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- module raylib.rlgl;
- import raylib;
- /**********************************************************************************************
- *
- * rlgl v4.5 - A multi-OpenGL abstraction layer with an immediate-mode style API
- *
- * DESCRIPTION:
- * An abstraction layer for multiple OpenGL versions (1.1, 2.1, 3.3 Core, 4.3 Core, ES 2.0)
- * that provides a pseudo-OpenGL 1.1 immediate-mode style API (rlVertex, rlTranslate, rlRotate...)
- *
- * ADDITIONAL NOTES:
- * When choosing an OpenGL backend different than OpenGL 1.1, some internal buffer are
- * initialized on rlglInit() to accumulate vertex data.
- *
- * When an internal state change is required all the stored vertex data is renderer in batch,
- * additionally, rlDrawRenderBatchActive() could be called to force flushing of the batch.
- *
- * Some resources are also loaded for convenience, here the complete list:
- * - Default batch (RLGL.defaultBatch): RenderBatch system to accumulate vertex data
- * - Default texture (RLGL.defaultTextureId): 1x1 white pixel R8G8B8A8
- * - Default shader (RLGL.State.defaultShaderId, RLGL.State.defaultShaderLocs)
- *
- * Internal buffer (and resources) must be manually unloaded calling rlglClose().
- *
- * CONFIGURATION:
- * #define GRAPHICS_API_OPENGL_11
- * #define GRAPHICS_API_OPENGL_21
- * #define GRAPHICS_API_OPENGL_33
- * #define GRAPHICS_API_OPENGL_43
- * #define GRAPHICS_API_OPENGL_ES2
- * #define GRAPHICS_API_OPENGL_ES3
- * 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_RENDER_TEXTURES_HINT
- * Enable framebuffer objects (fbo) support (enabled by default)
- * Some GPUs could not support them despite the OpenGL version
- *
- * #define RLGL_SHOW_GL_DETAILS_INFO
- * Show OpenGL extensions and capabilities detailed logs on init
- *
- * #define RLGL_ENABLE_OPENGL_DEBUG_CONTEXT
- * Enable debug context (only available on OpenGL 4.3)
- *
- * rlgl capabilities could be customized just defining some internal
- * values before library inclusion (default values listed):
- *
- * #define RL_DEFAULT_BATCH_BUFFER_ELEMENTS 8192 // Default internal render batch elements limits
- * #define RL_DEFAULT_BATCH_BUFFERS 1 // Default number of batch buffers (multi-buffering)
- * #define RL_DEFAULT_BATCH_DRAWCALLS 256 // Default number of batch draw calls (by state changes: mode, texture)
- * #define RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS 4 // Maximum number of textures units that can be activated on batch drawing (SetShaderValueTexture())
- *
- * #define RL_MAX_MATRIX_STACK_SIZE 32 // Maximum size of internal Matrix stack
- * #define RL_MAX_SHADER_LOCATIONS 32 // Maximum number of shader locations supported
- * #define RL_CULL_DISTANCE_NEAR 0.01 // Default projection matrix near cull distance
- * #define RL_CULL_DISTANCE_FAR 1000.0 // Default projection matrix far cull distance
- *
- * When loading a shader, the following vertex attributes and uniform
- * location names are tried to be set automatically:
- *
- * #define RL_DEFAULT_SHADER_ATTRIB_NAME_POSITION "vertexPosition" // Bound by default to shader location: 0
- * #define RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD "vertexTexCoord" // Bound by default to shader location: 1
- * #define RL_DEFAULT_SHADER_ATTRIB_NAME_NORMAL "vertexNormal" // Bound by default to shader location: 2
- * #define RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR "vertexColor" // Bound by default to shader location: 3
- * #define RL_DEFAULT_SHADER_ATTRIB_NAME_TANGENT "vertexTangent" // Bound by default to shader location: 4
- * #define RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2 "vertexTexCoord2" // Bound by default to shader location: 5
- * #define RL_DEFAULT_SHADER_UNIFORM_NAME_MVP "mvp" // model-view-projection matrix
- * #define RL_DEFAULT_SHADER_UNIFORM_NAME_VIEW "matView" // view matrix
- * #define RL_DEFAULT_SHADER_UNIFORM_NAME_PROJECTION "matProjection" // projection matrix
- * #define RL_DEFAULT_SHADER_UNIFORM_NAME_MODEL "matModel" // model matrix
- * #define RL_DEFAULT_SHADER_UNIFORM_NAME_NORMAL "matNormal" // normal matrix (transpose(inverse(matModelView)))
- * #define RL_DEFAULT_SHADER_UNIFORM_NAME_COLOR "colDiffuse" // color diffuse (base tint color, multiplied by texture color)
- * #define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE0 "texture0" // texture0 (texture slot active 0)
- * #define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE1 "texture1" // texture1 (texture slot active 1)
- * #define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE2 "texture2" // texture2 (texture slot active 2)
- *
- * DEPENDENCIES:
- * - OpenGL libraries (depending on platform and OpenGL version selected)
- * - GLAD OpenGL extensions loading library (only for OpenGL 3.3 Core, 4.3 Core)
- *
- *
- * LICENSE: zlib/libpng
- *
- * Copyright (c) 2014-2023 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:
- enum RLGL_VERSION = "4.5";
- // Function specifiers in case library is build/used as a shared library (Windows)
- // NOTE: Microsoft specifiers to tell compiler that symbols are imported/exported from a .dll
- // We are building the library as a Win32 shared library (.dll)
- // We are using the library as a Win32 shared library (.dll)
- // Function specifiers definition // Functions defined as 'extern' by default (implicit specifiers)
- // Support TRACELOG macros
- // Allow custom memory allocators
- // 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
- // OpenGL 4.3 uses OpenGL 3.3 Core functionality
- // OpenGL ES 3.0 uses OpenGL ES 2.0 functionality (and more)
- // Support framebuffer objects by default
- // NOTE: Some driver implementation do not support it, despite they should
- //----------------------------------------------------------------------------------
- // Defines and Macros
- //----------------------------------------------------------------------------------
- // Default internal render batch elements limits
- // This is the maximum amount of elements (quads) per batch
- // NOTE: Be careful with text, every letter maps to a quad
- enum RL_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 RL_DEFAULT_BATCH_BUFFERS = 1; // Default number of batch buffers (multi-buffering)
- enum RL_DEFAULT_BATCH_DRAWCALLS = 256; // Default number of batch draw calls (by state changes: mode, texture)
- enum RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS = 4; // Maximum number of textures units that can be activated on batch drawing (SetShaderValueTexture())
- // Internal Matrix stack
- enum RL_MAX_MATRIX_STACK_SIZE = 32; // Maximum size of Matrix stack
- // Shader limits
- enum RL_MAX_SHADER_LOCATIONS = 32; // Maximum number of shader locations 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_MIPMAP_BIAS_RATIO = 0x4000; // Texture mipmap bias, percentage ratio (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
- // GL buffer usage hint
- enum RL_STREAM_DRAW = 0x88E0; // GL_STREAM_DRAW
- enum RL_STREAM_READ = 0x88E1; // GL_STREAM_READ
- enum RL_STREAM_COPY = 0x88E2; // GL_STREAM_COPY
- enum RL_STATIC_DRAW = 0x88E4; // GL_STATIC_DRAW
- enum RL_STATIC_READ = 0x88E5; // GL_STATIC_READ
- enum RL_STATIC_COPY = 0x88E6; // GL_STATIC_COPY
- enum RL_DYNAMIC_DRAW = 0x88E8; // GL_DYNAMIC_DRAW
- enum RL_DYNAMIC_READ = 0x88E9; // GL_DYNAMIC_READ
- enum RL_DYNAMIC_COPY = 0x88EA; // GL_DYNAMIC_COPY
- // GL Shader type
- enum RL_FRAGMENT_SHADER = 0x8B30; // GL_FRAGMENT_SHADER
- enum RL_VERTEX_SHADER = 0x8B31; // GL_VERTEX_SHADER
- enum RL_COMPUTE_SHADER = 0x91B9; // GL_COMPUTE_SHADER
- // GL blending factors
- enum RL_ZERO = 0; // GL_ZERO
- enum RL_ONE = 1; // GL_ONE
- enum RL_SRC_COLOR = 0x0300; // GL_SRC_COLOR
- enum RL_ONE_MINUS_SRC_COLOR = 0x0301; // GL_ONE_MINUS_SRC_COLOR
- enum RL_SRC_ALPHA = 0x0302; // GL_SRC_ALPHA
- enum RL_ONE_MINUS_SRC_ALPHA = 0x0303; // GL_ONE_MINUS_SRC_ALPHA
- enum RL_DST_ALPHA = 0x0304; // GL_DST_ALPHA
- enum RL_ONE_MINUS_DST_ALPHA = 0x0305; // GL_ONE_MINUS_DST_ALPHA
- enum RL_DST_COLOR = 0x0306; // GL_DST_COLOR
- enum RL_ONE_MINUS_DST_COLOR = 0x0307; // GL_ONE_MINUS_DST_COLOR
- enum RL_SRC_ALPHA_SATURATE = 0x0308; // GL_SRC_ALPHA_SATURATE
- enum RL_CONSTANT_COLOR = 0x8001; // GL_CONSTANT_COLOR
- enum RL_ONE_MINUS_CONSTANT_COLOR = 0x8002; // GL_ONE_MINUS_CONSTANT_COLOR
- enum RL_CONSTANT_ALPHA = 0x8003; // GL_CONSTANT_ALPHA
- enum RL_ONE_MINUS_CONSTANT_ALPHA = 0x8004; // GL_ONE_MINUS_CONSTANT_ALPHA
- // GL blending functions/equations
- enum RL_FUNC_ADD = 0x8006; // GL_FUNC_ADD
- enum RL_MIN = 0x8007; // GL_MIN
- enum RL_MAX = 0x8008; // GL_MAX
- enum RL_FUNC_SUBTRACT = 0x800A; // GL_FUNC_SUBTRACT
- enum RL_FUNC_REVERSE_SUBTRACT = 0x800B; // GL_FUNC_REVERSE_SUBTRACT
- enum RL_BLEND_EQUATION = 0x8009; // GL_BLEND_EQUATION
- enum RL_BLEND_EQUATION_RGB = 0x8009; // GL_BLEND_EQUATION_RGB // (Same as BLEND_EQUATION)
- enum RL_BLEND_EQUATION_ALPHA = 0x883D; // GL_BLEND_EQUATION_ALPHA
- enum RL_BLEND_DST_RGB = 0x80C8; // GL_BLEND_DST_RGB
- enum RL_BLEND_SRC_RGB = 0x80C9; // GL_BLEND_SRC_RGB
- enum RL_BLEND_DST_ALPHA = 0x80CA; // GL_BLEND_DST_ALPHA
- enum RL_BLEND_SRC_ALPHA = 0x80CB; // GL_BLEND_SRC_ALPHA
- enum RL_BLEND_COLOR = 0x8005; // GL_BLEND_COLOR
- //----------------------------------------------------------------------------------
- // Types and Structures Definition
- //----------------------------------------------------------------------------------
- // Boolean type
- // Matrix, 4x4 components, column major, OpenGL style, right handed
- // Matrix first row (4 components)
- // Matrix second row (4 components)
- // Matrix third row (4 components)
- // Matrix fourth row (4 components)
- // Dynamic vertex buffers (position + texcoords + colors + indices arrays)
- struct rlVertexBuffer
- {
- int elementCount; // Number of elements in the buffer (QUADS)
- 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 rlDrawCall
- {
- 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.currentShaderId
- 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
- }
- // rlRenderBatch type
- struct rlRenderBatch
- {
- int bufferCount; // Number of vertex buffers (multi-buffering support)
- int currentBuffer; // Current buffer tracking in case of multi-buffering
- rlVertexBuffer* vertexBuffer; // Dynamic buffer(s) for vertex data
- rlDrawCall* draws; // Draw calls array, depends on textureId
- int drawCounter; // Draw calls counter
- float currentDepth; // Current depth value for next draw
- }
- // OpenGL version
- enum rlGlVersion
- {
- RL_OPENGL_11 = 1, // OpenGL 1.1
- RL_OPENGL_21 = 2, // OpenGL 2.1 (GLSL 120)
- RL_OPENGL_33 = 3, // OpenGL 3.3 (GLSL 330)
- RL_OPENGL_43 = 4, // OpenGL 4.3 (using GLSL 330)
- RL_OPENGL_ES_20 = 5, // OpenGL ES 2.0 (GLSL 100)
- RL_OPENGL_ES_30 = 6 // OpenGL ES 3.0 (GLSL 300 es)
- }
- // Trace log level
- // NOTE: Organized by priority level
- enum rlTraceLogLevel
- {
- RL_LOG_ALL = 0, // Display all logs
- RL_LOG_TRACE = 1, // Trace logging, intended for internal use only
- RL_LOG_DEBUG = 2, // Debug logging, used for internal debugging, it should be disabled on release builds
- RL_LOG_INFO = 3, // Info logging, used for program execution info
- RL_LOG_WARNING = 4, // Warning logging, used on recoverable failures
- RL_LOG_ERROR = 5, // Error logging, used on unrecoverable failures
- RL_LOG_FATAL = 6, // Fatal logging, used to abort program: exit(EXIT_FAILURE)
- RL_LOG_NONE = 7 // Disable logging
- }
- // Texture pixel formats
- // NOTE: Support depends on OpenGL version
- enum rlPixelFormat
- {
- RL_PIXELFORMAT_UNCOMPRESSED_GRAYSCALE = 1, // 8 bit per pixel (no alpha)
- RL_PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA = 2, // 8*2 bpp (2 channels)
- RL_PIXELFORMAT_UNCOMPRESSED_R5G6B5 = 3, // 16 bpp
- RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8 = 4, // 24 bpp
- RL_PIXELFORMAT_UNCOMPRESSED_R5G5B5A1 = 5, // 16 bpp (1 bit alpha)
- RL_PIXELFORMAT_UNCOMPRESSED_R4G4B4A4 = 6, // 16 bpp (4 bit alpha)
- RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8A8 = 7, // 32 bpp
- RL_PIXELFORMAT_UNCOMPRESSED_R32 = 8, // 32 bpp (1 channel - float)
- RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32 = 9, // 32*3 bpp (3 channels - float)
- RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32A32 = 10, // 32*4 bpp (4 channels - float)
- RL_PIXELFORMAT_UNCOMPRESSED_R16 = 11, // 16 bpp (1 channel - half float)
- RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16 = 12, // 16*3 bpp (3 channels - half float)
- RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16A16 = 13, // 16*4 bpp (4 channels - half float)
- RL_PIXELFORMAT_COMPRESSED_DXT1_RGB = 14, // 4 bpp (no alpha)
- RL_PIXELFORMAT_COMPRESSED_DXT1_RGBA = 15, // 4 bpp (1 bit alpha)
- RL_PIXELFORMAT_COMPRESSED_DXT3_RGBA = 16, // 8 bpp
- RL_PIXELFORMAT_COMPRESSED_DXT5_RGBA = 17, // 8 bpp
- RL_PIXELFORMAT_COMPRESSED_ETC1_RGB = 18, // 4 bpp
- RL_PIXELFORMAT_COMPRESSED_ETC2_RGB = 19, // 4 bpp
- RL_PIXELFORMAT_COMPRESSED_ETC2_EAC_RGBA = 20, // 8 bpp
- RL_PIXELFORMAT_COMPRESSED_PVRT_RGB = 21, // 4 bpp
- RL_PIXELFORMAT_COMPRESSED_PVRT_RGBA = 22, // 4 bpp
- RL_PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA = 23, // 8 bpp
- RL_PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA = 24 // 2 bpp
- }
- // Texture parameters: filter mode
- // NOTE 1: Filtering considers mipmaps if available in the texture
- // NOTE 2: Filter is accordingly set for minification and magnification
- enum rlTextureFilter
- {
- RL_TEXTURE_FILTER_POINT = 0, // No filter, just pixel approximation
- RL_TEXTURE_FILTER_BILINEAR = 1, // Linear filtering
- RL_TEXTURE_FILTER_TRILINEAR = 2, // Trilinear filtering (linear with mipmaps)
- RL_TEXTURE_FILTER_ANISOTROPIC_4X = 3, // Anisotropic filtering 4x
- RL_TEXTURE_FILTER_ANISOTROPIC_8X = 4, // Anisotropic filtering 8x
- RL_TEXTURE_FILTER_ANISOTROPIC_16X = 5 // Anisotropic filtering 16x
- }
- // Color blending modes (pre-defined)
- enum rlBlendMode
- {
- RL_BLEND_ALPHA = 0, // Blend textures considering alpha (default)
- RL_BLEND_ADDITIVE = 1, // Blend textures adding colors
- RL_BLEND_MULTIPLIED = 2, // Blend textures multiplying colors
- RL_BLEND_ADD_COLORS = 3, // Blend textures adding colors (alternative)
- RL_BLEND_SUBTRACT_COLORS = 4, // Blend textures subtracting colors (alternative)
- RL_BLEND_ALPHA_PREMULTIPLY = 5, // Blend premultiplied textures considering alpha
- RL_BLEND_CUSTOM = 6, // Blend textures using custom src/dst factors (use rlSetBlendFactors())
- RL_BLEND_CUSTOM_SEPARATE = 7 // Blend textures using custom src/dst factors (use rlSetBlendFactorsSeparate())
- }
- // Shader location point type
- enum rlShaderLocationIndex
- {
- RL_SHADER_LOC_VERTEX_POSITION = 0, // Shader location: vertex attribute: position
- RL_SHADER_LOC_VERTEX_TEXCOORD01 = 1, // Shader location: vertex attribute: texcoord01
- RL_SHADER_LOC_VERTEX_TEXCOORD02 = 2, // Shader location: vertex attribute: texcoord02
- RL_SHADER_LOC_VERTEX_NORMAL = 3, // Shader location: vertex attribute: normal
- RL_SHADER_LOC_VERTEX_TANGENT = 4, // Shader location: vertex attribute: tangent
- RL_SHADER_LOC_VERTEX_COLOR = 5, // Shader location: vertex attribute: color
- RL_SHADER_LOC_MATRIX_MVP = 6, // Shader location: matrix uniform: model-view-projection
- RL_SHADER_LOC_MATRIX_VIEW = 7, // Shader location: matrix uniform: view (camera transform)
- RL_SHADER_LOC_MATRIX_PROJECTION = 8, // Shader location: matrix uniform: projection
- RL_SHADER_LOC_MATRIX_MODEL = 9, // Shader location: matrix uniform: model (transform)
- RL_SHADER_LOC_MATRIX_NORMAL = 10, // Shader location: matrix uniform: normal
- RL_SHADER_LOC_VECTOR_VIEW = 11, // Shader location: vector uniform: view
- RL_SHADER_LOC_COLOR_DIFFUSE = 12, // Shader location: vector uniform: diffuse color
- RL_SHADER_LOC_COLOR_SPECULAR = 13, // Shader location: vector uniform: specular color
- RL_SHADER_LOC_COLOR_AMBIENT = 14, // Shader location: vector uniform: ambient color
- RL_SHADER_LOC_MAP_ALBEDO = 15, // Shader location: sampler2d texture: albedo (same as: RL_SHADER_LOC_MAP_DIFFUSE)
- RL_SHADER_LOC_MAP_METALNESS = 16, // Shader location: sampler2d texture: metalness (same as: RL_SHADER_LOC_MAP_SPECULAR)
- RL_SHADER_LOC_MAP_NORMAL = 17, // Shader location: sampler2d texture: normal
- RL_SHADER_LOC_MAP_ROUGHNESS = 18, // Shader location: sampler2d texture: roughness
- RL_SHADER_LOC_MAP_OCCLUSION = 19, // Shader location: sampler2d texture: occlusion
- RL_SHADER_LOC_MAP_EMISSION = 20, // Shader location: sampler2d texture: emission
- RL_SHADER_LOC_MAP_HEIGHT = 21, // Shader location: sampler2d texture: height
- RL_SHADER_LOC_MAP_CUBEMAP = 22, // Shader location: samplerCube texture: cubemap
- RL_SHADER_LOC_MAP_IRRADIANCE = 23, // Shader location: samplerCube texture: irradiance
- RL_SHADER_LOC_MAP_PREFILTER = 24, // Shader location: samplerCube texture: prefilter
- RL_SHADER_LOC_MAP_BRDF = 25 // Shader location: sampler2d texture: brdf
- }
- enum RL_SHADER_LOC_MAP_DIFFUSE = rlShaderLocationIndex.RL_SHADER_LOC_MAP_ALBEDO;
- enum RL_SHADER_LOC_MAP_SPECULAR = rlShaderLocationIndex.RL_SHADER_LOC_MAP_METALNESS;
- // Shader uniform data type
- enum rlShaderUniformDataType
- {
- RL_SHADER_UNIFORM_FLOAT = 0, // Shader uniform type: float
- RL_SHADER_UNIFORM_VEC2 = 1, // Shader uniform type: vec2 (2 float)
- RL_SHADER_UNIFORM_VEC3 = 2, // Shader uniform type: vec3 (3 float)
- RL_SHADER_UNIFORM_VEC4 = 3, // Shader uniform type: vec4 (4 float)
- RL_SHADER_UNIFORM_INT = 4, // Shader uniform type: int
- RL_SHADER_UNIFORM_IVEC2 = 5, // Shader uniform type: ivec2 (2 int)
- RL_SHADER_UNIFORM_IVEC3 = 6, // Shader uniform type: ivec3 (3 int)
- RL_SHADER_UNIFORM_IVEC4 = 7, // Shader uniform type: ivec4 (4 int)
- RL_SHADER_UNIFORM_SAMPLER2D = 8 // Shader uniform type: sampler2d
- }
- // Shader attribute data types
- enum rlShaderAttributeDataType
- {
- RL_SHADER_ATTRIB_FLOAT = 0, // Shader attribute type: float
- RL_SHADER_ATTRIB_VEC2 = 1, // Shader attribute type: vec2 (2 float)
- RL_SHADER_ATTRIB_VEC3 = 2, // Shader attribute type: vec3 (3 float)
- RL_SHADER_ATTRIB_VEC4 = 3 // Shader attribute type: vec4 (4 float)
- }
- // Framebuffer attachment type
- // NOTE: By default up to 8 color channels defined, but it can be more
- enum rlFramebufferAttachType
- {
- RL_ATTACHMENT_COLOR_CHANNEL0 = 0, // Framebuffer attachment type: color 0
- RL_ATTACHMENT_COLOR_CHANNEL1 = 1, // Framebuffer attachment type: color 1
- RL_ATTACHMENT_COLOR_CHANNEL2 = 2, // Framebuffer attachment type: color 2
- RL_ATTACHMENT_COLOR_CHANNEL3 = 3, // Framebuffer attachment type: color 3
- RL_ATTACHMENT_COLOR_CHANNEL4 = 4, // Framebuffer attachment type: color 4
- RL_ATTACHMENT_COLOR_CHANNEL5 = 5, // Framebuffer attachment type: color 5
- RL_ATTACHMENT_COLOR_CHANNEL6 = 6, // Framebuffer attachment type: color 6
- RL_ATTACHMENT_COLOR_CHANNEL7 = 7, // Framebuffer attachment type: color 7
- RL_ATTACHMENT_DEPTH = 100, // Framebuffer attachment type: depth
- RL_ATTACHMENT_STENCIL = 200 // Framebuffer attachment type: stencil
- }
- // Framebuffer texture attachment type
- enum rlFramebufferAttachTextureType
- {
- RL_ATTACHMENT_CUBEMAP_POSITIVE_X = 0, // Framebuffer texture attachment type: cubemap, +X side
- RL_ATTACHMENT_CUBEMAP_NEGATIVE_X = 1, // Framebuffer texture attachment type: cubemap, -X side
- RL_ATTACHMENT_CUBEMAP_POSITIVE_Y = 2, // Framebuffer texture attachment type: cubemap, +Y side
- RL_ATTACHMENT_CUBEMAP_NEGATIVE_Y = 3, // Framebuffer texture attachment type: cubemap, -Y side
- RL_ATTACHMENT_CUBEMAP_POSITIVE_Z = 4, // Framebuffer texture attachment type: cubemap, +Z side
- RL_ATTACHMENT_CUBEMAP_NEGATIVE_Z = 5, // Framebuffer texture attachment type: cubemap, -Z side
- RL_ATTACHMENT_TEXTURE2D = 100, // Framebuffer texture attachment type: texture2d
- RL_ATTACHMENT_RENDERBUFFER = 200 // Framebuffer texture attachment type: renderbuffer
- }
- // Face culling mode
- enum rlCullMode
- {
- RL_CULL_FACE_FRONT = 0,
- RL_CULL_FACE_BACK = 1
- }
- //------------------------------------------------------------------------------------
- // Functions Declaration - Matrix operations
- //------------------------------------------------------------------------------------
- // Prevents name mangling of functions
- void rlMatrixMode(int mode); // Choose the current matrix to be transformed
- void rlPushMatrix(); // Push the current matrix to stack
- void rlPopMatrix(); // Pop latest inserted matrix from stack
- void rlLoadIdentity(); // Reset current matrix to identity matrix
- void rlTranslatef(float x, float y, float z); // Multiply the current matrix by a translation matrix
- void rlRotatef(float angle, float x, float y, float z); // Multiply the current matrix by a rotation matrix
- void rlScalef(float x, float y, float z); // Multiply the current matrix by a scaling matrix
- void rlMultMatrixf(const(float)* matf); // Multiply the current matrix by another matrix
- void rlFrustum(double left, double right, double bottom, double top, double znear, double zfar);
- void rlOrtho(double left, double right, double bottom, double top, double znear, double zfar);
- void rlViewport(int x, int y, int width, int height); // Set the viewport area
- //------------------------------------------------------------------------------------
- // Functions Declaration - Vertex level operations
- //------------------------------------------------------------------------------------
- void rlBegin(int mode); // Initialize drawing mode (how to organize vertex)
- void rlEnd(); // Finish vertex providing
- void rlVertex2i(int x, int y); // Define one vertex (position) - 2 int
- void rlVertex2f(float x, float y); // Define one vertex (position) - 2 float
- void rlVertex3f(float x, float y, float z); // Define one vertex (position) - 3 float
- void rlTexCoord2f(float x, float y); // Define one vertex (texture coordinate) - 2 float
- void rlNormal3f(float x, float y, float z); // Define one vertex (normal) - 3 float
- void rlColor4ub(ubyte r, ubyte g, ubyte b, ubyte a); // Define one vertex (color) - 4 byte
- void rlColor3f(float x, float y, float z); // Define one vertex (color) - 3 float
- void rlColor4f(float x, float y, float z, float w); // Define one vertex (color) - 4 float
- //------------------------------------------------------------------------------------
- // Functions Declaration - OpenGL style functions (common to 1.1, 3.3+, ES2)
- // NOTE: This functions are used to completely abstract raylib code from OpenGL layer,
- // some of them are direct wrappers over OpenGL calls, some others are custom
- //------------------------------------------------------------------------------------
- // Vertex buffers state
- bool rlEnableVertexArray(uint vaoId); // Enable vertex array (VAO, if supported)
- void rlDisableVertexArray(); // Disable vertex array (VAO, if supported)
- void rlEnableVertexBuffer(uint id); // Enable vertex buffer (VBO)
- void rlDisableVertexBuffer(); // Disable vertex buffer (VBO)
- void rlEnableVertexBufferElement(uint id); // Enable vertex buffer element (VBO element)
- void rlDisableVertexBufferElement(); // Disable vertex buffer element (VBO element)
- void rlEnableVertexAttribute(uint index); // Enable vertex attribute index
- void rlDisableVertexAttribute(uint index); // Disable vertex attribute index
- // Enable attribute state pointer
- // Disable attribute state pointer
- // Textures state
- void rlActiveTextureSlot(int slot); // Select and active a texture slot
- void rlEnableTexture(uint id); // Enable texture
- void rlDisableTexture(); // Disable texture
- void rlEnableTextureCubemap(uint id); // Enable texture cubemap
- void rlDisableTextureCubemap(); // Disable texture cubemap
- void rlTextureParameters(uint id, int param, int value); // Set texture parameters (filter, wrap)
- void rlCubemapParameters(uint id, int param, int value); // Set cubemap parameters (filter, wrap)
- // Shader state
- void rlEnableShader(uint id); // Enable shader program
- void rlDisableShader(); // Disable shader program
- // Framebuffer state
- void rlEnableFramebuffer(uint id); // Enable render texture (fbo)
- void rlDisableFramebuffer(); // Disable render texture (fbo), return to default framebuffer
- void rlActiveDrawBuffers(int count); // Activate multiple draw color buffers
- void rlBlitFramebuffer(int srcX, int srcY, int srcWidth, int srcHeight, int dstX, int dstY, int dstWidth, int dstHeight, int bufferMask); // Blit active framebuffer to main framebuffer
- // General render state
- void rlEnableColorBlend(); // Enable color blending
- void rlDisableColorBlend(); // Disable color blending
- void rlEnableDepthTest(); // Enable depth test
- void rlDisableDepthTest(); // Disable depth test
- void rlEnableDepthMask(); // Enable depth write
- void rlDisableDepthMask(); // Disable depth write
- void rlEnableBackfaceCulling(); // Enable backface culling
- void rlDisableBackfaceCulling(); // Disable backface culling
- void rlSetCullFace(int mode); // Set face culling mode
- 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 rlEnablePointMode(); // Enable point mode
- void rlDisableWireMode(); // Disable wire mode ( and point ) maybe rename
- 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)
- void rlSetBlendFactorsSeparate(int glSrcRGB, int glDstRGB, int glSrcAlpha, int glDstAlpha, int glEqRGB, int glEqAlpha); // Set blending mode factors and equations separately (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-initialize rlgl (buffers, shaders, textures)
- void rlLoadExtensions(void* loader); // Load OpenGL extensions (loader function required)
- int rlGetVersion(); // Get current OpenGL version
- void rlSetFramebufferWidth(int width); // Set current framebuffer width
- int rlGetFramebufferWidth(); // Get default framebuffer width
- void rlSetFramebufferHeight(int height); // Set current framebuffer height
- int rlGetFramebufferHeight(); // Get default framebuffer height
- uint rlGetTextureIdDefault(); // Get default texture id
- uint rlGetShaderIdDefault(); // Get default shader id
- int* rlGetShaderLocsDefault(); // Get default shader locations
- // Render batch management
- // NOTE: rlgl provides a default render batch to behave like OpenGL 1.1 immediate mode
- // but this render batch API is exposed in case of custom batches are required
- rlRenderBatch rlLoadRenderBatch(int numBuffers, int bufferElements); // Load a render batch system
- void rlUnloadRenderBatch(rlRenderBatch batch); // Unload render batch system
- void rlDrawRenderBatch(rlRenderBatch* batch); // Draw render batch data (Update->Draw->Reset)
- void rlSetRenderBatchActive(rlRenderBatch* batch); // Set the active render batch for rlgl (NULL for default internal)
- void rlDrawRenderBatchActive(); // Update and draw internal render batch
- bool rlCheckRenderBatchLimit(int vCount); // Check internal buffer overflow for a given number of vertex
- void rlSetTexture(uint id); // Set current texture for render batch and check buffers limits
- //------------------------------------------------------------------------------------------------------------------------
- // Vertex buffers management
- uint rlLoadVertexArray(); // Load vertex array (vao) if supported
- uint rlLoadVertexBuffer(const(void)* buffer, int size, bool dynamic); // Load a vertex buffer attribute
- uint rlLoadVertexBufferElement(const(void)* buffer, int size, bool dynamic); // Load a new attributes element buffer
- void rlUpdateVertexBuffer(uint bufferId, const(void)* data, int dataSize, int offset); // Update GPU buffer with new data
- void rlUpdateVertexBufferElements(uint id, const(void)* data, int dataSize, int offset); // Update vertex buffer elements with new data
- void rlUnloadVertexArray(uint vaoId);
- void rlUnloadVertexBuffer(uint vboId);
- void rlSetVertexAttribute(uint index, int compSize, int type, bool normalized, int stride, const(void)* pointer);
- void rlSetVertexAttributeDivisor(uint index, int divisor);
- void rlSetVertexAttributeDefault(int locIndex, const(void)* value, int attribType, int count); // Set vertex attribute default value
- void rlDrawVertexArray(int offset, int count);
- void rlDrawVertexArrayElements(int offset, int count, const(void)* buffer);
- void rlDrawVertexArrayInstanced(int offset, int count, int instances);
- void rlDrawVertexArrayElementsInstanced(int offset, int count, const(void)* buffer, int instances);
- // Textures management
- uint rlLoadTexture(const(void)* data, int width, int height, int format, int mipmapCount); // Load texture in GPU
- uint rlLoadTextureDepth(int width, int height, bool useRenderBuffer); // Load depth texture/renderbuffer (to be attached to fbo)
- uint rlLoadTextureCubemap(const(void)* data, int size, int format); // Load texture cubemap
- void rlUpdateTexture(uint id, int offsetX, int offsetY, int width, int height, int format, const(void)* data); // Update GPU texture with new data
- void rlGetGlTextureFormats(int format, uint* glInternalFormat, uint* glFormat, uint* glType); // Get OpenGL internal formats
- const(char)* rlGetPixelFormatName(uint format); // Get name string for pixel format
- void rlUnloadTexture(uint id); // Unload texture from GPU memory
- void rlGenTextureMipmaps(uint id, int width, int height, int format, int* mipmaps); // Generate mipmap data for selected texture
- void* rlReadTexturePixels(uint id, int width, int height, int format); // Read texture pixel data
- ubyte* rlReadScreenPixels(int width, int height); // Read screen pixel data (color buffer)
- // Framebuffer management (fbo)
- uint rlLoadFramebuffer(int width, int height); // Load an empty framebuffer
- void rlFramebufferAttach(uint fboId, uint texId, int attachType, int texType, int mipLevel); // Attach texture/renderbuffer to a framebuffer
- bool rlFramebufferComplete(uint id); // Verify framebuffer is complete
- void rlUnloadFramebuffer(uint id); // Delete framebuffer from GPU
- // Shaders management
- uint rlLoadShaderCode(const(char)* vsCode, const(char)* fsCode); // Load shader from code strings
- uint rlCompileShader(const(char)* shaderCode, int type); // Compile custom shader and return shader id (type: RL_VERTEX_SHADER, RL_FRAGMENT_SHADER, RL_COMPUTE_SHADER)
- uint rlLoadShaderProgram(uint vShaderId, uint fShaderId); // Load custom shader program
- void rlUnloadShaderProgram(uint id); // Unload shader program
- int rlGetLocationUniform(uint shaderId, const(char)* uniformName); // Get shader location uniform
- int rlGetLocationAttrib(uint shaderId, const(char)* attribName); // Get shader location attribute
- void rlSetUniform(int locIndex, const(void)* value, int uniformType, int count); // Set shader value uniform
- void rlSetUniformMatrix(int locIndex, Matrix mat); // Set shader value matrix
- void rlSetUniformSampler(int locIndex, uint textureId); // Set shader value sampler
- void rlSetShader(uint id, int* locs); // Set shader currently active (id and locations)
- // Compute shader management
- uint rlLoadComputeShaderProgram(uint shaderId); // Load compute shader program
- void rlComputeShaderDispatch(uint groupX, uint groupY, uint groupZ); // Dispatch compute shader (equivalent to *draw* for graphics pipeline)
- // Shader buffer storage object management (ssbo)
- uint rlLoadShaderBuffer(uint size, const(void)* data, int usageHint); // Load shader storage buffer object (SSBO)
- void rlUnloadShaderBuffer(uint ssboId); // Unload shader storage buffer object (SSBO)
- void rlUpdateShaderBuffer(uint id, const(void)* data, uint dataSize, uint offset); // Update SSBO buffer data
- void rlBindShaderBuffer(uint id, uint index); // Bind SSBO buffer
- void rlReadShaderBuffer(uint id, void* dest, uint count, uint offset); // Read SSBO buffer data (GPU->CPU)
- void rlCopyShaderBuffer(uint destId, uint srcId, uint destOffset, uint srcOffset, uint count); // Copy SSBO data between buffers
- uint rlGetShaderBufferSize(uint id); // Get SSBO buffer size
- // Buffer management
- void rlBindImageTexture(uint id, uint index, int format, bool readonly); // Bind image texture
- // Matrix state management
- Matrix rlGetMatrixModelview(); // Get internal modelview matrix
- Matrix rlGetMatrixProjection(); // Get internal projection matrix
- Matrix rlGetMatrixTransform(); // Get internal accumulated transform matrix
- Matrix rlGetMatrixProjectionStereo(int eye); // Get internal projection matrix for stereo render (selected eye)
- Matrix rlGetMatrixViewOffsetStereo(int eye); // Get internal view offset matrix for stereo render (selected eye)
- void rlSetMatrixProjection(Matrix proj); // Set a custom projection matrix (replaces internal projection matrix)
- void rlSetMatrixModelview(Matrix view); // Set a custom modelview matrix (replaces internal modelview matrix)
- void rlSetMatrixProjectionStereo(Matrix right, Matrix left); // Set eyes projection matrices for stereo rendering
- void rlSetMatrixViewOffsetStereo(Matrix right, Matrix left); // Set eyes view offsets matrices for stereo rendering
- // Quick and dirty cube/quad buffers load->draw->unload
- void rlLoadDrawCube(); // Load and draw a cube
- void rlLoadDrawQuad(); // Load and draw a quad
- // RLGL_H
- /***********************************************************************************
- *
- * RLGL IMPLEMENTATION
- *
- ************************************************************************************/
- // OpenGL 1.1 library for OSX
- // OpenGL extensions library
- // APIENTRY for OpenGL function pointer declarations is required
- // WINGDIAPI definition. Some Windows OpenGL headers need it
- // OpenGL 1.1 library
- // GLAD extensions loading library, includes OpenGL headers
- // OpenGL ES 3.0 library
- // OpenGL ES 2.0 extensions library
- // NOTE: OpenGL ES 2.0 can be enabled on PLATFORM_DESKTOP,
- // in that case, functions are loaded from a custom glad for OpenGL ES 2.0
- //#include <EGL/egl.h> // EGL library -> not required, platform layer
- // OpenGL ES 2.0 library
- // OpenGL ES 2.0 extensions library
- // It seems OpenGL ES 2.0 instancing entry points are not defined on Raspberry Pi
- // provided headers (despite being defined in official Khronos GLES2 headers)
- // Required for: malloc(), free()
- // Required for: strcmp(), strlen() [Used in rlglInit(), on extensions loading]
- // Required for: sqrtf(), sinf(), cosf(), floor(), log()
- //----------------------------------------------------------------------------------
- // Defines and Macros
- //----------------------------------------------------------------------------------
- // Default shader vertex attribute names to set location points
- // Bound by default to shader location: 0
- // Bound by default to shader location: 1
- // Bound by default to shader location: 2
- // Bound by default to shader location: 3
- // Bound by default to shader location: 4
- // Bound by default to shader location: 5
- // model-view-projection matrix
- // view matrix
- // projection matrix
- // model matrix
- // normal matrix (transpose(inverse(matModelView))
- // color diffuse (base tint color, multiplied by texture color)
- // texture0 (texture slot active 0)
- // texture1 (texture slot active 1)
- // texture2 (texture slot active 2)
- //----------------------------------------------------------------------------------
- // Types and Structures Definition
- //----------------------------------------------------------------------------------
- // Current render batch
- // Default internal render batch
- // Current active render batch vertex counter (generic, used for all batches)
- // Current active texture coordinate (added on glVertex*())
- // Current active normal (added on glVertex*())
- // Current active color (added on glVertex*())
- // Current matrix mode
- // Current matrix pointer
- // Default modelview matrix
- // Default projection matrix
- // Transform matrix to be used with rlTranslate, rlRotate, rlScale
- // Require transform matrix application to current draw-call vertex (if required)
- // Matrix stack for push/pop
- // Matrix stack counter
- // Default texture used on shapes/poly drawing (required by shader)
- // Active texture ids to be enabled on batch drawing (0 active by default)
- // Default vertex shader id (used by default shader program)
- // Default fragment shader id (used by default shader program)
- // Default shader program id, supports vertex color and diffuse texture
- // Default shader locations pointer to be used on rendering
- // Current shader id to be used on rendering (by default, defaultShaderId)
- // Current shader locations pointer to be used on rendering (by default, defaultShaderLocs)
- // Stereo rendering flag
- // VR stereo rendering eyes projection matrices
- // VR stereo rendering eyes view offset matrices
- // Blending variables
- // Blending mode active
- // Blending source factor
- // Blending destination factor
- // Blending equation
- // Blending source RGB factor
- // Blending destination RGB factor
- // Blending source alpha factor
- // Blending destination alpha factor
- // Blending equation for RGB
- // Blending equation for alpha
- // Custom blending factor and equation modification status
- // Current framebuffer width
- // Current framebuffer height
- // Renderer state
- // VAO support (OpenGL ES2 could not support VAO extension) (GL_ARB_vertex_array_object)
- // Instancing supported (GL_ANGLE_instanced_arrays, GL_EXT_draw_instanced + GL_EXT_instanced_arrays)
- // NPOT textures full support (GL_ARB_texture_non_power_of_two, GL_OES_texture_npot)
- // Depth textures supported (GL_ARB_depth_texture, GL_OES_depth_texture)
- // Depth textures supported WebGL specific (GL_WEBGL_depth_texture)
- // float textures support (32 bit per channel) (GL_OES_texture_float)
- // half float textures support (16 bit per channel) (GL_OES_texture_half_float)
- // DDS texture compression support (GL_EXT_texture_compression_s3tc, GL_WEBGL_compressed_texture_s3tc, GL_WEBKIT_WEBGL_compressed_texture_s3tc)
- // ETC1 texture compression support (GL_OES_compressed_ETC1_RGB8_texture, GL_WEBGL_compressed_texture_etc1)
- // ETC2/EAC texture compression support (GL_ARB_ES3_compatibility)
- // PVR texture compression support (GL_IMG_texture_compression_pvrtc)
- // ASTC texture compression support (GL_KHR_texture_compression_astc_hdr, GL_KHR_texture_compression_astc_ldr)
- // Clamp mirror wrap mode supported (GL_EXT_texture_mirror_clamp)
- // Anisotropic texture filtering support (GL_EXT_texture_filter_anisotropic)
- // Compute shaders support (GL_ARB_compute_shader)
- // Shader storage buffer object support (GL_ARB_shader_storage_buffer_object)
- // Maximum anisotropy level supported (minimum is 2.0f)
- // Maximum bits for depth component
- // Extensions supported flags
- // OpenGL extension functions loader signature (same as GLADloadproc)
- // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2
- //----------------------------------------------------------------------------------
- // Global Variables Definition
- //----------------------------------------------------------------------------------
- // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2
- // NOTE: VAO functionality is exposed through extensions (OES)
- // NOTE: Instancing functionality could also be available through extension
- //----------------------------------------------------------------------------------
- // Module specific Functions Declaration
- //----------------------------------------------------------------------------------
- // Load default shader
- // Unload default shader
- // Get compressed format official GL identifier name
- // RLGL_SHOW_GL_DETAILS_INFO
- // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2
- // Get pixel data size in bytes (image or texture)
- // Auxiliar matrix math functions
- // Get identity matrix
- // Multiply two matrices
- //----------------------------------------------------------------------------------
- // Module Functions Definition - Matrix operations
- //----------------------------------------------------------------------------------
- // Fallback to OpenGL 1.1 function calls
- //---------------------------------------
- // Choose the current matrix to be transformed
- //else if (mode == RL_TEXTURE) // Not supported
- // Push the current matrix into RLGL.State.stack
- // Pop lattest inserted matrix from RLGL.State.stack
- // Reset current matrix to identity matrix
- // Multiply the current matrix by a translation matrix
- // NOTE: We transpose matrix with multiplication order
- // Multiply the current matrix by a rotation matrix
- // NOTE: The provided angle must be in degrees
- // Axis vector (x, y, z) normalization
- // Rotation matrix generation
- // NOTE: We transpose matrix with multiplication order
- // Multiply the current matrix by a scaling matrix
- // NOTE: We transpose matrix with multiplication order
- // Multiply the current matrix by another matrix
- // Matrix creation from array
- // Multiply the current matrix by a perspective matrix generated by parameters
- // Multiply the current matrix by an orthographic matrix generated by parameters
- // NOTE: If left-right and top-botton values are equal it could create a division by zero,
- // response to it is platform/compiler dependant
- // Set the viewport area (transformation from normalized device coordinates to window coordinates)
- // NOTE: We store current viewport dimensions
- //----------------------------------------------------------------------------------
- // Module Functions Definition - Vertex level operations
- //----------------------------------------------------------------------------------
- // Fallback to OpenGL 1.1 function calls
- //---------------------------------------
- // Initialize drawing mode (how to organize vertex)
- // Draw mode can be RL_LINES, RL_TRIANGLES and RL_QUADS
- // NOTE: In all three cases, vertex are accumulated over default internal vertex buffer
- // Make sure current RLGL.currentBatch->draws[i].vertexCount is aligned a multiple of 4,
- // that way, following QUADS drawing will keep aligned with index processing
- // It implies adding some extra alignment vertex at the end of the draw,
- // those vertex are not processed but they are considered as an additional offset
- // for the next set of vertex to be drawn
- // Finish vertex providing
- // NOTE: Depth increment is dependant on rlOrtho(): z-near and z-far values,
- // as well as depth buffer bit-depth (16bit or 24bit or 32bit)
- // Correct increment formula would be: depthInc = (zfar - znear)/pow(2, bits)
- // Define one vertex (position)
- // NOTE: Vertex position data is the basic information required for drawing
- // Transform provided vector if required
- // WARNING: We can't break primitives when launching a new batch.
- // RL_LINES comes in pairs, RL_TRIANGLES come in groups of 3 vertices and RL_QUADS come in groups of 4 vertices.
- // We must check current draw.mode when a new vertex is required and finish the batch only if the draw.mode draw.vertexCount is %2, %3 or %4
- // Reached the maximum number of vertices for RL_LINES drawing
- // Launch a draw call but keep current state for next vertices comming
- // NOTE: We add +1 vertex to the check for security
- // Add vertices
- // Add current texcoord
- // WARNING: By default rlVertexBuffer struct does not store normals
- // Add current color
- // Define one vertex (position)
- // Define one vertex (position)
- // Define one vertex (texture coordinate)
- // NOTE: Texture coordinates are limited to QUADS only
- // Define one vertex (normal)
- // NOTE: Normals limited to TRIANGLES only?
- // Define one vertex (color)
- // Define one vertex (color)
- // Define one vertex (color)
- //--------------------------------------------------------------------------------------
- // Module Functions Definition - OpenGL style functions (common to 1.1, 3.3+, ES2)
- //--------------------------------------------------------------------------------------
- // Set current texture to use
- // NOTE: If quads batch limit is reached, we force a draw call and next batch starts
- // Make sure current RLGL.currentBatch->draws[i].vertexCount is aligned a multiple of 4,
- // that way, following QUADS drawing will keep aligned with index processing
- // It implies adding some extra alignment vertex at the end of the draw,
- // those vertex are not processed but they are considered as an additional offset
- // for the next set of vertex to be drawn
- // Select and active a texture slot
- // Enable texture
- // Disable texture
- // Enable texture cubemap
- // Disable texture cubemap
- // Set texture parameters (wrap mode/filter mode)
- // Reset anisotropy filter, in case it was set
- // Set cubemap parameters (wrap mode/filter mode)
- // Reset anisotropy filter, in case it was set
- // Enable shader program
- // Disable shader program
- // Enable rendering to texture (fbo)
- // Disable rendering to texture
- // Blit active framebuffer to main framebuffer
- // Activate multiple draw color buffers
- // NOTE: One color buffer is always active by default
- // NOTE: Maximum number of draw buffers supported is implementation dependant,
- // it can be queried with glGet*() but it must be at least 8
- //GLint maxDrawBuffers = 0;
- //glGetIntegerv(GL_MAX_DRAW_BUFFERS, &maxDrawBuffers);
- //----------------------------------------------------------------------------------
- // General render state configuration
- //----------------------------------------------------------------------------------
- // Enable color blending
- // Disable color blending
- // Enable depth test
- // Disable depth test
- // Enable depth write
- // Disable depth write
- // Enable backface culling
- // Disable backface culling
- // Set face culling mode
- // Enable scissor test
- // Disable scissor test
- // Scissor test
- // Enable wire mode
- // NOTE: glPolygonMode() not available on OpenGL ES
- // NOTE: glPolygonMode() not available on OpenGL ES
- // Disable wire mode
- // NOTE: glPolygonMode() not available on OpenGL ES
- // Set the line drawing width
- // Get the line drawing width
- // Enable line aliasing
- // Disable line aliasing
- // Enable stereo rendering
- // Disable stereo rendering
- // Check if stereo render is enabled
- // Clear color buffer with color
- // Color values clamp to 0.0f(0) and 1.0f(255)
- // Clear used screen buffers (color and depth)
- // Clear used buffers: Color and Depth (Depth is used for 3D)
- //glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); // Stencil buffer not used...
- // Check and log OpenGL error codes
- // Set blend mode
- // NOTE: Using GL blend src/dst factors and GL equation configured with rlSetBlendFactors()
- // NOTE: Using GL blend src/dst factors and GL equation configured with rlSetBlendFactorsSeparate()
- // Set blending mode factor and equation
- // Set blending mode factor and equation separately for RGB and alpha
- //----------------------------------------------------------------------------------
- // Module Functions Definition - OpenGL Debug
- //----------------------------------------------------------------------------------
- // Ignore non-significant error/warning codes (NVidia drivers)
- // NOTE: Here there are the details with a sample output:
- // - #131169 - Framebuffer detailed info: The driver allocated storage for renderbuffer 2. (severity: low)
- // - #131185 - Buffer detailed info: Buffer object 1 (bound to GL_ELEMENT_ARRAY_BUFFER_ARB, usage hint is GL_ENUM_88e4)
- // will use VIDEO memory as the source for buffer object operations. (severity: low)
- // - #131218 - Program/shader state performance warning: Vertex shader in program 7 is being recompiled based on GL state. (severity: medium)
- // - #131204 - Texture state usage warning: The texture object (0) bound to texture image unit 0 does not have
- // a defined base level and cannot be used for texture mapping. (severity: low)
- //----------------------------------------------------------------------------------
- // Module Functions Definition - rlgl functionality
- //----------------------------------------------------------------------------------
- // Initialize rlgl: OpenGL extensions, default buffers/shaders/textures, OpenGL states
- // Enable OpenGL debug context if required
- // glDebugMessageControl(GL_DEBUG_SOURCE_API, GL_DEBUG_TYPE_ERROR, GL_DEBUG_SEVERITY_HIGH, 0, 0, GL_TRUE);
- // Debug context options:
- // - GL_DEBUG_OUTPUT - Faster version but not useful for breakpoints
- // - GL_DEBUG_OUTPUT_SYNCHRONUS - Callback is in sync with errors, so a breakpoint can be placed on the callback in order to get a stacktrace for the GL error
- // Init default white texture
- // 1 pixel RGBA (4 bytes)
- // Init default Shader (customized for GL 3.3 and ES2)
- // Loaded: RLGL.State.defaultShaderId + RLGL.State.defaultShaderLocs
- // Init default vertex arrays buffers
- // Init stack matrices (emulating OpenGL 1.1)
- // Init internal matrices
- // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2
- // Initialize OpenGL default states
- //----------------------------------------------------------
- // Init state: Depth test
- // Type of depth testing to apply
- // Disable depth testing for 2D (only used for 3D)
- // Init state: Blending mode
- // Color blending function (how colors are mixed)
- // Enable color blending (required to work with transparencies)
- // Init state: Culling
- // NOTE: All shapes/models triangles are drawn CCW
- // Cull the back face (default)
- // Front face are defined counter clockwise (default)
- // Enable backface culling
- // Init state: Cubemap seamless
- // Seamless cubemaps (not supported on OpenGL ES 2.0)
- // Init state: Color hints (deprecated in OpenGL 3.0+)
- // Improve quality of color and texture coordinate interpolation
- // Smooth shading between vertex (vertex colors interpolation)
- // Store screen size into global variables
- //----------------------------------------------------------
- // Init state: Color/Depth buffers clear
- // Set clear color (black)
- // Set clear depth value (default)
- // Clear color and depth buffers (depth buffer required for 3D)
- // Vertex Buffer Object deinitialization (memory free)
- // Unload default shader
- // Unload default texture
- // Load OpenGL extensions
- // NOTE: External loader function must be provided
- // Also defined for GRAPHICS_API_OPENGL_21
- // NOTE: glad is generated and contains only required OpenGL 3.3 Core extensions (and lower versions)
- // Get number of supported extensions
- // Get supported extensions list
- // WARNING: glGetStringi() not available on OpenGL 2.1
- // Register supported extensions flags
- // Optional OpenGL 2.1 extensions
- // Register supported extensions flags
- // OpenGL 3.3 extensions supported by default (core)
- // Optional OpenGL 3.3 extensions
- // Texture compression: DXT
- // Texture compression: ETC2/EAC
- // GRAPHICS_API_OPENGL_33
- // Register supported extensions flags
- // OpenGL ES 3.0 extensions supported by default (or it should be)
- // TODO: Check for additional OpenGL ES 3.0 supported extensions:
- //RLGL.ExtSupported.texCompDXT = true;
- //RLGL.ExtSupported.texCompETC1 = true;
- //RLGL.ExtSupported.texCompETC2 = true;
- //RLGL.ExtSupported.texCompPVRT = true;
- //RLGL.ExtSupported.texCompASTC = true;
- //RLGL.ExtSupported.maxAnisotropyLevel = true;
- //RLGL.ExtSupported.computeShader = true;
- //RLGL.ExtSupported.ssbo = true;
- // TODO: Support GLAD loader for OpenGL ES 3.0
- // Get supported extensions list
- // Allocate 512 strings pointers (2 KB)
- // One big const string
- // NOTE: We have to duplicate string because glGetString() returns a const string
- // Get extensions string size in bytes
- // Check required extensions
- // Check VAO support
- // NOTE: Only check on OpenGL ES, OpenGL 3.3 has VAO support as core feature
- // The extension is supported by our hardware and driver, try to get related functions pointers
- // NOTE: emscripten does not support VAOs natively, it uses emulation and it reduces overall performance...
- //glIsVertexArray = (PFNGLISVERTEXARRAYOESPROC)loader("glIsVertexArrayOES"); // NOTE: Fails in WebGL, omitted
- // Check instanced rendering support
- // Web ANGLE
- // Standard EXT
- // Check NPOT textures support
- // NOTE: Only check on OpenGL ES, OpenGL 3.3 has NPOT textures full support as core feature
- // Check texture float support
- // Check depth texture support
- // WebGL requires unsized internal format
- // Not available on WebGL
- // Not available on WebGL
- // Check texture compression support: DXT
- // Check texture compression support: ETC1
- // Check texture compression support: ETC2/EAC
- // Check texture compression support: PVR
- // Check texture compression support: ASTC
- // Check anisotropic texture filter support
- // Check clamp mirror wrap mode support
- // Free extensions pointers
- // Duplicated string must be deallocated
- // GRAPHICS_API_OPENGL_ES2
- // Check OpenGL information and capabilities
- //------------------------------------------------------------------------------
- // Show current OpenGL and GLSL version
- // NOTE: Anisotropy levels capability is an extension
- // Show some OpenGL GPU capabilities
- // GRAPHICS_API_OPENGL_43
- // RLGL_SHOW_GL_DETAILS_INFO
- // Show some basic info about GL supported features
- // RLGL_SHOW_GL_DETAILS_INFO
- // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2
- // Get current OpenGL version
- // Set current framebuffer width
- // Set current framebuffer height
- // Get default framebuffer width
- // Get default framebuffer height
- // Get default internal texture (white texture)
- // NOTE: Default texture is a 1x1 pixel UNCOMPRESSED_R8G8B8A8
- // Get default shader id
- // Get default shader locs
- // Render batch management
- //------------------------------------------------------------------------------------------------
- // Load render batch
- // Initialize CPU (RAM) vertex buffers (position, texcoord, color data and indexes)
- //--------------------------------------------------------------------------------------------
- // 3 float by vertex, 4 vertex by quad
- // 2 float by texcoord, 4 texcoord by quad
- // 4 float by color, 4 colors by quad
- // 6 int by quad (indices)
- // 6 int by quad (indices)
- // Indices can be initialized right now
- //--------------------------------------------------------------------------------------------
- // Upload to GPU (VRAM) vertex data and initialize VAOs/VBOs
- //--------------------------------------------------------------------------------------------
- // Initialize Quads VAO
- // Quads - Vertex buffers binding and attributes enable
- // Vertex position buffer (shader-location = 0)
- // Vertex texcoord buffer (shader-location = 1)
- // Vertex color buffer (shader-location = 3)
- // Fill index buffer
- // Unbind the current VAO
- //--------------------------------------------------------------------------------------------
- // Init draw calls tracking system
- //--------------------------------------------------------------------------------------------
- //batch.draws[i].vaoId = 0;
- //batch.draws[i].shaderId = 0;
- //batch.draws[i].RLGL.State.projection = rlMatrixIdentity();
- //batch.draws[i].RLGL.State.modelview = rlMatrixIdentity();
- // Record buffer count
- // Reset draws counter
- // Reset depth value
- //--------------------------------------------------------------------------------------------
- // Unload default internal buffers vertex data from CPU and GPU
- // Unbind everything
- // Unload all vertex buffers data
- // Unbind VAO attribs data
- // Delete VBOs from GPU (VRAM)
- // Delete VAOs from GPU (VRAM)
- // Free vertex arrays memory from CPU (RAM)
- // Unload arrays
- // Draw render batch
- // NOTE: We require a pointer to reset batch and increase current buffer (multi-buffer)
- // Update batch vertex buffers
- //------------------------------------------------------------------------------------------------------------
- // NOTE: If there is not vertex data, buffers doesn't need to be updated (vertexCount > 0)
- // TODO: If no data changed on the CPU arrays --> No need to re-update GPU arrays (use a change detector flag?)
- // Activate elements VAO
- // Vertex positions buffer
- //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*4*batch->vertexBuffer[batch->currentBuffer].elementCount, batch->vertexBuffer[batch->currentBuffer].vertices, GL_DYNAMIC_DRAW); // Update all buffer
- // Texture coordinates buffer
- //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*4*batch->vertexBuffer[batch->currentBuffer].elementCount, batch->vertexBuffer[batch->currentBuffer].texcoords, GL_DYNAMIC_DRAW); // Update all buffer
- // Colors buffer
- //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*4*4*batch->vertexBuffer[batch->currentBuffer].elementCount, batch->vertexBuffer[batch->currentBuffer].colors, GL_DYNAMIC_DRAW); // Update all buffer
- // NOTE: glMapBuffer() causes sync issue.
- // If GPU is working with this buffer, glMapBuffer() will wait(stall) until GPU to finish its job.
- // To avoid waiting (idle), you can call first glBufferData() with NULL pointer before glMapBuffer().
- // If you do that, the previous data in PBO will be discarded and glMapBuffer() returns a new
- // allocated pointer immediately even if GPU is still working with the previous data.
- // Another option: map the buffer object into client's memory
- // Probably this code could be moved somewhere else...
- // batch->vertexBuffer[batch->currentBuffer].vertices = (float *)glMapBuffer(GL_ARRAY_BUFFER, GL_READ_WRITE);
- // if (batch->vertexBuffer[batch->currentBuffer].vertices)
- // {
- // Update vertex data
- // }
- // glUnmapBuffer(GL_ARRAY_BUFFER);
- // Unbind the current VAO
- //------------------------------------------------------------------------------------------------------------
- // Draw batch vertex buffers (considering VR stereo if required)
- //------------------------------------------------------------------------------------------------------------
- // Setup current eye viewport (half screen width)
- // Set current eye view offset to modelview matrix
- // Set current eye projection matrix
- // Draw buffers
- // Set current shader and upload current MVP matrix
- // Create modelview-projection matrix and upload to shader
- // Bind vertex attrib: position (shader-location = 0)
- // Bind vertex attrib: texcoord (shader-location = 1)
- // Bind vertex attrib: color (shader-location = 3)
- // Setup some default shader values
- // Active default sampler2D: texture0
- // Activate additional sampler textures
- // Those additional textures will be common for all draw calls of the batch
- // Activate default sampler2D texture0 (one texture is always active for default batch shader)
- // NOTE: Batch system accumulates calls by texture0 changes, additional textures are enabled for all the draw calls
- // Bind current draw call texture, activated as GL_TEXTURE0 and Bound to sampler2D texture0 by default
- // We need to define the number of indices to be processed: elementCount*6
- // NOTE: The final parameter tells the GPU the offset in bytes from the
- // start of the index buffer to the location of the first index to process
- // Unbind textures
- // Unbind VAO
- // Unbind shader program
- // Restore viewport to default measures
- //------------------------------------------------------------------------------------------------------------
- // Reset batch buffers
- //------------------------------------------------------------------------------------------------------------
- // Reset vertex counter for next frame
- // Reset depth for next draw
- // Restore projection/modelview matrices
- // Reset RLGL.currentBatch->draws array
- // Reset active texture units for next batch
- // Reset draws counter to one draw for the batch
- //------------------------------------------------------------------------------------------------------------
- // Change to next buffer in the list (in case of multi-buffering)
- // Set the active render batch for rlgl
- // Update and draw internal render batch
- // NOTE: Stereo rendering is checked inside
- // Check internal buffer overflow for a given number of vertex
- // and force a rlRenderBatch draw call if required
- // Store current primitive drawing mode and texture id
- // NOTE: Stereo rendering is checked inside
- // Restore state of last batch so we can continue adding vertices
- // Textures data management
- //-----------------------------------------------------------------------------------------
- // Convert image data to OpenGL texture (returns OpenGL valid Id)
- // Free any old binding
- // Check texture format support by OpenGL 1.1 (compressed textures not supported)
- // GRAPHICS_API_OPENGL_11
- // Generate texture id
- // Mipmap data offset, only used for tracelog
- // NOTE: Added pointer math separately from function to avoid UBSAN complaining
- // Load the different mipmap levels
- // Increment offset position to next mipmap
- // Increment data pointer to next mipmap
- // 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 and WebGL requires 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
- // WARNING: WebGL platform requires unsized internal format definition (GL_DEPTH_COMPONENT)
- // while other platforms using OpenGL ES 2.0 require/support sized internal formats depending on the GPU capabilities
- // 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
- // 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
- // defined(GRAPHICS_API_OPENGL_ES2)
- // NOTE: Requires extension OES_texture_half_float
- // NOTE: Requires extension OES_texture_half_float
- // NOTE: Requires extension OES_texture_half_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
- // NOTE: Only supports GPU mipmap generation
- // Check if texture is power-of-two (POT)
- //glHint(GL_GENERATE_MIPMAP_HINT, GL_DONT_CARE); // Hint for mipmaps generation algorithm: GL_FASTEST, GL_NICEST, GL_DONT_CARE
- // Generate mipmaps automatically
- // Read texture pixel data
- // NOTE: Using texture id, we can retrieve some texture info (but not on OpenGL ES 2.0)
- // Possible texture info: GL_TEXTURE_RED_SIZE, GL_TEXTURE_GREEN_SIZE, GL_TEXTURE_BLUE_SIZE, GL_TEXTURE_ALPHA_SIZE
- //int width, height, format;
- //glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_WIDTH, &width);
- //glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_HEIGHT, &height);
- //glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_INTERNAL_FORMAT, &format);
- // NOTE: Each row written to or read from by OpenGL pixel operations like glGetTexImage are aligned to a 4 byte boundary by default, which may add some padding.
- // Use glPixelStorei to modify padding with the GL_[UN]PACK_ALIGNMENT setting.
- // GL_PACK_ALIGNMENT affects operations that read from OpenGL memory (glReadPixels, glGetTexImage, etc.)
- // GL_UNPACK_ALIGNMENT affects operations that write to OpenGL memory (glTexImage, etc.)
- // glGetTexImage() is not available on OpenGL ES 2.0
- // Texture width and height are required on OpenGL ES 2.0. There is no way to get it from texture id.
- // Two possible Options:
- // 1 - Bind texture to color fbo attachment and glReadPixels()
- // 2 - Create an fbo, activate it, render quad with texture, glReadPixels()
- // We are using Option 1, just need to care for texture format on retrieval
- // NOTE: This behaviour could be conditioned by graphic driver...
- // Attach our texture to FBO
- // We read data as RGBA because FBO texture is configured as RGBA, despite binding another texture format
- // Clean up temporal fbo
- // Read screen pixel data (color buffer)
- // NOTE 1: glReadPixels returns image flipped vertically -> (0,0) is the bottom left corner of the framebuffer
- // NOTE 2: We are getting alpha channel! Be careful, it can be transparent if not cleared properly!
- // Flip image vertically!
- // Flip line
- // Set alpha component value to 255 (no trasparent image retrieval)
- // NOTE: Alpha value has already been applied to RGB in framebuffer, we don't need it!
- // NOTE: image data should be freed
- // Framebuffer management (fbo)
- //-----------------------------------------------------------------------------------------
- // Load a framebuffer to be used for rendering
- // NOTE: No textures attached
- // Create the framebuffer object
- // Unbind any framebuffer
- // Attach color buffer texture to an fbo (unloads previous attachment)
- // NOTE: Attach type: 0-Color, 1-Depth renderbuffer, 2-Depth texture
- // Verify render texture is complete
- // Unload framebuffer from GPU memory
- // NOTE: All attached textures/cubemaps/renderbuffers are also deleted
- // Query depth attachment to automatically delete texture/renderbuffer
- // Bind framebuffer to query depth texture type
- // TODO: Review warning retrieving object name in WebGL
- // WARNING: WebGL: INVALID_ENUM: getFramebufferAttachmentParameter: invalid parameter name
- // https://registry.khronos.org/webgl/specs/latest/1.0/
- // NOTE: If a texture object is deleted while its image is attached to the *currently bound* framebuffer,
- // the texture image is automatically detached from the currently bound framebuffer.
- // Vertex data management
- //-----------------------------------------------------------------------------------------
- // Load a new attributes buffer
- // Load a new attributes element buffer
- // Enable vertex buffer (VBO)
- // Disable vertex buffer (VBO)
- // Enable vertex buffer element (VBO element)
- // Disable vertex buffer element (VBO element)
- // Update vertex buffer with new data
- // NOTE: dataSize and offset must be provided in bytes
- // Update vertex buffer elements with new data
- // NOTE: dataSize and offset must be provided in bytes
- // Enable vertex array object (VAO)
- // Disable vertex array object (VAO)
- // Enable vertex attribute index
- // Disable vertex attribute index
- // Draw vertex array
- // Draw vertex array elements
- // NOTE: Added pointer math separately from function to avoid UBSAN complaining
- // Draw vertex array instanced
- // Draw vertex array elements instanced
- // NOTE: Added pointer math separately from function to avoid UBSAN complaining
- // Enable vertex state pointer
- //case GL_INDEX_ARRAY: if (buffer != NULL) glIndexPointer(GL_SHORT, 0, buffer); break; // Indexed colors
- // Disable vertex state pointer
- // Load vertex array object (VAO)
- // Set vertex attribute
- // Set vertex attribute divisor
- // Unload vertex array object (VAO)
- // Unload vertex buffer (VBO)
- //TRACELOG(RL_LOG_INFO, "VBO: Unloaded vertex data from VRAM (GPU)");
- // Shaders management
- //-----------------------------------------------------------------------------------------------
- // Load shader from code strings
- // NOTE: If shader string is NULL, using default vertex/fragment shaders
- // Compile vertex shader (if provided)
- // In case no vertex shader was provided or compilation failed, we use default vertex shader
- // Compile fragment shader (if provided)
- // In case no fragment shader was provided or compilation failed, we use default fragment shader
- // In case vertex and fragment shader are the default ones, no need to recompile, we can just assign the default shader program id
- // One of or both shader are new, we need to compile a new shader program
- // We can detach and delete vertex/fragment shaders (if not default ones)
- // NOTE: We detach shader before deletion to make sure memory is freed
- // WARNING: Shader program linkage could fail and returned id is 0
- // WARNING: Shader program linkage could fail and returned id is 0
- // In case shader program loading failed, we assign default shader
- // In case shader loading fails, we return the default shader
- /*
- else
- {
- // Get available shader uniforms
- // NOTE: This information is useful for debug...
- int uniformCount = -1;
- glGetProgramiv(id, GL_ACTIVE_UNIFORMS, &uniformCount);
- for (int i = 0; i < uniformCount; i++)
- {
- int namelen = -1;
- int num = -1;
- char name[256] = { 0 }; // Assume no variable names longer than 256
- GLenum type = GL_ZERO;
- // Get the name of the uniforms
- glGetActiveUniform(id, i, sizeof(name) - 1, &namelen, &num, &type, name);
- name[namelen] = 0;
- TRACELOGD("SHADER: [ID %i] Active uniform (%s) set at location: %i", id, name, glGetUniformLocation(id, name));
- }
- }
- */
- // Compile custom shader and return shader id
- //case GL_GEOMETRY_SHADER:
- //case GL_GEOMETRY_SHADER:
- // Load custom shader strings and return program id
- // NOTE: Default attribute shader locations must be Bound before linking
- // NOTE: If some attrib name is no found on the shader, it locations becomes -1
- // NOTE: All uniform variables are intitialised to 0 when a program links
- // Get the size of compiled shader program (not available on OpenGL ES 2.0)
- // NOTE: If GL_LINK_STATUS is GL_FALSE, program binary length is zero.
- //GLint binarySize = 0;
- //glGetProgramiv(id, GL_PROGRAM_BINARY_LENGTH, &binarySize);
- // Unload shader program
- // Get shader location uniform
- //if (location == -1) TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Failed to find shader uniform: %s", shaderId, uniformName);
- //else TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Shader uniform (%s) set at location: %i", shaderId, uniformName, location);
- // Get shader location attribute
- //if (location == -1) TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Failed to find shader attribute: %s", shaderId, attribName);
- //else TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Shader attribute (%s) set at location: %i", shaderId, attribName, location);
- // Set shader value uniform
- // Set shader value attribute
- // Set shader value uniform matrix
- // Set shader value uniform sampler
- // Check if texture is already active
- // Register a new active texture for the internal batch system
- // NOTE: Default texture is always activated as GL_TEXTURE0
- // Activate new texture unit
- // Save texture id for binding on drawing
- // Set shader currently active (id and locations)
- // Load compute shader program
- // NOTE: All uniform variables are intitialised to 0 when a program links
- // Get the size of compiled shader program (not available on OpenGL ES 2.0)
- // NOTE: If GL_LINK_STATUS is GL_FALSE, program binary length is zero.
- //GLint binarySize = 0;
- //glGetProgramiv(id, GL_PROGRAM_BINARY_LENGTH, &binarySize);
- // Dispatch compute shader (equivalent to *draw* for graphics pilepine)
- // Load shader storage buffer object (SSBO)
- // Clear buffer data to 0
- // Unload shader storage buffer object (SSBO)
- // Update SSBO buffer data
- // Get SSBO buffer size
- // Read SSBO buffer data (GPU->CPU)
- // Bind SSBO buffer
- // Copy SSBO buffer data
- // Bind image texture
- // Matrix state management
- //-----------------------------------------------------------------------------------------
- // Get internal modelview matrix
- // Get internal projection matrix
- // Get internal accumulated transform matrix
- // TODO: Consider possible transform matrices in the RLGL.State.stack
- // Is this the right order? or should we start with the first stored matrix instead of the last one?
- //Matrix matStackTransform = rlMatrixIdentity();
- //for (int i = RLGL.State.stackCounter; i > 0; i--) matStackTransform = rlMatrixMultiply(RLGL.State.stack[i], matStackTransform);
- // Get internal projection matrix for stereo render (selected eye)
- // Get internal view offset matrix for stereo render (selected eye)
- // Set a custom modelview matrix (replaces internal modelview matrix)
- // Set a custom projection matrix (replaces internal projection matrix)
- // Set eyes projection matrices for stereo rendering
- // Set eyes view offsets matrices for stereo rendering
- // Load and draw a quad in NDC
- // Positions Texcoords
- // Gen VAO to contain VBO
- // Gen and fill vertex buffer (VBO)
- // Bind vertex attributes (position, texcoords)
- // Positions
- // Texcoords
- // Draw quad
- // Delete buffers (VBO and VAO)
- // Load and draw a cube in NDC
- // Positions Normals Texcoords
- // Gen VAO to contain VBO
- // Gen and fill vertex buffer (VBO)
- // Bind vertex attributes (position, normals, texcoords)
- // Positions
- // Normals
- // Texcoords
- // Draw cube
- // Delete VBO and VAO
- // Get name string for pixel format
- // 8 bit per pixel (no alpha)
- // 8*2 bpp (2 channels)
- // 16 bpp
- // 24 bpp
- // 16 bpp (1 bit alpha)
- // 16 bpp (4 bit alpha)
- // 32 bpp
- // 32 bpp (1 channel - float)
- // 32*3 bpp (3 channels - float)
- // 32*4 bpp (4 channels - float)
- // 16 bpp (1 channel - half float)
- // 16*3 bpp (3 channels - half float)
- // 16*4 bpp (4 channels - half float)
- // 4 bpp (no alpha)
- // 4 bpp (1 bit alpha)
- // 8 bpp
- // 8 bpp
- // 4 bpp
- // 4 bpp
- // 8 bpp
- // 4 bpp
- // 4 bpp
- // 8 bpp
- // 2 bpp
- //----------------------------------------------------------------------------------
- // Module specific Functions Definition
- //----------------------------------------------------------------------------------
- // Load default shader (just vertex positioning and texture coloring)
- // NOTE: This shader program is used for internal buffers
- // NOTE: Loaded: RLGL.State.defaultShaderId, RLGL.State.defaultShaderLocs
- // NOTE: All locations must be reseted to -1 (no location)
- // Vertex shader directly defined, no external file required
- // Precision required for OpenGL ES2 (WebGL) (on some browsers)
- // Fragment shader directly defined, no external file required
- // Precision required for OpenGL ES2 (WebGL)
- // NOTE: Compiled vertex/fragment shaders are not deleted,
- // they are kept for re-use as default shaders in case some shader loading fails
- // Compile default vertex shader
- // Compile default fragment shader
- // Set default shader locations: attributes locations
- // Set default shader locations: uniform locations
- // Unload default shader
- // NOTE: Unloads: RLGL.State.defaultShaderId, RLGL.State.defaultShaderLocs
- // Get compressed format official GL identifier name
- // GL_EXT_texture_compression_s3tc
- // GL_3DFX_texture_compression_FXT1
- // GL_IMG_texture_compression_pvrtc
- // GL_OES_compressed_ETC1_RGB8_texture
- // GL_ARB_texture_compression_rgtc
- // GL_ARB_texture_compression_bptc
- // GL_ARB_ES3_compatibility
- // GL_KHR_texture_compression_astc_hdr
- // RLGL_SHOW_GL_DETAILS_INFO
- // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2
- // Get pixel data size in bytes (image or texture)
- // NOTE: Size depends on pixel format
- // Size in bytes
- // Bits per pixel
- // Total data size in bytes
- // Most compressed formats works on 4x4 blocks,
- // if texture is smaller, minimum dataSize is 8 or 16
- // Auxiliar math functions
- // Get identity matrix
- // Get two matrix multiplication
- // NOTE: When multiplying matrices... the order matters!
- // RLGL_IMPLEMENTATION
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