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 * DESCRIPTION: 9 * An abstraction layer for multiple OpenGL versions (1.1, 2.1, 3.3 Core, 4.3 Core, ES 2.0) 10 * that provides a pseudo-OpenGL 1.1 immediate-mode style API (rlVertex, rlTranslate, rlRotate...) 11 * 12 * ADDITIONAL NOTES: 13 * When choosing an OpenGL backend different than OpenGL 1.1, some internal buffer are 14 * initialized on rlglInit() to accumulate vertex data. 15 * 16 * When an internal state change is required all the stored vertex data is renderer in batch, 17 * additionally, rlDrawRenderBatchActive() could be called to force flushing of the batch. 18 * 19 * Some resources are also loaded for convenience, here the complete list: 20 * - Default batch (RLGL.defaultBatch): RenderBatch system to accumulate vertex data 21 * - Default texture (RLGL.defaultTextureId): 1x1 white pixel R8G8B8A8 22 * - Default shader (RLGL.State.defaultShaderId, RLGL.State.defaultShaderLocs) 23 * 24 * Internal buffer (and resources) must be manually unloaded calling rlglClose(). 25 * 26 * CONFIGURATION: 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 * #define GRAPHICS_API_OPENGL_ES3 33 * Use selected OpenGL graphics backend, should be supported by platform 34 * Those preprocessor defines are only used on rlgl module, if OpenGL version is 35 * required by any other module, use rlGetVersion() to check it 36 * 37 * #define RLGL_IMPLEMENTATION 38 * Generates the implementation of the library into the included file. 39 * If not defined, the library is in header only mode and can be included in other headers 40 * or source files without problems. But only ONE file should hold the implementation. 41 * 42 * #define RLGL_RENDER_TEXTURES_HINT 43 * Enable framebuffer objects (fbo) support (enabled by default) 44 * Some GPUs could not support them despite the OpenGL version 45 * 46 * #define RLGL_SHOW_GL_DETAILS_INFO 47 * Show OpenGL extensions and capabilities detailed logs on init 48 * 49 * #define RLGL_ENABLE_OPENGL_DEBUG_CONTEXT 50 * Enable debug context (only available on OpenGL 4.3) 51 * 52 * rlgl capabilities could be customized just defining some internal 53 * values before library inclusion (default values listed): 54 * 55 * #define RL_DEFAULT_BATCH_BUFFER_ELEMENTS 8192 // Default internal render batch elements limits 56 * #define RL_DEFAULT_BATCH_BUFFERS 1 // Default number of batch buffers (multi-buffering) 57 * #define RL_DEFAULT_BATCH_DRAWCALLS 256 // Default number of batch draw calls (by state changes: mode, texture) 58 * #define RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS 4 // Maximum number of textures units that can be activated on batch drawing (SetShaderValueTexture()) 59 * 60 * #define RL_MAX_MATRIX_STACK_SIZE 32 // Maximum size of internal Matrix stack 61 * #define RL_MAX_SHADER_LOCATIONS 32 // Maximum number of shader locations supported 62 * #define RL_CULL_DISTANCE_NEAR 0.01 // Default projection matrix near cull distance 63 * #define RL_CULL_DISTANCE_FAR 1000.0 // Default projection matrix far cull distance 64 * 65 * When loading a shader, the following vertex attributes and uniform 66 * location names are tried to be set automatically: 67 * 68 * #define RL_DEFAULT_SHADER_ATTRIB_NAME_POSITION "vertexPosition" // Bound by default to shader location: 0 69 * #define RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD "vertexTexCoord" // Bound by default to shader location: 1 70 * #define RL_DEFAULT_SHADER_ATTRIB_NAME_NORMAL "vertexNormal" // Bound by default to shader location: 2 71 * #define RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR "vertexColor" // Bound by default to shader location: 3 72 * #define RL_DEFAULT_SHADER_ATTRIB_NAME_TANGENT "vertexTangent" // Bound by default to shader location: 4 73 * #define RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2 "vertexTexCoord2" // Bound by default to shader location: 5 74 * #define RL_DEFAULT_SHADER_UNIFORM_NAME_MVP "mvp" // model-view-projection matrix 75 * #define RL_DEFAULT_SHADER_UNIFORM_NAME_VIEW "matView" // view matrix 76 * #define RL_DEFAULT_SHADER_UNIFORM_NAME_PROJECTION "matProjection" // projection matrix 77 * #define RL_DEFAULT_SHADER_UNIFORM_NAME_MODEL "matModel" // model matrix 78 * #define RL_DEFAULT_SHADER_UNIFORM_NAME_NORMAL "matNormal" // normal matrix (transpose(inverse(matModelView))) 79 * #define RL_DEFAULT_SHADER_UNIFORM_NAME_COLOR "colDiffuse" // color diffuse (base tint color, multiplied by texture color) 80 * #define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE0 "texture0" // texture0 (texture slot active 0) 81 * #define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE1 "texture1" // texture1 (texture slot active 1) 82 * #define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE2 "texture2" // texture2 (texture slot active 2) 83 * 84 * DEPENDENCIES: 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) 2014-2023 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 = "4.5"; 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 // OpenGL ES 3.0 uses OpenGL ES 2.0 functionality (and more) 137 138 // Support framebuffer objects by default 139 // NOTE: Some driver implementation do not support it, despite they should 140 141 //---------------------------------------------------------------------------------- 142 // Defines and Macros 143 //---------------------------------------------------------------------------------- 144 145 // Default internal render batch elements limits 146 147 // This is the maximum amount of elements (quads) per batch 148 // NOTE: Be careful with text, every letter maps to a quad 149 enum RL_DEFAULT_BATCH_BUFFER_ELEMENTS = 8192; 150 151 // We reduce memory sizes for embedded systems (RPI and HTML5) 152 // NOTE: On HTML5 (emscripten) this is allocated on heap, 153 // by default it's only 16MB!...just take care... 154 155 enum RL_DEFAULT_BATCH_BUFFERS = 1; // Default number of batch buffers (multi-buffering) 156 157 enum RL_DEFAULT_BATCH_DRAWCALLS = 256; // Default number of batch draw calls (by state changes: mode, texture) 158 159 enum RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS = 4; // Maximum number of textures units that can be activated on batch drawing (SetShaderValueTexture()) 160 161 // Internal Matrix stack 162 163 enum RL_MAX_MATRIX_STACK_SIZE = 32; // Maximum size of Matrix stack 164 165 // Shader limits 166 167 enum RL_MAX_SHADER_LOCATIONS = 32; // Maximum number of shader locations supported 168 169 // Projection matrix culling 170 171 enum RL_CULL_DISTANCE_NEAR = 0.01; // Default near cull distance 172 173 enum RL_CULL_DISTANCE_FAR = 1000.0; // Default far cull distance 174 175 // Texture parameters (equivalent to OpenGL defines) 176 enum RL_TEXTURE_WRAP_S = 0x2802; // GL_TEXTURE_WRAP_S 177 enum RL_TEXTURE_WRAP_T = 0x2803; // GL_TEXTURE_WRAP_T 178 enum RL_TEXTURE_MAG_FILTER = 0x2800; // GL_TEXTURE_MAG_FILTER 179 enum RL_TEXTURE_MIN_FILTER = 0x2801; // GL_TEXTURE_MIN_FILTER 180 181 enum RL_TEXTURE_FILTER_NEAREST = 0x2600; // GL_NEAREST 182 enum RL_TEXTURE_FILTER_LINEAR = 0x2601; // GL_LINEAR 183 enum RL_TEXTURE_FILTER_MIP_NEAREST = 0x2700; // GL_NEAREST_MIPMAP_NEAREST 184 enum RL_TEXTURE_FILTER_NEAREST_MIP_LINEAR = 0x2702; // GL_NEAREST_MIPMAP_LINEAR 185 enum RL_TEXTURE_FILTER_LINEAR_MIP_NEAREST = 0x2701; // GL_LINEAR_MIPMAP_NEAREST 186 enum RL_TEXTURE_FILTER_MIP_LINEAR = 0x2703; // GL_LINEAR_MIPMAP_LINEAR 187 enum RL_TEXTURE_FILTER_ANISOTROPIC = 0x3000; // Anisotropic filter (custom identifier) 188 enum RL_TEXTURE_MIPMAP_BIAS_RATIO = 0x4000; // Texture mipmap bias, percentage ratio (custom identifier) 189 190 enum RL_TEXTURE_WRAP_REPEAT = 0x2901; // GL_REPEAT 191 enum RL_TEXTURE_WRAP_CLAMP = 0x812F; // GL_CLAMP_TO_EDGE 192 enum RL_TEXTURE_WRAP_MIRROR_REPEAT = 0x8370; // GL_MIRRORED_REPEAT 193 enum RL_TEXTURE_WRAP_MIRROR_CLAMP = 0x8742; // GL_MIRROR_CLAMP_EXT 194 195 // Matrix modes (equivalent to OpenGL) 196 enum RL_MODELVIEW = 0x1700; // GL_MODELVIEW 197 enum RL_PROJECTION = 0x1701; // GL_PROJECTION 198 enum RL_TEXTURE = 0x1702; // GL_TEXTURE 199 200 // Primitive assembly draw modes 201 enum RL_LINES = 0x0001; // GL_LINES 202 enum RL_TRIANGLES = 0x0004; // GL_TRIANGLES 203 enum RL_QUADS = 0x0007; // GL_QUADS 204 205 // GL equivalent data types 206 enum RL_UNSIGNED_BYTE = 0x1401; // GL_UNSIGNED_BYTE 207 enum RL_FLOAT = 0x1406; // GL_FLOAT 208 209 // GL buffer usage hint 210 enum RL_STREAM_DRAW = 0x88E0; // GL_STREAM_DRAW 211 enum RL_STREAM_READ = 0x88E1; // GL_STREAM_READ 212 enum RL_STREAM_COPY = 0x88E2; // GL_STREAM_COPY 213 enum RL_STATIC_DRAW = 0x88E4; // GL_STATIC_DRAW 214 enum RL_STATIC_READ = 0x88E5; // GL_STATIC_READ 215 enum RL_STATIC_COPY = 0x88E6; // GL_STATIC_COPY 216 enum RL_DYNAMIC_DRAW = 0x88E8; // GL_DYNAMIC_DRAW 217 enum RL_DYNAMIC_READ = 0x88E9; // GL_DYNAMIC_READ 218 enum RL_DYNAMIC_COPY = 0x88EA; // GL_DYNAMIC_COPY 219 220 // GL Shader type 221 enum RL_FRAGMENT_SHADER = 0x8B30; // GL_FRAGMENT_SHADER 222 enum RL_VERTEX_SHADER = 0x8B31; // GL_VERTEX_SHADER 223 enum RL_COMPUTE_SHADER = 0x91B9; // GL_COMPUTE_SHADER 224 225 // GL blending factors 226 enum RL_ZERO = 0; // GL_ZERO 227 enum RL_ONE = 1; // GL_ONE 228 enum RL_SRC_COLOR = 0x0300; // GL_SRC_COLOR 229 enum RL_ONE_MINUS_SRC_COLOR = 0x0301; // GL_ONE_MINUS_SRC_COLOR 230 enum RL_SRC_ALPHA = 0x0302; // GL_SRC_ALPHA 231 enum RL_ONE_MINUS_SRC_ALPHA = 0x0303; // GL_ONE_MINUS_SRC_ALPHA 232 enum RL_DST_ALPHA = 0x0304; // GL_DST_ALPHA 233 enum RL_ONE_MINUS_DST_ALPHA = 0x0305; // GL_ONE_MINUS_DST_ALPHA 234 enum RL_DST_COLOR = 0x0306; // GL_DST_COLOR 235 enum RL_ONE_MINUS_DST_COLOR = 0x0307; // GL_ONE_MINUS_DST_COLOR 236 enum RL_SRC_ALPHA_SATURATE = 0x0308; // GL_SRC_ALPHA_SATURATE 237 enum RL_CONSTANT_COLOR = 0x8001; // GL_CONSTANT_COLOR 238 enum RL_ONE_MINUS_CONSTANT_COLOR = 0x8002; // GL_ONE_MINUS_CONSTANT_COLOR 239 enum RL_CONSTANT_ALPHA = 0x8003; // GL_CONSTANT_ALPHA 240 enum RL_ONE_MINUS_CONSTANT_ALPHA = 0x8004; // GL_ONE_MINUS_CONSTANT_ALPHA 241 242 // GL blending functions/equations 243 enum RL_FUNC_ADD = 0x8006; // GL_FUNC_ADD 244 enum RL_MIN = 0x8007; // GL_MIN 245 enum RL_MAX = 0x8008; // GL_MAX 246 enum RL_FUNC_SUBTRACT = 0x800A; // GL_FUNC_SUBTRACT 247 enum RL_FUNC_REVERSE_SUBTRACT = 0x800B; // GL_FUNC_REVERSE_SUBTRACT 248 enum RL_BLEND_EQUATION = 0x8009; // GL_BLEND_EQUATION 249 enum RL_BLEND_EQUATION_RGB = 0x8009; // GL_BLEND_EQUATION_RGB // (Same as BLEND_EQUATION) 250 enum RL_BLEND_EQUATION_ALPHA = 0x883D; // GL_BLEND_EQUATION_ALPHA 251 enum RL_BLEND_DST_RGB = 0x80C8; // GL_BLEND_DST_RGB 252 enum RL_BLEND_SRC_RGB = 0x80C9; // GL_BLEND_SRC_RGB 253 enum RL_BLEND_DST_ALPHA = 0x80CA; // GL_BLEND_DST_ALPHA 254 enum RL_BLEND_SRC_ALPHA = 0x80CB; // GL_BLEND_SRC_ALPHA 255 enum RL_BLEND_COLOR = 0x8005; // GL_BLEND_COLOR 256 257 //---------------------------------------------------------------------------------- 258 // Types and Structures Definition 259 //---------------------------------------------------------------------------------- 260 261 // Boolean type 262 263 // Matrix, 4x4 components, column major, OpenGL style, right handed 264 265 // Matrix first row (4 components) 266 // Matrix second row (4 components) 267 // Matrix third row (4 components) 268 // Matrix fourth row (4 components) 269 270 // Dynamic vertex buffers (position + texcoords + colors + indices arrays) 271 struct rlVertexBuffer 272 { 273 int elementCount; // Number of elements in the buffer (QUADS) 274 275 float* vertices; // Vertex position (XYZ - 3 components per vertex) (shader-location = 0) 276 float* texcoords; // Vertex texture coordinates (UV - 2 components per vertex) (shader-location = 1) 277 ubyte* colors; // Vertex colors (RGBA - 4 components per vertex) (shader-location = 3) 278 279 uint* indices; // Vertex indices (in case vertex data comes indexed) (6 indices per quad) 280 281 // Vertex indices (in case vertex data comes indexed) (6 indices per quad) 282 283 uint vaoId; // OpenGL Vertex Array Object id 284 uint[4] vboId; // OpenGL Vertex Buffer Objects id (4 types of vertex data) 285 } 286 287 // Draw call type 288 // NOTE: Only texture changes register a new draw, other state-change-related elements are not 289 // used at this moment (vaoId, shaderId, matrices), raylib just forces a batch draw call if any 290 // of those state-change happens (this is done in core module) 291 struct rlDrawCall 292 { 293 int mode; // Drawing mode: LINES, TRIANGLES, QUADS 294 int vertexCount; // Number of vertex of the draw 295 int vertexAlignment; // Number of vertex required for index alignment (LINES, TRIANGLES) 296 //unsigned int vaoId; // Vertex array id to be used on the draw -> Using RLGL.currentBatch->vertexBuffer.vaoId 297 //unsigned int shaderId; // Shader id to be used on the draw -> Using RLGL.currentShaderId 298 uint textureId; // Texture id to be used on the draw -> Use to create new draw call if changes 299 300 //Matrix projection; // Projection matrix for this draw -> Using RLGL.projection by default 301 //Matrix modelview; // Modelview matrix for this draw -> Using RLGL.modelview by default 302 } 303 304 // rlRenderBatch type 305 struct rlRenderBatch 306 { 307 int bufferCount; // Number of vertex buffers (multi-buffering support) 308 int currentBuffer; // Current buffer tracking in case of multi-buffering 309 rlVertexBuffer* vertexBuffer; // Dynamic buffer(s) for vertex data 310 311 rlDrawCall* draws; // Draw calls array, depends on textureId 312 int drawCounter; // Draw calls counter 313 float currentDepth; // Current depth value for next draw 314 } 315 316 // OpenGL version 317 enum rlGlVersion 318 { 319 RL_OPENGL_11 = 1, // OpenGL 1.1 320 RL_OPENGL_21 = 2, // OpenGL 2.1 (GLSL 120) 321 RL_OPENGL_33 = 3, // OpenGL 3.3 (GLSL 330) 322 RL_OPENGL_43 = 4, // OpenGL 4.3 (using GLSL 330) 323 RL_OPENGL_ES_20 = 5, // OpenGL ES 2.0 (GLSL 100) 324 RL_OPENGL_ES_30 = 6 // OpenGL ES 3.0 (GLSL 300 es) 325 } 326 327 // Trace log level 328 // NOTE: Organized by priority level 329 enum rlTraceLogLevel 330 { 331 RL_LOG_ALL = 0, // Display all logs 332 RL_LOG_TRACE = 1, // Trace logging, intended for internal use only 333 RL_LOG_DEBUG = 2, // Debug logging, used for internal debugging, it should be disabled on release builds 334 RL_LOG_INFO = 3, // Info logging, used for program execution info 335 RL_LOG_WARNING = 4, // Warning logging, used on recoverable failures 336 RL_LOG_ERROR = 5, // Error logging, used on unrecoverable failures 337 RL_LOG_FATAL = 6, // Fatal logging, used to abort program: exit(EXIT_FAILURE) 338 RL_LOG_NONE = 7 // Disable logging 339 } 340 341 // Texture pixel formats 342 // NOTE: Support depends on OpenGL version 343 enum rlPixelFormat 344 { 345 RL_PIXELFORMAT_UNCOMPRESSED_GRAYSCALE = 1, // 8 bit per pixel (no alpha) 346 RL_PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA = 2, // 8*2 bpp (2 channels) 347 RL_PIXELFORMAT_UNCOMPRESSED_R5G6B5 = 3, // 16 bpp 348 RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8 = 4, // 24 bpp 349 RL_PIXELFORMAT_UNCOMPRESSED_R5G5B5A1 = 5, // 16 bpp (1 bit alpha) 350 RL_PIXELFORMAT_UNCOMPRESSED_R4G4B4A4 = 6, // 16 bpp (4 bit alpha) 351 RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8A8 = 7, // 32 bpp 352 RL_PIXELFORMAT_UNCOMPRESSED_R32 = 8, // 32 bpp (1 channel - float) 353 RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32 = 9, // 32*3 bpp (3 channels - float) 354 RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32A32 = 10, // 32*4 bpp (4 channels - float) 355 RL_PIXELFORMAT_UNCOMPRESSED_R16 = 11, // 16 bpp (1 channel - half float) 356 RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16 = 12, // 16*3 bpp (3 channels - half float) 357 RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16A16 = 13, // 16*4 bpp (4 channels - half float) 358 RL_PIXELFORMAT_COMPRESSED_DXT1_RGB = 14, // 4 bpp (no alpha) 359 RL_PIXELFORMAT_COMPRESSED_DXT1_RGBA = 15, // 4 bpp (1 bit alpha) 360 RL_PIXELFORMAT_COMPRESSED_DXT3_RGBA = 16, // 8 bpp 361 RL_PIXELFORMAT_COMPRESSED_DXT5_RGBA = 17, // 8 bpp 362 RL_PIXELFORMAT_COMPRESSED_ETC1_RGB = 18, // 4 bpp 363 RL_PIXELFORMAT_COMPRESSED_ETC2_RGB = 19, // 4 bpp 364 RL_PIXELFORMAT_COMPRESSED_ETC2_EAC_RGBA = 20, // 8 bpp 365 RL_PIXELFORMAT_COMPRESSED_PVRT_RGB = 21, // 4 bpp 366 RL_PIXELFORMAT_COMPRESSED_PVRT_RGBA = 22, // 4 bpp 367 RL_PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA = 23, // 8 bpp 368 RL_PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA = 24 // 2 bpp 369 } 370 371 // Texture parameters: filter mode 372 // NOTE 1: Filtering considers mipmaps if available in the texture 373 // NOTE 2: Filter is accordingly set for minification and magnification 374 enum rlTextureFilter 375 { 376 RL_TEXTURE_FILTER_POINT = 0, // No filter, just pixel approximation 377 RL_TEXTURE_FILTER_BILINEAR = 1, // Linear filtering 378 RL_TEXTURE_FILTER_TRILINEAR = 2, // Trilinear filtering (linear with mipmaps) 379 RL_TEXTURE_FILTER_ANISOTROPIC_4X = 3, // Anisotropic filtering 4x 380 RL_TEXTURE_FILTER_ANISOTROPIC_8X = 4, // Anisotropic filtering 8x 381 RL_TEXTURE_FILTER_ANISOTROPIC_16X = 5 // Anisotropic filtering 16x 382 } 383 384 // Color blending modes (pre-defined) 385 enum rlBlendMode 386 { 387 RL_BLEND_ALPHA = 0, // Blend textures considering alpha (default) 388 RL_BLEND_ADDITIVE = 1, // Blend textures adding colors 389 RL_BLEND_MULTIPLIED = 2, // Blend textures multiplying colors 390 RL_BLEND_ADD_COLORS = 3, // Blend textures adding colors (alternative) 391 RL_BLEND_SUBTRACT_COLORS = 4, // Blend textures subtracting colors (alternative) 392 RL_BLEND_ALPHA_PREMULTIPLY = 5, // Blend premultiplied textures considering alpha 393 RL_BLEND_CUSTOM = 6, // Blend textures using custom src/dst factors (use rlSetBlendFactors()) 394 RL_BLEND_CUSTOM_SEPARATE = 7 // Blend textures using custom src/dst factors (use rlSetBlendFactorsSeparate()) 395 } 396 397 // Shader location point type 398 enum rlShaderLocationIndex 399 { 400 RL_SHADER_LOC_VERTEX_POSITION = 0, // Shader location: vertex attribute: position 401 RL_SHADER_LOC_VERTEX_TEXCOORD01 = 1, // Shader location: vertex attribute: texcoord01 402 RL_SHADER_LOC_VERTEX_TEXCOORD02 = 2, // Shader location: vertex attribute: texcoord02 403 RL_SHADER_LOC_VERTEX_NORMAL = 3, // Shader location: vertex attribute: normal 404 RL_SHADER_LOC_VERTEX_TANGENT = 4, // Shader location: vertex attribute: tangent 405 RL_SHADER_LOC_VERTEX_COLOR = 5, // Shader location: vertex attribute: color 406 RL_SHADER_LOC_MATRIX_MVP = 6, // Shader location: matrix uniform: model-view-projection 407 RL_SHADER_LOC_MATRIX_VIEW = 7, // Shader location: matrix uniform: view (camera transform) 408 RL_SHADER_LOC_MATRIX_PROJECTION = 8, // Shader location: matrix uniform: projection 409 RL_SHADER_LOC_MATRIX_MODEL = 9, // Shader location: matrix uniform: model (transform) 410 RL_SHADER_LOC_MATRIX_NORMAL = 10, // Shader location: matrix uniform: normal 411 RL_SHADER_LOC_VECTOR_VIEW = 11, // Shader location: vector uniform: view 412 RL_SHADER_LOC_COLOR_DIFFUSE = 12, // Shader location: vector uniform: diffuse color 413 RL_SHADER_LOC_COLOR_SPECULAR = 13, // Shader location: vector uniform: specular color 414 RL_SHADER_LOC_COLOR_AMBIENT = 14, // Shader location: vector uniform: ambient color 415 RL_SHADER_LOC_MAP_ALBEDO = 15, // Shader location: sampler2d texture: albedo (same as: RL_SHADER_LOC_MAP_DIFFUSE) 416 RL_SHADER_LOC_MAP_METALNESS = 16, // Shader location: sampler2d texture: metalness (same as: RL_SHADER_LOC_MAP_SPECULAR) 417 RL_SHADER_LOC_MAP_NORMAL = 17, // Shader location: sampler2d texture: normal 418 RL_SHADER_LOC_MAP_ROUGHNESS = 18, // Shader location: sampler2d texture: roughness 419 RL_SHADER_LOC_MAP_OCCLUSION = 19, // Shader location: sampler2d texture: occlusion 420 RL_SHADER_LOC_MAP_EMISSION = 20, // Shader location: sampler2d texture: emission 421 RL_SHADER_LOC_MAP_HEIGHT = 21, // Shader location: sampler2d texture: height 422 RL_SHADER_LOC_MAP_CUBEMAP = 22, // Shader location: samplerCube texture: cubemap 423 RL_SHADER_LOC_MAP_IRRADIANCE = 23, // Shader location: samplerCube texture: irradiance 424 RL_SHADER_LOC_MAP_PREFILTER = 24, // Shader location: samplerCube texture: prefilter 425 RL_SHADER_LOC_MAP_BRDF = 25 // Shader location: sampler2d texture: brdf 426 } 427 428 enum RL_SHADER_LOC_MAP_DIFFUSE = rlShaderLocationIndex.RL_SHADER_LOC_MAP_ALBEDO; 429 enum RL_SHADER_LOC_MAP_SPECULAR = rlShaderLocationIndex.RL_SHADER_LOC_MAP_METALNESS; 430 431 // Shader uniform data type 432 enum rlShaderUniformDataType 433 { 434 RL_SHADER_UNIFORM_FLOAT = 0, // Shader uniform type: float 435 RL_SHADER_UNIFORM_VEC2 = 1, // Shader uniform type: vec2 (2 float) 436 RL_SHADER_UNIFORM_VEC3 = 2, // Shader uniform type: vec3 (3 float) 437 RL_SHADER_UNIFORM_VEC4 = 3, // Shader uniform type: vec4 (4 float) 438 RL_SHADER_UNIFORM_INT = 4, // Shader uniform type: int 439 RL_SHADER_UNIFORM_IVEC2 = 5, // Shader uniform type: ivec2 (2 int) 440 RL_SHADER_UNIFORM_IVEC3 = 6, // Shader uniform type: ivec3 (3 int) 441 RL_SHADER_UNIFORM_IVEC4 = 7, // Shader uniform type: ivec4 (4 int) 442 RL_SHADER_UNIFORM_SAMPLER2D = 8 // Shader uniform type: sampler2d 443 } 444 445 // Shader attribute data types 446 enum rlShaderAttributeDataType 447 { 448 RL_SHADER_ATTRIB_FLOAT = 0, // Shader attribute type: float 449 RL_SHADER_ATTRIB_VEC2 = 1, // Shader attribute type: vec2 (2 float) 450 RL_SHADER_ATTRIB_VEC3 = 2, // Shader attribute type: vec3 (3 float) 451 RL_SHADER_ATTRIB_VEC4 = 3 // Shader attribute type: vec4 (4 float) 452 } 453 454 // Framebuffer attachment type 455 // NOTE: By default up to 8 color channels defined, but it can be more 456 enum rlFramebufferAttachType 457 { 458 RL_ATTACHMENT_COLOR_CHANNEL0 = 0, // Framebuffer attachment type: color 0 459 RL_ATTACHMENT_COLOR_CHANNEL1 = 1, // Framebuffer attachment type: color 1 460 RL_ATTACHMENT_COLOR_CHANNEL2 = 2, // Framebuffer attachment type: color 2 461 RL_ATTACHMENT_COLOR_CHANNEL3 = 3, // Framebuffer attachment type: color 3 462 RL_ATTACHMENT_COLOR_CHANNEL4 = 4, // Framebuffer attachment type: color 4 463 RL_ATTACHMENT_COLOR_CHANNEL5 = 5, // Framebuffer attachment type: color 5 464 RL_ATTACHMENT_COLOR_CHANNEL6 = 6, // Framebuffer attachment type: color 6 465 RL_ATTACHMENT_COLOR_CHANNEL7 = 7, // Framebuffer attachment type: color 7 466 RL_ATTACHMENT_DEPTH = 100, // Framebuffer attachment type: depth 467 RL_ATTACHMENT_STENCIL = 200 // Framebuffer attachment type: stencil 468 } 469 470 // Framebuffer texture attachment type 471 enum rlFramebufferAttachTextureType 472 { 473 RL_ATTACHMENT_CUBEMAP_POSITIVE_X = 0, // Framebuffer texture attachment type: cubemap, +X side 474 RL_ATTACHMENT_CUBEMAP_NEGATIVE_X = 1, // Framebuffer texture attachment type: cubemap, -X side 475 RL_ATTACHMENT_CUBEMAP_POSITIVE_Y = 2, // Framebuffer texture attachment type: cubemap, +Y side 476 RL_ATTACHMENT_CUBEMAP_NEGATIVE_Y = 3, // Framebuffer texture attachment type: cubemap, -Y side 477 RL_ATTACHMENT_CUBEMAP_POSITIVE_Z = 4, // Framebuffer texture attachment type: cubemap, +Z side 478 RL_ATTACHMENT_CUBEMAP_NEGATIVE_Z = 5, // Framebuffer texture attachment type: cubemap, -Z side 479 RL_ATTACHMENT_TEXTURE2D = 100, // Framebuffer texture attachment type: texture2d 480 RL_ATTACHMENT_RENDERBUFFER = 200 // Framebuffer texture attachment type: renderbuffer 481 } 482 483 // Face culling mode 484 enum rlCullMode 485 { 486 RL_CULL_FACE_FRONT = 0, 487 RL_CULL_FACE_BACK = 1 488 } 489 490 //------------------------------------------------------------------------------------ 491 // Functions Declaration - Matrix operations 492 //------------------------------------------------------------------------------------ 493 494 // Prevents name mangling of functions 495 496 void rlMatrixMode(int mode); // Choose the current matrix to be transformed 497 void rlPushMatrix(); // Push the current matrix to stack 498 void rlPopMatrix(); // Pop latest inserted matrix from stack 499 void rlLoadIdentity(); // Reset current matrix to identity matrix 500 void rlTranslatef(float x, float y, float z); // Multiply the current matrix by a translation matrix 501 void rlRotatef(float angle, float x, float y, float z); // Multiply the current matrix by a rotation matrix 502 void rlScalef(float x, float y, float z); // Multiply the current matrix by a scaling matrix 503 void rlMultMatrixf(const(float)* matf); // Multiply the current matrix by another matrix 504 void rlFrustum(double left, double right, double bottom, double top, double znear, double zfar); 505 void rlOrtho(double left, double right, double bottom, double top, double znear, double zfar); 506 void rlViewport(int x, int y, int width, int height); // Set the viewport area 507 508 //------------------------------------------------------------------------------------ 509 // Functions Declaration - Vertex level operations 510 //------------------------------------------------------------------------------------ 511 void rlBegin(int mode); // Initialize drawing mode (how to organize vertex) 512 void rlEnd(); // Finish vertex providing 513 void rlVertex2i(int x, int y); // Define one vertex (position) - 2 int 514 void rlVertex2f(float x, float y); // Define one vertex (position) - 2 float 515 void rlVertex3f(float x, float y, float z); // Define one vertex (position) - 3 float 516 void rlTexCoord2f(float x, float y); // Define one vertex (texture coordinate) - 2 float 517 void rlNormal3f(float x, float y, float z); // Define one vertex (normal) - 3 float 518 void rlColor4ub(ubyte r, ubyte g, ubyte b, ubyte a); // Define one vertex (color) - 4 byte 519 void rlColor3f(float x, float y, float z); // Define one vertex (color) - 3 float 520 void rlColor4f(float x, float y, float z, float w); // Define one vertex (color) - 4 float 521 522 //------------------------------------------------------------------------------------ 523 // Functions Declaration - OpenGL style functions (common to 1.1, 3.3+, ES2) 524 // NOTE: This functions are used to completely abstract raylib code from OpenGL layer, 525 // some of them are direct wrappers over OpenGL calls, some others are custom 526 //------------------------------------------------------------------------------------ 527 528 // Vertex buffers state 529 bool rlEnableVertexArray(uint vaoId); // Enable vertex array (VAO, if supported) 530 void rlDisableVertexArray(); // Disable vertex array (VAO, if supported) 531 void rlEnableVertexBuffer(uint id); // Enable vertex buffer (VBO) 532 void rlDisableVertexBuffer(); // Disable vertex buffer (VBO) 533 void rlEnableVertexBufferElement(uint id); // Enable vertex buffer element (VBO element) 534 void rlDisableVertexBufferElement(); // Disable vertex buffer element (VBO element) 535 void rlEnableVertexAttribute(uint index); // Enable vertex attribute index 536 void rlDisableVertexAttribute(uint index); // Disable vertex attribute index 537 538 // Enable attribute state pointer 539 // Disable attribute state pointer 540 541 // Textures state 542 void rlActiveTextureSlot(int slot); // Select and active a texture slot 543 void rlEnableTexture(uint id); // Enable texture 544 void rlDisableTexture(); // Disable texture 545 void rlEnableTextureCubemap(uint id); // Enable texture cubemap 546 void rlDisableTextureCubemap(); // Disable texture cubemap 547 void rlTextureParameters(uint id, int param, int value); // Set texture parameters (filter, wrap) 548 void rlCubemapParameters(uint id, int param, int value); // Set cubemap parameters (filter, wrap) 549 550 // Shader state 551 void rlEnableShader(uint id); // Enable shader program 552 void rlDisableShader(); // Disable shader program 553 554 // Framebuffer state 555 void rlEnableFramebuffer(uint id); // Enable render texture (fbo) 556 void rlDisableFramebuffer(); // Disable render texture (fbo), return to default framebuffer 557 void rlActiveDrawBuffers(int count); // Activate multiple draw color buffers 558 void rlBlitFramebuffer(int srcX, int srcY, int srcWidth, int srcHeight, int dstX, int dstY, int dstWidth, int dstHeight, int bufferMask); // Blit active framebuffer to main framebuffer 559 560 // General render state 561 void rlEnableColorBlend(); // Enable color blending 562 void rlDisableColorBlend(); // Disable color blending 563 void rlEnableDepthTest(); // Enable depth test 564 void rlDisableDepthTest(); // Disable depth test 565 void rlEnableDepthMask(); // Enable depth write 566 void rlDisableDepthMask(); // Disable depth write 567 void rlEnableBackfaceCulling(); // Enable backface culling 568 void rlDisableBackfaceCulling(); // Disable backface culling 569 void rlSetCullFace(int mode); // Set face culling mode 570 void rlEnableScissorTest(); // Enable scissor test 571 void rlDisableScissorTest(); // Disable scissor test 572 void rlScissor(int x, int y, int width, int height); // Scissor test 573 void rlEnableWireMode(); // Enable wire mode 574 void rlEnablePointMode(); // Enable point mode 575 void rlDisableWireMode(); // Disable wire mode ( and point ) maybe rename 576 void rlSetLineWidth(float width); // Set the line drawing width 577 float rlGetLineWidth(); // Get the line drawing width 578 void rlEnableSmoothLines(); // Enable line aliasing 579 void rlDisableSmoothLines(); // Disable line aliasing 580 void rlEnableStereoRender(); // Enable stereo rendering 581 void rlDisableStereoRender(); // Disable stereo rendering 582 bool rlIsStereoRenderEnabled(); // Check if stereo render is enabled 583 584 void rlClearColor(ubyte r, ubyte g, ubyte b, ubyte a); // Clear color buffer with color 585 void rlClearScreenBuffers(); // Clear used screen buffers (color and depth) 586 void rlCheckErrors(); // Check and log OpenGL error codes 587 void rlSetBlendMode(int mode); // Set blending mode 588 void rlSetBlendFactors(int glSrcFactor, int glDstFactor, int glEquation); // Set blending mode factor and equation (using OpenGL factors) 589 void rlSetBlendFactorsSeparate(int glSrcRGB, int glDstRGB, int glSrcAlpha, int glDstAlpha, int glEqRGB, int glEqAlpha); // Set blending mode factors and equations separately (using OpenGL factors) 590 591 //------------------------------------------------------------------------------------ 592 // Functions Declaration - rlgl functionality 593 //------------------------------------------------------------------------------------ 594 // rlgl initialization functions 595 void rlglInit(int width, int height); // Initialize rlgl (buffers, shaders, textures, states) 596 void rlglClose(); // De-initialize rlgl (buffers, shaders, textures) 597 void rlLoadExtensions(void* loader); // Load OpenGL extensions (loader function required) 598 int rlGetVersion(); // Get current OpenGL version 599 void rlSetFramebufferWidth(int width); // Set current framebuffer width 600 int rlGetFramebufferWidth(); // Get default framebuffer width 601 void rlSetFramebufferHeight(int height); // Set current framebuffer height 602 int rlGetFramebufferHeight(); // Get default framebuffer height 603 604 uint rlGetTextureIdDefault(); // Get default texture id 605 uint rlGetShaderIdDefault(); // Get default shader id 606 int* rlGetShaderLocsDefault(); // Get default shader locations 607 608 // Render batch management 609 // NOTE: rlgl provides a default render batch to behave like OpenGL 1.1 immediate mode 610 // but this render batch API is exposed in case of custom batches are required 611 rlRenderBatch rlLoadRenderBatch(int numBuffers, int bufferElements); // Load a render batch system 612 void rlUnloadRenderBatch(rlRenderBatch batch); // Unload render batch system 613 void rlDrawRenderBatch(rlRenderBatch* batch); // Draw render batch data (Update->Draw->Reset) 614 void rlSetRenderBatchActive(rlRenderBatch* batch); // Set the active render batch for rlgl (NULL for default internal) 615 void rlDrawRenderBatchActive(); // Update and draw internal render batch 616 bool rlCheckRenderBatchLimit(int vCount); // Check internal buffer overflow for a given number of vertex 617 618 void rlSetTexture(uint id); // Set current texture for render batch and check buffers limits 619 620 //------------------------------------------------------------------------------------------------------------------------ 621 622 // Vertex buffers management 623 uint rlLoadVertexArray(); // Load vertex array (vao) if supported 624 uint rlLoadVertexBuffer(const(void)* buffer, int size, bool dynamic); // Load a vertex buffer attribute 625 uint rlLoadVertexBufferElement(const(void)* buffer, int size, bool dynamic); // Load a new attributes element buffer 626 void rlUpdateVertexBuffer(uint bufferId, const(void)* data, int dataSize, int offset); // Update GPU buffer with new data 627 void rlUpdateVertexBufferElements(uint id, const(void)* data, int dataSize, int offset); // Update vertex buffer elements with new data 628 void rlUnloadVertexArray(uint vaoId); 629 void rlUnloadVertexBuffer(uint vboId); 630 void rlSetVertexAttribute(uint index, int compSize, int type, bool normalized, int stride, const(void)* pointer); 631 void rlSetVertexAttributeDivisor(uint index, int divisor); 632 void rlSetVertexAttributeDefault(int locIndex, const(void)* value, int attribType, int count); // Set vertex attribute default value 633 void rlDrawVertexArray(int offset, int count); 634 void rlDrawVertexArrayElements(int offset, int count, const(void)* buffer); 635 void rlDrawVertexArrayInstanced(int offset, int count, int instances); 636 void rlDrawVertexArrayElementsInstanced(int offset, int count, const(void)* buffer, int instances); 637 638 // Textures management 639 uint rlLoadTexture(const(void)* data, int width, int height, int format, int mipmapCount); // Load texture in GPU 640 uint rlLoadTextureDepth(int width, int height, bool useRenderBuffer); // Load depth texture/renderbuffer (to be attached to fbo) 641 uint rlLoadTextureCubemap(const(void)* data, int size, int format); // Load texture cubemap 642 void rlUpdateTexture(uint id, int offsetX, int offsetY, int width, int height, int format, const(void)* data); // Update GPU texture with new data 643 void rlGetGlTextureFormats(int format, uint* glInternalFormat, uint* glFormat, uint* glType); // Get OpenGL internal formats 644 const(char)* rlGetPixelFormatName(uint format); // Get name string for pixel format 645 void rlUnloadTexture(uint id); // Unload texture from GPU memory 646 void rlGenTextureMipmaps(uint id, int width, int height, int format, int* mipmaps); // Generate mipmap data for selected texture 647 void* rlReadTexturePixels(uint id, int width, int height, int format); // Read texture pixel data 648 ubyte* rlReadScreenPixels(int width, int height); // Read screen pixel data (color buffer) 649 650 // Framebuffer management (fbo) 651 uint rlLoadFramebuffer(int width, int height); // Load an empty framebuffer 652 void rlFramebufferAttach(uint fboId, uint texId, int attachType, int texType, int mipLevel); // Attach texture/renderbuffer to a framebuffer 653 bool rlFramebufferComplete(uint id); // Verify framebuffer is complete 654 void rlUnloadFramebuffer(uint id); // Delete framebuffer from GPU 655 656 // Shaders management 657 uint rlLoadShaderCode(const(char)* vsCode, const(char)* fsCode); // Load shader from code strings 658 uint rlCompileShader(const(char)* shaderCode, int type); // Compile custom shader and return shader id (type: RL_VERTEX_SHADER, RL_FRAGMENT_SHADER, RL_COMPUTE_SHADER) 659 uint rlLoadShaderProgram(uint vShaderId, uint fShaderId); // Load custom shader program 660 void rlUnloadShaderProgram(uint id); // Unload shader program 661 int rlGetLocationUniform(uint shaderId, const(char)* uniformName); // Get shader location uniform 662 int rlGetLocationAttrib(uint shaderId, const(char)* attribName); // Get shader location attribute 663 void rlSetUniform(int locIndex, const(void)* value, int uniformType, int count); // Set shader value uniform 664 void rlSetUniformMatrix(int locIndex, Matrix mat); // Set shader value matrix 665 void rlSetUniformSampler(int locIndex, uint textureId); // Set shader value sampler 666 void rlSetShader(uint id, int* locs); // Set shader currently active (id and locations) 667 668 // Compute shader management 669 uint rlLoadComputeShaderProgram(uint shaderId); // Load compute shader program 670 void rlComputeShaderDispatch(uint groupX, uint groupY, uint groupZ); // Dispatch compute shader (equivalent to *draw* for graphics pipeline) 671 672 // Shader buffer storage object management (ssbo) 673 uint rlLoadShaderBuffer(uint size, const(void)* data, int usageHint); // Load shader storage buffer object (SSBO) 674 void rlUnloadShaderBuffer(uint ssboId); // Unload shader storage buffer object (SSBO) 675 void rlUpdateShaderBuffer(uint id, const(void)* data, uint dataSize, uint offset); // Update SSBO buffer data 676 void rlBindShaderBuffer(uint id, uint index); // Bind SSBO buffer 677 void rlReadShaderBuffer(uint id, void* dest, uint count, uint offset); // Read SSBO buffer data (GPU->CPU) 678 void rlCopyShaderBuffer(uint destId, uint srcId, uint destOffset, uint srcOffset, uint count); // Copy SSBO data between buffers 679 uint rlGetShaderBufferSize(uint id); // Get SSBO buffer size 680 681 // Buffer management 682 void rlBindImageTexture(uint id, uint index, int format, bool readonly); // Bind image texture 683 684 // Matrix state management 685 Matrix rlGetMatrixModelview(); // Get internal modelview matrix 686 Matrix rlGetMatrixProjection(); // Get internal projection matrix 687 Matrix rlGetMatrixTransform(); // Get internal accumulated transform matrix 688 Matrix rlGetMatrixProjectionStereo(int eye); // Get internal projection matrix for stereo render (selected eye) 689 Matrix rlGetMatrixViewOffsetStereo(int eye); // Get internal view offset matrix for stereo render (selected eye) 690 void rlSetMatrixProjection(Matrix proj); // Set a custom projection matrix (replaces internal projection matrix) 691 void rlSetMatrixModelview(Matrix view); // Set a custom modelview matrix (replaces internal modelview matrix) 692 void rlSetMatrixProjectionStereo(Matrix right, Matrix left); // Set eyes projection matrices for stereo rendering 693 void rlSetMatrixViewOffsetStereo(Matrix right, Matrix left); // Set eyes view offsets matrices for stereo rendering 694 695 // Quick and dirty cube/quad buffers load->draw->unload 696 void rlLoadDrawCube(); // Load and draw a cube 697 void rlLoadDrawQuad(); // Load and draw a quad 698 699 // RLGL_H 700 701 /*********************************************************************************** 702 * 703 * RLGL IMPLEMENTATION 704 * 705 ************************************************************************************/ 706 707 // OpenGL 1.1 library for OSX 708 // OpenGL extensions library 709 710 // APIENTRY for OpenGL function pointer declarations is required 711 712 // WINGDIAPI definition. Some Windows OpenGL headers need it 713 714 // OpenGL 1.1 library 715 716 // GLAD extensions loading library, includes OpenGL headers 717 718 // OpenGL ES 3.0 library 719 720 // OpenGL ES 2.0 extensions library 721 722 // NOTE: OpenGL ES 2.0 can be enabled on PLATFORM_DESKTOP, 723 // in that case, functions are loaded from a custom glad for OpenGL ES 2.0 724 725 //#include <EGL/egl.h> // EGL library -> not required, platform layer 726 // OpenGL ES 2.0 library 727 // OpenGL ES 2.0 extensions library 728 729 // It seems OpenGL ES 2.0 instancing entry points are not defined on Raspberry Pi 730 // provided headers (despite being defined in official Khronos GLES2 headers) 731 732 // Required for: malloc(), free() 733 // Required for: strcmp(), strlen() [Used in rlglInit(), on extensions loading] 734 // Required for: sqrtf(), sinf(), cosf(), floor(), log() 735 736 //---------------------------------------------------------------------------------- 737 // Defines and Macros 738 //---------------------------------------------------------------------------------- 739 740 // Default shader vertex attribute names to set location points 741 742 // Bound by default to shader location: 0 743 744 // Bound by default to shader location: 1 745 746 // Bound by default to shader location: 2 747 748 // Bound by default to shader location: 3 749 750 // Bound by default to shader location: 4 751 752 // Bound by default to shader location: 5 753 754 // model-view-projection matrix 755 756 // view matrix 757 758 // projection matrix 759 760 // model matrix 761 762 // normal matrix (transpose(inverse(matModelView)) 763 764 // color diffuse (base tint color, multiplied by texture color) 765 766 // texture0 (texture slot active 0) 767 768 // texture1 (texture slot active 1) 769 770 // texture2 (texture slot active 2) 771 772 //---------------------------------------------------------------------------------- 773 // Types and Structures Definition 774 //---------------------------------------------------------------------------------- 775 776 // Current render batch 777 // Default internal render batch 778 779 // Current active render batch vertex counter (generic, used for all batches) 780 // Current active texture coordinate (added on glVertex*()) 781 // Current active normal (added on glVertex*()) 782 // Current active color (added on glVertex*()) 783 784 // Current matrix mode 785 // Current matrix pointer 786 // Default modelview matrix 787 // Default projection matrix 788 // Transform matrix to be used with rlTranslate, rlRotate, rlScale 789 // Require transform matrix application to current draw-call vertex (if required) 790 // Matrix stack for push/pop 791 // Matrix stack counter 792 793 // Default texture used on shapes/poly drawing (required by shader) 794 // Active texture ids to be enabled on batch drawing (0 active by default) 795 // Default vertex shader id (used by default shader program) 796 // Default fragment shader id (used by default shader program) 797 // Default shader program id, supports vertex color and diffuse texture 798 // Default shader locations pointer to be used on rendering 799 // Current shader id to be used on rendering (by default, defaultShaderId) 800 // Current shader locations pointer to be used on rendering (by default, defaultShaderLocs) 801 802 // Stereo rendering flag 803 // VR stereo rendering eyes projection matrices 804 // VR stereo rendering eyes view offset matrices 805 806 // Blending variables 807 // Blending mode active 808 // Blending source factor 809 // Blending destination factor 810 // Blending equation 811 // Blending source RGB factor 812 // Blending destination RGB factor 813 // Blending source alpha factor 814 // Blending destination alpha factor 815 // Blending equation for RGB 816 // Blending equation for alpha 817 // Custom blending factor and equation modification status 818 819 // Current framebuffer width 820 // Current framebuffer height 821 822 // Renderer state 823 824 // VAO support (OpenGL ES2 could not support VAO extension) (GL_ARB_vertex_array_object) 825 // Instancing supported (GL_ANGLE_instanced_arrays, GL_EXT_draw_instanced + GL_EXT_instanced_arrays) 826 // NPOT textures full support (GL_ARB_texture_non_power_of_two, GL_OES_texture_npot) 827 // Depth textures supported (GL_ARB_depth_texture, GL_OES_depth_texture) 828 // Depth textures supported WebGL specific (GL_WEBGL_depth_texture) 829 // float textures support (32 bit per channel) (GL_OES_texture_float) 830 // half float textures support (16 bit per channel) (GL_OES_texture_half_float) 831 // DDS texture compression support (GL_EXT_texture_compression_s3tc, GL_WEBGL_compressed_texture_s3tc, GL_WEBKIT_WEBGL_compressed_texture_s3tc) 832 // ETC1 texture compression support (GL_OES_compressed_ETC1_RGB8_texture, GL_WEBGL_compressed_texture_etc1) 833 // ETC2/EAC texture compression support (GL_ARB_ES3_compatibility) 834 // PVR texture compression support (GL_IMG_texture_compression_pvrtc) 835 // ASTC texture compression support (GL_KHR_texture_compression_astc_hdr, GL_KHR_texture_compression_astc_ldr) 836 // Clamp mirror wrap mode supported (GL_EXT_texture_mirror_clamp) 837 // Anisotropic texture filtering support (GL_EXT_texture_filter_anisotropic) 838 // Compute shaders support (GL_ARB_compute_shader) 839 // Shader storage buffer object support (GL_ARB_shader_storage_buffer_object) 840 841 // Maximum anisotropy level supported (minimum is 2.0f) 842 // Maximum bits for depth component 843 844 // Extensions supported flags 845 846 // OpenGL extension functions loader signature (same as GLADloadproc) 847 848 // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2 849 850 //---------------------------------------------------------------------------------- 851 // Global Variables Definition 852 //---------------------------------------------------------------------------------- 853 854 // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2 855 856 // NOTE: VAO functionality is exposed through extensions (OES) 857 858 // NOTE: Instancing functionality could also be available through extension 859 860 //---------------------------------------------------------------------------------- 861 // Module specific Functions Declaration 862 //---------------------------------------------------------------------------------- 863 864 // Load default shader 865 // Unload default shader 866 867 // Get compressed format official GL identifier name 868 // RLGL_SHOW_GL_DETAILS_INFO 869 // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2 870 871 // Get pixel data size in bytes (image or texture) 872 873 // Auxiliar matrix math functions 874 // Get identity matrix 875 // Multiply two matrices 876 877 //---------------------------------------------------------------------------------- 878 // Module Functions Definition - Matrix operations 879 //---------------------------------------------------------------------------------- 880 881 // Fallback to OpenGL 1.1 function calls 882 //--------------------------------------- 883 884 // Choose the current matrix to be transformed 885 886 //else if (mode == RL_TEXTURE) // Not supported 887 888 // Push the current matrix into RLGL.State.stack 889 890 // Pop lattest inserted matrix from RLGL.State.stack 891 892 // Reset current matrix to identity matrix 893 894 // Multiply the current matrix by a translation matrix 895 896 // NOTE: We transpose matrix with multiplication order 897 898 // Multiply the current matrix by a rotation matrix 899 // NOTE: The provided angle must be in degrees 900 901 // Axis vector (x, y, z) normalization 902 903 // Rotation matrix generation 904 905 // NOTE: We transpose matrix with multiplication order 906 907 // Multiply the current matrix by a scaling matrix 908 909 // NOTE: We transpose matrix with multiplication order 910 911 // Multiply the current matrix by another matrix 912 913 // Matrix creation from array 914 915 // Multiply the current matrix by a perspective matrix generated by parameters 916 917 // Multiply the current matrix by an orthographic matrix generated by parameters 918 919 // NOTE: If left-right and top-botton values are equal it could create a division by zero, 920 // response to it is platform/compiler dependant 921 922 // Set the viewport area (transformation from normalized device coordinates to window coordinates) 923 // NOTE: We store current viewport dimensions 924 925 //---------------------------------------------------------------------------------- 926 // Module Functions Definition - Vertex level operations 927 //---------------------------------------------------------------------------------- 928 929 // Fallback to OpenGL 1.1 function calls 930 //--------------------------------------- 931 932 // Initialize drawing mode (how to organize vertex) 933 934 // Draw mode can be RL_LINES, RL_TRIANGLES and RL_QUADS 935 // NOTE: In all three cases, vertex are accumulated over default internal vertex buffer 936 937 // Make sure current RLGL.currentBatch->draws[i].vertexCount is aligned a multiple of 4, 938 // that way, following QUADS drawing will keep aligned with index processing 939 // It implies adding some extra alignment vertex at the end of the draw, 940 // those vertex are not processed but they are considered as an additional offset 941 // for the next set of vertex to be drawn 942 943 // Finish vertex providing 944 945 // NOTE: Depth increment is dependant on rlOrtho(): z-near and z-far values, 946 // as well as depth buffer bit-depth (16bit or 24bit or 32bit) 947 // Correct increment formula would be: depthInc = (zfar - znear)/pow(2, bits) 948 949 // Define one vertex (position) 950 // NOTE: Vertex position data is the basic information required for drawing 951 952 // Transform provided vector if required 953 954 // WARNING: We can't break primitives when launching a new batch. 955 // RL_LINES comes in pairs, RL_TRIANGLES come in groups of 3 vertices and RL_QUADS come in groups of 4 vertices. 956 // 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 %4 957 958 // Reached the maximum number of vertices for RL_LINES drawing 959 // Launch a draw call but keep current state for next vertices comming 960 // NOTE: We add +1 vertex to the check for security 961 962 // Add vertices 963 964 // Add current texcoord 965 966 // WARNING: By default rlVertexBuffer struct does not store normals 967 968 // Add current color 969 970 // Define one vertex (position) 971 972 // Define one vertex (position) 973 974 // Define one vertex (texture coordinate) 975 // NOTE: Texture coordinates are limited to QUADS only 976 977 // Define one vertex (normal) 978 // NOTE: Normals limited to TRIANGLES only? 979 980 // Define one vertex (color) 981 982 // Define one vertex (color) 983 984 // Define one vertex (color) 985 986 //-------------------------------------------------------------------------------------- 987 // Module Functions Definition - OpenGL style functions (common to 1.1, 3.3+, ES2) 988 //-------------------------------------------------------------------------------------- 989 990 // Set current texture to use 991 992 // NOTE: If quads batch limit is reached, we force a draw call and next batch starts 993 994 // Make sure current RLGL.currentBatch->draws[i].vertexCount is aligned a multiple of 4, 995 // that way, following QUADS drawing will keep aligned with index processing 996 // It implies adding some extra alignment vertex at the end of the draw, 997 // those vertex are not processed but they are considered as an additional offset 998 // for the next set of vertex to be drawn 999 1000 // Select and active a texture slot 1001 1002 // Enable texture 1003 1004 // Disable texture 1005 1006 // Enable texture cubemap 1007 1008 // Disable texture cubemap 1009 1010 // Set texture parameters (wrap mode/filter mode) 1011 1012 // Reset anisotropy filter, in case it was set 1013 1014 // Set cubemap parameters (wrap mode/filter mode) 1015 1016 // Reset anisotropy filter, in case it was set 1017 1018 // Enable shader program 1019 1020 // Disable shader program 1021 1022 // Enable rendering to texture (fbo) 1023 1024 // Disable rendering to texture 1025 1026 // Blit active framebuffer to main framebuffer 1027 1028 // Activate multiple draw color buffers 1029 // NOTE: One color buffer is always active by default 1030 1031 // NOTE: Maximum number of draw buffers supported is implementation dependant, 1032 // it can be queried with glGet*() but it must be at least 8 1033 //GLint maxDrawBuffers = 0; 1034 //glGetIntegerv(GL_MAX_DRAW_BUFFERS, &maxDrawBuffers); 1035 1036 //---------------------------------------------------------------------------------- 1037 // General render state configuration 1038 //---------------------------------------------------------------------------------- 1039 1040 // Enable color blending 1041 1042 // Disable color blending 1043 1044 // Enable depth test 1045 1046 // Disable depth test 1047 1048 // Enable depth write 1049 1050 // Disable depth write 1051 1052 // Enable backface culling 1053 1054 // Disable backface culling 1055 1056 // Set face culling mode 1057 1058 // Enable scissor test 1059 1060 // Disable scissor test 1061 1062 // Scissor test 1063 1064 // Enable wire mode 1065 1066 // NOTE: glPolygonMode() not available on OpenGL ES 1067 1068 // NOTE: glPolygonMode() not available on OpenGL ES 1069 1070 // Disable wire mode 1071 1072 // NOTE: glPolygonMode() not available on OpenGL ES 1073 1074 // Set the line drawing width 1075 1076 // Get the line drawing width 1077 1078 // Enable line aliasing 1079 1080 // Disable line aliasing 1081 1082 // Enable stereo rendering 1083 1084 // Disable stereo rendering 1085 1086 // Check if stereo render is enabled 1087 1088 // Clear color buffer with color 1089 1090 // Color values clamp to 0.0f(0) and 1.0f(255) 1091 1092 // Clear used screen buffers (color and depth) 1093 1094 // Clear used buffers: Color and Depth (Depth is used for 3D) 1095 //glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); // Stencil buffer not used... 1096 1097 // Check and log OpenGL error codes 1098 1099 // Set blend mode 1100 1101 // NOTE: Using GL blend src/dst factors and GL equation configured with rlSetBlendFactors() 1102 1103 // NOTE: Using GL blend src/dst factors and GL equation configured with rlSetBlendFactorsSeparate() 1104 1105 // Set blending mode factor and equation 1106 1107 // Set blending mode factor and equation separately for RGB and alpha 1108 1109 //---------------------------------------------------------------------------------- 1110 // Module Functions Definition - OpenGL Debug 1111 //---------------------------------------------------------------------------------- 1112 1113 // Ignore non-significant error/warning codes (NVidia drivers) 1114 // NOTE: Here there are the details with a sample output: 1115 // - #131169 - Framebuffer detailed info: The driver allocated storage for renderbuffer 2. (severity: low) 1116 // - #131185 - Buffer detailed info: Buffer object 1 (bound to GL_ELEMENT_ARRAY_BUFFER_ARB, usage hint is GL_ENUM_88e4) 1117 // will use VIDEO memory as the source for buffer object operations. (severity: low) 1118 // - #131218 - Program/shader state performance warning: Vertex shader in program 7 is being recompiled based on GL state. (severity: medium) 1119 // - #131204 - Texture state usage warning: The texture object (0) bound to texture image unit 0 does not have 1120 // a defined base level and cannot be used for texture mapping. (severity: low) 1121 1122 //---------------------------------------------------------------------------------- 1123 // Module Functions Definition - rlgl functionality 1124 //---------------------------------------------------------------------------------- 1125 1126 // Initialize rlgl: OpenGL extensions, default buffers/shaders/textures, OpenGL states 1127 1128 // Enable OpenGL debug context if required 1129 1130 // glDebugMessageControl(GL_DEBUG_SOURCE_API, GL_DEBUG_TYPE_ERROR, GL_DEBUG_SEVERITY_HIGH, 0, 0, GL_TRUE); 1131 1132 // Debug context options: 1133 // - GL_DEBUG_OUTPUT - Faster version but not useful for breakpoints 1134 // - 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 1135 1136 // Init default white texture 1137 // 1 pixel RGBA (4 bytes) 1138 1139 // Init default Shader (customized for GL 3.3 and ES2) 1140 // Loaded: RLGL.State.defaultShaderId + RLGL.State.defaultShaderLocs 1141 1142 // Init default vertex arrays buffers 1143 1144 // Init stack matrices (emulating OpenGL 1.1) 1145 1146 // Init internal matrices 1147 1148 // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2 1149 1150 // Initialize OpenGL default states 1151 //---------------------------------------------------------- 1152 // Init state: Depth test 1153 // Type of depth testing to apply 1154 // Disable depth testing for 2D (only used for 3D) 1155 1156 // Init state: Blending mode 1157 // Color blending function (how colors are mixed) 1158 // Enable color blending (required to work with transparencies) 1159 1160 // Init state: Culling 1161 // NOTE: All shapes/models triangles are drawn CCW 1162 // Cull the back face (default) 1163 // Front face are defined counter clockwise (default) 1164 // Enable backface culling 1165 1166 // Init state: Cubemap seamless 1167 1168 // Seamless cubemaps (not supported on OpenGL ES 2.0) 1169 1170 // Init state: Color hints (deprecated in OpenGL 3.0+) 1171 // Improve quality of color and texture coordinate interpolation 1172 // Smooth shading between vertex (vertex colors interpolation) 1173 1174 // Store screen size into global variables 1175 1176 //---------------------------------------------------------- 1177 1178 // Init state: Color/Depth buffers clear 1179 // Set clear color (black) 1180 // Set clear depth value (default) 1181 // Clear color and depth buffers (depth buffer required for 3D) 1182 1183 // Vertex Buffer Object deinitialization (memory free) 1184 1185 // Unload default shader 1186 1187 // Unload default texture 1188 1189 // Load OpenGL extensions 1190 // NOTE: External loader function must be provided 1191 1192 // Also defined for GRAPHICS_API_OPENGL_21 1193 // NOTE: glad is generated and contains only required OpenGL 3.3 Core extensions (and lower versions) 1194 1195 // Get number of supported extensions 1196 1197 // Get supported extensions list 1198 // WARNING: glGetStringi() not available on OpenGL 2.1 1199 1200 // Register supported extensions flags 1201 // Optional OpenGL 2.1 extensions 1202 1203 // Register supported extensions flags 1204 // OpenGL 3.3 extensions supported by default (core) 1205 1206 // Optional OpenGL 3.3 extensions 1207 1208 // Texture compression: DXT 1209 // Texture compression: ETC2/EAC 1210 1211 // GRAPHICS_API_OPENGL_33 1212 1213 // Register supported extensions flags 1214 // OpenGL ES 3.0 extensions supported by default (or it should be) 1215 1216 // TODO: Check for additional OpenGL ES 3.0 supported extensions: 1217 //RLGL.ExtSupported.texCompDXT = true; 1218 //RLGL.ExtSupported.texCompETC1 = true; 1219 //RLGL.ExtSupported.texCompETC2 = true; 1220 //RLGL.ExtSupported.texCompPVRT = true; 1221 //RLGL.ExtSupported.texCompASTC = true; 1222 //RLGL.ExtSupported.maxAnisotropyLevel = true; 1223 //RLGL.ExtSupported.computeShader = true; 1224 //RLGL.ExtSupported.ssbo = true; 1225 1226 // TODO: Support GLAD loader for OpenGL ES 3.0 1227 1228 // Get supported extensions list 1229 1230 // Allocate 512 strings pointers (2 KB) 1231 // One big const string 1232 1233 // NOTE: We have to duplicate string because glGetString() returns a const string 1234 // Get extensions string size in bytes 1235 1236 // Check required extensions 1237 1238 // Check VAO support 1239 // NOTE: Only check on OpenGL ES, OpenGL 3.3 has VAO support as core feature 1240 1241 // The extension is supported by our hardware and driver, try to get related functions pointers 1242 // NOTE: emscripten does not support VAOs natively, it uses emulation and it reduces overall performance... 1243 1244 //glIsVertexArray = (PFNGLISVERTEXARRAYOESPROC)loader("glIsVertexArrayOES"); // NOTE: Fails in WebGL, omitted 1245 1246 // Check instanced rendering support 1247 // Web ANGLE 1248 1249 // Standard EXT 1250 1251 // Check NPOT textures support 1252 // NOTE: Only check on OpenGL ES, OpenGL 3.3 has NPOT textures full support as core feature 1253 1254 // Check texture float support 1255 1256 // Check depth texture support 1257 1258 // WebGL requires unsized internal format 1259 1260 // Not available on WebGL 1261 // Not available on WebGL 1262 1263 // Check texture compression support: DXT 1264 1265 // Check texture compression support: ETC1 1266 1267 // Check texture compression support: ETC2/EAC 1268 1269 // Check texture compression support: PVR 1270 1271 // Check texture compression support: ASTC 1272 1273 // Check anisotropic texture filter support 1274 1275 // Check clamp mirror wrap mode support 1276 1277 // Free extensions pointers 1278 1279 // Duplicated string must be deallocated 1280 // GRAPHICS_API_OPENGL_ES2 1281 1282 // Check OpenGL information and capabilities 1283 //------------------------------------------------------------------------------ 1284 // Show current OpenGL and GLSL version 1285 1286 // NOTE: Anisotropy levels capability is an extension 1287 1288 // Show some OpenGL GPU capabilities 1289 1290 // GRAPHICS_API_OPENGL_43 1291 // RLGL_SHOW_GL_DETAILS_INFO 1292 1293 // Show some basic info about GL supported features 1294 1295 // RLGL_SHOW_GL_DETAILS_INFO 1296 1297 // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2 1298 1299 // Get current OpenGL version 1300 1301 // Set current framebuffer width 1302 1303 // Set current framebuffer height 1304 1305 // Get default framebuffer width 1306 1307 // Get default framebuffer height 1308 1309 // Get default internal texture (white texture) 1310 // NOTE: Default texture is a 1x1 pixel UNCOMPRESSED_R8G8B8A8 1311 1312 // Get default shader id 1313 1314 // Get default shader locs 1315 1316 // Render batch management 1317 //------------------------------------------------------------------------------------------------ 1318 // Load render batch 1319 1320 // Initialize CPU (RAM) vertex buffers (position, texcoord, color data and indexes) 1321 //-------------------------------------------------------------------------------------------- 1322 1323 // 3 float by vertex, 4 vertex by quad 1324 // 2 float by texcoord, 4 texcoord by quad 1325 // 4 float by color, 4 colors by quad 1326 1327 // 6 int by quad (indices) 1328 1329 // 6 int by quad (indices) 1330 1331 // Indices can be initialized right now 1332 1333 //-------------------------------------------------------------------------------------------- 1334 1335 // Upload to GPU (VRAM) vertex data and initialize VAOs/VBOs 1336 //-------------------------------------------------------------------------------------------- 1337 1338 // Initialize Quads VAO 1339 1340 // Quads - Vertex buffers binding and attributes enable 1341 // Vertex position buffer (shader-location = 0) 1342 1343 // Vertex texcoord buffer (shader-location = 1) 1344 1345 // Vertex color buffer (shader-location = 3) 1346 1347 // Fill index buffer 1348 1349 // Unbind the current VAO 1350 1351 //-------------------------------------------------------------------------------------------- 1352 1353 // Init draw calls tracking system 1354 //-------------------------------------------------------------------------------------------- 1355 1356 //batch.draws[i].vaoId = 0; 1357 //batch.draws[i].shaderId = 0; 1358 1359 //batch.draws[i].RLGL.State.projection = rlMatrixIdentity(); 1360 //batch.draws[i].RLGL.State.modelview = rlMatrixIdentity(); 1361 1362 // Record buffer count 1363 // Reset draws counter 1364 // Reset depth value 1365 //-------------------------------------------------------------------------------------------- 1366 1367 // Unload default internal buffers vertex data from CPU and GPU 1368 1369 // Unbind everything 1370 1371 // Unload all vertex buffers data 1372 1373 // Unbind VAO attribs data 1374 1375 // Delete VBOs from GPU (VRAM) 1376 1377 // Delete VAOs from GPU (VRAM) 1378 1379 // Free vertex arrays memory from CPU (RAM) 1380 1381 // Unload arrays 1382 1383 // Draw render batch 1384 // NOTE: We require a pointer to reset batch and increase current buffer (multi-buffer) 1385 1386 // Update batch vertex buffers 1387 //------------------------------------------------------------------------------------------------------------ 1388 // NOTE: If there is not vertex data, buffers doesn't need to be updated (vertexCount > 0) 1389 // TODO: If no data changed on the CPU arrays --> No need to re-update GPU arrays (use a change detector flag?) 1390 1391 // Activate elements VAO 1392 1393 // Vertex positions buffer 1394 1395 //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*4*batch->vertexBuffer[batch->currentBuffer].elementCount, batch->vertexBuffer[batch->currentBuffer].vertices, GL_DYNAMIC_DRAW); // Update all buffer 1396 1397 // Texture coordinates buffer 1398 1399 //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*4*batch->vertexBuffer[batch->currentBuffer].elementCount, batch->vertexBuffer[batch->currentBuffer].texcoords, GL_DYNAMIC_DRAW); // Update all buffer 1400 1401 // Colors buffer 1402 1403 //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*4*4*batch->vertexBuffer[batch->currentBuffer].elementCount, batch->vertexBuffer[batch->currentBuffer].colors, GL_DYNAMIC_DRAW); // Update all buffer 1404 1405 // NOTE: glMapBuffer() causes sync issue. 1406 // If GPU is working with this buffer, glMapBuffer() will wait(stall) until GPU to finish its job. 1407 // To avoid waiting (idle), you can call first glBufferData() with NULL pointer before glMapBuffer(). 1408 // If you do that, the previous data in PBO will be discarded and glMapBuffer() returns a new 1409 // allocated pointer immediately even if GPU is still working with the previous data. 1410 1411 // Another option: map the buffer object into client's memory 1412 // Probably this code could be moved somewhere else... 1413 // batch->vertexBuffer[batch->currentBuffer].vertices = (float *)glMapBuffer(GL_ARRAY_BUFFER, GL_READ_WRITE); 1414 // if (batch->vertexBuffer[batch->currentBuffer].vertices) 1415 // { 1416 // Update vertex data 1417 // } 1418 // glUnmapBuffer(GL_ARRAY_BUFFER); 1419 1420 // Unbind the current VAO 1421 1422 //------------------------------------------------------------------------------------------------------------ 1423 1424 // Draw batch vertex buffers (considering VR stereo if required) 1425 //------------------------------------------------------------------------------------------------------------ 1426 1427 // Setup current eye viewport (half screen width) 1428 1429 // Set current eye view offset to modelview matrix 1430 1431 // Set current eye projection matrix 1432 1433 // Draw buffers 1434 1435 // Set current shader and upload current MVP matrix 1436 1437 // Create modelview-projection matrix and upload to shader 1438 1439 // Bind vertex attrib: position (shader-location = 0) 1440 1441 // Bind vertex attrib: texcoord (shader-location = 1) 1442 1443 // Bind vertex attrib: color (shader-location = 3) 1444 1445 // Setup some default shader values 1446 1447 // Active default sampler2D: texture0 1448 1449 // Activate additional sampler textures 1450 // Those additional textures will be common for all draw calls of the batch 1451 1452 // Activate default sampler2D texture0 (one texture is always active for default batch shader) 1453 // NOTE: Batch system accumulates calls by texture0 changes, additional textures are enabled for all the draw calls 1454 1455 // Bind current draw call texture, activated as GL_TEXTURE0 and Bound to sampler2D texture0 by default 1456 1457 // We need to define the number of indices to be processed: elementCount*6 1458 // NOTE: The final parameter tells the GPU the offset in bytes from the 1459 // start of the index buffer to the location of the first index to process 1460 1461 // Unbind textures 1462 1463 // Unbind VAO 1464 1465 // Unbind shader program 1466 1467 // Restore viewport to default measures 1468 1469 //------------------------------------------------------------------------------------------------------------ 1470 1471 // Reset batch buffers 1472 //------------------------------------------------------------------------------------------------------------ 1473 // Reset vertex counter for next frame 1474 1475 // Reset depth for next draw 1476 1477 // Restore projection/modelview matrices 1478 1479 // Reset RLGL.currentBatch->draws array 1480 1481 // Reset active texture units for next batch 1482 1483 // Reset draws counter to one draw for the batch 1484 1485 //------------------------------------------------------------------------------------------------------------ 1486 1487 // Change to next buffer in the list (in case of multi-buffering) 1488 1489 // Set the active render batch for rlgl 1490 1491 // Update and draw internal render batch 1492 1493 // NOTE: Stereo rendering is checked inside 1494 1495 // Check internal buffer overflow for a given number of vertex 1496 // and force a rlRenderBatch draw call if required 1497 1498 // Store current primitive drawing mode and texture id 1499 1500 // NOTE: Stereo rendering is checked inside 1501 1502 // Restore state of last batch so we can continue adding vertices 1503 1504 // Textures data management 1505 //----------------------------------------------------------------------------------------- 1506 // Convert image data to OpenGL texture (returns OpenGL valid Id) 1507 1508 // Free any old binding 1509 1510 // Check texture format support by OpenGL 1.1 (compressed textures not supported) 1511 1512 // GRAPHICS_API_OPENGL_11 1513 1514 // Generate texture id 1515 1516 // Mipmap data offset, only used for tracelog 1517 1518 // NOTE: Added pointer math separately from function to avoid UBSAN complaining 1519 1520 // Load the different mipmap levels 1521 1522 // Increment offset position to next mipmap 1523 // Increment data pointer to next mipmap 1524 1525 // Security check for NPOT textures 1526 1527 // Texture parameters configuration 1528 // NOTE: glTexParameteri does NOT affect texture uploading, just the way it's used 1529 1530 // 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 1531 1532 // Set texture to repeat on x-axis 1533 // Set texture to repeat on y-axis 1534 1535 // NOTE: If using negative texture coordinates (LoadOBJ()), it does not work! 1536 // Set texture to clamp on x-axis 1537 // Set texture to clamp on y-axis 1538 1539 // Set texture to repeat on x-axis 1540 // Set texture to repeat on y-axis 1541 1542 // Magnification and minification filters 1543 // Alternative: GL_LINEAR 1544 // Alternative: GL_LINEAR 1545 1546 // Activate Trilinear filtering if mipmaps are available 1547 1548 // At this point we have the texture loaded in GPU and texture parameters configured 1549 1550 // NOTE: If mipmaps were not in data, they are not generated automatically 1551 1552 // Unbind current texture 1553 1554 // Load depth texture/renderbuffer (to be attached to fbo) 1555 // WARNING: OpenGL ES 2.0 requires GL_OES_depth_texture and WebGL requires WEBGL_depth_texture extensions 1556 1557 // In case depth textures not supported, we force renderbuffer usage 1558 1559 // NOTE: We let the implementation to choose the best bit-depth 1560 // Possible formats: GL_DEPTH_COMPONENT16, GL_DEPTH_COMPONENT24, GL_DEPTH_COMPONENT32 and GL_DEPTH_COMPONENT32F 1561 1562 // WARNING: WebGL platform requires unsized internal format definition (GL_DEPTH_COMPONENT) 1563 // while other platforms using OpenGL ES 2.0 require/support sized internal formats depending on the GPU capabilities 1564 1565 // Create the renderbuffer that will serve as the depth attachment for the framebuffer 1566 // NOTE: A renderbuffer is simpler than a texture and could offer better performance on embedded devices 1567 1568 // Load texture cubemap 1569 // NOTE: Cubemap data is expected to be 6 images in a single data array (one after the other), 1570 // expected the following convention: +X, -X, +Y, -Y, +Z, -Z 1571 1572 // Load cubemap faces 1573 1574 // Set cubemap texture sampling parameters 1575 1576 // Flag not supported on OpenGL ES 2.0 1577 1578 // Update already loaded texture in GPU with new data 1579 // NOTE: We don't know safely if internal texture format is the expected one... 1580 1581 // Get OpenGL internal formats and data type from raylib PixelFormat 1582 1583 // NOTE: on OpenGL ES 2.0 (WebGL), internalFormat must match format and options allowed are: GL_LUMINANCE, GL_RGB, GL_RGBA 1584 1585 // NOTE: Requires extension OES_texture_float 1586 // NOTE: Requires extension OES_texture_float 1587 // NOTE: Requires extension OES_texture_float 1588 1589 // defined(GRAPHICS_API_OPENGL_ES2) 1590 // NOTE: Requires extension OES_texture_half_float 1591 // NOTE: Requires extension OES_texture_half_float 1592 // NOTE: Requires extension OES_texture_half_float 1593 1594 // NOTE: Requires OpenGL ES 2.0 or OpenGL 4.3 1595 // NOTE: Requires OpenGL ES 3.0 or OpenGL 4.3 1596 // NOTE: Requires OpenGL ES 3.0 or OpenGL 4.3 1597 // NOTE: Requires PowerVR GPU 1598 // NOTE: Requires PowerVR GPU 1599 // NOTE: Requires OpenGL ES 3.1 or OpenGL 4.3 1600 // NOTE: Requires OpenGL ES 3.1 or OpenGL 4.3 1601 1602 // Unload texture from GPU memory 1603 1604 // Generate mipmap data for selected texture 1605 // NOTE: Only supports GPU mipmap generation 1606 1607 // Check if texture is power-of-two (POT) 1608 1609 //glHint(GL_GENERATE_MIPMAP_HINT, GL_DONT_CARE); // Hint for mipmaps generation algorithm: GL_FASTEST, GL_NICEST, GL_DONT_CARE 1610 // Generate mipmaps automatically 1611 1612 // Read texture pixel data 1613 1614 // NOTE: Using texture id, we can retrieve some texture info (but not on OpenGL ES 2.0) 1615 // Possible texture info: GL_TEXTURE_RED_SIZE, GL_TEXTURE_GREEN_SIZE, GL_TEXTURE_BLUE_SIZE, GL_TEXTURE_ALPHA_SIZE 1616 //int width, height, format; 1617 //glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_WIDTH, &width); 1618 //glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_HEIGHT, &height); 1619 //glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_INTERNAL_FORMAT, &format); 1620 1621 // 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. 1622 // Use glPixelStorei to modify padding with the GL_[UN]PACK_ALIGNMENT setting. 1623 // GL_PACK_ALIGNMENT affects operations that read from OpenGL memory (glReadPixels, glGetTexImage, etc.) 1624 // GL_UNPACK_ALIGNMENT affects operations that write to OpenGL memory (glTexImage, etc.) 1625 1626 // glGetTexImage() is not available on OpenGL ES 2.0 1627 // Texture width and height are required on OpenGL ES 2.0. There is no way to get it from texture id. 1628 // Two possible Options: 1629 // 1 - Bind texture to color fbo attachment and glReadPixels() 1630 // 2 - Create an fbo, activate it, render quad with texture, glReadPixels() 1631 // We are using Option 1, just need to care for texture format on retrieval 1632 // NOTE: This behaviour could be conditioned by graphic driver... 1633 1634 // Attach our texture to FBO 1635 1636 // We read data as RGBA because FBO texture is configured as RGBA, despite binding another texture format 1637 1638 // Clean up temporal fbo 1639 1640 // Read screen pixel data (color buffer) 1641 1642 // NOTE 1: glReadPixels returns image flipped vertically -> (0,0) is the bottom left corner of the framebuffer 1643 // NOTE 2: We are getting alpha channel! Be careful, it can be transparent if not cleared properly! 1644 1645 // Flip image vertically! 1646 1647 // Flip line 1648 1649 // Set alpha component value to 255 (no trasparent image retrieval) 1650 // NOTE: Alpha value has already been applied to RGB in framebuffer, we don't need it! 1651 1652 // NOTE: image data should be freed 1653 1654 // Framebuffer management (fbo) 1655 //----------------------------------------------------------------------------------------- 1656 // Load a framebuffer to be used for rendering 1657 // NOTE: No textures attached 1658 1659 // Create the framebuffer object 1660 // Unbind any framebuffer 1661 1662 // Attach color buffer texture to an fbo (unloads previous attachment) 1663 // NOTE: Attach type: 0-Color, 1-Depth renderbuffer, 2-Depth texture 1664 1665 // Verify render texture is complete 1666 1667 // Unload framebuffer from GPU memory 1668 // NOTE: All attached textures/cubemaps/renderbuffers are also deleted 1669 1670 // Query depth attachment to automatically delete texture/renderbuffer 1671 1672 // Bind framebuffer to query depth texture type 1673 1674 // TODO: Review warning retrieving object name in WebGL 1675 // WARNING: WebGL: INVALID_ENUM: getFramebufferAttachmentParameter: invalid parameter name 1676 // https://registry.khronos.org/webgl/specs/latest/1.0/ 1677 1678 // NOTE: If a texture object is deleted while its image is attached to the *currently bound* framebuffer, 1679 // the texture image is automatically detached from the currently bound framebuffer. 1680 1681 // Vertex data management 1682 //----------------------------------------------------------------------------------------- 1683 // Load a new attributes buffer 1684 1685 // Load a new attributes element buffer 1686 1687 // Enable vertex buffer (VBO) 1688 1689 // Disable vertex buffer (VBO) 1690 1691 // Enable vertex buffer element (VBO element) 1692 1693 // Disable vertex buffer element (VBO element) 1694 1695 // Update vertex buffer with new data 1696 // NOTE: dataSize and offset must be provided in bytes 1697 1698 // Update vertex buffer elements with new data 1699 // NOTE: dataSize and offset must be provided in bytes 1700 1701 // Enable vertex array object (VAO) 1702 1703 // Disable vertex array object (VAO) 1704 1705 // Enable vertex attribute index 1706 1707 // Disable vertex attribute index 1708 1709 // Draw vertex array 1710 1711 // Draw vertex array elements 1712 1713 // NOTE: Added pointer math separately from function to avoid UBSAN complaining 1714 1715 // Draw vertex array instanced 1716 1717 // Draw vertex array elements instanced 1718 1719 // NOTE: Added pointer math separately from function to avoid UBSAN complaining 1720 1721 // Enable vertex state pointer 1722 1723 //case GL_INDEX_ARRAY: if (buffer != NULL) glIndexPointer(GL_SHORT, 0, buffer); break; // Indexed colors 1724 1725 // Disable vertex state pointer 1726 1727 // Load vertex array object (VAO) 1728 1729 // Set vertex attribute 1730 1731 // Set vertex attribute divisor 1732 1733 // Unload vertex array object (VAO) 1734 1735 // Unload vertex buffer (VBO) 1736 1737 //TRACELOG(RL_LOG_INFO, "VBO: Unloaded vertex data from VRAM (GPU)"); 1738 1739 // Shaders management 1740 //----------------------------------------------------------------------------------------------- 1741 // Load shader from code strings 1742 // NOTE: If shader string is NULL, using default vertex/fragment shaders 1743 1744 // Compile vertex shader (if provided) 1745 1746 // In case no vertex shader was provided or compilation failed, we use default vertex shader 1747 1748 // Compile fragment shader (if provided) 1749 1750 // In case no fragment shader was provided or compilation failed, we use default fragment shader 1751 1752 // In case vertex and fragment shader are the default ones, no need to recompile, we can just assign the default shader program id 1753 1754 // One of or both shader are new, we need to compile a new shader program 1755 1756 // We can detach and delete vertex/fragment shaders (if not default ones) 1757 // NOTE: We detach shader before deletion to make sure memory is freed 1758 1759 // WARNING: Shader program linkage could fail and returned id is 0 1760 1761 // WARNING: Shader program linkage could fail and returned id is 0 1762 1763 // In case shader program loading failed, we assign default shader 1764 1765 // In case shader loading fails, we return the default shader 1766 1767 /* 1768 else 1769 { 1770 // Get available shader uniforms 1771 // NOTE: This information is useful for debug... 1772 int uniformCount = -1; 1773 glGetProgramiv(id, GL_ACTIVE_UNIFORMS, &uniformCount); 1774 1775 for (int i = 0; i < uniformCount; i++) 1776 { 1777 int namelen = -1; 1778 int num = -1; 1779 char name[256] = { 0 }; // Assume no variable names longer than 256 1780 GLenum type = GL_ZERO; 1781 1782 // Get the name of the uniforms 1783 glGetActiveUniform(id, i, sizeof(name) - 1, &namelen, &num, &type, name); 1784 1785 name[namelen] = 0; 1786 TRACELOGD("SHADER: [ID %i] Active uniform (%s) set at location: %i", id, name, glGetUniformLocation(id, name)); 1787 } 1788 } 1789 */ 1790 1791 // Compile custom shader and return shader id 1792 1793 //case GL_GEOMETRY_SHADER: 1794 1795 //case GL_GEOMETRY_SHADER: 1796 1797 // Load custom shader strings and return program id 1798 1799 // NOTE: Default attribute shader locations must be Bound before linking 1800 1801 // NOTE: If some attrib name is no found on the shader, it locations becomes -1 1802 1803 // NOTE: All uniform variables are intitialised to 0 when a program links 1804 1805 // Get the size of compiled shader program (not available on OpenGL ES 2.0) 1806 // NOTE: If GL_LINK_STATUS is GL_FALSE, program binary length is zero. 1807 //GLint binarySize = 0; 1808 //glGetProgramiv(id, GL_PROGRAM_BINARY_LENGTH, &binarySize); 1809 1810 // Unload shader program 1811 1812 // Get shader location uniform 1813 1814 //if (location == -1) TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Failed to find shader uniform: %s", shaderId, uniformName); 1815 //else TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Shader uniform (%s) set at location: %i", shaderId, uniformName, location); 1816 1817 // Get shader location attribute 1818 1819 //if (location == -1) TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Failed to find shader attribute: %s", shaderId, attribName); 1820 //else TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Shader attribute (%s) set at location: %i", shaderId, attribName, location); 1821 1822 // Set shader value uniform 1823 1824 // Set shader value attribute 1825 1826 // Set shader value uniform matrix 1827 1828 // Set shader value uniform sampler 1829 1830 // Check if texture is already active 1831 1832 // Register a new active texture for the internal batch system 1833 // NOTE: Default texture is always activated as GL_TEXTURE0 1834 1835 // Activate new texture unit 1836 // Save texture id for binding on drawing 1837 1838 // Set shader currently active (id and locations) 1839 1840 // Load compute shader program 1841 1842 // NOTE: All uniform variables are intitialised to 0 when a program links 1843 1844 // Get the size of compiled shader program (not available on OpenGL ES 2.0) 1845 // NOTE: If GL_LINK_STATUS is GL_FALSE, program binary length is zero. 1846 //GLint binarySize = 0; 1847 //glGetProgramiv(id, GL_PROGRAM_BINARY_LENGTH, &binarySize); 1848 1849 // Dispatch compute shader (equivalent to *draw* for graphics pilepine) 1850 1851 // Load shader storage buffer object (SSBO) 1852 1853 // Clear buffer data to 0 1854 1855 // Unload shader storage buffer object (SSBO) 1856 1857 // Update SSBO buffer data 1858 1859 // Get SSBO buffer size 1860 1861 // Read SSBO buffer data (GPU->CPU) 1862 1863 // Bind SSBO buffer 1864 1865 // Copy SSBO buffer data 1866 1867 // Bind image texture 1868 1869 // Matrix state management 1870 //----------------------------------------------------------------------------------------- 1871 // Get internal modelview matrix 1872 1873 // Get internal projection matrix 1874 1875 // Get internal accumulated transform matrix 1876 1877 // TODO: Consider possible transform matrices in the RLGL.State.stack 1878 // Is this the right order? or should we start with the first stored matrix instead of the last one? 1879 //Matrix matStackTransform = rlMatrixIdentity(); 1880 //for (int i = RLGL.State.stackCounter; i > 0; i--) matStackTransform = rlMatrixMultiply(RLGL.State.stack[i], matStackTransform); 1881 1882 // Get internal projection matrix for stereo render (selected eye) 1883 1884 // Get internal view offset matrix for stereo render (selected eye) 1885 1886 // Set a custom modelview matrix (replaces internal modelview matrix) 1887 1888 // Set a custom projection matrix (replaces internal projection matrix) 1889 1890 // Set eyes projection matrices for stereo rendering 1891 1892 // Set eyes view offsets matrices for stereo rendering 1893 1894 // Load and draw a quad in NDC 1895 1896 // Positions Texcoords 1897 1898 // Gen VAO to contain VBO 1899 1900 // Gen and fill vertex buffer (VBO) 1901 1902 // Bind vertex attributes (position, texcoords) 1903 1904 // Positions 1905 1906 // Texcoords 1907 1908 // Draw quad 1909 1910 // Delete buffers (VBO and VAO) 1911 1912 // Load and draw a cube in NDC 1913 1914 // Positions Normals Texcoords 1915 1916 // Gen VAO to contain VBO 1917 1918 // Gen and fill vertex buffer (VBO) 1919 1920 // Bind vertex attributes (position, normals, texcoords) 1921 1922 // Positions 1923 1924 // Normals 1925 1926 // Texcoords 1927 1928 // Draw cube 1929 1930 // Delete VBO and VAO 1931 1932 // Get name string for pixel format 1933 1934 // 8 bit per pixel (no alpha) 1935 // 8*2 bpp (2 channels) 1936 // 16 bpp 1937 // 24 bpp 1938 // 16 bpp (1 bit alpha) 1939 // 16 bpp (4 bit alpha) 1940 // 32 bpp 1941 // 32 bpp (1 channel - float) 1942 // 32*3 bpp (3 channels - float) 1943 // 32*4 bpp (4 channels - float) 1944 // 16 bpp (1 channel - half float) 1945 // 16*3 bpp (3 channels - half float) 1946 // 16*4 bpp (4 channels - half float) 1947 // 4 bpp (no alpha) 1948 // 4 bpp (1 bit alpha) 1949 // 8 bpp 1950 // 8 bpp 1951 // 4 bpp 1952 // 4 bpp 1953 // 8 bpp 1954 // 4 bpp 1955 // 4 bpp 1956 // 8 bpp 1957 // 2 bpp 1958 1959 //---------------------------------------------------------------------------------- 1960 // Module specific Functions Definition 1961 //---------------------------------------------------------------------------------- 1962 1963 // Load default shader (just vertex positioning and texture coloring) 1964 // NOTE: This shader program is used for internal buffers 1965 // NOTE: Loaded: RLGL.State.defaultShaderId, RLGL.State.defaultShaderLocs 1966 1967 // NOTE: All locations must be reseted to -1 (no location) 1968 1969 // Vertex shader directly defined, no external file required 1970 1971 // Precision required for OpenGL ES2 (WebGL) (on some browsers) 1972 1973 // Fragment shader directly defined, no external file required 1974 1975 // Precision required for OpenGL ES2 (WebGL) 1976 1977 // NOTE: Compiled vertex/fragment shaders are not deleted, 1978 // they are kept for re-use as default shaders in case some shader loading fails 1979 // Compile default vertex shader 1980 // Compile default fragment shader 1981 1982 // Set default shader locations: attributes locations 1983 1984 // Set default shader locations: uniform locations 1985 1986 // Unload default shader 1987 // NOTE: Unloads: RLGL.State.defaultShaderId, RLGL.State.defaultShaderLocs 1988 1989 // Get compressed format official GL identifier name 1990 1991 // GL_EXT_texture_compression_s3tc 1992 1993 // GL_3DFX_texture_compression_FXT1 1994 1995 // GL_IMG_texture_compression_pvrtc 1996 1997 // GL_OES_compressed_ETC1_RGB8_texture 1998 1999 // GL_ARB_texture_compression_rgtc 2000 2001 // GL_ARB_texture_compression_bptc 2002 2003 // GL_ARB_ES3_compatibility 2004 2005 // GL_KHR_texture_compression_astc_hdr 2006 2007 // RLGL_SHOW_GL_DETAILS_INFO 2008 2009 // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2 2010 2011 // Get pixel data size in bytes (image or texture) 2012 // NOTE: Size depends on pixel format 2013 2014 // Size in bytes 2015 // Bits per pixel 2016 2017 // Total data size in bytes 2018 2019 // Most compressed formats works on 4x4 blocks, 2020 // if texture is smaller, minimum dataSize is 8 or 16 2021 2022 // Auxiliar math functions 2023 2024 // Get identity matrix 2025 2026 // Get two matrix multiplication 2027 // NOTE: When multiplying matrices... the order matters! 2028 2029 // RLGL_IMPLEMENTATION