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- 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
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