module rlgl; import raylib; /********************************************************************************************** * * rlgl v3.7 - raylib OpenGL abstraction layer * * rlgl is a wrapper for multiple OpenGL versions (1.1, 2.1, 3.3 Core, ES 2.0) to * pseudo-OpenGL 1.1 style functions (rlVertex, rlTranslate, rlRotate...). * * When chosing an OpenGL version greater than OpenGL 1.1, rlgl stores vertex data on internal * VBO buffers (and VAOs if available). It requires calling 3 functions: * rlglInit() - Initialize internal buffers and auxiliary resources * rlglClose() - De-initialize internal buffers data and other auxiliar resources * * CONFIGURATION: * * #define GRAPHICS_API_OPENGL_11 * #define GRAPHICS_API_OPENGL_21 * #define GRAPHICS_API_OPENGL_33 * #define GRAPHICS_API_OPENGL_ES2 * Use selected OpenGL graphics backend, should be supported by platform * Those preprocessor defines are only used on rlgl module, if OpenGL version is * required by any other module, use rlGetVersion() to check it * * #define RLGL_IMPLEMENTATION * Generates the implementation of the library into the included file. * If not defined, the library is in header only mode and can be included in other headers * or source files without problems. But only ONE file should hold the implementation. * * #define RLGL_STANDALONE * Use rlgl as standalone library (no raylib dependency) * * #define SUPPORT_GL_DETAILS_INFO * Show OpenGL extensions and capabilities detailed logs on init * * DEPENDENCIES: * raymath - 3D math functionality (Vector3, Matrix, Quaternion) * GLAD - OpenGL extensions loading (OpenGL 3.3 Core only) * * * LICENSE: zlib/libpng * * Copyright (c) 2014-2021 Ramon Santamaria (@raysan5) * * This software is provided "as-is", without any express or implied warranty. In no event * will the authors be held liable for any damages arising from the use of this software. * * Permission is granted to anyone to use this software for any purpose, including commercial * applications, and to alter it and redistribute it freely, subject to the following restrictions: * * 1. The origin of this software must not be misrepresented; you must not claim that you * wrote the original software. If you use this software in a product, an acknowledgment * in the product documentation would be appreciated but is not required. * * 2. Altered source versions must be plainly marked as such, and must not be misrepresented * as being the original software. * * 3. This notice may not be removed or altered from any source distribution. * **********************************************************************************************/ extern (C) @nogc nothrow: // We are building or using rlgl as a static library (or Linux shared library) // We are building raylib as a Win32 shared library (.dll) // We are using raylib as a Win32 shared library (.dll) // Support TRACELOG macros // Allow custom memory allocators // Required for: Shader, Texture2D // Required for: Vector3, Matrix // Security check in case no GRAPHICS_API_OPENGL_* defined // Security check in case multiple GRAPHICS_API_OPENGL_* defined // OpenGL 2.1 uses most of OpenGL 3.3 Core functionality // WARNING: Specific parts are checked with #if defines //---------------------------------------------------------------------------------- // Defines and Macros //---------------------------------------------------------------------------------- // Default internal render batch limits // This is the maximum amount of elements (quads) per batch // NOTE: Be careful with text, every letter maps to a quad enum DEFAULT_BATCH_BUFFER_ELEMENTS = 8192; // We reduce memory sizes for embedded systems (RPI and HTML5) // NOTE: On HTML5 (emscripten) this is allocated on heap, // by default it's only 16MB!...just take care... enum DEFAULT_BATCH_BUFFERS = 1; // Default number of batch buffers (multi-buffering) enum DEFAULT_BATCH_DRAWCALLS = 256; // Default number of batch draw calls (by state changes: mode, texture) enum MAX_BATCH_ACTIVE_TEXTURES = 4; // Maximum number of additional textures that can be activated on batch drawing (SetShaderValueTexture()) // Internal Matrix stack enum MAX_MATRIX_STACK_SIZE = 32; // Maximum size of Matrix stack // Vertex buffers id limit enum MAX_MESH_VERTEX_BUFFERS = 7; // Maximum vertex buffers (VBO) per mesh // Shader and material limits enum MAX_SHADER_LOCATIONS = 32; // Maximum number of shader locations supported enum MAX_MATERIAL_MAPS = 12; // Maximum number of shader maps supported // Projection matrix culling enum RL_CULL_DISTANCE_NEAR = 0.01; // Default near cull distance enum RL_CULL_DISTANCE_FAR = 1000.0; // Default far cull distance // Texture parameters (equivalent to OpenGL defines) enum RL_TEXTURE_WRAP_S = 0x2802; // GL_TEXTURE_WRAP_S enum RL_TEXTURE_WRAP_T = 0x2803; // GL_TEXTURE_WRAP_T enum RL_TEXTURE_MAG_FILTER = 0x2800; // GL_TEXTURE_MAG_FILTER enum RL_TEXTURE_MIN_FILTER = 0x2801; // GL_TEXTURE_MIN_FILTER enum RL_TEXTURE_FILTER_NEAREST = 0x2600; // GL_NEAREST enum RL_TEXTURE_FILTER_LINEAR = 0x2601; // GL_LINEAR enum RL_TEXTURE_FILTER_MIP_NEAREST = 0x2700; // GL_NEAREST_MIPMAP_NEAREST enum RL_TEXTURE_FILTER_NEAREST_MIP_LINEAR = 0x2702; // GL_NEAREST_MIPMAP_LINEAR enum RL_TEXTURE_FILTER_LINEAR_MIP_NEAREST = 0x2701; // GL_LINEAR_MIPMAP_NEAREST enum RL_TEXTURE_FILTER_MIP_LINEAR = 0x2703; // GL_LINEAR_MIPMAP_LINEAR enum RL_TEXTURE_FILTER_ANISOTROPIC = 0x3000; // Anisotropic filter (custom identifier) enum RL_TEXTURE_WRAP_REPEAT = 0x2901; // GL_REPEAT enum RL_TEXTURE_WRAP_CLAMP = 0x812F; // GL_CLAMP_TO_EDGE enum RL_TEXTURE_WRAP_MIRROR_REPEAT = 0x8370; // GL_MIRRORED_REPEAT enum RL_TEXTURE_WRAP_MIRROR_CLAMP = 0x8742; // GL_MIRROR_CLAMP_EXT // Matrix modes (equivalent to OpenGL) enum RL_MODELVIEW = 0x1700; // GL_MODELVIEW enum RL_PROJECTION = 0x1701; // GL_PROJECTION enum RL_TEXTURE = 0x1702; // GL_TEXTURE // Primitive assembly draw modes enum RL_LINES = 0x0001; // GL_LINES enum RL_TRIANGLES = 0x0004; // GL_TRIANGLES enum RL_QUADS = 0x0007; // GL_QUADS // GL equivalent data types enum RL_UNSIGNED_BYTE = 0x1401; // GL_UNSIGNED_BYTE enum RL_FLOAT = 0x1406; // GL_FLOAT //---------------------------------------------------------------------------------- // Types and Structures Definition //---------------------------------------------------------------------------------- enum GlVersion { OPENGL_11 = 1, OPENGL_21 = 2, OPENGL_33 = 3, OPENGL_ES_20 = 4 } enum FramebufferAttachType { RL_ATTACHMENT_COLOR_CHANNEL0 = 0, RL_ATTACHMENT_COLOR_CHANNEL1 = 1, RL_ATTACHMENT_COLOR_CHANNEL2 = 2, RL_ATTACHMENT_COLOR_CHANNEL3 = 3, RL_ATTACHMENT_COLOR_CHANNEL4 = 4, RL_ATTACHMENT_COLOR_CHANNEL5 = 5, RL_ATTACHMENT_COLOR_CHANNEL6 = 6, RL_ATTACHMENT_COLOR_CHANNEL7 = 7, RL_ATTACHMENT_DEPTH = 100, RL_ATTACHMENT_STENCIL = 200 } enum FramebufferAttachTextureType { RL_ATTACHMENT_CUBEMAP_POSITIVE_X = 0, RL_ATTACHMENT_CUBEMAP_NEGATIVE_X = 1, RL_ATTACHMENT_CUBEMAP_POSITIVE_Y = 2, RL_ATTACHMENT_CUBEMAP_NEGATIVE_Y = 3, RL_ATTACHMENT_CUBEMAP_POSITIVE_Z = 4, RL_ATTACHMENT_CUBEMAP_NEGATIVE_Z = 5, RL_ATTACHMENT_TEXTURE2D = 100, RL_ATTACHMENT_RENDERBUFFER = 200 } // Dynamic vertex buffers (position + texcoords + colors + indices arrays) struct VertexBuffer { int elementsCount; // Number of elements in the buffer (QUADS) int vCounter; // Vertex position counter to process (and draw) from full buffer int tcCounter; // Vertex texcoord counter to process (and draw) from full buffer int cCounter; // Vertex color counter to process (and draw) from full buffer float* vertices; // Vertex position (XYZ - 3 components per vertex) (shader-location = 0) float* texcoords; // Vertex texture coordinates (UV - 2 components per vertex) (shader-location = 1) ubyte* colors; // Vertex colors (RGBA - 4 components per vertex) (shader-location = 3) uint* indices; // Vertex indices (in case vertex data comes indexed) (6 indices per quad) // Vertex indices (in case vertex data comes indexed) (6 indices per quad) uint vaoId; // OpenGL Vertex Array Object id uint[4] vboId; // OpenGL Vertex Buffer Objects id (4 types of vertex data) } // Draw call type // NOTE: Only texture changes register a new draw, other state-change-related elements are not // used at this moment (vaoId, shaderId, matrices), raylib just forces a batch draw call if any // of those state-change happens (this is done in core module) struct DrawCall { int mode; // Drawing mode: LINES, TRIANGLES, QUADS int vertexCount; // Number of vertex of the draw int vertexAlignment; // Number of vertex required for index alignment (LINES, TRIANGLES) //unsigned int vaoId; // Vertex array id to be used on the draw -> Using RLGL.currentBatch->vertexBuffer.vaoId //unsigned int shaderId; // Shader id to be used on the draw -> Using RLGL.currentShader.id uint textureId; // Texture id to be used on the draw -> Use to create new draw call if changes //Matrix projection; // Projection matrix for this draw -> Using RLGL.projection by default //Matrix modelview; // Modelview matrix for this draw -> Using RLGL.modelview by default } // RenderBatch type struct RenderBatch { int buffersCount; // Number of vertex buffers (multi-buffering support) int currentBuffer; // Current buffer tracking in case of multi-buffering VertexBuffer* vertexBuffer; // Dynamic buffer(s) for vertex data DrawCall* draws; // Draw calls array, depends on textureId int drawsCounter; // Draw calls counter float currentDepth; // Current depth value for next draw } // Shader attribute data types enum ShaderAttributeDataType { SHADER_ATTRIB_FLOAT = 0, SHADER_ATTRIB_VEC2 = 1, SHADER_ATTRIB_VEC3 = 2, SHADER_ATTRIB_VEC4 = 3 } // Boolean type // Color type, RGBA (32bit) // Texture type // NOTE: Data stored in GPU memory // OpenGL texture id // Texture base width // Texture base height // Mipmap levels, 1 by default // Data format (PixelFormat) // Shader type (generic) // Shader program id // Shader locations array (MAX_SHADER_LOCATIONS) // TraceLog message types // Texture formats (support depends on OpenGL version) // 8 bit per pixel (no alpha) // 16 bpp // 24 bpp // 16 bpp (1 bit alpha) // 16 bpp (4 bit alpha) // 32 bpp // 32 bpp (1 channel - float) // 32*3 bpp (3 channels - float) // 32*4 bpp (4 channels - float) // 4 bpp (no alpha) // 4 bpp (1 bit alpha) // 8 bpp // 8 bpp // 4 bpp // 4 bpp // 8 bpp // 4 bpp // 4 bpp // 8 bpp // 2 bpp // Texture parameters: filter mode // NOTE 1: Filtering considers mipmaps if available in the texture // NOTE 2: Filter is accordingly set for minification and magnification // No filter, just pixel aproximation // Linear filtering // Trilinear filtering (linear with mipmaps) // Anisotropic filtering 4x // Anisotropic filtering 8x // Anisotropic filtering 16x // Texture parameters: wrap mode // Repeats texture in tiled mode // Clamps texture to edge pixel in tiled mode // Mirrors and repeats the texture in tiled mode // Mirrors and clamps to border the texture in tiled mode // Color blending modes (pre-defined) // Blend textures considering alpha (default) // Blend textures adding colors // Blend textures multiplying colors // Blend textures adding colors (alternative) // Blend textures subtracting colors (alternative) // Belnd textures using custom src/dst factors (use SetBlendModeCustom()) // Shader location point type // SHADER_LOC_MAP_DIFFUSE // SHADER_LOC_MAP_SPECULAR // Shader uniform data types // Prevents name mangling of functions //------------------------------------------------------------------------------------ // Functions Declaration - Matrix operations //------------------------------------------------------------------------------------ void rlMatrixMode(int mode); // Choose the current matrix to be transformed void rlPushMatrix(); // Push the current matrix to stack void rlPopMatrix(); // Pop lattest inserted matrix from stack void rlLoadIdentity(); // Reset current matrix to identity matrix void rlTranslatef(float x, float y, float z); // Multiply the current matrix by a translation matrix void rlRotatef(float angleDeg, float x, float y, float z); // Multiply the current matrix by a rotation matrix void rlScalef(float x, float y, float z); // Multiply the current matrix by a scaling matrix void rlMultMatrixf(float* matf); // Multiply the current matrix by another matrix void 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 // 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 // General render state void rlEnableDepthTest(); // Enable depth test void rlDisableDepthTest(); // Disable depth test void rlEnableDepthMask(); // Enable depth write void rlDisableDepthMask(); // Disable depth write void rlEnableBackfaceCulling(); // Enable backface culling void rlDisableBackfaceCulling(); // Disable backface culling void rlEnableScissorTest(); // Enable scissor test void rlDisableScissorTest(); // Disable scissor test void rlScissor(int x, int y, int width, int height); // Scissor test void rlEnableWireMode(); // Enable wire mode void rlDisableWireMode(); // Disable wire mode void rlSetLineWidth(float width); // Set the line drawing width float rlGetLineWidth(); // Get the line drawing width void rlEnableSmoothLines(); // Enable line aliasing void rlDisableSmoothLines(); // Disable line aliasing void rlEnableStereoRender(); // Enable stereo rendering void rlDisableStereoRender(); // Disable stereo rendering bool rlIsStereoRenderEnabled(); // Check if stereo render is enabled void rlClearColor(ubyte r, ubyte g, ubyte b, ubyte a); // Clear color buffer with color void rlClearScreenBuffers(); // Clear used screen buffers (color and depth) void rlCheckErrors(); // Check and log OpenGL error codes void rlSetBlendMode(int mode); // Set blending mode void rlSetBlendFactors(int glSrcFactor, int glDstFactor, int glEquation); // Set blending mode factor and equation (using OpenGL factors) //------------------------------------------------------------------------------------ // Functions Declaration - rlgl functionality //------------------------------------------------------------------------------------ // rlgl initialization functions void rlglInit(int width, int height); // Initialize rlgl (buffers, shaders, textures, states) void rlglClose(); // De-inititialize rlgl (buffers, shaders, textures) void rlLoadExtensions(void* loader); // Load OpenGL extensions (loader function pointer required) int rlGetVersion(); // Returns current OpenGL version int rlGetFramebufferWidth(); // Get default framebuffer width int rlGetFramebufferHeight(); // Get default framebuffer height Shader rlGetShaderDefault(); // Get default shader Texture2D rlGetTextureDefault(); // Get default texture // Render batch management // NOTE: rlgl provides a default render batch to behave like OpenGL 1.1 immediate mode // but this render batch API is exposed in case of custom batches are required RenderBatch rlLoadRenderBatch(int numBuffers, int bufferElements); // Load a render batch system void rlUnloadRenderBatch(RenderBatch batch); // Unload render batch system void rlDrawRenderBatch(RenderBatch* batch); // Draw render batch data (Update->Draw->Reset) void rlSetRenderBatchActive(RenderBatch* batch); // Set the active render batch for rlgl (NULL for default internal) void rlDrawRenderBatchActive(); // Update and draw internal render batch bool rlCheckRenderBatchLimit(int vCount); // Check internal buffer overflow for a given number of vertex void rlSetTexture(uint id); // Set current texture for render batch and check buffers limits //------------------------------------------------------------------------------------------------------------------------ // Vertex buffers management uint rlLoadVertexArray(); // Load vertex array (vao) if supported uint rlLoadVertexBuffer(void* buffer, int size, bool dynamic); // Load a vertex buffer attribute uint rlLoadVertexBufferElement(void* buffer, int size, bool dynamic); // Load a new attributes element buffer void rlUpdateVertexBuffer(int bufferId, void* data, int dataSize, int offset); // Update GPU buffer with new data void rlUnloadVertexArray(uint vaoId); void rlUnloadVertexBuffer(uint vboId); void rlSetVertexAttribute(uint index, int compSize, int type, bool normalized, int stride, void* pointer); void rlSetVertexAttributeDivisor(uint index, int divisor); void rlSetVertexAttributeDefault(int locIndex, const(void)* value, int attribType, int count); // Set vertex attribute default value void rlDrawVertexArray(int offset, int count); void rlDrawVertexArrayElements(int offset, int count, void* buffer); void rlDrawVertexArrayInstanced(int offset, int count, int instances); void rlDrawVertexArrayElementsInstanced(int offset, int count, void* buffer, int instances); // Textures management uint rlLoadTexture(void* data, int width, int height, int format, int mipmapCount); // Load texture in GPU uint rlLoadTextureDepth(int width, int height, bool useRenderBuffer); // Load depth texture/renderbuffer (to be attached to fbo) uint rlLoadTextureCubemap(void* data, int size, int format); // Load texture cubemap void rlUpdateTexture(uint id, int offsetX, int offsetY, int width, int height, int format, const(void)* data); // Update GPU texture with new data void rlGetGlTextureFormats(int format, uint* glInternalFormat, uint* glFormat, uint* glType); // Get OpenGL internal formats void rlUnloadTexture(uint id); // Unload texture from GPU memory void rlGenerateMipmaps(Texture2D* texture); // Generate mipmap data for selected texture void* rlReadTexturePixels(Texture2D texture); // Read texture pixel data ubyte* rlReadScreenPixels(int width, int height); // Read screen pixel data (color buffer) // Framebuffer management (fbo) uint rlLoadFramebuffer(int width, int height); // Load an empty framebuffer void rlFramebufferAttach(uint fboId, uint texId, int attachType, int texType, int mipLevel); // Attach texture/renderbuffer to a framebuffer bool rlFramebufferComplete(uint id); // Verify framebuffer is complete void rlUnloadFramebuffer(uint id); // Delete framebuffer from GPU // Shaders management uint rlLoadShaderCode(const(char)* vsCode, const(char)* fsCode); // Load shader from code strings uint rlCompileShader(const(char)* shaderCode, int type); // Compile custom shader and return shader id (type: GL_VERTEX_SHADER, GL_FRAGMENT_SHADER) uint rlLoadShaderProgram(uint vShaderId, uint fShaderId); // Load custom shader program void rlUnloadShaderProgram(uint id); // Unload shader program int rlGetLocationUniform(uint shaderId, const(char)* uniformName); // Get shader location uniform int rlGetLocationAttrib(uint shaderId, const(char)* attribName); // Get shader location attribute void rlSetUniform(int locIndex, const(void)* value, int uniformType, int count); // Set shader value uniform void rlSetUniformMatrix(int locIndex, Matrix mat); // Set shader value matrix void rlSetUniformSampler(int locIndex, uint textureId); // Set shader value sampler void rlSetShader(Shader shader); // Set shader currently active // Matrix state management Matrix rlGetMatrixModelview(); // Get internal modelview matrix Matrix rlGetMatrixProjection(); // Get internal projection matrix Matrix rlGetMatrixTransform(); // Get internal accumulated transform matrix Matrix rlGetMatrixProjectionStereo(int eye); // Get internal projection matrix for stereo render (selected eye) Matrix rlGetMatrixViewOffsetStereo(int eye); // Get internal view offset matrix for stereo render (selected eye) void rlSetMatrixProjection(Matrix proj); // Set a custom projection matrix (replaces internal projection matrix) void rlSetMatrixModelview(Matrix view); // Set a custom modelview matrix (replaces internal modelview matrix) void rlSetMatrixProjectionStereo(Matrix right, Matrix left); // Set eyes projection matrices for stereo rendering void rlSetMatrixViewOffsetStereo(Matrix right, Matrix left); // Set eyes view offsets matrices for stereo rendering // Quick and dirty cube/quad buffers load->draw->unload void rlLoadDrawCube(); // Load and draw a cube void rlLoadDrawQuad(); // Load and draw a quad // RLGL_H /*********************************************************************************** * * RLGL IMPLEMENTATION * ************************************************************************************/ // Check if config flags have been externally provided on compilation line // Defines module configuration flags // Required for: Vector3 and Matrix functions // Required for: malloc(), free() // Required for: strcmp(), strlen() [Used in rlglInit(), on extensions loading] // OpenGL 1.1 library for OSX // APIENTRY for OpenGL function pointer declarations is required // WINGDIAPI definition. Some Windows OpenGL headers need it // OpenGL 1.1 library // OpenGL 3 library for OSX // OpenGL 3 extensions library for OSX // GLAD extensions loading library, includes OpenGL headers // GLAD extensions loading library, includes OpenGL headers // EGL library // OpenGL ES 2.0 library // OpenGL ES 2.0 extensions library // It seems OpenGL ES 2.0 instancing entry points are not defined on Raspberry Pi // provided headers (despite being defined in official Khronos GLES2 headers) //---------------------------------------------------------------------------------- // Defines and Macros //---------------------------------------------------------------------------------- // Default shader vertex attribute names to set location points // Binded by default to shader location: 0 // Binded by default to shader location: 1 // Binded by default to shader location: 2 // Binded by default to shader location: 3 // Binded by default to shader location: 4 // Binded by default to shader location: 5 //---------------------------------------------------------------------------------- // Types and Structures Definition //---------------------------------------------------------------------------------- // Current render batch // Default internal render batch // Current matrix mode // Current matrix pointer // Default modelview matrix // Default projection matrix // Transform matrix to be used with rlTranslate, rlRotate, rlScale // Require transform matrix application to current draw-call vertex (if required) // Matrix stack for push/pop // Matrix stack counter // Default texture used on shapes/poly drawing (required by shader) // Active texture ids to be enabled on batch drawing (0 active by default) // Default vertex shader id (used by default shader program) // Default fragment shader Id (used by default shader program) // Basic shader, support vertex color and diffuse texture // Shader to be used on rendering (by default, defaultShader) // Stereo rendering flag // VR stereo rendering eyes projection matrices // VR stereo rendering eyes view offset matrices // Blending mode active // Blending source factor // Blending destination factor // Blending equation // Default framebuffer width // Default framebuffer height // Renderer state // VAO support (OpenGL ES2 could not support VAO extension) (GL_ARB_vertex_array_object) // Instancing supported (GL_ANGLE_instanced_arrays, GL_EXT_draw_instanced + GL_EXT_instanced_arrays) // NPOT textures full support (GL_ARB_texture_non_power_of_two, GL_OES_texture_npot) // Depth textures supported (GL_ARB_depth_texture, GL_WEBGL_depth_texture, GL_OES_depth_texture) // float textures support (32 bit per channel) (GL_OES_texture_float) // DDS texture compression support (GL_EXT_texture_compression_s3tc, GL_WEBGL_compressed_texture_s3tc, GL_WEBKIT_WEBGL_compressed_texture_s3tc) // ETC1 texture compression support (GL_OES_compressed_ETC1_RGB8_texture, GL_WEBGL_compressed_texture_etc1) // ETC2/EAC texture compression support (GL_ARB_ES3_compatibility) // PVR texture compression support (GL_IMG_texture_compression_pvrtc) // ASTC texture compression support (GL_KHR_texture_compression_astc_hdr, GL_KHR_texture_compression_astc_ldr) // Clamp mirror wrap mode supported (GL_EXT_texture_mirror_clamp) // Anisotropic texture filtering support (GL_EXT_texture_filter_anisotropic) // Maximum anisotropy level supported (minimum is 2.0f) // Maximum bits for depth component // Extensions supported flags // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2 //---------------------------------------------------------------------------------- // Global Variables Definition //---------------------------------------------------------------------------------- // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2 // NOTE: VAO functionality is exposed through extensions (OES) // NOTE: Instancing functionality could also be available through extension //---------------------------------------------------------------------------------- // Module specific Functions Declaration //---------------------------------------------------------------------------------- // Load default shader (RLGL.State.defaultShader) // Unload default shader (RLGL.State.defaultShader) // Get compressed format official GL identifier name // SUPPORT_GL_DETAILS_INFO // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2 // Generate mipmaps data on CPU side // Generate next mipmap level on CPU side // Get pixel data size in bytes (image or texture) //---------------------------------------------------------------------------------- // Module Functions Definition - Matrix operations //---------------------------------------------------------------------------------- // Fallback to OpenGL 1.1 function calls //--------------------------------------- // Choose the current matrix to be transformed //else if (mode == RL_TEXTURE) // Not supported // Push the current matrix into RLGL.State.stack // Pop lattest inserted matrix from RLGL.State.stack // Reset current matrix to identity matrix // Multiply the current matrix by a translation matrix // NOTE: We transpose matrix with multiplication order // Multiply the current matrix by a rotation matrix // NOTE: We transpose matrix with multiplication order // Multiply the current matrix by a scaling matrix // NOTE: We transpose matrix with multiplication order // Multiply the current matrix by another matrix // Matrix creation from array // Multiply the current matrix by a perspective matrix generated by parameters // Multiply the current matrix by an orthographic matrix generated by parameters // NOTE: If left-right and top-botton values are equal it could create // a division by zero on MatrixOrtho(), response to it is platform/compiler dependant // Set the viewport area (transformation from normalized device coordinates to window coordinates) //---------------------------------------------------------------------------------- // Module Functions Definition - Vertex level operations //---------------------------------------------------------------------------------- // Fallback to OpenGL 1.1 function calls //--------------------------------------- // Initialize drawing mode (how to organize vertex) // Draw mode can be RL_LINES, RL_TRIANGLES and RL_QUADS // NOTE: In all three cases, vertex are accumulated over default internal vertex buffer // Make sure current RLGL.currentBatch->draws[i].vertexCount is aligned a multiple of 4, // that way, following QUADS drawing will keep aligned with index processing // It implies adding some extra alignment vertex at the end of the draw, // those vertex are not processed but they are considered as an additional offset // for the next set of vertex to be drawn // Finish vertex providing // Make sure vertexCount is the same for vertices, texcoords, colors and normals // NOTE: In OpenGL 1.1, one glColor call can be made for all the subsequent glVertex calls // Make sure colors count match vertex count // Make sure texcoords count match vertex count // TODO: Make sure normals count match vertex count... if normals support is added in a future... :P // NOTE: Depth increment is dependant on rlOrtho(): z-near and z-far values, // as well as depth buffer bit-depth (16bit or 24bit or 32bit) // Correct increment formula would be: depthInc = (zfar - znear)/pow(2, bits) // Verify internal buffers limits // NOTE: This check is combined with usage of rlCheckRenderBatchLimit() // WARNING: If we are between rlPushMatrix() and rlPopMatrix() and we need to force a rlDrawRenderBatch(), // we need to call rlPopMatrix() before to recover *RLGL.State.currentMatrix (RLGL.State.modelview) for the next forced draw call! // If we have multiple matrix pushed, it will require "RLGL.State.stackCounter" pops before launching the draw // Define one vertex (position) // NOTE: Vertex position data is the basic information required for drawing // Transform provided vector if required // Verify that current vertex buffer elements limit has not been reached // Define one vertex (position) // Define one vertex (position) // Define one vertex (texture coordinate) // NOTE: Texture coordinates are limited to QUADS only // Define one vertex (normal) // NOTE: Normals limited to TRIANGLES only? // TODO: Normals usage... // Define one vertex (color) // Define one vertex (color) // Define one vertex (color) //-------------------------------------------------------------------------------------- // Module Functions Definition - OpenGL style functions (common to 1.1, 3.3+, ES2) //-------------------------------------------------------------------------------------- // Set current texture to use // NOTE: If quads batch limit is reached, we force a draw call and next batch starts // Make sure current RLGL.currentBatch->draws[i].vertexCount is aligned a multiple of 4, // that way, following QUADS drawing will keep aligned with index processing // It implies adding some extra alignment vertex at the end of the draw, // those vertex are not processed but they are considered as an additional offset // for the next set of vertex to be drawn // Select and active a texture slot // Enable texture // Disable texture // Enable texture cubemap // Core in OpenGL 1.4 // Disable texture cubemap // Set texture parameters (wrap mode/filter mode) // Enable shader program // Disable shader program // Enable rendering to texture (fbo) // Disable rendering to texture // Enable depth test // Disable depth test // Enable depth write // Disable depth write // Enable backface culling // Disable backface culling // Enable scissor test // Disable scissor test // Scissor test // Enable wire mode // NOTE: glPolygonMode() not available on OpenGL ES // Disable wire mode // NOTE: glPolygonMode() not available on OpenGL ES // Set the line drawing width // Get the line drawing width // Enable line aliasing // Disable line aliasing // Enable stereo rendering // Disable stereo rendering // Check if stereo render is enabled // Clear color buffer with color // Color values clamp to 0.0f(0) and 1.0f(255) // Clear used screen buffers (color and depth) // Clear used buffers: Color and Depth (Depth is used for 3D) //glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); // Stencil buffer not used... // Check and log OpenGL error codes // Set blend mode // Set blending mode factor and equation //---------------------------------------------------------------------------------- // Module Functions Definition - rlgl functionality //---------------------------------------------------------------------------------- // Initialize rlgl: OpenGL extensions, default buffers/shaders/textures, OpenGL states // Init default white texture // 1 pixel RGBA (4 bytes) // Init default Shader (customized for GL 3.3 and ES2) // RLGL.State.defaultShader // Init default vertex arrays buffers // Init stack matrices (emulating OpenGL 1.1) // Init internal matrices // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2 // Initialize OpenGL default states //---------------------------------------------------------- // Init state: Depth test // Type of depth testing to apply // Disable depth testing for 2D (only used for 3D) // Init state: Blending mode // Color blending function (how colors are mixed) // Enable color blending (required to work with transparencies) // Init state: Culling // NOTE: All shapes/models triangles are drawn CCW // Cull the back face (default) // Front face are defined counter clockwise (default) // Enable backface culling // Init state: Cubemap seamless // Seamless cubemaps (not supported on OpenGL ES 2.0) // Init state: Color hints (deprecated in OpenGL 3.0+) // Improve quality of color and texture coordinate interpolation // Smooth shading between vertex (vertex colors interpolation) // Store screen size into global variables //---------------------------------------------------------- // Init state: Color/Depth buffers clear // Set clear color (black) // Set clear depth value (default) // Clear color and depth buffers (depth buffer required for 3D) // Vertex Buffer Object deinitialization (memory free) // Unload default shader // Unload default texture // Load OpenGL extensions // NOTE: External loader function could be passed as a pointer // Also defined for GRAPHICS_API_OPENGL_21 // NOTE: glad is generated and contains only required OpenGL 3.3 Core extensions (and lower versions) // Get number of supported extensions // Get supported extensions list // WARNING: glGetStringi() not available on OpenGL 2.1 // Free extensions pointers // Register supported extensions flags // OpenGL 3.3 extensions supported by default (core) // NOTE: With GLAD, we can check if an extension is supported using the GLAD_GL_xxx booleans // Texture compression: DXT // Texture compression: ETC2/EAC // GRAPHICS_API_OPENGL_33 // Get supported extensions list // Allocate 512 strings pointers (2 KB) // One big const string // NOTE: We have to duplicate string because glGetString() returns a const string // Check required extensions // Check VAO support // NOTE: Only check on OpenGL ES, OpenGL 3.3 has VAO support as core feature // The extension is supported by our hardware and driver, try to get related functions pointers // NOTE: emscripten does not support VAOs natively, it uses emulation and it reduces overall performance... //glIsVertexArray = (PFNGLISVERTEXARRAYOESPROC)eglGetProcAddress("glIsVertexArrayOES"); // NOTE: Fails in WebGL, omitted // Check instanced rendering support // Web ANGLE // Standard EXT // Check NPOT textures support // NOTE: Only check on OpenGL ES, OpenGL 3.3 has NPOT textures full support as core feature // Check texture float support // Check depth texture support // Check texture compression support: DXT // Check texture compression support: ETC1 // Check texture compression support: ETC2/EAC // Check texture compression support: PVR // Check texture compression support: ASTC // Check anisotropic texture filter support // Check clamp mirror wrap mode support // Free extensions pointers // Duplicated string must be deallocated // GRAPHICS_API_OPENGL_ES2 // Check OpenGL information and capabilities //------------------------------------------------------------------------------ // Show current OpenGL and GLSL version // NOTE: Anisotropy levels capability is an extension // Show some OpenGL GPU capabilities /* // Following capabilities are only supported by OpenGL 4.3 or greater glGetIntegerv(GL_MAX_VERTEX_ATTRIB_BINDINGS, &capability); TRACELOG(LOG_INFO, " GL_MAX_VERTEX_ATTRIB_BINDINGS: %i", capability); glGetIntegerv(GL_MAX_UNIFORM_LOCATIONS, &capability); TRACELOG(LOG_INFO, " GL_MAX_UNIFORM_LOCATIONS: %i", capability); */ // SUPPORT_GL_DETAILS_INFO // Show some basic info about GL supported features // SUPPORT_GL_DETAILS_INFO // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2 // Returns current OpenGL version // NOTE: Force OpenGL 3.3 on OSX // Get default framebuffer width // Get default framebuffer height // Get default internal shader (simple texture + tint color) // Get default internal texture (white texture) // Render batch management //------------------------------------------------------------------------------------------------ // Load render batch // Initialize CPU (RAM) vertex buffers (position, texcoord, color data and indexes) //-------------------------------------------------------------------------------------------- // 3 float by vertex, 4 vertex by quad // 2 float by texcoord, 4 texcoord by quad // 4 float by color, 4 colors by quad // 6 int by quad (indices) // 6 int by quad (indices) // Indices can be initialized right now //-------------------------------------------------------------------------------------------- // Upload to GPU (VRAM) vertex data and initialize VAOs/VBOs //-------------------------------------------------------------------------------------------- // Initialize Quads VAO // Quads - Vertex buffers binding and attributes enable // Vertex position buffer (shader-location = 0) // Vertex texcoord buffer (shader-location = 1) // Vertex color buffer (shader-location = 3) // Fill index buffer // Unbind the current VAO //-------------------------------------------------------------------------------------------- // Init draw calls tracking system //-------------------------------------------------------------------------------------------- //batch.draws[i].vaoId = 0; //batch.draws[i].shaderId = 0; //batch.draws[i].RLGL.State.projection = MatrixIdentity(); //batch.draws[i].RLGL.State.modelview = MatrixIdentity(); // Record buffer count // Reset draws counter // Reset depth value //-------------------------------------------------------------------------------------------- // Unload default internal buffers vertex data from CPU and GPU // Unbind everything // Unload all vertex buffers data // Delete VBOs from GPU (VRAM) // Delete VAOs from GPU (VRAM) // Free vertex arrays memory from CPU (RAM) // Unload arrays // Draw render batch // NOTE: We require a pointer to reset batch and increase current buffer (multi-buffer) // Update batch vertex buffers //------------------------------------------------------------------------------------------------------------ // NOTE: If there is not vertex data, buffers doesn't need to be updated (vertexCount > 0) // TODO: If no data changed on the CPU arrays --> No need to re-update GPU arrays (change flag required) // Activate elements VAO // Vertex positions buffer //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*4*batch->vertexBuffer[batch->currentBuffer].elementsCount, batch->vertexBuffer[batch->currentBuffer].vertices, GL_DYNAMIC_DRAW); // Update all buffer // Texture coordinates buffer //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*4*batch->vertexBuffer[batch->currentBuffer].elementsCount, batch->vertexBuffer[batch->currentBuffer].texcoords, GL_DYNAMIC_DRAW); // Update all buffer // Colors buffer //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*4*4*batch->vertexBuffer[batch->currentBuffer].elementsCount, batch->vertexBuffer[batch->currentBuffer].colors, GL_DYNAMIC_DRAW); // Update all buffer // NOTE: glMapBuffer() causes sync issue. // If GPU is working with this buffer, glMapBuffer() will wait(stall) until GPU to finish its job. // To avoid waiting (idle), you can call first glBufferData() with NULL pointer before glMapBuffer(). // If you do that, the previous data in PBO will be discarded and glMapBuffer() returns a new // allocated pointer immediately even if GPU is still working with the previous data. // Another option: map the buffer object into client's memory // Probably this code could be moved somewhere else... // batch->vertexBuffer[batch->currentBuffer].vertices = (float *)glMapBuffer(GL_ARRAY_BUFFER, GL_READ_WRITE); // if (batch->vertexBuffer[batch->currentBuffer].vertices) // { // Update vertex data // } // glUnmapBuffer(GL_ARRAY_BUFFER); // Unbind the current VAO //------------------------------------------------------------------------------------------------------------ // Draw batch vertex buffers (considering VR stereo if required) //------------------------------------------------------------------------------------------------------------ // Setup current eye viewport (half screen width) // Set current eye view offset to modelview matrix // Set current eye projection matrix // Draw buffers // Set current shader and upload current MVP matrix // Create modelview-projection matrix and upload to shader // Bind vertex attrib: position (shader-location = 0) // Bind vertex attrib: texcoord (shader-location = 1) // Bind vertex attrib: color (shader-location = 3) // Setup some default shader values // Active default sampler2D: texture0 // Activate additional sampler textures // Those additional textures will be common for all draw calls of the batch // Activate default sampler2D texture0 (one texture is always active for default batch shader) // NOTE: Batch system accumulates calls by texture0 changes, additional textures are enabled for all the draw calls // Bind current draw call texture, activated as GL_TEXTURE0 and binded to sampler2D texture0 by default // We need to define the number of indices to be processed: quadsCount*6 // NOTE: The final parameter tells the GPU the offset in bytes from the // start of the index buffer to the location of the first index to process // Unbind textures // Unbind VAO // Unbind shader program //------------------------------------------------------------------------------------------------------------ // Reset batch buffers //------------------------------------------------------------------------------------------------------------ // Reset vertex counters for next frame // Reset depth for next draw // Restore projection/modelview matrices // Reset RLGL.currentBatch->draws array // Reset active texture units for next batch // Reset draws counter to one draw for the batch //------------------------------------------------------------------------------------------------------------ // Change to next buffer in the list (in case of multi-buffering) // Set the active render batch for rlgl // Update and draw internal render batch // NOTE: Stereo rendering is checked inside // Check internal buffer overflow for a given number of vertex // and force a RenderBatch draw call if required // NOTE: Stereo rendering is checked inside // Textures data management //----------------------------------------------------------------------------------------- // Convert image data to OpenGL texture (returns OpenGL valid Id) // Free any old binding // Check texture format support by OpenGL 1.1 (compressed textures not supported) // GRAPHICS_API_OPENGL_11 // Generate texture id // Mipmap data offset // Load the different mipmap levels // Security check for NPOT textures // Texture parameters configuration // NOTE: glTexParameteri does NOT affect texture uploading, just the way it's used // NOTE: OpenGL ES 2.0 with no GL_OES_texture_npot support (i.e. WebGL) has limited NPOT support, so CLAMP_TO_EDGE must be used // Set texture to repeat on x-axis // Set texture to repeat on y-axis // NOTE: If using negative texture coordinates (LoadOBJ()), it does not work! // Set texture to clamp on x-axis // Set texture to clamp on y-axis // Set texture to repeat on x-axis // Set texture to repeat on y-axis // Magnification and minification filters // Alternative: GL_LINEAR // Alternative: GL_LINEAR // Activate Trilinear filtering if mipmaps are available // At this point we have the texture loaded in GPU and texture parameters configured // NOTE: If mipmaps were not in data, they are not generated automatically // Unbind current texture // Load depth texture/renderbuffer (to be attached to fbo) // WARNING: OpenGL ES 2.0 requires GL_OES_depth_texture/WEBGL_depth_texture extensions // In case depth textures not supported, we force renderbuffer usage // NOTE: We let the implementation to choose the best bit-depth // Possible formats: GL_DEPTH_COMPONENT16, GL_DEPTH_COMPONENT24, GL_DEPTH_COMPONENT32 and GL_DEPTH_COMPONENT32F // Create the renderbuffer that will serve as the depth attachment for the framebuffer // NOTE: A renderbuffer is simpler than a texture and could offer better performance on embedded devices // Load texture cubemap // NOTE: Cubemap data is expected to be 6 images in a single data array (one after the other), // expected the following convention: +X, -X, +Y, -Y, +Z, -Z // Load cubemap faces // Instead of using a sized internal texture format (GL_RGB16F, GL_RGB32F), we let the driver to choose the better format for us (GL_RGB) // Set cubemap texture sampling parameters // Flag not supported on OpenGL ES 2.0 // Update already loaded texture in GPU with new data // NOTE: We don't know safely if internal texture format is the expected one... // Get OpenGL internal formats and data type from raylib PixelFormat // NOTE: on OpenGL ES 2.0 (WebGL), internalFormat must match format and options allowed are: GL_LUMINANCE, GL_RGB, GL_RGBA // NOTE: Requires extension OES_texture_float // NOTE: Requires extension OES_texture_float // NOTE: Requires extension OES_texture_float // NOTE: Requires OpenGL ES 2.0 or OpenGL 4.3 // NOTE: Requires OpenGL ES 3.0 or OpenGL 4.3 // NOTE: Requires OpenGL ES 3.0 or OpenGL 4.3 // NOTE: Requires PowerVR GPU // NOTE: Requires PowerVR GPU // NOTE: Requires OpenGL ES 3.1 or OpenGL 4.3 // NOTE: Requires OpenGL ES 3.1 or OpenGL 4.3 // Unload texture from GPU memory // Generate mipmap data for selected texture // Check if texture is power-of-two (POT) // WARNING: Manual mipmap generation only works for RGBA 32bit textures! // Retrieve texture data from VRAM // NOTE: Texture data size is reallocated to fit mipmaps data // NOTE: CPU mipmap generation only supports RGBA 32bit data // Load the mipmaps // Once mipmaps have been generated and data has been uploaded to GPU VRAM, we can discard RAM data //glHint(GL_GENERATE_MIPMAP_HINT, GL_DONT_CARE); // Hint for mipmaps generation algorythm: GL_FASTEST, GL_NICEST, GL_DONT_CARE // Generate mipmaps automatically // Activate Trilinear filtering for mipmaps // Read texture pixel data // NOTE: Using texture.id, we can retrieve some texture info (but not on OpenGL ES 2.0) // Possible texture info: GL_TEXTURE_RED_SIZE, GL_TEXTURE_GREEN_SIZE, GL_TEXTURE_BLUE_SIZE, GL_TEXTURE_ALPHA_SIZE //int width, height, format; //glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_WIDTH, &width); //glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_HEIGHT, &height); //glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_INTERNAL_FORMAT, &format); // NOTE: Each row written to or read from by OpenGL pixel operations like glGetTexImage are aligned to a 4 byte boundary by default, which may add some padding. // Use glPixelStorei to modify padding with the GL_[UN]PACK_ALIGNMENT setting. // GL_PACK_ALIGNMENT affects operations that read from OpenGL memory (glReadPixels, glGetTexImage, etc.) // GL_UNPACK_ALIGNMENT affects operations that write to OpenGL memory (glTexImage, etc.) // glGetTexImage() is not available on OpenGL ES 2.0 // Texture width and height are required on OpenGL ES 2.0. There is no way to get it from texture id. // Two possible Options: // 1 - Bind texture to color fbo attachment and glReadPixels() // 2 - Create an fbo, activate it, render quad with texture, glReadPixels() // We are using Option 1, just need to care for texture format on retrieval // NOTE: This behaviour could be conditioned by graphic driver... // TODO: Create depth texture/renderbuffer for fbo? // Attach our texture to FBO // We read data as RGBA because FBO texture is configured as RGBA, despite binding another texture format // Clean up temporal fbo // Read screen pixel data (color buffer) // NOTE 1: glReadPixels returns image flipped vertically -> (0,0) is the bottom left corner of the framebuffer // NOTE 2: We are getting alpha channel! Be careful, it can be transparent if not cleared properly! // Flip image vertically! // Flip line // Set alpha component value to 255 (no trasparent image retrieval) // NOTE: Alpha value has already been applied to RGB in framebuffer, we don't need it! // NOTE: image data should be freed // Framebuffer management (fbo) //----------------------------------------------------------------------------------------- // Load a framebuffer to be used for rendering // NOTE: No textures attached // Create the framebuffer object // Unbind any framebuffer // Attach color buffer texture to an fbo (unloads previous attachment) // NOTE: Attach type: 0-Color, 1-Depth renderbuffer, 2-Depth texture // Verify render texture is complete // Unload framebuffer from GPU memory // NOTE: All attached textures/cubemaps/renderbuffers are also deleted // Query depth attachment to automatically delete texture/renderbuffer // Bind framebuffer to query depth texture type // NOTE: If a texture object is deleted while its image is attached to the *currently bound* framebuffer, // the texture image is automatically detached from the currently bound framebuffer. // Vertex data management //----------------------------------------------------------------------------------------- // Load a new attributes buffer // Load a new attributes element buffer // Update GPU buffer with new data // NOTE: dataSize and offset must be provided in bytes //case GL_INDEX_ARRAY: if (buffer != NULL) glIndexPointer(GL_SHORT, 0, buffer); break; // Indexed colors //TRACELOG(LOG_INFO, "VBO: Unloaded vertex data from VRAM (GPU)"); // Shaders management //----------------------------------------------------------------------------------------------- // Load shader from code strings // NOTE: If shader string is NULL, using default vertex/fragment shaders // Detach shader before deletion to make sure memory is freed // Detach shader before deletion to make sure memory is freed // Get available shader uniforms // NOTE: This information is useful for debug... // Assume no variable names longer than 256 // Get the name of the uniforms // Compile custom shader and return shader id //case GL_GEOMETRY_SHADER: //case GL_COMPUTE_SHADER: //case GL_GEOMETRY_SHADER: //case GL_COMPUTE_SHADER: // Load custom shader strings and return program id // NOTE: Default attribute shader locations must be binded before linking // NOTE: If some attrib name is no found on the shader, it locations becomes -1 // NOTE: All uniform variables are intitialised to 0 when a program links // Unload shader program // Get shader location uniform // Get shader location attribute // Set shader value uniform // Set shader value attribute // Set shader value uniform matrix // Set shader value uniform sampler // Check if texture is already active // Register a new active texture for the internal batch system // NOTE: Default texture is always activated as GL_TEXTURE0 // Activate new texture unit // Save texture id for binding on drawing // Set shader currently active // Matrix state management //----------------------------------------------------------------------------------------- // Return internal modelview matrix // Return internal projection matrix // Get internal accumulated transform matrix // TODO: Consider possible transform matrices in the RLGL.State.stack // Is this the right order? or should we start with the first stored matrix instead of the last one? //Matrix matStackTransform = MatrixIdentity(); //for (int i = RLGL.State.stackCounter; i > 0; i--) matStackTransform = MatrixMultiply(RLGL.State.stack[i], matStackTransform); // Get internal projection matrix for stereo render (selected eye) // Get internal view offset matrix for stereo render (selected eye) // Set a custom modelview matrix (replaces internal modelview matrix) // Set a custom projection matrix (replaces internal projection matrix) // Set eyes projection matrices for stereo rendering // Set eyes view offsets matrices for stereo rendering // Load and draw a 1x1 XY quad in NDC // Positions Texcoords // Gen VAO to contain VBO // Gen and fill vertex buffer (VBO) // Bind vertex attributes (position, texcoords) // Positions // Texcoords // Draw quad // Delete buffers (VBO and VAO) // Load and draw a 1x1 3D cube in NDC // Positions Normals Texcoords // Gen VAO to contain VBO // Gen and fill vertex buffer (VBO) // Bind vertex attributes (position, normals, texcoords) // Positions // Normals // Texcoords // Draw cube // Delete VBO and VAO //---------------------------------------------------------------------------------- // Module specific Functions Definition //---------------------------------------------------------------------------------- // Load default shader (just vertex positioning and texture coloring) // NOTE: This shader program is used for internal buffers // NOTE: It uses global variable: RLGL.State.defaultShader // NOTE: All locations must be reseted to -1 (no location) // Vertex shader directly defined, no external file required // Fragment shader directly defined, no external file required // Precision required for OpenGL ES2 (WebGL) // NOTE: Compiled vertex/fragment shaders are kept for re-use // Compile default vertex shader // Compile default fragment shader // Set default shader locations: attributes locations // Set default shader locations: uniform locations // Unload default shader // NOTE: It uses global variable: RLGL.State.defaultShader // Get compressed format official GL identifier name // GL_EXT_texture_compression_s3tc // GL_3DFX_texture_compression_FXT1 // GL_IMG_texture_compression_pvrtc // GL_OES_compressed_ETC1_RGB8_texture // GL_ARB_texture_compression_rgtc // GL_ARB_texture_compression_bptc // GL_ARB_ES3_compatibility // GL_KHR_texture_compression_astc_hdr // SUPPORT_GL_DETAILS_INFO // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2 // Mipmaps data is generated after image data // NOTE: Only works with RGBA (4 bytes) data! // Required mipmap levels count (including base level) // Size in bytes (will include mipmaps...), RGBA only // Count mipmap levels required // Add mipmap size (in bytes) // Generate mipmaps // NOTE: Every mipmap data is stored after data // Size of last mipmap // Mipmap size to store after offset // Add mipmap to data // free mipmap data // Manual mipmap generation (basic scaling algorithm) // Scaling algorithm works perfectly (box-filter) // GRAPHICS_API_OPENGL_11 // Get pixel data size in bytes (image or texture) // NOTE: Size depends on pixel format // Size in bytes // Bits per pixel // Total data size in bytes // Most compressed formats works on 4x4 blocks, // if texture is smaller, minimum dataSize is 8 or 16 // RLGL_IMPLEMENTATION