1 module rlgl;
2 
3 import raylib;
4 /**********************************************************************************************
5 *
6 *   rlgl v4.0 - A multi-OpenGL abstraction layer with an immediate-mode style API
7 *
8 *   An abstraction layer for multiple OpenGL versions (1.1, 2.1, 3.3 Core, 4.3 Core, ES 2.0)
9 *   that provides a pseudo-OpenGL 1.1 immediate-mode style API (rlVertex, rlTranslate, rlRotate...)
10 *
11 *   When chosing an OpenGL backend different than OpenGL 1.1, some internal buffer are
12 *   initialized on rlglInit() to accumulate vertex data.
13 *
14 *   When an internal state change is required all the stored vertex data is renderer in batch,
15 *   additioanlly, rlDrawRenderBatchActive() could be called to force flushing of the batch.
16 *
17 *   Some additional resources are also loaded for convenience, here the complete list:
18 *      - Default batch (RLGL.defaultBatch): RenderBatch system to accumulate vertex data
19 *      - Default texture (RLGL.defaultTextureId): 1x1 white pixel R8G8B8A8
20 *      - Default shader (RLGL.State.defaultShaderId, RLGL.State.defaultShaderLocs)
21 *
22 *   Internal buffer (and additional resources) must be manually unloaded calling rlglClose().
23 *
24 *
25 *   CONFIGURATION:
26 *
27 *   #define GRAPHICS_API_OPENGL_11
28 *   #define GRAPHICS_API_OPENGL_21
29 *   #define GRAPHICS_API_OPENGL_33
30 *   #define GRAPHICS_API_OPENGL_43
31 *   #define GRAPHICS_API_OPENGL_ES2
32 *       Use selected OpenGL graphics backend, should be supported by platform
33 *       Those preprocessor defines are only used on rlgl module, if OpenGL version is
34 *       required by any other module, use rlGetVersion() to check it
35 *
36 *   #define RLGL_IMPLEMENTATION
37 *       Generates the implementation of the library into the included file.
38 *       If not defined, the library is in header only mode and can be included in other headers
39 *       or source files without problems. But only ONE file should hold the implementation.
40 *
41 *   #define RLGL_RENDER_TEXTURES_HINT
42 *       Enable framebuffer objects (fbo) support (enabled by default)
43 *       Some GPUs could not support them despite the OpenGL version
44 *
45 *   #define RLGL_SHOW_GL_DETAILS_INFO
46 *       Show OpenGL extensions and capabilities detailed logs on init
47 *
48 *   #define RLGL_ENABLE_OPENGL_DEBUG_CONTEXT
49 *       Enable debug context (only available on OpenGL 4.3)
50 *
51 *   rlgl capabilities could be customized just defining some internal
52 *   values before library inclusion (default values listed):
53 *
54 *   #define RL_DEFAULT_BATCH_BUFFER_ELEMENTS   8192    // Default internal render batch elements limits
55 *   #define RL_DEFAULT_BATCH_BUFFERS              1    // Default number of batch buffers (multi-buffering)
56 *   #define RL_DEFAULT_BATCH_DRAWCALLS          256    // Default number of batch draw calls (by state changes: mode, texture)
57 *   #define RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS    4    // Maximum number of textures units that can be activated on batch drawing (SetShaderValueTexture())
58 *
59 *   #define RL_MAX_MATRIX_STACK_SIZE             32    // Maximum size of internal Matrix stack
60 *   #define RL_MAX_SHADER_LOCATIONS              32    // Maximum number of shader locations supported
61 *   #define RL_CULL_DISTANCE_NEAR              0.01    // Default projection matrix near cull distance
62 *   #define RL_CULL_DISTANCE_FAR             1000.0    // Default projection matrix far cull distance
63 *
64 *   When loading a shader, the following vertex attribute and uniform
65 *   location names are tried to be set automatically:
66 *
67 *   #define RL_DEFAULT_SHADER_ATTRIB_NAME_POSITION     "vertexPosition"    // Binded by default to shader location: 0
68 *   #define RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD     "vertexTexCoord"    // Binded by default to shader location: 1
69 *   #define RL_DEFAULT_SHADER_ATTRIB_NAME_NORMAL       "vertexNormal"      // Binded by default to shader location: 2
70 *   #define RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR        "vertexColor"       // Binded by default to shader location: 3
71 *   #define RL_DEFAULT_SHADER_ATTRIB_NAME_TANGENT      "vertexTangent"     // Binded by default to shader location: 4
72 *   #define RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2    "vertexTexCoord2"   // Binded by default to shader location: 5
73 *   #define RL_DEFAULT_SHADER_UNIFORM_NAME_MVP         "mvp"               // model-view-projection matrix
74 *   #define RL_DEFAULT_SHADER_UNIFORM_NAME_VIEW        "matView"           // view matrix
75 *   #define RL_DEFAULT_SHADER_UNIFORM_NAME_PROJECTION  "matProjection"     // projection matrix
76 *   #define RL_DEFAULT_SHADER_UNIFORM_NAME_MODEL       "matModel"          // model matrix
77 *   #define RL_DEFAULT_SHADER_UNIFORM_NAME_NORMAL      "matNormal"         // normal matrix (transpose(inverse(matModelView))
78 *   #define RL_DEFAULT_SHADER_UNIFORM_NAME_COLOR       "colDiffuse"        // color diffuse (base tint color, multiplied by texture color)
79 *   #define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE0  "texture0"          // texture0 (texture slot active 0)
80 *   #define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE1  "texture1"          // texture1 (texture slot active 1)
81 *   #define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE2  "texture2"          // texture2 (texture slot active 2)
82 *
83 *   DEPENDENCIES:
84 *
85 *      - OpenGL libraries (depending on platform and OpenGL version selected)
86 *      - GLAD OpenGL extensions loading library (only for OpenGL 3.3 Core, 4.3 Core)
87 *
88 *
89 *   LICENSE: zlib/libpng
90 *
91 *   Copyright (c) 2014-2021 Ramon Santamaria (@raysan5)
92 *
93 *   This software is provided "as-is", without any express or implied warranty. In no event
94 *   will the authors be held liable for any damages arising from the use of this software.
95 *
96 *   Permission is granted to anyone to use this software for any purpose, including commercial
97 *   applications, and to alter it and redistribute it freely, subject to the following restrictions:
98 *
99 *     1. The origin of this software must not be misrepresented; you must not claim that you
100 *     wrote the original software. If you use this software in a product, an acknowledgment
101 *     in the product documentation would be appreciated but is not required.
102 *
103 *     2. Altered source versions must be plainly marked as such, and must not be misrepresented
104 *     as being the original software.
105 *
106 *     3. This notice may not be removed or altered from any source distribution.
107 *
108 **********************************************************************************************/
109 
110 extern (C) @nogc nothrow:
111 
112 enum RLGL_VERSION = "4.0";
113 
114 // Function specifiers in case library is build/used as a shared library (Windows)
115 // NOTE: Microsoft specifiers to tell compiler that symbols are imported/exported from a .dll
116 
117 // We are building the library as a Win32 shared library (.dll)
118 
119 // We are using the library as a Win32 shared library (.dll)
120 
121 // Function specifiers definition // Functions defined as 'extern' by default (implicit specifiers)
122 
123 // Support TRACELOG macros
124 
125 // Allow custom memory allocators
126 
127 // Security check in case no GRAPHICS_API_OPENGL_* defined
128 
129 // Security check in case multiple GRAPHICS_API_OPENGL_* defined
130 
131 // OpenGL 2.1 uses most of OpenGL 3.3 Core functionality
132 // WARNING: Specific parts are checked with #if defines
133 
134 // OpenGL 4.3 uses OpenGL 3.3 Core functionality
135 
136 // Support framebuffer objects by default
137 // NOTE: Some driver implementation do not support it, despite they should
138 
139 //----------------------------------------------------------------------------------
140 // Defines and Macros
141 //----------------------------------------------------------------------------------
142 
143 // Default internal render batch elements limits
144 
145 // This is the maximum amount of elements (quads) per batch
146 // NOTE: Be careful with text, every letter maps to a quad
147 enum RL_DEFAULT_BATCH_BUFFER_ELEMENTS = 8192;
148 
149 // We reduce memory sizes for embedded systems (RPI and HTML5)
150 // NOTE: On HTML5 (emscripten) this is allocated on heap,
151 // by default it's only 16MB!...just take care...
152 
153 enum RL_DEFAULT_BATCH_BUFFERS = 1; // Default number of batch buffers (multi-buffering)
154 
155 enum RL_DEFAULT_BATCH_DRAWCALLS = 256; // Default number of batch draw calls (by state changes: mode, texture)
156 
157 enum RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS = 4; // Maximum number of textures units that can be activated on batch drawing (SetShaderValueTexture())
158 
159 // Internal Matrix stack
160 
161 enum RL_MAX_MATRIX_STACK_SIZE = 32; // Maximum size of Matrix stack
162 
163 // Shader limits
164 
165 enum RL_MAX_SHADER_LOCATIONS = 32; // Maximum number of shader locations supported
166 
167 // Projection matrix culling
168 
169 enum RL_CULL_DISTANCE_NEAR = 0.01; // Default near cull distance
170 
171 enum RL_CULL_DISTANCE_FAR = 1000.0; // Default far cull distance
172 
173 // Texture parameters (equivalent to OpenGL defines)
174 enum RL_TEXTURE_WRAP_S = 0x2802; // GL_TEXTURE_WRAP_S
175 enum RL_TEXTURE_WRAP_T = 0x2803; // GL_TEXTURE_WRAP_T
176 enum RL_TEXTURE_MAG_FILTER = 0x2800; // GL_TEXTURE_MAG_FILTER
177 enum RL_TEXTURE_MIN_FILTER = 0x2801; // GL_TEXTURE_MIN_FILTER
178 
179 enum RL_TEXTURE_FILTER_NEAREST = 0x2600; // GL_NEAREST
180 enum RL_TEXTURE_FILTER_LINEAR = 0x2601; // GL_LINEAR
181 enum RL_TEXTURE_FILTER_MIP_NEAREST = 0x2700; // GL_NEAREST_MIPMAP_NEAREST
182 enum RL_TEXTURE_FILTER_NEAREST_MIP_LINEAR = 0x2702; // GL_NEAREST_MIPMAP_LINEAR
183 enum RL_TEXTURE_FILTER_LINEAR_MIP_NEAREST = 0x2701; // GL_LINEAR_MIPMAP_NEAREST
184 enum RL_TEXTURE_FILTER_MIP_LINEAR = 0x2703; // GL_LINEAR_MIPMAP_LINEAR
185 enum RL_TEXTURE_FILTER_ANISOTROPIC = 0x3000; // Anisotropic filter (custom identifier)
186 
187 enum RL_TEXTURE_WRAP_REPEAT = 0x2901; // GL_REPEAT
188 enum RL_TEXTURE_WRAP_CLAMP = 0x812F; // GL_CLAMP_TO_EDGE
189 enum RL_TEXTURE_WRAP_MIRROR_REPEAT = 0x8370; // GL_MIRRORED_REPEAT
190 enum RL_TEXTURE_WRAP_MIRROR_CLAMP = 0x8742; // GL_MIRROR_CLAMP_EXT
191 
192 // Matrix modes (equivalent to OpenGL)
193 enum RL_MODELVIEW = 0x1700; // GL_MODELVIEW
194 enum RL_PROJECTION = 0x1701; // GL_PROJECTION
195 enum RL_TEXTURE = 0x1702; // GL_TEXTURE
196 
197 // Primitive assembly draw modes
198 enum RL_LINES = 0x0001; // GL_LINES
199 enum RL_TRIANGLES = 0x0004; // GL_TRIANGLES
200 enum RL_QUADS = 0x0007; // GL_QUADS
201 
202 // GL equivalent data types
203 enum RL_UNSIGNED_BYTE = 0x1401; // GL_UNSIGNED_BYTE
204 enum RL_FLOAT = 0x1406; // GL_FLOAT
205 
206 // Buffer usage hint
207 enum RL_STREAM_DRAW = 0x88E0; // GL_STREAM_DRAW
208 enum RL_STREAM_READ = 0x88E1; // GL_STREAM_READ
209 enum RL_STREAM_COPY = 0x88E2; // GL_STREAM_COPY
210 enum RL_STATIC_DRAW = 0x88E4; // GL_STATIC_DRAW
211 enum RL_STATIC_READ = 0x88E5; // GL_STATIC_READ
212 enum RL_STATIC_COPY = 0x88E6; // GL_STATIC_COPY
213 enum RL_DYNAMIC_DRAW = 0x88E8; // GL_DYNAMIC_DRAW
214 enum RL_DYNAMIC_READ = 0x88E9; // GL_DYNAMIC_READ
215 enum RL_DYNAMIC_COPY = 0x88EA; // GL_DYNAMIC_COPY
216 
217 // GL Shader type
218 enum RL_FRAGMENT_SHADER = 0x8B30; // GL_FRAGMENT_SHADER
219 enum RL_VERTEX_SHADER = 0x8B31; // GL_VERTEX_SHADER
220 enum RL_COMPUTE_SHADER = 0x91B9; // GL_COMPUTE_SHADER
221 
222 //----------------------------------------------------------------------------------
223 // Types and Structures Definition
224 //----------------------------------------------------------------------------------
225 enum rlGlVersion
226 {
227     OPENGL_11 = 1,
228     OPENGL_21 = 2,
229     OPENGL_33 = 3,
230     OPENGL_43 = 4,
231     OPENGL_ES_20 = 5
232 }
233 
234 enum rlFramebufferAttachType
235 {
236     RL_ATTACHMENT_COLOR_CHANNEL0 = 0,
237     RL_ATTACHMENT_COLOR_CHANNEL1 = 1,
238     RL_ATTACHMENT_COLOR_CHANNEL2 = 2,
239     RL_ATTACHMENT_COLOR_CHANNEL3 = 3,
240     RL_ATTACHMENT_COLOR_CHANNEL4 = 4,
241     RL_ATTACHMENT_COLOR_CHANNEL5 = 5,
242     RL_ATTACHMENT_COLOR_CHANNEL6 = 6,
243     RL_ATTACHMENT_COLOR_CHANNEL7 = 7,
244     RL_ATTACHMENT_DEPTH = 100,
245     RL_ATTACHMENT_STENCIL = 200
246 }
247 
248 enum rlFramebufferAttachTextureType
249 {
250     RL_ATTACHMENT_CUBEMAP_POSITIVE_X = 0,
251     RL_ATTACHMENT_CUBEMAP_NEGATIVE_X = 1,
252     RL_ATTACHMENT_CUBEMAP_POSITIVE_Y = 2,
253     RL_ATTACHMENT_CUBEMAP_NEGATIVE_Y = 3,
254     RL_ATTACHMENT_CUBEMAP_POSITIVE_Z = 4,
255     RL_ATTACHMENT_CUBEMAP_NEGATIVE_Z = 5,
256     RL_ATTACHMENT_TEXTURE2D = 100,
257     RL_ATTACHMENT_RENDERBUFFER = 200
258 }
259 
260 // Dynamic vertex buffers (position + texcoords + colors + indices arrays)
261 struct rlVertexBuffer
262 {
263     int elementCount; // Number of elements in the buffer (QUADS)
264 
265     float* vertices; // Vertex position (XYZ - 3 components per vertex) (shader-location = 0)
266     float* texcoords; // Vertex texture coordinates (UV - 2 components per vertex) (shader-location = 1)
267     ubyte* colors; // Vertex colors (RGBA - 4 components per vertex) (shader-location = 3)
268 
269     uint* indices; // Vertex indices (in case vertex data comes indexed) (6 indices per quad)
270 
271     // Vertex indices (in case vertex data comes indexed) (6 indices per quad)
272 
273     uint vaoId; // OpenGL Vertex Array Object id
274     uint[4] vboId; // OpenGL Vertex Buffer Objects id (4 types of vertex data)
275 }
276 
277 // Draw call type
278 // NOTE: Only texture changes register a new draw, other state-change-related elements are not
279 // used at this moment (vaoId, shaderId, matrices), raylib just forces a batch draw call if any
280 // of those state-change happens (this is done in core module)
281 struct rlDrawCall
282 {
283     int mode; // Drawing mode: LINES, TRIANGLES, QUADS
284     int vertexCount; // Number of vertex of the draw
285     int vertexAlignment; // Number of vertex required for index alignment (LINES, TRIANGLES)
286     //unsigned int vaoId;       // Vertex array id to be used on the draw -> Using RLGL.currentBatch->vertexBuffer.vaoId
287     //unsigned int shaderId;    // Shader id to be used on the draw -> Using RLGL.currentShaderId
288     uint textureId; // Texture id to be used on the draw -> Use to create new draw call if changes
289 
290     //Matrix projection;      // Projection matrix for this draw -> Using RLGL.projection by default
291     //Matrix modelview;       // Modelview matrix for this draw -> Using RLGL.modelview by default
292 }
293 
294 // rlRenderBatch type
295 struct rlRenderBatch
296 {
297     int bufferCount; // Number of vertex buffers (multi-buffering support)
298     int currentBuffer; // Current buffer tracking in case of multi-buffering
299     rlVertexBuffer* vertexBuffer; // Dynamic buffer(s) for vertex data
300 
301     rlDrawCall* draws; // Draw calls array, depends on textureId
302     int drawCounter; // Draw calls counter
303     float currentDepth; // Current depth value for next draw
304 }
305 
306 // Boolean type
307 
308 // Matrix, 4x4 components, column major, OpenGL style, right handed
309 
310 // Matrix first row (4 components)
311 // Matrix second row (4 components)
312 // Matrix third row (4 components)
313 // Matrix fourth row (4 components)
314 
315 // Trace log level
316 // NOTE: Organized by priority level
317 enum rlTraceLogLevel
318 {
319     RL_LOG_ALL = 0, // Display all logs
320     RL_LOG_TRACE = 1, // Trace logging, intended for internal use only
321     RL_LOG_DEBUG = 2, // Debug logging, used for internal debugging, it should be disabled on release builds
322     RL_LOG_INFO = 3, // Info logging, used for program execution info
323     RL_LOG_WARNING = 4, // Warning logging, used on recoverable failures
324     RL_LOG_ERROR = 5, // Error logging, used on unrecoverable failures
325     RL_LOG_FATAL = 6, // Fatal logging, used to abort program: exit(EXIT_FAILURE)
326     RL_LOG_NONE = 7 // Disable logging
327 }
328 
329 // Texture formats (support depends on OpenGL version)
330 enum rlPixelFormat
331 {
332     RL_PIXELFORMAT_UNCOMPRESSED_GRAYSCALE = 1, // 8 bit per pixel (no alpha)
333     RL_PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA = 2, // 8*2 bpp (2 channels)
334     RL_PIXELFORMAT_UNCOMPRESSED_R5G6B5 = 3, // 16 bpp
335     RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8 = 4, // 24 bpp
336     RL_PIXELFORMAT_UNCOMPRESSED_R5G5B5A1 = 5, // 16 bpp (1 bit alpha)
337     RL_PIXELFORMAT_UNCOMPRESSED_R4G4B4A4 = 6, // 16 bpp (4 bit alpha)
338     RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8A8 = 7, // 32 bpp
339     RL_PIXELFORMAT_UNCOMPRESSED_R32 = 8, // 32 bpp (1 channel - float)
340     RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32 = 9, // 32*3 bpp (3 channels - float)
341     RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32A32 = 10, // 32*4 bpp (4 channels - float)
342     RL_PIXELFORMAT_COMPRESSED_DXT1_RGB = 11, // 4 bpp (no alpha)
343     RL_PIXELFORMAT_COMPRESSED_DXT1_RGBA = 12, // 4 bpp (1 bit alpha)
344     RL_PIXELFORMAT_COMPRESSED_DXT3_RGBA = 13, // 8 bpp
345     RL_PIXELFORMAT_COMPRESSED_DXT5_RGBA = 14, // 8 bpp
346     RL_PIXELFORMAT_COMPRESSED_ETC1_RGB = 15, // 4 bpp
347     RL_PIXELFORMAT_COMPRESSED_ETC2_RGB = 16, // 4 bpp
348     RL_PIXELFORMAT_COMPRESSED_ETC2_EAC_RGBA = 17, // 8 bpp
349     RL_PIXELFORMAT_COMPRESSED_PVRT_RGB = 18, // 4 bpp
350     RL_PIXELFORMAT_COMPRESSED_PVRT_RGBA = 19, // 4 bpp
351     RL_PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA = 20, // 8 bpp
352     RL_PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA = 21 // 2 bpp
353 }
354 
355 // Texture parameters: filter mode
356 // NOTE 1: Filtering considers mipmaps if available in the texture
357 // NOTE 2: Filter is accordingly set for minification and magnification
358 enum rlTextureFilter
359 {
360     RL_TEXTURE_FILTER_POINT = 0, // No filter, just pixel aproximation
361     RL_TEXTURE_FILTER_BILINEAR = 1, // Linear filtering
362     RL_TEXTURE_FILTER_TRILINEAR = 2, // Trilinear filtering (linear with mipmaps)
363     RL_TEXTURE_FILTER_ANISOTROPIC_4X = 3, // Anisotropic filtering 4x
364     RL_TEXTURE_FILTER_ANISOTROPIC_8X = 4, // Anisotropic filtering 8x
365     RL_TEXTURE_FILTER_ANISOTROPIC_16X = 5 // Anisotropic filtering 16x
366 }
367 
368 // Color blending modes (pre-defined)
369 enum rlBlendMode
370 {
371     RL_BLEND_ALPHA = 0, // Blend textures considering alpha (default)
372     RL_BLEND_ADDITIVE = 1, // Blend textures adding colors
373     RL_BLEND_MULTIPLIED = 2, // Blend textures multiplying colors
374     RL_BLEND_ADD_COLORS = 3, // Blend textures adding colors (alternative)
375     RL_BLEND_SUBTRACT_COLORS = 4, // Blend textures subtracting colors (alternative)
376     RL_BLEND_CUSTOM = 5 // Belnd textures using custom src/dst factors (use SetBlendModeCustom())
377 }
378 
379 // Shader location point type
380 enum rlShaderLocationIndex
381 {
382     RL_SHADER_LOC_VERTEX_POSITION = 0, // Shader location: vertex attribute: position
383     RL_SHADER_LOC_VERTEX_TEXCOORD01 = 1, // Shader location: vertex attribute: texcoord01
384     RL_SHADER_LOC_VERTEX_TEXCOORD02 = 2, // Shader location: vertex attribute: texcoord02
385     RL_SHADER_LOC_VERTEX_NORMAL = 3, // Shader location: vertex attribute: normal
386     RL_SHADER_LOC_VERTEX_TANGENT = 4, // Shader location: vertex attribute: tangent
387     RL_SHADER_LOC_VERTEX_COLOR = 5, // Shader location: vertex attribute: color
388     RL_SHADER_LOC_MATRIX_MVP = 6, // Shader location: matrix uniform: model-view-projection
389     RL_SHADER_LOC_MATRIX_VIEW = 7, // Shader location: matrix uniform: view (camera transform)
390     RL_SHADER_LOC_MATRIX_PROJECTION = 8, // Shader location: matrix uniform: projection
391     RL_SHADER_LOC_MATRIX_MODEL = 9, // Shader location: matrix uniform: model (transform)
392     RL_SHADER_LOC_MATRIX_NORMAL = 10, // Shader location: matrix uniform: normal
393     RL_SHADER_LOC_VECTOR_VIEW = 11, // Shader location: vector uniform: view
394     RL_SHADER_LOC_COLOR_DIFFUSE = 12, // Shader location: vector uniform: diffuse color
395     RL_SHADER_LOC_COLOR_SPECULAR = 13, // Shader location: vector uniform: specular color
396     RL_SHADER_LOC_COLOR_AMBIENT = 14, // Shader location: vector uniform: ambient color
397     RL_SHADER_LOC_MAP_ALBEDO = 15, // Shader location: sampler2d texture: albedo (same as: RL_SHADER_LOC_MAP_DIFFUSE)
398     RL_SHADER_LOC_MAP_METALNESS = 16, // Shader location: sampler2d texture: metalness (same as: RL_SHADER_LOC_MAP_SPECULAR)
399     RL_SHADER_LOC_MAP_NORMAL = 17, // Shader location: sampler2d texture: normal
400     RL_SHADER_LOC_MAP_ROUGHNESS = 18, // Shader location: sampler2d texture: roughness
401     RL_SHADER_LOC_MAP_OCCLUSION = 19, // Shader location: sampler2d texture: occlusion
402     RL_SHADER_LOC_MAP_EMISSION = 20, // Shader location: sampler2d texture: emission
403     RL_SHADER_LOC_MAP_HEIGHT = 21, // Shader location: sampler2d texture: height
404     RL_SHADER_LOC_MAP_CUBEMAP = 22, // Shader location: samplerCube texture: cubemap
405     RL_SHADER_LOC_MAP_IRRADIANCE = 23, // Shader location: samplerCube texture: irradiance
406     RL_SHADER_LOC_MAP_PREFILTER = 24, // Shader location: samplerCube texture: prefilter
407     RL_SHADER_LOC_MAP_BRDF = 25 // Shader location: sampler2d texture: brdf
408 }
409 
410 enum RL_SHADER_LOC_MAP_DIFFUSE = rlShaderLocationIndex.RL_SHADER_LOC_MAP_ALBEDO;
411 enum RL_SHADER_LOC_MAP_SPECULAR = rlShaderLocationIndex.RL_SHADER_LOC_MAP_METALNESS;
412 
413 // Shader uniform data type
414 enum rlShaderUniformDataType
415 {
416     RL_SHADER_UNIFORM_FLOAT = 0, // Shader uniform type: float
417     RL_SHADER_UNIFORM_VEC2 = 1, // Shader uniform type: vec2 (2 float)
418     RL_SHADER_UNIFORM_VEC3 = 2, // Shader uniform type: vec3 (3 float)
419     RL_SHADER_UNIFORM_VEC4 = 3, // Shader uniform type: vec4 (4 float)
420     RL_SHADER_UNIFORM_INT = 4, // Shader uniform type: int
421     RL_SHADER_UNIFORM_IVEC2 = 5, // Shader uniform type: ivec2 (2 int)
422     RL_SHADER_UNIFORM_IVEC3 = 6, // Shader uniform type: ivec3 (3 int)
423     RL_SHADER_UNIFORM_IVEC4 = 7, // Shader uniform type: ivec4 (4 int)
424     RL_SHADER_UNIFORM_SAMPLER2D = 8 // Shader uniform type: sampler2d
425 }
426 
427 // Shader attribute data types
428 enum rlShaderAttributeDataType
429 {
430     RL_SHADER_ATTRIB_FLOAT = 0, // Shader attribute type: float
431     RL_SHADER_ATTRIB_VEC2 = 1, // Shader attribute type: vec2 (2 float)
432     RL_SHADER_ATTRIB_VEC3 = 2, // Shader attribute type: vec3 (3 float)
433     RL_SHADER_ATTRIB_VEC4 = 3 // Shader attribute type: vec4 (4 float)
434 }
435 
436 //------------------------------------------------------------------------------------
437 // Functions Declaration - Matrix operations
438 //------------------------------------------------------------------------------------
439 
440 // Prevents name mangling of functions
441 
442 void rlMatrixMode(int mode); // Choose the current matrix to be transformed
443 void rlPushMatrix(); // Push the current matrix to stack
444 void rlPopMatrix(); // Pop lattest inserted matrix from stack
445 void rlLoadIdentity(); // Reset current matrix to identity matrix
446 void rlTranslatef(float x, float y, float z); // Multiply the current matrix by a translation matrix
447 void rlRotatef(float angle, float x, float y, float z); // Multiply the current matrix by a rotation matrix
448 void rlScalef(float x, float y, float z); // Multiply the current matrix by a scaling matrix
449 void rlMultMatrixf(float* matf); // Multiply the current matrix by another matrix
450 void rlFrustum(double left, double right, double bottom, double top, double znear, double zfar);
451 void rlOrtho(double left, double right, double bottom, double top, double znear, double zfar);
452 void rlViewport(int x, int y, int width, int height); // Set the viewport area
453 
454 //------------------------------------------------------------------------------------
455 // Functions Declaration - Vertex level operations
456 //------------------------------------------------------------------------------------
457 void rlBegin(int mode); // Initialize drawing mode (how to organize vertex)
458 void rlEnd(); // Finish vertex providing
459 void rlVertex2i(int x, int y); // Define one vertex (position) - 2 int
460 void rlVertex2f(float x, float y); // Define one vertex (position) - 2 float
461 void rlVertex3f(float x, float y, float z); // Define one vertex (position) - 3 float
462 void rlTexCoord2f(float x, float y); // Define one vertex (texture coordinate) - 2 float
463 void rlNormal3f(float x, float y, float z); // Define one vertex (normal) - 3 float
464 void rlColor4ub(ubyte r, ubyte g, ubyte b, ubyte a); // Define one vertex (color) - 4 byte
465 void rlColor3f(float x, float y, float z); // Define one vertex (color) - 3 float
466 void rlColor4f(float x, float y, float z, float w); // Define one vertex (color) - 4 float
467 
468 //------------------------------------------------------------------------------------
469 // Functions Declaration - OpenGL style functions (common to 1.1, 3.3+, ES2)
470 // NOTE: This functions are used to completely abstract raylib code from OpenGL layer,
471 // some of them are direct wrappers over OpenGL calls, some others are custom
472 //------------------------------------------------------------------------------------
473 
474 // Vertex buffers state
475 bool rlEnableVertexArray(uint vaoId); // Enable vertex array (VAO, if supported)
476 void rlDisableVertexArray(); // Disable vertex array (VAO, if supported)
477 void rlEnableVertexBuffer(uint id); // Enable vertex buffer (VBO)
478 void rlDisableVertexBuffer(); // Disable vertex buffer (VBO)
479 void rlEnableVertexBufferElement(uint id); // Enable vertex buffer element (VBO element)
480 void rlDisableVertexBufferElement(); // Disable vertex buffer element (VBO element)
481 void rlEnableVertexAttribute(uint index); // Enable vertex attribute index
482 void rlDisableVertexAttribute(uint index); // Disable vertex attribute index
483 
484 // Enable attribute state pointer
485 // Disable attribute state pointer
486 
487 // Textures state
488 void rlActiveTextureSlot(int slot); // Select and active a texture slot
489 void rlEnableTexture(uint id); // Enable texture
490 void rlDisableTexture(); // Disable texture
491 void rlEnableTextureCubemap(uint id); // Enable texture cubemap
492 void rlDisableTextureCubemap(); // Disable texture cubemap
493 void rlTextureParameters(uint id, int param, int value); // Set texture parameters (filter, wrap)
494 
495 // Shader state
496 void rlEnableShader(uint id); // Enable shader program
497 void rlDisableShader(); // Disable shader program
498 
499 // Framebuffer state
500 void rlEnableFramebuffer(uint id); // Enable render texture (fbo)
501 void rlDisableFramebuffer(); // Disable render texture (fbo), return to default framebuffer
502 void rlActiveDrawBuffers(int count); // Activate multiple draw color buffers
503 
504 // General render state
505 void rlEnableColorBlend(); // Enable color blending
506 void rlDisableColorBlend(); // Disable color blending
507 void rlEnableDepthTest(); // Enable depth test
508 void rlDisableDepthTest(); // Disable depth test
509 void rlEnableDepthMask(); // Enable depth write
510 void rlDisableDepthMask(); // Disable depth write
511 void rlEnableBackfaceCulling(); // Enable backface culling
512 void rlDisableBackfaceCulling(); // Disable backface culling
513 void rlEnableScissorTest(); // Enable scissor test
514 void rlDisableScissorTest(); // Disable scissor test
515 void rlScissor(int x, int y, int width, int height); // Scissor test
516 void rlEnableWireMode(); // Enable wire mode
517 void rlDisableWireMode(); // Disable wire mode
518 void rlSetLineWidth(float width); // Set the line drawing width
519 float rlGetLineWidth(); // Get the line drawing width
520 void rlEnableSmoothLines(); // Enable line aliasing
521 void rlDisableSmoothLines(); // Disable line aliasing
522 void rlEnableStereoRender(); // Enable stereo rendering
523 void rlDisableStereoRender(); // Disable stereo rendering
524 bool rlIsStereoRenderEnabled(); // Check if stereo render is enabled
525 
526 void rlClearColor(ubyte r, ubyte g, ubyte b, ubyte a); // Clear color buffer with color
527 void rlClearScreenBuffers(); // Clear used screen buffers (color and depth)
528 void rlCheckErrors(); // Check and log OpenGL error codes
529 void rlSetBlendMode(int mode); // Set blending mode
530 void rlSetBlendFactors(int glSrcFactor, int glDstFactor, int glEquation); // Set blending mode factor and equation (using OpenGL factors)
531 
532 //------------------------------------------------------------------------------------
533 // Functions Declaration - rlgl functionality
534 //------------------------------------------------------------------------------------
535 // rlgl initialization functions
536 void rlglInit(int width, int height); // Initialize rlgl (buffers, shaders, textures, states)
537 void rlglClose(); // De-inititialize rlgl (buffers, shaders, textures)
538 void rlLoadExtensions(void* loader); // Load OpenGL extensions (loader function required)
539 int rlGetVersion(); // Get current OpenGL version
540 int rlGetFramebufferWidth(); // Get default framebuffer width
541 int rlGetFramebufferHeight(); // Get default framebuffer height
542 
543 uint rlGetTextureIdDefault(); // Get default texture id
544 uint rlGetShaderIdDefault(); // Get default shader id
545 int* rlGetShaderLocsDefault(); // Get default shader locations
546 
547 // Render batch management
548 // NOTE: rlgl provides a default render batch to behave like OpenGL 1.1 immediate mode
549 // but this render batch API is exposed in case of custom batches are required
550 rlRenderBatch rlLoadRenderBatch(int numBuffers, int bufferElements); // Load a render batch system
551 void rlUnloadRenderBatch(rlRenderBatch batch); // Unload render batch system
552 void rlDrawRenderBatch(rlRenderBatch* batch); // Draw render batch data (Update->Draw->Reset)
553 void rlSetRenderBatchActive(rlRenderBatch* batch); // Set the active render batch for rlgl (NULL for default internal)
554 void rlDrawRenderBatchActive(); // Update and draw internal render batch
555 bool rlCheckRenderBatchLimit(int vCount); // Check internal buffer overflow for a given number of vertex
556 void rlSetTexture(uint id); // Set current texture for render batch and check buffers limits
557 
558 //------------------------------------------------------------------------------------------------------------------------
559 
560 // Vertex buffers management
561 uint rlLoadVertexArray(); // Load vertex array (vao) if supported
562 uint rlLoadVertexBuffer(void* buffer, int size, bool dynamic); // Load a vertex buffer attribute
563 uint rlLoadVertexBufferElement(void* buffer, int size, bool dynamic); // Load a new attributes element buffer
564 void rlUpdateVertexBuffer(uint bufferId, void* data, int dataSize, int offset); // Update GPU buffer with new data
565 void rlUnloadVertexArray(uint vaoId);
566 void rlUnloadVertexBuffer(uint vboId);
567 void rlSetVertexAttribute(uint index, int compSize, int type, bool normalized, int stride, void* pointer);
568 void rlSetVertexAttributeDivisor(uint index, int divisor);
569 void rlSetVertexAttributeDefault(int locIndex, const(void)* value, int attribType, int count); // Set vertex attribute default value
570 void rlDrawVertexArray(int offset, int count);
571 void rlDrawVertexArrayElements(int offset, int count, void* buffer);
572 void rlDrawVertexArrayInstanced(int offset, int count, int instances);
573 void rlDrawVertexArrayElementsInstanced(int offset, int count, void* buffer, int instances);
574 
575 // Textures management
576 uint rlLoadTexture(void* data, int width, int height, int format, int mipmapCount); // Load texture in GPU
577 uint rlLoadTextureDepth(int width, int height, bool useRenderBuffer); // Load depth texture/renderbuffer (to be attached to fbo)
578 uint rlLoadTextureCubemap(void* data, int size, int format); // Load texture cubemap
579 void rlUpdateTexture(uint id, int offsetX, int offsetY, int width, int height, int format, const(void)* data); // Update GPU texture with new data
580 void rlGetGlTextureFormats(int format, int* glInternalFormat, int* glFormat, int* glType); // Get OpenGL internal formats
581 const(char)* rlGetPixelFormatName(uint format); // Get name string for pixel format
582 void rlUnloadTexture(uint id); // Unload texture from GPU memory
583 void rlGenTextureMipmaps(uint id, int width, int height, int format, int* mipmaps); // Generate mipmap data for selected texture
584 void* rlReadTexturePixels(uint id, int width, int height, int format); // Read texture pixel data
585 ubyte* rlReadScreenPixels(int width, int height); // Read screen pixel data (color buffer)
586 
587 // Framebuffer management (fbo)
588 uint rlLoadFramebuffer(int width, int height); // Load an empty framebuffer
589 void rlFramebufferAttach(uint fboId, uint texId, int attachType, int texType, int mipLevel); // Attach texture/renderbuffer to a framebuffer
590 bool rlFramebufferComplete(uint id); // Verify framebuffer is complete
591 void rlUnloadFramebuffer(uint id); // Delete framebuffer from GPU
592 
593 // Shaders management
594 uint rlLoadShaderCode(const(char)* vsCode, const(char)* fsCode); // Load shader from code strings
595 uint rlCompileShader(const(char)* shaderCode, int type); // Compile custom shader and return shader id (type: RL_VERTEX_SHADER, RL_FRAGMENT_SHADER, RL_COMPUTE_SHADER)
596 uint rlLoadShaderProgram(uint vShaderId, uint fShaderId); // Load custom shader program
597 void rlUnloadShaderProgram(uint id); // Unload shader program
598 int rlGetLocationUniform(uint shaderId, const(char)* uniformName); // Get shader location uniform
599 int rlGetLocationAttrib(uint shaderId, const(char)* attribName); // Get shader location attribute
600 void rlSetUniform(int locIndex, const(void)* value, int uniformType, int count); // Set shader value uniform
601 void rlSetUniformMatrix(int locIndex, Matrix mat); // Set shader value matrix
602 void rlSetUniformSampler(int locIndex, uint textureId); // Set shader value sampler
603 void rlSetShader(uint id, int* locs); // Set shader currently active (id and locations)
604 
605 // Compute shader management
606 uint rlLoadComputeShaderProgram(uint shaderId); // Load compute shader program
607 void rlComputeShaderDispatch(uint groupX, uint groupY, uint groupZ); // Dispatch compute shader (equivalent to *draw* for graphics pilepine)
608 
609 // Shader buffer storage object management (ssbo)
610 uint rlLoadShaderBuffer(ulong size, const(void)* data, int usageHint); // Load shader storage buffer object (SSBO)
611 void rlUnloadShaderBuffer(uint ssboId); // Unload shader storage buffer object (SSBO)
612 void rlUpdateShaderBufferElements(uint id, const(void)* data, ulong dataSize, ulong offset); // Update SSBO buffer data
613 ulong rlGetShaderBufferSize(uint id); // Get SSBO buffer size
614 void rlReadShaderBufferElements(uint id, void* dest, ulong count, ulong offset); // Bind SSBO buffer
615 void rlBindShaderBuffer(uint id, uint index); // Copy SSBO buffer data
616 
617 // Buffer management
618 void rlCopyBuffersElements(uint destId, uint srcId, ulong destOffset, ulong srcOffset, ulong count); // Copy SSBO buffer data
619 void rlBindImageTexture(uint id, uint index, uint format, int readonly); // Bind image texture
620 
621 // Matrix state management
622 Matrix rlGetMatrixModelview(); // Get internal modelview matrix
623 Matrix rlGetMatrixProjection(); // Get internal projection matrix
624 Matrix rlGetMatrixTransform(); // Get internal accumulated transform matrix
625 Matrix rlGetMatrixProjectionStereo(int eye); // Get internal projection matrix for stereo render (selected eye)
626 Matrix rlGetMatrixViewOffsetStereo(int eye); // Get internal view offset matrix for stereo render (selected eye)
627 void rlSetMatrixProjection(Matrix proj); // Set a custom projection matrix (replaces internal projection matrix)
628 void rlSetMatrixModelview(Matrix view); // Set a custom modelview matrix (replaces internal modelview matrix)
629 void rlSetMatrixProjectionStereo(Matrix right, Matrix left); // Set eyes projection matrices for stereo rendering
630 void rlSetMatrixViewOffsetStereo(Matrix right, Matrix left); // Set eyes view offsets matrices for stereo rendering
631 
632 // Quick and dirty cube/quad buffers load->draw->unload
633 void rlLoadDrawCube(); // Load and draw a cube
634 void rlLoadDrawQuad(); // Load and draw a quad
635 
636 // RLGL_H
637 
638 /***********************************************************************************
639 *
640 *   RLGL IMPLEMENTATION
641 *
642 ************************************************************************************/
643 
644 // OpenGL 1.1 library for OSX
645 // OpenGL extensions library
646 
647 // APIENTRY for OpenGL function pointer declarations is required
648 
649 // WINGDIAPI definition. Some Windows OpenGL headers need it
650 
651 // OpenGL 1.1 library
652 
653 // OpenGL 3 library for OSX
654 // OpenGL 3 extensions library for OSX
655 
656 // GLAD extensions loading library, includes OpenGL headers
657 
658 //#include <EGL/egl.h>              // EGL library -> not required, platform layer
659 // OpenGL ES 2.0 library
660 // OpenGL ES 2.0 extensions library
661 
662 // It seems OpenGL ES 2.0 instancing entry points are not defined on Raspberry Pi
663 // provided headers (despite being defined in official Khronos GLES2 headers)
664 
665 // Required for: malloc(), free()
666 // Required for: strcmp(), strlen() [Used in rlglInit(), on extensions loading]
667 // Required for: sqrtf(), sinf(), cosf(), floor(), log()
668 
669 //----------------------------------------------------------------------------------
670 // Defines and Macros
671 //----------------------------------------------------------------------------------
672 
673 // Default shader vertex attribute names to set location points
674 
675 // Binded by default to shader location: 0
676 
677 // Binded by default to shader location: 1
678 
679 // Binded by default to shader location: 2
680 
681 // Binded by default to shader location: 3
682 
683 // Binded by default to shader location: 4
684 
685 // Binded by default to shader location: 5
686 
687 // model-view-projection matrix
688 
689 // view matrix
690 
691 // projection matrix
692 
693 // model matrix
694 
695 // normal matrix (transpose(inverse(matModelView))
696 
697 // color diffuse (base tint color, multiplied by texture color)
698 
699 // texture0 (texture slot active 0)
700 
701 // texture1 (texture slot active 1)
702 
703 // texture2 (texture slot active 2)
704 
705 //----------------------------------------------------------------------------------
706 // Types and Structures Definition
707 //----------------------------------------------------------------------------------
708 
709 // Current render batch
710 // Default internal render batch
711 
712 // Current active render batch vertex counter (generic, used for all batches)
713 // Current active texture coordinate (added on glVertex*())
714 // Current active normal (added on glVertex*())
715 // Current active color (added on glVertex*())
716 
717 // Current matrix mode
718 // Current matrix pointer
719 // Default modelview matrix
720 // Default projection matrix
721 // Transform matrix to be used with rlTranslate, rlRotate, rlScale
722 // Require transform matrix application to current draw-call vertex (if required)
723 // Matrix stack for push/pop
724 // Matrix stack counter
725 
726 // Default texture used on shapes/poly drawing (required by shader)
727 // Active texture ids to be enabled on batch drawing (0 active by default)
728 // Default vertex shader id (used by default shader program)
729 // Default fragment shader id (used by default shader program)
730 // Default shader program id, supports vertex color and diffuse texture
731 // Default shader locations pointer to be used on rendering
732 // Current shader id to be used on rendering (by default, defaultShaderId)
733 // Current shader locations pointer to be used on rendering (by default, defaultShaderLocs)
734 
735 // Stereo rendering flag
736 // VR stereo rendering eyes projection matrices
737 // VR stereo rendering eyes view offset matrices
738 
739 // Blending mode active
740 // Blending source factor
741 // Blending destination factor
742 // Blending equation
743 
744 // Default framebuffer width
745 // Default framebuffer height
746 
747 // Renderer state
748 
749 // VAO support (OpenGL ES2 could not support VAO extension) (GL_ARB_vertex_array_object)
750 // Instancing supported (GL_ANGLE_instanced_arrays, GL_EXT_draw_instanced + GL_EXT_instanced_arrays)
751 // NPOT textures full support (GL_ARB_texture_non_power_of_two, GL_OES_texture_npot)
752 // Depth textures supported (GL_ARB_depth_texture, GL_WEBGL_depth_texture, GL_OES_depth_texture)
753 // float textures support (32 bit per channel) (GL_OES_texture_float)
754 // DDS texture compression support (GL_EXT_texture_compression_s3tc, GL_WEBGL_compressed_texture_s3tc, GL_WEBKIT_WEBGL_compressed_texture_s3tc)
755 // ETC1 texture compression support (GL_OES_compressed_ETC1_RGB8_texture, GL_WEBGL_compressed_texture_etc1)
756 // ETC2/EAC texture compression support (GL_ARB_ES3_compatibility)
757 // PVR texture compression support (GL_IMG_texture_compression_pvrtc)
758 // ASTC texture compression support (GL_KHR_texture_compression_astc_hdr, GL_KHR_texture_compression_astc_ldr)
759 // Clamp mirror wrap mode supported (GL_EXT_texture_mirror_clamp)
760 // Anisotropic texture filtering support (GL_EXT_texture_filter_anisotropic)
761 // Compute shaders support (GL_ARB_compute_shader)
762 // Shader storage buffer object support (GL_ARB_shader_storage_buffer_object)
763 
764 // Maximum anisotropy level supported (minimum is 2.0f)
765 // Maximum bits for depth component
766 
767 // Extensions supported flags
768 
769 // OpenGL extension functions loader signature (same as GLADloadproc)
770 
771 // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2
772 
773 //----------------------------------------------------------------------------------
774 // Global Variables Definition
775 //----------------------------------------------------------------------------------
776 
777 // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2
778 
779 // NOTE: VAO functionality is exposed through extensions (OES)
780 
781 // NOTE: Instancing functionality could also be available through extension
782 
783 //----------------------------------------------------------------------------------
784 // Module specific Functions Declaration
785 //----------------------------------------------------------------------------------
786 
787 // Load default shader
788 // Unload default shader
789 
790 // Get compressed format official GL identifier name
791 // RLGL_SHOW_GL_DETAILS_INFO
792 // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2
793 
794 // Generate mipmaps data on CPU side
795 // Generate next mipmap level on CPU side
796 
797 // Get pixel data size in bytes (image or texture)
798 // Auxiliar matrix math functions
799 // Get identity matrix
800 // Multiply two matrices
801 
802 //----------------------------------------------------------------------------------
803 // Module Functions Definition - Matrix operations
804 //----------------------------------------------------------------------------------
805 
806 // Fallback to OpenGL 1.1 function calls
807 //---------------------------------------
808 
809 // Choose the current matrix to be transformed
810 
811 //else if (mode == RL_TEXTURE) // Not supported
812 
813 // Push the current matrix into RLGL.State.stack
814 
815 // Pop lattest inserted matrix from RLGL.State.stack
816 
817 // Reset current matrix to identity matrix
818 
819 // Multiply the current matrix by a translation matrix
820 
821 // NOTE: We transpose matrix with multiplication order
822 
823 // Multiply the current matrix by a rotation matrix
824 // NOTE: The provided angle must be in degrees
825 
826 // Axis vector (x, y, z) normalization
827 
828 // Rotation matrix generation
829 
830 // NOTE: We transpose matrix with multiplication order
831 
832 // Multiply the current matrix by a scaling matrix
833 
834 // NOTE: We transpose matrix with multiplication order
835 
836 // Multiply the current matrix by another matrix
837 
838 // Matrix creation from array
839 
840 // Multiply the current matrix by a perspective matrix generated by parameters
841 
842 // Multiply the current matrix by an orthographic matrix generated by parameters
843 
844 // NOTE: If left-right and top-botton values are equal it could create a division by zero,
845 // response to it is platform/compiler dependant
846 
847 // Set the viewport area (transformation from normalized device coordinates to window coordinates)
848 
849 //----------------------------------------------------------------------------------
850 // Module Functions Definition - Vertex level operations
851 //----------------------------------------------------------------------------------
852 
853 // Fallback to OpenGL 1.1 function calls
854 //---------------------------------------
855 
856 // Initialize drawing mode (how to organize vertex)
857 
858 // Draw mode can be RL_LINES, RL_TRIANGLES and RL_QUADS
859 // NOTE: In all three cases, vertex are accumulated over default internal vertex buffer
860 
861 // Make sure current RLGL.currentBatch->draws[i].vertexCount is aligned a multiple of 4,
862 // that way, following QUADS drawing will keep aligned with index processing
863 // It implies adding some extra alignment vertex at the end of the draw,
864 // those vertex are not processed but they are considered as an additional offset
865 // for the next set of vertex to be drawn
866 
867 // Finish vertex providing
868 
869 // NOTE: Depth increment is dependant on rlOrtho(): z-near and z-far values,
870 // as well as depth buffer bit-depth (16bit or 24bit or 32bit)
871 // Correct increment formula would be: depthInc = (zfar - znear)/pow(2, bits)
872 
873 // Verify internal buffers limits
874 // NOTE: This check is combined with usage of rlCheckRenderBatchLimit()
875 
876 // WARNING: If we are between rlPushMatrix() and rlPopMatrix() and we need to force a rlDrawRenderBatch(),
877 // we need to call rlPopMatrix() before to recover *RLGL.State.currentMatrix (RLGL.State.modelview) for the next forced draw call!
878 // If we have multiple matrix pushed, it will require "RLGL.State.stackCounter" pops before launching the draw
879 
880 // Define one vertex (position)
881 // NOTE: Vertex position data is the basic information required for drawing
882 
883 // Transform provided vector if required
884 
885 // Verify that current vertex buffer elements limit has not been reached
886 
887 // Add vertices
888 
889 // Add current texcoord
890 
891 // TODO: Add current normal
892 // By default rlVertexBuffer type does not store normals
893 
894 // Add current color
895 
896 // Define one vertex (position)
897 
898 // Define one vertex (position)
899 
900 // Define one vertex (texture coordinate)
901 // NOTE: Texture coordinates are limited to QUADS only
902 
903 // Define one vertex (normal)
904 // NOTE: Normals limited to TRIANGLES only?
905 
906 // Define one vertex (color)
907 
908 // Define one vertex (color)
909 
910 // Define one vertex (color)
911 
912 //--------------------------------------------------------------------------------------
913 // Module Functions Definition - OpenGL style functions (common to 1.1, 3.3+, ES2)
914 //--------------------------------------------------------------------------------------
915 
916 // Set current texture to use
917 
918 // NOTE: If quads batch limit is reached, we force a draw call and next batch starts
919 
920 // Make sure current RLGL.currentBatch->draws[i].vertexCount is aligned a multiple of 4,
921 // that way, following QUADS drawing will keep aligned with index processing
922 // It implies adding some extra alignment vertex at the end of the draw,
923 // those vertex are not processed but they are considered as an additional offset
924 // for the next set of vertex to be drawn
925 
926 // Select and active a texture slot
927 
928 // Enable texture
929 
930 // Disable texture
931 
932 // Enable texture cubemap
933 
934 // Disable texture cubemap
935 
936 // Set texture parameters (wrap mode/filter mode)
937 
938 // Enable shader program
939 
940 // Disable shader program
941 
942 // Enable rendering to texture (fbo)
943 
944 // Disable rendering to texture
945 
946 // Activate multiple draw color buffers
947 // NOTE: One color buffer is always active by default
948 
949 // NOTE: Maximum number of draw buffers supported is implementation dependant,
950 // it can be queried with glGet*() but it must be at least 8
951 //GLint maxDrawBuffers = 0;
952 //glGetIntegerv(GL_MAX_DRAW_BUFFERS, &maxDrawBuffers);
953 
954 //----------------------------------------------------------------------------------
955 // General render state configuration
956 //----------------------------------------------------------------------------------
957 
958 // Enable color blending
959 
960 // Disable color blending
961 
962 // Enable depth test
963 
964 // Disable depth test
965 
966 // Enable depth write
967 
968 // Disable depth write
969 
970 // Enable backface culling
971 
972 // Disable backface culling
973 
974 // Enable scissor test
975 
976 // Disable scissor test
977 
978 // Scissor test
979 
980 // Enable wire mode
981 
982 // NOTE: glPolygonMode() not available on OpenGL ES
983 
984 // Disable wire mode
985 
986 // NOTE: glPolygonMode() not available on OpenGL ES
987 
988 // Set the line drawing width
989 
990 // Get the line drawing width
991 
992 // Enable line aliasing
993 
994 // Disable line aliasing
995 
996 // Enable stereo rendering
997 
998 // Disable stereo rendering
999 
1000 // Check if stereo render is enabled
1001 
1002 // Clear color buffer with color
1003 
1004 // Color values clamp to 0.0f(0) and 1.0f(255)
1005 
1006 // Clear used screen buffers (color and depth)
1007 
1008 // Clear used buffers: Color and Depth (Depth is used for 3D)
1009 //glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);     // Stencil buffer not used...
1010 
1011 // Check and log OpenGL error codes
1012 
1013 // Set blend mode
1014 
1015 // Set blending mode factor and equation
1016 
1017 //----------------------------------------------------------------------------------
1018 // Module Functions Definition - OpenGL Debug
1019 //----------------------------------------------------------------------------------
1020 
1021 // Ignore non-significant error/warning codes (NVidia drivers)
1022 // NOTE: Here there are the details with a sample output:
1023 // - #131169 - Framebuffer detailed info: The driver allocated storage for renderbuffer 2. (severity: low)
1024 // - #131185 - Buffer detailed info: Buffer object 1 (bound to GL_ELEMENT_ARRAY_BUFFER_ARB, usage hint is GL_ENUM_88e4)
1025 //             will use VIDEO memory as the source for buffer object operations. (severity: low)
1026 // - #131218 - Program/shader state performance warning: Vertex shader in program 7 is being recompiled based on GL state. (severity: medium)
1027 // - #131204 - Texture state usage warning: The texture object (0) bound to texture image unit 0 does not have
1028 //             a defined base level and cannot be used for texture mapping. (severity: low)
1029 
1030 //----------------------------------------------------------------------------------
1031 // Module Functions Definition - rlgl functionality
1032 //----------------------------------------------------------------------------------
1033 
1034 // Initialize rlgl: OpenGL extensions, default buffers/shaders/textures, OpenGL states
1035 
1036 // Enable OpenGL debug context if required
1037 
1038 // glDebugMessageControl(GL_DEBUG_SOURCE_API, GL_DEBUG_TYPE_ERROR, GL_DEBUG_SEVERITY_HIGH, 0, 0, GL_TRUE); // TODO: Filter message
1039 
1040 // Debug context options:
1041 //  - GL_DEBUG_OUTPUT - Faster version but not useful for breakpoints
1042 //  - 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
1043 
1044 // Init default white texture
1045 // 1 pixel RGBA (4 bytes)
1046 
1047 // Init default Shader (customized for GL 3.3 and ES2)
1048 // Loaded: RLGL.State.defaultShaderId + RLGL.State.defaultShaderLocs
1049 
1050 // Init default vertex arrays buffers
1051 
1052 // Init stack matrices (emulating OpenGL 1.1)
1053 
1054 // Init internal matrices
1055 
1056 // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2
1057 
1058 // Initialize OpenGL default states
1059 //----------------------------------------------------------
1060 // Init state: Depth test
1061 // Type of depth testing to apply
1062 // Disable depth testing for 2D (only used for 3D)
1063 
1064 // Init state: Blending mode
1065 // Color blending function (how colors are mixed)
1066 // Enable color blending (required to work with transparencies)
1067 
1068 // Init state: Culling
1069 // NOTE: All shapes/models triangles are drawn CCW
1070 // Cull the back face (default)
1071 // Front face are defined counter clockwise (default)
1072 // Enable backface culling
1073 
1074 // Init state: Cubemap seamless
1075 
1076 // Seamless cubemaps (not supported on OpenGL ES 2.0)
1077 
1078 // Init state: Color hints (deprecated in OpenGL 3.0+)
1079 // Improve quality of color and texture coordinate interpolation
1080 // Smooth shading between vertex (vertex colors interpolation)
1081 
1082 // Store screen size into global variables
1083 
1084 //----------------------------------------------------------
1085 
1086 // Init state: Color/Depth buffers clear
1087 // Set clear color (black)
1088 // Set clear depth value (default)
1089 // Clear color and depth buffers (depth buffer required for 3D)
1090 
1091 // Vertex Buffer Object deinitialization (memory free)
1092 
1093 // Unload default shader
1094 
1095 // Unload default texture
1096 
1097 // Load OpenGL extensions
1098 // NOTE: External loader function must be provided
1099 
1100 // Also defined for GRAPHICS_API_OPENGL_21
1101 // NOTE: glad is generated and contains only required OpenGL 3.3 Core extensions (and lower versions)
1102 
1103 // Get number of supported extensions
1104 
1105 // Get supported extensions list
1106 // WARNING: glGetStringi() not available on OpenGL 2.1
1107 
1108 // Register supported extensions flags
1109 // OpenGL 3.3 extensions supported by default (core)
1110 
1111 // NOTE: With GLAD, we can check if an extension is supported using the GLAD_GL_xxx booleans
1112 // Texture compression: DXT
1113 // Texture compression: ETC2/EAC
1114 
1115 // GRAPHICS_API_OPENGL_33
1116 
1117 // Get supported extensions list
1118 
1119 // Allocate 512 strings pointers (2 KB)
1120 // One big const string
1121 
1122 // NOTE: We have to duplicate string because glGetString() returns a const string
1123 // Get extensions string size in bytes
1124 
1125 // Check required extensions
1126 
1127 // Check VAO support
1128 // NOTE: Only check on OpenGL ES, OpenGL 3.3 has VAO support as core feature
1129 
1130 // The extension is supported by our hardware and driver, try to get related functions pointers
1131 // NOTE: emscripten does not support VAOs natively, it uses emulation and it reduces overall performance...
1132 
1133 //glIsVertexArray = (PFNGLISVERTEXARRAYOESPROC)loader("glIsVertexArrayOES");     // NOTE: Fails in WebGL, omitted
1134 
1135 // Check instanced rendering support
1136 // Web ANGLE
1137 
1138 // Standard EXT
1139 
1140 // Check NPOT textures support
1141 // NOTE: Only check on OpenGL ES, OpenGL 3.3 has NPOT textures full support as core feature
1142 
1143 // Check texture float support
1144 
1145 // Check depth texture support
1146 
1147 // Check texture compression support: DXT
1148 
1149 // Check texture compression support: ETC1
1150 
1151 // Check texture compression support: ETC2/EAC
1152 
1153 // Check texture compression support: PVR
1154 
1155 // Check texture compression support: ASTC
1156 
1157 // Check anisotropic texture filter support
1158 
1159 // Check clamp mirror wrap mode support
1160 
1161 // Free extensions pointers
1162 
1163 // Duplicated string must be deallocated
1164 // GRAPHICS_API_OPENGL_ES2
1165 
1166 // Check OpenGL information and capabilities
1167 //------------------------------------------------------------------------------
1168 // Show current OpenGL and GLSL version
1169 
1170 // NOTE: Anisotropy levels capability is an extension
1171 
1172 // Show some OpenGL GPU capabilities
1173 
1174 /*
1175 // Following capabilities are only supported by OpenGL 4.3 or greater
1176 glGetIntegerv(GL_MAX_VERTEX_ATTRIB_BINDINGS, &capability);
1177 TRACELOG(RL_LOG_INFO, "    GL_MAX_VERTEX_ATTRIB_BINDINGS: %i", capability);
1178 glGetIntegerv(GL_MAX_UNIFORM_LOCATIONS, &capability);
1179 TRACELOG(RL_LOG_INFO, "    GL_MAX_UNIFORM_LOCATIONS: %i", capability);
1180 */
1181 // RLGL_SHOW_GL_DETAILS_INFO
1182 
1183 // Show some basic info about GL supported features
1184 
1185 // RLGL_SHOW_GL_DETAILS_INFO
1186 
1187 // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2
1188 
1189 // Get current OpenGL version
1190 
1191 // NOTE: Force OpenGL 3.3 on OSX
1192 
1193 // Get default framebuffer width
1194 
1195 // Get default framebuffer height
1196 
1197 // Get default internal texture (white texture)
1198 // NOTE: Default texture is a 1x1 pixel UNCOMPRESSED_R8G8B8A8
1199 
1200 // Get default shader id
1201 
1202 // Get default shader locs
1203 
1204 // Render batch management
1205 //------------------------------------------------------------------------------------------------
1206 // Load render batch
1207 
1208 // Initialize CPU (RAM) vertex buffers (position, texcoord, color data and indexes)
1209 //--------------------------------------------------------------------------------------------
1210 
1211 // 3 float by vertex, 4 vertex by quad
1212 // 2 float by texcoord, 4 texcoord by quad
1213 // 4 float by color, 4 colors by quad
1214 
1215 // 6 int by quad (indices)
1216 
1217 // 6 int by quad (indices)
1218 
1219 // Indices can be initialized right now
1220 
1221 //--------------------------------------------------------------------------------------------
1222 
1223 // Upload to GPU (VRAM) vertex data and initialize VAOs/VBOs
1224 //--------------------------------------------------------------------------------------------
1225 
1226 // Initialize Quads VAO
1227 
1228 // Quads - Vertex buffers binding and attributes enable
1229 // Vertex position buffer (shader-location = 0)
1230 
1231 // Vertex texcoord buffer (shader-location = 1)
1232 
1233 // Vertex color buffer (shader-location = 3)
1234 
1235 // Fill index buffer
1236 
1237 // Unbind the current VAO
1238 
1239 //--------------------------------------------------------------------------------------------
1240 
1241 // Init draw calls tracking system
1242 //--------------------------------------------------------------------------------------------
1243 
1244 //batch.draws[i].vaoId = 0;
1245 //batch.draws[i].shaderId = 0;
1246 
1247 //batch.draws[i].RLGL.State.projection = rlMatrixIdentity();
1248 //batch.draws[i].RLGL.State.modelview = rlMatrixIdentity();
1249 
1250 // Record buffer count
1251 // Reset draws counter
1252 // Reset depth value
1253 //--------------------------------------------------------------------------------------------
1254 
1255 // Unload default internal buffers vertex data from CPU and GPU
1256 
1257 // Unbind everything
1258 
1259 // Unload all vertex buffers data
1260 
1261 // Unbind VAO attribs data
1262 
1263 // Delete VBOs from GPU (VRAM)
1264 
1265 // Delete VAOs from GPU (VRAM)
1266 
1267 // Free vertex arrays memory from CPU (RAM)
1268 
1269 // Unload arrays
1270 
1271 // Draw render batch
1272 // NOTE: We require a pointer to reset batch and increase current buffer (multi-buffer)
1273 
1274 // Update batch vertex buffers
1275 //------------------------------------------------------------------------------------------------------------
1276 // NOTE: If there is not vertex data, buffers doesn't need to be updated (vertexCount > 0)
1277 // TODO: If no data changed on the CPU arrays --> No need to re-update GPU arrays (change flag required)
1278 
1279 // Activate elements VAO
1280 
1281 // Vertex positions buffer
1282 
1283 //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*4*batch->vertexBuffer[batch->currentBuffer].elementCount, batch->vertexBuffer[batch->currentBuffer].vertices, GL_DYNAMIC_DRAW);  // Update all buffer
1284 
1285 // Texture coordinates buffer
1286 
1287 //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*4*batch->vertexBuffer[batch->currentBuffer].elementCount, batch->vertexBuffer[batch->currentBuffer].texcoords, GL_DYNAMIC_DRAW); // Update all buffer
1288 
1289 // Colors buffer
1290 
1291 //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*4*4*batch->vertexBuffer[batch->currentBuffer].elementCount, batch->vertexBuffer[batch->currentBuffer].colors, GL_DYNAMIC_DRAW);    // Update all buffer
1292 
1293 // NOTE: glMapBuffer() causes sync issue.
1294 // If GPU is working with this buffer, glMapBuffer() will wait(stall) until GPU to finish its job.
1295 // To avoid waiting (idle), you can call first glBufferData() with NULL pointer before glMapBuffer().
1296 // If you do that, the previous data in PBO will be discarded and glMapBuffer() returns a new
1297 // allocated pointer immediately even if GPU is still working with the previous data.
1298 
1299 // Another option: map the buffer object into client's memory
1300 // Probably this code could be moved somewhere else...
1301 // batch->vertexBuffer[batch->currentBuffer].vertices = (float *)glMapBuffer(GL_ARRAY_BUFFER, GL_READ_WRITE);
1302 // if (batch->vertexBuffer[batch->currentBuffer].vertices)
1303 // {
1304 // Update vertex data
1305 // }
1306 // glUnmapBuffer(GL_ARRAY_BUFFER);
1307 
1308 // Unbind the current VAO
1309 
1310 //------------------------------------------------------------------------------------------------------------
1311 
1312 // Draw batch vertex buffers (considering VR stereo if required)
1313 //------------------------------------------------------------------------------------------------------------
1314 
1315 // Setup current eye viewport (half screen width)
1316 
1317 // Set current eye view offset to modelview matrix
1318 
1319 // Set current eye projection matrix
1320 
1321 // Draw buffers
1322 
1323 // Set current shader and upload current MVP matrix
1324 
1325 // Create modelview-projection matrix and upload to shader
1326 
1327 // Bind vertex attrib: position (shader-location = 0)
1328 
1329 // Bind vertex attrib: texcoord (shader-location = 1)
1330 
1331 // Bind vertex attrib: color (shader-location = 3)
1332 
1333 // Setup some default shader values
1334 
1335 // Active default sampler2D: texture0
1336 
1337 // Activate additional sampler textures
1338 // Those additional textures will be common for all draw calls of the batch
1339 
1340 // Activate default sampler2D texture0 (one texture is always active for default batch shader)
1341 // NOTE: Batch system accumulates calls by texture0 changes, additional textures are enabled for all the draw calls
1342 
1343 // Bind current draw call texture, activated as GL_TEXTURE0 and binded to sampler2D texture0 by default
1344 
1345 // We need to define the number of indices to be processed: elementCount*6
1346 // NOTE: The final parameter tells the GPU the offset in bytes from the
1347 // start of the index buffer to the location of the first index to process
1348 
1349 // Unbind textures
1350 
1351 // Unbind VAO
1352 
1353 // Unbind shader program
1354 
1355 //------------------------------------------------------------------------------------------------------------
1356 
1357 // Reset batch buffers
1358 //------------------------------------------------------------------------------------------------------------
1359 // Reset vertex counter for next frame
1360 
1361 // Reset depth for next draw
1362 
1363 // Restore projection/modelview matrices
1364 
1365 // Reset RLGL.currentBatch->draws array
1366 
1367 // Reset active texture units for next batch
1368 
1369 // Reset draws counter to one draw for the batch
1370 
1371 //------------------------------------------------------------------------------------------------------------
1372 
1373 // Change to next buffer in the list (in case of multi-buffering)
1374 
1375 // Set the active render batch for rlgl
1376 
1377 // Update and draw internal render batch
1378 
1379 // NOTE: Stereo rendering is checked inside
1380 
1381 // Check internal buffer overflow for a given number of vertex
1382 // and force a rlRenderBatch draw call if required
1383 
1384 // NOTE: Stereo rendering is checked inside
1385 
1386 // Restore state of last batch so we can continue adding vertices
1387 
1388 // Textures data management
1389 //-----------------------------------------------------------------------------------------
1390 // Convert image data to OpenGL texture (returns OpenGL valid Id)
1391 
1392 // Free any old binding
1393 
1394 // Check texture format support by OpenGL 1.1 (compressed textures not supported)
1395 
1396 // GRAPHICS_API_OPENGL_11
1397 
1398 // Generate texture id
1399 
1400 // Mipmap data offset
1401 
1402 // Load the different mipmap levels
1403 
1404 // Security check for NPOT textures
1405 
1406 // Texture parameters configuration
1407 // NOTE: glTexParameteri does NOT affect texture uploading, just the way it's used
1408 
1409 // 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
1410 
1411 // Set texture to repeat on x-axis
1412 // Set texture to repeat on y-axis
1413 
1414 // NOTE: If using negative texture coordinates (LoadOBJ()), it does not work!
1415 // Set texture to clamp on x-axis
1416 // Set texture to clamp on y-axis
1417 
1418 // Set texture to repeat on x-axis
1419 // Set texture to repeat on y-axis
1420 
1421 // Magnification and minification filters
1422 // Alternative: GL_LINEAR
1423 // Alternative: GL_LINEAR
1424 
1425 // Activate Trilinear filtering if mipmaps are available
1426 
1427 // At this point we have the texture loaded in GPU and texture parameters configured
1428 
1429 // NOTE: If mipmaps were not in data, they are not generated automatically
1430 
1431 // Unbind current texture
1432 
1433 // Load depth texture/renderbuffer (to be attached to fbo)
1434 // WARNING: OpenGL ES 2.0 requires GL_OES_depth_texture/WEBGL_depth_texture extensions
1435 
1436 // In case depth textures not supported, we force renderbuffer usage
1437 
1438 // NOTE: We let the implementation to choose the best bit-depth
1439 // Possible formats: GL_DEPTH_COMPONENT16, GL_DEPTH_COMPONENT24, GL_DEPTH_COMPONENT32 and GL_DEPTH_COMPONENT32F
1440 
1441 // Create the renderbuffer that will serve as the depth attachment for the framebuffer
1442 // NOTE: A renderbuffer is simpler than a texture and could offer better performance on embedded devices
1443 
1444 // Load texture cubemap
1445 // NOTE: Cubemap data is expected to be 6 images in a single data array (one after the other),
1446 // expected the following convention: +X, -X, +Y, -Y, +Z, -Z
1447 
1448 // Load cubemap faces
1449 
1450 // 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)
1451 
1452 // Set cubemap texture sampling parameters
1453 
1454 // Flag not supported on OpenGL ES 2.0
1455 
1456 // Update already loaded texture in GPU with new data
1457 // NOTE: We don't know safely if internal texture format is the expected one...
1458 
1459 // Get OpenGL internal formats and data type from raylib PixelFormat
1460 
1461 // NOTE: on OpenGL ES 2.0 (WebGL), internalFormat must match format and options allowed are: GL_LUMINANCE, GL_RGB, GL_RGBA
1462 
1463 // NOTE: Requires extension OES_texture_float
1464 // NOTE: Requires extension OES_texture_float
1465 // NOTE: Requires extension OES_texture_float
1466 
1467 // NOTE: Requires OpenGL ES 2.0 or OpenGL 4.3
1468 // NOTE: Requires OpenGL ES 3.0 or OpenGL 4.3
1469 // NOTE: Requires OpenGL ES 3.0 or OpenGL 4.3
1470 // NOTE: Requires PowerVR GPU
1471 // NOTE: Requires PowerVR GPU
1472 // NOTE: Requires OpenGL ES 3.1 or OpenGL 4.3
1473 // NOTE: Requires OpenGL ES 3.1 or OpenGL 4.3
1474 
1475 // Unload texture from GPU memory
1476 
1477 // Generate mipmap data for selected texture
1478 
1479 // Check if texture is power-of-two (POT)
1480 
1481 // WARNING: Manual mipmap generation only works for RGBA 32bit textures!
1482 
1483 // Retrieve texture data from VRAM
1484 
1485 // NOTE: Texture data size is reallocated to fit mipmaps data
1486 // NOTE: CPU mipmap generation only supports RGBA 32bit data
1487 
1488 // Load the mipmaps
1489 
1490 // Once mipmaps have been generated and data has been uploaded to GPU VRAM, we can discard RAM data
1491 
1492 //glHint(GL_GENERATE_MIPMAP_HINT, GL_DONT_CARE);   // Hint for mipmaps generation algorythm: GL_FASTEST, GL_NICEST, GL_DONT_CARE
1493 // Generate mipmaps automatically
1494 
1495 // Activate Trilinear filtering for mipmaps
1496 
1497 // Read texture pixel data
1498 
1499 // NOTE: Using texture id, we can retrieve some texture info (but not on OpenGL ES 2.0)
1500 // Possible texture info: GL_TEXTURE_RED_SIZE, GL_TEXTURE_GREEN_SIZE, GL_TEXTURE_BLUE_SIZE, GL_TEXTURE_ALPHA_SIZE
1501 //int width, height, format;
1502 //glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_WIDTH, &width);
1503 //glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_HEIGHT, &height);
1504 //glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_INTERNAL_FORMAT, &format);
1505 
1506 // 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.
1507 // Use glPixelStorei to modify padding with the GL_[UN]PACK_ALIGNMENT setting.
1508 // GL_PACK_ALIGNMENT affects operations that read from OpenGL memory (glReadPixels, glGetTexImage, etc.)
1509 // GL_UNPACK_ALIGNMENT affects operations that write to OpenGL memory (glTexImage, etc.)
1510 
1511 // glGetTexImage() is not available on OpenGL ES 2.0
1512 // Texture width and height are required on OpenGL ES 2.0. There is no way to get it from texture id.
1513 // Two possible Options:
1514 // 1 - Bind texture to color fbo attachment and glReadPixels()
1515 // 2 - Create an fbo, activate it, render quad with texture, glReadPixels()
1516 // We are using Option 1, just need to care for texture format on retrieval
1517 // NOTE: This behaviour could be conditioned by graphic driver...
1518 
1519 // Attach our texture to FBO
1520 
1521 // We read data as RGBA because FBO texture is configured as RGBA, despite binding another texture format
1522 
1523 // Clean up temporal fbo
1524 
1525 // Read screen pixel data (color buffer)
1526 
1527 // NOTE 1: glReadPixels returns image flipped vertically -> (0,0) is the bottom left corner of the framebuffer
1528 // NOTE 2: We are getting alpha channel! Be careful, it can be transparent if not cleared properly!
1529 
1530 // Flip image vertically!
1531 
1532 // Flip line
1533 
1534 // Set alpha component value to 255 (no trasparent image retrieval)
1535 // NOTE: Alpha value has already been applied to RGB in framebuffer, we don't need it!
1536 
1537 // NOTE: image data should be freed
1538 
1539 // Framebuffer management (fbo)
1540 //-----------------------------------------------------------------------------------------
1541 // Load a framebuffer to be used for rendering
1542 // NOTE: No textures attached
1543 
1544 // Create the framebuffer object
1545 // Unbind any framebuffer
1546 
1547 // Attach color buffer texture to an fbo (unloads previous attachment)
1548 // NOTE: Attach type: 0-Color, 1-Depth renderbuffer, 2-Depth texture
1549 
1550 // Verify render texture is complete
1551 
1552 // Unload framebuffer from GPU memory
1553 // NOTE: All attached textures/cubemaps/renderbuffers are also deleted
1554 
1555 // Query depth attachment to automatically delete texture/renderbuffer
1556 
1557 // Bind framebuffer to query depth texture type
1558 
1559 // NOTE: If a texture object is deleted while its image is attached to the *currently bound* framebuffer,
1560 // the texture image is automatically detached from the currently bound framebuffer.
1561 
1562 // Vertex data management
1563 //-----------------------------------------------------------------------------------------
1564 // Load a new attributes buffer
1565 
1566 // Load a new attributes element buffer
1567 
1568 // Enable vertex buffer (VBO)
1569 
1570 // Disable vertex buffer (VBO)
1571 
1572 // Enable vertex buffer element (VBO element)
1573 
1574 // Disable vertex buffer element (VBO element)
1575 
1576 // Update vertex buffer with new data
1577 // NOTE: dataSize and offset must be provided in bytes
1578 
1579 // Update vertex buffer elements with new data
1580 // NOTE: dataSize and offset must be provided in bytes
1581 
1582 // Enable vertex array object (VAO)
1583 
1584 // Disable vertex array object (VAO)
1585 
1586 // Enable vertex attribute index
1587 
1588 // Disable vertex attribute index
1589 
1590 // Draw vertex array
1591 
1592 // Draw vertex array elements
1593 
1594 // Draw vertex array instanced
1595 
1596 // Draw vertex array elements instanced
1597 
1598 // Enable vertex state pointer
1599 
1600 //case GL_INDEX_ARRAY: if (buffer != NULL) glIndexPointer(GL_SHORT, 0, buffer); break; // Indexed colors
1601 
1602 // Disable vertex state pointer
1603 
1604 // Load vertex array object (VAO)
1605 
1606 // Set vertex attribute
1607 
1608 // Set vertex attribute divisor
1609 
1610 // Unload vertex array object (VAO)
1611 
1612 // Unload vertex buffer (VBO)
1613 
1614 //TRACELOG(RL_LOG_INFO, "VBO: Unloaded vertex data from VRAM (GPU)");
1615 
1616 // Shaders management
1617 //-----------------------------------------------------------------------------------------------
1618 // Load shader from code strings
1619 // NOTE: If shader string is NULL, using default vertex/fragment shaders
1620 
1621 // Detach shader before deletion to make sure memory is freed
1622 
1623 // Detach shader before deletion to make sure memory is freed
1624 
1625 // Get available shader uniforms
1626 // NOTE: This information is useful for debug...
1627 
1628 // Assume no variable names longer than 256
1629 
1630 // Get the name of the uniforms
1631 
1632 // Compile custom shader and return shader id
1633 
1634 //case GL_GEOMETRY_SHADER:
1635 
1636 //case GL_GEOMETRY_SHADER:
1637 
1638 // Load custom shader strings and return program id
1639 
1640 // NOTE: Default attribute shader locations must be binded before linking
1641 
1642 // NOTE: If some attrib name is no found on the shader, it locations becomes -1
1643 
1644 // NOTE: All uniform variables are intitialised to 0 when a program links
1645 
1646 // Get the size of compiled shader program (not available on OpenGL ES 2.0)
1647 // NOTE: If GL_LINK_STATUS is GL_FALSE, program binary length is zero.
1648 //GLint binarySize = 0;
1649 //glGetProgramiv(id, GL_PROGRAM_BINARY_LENGTH, &binarySize);
1650 
1651 // Unload shader program
1652 
1653 // Get shader location uniform
1654 
1655 // Get shader location attribute
1656 
1657 // Set shader value uniform
1658 
1659 // Set shader value attribute
1660 
1661 // Set shader value uniform matrix
1662 
1663 // Set shader value uniform sampler
1664 
1665 // Check if texture is already active
1666 
1667 // Register a new active texture for the internal batch system
1668 // NOTE: Default texture is always activated as GL_TEXTURE0
1669 
1670 // Activate new texture unit
1671 // Save texture id for binding on drawing
1672 
1673 // Set shader currently active (id and locations)
1674 
1675 // Load compute shader program
1676 
1677 // NOTE: All uniform variables are intitialised to 0 when a program links
1678 
1679 // Get the size of compiled shader program (not available on OpenGL ES 2.0)
1680 // NOTE: If GL_LINK_STATUS is GL_FALSE, program binary length is zero.
1681 //GLint binarySize = 0;
1682 //glGetProgramiv(id, GL_PROGRAM_BINARY_LENGTH, &binarySize);
1683 
1684 // Dispatch compute shader (equivalent to *draw* for graphics pilepine)
1685 
1686 // Load shader storage buffer object (SSBO)
1687 
1688 // Unload shader storage buffer object (SSBO)
1689 
1690 // Update SSBO buffer data
1691 
1692 // Get SSBO buffer size
1693 
1694 // Read SSBO buffer data
1695 
1696 // Bind SSBO buffer
1697 
1698 // Copy SSBO buffer data
1699 
1700 // Bind image texture
1701 
1702 // Matrix state management
1703 //-----------------------------------------------------------------------------------------
1704 // Get internal modelview matrix
1705 
1706 // Get internal projection matrix
1707 
1708 // Get internal accumulated transform matrix
1709 
1710 // TODO: Consider possible transform matrices in the RLGL.State.stack
1711 // Is this the right order? or should we start with the first stored matrix instead of the last one?
1712 //Matrix matStackTransform = rlMatrixIdentity();
1713 //for (int i = RLGL.State.stackCounter; i > 0; i--) matStackTransform = rlMatrixMultiply(RLGL.State.stack[i], matStackTransform);
1714 
1715 // Get internal projection matrix for stereo render (selected eye)
1716 
1717 // Get internal view offset matrix for stereo render (selected eye)
1718 
1719 // Set a custom modelview matrix (replaces internal modelview matrix)
1720 
1721 // Set a custom projection matrix (replaces internal projection matrix)
1722 
1723 // Set eyes projection matrices for stereo rendering
1724 
1725 // Set eyes view offsets matrices for stereo rendering
1726 
1727 // Load and draw a quad in NDC
1728 
1729 // Positions         Texcoords
1730 
1731 // Gen VAO to contain VBO
1732 
1733 // Gen and fill vertex buffer (VBO)
1734 
1735 // Bind vertex attributes (position, texcoords)
1736 
1737 // Positions
1738 
1739 // Texcoords
1740 
1741 // Draw quad
1742 
1743 // Delete buffers (VBO and VAO)
1744 
1745 // Load and draw a cube in NDC
1746 
1747 // Positions          Normals               Texcoords
1748 
1749 // Gen VAO to contain VBO
1750 
1751 // Gen and fill vertex buffer (VBO)
1752 
1753 // Bind vertex attributes (position, normals, texcoords)
1754 
1755 // Positions
1756 
1757 // Normals
1758 
1759 // Texcoords
1760 
1761 // Draw cube
1762 
1763 // Delete VBO and VAO
1764 
1765 // Get name string for pixel format
1766 
1767 // 8 bit per pixel (no alpha)
1768 // 8*2 bpp (2 channels)
1769 // 16 bpp
1770 // 24 bpp
1771 // 16 bpp (1 bit alpha)
1772 // 16 bpp (4 bit alpha)
1773 // 32 bpp
1774 // 32 bpp (1 channel - float)
1775 // 32*3 bpp (3 channels - float)
1776 // 32*4 bpp (4 channels - float)
1777 // 4 bpp (no alpha)
1778 // 4 bpp (1 bit alpha)
1779 // 8 bpp
1780 // 8 bpp
1781 // 4 bpp
1782 // 4 bpp
1783 // 8 bpp
1784 // 4 bpp
1785 // 4 bpp
1786 // 8 bpp
1787 // 2 bpp
1788 
1789 //----------------------------------------------------------------------------------
1790 // Module specific Functions Definition
1791 //----------------------------------------------------------------------------------
1792 
1793 // Load default shader (just vertex positioning and texture coloring)
1794 // NOTE: This shader program is used for internal buffers
1795 // NOTE: Loaded: RLGL.State.defaultShaderId, RLGL.State.defaultShaderLocs
1796 
1797 // NOTE: All locations must be reseted to -1 (no location)
1798 
1799 // Vertex shader directly defined, no external file required
1800 
1801 // Fragment shader directly defined, no external file required
1802 
1803 // Precision required for OpenGL ES2 (WebGL)
1804 
1805 // NOTE: Compiled vertex/fragment shaders are kept for re-use
1806 // Compile default vertex shader
1807 // Compile default fragment shader
1808 
1809 // Set default shader locations: attributes locations
1810 
1811 // Set default shader locations: uniform locations
1812 
1813 // Unload default shader
1814 // NOTE: Unloads: RLGL.State.defaultShaderId, RLGL.State.defaultShaderLocs
1815 
1816 // Get compressed format official GL identifier name
1817 
1818 // GL_EXT_texture_compression_s3tc
1819 
1820 // GL_3DFX_texture_compression_FXT1
1821 
1822 // GL_IMG_texture_compression_pvrtc
1823 
1824 // GL_OES_compressed_ETC1_RGB8_texture
1825 
1826 // GL_ARB_texture_compression_rgtc
1827 
1828 // GL_ARB_texture_compression_bptc
1829 
1830 // GL_ARB_ES3_compatibility
1831 
1832 // GL_KHR_texture_compression_astc_hdr
1833 
1834 // RLGL_SHOW_GL_DETAILS_INFO
1835 
1836 // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2
1837 
1838 // Mipmaps data is generated after image data
1839 // NOTE: Only works with RGBA (4 bytes) data!
1840 
1841 // Required mipmap levels count (including base level)
1842 
1843 // Size in bytes (will include mipmaps...), RGBA only
1844 
1845 // Count mipmap levels required
1846 
1847 // Add mipmap size (in bytes)
1848 
1849 // RGBA: 4 bytes
1850 
1851 // Generate mipmaps
1852 // NOTE: Every mipmap data is stored after data (RGBA - 4 bytes)
1853 
1854 // Size of last mipmap
1855 
1856 // Mipmap size to store after offset
1857 
1858 // Add mipmap to data
1859 
1860 // free mipmap data
1861 
1862 // Manual mipmap generation (basic scaling algorithm)
1863 
1864 // Scaling algorithm works perfectly (box-filter)
1865 
1866 // GRAPHICS_API_OPENGL_11
1867 
1868 // Get pixel data size in bytes (image or texture)
1869 // NOTE: Size depends on pixel format
1870 
1871 // Size in bytes
1872 // Bits per pixel
1873 
1874 // Total data size in bytes
1875 
1876 // Most compressed formats works on 4x4 blocks,
1877 // if texture is smaller, minimum dataSize is 8 or 16
1878 
1879 // Auxiliar math functions
1880 
1881 // Get identity matrix
1882 
1883 // Get two matrix multiplication
1884 // NOTE: When multiplying matrices... the order matters!
1885 
1886 // RLGL_IMPLEMENTATION