1 module raylib.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) 2014-2022 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 approximation
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_ALPHA_PREMULTIPLY = 5, // Blend premultiplied textures considering alpha
377     RL_BLEND_CUSTOM = 6 // Blend textures using custom src/dst factors (use rlSetBlendFactors())
378 }
379 
380 // Shader location point type
381 enum rlShaderLocationIndex
382 {
383     RL_SHADER_LOC_VERTEX_POSITION = 0, // Shader location: vertex attribute: position
384     RL_SHADER_LOC_VERTEX_TEXCOORD01 = 1, // Shader location: vertex attribute: texcoord01
385     RL_SHADER_LOC_VERTEX_TEXCOORD02 = 2, // Shader location: vertex attribute: texcoord02
386     RL_SHADER_LOC_VERTEX_NORMAL = 3, // Shader location: vertex attribute: normal
387     RL_SHADER_LOC_VERTEX_TANGENT = 4, // Shader location: vertex attribute: tangent
388     RL_SHADER_LOC_VERTEX_COLOR = 5, // Shader location: vertex attribute: color
389     RL_SHADER_LOC_MATRIX_MVP = 6, // Shader location: matrix uniform: model-view-projection
390     RL_SHADER_LOC_MATRIX_VIEW = 7, // Shader location: matrix uniform: view (camera transform)
391     RL_SHADER_LOC_MATRIX_PROJECTION = 8, // Shader location: matrix uniform: projection
392     RL_SHADER_LOC_MATRIX_MODEL = 9, // Shader location: matrix uniform: model (transform)
393     RL_SHADER_LOC_MATRIX_NORMAL = 10, // Shader location: matrix uniform: normal
394     RL_SHADER_LOC_VECTOR_VIEW = 11, // Shader location: vector uniform: view
395     RL_SHADER_LOC_COLOR_DIFFUSE = 12, // Shader location: vector uniform: diffuse color
396     RL_SHADER_LOC_COLOR_SPECULAR = 13, // Shader location: vector uniform: specular color
397     RL_SHADER_LOC_COLOR_AMBIENT = 14, // Shader location: vector uniform: ambient color
398     RL_SHADER_LOC_MAP_ALBEDO = 15, // Shader location: sampler2d texture: albedo (same as: RL_SHADER_LOC_MAP_DIFFUSE)
399     RL_SHADER_LOC_MAP_METALNESS = 16, // Shader location: sampler2d texture: metalness (same as: RL_SHADER_LOC_MAP_SPECULAR)
400     RL_SHADER_LOC_MAP_NORMAL = 17, // Shader location: sampler2d texture: normal
401     RL_SHADER_LOC_MAP_ROUGHNESS = 18, // Shader location: sampler2d texture: roughness
402     RL_SHADER_LOC_MAP_OCCLUSION = 19, // Shader location: sampler2d texture: occlusion
403     RL_SHADER_LOC_MAP_EMISSION = 20, // Shader location: sampler2d texture: emission
404     RL_SHADER_LOC_MAP_HEIGHT = 21, // Shader location: sampler2d texture: height
405     RL_SHADER_LOC_MAP_CUBEMAP = 22, // Shader location: samplerCube texture: cubemap
406     RL_SHADER_LOC_MAP_IRRADIANCE = 23, // Shader location: samplerCube texture: irradiance
407     RL_SHADER_LOC_MAP_PREFILTER = 24, // Shader location: samplerCube texture: prefilter
408     RL_SHADER_LOC_MAP_BRDF = 25 // Shader location: sampler2d texture: brdf
409 }
410 
411 enum RL_SHADER_LOC_MAP_DIFFUSE = rlShaderLocationIndex.RL_SHADER_LOC_MAP_ALBEDO;
412 enum RL_SHADER_LOC_MAP_SPECULAR = rlShaderLocationIndex.RL_SHADER_LOC_MAP_METALNESS;
413 
414 // Shader uniform data type
415 enum rlShaderUniformDataType
416 {
417     RL_SHADER_UNIFORM_FLOAT = 0, // Shader uniform type: float
418     RL_SHADER_UNIFORM_VEC2 = 1, // Shader uniform type: vec2 (2 float)
419     RL_SHADER_UNIFORM_VEC3 = 2, // Shader uniform type: vec3 (3 float)
420     RL_SHADER_UNIFORM_VEC4 = 3, // Shader uniform type: vec4 (4 float)
421     RL_SHADER_UNIFORM_INT = 4, // Shader uniform type: int
422     RL_SHADER_UNIFORM_IVEC2 = 5, // Shader uniform type: ivec2 (2 int)
423     RL_SHADER_UNIFORM_IVEC3 = 6, // Shader uniform type: ivec3 (3 int)
424     RL_SHADER_UNIFORM_IVEC4 = 7, // Shader uniform type: ivec4 (4 int)
425     RL_SHADER_UNIFORM_SAMPLER2D = 8 // Shader uniform type: sampler2d
426 }
427 
428 // Shader attribute data types
429 enum rlShaderAttributeDataType
430 {
431     RL_SHADER_ATTRIB_FLOAT = 0, // Shader attribute type: float
432     RL_SHADER_ATTRIB_VEC2 = 1, // Shader attribute type: vec2 (2 float)
433     RL_SHADER_ATTRIB_VEC3 = 2, // Shader attribute type: vec3 (3 float)
434     RL_SHADER_ATTRIB_VEC4 = 3 // Shader attribute type: vec4 (4 float)
435 }
436 
437 //------------------------------------------------------------------------------------
438 // Functions Declaration - Matrix operations
439 //------------------------------------------------------------------------------------
440 
441 // Prevents name mangling of functions
442 
443 void rlMatrixMode(int mode); // Choose the current matrix to be transformed
444 void rlPushMatrix(); // Push the current matrix to stack
445 void rlPopMatrix(); // Pop lattest inserted matrix from stack
446 void rlLoadIdentity(); // Reset current matrix to identity matrix
447 void rlTranslatef(float x, float y, float z); // Multiply the current matrix by a translation matrix
448 void rlRotatef(float angle, float x, float y, float z); // Multiply the current matrix by a rotation matrix
449 void rlScalef(float x, float y, float z); // Multiply the current matrix by a scaling matrix
450 void rlMultMatrixf(float* matf); // Multiply the current matrix by another matrix
451 void rlFrustum(double left, double right, double bottom, double top, double znear, double zfar);
452 void rlOrtho(double left, double right, double bottom, double top, double znear, double zfar);
453 void rlViewport(int x, int y, int width, int height); // Set the viewport area
454 
455 //------------------------------------------------------------------------------------
456 // Functions Declaration - Vertex level operations
457 //------------------------------------------------------------------------------------
458 void rlBegin(int mode); // Initialize drawing mode (how to organize vertex)
459 void rlEnd(); // Finish vertex providing
460 void rlVertex2i(int x, int y); // Define one vertex (position) - 2 int
461 void rlVertex2f(float x, float y); // Define one vertex (position) - 2 float
462 void rlVertex3f(float x, float y, float z); // Define one vertex (position) - 3 float
463 void rlTexCoord2f(float x, float y); // Define one vertex (texture coordinate) - 2 float
464 void rlNormal3f(float x, float y, float z); // Define one vertex (normal) - 3 float
465 void rlColor4ub(ubyte r, ubyte g, ubyte b, ubyte a); // Define one vertex (color) - 4 byte
466 void rlColor3f(float x, float y, float z); // Define one vertex (color) - 3 float
467 void rlColor4f(float x, float y, float z, float w); // Define one vertex (color) - 4 float
468 
469 //------------------------------------------------------------------------------------
470 // Functions Declaration - OpenGL style functions (common to 1.1, 3.3+, ES2)
471 // NOTE: This functions are used to completely abstract raylib code from OpenGL layer,
472 // some of them are direct wrappers over OpenGL calls, some others are custom
473 //------------------------------------------------------------------------------------
474 
475 // Vertex buffers state
476 bool rlEnableVertexArray(uint vaoId); // Enable vertex array (VAO, if supported)
477 void rlDisableVertexArray(); // Disable vertex array (VAO, if supported)
478 void rlEnableVertexBuffer(uint id); // Enable vertex buffer (VBO)
479 void rlDisableVertexBuffer(); // Disable vertex buffer (VBO)
480 void rlEnableVertexBufferElement(uint id); // Enable vertex buffer element (VBO element)
481 void rlDisableVertexBufferElement(); // Disable vertex buffer element (VBO element)
482 void rlEnableVertexAttribute(uint index); // Enable vertex attribute index
483 void rlDisableVertexAttribute(uint index); // Disable vertex attribute index
484 
485 // Enable attribute state pointer
486 // Disable attribute state pointer
487 
488 // Textures state
489 void rlActiveTextureSlot(int slot); // Select and active a texture slot
490 void rlEnableTexture(uint id); // Enable texture
491 void rlDisableTexture(); // Disable texture
492 void rlEnableTextureCubemap(uint id); // Enable texture cubemap
493 void rlDisableTextureCubemap(); // Disable texture cubemap
494 void rlTextureParameters(uint id, int param, int value); // Set texture parameters (filter, wrap)
495 
496 // Shader state
497 void rlEnableShader(uint id); // Enable shader program
498 void rlDisableShader(); // Disable shader program
499 
500 // Framebuffer state
501 void rlEnableFramebuffer(uint id); // Enable render texture (fbo)
502 void rlDisableFramebuffer(); // Disable render texture (fbo), return to default framebuffer
503 void rlActiveDrawBuffers(int count); // Activate multiple draw color buffers
504 
505 // General render state
506 void rlEnableColorBlend(); // Enable color blending
507 void rlDisableColorBlend(); // Disable color blending
508 void rlEnableDepthTest(); // Enable depth test
509 void rlDisableDepthTest(); // Disable depth test
510 void rlEnableDepthMask(); // Enable depth write
511 void rlDisableDepthMask(); // Disable depth write
512 void rlEnableBackfaceCulling(); // Enable backface culling
513 void rlDisableBackfaceCulling(); // Disable backface culling
514 void rlEnableScissorTest(); // Enable scissor test
515 void rlDisableScissorTest(); // Disable scissor test
516 void rlScissor(int x, int y, int width, int height); // Scissor test
517 void rlEnableWireMode(); // Enable wire mode
518 void rlDisableWireMode(); // Disable wire mode
519 void rlSetLineWidth(float width); // Set the line drawing width
520 float rlGetLineWidth(); // Get the line drawing width
521 void rlEnableSmoothLines(); // Enable line aliasing
522 void rlDisableSmoothLines(); // Disable line aliasing
523 void rlEnableStereoRender(); // Enable stereo rendering
524 void rlDisableStereoRender(); // Disable stereo rendering
525 bool rlIsStereoRenderEnabled(); // Check if stereo render is enabled
526 
527 void rlClearColor(ubyte r, ubyte g, ubyte b, ubyte a); // Clear color buffer with color
528 void rlClearScreenBuffers(); // Clear used screen buffers (color and depth)
529 void rlCheckErrors(); // Check and log OpenGL error codes
530 void rlSetBlendMode(int mode); // Set blending mode
531 void rlSetBlendFactors(int glSrcFactor, int glDstFactor, int glEquation); // Set blending mode factor and equation (using OpenGL factors)
532 
533 //------------------------------------------------------------------------------------
534 // Functions Declaration - rlgl functionality
535 //------------------------------------------------------------------------------------
536 // rlgl initialization functions
537 void rlglInit(int width, int height); // Initialize rlgl (buffers, shaders, textures, states)
538 void rlglClose(); // De-inititialize rlgl (buffers, shaders, textures)
539 void rlLoadExtensions(void* loader); // Load OpenGL extensions (loader function required)
540 int rlGetVersion(); // Get current OpenGL version
541 void rlSetFramebufferWidth(int width); // Set current framebuffer width
542 int rlGetFramebufferWidth(); // Get default framebuffer width
543 void rlSetFramebufferHeight(int height); // Set current framebuffer height
544 int rlGetFramebufferHeight(); // Get default framebuffer height
545 
546 uint rlGetTextureIdDefault(); // Get default texture id
547 uint rlGetShaderIdDefault(); // Get default shader id
548 int* rlGetShaderLocsDefault(); // Get default shader locations
549 
550 // Render batch management
551 // NOTE: rlgl provides a default render batch to behave like OpenGL 1.1 immediate mode
552 // but this render batch API is exposed in case of custom batches are required
553 rlRenderBatch rlLoadRenderBatch(int numBuffers, int bufferElements); // Load a render batch system
554 void rlUnloadRenderBatch(rlRenderBatch batch); // Unload render batch system
555 void rlDrawRenderBatch(rlRenderBatch* batch); // Draw render batch data (Update->Draw->Reset)
556 void rlSetRenderBatchActive(rlRenderBatch* batch); // Set the active render batch for rlgl (NULL for default internal)
557 void rlDrawRenderBatchActive(); // Update and draw internal render batch
558 bool rlCheckRenderBatchLimit(int vCount); // Check internal buffer overflow for a given number of vertex
559 void rlSetTexture(uint id); // Set current texture for render batch and check buffers limits
560 
561 //------------------------------------------------------------------------------------------------------------------------
562 
563 // Vertex buffers management
564 uint rlLoadVertexArray(); // Load vertex array (vao) if supported
565 uint rlLoadVertexBuffer(const(void)* buffer, int size, bool dynamic); // Load a vertex buffer attribute
566 uint rlLoadVertexBufferElement(const(void)* buffer, int size, bool dynamic); // Load a new attributes element buffer
567 void rlUpdateVertexBuffer(uint bufferId, const(void)* data, int dataSize, int offset); // Update GPU buffer with new data
568 void rlUpdateVertexBufferElements(uint id, const(void)* data, int dataSize, int offset); // Update vertex buffer elements with new data
569 void rlUnloadVertexArray(uint vaoId);
570 void rlUnloadVertexBuffer(uint vboId);
571 void rlSetVertexAttribute(uint index, int compSize, int type, bool normalized, int stride, const(void)* pointer);
572 void rlSetVertexAttributeDivisor(uint index, int divisor);
573 void rlSetVertexAttributeDefault(int locIndex, const(void)* value, int attribType, int count); // Set vertex attribute default value
574 void rlDrawVertexArray(int offset, int count);
575 void rlDrawVertexArrayElements(int offset, int count, const(void)* buffer);
576 void rlDrawVertexArrayInstanced(int offset, int count, int instances);
577 void rlDrawVertexArrayElementsInstanced(int offset, int count, const(void)* buffer, int instances);
578 
579 // Textures management
580 uint rlLoadTexture(const(void)* data, int width, int height, int format, int mipmapCount); // Load texture in GPU
581 uint rlLoadTextureDepth(int width, int height, bool useRenderBuffer); // Load depth texture/renderbuffer (to be attached to fbo)
582 uint rlLoadTextureCubemap(const(void)* data, int size, int format); // Load texture cubemap
583 void rlUpdateTexture(uint id, int offsetX, int offsetY, int width, int height, int format, const(void)* data); // Update GPU texture with new data
584 void rlGetGlTextureFormats(int format, uint* glInternalFormat, uint* glFormat, uint* glType); // Get OpenGL internal formats
585 const(char)* rlGetPixelFormatName(uint format); // Get name string for pixel format
586 void rlUnloadTexture(uint id); // Unload texture from GPU memory
587 void rlGenTextureMipmaps(uint id, int width, int height, int format, int* mipmaps); // Generate mipmap data for selected texture
588 void* rlReadTexturePixels(uint id, int width, int height, int format); // Read texture pixel data
589 ubyte* rlReadScreenPixels(int width, int height); // Read screen pixel data (color buffer)
590 
591 // Framebuffer management (fbo)
592 uint rlLoadFramebuffer(int width, int height); // Load an empty framebuffer
593 void rlFramebufferAttach(uint fboId, uint texId, int attachType, int texType, int mipLevel); // Attach texture/renderbuffer to a framebuffer
594 bool rlFramebufferComplete(uint id); // Verify framebuffer is complete
595 void rlUnloadFramebuffer(uint id); // Delete framebuffer from GPU
596 
597 // Shaders management
598 uint rlLoadShaderCode(const(char)* vsCode, const(char)* fsCode); // Load shader from code strings
599 uint rlCompileShader(const(char)* shaderCode, int type); // Compile custom shader and return shader id (type: RL_VERTEX_SHADER, RL_FRAGMENT_SHADER, RL_COMPUTE_SHADER)
600 uint rlLoadShaderProgram(uint vShaderId, uint fShaderId); // Load custom shader program
601 void rlUnloadShaderProgram(uint id); // Unload shader program
602 int rlGetLocationUniform(uint shaderId, const(char)* uniformName); // Get shader location uniform
603 int rlGetLocationAttrib(uint shaderId, const(char)* attribName); // Get shader location attribute
604 void rlSetUniform(int locIndex, const(void)* value, int uniformType, int count); // Set shader value uniform
605 void rlSetUniformMatrix(int locIndex, Matrix mat); // Set shader value matrix
606 void rlSetUniformSampler(int locIndex, uint textureId); // Set shader value sampler
607 void rlSetShader(uint id, int* locs); // Set shader currently active (id and locations)
608 
609 // Compute shader management
610 uint rlLoadComputeShaderProgram(uint shaderId); // Load compute shader program
611 void rlComputeShaderDispatch(uint groupX, uint groupY, uint groupZ); // Dispatch compute shader (equivalent to *draw* for graphics pilepine)
612 
613 // Shader buffer storage object management (ssbo)
614 uint rlLoadShaderBuffer(ulong size, const(void)* data, int usageHint); // Load shader storage buffer object (SSBO)
615 void rlUnloadShaderBuffer(uint ssboId); // Unload shader storage buffer object (SSBO)
616 void rlUpdateShaderBufferElements(uint id, const(void)* data, ulong dataSize, ulong offset); // Update SSBO buffer data
617 ulong rlGetShaderBufferSize(uint id); // Get SSBO buffer size
618 void rlReadShaderBufferElements(uint id, void* dest, ulong count, ulong offset); // Bind SSBO buffer
619 void rlBindShaderBuffer(uint id, uint index); // Copy SSBO buffer data
620 
621 // Buffer management
622 void rlCopyBuffersElements(uint destId, uint srcId, ulong destOffset, ulong srcOffset, ulong count); // Copy SSBO buffer data
623 void rlBindImageTexture(uint id, uint index, uint format, int readonly); // Bind image texture
624 
625 // Matrix state management
626 Matrix rlGetMatrixModelview(); // Get internal modelview matrix
627 Matrix rlGetMatrixProjection(); // Get internal projection matrix
628 Matrix rlGetMatrixTransform(); // Get internal accumulated transform matrix
629 Matrix rlGetMatrixProjectionStereo(int eye); // Get internal projection matrix for stereo render (selected eye)
630 Matrix rlGetMatrixViewOffsetStereo(int eye); // Get internal view offset matrix for stereo render (selected eye)
631 void rlSetMatrixProjection(Matrix proj); // Set a custom projection matrix (replaces internal projection matrix)
632 void rlSetMatrixModelview(Matrix view); // Set a custom modelview matrix (replaces internal modelview matrix)
633 void rlSetMatrixProjectionStereo(Matrix right, Matrix left); // Set eyes projection matrices for stereo rendering
634 void rlSetMatrixViewOffsetStereo(Matrix right, Matrix left); // Set eyes view offsets matrices for stereo rendering
635 
636 // Quick and dirty cube/quad buffers load->draw->unload
637 void rlLoadDrawCube(); // Load and draw a cube
638 void rlLoadDrawQuad(); // Load and draw a quad
639 
640 // RLGL_H
641 
642 /***********************************************************************************
643 *
644 *   RLGL IMPLEMENTATION
645 *
646 ************************************************************************************/
647 
648 // OpenGL 1.1 library for OSX
649 // OpenGL extensions library
650 
651 // APIENTRY for OpenGL function pointer declarations is required
652 
653 // WINGDIAPI definition. Some Windows OpenGL headers need it
654 
655 // OpenGL 1.1 library
656 
657 // OpenGL 3 library for OSX
658 // OpenGL 3 extensions library for OSX
659 
660 // GLAD extensions loading library, includes OpenGL headers
661 
662 //#include <EGL/egl.h>              // EGL library -> not required, platform layer
663 // OpenGL ES 2.0 library
664 // OpenGL ES 2.0 extensions library
665 
666 // It seems OpenGL ES 2.0 instancing entry points are not defined on Raspberry Pi
667 // provided headers (despite being defined in official Khronos GLES2 headers)
668 
669 // Required for: malloc(), free()
670 // Required for: strcmp(), strlen() [Used in rlglInit(), on extensions loading]
671 // Required for: sqrtf(), sinf(), cosf(), floor(), log()
672 
673 //----------------------------------------------------------------------------------
674 // Defines and Macros
675 //----------------------------------------------------------------------------------
676 
677 // Default shader vertex attribute names to set location points
678 
679 // Binded by default to shader location: 0
680 
681 // Binded by default to shader location: 1
682 
683 // Binded by default to shader location: 2
684 
685 // Binded by default to shader location: 3
686 
687 // Binded by default to shader location: 4
688 
689 // Binded by default to shader location: 5
690 
691 // model-view-projection matrix
692 
693 // view matrix
694 
695 // projection matrix
696 
697 // model matrix
698 
699 // normal matrix (transpose(inverse(matModelView))
700 
701 // color diffuse (base tint color, multiplied by texture color)
702 
703 // texture0 (texture slot active 0)
704 
705 // texture1 (texture slot active 1)
706 
707 // texture2 (texture slot active 2)
708 
709 //----------------------------------------------------------------------------------
710 // Types and Structures Definition
711 //----------------------------------------------------------------------------------
712 
713 // Current render batch
714 // Default internal render batch
715 
716 // Current active render batch vertex counter (generic, used for all batches)
717 // Current active texture coordinate (added on glVertex*())
718 // Current active normal (added on glVertex*())
719 // Current active color (added on glVertex*())
720 
721 // Current matrix mode
722 // Current matrix pointer
723 // Default modelview matrix
724 // Default projection matrix
725 // Transform matrix to be used with rlTranslate, rlRotate, rlScale
726 // Require transform matrix application to current draw-call vertex (if required)
727 // Matrix stack for push/pop
728 // Matrix stack counter
729 
730 // Default texture used on shapes/poly drawing (required by shader)
731 // Active texture ids to be enabled on batch drawing (0 active by default)
732 // Default vertex shader id (used by default shader program)
733 // Default fragment shader id (used by default shader program)
734 // Default shader program id, supports vertex color and diffuse texture
735 // Default shader locations pointer to be used on rendering
736 // Current shader id to be used on rendering (by default, defaultShaderId)
737 // Current shader locations pointer to be used on rendering (by default, defaultShaderLocs)
738 
739 // Stereo rendering flag
740 // VR stereo rendering eyes projection matrices
741 // VR stereo rendering eyes view offset matrices
742 
743 // Blending mode active
744 // Blending source factor
745 // Blending destination factor
746 // Blending equation
747 
748 // Current framebuffer width
749 // Current framebuffer height
750 
751 // Renderer state
752 
753 // VAO support (OpenGL ES2 could not support VAO extension) (GL_ARB_vertex_array_object)
754 // Instancing supported (GL_ANGLE_instanced_arrays, GL_EXT_draw_instanced + GL_EXT_instanced_arrays)
755 // NPOT textures full support (GL_ARB_texture_non_power_of_two, GL_OES_texture_npot)
756 // Depth textures supported (GL_ARB_depth_texture, GL_WEBGL_depth_texture, GL_OES_depth_texture)
757 // float textures support (32 bit per channel) (GL_OES_texture_float)
758 // DDS texture compression support (GL_EXT_texture_compression_s3tc, GL_WEBGL_compressed_texture_s3tc, GL_WEBKIT_WEBGL_compressed_texture_s3tc)
759 // ETC1 texture compression support (GL_OES_compressed_ETC1_RGB8_texture, GL_WEBGL_compressed_texture_etc1)
760 // ETC2/EAC texture compression support (GL_ARB_ES3_compatibility)
761 // PVR texture compression support (GL_IMG_texture_compression_pvrtc)
762 // ASTC texture compression support (GL_KHR_texture_compression_astc_hdr, GL_KHR_texture_compression_astc_ldr)
763 // Clamp mirror wrap mode supported (GL_EXT_texture_mirror_clamp)
764 // Anisotropic texture filtering support (GL_EXT_texture_filter_anisotropic)
765 // Compute shaders support (GL_ARB_compute_shader)
766 // Shader storage buffer object support (GL_ARB_shader_storage_buffer_object)
767 
768 // Maximum anisotropy level supported (minimum is 2.0f)
769 // Maximum bits for depth component
770 
771 // Extensions supported flags
772 
773 // OpenGL extension functions loader signature (same as GLADloadproc)
774 
775 // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2
776 
777 //----------------------------------------------------------------------------------
778 // Global Variables Definition
779 //----------------------------------------------------------------------------------
780 
781 // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2
782 
783 // NOTE: VAO functionality is exposed through extensions (OES)
784 
785 // NOTE: Instancing functionality could also be available through extension
786 
787 //----------------------------------------------------------------------------------
788 // Module specific Functions Declaration
789 //----------------------------------------------------------------------------------
790 
791 // Load default shader
792 // Unload default shader
793 
794 // Get compressed format official GL identifier name
795 // RLGL_SHOW_GL_DETAILS_INFO
796 // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2
797 
798 // Generate mipmaps data on CPU side
799 // Generate next mipmap level on CPU side
800 
801 // Get pixel data size in bytes (image or texture)
802 // Auxiliar matrix math functions
803 // Get identity matrix
804 // Multiply two matrices
805 
806 //----------------------------------------------------------------------------------
807 // Module Functions Definition - Matrix operations
808 //----------------------------------------------------------------------------------
809 
810 // Fallback to OpenGL 1.1 function calls
811 //---------------------------------------
812 
813 // Choose the current matrix to be transformed
814 
815 //else if (mode == RL_TEXTURE) // Not supported
816 
817 // Push the current matrix into RLGL.State.stack
818 
819 // Pop lattest inserted matrix from RLGL.State.stack
820 
821 // Reset current matrix to identity matrix
822 
823 // Multiply the current matrix by a translation matrix
824 
825 // NOTE: We transpose matrix with multiplication order
826 
827 // Multiply the current matrix by a rotation matrix
828 // NOTE: The provided angle must be in degrees
829 
830 // Axis vector (x, y, z) normalization
831 
832 // Rotation matrix generation
833 
834 // NOTE: We transpose matrix with multiplication order
835 
836 // Multiply the current matrix by a scaling matrix
837 
838 // NOTE: We transpose matrix with multiplication order
839 
840 // Multiply the current matrix by another matrix
841 
842 // Matrix creation from array
843 
844 // Multiply the current matrix by a perspective matrix generated by parameters
845 
846 // Multiply the current matrix by an orthographic matrix generated by parameters
847 
848 // NOTE: If left-right and top-botton values are equal it could create a division by zero,
849 // response to it is platform/compiler dependant
850 
851 // Set the viewport area (transformation from normalized device coordinates to window coordinates)
852 // NOTE: We store current viewport dimensions
853 
854 //----------------------------------------------------------------------------------
855 // Module Functions Definition - Vertex level operations
856 //----------------------------------------------------------------------------------
857 
858 // Fallback to OpenGL 1.1 function calls
859 //---------------------------------------
860 
861 // Initialize drawing mode (how to organize vertex)
862 
863 // Draw mode can be RL_LINES, RL_TRIANGLES and RL_QUADS
864 // NOTE: In all three cases, vertex are accumulated over default internal vertex buffer
865 
866 // Make sure current RLGL.currentBatch->draws[i].vertexCount is aligned a multiple of 4,
867 // that way, following QUADS drawing will keep aligned with index processing
868 // It implies adding some extra alignment vertex at the end of the draw,
869 // those vertex are not processed but they are considered as an additional offset
870 // for the next set of vertex to be drawn
871 
872 // Finish vertex providing
873 
874 // NOTE: Depth increment is dependant on rlOrtho(): z-near and z-far values,
875 // as well as depth buffer bit-depth (16bit or 24bit or 32bit)
876 // Correct increment formula would be: depthInc = (zfar - znear)/pow(2, bits)
877 
878 // Verify internal buffers limits
879 // NOTE: This check is combined with usage of rlCheckRenderBatchLimit()
880 
881 // WARNING: If we are between rlPushMatrix() and rlPopMatrix() and we need to force a rlDrawRenderBatch(),
882 // we need to call rlPopMatrix() before to recover *RLGL.State.currentMatrix (RLGL.State.modelview) for the next forced draw call!
883 // If we have multiple matrix pushed, it will require "RLGL.State.stackCounter" pops before launching the draw
884 
885 // Define one vertex (position)
886 // NOTE: Vertex position data is the basic information required for drawing
887 
888 // Transform provided vector if required
889 
890 // Verify that current vertex buffer elements limit has not been reached
891 
892 // Add vertices
893 
894 // Add current texcoord
895 
896 // TODO: Add current normal
897 // By default rlVertexBuffer type does not store normals
898 
899 // Add current color
900 
901 // Define one vertex (position)
902 
903 // Define one vertex (position)
904 
905 // Define one vertex (texture coordinate)
906 // NOTE: Texture coordinates are limited to QUADS only
907 
908 // Define one vertex (normal)
909 // NOTE: Normals limited to TRIANGLES only?
910 
911 // Define one vertex (color)
912 
913 // Define one vertex (color)
914 
915 // Define one vertex (color)
916 
917 //--------------------------------------------------------------------------------------
918 // Module Functions Definition - OpenGL style functions (common to 1.1, 3.3+, ES2)
919 //--------------------------------------------------------------------------------------
920 
921 // Set current texture to use
922 
923 // NOTE: If quads batch limit is reached, we force a draw call and next batch starts
924 
925 // Make sure current RLGL.currentBatch->draws[i].vertexCount is aligned a multiple of 4,
926 // that way, following QUADS drawing will keep aligned with index processing
927 // It implies adding some extra alignment vertex at the end of the draw,
928 // those vertex are not processed but they are considered as an additional offset
929 // for the next set of vertex to be drawn
930 
931 // Select and active a texture slot
932 
933 // Enable texture
934 
935 // Disable texture
936 
937 // Enable texture cubemap
938 
939 // Disable texture cubemap
940 
941 // Set texture parameters (wrap mode/filter mode)
942 
943 // Reset anisotropy filter, in case it was set
944 
945 // Enable shader program
946 
947 // Disable shader program
948 
949 // Enable rendering to texture (fbo)
950 
951 // Disable rendering to texture
952 
953 // Activate multiple draw color buffers
954 // NOTE: One color buffer is always active by default
955 
956 // NOTE: Maximum number of draw buffers supported is implementation dependant,
957 // it can be queried with glGet*() but it must be at least 8
958 //GLint maxDrawBuffers = 0;
959 //glGetIntegerv(GL_MAX_DRAW_BUFFERS, &maxDrawBuffers);
960 
961 //----------------------------------------------------------------------------------
962 // General render state configuration
963 //----------------------------------------------------------------------------------
964 
965 // Enable color blending
966 
967 // Disable color blending
968 
969 // Enable depth test
970 
971 // Disable depth test
972 
973 // Enable depth write
974 
975 // Disable depth write
976 
977 // Enable backface culling
978 
979 // Disable backface culling
980 
981 // Enable scissor test
982 
983 // Disable scissor test
984 
985 // Scissor test
986 
987 // Enable wire mode
988 
989 // NOTE: glPolygonMode() not available on OpenGL ES
990 
991 // Disable wire mode
992 
993 // NOTE: glPolygonMode() not available on OpenGL ES
994 
995 // Set the line drawing width
996 
997 // Get the line drawing width
998 
999 // Enable line aliasing
1000 
1001 // Disable line aliasing
1002 
1003 // Enable stereo rendering
1004 
1005 // Disable stereo rendering
1006 
1007 // Check if stereo render is enabled
1008 
1009 // Clear color buffer with color
1010 
1011 // Color values clamp to 0.0f(0) and 1.0f(255)
1012 
1013 // Clear used screen buffers (color and depth)
1014 
1015 // Clear used buffers: Color and Depth (Depth is used for 3D)
1016 //glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);     // Stencil buffer not used...
1017 
1018 // Check and log OpenGL error codes
1019 
1020 // Set blend mode
1021 
1022 // NOTE: Using GL blend src/dst factors and GL equation configured with rlSetBlendFactors()
1023 
1024 // Set blending mode factor and equation
1025 
1026 //----------------------------------------------------------------------------------
1027 // Module Functions Definition - OpenGL Debug
1028 //----------------------------------------------------------------------------------
1029 
1030 // Ignore non-significant error/warning codes (NVidia drivers)
1031 // NOTE: Here there are the details with a sample output:
1032 // - #131169 - Framebuffer detailed info: The driver allocated storage for renderbuffer 2. (severity: low)
1033 // - #131185 - Buffer detailed info: Buffer object 1 (bound to GL_ELEMENT_ARRAY_BUFFER_ARB, usage hint is GL_ENUM_88e4)
1034 //             will use VIDEO memory as the source for buffer object operations. (severity: low)
1035 // - #131218 - Program/shader state performance warning: Vertex shader in program 7 is being recompiled based on GL state. (severity: medium)
1036 // - #131204 - Texture state usage warning: The texture object (0) bound to texture image unit 0 does not have
1037 //             a defined base level and cannot be used for texture mapping. (severity: low)
1038 
1039 //----------------------------------------------------------------------------------
1040 // Module Functions Definition - rlgl functionality
1041 //----------------------------------------------------------------------------------
1042 
1043 // Initialize rlgl: OpenGL extensions, default buffers/shaders/textures, OpenGL states
1044 
1045 // Enable OpenGL debug context if required
1046 
1047 // glDebugMessageControl(GL_DEBUG_SOURCE_API, GL_DEBUG_TYPE_ERROR, GL_DEBUG_SEVERITY_HIGH, 0, 0, GL_TRUE); // TODO: Filter message
1048 
1049 // Debug context options:
1050 //  - GL_DEBUG_OUTPUT - Faster version but not useful for breakpoints
1051 //  - 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
1052 
1053 // Init default white texture
1054 // 1 pixel RGBA (4 bytes)
1055 
1056 // Init default Shader (customized for GL 3.3 and ES2)
1057 // Loaded: RLGL.State.defaultShaderId + RLGL.State.defaultShaderLocs
1058 
1059 // Init default vertex arrays buffers
1060 
1061 // Init stack matrices (emulating OpenGL 1.1)
1062 
1063 // Init internal matrices
1064 
1065 // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2
1066 
1067 // Initialize OpenGL default states
1068 //----------------------------------------------------------
1069 // Init state: Depth test
1070 // Type of depth testing to apply
1071 // Disable depth testing for 2D (only used for 3D)
1072 
1073 // Init state: Blending mode
1074 // Color blending function (how colors are mixed)
1075 // Enable color blending (required to work with transparencies)
1076 
1077 // Init state: Culling
1078 // NOTE: All shapes/models triangles are drawn CCW
1079 // Cull the back face (default)
1080 // Front face are defined counter clockwise (default)
1081 // Enable backface culling
1082 
1083 // Init state: Cubemap seamless
1084 
1085 // Seamless cubemaps (not supported on OpenGL ES 2.0)
1086 
1087 // Init state: Color hints (deprecated in OpenGL 3.0+)
1088 // Improve quality of color and texture coordinate interpolation
1089 // Smooth shading between vertex (vertex colors interpolation)
1090 
1091 // Store screen size into global variables
1092 
1093 //----------------------------------------------------------
1094 
1095 // Init state: Color/Depth buffers clear
1096 // Set clear color (black)
1097 // Set clear depth value (default)
1098 // Clear color and depth buffers (depth buffer required for 3D)
1099 
1100 // Vertex Buffer Object deinitialization (memory free)
1101 
1102 // Unload default shader
1103 
1104 // Unload default texture
1105 
1106 // Load OpenGL extensions
1107 // NOTE: External loader function must be provided
1108 
1109 // Also defined for GRAPHICS_API_OPENGL_21
1110 // NOTE: glad is generated and contains only required OpenGL 3.3 Core extensions (and lower versions)
1111 
1112 // Get number of supported extensions
1113 
1114 // Get supported extensions list
1115 // WARNING: glGetStringi() not available on OpenGL 2.1
1116 
1117 // Register supported extensions flags
1118 // OpenGL 3.3 extensions supported by default (core)
1119 
1120 // NOTE: With GLAD, we can check if an extension is supported using the GLAD_GL_xxx booleans
1121 // Texture compression: DXT
1122 // Texture compression: ETC2/EAC
1123 
1124 // GRAPHICS_API_OPENGL_33
1125 
1126 // Get supported extensions list
1127 
1128 // Allocate 512 strings pointers (2 KB)
1129 // One big const string
1130 
1131 // NOTE: We have to duplicate string because glGetString() returns a const string
1132 // Get extensions string size in bytes
1133 
1134 // Check required extensions
1135 
1136 // Check VAO support
1137 // NOTE: Only check on OpenGL ES, OpenGL 3.3 has VAO support as core feature
1138 
1139 // The extension is supported by our hardware and driver, try to get related functions pointers
1140 // NOTE: emscripten does not support VAOs natively, it uses emulation and it reduces overall performance...
1141 
1142 //glIsVertexArray = (PFNGLISVERTEXARRAYOESPROC)loader("glIsVertexArrayOES");     // NOTE: Fails in WebGL, omitted
1143 
1144 // Check instanced rendering support
1145 // Web ANGLE
1146 
1147 // Standard EXT
1148 
1149 // Check NPOT textures support
1150 // NOTE: Only check on OpenGL ES, OpenGL 3.3 has NPOT textures full support as core feature
1151 
1152 // Check texture float support
1153 
1154 // Check depth texture support
1155 
1156 // Check texture compression support: DXT
1157 
1158 // Check texture compression support: ETC1
1159 
1160 // Check texture compression support: ETC2/EAC
1161 
1162 // Check texture compression support: PVR
1163 
1164 // Check texture compression support: ASTC
1165 
1166 // Check anisotropic texture filter support
1167 
1168 // Check clamp mirror wrap mode support
1169 
1170 // Free extensions pointers
1171 
1172 // Duplicated string must be deallocated
1173 // GRAPHICS_API_OPENGL_ES2
1174 
1175 // Check OpenGL information and capabilities
1176 //------------------------------------------------------------------------------
1177 // Show current OpenGL and GLSL version
1178 
1179 // NOTE: Anisotropy levels capability is an extension
1180 
1181 // Show some OpenGL GPU capabilities
1182 
1183 // GRAPHICS_API_OPENGL_43
1184 // RLGL_SHOW_GL_DETAILS_INFO
1185 
1186 // Show some basic info about GL supported features
1187 
1188 // RLGL_SHOW_GL_DETAILS_INFO
1189 
1190 // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2
1191 
1192 // Get current OpenGL version
1193 
1194 // NOTE: Force OpenGL 3.3 on OSX
1195 
1196 // Set current framebuffer width
1197 
1198 // Set current framebuffer height
1199 
1200 // Get default framebuffer width
1201 
1202 // Get default framebuffer height
1203 
1204 // Get default internal texture (white texture)
1205 // NOTE: Default texture is a 1x1 pixel UNCOMPRESSED_R8G8B8A8
1206 
1207 // Get default shader id
1208 
1209 // Get default shader locs
1210 
1211 // Render batch management
1212 //------------------------------------------------------------------------------------------------
1213 // Load render batch
1214 
1215 // Initialize CPU (RAM) vertex buffers (position, texcoord, color data and indexes)
1216 //--------------------------------------------------------------------------------------------
1217 
1218 // 3 float by vertex, 4 vertex by quad
1219 // 2 float by texcoord, 4 texcoord by quad
1220 // 4 float by color, 4 colors by quad
1221 
1222 // 6 int by quad (indices)
1223 
1224 // 6 int by quad (indices)
1225 
1226 // Indices can be initialized right now
1227 
1228 //--------------------------------------------------------------------------------------------
1229 
1230 // Upload to GPU (VRAM) vertex data and initialize VAOs/VBOs
1231 //--------------------------------------------------------------------------------------------
1232 
1233 // Initialize Quads VAO
1234 
1235 // Quads - Vertex buffers binding and attributes enable
1236 // Vertex position buffer (shader-location = 0)
1237 
1238 // Vertex texcoord buffer (shader-location = 1)
1239 
1240 // Vertex color buffer (shader-location = 3)
1241 
1242 // Fill index buffer
1243 
1244 // Unbind the current VAO
1245 
1246 //--------------------------------------------------------------------------------------------
1247 
1248 // Init draw calls tracking system
1249 //--------------------------------------------------------------------------------------------
1250 
1251 //batch.draws[i].vaoId = 0;
1252 //batch.draws[i].shaderId = 0;
1253 
1254 //batch.draws[i].RLGL.State.projection = rlMatrixIdentity();
1255 //batch.draws[i].RLGL.State.modelview = rlMatrixIdentity();
1256 
1257 // Record buffer count
1258 // Reset draws counter
1259 // Reset depth value
1260 //--------------------------------------------------------------------------------------------
1261 
1262 // Unload default internal buffers vertex data from CPU and GPU
1263 
1264 // Unbind everything
1265 
1266 // Unload all vertex buffers data
1267 
1268 // Unbind VAO attribs data
1269 
1270 // Delete VBOs from GPU (VRAM)
1271 
1272 // Delete VAOs from GPU (VRAM)
1273 
1274 // Free vertex arrays memory from CPU (RAM)
1275 
1276 // Unload arrays
1277 
1278 // Draw render batch
1279 // NOTE: We require a pointer to reset batch and increase current buffer (multi-buffer)
1280 
1281 // Update batch vertex buffers
1282 //------------------------------------------------------------------------------------------------------------
1283 // NOTE: If there is not vertex data, buffers doesn't need to be updated (vertexCount > 0)
1284 // TODO: If no data changed on the CPU arrays --> No need to re-update GPU arrays (change flag required)
1285 
1286 // Activate elements VAO
1287 
1288 // Vertex positions buffer
1289 
1290 //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*4*batch->vertexBuffer[batch->currentBuffer].elementCount, batch->vertexBuffer[batch->currentBuffer].vertices, GL_DYNAMIC_DRAW);  // Update all buffer
1291 
1292 // Texture coordinates buffer
1293 
1294 //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*4*batch->vertexBuffer[batch->currentBuffer].elementCount, batch->vertexBuffer[batch->currentBuffer].texcoords, GL_DYNAMIC_DRAW); // Update all buffer
1295 
1296 // Colors buffer
1297 
1298 //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*4*4*batch->vertexBuffer[batch->currentBuffer].elementCount, batch->vertexBuffer[batch->currentBuffer].colors, GL_DYNAMIC_DRAW);    // Update all buffer
1299 
1300 // NOTE: glMapBuffer() causes sync issue.
1301 // If GPU is working with this buffer, glMapBuffer() will wait(stall) until GPU to finish its job.
1302 // To avoid waiting (idle), you can call first glBufferData() with NULL pointer before glMapBuffer().
1303 // If you do that, the previous data in PBO will be discarded and glMapBuffer() returns a new
1304 // allocated pointer immediately even if GPU is still working with the previous data.
1305 
1306 // Another option: map the buffer object into client's memory
1307 // Probably this code could be moved somewhere else...
1308 // batch->vertexBuffer[batch->currentBuffer].vertices = (float *)glMapBuffer(GL_ARRAY_BUFFER, GL_READ_WRITE);
1309 // if (batch->vertexBuffer[batch->currentBuffer].vertices)
1310 // {
1311 // Update vertex data
1312 // }
1313 // glUnmapBuffer(GL_ARRAY_BUFFER);
1314 
1315 // Unbind the current VAO
1316 
1317 //------------------------------------------------------------------------------------------------------------
1318 
1319 // Draw batch vertex buffers (considering VR stereo if required)
1320 //------------------------------------------------------------------------------------------------------------
1321 
1322 // Setup current eye viewport (half screen width)
1323 
1324 // Set current eye view offset to modelview matrix
1325 
1326 // Set current eye projection matrix
1327 
1328 // Draw buffers
1329 
1330 // Set current shader and upload current MVP matrix
1331 
1332 // Create modelview-projection matrix and upload to shader
1333 
1334 // Bind vertex attrib: position (shader-location = 0)
1335 
1336 // Bind vertex attrib: texcoord (shader-location = 1)
1337 
1338 // Bind vertex attrib: color (shader-location = 3)
1339 
1340 // Setup some default shader values
1341 
1342 // Active default sampler2D: texture0
1343 
1344 // Activate additional sampler textures
1345 // Those additional textures will be common for all draw calls of the batch
1346 
1347 // Activate default sampler2D texture0 (one texture is always active for default batch shader)
1348 // NOTE: Batch system accumulates calls by texture0 changes, additional textures are enabled for all the draw calls
1349 
1350 // Bind current draw call texture, activated as GL_TEXTURE0 and binded to sampler2D texture0 by default
1351 
1352 // We need to define the number of indices to be processed: elementCount*6
1353 // NOTE: The final parameter tells the GPU the offset in bytes from the
1354 // start of the index buffer to the location of the first index to process
1355 
1356 // Unbind textures
1357 
1358 // Unbind VAO
1359 
1360 // Unbind shader program
1361 
1362 // Restore viewport to default measures
1363 
1364 //------------------------------------------------------------------------------------------------------------
1365 
1366 // Reset batch buffers
1367 //------------------------------------------------------------------------------------------------------------
1368 // Reset vertex counter for next frame
1369 
1370 // Reset depth for next draw
1371 
1372 // Restore projection/modelview matrices
1373 
1374 // Reset RLGL.currentBatch->draws array
1375 
1376 // Reset active texture units for next batch
1377 
1378 // Reset draws counter to one draw for the batch
1379 
1380 //------------------------------------------------------------------------------------------------------------
1381 
1382 // Change to next buffer in the list (in case of multi-buffering)
1383 
1384 // Set the active render batch for rlgl
1385 
1386 // Update and draw internal render batch
1387 
1388 // NOTE: Stereo rendering is checked inside
1389 
1390 // Check internal buffer overflow for a given number of vertex
1391 // and force a rlRenderBatch draw call if required
1392 
1393 // NOTE: Stereo rendering is checked inside
1394 
1395 // Restore state of last batch so we can continue adding vertices
1396 
1397 // Textures data management
1398 //-----------------------------------------------------------------------------------------
1399 // Convert image data to OpenGL texture (returns OpenGL valid Id)
1400 
1401 // Free any old binding
1402 
1403 // Check texture format support by OpenGL 1.1 (compressed textures not supported)
1404 
1405 // GRAPHICS_API_OPENGL_11
1406 
1407 // Generate texture id
1408 
1409 // Mipmap data offset
1410 
1411 // Load the different mipmap levels
1412 
1413 // Security check for NPOT textures
1414 
1415 // Texture parameters configuration
1416 // NOTE: glTexParameteri does NOT affect texture uploading, just the way it's used
1417 
1418 // 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
1419 
1420 // Set texture to repeat on x-axis
1421 // Set texture to repeat on y-axis
1422 
1423 // NOTE: If using negative texture coordinates (LoadOBJ()), it does not work!
1424 // Set texture to clamp on x-axis
1425 // Set texture to clamp on y-axis
1426 
1427 // Set texture to repeat on x-axis
1428 // Set texture to repeat on y-axis
1429 
1430 // Magnification and minification filters
1431 // Alternative: GL_LINEAR
1432 // Alternative: GL_LINEAR
1433 
1434 // Activate Trilinear filtering if mipmaps are available
1435 
1436 // At this point we have the texture loaded in GPU and texture parameters configured
1437 
1438 // NOTE: If mipmaps were not in data, they are not generated automatically
1439 
1440 // Unbind current texture
1441 
1442 // Load depth texture/renderbuffer (to be attached to fbo)
1443 // WARNING: OpenGL ES 2.0 requires GL_OES_depth_texture/WEBGL_depth_texture extensions
1444 
1445 // In case depth textures not supported, we force renderbuffer usage
1446 
1447 // NOTE: We let the implementation to choose the best bit-depth
1448 // Possible formats: GL_DEPTH_COMPONENT16, GL_DEPTH_COMPONENT24, GL_DEPTH_COMPONENT32 and GL_DEPTH_COMPONENT32F
1449 
1450 // Create the renderbuffer that will serve as the depth attachment for the framebuffer
1451 // NOTE: A renderbuffer is simpler than a texture and could offer better performance on embedded devices
1452 
1453 // Load texture cubemap
1454 // NOTE: Cubemap data is expected to be 6 images in a single data array (one after the other),
1455 // expected the following convention: +X, -X, +Y, -Y, +Z, -Z
1456 
1457 // Load cubemap faces
1458 
1459 // 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)
1460 
1461 // Set cubemap texture sampling parameters
1462 
1463 // Flag not supported on OpenGL ES 2.0
1464 
1465 // Update already loaded texture in GPU with new data
1466 // NOTE: We don't know safely if internal texture format is the expected one...
1467 
1468 // Get OpenGL internal formats and data type from raylib PixelFormat
1469 
1470 // NOTE: on OpenGL ES 2.0 (WebGL), internalFormat must match format and options allowed are: GL_LUMINANCE, GL_RGB, GL_RGBA
1471 
1472 // NOTE: Requires extension OES_texture_float
1473 // NOTE: Requires extension OES_texture_float
1474 // NOTE: Requires extension OES_texture_float
1475 
1476 // NOTE: Requires OpenGL ES 2.0 or OpenGL 4.3
1477 // NOTE: Requires OpenGL ES 3.0 or OpenGL 4.3
1478 // NOTE: Requires OpenGL ES 3.0 or OpenGL 4.3
1479 // NOTE: Requires PowerVR GPU
1480 // NOTE: Requires PowerVR GPU
1481 // NOTE: Requires OpenGL ES 3.1 or OpenGL 4.3
1482 // NOTE: Requires OpenGL ES 3.1 or OpenGL 4.3
1483 
1484 // Unload texture from GPU memory
1485 
1486 // Generate mipmap data for selected texture
1487 
1488 // Check if texture is power-of-two (POT)
1489 
1490 // WARNING: Manual mipmap generation only works for RGBA 32bit textures!
1491 
1492 // Retrieve texture data from VRAM
1493 
1494 // NOTE: Texture data size is reallocated to fit mipmaps data
1495 // NOTE: CPU mipmap generation only supports RGBA 32bit data
1496 
1497 // Load the mipmaps
1498 
1499 // Once mipmaps have been generated and data has been uploaded to GPU VRAM, we can discard RAM data
1500 
1501 //glHint(GL_GENERATE_MIPMAP_HINT, GL_DONT_CARE);   // Hint for mipmaps generation algorithm: GL_FASTEST, GL_NICEST, GL_DONT_CARE
1502 // Generate mipmaps automatically
1503 
1504 // Read texture pixel data
1505 
1506 // NOTE: Using texture id, we can retrieve some texture info (but not on OpenGL ES 2.0)
1507 // Possible texture info: GL_TEXTURE_RED_SIZE, GL_TEXTURE_GREEN_SIZE, GL_TEXTURE_BLUE_SIZE, GL_TEXTURE_ALPHA_SIZE
1508 //int width, height, format;
1509 //glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_WIDTH, &width);
1510 //glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_HEIGHT, &height);
1511 //glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_INTERNAL_FORMAT, &format);
1512 
1513 // 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.
1514 // Use glPixelStorei to modify padding with the GL_[UN]PACK_ALIGNMENT setting.
1515 // GL_PACK_ALIGNMENT affects operations that read from OpenGL memory (glReadPixels, glGetTexImage, etc.)
1516 // GL_UNPACK_ALIGNMENT affects operations that write to OpenGL memory (glTexImage, etc.)
1517 
1518 // glGetTexImage() is not available on OpenGL ES 2.0
1519 // Texture width and height are required on OpenGL ES 2.0. There is no way to get it from texture id.
1520 // Two possible Options:
1521 // 1 - Bind texture to color fbo attachment and glReadPixels()
1522 // 2 - Create an fbo, activate it, render quad with texture, glReadPixels()
1523 // We are using Option 1, just need to care for texture format on retrieval
1524 // NOTE: This behaviour could be conditioned by graphic driver...
1525 
1526 // Attach our texture to FBO
1527 
1528 // We read data as RGBA because FBO texture is configured as RGBA, despite binding another texture format
1529 
1530 // Clean up temporal fbo
1531 
1532 // Read screen pixel data (color buffer)
1533 
1534 // NOTE 1: glReadPixels returns image flipped vertically -> (0,0) is the bottom left corner of the framebuffer
1535 // NOTE 2: We are getting alpha channel! Be careful, it can be transparent if not cleared properly!
1536 
1537 // Flip image vertically!
1538 
1539 // Flip line
1540 
1541 // Set alpha component value to 255 (no trasparent image retrieval)
1542 // NOTE: Alpha value has already been applied to RGB in framebuffer, we don't need it!
1543 
1544 // NOTE: image data should be freed
1545 
1546 // Framebuffer management (fbo)
1547 //-----------------------------------------------------------------------------------------
1548 // Load a framebuffer to be used for rendering
1549 // NOTE: No textures attached
1550 
1551 // Create the framebuffer object
1552 // Unbind any framebuffer
1553 
1554 // Attach color buffer texture to an fbo (unloads previous attachment)
1555 // NOTE: Attach type: 0-Color, 1-Depth renderbuffer, 2-Depth texture
1556 
1557 // Verify render texture is complete
1558 
1559 // Unload framebuffer from GPU memory
1560 // NOTE: All attached textures/cubemaps/renderbuffers are also deleted
1561 
1562 // Query depth attachment to automatically delete texture/renderbuffer
1563 
1564 // Bind framebuffer to query depth texture type
1565 
1566 // NOTE: If a texture object is deleted while its image is attached to the *currently bound* framebuffer,
1567 // the texture image is automatically detached from the currently bound framebuffer.
1568 
1569 // Vertex data management
1570 //-----------------------------------------------------------------------------------------
1571 // Load a new attributes buffer
1572 
1573 // Load a new attributes element buffer
1574 
1575 // Enable vertex buffer (VBO)
1576 
1577 // Disable vertex buffer (VBO)
1578 
1579 // Enable vertex buffer element (VBO element)
1580 
1581 // Disable vertex buffer element (VBO element)
1582 
1583 // Update vertex buffer with new data
1584 // NOTE: dataSize and offset must be provided in bytes
1585 
1586 // Update vertex buffer elements with new data
1587 // NOTE: dataSize and offset must be provided in bytes
1588 
1589 // Enable vertex array object (VAO)
1590 
1591 // Disable vertex array object (VAO)
1592 
1593 // Enable vertex attribute index
1594 
1595 // Disable vertex attribute index
1596 
1597 // Draw vertex array
1598 
1599 // Draw vertex array elements
1600 
1601 // Draw vertex array instanced
1602 
1603 // Draw vertex array elements instanced
1604 
1605 // Enable vertex state pointer
1606 
1607 //case GL_INDEX_ARRAY: if (buffer != NULL) glIndexPointer(GL_SHORT, 0, buffer); break; // Indexed colors
1608 
1609 // Disable vertex state pointer
1610 
1611 // Load vertex array object (VAO)
1612 
1613 // Set vertex attribute
1614 
1615 // Set vertex attribute divisor
1616 
1617 // Unload vertex array object (VAO)
1618 
1619 // Unload vertex buffer (VBO)
1620 
1621 //TRACELOG(RL_LOG_INFO, "VBO: Unloaded vertex data from VRAM (GPU)");
1622 
1623 // Shaders management
1624 //-----------------------------------------------------------------------------------------------
1625 // Load shader from code strings
1626 // NOTE: If shader string is NULL, using default vertex/fragment shaders
1627 
1628 // Compile vertex shader (if provided)
1629 
1630 // In case no vertex shader was provided or compilation failed, we use default vertex shader
1631 
1632 // Compile fragment shader (if provided)
1633 
1634 // In case no fragment shader was provided or compilation failed, we use default fragment shader
1635 
1636 // In case vertex and fragment shader are the default ones, no need to recompile, we can just assign the default shader program id
1637 
1638 // One of or both shader are new, we need to compile a new shader program
1639 
1640 // We can detach and delete vertex/fragment shaders (if not default ones)
1641 // NOTE: We detach shader before deletion to make sure memory is freed
1642 
1643 // In case shader program loading failed, we assign default shader
1644 
1645 // In case shader loading fails, we return the default shader
1646 
1647 /*
1648 else
1649 {
1650     // Get available shader uniforms
1651     // NOTE: This information is useful for debug...
1652     int uniformCount = -1;
1653     glGetProgramiv(id, GL_ACTIVE_UNIFORMS, &uniformCount);
1654 
1655     for (int i = 0; i < uniformCount; i++)
1656     {
1657         int namelen = -1;
1658         int num = -1;
1659         char name[256] = { 0 };     // Assume no variable names longer than 256
1660         GLenum type = GL_ZERO;
1661 
1662         // Get the name of the uniforms
1663         glGetActiveUniform(id, i, sizeof(name) - 1, &namelen, &num, &type, name);
1664 
1665         name[namelen] = 0;
1666         TRACELOGD("SHADER: [ID %i] Active uniform (%s) set at location: %i", id, name, glGetUniformLocation(id, name));
1667     }
1668 }
1669 */
1670 
1671 // Compile custom shader and return shader id
1672 
1673 //case GL_GEOMETRY_SHADER:
1674 
1675 //case GL_GEOMETRY_SHADER:
1676 
1677 // Load custom shader strings and return program id
1678 
1679 // NOTE: Default attribute shader locations must be binded before linking
1680 
1681 // NOTE: If some attrib name is no found on the shader, it locations becomes -1
1682 
1683 // NOTE: All uniform variables are intitialised to 0 when a program links
1684 
1685 // Get the size of compiled shader program (not available on OpenGL ES 2.0)
1686 // NOTE: If GL_LINK_STATUS is GL_FALSE, program binary length is zero.
1687 //GLint binarySize = 0;
1688 //glGetProgramiv(id, GL_PROGRAM_BINARY_LENGTH, &binarySize);
1689 
1690 // Unload shader program
1691 
1692 // Get shader location uniform
1693 
1694 // Get shader location attribute
1695 
1696 // Set shader value uniform
1697 
1698 // Set shader value attribute
1699 
1700 // Set shader value uniform matrix
1701 
1702 // Set shader value uniform sampler
1703 
1704 // Check if texture is already active
1705 
1706 // Register a new active texture for the internal batch system
1707 // NOTE: Default texture is always activated as GL_TEXTURE0
1708 
1709 // Activate new texture unit
1710 // Save texture id for binding on drawing
1711 
1712 // Set shader currently active (id and locations)
1713 
1714 // Load compute shader program
1715 
1716 // NOTE: All uniform variables are intitialised to 0 when a program links
1717 
1718 // Get the size of compiled shader program (not available on OpenGL ES 2.0)
1719 // NOTE: If GL_LINK_STATUS is GL_FALSE, program binary length is zero.
1720 //GLint binarySize = 0;
1721 //glGetProgramiv(id, GL_PROGRAM_BINARY_LENGTH, &binarySize);
1722 
1723 // Dispatch compute shader (equivalent to *draw* for graphics pilepine)
1724 
1725 // Load shader storage buffer object (SSBO)
1726 
1727 // Unload shader storage buffer object (SSBO)
1728 
1729 // Update SSBO buffer data
1730 
1731 // Get SSBO buffer size
1732 
1733 // Read SSBO buffer data
1734 
1735 // Bind SSBO buffer
1736 
1737 // Copy SSBO buffer data
1738 
1739 // Bind image texture
1740 
1741 // Matrix state management
1742 //-----------------------------------------------------------------------------------------
1743 // Get internal modelview matrix
1744 
1745 // Get internal projection matrix
1746 
1747 // Get internal accumulated transform matrix
1748 
1749 // TODO: Consider possible transform matrices in the RLGL.State.stack
1750 // Is this the right order? or should we start with the first stored matrix instead of the last one?
1751 //Matrix matStackTransform = rlMatrixIdentity();
1752 //for (int i = RLGL.State.stackCounter; i > 0; i--) matStackTransform = rlMatrixMultiply(RLGL.State.stack[i], matStackTransform);
1753 
1754 // Get internal projection matrix for stereo render (selected eye)
1755 
1756 // Get internal view offset matrix for stereo render (selected eye)
1757 
1758 // Set a custom modelview matrix (replaces internal modelview matrix)
1759 
1760 // Set a custom projection matrix (replaces internal projection matrix)
1761 
1762 // Set eyes projection matrices for stereo rendering
1763 
1764 // Set eyes view offsets matrices for stereo rendering
1765 
1766 // Load and draw a quad in NDC
1767 
1768 // Positions         Texcoords
1769 
1770 // Gen VAO to contain VBO
1771 
1772 // Gen and fill vertex buffer (VBO)
1773 
1774 // Bind vertex attributes (position, texcoords)
1775 
1776 // Positions
1777 
1778 // Texcoords
1779 
1780 // Draw quad
1781 
1782 // Delete buffers (VBO and VAO)
1783 
1784 // Load and draw a cube in NDC
1785 
1786 // Positions          Normals               Texcoords
1787 
1788 // Gen VAO to contain VBO
1789 
1790 // Gen and fill vertex buffer (VBO)
1791 
1792 // Bind vertex attributes (position, normals, texcoords)
1793 
1794 // Positions
1795 
1796 // Normals
1797 
1798 // Texcoords
1799 
1800 // Draw cube
1801 
1802 // Delete VBO and VAO
1803 
1804 // Get name string for pixel format
1805 
1806 // 8 bit per pixel (no alpha)
1807 // 8*2 bpp (2 channels)
1808 // 16 bpp
1809 // 24 bpp
1810 // 16 bpp (1 bit alpha)
1811 // 16 bpp (4 bit alpha)
1812 // 32 bpp
1813 // 32 bpp (1 channel - float)
1814 // 32*3 bpp (3 channels - float)
1815 // 32*4 bpp (4 channels - float)
1816 // 4 bpp (no alpha)
1817 // 4 bpp (1 bit alpha)
1818 // 8 bpp
1819 // 8 bpp
1820 // 4 bpp
1821 // 4 bpp
1822 // 8 bpp
1823 // 4 bpp
1824 // 4 bpp
1825 // 8 bpp
1826 // 2 bpp
1827 
1828 //----------------------------------------------------------------------------------
1829 // Module specific Functions Definition
1830 //----------------------------------------------------------------------------------
1831 
1832 // Load default shader (just vertex positioning and texture coloring)
1833 // NOTE: This shader program is used for internal buffers
1834 // NOTE: Loaded: RLGL.State.defaultShaderId, RLGL.State.defaultShaderLocs
1835 
1836 // NOTE: All locations must be reseted to -1 (no location)
1837 
1838 // Vertex shader directly defined, no external file required
1839 
1840 // Fragment shader directly defined, no external file required
1841 
1842 // Precision required for OpenGL ES2 (WebGL)
1843 
1844 // NOTE: Compiled vertex/fragment shaders are not deleted,
1845 // they are kept for re-use as default shaders in case some shader loading fails
1846 // Compile default vertex shader
1847 // Compile default fragment shader
1848 
1849 // Set default shader locations: attributes locations
1850 
1851 // Set default shader locations: uniform locations
1852 
1853 // Unload default shader
1854 // NOTE: Unloads: RLGL.State.defaultShaderId, RLGL.State.defaultShaderLocs
1855 
1856 // Get compressed format official GL identifier name
1857 
1858 // GL_EXT_texture_compression_s3tc
1859 
1860 // GL_3DFX_texture_compression_FXT1
1861 
1862 // GL_IMG_texture_compression_pvrtc
1863 
1864 // GL_OES_compressed_ETC1_RGB8_texture
1865 
1866 // GL_ARB_texture_compression_rgtc
1867 
1868 // GL_ARB_texture_compression_bptc
1869 
1870 // GL_ARB_ES3_compatibility
1871 
1872 // GL_KHR_texture_compression_astc_hdr
1873 
1874 // RLGL_SHOW_GL_DETAILS_INFO
1875 
1876 // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2
1877 
1878 // Mipmaps data is generated after image data
1879 // NOTE: Only works with RGBA (4 bytes) data!
1880 
1881 // Required mipmap levels count (including base level)
1882 
1883 // Size in bytes (will include mipmaps...), RGBA only
1884 
1885 // Count mipmap levels required
1886 
1887 // Add mipmap size (in bytes)
1888 
1889 // RGBA: 4 bytes
1890 
1891 // Generate mipmaps
1892 // NOTE: Every mipmap data is stored after data (RGBA - 4 bytes)
1893 
1894 // Size of last mipmap
1895 
1896 // Mipmap size to store after offset
1897 
1898 // Add mipmap to data
1899 
1900 // free mipmap data
1901 
1902 // Manual mipmap generation (basic scaling algorithm)
1903 
1904 // Scaling algorithm works perfectly (box-filter)
1905 
1906 // GRAPHICS_API_OPENGL_11
1907 
1908 // Get pixel data size in bytes (image or texture)
1909 // NOTE: Size depends on pixel format
1910 
1911 // Size in bytes
1912 // Bits per pixel
1913 
1914 // Total data size in bytes
1915 
1916 // Most compressed formats works on 4x4 blocks,
1917 // if texture is smaller, minimum dataSize is 8 or 16
1918 
1919 // Auxiliar math functions
1920 
1921 // Get identity matrix
1922 
1923 // Get two matrix multiplication
1924 // NOTE: When multiplying matrices... the order matters!
1925 
1926 // RLGL_IMPLEMENTATION