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Update Raylib to 3.7.0

Soaku 4 년 전
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1a5b81556f
4개의 변경된 파일2123개의 추가작업 그리고 487개의 파일을 삭제
  1. 348 326
      source/raylib.d
  2. 157 92
      source/raymath.d
  3. 62 0
      source/raymathext.d
  4. 1556 69
      source/rlgl.d

파일 크기가 너무 크기때문에 변경 상태를 표시하지 않습니다.
+ 348 - 326
source/raylib.d


+ 157 - 92
source/raymath.d

@@ -1,7 +1,6 @@
 module raymath;
 
 import raylib;
-
 /**********************************************************************************************
 *
 *   raymath v1.2 - Math functions to work with Vector3, Matrix and Quaternions
@@ -24,7 +23,7 @@ import raylib;
 *
 *   LICENSE: zlib/libpng
 *
-*   Copyright (c) 2015-2020 Ramon Santamaria (@raysan5)
+*   Copyright (c) 2015-2021 Ramon Santamaria (@raysan5)
 *
 *   This software is provided "as-is", without any express or implied warranty. In no event
 *   will the authors be held liable for any damages arising from the use of this software.
@@ -43,7 +42,7 @@ import raylib;
 *
 **********************************************************************************************/
 
-extern (C):
+extern (C) @nogc nothrow:
 
 //#define RAYMATH_STANDALONE      // NOTE: To use raymath as standalone lib, just uncomment this line
 //#define RAYMATH_HEADER_ONLY     // NOTE: To compile functions as static inline, uncomment this line
@@ -86,6 +85,8 @@ extern (D) auto Vector3ToFloat(T)(auto ref T vec)
 
 // Vector3 type
 
+// Vector4 type
+
 // Quaternion type
 
 // Matrix type (OpenGL style 4x4 - right handed, column major)
@@ -108,147 +109,176 @@ struct float16
 //----------------------------------------------------------------------------------
 
 // Clamp float value
-float Clamp (float value, float min, float max);
+float Clamp(float value, float min, float max);
 
 // Calculate linear interpolation between two floats
-float Lerp (float start, float end, float amount);
+float Lerp(float start, float end, float amount);
+
+// Normalize input value within input range
+float Normalize(float value, float start, float end);
+
+// Remap input value within input range to output range
+float Remap(
+    float value,
+    float inputStart,
+    float inputEnd,
+    float outputStart,
+    float outputEnd);
 
 //----------------------------------------------------------------------------------
 // Module Functions Definition - Vector2 math
 //----------------------------------------------------------------------------------
 
 // Vector with components value 0.0f
-Vector2 Vector2Zero ();
+Vector2 Vector2Zero();
 
 // Vector with components value 1.0f
-Vector2 Vector2One ();
+Vector2 Vector2One();
 
 // Add two vectors (v1 + v2)
-Vector2 Vector2Add (Vector2 v1, Vector2 v2);
+Vector2 Vector2Add(Vector2 v1, Vector2 v2);
+
+// Add vector and float value
+Vector2 Vector2AddValue(Vector2 v, float add);
 
 // Subtract two vectors (v1 - v2)
-Vector2 Vector2Subtract (Vector2 v1, Vector2 v2);
+Vector2 Vector2Subtract(Vector2 v1, Vector2 v2);
+
+// Subtract vector by float value
+Vector2 Vector2SubtractValue(Vector2 v, float sub);
 
 // Calculate vector length
-float Vector2Length (Vector2 v);
+float Vector2Length(Vector2 v);
+
+// Calculate vector square length
+float Vector2LengthSqr(Vector2 v);
 
 // Calculate two vectors dot product
-float Vector2DotProduct (Vector2 v1, Vector2 v2);
+float Vector2DotProduct(Vector2 v1, Vector2 v2);
 
 // Calculate distance between two vectors
-float Vector2Distance (Vector2 v1, Vector2 v2);
+float Vector2Distance(Vector2 v1, Vector2 v2);
 
 // Calculate angle from two vectors in X-axis
-float Vector2Angle (Vector2 v1, Vector2 v2);
+float Vector2Angle(Vector2 v1, Vector2 v2);
 
 // Scale vector (multiply by value)
-Vector2 Vector2Scale (Vector2 v, float scale);
+Vector2 Vector2Scale(Vector2 v, float scale);
 
 // Multiply vector by vector
-Vector2 Vector2MultiplyV (Vector2 v1, Vector2 v2);
+Vector2 Vector2Multiply(Vector2 v1, Vector2 v2);
 
 // Negate vector
-Vector2 Vector2Negate (Vector2 v);
-
-// Divide vector by a float value
-Vector2 Vector2Divide (Vector2 v, float div);
+Vector2 Vector2Negate(Vector2 v);
 
 // Divide vector by vector
-Vector2 Vector2DivideV (Vector2 v1, Vector2 v2);
+Vector2 Vector2Divide(Vector2 v1, Vector2 v2);
 
 // Normalize provided vector
-Vector2 Vector2Normalize (Vector2 v);
+Vector2 Vector2Normalize(Vector2 v);
 
 // Calculate linear interpolation between two vectors
-Vector2 Vector2Lerp (Vector2 v1, Vector2 v2, float amount);
+Vector2 Vector2Lerp(Vector2 v1, Vector2 v2, float amount);
+
+// Calculate reflected vector to normal
+Vector2 Vector2Reflect(Vector2 v, Vector2 normal);
 
 // Rotate Vector by float in Degrees.
-Vector2 Vector2Rotate (Vector2 v, float degs);
+Vector2 Vector2Rotate(Vector2 v, float degs);
+
+// Move Vector towards target
+Vector2 Vector2MoveTowards(Vector2 v, Vector2 target, float maxDistance);
 
 //----------------------------------------------------------------------------------
 // Module Functions Definition - Vector3 math
 //----------------------------------------------------------------------------------
 
 // Vector with components value 0.0f
-Vector3 Vector3Zero ();
+Vector3 Vector3Zero();
 
 // Vector with components value 1.0f
-Vector3 Vector3One ();
+Vector3 Vector3One();
 
 // Add two vectors
-Vector3 Vector3Add (Vector3 v1, Vector3 v2);
+Vector3 Vector3Add(Vector3 v1, Vector3 v2);
+
+// Add vector and float value
+Vector3 Vector3AddValue(Vector3 v, float add);
 
 // Subtract two vectors
-Vector3 Vector3Subtract (Vector3 v1, Vector3 v2);
+Vector3 Vector3Subtract(Vector3 v1, Vector3 v2);
+
+// Subtract vector by float value
+Vector3 Vector3SubtractValue(Vector3 v, float sub);
 
 // Multiply vector by scalar
-Vector3 Vector3Scale (Vector3 v, float scalar);
+Vector3 Vector3Scale(Vector3 v, float scalar);
 
 // Multiply vector by vector
-Vector3 Vector3Multiply (Vector3 v1, Vector3 v2);
+Vector3 Vector3Multiply(Vector3 v1, Vector3 v2);
 
 // Calculate two vectors cross product
-Vector3 Vector3CrossProduct (Vector3 v1, Vector3 v2);
+Vector3 Vector3CrossProduct(Vector3 v1, Vector3 v2);
 
 // Calculate one vector perpendicular vector
-Vector3 Vector3Perpendicular (Vector3 v);
+Vector3 Vector3Perpendicular(Vector3 v);
 
 // Calculate vector length
-float Vector3Length (const Vector3 v);
+float Vector3Length(const Vector3 v);
+
+// Calculate vector square length
+float Vector3LengthSqr(const Vector3 v);
 
 // Calculate two vectors dot product
-float Vector3DotProduct (Vector3 v1, Vector3 v2);
+float Vector3DotProduct(Vector3 v1, Vector3 v2);
 
 // Calculate distance between two vectors
-float Vector3Distance (Vector3 v1, Vector3 v2);
+float Vector3Distance(Vector3 v1, Vector3 v2);
 
 // Negate provided vector (invert direction)
-Vector3 Vector3Negate (Vector3 v);
-
-// Divide vector by a float value
-Vector3 Vector3Divide (Vector3 v, float div);
+Vector3 Vector3Negate(Vector3 v);
 
 // Divide vector by vector
-Vector3 Vector3DivideV (Vector3 v1, Vector3 v2);
+Vector3 Vector3Divide(Vector3 v1, Vector3 v2);
 
 // Normalize provided vector
-Vector3 Vector3Normalize (Vector3 v);
+Vector3 Vector3Normalize(Vector3 v);
 
 // Orthonormalize provided vectors
 // Makes vectors normalized and orthogonal to each other
 // Gram-Schmidt function implementation
-void Vector3OrthoNormalize (Vector3* v1, Vector3* v2);
+void Vector3OrthoNormalize(Vector3* v1, Vector3* v2);
 
 // Transforms a Vector3 by a given Matrix
-Vector3 Vector3Transform (Vector3 v, Matrix mat);
+Vector3 Vector3Transform(Vector3 v, Matrix mat);
 
 // Transform a vector by quaternion rotation
-Vector3 Vector3RotateByQuaternion (Vector3 v, Quaternion q);
+Vector3 Vector3RotateByQuaternion(Vector3 v, Quaternion q);
 
 // Calculate linear interpolation between two vectors
-Vector3 Vector3Lerp (Vector3 v1, Vector3 v2, float amount);
+Vector3 Vector3Lerp(Vector3 v1, Vector3 v2, float amount);
 
 // Calculate reflected vector to normal
 
 // I is the original vector
 // N is the normal of the incident plane
 // R = I - (2*N*( DotProduct[ I,N] ))
-Vector3 Vector3Reflect (Vector3 v, Vector3 normal);
+Vector3 Vector3Reflect(Vector3 v, Vector3 normal);
 
 // Return min value for each pair of components
-Vector3 Vector3Min (Vector3 v1, Vector3 v2);
+Vector3 Vector3Min(Vector3 v1, Vector3 v2);
 
 // Return max value for each pair of components
-Vector3 Vector3Max (Vector3 v1, Vector3 v2);
+Vector3 Vector3Max(Vector3 v1, Vector3 v2);
 
 // Compute barycenter coordinates (u, v, w) for point p with respect to triangle (a, b, c)
 // NOTE: Assumes P is on the plane of the triangle
 
 //Vector v0 = b - a, v1 = c - a, v2 = p - a;
-Vector3 Vector3Barycenter (Vector3 p, Vector3 a, Vector3 b, Vector3 c);
+Vector3 Vector3Barycenter(Vector3 p, Vector3 a, Vector3 b, Vector3 c);
 
 // Returns Vector3 as float array
-float3 Vector3ToFloatV (Vector3 v);
+float3 Vector3ToFloatV(Vector3 v);
 
 //----------------------------------------------------------------------------------
 // Module Functions Definition - Matrix math
@@ -257,61 +287,64 @@ float3 Vector3ToFloatV (Vector3 v);
 // Compute matrix determinant
 
 // Cache the matrix values (speed optimization)
-float MatrixDeterminant (Matrix mat);
+float MatrixDeterminant(Matrix mat);
 
 // Returns the trace of the matrix (sum of the values along the diagonal)
-float MatrixTrace (Matrix mat);
+float MatrixTrace(Matrix mat);
 
 // Transposes provided matrix
-Matrix MatrixTranspose (Matrix mat);
+Matrix MatrixTranspose(Matrix mat);
 
 // Invert provided matrix
 
 // Cache the matrix values (speed optimization)
 
 // Calculate the invert determinant (inlined to avoid double-caching)
-Matrix MatrixInvert (Matrix mat);
+Matrix MatrixInvert(Matrix mat);
 
 // Normalize provided matrix
-Matrix MatrixNormalize (Matrix mat);
+Matrix MatrixNormalize(Matrix mat);
 
 // Returns identity matrix
-Matrix MatrixIdentity ();
+Matrix MatrixIdentity();
 
 // Add two matrices
-Matrix MatrixAdd (Matrix left, Matrix right);
+Matrix MatrixAdd(Matrix left, Matrix right);
 
 // Subtract two matrices (left - right)
-Matrix MatrixSubtract (Matrix left, Matrix right);
+Matrix MatrixSubtract(Matrix left, Matrix right);
+
+// Returns two matrix multiplication
+// NOTE: When multiplying matrices... the order matters!
+Matrix MatrixMultiply(Matrix left, Matrix right);
 
 // Returns translation matrix
-Matrix MatrixTranslate (float x, float y, float z);
+Matrix MatrixTranslate(float x, float y, float z);
 
 // Create rotation matrix from axis and angle
 // NOTE: Angle should be provided in radians
-Matrix MatrixRotate (Vector3 axis, float angle);
-
-// Returns xyz-rotation matrix (angles in radians)
-Matrix MatrixRotateXYZ (Vector3 ang);
+Matrix MatrixRotate(Vector3 axis, float angle);
 
 // Returns x-rotation matrix (angle in radians)
-Matrix MatrixRotateX (float angle);
+Matrix MatrixRotateX(float angle);
 
 // Returns y-rotation matrix (angle in radians)
-Matrix MatrixRotateY (float angle);
+Matrix MatrixRotateY(float angle);
 
 // Returns z-rotation matrix (angle in radians)
-Matrix MatrixRotateZ (float angle);
+Matrix MatrixRotateZ(float angle);
 
-// Returns scaling matrix
-Matrix MatrixScale (float x, float y, float z);
+// Returns xyz-rotation matrix (angles in radians)
+Matrix MatrixRotateXYZ(Vector3 ang);
 
-// Returns two matrix multiplication
-// NOTE: When multiplying matrices... the order matters!
-Matrix MatrixMultiply (Matrix left, Matrix right);
+// Returns zyx-rotation matrix (angles in radians)
+Matrix MatrixRotateZYX(Vector3 ang);
+
+// Returns scaling matrix
+Matrix MatrixScale(float x, float y, float z);
 
 // Returns perspective projection matrix
-Matrix MatrixFrustum (
+Matrix MatrixFrustum(
     double left,
     double right,
     double bottom,
@@ -321,10 +354,10 @@ Matrix MatrixFrustum (
 
 // Returns perspective projection matrix
 // NOTE: Angle should be provided in radians
-Matrix MatrixPerspective (double fovy, double aspect, double near, double far);
+Matrix MatrixPerspective(double fovy, double aspect, double near, double far);
 
 // Returns orthographic projection matrix
-Matrix MatrixOrtho (
+Matrix MatrixOrtho(
     double left,
     double right,
     double bottom,
@@ -333,38 +366,56 @@ Matrix MatrixOrtho (
     double far);
 
 // Returns camera look-at matrix (view matrix)
-Matrix MatrixLookAt (Vector3 eye, Vector3 target, Vector3 up);
+Matrix MatrixLookAt(Vector3 eye, Vector3 target, Vector3 up);
 
 // Returns float array of matrix data
-float16 MatrixToFloatV (Matrix mat);
+float16 MatrixToFloatV(Matrix mat);
 
 //----------------------------------------------------------------------------------
 // Module Functions Definition - Quaternion math
 //----------------------------------------------------------------------------------
 
+// Add two quaternions
+Quaternion QuaternionAdd(Quaternion q1, Quaternion q2);
+
+// Add quaternion and float value
+Quaternion QuaternionAddValue(Quaternion q, float add);
+
+// Subtract two quaternions
+Quaternion QuaternionSubtract(Quaternion q1, Quaternion q2);
+
+// Subtract quaternion and float value
+Quaternion QuaternionSubtractValue(Quaternion q, float sub);
+
 // Returns identity quaternion
-Quaternion QuaternionIdentity ();
+Quaternion QuaternionIdentity();
 
 // Computes the length of a quaternion
-float QuaternionLength (Quaternion q);
+float QuaternionLength(Quaternion q);
 
 // Normalize provided quaternion
-Quaternion QuaternionNormalize (Quaternion q);
+Quaternion QuaternionNormalize(Quaternion q);
 
 // Invert provided quaternion
-Quaternion QuaternionInvert (Quaternion q);
+Quaternion QuaternionInvert(Quaternion q);
 
 // Calculate two quaternion multiplication
-Quaternion QuaternionMultiply (Quaternion q1, Quaternion q2);
+Quaternion QuaternionMultiply(Quaternion q1, Quaternion q2);
+
+// Scale quaternion by float value
+Quaternion QuaternionScale(Quaternion q, float mul);
+
+// Divide two quaternions
+Quaternion QuaternionDivide(Quaternion q1, Quaternion q2);
 
 // Calculate linear interpolation between two quaternions
-Quaternion QuaternionLerp (Quaternion q1, Quaternion q2, float amount);
+Quaternion QuaternionLerp(Quaternion q1, Quaternion q2, float amount);
 
 // Calculate slerp-optimized interpolation between two quaternions
-Quaternion QuaternionNlerp (Quaternion q1, Quaternion q2, float amount);
+Quaternion QuaternionNlerp(Quaternion q1, Quaternion q2, float amount);
 
 // Calculates spherical linear interpolation between two quaternions
-Quaternion QuaternionSlerp (Quaternion q1, Quaternion q2, float amount);
+Quaternion QuaternionSlerp(Quaternion q1, Quaternion q2, float amount);
 
 // Calculate quaternion based on the rotation from one vector to another
 
@@ -374,26 +425,29 @@ Quaternion QuaternionSlerp (Quaternion q1, Quaternion q2, float amount);
 
 // Above lines are equivalent to:
 //Quaternion result = QuaternionNlerp(q, QuaternionIdentity(), 0.5f);
-Quaternion QuaternionFromVector3ToVector3 (Vector3 from, Vector3 to);
+Quaternion QuaternionFromVector3ToVector3(Vector3 from, Vector3 to);
 
 // Returns a quaternion for a given rotation matrix
-Quaternion QuaternionFromMatrix (Matrix mat);
+Quaternion QuaternionFromMatrix(Matrix mat);
 
 // Returns a matrix for a given quaternion
-Matrix QuaternionToMatrix (Quaternion q);
+
+//, d2=2*(q.w*q.w);
+Matrix QuaternionToMatrix(Quaternion q);
 
 // Returns rotation quaternion for an angle and axis
 // NOTE: angle must be provided in radians
-Quaternion QuaternionFromAxisAngle (Vector3 axis, float angle);
+Quaternion QuaternionFromAxisAngle(Vector3 axis, float angle);
 
 // Returns the rotation angle and axis for a given quaternion
 
 // This occurs when the angle is zero.
 // Not a problem: just set an arbitrary normalized axis.
-void QuaternionToAxisAngle (Quaternion q, Vector3* outAxis, float* outAngle);
+void QuaternionToAxisAngle(Quaternion q, Vector3* outAxis, float* outAngle);
 
-// Returns he quaternion equivalent to Euler angles
-Quaternion QuaternionFromEuler (float roll, float pitch, float yaw);
+// Returns the quaternion equivalent to Euler angles
+// NOTE: Rotation order is ZYX
+Quaternion QuaternionFromEuler(float pitch, float yaw, float roll);
 
 // Return the Euler angles equivalent to quaternion (roll, pitch, yaw)
 // NOTE: Angles are returned in a Vector3 struct in degrees
@@ -403,9 +457,20 @@ Quaternion QuaternionFromEuler (float roll, float pitch, float yaw);
 // pitch (y-axis rotation)
 
 // yaw (z-axis rotation)
-Vector3 QuaternionToEuler (Quaternion q);
+Vector3 QuaternionToEuler(Quaternion q);
 
 // Transform a quaternion given a transformation matrix
-Quaternion QuaternionTransform (Quaternion q, Matrix mat);
+Quaternion QuaternionTransform(Quaternion q, Matrix mat);
+
+// Projects a Vector3 from screen space into object space
+
+// Calculate unproject matrix (multiply view patrix by projection matrix) and invert it
+
+// Create quaternion from source point
+
+// Multiply quat point by unproject matrix
+
+// Normalized world points in vectors
+Vector3 Vector3Unproject(Vector3 source, Matrix projection, Matrix view);
 
 // RAYMATH_H

+ 62 - 0
source/raymathext.d

@@ -5,6 +5,68 @@ import std.math;
 
 pragma(inline, true):
 
+// Bivector2 type
+struct Bivector2
+{
+    float xy = 0.0f;
+    alias xy this;
+    mixin Linear;
+}
+
+// Bivector3 type
+/// Beware of the field order
+/// xy is the first field
+struct Bivector3
+{
+    float xy = 0.0f;
+    float yz = 0.0f;
+    float zx = 0.0f;
+    mixin Linear;
+}
+
+// Rotor type
+struct Rotor3
+{
+    float a = 1.0f;
+    float xy = 0.0f;
+    float yz = 0.0f;
+    float zx = 0.0f;
+    mixin Linear;
+
+    alias i = yz;
+    alias j = zx;
+    alias k = xy;
+
+    @property Bivector3 b()
+    {
+        return Bivector3(xy, yz, zx);
+    }
+
+    @property Bivector3 b(Bivector3 _b)
+    {
+        xy = _b.xy;
+        yz = _b.yz;
+        zx = _b.zx;
+        return _b;
+    }
+
+    this(float _a, Bivector3 _b)
+    {
+        a = _a;
+        b = _b;
+    }
+
+    this(float _a, float _xy, float _yz, float _zx)
+    {
+        a = _a;
+        xy = _xy;
+        yz = _yz;
+        zx = _zx;
+    }
+}
+
+alias Matrix4 = Matrix;
+
 version (unittest)
 {
     import fluent.asserts;

+ 1556 - 69
source/rlgl.d

@@ -1,19 +1,347 @@
 module rlgl;
 
 import raylib;
+/**********************************************************************************************
+*
+*   rlgl v3.7 - raylib OpenGL abstraction layer
+*
+*   rlgl is a wrapper for multiple OpenGL versions (1.1, 2.1, 3.3 Core, ES 2.0) to
+*   pseudo-OpenGL 1.1 style functions (rlVertex, rlTranslate, rlRotate...).
+*
+*   When chosing an OpenGL version greater than OpenGL 1.1, rlgl stores vertex data on internal
+*   VBO buffers (and VAOs if available). It requires calling 3 functions:
+*       rlglInit()  - Initialize internal buffers and auxiliary resources
+*       rlglClose() - De-initialize internal buffers data and other auxiliar resources
+*
+*   CONFIGURATION:
+*
+*   #define GRAPHICS_API_OPENGL_11
+*   #define GRAPHICS_API_OPENGL_21
+*   #define GRAPHICS_API_OPENGL_33
+*   #define GRAPHICS_API_OPENGL_ES2
+*       Use selected OpenGL graphics backend, should be supported by platform
+*       Those preprocessor defines are only used on rlgl module, if OpenGL version is
+*       required by any other module, use rlGetVersion() to check it
+*
+*   #define RLGL_IMPLEMENTATION
+*       Generates the implementation of the library into the included file.
+*       If not defined, the library is in header only mode and can be included in other headers
+*       or source files without problems. But only ONE file should hold the implementation.
+*
+*   #define RLGL_STANDALONE
+*       Use rlgl as standalone library (no raylib dependency)
+*
+*   #define SUPPORT_GL_DETAILS_INFO
+*       Show OpenGL extensions and capabilities detailed logs on init
+*
+*   DEPENDENCIES:
+*       raymath     - 3D math functionality (Vector3, Matrix, Quaternion)
+*       GLAD        - OpenGL extensions loading (OpenGL 3.3 Core only)
+*
+*
+*   LICENSE: zlib/libpng
+*
+*   Copyright (c) 2014-2021 Ramon Santamaria (@raysan5)
+*
+*   This software is provided "as-is", without any express or implied warranty. In no event
+*   will the authors be held liable for any damages arising from the use of this software.
+*
+*   Permission is granted to anyone to use this software for any purpose, including commercial
+*   applications, and to alter it and redistribute it freely, subject to the following restrictions:
+*
+*     1. The origin of this software must not be misrepresented; you must not claim that you
+*     wrote the original software. If you use this software in a product, an acknowledgment
+*     in the product documentation would be appreciated but is not required.
+*
+*     2. Altered source versions must be plainly marked as such, and must not be misrepresented
+*     as being the original software.
+*
+*     3. This notice may not be removed or altered from any source distribution.
+*
+**********************************************************************************************/
 
 extern (C) @nogc nothrow:
+
+// We are building or using rlgl as a static library (or Linux shared library)
+
+// We are building raylib as a Win32 shared library (.dll)
+
+// We are using raylib as a Win32 shared library (.dll)
+
+// Support TRACELOG macros
+
+// Allow custom memory allocators
+
+// Required for: Shader, Texture2D
+
+// Required for: Vector3, Matrix
+
+// Security check in case no GRAPHICS_API_OPENGL_* defined
+
+// Security check in case multiple GRAPHICS_API_OPENGL_* defined
+
+// OpenGL 2.1 uses most of OpenGL 3.3 Core functionality
+// WARNING: Specific parts are checked with #if defines
+
+//----------------------------------------------------------------------------------
+// Defines and Macros
+//----------------------------------------------------------------------------------
+// Default internal render batch limits
+
+// This is the maximum amount of elements (quads) per batch
+// NOTE: Be careful with text, every letter maps to a quad
+enum DEFAULT_BATCH_BUFFER_ELEMENTS = 8192;
+
+// We reduce memory sizes for embedded systems (RPI and HTML5)
+// NOTE: On HTML5 (emscripten) this is allocated on heap,
+// by default it's only 16MB!...just take care...
+
+enum DEFAULT_BATCH_BUFFERS = 1; // Default number of batch buffers (multi-buffering)
+
+enum DEFAULT_BATCH_DRAWCALLS = 256; // Default number of batch draw calls (by state changes: mode, texture)
+
+enum MAX_BATCH_ACTIVE_TEXTURES = 4; // Maximum number of additional textures that can be activated on batch drawing (SetShaderValueTexture())
+
+// Internal Matrix stack
+
+enum MAX_MATRIX_STACK_SIZE = 32; // Maximum size of Matrix stack
+
+// Vertex buffers id limit
+
+enum MAX_MESH_VERTEX_BUFFERS = 7; // Maximum vertex buffers (VBO) per mesh
+
+// Shader and material limits
+
+enum MAX_SHADER_LOCATIONS = 32; // Maximum number of shader locations supported
+
+enum MAX_MATERIAL_MAPS = 12; // Maximum number of shader maps supported
+
+// Projection matrix culling
+
+enum RL_CULL_DISTANCE_NEAR = 0.01; // Default near cull distance
+
+enum RL_CULL_DISTANCE_FAR = 1000.0; // Default far cull distance
+
+// Texture parameters (equivalent to OpenGL defines)
+enum RL_TEXTURE_WRAP_S = 0x2802; // GL_TEXTURE_WRAP_S
+enum RL_TEXTURE_WRAP_T = 0x2803; // GL_TEXTURE_WRAP_T
+enum RL_TEXTURE_MAG_FILTER = 0x2800; // GL_TEXTURE_MAG_FILTER
+enum RL_TEXTURE_MIN_FILTER = 0x2801; // GL_TEXTURE_MIN_FILTER
+
+enum RL_TEXTURE_FILTER_NEAREST = 0x2600; // GL_NEAREST
+enum RL_TEXTURE_FILTER_LINEAR = 0x2601; // GL_LINEAR
+enum RL_TEXTURE_FILTER_MIP_NEAREST = 0x2700; // GL_NEAREST_MIPMAP_NEAREST
+enum RL_TEXTURE_FILTER_NEAREST_MIP_LINEAR = 0x2702; // GL_NEAREST_MIPMAP_LINEAR
+enum RL_TEXTURE_FILTER_LINEAR_MIP_NEAREST = 0x2701; // GL_LINEAR_MIPMAP_NEAREST
+enum RL_TEXTURE_FILTER_MIP_LINEAR = 0x2703; // GL_LINEAR_MIPMAP_LINEAR
+enum RL_TEXTURE_FILTER_ANISOTROPIC = 0x3000; // Anisotropic filter (custom identifier)
+
+enum RL_TEXTURE_WRAP_REPEAT = 0x2901; // GL_REPEAT
+enum RL_TEXTURE_WRAP_CLAMP = 0x812F; // GL_CLAMP_TO_EDGE
+enum RL_TEXTURE_WRAP_MIRROR_REPEAT = 0x8370; // GL_MIRRORED_REPEAT
+enum RL_TEXTURE_WRAP_MIRROR_CLAMP = 0x8742; // GL_MIRROR_CLAMP_EXT
+
+// Matrix modes (equivalent to OpenGL)
+enum RL_MODELVIEW = 0x1700; // GL_MODELVIEW
+enum RL_PROJECTION = 0x1701; // GL_PROJECTION
+enum RL_TEXTURE = 0x1702; // GL_TEXTURE
+
+// Primitive assembly draw modes
+enum RL_LINES = 0x0001; // GL_LINES
+enum RL_TRIANGLES = 0x0004; // GL_TRIANGLES
+enum RL_QUADS = 0x0007; // GL_QUADS
+
+// GL equivalent data types
+enum RL_UNSIGNED_BYTE = 0x1401; // GL_UNSIGNED_BYTE
+enum RL_FLOAT = 0x1406; // GL_FLOAT
+
+//----------------------------------------------------------------------------------
+// Types and Structures Definition
+//----------------------------------------------------------------------------------
+enum GlVersion
+{
+    OPENGL_11 = 1,
+    OPENGL_21 = 2,
+    OPENGL_33 = 3,
+    OPENGL_ES_20 = 4
+}
+
+enum FramebufferAttachType
+{
+    RL_ATTACHMENT_COLOR_CHANNEL0 = 0,
+    RL_ATTACHMENT_COLOR_CHANNEL1 = 1,
+    RL_ATTACHMENT_COLOR_CHANNEL2 = 2,
+    RL_ATTACHMENT_COLOR_CHANNEL3 = 3,
+    RL_ATTACHMENT_COLOR_CHANNEL4 = 4,
+    RL_ATTACHMENT_COLOR_CHANNEL5 = 5,
+    RL_ATTACHMENT_COLOR_CHANNEL6 = 6,
+    RL_ATTACHMENT_COLOR_CHANNEL7 = 7,
+    RL_ATTACHMENT_DEPTH = 100,
+    RL_ATTACHMENT_STENCIL = 200
+}
+
+enum FramebufferAttachTextureType
+{
+    RL_ATTACHMENT_CUBEMAP_POSITIVE_X = 0,
+    RL_ATTACHMENT_CUBEMAP_NEGATIVE_X = 1,
+    RL_ATTACHMENT_CUBEMAP_POSITIVE_Y = 2,
+    RL_ATTACHMENT_CUBEMAP_NEGATIVE_Y = 3,
+    RL_ATTACHMENT_CUBEMAP_POSITIVE_Z = 4,
+    RL_ATTACHMENT_CUBEMAP_NEGATIVE_Z = 5,
+    RL_ATTACHMENT_TEXTURE2D = 100,
+    RL_ATTACHMENT_RENDERBUFFER = 200
+}
+
+// Dynamic vertex buffers (position + texcoords + colors + indices arrays)
+struct VertexBuffer
+{
+    int elementsCount; // Number of elements in the buffer (QUADS)
+
+    int vCounter; // Vertex position counter to process (and draw) from full buffer
+    int tcCounter; // Vertex texcoord counter to process (and draw) from full buffer
+    int cCounter; // Vertex color counter to process (and draw) from full buffer
+
+    float* vertices; // Vertex position (XYZ - 3 components per vertex) (shader-location = 0)
+    float* texcoords; // Vertex texture coordinates (UV - 2 components per vertex) (shader-location = 1)
+    ubyte* colors; // Vertex colors (RGBA - 4 components per vertex) (shader-location = 3)
+
+    uint* indices; // Vertex indices (in case vertex data comes indexed) (6 indices per quad)
+
+    // Vertex indices (in case vertex data comes indexed) (6 indices per quad)
+
+    uint vaoId; // OpenGL Vertex Array Object id
+    uint[4] vboId; // OpenGL Vertex Buffer Objects id (4 types of vertex data)
+}
+
+// Draw call type
+// NOTE: Only texture changes register a new draw, other state-change-related elements are not
+// used at this moment (vaoId, shaderId, matrices), raylib just forces a batch draw call if any
+// of those state-change happens (this is done in core module)
+struct DrawCall
+{
+    int mode; // Drawing mode: LINES, TRIANGLES, QUADS
+    int vertexCount; // Number of vertex of the draw
+    int vertexAlignment; // Number of vertex required for index alignment (LINES, TRIANGLES)
+    //unsigned int vaoId;       // Vertex array id to be used on the draw -> Using RLGL.currentBatch->vertexBuffer.vaoId
+    //unsigned int shaderId;    // Shader id to be used on the draw -> Using RLGL.currentShader.id
+    uint textureId; // Texture id to be used on the draw -> Use to create new draw call if changes
+
+    //Matrix projection;        // Projection matrix for this draw -> Using RLGL.projection by default
+    //Matrix modelview;         // Modelview matrix for this draw -> Using RLGL.modelview by default
+}
+
+// RenderBatch type
+struct RenderBatch
+{
+    int buffersCount; // Number of vertex buffers (multi-buffering support)
+    int currentBuffer; // Current buffer tracking in case of multi-buffering
+    VertexBuffer* vertexBuffer; // Dynamic buffer(s) for vertex data
+
+    DrawCall* draws; // Draw calls array, depends on textureId
+    int drawsCounter; // Draw calls counter
+    float currentDepth; // Current depth value for next draw
+}
+
+// Shader attribute data types
+enum ShaderAttributeDataType
+{
+    SHADER_ATTRIB_FLOAT = 0,
+    SHADER_ATTRIB_VEC2 = 1,
+    SHADER_ATTRIB_VEC3 = 2,
+    SHADER_ATTRIB_VEC4 = 3
+}
+
+// Boolean type
+
+// Color type, RGBA (32bit)
+
+// Texture type
+// NOTE: Data stored in GPU memory
+
+// OpenGL texture id
+// Texture base width
+// Texture base height
+// Mipmap levels, 1 by default
+// Data format (PixelFormat)
+
+// Shader type (generic)
+
+// Shader program id
+// Shader locations array (MAX_SHADER_LOCATIONS)
+
+// TraceLog message types
+
+// Texture formats (support depends on OpenGL version)
+
+// 8 bit per pixel (no alpha)
+
+// 16 bpp
+// 24 bpp
+// 16 bpp (1 bit alpha)
+// 16 bpp (4 bit alpha)
+// 32 bpp
+// 32 bpp (1 channel - float)
+// 32*3 bpp (3 channels - float)
+// 32*4 bpp (4 channels - float)
+// 4 bpp (no alpha)
+// 4 bpp (1 bit alpha)
+// 8 bpp
+// 8 bpp
+// 4 bpp
+// 4 bpp
+// 8 bpp
+// 4 bpp
+// 4 bpp
+// 8 bpp
+// 2 bpp
+
+// Texture parameters: filter mode
+// NOTE 1: Filtering considers mipmaps if available in the texture
+// NOTE 2: Filter is accordingly set for minification and magnification
+
+// No filter, just pixel aproximation
+// Linear filtering
+// Trilinear filtering (linear with mipmaps)
+// Anisotropic filtering 4x
+// Anisotropic filtering 8x
+// Anisotropic filtering 16x
+
+// Texture parameters: wrap mode
+
+// Repeats texture in tiled mode
+// Clamps texture to edge pixel in tiled mode
+// Mirrors and repeats the texture in tiled mode
+// Mirrors and clamps to border the texture in tiled mode
+
+// Color blending modes (pre-defined)
+
+// Blend textures considering alpha (default)
+// Blend textures adding colors
+// Blend textures multiplying colors
+// Blend textures adding colors (alternative)
+// Blend textures subtracting colors (alternative)
+// Belnd textures using custom src/dst factors (use SetBlendModeCustom())
+
+// Shader location point type
+
+// SHADER_LOC_MAP_DIFFUSE
+// SHADER_LOC_MAP_SPECULAR
+
+// Shader uniform data types
+
+// Prevents name mangling of functions
+
 //------------------------------------------------------------------------------------
 // Functions Declaration - Matrix operations
 //------------------------------------------------------------------------------------
-void rlMatrixMode(int mode);                    // Choose the current matrix to be transformed
-void rlPushMatrix();                        // Push the current matrix to stack
-void rlPopMatrix();                         // Pop lattest inserted matrix from stack
-void rlLoadIdentity();                      // Reset current matrix to identity matrix
-void rlTranslatef(float x, float y, float z);   // Multiply the current matrix by a translation matrix
-void rlRotatef(float angleDeg, float x, float y, float z);  // Multiply the current matrix by a rotation matrix
-void rlScalef(float x, float y, float z);       // Multiply the current matrix by a scaling matrix
-void rlMultMatrixf(float *matf);                // Multiply the current matrix by another matrix
+void rlMatrixMode(int mode); // Choose the current matrix to be transformed
+void rlPushMatrix(); // Push the current matrix to stack
+void rlPopMatrix(); // Pop lattest inserted matrix from stack
+void rlLoadIdentity(); // Reset current matrix to identity matrix
+void rlTranslatef(float x, float y, float z); // Multiply the current matrix by a translation matrix
+void rlRotatef(float angleDeg, float x, float y, float z); // Multiply the current matrix by a rotation matrix
+void rlScalef(float x, float y, float z); // Multiply the current matrix by a scaling matrix
+void rlMultMatrixf(float* matf); // Multiply the current matrix by another matrix
 void rlFrustum(double left, double right, double bottom, double top, double znear, double zfar);
 void rlOrtho(double left, double right, double bottom, double top, double znear, double zfar);
 void rlViewport(int x, int y, int width, int height); // Set the viewport area
@@ -21,78 +349,1237 @@ void rlViewport(int x, int y, int width, int height); // Set the viewport area
 //------------------------------------------------------------------------------------
 // Functions Declaration - Vertex level operations
 //------------------------------------------------------------------------------------
-void rlBegin(int mode);                         // Initialize drawing mode (how to organize vertex)
-void rlEnd();                               // Finish vertex providing
-void rlVertex2i(int x, int y);                  // Define one vertex (position) - 2 int
-void rlVertex2f(float x, float y);              // Define one vertex (position) - 2 float
-void rlVertex3f(float x, float y, float z);     // Define one vertex (position) - 3 float
-void rlTexCoord2f(float x, float y);            // Define one vertex (texture coordinate) - 2 float
-void rlNormal3f(float x, float y, float z);     // Define one vertex (normal) - 3 float
-void rlColor4ub(byte r, byte g, byte b, byte a);    // Define one vertex (color) - 4 byte
-void rlColor3f(float x, float y, float z);          // Define one vertex (color) - 3 float
+void rlBegin(int mode); // Initialize drawing mode (how to organize vertex)
+void rlEnd(); // Finish vertex providing
+void rlVertex2i(int x, int y); // Define one vertex (position) - 2 int
+void rlVertex2f(float x, float y); // Define one vertex (position) - 2 float
+void rlVertex3f(float x, float y, float z); // Define one vertex (position) - 3 float
+void rlTexCoord2f(float x, float y); // Define one vertex (texture coordinate) - 2 float
+void rlNormal3f(float x, float y, float z); // Define one vertex (normal) - 3 float
+void rlColor4ub(ubyte r, ubyte g, ubyte b, ubyte a); // Define one vertex (color) - 4 byte
+void rlColor3f(float x, float y, float z); // Define one vertex (color) - 3 float
 void rlColor4f(float x, float y, float z, float w); // Define one vertex (color) - 4 float
 
 //------------------------------------------------------------------------------------
-// Functions Declaration - OpenGL equivalent functions (common to 1.1, 3.3+, ES2)
-// NOTE: This functions are used to completely abstract raylib code from OpenGL layer
+// Functions Declaration - OpenGL style functions (common to 1.1, 3.3+, ES2)
+// NOTE: This functions are used to completely abstract raylib code from OpenGL layer,
+// some of them are direct wrappers over OpenGL calls, some others are custom
 //------------------------------------------------------------------------------------
-void rlEnableTexture(uint id);                  // Enable texture usage
-void rlDisableTexture();                            // Disable texture usage
+
+// Vertex buffers state
+bool rlEnableVertexArray(uint vaoId); // Enable vertex array (VAO, if supported)
+void rlDisableVertexArray(); // Disable vertex array (VAO, if supported)
+void rlEnableVertexBuffer(uint id); // Enable vertex buffer (VBO)
+void rlDisableVertexBuffer(); // Disable vertex buffer (VBO)
+void rlEnableVertexBufferElement(uint id); // Enable vertex buffer element (VBO element)
+void rlDisableVertexBufferElement(); // Disable vertex buffer element (VBO element)
+void rlEnableVertexAttribute(uint index); // Enable vertex attribute index
+void rlDisableVertexAttribute(uint index); // Disable vertex attribute index
+
+// Textures state
+void rlActiveTextureSlot(int slot); // Select and active a texture slot
+void rlEnableTexture(uint id); // Enable texture
+void rlDisableTexture(); // Disable texture
+void rlEnableTextureCubemap(uint id); // Enable texture cubemap
+void rlDisableTextureCubemap(); // Disable texture cubemap
 void rlTextureParameters(uint id, int param, int value); // Set texture parameters (filter, wrap)
-void rlEnableRenderTexture(uint id);            // Enable render texture (fbo)
-void rlDisableRenderTexture();                      // Disable render texture (fbo), return to default framebuffer
-void rlEnableDepthTest();                           // Enable depth test
-void rlDisableDepthTest();                          // Disable depth test
-void rlEnableBackfaceCulling();                     // Enable backface culling
-void rlDisableBackfaceCulling();                    // Disable backface culling
-void rlEnableScissorTest();                         // Enable scissor test
-void rlDisableScissorTest();                        // Disable scissor test
-void rlScissor(int x, int y, int width, int height);    // Scissor test
-void rlEnableWireMode();                            // Enable wire mode
-void rlDisableWireMode();                           // Disable wire mode
-void rlDeleteTextures(uint id);                 // Delete OpenGL texture from GPU
-void rlDeleteRenderTextures(RenderTexture2D target);    // Delete render textures (fbo) from GPU
-void rlDeleteShader(uint id);                   // Delete OpenGL shader program from GPU
-void rlDeleteVertexArrays(uint id);             // Unload vertex data (VAO) from GPU memory
-void rlDeleteBuffers(uint id);                  // Unload vertex data (VBO) from GPU memory
-void rlClearColor(byte r, byte g, byte b, byte a);      // Clear color buffer with color
-void rlClearScreenBuffers();                        // Clear used screen buffers (color and depth)
-void rlUpdateBuffer(int bufferId, void *data, int dataSize); // Update GPU buffer with new data
-uint rlLoadAttribBuffer(uint vaoId, int shaderLoc, void *buffer, int size, bool dynamic);   // Load a new attributes buffer
+
+// Shader state
+void rlEnableShader(uint id); // Enable shader program
+void rlDisableShader(); // Disable shader program
+
+// Framebuffer state
+void rlEnableFramebuffer(uint id); // Enable render texture (fbo)
+void rlDisableFramebuffer(); // Disable render texture (fbo), return to default framebuffer
+
+// General render state
+void rlEnableDepthTest(); // Enable depth test
+void rlDisableDepthTest(); // Disable depth test
+void rlEnableDepthMask(); // Enable depth write
+void rlDisableDepthMask(); // Disable depth write
+void rlEnableBackfaceCulling(); // Enable backface culling
+void rlDisableBackfaceCulling(); // Disable backface culling
+void rlEnableScissorTest(); // Enable scissor test
+void rlDisableScissorTest(); // Disable scissor test
+void rlScissor(int x, int y, int width, int height); // Scissor test
+void rlEnableWireMode(); // Enable wire mode
+void rlDisableWireMode(); // Disable wire mode
+void rlSetLineWidth(float width); // Set the line drawing width
+float rlGetLineWidth(); // Get the line drawing width
+void rlEnableSmoothLines(); // Enable line aliasing
+void rlDisableSmoothLines(); // Disable line aliasing
+void rlEnableStereoRender(); // Enable stereo rendering
+void rlDisableStereoRender(); // Disable stereo rendering
+bool rlIsStereoRenderEnabled(); // Check if stereo render is enabled
+
+void rlClearColor(ubyte r, ubyte g, ubyte b, ubyte a); // Clear color buffer with color
+void rlClearScreenBuffers(); // Clear used screen buffers (color and depth)
+void rlCheckErrors(); // Check and log OpenGL error codes
+void rlSetBlendMode(int mode); // Set blending mode
+void rlSetBlendFactors(int glSrcFactor, int glDstFactor, int glEquation); // Set blending mode factor and equation (using OpenGL factors)
 
 //------------------------------------------------------------------------------------
 // Functions Declaration - rlgl functionality
 //------------------------------------------------------------------------------------
-void rlglInit(int width, int height);           // Initialize rlgl (buffers, shaders, textures, states)
-void rlglClose();                           // De-inititialize rlgl (buffers, shaders, textures)
-void rlglDraw();                            // Update and draw default internal buffers
+// rlgl initialization functions
+void rlglInit(int width, int height); // Initialize rlgl (buffers, shaders, textures, states)
+void rlglClose(); // De-inititialize rlgl (buffers, shaders, textures)
+void rlLoadExtensions(void* loader); // Load OpenGL extensions (loader function pointer required)
+int rlGetVersion(); // Returns current OpenGL version
+int rlGetFramebufferWidth(); // Get default framebuffer width
+int rlGetFramebufferHeight(); // Get default framebuffer height
+
+Shader rlGetShaderDefault(); // Get default shader
+Texture2D rlGetTextureDefault(); // Get default texture
+
+// Render batch management
+// NOTE: rlgl provides a default render batch to behave like OpenGL 1.1 immediate mode
+// but this render batch API is exposed in case of custom batches are required
+RenderBatch rlLoadRenderBatch(int numBuffers, int bufferElements); // Load a render batch system
+void rlUnloadRenderBatch(RenderBatch batch); // Unload render batch system
+void rlDrawRenderBatch(RenderBatch* batch); // Draw render batch data (Update->Draw->Reset)
+void rlSetRenderBatchActive(RenderBatch* batch); // Set the active render batch for rlgl (NULL for default internal)
+void rlDrawRenderBatchActive(); // Update and draw internal render batch
+bool rlCheckRenderBatchLimit(int vCount); // Check internal buffer overflow for a given number of vertex
+void rlSetTexture(uint id); // Set current texture for render batch and check buffers limits
+
+//------------------------------------------------------------------------------------------------------------------------
+
+// Vertex buffers management
+uint rlLoadVertexArray(); // Load vertex array (vao) if supported
+uint rlLoadVertexBuffer(void* buffer, int size, bool dynamic); // Load a vertex buffer attribute
+uint rlLoadVertexBufferElement(void* buffer, int size, bool dynamic); // Load a new attributes element buffer
+void rlUpdateVertexBuffer(int bufferId, void* data, int dataSize, int offset); // Update GPU buffer with new data
+void rlUnloadVertexArray(uint vaoId);
+void rlUnloadVertexBuffer(uint vboId);
+void rlSetVertexAttribute(uint index, int compSize, int type, bool normalized, int stride, void* pointer);
+void rlSetVertexAttributeDivisor(uint index, int divisor);
+void rlSetVertexAttributeDefault(int locIndex, const(void)* value, int attribType, int count); // Set vertex attribute default value
+void rlDrawVertexArray(int offset, int count);
+void rlDrawVertexArrayElements(int offset, int count, void* buffer);
+void rlDrawVertexArrayInstanced(int offset, int count, int instances);
+void rlDrawVertexArrayElementsInstanced(int offset, int count, void* buffer, int instances);
+
+// Textures management
+uint rlLoadTexture(void* data, int width, int height, int format, int mipmapCount); // Load texture in GPU
+uint rlLoadTextureDepth(int width, int height, bool useRenderBuffer); // Load depth texture/renderbuffer (to be attached to fbo)
+uint rlLoadTextureCubemap(void* data, int size, int format); // Load texture cubemap
+void rlUpdateTexture(uint id, int offsetX, int offsetY, int width, int height, int format, const(void)* data); // Update GPU texture with new data
+void rlGetGlTextureFormats(int format, uint* glInternalFormat, uint* glFormat, uint* glType); // Get OpenGL internal formats
+void rlUnloadTexture(uint id); // Unload texture from GPU memory
+void rlGenerateMipmaps(Texture2D* texture); // Generate mipmap data for selected texture
+void* rlReadTexturePixels(Texture2D texture); // Read texture pixel data
+ubyte* rlReadScreenPixels(int width, int height); // Read screen pixel data (color buffer)
+
+// Framebuffer management (fbo)
+uint rlLoadFramebuffer(int width, int height); // Load an empty framebuffer
+void rlFramebufferAttach(uint fboId, uint texId, int attachType, int texType, int mipLevel); // Attach texture/renderbuffer to a framebuffer
+bool rlFramebufferComplete(uint id); // Verify framebuffer is complete
+void rlUnloadFramebuffer(uint id); // Delete framebuffer from GPU
+
+// Shaders management
+uint rlLoadShaderCode(const(char)* vsCode, const(char)* fsCode); // Load shader from code strings
+uint rlCompileShader(const(char)* shaderCode, int type); // Compile custom shader and return shader id (type: GL_VERTEX_SHADER, GL_FRAGMENT_SHADER)
+uint rlLoadShaderProgram(uint vShaderId, uint fShaderId); // Load custom shader program
+void rlUnloadShaderProgram(uint id); // Unload shader program
+int rlGetLocationUniform(uint shaderId, const(char)* uniformName); // Get shader location uniform
+int rlGetLocationAttrib(uint shaderId, const(char)* attribName); // Get shader location attribute
+void rlSetUniform(int locIndex, const(void)* value, int uniformType, int count); // Set shader value uniform
+void rlSetUniformMatrix(int locIndex, Matrix mat); // Set shader value matrix
+void rlSetUniformSampler(int locIndex, uint textureId); // Set shader value sampler
+void rlSetShader(Shader shader); // Set shader currently active
+
+// Matrix state management
+Matrix rlGetMatrixModelview(); // Get internal modelview matrix
+Matrix rlGetMatrixProjection(); // Get internal projection matrix
+Matrix rlGetMatrixTransform(); // Get internal accumulated transform matrix
+Matrix rlGetMatrixProjectionStereo(int eye); // Get internal projection matrix for stereo render (selected eye)
+Matrix rlGetMatrixViewOffsetStereo(int eye); // Get internal view offset matrix for stereo render (selected eye)
+void rlSetMatrixProjection(Matrix proj); // Set a custom projection matrix (replaces internal projection matrix)
+void rlSetMatrixModelview(Matrix view); // Set a custom modelview matrix (replaces internal modelview matrix)
+void rlSetMatrixProjectionStereo(Matrix right, Matrix left); // Set eyes projection matrices for stereo rendering
+void rlSetMatrixViewOffsetStereo(Matrix right, Matrix left); // Set eyes view offsets matrices for stereo rendering
+
+// Quick and dirty cube/quad buffers load->draw->unload
+void rlLoadDrawCube(); // Load and draw a cube
+void rlLoadDrawQuad(); // Load and draw a quad
+
+// RLGL_H
+
+/***********************************************************************************
+*
+*   RLGL IMPLEMENTATION
+*
+************************************************************************************/
+
+// Check if config flags have been externally provided on compilation line
+
+// Defines module configuration flags
+
+// Required for: Vector3 and Matrix functions
+
+// Required for: malloc(), free()
+// Required for: strcmp(), strlen() [Used in rlglInit(), on extensions loading]
+
+// OpenGL 1.1 library for OSX
+
+// APIENTRY for OpenGL function pointer declarations is required
+
+// WINGDIAPI definition. Some Windows OpenGL headers need it
+
+// OpenGL 1.1 library
+
+// OpenGL 3 library for OSX
+// OpenGL 3 extensions library for OSX
+
+// GLAD extensions loading library, includes OpenGL headers
+
+// GLAD extensions loading library, includes OpenGL headers
+
+// EGL library
+// OpenGL ES 2.0 library
+// OpenGL ES 2.0 extensions library
+
+// It seems OpenGL ES 2.0 instancing entry points are not defined on Raspberry Pi
+// provided headers (despite being defined in official Khronos GLES2 headers)
+
+//----------------------------------------------------------------------------------
+// Defines and Macros
+//----------------------------------------------------------------------------------
+
+// Default shader vertex attribute names to set location points
+
+// Binded by default to shader location: 0
+
+// Binded by default to shader location: 1
+
+// Binded by default to shader location: 2
+
+// Binded by default to shader location: 3
+
+// Binded by default to shader location: 4
+
+// Binded by default to shader location: 5
+
+//----------------------------------------------------------------------------------
+// Types and Structures Definition
+//----------------------------------------------------------------------------------
+
+// Current render batch
+// Default internal render batch
+
+// Current matrix mode
+// Current matrix pointer
+// Default modelview matrix
+// Default projection matrix
+// Transform matrix to be used with rlTranslate, rlRotate, rlScale
+// Require transform matrix application to current draw-call vertex (if required)
+// Matrix stack for push/pop
+// Matrix stack counter
+
+// Default texture used on shapes/poly drawing (required by shader)
+// Active texture ids to be enabled on batch drawing (0 active by default)
+// Default vertex shader id (used by default shader program)
+// Default fragment shader Id (used by default shader program)
+// Basic shader, support vertex color and diffuse texture
+// Shader to be used on rendering (by default, defaultShader)
+
+// Stereo rendering flag
+// VR stereo rendering eyes projection matrices
+// VR stereo rendering eyes view offset matrices
+
+// Blending mode active
+// Blending source factor
+// Blending destination factor
+// Blending equation
+
+// Default framebuffer width
+// Default framebuffer height
+
+// Renderer state
+
+// VAO support (OpenGL ES2 could not support VAO extension) (GL_ARB_vertex_array_object)
+// Instancing supported (GL_ANGLE_instanced_arrays, GL_EXT_draw_instanced + GL_EXT_instanced_arrays)
+// NPOT textures full support (GL_ARB_texture_non_power_of_two, GL_OES_texture_npot)
+// Depth textures supported (GL_ARB_depth_texture, GL_WEBGL_depth_texture, GL_OES_depth_texture)
+// float textures support (32 bit per channel) (GL_OES_texture_float)
+// DDS texture compression support (GL_EXT_texture_compression_s3tc, GL_WEBGL_compressed_texture_s3tc, GL_WEBKIT_WEBGL_compressed_texture_s3tc)
+// ETC1 texture compression support (GL_OES_compressed_ETC1_RGB8_texture, GL_WEBGL_compressed_texture_etc1)
+// ETC2/EAC texture compression support (GL_ARB_ES3_compatibility)
+// PVR texture compression support (GL_IMG_texture_compression_pvrtc)
+// ASTC texture compression support (GL_KHR_texture_compression_astc_hdr, GL_KHR_texture_compression_astc_ldr)
+// Clamp mirror wrap mode supported (GL_EXT_texture_mirror_clamp)
+// Anisotropic texture filtering support (GL_EXT_texture_filter_anisotropic)
+
+// Maximum anisotropy level supported (minimum is 2.0f)
+// Maximum bits for depth component
+
+// Extensions supported flags
+
+// GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2
+
+//----------------------------------------------------------------------------------
+// Global Variables Definition
+//----------------------------------------------------------------------------------
+
+// GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2
+
+// NOTE: VAO functionality is exposed through extensions (OES)
+
+// NOTE: Instancing functionality could also be available through extension
+
+//----------------------------------------------------------------------------------
+// Module specific Functions Declaration
+//----------------------------------------------------------------------------------
+
+// Load default shader (RLGL.State.defaultShader)
+// Unload default shader (RLGL.State.defaultShader)
+
+// Get compressed format official GL identifier name
+// SUPPORT_GL_DETAILS_INFO
+// GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2
+
+// Generate mipmaps data on CPU side
+// Generate next mipmap level on CPU side
+
+// Get pixel data size in bytes (image or texture)
+
+//----------------------------------------------------------------------------------
+// Module Functions Definition - Matrix operations
+//----------------------------------------------------------------------------------
+
+// Fallback to OpenGL 1.1 function calls
+//---------------------------------------
+
+// Choose the current matrix to be transformed
+
+//else if (mode == RL_TEXTURE) // Not supported
+
+// Push the current matrix into RLGL.State.stack
+
+// Pop lattest inserted matrix from RLGL.State.stack
+
+// Reset current matrix to identity matrix
+
+// Multiply the current matrix by a translation matrix
+
+// NOTE: We transpose matrix with multiplication order
+
+// Multiply the current matrix by a rotation matrix
+
+// NOTE: We transpose matrix with multiplication order
+
+// Multiply the current matrix by a scaling matrix
+
+// NOTE: We transpose matrix with multiplication order
+
+// Multiply the current matrix by another matrix
+
+// Matrix creation from array
+
+// Multiply the current matrix by a perspective matrix generated by parameters
+
+// Multiply the current matrix by an orthographic matrix generated by parameters
+
+// NOTE: If left-right and top-botton values are equal it could create
+// a division by zero on MatrixOrtho(), response to it is platform/compiler dependant
+
+// Set the viewport area (transformation from normalized device coordinates to window coordinates)
+
+//----------------------------------------------------------------------------------
+// Module Functions Definition - Vertex level operations
+//----------------------------------------------------------------------------------
+
+// Fallback to OpenGL 1.1 function calls
+//---------------------------------------
+
+// Initialize drawing mode (how to organize vertex)
+
+// Draw mode can be RL_LINES, RL_TRIANGLES and RL_QUADS
+// NOTE: In all three cases, vertex are accumulated over default internal vertex buffer
+
+// Make sure current RLGL.currentBatch->draws[i].vertexCount is aligned a multiple of 4,
+// that way, following QUADS drawing will keep aligned with index processing
+// It implies adding some extra alignment vertex at the end of the draw,
+// those vertex are not processed but they are considered as an additional offset
+// for the next set of vertex to be drawn
+
+// Finish vertex providing
+
+// Make sure vertexCount is the same for vertices, texcoords, colors and normals
+// NOTE: In OpenGL 1.1, one glColor call can be made for all the subsequent glVertex calls
+
+// Make sure colors count match vertex count
+
+// Make sure texcoords count match vertex count
+
+// TODO: Make sure normals count match vertex count... if normals support is added in a future... :P
+
+// NOTE: Depth increment is dependant on rlOrtho(): z-near and z-far values,
+// as well as depth buffer bit-depth (16bit or 24bit or 32bit)
+// Correct increment formula would be: depthInc = (zfar - znear)/pow(2, bits)
+
+// Verify internal buffers limits
+// NOTE: This check is combined with usage of rlCheckRenderBatchLimit()
+
+// WARNING: If we are between rlPushMatrix() and rlPopMatrix() and we need to force a rlDrawRenderBatch(),
+// we need to call rlPopMatrix() before to recover *RLGL.State.currentMatrix (RLGL.State.modelview) for the next forced draw call!
+// If we have multiple matrix pushed, it will require "RLGL.State.stackCounter" pops before launching the draw
+
+// Define one vertex (position)
+// NOTE: Vertex position data is the basic information required for drawing
+
+// Transform provided vector if required
+
+// Verify that current vertex buffer elements limit has not been reached
+
+// Define one vertex (position)
+
+// Define one vertex (position)
+
+// Define one vertex (texture coordinate)
+// NOTE: Texture coordinates are limited to QUADS only
+
+// Define one vertex (normal)
+// NOTE: Normals limited to TRIANGLES only?
+
+// TODO: Normals usage...
+
+// Define one vertex (color)
+
+// Define one vertex (color)
+
+// Define one vertex (color)
+
+//--------------------------------------------------------------------------------------
+// Module Functions Definition - OpenGL style functions (common to 1.1, 3.3+, ES2)
+//--------------------------------------------------------------------------------------
+
+// Set current texture to use
+
+// NOTE: If quads batch limit is reached, we force a draw call and next batch starts
+
+// Make sure current RLGL.currentBatch->draws[i].vertexCount is aligned a multiple of 4,
+// that way, following QUADS drawing will keep aligned with index processing
+// It implies adding some extra alignment vertex at the end of the draw,
+// those vertex are not processed but they are considered as an additional offset
+// for the next set of vertex to be drawn
+
+// Select and active a texture slot
+
+// Enable texture
+
+// Disable texture
+
+// Enable texture cubemap
+
+// Core in OpenGL 1.4
+
+// Disable texture cubemap
+
+// Set texture parameters (wrap mode/filter mode)
+
+// Enable shader program
+
+// Disable shader program
+
+// Enable rendering to texture (fbo)
+
+// Disable rendering to texture
+
+// Enable depth test
+
+// Disable depth test
+
+// Enable depth write
+
+// Disable depth write
+
+// Enable backface culling
+
+// Disable backface culling
+
+// Enable scissor test
+
+// Disable scissor test
+
+// Scissor test
+
+// Enable wire mode
+
+// NOTE: glPolygonMode() not available on OpenGL ES
+
+// Disable wire mode
+
+// NOTE: glPolygonMode() not available on OpenGL ES
+
+// Set the line drawing width
+
+// Get the line drawing width
+
+// Enable line aliasing
+
+// Disable line aliasing
+
+// Enable stereo rendering
+
+// Disable stereo rendering
+
+// Check if stereo render is enabled
+
+// Clear color buffer with color
+
+// Color values clamp to 0.0f(0) and 1.0f(255)
+
+// Clear used screen buffers (color and depth)
+
+// Clear used buffers: Color and Depth (Depth is used for 3D)
+//glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);     // Stencil buffer not used...
+
+// Check and log OpenGL error codes
+
+// Set blend mode
+
+// Set blending mode factor and equation
+
+//----------------------------------------------------------------------------------
+// Module Functions Definition - rlgl functionality
+//----------------------------------------------------------------------------------
+
+// Initialize rlgl: OpenGL extensions, default buffers/shaders/textures, OpenGL states
+
+// Init default white texture
+// 1 pixel RGBA (4 bytes)
+
+// Init default Shader (customized for GL 3.3 and ES2)
+// RLGL.State.defaultShader
+
+// Init default vertex arrays buffers
+
+// Init stack matrices (emulating OpenGL 1.1)
+
+// Init internal matrices
+
+// GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2
+
+// Initialize OpenGL default states
+//----------------------------------------------------------
+// Init state: Depth test
+// Type of depth testing to apply
+// Disable depth testing for 2D (only used for 3D)
+
+// Init state: Blending mode
+// Color blending function (how colors are mixed)
+// Enable color blending (required to work with transparencies)
+
+// Init state: Culling
+// NOTE: All shapes/models triangles are drawn CCW
+// Cull the back face (default)
+// Front face are defined counter clockwise (default)
+// Enable backface culling
+
+// Init state: Cubemap seamless
+
+// Seamless cubemaps (not supported on OpenGL ES 2.0)
+
+// Init state: Color hints (deprecated in OpenGL 3.0+)
+// Improve quality of color and texture coordinate interpolation
+// Smooth shading between vertex (vertex colors interpolation)
+
+// Store screen size into global variables
+
+//----------------------------------------------------------
+
+// Init state: Color/Depth buffers clear
+// Set clear color (black)
+// Set clear depth value (default)
+// Clear color and depth buffers (depth buffer required for 3D)
+
+// Vertex Buffer Object deinitialization (memory free)
+
+// Unload default shader
+
+// Unload default texture
+
+// Load OpenGL extensions
+// NOTE: External loader function could be passed as a pointer
+
+// Also defined for GRAPHICS_API_OPENGL_21
+// NOTE: glad is generated and contains only required OpenGL 3.3 Core extensions (and lower versions)
+
+// Get number of supported extensions
+
+// Get supported extensions list
+// WARNING: glGetStringi() not available on OpenGL 2.1
+
+// Free extensions pointers
+
+// Register supported extensions flags
+// OpenGL 3.3 extensions supported by default (core)
+
+// NOTE: With GLAD, we can check if an extension is supported using the GLAD_GL_xxx booleans
+// Texture compression: DXT
+// Texture compression: ETC2/EAC
+
+// GRAPHICS_API_OPENGL_33
+
+// Get supported extensions list
+
+// Allocate 512 strings pointers (2 KB)
+// One big const string
+
+// NOTE: We have to duplicate string because glGetString() returns a const string
+
+// Check required extensions
+
+// Check VAO support
+// NOTE: Only check on OpenGL ES, OpenGL 3.3 has VAO support as core feature
+
+// The extension is supported by our hardware and driver, try to get related functions pointers
+// NOTE: emscripten does not support VAOs natively, it uses emulation and it reduces overall performance...
+
+//glIsVertexArray = (PFNGLISVERTEXARRAYOESPROC)eglGetProcAddress("glIsVertexArrayOES");     // NOTE: Fails in WebGL, omitted
+
+// Check instanced rendering support
+// Web ANGLE
+
+// Standard EXT
+
+// Check NPOT textures support
+// NOTE: Only check on OpenGL ES, OpenGL 3.3 has NPOT textures full support as core feature
+
+// Check texture float support
+
+// Check depth texture support
+
+// Check texture compression support: DXT
 
-int rlGetVersion();                         // Returns current OpenGL version
-bool rlCheckBufferLimit(int vCount);            // Check internal buffer overflow for a given number of vertex
-void rlSetDebugMarker(const char *text);        // Set debug marker for analysis
-void rlLoadExtensions(void *loader);            // Load OpenGL extensions
-Vector3 rlUnproject(Vector3 source, Matrix proj, Matrix view);  // Get world coordinates from screen coordinates
+// Check texture compression support: ETC1
+
+// Check texture compression support: ETC2/EAC
+
+// Check texture compression support: PVR
+
+// Check texture compression support: ASTC
+
+// Check anisotropic texture filter support
+
+// Check clamp mirror wrap mode support
+
+// Free extensions pointers
+
+// Duplicated string must be deallocated
+// GRAPHICS_API_OPENGL_ES2
+
+// Check OpenGL information and capabilities
+//------------------------------------------------------------------------------
+// Show current OpenGL and GLSL version
+
+// NOTE: Anisotropy levels capability is an extension
+
+// Show some OpenGL GPU capabilities
+
+/*
+// Following capabilities are only supported by OpenGL 4.3 or greater
+glGetIntegerv(GL_MAX_VERTEX_ATTRIB_BINDINGS, &capability);
+TRACELOG(LOG_INFO, "    GL_MAX_VERTEX_ATTRIB_BINDINGS: %i", capability);
+glGetIntegerv(GL_MAX_UNIFORM_LOCATIONS, &capability);
+TRACELOG(LOG_INFO, "    GL_MAX_UNIFORM_LOCATIONS: %i", capability);
+*/
+// SUPPORT_GL_DETAILS_INFO
+
+// Show some basic info about GL supported features
+
+// SUPPORT_GL_DETAILS_INFO
+
+// GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2
+
+// Returns current OpenGL version
+
+// NOTE: Force OpenGL 3.3 on OSX
+
+// Get default framebuffer width
+
+// Get default framebuffer height
+
+// Get default internal shader (simple texture + tint color)
+
+// Get default internal texture (white texture)
+
+// Render batch management
+//------------------------------------------------------------------------------------------------
+// Load render batch
+
+// Initialize CPU (RAM) vertex buffers (position, texcoord, color data and indexes)
+//--------------------------------------------------------------------------------------------
+
+// 3 float by vertex, 4 vertex by quad
+// 2 float by texcoord, 4 texcoord by quad
+// 4 float by color, 4 colors by quad
+
+// 6 int by quad (indices)
+
+// 6 int by quad (indices)
+
+// Indices can be initialized right now
+
+//--------------------------------------------------------------------------------------------
+
+// Upload to GPU (VRAM) vertex data and initialize VAOs/VBOs
+//--------------------------------------------------------------------------------------------
+
+// Initialize Quads VAO
+
+// Quads - Vertex buffers binding and attributes enable
+// Vertex position buffer (shader-location = 0)
+
+// Vertex texcoord buffer (shader-location = 1)
+
+// Vertex color buffer (shader-location = 3)
+
+// Fill index buffer
+
+// Unbind the current VAO
+
+//--------------------------------------------------------------------------------------------
+
+// Init draw calls tracking system
+//--------------------------------------------------------------------------------------------
+
+//batch.draws[i].vaoId = 0;
+//batch.draws[i].shaderId = 0;
+
+//batch.draws[i].RLGL.State.projection = MatrixIdentity();
+//batch.draws[i].RLGL.State.modelview = MatrixIdentity();
+
+// Record buffer count
+// Reset draws counter
+// Reset depth value
+//--------------------------------------------------------------------------------------------
+
+// Unload default internal buffers vertex data from CPU and GPU
+
+// Unbind everything
+
+// Unload all vertex buffers data
+
+// Delete VBOs from GPU (VRAM)
+
+// Delete VAOs from GPU (VRAM)
+
+// Free vertex arrays memory from CPU (RAM)
+
+// Unload arrays
+
+// Draw render batch
+// NOTE: We require a pointer to reset batch and increase current buffer (multi-buffer)
+
+// Update batch vertex buffers
+//------------------------------------------------------------------------------------------------------------
+// NOTE: If there is not vertex data, buffers doesn't need to be updated (vertexCount > 0)
+// TODO: If no data changed on the CPU arrays --> No need to re-update GPU arrays (change flag required)
+
+// Activate elements VAO
+
+// Vertex positions buffer
+
+//glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*4*batch->vertexBuffer[batch->currentBuffer].elementsCount, batch->vertexBuffer[batch->currentBuffer].vertices, GL_DYNAMIC_DRAW);  // Update all buffer
+
+// Texture coordinates buffer
+
+//glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*4*batch->vertexBuffer[batch->currentBuffer].elementsCount, batch->vertexBuffer[batch->currentBuffer].texcoords, GL_DYNAMIC_DRAW); // Update all buffer
+
+// Colors buffer
+
+//glBufferData(GL_ARRAY_BUFFER, sizeof(float)*4*4*batch->vertexBuffer[batch->currentBuffer].elementsCount, batch->vertexBuffer[batch->currentBuffer].colors, GL_DYNAMIC_DRAW);    // Update all buffer
+
+// NOTE: glMapBuffer() causes sync issue.
+// If GPU is working with this buffer, glMapBuffer() will wait(stall) until GPU to finish its job.
+// To avoid waiting (idle), you can call first glBufferData() with NULL pointer before glMapBuffer().
+// If you do that, the previous data in PBO will be discarded and glMapBuffer() returns a new
+// allocated pointer immediately even if GPU is still working with the previous data.
+
+// Another option: map the buffer object into client's memory
+// Probably this code could be moved somewhere else...
+// batch->vertexBuffer[batch->currentBuffer].vertices = (float *)glMapBuffer(GL_ARRAY_BUFFER, GL_READ_WRITE);
+// if (batch->vertexBuffer[batch->currentBuffer].vertices)
+// {
+// Update vertex data
+// }
+// glUnmapBuffer(GL_ARRAY_BUFFER);
+
+// Unbind the current VAO
+
+//------------------------------------------------------------------------------------------------------------
+
+// Draw batch vertex buffers (considering VR stereo if required)
+//------------------------------------------------------------------------------------------------------------
+
+// Setup current eye viewport (half screen width)
+
+// Set current eye view offset to modelview matrix
+
+// Set current eye projection matrix
+
+// Draw buffers
+
+// Set current shader and upload current MVP matrix
+
+// Create modelview-projection matrix and upload to shader
+
+// Bind vertex attrib: position (shader-location = 0)
+
+// Bind vertex attrib: texcoord (shader-location = 1)
+
+// Bind vertex attrib: color (shader-location = 3)
+
+// Setup some default shader values
+
+// Active default sampler2D: texture0
+
+// Activate additional sampler textures
+// Those additional textures will be common for all draw calls of the batch
+
+// Activate default sampler2D texture0 (one texture is always active for default batch shader)
+// NOTE: Batch system accumulates calls by texture0 changes, additional textures are enabled for all the draw calls
+
+// Bind current draw call texture, activated as GL_TEXTURE0 and binded to sampler2D texture0 by default
+
+// We need to define the number of indices to be processed: quadsCount*6
+// NOTE: The final parameter tells the GPU the offset in bytes from the
+// start of the index buffer to the location of the first index to process
+
+// Unbind textures
+
+// Unbind VAO
+
+// Unbind shader program
+
+//------------------------------------------------------------------------------------------------------------
+
+// Reset batch buffers
+//------------------------------------------------------------------------------------------------------------
+// Reset vertex counters for next frame
+
+// Reset depth for next draw
+
+// Restore projection/modelview matrices
+
+// Reset RLGL.currentBatch->draws array
+
+// Reset active texture units for next batch
+
+// Reset draws counter to one draw for the batch
+
+//------------------------------------------------------------------------------------------------------------
+
+// Change to next buffer in the list (in case of multi-buffering)
+
+// Set the active render batch for rlgl
+
+// Update and draw internal render batch
+
+// NOTE: Stereo rendering is checked inside
+
+// Check internal buffer overflow for a given number of vertex
+// and force a RenderBatch draw call if required
+
+// NOTE: Stereo rendering is checked inside
 
 // Textures data management
-uint rlLoadTexture(void *data, int width, int height, int format, int mipmapCount); // Load texture in GPU
-uint rlLoadTextureDepth(int width, int height, int bits, bool useRenderBuffer);     // Load depth texture/renderbuffer (to be attached to fbo)
-uint rlLoadTextureCubemap(void *data, int size, int format);                        // Load texture cubemap
-void rlUpdateTexture(uint id, int width, int height, int format, const void *data); // Update GPU texture with new data
-void rlGetGlTextureFormats(int format, uint *glInternalFormat, uint *glFormat, uint *glType);  // Get OpenGL internal formats
-void rlUnloadTexture(uint id);                              // Unload texture from GPU memory
-
-void rlGenerateMipmaps(Texture2D *texture);                         // Generate mipmap data for selected texture
-void *rlReadTexturePixels(Texture2D texture);                       // Read texture pixel data
-ubyte *rlReadScreenPixels(int width, int height);           // Read screen pixel data (color buffer)
-
-// Render texture management (fbo)
-RenderTexture2D rlLoadRenderTexture(int width, int height, int format, int depthBits, bool useDepthTexture);    // Load a render texture (with color and depth attachments)
-void rlRenderTextureAttach(RenderTexture target, uint id, int attachType);  // Attach texture/renderbuffer to an fbo
-bool rlRenderTextureComplete(RenderTexture target);                 // Verify render texture is complete
+//-----------------------------------------------------------------------------------------
+// Convert image data to OpenGL texture (returns OpenGL valid Id)
+
+// Free any old binding
+
+// Check texture format support by OpenGL 1.1 (compressed textures not supported)
+
+// GRAPHICS_API_OPENGL_11
+
+// Generate texture id
+
+// Mipmap data offset
+
+// Load the different mipmap levels
+
+// Security check for NPOT textures
+
+// Texture parameters configuration
+// NOTE: glTexParameteri does NOT affect texture uploading, just the way it's used
+
+// 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
+
+// Set texture to repeat on x-axis
+// Set texture to repeat on y-axis
+
+// NOTE: If using negative texture coordinates (LoadOBJ()), it does not work!
+// Set texture to clamp on x-axis
+// Set texture to clamp on y-axis
+
+// Set texture to repeat on x-axis
+// Set texture to repeat on y-axis
+
+// Magnification and minification filters
+// Alternative: GL_LINEAR
+// Alternative: GL_LINEAR
+
+// Activate Trilinear filtering if mipmaps are available
+
+// At this point we have the texture loaded in GPU and texture parameters configured
+
+// NOTE: If mipmaps were not in data, they are not generated automatically
+
+// Unbind current texture
+
+// Load depth texture/renderbuffer (to be attached to fbo)
+// WARNING: OpenGL ES 2.0 requires GL_OES_depth_texture/WEBGL_depth_texture extensions
+
+// In case depth textures not supported, we force renderbuffer usage
+
+// NOTE: We let the implementation to choose the best bit-depth
+// Possible formats: GL_DEPTH_COMPONENT16, GL_DEPTH_COMPONENT24, GL_DEPTH_COMPONENT32 and GL_DEPTH_COMPONENT32F
+
+// Create the renderbuffer that will serve as the depth attachment for the framebuffer
+// NOTE: A renderbuffer is simpler than a texture and could offer better performance on embedded devices
+
+// Load texture cubemap
+// NOTE: Cubemap data is expected to be 6 images in a single data array (one after the other),
+// expected the following convention: +X, -X, +Y, -Y, +Z, -Z
+
+// Load cubemap faces
+
+// 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)
+
+// Set cubemap texture sampling parameters
+
+// Flag not supported on OpenGL ES 2.0
+
+// Update already loaded texture in GPU with new data
+// NOTE: We don't know safely if internal texture format is the expected one...
+
+// Get OpenGL internal formats and data type from raylib PixelFormat
+
+// NOTE: on OpenGL ES 2.0 (WebGL), internalFormat must match format and options allowed are: GL_LUMINANCE, GL_RGB, GL_RGBA
+
+// NOTE: Requires extension OES_texture_float
+// NOTE: Requires extension OES_texture_float
+// NOTE: Requires extension OES_texture_float
+
+// NOTE: Requires OpenGL ES 2.0 or OpenGL 4.3
+// NOTE: Requires OpenGL ES 3.0 or OpenGL 4.3
+// NOTE: Requires OpenGL ES 3.0 or OpenGL 4.3
+// NOTE: Requires PowerVR GPU
+// NOTE: Requires PowerVR GPU
+// NOTE: Requires OpenGL ES 3.1 or OpenGL 4.3
+// NOTE: Requires OpenGL ES 3.1 or OpenGL 4.3
+
+// Unload texture from GPU memory
+
+// Generate mipmap data for selected texture
+
+// Check if texture is power-of-two (POT)
+
+// WARNING: Manual mipmap generation only works for RGBA 32bit textures!
+
+// Retrieve texture data from VRAM
+
+// NOTE: Texture data size is reallocated to fit mipmaps data
+// NOTE: CPU mipmap generation only supports RGBA 32bit data
+
+// Load the mipmaps
+
+// Once mipmaps have been generated and data has been uploaded to GPU VRAM, we can discard RAM data
+
+//glHint(GL_GENERATE_MIPMAP_HINT, GL_DONT_CARE);   // Hint for mipmaps generation algorythm: GL_FASTEST, GL_NICEST, GL_DONT_CARE
+// Generate mipmaps automatically
+
+// Activate Trilinear filtering for mipmaps
+
+// Read texture pixel data
+
+// NOTE: Using texture.id, we can retrieve some texture info (but not on OpenGL ES 2.0)
+// Possible texture info: GL_TEXTURE_RED_SIZE, GL_TEXTURE_GREEN_SIZE, GL_TEXTURE_BLUE_SIZE, GL_TEXTURE_ALPHA_SIZE
+//int width, height, format;
+//glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_WIDTH, &width);
+//glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_HEIGHT, &height);
+//glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_INTERNAL_FORMAT, &format);
+
+// NOTE: Each row written to or read from by OpenGL pixel operations like glGetTexImage are aligned to a 4 byte boundary by default, which may add some padding.
+// Use glPixelStorei to modify padding with the GL_[UN]PACK_ALIGNMENT setting.
+// GL_PACK_ALIGNMENT affects operations that read from OpenGL memory (glReadPixels, glGetTexImage, etc.)
+// GL_UNPACK_ALIGNMENT affects operations that write to OpenGL memory (glTexImage, etc.)
+
+// glGetTexImage() is not available on OpenGL ES 2.0
+// Texture width and height are required on OpenGL ES 2.0. There is no way to get it from texture id.
+// Two possible Options:
+// 1 - Bind texture to color fbo attachment and glReadPixels()
+// 2 - Create an fbo, activate it, render quad with texture, glReadPixels()
+// We are using Option 1, just need to care for texture format on retrieval
+// NOTE: This behaviour could be conditioned by graphic driver...
+
+// TODO: Create depth texture/renderbuffer for fbo?
+
+// Attach our texture to FBO
+
+// We read data as RGBA because FBO texture is configured as RGBA, despite binding another texture format
+
+// Clean up temporal fbo
+
+// Read screen pixel data (color buffer)
+
+// NOTE 1: glReadPixels returns image flipped vertically -> (0,0) is the bottom left corner of the framebuffer
+// NOTE 2: We are getting alpha channel! Be careful, it can be transparent if not cleared properly!
+
+// Flip image vertically!
+
+// Flip line
+
+// Set alpha component value to 255 (no trasparent image retrieval)
+// NOTE: Alpha value has already been applied to RGB in framebuffer, we don't need it!
+
+// NOTE: image data should be freed
+
+// Framebuffer management (fbo)
+//-----------------------------------------------------------------------------------------
+// Load a framebuffer to be used for rendering
+// NOTE: No textures attached
+
+// Create the framebuffer object
+// Unbind any framebuffer
+
+// Attach color buffer texture to an fbo (unloads previous attachment)
+// NOTE: Attach type: 0-Color, 1-Depth renderbuffer, 2-Depth texture
+
+// Verify render texture is complete
+
+// Unload framebuffer from GPU memory
+// NOTE: All attached textures/cubemaps/renderbuffers are also deleted
+
+// Query depth attachment to automatically delete texture/renderbuffer
+
+// Bind framebuffer to query depth texture type
+
+// NOTE: If a texture object is deleted while its image is attached to the *currently bound* framebuffer,
+// the texture image is automatically detached from the currently bound framebuffer.
 
 // Vertex data management
-void rlLoadMesh(Mesh *mesh, bool dynamic);                          // Upload vertex data into GPU and provided VAO/VBO ids
-void rlUpdateMesh(Mesh mesh, int buffer, int num);                  // Update vertex or index data on GPU (upload new data to one buffer)
-void rlUpdateMeshAt(Mesh mesh, int buffer, int num, int index);     // Update vertex or index data on GPU, at index
-void rlDrawMesh(Mesh mesh, Material material, Matrix transform);    // Draw a 3d mesh with material and transform
-void rlUnloadMesh(Mesh mesh);                                       // Unload mesh data from CPU and GPU
+//-----------------------------------------------------------------------------------------
+// Load a new attributes buffer
+
+// Load a new attributes element buffer
+
+// Update GPU buffer with new data
+// NOTE: dataSize and offset must be provided in bytes
+
+//case GL_INDEX_ARRAY: if (buffer != NULL) glIndexPointer(GL_SHORT, 0, buffer); break; // Indexed colors
+
+//TRACELOG(LOG_INFO, "VBO: Unloaded vertex data from VRAM (GPU)");
+
+// Shaders management
+//-----------------------------------------------------------------------------------------------
+// Load shader from code strings
+// NOTE: If shader string is NULL, using default vertex/fragment shaders
+
+// Detach shader before deletion to make sure memory is freed
+
+// Detach shader before deletion to make sure memory is freed
+
+// Get available shader uniforms
+// NOTE: This information is useful for debug...
+
+// Assume no variable names longer than 256
+
+// Get the name of the uniforms
+
+// Compile custom shader and return shader id
+
+//case GL_GEOMETRY_SHADER:
+//case GL_COMPUTE_SHADER:
+
+//case GL_GEOMETRY_SHADER:
+//case GL_COMPUTE_SHADER:
+
+// Load custom shader strings and return program id
+
+// NOTE: Default attribute shader locations must be binded before linking
+
+// NOTE: If some attrib name is no found on the shader, it locations becomes -1
+
+// NOTE: All uniform variables are intitialised to 0 when a program links
+
+// Unload shader program
+
+// Get shader location uniform
+
+// Get shader location attribute
+
+// Set shader value uniform
+
+// Set shader value attribute
+
+// Set shader value uniform matrix
+
+// Set shader value uniform sampler
+
+// Check if texture is already active
+
+// Register a new active texture for the internal batch system
+// NOTE: Default texture is always activated as GL_TEXTURE0
+
+// Activate new texture unit
+// Save texture id for binding on drawing
+
+// Set shader currently active
+
+// Matrix state management
+//-----------------------------------------------------------------------------------------
+// Return internal modelview matrix
+
+// Return internal projection matrix
+
+// Get internal accumulated transform matrix
+
+// TODO: Consider possible transform matrices in the RLGL.State.stack
+// Is this the right order? or should we start with the first stored matrix instead of the last one?
+//Matrix matStackTransform = MatrixIdentity();
+//for (int i = RLGL.State.stackCounter; i > 0; i--) matStackTransform = MatrixMultiply(RLGL.State.stack[i], matStackTransform);
+
+// Get internal projection matrix for stereo render (selected eye)
+
+// Get internal view offset matrix for stereo render (selected eye)
+
+// Set a custom modelview matrix (replaces internal modelview matrix)
+
+// Set a custom projection matrix (replaces internal projection matrix)
+
+// Set eyes projection matrices for stereo rendering
+
+// Set eyes view offsets matrices for stereo rendering
+
+// Load and draw a 1x1 XY quad in NDC
+
+// Positions         Texcoords
+
+// Gen VAO to contain VBO
+
+// Gen and fill vertex buffer (VBO)
+
+// Bind vertex attributes (position, texcoords)
+
+// Positions
+
+// Texcoords
+
+// Draw quad
+
+// Delete buffers (VBO and VAO)
+
+// Load and draw a 1x1 3D cube in NDC
+
+// Positions          Normals               Texcoords
+
+// Gen VAO to contain VBO
+
+// Gen and fill vertex buffer (VBO)
+
+// Bind vertex attributes (position, normals, texcoords)
+
+// Positions
+
+// Normals
+
+// Texcoords
+
+// Draw cube
+
+// Delete VBO and VAO
+
+//----------------------------------------------------------------------------------
+// Module specific Functions Definition
+//----------------------------------------------------------------------------------
+
+// Load default shader (just vertex positioning and texture coloring)
+// NOTE: This shader program is used for internal buffers
+// NOTE: It uses global variable: RLGL.State.defaultShader
+
+// NOTE: All locations must be reseted to -1 (no location)
+
+// Vertex shader directly defined, no external file required
+
+// Fragment shader directly defined, no external file required
+
+// Precision required for OpenGL ES2 (WebGL)
+
+// NOTE: Compiled vertex/fragment shaders are kept for re-use
+// Compile default vertex shader
+// Compile default fragment shader
+
+// Set default shader locations: attributes locations
+
+// Set default shader locations: uniform locations
+
+// Unload default shader
+// NOTE: It uses global variable: RLGL.State.defaultShader
+
+// Get compressed format official GL identifier name
+
+// GL_EXT_texture_compression_s3tc
+
+// GL_3DFX_texture_compression_FXT1
+
+// GL_IMG_texture_compression_pvrtc
+
+// GL_OES_compressed_ETC1_RGB8_texture
+
+// GL_ARB_texture_compression_rgtc
+
+// GL_ARB_texture_compression_bptc
+
+// GL_ARB_ES3_compatibility
+
+// GL_KHR_texture_compression_astc_hdr
+
+// SUPPORT_GL_DETAILS_INFO
+
+// GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2
+
+// Mipmaps data is generated after image data
+// NOTE: Only works with RGBA (4 bytes) data!
+
+// Required mipmap levels count (including base level)
+
+// Size in bytes (will include mipmaps...), RGBA only
+
+// Count mipmap levels required
+
+// Add mipmap size (in bytes)
+
+// Generate mipmaps
+// NOTE: Every mipmap data is stored after data
+
+// Size of last mipmap
+
+// Mipmap size to store after offset
+
+// Add mipmap to data
+
+// free mipmap data
+
+// Manual mipmap generation (basic scaling algorithm)
+
+// Scaling algorithm works perfectly (box-filter)
+
+// GRAPHICS_API_OPENGL_11
+
+// Get pixel data size in bytes (image or texture)
+// NOTE: Size depends on pixel format
+
+// Size in bytes
+// Bits per pixel
+
+// Total data size in bytes
+
+// Most compressed formats works on 4x4 blocks,
+// if texture is smaller, minimum dataSize is 8 or 16
+
+// RLGL_IMPLEMENTATION

이 변경점에서 너무 많은 파일들이 변경되어 몇몇 파일들은 표시되지 않았습니다.