPLEMENTATION diff --git a/tmp/shapes_raylogo_laz.compiled b/tmp/shapes_raylogo_laz.compiled deleted file mode 100644 index b74960f..0000000 --- a/tmp/shapes_raylogo_laz.compiled +++ /dev/null @@ -1,5 +0,0 @@ - - - - - diff --git a/tmp/shapes_raylogo_laz.o b/tmp/shapes_raylogo_laz.o deleted file mode 100644 index d0b610ea84b0dfc6454991d31eb08619aded05e1..0000000000000000000000000000000000000000 GIT binary patch literal 0 HcmV?d00001 literal 9664 zcmcIpU2I%O6`tMeb)5RAc2e>~OSvH%a7(lPiQ}X+q+Z)=?>3v=Wp^Ftr{U(>du?yC z-Zi`H)QKuJpdz)TQjO>fLIS_^1s+IMRf5tcQIQZJP(i8+4}EA66p(@lQXh(nWX_p; 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