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+module raylib.rlgl;
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+
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+import raylib;
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+/**********************************************************************************************
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+*
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+* rlgl v4.0 - A multi-OpenGL abstraction layer with an immediate-mode style API
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+*
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+* An abstraction layer for multiple OpenGL versions (1.1, 2.1, 3.3 Core, 4.3 Core, ES 2.0)
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+* that provides a pseudo-OpenGL 1.1 immediate-mode style API (rlVertex, rlTranslate, rlRotate...)
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+*
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+* When chosing an OpenGL backend different than OpenGL 1.1, some internal buffer are
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+* initialized on rlglInit() to accumulate vertex data.
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+*
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+* When an internal state change is required all the stored vertex data is renderer in batch,
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+* additioanlly, rlDrawRenderBatchActive() could be called to force flushing of the batch.
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+*
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+* Some additional resources are also loaded for convenience, here the complete list:
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+* - Default batch (RLGL.defaultBatch): RenderBatch system to accumulate vertex data
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+* - Default texture (RLGL.defaultTextureId): 1x1 white pixel R8G8B8A8
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+* - Default shader (RLGL.State.defaultShaderId, RLGL.State.defaultShaderLocs)
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+*
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+* Internal buffer (and additional resources) must be manually unloaded calling rlglClose().
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+*
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+*
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+* CONFIGURATION:
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+*
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+* #define GRAPHICS_API_OPENGL_11
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+* #define GRAPHICS_API_OPENGL_21
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+* #define GRAPHICS_API_OPENGL_33
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+* #define GRAPHICS_API_OPENGL_43
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+* #define GRAPHICS_API_OPENGL_ES2
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+* Use selected OpenGL graphics backend, should be supported by platform
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+* Those preprocessor defines are only used on rlgl module, if OpenGL version is
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+* required by any other module, use rlGetVersion() to check it
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+*
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+* #define RLGL_IMPLEMENTATION
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+* Generates the implementation of the library into the included file.
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+* If not defined, the library is in header only mode and can be included in other headers
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+* or source files without problems. But only ONE file should hold the implementation.
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+*
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+* #define RLGL_RENDER_TEXTURES_HINT
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+* Enable framebuffer objects (fbo) support (enabled by default)
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+* Some GPUs could not support them despite the OpenGL version
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+*
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+* #define RLGL_SHOW_GL_DETAILS_INFO
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+* Show OpenGL extensions and capabilities detailed logs on init
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+*
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+* #define RLGL_ENABLE_OPENGL_DEBUG_CONTEXT
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+* Enable debug context (only available on OpenGL 4.3)
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+*
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+* rlgl capabilities could be customized just defining some internal
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+* values before library inclusion (default values listed):
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+*
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+* #define RL_DEFAULT_BATCH_BUFFER_ELEMENTS 8192 // Default internal render batch elements limits
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+* #define RL_DEFAULT_BATCH_BUFFERS 1 // Default number of batch buffers (multi-buffering)
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+* #define RL_DEFAULT_BATCH_DRAWCALLS 256 // Default number of batch draw calls (by state changes: mode, texture)
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+* #define RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS 4 // Maximum number of textures units that can be activated on batch drawing (SetShaderValueTexture())
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+*
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+* #define RL_MAX_MATRIX_STACK_SIZE 32 // Maximum size of internal Matrix stack
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+* #define RL_MAX_SHADER_LOCATIONS 32 // Maximum number of shader locations supported
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+* #define RL_CULL_DISTANCE_NEAR 0.01 // Default projection matrix near cull distance
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+* #define RL_CULL_DISTANCE_FAR 1000.0 // Default projection matrix far cull distance
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+*
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+* When loading a shader, the following vertex attribute and uniform
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+* location names are tried to be set automatically:
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+*
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+* #define RL_DEFAULT_SHADER_ATTRIB_NAME_POSITION "vertexPosition" // Binded by default to shader location: 0
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+* #define RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD "vertexTexCoord" // Binded by default to shader location: 1
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+* #define RL_DEFAULT_SHADER_ATTRIB_NAME_NORMAL "vertexNormal" // Binded by default to shader location: 2
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+* #define RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR "vertexColor" // Binded by default to shader location: 3
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+* #define RL_DEFAULT_SHADER_ATTRIB_NAME_TANGENT "vertexTangent" // Binded by default to shader location: 4
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+* #define RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2 "vertexTexCoord2" // Binded by default to shader location: 5
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+* #define RL_DEFAULT_SHADER_UNIFORM_NAME_MVP "mvp" // model-view-projection matrix
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+* #define RL_DEFAULT_SHADER_UNIFORM_NAME_VIEW "matView" // view matrix
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+* #define RL_DEFAULT_SHADER_UNIFORM_NAME_PROJECTION "matProjection" // projection matrix
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+* #define RL_DEFAULT_SHADER_UNIFORM_NAME_MODEL "matModel" // model matrix
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+* #define RL_DEFAULT_SHADER_UNIFORM_NAME_NORMAL "matNormal" // normal matrix (transpose(inverse(matModelView))
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+* #define RL_DEFAULT_SHADER_UNIFORM_NAME_COLOR "colDiffuse" // color diffuse (base tint color, multiplied by texture color)
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+* #define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE0 "texture0" // texture0 (texture slot active 0)
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+* #define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE1 "texture1" // texture1 (texture slot active 1)
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+* #define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE2 "texture2" // texture2 (texture slot active 2)
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+*
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+* DEPENDENCIES:
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+*
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+* - OpenGL libraries (depending on platform and OpenGL version selected)
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+* - GLAD OpenGL extensions loading library (only for OpenGL 3.3 Core, 4.3 Core)
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+*
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+*
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+* LICENSE: zlib/libpng
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+*
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+* Copyright (c) 2014-2022 Ramon Santamaria (@raysan5)
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+*
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+* This software is provided "as-is", without any express or implied warranty. In no event
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+* will the authors be held liable for any damages arising from the use of this software.
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+*
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+* Permission is granted to anyone to use this software for any purpose, including commercial
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+* applications, and to alter it and redistribute it freely, subject to the following restrictions:
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+*
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+* 1. The origin of this software must not be misrepresented; you must not claim that you
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+* wrote the original software. If you use this software in a product, an acknowledgment
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+* in the product documentation would be appreciated but is not required.
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+*
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+* 2. Altered source versions must be plainly marked as such, and must not be misrepresented
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+* as being the original software.
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+*
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+* 3. This notice may not be removed or altered from any source distribution.
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+*
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+**********************************************************************************************/
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+
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+extern (C) @nogc nothrow:
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+
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+enum RLGL_VERSION = "4.0";
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+
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+// Function specifiers in case library is build/used as a shared library (Windows)
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+// NOTE: Microsoft specifiers to tell compiler that symbols are imported/exported from a .dll
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+
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+// We are building the library as a Win32 shared library (.dll)
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+
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+// We are using the library as a Win32 shared library (.dll)
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+
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+// Function specifiers definition // Functions defined as 'extern' by default (implicit specifiers)
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+
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+// Support TRACELOG macros
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+
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+// Allow custom memory allocators
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+
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+// Security check in case no GRAPHICS_API_OPENGL_* defined
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+
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+// Security check in case multiple GRAPHICS_API_OPENGL_* defined
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+
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+// OpenGL 2.1 uses most of OpenGL 3.3 Core functionality
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+// WARNING: Specific parts are checked with #if defines
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+
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+// OpenGL 4.3 uses OpenGL 3.3 Core functionality
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+
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+// Support framebuffer objects by default
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+// NOTE: Some driver implementation do not support it, despite they should
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+
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+//----------------------------------------------------------------------------------
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+// Defines and Macros
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+//----------------------------------------------------------------------------------
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+
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+// Default internal render batch elements limits
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+
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+// This is the maximum amount of elements (quads) per batch
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+// NOTE: Be careful with text, every letter maps to a quad
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+enum RL_DEFAULT_BATCH_BUFFER_ELEMENTS = 8192;
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+
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+// We reduce memory sizes for embedded systems (RPI and HTML5)
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+// NOTE: On HTML5 (emscripten) this is allocated on heap,
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+// by default it's only 16MB!...just take care...
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+
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+enum RL_DEFAULT_BATCH_BUFFERS = 1; // Default number of batch buffers (multi-buffering)
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+
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+enum RL_DEFAULT_BATCH_DRAWCALLS = 256; // Default number of batch draw calls (by state changes: mode, texture)
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+
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+enum RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS = 4; // Maximum number of textures units that can be activated on batch drawing (SetShaderValueTexture())
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+
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+// Internal Matrix stack
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+
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+enum RL_MAX_MATRIX_STACK_SIZE = 32; // Maximum size of Matrix stack
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+
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+// Shader limits
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+
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+enum RL_MAX_SHADER_LOCATIONS = 32; // Maximum number of shader locations supported
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+
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+// Projection matrix culling
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+
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+enum RL_CULL_DISTANCE_NEAR = 0.01; // Default near cull distance
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+
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+enum RL_CULL_DISTANCE_FAR = 1000.0; // Default far cull distance
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+
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+// Texture parameters (equivalent to OpenGL defines)
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+enum RL_TEXTURE_WRAP_S = 0x2802; // GL_TEXTURE_WRAP_S
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+enum RL_TEXTURE_WRAP_T = 0x2803; // GL_TEXTURE_WRAP_T
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+enum RL_TEXTURE_MAG_FILTER = 0x2800; // GL_TEXTURE_MAG_FILTER
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+enum RL_TEXTURE_MIN_FILTER = 0x2801; // GL_TEXTURE_MIN_FILTER
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+
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+enum RL_TEXTURE_FILTER_NEAREST = 0x2600; // GL_NEAREST
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+enum RL_TEXTURE_FILTER_LINEAR = 0x2601; // GL_LINEAR
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+enum RL_TEXTURE_FILTER_MIP_NEAREST = 0x2700; // GL_NEAREST_MIPMAP_NEAREST
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+enum RL_TEXTURE_FILTER_NEAREST_MIP_LINEAR = 0x2702; // GL_NEAREST_MIPMAP_LINEAR
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+enum RL_TEXTURE_FILTER_LINEAR_MIP_NEAREST = 0x2701; // GL_LINEAR_MIPMAP_NEAREST
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+enum RL_TEXTURE_FILTER_MIP_LINEAR = 0x2703; // GL_LINEAR_MIPMAP_LINEAR
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+enum RL_TEXTURE_FILTER_ANISOTROPIC = 0x3000; // Anisotropic filter (custom identifier)
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+
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+enum RL_TEXTURE_WRAP_REPEAT = 0x2901; // GL_REPEAT
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+enum RL_TEXTURE_WRAP_CLAMP = 0x812F; // GL_CLAMP_TO_EDGE
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+enum RL_TEXTURE_WRAP_MIRROR_REPEAT = 0x8370; // GL_MIRRORED_REPEAT
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+enum RL_TEXTURE_WRAP_MIRROR_CLAMP = 0x8742; // GL_MIRROR_CLAMP_EXT
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+
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+// Matrix modes (equivalent to OpenGL)
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+enum RL_MODELVIEW = 0x1700; // GL_MODELVIEW
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+enum RL_PROJECTION = 0x1701; // GL_PROJECTION
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+enum RL_TEXTURE = 0x1702; // GL_TEXTURE
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+
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+// Primitive assembly draw modes
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+enum RL_LINES = 0x0001; // GL_LINES
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+enum RL_TRIANGLES = 0x0004; // GL_TRIANGLES
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+enum RL_QUADS = 0x0007; // GL_QUADS
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+
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+// GL equivalent data types
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+enum RL_UNSIGNED_BYTE = 0x1401; // GL_UNSIGNED_BYTE
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+enum RL_FLOAT = 0x1406; // GL_FLOAT
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+
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+// Buffer usage hint
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+enum RL_STREAM_DRAW = 0x88E0; // GL_STREAM_DRAW
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+enum RL_STREAM_READ = 0x88E1; // GL_STREAM_READ
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+enum RL_STREAM_COPY = 0x88E2; // GL_STREAM_COPY
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+enum RL_STATIC_DRAW = 0x88E4; // GL_STATIC_DRAW
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+enum RL_STATIC_READ = 0x88E5; // GL_STATIC_READ
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+enum RL_STATIC_COPY = 0x88E6; // GL_STATIC_COPY
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+enum RL_DYNAMIC_DRAW = 0x88E8; // GL_DYNAMIC_DRAW
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+enum RL_DYNAMIC_READ = 0x88E9; // GL_DYNAMIC_READ
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+enum RL_DYNAMIC_COPY = 0x88EA; // GL_DYNAMIC_COPY
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+
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+// GL Shader type
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+enum RL_FRAGMENT_SHADER = 0x8B30; // GL_FRAGMENT_SHADER
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+enum RL_VERTEX_SHADER = 0x8B31; // GL_VERTEX_SHADER
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+enum RL_COMPUTE_SHADER = 0x91B9; // GL_COMPUTE_SHADER
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+
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+//----------------------------------------------------------------------------------
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+// Types and Structures Definition
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+//----------------------------------------------------------------------------------
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+enum rlGlVersion
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+{
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+ OPENGL_11 = 1,
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+ OPENGL_21 = 2,
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+ OPENGL_33 = 3,
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+ OPENGL_43 = 4,
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+ OPENGL_ES_20 = 5
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+}
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+
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+enum rlFramebufferAttachType
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+{
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+ RL_ATTACHMENT_COLOR_CHANNEL0 = 0,
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+ RL_ATTACHMENT_COLOR_CHANNEL1 = 1,
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+ RL_ATTACHMENT_COLOR_CHANNEL2 = 2,
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+ RL_ATTACHMENT_COLOR_CHANNEL3 = 3,
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+ RL_ATTACHMENT_COLOR_CHANNEL4 = 4,
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+ RL_ATTACHMENT_COLOR_CHANNEL5 = 5,
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+ RL_ATTACHMENT_COLOR_CHANNEL6 = 6,
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+ RL_ATTACHMENT_COLOR_CHANNEL7 = 7,
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+ RL_ATTACHMENT_DEPTH = 100,
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+ RL_ATTACHMENT_STENCIL = 200
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+}
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+
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+enum rlFramebufferAttachTextureType
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+{
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+ RL_ATTACHMENT_CUBEMAP_POSITIVE_X = 0,
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+ RL_ATTACHMENT_CUBEMAP_NEGATIVE_X = 1,
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+ RL_ATTACHMENT_CUBEMAP_POSITIVE_Y = 2,
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+ RL_ATTACHMENT_CUBEMAP_NEGATIVE_Y = 3,
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+ RL_ATTACHMENT_CUBEMAP_POSITIVE_Z = 4,
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+ RL_ATTACHMENT_CUBEMAP_NEGATIVE_Z = 5,
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+ RL_ATTACHMENT_TEXTURE2D = 100,
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+ RL_ATTACHMENT_RENDERBUFFER = 200
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+}
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+
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+// Dynamic vertex buffers (position + texcoords + colors + indices arrays)
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+struct rlVertexBuffer
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+{
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+ int elementCount; // Number of elements in the buffer (QUADS)
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+
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+ float* vertices; // Vertex position (XYZ - 3 components per vertex) (shader-location = 0)
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+ float* texcoords; // Vertex texture coordinates (UV - 2 components per vertex) (shader-location = 1)
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+ ubyte* colors; // Vertex colors (RGBA - 4 components per vertex) (shader-location = 3)
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+
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+ uint* indices; // Vertex indices (in case vertex data comes indexed) (6 indices per quad)
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+
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+ // Vertex indices (in case vertex data comes indexed) (6 indices per quad)
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+
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+ uint vaoId; // OpenGL Vertex Array Object id
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+ uint[4] vboId; // OpenGL Vertex Buffer Objects id (4 types of vertex data)
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+}
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+
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+// Draw call type
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+// NOTE: Only texture changes register a new draw, other state-change-related elements are not
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+// used at this moment (vaoId, shaderId, matrices), raylib just forces a batch draw call if any
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+// of those state-change happens (this is done in core module)
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+struct rlDrawCall
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+{
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+ int mode; // Drawing mode: LINES, TRIANGLES, QUADS
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+ int vertexCount; // Number of vertex of the draw
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+ int vertexAlignment; // Number of vertex required for index alignment (LINES, TRIANGLES)
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+ //unsigned int vaoId; // Vertex array id to be used on the draw -> Using RLGL.currentBatch->vertexBuffer.vaoId
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+ //unsigned int shaderId; // Shader id to be used on the draw -> Using RLGL.currentShaderId
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+ uint textureId; // Texture id to be used on the draw -> Use to create new draw call if changes
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+
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+ //Matrix projection; // Projection matrix for this draw -> Using RLGL.projection by default
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+ //Matrix modelview; // Modelview matrix for this draw -> Using RLGL.modelview by default
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+}
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+
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+// rlRenderBatch type
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+struct rlRenderBatch
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+{
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|
|
|
+ int bufferCount; // Number of vertex buffers (multi-buffering support)
|
|
|
|
+ int currentBuffer; // Current buffer tracking in case of multi-buffering
|
|
|
|
+ rlVertexBuffer* vertexBuffer; // Dynamic buffer(s) for vertex data
|
|
|
|
+
|
|
|
|
+ rlDrawCall* draws; // Draw calls array, depends on textureId
|
|
|
|
+ int drawCounter; // Draw calls counter
|
|
|
|
+ float currentDepth; // Current depth value for next draw
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+// Boolean type
|
|
|
|
+
|
|
|
|
+// Matrix, 4x4 components, column major, OpenGL style, right handed
|
|
|
|
+
|
|
|
|
+// Matrix first row (4 components)
|
|
|
|
+// Matrix second row (4 components)
|
|
|
|
+// Matrix third row (4 components)
|
|
|
|
+// Matrix fourth row (4 components)
|
|
|
|
+
|
|
|
|
+// Trace log level
|
|
|
|
+// NOTE: Organized by priority level
|
|
|
|
+enum rlTraceLogLevel
|
|
|
|
+{
|
|
|
|
+ RL_LOG_ALL = 0, // Display all logs
|
|
|
|
+ RL_LOG_TRACE = 1, // Trace logging, intended for internal use only
|
|
|
|
+ RL_LOG_DEBUG = 2, // Debug logging, used for internal debugging, it should be disabled on release builds
|
|
|
|
+ RL_LOG_INFO = 3, // Info logging, used for program execution info
|
|
|
|
+ RL_LOG_WARNING = 4, // Warning logging, used on recoverable failures
|
|
|
|
+ RL_LOG_ERROR = 5, // Error logging, used on unrecoverable failures
|
|
|
|
+ RL_LOG_FATAL = 6, // Fatal logging, used to abort program: exit(EXIT_FAILURE)
|
|
|
|
+ RL_LOG_NONE = 7 // Disable logging
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+// Texture formats (support depends on OpenGL version)
|
|
|
|
+enum rlPixelFormat
|
|
|
|
+{
|
|
|
|
+ RL_PIXELFORMAT_UNCOMPRESSED_GRAYSCALE = 1, // 8 bit per pixel (no alpha)
|
|
|
|
+ RL_PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA = 2, // 8*2 bpp (2 channels)
|
|
|
|
+ RL_PIXELFORMAT_UNCOMPRESSED_R5G6B5 = 3, // 16 bpp
|
|
|
|
+ RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8 = 4, // 24 bpp
|
|
|
|
+ RL_PIXELFORMAT_UNCOMPRESSED_R5G5B5A1 = 5, // 16 bpp (1 bit alpha)
|
|
|
|
+ RL_PIXELFORMAT_UNCOMPRESSED_R4G4B4A4 = 6, // 16 bpp (4 bit alpha)
|
|
|
|
+ RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8A8 = 7, // 32 bpp
|
|
|
|
+ RL_PIXELFORMAT_UNCOMPRESSED_R32 = 8, // 32 bpp (1 channel - float)
|
|
|
|
+ RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32 = 9, // 32*3 bpp (3 channels - float)
|
|
|
|
+ RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32A32 = 10, // 32*4 bpp (4 channels - float)
|
|
|
|
+ RL_PIXELFORMAT_COMPRESSED_DXT1_RGB = 11, // 4 bpp (no alpha)
|
|
|
|
+ RL_PIXELFORMAT_COMPRESSED_DXT1_RGBA = 12, // 4 bpp (1 bit alpha)
|
|
|
|
+ RL_PIXELFORMAT_COMPRESSED_DXT3_RGBA = 13, // 8 bpp
|
|
|
|
+ RL_PIXELFORMAT_COMPRESSED_DXT5_RGBA = 14, // 8 bpp
|
|
|
|
+ RL_PIXELFORMAT_COMPRESSED_ETC1_RGB = 15, // 4 bpp
|
|
|
|
+ RL_PIXELFORMAT_COMPRESSED_ETC2_RGB = 16, // 4 bpp
|
|
|
|
+ RL_PIXELFORMAT_COMPRESSED_ETC2_EAC_RGBA = 17, // 8 bpp
|
|
|
|
+ RL_PIXELFORMAT_COMPRESSED_PVRT_RGB = 18, // 4 bpp
|
|
|
|
+ RL_PIXELFORMAT_COMPRESSED_PVRT_RGBA = 19, // 4 bpp
|
|
|
|
+ RL_PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA = 20, // 8 bpp
|
|
|
|
+ RL_PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA = 21 // 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
|
|
|
|
+enum rlTextureFilter
|
|
|
|
+{
|
|
|
|
+ RL_TEXTURE_FILTER_POINT = 0, // No filter, just pixel approximation
|
|
|
|
+ RL_TEXTURE_FILTER_BILINEAR = 1, // Linear filtering
|
|
|
|
+ RL_TEXTURE_FILTER_TRILINEAR = 2, // Trilinear filtering (linear with mipmaps)
|
|
|
|
+ RL_TEXTURE_FILTER_ANISOTROPIC_4X = 3, // Anisotropic filtering 4x
|
|
|
|
+ RL_TEXTURE_FILTER_ANISOTROPIC_8X = 4, // Anisotropic filtering 8x
|
|
|
|
+ RL_TEXTURE_FILTER_ANISOTROPIC_16X = 5 // Anisotropic filtering 16x
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+// Color blending modes (pre-defined)
|
|
|
|
+enum rlBlendMode
|
|
|
|
+{
|
|
|
|
+ RL_BLEND_ALPHA = 0, // Blend textures considering alpha (default)
|
|
|
|
+ RL_BLEND_ADDITIVE = 1, // Blend textures adding colors
|
|
|
|
+ RL_BLEND_MULTIPLIED = 2, // Blend textures multiplying colors
|
|
|
|
+ RL_BLEND_ADD_COLORS = 3, // Blend textures adding colors (alternative)
|
|
|
|
+ RL_BLEND_SUBTRACT_COLORS = 4, // Blend textures subtracting colors (alternative)
|
|
|
|
+ RL_BLEND_ALPHA_PREMULTIPLY = 5, // Blend premultiplied textures considering alpha
|
|
|
|
+ RL_BLEND_CUSTOM = 6 // Blend textures using custom src/dst factors (use rlSetBlendFactors())
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+// Shader location point type
|
|
|
|
+enum rlShaderLocationIndex
|
|
|
|
+{
|
|
|
|
+ RL_SHADER_LOC_VERTEX_POSITION = 0, // Shader location: vertex attribute: position
|
|
|
|
+ RL_SHADER_LOC_VERTEX_TEXCOORD01 = 1, // Shader location: vertex attribute: texcoord01
|
|
|
|
+ RL_SHADER_LOC_VERTEX_TEXCOORD02 = 2, // Shader location: vertex attribute: texcoord02
|
|
|
|
+ RL_SHADER_LOC_VERTEX_NORMAL = 3, // Shader location: vertex attribute: normal
|
|
|
|
+ RL_SHADER_LOC_VERTEX_TANGENT = 4, // Shader location: vertex attribute: tangent
|
|
|
|
+ RL_SHADER_LOC_VERTEX_COLOR = 5, // Shader location: vertex attribute: color
|
|
|
|
+ RL_SHADER_LOC_MATRIX_MVP = 6, // Shader location: matrix uniform: model-view-projection
|
|
|
|
+ RL_SHADER_LOC_MATRIX_VIEW = 7, // Shader location: matrix uniform: view (camera transform)
|
|
|
|
+ RL_SHADER_LOC_MATRIX_PROJECTION = 8, // Shader location: matrix uniform: projection
|
|
|
|
+ RL_SHADER_LOC_MATRIX_MODEL = 9, // Shader location: matrix uniform: model (transform)
|
|
|
|
+ RL_SHADER_LOC_MATRIX_NORMAL = 10, // Shader location: matrix uniform: normal
|
|
|
|
+ RL_SHADER_LOC_VECTOR_VIEW = 11, // Shader location: vector uniform: view
|
|
|
|
+ RL_SHADER_LOC_COLOR_DIFFUSE = 12, // Shader location: vector uniform: diffuse color
|
|
|
|
+ RL_SHADER_LOC_COLOR_SPECULAR = 13, // Shader location: vector uniform: specular color
|
|
|
|
+ RL_SHADER_LOC_COLOR_AMBIENT = 14, // Shader location: vector uniform: ambient color
|
|
|
|
+ RL_SHADER_LOC_MAP_ALBEDO = 15, // Shader location: sampler2d texture: albedo (same as: RL_SHADER_LOC_MAP_DIFFUSE)
|
|
|
|
+ RL_SHADER_LOC_MAP_METALNESS = 16, // Shader location: sampler2d texture: metalness (same as: RL_SHADER_LOC_MAP_SPECULAR)
|
|
|
|
+ RL_SHADER_LOC_MAP_NORMAL = 17, // Shader location: sampler2d texture: normal
|
|
|
|
+ RL_SHADER_LOC_MAP_ROUGHNESS = 18, // Shader location: sampler2d texture: roughness
|
|
|
|
+ RL_SHADER_LOC_MAP_OCCLUSION = 19, // Shader location: sampler2d texture: occlusion
|
|
|
|
+ RL_SHADER_LOC_MAP_EMISSION = 20, // Shader location: sampler2d texture: emission
|
|
|
|
+ RL_SHADER_LOC_MAP_HEIGHT = 21, // Shader location: sampler2d texture: height
|
|
|
|
+ RL_SHADER_LOC_MAP_CUBEMAP = 22, // Shader location: samplerCube texture: cubemap
|
|
|
|
+ RL_SHADER_LOC_MAP_IRRADIANCE = 23, // Shader location: samplerCube texture: irradiance
|
|
|
|
+ RL_SHADER_LOC_MAP_PREFILTER = 24, // Shader location: samplerCube texture: prefilter
|
|
|
|
+ RL_SHADER_LOC_MAP_BRDF = 25 // Shader location: sampler2d texture: brdf
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+enum RL_SHADER_LOC_MAP_DIFFUSE = rlShaderLocationIndex.RL_SHADER_LOC_MAP_ALBEDO;
|
|
|
|
+enum RL_SHADER_LOC_MAP_SPECULAR = rlShaderLocationIndex.RL_SHADER_LOC_MAP_METALNESS;
|
|
|
|
+
|
|
|
|
+// Shader uniform data type
|
|
|
|
+enum rlShaderUniformDataType
|
|
|
|
+{
|
|
|
|
+ RL_SHADER_UNIFORM_FLOAT = 0, // Shader uniform type: float
|
|
|
|
+ RL_SHADER_UNIFORM_VEC2 = 1, // Shader uniform type: vec2 (2 float)
|
|
|
|
+ RL_SHADER_UNIFORM_VEC3 = 2, // Shader uniform type: vec3 (3 float)
|
|
|
|
+ RL_SHADER_UNIFORM_VEC4 = 3, // Shader uniform type: vec4 (4 float)
|
|
|
|
+ RL_SHADER_UNIFORM_INT = 4, // Shader uniform type: int
|
|
|
|
+ RL_SHADER_UNIFORM_IVEC2 = 5, // Shader uniform type: ivec2 (2 int)
|
|
|
|
+ RL_SHADER_UNIFORM_IVEC3 = 6, // Shader uniform type: ivec3 (3 int)
|
|
|
|
+ RL_SHADER_UNIFORM_IVEC4 = 7, // Shader uniform type: ivec4 (4 int)
|
|
|
|
+ RL_SHADER_UNIFORM_SAMPLER2D = 8 // Shader uniform type: sampler2d
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+// Shader attribute data types
|
|
|
|
+enum rlShaderAttributeDataType
|
|
|
|
+{
|
|
|
|
+ RL_SHADER_ATTRIB_FLOAT = 0, // Shader attribute type: float
|
|
|
|
+ RL_SHADER_ATTRIB_VEC2 = 1, // Shader attribute type: vec2 (2 float)
|
|
|
|
+ RL_SHADER_ATTRIB_VEC3 = 2, // Shader attribute type: vec3 (3 float)
|
|
|
|
+ RL_SHADER_ATTRIB_VEC4 = 3 // Shader attribute type: vec4 (4 float)
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+//------------------------------------------------------------------------------------
|
|
|
|
+// Functions Declaration - Matrix operations
|
|
|
|
+//------------------------------------------------------------------------------------
|
|
|
|
+
|
|
|
|
+// Prevents name mangling of functions
|
|
|
|
+
|
|
|
|
+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 angle, 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
|
|
|
|
+
|
|
|
|
+//------------------------------------------------------------------------------------
|
|
|
|
+// 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(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 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
|
|
|
|
+//------------------------------------------------------------------------------------
|
|
|
|
+
|
|
|
|
+// 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
|
|
|
|
+
|
|
|
|
+// Enable attribute state pointer
|
|
|
|
+// Disable attribute state pointer
|
|
|
|
+
|
|
|
|
+// 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)
|
|
|
|
+
|
|
|
|
+// 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
|
|
|
|
+void rlActiveDrawBuffers(int count); // Activate multiple draw color buffers
|
|
|
|
+
|
|
|
|
+// General render state
|
|
|
|
+void rlEnableColorBlend(); // Enable color blending
|
|
|
|
+void rlDisableColorBlend(); // Disable color blending
|
|
|
|
+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
|
|
|
|
+//------------------------------------------------------------------------------------
|
|
|
|
+// 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 required)
|
|
|
|
+int rlGetVersion(); // Get current OpenGL version
|
|
|
|
+void rlSetFramebufferWidth(int width); // Set current framebuffer width
|
|
|
|
+int rlGetFramebufferWidth(); // Get default framebuffer width
|
|
|
|
+void rlSetFramebufferHeight(int height); // Set current framebuffer height
|
|
|
|
+int rlGetFramebufferHeight(); // Get default framebuffer height
|
|
|
|
+
|
|
|
|
+uint rlGetTextureIdDefault(); // Get default texture id
|
|
|
|
+uint rlGetShaderIdDefault(); // Get default shader id
|
|
|
|
+int* rlGetShaderLocsDefault(); // Get default shader locations
|
|
|
|
+
|
|
|
|
+// 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
|
|
|
|
+rlRenderBatch rlLoadRenderBatch(int numBuffers, int bufferElements); // Load a render batch system
|
|
|
|
+void rlUnloadRenderBatch(rlRenderBatch batch); // Unload render batch system
|
|
|
|
+void rlDrawRenderBatch(rlRenderBatch* batch); // Draw render batch data (Update->Draw->Reset)
|
|
|
|
+void rlSetRenderBatchActive(rlRenderBatch* 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(const(void)* buffer, int size, bool dynamic); // Load a vertex buffer attribute
|
|
|
|
+uint rlLoadVertexBufferElement(const(void)* buffer, int size, bool dynamic); // Load a new attributes element buffer
|
|
|
|
+void rlUpdateVertexBuffer(uint bufferId, const(void)* data, int dataSize, int offset); // Update GPU buffer with new data
|
|
|
|
+void rlUpdateVertexBufferElements(uint id, const(void)* data, int dataSize, int offset); // Update vertex buffer elements with new data
|
|
|
|
+void rlUnloadVertexArray(uint vaoId);
|
|
|
|
+void rlUnloadVertexBuffer(uint vboId);
|
|
|
|
+void rlSetVertexAttribute(uint index, int compSize, int type, bool normalized, int stride, const(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, const(void)* buffer);
|
|
|
|
+void rlDrawVertexArrayInstanced(int offset, int count, int instances);
|
|
|
|
+void rlDrawVertexArrayElementsInstanced(int offset, int count, const(void)* buffer, int instances);
|
|
|
|
+
|
|
|
|
+// Textures management
|
|
|
|
+uint rlLoadTexture(const(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(const(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
|
|
|
|
+const(char)* rlGetPixelFormatName(uint format); // Get name string for pixel format
|
|
|
|
+void rlUnloadTexture(uint id); // Unload texture from GPU memory
|
|
|
|
+void rlGenTextureMipmaps(uint id, int width, int height, int format, int* mipmaps); // Generate mipmap data for selected texture
|
|
|
|
+void* rlReadTexturePixels(uint id, int width, int height, int format); // 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: RL_VERTEX_SHADER, RL_FRAGMENT_SHADER, RL_COMPUTE_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(uint id, int* locs); // Set shader currently active (id and locations)
|
|
|
|
+
|
|
|
|
+// Compute shader management
|
|
|
|
+uint rlLoadComputeShaderProgram(uint shaderId); // Load compute shader program
|
|
|
|
+void rlComputeShaderDispatch(uint groupX, uint groupY, uint groupZ); // Dispatch compute shader (equivalent to *draw* for graphics pilepine)
|
|
|
|
+
|
|
|
|
+// Shader buffer storage object management (ssbo)
|
|
|
|
+uint rlLoadShaderBuffer(ulong size, const(void)* data, int usageHint); // Load shader storage buffer object (SSBO)
|
|
|
|
+void rlUnloadShaderBuffer(uint ssboId); // Unload shader storage buffer object (SSBO)
|
|
|
|
+void rlUpdateShaderBufferElements(uint id, const(void)* data, ulong dataSize, ulong offset); // Update SSBO buffer data
|
|
|
|
+ulong rlGetShaderBufferSize(uint id); // Get SSBO buffer size
|
|
|
|
+void rlReadShaderBufferElements(uint id, void* dest, ulong count, ulong offset); // Bind SSBO buffer
|
|
|
|
+void rlBindShaderBuffer(uint id, uint index); // Copy SSBO buffer data
|
|
|
|
+
|
|
|
|
+// Buffer management
|
|
|
|
+void rlCopyBuffersElements(uint destId, uint srcId, ulong destOffset, ulong srcOffset, ulong count); // Copy SSBO buffer data
|
|
|
|
+void rlBindImageTexture(uint id, uint index, uint format, int readonly); // Bind image texture
|
|
|
|
+
|
|
|
|
+// 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
|
|
|
|
+*
|
|
|
|
+************************************************************************************/
|
|
|
|
+
|
|
|
|
+// OpenGL 1.1 library for OSX
|
|
|
|
+// OpenGL extensions library
|
|
|
|
+
|
|
|
|
+// 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
|
|
|
|
+
|
|
|
|
+//#include <EGL/egl.h> // EGL library -> not required, platform layer
|
|
|
|
+// 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)
|
|
|
|
+
|
|
|
|
+// Required for: malloc(), free()
|
|
|
|
+// Required for: strcmp(), strlen() [Used in rlglInit(), on extensions loading]
|
|
|
|
+// Required for: sqrtf(), sinf(), cosf(), floor(), log()
|
|
|
|
+
|
|
|
|
+//----------------------------------------------------------------------------------
|
|
|
|
+// 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
|
|
|
|
+
|
|
|
|
+// model-view-projection matrix
|
|
|
|
+
|
|
|
|
+// view matrix
|
|
|
|
+
|
|
|
|
+// projection matrix
|
|
|
|
+
|
|
|
|
+// model matrix
|
|
|
|
+
|
|
|
|
+// normal matrix (transpose(inverse(matModelView))
|
|
|
|
+
|
|
|
|
+// color diffuse (base tint color, multiplied by texture color)
|
|
|
|
+
|
|
|
|
+// texture0 (texture slot active 0)
|
|
|
|
+
|
|
|
|
+// texture1 (texture slot active 1)
|
|
|
|
+
|
|
|
|
+// texture2 (texture slot active 2)
|
|
|
|
+
|
|
|
|
+//----------------------------------------------------------------------------------
|
|
|
|
+// Types and Structures Definition
|
|
|
|
+//----------------------------------------------------------------------------------
|
|
|
|
+
|
|
|
|
+// Current render batch
|
|
|
|
+// Default internal render batch
|
|
|
|
+
|
|
|
|
+// Current active render batch vertex counter (generic, used for all batches)
|
|
|
|
+// Current active texture coordinate (added on glVertex*())
|
|
|
|
+// Current active normal (added on glVertex*())
|
|
|
|
+// Current active color (added on glVertex*())
|
|
|
|
+
|
|
|
|
+// 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)
|
|
|
|
+// Default shader program id, supports vertex color and diffuse texture
|
|
|
|
+// Default shader locations pointer to be used on rendering
|
|
|
|
+// Current shader id to be used on rendering (by default, defaultShaderId)
|
|
|
|
+// Current shader locations pointer to be used on rendering (by default, defaultShaderLocs)
|
|
|
|
+
|
|
|
|
+// 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
|
|
|
|
+
|
|
|
|
+// Current framebuffer width
|
|
|
|
+// Current 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)
|
|
|
|
+// Compute shaders support (GL_ARB_compute_shader)
|
|
|
|
+// Shader storage buffer object support (GL_ARB_shader_storage_buffer_object)
|
|
|
|
+
|
|
|
|
+// Maximum anisotropy level supported (minimum is 2.0f)
|
|
|
|
+// Maximum bits for depth component
|
|
|
|
+
|
|
|
|
+// Extensions supported flags
|
|
|
|
+
|
|
|
|
+// OpenGL extension functions loader signature (same as GLADloadproc)
|
|
|
|
+
|
|
|
|
+// 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
|
|
|
|
+// Unload default shader
|
|
|
|
+
|
|
|
|
+// Get compressed format official GL identifier name
|
|
|
|
+// RLGL_SHOW_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)
|
|
|
|
+// Auxiliar matrix math functions
|
|
|
|
+// Get identity matrix
|
|
|
|
+// Multiply two matrices
|
|
|
|
+
|
|
|
|
+//----------------------------------------------------------------------------------
|
|
|
|
+// 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: The provided angle must be in degrees
|
|
|
|
+
|
|
|
|
+// Axis vector (x, y, z) normalization
|
|
|
|
+
|
|
|
|
+// Rotation matrix generation
|
|
|
|
+
|
|
|
|
+// 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,
|
|
|
|
+// response to it is platform/compiler dependant
|
|
|
|
+
|
|
|
|
+// Set the viewport area (transformation from normalized device coordinates to window coordinates)
|
|
|
|
+// NOTE: We store current viewport dimensions
|
|
|
|
+
|
|
|
|
+//----------------------------------------------------------------------------------
|
|
|
|
+// 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
|
|
|
|
+
|
|
|
|
+// 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
|
|
|
|
+
|
|
|
|
+// Add vertices
|
|
|
|
+
|
|
|
|
+// Add current texcoord
|
|
|
|
+
|
|
|
|
+// TODO: Add current normal
|
|
|
|
+// By default rlVertexBuffer type does not store normals
|
|
|
|
+
|
|
|
|
+// Add current color
|
|
|
|
+
|
|
|
|
+// 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?
|
|
|
|
+
|
|
|
|
+// 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
|
|
|
|
+
|
|
|
|
+// Disable texture cubemap
|
|
|
|
+
|
|
|
|
+// Set texture parameters (wrap mode/filter mode)
|
|
|
|
+
|
|
|
|
+// Reset anisotropy filter, in case it was set
|
|
|
|
+
|
|
|
|
+// Enable shader program
|
|
|
|
+
|
|
|
|
+// Disable shader program
|
|
|
|
+
|
|
|
|
+// Enable rendering to texture (fbo)
|
|
|
|
+
|
|
|
|
+// Disable rendering to texture
|
|
|
|
+
|
|
|
|
+// Activate multiple draw color buffers
|
|
|
|
+// NOTE: One color buffer is always active by default
|
|
|
|
+
|
|
|
|
+// NOTE: Maximum number of draw buffers supported is implementation dependant,
|
|
|
|
+// it can be queried with glGet*() but it must be at least 8
|
|
|
|
+//GLint maxDrawBuffers = 0;
|
|
|
|
+//glGetIntegerv(GL_MAX_DRAW_BUFFERS, &maxDrawBuffers);
|
|
|
|
+
|
|
|
|
+//----------------------------------------------------------------------------------
|
|
|
|
+// General render state configuration
|
|
|
|
+//----------------------------------------------------------------------------------
|
|
|
|
+
|
|
|
|
+// Enable color blending
|
|
|
|
+
|
|
|
|
+// Disable color blending
|
|
|
|
+
|
|
|
|
+// 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
|
|
|
|
+
|
|
|
|
+// NOTE: Using GL blend src/dst factors and GL equation configured with rlSetBlendFactors()
|
|
|
|
+
|
|
|
|
+// Set blending mode factor and equation
|
|
|
|
+
|
|
|
|
+//----------------------------------------------------------------------------------
|
|
|
|
+// Module Functions Definition - OpenGL Debug
|
|
|
|
+//----------------------------------------------------------------------------------
|
|
|
|
+
|
|
|
|
+// Ignore non-significant error/warning codes (NVidia drivers)
|
|
|
|
+// NOTE: Here there are the details with a sample output:
|
|
|
|
+// - #131169 - Framebuffer detailed info: The driver allocated storage for renderbuffer 2. (severity: low)
|
|
|
|
+// - #131185 - Buffer detailed info: Buffer object 1 (bound to GL_ELEMENT_ARRAY_BUFFER_ARB, usage hint is GL_ENUM_88e4)
|
|
|
|
+// will use VIDEO memory as the source for buffer object operations. (severity: low)
|
|
|
|
+// - #131218 - Program/shader state performance warning: Vertex shader in program 7 is being recompiled based on GL state. (severity: medium)
|
|
|
|
+// - #131204 - Texture state usage warning: The texture object (0) bound to texture image unit 0 does not have
|
|
|
|
+// a defined base level and cannot be used for texture mapping. (severity: low)
|
|
|
|
+
|
|
|
|
+//----------------------------------------------------------------------------------
|
|
|
|
+// Module Functions Definition - rlgl functionality
|
|
|
|
+//----------------------------------------------------------------------------------
|
|
|
|
+
|
|
|
|
+// Initialize rlgl: OpenGL extensions, default buffers/shaders/textures, OpenGL states
|
|
|
|
+
|
|
|
|
+// Enable OpenGL debug context if required
|
|
|
|
+
|
|
|
|
+// glDebugMessageControl(GL_DEBUG_SOURCE_API, GL_DEBUG_TYPE_ERROR, GL_DEBUG_SEVERITY_HIGH, 0, 0, GL_TRUE); // TODO: Filter message
|
|
|
|
+
|
|
|
|
+// Debug context options:
|
|
|
|
+// - GL_DEBUG_OUTPUT - Faster version but not useful for breakpoints
|
|
|
|
+// - 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
|
|
|
|
+
|
|
|
|
+// Init default white texture
|
|
|
|
+// 1 pixel RGBA (4 bytes)
|
|
|
|
+
|
|
|
|
+// Init default Shader (customized for GL 3.3 and ES2)
|
|
|
|
+// Loaded: RLGL.State.defaultShaderId + RLGL.State.defaultShaderLocs
|
|
|
|
+
|
|
|
|
+// 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 must be provided
|
|
|
|
+
|
|
|
|
+// 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
|
|
|
|
+
|
|
|
|
+// 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
|
|
|
|
+// Get extensions string size in bytes
|
|
|
|
+
|
|
|
|
+// 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)loader("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
|
|
|
|
+
|
|
|
|
+// 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
|
|
|
|
+
|
|
|
|
+// GRAPHICS_API_OPENGL_43
|
|
|
|
+// RLGL_SHOW_GL_DETAILS_INFO
|
|
|
|
+
|
|
|
|
+// Show some basic info about GL supported features
|
|
|
|
+
|
|
|
|
+// RLGL_SHOW_GL_DETAILS_INFO
|
|
|
|
+
|
|
|
|
+// GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2
|
|
|
|
+
|
|
|
|
+// Get current OpenGL version
|
|
|
|
+
|
|
|
|
+// NOTE: Force OpenGL 3.3 on OSX
|
|
|
|
+
|
|
|
|
+// Set current framebuffer width
|
|
|
|
+
|
|
|
|
+// Set current framebuffer height
|
|
|
|
+
|
|
|
|
+// Get default framebuffer width
|
|
|
|
+
|
|
|
|
+// Get default framebuffer height
|
|
|
|
+
|
|
|
|
+// Get default internal texture (white texture)
|
|
|
|
+// NOTE: Default texture is a 1x1 pixel UNCOMPRESSED_R8G8B8A8
|
|
|
|
+
|
|
|
|
+// Get default shader id
|
|
|
|
+
|
|
|
|
+// Get default shader locs
|
|
|
|
+
|
|
|
|
+// 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 = rlMatrixIdentity();
|
|
|
|
+//batch.draws[i].RLGL.State.modelview = rlMatrixIdentity();
|
|
|
|
+
|
|
|
|
+// 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
|
|
|
|
+
|
|
|
|
+// Unbind VAO attribs 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].elementCount, 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].elementCount, 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].elementCount, 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: elementCount*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
|
|
|
|
+
|
|
|
|
+// Restore viewport to default measures
|
|
|
|
+
|
|
|
|
+//------------------------------------------------------------------------------------------------------------
|
|
|
|
+
|
|
|
|
+// Reset batch buffers
|
|
|
|
+//------------------------------------------------------------------------------------------------------------
|
|
|
|
+// Reset vertex counter 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 rlRenderBatch draw call if required
|
|
|
|
+
|
|
|
|
+// NOTE: Stereo rendering is checked inside
|
|
|
|
+
|
|
|
|
+// Restore state of last batch so we can continue adding vertices
|
|
|
|
+
|
|
|
|
+// Textures data management
|
|
|
|
+//-----------------------------------------------------------------------------------------
|
|
|
|
+// 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 algorithm: GL_FASTEST, GL_NICEST, GL_DONT_CARE
|
|
|
|
+// Generate mipmaps automatically
|
|
|
|
+
|
|
|
|
+// 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...
|
|
|
|
+
|
|
|
|
+// 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
|
|
|
|
+//-----------------------------------------------------------------------------------------
|
|
|
|
+// Load a new attributes buffer
|
|
|
|
+
|
|
|
|
+// Load a new attributes element buffer
|
|
|
|
+
|
|
|
|
+// Enable vertex buffer (VBO)
|
|
|
|
+
|
|
|
|
+// Disable vertex buffer (VBO)
|
|
|
|
+
|
|
|
|
+// Enable vertex buffer element (VBO element)
|
|
|
|
+
|
|
|
|
+// Disable vertex buffer element (VBO element)
|
|
|
|
+
|
|
|
|
+// Update vertex buffer with new data
|
|
|
|
+// NOTE: dataSize and offset must be provided in bytes
|
|
|
|
+
|
|
|
|
+// Update vertex buffer elements with new data
|
|
|
|
+// NOTE: dataSize and offset must be provided in bytes
|
|
|
|
+
|
|
|
|
+// Enable vertex array object (VAO)
|
|
|
|
+
|
|
|
|
+// Disable vertex array object (VAO)
|
|
|
|
+
|
|
|
|
+// Enable vertex attribute index
|
|
|
|
+
|
|
|
|
+// Disable vertex attribute index
|
|
|
|
+
|
|
|
|
+// Draw vertex array
|
|
|
|
+
|
|
|
|
+// Draw vertex array elements
|
|
|
|
+
|
|
|
|
+// Draw vertex array instanced
|
|
|
|
+
|
|
|
|
+// Draw vertex array elements instanced
|
|
|
|
+
|
|
|
|
+// Enable vertex state pointer
|
|
|
|
+
|
|
|
|
+//case GL_INDEX_ARRAY: if (buffer != NULL) glIndexPointer(GL_SHORT, 0, buffer); break; // Indexed colors
|
|
|
|
+
|
|
|
|
+// Disable vertex state pointer
|
|
|
|
+
|
|
|
|
+// Load vertex array object (VAO)
|
|
|
|
+
|
|
|
|
+// Set vertex attribute
|
|
|
|
+
|
|
|
|
+// Set vertex attribute divisor
|
|
|
|
+
|
|
|
|
+// Unload vertex array object (VAO)
|
|
|
|
+
|
|
|
|
+// Unload vertex buffer (VBO)
|
|
|
|
+
|
|
|
|
+//TRACELOG(RL_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
|
|
|
|
+
|
|
|
|
+// Compile vertex shader (if provided)
|
|
|
|
+
|
|
|
|
+// In case no vertex shader was provided or compilation failed, we use default vertex shader
|
|
|
|
+
|
|
|
|
+// Compile fragment shader (if provided)
|
|
|
|
+
|
|
|
|
+// In case no fragment shader was provided or compilation failed, we use default fragment shader
|
|
|
|
+
|
|
|
|
+// In case vertex and fragment shader are the default ones, no need to recompile, we can just assign the default shader program id
|
|
|
|
+
|
|
|
|
+// One of or both shader are new, we need to compile a new shader program
|
|
|
|
+
|
|
|
|
+// We can detach and delete vertex/fragment shaders (if not default ones)
|
|
|
|
+// NOTE: We detach shader before deletion to make sure memory is freed
|
|
|
|
+
|
|
|
|
+// In case shader program loading failed, we assign default shader
|
|
|
|
+
|
|
|
|
+// In case shader loading fails, we return the default shader
|
|
|
|
+
|
|
|
|
+/*
|
|
|
|
+else
|
|
|
|
+{
|
|
|
|
+ // Get available shader uniforms
|
|
|
|
+ // NOTE: This information is useful for debug...
|
|
|
|
+ int uniformCount = -1;
|
|
|
|
+ glGetProgramiv(id, GL_ACTIVE_UNIFORMS, &uniformCount);
|
|
|
|
+
|
|
|
|
+ for (int i = 0; i < uniformCount; i++)
|
|
|
|
+ {
|
|
|
|
+ int namelen = -1;
|
|
|
|
+ int num = -1;
|
|
|
|
+ char name[256] = { 0 }; // Assume no variable names longer than 256
|
|
|
|
+ GLenum type = GL_ZERO;
|
|
|
|
+
|
|
|
|
+ // Get the name of the uniforms
|
|
|
|
+ glGetActiveUniform(id, i, sizeof(name) - 1, &namelen, &num, &type, name);
|
|
|
|
+
|
|
|
|
+ name[namelen] = 0;
|
|
|
|
+ TRACELOGD("SHADER: [ID %i] Active uniform (%s) set at location: %i", id, name, glGetUniformLocation(id, name));
|
|
|
|
+ }
|
|
|
|
+}
|
|
|
|
+*/
|
|
|
|
+
|
|
|
|
+// Compile custom shader and return shader id
|
|
|
|
+
|
|
|
|
+//case GL_GEOMETRY_SHADER:
|
|
|
|
+
|
|
|
|
+//case GL_GEOMETRY_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
|
|
|
|
+
|
|
|
|
+// Get the size of compiled shader program (not available on OpenGL ES 2.0)
|
|
|
|
+// NOTE: If GL_LINK_STATUS is GL_FALSE, program binary length is zero.
|
|
|
|
+//GLint binarySize = 0;
|
|
|
|
+//glGetProgramiv(id, GL_PROGRAM_BINARY_LENGTH, &binarySize);
|
|
|
|
+
|
|
|
|
+// 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 (id and locations)
|
|
|
|
+
|
|
|
|
+// Load compute shader program
|
|
|
|
+
|
|
|
|
+// NOTE: All uniform variables are intitialised to 0 when a program links
|
|
|
|
+
|
|
|
|
+// Get the size of compiled shader program (not available on OpenGL ES 2.0)
|
|
|
|
+// NOTE: If GL_LINK_STATUS is GL_FALSE, program binary length is zero.
|
|
|
|
+//GLint binarySize = 0;
|
|
|
|
+//glGetProgramiv(id, GL_PROGRAM_BINARY_LENGTH, &binarySize);
|
|
|
|
+
|
|
|
|
+// Dispatch compute shader (equivalent to *draw* for graphics pilepine)
|
|
|
|
+
|
|
|
|
+// Load shader storage buffer object (SSBO)
|
|
|
|
+
|
|
|
|
+// Unload shader storage buffer object (SSBO)
|
|
|
|
+
|
|
|
|
+// Update SSBO buffer data
|
|
|
|
+
|
|
|
|
+// Get SSBO buffer size
|
|
|
|
+
|
|
|
|
+// Read SSBO buffer data
|
|
|
|
+
|
|
|
|
+// Bind SSBO buffer
|
|
|
|
+
|
|
|
|
+// Copy SSBO buffer data
|
|
|
|
+
|
|
|
|
+// Bind image texture
|
|
|
|
+
|
|
|
|
+// Matrix state management
|
|
|
|
+//-----------------------------------------------------------------------------------------
|
|
|
|
+// Get internal modelview matrix
|
|
|
|
+
|
|
|
|
+// Get 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 = rlMatrixIdentity();
|
|
|
|
+//for (int i = RLGL.State.stackCounter; i > 0; i--) matStackTransform = rlMatrixMultiply(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 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 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
|
|
|
|
+
|
|
|
|
+// Get name string for pixel format
|
|
|
|
+
|
|
|
|
+// 8 bit per pixel (no alpha)
|
|
|
|
+// 8*2 bpp (2 channels)
|
|
|
|
+// 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
|
|
|
|
+
|
|
|
|
+//----------------------------------------------------------------------------------
|
|
|
|
+// Module specific Functions Definition
|
|
|
|
+//----------------------------------------------------------------------------------
|
|
|
|
+
|
|
|
|
+// Load default shader (just vertex positioning and texture coloring)
|
|
|
|
+// NOTE: This shader program is used for internal buffers
|
|
|
|
+// NOTE: Loaded: RLGL.State.defaultShaderId, RLGL.State.defaultShaderLocs
|
|
|
|
+
|
|
|
|
+// 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 not deleted,
|
|
|
|
+// they are kept for re-use as default shaders in case some shader loading fails
|
|
|
|
+// Compile default vertex shader
|
|
|
|
+// Compile default fragment shader
|
|
|
|
+
|
|
|
|
+// Set default shader locations: attributes locations
|
|
|
|
+
|
|
|
|
+// Set default shader locations: uniform locations
|
|
|
|
+
|
|
|
|
+// Unload default shader
|
|
|
|
+// NOTE: Unloads: RLGL.State.defaultShaderId, RLGL.State.defaultShaderLocs
|
|
|
|
+
|
|
|
|
+// 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
|
|
|
|
+
|
|
|
|
+// RLGL_SHOW_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)
|
|
|
|
+
|
|
|
|
+// RGBA: 4 bytes
|
|
|
|
+
|
|
|
|
+// Generate mipmaps
|
|
|
|
+// NOTE: Every mipmap data is stored after data (RGBA - 4 bytes)
|
|
|
|
+
|
|
|
|
+// 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
|
|
|
|
+
|
|
|
|
+// Auxiliar math functions
|
|
|
|
+
|
|
|
|
+// Get identity matrix
|
|
|
|
+
|
|
|
|
+// Get two matrix multiplication
|
|
|
|
+// NOTE: When multiplying matrices... the order matters!
|
|
|
|
+
|
|
|
|
+// RLGL_IMPLEMENTATION
|