1 module raylib.rlgl; 2 3 import raylib; 4 /********************************************************************************************** 5 * 6 * rlgl v4.5 - 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 choosing 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 * additionally, 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" // Bound by default to shader location: 0 68 * #define RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD "vertexTexCoord" // Bound by default to shader location: 1 69 * #define RL_DEFAULT_SHADER_ATTRIB_NAME_NORMAL "vertexNormal" // Bound by default to shader location: 2 70 * #define RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR "vertexColor" // Bound by default to shader location: 3 71 * #define RL_DEFAULT_SHADER_ATTRIB_NAME_TANGENT "vertexTangent" // Bound by default to shader location: 4 72 * #define RL_DEFAULT_SHADER_UNIFORM_NAME_MVP "mvp" // model-view-projection matrix 73 * #define RL_DEFAULT_SHADER_UNIFORM_NAME_VIEW "matView" // view matrix 74 * #define RL_DEFAULT_SHADER_UNIFORM_NAME_PROJECTION "matProjection" // projection matrix 75 * #define RL_DEFAULT_SHADER_UNIFORM_NAME_MODEL "matModel" // model matrix 76 * #define RL_DEFAULT_SHADER_UNIFORM_NAME_NORMAL "matNormal" // normal matrix (transpose(inverse(matModelView)) 77 * #define RL_DEFAULT_SHADER_UNIFORM_NAME_COLOR "colDiffuse" // color diffuse (base tint color, multiplied by texture color) 78 * #define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE0 "texture0" // texture0 (texture slot active 0) 79 * #define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE1 "texture1" // texture1 (texture slot active 1) 80 * #define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE2 "texture2" // texture2 (texture slot active 2) 81 * 82 * DEPENDENCIES: 83 * 84 * - OpenGL libraries (depending on platform and OpenGL version selected) 85 * - GLAD OpenGL extensions loading library (only for OpenGL 3.3 Core, 4.3 Core) 86 * 87 * 88 * LICENSE: zlib/libpng 89 * 90 * Copyright (c) 2014-2023 Ramon Santamaria (@raysan5) 91 * 92 * This software is provided "as-is", without any express or implied warranty. In no event 93 * will the authors be held liable for any damages arising from the use of this software. 94 * 95 * Permission is granted to anyone to use this software for any purpose, including commercial 96 * applications, and to alter it and redistribute it freely, subject to the following restrictions: 97 * 98 * 1. The origin of this software must not be misrepresented; you must not claim that you 99 * wrote the original software. If you use this software in a product, an acknowledgment 100 * in the product documentation would be appreciated but is not required. 101 * 102 * 2. Altered source versions must be plainly marked as such, and must not be misrepresented 103 * as being the original software. 104 * 105 * 3. This notice may not be removed or altered from any source distribution. 106 * 107 **********************************************************************************************/ 108 109 extern (C) @nogc nothrow: 110 111 enum RLGL_VERSION = "4.5"; 112 113 // Function specifiers in case library is build/used as a shared library (Windows) 114 // NOTE: Microsoft specifiers to tell compiler that symbols are imported/exported from a .dll 115 116 // We are building the library as a Win32 shared library (.dll) 117 118 // We are using the library as a Win32 shared library (.dll) 119 120 // Function specifiers definition // Functions defined as 'extern' by default (implicit specifiers) 121 122 // Support TRACELOG macros 123 124 // Allow custom memory allocators 125 126 // Security check in case no GRAPHICS_API_OPENGL_* defined 127 128 // Security check in case multiple GRAPHICS_API_OPENGL_* defined 129 130 // OpenGL 2.1 uses most of OpenGL 3.3 Core functionality 131 // WARNING: Specific parts are checked with #if defines 132 133 // OpenGL 4.3 uses OpenGL 3.3 Core functionality 134 135 // Support framebuffer objects by default 136 // NOTE: Some driver implementation do not support it, despite they should 137 138 //---------------------------------------------------------------------------------- 139 // Defines and Macros 140 //---------------------------------------------------------------------------------- 141 142 // Default internal render batch elements limits 143 144 // This is the maximum amount of elements (quads) per batch 145 // NOTE: Be careful with text, every letter maps to a quad 146 enum RL_DEFAULT_BATCH_BUFFER_ELEMENTS = 8192; 147 148 // We reduce memory sizes for embedded systems (RPI and HTML5) 149 // NOTE: On HTML5 (emscripten) this is allocated on heap, 150 // by default it's only 16MB!...just take care... 151 152 enum RL_DEFAULT_BATCH_BUFFERS = 1; // Default number of batch buffers (multi-buffering) 153 154 enum RL_DEFAULT_BATCH_DRAWCALLS = 256; // Default number of batch draw calls (by state changes: mode, texture) 155 156 enum RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS = 4; // Maximum number of textures units that can be activated on batch drawing (SetShaderValueTexture()) 157 158 // Internal Matrix stack 159 160 enum RL_MAX_MATRIX_STACK_SIZE = 32; // Maximum size of Matrix stack 161 162 // Shader limits 163 164 enum RL_MAX_SHADER_LOCATIONS = 32; // Maximum number of shader locations supported 165 166 // Projection matrix culling 167 168 enum RL_CULL_DISTANCE_NEAR = 0.01; // Default near cull distance 169 170 enum RL_CULL_DISTANCE_FAR = 1000.0; // Default far cull distance 171 172 // Texture parameters (equivalent to OpenGL defines) 173 enum RL_TEXTURE_WRAP_S = 0x2802; // GL_TEXTURE_WRAP_S 174 enum RL_TEXTURE_WRAP_T = 0x2803; // GL_TEXTURE_WRAP_T 175 enum RL_TEXTURE_MAG_FILTER = 0x2800; // GL_TEXTURE_MAG_FILTER 176 enum RL_TEXTURE_MIN_FILTER = 0x2801; // GL_TEXTURE_MIN_FILTER 177 178 enum RL_TEXTURE_FILTER_NEAREST = 0x2600; // GL_NEAREST 179 enum RL_TEXTURE_FILTER_LINEAR = 0x2601; // GL_LINEAR 180 enum RL_TEXTURE_FILTER_MIP_NEAREST = 0x2700; // GL_NEAREST_MIPMAP_NEAREST 181 enum RL_TEXTURE_FILTER_NEAREST_MIP_LINEAR = 0x2702; // GL_NEAREST_MIPMAP_LINEAR 182 enum RL_TEXTURE_FILTER_LINEAR_MIP_NEAREST = 0x2701; // GL_LINEAR_MIPMAP_NEAREST 183 enum RL_TEXTURE_FILTER_MIP_LINEAR = 0x2703; // GL_LINEAR_MIPMAP_LINEAR 184 enum RL_TEXTURE_FILTER_ANISOTROPIC = 0x3000; // Anisotropic filter (custom identifier) 185 enum RL_TEXTURE_MIPMAP_BIAS_RATIO = 0x4000; // Texture mipmap bias, percentage ratio (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 // GL 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 // GL blending factors 223 enum RL_ZERO = 0; // GL_ZERO 224 enum RL_ONE = 1; // GL_ONE 225 enum RL_SRC_COLOR = 0x0300; // GL_SRC_COLOR 226 enum RL_ONE_MINUS_SRC_COLOR = 0x0301; // GL_ONE_MINUS_SRC_COLOR 227 enum RL_SRC_ALPHA = 0x0302; // GL_SRC_ALPHA 228 enum RL_ONE_MINUS_SRC_ALPHA = 0x0303; // GL_ONE_MINUS_SRC_ALPHA 229 enum RL_DST_ALPHA = 0x0304; // GL_DST_ALPHA 230 enum RL_ONE_MINUS_DST_ALPHA = 0x0305; // GL_ONE_MINUS_DST_ALPHA 231 enum RL_DST_COLOR = 0x0306; // GL_DST_COLOR 232 enum RL_ONE_MINUS_DST_COLOR = 0x0307; // GL_ONE_MINUS_DST_COLOR 233 enum RL_SRC_ALPHA_SATURATE = 0x0308; // GL_SRC_ALPHA_SATURATE 234 enum RL_CONSTANT_COLOR = 0x8001; // GL_CONSTANT_COLOR 235 enum RL_ONE_MINUS_CONSTANT_COLOR = 0x8002; // GL_ONE_MINUS_CONSTANT_COLOR 236 enum RL_CONSTANT_ALPHA = 0x8003; // GL_CONSTANT_ALPHA 237 enum RL_ONE_MINUS_CONSTANT_ALPHA = 0x8004; // GL_ONE_MINUS_CONSTANT_ALPHA 238 239 // GL blending functions/equations 240 enum RL_FUNC_ADD = 0x8006; // GL_FUNC_ADD 241 enum RL_MIN = 0x8007; // GL_MIN 242 enum RL_MAX = 0x8008; // GL_MAX 243 enum RL_FUNC_SUBTRACT = 0x800A; // GL_FUNC_SUBTRACT 244 enum RL_FUNC_REVERSE_SUBTRACT = 0x800B; // GL_FUNC_REVERSE_SUBTRACT 245 enum RL_BLEND_EQUATION = 0x8009; // GL_BLEND_EQUATION 246 enum RL_BLEND_EQUATION_RGB = 0x8009; // GL_BLEND_EQUATION_RGB // (Same as BLEND_EQUATION) 247 enum RL_BLEND_EQUATION_ALPHA = 0x883D; // GL_BLEND_EQUATION_ALPHA 248 enum RL_BLEND_DST_RGB = 0x80C8; // GL_BLEND_DST_RGB 249 enum RL_BLEND_SRC_RGB = 0x80C9; // GL_BLEND_SRC_RGB 250 enum RL_BLEND_DST_ALPHA = 0x80CA; // GL_BLEND_DST_ALPHA 251 enum RL_BLEND_SRC_ALPHA = 0x80CB; // GL_BLEND_SRC_ALPHA 252 enum RL_BLEND_COLOR = 0x8005; // GL_BLEND_COLOR 253 254 //---------------------------------------------------------------------------------- 255 // Types and Structures Definition 256 //---------------------------------------------------------------------------------- 257 258 // Boolean type 259 260 // Matrix, 4x4 components, column major, OpenGL style, right handed 261 262 // Matrix first row (4 components) 263 // Matrix second row (4 components) 264 // Matrix third row (4 components) 265 // Matrix fourth row (4 components) 266 267 // Dynamic vertex buffers (position + texcoords + colors + indices arrays) 268 struct rlVertexBuffer 269 { 270 int elementCount; // Number of elements in the buffer (QUADS) 271 272 float* vertices; // Vertex position (XYZ - 3 components per vertex) (shader-location = 0) 273 float* texcoords; // Vertex texture coordinates (UV - 2 components per vertex) (shader-location = 1) 274 ubyte* colors; // Vertex colors (RGBA - 4 components per vertex) (shader-location = 3) 275 276 uint* indices; // Vertex indices (in case vertex data comes indexed) (6 indices per quad) 277 278 // Vertex indices (in case vertex data comes indexed) (6 indices per quad) 279 280 uint vaoId; // OpenGL Vertex Array Object id 281 uint[4] vboId; // OpenGL Vertex Buffer Objects id (4 types of vertex data) 282 } 283 284 // Draw call type 285 // NOTE: Only texture changes register a new draw, other state-change-related elements are not 286 // used at this moment (vaoId, shaderId, matrices), raylib just forces a batch draw call if any 287 // of those state-change happens (this is done in core module) 288 struct rlDrawCall 289 { 290 int mode; // Drawing mode: LINES, TRIANGLES, QUADS 291 int vertexCount; // Number of vertex of the draw 292 int vertexAlignment; // Number of vertex required for index alignment (LINES, TRIANGLES) 293 //unsigned int vaoId; // Vertex array id to be used on the draw -> Using RLGL.currentBatch->vertexBuffer.vaoId 294 //unsigned int shaderId; // Shader id to be used on the draw -> Using RLGL.currentShaderId 295 uint textureId; // Texture id to be used on the draw -> Use to create new draw call if changes 296 297 //Matrix projection; // Projection matrix for this draw -> Using RLGL.projection by default 298 //Matrix modelview; // Modelview matrix for this draw -> Using RLGL.modelview by default 299 } 300 301 // rlRenderBatch type 302 struct rlRenderBatch 303 { 304 int bufferCount; // Number of vertex buffers (multi-buffering support) 305 int currentBuffer; // Current buffer tracking in case of multi-buffering 306 rlVertexBuffer* vertexBuffer; // Dynamic buffer(s) for vertex data 307 308 rlDrawCall* draws; // Draw calls array, depends on textureId 309 int drawCounter; // Draw calls counter 310 float currentDepth; // Current depth value for next draw 311 } 312 313 // OpenGL version 314 enum rlGlVersion 315 { 316 RL_OPENGL_11 = 1, // OpenGL 1.1 317 RL_OPENGL_21 = 2, // OpenGL 2.1 (GLSL 120) 318 RL_OPENGL_33 = 3, // OpenGL 3.3 (GLSL 330) 319 RL_OPENGL_43 = 4, // OpenGL 4.3 (using GLSL 330) 320 RL_OPENGL_ES_20 = 5 // OpenGL ES 2.0 (GLSL 100) 321 } 322 323 // Trace log level 324 // NOTE: Organized by priority level 325 enum rlTraceLogLevel 326 { 327 RL_LOG_ALL = 0, // Display all logs 328 RL_LOG_TRACE = 1, // Trace logging, intended for internal use only 329 RL_LOG_DEBUG = 2, // Debug logging, used for internal debugging, it should be disabled on release builds 330 RL_LOG_INFO = 3, // Info logging, used for program execution info 331 RL_LOG_WARNING = 4, // Warning logging, used on recoverable failures 332 RL_LOG_ERROR = 5, // Error logging, used on unrecoverable failures 333 RL_LOG_FATAL = 6, // Fatal logging, used to abort program: exit(EXIT_FAILURE) 334 RL_LOG_NONE = 7 // Disable logging 335 } 336 337 // Texture pixel formats 338 // NOTE: Support depends on OpenGL version 339 enum rlPixelFormat 340 { 341 RL_PIXELFORMAT_UNCOMPRESSED_GRAYSCALE = 1, // 8 bit per pixel (no alpha) 342 RL_PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA = 2, // 8*2 bpp (2 channels) 343 RL_PIXELFORMAT_UNCOMPRESSED_R5G6B5 = 3, // 16 bpp 344 RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8 = 4, // 24 bpp 345 RL_PIXELFORMAT_UNCOMPRESSED_R5G5B5A1 = 5, // 16 bpp (1 bit alpha) 346 RL_PIXELFORMAT_UNCOMPRESSED_R4G4B4A4 = 6, // 16 bpp (4 bit alpha) 347 RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8A8 = 7, // 32 bpp 348 RL_PIXELFORMAT_UNCOMPRESSED_R32 = 8, // 32 bpp (1 channel - float) 349 RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32 = 9, // 32*3 bpp (3 channels - float) 350 RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32A32 = 10, // 32*4 bpp (4 channels - float) 351 RL_PIXELFORMAT_COMPRESSED_DXT1_RGB = 11, // 4 bpp (no alpha) 352 RL_PIXELFORMAT_COMPRESSED_DXT1_RGBA = 12, // 4 bpp (1 bit alpha) 353 RL_PIXELFORMAT_COMPRESSED_DXT3_RGBA = 13, // 8 bpp 354 RL_PIXELFORMAT_COMPRESSED_DXT5_RGBA = 14, // 8 bpp 355 RL_PIXELFORMAT_COMPRESSED_ETC1_RGB = 15, // 4 bpp 356 RL_PIXELFORMAT_COMPRESSED_ETC2_RGB = 16, // 4 bpp 357 RL_PIXELFORMAT_COMPRESSED_ETC2_EAC_RGBA = 17, // 8 bpp 358 RL_PIXELFORMAT_COMPRESSED_PVRT_RGB = 18, // 4 bpp 359 RL_PIXELFORMAT_COMPRESSED_PVRT_RGBA = 19, // 4 bpp 360 RL_PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA = 20, // 8 bpp 361 RL_PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA = 21 // 2 bpp 362 } 363 364 // Texture parameters: filter mode 365 // NOTE 1: Filtering considers mipmaps if available in the texture 366 // NOTE 2: Filter is accordingly set for minification and magnification 367 enum rlTextureFilter 368 { 369 RL_TEXTURE_FILTER_POINT = 0, // No filter, just pixel approximation 370 RL_TEXTURE_FILTER_BILINEAR = 1, // Linear filtering 371 RL_TEXTURE_FILTER_TRILINEAR = 2, // Trilinear filtering (linear with mipmaps) 372 RL_TEXTURE_FILTER_ANISOTROPIC_4X = 3, // Anisotropic filtering 4x 373 RL_TEXTURE_FILTER_ANISOTROPIC_8X = 4, // Anisotropic filtering 8x 374 RL_TEXTURE_FILTER_ANISOTROPIC_16X = 5 // Anisotropic filtering 16x 375 } 376 377 // Color blending modes (pre-defined) 378 enum rlBlendMode 379 { 380 RL_BLEND_ALPHA = 0, // Blend textures considering alpha (default) 381 RL_BLEND_ADDITIVE = 1, // Blend textures adding colors 382 RL_BLEND_MULTIPLIED = 2, // Blend textures multiplying colors 383 RL_BLEND_ADD_COLORS = 3, // Blend textures adding colors (alternative) 384 RL_BLEND_SUBTRACT_COLORS = 4, // Blend textures subtracting colors (alternative) 385 RL_BLEND_ALPHA_PREMULTIPLY = 5, // Blend premultiplied textures considering alpha 386 RL_BLEND_CUSTOM = 6, // Blend textures using custom src/dst factors (use rlSetBlendFactors()) 387 RL_BLEND_CUSTOM_SEPARATE = 7 // Blend textures using custom src/dst factors (use rlSetBlendFactorsSeparate()) 388 } 389 390 // Shader location point type 391 enum rlShaderLocationIndex 392 { 393 RL_SHADER_LOC_VERTEX_POSITION = 0, // Shader location: vertex attribute: position 394 RL_SHADER_LOC_VERTEX_TEXCOORD01 = 1, // Shader location: vertex attribute: texcoord01 395 RL_SHADER_LOC_VERTEX_TEXCOORD02 = 2, // Shader location: vertex attribute: texcoord02 396 RL_SHADER_LOC_VERTEX_NORMAL = 3, // Shader location: vertex attribute: normal 397 RL_SHADER_LOC_VERTEX_TANGENT = 4, // Shader location: vertex attribute: tangent 398 RL_SHADER_LOC_VERTEX_COLOR = 5, // Shader location: vertex attribute: color 399 RL_SHADER_LOC_MATRIX_MVP = 6, // Shader location: matrix uniform: model-view-projection 400 RL_SHADER_LOC_MATRIX_VIEW = 7, // Shader location: matrix uniform: view (camera transform) 401 RL_SHADER_LOC_MATRIX_PROJECTION = 8, // Shader location: matrix uniform: projection 402 RL_SHADER_LOC_MATRIX_MODEL = 9, // Shader location: matrix uniform: model (transform) 403 RL_SHADER_LOC_MATRIX_NORMAL = 10, // Shader location: matrix uniform: normal 404 RL_SHADER_LOC_VECTOR_VIEW = 11, // Shader location: vector uniform: view 405 RL_SHADER_LOC_COLOR_DIFFUSE = 12, // Shader location: vector uniform: diffuse color 406 RL_SHADER_LOC_COLOR_SPECULAR = 13, // Shader location: vector uniform: specular color 407 RL_SHADER_LOC_COLOR_AMBIENT = 14, // Shader location: vector uniform: ambient color 408 RL_SHADER_LOC_MAP_ALBEDO = 15, // Shader location: sampler2d texture: albedo (same as: RL_SHADER_LOC_MAP_DIFFUSE) 409 RL_SHADER_LOC_MAP_METALNESS = 16, // Shader location: sampler2d texture: metalness (same as: RL_SHADER_LOC_MAP_SPECULAR) 410 RL_SHADER_LOC_MAP_NORMAL = 17, // Shader location: sampler2d texture: normal 411 RL_SHADER_LOC_MAP_ROUGHNESS = 18, // Shader location: sampler2d texture: roughness 412 RL_SHADER_LOC_MAP_OCCLUSION = 19, // Shader location: sampler2d texture: occlusion 413 RL_SHADER_LOC_MAP_EMISSION = 20, // Shader location: sampler2d texture: emission 414 RL_SHADER_LOC_MAP_HEIGHT = 21, // Shader location: sampler2d texture: height 415 RL_SHADER_LOC_MAP_CUBEMAP = 22, // Shader location: samplerCube texture: cubemap 416 RL_SHADER_LOC_MAP_IRRADIANCE = 23, // Shader location: samplerCube texture: irradiance 417 RL_SHADER_LOC_MAP_PREFILTER = 24, // Shader location: samplerCube texture: prefilter 418 RL_SHADER_LOC_MAP_BRDF = 25 // Shader location: sampler2d texture: brdf 419 } 420 421 enum RL_SHADER_LOC_MAP_DIFFUSE = rlShaderLocationIndex.RL_SHADER_LOC_MAP_ALBEDO; 422 enum RL_SHADER_LOC_MAP_SPECULAR = rlShaderLocationIndex.RL_SHADER_LOC_MAP_METALNESS; 423 424 // Shader uniform data type 425 enum rlShaderUniformDataType 426 { 427 RL_SHADER_UNIFORM_FLOAT = 0, // Shader uniform type: float 428 RL_SHADER_UNIFORM_VEC2 = 1, // Shader uniform type: vec2 (2 float) 429 RL_SHADER_UNIFORM_VEC3 = 2, // Shader uniform type: vec3 (3 float) 430 RL_SHADER_UNIFORM_VEC4 = 3, // Shader uniform type: vec4 (4 float) 431 RL_SHADER_UNIFORM_INT = 4, // Shader uniform type: int 432 RL_SHADER_UNIFORM_IVEC2 = 5, // Shader uniform type: ivec2 (2 int) 433 RL_SHADER_UNIFORM_IVEC3 = 6, // Shader uniform type: ivec3 (3 int) 434 RL_SHADER_UNIFORM_IVEC4 = 7, // Shader uniform type: ivec4 (4 int) 435 RL_SHADER_UNIFORM_SAMPLER2D = 8 // Shader uniform type: sampler2d 436 } 437 438 // Shader attribute data types 439 enum rlShaderAttributeDataType 440 { 441 RL_SHADER_ATTRIB_FLOAT = 0, // Shader attribute type: float 442 RL_SHADER_ATTRIB_VEC2 = 1, // Shader attribute type: vec2 (2 float) 443 RL_SHADER_ATTRIB_VEC3 = 2, // Shader attribute type: vec3 (3 float) 444 RL_SHADER_ATTRIB_VEC4 = 3 // Shader attribute type: vec4 (4 float) 445 } 446 447 // Framebuffer attachment type 448 // NOTE: By default up to 8 color channels defined, but it can be more 449 enum rlFramebufferAttachType 450 { 451 RL_ATTACHMENT_COLOR_CHANNEL0 = 0, // Framebuffer attachment type: color 0 452 RL_ATTACHMENT_COLOR_CHANNEL1 = 1, // Framebuffer attachment type: color 1 453 RL_ATTACHMENT_COLOR_CHANNEL2 = 2, // Framebuffer attachment type: color 2 454 RL_ATTACHMENT_COLOR_CHANNEL3 = 3, // Framebuffer attachment type: color 3 455 RL_ATTACHMENT_COLOR_CHANNEL4 = 4, // Framebuffer attachment type: color 4 456 RL_ATTACHMENT_COLOR_CHANNEL5 = 5, // Framebuffer attachment type: color 5 457 RL_ATTACHMENT_COLOR_CHANNEL6 = 6, // Framebuffer attachment type: color 6 458 RL_ATTACHMENT_COLOR_CHANNEL7 = 7, // Framebuffer attachment type: color 7 459 RL_ATTACHMENT_DEPTH = 100, // Framebuffer attachment type: depth 460 RL_ATTACHMENT_STENCIL = 200 // Framebuffer attachment type: stencil 461 } 462 463 // Framebuffer texture attachment type 464 enum rlFramebufferAttachTextureType 465 { 466 RL_ATTACHMENT_CUBEMAP_POSITIVE_X = 0, // Framebuffer texture attachment type: cubemap, +X side 467 RL_ATTACHMENT_CUBEMAP_NEGATIVE_X = 1, // Framebuffer texture attachment type: cubemap, -X side 468 RL_ATTACHMENT_CUBEMAP_POSITIVE_Y = 2, // Framebuffer texture attachment type: cubemap, +Y side 469 RL_ATTACHMENT_CUBEMAP_NEGATIVE_Y = 3, // Framebuffer texture attachment type: cubemap, -Y side 470 RL_ATTACHMENT_CUBEMAP_POSITIVE_Z = 4, // Framebuffer texture attachment type: cubemap, +Z side 471 RL_ATTACHMENT_CUBEMAP_NEGATIVE_Z = 5, // Framebuffer texture attachment type: cubemap, -Z side 472 RL_ATTACHMENT_TEXTURE2D = 100, // Framebuffer texture attachment type: texture2d 473 RL_ATTACHMENT_RENDERBUFFER = 200 // Framebuffer texture attachment type: renderbuffer 474 } 475 476 // Face culling mode 477 enum rlCullMode 478 { 479 RL_CULL_FACE_FRONT = 0, 480 RL_CULL_FACE_BACK = 1 481 } 482 483 //------------------------------------------------------------------------------------ 484 // Functions Declaration - Matrix operations 485 //------------------------------------------------------------------------------------ 486 487 // Prevents name mangling of functions 488 489 void rlMatrixMode(int mode); // Choose the current matrix to be transformed 490 void rlPushMatrix(); // Push the current matrix to stack 491 void rlPopMatrix(); // Pop latest inserted matrix from stack 492 void rlLoadIdentity(); // Reset current matrix to identity matrix 493 void rlTranslatef(float x, float y, float z); // Multiply the current matrix by a translation matrix 494 void rlRotatef(float angle, float x, float y, float z); // Multiply the current matrix by a rotation matrix 495 void rlScalef(float x, float y, float z); // Multiply the current matrix by a scaling matrix 496 void rlMultMatrixf(const(float)* matf); // Multiply the current matrix by another matrix 497 void rlFrustum(double left, double right, double bottom, double top, double znear, double zfar); 498 void rlOrtho(double left, double right, double bottom, double top, double znear, double zfar); 499 void rlViewport(int x, int y, int width, int height); // Set the viewport area 500 501 //------------------------------------------------------------------------------------ 502 // Functions Declaration - Vertex level operations 503 //------------------------------------------------------------------------------------ 504 void rlBegin(int mode); // Initialize drawing mode (how to organize vertex) 505 void rlEnd(); // Finish vertex providing 506 void rlVertex2i(int x, int y); // Define one vertex (position) - 2 int 507 void rlVertex2f(float x, float y); // Define one vertex (position) - 2 float 508 void rlVertex3f(float x, float y, float z); // Define one vertex (position) - 3 float 509 void rlTexCoord2f(float x, float y); // Define one vertex (texture coordinate) - 2 float 510 void rlNormal3f(float x, float y, float z); // Define one vertex (normal) - 3 float 511 void rlColor4ub(ubyte r, ubyte g, ubyte b, ubyte a); // Define one vertex (color) - 4 byte 512 void rlColor3f(float x, float y, float z); // Define one vertex (color) - 3 float 513 void rlColor4f(float x, float y, float z, float w); // Define one vertex (color) - 4 float 514 515 //------------------------------------------------------------------------------------ 516 // Functions Declaration - OpenGL style functions (common to 1.1, 3.3+, ES2) 517 // NOTE: This functions are used to completely abstract raylib code from OpenGL layer, 518 // some of them are direct wrappers over OpenGL calls, some others are custom 519 //------------------------------------------------------------------------------------ 520 521 // Vertex buffers state 522 bool rlEnableVertexArray(uint vaoId); // Enable vertex array (VAO, if supported) 523 void rlDisableVertexArray(); // Disable vertex array (VAO, if supported) 524 void rlEnableVertexBuffer(uint id); // Enable vertex buffer (VBO) 525 void rlDisableVertexBuffer(); // Disable vertex buffer (VBO) 526 void rlEnableVertexBufferElement(uint id); // Enable vertex buffer element (VBO element) 527 void rlDisableVertexBufferElement(); // Disable vertex buffer element (VBO element) 528 void rlEnableVertexAttribute(uint index); // Enable vertex attribute index 529 void rlDisableVertexAttribute(uint index); // Disable vertex attribute index 530 531 // Enable attribute state pointer 532 // Disable attribute state pointer 533 534 // Textures state 535 void rlActiveTextureSlot(int slot); // Select and active a texture slot 536 void rlEnableTexture(uint id); // Enable texture 537 void rlDisableTexture(); // Disable texture 538 void rlEnableTextureCubemap(uint id); // Enable texture cubemap 539 void rlDisableTextureCubemap(); // Disable texture cubemap 540 void rlTextureParameters(uint id, int param, int value); // Set texture parameters (filter, wrap) 541 void rlCubemapParameters(uint id, int param, int value); // Set cubemap parameters (filter, wrap) 542 543 // Shader state 544 void rlEnableShader(uint id); // Enable shader program 545 void rlDisableShader(); // Disable shader program 546 547 // Framebuffer state 548 void rlEnableFramebuffer(uint id); // Enable render texture (fbo) 549 void rlDisableFramebuffer(); // Disable render texture (fbo), return to default framebuffer 550 void rlActiveDrawBuffers(int count); // Activate multiple draw color buffers 551 552 // General render state 553 void rlEnableColorBlend(); // Enable color blending 554 void rlDisableColorBlend(); // Disable color blending 555 void rlEnableDepthTest(); // Enable depth test 556 void rlDisableDepthTest(); // Disable depth test 557 void rlEnableDepthMask(); // Enable depth write 558 void rlDisableDepthMask(); // Disable depth write 559 void rlEnableBackfaceCulling(); // Enable backface culling 560 void rlDisableBackfaceCulling(); // Disable backface culling 561 void rlSetCullFace(int mode); // Set face culling mode 562 void rlEnableScissorTest(); // Enable scissor test 563 void rlDisableScissorTest(); // Disable scissor test 564 void rlScissor(int x, int y, int width, int height); // Scissor test 565 void rlEnableWireMode(); // Enable wire mode 566 void rlDisableWireMode(); // Disable wire mode 567 void rlSetLineWidth(float width); // Set the line drawing width 568 float rlGetLineWidth(); // Get the line drawing width 569 void rlEnableSmoothLines(); // Enable line aliasing 570 void rlDisableSmoothLines(); // Disable line aliasing 571 void rlEnableStereoRender(); // Enable stereo rendering 572 void rlDisableStereoRender(); // Disable stereo rendering 573 bool rlIsStereoRenderEnabled(); // Check if stereo render is enabled 574 575 void rlClearColor(ubyte r, ubyte g, ubyte b, ubyte a); // Clear color buffer with color 576 void rlClearScreenBuffers(); // Clear used screen buffers (color and depth) 577 void rlCheckErrors(); // Check and log OpenGL error codes 578 void rlSetBlendMode(int mode); // Set blending mode 579 void rlSetBlendFactors(int glSrcFactor, int glDstFactor, int glEquation); // Set blending mode factor and equation (using OpenGL factors) 580 void rlSetBlendFactorsSeparate(int glSrcRGB, int glDstRGB, int glSrcAlpha, int glDstAlpha, int glEqRGB, int glEqAlpha); // Set blending mode factors and equations separately (using OpenGL factors) 581 582 //------------------------------------------------------------------------------------ 583 // Functions Declaration - rlgl functionality 584 //------------------------------------------------------------------------------------ 585 // rlgl initialization functions 586 void rlglInit(int width, int height); // Initialize rlgl (buffers, shaders, textures, states) 587 void rlglClose(); // De-initialize rlgl (buffers, shaders, textures) 588 void rlLoadExtensions(void* loader); // Load OpenGL extensions (loader function required) 589 int rlGetVersion(); // Get current OpenGL version 590 void rlSetFramebufferWidth(int width); // Set current framebuffer width 591 int rlGetFramebufferWidth(); // Get default framebuffer width 592 void rlSetFramebufferHeight(int height); // Set current framebuffer height 593 int rlGetFramebufferHeight(); // Get default framebuffer height 594 595 uint rlGetTextureIdDefault(); // Get default texture id 596 uint rlGetShaderIdDefault(); // Get default shader id 597 int* rlGetShaderLocsDefault(); // Get default shader locations 598 599 // Render batch management 600 // NOTE: rlgl provides a default render batch to behave like OpenGL 1.1 immediate mode 601 // but this render batch API is exposed in case of custom batches are required 602 rlRenderBatch rlLoadRenderBatch(int numBuffers, int bufferElements); // Load a render batch system 603 void rlUnloadRenderBatch(rlRenderBatch batch); // Unload render batch system 604 void rlDrawRenderBatch(rlRenderBatch* batch); // Draw render batch data (Update->Draw->Reset) 605 void rlSetRenderBatchActive(rlRenderBatch* batch); // Set the active render batch for rlgl (NULL for default internal) 606 void rlDrawRenderBatchActive(); // Update and draw internal render batch 607 bool rlCheckRenderBatchLimit(int vCount); // Check internal buffer overflow for a given number of vertex 608 609 void rlSetTexture(uint id); // Set current texture for render batch and check buffers limits 610 611 //------------------------------------------------------------------------------------------------------------------------ 612 613 // Vertex buffers management 614 uint rlLoadVertexArray(); // Load vertex array (vao) if supported 615 uint rlLoadVertexBuffer(const(void)* buffer, int size, bool dynamic); // Load a vertex buffer attribute 616 uint rlLoadVertexBufferElement(const(void)* buffer, int size, bool dynamic); // Load a new attributes element buffer 617 void rlUpdateVertexBuffer(uint bufferId, const(void)* data, int dataSize, int offset); // Update GPU buffer with new data 618 void rlUpdateVertexBufferElements(uint id, const(void)* data, int dataSize, int offset); // Update vertex buffer elements with new data 619 void rlUnloadVertexArray(uint vaoId); 620 void rlUnloadVertexBuffer(uint vboId); 621 void rlSetVertexAttribute(uint index, int compSize, int type, bool normalized, int stride, const(void)* pointer); 622 void rlSetVertexAttributeDivisor(uint index, int divisor); 623 void rlSetVertexAttributeDefault(int locIndex, const(void)* value, int attribType, int count); // Set vertex attribute default value 624 void rlDrawVertexArray(int offset, int count); 625 void rlDrawVertexArrayElements(int offset, int count, const(void)* buffer); 626 void rlDrawVertexArrayInstanced(int offset, int count, int instances); 627 void rlDrawVertexArrayElementsInstanced(int offset, int count, const(void)* buffer, int instances); 628 629 // Textures management 630 uint rlLoadTexture(const(void)* data, int width, int height, int format, int mipmapCount); // Load texture in GPU 631 uint rlLoadTextureDepth(int width, int height, bool useRenderBuffer); // Load depth texture/renderbuffer (to be attached to fbo) 632 uint rlLoadTextureCubemap(const(void)* data, int size, int format); // Load texture cubemap 633 void rlUpdateTexture(uint id, int offsetX, int offsetY, int width, int height, int format, const(void)* data); // Update GPU texture with new data 634 void rlGetGlTextureFormats(int format, uint* glInternalFormat, uint* glFormat, uint* glType); // Get OpenGL internal formats 635 const(char)* rlGetPixelFormatName(uint format); // Get name string for pixel format 636 void rlUnloadTexture(uint id); // Unload texture from GPU memory 637 void rlGenTextureMipmaps(uint id, int width, int height, int format, int* mipmaps); // Generate mipmap data for selected texture 638 void* rlReadTexturePixels(uint id, int width, int height, int format); // Read texture pixel data 639 ubyte* rlReadScreenPixels(int width, int height); // Read screen pixel data (color buffer) 640 641 // Framebuffer management (fbo) 642 uint rlLoadFramebuffer(int width, int height); // Load an empty framebuffer 643 void rlFramebufferAttach(uint fboId, uint texId, int attachType, int texType, int mipLevel); // Attach texture/renderbuffer to a framebuffer 644 bool rlFramebufferComplete(uint id); // Verify framebuffer is complete 645 void rlUnloadFramebuffer(uint id); // Delete framebuffer from GPU 646 647 // Shaders management 648 uint rlLoadShaderCode(const(char)* vsCode, const(char)* fsCode); // Load shader from code strings 649 uint rlCompileShader(const(char)* shaderCode, int type); // Compile custom shader and return shader id (type: RL_VERTEX_SHADER, RL_FRAGMENT_SHADER, RL_COMPUTE_SHADER) 650 uint rlLoadShaderProgram(uint vShaderId, uint fShaderId); // Load custom shader program 651 void rlUnloadShaderProgram(uint id); // Unload shader program 652 int rlGetLocationUniform(uint shaderId, const(char)* uniformName); // Get shader location uniform 653 int rlGetLocationAttrib(uint shaderId, const(char)* attribName); // Get shader location attribute 654 void rlSetUniform(int locIndex, const(void)* value, int uniformType, int count); // Set shader value uniform 655 void rlSetUniformMatrix(int locIndex, Matrix mat); // Set shader value matrix 656 void rlSetUniformSampler(int locIndex, uint textureId); // Set shader value sampler 657 void rlSetShader(uint id, int* locs); // Set shader currently active (id and locations) 658 659 // Compute shader management 660 uint rlLoadComputeShaderProgram(uint shaderId); // Load compute shader program 661 void rlComputeShaderDispatch(uint groupX, uint groupY, uint groupZ); // Dispatch compute shader (equivalent to *draw* for graphics pipeline) 662 663 // Shader buffer storage object management (ssbo) 664 uint rlLoadShaderBuffer(uint size, const(void)* data, int usageHint); // Load shader storage buffer object (SSBO) 665 void rlUnloadShaderBuffer(uint ssboId); // Unload shader storage buffer object (SSBO) 666 void rlUpdateShaderBuffer(uint id, const(void)* data, uint dataSize, uint offset); // Update SSBO buffer data 667 void rlBindShaderBuffer(uint id, uint index); // Bind SSBO buffer 668 void rlReadShaderBuffer(uint id, void* dest, uint count, uint offset); // Read SSBO buffer data (GPU->CPU) 669 void rlCopyShaderBuffer(uint destId, uint srcId, uint destOffset, uint srcOffset, uint count); // Copy SSBO data between buffers 670 uint rlGetShaderBufferSize(uint id); // Get SSBO buffer size 671 672 // Buffer management 673 void rlBindImageTexture(uint id, uint index, int format, bool readonly); // Bind image texture 674 675 // Matrix state management 676 Matrix rlGetMatrixModelview(); // Get internal modelview matrix 677 Matrix rlGetMatrixProjection(); // Get internal projection matrix 678 Matrix rlGetMatrixTransform(); // Get internal accumulated transform matrix 679 Matrix rlGetMatrixProjectionStereo(int eye); // Get internal projection matrix for stereo render (selected eye) 680 Matrix rlGetMatrixViewOffsetStereo(int eye); // Get internal view offset matrix for stereo render (selected eye) 681 void rlSetMatrixProjection(Matrix proj); // Set a custom projection matrix (replaces internal projection matrix) 682 void rlSetMatrixModelview(Matrix view); // Set a custom modelview matrix (replaces internal modelview matrix) 683 void rlSetMatrixProjectionStereo(Matrix right, Matrix left); // Set eyes projection matrices for stereo rendering 684 void rlSetMatrixViewOffsetStereo(Matrix right, Matrix left); // Set eyes view offsets matrices for stereo rendering 685 686 // Quick and dirty cube/quad buffers load->draw->unload 687 void rlLoadDrawCube(); // Load and draw a cube 688 void rlLoadDrawQuad(); // Load and draw a quad 689 690 // RLGL_H 691 692 /*********************************************************************************** 693 * 694 * RLGL IMPLEMENTATION 695 * 696 ************************************************************************************/ 697 698 // OpenGL 1.1 library for OSX 699 // OpenGL extensions library 700 701 // APIENTRY for OpenGL function pointer declarations is required 702 703 // WINGDIAPI definition. Some Windows OpenGL headers need it 704 705 // OpenGL 1.1 library 706 707 // GLAD extensions loading library, includes OpenGL headers 708 709 // NOTE: OpenGL ES 2.0 can be enabled on PLATFORM_DESKTOP, 710 // in that case, functions are loaded from a custom glad for OpenGL ES 2.0 711 712 //#include <EGL/egl.h> // EGL library -> not required, platform layer 713 // OpenGL ES 2.0 library 714 // OpenGL ES 2.0 extensions library 715 716 // It seems OpenGL ES 2.0 instancing entry points are not defined on Raspberry Pi 717 // provided headers (despite being defined in official Khronos GLES2 headers) 718 719 // Required for: malloc(), free() 720 // Required for: strcmp(), strlen() [Used in rlglInit(), on extensions loading] 721 // Required for: sqrtf(), sinf(), cosf(), floor(), log() 722 723 //---------------------------------------------------------------------------------- 724 // Defines and Macros 725 //---------------------------------------------------------------------------------- 726 727 // Default shader vertex attribute names to set location points 728 729 // Bound by default to shader location: 0 730 731 // Bound by default to shader location: 1 732 733 // Bound by default to shader location: 2 734 735 // Bound by default to shader location: 3 736 737 // Bound by default to shader location: 4 738 739 // Bound by default to shader location: 5 740 741 // model-view-projection matrix 742 743 // view matrix 744 745 // projection matrix 746 747 // model matrix 748 749 // normal matrix (transpose(inverse(matModelView)) 750 751 // color diffuse (base tint color, multiplied by texture color) 752 753 // texture0 (texture slot active 0) 754 755 // texture1 (texture slot active 1) 756 757 // texture2 (texture slot active 2) 758 759 //---------------------------------------------------------------------------------- 760 // Types and Structures Definition 761 //---------------------------------------------------------------------------------- 762 763 // Current render batch 764 // Default internal render batch 765 766 // Current active render batch vertex counter (generic, used for all batches) 767 // Current active texture coordinate (added on glVertex*()) 768 // Current active normal (added on glVertex*()) 769 // Current active color (added on glVertex*()) 770 771 // Current matrix mode 772 // Current matrix pointer 773 // Default modelview matrix 774 // Default projection matrix 775 // Transform matrix to be used with rlTranslate, rlRotate, rlScale 776 // Require transform matrix application to current draw-call vertex (if required) 777 // Matrix stack for push/pop 778 // Matrix stack counter 779 780 // Default texture used on shapes/poly drawing (required by shader) 781 // Active texture ids to be enabled on batch drawing (0 active by default) 782 // Default vertex shader id (used by default shader program) 783 // Default fragment shader id (used by default shader program) 784 // Default shader program id, supports vertex color and diffuse texture 785 // Default shader locations pointer to be used on rendering 786 // Current shader id to be used on rendering (by default, defaultShaderId) 787 // Current shader locations pointer to be used on rendering (by default, defaultShaderLocs) 788 789 // Stereo rendering flag 790 // VR stereo rendering eyes projection matrices 791 // VR stereo rendering eyes view offset matrices 792 793 // Blending variables 794 // Blending mode active 795 // Blending source factor 796 // Blending destination factor 797 // Blending equation 798 // Blending source RGB factor 799 // Blending destination RGB factor 800 // Blending source alpha factor 801 // Blending destination alpha factor 802 // Blending equation for RGB 803 // Blending equation for alpha 804 // Custom blending factor and equation modification status 805 806 // Current framebuffer width 807 // Current framebuffer height 808 809 // Renderer state 810 811 // VAO support (OpenGL ES2 could not support VAO extension) (GL_ARB_vertex_array_object) 812 // Instancing supported (GL_ANGLE_instanced_arrays, GL_EXT_draw_instanced + GL_EXT_instanced_arrays) 813 // NPOT textures full support (GL_ARB_texture_non_power_of_two, GL_OES_texture_npot) 814 // Depth textures supported (GL_ARB_depth_texture, GL_OES_depth_texture) 815 // Depth textures supported WebGL specific (GL_WEBGL_depth_texture) 816 // float textures support (32 bit per channel) (GL_OES_texture_float) 817 // DDS texture compression support (GL_EXT_texture_compression_s3tc, GL_WEBGL_compressed_texture_s3tc, GL_WEBKIT_WEBGL_compressed_texture_s3tc) 818 // ETC1 texture compression support (GL_OES_compressed_ETC1_RGB8_texture, GL_WEBGL_compressed_texture_etc1) 819 // ETC2/EAC texture compression support (GL_ARB_ES3_compatibility) 820 // PVR texture compression support (GL_IMG_texture_compression_pvrtc) 821 // ASTC texture compression support (GL_KHR_texture_compression_astc_hdr, GL_KHR_texture_compression_astc_ldr) 822 // Clamp mirror wrap mode supported (GL_EXT_texture_mirror_clamp) 823 // Anisotropic texture filtering support (GL_EXT_texture_filter_anisotropic) 824 // Compute shaders support (GL_ARB_compute_shader) 825 // Shader storage buffer object support (GL_ARB_shader_storage_buffer_object) 826 827 // Maximum anisotropy level supported (minimum is 2.0f) 828 // Maximum bits for depth component 829 830 // Extensions supported flags 831 832 // OpenGL extension functions loader signature (same as GLADloadproc) 833 834 // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2 835 836 //---------------------------------------------------------------------------------- 837 // Global Variables Definition 838 //---------------------------------------------------------------------------------- 839 840 // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2 841 842 // NOTE: VAO functionality is exposed through extensions (OES) 843 844 // NOTE: Instancing functionality could also be available through extension 845 846 //---------------------------------------------------------------------------------- 847 // Module specific Functions Declaration 848 //---------------------------------------------------------------------------------- 849 850 // Load default shader 851 // Unload default shader 852 853 // Get compressed format official GL identifier name 854 // RLGL_SHOW_GL_DETAILS_INFO 855 // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2 856 857 // Get pixel data size in bytes (image or texture) 858 859 // Auxiliar matrix math functions 860 // Get identity matrix 861 // Multiply two matrices 862 863 //---------------------------------------------------------------------------------- 864 // Module Functions Definition - Matrix operations 865 //---------------------------------------------------------------------------------- 866 867 // Fallback to OpenGL 1.1 function calls 868 //--------------------------------------- 869 870 // Choose the current matrix to be transformed 871 872 //else if (mode == RL_TEXTURE) // Not supported 873 874 // Push the current matrix into RLGL.State.stack 875 876 // Pop lattest inserted matrix from RLGL.State.stack 877 878 // Reset current matrix to identity matrix 879 880 // Multiply the current matrix by a translation matrix 881 882 // NOTE: We transpose matrix with multiplication order 883 884 // Multiply the current matrix by a rotation matrix 885 // NOTE: The provided angle must be in degrees 886 887 // Axis vector (x, y, z) normalization 888 889 // Rotation matrix generation 890 891 // NOTE: We transpose matrix with multiplication order 892 893 // Multiply the current matrix by a scaling matrix 894 895 // NOTE: We transpose matrix with multiplication order 896 897 // Multiply the current matrix by another matrix 898 899 // Matrix creation from array 900 901 // Multiply the current matrix by a perspective matrix generated by parameters 902 903 // Multiply the current matrix by an orthographic matrix generated by parameters 904 905 // NOTE: If left-right and top-botton values are equal it could create a division by zero, 906 // response to it is platform/compiler dependant 907 908 // Set the viewport area (transformation from normalized device coordinates to window coordinates) 909 // NOTE: We store current viewport dimensions 910 911 //---------------------------------------------------------------------------------- 912 // Module Functions Definition - Vertex level operations 913 //---------------------------------------------------------------------------------- 914 915 // Fallback to OpenGL 1.1 function calls 916 //--------------------------------------- 917 918 // Initialize drawing mode (how to organize vertex) 919 920 // Draw mode can be RL_LINES, RL_TRIANGLES and RL_QUADS 921 // NOTE: In all three cases, vertex are accumulated over default internal vertex buffer 922 923 // Make sure current RLGL.currentBatch->draws[i].vertexCount is aligned a multiple of 4, 924 // that way, following QUADS drawing will keep aligned with index processing 925 // It implies adding some extra alignment vertex at the end of the draw, 926 // those vertex are not processed but they are considered as an additional offset 927 // for the next set of vertex to be drawn 928 929 // Finish vertex providing 930 931 // NOTE: Depth increment is dependant on rlOrtho(): z-near and z-far values, 932 // as well as depth buffer bit-depth (16bit or 24bit or 32bit) 933 // Correct increment formula would be: depthInc = (zfar - znear)/pow(2, bits) 934 935 // Define one vertex (position) 936 // NOTE: Vertex position data is the basic information required for drawing 937 938 // Transform provided vector if required 939 940 // WARNING: We can't break primitives when launching a new batch. 941 // RL_LINES comes in pairs, RL_TRIANGLES come in groups of 3 vertices and RL_QUADS come in groups of 4 vertices. 942 // We must check current draw.mode when a new vertex is required and finish the batch only if the draw.mode draw.vertexCount is %2, %3 or %4 943 944 // Reached the maximum number of vertices for RL_LINES drawing 945 // Launch a draw call but keep current state for next vertices comming 946 // NOTE: We add +1 vertex to the check for security 947 948 // Add vertices 949 950 // Add current texcoord 951 952 // TODO: Add current normal 953 // By default rlVertexBuffer type does not store normals 954 955 // Add current color 956 957 // Define one vertex (position) 958 959 // Define one vertex (position) 960 961 // Define one vertex (texture coordinate) 962 // NOTE: Texture coordinates are limited to QUADS only 963 964 // Define one vertex (normal) 965 // NOTE: Normals limited to TRIANGLES only? 966 967 // Define one vertex (color) 968 969 // Define one vertex (color) 970 971 // Define one vertex (color) 972 973 //-------------------------------------------------------------------------------------- 974 // Module Functions Definition - OpenGL style functions (common to 1.1, 3.3+, ES2) 975 //-------------------------------------------------------------------------------------- 976 977 // Set current texture to use 978 979 // NOTE: If quads batch limit is reached, we force a draw call and next batch starts 980 981 // Make sure current RLGL.currentBatch->draws[i].vertexCount is aligned a multiple of 4, 982 // that way, following QUADS drawing will keep aligned with index processing 983 // It implies adding some extra alignment vertex at the end of the draw, 984 // those vertex are not processed but they are considered as an additional offset 985 // for the next set of vertex to be drawn 986 987 // Select and active a texture slot 988 989 // Enable texture 990 991 // Disable texture 992 993 // Enable texture cubemap 994 995 // Disable texture cubemap 996 997 // Set texture parameters (wrap mode/filter mode) 998 999 // Reset anisotropy filter, in case it was set 1000 1001 // Set cubemap parameters (wrap mode/filter mode) 1002 1003 // Reset anisotropy filter, in case it was set 1004 1005 // Enable shader program 1006 1007 // Disable shader program 1008 1009 // Enable rendering to texture (fbo) 1010 1011 // Disable rendering to texture 1012 1013 // Activate multiple draw color buffers 1014 // NOTE: One color buffer is always active by default 1015 1016 // NOTE: Maximum number of draw buffers supported is implementation dependant, 1017 // it can be queried with glGet*() but it must be at least 8 1018 //GLint maxDrawBuffers = 0; 1019 //glGetIntegerv(GL_MAX_DRAW_BUFFERS, &maxDrawBuffers); 1020 1021 //---------------------------------------------------------------------------------- 1022 // General render state configuration 1023 //---------------------------------------------------------------------------------- 1024 1025 // Enable color blending 1026 1027 // Disable color blending 1028 1029 // Enable depth test 1030 1031 // Disable depth test 1032 1033 // Enable depth write 1034 1035 // Disable depth write 1036 1037 // Enable backface culling 1038 1039 // Disable backface culling 1040 1041 // Set face culling mode 1042 1043 // Enable scissor test 1044 1045 // Disable scissor test 1046 1047 // Scissor test 1048 1049 // Enable wire mode 1050 1051 // NOTE: glPolygonMode() not available on OpenGL ES 1052 1053 // Disable wire mode 1054 1055 // NOTE: glPolygonMode() not available on OpenGL ES 1056 1057 // Set the line drawing width 1058 1059 // Get the line drawing width 1060 1061 // Enable line aliasing 1062 1063 // Disable line aliasing 1064 1065 // Enable stereo rendering 1066 1067 // Disable stereo rendering 1068 1069 // Check if stereo render is enabled 1070 1071 // Clear color buffer with color 1072 1073 // Color values clamp to 0.0f(0) and 1.0f(255) 1074 1075 // Clear used screen buffers (color and depth) 1076 1077 // Clear used buffers: Color and Depth (Depth is used for 3D) 1078 //glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); // Stencil buffer not used... 1079 1080 // Check and log OpenGL error codes 1081 1082 // Set blend mode 1083 1084 // NOTE: Using GL blend src/dst factors and GL equation configured with rlSetBlendFactors() 1085 1086 // NOTE: Using GL blend src/dst factors and GL equation configured with rlSetBlendFactorsSeparate() 1087 1088 // Set blending mode factor and equation 1089 1090 // Set blending mode factor and equation separately for RGB and alpha 1091 1092 //---------------------------------------------------------------------------------- 1093 // Module Functions Definition - OpenGL Debug 1094 //---------------------------------------------------------------------------------- 1095 1096 // Ignore non-significant error/warning codes (NVidia drivers) 1097 // NOTE: Here there are the details with a sample output: 1098 // - #131169 - Framebuffer detailed info: The driver allocated storage for renderbuffer 2. (severity: low) 1099 // - #131185 - Buffer detailed info: Buffer object 1 (bound to GL_ELEMENT_ARRAY_BUFFER_ARB, usage hint is GL_ENUM_88e4) 1100 // will use VIDEO memory as the source for buffer object operations. (severity: low) 1101 // - #131218 - Program/shader state performance warning: Vertex shader in program 7 is being recompiled based on GL state. (severity: medium) 1102 // - #131204 - Texture state usage warning: The texture object (0) bound to texture image unit 0 does not have 1103 // a defined base level and cannot be used for texture mapping. (severity: low) 1104 1105 //---------------------------------------------------------------------------------- 1106 // Module Functions Definition - rlgl functionality 1107 //---------------------------------------------------------------------------------- 1108 1109 // Initialize rlgl: OpenGL extensions, default buffers/shaders/textures, OpenGL states 1110 1111 // Enable OpenGL debug context if required 1112 1113 // glDebugMessageControl(GL_DEBUG_SOURCE_API, GL_DEBUG_TYPE_ERROR, GL_DEBUG_SEVERITY_HIGH, 0, 0, GL_TRUE); // TODO: Filter message 1114 1115 // Debug context options: 1116 // - GL_DEBUG_OUTPUT - Faster version but not useful for breakpoints 1117 // - 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 1118 1119 // Init default white texture 1120 // 1 pixel RGBA (4 bytes) 1121 1122 // Init default Shader (customized for GL 3.3 and ES2) 1123 // Loaded: RLGL.State.defaultShaderId + RLGL.State.defaultShaderLocs 1124 1125 // Init default vertex arrays buffers 1126 1127 // Init stack matrices (emulating OpenGL 1.1) 1128 1129 // Init internal matrices 1130 1131 // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2 1132 1133 // Initialize OpenGL default states 1134 //---------------------------------------------------------- 1135 // Init state: Depth test 1136 // Type of depth testing to apply 1137 // Disable depth testing for 2D (only used for 3D) 1138 1139 // Init state: Blending mode 1140 // Color blending function (how colors are mixed) 1141 // Enable color blending (required to work with transparencies) 1142 1143 // Init state: Culling 1144 // NOTE: All shapes/models triangles are drawn CCW 1145 // Cull the back face (default) 1146 // Front face are defined counter clockwise (default) 1147 // Enable backface culling 1148 1149 // Init state: Cubemap seamless 1150 1151 // Seamless cubemaps (not supported on OpenGL ES 2.0) 1152 1153 // Init state: Color hints (deprecated in OpenGL 3.0+) 1154 // Improve quality of color and texture coordinate interpolation 1155 // Smooth shading between vertex (vertex colors interpolation) 1156 1157 // Store screen size into global variables 1158 1159 //---------------------------------------------------------- 1160 1161 // Init state: Color/Depth buffers clear 1162 // Set clear color (black) 1163 // Set clear depth value (default) 1164 // Clear color and depth buffers (depth buffer required for 3D) 1165 1166 // Vertex Buffer Object deinitialization (memory free) 1167 1168 // Unload default shader 1169 1170 // Unload default texture 1171 1172 // Load OpenGL extensions 1173 // NOTE: External loader function must be provided 1174 1175 // Also defined for GRAPHICS_API_OPENGL_21 1176 // NOTE: glad is generated and contains only required OpenGL 3.3 Core extensions (and lower versions) 1177 1178 // Get number of supported extensions 1179 1180 // Get supported extensions list 1181 // WARNING: glGetStringi() not available on OpenGL 2.1 1182 1183 // Register supported extensions flags 1184 // Optional OpenGL 2.1 extensions 1185 1186 // Register supported extensions flags 1187 // OpenGL 3.3 extensions supported by default (core) 1188 1189 // Optional OpenGL 3.3 extensions 1190 1191 // Texture compression: DXT 1192 // Texture compression: ETC2/EAC 1193 1194 // GRAPHICS_API_OPENGL_33 1195 1196 // Get supported extensions list 1197 1198 // Allocate 512 strings pointers (2 KB) 1199 // One big const string 1200 1201 // NOTE: We have to duplicate string because glGetString() returns a const string 1202 // Get extensions string size in bytes 1203 1204 // Check required extensions 1205 1206 // Check VAO support 1207 // NOTE: Only check on OpenGL ES, OpenGL 3.3 has VAO support as core feature 1208 1209 // The extension is supported by our hardware and driver, try to get related functions pointers 1210 // NOTE: emscripten does not support VAOs natively, it uses emulation and it reduces overall performance... 1211 1212 //glIsVertexArray = (PFNGLISVERTEXARRAYOESPROC)loader("glIsVertexArrayOES"); // NOTE: Fails in WebGL, omitted 1213 1214 // Check instanced rendering support 1215 // Web ANGLE 1216 1217 // Standard EXT 1218 1219 // Check NPOT textures support 1220 // NOTE: Only check on OpenGL ES, OpenGL 3.3 has NPOT textures full support as core feature 1221 1222 // Check texture float support 1223 1224 // Check depth texture support 1225 1226 // WebGL requires unsized internal format 1227 1228 // Not available on WebGL 1229 // Not available on WebGL 1230 1231 // Check texture compression support: DXT 1232 1233 // Check texture compression support: ETC1 1234 1235 // Check texture compression support: ETC2/EAC 1236 1237 // Check texture compression support: PVR 1238 1239 // Check texture compression support: ASTC 1240 1241 // Check anisotropic texture filter support 1242 1243 // Check clamp mirror wrap mode support 1244 1245 // Free extensions pointers 1246 1247 // Duplicated string must be deallocated 1248 // GRAPHICS_API_OPENGL_ES2 1249 1250 // Check OpenGL information and capabilities 1251 //------------------------------------------------------------------------------ 1252 // Show current OpenGL and GLSL version 1253 1254 // NOTE: Anisotropy levels capability is an extension 1255 1256 // Show some OpenGL GPU capabilities 1257 1258 // GRAPHICS_API_OPENGL_43 1259 // RLGL_SHOW_GL_DETAILS_INFO 1260 1261 // Show some basic info about GL supported features 1262 1263 // RLGL_SHOW_GL_DETAILS_INFO 1264 1265 // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2 1266 1267 // Get current OpenGL version 1268 1269 // Set current framebuffer width 1270 1271 // Set current framebuffer height 1272 1273 // Get default framebuffer width 1274 1275 // Get default framebuffer height 1276 1277 // Get default internal texture (white texture) 1278 // NOTE: Default texture is a 1x1 pixel UNCOMPRESSED_R8G8B8A8 1279 1280 // Get default shader id 1281 1282 // Get default shader locs 1283 1284 // Render batch management 1285 //------------------------------------------------------------------------------------------------ 1286 // Load render batch 1287 1288 // Initialize CPU (RAM) vertex buffers (position, texcoord, color data and indexes) 1289 //-------------------------------------------------------------------------------------------- 1290 1291 // 3 float by vertex, 4 vertex by quad 1292 // 2 float by texcoord, 4 texcoord by quad 1293 // 4 float by color, 4 colors by quad 1294 1295 // 6 int by quad (indices) 1296 1297 // 6 int by quad (indices) 1298 1299 // Indices can be initialized right now 1300 1301 //-------------------------------------------------------------------------------------------- 1302 1303 // Upload to GPU (VRAM) vertex data and initialize VAOs/VBOs 1304 //-------------------------------------------------------------------------------------------- 1305 1306 // Initialize Quads VAO 1307 1308 // Quads - Vertex buffers binding and attributes enable 1309 // Vertex position buffer (shader-location = 0) 1310 1311 // Vertex texcoord buffer (shader-location = 1) 1312 1313 // Vertex color buffer (shader-location = 3) 1314 1315 // Fill index buffer 1316 1317 // Unbind the current VAO 1318 1319 //-------------------------------------------------------------------------------------------- 1320 1321 // Init draw calls tracking system 1322 //-------------------------------------------------------------------------------------------- 1323 1324 //batch.draws[i].vaoId = 0; 1325 //batch.draws[i].shaderId = 0; 1326 1327 //batch.draws[i].RLGL.State.projection = rlMatrixIdentity(); 1328 //batch.draws[i].RLGL.State.modelview = rlMatrixIdentity(); 1329 1330 // Record buffer count 1331 // Reset draws counter 1332 // Reset depth value 1333 //-------------------------------------------------------------------------------------------- 1334 1335 // Unload default internal buffers vertex data from CPU and GPU 1336 1337 // Unbind everything 1338 1339 // Unload all vertex buffers data 1340 1341 // Unbind VAO attribs data 1342 1343 // Delete VBOs from GPU (VRAM) 1344 1345 // Delete VAOs from GPU (VRAM) 1346 1347 // Free vertex arrays memory from CPU (RAM) 1348 1349 // Unload arrays 1350 1351 // Draw render batch 1352 // NOTE: We require a pointer to reset batch and increase current buffer (multi-buffer) 1353 1354 // Update batch vertex buffers 1355 //------------------------------------------------------------------------------------------------------------ 1356 // NOTE: If there is not vertex data, buffers doesn't need to be updated (vertexCount > 0) 1357 // TODO: If no data changed on the CPU arrays --> No need to re-update GPU arrays (change flag required) 1358 1359 // Activate elements VAO 1360 1361 // Vertex positions buffer 1362 1363 //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*4*batch->vertexBuffer[batch->currentBuffer].elementCount, batch->vertexBuffer[batch->currentBuffer].vertices, GL_DYNAMIC_DRAW); // Update all buffer 1364 1365 // Texture coordinates buffer 1366 1367 //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*4*batch->vertexBuffer[batch->currentBuffer].elementCount, batch->vertexBuffer[batch->currentBuffer].texcoords, GL_DYNAMIC_DRAW); // Update all buffer 1368 1369 // Colors buffer 1370 1371 //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*4*4*batch->vertexBuffer[batch->currentBuffer].elementCount, batch->vertexBuffer[batch->currentBuffer].colors, GL_DYNAMIC_DRAW); // Update all buffer 1372 1373 // NOTE: glMapBuffer() causes sync issue. 1374 // If GPU is working with this buffer, glMapBuffer() will wait(stall) until GPU to finish its job. 1375 // To avoid waiting (idle), you can call first glBufferData() with NULL pointer before glMapBuffer(). 1376 // If you do that, the previous data in PBO will be discarded and glMapBuffer() returns a new 1377 // allocated pointer immediately even if GPU is still working with the previous data. 1378 1379 // Another option: map the buffer object into client's memory 1380 // Probably this code could be moved somewhere else... 1381 // batch->vertexBuffer[batch->currentBuffer].vertices = (float *)glMapBuffer(GL_ARRAY_BUFFER, GL_READ_WRITE); 1382 // if (batch->vertexBuffer[batch->currentBuffer].vertices) 1383 // { 1384 // Update vertex data 1385 // } 1386 // glUnmapBuffer(GL_ARRAY_BUFFER); 1387 1388 // Unbind the current VAO 1389 1390 //------------------------------------------------------------------------------------------------------------ 1391 1392 // Draw batch vertex buffers (considering VR stereo if required) 1393 //------------------------------------------------------------------------------------------------------------ 1394 1395 // Setup current eye viewport (half screen width) 1396 1397 // Set current eye view offset to modelview matrix 1398 1399 // Set current eye projection matrix 1400 1401 // Draw buffers 1402 1403 // Set current shader and upload current MVP matrix 1404 1405 // Create modelview-projection matrix and upload to shader 1406 1407 // Bind vertex attrib: position (shader-location = 0) 1408 1409 // Bind vertex attrib: texcoord (shader-location = 1) 1410 1411 // Bind vertex attrib: color (shader-location = 3) 1412 1413 // Setup some default shader values 1414 1415 // Active default sampler2D: texture0 1416 1417 // Activate additional sampler textures 1418 // Those additional textures will be common for all draw calls of the batch 1419 1420 // Activate default sampler2D texture0 (one texture is always active for default batch shader) 1421 // NOTE: Batch system accumulates calls by texture0 changes, additional textures are enabled for all the draw calls 1422 1423 // Bind current draw call texture, activated as GL_TEXTURE0 and Bound to sampler2D texture0 by default 1424 1425 // We need to define the number of indices to be processed: elementCount*6 1426 // NOTE: The final parameter tells the GPU the offset in bytes from the 1427 // start of the index buffer to the location of the first index to process 1428 1429 // Unbind textures 1430 1431 // Unbind VAO 1432 1433 // Unbind shader program 1434 1435 // Restore viewport to default measures 1436 1437 //------------------------------------------------------------------------------------------------------------ 1438 1439 // Reset batch buffers 1440 //------------------------------------------------------------------------------------------------------------ 1441 // Reset vertex counter for next frame 1442 1443 // Reset depth for next draw 1444 1445 // Restore projection/modelview matrices 1446 1447 // Reset RLGL.currentBatch->draws array 1448 1449 // Reset active texture units for next batch 1450 1451 // Reset draws counter to one draw for the batch 1452 1453 //------------------------------------------------------------------------------------------------------------ 1454 1455 // Change to next buffer in the list (in case of multi-buffering) 1456 1457 // Set the active render batch for rlgl 1458 1459 // Update and draw internal render batch 1460 1461 // NOTE: Stereo rendering is checked inside 1462 1463 // Check internal buffer overflow for a given number of vertex 1464 // and force a rlRenderBatch draw call if required 1465 1466 // Store current primitive drawing mode and texture id 1467 1468 // NOTE: Stereo rendering is checked inside 1469 1470 // Restore state of last batch so we can continue adding vertices 1471 1472 // Textures data management 1473 //----------------------------------------------------------------------------------------- 1474 // Convert image data to OpenGL texture (returns OpenGL valid Id) 1475 1476 // Free any old binding 1477 1478 // Check texture format support by OpenGL 1.1 (compressed textures not supported) 1479 1480 // GRAPHICS_API_OPENGL_11 1481 1482 // Generate texture id 1483 1484 // Mipmap data offset 1485 1486 // Load the different mipmap levels 1487 1488 // Security check for NPOT textures 1489 1490 // Texture parameters configuration 1491 // NOTE: glTexParameteri does NOT affect texture uploading, just the way it's used 1492 1493 // 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 1494 1495 // Set texture to repeat on x-axis 1496 // Set texture to repeat on y-axis 1497 1498 // NOTE: If using negative texture coordinates (LoadOBJ()), it does not work! 1499 // Set texture to clamp on x-axis 1500 // Set texture to clamp on y-axis 1501 1502 // Set texture to repeat on x-axis 1503 // Set texture to repeat on y-axis 1504 1505 // Magnification and minification filters 1506 // Alternative: GL_LINEAR 1507 // Alternative: GL_LINEAR 1508 1509 // Activate Trilinear filtering if mipmaps are available 1510 1511 // At this point we have the texture loaded in GPU and texture parameters configured 1512 1513 // NOTE: If mipmaps were not in data, they are not generated automatically 1514 1515 // Unbind current texture 1516 1517 // Load depth texture/renderbuffer (to be attached to fbo) 1518 // WARNING: OpenGL ES 2.0 requires GL_OES_depth_texture and WebGL requires WEBGL_depth_texture extensions 1519 1520 // In case depth textures not supported, we force renderbuffer usage 1521 1522 // NOTE: We let the implementation to choose the best bit-depth 1523 // Possible formats: GL_DEPTH_COMPONENT16, GL_DEPTH_COMPONENT24, GL_DEPTH_COMPONENT32 and GL_DEPTH_COMPONENT32F 1524 1525 // WARNING: WebGL platform requires unsized internal format definition (GL_DEPTH_COMPONENT) 1526 // while other platforms using OpenGL ES 2.0 require/support sized internal formats depending on the GPU capabilities 1527 1528 // Create the renderbuffer that will serve as the depth attachment for the framebuffer 1529 // NOTE: A renderbuffer is simpler than a texture and could offer better performance on embedded devices 1530 1531 // Load texture cubemap 1532 // NOTE: Cubemap data is expected to be 6 images in a single data array (one after the other), 1533 // expected the following convention: +X, -X, +Y, -Y, +Z, -Z 1534 1535 // Load cubemap faces 1536 1537 // 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) 1538 1539 // Set cubemap texture sampling parameters 1540 1541 // Flag not supported on OpenGL ES 2.0 1542 1543 // Update already loaded texture in GPU with new data 1544 // NOTE: We don't know safely if internal texture format is the expected one... 1545 1546 // Get OpenGL internal formats and data type from raylib PixelFormat 1547 1548 // NOTE: on OpenGL ES 2.0 (WebGL), internalFormat must match format and options allowed are: GL_LUMINANCE, GL_RGB, GL_RGBA 1549 1550 // NOTE: Requires extension OES_texture_float 1551 // NOTE: Requires extension OES_texture_float 1552 // NOTE: Requires extension OES_texture_float 1553 1554 // NOTE: Requires OpenGL ES 2.0 or OpenGL 4.3 1555 // NOTE: Requires OpenGL ES 3.0 or OpenGL 4.3 1556 // NOTE: Requires OpenGL ES 3.0 or OpenGL 4.3 1557 // NOTE: Requires PowerVR GPU 1558 // NOTE: Requires PowerVR GPU 1559 // NOTE: Requires OpenGL ES 3.1 or OpenGL 4.3 1560 // NOTE: Requires OpenGL ES 3.1 or OpenGL 4.3 1561 1562 // Unload texture from GPU memory 1563 1564 // Generate mipmap data for selected texture 1565 // NOTE: Only supports GPU mipmap generation 1566 1567 // Check if texture is power-of-two (POT) 1568 1569 //glHint(GL_GENERATE_MIPMAP_HINT, GL_DONT_CARE); // Hint for mipmaps generation algorithm: GL_FASTEST, GL_NICEST, GL_DONT_CARE 1570 // Generate mipmaps automatically 1571 1572 // Read texture pixel data 1573 1574 // NOTE: Using texture id, we can retrieve some texture info (but not on OpenGL ES 2.0) 1575 // Possible texture info: GL_TEXTURE_RED_SIZE, GL_TEXTURE_GREEN_SIZE, GL_TEXTURE_BLUE_SIZE, GL_TEXTURE_ALPHA_SIZE 1576 //int width, height, format; 1577 //glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_WIDTH, &width); 1578 //glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_HEIGHT, &height); 1579 //glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_INTERNAL_FORMAT, &format); 1580 1581 // 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. 1582 // Use glPixelStorei to modify padding with the GL_[UN]PACK_ALIGNMENT setting. 1583 // GL_PACK_ALIGNMENT affects operations that read from OpenGL memory (glReadPixels, glGetTexImage, etc.) 1584 // GL_UNPACK_ALIGNMENT affects operations that write to OpenGL memory (glTexImage, etc.) 1585 1586 // glGetTexImage() is not available on OpenGL ES 2.0 1587 // Texture width and height are required on OpenGL ES 2.0. There is no way to get it from texture id. 1588 // Two possible Options: 1589 // 1 - Bind texture to color fbo attachment and glReadPixels() 1590 // 2 - Create an fbo, activate it, render quad with texture, glReadPixels() 1591 // We are using Option 1, just need to care for texture format on retrieval 1592 // NOTE: This behaviour could be conditioned by graphic driver... 1593 1594 // Attach our texture to FBO 1595 1596 // We read data as RGBA because FBO texture is configured as RGBA, despite binding another texture format 1597 1598 // Clean up temporal fbo 1599 1600 // Read screen pixel data (color buffer) 1601 1602 // NOTE 1: glReadPixels returns image flipped vertically -> (0,0) is the bottom left corner of the framebuffer 1603 // NOTE 2: We are getting alpha channel! Be careful, it can be transparent if not cleared properly! 1604 1605 // Flip image vertically! 1606 1607 // Flip line 1608 1609 // Set alpha component value to 255 (no trasparent image retrieval) 1610 // NOTE: Alpha value has already been applied to RGB in framebuffer, we don't need it! 1611 1612 // NOTE: image data should be freed 1613 1614 // Framebuffer management (fbo) 1615 //----------------------------------------------------------------------------------------- 1616 // Load a framebuffer to be used for rendering 1617 // NOTE: No textures attached 1618 1619 // Create the framebuffer object 1620 // Unbind any framebuffer 1621 1622 // Attach color buffer texture to an fbo (unloads previous attachment) 1623 // NOTE: Attach type: 0-Color, 1-Depth renderbuffer, 2-Depth texture 1624 1625 // Verify render texture is complete 1626 1627 // Unload framebuffer from GPU memory 1628 // NOTE: All attached textures/cubemaps/renderbuffers are also deleted 1629 1630 // Query depth attachment to automatically delete texture/renderbuffer 1631 1632 // Bind framebuffer to query depth texture type 1633 1634 // NOTE: If a texture object is deleted while its image is attached to the *currently bound* framebuffer, 1635 // the texture image is automatically detached from the currently bound framebuffer. 1636 1637 // Vertex data management 1638 //----------------------------------------------------------------------------------------- 1639 // Load a new attributes buffer 1640 1641 // Load a new attributes element buffer 1642 1643 // Enable vertex buffer (VBO) 1644 1645 // Disable vertex buffer (VBO) 1646 1647 // Enable vertex buffer element (VBO element) 1648 1649 // Disable vertex buffer element (VBO element) 1650 1651 // Update vertex buffer with new data 1652 // NOTE: dataSize and offset must be provided in bytes 1653 1654 // Update vertex buffer elements with new data 1655 // NOTE: dataSize and offset must be provided in bytes 1656 1657 // Enable vertex array object (VAO) 1658 1659 // Disable vertex array object (VAO) 1660 1661 // Enable vertex attribute index 1662 1663 // Disable vertex attribute index 1664 1665 // Draw vertex array 1666 1667 // Draw vertex array elements 1668 1669 // Draw vertex array instanced 1670 1671 // Draw vertex array elements instanced 1672 1673 // Enable vertex state pointer 1674 1675 //case GL_INDEX_ARRAY: if (buffer != NULL) glIndexPointer(GL_SHORT, 0, buffer); break; // Indexed colors 1676 1677 // Disable vertex state pointer 1678 1679 // Load vertex array object (VAO) 1680 1681 // Set vertex attribute 1682 1683 // Set vertex attribute divisor 1684 1685 // Unload vertex array object (VAO) 1686 1687 // Unload vertex buffer (VBO) 1688 1689 //TRACELOG(RL_LOG_INFO, "VBO: Unloaded vertex data from VRAM (GPU)"); 1690 1691 // Shaders management 1692 //----------------------------------------------------------------------------------------------- 1693 // Load shader from code strings 1694 // NOTE: If shader string is NULL, using default vertex/fragment shaders 1695 1696 // Compile vertex shader (if provided) 1697 1698 // In case no vertex shader was provided or compilation failed, we use default vertex shader 1699 1700 // Compile fragment shader (if provided) 1701 1702 // In case no fragment shader was provided or compilation failed, we use default fragment shader 1703 1704 // In case vertex and fragment shader are the default ones, no need to recompile, we can just assign the default shader program id 1705 1706 // One of or both shader are new, we need to compile a new shader program 1707 1708 // We can detach and delete vertex/fragment shaders (if not default ones) 1709 // NOTE: We detach shader before deletion to make sure memory is freed 1710 1711 // WARNING: Shader program linkage could fail and returned id is 0 1712 1713 // WARNING: Shader program linkage could fail and returned id is 0 1714 1715 // In case shader program loading failed, we assign default shader 1716 1717 // In case shader loading fails, we return the default shader 1718 1719 /* 1720 else 1721 { 1722 // Get available shader uniforms 1723 // NOTE: This information is useful for debug... 1724 int uniformCount = -1; 1725 glGetProgramiv(id, GL_ACTIVE_UNIFORMS, &uniformCount); 1726 1727 for (int i = 0; i < uniformCount; i++) 1728 { 1729 int namelen = -1; 1730 int num = -1; 1731 char name[256] = { 0 }; // Assume no variable names longer than 256 1732 GLenum type = GL_ZERO; 1733 1734 // Get the name of the uniforms 1735 glGetActiveUniform(id, i, sizeof(name) - 1, &namelen, &num, &type, name); 1736 1737 name[namelen] = 0; 1738 TRACELOGD("SHADER: [ID %i] Active uniform (%s) set at location: %i", id, name, glGetUniformLocation(id, name)); 1739 } 1740 } 1741 */ 1742 1743 // Compile custom shader and return shader id 1744 1745 //case GL_GEOMETRY_SHADER: 1746 1747 //case GL_GEOMETRY_SHADER: 1748 1749 // Load custom shader strings and return program id 1750 1751 // NOTE: Default attribute shader locations must be Bound before linking 1752 1753 // NOTE: If some attrib name is no found on the shader, it locations becomes -1 1754 1755 // NOTE: All uniform variables are intitialised to 0 when a program links 1756 1757 // Get the size of compiled shader program (not available on OpenGL ES 2.0) 1758 // NOTE: If GL_LINK_STATUS is GL_FALSE, program binary length is zero. 1759 //GLint binarySize = 0; 1760 //glGetProgramiv(id, GL_PROGRAM_BINARY_LENGTH, &binarySize); 1761 1762 // Unload shader program 1763 1764 // Get shader location uniform 1765 1766 // Get shader location attribute 1767 1768 // Set shader value uniform 1769 1770 // Set shader value attribute 1771 1772 // Set shader value uniform matrix 1773 1774 // Set shader value uniform sampler 1775 1776 // Check if texture is already active 1777 1778 // Register a new active texture for the internal batch system 1779 // NOTE: Default texture is always activated as GL_TEXTURE0 1780 1781 // Activate new texture unit 1782 // Save texture id for binding on drawing 1783 1784 // Set shader currently active (id and locations) 1785 1786 // Load compute shader program 1787 1788 // NOTE: All uniform variables are intitialised to 0 when a program links 1789 1790 // Get the size of compiled shader program (not available on OpenGL ES 2.0) 1791 // NOTE: If GL_LINK_STATUS is GL_FALSE, program binary length is zero. 1792 //GLint binarySize = 0; 1793 //glGetProgramiv(id, GL_PROGRAM_BINARY_LENGTH, &binarySize); 1794 1795 // Dispatch compute shader (equivalent to *draw* for graphics pilepine) 1796 1797 // Load shader storage buffer object (SSBO) 1798 1799 // Unload shader storage buffer object (SSBO) 1800 1801 // Update SSBO buffer data 1802 1803 // Get SSBO buffer size 1804 1805 // Read SSBO buffer data (GPU->CPU) 1806 1807 // Bind SSBO buffer 1808 1809 // Copy SSBO buffer data 1810 1811 // Bind image texture 1812 1813 // Matrix state management 1814 //----------------------------------------------------------------------------------------- 1815 // Get internal modelview matrix 1816 1817 // Get internal projection matrix 1818 1819 // Get internal accumulated transform matrix 1820 1821 // TODO: Consider possible transform matrices in the RLGL.State.stack 1822 // Is this the right order? or should we start with the first stored matrix instead of the last one? 1823 //Matrix matStackTransform = rlMatrixIdentity(); 1824 //for (int i = RLGL.State.stackCounter; i > 0; i--) matStackTransform = rlMatrixMultiply(RLGL.State.stack[i], matStackTransform); 1825 1826 // Get internal projection matrix for stereo render (selected eye) 1827 1828 // Get internal view offset matrix for stereo render (selected eye) 1829 1830 // Set a custom modelview matrix (replaces internal modelview matrix) 1831 1832 // Set a custom projection matrix (replaces internal projection matrix) 1833 1834 // Set eyes projection matrices for stereo rendering 1835 1836 // Set eyes view offsets matrices for stereo rendering 1837 1838 // Load and draw a quad in NDC 1839 1840 // Positions Texcoords 1841 1842 // Gen VAO to contain VBO 1843 1844 // Gen and fill vertex buffer (VBO) 1845 1846 // Bind vertex attributes (position, texcoords) 1847 1848 // Positions 1849 1850 // Texcoords 1851 1852 // Draw quad 1853 1854 // Delete buffers (VBO and VAO) 1855 1856 // Load and draw a cube in NDC 1857 1858 // Positions Normals Texcoords 1859 1860 // Gen VAO to contain VBO 1861 1862 // Gen and fill vertex buffer (VBO) 1863 1864 // Bind vertex attributes (position, normals, texcoords) 1865 1866 // Positions 1867 1868 // Normals 1869 1870 // Texcoords 1871 1872 // Draw cube 1873 1874 // Delete VBO and VAO 1875 1876 // Get name string for pixel format 1877 1878 // 8 bit per pixel (no alpha) 1879 // 8*2 bpp (2 channels) 1880 // 16 bpp 1881 // 24 bpp 1882 // 16 bpp (1 bit alpha) 1883 // 16 bpp (4 bit alpha) 1884 // 32 bpp 1885 // 32 bpp (1 channel - float) 1886 // 32*3 bpp (3 channels - float) 1887 // 32*4 bpp (4 channels - float) 1888 // 4 bpp (no alpha) 1889 // 4 bpp (1 bit alpha) 1890 // 8 bpp 1891 // 8 bpp 1892 // 4 bpp 1893 // 4 bpp 1894 // 8 bpp 1895 // 4 bpp 1896 // 4 bpp 1897 // 8 bpp 1898 // 2 bpp 1899 1900 //---------------------------------------------------------------------------------- 1901 // Module specific Functions Definition 1902 //---------------------------------------------------------------------------------- 1903 1904 // Load default shader (just vertex positioning and texture coloring) 1905 // NOTE: This shader program is used for internal buffers 1906 // NOTE: Loaded: RLGL.State.defaultShaderId, RLGL.State.defaultShaderLocs 1907 1908 // NOTE: All locations must be reseted to -1 (no location) 1909 1910 // Vertex shader directly defined, no external file required 1911 1912 // Fragment shader directly defined, no external file required 1913 1914 // Precision required for OpenGL ES2 (WebGL) 1915 1916 // NOTE: Compiled vertex/fragment shaders are not deleted, 1917 // they are kept for re-use as default shaders in case some shader loading fails 1918 // Compile default vertex shader 1919 // Compile default fragment shader 1920 1921 // Set default shader locations: attributes locations 1922 1923 // Set default shader locations: uniform locations 1924 1925 // Unload default shader 1926 // NOTE: Unloads: RLGL.State.defaultShaderId, RLGL.State.defaultShaderLocs 1927 1928 // Get compressed format official GL identifier name 1929 1930 // GL_EXT_texture_compression_s3tc 1931 1932 // GL_3DFX_texture_compression_FXT1 1933 1934 // GL_IMG_texture_compression_pvrtc 1935 1936 // GL_OES_compressed_ETC1_RGB8_texture 1937 1938 // GL_ARB_texture_compression_rgtc 1939 1940 // GL_ARB_texture_compression_bptc 1941 1942 // GL_ARB_ES3_compatibility 1943 1944 // GL_KHR_texture_compression_astc_hdr 1945 1946 // RLGL_SHOW_GL_DETAILS_INFO 1947 1948 // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2 1949 1950 // Get pixel data size in bytes (image or texture) 1951 // NOTE: Size depends on pixel format 1952 1953 // Size in bytes 1954 // Bits per pixel 1955 1956 // Total data size in bytes 1957 1958 // Most compressed formats works on 4x4 blocks, 1959 // if texture is smaller, minimum dataSize is 8 or 16 1960 1961 // Auxiliar math functions 1962 1963 // Get identity matrix 1964 1965 // Get two matrix multiplication 1966 // NOTE: When multiplying matrices... the order matters! 1967 1968 // RLGL_IMPLEMENTATION